Assassin's Creed: Walkthrough. Assassin's Creed Origins walkthrough: all tasks All walkthrough of the Assassin game

And in this article, which can rather be called a "confession of a fan of the series", I will try to tell you about the 5 main advantages of Assassins Creed Odyssey, which made me, if not fall in love, then at least with great pleasure, spend 80 hours with the creation of Ubisoft. Even taking into account the general sloppiness and the pack of shortcomings that invariably migrate to each release of the series.

Ancient Greece setting

If you did not spend your entire childhood in a nuclear bunker and at least completed an educational course in high school, then you are well aware of the contribution of Ancient Greece to modern culture. Ancient Greek myths and the philosophical school of the Elins, together with such personalities as Socrates, Pythagoras and Aristotle, are at least approximately, but known to any layman. And then Ubisoft unambiguously guessed with the choice of the setting, weaving into the narrative familiar from his youth plots and characters.

In this regard, the passage of Assassins Creed Odyssey brings much more pleasure than the same Assassins Creed 3. You can even say that the setting of Ancient Greece is the most "popular" in the history of the series and for a person from Russia it will be closer, unless only the Russian setting.

Epic and non-linear storyline

In an attempt to refresh the mechanics of the series, Ubisoft went to any experiments, including the craziest - naval battles and defense of cities in the style of "Tower Defense" from Revelations. Odyssey went even further and dared to step on the threshold of the role-playing genre. And, oddly enough, Ubisoft managed to prove itself as the creators of RPGs. Best of all, this thesis is confirmed by the storyline company, in which our decisions affect not only the ending (hello Mass Effect 3), but also numerous game events, starting from the second chapter. And Assassins Creed Odyssey has nine endings in the kit.


The plot itself, as befits a modern AAA project, will delight in scope, but this time it is focused on a more personal story. The scenario, where the usual family values ​​are at the forefront, in any case looks more advantageous to me than the simulated and primitive struggle of the Assassin and Templar orders.

Quests in the best traditions of the genre

A good RPG game is simply impossible to imagine without a huge pack of variable quests that provide motivation to explore the world. It should be said right away that not all additional tasks in Assassins Creed Odyssey will be able to please with the level of quests from The Witcher 3 trilogy, enough standard give-and-bring. But if you pay attention to the quests marked with a gold mark, you can be sure that the Ubisoft scriptwriters do not eat their bread for nothing. For example, not all quests will require you to uncover your weapon for passing, and more emphasis is placed on the dialogue system. One more point - some of the tasks can be failed and even the wrongly chosen tone in the conversation can affect the consequences of the quest.


Another point is the nonlinearity and consequences of the decisions made. After completing the story chapters in Assassins Creed Odyssey, I can advise you to return to your previous locations in order to see what chaos or grace have sown your actions. But, acting like a true philanthropist and pacifist, you should not expect that all characters will live happily ever after.

Frivolous Greece

Another moment that pleasantly surprised me in Odyssey is the abundance of humor that almost every quest in the game shows through. Why, even the main character is more likely not a heroic character from the Iliad, but a KVN participant who suddenly found himself in Ancient Greece. It is the frivolous attitude with which the writers approached the creation of the game that refreshes the franchise, and especially against the background of last year's and extremely gloomy Origins. Oh, yes, I recommend playing Assassins Creed Odyssey in Russian, the original voice acting is too comical by ear.


Perhaps the most beautiful world in the history of the series

Surprisingly, in terms of technology, the graphics in the Assassins Creed Odyssey game seemed to me even worse than those of Origins. Another point is that even with not the best textures and a lack of polygons, the variety of the game world was able to fully extend the visual side of Odyssey. When Origins taught that there are only 50 shades of sand with rare glimpses of vegetation, Odyssey delights with an archipelago of rich landscapes. From rocky mountains and blue sea, to vegetation forests, plains and cities with subtropical vegetation. Just look at the screenshot, isn't it pretty, huh?


And again, back to the beginning of the article, Assassins Creed Odysssey is far from ideal. It's time to rest animations, many additional quests lack polish, and the slow progression of levels, which tempts you to buy, makes you angry almost to the point of gritting your teeth, when you are almost obliged to vacuum the question marks on the map to complete the story campaign. But with objective issues in mind, Assassins Creed Odyssey is undoubtedly the right course for the series and, most unexpectedly, one of the best RPGs of 2018.

We also draw attention to, which unexpectedly became one of the best games in the history of the series, of course, at the moment only in the opinion of Western critics.

At any time in the game, you are free to go to the menu, where a lot of interesting information is displayed.

    Status... Here it is written what exactly you must complete at the moment in order to advance along the storyline. If there are several tasks, they are all displayed and you are free to choose what to do first.

    Map... A schematic representation of the area where Altair is located. It shows buildings and features of the relief quite accurately, there is only no elevation map. Sometimes it’s hard to tell where to turn off when you’re trying to get into an especially tricky alley, but it’s not very annoying. You can change the scale of the map, customize what objects will be shown on it, and also set a marker that will be displayed on the GPS receiver in the game.

    Items on the map... In this menu, you can choose which items will be displayed on the map. Also, the name of the city and the number of its population for 1191 are written here. The latter does not carry any payload, but it looks intriguing.

Interface

Now let's look at the interface elements that you have to observe and use directly in the game.

    Campaign logo... It shows your current state through color and shape. Is Altair on the wanted list or reliably hidden, are the guards looking for an unknown criminal or is nobody paying attention to the strange-looking young man? All this useful information can be gleaned from the campaign logo.

    DNA sync indicator... This is not only an indicator of life in the traditional sense, but also a kind of leash that does not allow Altair to go too far beyond what is supposed to be. When you do actions that the assassin did not perform - you fall from a great height, you brazenly climb forward, where you do not need to do it at all - the number of blocks begins to rapidly decrease. They are also taken away during battles when you miss hits. If you lose all the blocks, desynchronization will occur, or, simply, death. And you will be forced to start over from the nearest save point.

    It is important: Altair, despite his excellent training, does not seem to have learned to swim. At least once you fall into the water, the character will immediately go to the bottom. So much for a professional assassin-saboteur.

    To restore the blocks, it is enough to hide or perform socially acceptable actions for a while. You can just stand in the crowd and your health will recover on its own. Initially, you have few blocks, but they can be accumulated by completing storyline and secondary tasks. The maximum you can collect is twenty health blocks.

    Control keys... The control keys are shown here and what actions they are responsible for. Generally speaking, each key is associated with a specific part of the body. Upper- Altair's head. With its help, you can survey the area, climb the building, and turn on the "eagle vision". Left- Altair's right hand, with which he fights with a saber and a scimitar. Right- left unarmed hand. With it we push and grab people by the breasts. Lower- Altair's legs. Step forward in combat, running and jumping - in a normal state.

    Weapon... Here is a menu for choosing weapons: saber, scimitar and throwing knives, fist and secret blade. The center of the menu shows which weapon is currently selected.

    GPS receiver... It demonstrates various data - how many meters to the goal of the task, additional assignments and the marks you have set on the map. True, the area map itself is not displayed, you need to switch to the main menu to correct the movement. This is not very convenient, because you have to slow down. Also, the GPS receiver always shows where north is.

    Hints... Here they periodically write tips: how best to complete the task, where to run away and where to hide. Quite useful, especially at the beginning of the game, when not all the possibilities have been explored yet.

Altair's main abilities

Altair can move in two main modes: normal and high stance.

In a normal stance, most of Altair's movements are not suspicious, which allows him to blend in with the crowd. In a high stance, you can perform various tricks, as well as run fast, but this way you attract attention. Switching from one mode to another is done by pressing the key.

It is important: some of the tricks described below become available as you progress through the game, but at the very beginning you master all the techniques, without exception. Therefore, you can try them until Robert du Sable attacks the fortress.

Walking... This method of movement does not attract much attention from the guards, which is very useful when sneaking up to a target or inspecting a kill site. You practically blend in with the crowd. Only an aggressive guard can spot Altair if he gets too close. You can also change the walking speed. This is important when sneaking up on a victim in order to plunge a blade or steal a wallet.

If, while standing on the roof, you approach the edge, Altair will lean forward and look at the street. This saves you from an unexpected fall, and also allows you to inspect the area, the benefit of this is small. During story missions, there is no such need, and during a free travel, you don't want to explore the surroundings. If only for the sake of aesthetic pleasure - to observe the life of the city from a height.

It is important: Altair will only look down if the roof is flat. If it is tilted, he will jump off and hang on his hands, catching on the edge. Do not forget about this feature when planning to explore the street.

If you come up to a low obstacle - for example, a wooden box - Altair, after some thought, climbs onto it and proudly squats. This is quite surprising to the townspeople, forcing them to twirl their fingers at their temples. The guards, having seen enough of the "proud bird", can hit with a saber so as not to embarrass the people.

Run... To start running, you need to go to a high stance and press the forward key. If, in addition to this, hold down the "legs" key, Altair will run even faster, jumping over various obstacles on the move. You can change the running speed, but, unlike walking, this is not so important. You always need to run away quickly, slowing down, only to maneuver in the crowd.

Jogging attracts more attention, but remains socially acceptable. The guards will be on their guard, but will not try to catch up and kill Altair. At least until you start pushing people around, forcing the townspeople to drop pots and firewood. If you bump into a guard, he will immediately grab a weapon and try to hack to death. Also, the alarm will be raised if Altair is already wanted.

If you run up to the edge of the roof, Altair will not look down, but will jump to the opposite roof or another object that you can catch on to. If nothing similar in the direction of the jump is observed, it will collapse onto the street with a wild cry. If Altair meets an obstacle on the way, he will try to jump on it. If successful, the character will continue moving or start climbing the wall.

It is important: running, despite the close attention of the guards, is the main mode of transportation. On the roofs - because it is still forbidden to walk on them and there is nothing much to lose. On the streets - because it’s faster, and if you deftly maneuver in the crowd without crashing into the guards, you can reach your goal without raising an alarm.

Bounce... A regular jump in Assassin's Creed is not very popular, because Altair performs the necessary tricks on his own while running in a high stance. You just need to indicate the general direction of flight. However, there are times when you need to stop in order to choose exactly where to jump.

Take the pier at Acre, for example. To get to the ship or lighthouse, you need to jump on the piles sticking out of the water. But doing this on the move is quite problematic, the area on which you can land is too small. Therefore, you have to stop, carefully aim and only then jump.

Also, the jump is useful when you want to jump onto a specific piece of the wall. Get close to him and switch to a high stand. Wait until Altair puts his palms forward and presses against the surface, then press the "legs" key.

It is interesting: jumping also attracts the attention of townspeople and guards, but for a while they will not take drastic measures. If you jump quickly, you can leave without raising an alarm.

Eagle vision... Eagle vision is a kind of scanner that allows you to understand who is who. When your health is full, stop and press the head key. The world will dramatically dim, and the outlines of objects will become blurred. Only silhouettes will remain from people, but each character will be painted in a certain color.

Gray or colorless- civilians who are of no interest. White- informants of assassins, objectives of tasks that do not need to be killed. Red- all opponents who can attack Altair. Yellow- people who need to be killed on the instructions of an informant, characters for a plot murder. Blue- allies, which include sympathetic local residents and groups of roaming monks.

Eagle vision is useful when you want to assess the situation in order to understand how many guards or who is the informant in the crowd. It is best to use this ability while standing on a rooftop so that you can look around the entire street. However, it should be noted that you can complete the game without using eagle vision at all and without suffering at all from this.

It is important: after turning off the eagle vision, the characters remain highlighted in the corresponding colors for some time.

Weak push... When you are walking with a crowd in front, you can hold down the "right hand" key to push people apart. Thus, you will quietly move forward, pushing the townspeople away and not attracting attention. This is especially useful when you need to carefully walk through the jug carriers.

Pushing is useful when you are sneaking up on a target and the flow of people is quite dense. If you try to just pass, you will lose a lot of speed or accidentally hit someone with a strong push and raise the alarm. Remember that beggars who constantly ask for money and do not allow them to pass cannot be pushed away in this way.

It is important: the guards who stand in one place all the time can be slightly pushed away without fear of being attacked. True, with patrols and guards on the alert, such a trick will not work.

Throw... In a high stance, gentle pushing turns into a grab and throw of the opponent. The greatest benefit of throwing is during the bout. The enemy, having set off on a flight, will lie on the ground for some time. While he is trying to get up, you can quickly finish him off with a blow of the sword.

You can also throw an enemy, for example, into a merchant's shop, from which it will collapse with a crash and with a high degree of probability will crush the enemy to death. This way you can quickly get rid of the guards on the roof. After falling from a great height, usually no one survives. Another throw is useful if a beggar blocks your way. Remember that the guards will be alert, but will not immediately attack.

It is important: grabbing the opponent, you can choose the direction of the throw. It will be difficult at first, but with a little practice, you will be able to hurl enemies in the right direction.

Pushing on the run... Having reached the third rank of Assassin, you will gain the ability to push aside passers-by on the run. To do this, go to a high stance to prepare for a dash, hold down the left hand key and run forward. The movement speed is slightly lower than just running, but if you run into a passer-by, only he will fly to the ground, and Altair will continue to move.

This mode of travel is socially unacceptable. Therefore, first the guards will pay attention to Altair, and after a second they will rush in pursuit of the troublemaker. However, when fleeing from the guards, pushing as you go is often the only way to fight your way through the crowd. At the same time, the pursuers will have more problems. The fallen townspeople will have to bypass or jump over, and the citizens who have raised the panic can create a small congestion.

Just do not try to repeat this trick with the guards, who are already waiting for you with blades bared. They will not hesitate to immediately strike with a sword, and Altair will fall. With the help of pushing away on the run, you can throw off sentries on the roofs. They waited until he, standing on the edge, turned his back, ran up and hit from behind.

It is important: pushing aside the townspeople, Altair gradually loses speed, so it is still better to avoid especially large crowds of people.

Fall and capture... If you need to descend from a great height, all that remains is to jump into a haystack or gradually crawl down. But after getting the fourth rank of the assassin, you will have a third option. Hanging on your hands, press the "left hand" key. Altair will start falling rapidly onto the mortal earth. When the character will fly past the ledge, which can be caught, again quickly press the "left hand" key.

It is important: do not forget that the ledge that you plan to grab onto must be in the same horizontal and vertical plane as Altair. Otherwise, nothing will work.

Monk disguise... If things are really bad and the guards start looking for Altair, but still do not know who to attack, the only chance to get out of the trap unnoticed is to pretend to be a monk. To do this, in a normal stance, hold down the "legs" key. Altair will immediately take on a pious look, trying to prove to everyone around him that he is a simple monk, and not at all a bloodthirsty assassin.

True, the speed of movement is low. But if you slaughtered someone by order of the informant and the guards start purposefully looking for the killer, pretending to be a monk is the only way not to fail the task and get away unnoticed. At least that way you can get back to a safe distance.

But you need to remember the following. If you come face to face with a guard, your disguise will be revealed. Therefore, plan your movement carefully. Also, I do not advise to be too close to the guards. They will not immediately understand who is in front of them, but it is only a matter of time. When Altair was attacked and the alarm was raised, disguising as a monk was all the more useless.

It is important: Archers do not care who climbed onto the roof, a monk or just a strange citizen. They are against prejudice and class discrimination and will happily try to finish off Altair, whoever he pretends to be.

Wall running... When Altair hangs on his hands, and his feet will rest against the wall, select the direction of movement, then go to a high stance and press the "legs" key. If everything is done correctly, and it is not as easy as it seems, the character will jump to the side and run a little along the wall.

In theory, this trick has many uses. You are climbing the wall, and the treacherous archers are already about to fire a volley? Run sharply along the wall and climb up again - and the enemy will be forced to aim again.

But, in my opinion, the problem is that the trick is too difficult to execute. It is necessary not only to run along the wall, but to calculate whether Altair will be able to reach the next ledge. If you miss, you can fall at the feet of the joyful pursuers. There are many other less hazardous ways to escape the pursuit. And archers are not such a serious threat, especially when you consider how often they smear and aim for a long time.

It is important: however, running on a wall can be beneficial - when you are hanging on a ledge, and you cannot reach the next ledge, for example.

Run on beams... Above the streets in Acre, Damascus and Jerusalem, beams are driven between houses (however, there are specimens half sticking out of the wall), which can be used as a means of fast movement.

First you need to climb onto one of the beams and move to a high rack. Then hold down the "legs" key and the movement key towards the next beam. Altair will start jumping from one beam to another (they usually go one after the other) when he needs to cling to his hands in order to fly to the next beam.

This method of movement is especially useful if you are hiding from a pursuit. The guards push their way through the crowd, and you calmly gallop along the beams, and no one interferes with you. Even if there is no chase, you can move along the crossbeams to avoid meetings with cocky drunks, annoying beggars and always suspicious guards.

It is important: The biggest problem with running on beams is finding a place to jump onto the beam. In order not to find out during the chase, study the terrain and possible retreat options in advance.

Running jump on the wall... If, after scattering, direct the character to the wall, he, pushing off with his feet from the vertical surface, will make a high enough jump and try to grab onto the ledge. In case of failure, Altair will shamefully collapse to the ground.

It is important: avoiding the pursuit and deciding to climb onto the roof, carefully choose a place to jump. If it fails to catch on to a ledge or edge, Altair jerks his legs against the wall and then falls. Not only will the enemy almost certainly have time to catch up with you, you will also lose speed.

Synchronization... Every time Altair climbs to a vantage point - they are marked on the map with a tower icon (because basically these are different towers) - you need to use eagle vision to synchronize your memory. As a result of this operation, you will be visually shown the nearest surroundings and a part of the map with marks will open (additional tasks).

It is important: citizens and guards completely ignore Altair, who has collapsed into a haystack. Therefore, if you are being chased, you can safely climb the nearest tower, since the guards climb worse on the roofs and jump.

Climbing walls

So we got to one of the main features of Assassin's Creed - climbing walls. As promised - and it was hard to believe in it until the last moment - it's done simply and realistically. You just need to grab onto something, and further, it is enough to indicate the direction of movement.Altair will independently find something to grab onto, pull himself up on his hands and make a throw.

Any protrusion or depression on the smooth surface of the wall is used. Descending and ascending is equally comfortable. The insidious camera sometimes tries to intrigue, but you can easily overcome it.

On a note: don't expect to climb any building without any problems. Sometimes you need to think carefully before you can get to the top.

In addition to a variety of buildings and towers, each city has special structures of great height and majestic size, such as the church in Acre. You will see them from afar and will not be confused with anything. They have a very complex architecture that literally challenges the player. Climbing them is not easy, but very interesting.

Firstly, the whole city and its surroundings are visible from such a height. Secondly, jumping into a haystack is breathtaking. When you fly from a great height for several seconds, watching how the figures of people grow rapidly ... this cannot be described in words, but at such moments the game can be forgiven for many shortcomings.

While wall climbing is undoubtedly a noble cause, civilians do not approve of it at all. The guards generally throw stones in order to talk with the violator of public order on the ground. Having grabbed a cobblestone two or three times, Altair will hit the ground. Archers, without thinking about the consequences, immediately shoot in the back. The most interesting thing is that if our killer, having caught an arrow, falls down, they will consider their duty fulfilled and will not run to finish off.

It is important: although you cannot be on the rooftops, and "industrial mountaineering" is considered a socially unacceptable act, you can use stairs to descend and ascend. The guards don't mind this. True, it turns out to be a paradox: you can climb the stairs to the roof, but you can't stand.


Now let's figure out what objects can be used for climbing walls and dashing run along roofs.

Baskets Stacked Together

Piled up boxes, baskets, and the like are great places to jump onto a roof or wall. Also from them you can often jump onto the beams. Baskets and crates may look different or be part of a different object, but you will recognize them at a glance.

Beams

We have already mentioned the beams, but now we will consider them in more detail. They are of three types: partially sticking out of the wall, completely extending from house to house, and thin metal rods. You can run along the first two, while the last two can only be clinging to with your hands in order to jump further.

Merchant tents

The merchants' tents can also be used as a platform for a further jump to the roof (just before that, you also need to climb on them). You can also throw a guard into the tent, and he will immediately die under a pile of collapsed boards. True, after that you will have to wait a long time until it is repaired.

Pillars

Small poles and piles that you can jump on and sit on, depicting a proud bird. They are found on rooftops and fences, but most often on the marina. With their help, you will have to overcome water obstacles, but at the same time you need to accurately calculate the movements. One wrong step and Altair will drown.

Bridges

These can be ordinary planks thrown between houses, or the top of an arch. The bottom line is that you can't walk on them quickly. Altair immediately slows down, while balancing and swinging his arms so as not to break. It is convenient to keep the defense near the bridges, especially if the enemy cannot attack from the other side. Enemies will come up one at a time.

Scaffolding

Scaffolding comes in a variety of heights and scales. There are also pieces for a different purpose, but with a similar design, which allows us to combine them into one group. You can deftly climb up on them; it is also a great chance to finish off some of the guards. When there are opponents next to the forests, throw an enemy at them - and the collapsed structure will bury everyone nearby.

It is interesting: in fact, in Palestine at that time, scaffolding was made differently - in the form of a heap of sandstone or clay. Wood is in short supply in those parts.

Chandeliers

Ordinary, albeit large, chandeliers that you can run or just sit on, recuperating. They are quite rare. For example, they can be found in the assassin's fortress, in the library where the mentor lives.

Wooden suspended platforms

Wooden platforms that were abandoned by the builders without completing the repairs. Despite the suspended state, they have good stability. Therefore, you can think of them as regular platforms.

Balconies and platforms

Balconies and wooden platforms are not too much of an obstacle for Altair. At first it seems that they need to be bypassed - more precisely, to crawl, because we are climbing the wall - but this is far from the case. The character will make a throw, grab the edge of the platform or balcony with his hands, take a breath and pull himself up in order to continue the journey. True, it takes a long time, which is unacceptable when stones are thrown at you.

Window bars, loopholes and masonry

All of the above (and much more) are small protrusions and depressions, clinging to which Altair climbs the walls. Despite their variety, you will quickly learn to distinguish between what you can catch on and what is just a useless decorative element and plan your route.

Combat technique

Have you decided to go into battle with the guards? This means that two main features need to be remembered: the enemy never attacks in bulk, a maximum of two, and more than twelve people do not participate in the battle. Now let's take a closer look at what weapon Altair is wielding.

Weapon

Fists... Of course, you can't wave your fists against the guards. It is only in films about martial arts that the bare heel turns out to be stronger than the blade. In Assassin's Creed, Altair is properly crushed before he can do anything, but his fists can be used to ward off a beggar, restrain an over-the-top drunkard, or persuade an intractable speaker who doesn't want to share secrets.

It is important: remember that the guards, seeing how you fight with the citizen, will not immediately get into the fight. But all the same, you should not solicit the speakers in front of the guards. After the conversation, Altair will finish off the agitator, and she may get alarmed.

Hidden blade... The blade is attached to the inner side of Altair's right forearm and extends only at the moment of impact. The guards cannot see the weapon, so the hidden blade is used for silent assassinations. You can finish off the enemy in several ways - for example, sneak up from behind and plunge the blade into the neck. Thus, you can kill the victim in the middle of the crowd and even surrounded by guards. No one will notice the blow itself, they will only see the corpse of the unfortunate man.

You can also attack from the front, but only if the victim suspects nothing. Otherwise, the guard will grab Altair's hand and throw him back. Therefore, do not attempt to punch if the guard is in an anxious or aggressive state. Civilians, even frightened by Altair's actions, will not be able to reflect the blow. But why kill them? For the sake of completing the task, this is not required, but for the sake of entertainment ... This is doubtful entertainment.

It is important: if the guard is at the gate and does not allow you to pass, you can, in order to attract her attention, slaughter the guard running nearby. While the law enforcement officers are trying to figure out what happened, pretending to be a monk, enter the forbidden territory.

Another kill option is a running attack. Run up from behind, and Altair, having made a beautiful jump, will plunge the blade into the back. The maneuver makes sense when you cannot sneak up on the enemy and you have to rely on speed. This is especially true if you need to quickly get rid of the archer.

You can also attack from the front. This is more difficult because you need to determine the state of the guard and the distance that you can run before he goes into open conflict or just realizes what is happening and throws Altair off. An exquisite method of killing is an attack from above. You jump down from above and immediately thrust your blade between the opponent's ribs. But it takes practice.

Scimitar... The short blade is inferior to the long sword in damage dealt, but it is significantly faster in speed. Note that up to the middle of the game, the benefits of attack speed outweigh the minuses of damage. You can keep a squad of guards at a distance by constantly striking fast. Of course, most will hit the block, but if at least one of the five hits the target, it's already good.

It is interesting: using the scimitar, you will see the most beautiful fights. Especially graceful techniques are obtained during the counterattack.

The scimitar has another undeniable plus. When you carry out a counterattack, there is a greater chance that Altair will not only knock back the enemy, but finish him off immediately. Problems will begin towards the end of the game, when the enemy grows up in fencing skills and begins to remove two health blocks with one hit. Then you should switch to a long sword. However, the scimitar will still come in handy in fights with ordinary guards.

Throwing knives... The choice of throwing knives and scimitar is done with one key. Therefore, to throw a knife, you need to press the attack key when the enemy is far from Altair. Throwing knives, in my opinion, are not entirely fair weapons, because they kill most enemies with one hit. Well at least the characters you need to kill in the storyline cannot be penetrated with a throwing knife. Otherwise it would be completely uninteresting.

Nevertheless, the benefits of throwing knives are enormous. With their help, you can, for example, quickly finish off the Templar, with whom it is better not to engage in close combat. Or thin out the guards who get a woman or a monk before you start rattling swords. You can start running away during the battle, then stop abruptly, throw several knives at the pursuers and continue the fight.

It is important: replenish the supply of knives by stealing them from the cocky townspeople or by picking up the Assassins teacher in the room.

The evil archers on the roof can also be an excellent target if you do not want to engage in melee, and you cannot kill with a hidden blade. Knives can distract guards if you throw a blade next to them. True, they should not see Altair at the moment of the throw, otherwise they will immediately attack. Throwing knives requires accurate aiming, so practice well in the courtyard of the assassin fortress on wooden dummies before using them in battle.

Long sword... This weapon is inferior to the scimitar in speed, but wins in the power of the blow. Also, only a long sword can be fought on horseback. True, in equestrian combat Altair dispenses with tricks - just a swing from the shoulder, and that's it. Unlike the scimitar, which improves only once upon reaching the eighth rank of assassin, the long sword gains three pluses.

Due to the low attack speed with the sword, it is more difficult to fight against a large squad of guards. We have to change tactics: instead of fast and frequent attacks, keep blocking constantly and carefully choose the time to strike. During a counterattack, Altair usually simply throws back the guard, and while he rises from the ground, he has to be finished off on his own.

Nevertheless, at the end of the game, the enemies become more aggressive, and skilled fencers appear among them. Therefore, no matter what weapon you fight with, you still basically have to stand on the defensive. Then the big damage from the sword will greatly help out. In addition, they can be dealt a strong but slow blow that will almost certainly kill a guard or break through a defense.

Movements and techniques

Step... In a normal stance, press the legs key and the movement key to make Altair take a step in the indicated direction.

Throw... In normal stance, press the left hand key to grab and throw your opponent. The direction of the throw can be set with the movement keys. Remember that the block is not a hindrance at all to capture.

Attack... In a normal stance, press the "right hand" key to strike with the selected weapon. Remember that the longer you hold the attack key, the harder the hit. But power comes at the price of slow execution speed.

If you press the attack key quickly and often, Altair will deliver a series of blows, and the last one is guaranteed to finish off the enemy. In this case, the guard receiving the blows will be thrown back a little.

A combination of blows does not have to be carried out on one opponent. You can make the first lunge towards one guard, then immediately change the direction of movement so that Altair hit the other, and end the series on the third. Thus, you feel the defense - you never know who will miss the blow? - and force your opponent to keep your distance.

It is important: watch the behavior of opponents. When a guard taunts, wearily rests his hands on his knees, or closes his eyes in a particularly brutal blow, he is the perfect target for an attack.

Breakthrough protection... To break through the enemy's defenses, first step forward and immediately deliver a powerful blow. With a high degree of probability, you will knock down a block, and the guard will not be able to reflect the next attack.

Block... Move to a high stance and Altair will automatically enter the block. This way you will be able to deflect most of the blows.

Dodging hit... Being in a block (in a high stance), wait for the enemy to start attacking and press the "legs" key. Altair will evade the blow, and you can start a retaliatory attack on the opened enemy.

Counter capture... Standing in the block, wait until the enemy starts to strike, and press the "left hand" key. Altair will intercept the opponent's hand and throw him away or strike with his fist. The guard will fall to the ground, where you can finish him off. You can also use the counter grab to free yourself when the guard grabs the character and is about to throw him. You just need to act quickly.

It is important: if you finish off several enemies in a row without taking damage, Altair can independently break through the protection during a simple blow.

Counter attack... While in the block, wait until the enemy starts to strike, and press the "right hand" key. Altair will independently reflect the attack and finish off the guard with a counter attack, or simply throw him away.

The counterattack, this small scene with a beautiful setting, is almost always shown in close-up. It is also a good way to get rid of an opponent with one hit. Which technique will be performed, the guard will die or will be simply thrown back, depends on the specific enemy strike and at what point in time you press the "right hand" key. The exceptions are victims from story missions, which are only discarded by an oncoming attack. However, this does not interfere with finishing off the enemy lying on the ground.

True, Robert du Sable managed to excel here too. You cannot beat him until he gets up. The sword simply passes through the body without causing harm.

Horse racing

On horseback, you can only move around the city, as well as in the "kingdom" - the area between the cities and the fortress of the assassins. For some unknown reason, the horse will not be able to rush through the gate. You just run into an invisible wall, and then the guards attack you. To get on a horse, it is enough to come close to it.

When dismounting, the horse will follow Altair for a while. But, even having lost it, you can always find a new one at the city gates or in the "kingdom". Nobody minds if you borrow a horse for a while. And if it does, then on foot it will definitely not catch up.

Horse control is not difficult. The direction of movement is set with the keys. Just remember - you need free space to turn around. The turning radius is directly proportional to the speed of movement. To turn around on the spot, press the "right hand" key - Altair will raise the horse on its hind legs - and then the movement keys.

If you press the "legs" key in a normal stance, the animal will move to a slow step. At such a speed of movement, the guards do not pay attention to Altair. If you try to gallop or trot past the soldiers, for some reason they will immediately raise the alarm. Is there a speed limit sign somewhere?

It is important: if in a high stance, when the horse gallops, press the "left hand" key, Altair will jump forward on the move. This is useful when you want to start a spectacular climb to the observation tower.

There is a kind of sophisticated sadism in this. "Kingdom" is a huge territory, and if you move at a slow pace, you can drive to the city for an hour. Medieval DPS costs every 50-100 meters, so there is simply nowhere to accelerate. You have to choose: do not care about the guards and, under alarming cries, rush to the goal or crawl stubbornly at the speed of a turtle.

If you go into a high stance, the horse will gallop at a trot. If you still hold down the "legs" key, the horse will go into a gallop. To jump over an obstacle - for example, a log - it is enough to drive up close, and the rest of the animal will do itself. Does not work? Try to accelerate first, the height of the jump depends on the speed.

It is important: if you see that the guards are lined up on the road in a row and draw their swords, do not try to shoot them down. The horse will hit with the sword, it will fall to the ground and you will have to fight on foot. Therefore, it is better to just go around the guards by the side.

If you press the "right hand" key in a high stance, Altair will take out a sword. Pressing again - a blow with a blade. Fighting on horseback is a separate pleasure, most importantly, do not forget to constantly accelerate in order to have an advantage in speed. Crashing into a horse, the enemy also takes damage. Get a few hits and retreat for another swoop.

Behavior and types of guards

All guards in the game can be divided according to two characteristics: functions performed and rank. In addition, they can be distinguished by their appearance, but the Crusader guard is no different from the Saracen guard in functionality.

Lonely guard walks among the townspeople or stands at a post in a crowded place, observing the order. Does not pose a threat and will pay attention to Altair only if he takes a socially unacceptable action. Guard squad includes from five to nine people, led by a commander. They can recognize the murderer in Altair much faster than a lone guard, and then only disguise as a monk or shelter will help.

Stationary security post- usually stands in a line and does not allow passage into a certain area. If you try to squeeze through, you will first be pushed away, and if you try again, you will be attacked. Archers strongly resemble lonely guards, but live exclusively on rooftops. Happy owners of a bow, from which they can shoot Altair if they see him climbing the wall.

It is important: we can mention another type of guards who stand in a semicircle and get women and monks. However, this applies to additional tasks, so we will return to this topic later.

Military ranks

Privates wear cheap armor and really do not know how to fight, although they are actively blocking. They are trying to compensate for the poor quality of training by numerical superiority. Not to say that they are particularly successful in this. Once you study the counterstrike, they will no longer pose a particular danger. Until the middle of the game, the rank and file are the most common opponents.

Sergeants dressed in good armor and usually lead squads of guards. They fight much better than the rank and file, they can even boast of knowing certain techniques, but in general they will not cause serious trouble. Besides, there are not so many of them.

Officers excellent fencers, they know, and most importantly, are able to use numerous techniques. They will mainly throw Altair and interrupt attacks with a fist in the stomach. Their defenses are much more difficult to break through, and they try not to get hit. It is best to kill them with a counterattack. By the end of the game, there are already indecently many officers, and they have time to pretty much ruffle their nerves.

It is important: remember who wears what armor, and in the fight, correctly assign targets. The most dangerous opponents must, of course, be destroyed first.

Guard states

Despite the rank and number of guards, they all have the same types of behavior, which can be divided into three phases: relaxed, anxious and aggressive.

Relaxed- a weapon in a sheath, the guards absentmindedly look around and completely ignore Altair. They can be alerted only if the crowd raised a noise, something strange happened (a corpse, for example, appeared on the street) or Altair is doing socially unacceptable actions. They can also be provoked by hanging around for a long time and ignoring requests to move away.

Anxious- hand on the hilt, but the blade is still in its sheath. They know to look for someone suspicious, and they carefully inspect the territory. Nevertheless, the guards do not yet know Altair by sight and determine the enemy in him only if they get too close. Some socially unacceptable actions can still be performed, but the patience of the guards will run out much faster. When the enemy is in an alarming state, you can safely walk nearby, but only disguising yourself as a monk.

Aggressive- swords are drawn, the guards walk in circles and purposefully look for the criminal. You can still get lost in the crowd, but the distance from which you are found, as well as the search time, is rapidly decreasing. Noticing Altair, they will call their comrades with a shout and rush in pursuit. They attack without warning and chase to the end. Only disguise as a monk can save you from detection.

It is important: completing story missions, you gradually increase the level of anxiety of the guards. If at the very beginning of the game all the guards are in relaxed condition, then after the sixth murder, patrols in aggressive state, and all others - in unsettling.

Open clash

Sooner or later, you will have to fight the guards in the open. But defeating the enemy in battle is only half the job. You also need to reduce the level of anxiety and return to an anonymous state. In general, we will analyze by stages how an open collision occurs and how then to get rid of undesirable consequences.

First stage

The enemy saw Altair and identified him as an enemy. Guards with swords baldly run to the character, intending to chop him into small pieces. At this moment, you need to make a choice - to engage in combat or to flee.

Both options will work, but you need to be aware of the consequences. If you start a battle, the battle site will be littered with corpses for a while. Newly arriving guards will immediately become anxious or aggressive. In such conditions, it is difficult to complete tasks in which it is impossible to raise the alarm, for example, stealing wallets and murder at the request of an informant.

It is important: deciding to join the battle, remember that help will come running to the enemies. Basically, these will be guards passing by. Fortunately, they are not endless. At least until you kill everyone, new opponents will not appear.

What line of behavior should you choose? It is usually much easier to cut everyone than to stubbornly jump over rooftops, trying to break away from pursuers and find cover. Alternatively, you can combine both tactics: first you run to the roof, take the guards away from a crowded place and kill there. But this must be done on the roof, so that the corpses on the ground do not embarrass civilians and do not raise panic among the guards.

If only one soldier is going to attack Altair and he has not yet managed to call other guards for help, you can quickly finish him off and escape from the crime scene. A hidden blade is best for this. You just need to hit from the back - and sneaking up behind you when they are running after you with a sword is not so easy.

You can also try to get rid of the lonely pursuer with a sword, scimitar, or throwing knives. But then the peaceful townspeople will know the killer for sure and will raise a terrible cry. This significantly speeds up the appearance of the guards and leaves less time to escape.

Second stage

So, you escaped from the guards. It doesn't matter how - by cutting everyone or briskly sparkling with his heels. The main thing is that they have lost Altair. The red icon has turned yellow, although it is still flashing alarmingly. The next thing to do is find shelter. This could be a bench with citizens relaxing, a haystack, a group of monks, or a small gazebo covered with a cloth.

Guaranteed to hide from the guards helps to jump from the observation tower into the haystack. If you manage to climb up, the guards will definitely lose sight of Altair. For the entire time of the game, they never tried to climb the tower, limiting themselves to throwing stones at the character. When you jump into a haystack, passers-by and guards do not pay attention to the flopped body. Apparently, this is a common thing for the Middle Ages. People fall into hay - what could be more natural?

It is important: do not try to jump for cover unless you have broken away from your pursuers. Altair will immediately jump back.

Third stage

When you find yourself in cover, the icon turns blue. This means that you will definitely not be found, even if the guards run around. The main thing is not to accidentally jump out. Sit and wait.

Fourth stage

The indicator turns green. You can go outside, the guards will not touch Altair, but the synchronization is not finished yet.

Fifth stage

The indicator turned white. This means that Altair has completely restored anonymous status, you can go out to people and act.

However, if you have committed a plot murder, you will not be able to fully restore the anonymous status. In this case, even if you hid in a shelter from pursuers, it is still worth catching the eye of any guard, as you will be immediately attacked.

At the same time, so that Altair does not escape anywhere, the city gates are closed for reliability. The only way to escape is to first break away from the pursuers, then sit out in the shelter and, without catching the eyes of the guards, jump into the hiding place of the assassins. This is the building where you received the task and where you can only get through the roof.


In addition to these five main stages, the indicator shows two additional states. When the guards saw something suspicious, for example, Altair jumping over the fences or a corpse, they heard the outraged screams of the crowd, but have not yet investigated - this is a yellow small circle. When they are already looking for a criminal and, having seen Altair, they will quickly realize that he is exactly who they need - a small red circle. These two indicators, in fact, show an alarming and aggressive stage.

It is important: if the yellow circle is on, the best solution is to flee quickly, but without collisions. If the red circle is lit, you should not risk it, it is wiser to immediately pretend to be a monk. Under disguise, you are unlikely to be revealed.

How to control the guards

In order not to provoke the guards into an open confrontation, you need to clearly understand: a) what reaction will follow any action, b) what state they will go to.

    The guards, in a relaxed and anxious state, pay attention to Altair. Guards in an aggressive state immediately attack... Jumping on beams, just running and jumping. Climbing walls, fighting citizens with fists and throwing throwing knives. Running next to the guard (radius of about one and a half meters).

    The guards look at Altair in a relaxed state. Guards in an anxious state turn into an aggressive one. The guards attack Altair in an aggressive state. If the actions described will occur next to the guards in a relaxed and anxious state, they will also attack the character.

    It is important: the guard, passing from one state to another, almost always warns Altair to stop socially unacceptable actions. This helps to navigate the situation and make a decision.

    They see how Altair grabs and throws the citizen. You run into a civilian or a security guard on the run. Hear screams after Altair grabs and throws the citizen. They will see a naked weapon (the only exception is the secret blade). They will see a dead body. They will hear the indignation of people after Altair pushes the crowd on the move (this, as you remember, leads to the fall of people). You will just be near the guards, the only exception is the guards in a relaxed state.

    It is important: however, there are several subtleties. If the listed actions directly affect the guard, and not the citizen, then the guard switches from the relaxed state to the aggressive one or immediately attacks (this depends on the specific action), and from the anxious and aggressive one - only the attack.

    The guard from any state immediately goes to the attack... They see Altair killing a city dweller or a guard, the only exception is an invisible murder with a secret blade. Grab and throw the guard. Notice Altair fighting other guards or stealing something. When the victim notices how the character's hands reach for the wallet, and has time to inform the guardian of the order.

    One important point. Each guard has its own radius, psychologists would call it "personal space", in which it is better not to do anything suspicious at all. For ordinary guards, it is about one and a half meters in length and six in height, for sergeants, archers and officers - fifteen meters in length and the same height.

    It is important: do not confuse "personal space" with the field of view for which the corresponding reactions have been described above.

    Now let's talk about additional reactions.

    If you stand in front of the guard, he will ask Altair to move away. Stay where you are and after five seconds he will repeat the request. If you do not obey the order, he will go from a relaxed state to an anxious one, then to an aggressive one and attack the character. Some of the guards at the checkpoint have "personal space" not only in front, but also behind (eyes on the back of the head, or what?). This adds to the problem when you want to sneak up from behind and slash with a hidden blade without making a noise.

    It is important: remember that the townspeople will also call the guards for help if they see you doing any of the actions described in this chapter. But the soldiers only attack if they find Altair at the scene of the crime. Otherwise, they will simply go into aggressive mode and start looking for the culprit.

City dwellers

In addition to ordinary citizens who do not stand out in any way, there are townspeople who differ in special behavior. Let's talk about them.

Beggar... Blocks the road, literally not letting go, and asks for alms. Altair does not carry money in principle, so it will not be possible to buy off. Most of all, the beggars are annoying when you sneak up on the victim, and they, in the amount of two pieces, tightly block the road.

It is best to just notice them in advance and run around or try to pass, pushing them aside. If they interfere with you when you are not on a mission, you can fist or grab and throw away. But this will attract the attention of the guards, so you will have to quickly retreat from the crime scene.

It is important: beggars control a certain territory. It is worth moving away, and they will run away to their starting position.

Basket bearers and women with jugs... If you accidentally push the porter, he will break his load and start loudly indignant, which will attract the guards. So if you're on a mission, walk around or use pushing to gently nudge the porter. Otherwise, spit it out and just move on after the collision.

Crazy, alcoholics and drug addicts... You will recognize these comrades by their strange gait and indistinct mumbling. If Altair is near, they will push him, which will attract the attention of the guards. Especially if you bump into another passerby.

If you are on a mission, try to avoid them or dodge the jolts. If you do get shoved, get up quickly and move away from the madman. Drunkards get in the way most when you sneak up on the victim. Disguising as a monk does not help even against them. During a normal walk, you can crack in response or finish off with a hidden blade, if they really get it.

Brave men... You will recognize these townspeople by their strong constitution and aggressive behavior. If you crash into them, they will follow Altair for some time, offering him a fight and shouting insults. Accepted the challenge? Then get ready to fight all the brave men who have noticed the scuffle.

You can steal daggers from brave men (five at a time). But if you are caught in the act, you will have to use your fists. But the most amazing thing is that brave men do not get into a fight if you beat an ordinary city dweller. However, if you raise your hand to the speaker, they will immediately run from all sides.

It is interesting: curious logic. When Altair rushes after a beggar, weighed out cuffs, it is in the order of things, we stand aside. But if you touch the speaker, by the way, a healthy forehead, it means that a universal injustice has occurred and you need to intercede.

Monks... They walk in the number of four people and gladly allow Altair to join their company, thereby reliably hiding him from the eyes of the guards. With their help, you can not only escape from the pursuit, but also get into inaccessible places.

It is important: some groups of monks will only appear when you save the monk from the guards. For convenience, they are marked on the map.

Sympathetic citizens... When you save the townswoman from the guards, not far from the place where this happened, townspeople sympathetic to Altair will appear. If the guards attack you, they will grab their hands and prevent them from passing. This helps a lot when you get away from the chase.

How to get to the city

When you get to the gate, you need to think about how to get into the city. The guards are not going to let Altair pass, and they will not be able to ride a horse. You have four options.

Break through with the fight... Just kill the guards at the gate and go inside. Just remember that once in the city, you will need to break away from the chase and cover up your tracks. For lovers of power solutions.

Ride over heads... With the help of auxiliary structures, climb the wall, then get to the beams above the gate and ride over the heads of the guards. For lovers of acrobatics.

Distract guards... Unnoticed finish off someone near the gate, and while the guards are trying to find the killer, enter the city. For lovers of abstruse plans.

Save the monk... Near every city there is sure to be a lonely monk who is tortured by evil guards. Finish them, and in gratitude the saved one will call his brethren; by joining them, you will be able to enter the city. For those who like effective and simple plans.

Plot murder

The plot murder takes place as follows. First, you talk to a mentor who, once again riding over his ears, sends you on a mission. After reaching the city, you go to the secret hideout of the assassins (it is marked on the map, the entrance is through the roof). The coordinator gives you the necessary information and sends you in search of additional information, without which he refuses to give permission for the murder.

For each task, six studies can be done, but to get the go-ahead, it is enough to complete three. They are of the following types: eavesdropping on a conversation, interrogating a propagandist, stealing wallets, killing and collecting flags at the request of an informant. Climb the tower and inspect the area (sync).

After that, a text description will appear on the map with special marks - if you hover over them, a text description will appear - it will be shown where you need to go. After doing the required amount of research (or, alternatively, everything), return to the coordinator, tell what you learned, and get a white feather. Everything, you can search for the victim. After the murder, hide from the pursuit and return to the coordinator's house.

Additional tasks

For completing additional tasks, you get various advantages. Research provides the information you need for a plot murder. To see where and who to look for, you need to climb the observation tower and synchronize. After that, turn on the map and see where the marks appeared.

Rescue Citizens... Find the villains who molest women or monks, and kill them, as well as all the guards who came running from the side. After the battle, talk to the rescued citizen to receive your reward. I advise you to do it quickly, until other guards came and, seeing the mountains of corpses, again pounced on Altair.

The rescued woman will call sympathetic residents who will detain the guards if they try to attack Altair. This is handy when you are running away from the guards. The monk will call his fellows to join. Thus, you can get into inaccessible territory or hide from pursuers.

It is important: for completing some additional tasks, you gain health. For example, jumping into a haystack from the roof of a church in Acre. What exactly needs to be done, you can find out when access to a new area opens.

Tower exploration... You will have to climb the towers anyway to update and open the map. But if you inspect all the towers in a specific area of ​​the city, an additional task will be completed. Climbing the walls is always interesting, and a completely open map brings a lot of benefits, I advise you to come to grips with the study of the towers.

Eavesdropping on a conversation... Probably the easiest type of research. Look for where people who need to be overheard are standing. Sit on a bench nearby, fix them as targets and use eagle vision. Everyone - sit and listen. Nothing else is required from you.

It is interesting: during calls, when the camera shows close-ups, press any key to change the view.

Theft... First you need to stand on the sidelines and eavesdrop on a conversation between two people. When they disperse, follow the person who needs to be robbed. We need a character who periodically stops and checks the wallet. When he calms down and hit the road, quickly, but without attracting attention, come up from behind and press the "left hand" key.

It's time to stretch your hands, you can understand by the inscription in the upper right corner. Just remember that the hand should touch the belt. If you accidentally hit the character, somehow attracted attention, or he turned around and saw Altair's hands reaching for the belt, the task will fail. Then you need to wait until the goals of theft are revived in the old place (in scientific terms, synchronization will take place).

It is important: if you didn’t have time to pull off your wallet and are too close, and the character began to turn around, remove your hand and pretend to be a monk. If you're lucky, Altair will be told not to spin around, and the character, glancing suspiciously at you (it's better to move away at this moment), calm down and hit the road again.

Interrogation of the speaker... Once you have found the speaker, wait until he has finished speaking. Follow him, and when the speaker enters a nook, beat your fists until he confesses. After the conversation, Altair will finish off the speaker with a hidden blade. You need to quickly leave the crime scene before the guards suspect something was wrong.

It is important to choose the right attack site. It is desirable that there are no guards and brave men nearby. The latter will immediately intercede for the speaker. If this happens, do not try to fight on multiple fronts. Hit the speaker purposefully, ignoring the blows of other opponents. As soon as you get the victim to speak, the brave men will immediately stop fighting.

Informants - Murder... In almost every district of the city, there are two informants who will happily shift their concerns onto Altair's shoulders. As a reward, you will receive information about your goal.

The first type of informants asks to eliminate certain characters in the allotted time. If an alarm is raised, the task will fail. Victims are marked with special marks on the map and GPS receiver. When you get closer, they can be distinguished by their clothes or by turning on eagle vision. Follow the character and, when he stands with his back to Altair, strike with the hidden blade.

It is important that at this moment there are no guards standing nearby, otherwise the task will be failed. Then, depending on the situation, quickly run away or, pretending to be a monk, move away from the corpse until the townspeople have called the guards. Once at a safe distance, run to the next victim and wait for an opportunity to strike. Thus, you need to finish off all the targets and return to the customer before the time runs out.

When planning murders, one must take into account not only the distance of the victims from each other, but also the complexity of the assassination attempt: how many townspeople and guards walk nearby, the peculiarity of the terrain, etc. If Altair is still noticed, do not try to fight, flee. As a last resort, get rid of the stalkers on the roof. Because when you return to the informant and take the mission again, you need to keep the streets clean of corpses. Otherwise, the chances of successfully completing the mission will be zero.

It is interesting: when the action takes place in the future, you can not only talk with the doctor and assistant, but carry out various spy actions that help you better understand the plot.

Informants - Collecting Flags... This assignment looks so stupid that at first it is hard to believe. The informant will ask you to collect all placed flags within the allotted time, which form a kind of route that resembles an obstacle course. It's just some kind of "Mario", not a simulator of a medieval assassin.

The flags will appear only after receiving the assignment, so it will not be possible to think over the route in advance. They are displayed on the map, but it is rather difficult to understand exactly where they are. Therefore, it will most likely take several tries. One thing is good - there is plenty of time, so you can take your time and carefully check your movements. You need to hand over the task without raising an alarm.

Other assignments

If additional tasks are not enough for you, you can attend to the following assignments.

Exploration of observation towers in the "kingdom"... As you gallop around the "kingdom", you can see eleven observation towers. We climbed up, synchronized and jumped into a haystack. One has only to beware of the armed guards guarding the towers. However, you can slip past them unnoticed.

The best time to do tower exploration is when you go to cities for the first time. Almost all of them are located next to the road, so it does not take much time. Then your route will hardly pass by, unless you decide to seriously explore the "kingdom". But this is quite boring and, which is a shame, does not give any advantages.

The assassination of the Templars... Sixty Templars were hiding in Acre, Damascus, Jerusalem and the "kingdom". They need to be found and destroyed. The Knights of the Temple are dangerous fighters, so liquidation must be taken seriously. The best option is a stab in the back with a hidden blade. Throwing knives and throwing from a height are also good ways to get rid of the Templar.

If you decide to fight in the open, get ready for a serious fight. Templars are excellent swordsmen who do not hesitate to intercept, counterattack and remove two health blocks with a blow. Also, although they stand still, in the event of a general scuffle, they will certainly rush to Altair.

Collecting flags... If climbing towers, as well as finding and killing the Templars did not seem boring to you, you can try to collect 420 flags hidden in the "kingdom" and cities. I am seized with a slight horror as soon as I imagine how long it will take. But having coped with all the assignment and additional missions, you can boast that you have completely passed the game.

Passing

Action Assassin's Creed takes place during the third crusade. Richard the Lionheart has just captured Acre and is preparing to march to Jerusalem to recapture Christian shrines. But Saladin does not intend to surrender just like that and prepares an army to repel the attack of the Europeans.

Such is the situation when Altair, an experienced but lost the rank of assassin, must kill nine people at the direction of the master. But, of course, these are not ordinary political assassinations. While the Christian and Muslim worlds converge in open confrontation, two secret organizations - the Assassins and the Templars - begin their invisible battle.

Kingdom of heaven

It so happened that the crusades are not a very popular topic in cinema. Of recent films, the only thing that comes to mind is Ridley Scott's Kingdom of Heaven. The director turned to the interesting and tragic events that happened just before the third crusade, when the Christians lost Jerusalem.

The story of the leper King Baldwin IV, Sibylla of Jerusalem, Balian of Ibelinsky, Guy de Lusignan, Renaud de Chatillon and Saladin is so fascinating that it is difficult to limit ourselves to a brief retelling.

Despite the Hollywood gloss, the director reproduced the historical events quite accurately. There are not too many inaccuracies, and even those, in the main, were made on purpose. Balian Ibelinsky was actually not a blacksmith and illegitimate son of an aristocrat, but the legitimate heir to the title. Where is the big controversy interpretation of facts.

Many historians reproach Renaud de Chatillon and Guy de Lusignan for the fact that it was because of their actions that Jerusalem was lost. It is also true that the Muslims hated the Templars. But in the movies, these characters are presented exclusively in black tones and are opposed to the nobility of the main characters. Although the actions of the latter often look illogical and ridiculous.

This is especially annoying when watching the regular version of the film. For example, many were tormented by the question - how did an ordinary blacksmith learn to fight better than professional warriors in a few months? Only in the director's version it is mentioned that Balian is not only a blacksmith, but also a talented military engineer, as well as a former military man. An additional fifty minutes tie the storylines into a coherent whole, preventing the film from falling apart into indistinct fragments.

Nevertheless, despite the shortcomings, "Kingdom of Heaven" quite convincingly shows the era of the Crusades. This movie can be safely recommended for viewing, if only for the sake of battle scenes. They are made at a traditionally high level for a director. Recall that it was he who directed "Gladiator" and "The Fall of the Black Hawk".

First memory block

The game starts off in a very unusual way. Altair stands in a strange place filled with light. A few moments later you will find yourself in a fairy garden, where Altair will be surrounded by poorly dressed women, whose faces are clouded with haze. Ahead light flickers and a formidable voice is heard: "There are many sorrows in many knowledge." Before you begin to understand anything, a woman’s voice comes from somewhere: “I cannot stabilize his memory. Too strong psychological shock. "

You will be transported to the market, also flooded with white light. People walk around, a small fountain gurgles and there is a trade booth. It feels like a bad dream ... but for some reason I can't wake up. A woman's voice is replaced by a man's: “Concentrate. Listen to me. Everything you see is unreal and cannot harm you. " All this time, Altair is visited by visions of ancient cities. Then everything disappears.


The protagonist wakes up clearly not in ancient Palestine. You are lying on a completely modern table, the equipment is installed around. Some kind of experiment is being carried out here, and the main character does not participate in it of his own free will. Warren Vidic, this is how the gray-haired scientist introduced himself, claims that you are an assassin and his employers want to get some information from you. Desmond Miles, of course, is indignant and denies it. Like, he has long been an ordinary bartender and the only thing he can teach is to mix martinis.

Who is right and who is not, now it does not matter, because there is no choice. Lie back on the table and listen to what Warren Vidic has to say. He will tell that human DNA, among other things, contains all the memories of ancestors. The machine Miles is on allows genes to be deciphered and memories played back in an interactive simulator. Finally, you will be asked to enter the "Closed Memory" section. Follow the request.


Behind the abstruse words - "memory synchronization", "adaptation to the environment" - lies a banal learning. In principle, we have already talked about all this, so we will do without detailed explanations. I just want to reassure you - do not try to remember everything at once. The game does not impose strict skill requirements and you will have plenty of time to learn.

To send a detachment on a mission, in which the fighters swear every five minutes, is a deliberate failure.

After training, you will be transferred to the past, and we can begin to complete the assignment.

Altair’s story doesn’t start well. The main character, the brothers Kadar and Malik, argue bitterly whether Altair was right in killing an innocent person during the assignment. Malik is especially indignant, but the main character is too proud and self-confident to admit a mistake. In any case, you need to continue the task. The master is sure that the Templars found something important in the temple.

Run forward and jump along the beams. Amazing acrobatics, right? And this is just the beginning, the most interesting is ahead. After overcoming the obstacle, climb the stairs and look for the guard. You need to kill him with the hidden blade. This can be done in two ways: run up and hit - Altair will jump from behind and stab him in the back with a blade - or sneak up and hit, then Altair will grab his head and thrust the blade into his neck.

Then go out into the hall. The Assassins will see the edge of the golden casket sticking out of the wall and begin to argue whether the Crusaders have found the lost "Ark of the Covenant" or is it something else. A fierce dispute will interrupt the appearance of the Templars, led by Robert du Sable. He urges the soldiers to get the casket, because thanks to him they will be able to come to grips with the fight against the assassins. Altair wants to rush into battle, but Malik restrains him in every possible way. You cannot compromise the brotherhood, especially since the main character has already broken two oaths.

Of course, Altair's pride did not help the cause at all, but if Malik had not tugged at his sleeve at the moment of the blow, Robert du Sable would have been already dead.

But what are these words to us? Go down the stairs and go to Robert du Sable. Altair will try to finish off the leader of the Templars, but will fail. Malik pulled him back at the last moment and knocked down the direction of the blow. The Templar, laughing a lot, will throw Altair out of the cave, motivating the action by the fact that someone must stay alive in order to convey a message to the teacher of the assassins.

The fall of Altair did not go unpunished. The exit fell asleep behind it, and although you hear the sounds of battle, alas, you cannot return and help your comrades. But if Malik had not interfered at the last moment, the Templar would have been dead. Now there is nothing left but to return to the foreman and report the failed task. You have to jump a little on the beams and climb the walls to get out of the cave (this is a continuation of the tutorial). When you see the light at the end of the tunnel, run forward.


After reaching the assassin settlement, talk to Rauf, who will inform you that Al-Mualim is looking forward to Altair's return. But before visiting the master, you can practice your acrobatics on local buildings. I’m sure you didn’t jump to your fill in the cave. Then go to the fortress. Abbas is waiting for you at the gate. He will ask, not without mockery, where the brothers who were sent along with Altair were lost. Does our hero really want to get all the laurels that he runs the fastest to the master?

Not only did Malik miraculously manage to escape, but he also brought the artifact. Altair is insulted to the core.

Yes, Altair is clearly not liked. However, given his arrogance and stubbornness, it becomes clear why. Forget ridicule - who, after all, is the most skilled killer? - and we will continue our journey. Enter the central building and go to Al-Mualim, who is waiting for you in the library. By the way, here you can jump on the chandeliers.

The master did not doubt Altair's skill and was very upset when he learned that the task was failed, and the brothers died. However, it turns out that this is not entirely true ... Soon after the start of the conversation, the wounded Malik will come running and bring the artifact for which the operation was started. Oh, what a blow to the pride of the protagonist ... But Malik also led the crusaders who are already attacking the village. Therefore, Altair's punishment is postponed until the end of the battle, first you need to repel the attack.

Leave the library and run to the village. You will be greeted by Rauf, who will ask you to detain the Templars until all the inhabitants hide in the fortress. Start going down the road, killing opponents who dare to get in the way. The easiest way to get rid of the Crusaders is to throw throwing knives. Enemies need only one hit to travel to heaven. True, there are not enough knives for all and you will have to work with a saber.

You need to hold back the Templars until all the inhabitants take refuge in the fortress.

After reaching the gate and killing a certain number of enemies, you will hear the voice of Abbas, who will order you to return to the fortress. The main forces of Robert du Sable are already on the way, and the gate needs to be closed. Run back to the fortress. The Templars do not intend to retreat and, apparently, are preparing to lay siege to the castle. Find Rauf and climb the stairs to the tower. Stand on the wooden platform on the right and carefully watch the scene.

Robert du Sable is already at the gates of the fortress and demands the return of the stolen artifact. Al-Mualim counters that it is better for the Templar to get out of here while they can still do it. The Templar expresses doubt that the fortress will withstand a long siege. During a verbal skirmish, a captive assassin is killed to intimidate. This does not make any impression on Al-Mualim, and he turns to Altair: “Show the stupid knight what it is not to know fear. Go to God. " After these words, jump into the abyss.

The crusaders fell prey to their arrogance. Assassins cannot be underestimated.

You, of course, did not die - the haystack softened the fall - but your partner was less fortunate. He broke his leg, so he will have to act alone. Carefully walk along the beams thrown between the rocks and climb the tower. Once at the top, hit the rope with your sword, and the logs will fall on the Templar army. Robert du Sable was warned, in vain he did not obey. Let him now return to Acre in disgrace.

Altair, meanwhile, returned to the master Al-Mualim. Despite the victory, the teacher is very dissatisfied with the negligent student. He killed an innocent old man, attracted too much attention to himself and, most importantly, compromised the brotherhood, because of which many people died. Three basic principles have been violated. For the most part, the accusations are completely fair, so it is not surprising that Al-Mualim kills Altair as punishment. At least the blade strike feels real.


To find out the secrets of Dr. Vidic and Lucy, they will have to be eavesdropped.

You are transported again to the future, where evening has already come. Lucy and Vidic argue about whether to continue exploring or whether to stop. The doctor is confident that Desmond Miles has adapted well and will endure, but Lucy has great doubts and insists on rest. In order not to discuss such interesting things with the patient, because the conversation indirectly concerns the customers, they retire to the negotiation room.

We won't waste any time either, so go to the bedroom (this is the only open door) and look for a shower room. Stand by the ventilation to eavesdrop on the conversation. Vidic is very unhappy and even threatens Lucy. She must not forget what happened to Leila, who dared to go against the wishes of the employers. But nevertheless, he still agrees to give Desmond a break.

Vidic will go into the bedroom and say that you can rest. When the doctor leaves the laboratory, you can talk to Lucy to make contact. You will learn a little new about the fate of the main character, as well as get additional plot information. Talk to the girl until she sends you to sleep. After that, return to the bedroom and lie down on the bed. The first day is over.

Memory block Altair rank Weapon Receptions Health*
First memory block Ninth All weapons All tricks 13 blocks
Second memory block Null No weapon No receptions 4 blocks
First Long sword, hidden blade No receptions 5 blocks
Third memory block Second Scimitar Counter strike 6 blocks
Third Throwing knives Pushing on the run 7 blocks
Fourth memory block Fourth Nothing new Counter grip, fall grip 8 blocks
Fifth +1 damage to longsword Dodging hit, quick life recovery 9 blocks
Sixth 10 throwing knives No new 10 blocks
Fifth memory block Seventh New strikes for the longsword Breakthrough protection 11 blocks
Eighth + 1 damage to scimitar No new 12 blocks
Sixth memory block Ninth +2 damage to longsword, 15 throwing knives (all weapons) All tricks 13 blocks

* The amount of health may differ from the indicated one if you received bonuses for completing additional tasks.

Second memory block

After waking up in the laboratory, talk to the doctor and lie down on the table. You can go back to the first block of memory if you want to repeat events, but it is much better to start new memories right away.


Altair stands in front of Al-Mualim, sincerely surprised that he is alive, although he remembers exactly how he was killed with a blow of the blade. The master quickly blames everything on the cunning of the assassins, explaining his decision to leave Altair alive with the latter's incredible talent for murder. But so that the main character does not become arrogant, he is deprived of status and weapons.

In general, you have to start from scratch. The first thing to do is find the traitors. The master believes that the inhabitants of the fortress helped Robert du Sable, and Altair needs to find and neutralize the spy. By the way, you have no weapons, except for fists, and health is three blocks, so be careful in your actions. If you annoy the guard, there will be no answer. We'll have to run away quickly.

Exit the fortress. At the gate you will be greeted by an informant who will hint that you need to start your search from the market. Thanks for the advice, faceless friend ... Go to the market - remember that the real killer moves mainly on the rooftops - and look for two talking men (they are standing at the house). Without attracting attention, sit on a bench, focus on them and turn on eagle vision.

So, what we learned from the conversation ... Masun opened the gate, but he clearly did not act alone. Just before the attack, he was handed a letter by a basket weaver. Therefore, before arresting a criminal, you need to find out what this person can tell. Wait until the men finish talking, get up from the bench and go to the eastern part of the village.

When you see the character you want, focus on him. You need to stand not too far, but not too close to be overlooked. After the conversation, follow the basket weaver and steal the wallet from him. In the letter, the accomplice does not give his name, but it becomes clear that this is not just a betrayal for the sake of money. No, there is clearly some organization involved here whose members have strong faith. Strong enough to happily sacrifice her life for a good cause.

Having received back the weapon and finding the traitor, go to the "kingdom" to get to Damascus.

It also becomes clear that Masun decided to stay to preach among the villagers, hoping to win them over to his side. Go to the center of the village, listen to the preacher speak, and when he finishes, follow. When Masun enters the alley, attack him and beat him with his fists until he surrenders.

Masun admitted his guilt and even called his name - Jamal. It remains to take the prisoner to the master (this will happen automatically) so that he can decide his fate. The teacher decided fate simply and quickly - head off his shoulders. Having got rid of the traitors, you can talk about further actions. Altair is entrusted with an important mission - to kill nine people in Damascus, Acre and Jerusalem. It is they who are to blame for all misfortunes. By getting rid of them, you will receive forgiveness and return peace to the region.

You will be promoted in a wound and returned with a sword (albeit some kind of cheesy) and a hidden blade, and your health will increase to five blocks. The first victim is in Damascus, and it would be time to hit the road. At the exit from the library, the coach will meet you and ask you to show the students a sword fencing master class. In fact, we need it first of all, so do not refuse. There is a lot to fight soon and the training does not fit.

Then run to the opened gate and choose the horse you like. Practice with your horse before setting off. Pay particular attention to turns and jumps. Did you manage? Then go to the "kingdom" - the area between the cities of Acre, Damascus and Jerusalem. The first time you have to overcome it anyway. However, this is a great excuse to travel.


"Kingdom" - a district that connects three cities. There are small villages, military camps, lookout towers and many soldiers who are very suspicious of Altair and will attack if you are suspicious. You can simply explore the area - and the scenery is incredibly good - collecting flags, killing the Templars, and climbing observation towers.

By the way, in order to advance further, you will have to climb the first tower without fail. After examining the area, jump into the haystack and look at the map, on which new marks have appeared. The guards below are assassins, so you don't have to worry about being attacked. More precisely, they can, but for this you need to try hard.

You can explore the area or head straight for Damascus. In any case, be sure to check out the five watchtowers. They are all along the way, so it shouldn't take long. I do not advise you to fight the enemy. You don't have a counter attack yet and you have too little health. Therefore, gallop, ignoring the outraged cries. If you want to start a fight, attack on horseback.

Alternatively, you can drive at a slow pace all the time. No one will pay attention to you, but it will take at least an hour to get to the goal. Be sure to visit the Saracen camp, which is located next to the tower near Damascus. There is nothing useful there, but watching the life of the soldiers is quite interesting. Just do not attract attention, otherwise such a crowd will chase you that the chances of salvation are negligible. Then, ride to the stone arches to enter the city.

Damascus

Mecca is holiness, Jerusalem is wisdom, Cairo is valor; Damascus is prosperity and prosperity.

Al-maqrizi

Damascus claims to be the most ancient city on Earth, which has never been abandoned: according to official data, it is about six thousand years old, and recent excavations show that people lived there ten to twelve thousand years ago (however, it is impossible to guarantee that The “experience” of the city for these centuries has not been interrupted). Ancient rivals of Damascus are Lebanese Byblos and Palestinian Jericho; Athens is almost a millennium younger. From there, the Hyksos once went to conquer Egypt, there was the capital of the Arameans, Christians remember it as the city of St. Paul and St. Thomas ...

After Alexander the Great, Damascus from a rich and calm city suddenly became a border city for many centuries. Alexander's successors fought for him - Seleucus with Ptolemy - then other kings and leaders, and only the Roman Empire brought order, after which Damascus rapidly ascended, gathering trade caravans from all over Asia - even the Silk Road from unimaginably distant China ended here. Under the Arabs, Damascus began to change hands again; but the Bedouin hordes treated him gently, for plundering Damascus would mean the collapse of the Syrian trade.

In the era of the Crusaders, Damascus was the richest Muslim city, which "was already somewhat tired of writing its five thousand year history." And the Turkish clan Burids rules it: according to the concepts of the Saracens, they are upstarts who have carved out a kingdom for themselves, as they say, out of the blue. Burids are not very fond of other ruling families of Muslims, especially the Zengids - fierce opponents of Christians; it is atabek Zengi who will soon utter the still thundering word "jihad".

And the Burids act quite logically: they enter into an alliance with the crusaders and even the Templars. Damascus becomes the first ally of the Kingdom of Jerusalem; they seem to reinforce each other's dubious positions. Jerusalem is gradually becoming the capital from a military camp, trade relations are improving ... And Damascus is flourishing from this even more than ever.

Alas, the cunning alliance was violated by the crusaders themselves, for whom it was least beneficial. The greedy and stupid Conrad III and Louis VII (the second crusade) who came "to the aid of the Kingdom of Jerusalem" decided that the best prey would be not too ready for war and rich Damascus. The leaders of the Kingdom of Jerusalem openly called this plan insane and almost treacherous ... but the European monarchs believed that they knew better.

The strategic minds of the crusaders suggested them the idea of ​​storming Damascus from the west: there were gardens that supplied the city with food - and it would be good if not the city, but the besiegers! True, the garden is not the best place for the movement of troops: it interferes with turning, but it does not completely cover from arrows. The "Garden Heads" broke through into the city, taking advantage of the element of surprise, but the Saracens, accustomed to city battles, barricaded the streets, and by nightfall the army retreated - in order to discover in the morning that arrows were falling on their heads from the walls of Damascus.

At the subsequent debriefing, the crusaders finally quarreled: some moved their troops to the eastern edge of the city, some decided that they would independently cope with the siege “and receive all the trophies” ... But after three days the army with shame and heavy losses went back to Jerusalem.

This mediocre operation later became the cause of enormous disaster for the crusaders. They lost an ally and the very opportunity to conclude alliances in the future (the Saracens did not forgive the betrayal), and Damascus, which they coveted, passed from the hands of the Burids to that very atabek Zengi, who was then the most dangerous enemy for the Kingdom of Jerusalem.

Damascus became his new capital, armed and strengthened; the population of the city under Zengi almost doubled, including due to the fugitives from the lands conquered by Christians. And after the death of the atabek Damascus went to Saladin, who also moved his capital there and further increased the glory and wealth of the city.

It is not proper for us to vilify any Saracen and call him a devil's offspring; after all, there was Saladin among them, whose knightly prowess will not be consigned to oblivion.

The court troubadour of Theobald of Navarre

In Assassin's Creed, despite constant mentions, Saladin never appears as an independent character. Nevertheless, speaking of the third crusade, namely at this time the game takes place, they always remember Richard the Lionheart and the hero of the Arab world - Saladin.

His real name is Salah ad-din Yusuf ibn-Ayyub. Saladin - a derivative of Salah ad-din - is just an honorable nickname, which translates as "The Rightness of the Faith." His merits include the unification of the Arab world and numerous reforms of the economy and the army. It was under him that Muslims were able to return Jerusalem, which had been under the rule of the Crusaders for more than a hundred years.

But this talented politician and ruler in the West is better known as a skilled military leader. Saladin is commonly remembered as an adversary and friend of Richard the Lionheart, one of the leaders of the Third Crusade. Saladin is credited with extraordinary intelligence, courage and nobility. To a certain extent, this is indeed the case, although the historical truth is quite far from the created romantic image.

There are hundreds of legends about him. So, for example, Saladin led his family from the jinn, and according to some versions - even from Iblis himself, that is, Shaitan ("Whom you can hate, but you must not fear," was usually added after such a shocking news about the leader of the righteous Muslims). This version was in honor of the wild mountain tribes, orthodox Islam still could not appreciate this.

There are many beautiful stories about how Saladin and Richard communicated. For example, many authors retell the legend of how they argued over whose weapon was capable of more; Richard cut an iron bar with his sword, which the sultan's saber, of course, could not do; but Saladin cut with a sharp blade ... the pillow, which, in turn, was beyond the power of the English knight. To the wounded Richard, Saladin sent a personal doctor and mountain snow to cool fruits and headbands, and this is no longer a legend, but a fact; and legend adds that when Richard's faithful horse died, Saladin sent two to replace it.

It is not known exactly whether this is true or false, but there were allegedly talks that Saladin's brother (according to another version - Saladin himself) married the king's sister - John of Sicily. True, Richard at the same time assumed that the groom would accept Christianity (and his family would begin to rule Christian Jerusalem), but Saladin did not agree to this. But the very fact of such negotiations, if it really took place, is very significant.

Soon after the departure of his rival and friend to England, Saladin died; say that in his personal treasury there were just enough funds for a worthy burial - the rest he distributed to the poor.

Saladin left his imprint in world literature as well. He became the basis for the image of the "noble and chivalrous Saracen", which later found many reflections. The most famous historical novel about the third crusade was written by Walter Scott and is called The Talisman, or Richard the Lionheart in Palestine. But, unfortunately, this work is very difficult to find in the store. There was no reprint for a long time, so the only option is second-hand books. Only an audiobook and an electronic version are freely available.

Saladin is not forgotten in the films either. He can be found in the paintings "Kingdom of Heaven", "Lionheart", "King Richard and the Crusaders." And everywhere he appears in the form of a noble warrior. From the interesting, you can still remember Dante's "Divine Comedy", where he is depicted as an unfaithful righteous man who sits in Limbe (one of the circles of Hell).

Having galloped to the city, dismount so as not to attract the attention of the guards, and go to the soldiers who mock the monks. This fight is inevitable, so be prepared to attack. After finishing the guards, talk to the rescued. In gratitude, he will call his fellow monks, by joining whom Altair will be able to enter the city.

This is the easiest way I recommend using it. But you can try other options. Finish off someone from the patrol, and when the guards at the gate spot the corpse and leave the post, slip into the city unnoticed. Or go up the right wall, get to the gate along the ledges and run along the beams over the heads of the guards.

The first thing to do, once in the city, is to climb the tower and inspect the area. After that, markers will appear on the map showing other towers, as well as the secret hideout of the assassins. This is where we need it. You can get into it only through the roof, so you can immediately move upstairs. Just don't be caught by the archers. If they spot you, quickly run away before the guards raise the alarm.

The assassin in the shelter will share information about Tamir (this is the name of our victim), but there is nothing interesting in it that would help in completing the task. Therefore, after the forced rest, get out of the shelter and start looking for additional information. First you need to inspect the area from all observation towers.


Eight of the nine towers are spear-shaped structures. There are few roof guards, so you can climb without any fear. The architecture is not overly complex and there are hardly any problems getting to the top. The ninth tower is an observation post, on the roof of which a lone archer wanders. Try to stab him with the hidden blade by jumping from the loophole when he turns his back to Altair. This will be training. In the future, there will be missions when the enemy will have to attack with a jump from a height.

Then we will deal with the rescue of civilians from the evil Saracen soldiers. There are thirteen of them in total, if you count with the monk at the gate. Eleven offended townspeople are women, so as a reward for your exploits, you will receive the same number of sympathetic citizens, who, if something happens, will detain the guards. The twelfth is a monk who, after being saved, will call his fellows. Check the map for their itinerary.

To get the go-ahead to kill, you must complete at least three of the six memory studies. These are also additional tasks that we were introduced to in the assassins' fortress: interrogation, eavesdropping and theft. Since you have visited all the observation towers, the corresponding marks should appear on the map.

Let's start with stealing. You will find men in a narrow street with piled rugs. Stand nearby and watch. When the courier finishes talking and goes about his business, come up from behind and grab your wallet. From the letter we learn that someone made a large order for weapons to Tamir - no less than a thousand swords. I wonder who has such financial power and, most importantly, what are so many weapons for?

It remains to rob two more merchants. Find them on the map, listen to the conversation and get started. Be careful, there are a lot of guards around, so plan carefully when to start reaching for your wallet.

What have we learned? The merchants are unhappy with Tamir and intend to complain about him to the merchants' guild. But the most important thing is that through the northeastern roofs you can get into the courtyard with impunity.

Find the informant in the southern part of the area. He will ask to accompany him to the city gates. On the way, two guards will attack you. After finishing them, pretend to be a monk so as not to raise the alarm. Now you know that Tamir has made an appointment with the traders in the market. This is probably a good chance to attack. There will probably be a lot of people, and Altair will be able to get lost in the crowd. But before you do anything, you need to find out more.

Another conversation can be overheard in the market. Sit on a bench near the fountain and listen to what two men are talking about. This time we will not learn anything new about Tamir. But we will hear about the beams, through which you can get or escape from the courtyard. After all, the guards do not pay attention to them at all.

Having found the informant on the roof, get ready that now you will have to run quickly. Because this informant does not know anything, but he knows another one who is going to leave and you need to catch him in 1 minute 30 seconds. There is nothing difficult in the rooftop marathon, the main thing is not to raise the alarm. The informant will say that there are people in the area who do not like the guards. It would be nice to enlist their support on a mission, otherwise it will be difficult to leave. This is a hint that sympathetic citizens will help escape. Once all the townspeople have been saved, you have nothing to worry about.

It remains to interrogate the speaker. Find the agitator with the card and listen to how he praises Tamir. What a fine fellow he is, however, if you believe what you have heard ... When the orator yells and walks away, follow him and beat him when there are no guards around. At first he will claim that the weapon was made for Saladin, but then he confesses that it was for someone else. True, he does not know for whom.

But we know for sure that Tamir does not trust his employees and independently monitors the work. This means that after meeting with the traders, he will not come back, but will remain in the market and therefore will be exposed. When Altair finishes the speaker, quickly leave the crime scene. The guards will soon find the corpse, and we don't need too much attention.

All information has been collected, so return to the hideout. Altair will explain that Tamir gained such power through the arms trade and that he intends to meet with the traders tonight. After negotiations, he will, as usual, go to work, and at that moment we will deal the death blow.


Before each murder, there is a small scene that helps to assess the situation.

After hitting with an almost dead man, you will have to talk in the corridor of memory. Thus, we will learn new details.

Go to the indicated courtyard and see how Tamir conducts his business. He demands weapons from the merchant, but he complains that the order is too large and they do not meet the deadline. Tamir will go berserk at such words and pounce on the merchant with a sword. Having finished off the unfortunate man, he will throw the body into the fountain, where it should remain for the edification of others.

After that, he will return to work. You can attack him with a sword, but then you have to fight with all the guards. Better to come up from behind and hit with a hidden blade. You need to act quickly and watch so that the beggar does not stick. She can greatly interfere, and the most insulting is that she cannot be driven away in any way. If you punch her or throw her away, the guards will pounce on Altair.

When Altair strikes with a blade, we will be transported to the corridor of memory, where we can communicate with Tamir before his death. He is clearly not afraid of death and says that he is only one of many. Altair will find out about the rest soon enough and will regret it. The death of an assassin will not be so easy. After that, Tamir will die, Altair will run his pen over his bloody face, and we have to run away from the guards.

After the kill, quickly run for cover. Only then the general anxiety will subside, you can go out.

The easiest way is to jump over the beams you've already heard of when looking for information. The guards, of course, will follow you, but they will have to fight their way through the crowd, and there will be no obstacles in your path. Also, the protection should be detained by sympathetic citizens. After reaching the shelter, sit out in the nearest shelter on the adjacent roof to bring down the pursuit. Then jump into the opened hatch.

A colleague is already waiting for you there, who will be delighted with a successful murder. We're even more excited as this is the first step towards regaining rank in the Order of the Assassins. Now you can rest and think. Who are these people who will have to face in a deadly battle, and which organization opposes the Assassins? There are no answers to these questions yet.


You will wake up in the laboratory. Dr. Vidic is unhappy that you need to rest again, but again agrees with Lucy's reasoning. When he leaves the laboratory, talk to the girl (this can be done three times) and read the emails on her computer. The veil of secrecy was slightly opened.

Third memory block

Opening your eyes, you will see Dr. Vidik standing by the bed. Not the most pleasant sight after a sleepless night. While Lucy is gone, you can talk to Warren, especially since he is in a good mood. It turns out that the doctor is sure that the Abstergo company is helping humanity with its experiments. The achievements of science and civilization have not changed man. Now or a thousand years ago, people are engaged in the same thing - wars, murders - and produce sorrow, instead of increasing happiness.

Desmond tries to argue, but somehow sluggishly. Although in his position these are just empty, meaningless words. So when Lucy comes, go to the Animus and lie down on the table. Go to the third block of memory and wait until the program loads the assassin's fortress. It's time to talk to the teacher.


After completing the task, you will receive new weapons or abilities.

Al-Mualim is pleased with Altair, although he refuses to answer his questions. The last time the negligent student knew too much, he failed the assignment. Quite a ridiculous excuse, but we definitely won't get an answer. We'll have to look for other sources of information.

But as a reward for killing Tamir, the teacher will return the scimitar, and also teach him how to counterattack. Although, if you think about it, how could we forget it? Your next assignment is to kill Talal in Jerusalem and Garnier de Napluz in Acre. Where to go first is up to you, but I advise you to visit Acre first.

Before leaving the fortress, you can visit the previously closed garden, as well as practice a fight with a scimitar and a counterattack. Pay special attention to the latter, because this technique will be the main one until the end of the game. Practice it to perfection.

Having done all the work, run to the gate, get on your horse and jump into the "kingdom".


To get to Acre, it is enough to keep to the right all the time. Be sure to check out all the towers along the way. You will soon reach the fishing village. A wonderful place - it is especially pleasant to run around the pier. But the crusaders, assigned to guard her, are too nervous. You can only walk disguised as a monk.

Then you can visit the gorge as well as the crusader military camp. By the way, it is on the way to Akra that you will come across a lot of interesting places where you can drive a horse. Note the large number of fortified posts and the general devastation. The recent siege of Acre is making itself felt, and the Crusaders, fearing an attack from the Saracens, strengthened their outposts.

When the walk bores you, jump to the stone arches to get into the city.

Acre

In this mortal world there are few possessions that cannot be taken away from you - only a place in the Kingdom of Heaven and the key to the Akra fortress.

Muzaffar Al-Din

There have always been many ports in the east of the Mediterranean; Acre, or Akka, was not the richest or most ancient among them, but since the fall of Tire it has been famous as the most fortified port. On a narrow promontory, it was almost an island; from the sea it was protected by a mighty wall, and the isthmus was covered by a double line of defense. Even a total siege from sea and land did not give serious grounds to hope for success.

Having captured the city by surprise, the crusaders immediately made it their main port in Palestine; it was through Akra that pilgrims and soldiers came to the Holy Land for a long time. Acre contained the True Cross and other relics - it was there, not in Jerusalem, that they were supposed to be safe.

So it would be - if not for the defeat of the crusaders in the Battle of Khatta. Only about three thousand fighters survived, and Saladin burst into Acre on their shoulders, which they did not even have time to prepare for defense (the Muslims got the True Cross even in the battle itself - the Archbishop of Acre took it with him).

And now, Richard the Lionheart, who soon after arrived in the Holy Land, faced an extremely tempting goal: which city to take is as honorable as Acre?

The siege of Acre was a very unusual operation: the number of the besieged almost exceeded the size of the army of the besiegers, and even at some distance from the city Muslim forces were located, led by Saladin himself. They constantly harassed the crusaders with sorties so that the defenders had time to rebuild the walls that had been torn down by the heavy siege machines of the West. Thus, the crusaders were forced to simultaneously storm the city and hold a defense against the Saracens outside of it.

However, Richard coped with this task brilliantly, and despite all the efforts of Saladin to lift the blockade, he had to capitulate. The Muslim garrison was taken prisoner (and then, as a result of an incorrect ransom agreement, almost three thousand people were executed - which led to similar measures on the part of Saladin and many troubles). And the crusaders began ... to find out who was the main winner - Richard, or Philip of France, or Konrad of Montferrat, or, perhaps, the Archduke of Austria Leopold? First, the banners of all these valiant men hoisted on the walls, and then ... they began to disappear one by one.

But that is another story. Acre, however, remained in the possession of the Crusaders, soon became their de facto capital and for another century maintained the reputation of "a fortress that cannot be taken unless Richard the Lionheart commanded the storm."

Even after several centuries Napoleon Bonaparte tried to measure military glory with Richard; but his efforts were in vain. The Turks, together with their military adviser, Sir Sidney Smith, successfully repelled all attacks, Napoleon fled to France in disgrace, and the ancient citadel also became known as "the site of Bonaparte's first defeat."

Richard the Lionheart

His name alone was terrifying. Sometimes one could hear a Saracen say to a stubborn horse: “Well, dead! What has become? Did you see Richard? "

O. Goldsmith, History of England

The image of a knight-king, a great commander of the crusaders and just a brave man, has long haunted novelists and poets - despite the fact that his services to his native country are more than doubtful, and the history of coming to power - through the betrayal of his father and rebellion against him - does not fit well with knightly virtues. Charles Dickens wrote about the stormy praises to Richard: "They are probably right, and it was the human heart that he lacked most of all ..."

But if the ruler of England turned out to be mediocre from him (and no wonder - he spent almost ten years in power in England for only six months!), Then his services to the crusading movement, like his military talents, are beyond doubt.

By the beginning of the third crusade - which Richard organized together with the French king Philip Augustus and the Austrian archduke Leopold (as well as Frederick Barbarossa, who did not reach the Holy Land) - the position of Christians in Palestine was unenviable. Jerusalem fell, the shameful defeat at Khattin surrendered the port of Akr to Saladin, and the threat of total destruction dawned on the Christian kingdom of Jerusalem.

Richard understood that the main problem of the crusaders was the lack of communication with the western kingdoms. Therefore, no matter how eager he was to fight in the Holy Land, he had to start with the creation of naval bases along the way.

He first arrived in Sicily, where his sister Joanna, the queen, had recently been widowed and imprisoned by the new heir Tancred. Tancred quickly repented of his deed, vowed to marry his daughter to Richard's heir, and in fact gave him the city of Messina (and Richard gave Tancred ... the sword of King Arthur Excalibur). Messina became the first base of the Crusaders, and the small town next to it has forever retained the name Corleone, which means "Lionheart".

Then Cyprus was captured; it formally belonged to Byzantium, but in fact was ruled independently. The ruler of Cyprus had the folly to seize Richard's fiancée, whose ship was wrecked near Cyprus, and thus handed over to Richard the wondrous casus belli. After securing Cyprus to the crusaders and having a wedding, Richard finally arrived in Palestine.

There he showed tremendous energy, courage and military talent; in the capture of the "unapproachable" Acre, he owns, so to speak, the lion's share of the merit. Even seriously ill people, he inspired the troops and personally fired a crossbow at the guards on the walls.

Unfortunately for the Crusaders, Richard's violent temper came to light immediately afterwards. He did not tolerate the fact that the banner of the Austrian duke was put on a par with the flags of him and Philip (after all, the duke is not a king, but a vassal of the Holy Roman Empire!). Richard's servants threw the banner into the moat; so the split of the crusaders began. Leopold left Palestine. In addition, in the Kingdom of Jerusalem, just at that time, there was a quarrel for the succession to the throne, and Richard supported the losing candidate (after which he presented him with Cyprus as a consolation).

Saladin, reassured, attempted to trap Richard's army at Jaffa; but the skilful command of the English king and the timely blow to the Saracens of the Templars and Hospitallers turned defeat into a brilliant victory for Richard.

And yet it became clear that in such a situation Jerusalem, even if taken, would hardly be held. This finally cooled the crusaders, and Richard went to Europe - to meet captivity, the betrayal of Brother John and other troubles.

But Richard, although he did not take Jerusalem, won his place in the legends by right. In poems and historical novels (for example, "Ivanhoe" and "Talisman" by Walter Scott) he is exalted to the skies; with the light hand of the same Scott, he became a friend of another legend of England - Robin Hood, even though he was born at least a century later.


The easiest way to get into the city is to save the monk at the gate.

Upon reaching the city, dismount and inspect the area. It can be seen that the siege ended quite recently and that Acre fell to the crusaders at the cost of a lot of blood. The bodies of the killed inhabitants and soldiers lie on the ground, and the traitors were executed in a particularly brutal way. In order not to repeat their fate, do not draw attention to yourself. It is worth considering how to get to the city.

You can cut off the guards at the gate, since you have a counterstrike, and it will be easier to cope. Once in Acre, you need to break away from the pursuit and find shelter. Note that there are practically no tall buildings in Acre. Therefore, archers can get into Altair, even if you climb the observation tower.

Do you want to walk over the beams? Jump from the cart onto the wall, climb onto the beams and run over the heads of the guards. You can finish off the guard near the gate, and when the comrades go to inspect the crime scene, go into the city. Finally, kill the soldiers who get the old man and go along with the monks.

Once in the city, climb onto the roof - be careful, there are a lot of archers! - and inspect the area. A marker will appear on the map showing the assassins' hideout. Jump into the haystack and run to the coordinator. He will tell you a little about Garnier de Napluse and tell you where to look for information. Let's start our investigation.


Let's start with an overview of the area. Running on the rooftops, be careful and cut out all oncoming archers so that they do not interfere with climbing the towers. Six observation points are low towers that you can quickly climb. True, archers get it, even if you are at the very top.

Cut out archers so that no one interferes with running on the roofs.

The tallest buildings offer a panoramic view of the city, it is convenient to plan in which direction you need to run.

Three observation points - high watchtowers with a platform. One is located on the roof of the Hospitaller Hospital, and you can get to it through a destroyed building near the city wall. There are five or six archers roaming the roof of the hospital, so you have to work hard with the hidden blade to make your way. Another goal of ours is the roof of the bell tower. Climbing it is a little more difficult, you can only jump from a certain place. The last observation point is a dilapidated minaret.

In Acre there are four monks - along with the one at the gates to the city - who must be saved. Please note that the monk who is standing near the hospital must be rescued without fail, because otherwise it will be difficult to get into the hospital courtyard during a plot murder. Don't forget about the eight women that the soldiers harass. It is also advisable to save them, so that it is easier to escape after the kill.

Having finished with the additional tasks, let's move on to collecting information. Go to the northeast of the area and find the informant. He will ask you to collect twenty flags in three minutes. The first one is located right behind the partner's back on the left wall. Finding the rest will not be difficult. First, run straight, then turn right until you make a circle and return to the informant. There is plenty of time, you must be in time. In gratitude, you will learn that Garnier de Napluz is best finished off when he examines patients.

There is usually plenty of time to collect flags.

The second informant is standing near the water. He will ask you to remove the Knight Hospitaller, who is looking for him. There is only one enemy, we are not limited in time, so catch the right moment and hit with a hidden blade. Then return to the informant and report the completed assignment. You will learn that patients can roam the hospital, and the guards do not search the monks as they walk inside.

Go to the Church of the Assumption of Mary in Jehoshaphat and listen to the speaker. He reproaches the townspeople for not believing Garnier de Napluz - and this worthy hospitaller, they say, hears their cries of suffering and is always ready to help. When he blabs, follow him into the alley where there will be no guards, and beat him well.

The speaker immediately admits that Garnier is a terrible person who must be stopped. You will also learn that, while "caring" for patients, the hospitaller does not notice what is happening around. We will certainly deal with this, but now Altair will finish off the speaker and we need to quickly get away with our feet before the guards come running.

Go to the city gates, sit on the bench near the fountain and listen to what the guards say. It turns out that an arrow hit the archer's brother in the throat and is dying, so one of the hospital's security posts is temporarily empty. This can be used when we get to the roof.

Run to the abandoned market. You can't get inside through the street, the guard of the Hospitallers will not let you through, so make your way through the roof. Or finish off the guards, wait for the excitement to subside, and enter. Find two men, eavesdrop on the conversation, and then steal the letter from the messenger.

After overhearing these guards, you learn that there is not enough guard on the roof.

We learn a lot of interesting things from it. For example, that Garnier de Napluz and Tamir we killed collaborated with each other. It was for the Hospitaller that weapons were made. But why? The Saracen was not supposed to help Christians. It is unlikely that only money is involved in this, the danger is too great, because the Arabs could find out about this transaction, and then ... And most importantly, to whom was the stolen letter addressed?

The informant will ask you to finish off two archers, which do not allow him to work normally. You need to kill them without raising an alarm. After completing the task, return to the informant. You will learn that the hospital is undergoing renovations. Let's see on the spot how this can be used.

The investigation is over, return to the assassins' hideout and report to the coordinator what exactly you learned about Garnier de Napluse. He will give the pen and permission to kill, and then send Altair to rest.


Before killing, make sure to prepare the escape routes, save all the inhabitants, or at least the monk who is standing next to the hospital. Clear the roofs from archers and carefully examine the hospital windows on the second floor. Some of them are broken. Jumping inside through them will not work, but this is your future escape route.

You can get into the building by jumping into the courtyard from the roof. But then you will lose health, and still have to get rid of the archers on the roof of the hospital. You can, like a decent killer, join a group of monks and calmly pass through the guards. The third option is to kill everyone, but that's not our style.

With the help of the monks, you can safely sneak up close to Garnier de Naplouz, without fear of alcoholics.

Once in the courtyard, you will witness the following scene: a young Arab tries to escape, but he is caught by the guards. Garnier de Napluz comes out to screams and asks not to mutilate his patient. The Arab begins to accuse the Knight Hospitaller of terrible atrocities, including stealing souls. De Napluse reproaches him for ingratitude, he does not take pleasure in looking at the suffering of the sick, he is forced to inflict pain in order to heal patients.

The Arab, of course, does not believe him and promises to run away next time. He obviously did not think about the consequences of his words, because they would break his legs so that he would not try to escape. After that, Garnier de Napluz will disperse onlookers and go on to treat patients. Go left and join the group of monks. When they pass by the Knight Hospitaller, leave the group and strike with the hidden blade in the back.

If you entered through the roof and did not rescue the old man near the hospital, there will be no monks inside the hospital. Then just pretend to be a monk and go to the chambers. You need not be afraid of the guards, they will not attack, but avoid the drunks. If they do push Altair, immediately pretend to be a monk again and step aside. Sneak up to Garnier de Naplooze and stab with the hidden blade.

After hitting you will be taken to the memory corridor. De Napluse truly believes he has helped people. Yes, he caused suffering due to the imperfection of the treatment technique, but nevertheless he achieved some success. His guards were insane until he freed their minds. And who are his patients? Alcoholics, prostitutes, drug addicts, madmen ... Trying to cure them, he did a favor to humanity, and if he found a cure, the whole world would change for the better.

This window is your life-saving exit from the hospital.

After the kill, do not engage in a fight with the guards, but climb up the stairs. Jump onto the beam, from it onto the chandelier, and then jump along the rungs to the broken window. Once outside, climb onto the rooftops, tear yourself away from the guards and find cover. Then return to the assassins' hideout.

While Altair is resting, you can think about the words of Garnier de Naplouz. Was he really crazy, obsessed with an obsession? After all, it seems that the cured were really grateful to him. Is the patient's suffering just part of the healing process? But then why was excessive rigidity needed?


After rest, visit Al-Mualim - for this, fast forward memory is provided. The teacher will begin to refute Altair's doubts. He will say that Garnier de Napluse used drugs to stupefy patients. He did not heal their minds, but only intoxicated them. Again, thinking a lot is harmful, it's time to go to Jerusalem.

As a reward for killing the Hospitaller, you will receive three throwing daggers and a counter grab technique.

Assassins - myths and reality

About the assassins, they are also sometimes called hashishins or hashishins, so many tales have been invented that you cannot discern the truth behind them. In terms of myths, they may well compete with the druids or the Templars.

According to "public opinion," the Assassins are a bloodthirsty Islamic sect, which on an industrial scale engaged in contract killings. Assassins roamed the Middle East in droves, happily killing everyone whom their spiritual leader and teacher Hassan ibn Sabbah, aka the Mountain Elder or the Old Man of the Mountain, pointed to. The order was not negotiable - even if Hassan demanded to commit suicide or throw himself off a cliff at the whim of the sovereign. The elder of the mountain lived in Alamut, an impregnable mountain fortress, constantly inventing new atrocities.

To replenish the ranks of his followers - after all, they died in hundreds, killing everyone in a row - he invited young men to his house, gave them wine and intoxicated them with drugs. When they fell asleep, they were taken to a secret garden, where there were beautiful animals and innocent maidens. Impressive young men, and they were also under the influence of drugs, were convinced that they were in heaven. When they fell asleep again, they were carried back to the house of Hassan ibn Sabbah. The elder of the mountain convinced the young men that he could guarantee them paradise after death, after which they happily carried out any of his orders.

As you can imagine, in fact, it was not at all like that ...

The real name of the assassins is Nizari... This is one of the currents of Ismailism - the most radical wing of Shiite Islam (Islam has long been divided into Shiite and Sunni branches). The Nizaris still exist and represent a fairly large and close-knit community; and in the Middle Ages, during the greatest success of the Nizari, they even had their own state.

Now let's go through the myths about the ruthless Nizari.

The legend of the secret garden became widespread in the west after the travels of Marco Polo, as well as the historical novel by von Hammer about the assassins. On closer inspection, this legend does not hold up to scrutiny. Take at least the fact that Hasan ibn Sabbah, and the Nizari in general, was very devout, and Islam forbids the use of wine. There is a well-known case when the Old Man of the Mountain killed his own son for drunkenness. It is clear that with such a strict approach, wine could not be used to stupefy young men.

For the same reason, it is extremely questionable to use drugs and women to cheat. All other sins do not yet follow from the murders ... Moreover, after the capture and destruction of Alamut, there was no mention of the Garden of Eden, although the fortress was examined in detail by soldiers and Arab historians.

Consuming hashish Is another common myth. If you take it on faith, the Nizari used hashish all the time, especially when they were tracking down a victim for murder. Yes, in certain amounts and mixtures, hashish can be used for extreme arousal. But it is quite fleeting, and constant use leads to a decrease in mental abilities and concentration. Even if we put aside piety, it is difficult to imagine that a person can hunt down a victim for long days, being in the grip of a dope.

But then where did this legend come from? After all, the word “assassins” is a transcription from Arabic into English of the word “hashishin”, which means “using hashish”. Most likely, the matter is in the incorrect translation of the word "Hiashoshiyya", which means not only drug users, but also those who go into a rage, as if while under the influence of hashish. Quite possibly, this nickname shows the disgust and fear felt by the majority of Muslims towards the Nizari.

Cutting off the ring finger for the hidden blade - a nonsense, which also got into the game. This is a fairly fresh myth that appeared in the 19th century; it is not found in Arabic texts at all. This idea is easily refuted by logic: it is much easier to find an assassin by a severed ring finger than by any blade.

To the same category of the most ridiculous myths belongs the assertion that the Nizari, going to murder, put on white clothes with a red sash(purity and blood). It would not have been difficult for the guards of high-ranking gentlemen to find a murderer by such vivid signs. By the way, pay attention to Altair's robes. After the first murder in the game, the question involuntarily arises - how did the guards not remember him? As a famous character said: "Sooner or later your red curls will become familiar, and they will start to beat you ..."

Where did so many legends come from? The Nizari have always been in strong confrontation with the rest of the Islamic world. They were feared and hated, attributed to them all possible sins, and periodically beatings of the Ismailis took place. Strong aggression forced the Nizari to withdraw and resort to disguise. You understand, this only contributed to the proliferation of rumors.

But the main thing, of course, is still the famous Nizari murders. There is nothing surprising in political assassinations as such - for those times it was a fairly widespread practice, but only the Nizari made assassination an openly recognized instrument of politics and religion. Their faith encouraged the destruction of enemies, moreover, it was considered a feat and guaranteed going to heaven.

Since then, the significance of terror in Nizari politics has been exaggerated many times over; often describe almost the conveyor of death, as if at the hands of the assassins killed thousands of people. In fact, everything is much more modest, although political assassinations played a significant role. Many more enemies were killed by the Nizari in ordinary battles.

Most often, the victims of the Nizari were prominent military leaders, sultans and viziers, who attacked their cities, caravans, or practiced the persecution of the Ismailis. There were times when the Nizari killed the enemies of their allies or simply to weaken a potential enemy. And the allies did not always ask for such help.

Contract killings for a fee were also practiced, but this was already during the decline of the Nizari. So, for example, under the rule of Egypt, the Nizari were a kind of sabotage unit that killed the enemies of the state on the orders of the Sultan.

Rumors of the Nizari, mysterious and terrible assassins, began to reach Europe thanks to the efforts of the Crusaders. Did the Nizari kill the Franks? It's hard to say for sure. Their main enemies were among the Muslims, but they hardly had warm feelings for the crusaders. They are credited with the deaths of some of the crusader leaders, most notably Konrad of Montferrat and Raymond II.

None of these cases have enough data to state something with certainty, but the smoke hardly went without fire at all. The story of Konrad of Montferrat most likely did take place; but in any case, this did not happen systematically, unlike the murders of Arab leaders, because the Franks did not pose an immediate threat to the Nizari.

If attempts were made, then, most likely, they took place in revenge for attacks on Nizari caravans, as well as at the request of opponents of the crusaders or specific individuals. For example, Richard the Lionheart or his associates were accused of the murder of Konrad of Montferrat. Say, his death was beneficial to the English king, and he or one of his people used the services of the Old Man of the Mountain; however, there is not the slightest confirmation of this accusation and has not been. The Templars were also accused of this; There is also a story about how an assassin, allegedly by order of the Templars, attempted to assassinate Richard. True, this is very doubtful - almost all Muslims of the Holy Land hated the Knights of the Temple too much.


The road to Jerusalem is perhaps the longest of all. However, if you drive through the central part of the region, you can greatly shorten the path. Don't forget to visit the latest lookout towers. In the center of the map is a small village worth exploring.

I also recommend taking a trip towards Acre and Damascus to explore the area, which you are unlikely to pass, heading to these cities. You will see new outposts and be able to drive your horse along the obstacle course. Then, ride to the stone arches to enter the holy city of Jerusalem.

Jerusalem

I was in Jerusalem. I saw with my own eyes the Holy Sepulcher and the mountain where He was crucified. Therefore, I can guarantee with my word and honor that every word of the Bible is the truth. I saw it.

Sir Thomas Langley

There are no cities like Jerusalem, and such cities will hardly ever appear: after all, for the three world religions - Judaism, Christianity and Islam - this is a sacred place. But if Muslims honor him only in third place, after Mecca and Medina, then for Christians and Jews there is no higher shrine. The biblical kings ruled there, the events of the New Testament took place there. Muslims revere both the Torah and the Gospel, considering Jesus to be one of the six great prophets; in addition, it was from Jerusalem that Muhammad ascended to paradise on a rock (a mosque called the Dome of the Rock was built on this place). Shrines and temples of all three faiths coexist side by side, often being surrounded by one wall.

Here is a small list of Jerusalem shrines: the Holy Sepulcher, the remains of the Second Temple of the Jews and the Western Wall, the Upper Room of the Last Supper, Calvary, the Muslim Dome of the Rock and Al-Aqsa ...

Despite this, it is not obvious to many now why so many people were eager to embark on a crusade to this city; they try to explain this by the greed of the Saracens and other similar motives. Others remind of the forgiveness promised by Pope Urban and talk about the "conquest of paradise." At the same time, they forget about the main thing: it was not so much important conquer Jerusalem how many visit in it, despite the fact that for a Christian (as opposed to a Muslim) pilgrimage is not so important, faith does not require it.

For those times, the very existence of distant Jerusalem was the same biblical story as the Resurrection or Noah's Ark. We don't need it now believe to the fact that there are Jerusalem, Bombay or Rio de Janeiro: there are a lot of photographs, filming, eyewitnesses ... The world today is greatly reduced. And in those years, one had to believe in the existence of distant cities. And those who have personally seen this city, the Temple, the Holy Sepulcher, thereby made sure in the existence of the Holy Land, and therefore everything that is written in the Bible... No, before they also did not doubt, but, you must agree, it is one thing to believe, and another thing to know for sure!

That is why pilgrims from all over Europe aspired to Jerusalem, regardless of the dangers; and when it became clear that it was possible to come there with a whole army, “return” Jerusalem to Christians and make it so that everyone could see the shrines, it is not surprising that many thousands put on a cloak with a cross. Hardly a quarter of the crusader army went first of all for the prey ...

The Saracens, contrary to popular belief in Europe, tried not to touch the pilgrims even before the Crusades; their faith commanded respect for such zeal. Moreover, the thousand years allotted by Muhammad to Jews and Christians have not yet expired in order to change their minds and see the light of Islam. The road to Jerusalem, however, still remained dangerous even after the founding of the Kingdom of Jerusalem; after all, the roads in Europe and in Asia Minor were far from safe, the sea was teeming with pirates, the land - robbers, knights-robbers and other unpleasant personalities. To make the pilgrimage more or less safe, the Knights Templar was founded (and not at all for the conquest of Palestine, as is often thought).

By the way, the last "crusade" for Jerusalem took place in the 19th century and was started by Russia... The reason for the start of the Crimean War was Turkey's refusal to demand that Russia be in charge of the Christian churches in Jerusalem and Bethlehem. Isn't it a crusade? ..

Malik, after the incident at the beginning of the game, lost his hands and became angry with Altair.

When you come close to the archers, they throw their bow and begin to fight with the sword.

As always, you can get to the city in several ways: kill the guards at the gates, distract the guards by cutting someone with a hidden blade, save the old man and go along with the monks. If you want to run over the head of the soldiers, jump onto the wall of the cemetery, from it onto the wooden platform - and along the beams to the gate.

The nearest observation point is a Christian church. But in order to climb on it, you will have to jump onto the wall of the temple from a nearby building. However, archers can spot you, so first clear the nearby rooftops and keep your eyes open. After examining the area, you will see where the assassins' hideout is.

In the shelter you will be greeted by Malik, who was nevertheless cut off his hand and who is not at all happy with Altair. He will tell you that Talal kidnaps local alcoholics, drug addicts and madmen to send them to Acre to Garnier de Naplouz. Here, it turns out, who delivers patients to the kind Doctor Hospitaller. Let's start gathering information and getting ready to kill.


Remember to save the women so that it will be easier to run away later.

There are nine observation points in the city, and almost each one is unique. The first is the roof of the Church of St. Anne. The second is the roof of the Muslim shrine Dome of the Rock. True, to get on it, you need to get into the courtyard with the help of monks. The third is the roof of a small chapel. The fourth is a tower with an archer on the roof. The fifth is the roof of an unnamed Christian church. The last four are the roofs of minarets, under which Saracen archers walk.

There are five monks in the city, including an old man standing outside the city gates. You need to save everyone, especially if you want to get to Talal without making a fuss. Don't forget about the seven women, who are also harassed by the guards. They cannot do without your help, and the muscular townspeople will greatly help you when you have to run away from the guards.

Let's investigate. First, visit the informant, who will ask you to kill two Talal's guards. Opponents are in the covered market behind the informant. This is a closed space, but there are not many people, you can handle it without problems. The informant will tell you where Talal's warehouse is, and will also warn about the numerous guards. Thank you, brother, for the warning, but we are no stranger to ...

The informant's targets must be killed without raising an alarm.

The second informant stands north of the Dome of the Rock and asks to collect eighteen flags in three minutes. The first flag is next to you, and then you have to jump on the roofs. In the allotted time, you can not only collect flags, but also run around the entire area. Therefore, take your time and carefully watch where you are jumping. After completing the task, you learn that the guards are fanatically loyal to Talal and will gladly sacrifice their lives to save the owner.

It's time to listen to other people's conversations. To get to the church in the north of the area, use the help of the monks, because the guards at the gate do not let anyone inside. Sit on the bench and listen to the conversation of the two slavers. You will learn that Talal, noticing Altair, will try to deal with him with the help of archers, and if it gets very hot, he will try to flee.

Then go to another church where the speaker is giving a fiery speech. He calls on to go to work for Talal. Citizens will receive fair remuneration for honest work. Of course, we even know which one - Dr. Garnier de Napluse. When the speaker has finished speaking, follow him into the alley and hang cuffs. He will say that people are being sold into slavery. I was surprised, but we thought he was telling the truth ... We also learned that a blow should be struck in a warehouse with slaves, where no one can put us.

This, by the way, is the Muslim shrine of the Dome of the Rock.

In the southwestern part of the area, you will find two merchants. From the conversation it follows that one has a map on which Talal's guards and archers are marked. Follow him and steal the map. Now we know the posts and can better prepare for the assassination.

Head to the informant near the Dome of the Rock. He will ask for an escort to the city gates, because Talal's people are going to kill him. This time there will be two attacks, but not far to go. Having brought the informant to the gate, we learn that Talal may be a well-aimed archer, but an inept swordsman and a fair coward. He will run away at the slightest danger to his shelter, where he can be stabbed.

Return to the shelter - there is a cursing Malik waiting for you. Tell him about the slave warehouse where Talal will be, about the loyal guards and the cowardly behavior of the future victim. You will receive a feather and will be sent to rest before being killed.


You don't need to prepare for this murder. Make sure to save all the townspeople and that will be enough. You don't need to touch the archers, because we will still be finishing off the victim on the city streets and it is not yet known where.

Use a counterattack when there are too many opponents around you.

You can get to the warehouse with the help of monks or through the roofs. But in the second case, you will have to cut the archers. This can turn into an open collision, so it's best not to risk it. Once inside, pretend to be a monk and avoid the drunks. If you hit through the roof, such troubles will pass you by.

When the doors slam behind Altair, you will hear Talal's voice. He will begin to give speeches that will bring to mind the late Garnier de Napluz. They say that the captives are not captives at all, but unfortunate people who need help to free their minds. Then he will ask you to stand under a beam of light, and the guards will attack you. There will be nine of them in total, four in a group. I advise you not to go forward and kill the enemy with counterattacks.

Then climb the stairs and, killing the archers that meet, run after Talal. He will run out into the street and rush in a randomly chosen direction. Follow him. You need to run quickly and without crashing into people. When you can close the distance, jump with the hidden blade and hit in the neck.

You will be transported to the corridor of memory. Talal is not afraid of death. By killing him, Altair did not weaken the Brotherhood. What kind of Brotherhood, he will not answer. With a bitter smile on his face, full of disappointment in God, he will expire. Altair will run a feather through the blood, and you will again have to run away from the guards. You already know what to do.

The guards are looking for the killer, but they can never see us.

Returning to the shelter, report the murder to Malik and, having received another portion of stinging injections, go to rest. Talal spoke of some kind of Brotherhood, but what kind of organization is this? It turns out that the Saracens and the crusaders acted together for some higher purpose. Incredible! I need to talk to Al-Mualim.


You will be transferred to the laboratory. The animus is slightly broken, and while it is not repaired, Desmond Miles can rest. When Dr. Vidic leaves the laboratory, talk to Lucy until she asks you to leave the room. Do the request, but do not go to bed. Examine the open wardrobe. Someone left an access card and we can go back to the lab.

True, you can't get into the meeting room, but we can read the mail. Please read all letters carefully, they contain important information. When finished, return to the room and go to bed. It's getting more and more interesting ...



In the next issue we will finish the walkthroughAssassin"s Creed, and also we will analyze the additional missions that appeared inPC-version of the game. Stay tuned for more information on how Altair's journey ended and how Desmond Miles was involved.

Assassins Creed is a game that has conquered millions of gamers around the world. Despite the fact that the first part of the series was released on PC exactly 10 years ago, the history of the game continues and develops, and it is still fun to play. But getting rid of the game is not easy at all. Going through the next part, you involuntarily want to return to the origins, and go through all the parts again, but at a higher level or 100% synchronization.

In addition, it is 100% synchronization that will help you fully understand the history of the ancient assassins, as well as fully reveal all the secrets and secrets of the game before you.

Assassins Cred.

1) The famous sword - Excalibur. Not far from Acre there is a crusader camp. In this camp, you need to find a large pit, the edges of which are surrounded by boards. In it you will find the same sword.

2) Towards the end of the game, the main character discovers a new ability, thanks to which his observation increases. With this power, the main character finds strange drawings and inscriptions in the animus room and in his bedroom. Those who have already played this game will understand that these are references and warnings from object 16 about the coming end of the world, but during the first playthrough, these symbols evoke a lot of feelings. So what are these symbols and what do they mean?

2.1) There are some records near the animus. To read them - you must read in reverse order and from below. This record says about the particles of Eden, and that with their help you can control people, and those people who will use them for such purposes - to resist.

2.2) At the other end of the animus is a similar puzzle, only made in the form of a triangle. This is message 16. It reveals a little the fate of Desmond's predecessor.

2.3) In the corner of the room, on the steps, there is a drawing of an Aztec pyramid.

2.4) Not far from the pyramid you can find the drink: “Yona guni”. This is a reference to one of the islands in Japan. Scientists believe that once upon a time it was inhabited by an ancient, advanced civilization.

2.5) In another corner of the room, you can find drawings of animals - a spider, a monkey and a hummingbird. These are copies of drawings discovered by the first aviators in the Nazca desert.

2.6) There are a few more mysterious and enigmatic references to the outside world. These include: the pyramid, above which is the apple of Eden, the pentagram, the all-seeing eye of the Masons, the ancient Egyptian symbol of the eye of Ra, and others.

2.7) There are strange symbols in Desmond's room too. Some again hint to us about the spicy Yen Gani, there is an omega logo, the numbers again hint to us on 12/21/2012.

3) After passing 6 blocks of memory, do not rush to go to bed, wait for Viddick to leave the room, then go to talk to Lucy. It is in this fragment that Lucy makes it clear to Desmond that she is an assassin and his ally. She will do this with a gesture, bringing her left hand to her chest, bending her ring finger.

Game myths.

In addition to the plot, in the game you can complete additional missions, as well as kill crusaders (60 people) and collect flags (420 pcs.). These activities will take a lot of time, but, unfortunately, the game is not rich in rewards, and you will not receive any rewards for completing these quests. When the game first came out, it was rumored that if you collect all the flags and kill all the crusaders, then you will receive the crossbow from the first demo. Much to the dismay of many users, this is a lie.

At the beginning of the passage of the game, Assassins Creed Origins show a very ordinary life, in which the main character is the key figure. An ordinary Egyptian settlement, in which everything changes with the arrival of a new pharaoh - Ptolemy.

The main character is the protector of people (medzhai), whose name is Bayek... According to the plot, Bayek tracked down, after which he killed Rudzhek Tsaplya - the Pharaoh's governor. Shortly after the murder, control will take over. Immediately, a battle will begin with Ipat, the main bodyguard of the murdered governor. In battle, the game will teach you all the basic control mechanics. After a hard victory, scan the area around the hero using the "V" key to find a passage in the wall through which you can get into the hall next door.

Move in the ruins run mode using the "X" key. When the need arises to climb the column, which is inclined, to get to the 2nd floor, press the "Alt" key. Climb up and then use different debris (stones and columns) to get to the opposite part of the hall. On the other side there will be a huge statue - climb it higher and jump further to the stone ledge. All that remains is to destroy the fragile wall and go out into the street, where the main character unexpectedly stumbles upon a soldier. The carnage cannot be avoided, so kill all the soldiers and thereby save the old friend of GG - Hepzefoya... Together with him, at the end, sit on the camels. The passage of the Prologue will come to its logical end.

Chapter - 2: "Ibis" (Siwa Village)

Quest: "Oasis"

Ride camels with Hepzefoy to a settlement called Siwa". On the way from it, you will learn about the governor who acts as mayor - Ibis Medunamon. As soon as you get to a friend's house, the game will teach you to shoot from a bow: to do this, hold down "RMB" or "LMB", and then release the key. According to the plot, guards will soon arrive at the house, whose purpose is to search the house. Therefore, you will need to hide in the bushes. All the guards will need to be killed. For this, lure the guard closest to the hero using the "Q" key, and then make a quick kill. The next guards will have to sneak up from behind. You can also climb onto the roof and jump on top of them. As for the corpses, all bodies can be dragged away and hidden in any convenient dark place.

The main task in this region is to kill the governor, who was discussed on the way to the village. However, it will not be possible to immediately complete the task, since you must first raise the level of the hero to at least 5th. To do this, go to Assassins Creed Origins Missions... Several tasks can be obtained thanks to the scrolls with requests that are on the table in Hepzefoy's house, while the rest can be obtained only in the city. The reward for the task is 1,000 XP.

Quest: "Preparation"

The first step is to get new clothes. To do this, you need to go hunting and get 5 animal skins during the hunt. Get out of the city, ride to the north and kill a couple of mountain sheep near the rocks. Do not forget that at any time you can use the help of the hand falcon Senu - key "V". By controlling the falcon, you can aim and leave different marks, both on people and on various objects. Animals should be shot from afar if you don't want to scare them away and start looking first. Once you have collected all the skins, go into your inventory and create a bib. Reward - 500 XP.

Quest: "The False Prophet"

The viceroy will sit inside the upper rooms of the temple. From time to time, people will come to him with offerings. The viceroy's guards are weak, unlike Medunamon, who is at 5th level. Therefore, if you wish, you can safely cut out all the guards, and at the end talk to the governor and remind him of the murdered child.

A scene from the past begins next. GG together with his son goes hunting for a mountain goat. Kill the game, get the skin. Climb the rocks on the way back. Upstairs, a small scene begins in which the guards attack Bayek and his son. It is useless to resist, the scene is scripted. Next comes the splash screen. Medjai is tortured, and when the son is brought in, he accidentally kills him during the scuffle.

Returning back to the present, finish off the governor and take away an important story artifact (from the corpse). The next governor is in Alexandria. The reward for the task is 1250 XP.

Immediately after this, events in the modern world are shown in parallel. Exit the animus. In the real world, a girl named Leila, an Egyptian researcher of the past, will be controlled. Talk to the local intelligence officer named Jiri on the phone. Since the girl is now inside the cave in which the animus is located, descend into the depths of the cave below and, thus, you will stumble upon Bayek's mummy with an animus connected to it. Then go to the opposite side to the exit from the cave. Along the way, you will find two important documents:

  1. - "Gene sequencer diagram",
  2. - "Scheme of the dialysis module."

Instead of the usual inventory, the girl actually has a smartphone, and it contains many documents that can be studied. In any case, there is nothing more interesting to find so far, so go back to the animus and study the past.

Chapter - 3: "The Serpent" (City of Alexandria)

Quest: "Aya"

In the passage in Russian of the game Assassins Creed Origins on the plot, you will need to find Bayek's wife in Alexandria. To do this, get to the Great Library and go inside to the wing on the left. When you get to the big staircase, be sure to examine the statue so that Fan, Aya's brother, will come up to the hero. He will tell you where you can find a wife. Get to the building, which has a round shape (from this place, jump straight into the well). Immediately after that, the main character finds Aya. You learn from the girl that she killed two unknown masked people. The first was a man with a Vulture mask, and the second with a Ram mask. So the last one remained - the Serpent. In addition, for this murder, the girl will hand over a special hidden blade, specially obtained from Cleopatra.

Quest: "Philactit Gennady"

Since Aya is responsible for finding Aya Phylactite Gennady, you need to find and kill him. This man is in the barracks, in the eastern part of it. The main difficulty in this task is that Gennady will be guarded by a large number of soldiers, but if you quickly get to him after receiving, then you will have time to finish him off outside the barracks when he is on the street. Otherwise, the first step is to deal with the soldiers. And the fewer soldiers are in battle, the more chances you will have to survive and finish off the target. After the murder, be sure to pick up the assignment documents. Reward - 500 XP.

Quest: "Death to the Serpent"

It's time to go to the palace. The safest way is the fortress wall, on which you need to kill the guards one by one along the way. You need to get to the building in the north. Once inside, get to the 2nd floor and inspect the local clerk's room (this is how you will find a letter, a chest, and a broken staircase). On the left side of the stairs there is a fully curtained rack (from it you need to climb higher along the wall on the left side). At the top of the rack will be a key from the chest. Inside the chest there will already be a letter with a key the sign of the snake... The reward for the task is 1250 XP.

Thanks to the find, Bayek found out that the Serpent was the court clerk Eudor. So now you can kill him. Evdor is in a public bath. You will have to enter inside only in a cape and completely without weapons. The room with the clerk will be guarded by the guards, but they can be bypassed if you climb the wall nearby and crawl through the opening that is located under the ceiling. After that, it remains just to jump down straight on the clerk and finish him off. At the same time, using a hidden blade, the hero chopped off his ring finger, and Eudor at this time will argue that in fact he is not a Serpent. He just works for them. Reward - 1,000 XP.

Further events in the modern world will follow again. Leila saw Aya in her memories and now wants to find her mummy, which should be somewhere near Bayek. To do this, go down to the mummy GG and find a pond nearby. Jump into the pond and find the girl's mummy to take DNA. It will not be possible to return just like that. So the first step is to find the ledge. After rising, make your way through the narrow opening. Then jump on small stones across the abyss. On the way, if you are attentive, you can find an old tablet with letters. Near the exit from the cave there will be a new record - “Records of the genetic code”. Now you can go back to the animus.

Quest: "Medjay from Egypt"

Meet Ayu on the hill. Tell her about the murder and possible miscalculation. The girl immediately offers to make sure of this by talking to a certain Apollodorus... To do this, you need to go to a new region closer to the racetrack. Apollodorus will not be in the designated conditional place, but his assistant, Mach, will be there. He will send you to the lighthouse in the northeast. At the pier, you will meet the specified person. However, before he helps, you will need to complete a small assignment for him - you need to get the lost scroll from the lake. The scroll lies at the bottom in a chest among the wreckage of the ship. So as soon as you have him, go with him to his estate, where Cleopatra is hiding.

According to the plot, Cleopatra is the illegitimate daughter of the deceased pharaoh Ptolemy XII, who has no official right to claim the throne, but, nevertheless, is actively trying to take power from her brother - that is, Ptolemy XIII. In addition, it brings up the state of affairs. It turns out that all over Egypt there is a certain order called "The Serpent". The killed Eudor was not a "Serpent", but only a "Behemoth". In addition to him, 4 more representatives are known in this order. So you get 4 new quests. The reward for this quest is 900 XP.

Chapter - 4: The Scarab (Ruins of Letopolis)

Quest: "The Sting of the Scarab"

As you progress through Assassins Creed Origins, you have to reach the village of Sais. Upon arrival, talk to Harkuf, the informant merchant. Go to his secret room. On the way to the room, you can find scrolls with various complaints, which open additional tasks for Bayek in this region. So, the identity of the "Scarab" is unknown to anyone, except for one person - Gupa. But in order to talk to him, you first need to rescue him from the soldier camp. After his release, it turns out that this old man was left without his tongue, so he cannot tell the secret, so take the old man to his family. After the GG they will be sent to Letopolis, to a man named Taharka. The reward for the task is 1.500 XP.

Quest: "Deception of the Scarab"

You need to get to the southern part of the region and enter Letopolis- a city that is half littered with sand.

Following, again, events will take you to the modern world. During this time, while the heroine was in the animus, part of the girl's (Aya's) DNA was restored. So now it will be possible to plunge into the memories of Bayek's wife.

Quest: "Pompey Magnus"

The events of this quest take place on the shores of the Aegean Sea, 48 BC. Aya, along with a detachment of mercenaries, goes on a ship to meet with Pompey (with the famous Roman commander who practically cleared the Mediterranean Sea of ​​local pirates). Soon, a whole ship will come under your control, on which you will need to attack the Egyptian ships of Ptolemy. Pompey's huge ship will be attacked by several small ships, so they will also need to be destroyed. After the victory, talk to Pompey, with whom the deal will take place: Cleopatra's friendship in exchange for several treasure boxes.

Chapter - 5: "Hyena" (Pyramids of Giza)

Quest: "Hyena"

Time to move on - straight to the Giza Desert, where the Egyptian pyramids are located. Upon arrival, the first thing in the market is to talk to the scammer named Mered. This way you will learn Hyena's name is Khaliset... However, if you want to know more detailed information, then the old man will have to return the horse from the camp of robbers, which are located in the southern part of the region. So after you return the horse, you will find out that Khaliset lives among the rocks in the west.

Having reached the rocks, Bayek will find a flock of hyenas and an abandoned house. Inside the house there will be a drawing of Khaliset, which shows the path to the secret tomb, which is located directly under the pyramid of Cheops, so it's time to go there.

You can only enter the pyramid from the north. Be sure to light a torch before entering so that you can see better in the dark. There will be a dead end in the upper hall, but this location will also have a treasure vault and one ancient tablet. Go back in the corridor and look for a narrow passage there, behind which there will be a sharp descent into the ground. Very soon, the hero will find himself in a fairly spacious hall, in the middle of which there will be a tomb (search it). So you will find a body for sacrifices, a blood stain, a sarcophagus and, most importantly, a black extraterrestrial monolith. Near the monolith, you will need to listen to an audio message from Cheops. And pay your attention to the fact that there will be many quartz stones in the corners of the hall.

When you examine the stones, Khaliset will attack the completely unexpected hero. He will attack from afar with a bow, while sending out tame hyenas. It turns out that Khaliset wanted to resurrect her deceased daughter in this place, using extraterrestrial technologies. In any case, at some point you will need to return back to the surface and fight with the woman during the sandstorm. At the same time, try to always keep the shield ready in order to fight off arrows in time. She will move as deftly from place to place as possible, so it is better to grab the bow and fight with her, following her combat tactics. Reward - 2.500 XP

Chapter - 6: "Lizard" (City of Memphis)

Quest: "Mask of the Lizard"

It's time to head to the next major city in Assassins Creed: Origins - Memphis... Upon arrival, the first thing to do is to talk to the high priest named Pashererenptah. During the conversation, you will learn that many local residents of the city began to die sharply from poisoning. The situation with children is even more serious - they die as soon as they are born. After all, even the ceremonial sacred bull Apes is seriously ill. It would be logical to go to the local healer first. The witch doctor, in order to understand what is the cause of the ailment, suggests drinking a special potion for prophetic dreams. Agree.

A dream begins in which the main character comes to a temple, which is located in the middle of the desert, where another sandstorm will begin. The weapon will be a large bow, from which a strong light emanates. You will have to fight with a huge snake. Shooting a huge snake to the head will do maximum damage, but you can shoot at other parts, for example, at the tail. This battle will have only two combat stages. In the first stage, you will need to shoot at the snake with a bow, but while standing on the boat. In the second stage, a huge snake will try to destroy the ground under the hero's feet, so at this moment you will need to jump from one stone to another. If you get into the water, then all is not lost, because there will be time to get out of it. If you hesitate, then the hero will die and you will have to start over. After defeating the serpent, the main character will meet his son.

Upon awakening, Bayek immediately meets his wife, Aya. She arrived in the city with Cleopatra, accompanying her. Together with them, return back to the temple to find evidence that the ceremonial bull was actually poisoned. The remains of the poison can be found in the supply store. However, this is not all, it will also be possible to find the necklace of the twin priestesses as evidence. Thanks to the last piece of evidence, the protagonist, during a dialogue with his comrades-in-arms, learns that the Lizard took their brother prisoner, after which he ordered the ceremonial bull to be poisoned.

So, based on the information received, now you should go to the camp and free the prisoner. After the release of your brother, you will learn the real name of the Lizard - Hetepi - one of the assistants who serve the high priest. This completes the passage of the "Mask of the Lizard" quest. Reward - 2.700 XP.

Quest: "The Face of the Lizard"

So, this is the second part of the task, which is connected with the search and killing of the man in the Lizard mask. The quest begins with Bayek attending Cleopatra's performance in front of the locals. And immediately after this performance, you will need to find Hetep. Hetep will stand among the local priests. The only problem is that you need to kill one priest, and there will be five of them in total. How to determine which of them is the desired target? You will recognize Hetep by standing with a blue scarf and coughing regularly. It's best to go unnoticed and kill this person without any unnecessary hype (using a bow or jumping from above). However, it is still not difficult to escape from the pursuers. Therefore, after killing, go to the specified goal and report that Lizard-Hetep is safely dead. The reward for the task is 2.250 XP.

Chapter - 7: "Crocodile" (Lake Fayum)

Quest: "Scales of the Crocodile"

Make your way to the shores of Lake Fayum and explore the village. The key person (connected Hotefres) will not be on the spot. Therefore, climb to the very top of the tower nearby and find a letter there. Based on the letter, you will learn that in order to find out where the right person is, you must first save his servant. When you meet with Hotefres on the ship at sea, you learn that a document with the name of Crocodile can be taken from his wife, so you need to go back to the village.

In a city called Euchemeria, meet a woman named Henut. Her daughter Shadya will lead the hero to the villa, where it is necessary to find the very document with the name. Please note that the territory will be patrolled by soldiers. However, when you are inside the house, then you will find out that the daughter hid the necessary paper with her, so you will need to go back to her.

Moreover, while the main character was on a mission, the woman and her daughter were kidnapped and dragged for interrogation. A little later it turns out that for the found scroll it was decided to execute the girl by drowning. Therefore, you will have to dive under the water and pick up the scroll at the place of execution, and give the body to the family. Reward - 3.000 XP.

Quest: "The Mouth of the Crocodile"

So, in Fayyum (oasis), go to the arena where gladiators are fighting. The arena owner will not let the hero inside. To get into the arena, you will have to find a gladiator from Siwa, who turns out to be Kens' sister. The girl will vouch for Bayek, thanks to which it will be possible fight in the arena.

  • Combat - 1. It is necessary to defeat ordinary enemies in soldier's clothes.
  • Combat - 2. It is necessary to defeat common enemies again, but in the company of a lion.
  • Combat - 3. It is necessary to overcome all deadly moving obstacles.
  • Fight - 4: Final. In this battle, you will have to defeat two arena champions (Dioviks and Viridoviks).

Whatever one may say, it is necessary to go through the arena, because only after defeating the champions will it be possible to learn (from the champions) that it was not these red gladiators who killed Shadyu, but, in fact, the Crocodile himself, which is an old woman named Berenice (the wife of the arena owner ). So now all that remains is to sneak into her villa at night and kill. But keep in mind that this old woman's bodyguard will be Kens(GG's sister), so if you don't want to kill her, then just put her to sleep with a dart. Completion reward - 3.500 XP.

Following events take you back to the modern world. This time, the cave with Bayek's mummy was found by the scouts of the Abstergo company. We'll have to get out of the animus and deal with it without weapons, secretly with all the operatives. On the surface, the heroine learns that the representatives of Abstergo have figured out and finished off the informant. So you have to go back to the animus and quickly reveal the ancient secret.

Chapter - 8: "Scorpio" (Heraklion Nome)

Quest: "The Path of the Gabinian"

After receiving a letter from your wife, travel to Heraklion (northeast) to help Cleopatra. Upon arrival, Cleopatra will announce two new targets - Scorpio and Jackal. It will be necessary to interrogate the prisoner to find out where to look for the Jackal (Hunter) assistant. Go to the city and interrogate the two indicated witnesses. In the hunter's house, inspect: arrows, cosmetics and oil. Also in the city you will need to kill three people who are planning to kill Cleopatra. After that, return to the empress and fight the rest of the enemies. In the end, you will need to fight with the same hunter. The reward is 7.500 XP.

Quest: "Aya: Blade of the Goddess"

Go to Aya in the north of the city. From her you will learn that Julius Caesar will visit Alexandria very soon and therefore Cleopatra wishes to meet this man. Agree to accompany her as Aya.

Advice: Next, a storyline task awaits you, the passage time of which does not exceed an hour. The assignment is based on real events in the history of Egypt. This quest is the only time Aya will have access to the open world of the game. So, playing for this character, you should not collect chests and kill governors. If you do at least something, then it will then not be possible to do it in the role of Bayek, and therefore get achievements.

Events unfold on the shores of the Mediterranean Sea. On the ship of the mercenary Foxis, break through the triremes of the king of Egypt. Get to the palace. Lead Cleopatra discreetly through the guards (using the carpet). As a result, Cleopatra meets with Julius Caesar and agrees that she should rule the country instead of her brother.

Later, Caesar will wish to visit the tomb of Alexander the Great. Since the doors will be locked, another path will have to be found. Find a weak spot on the wall to the left and pierce it with your sword. Inside Alexander's sarcophagus there will be a second artifact - a staff. Open the doors for Caesar. Flavius ​​will come with him.

On the same day in the evening, Ptolemy's army will try to regain power by attacking the capital. Therefore, get to a living Roman soldier, from whom you will learn that the troops of Cleopatra's brother were led by: Jackal (Septimius) and Scorpio (Potin). Be sure to take the warrior on your shoulders and get with him to Caesar and Cleopatra.

Caesar will send you to signal for his troops. Run in the role of Aya along the masts of the ships and, thus, get to the desired lighthouse, and then climb the walls higher. Nevertheless, at a certain distance it will not be possible to climb higher, so at this moment just crawl to another wall of the lighthouse. Inside, at the top, you will need to defeat the Guardian. After the victory, climb even higher and light the signal fire.

Quest: "Battle for the Nile"

At the same time, playing for Bayek, you will need to evacuate Caesar from the enemy's encirclement. Ride your chariot, shooting at the pursuing horsemen at the same time. At the end of this chase, you will need to fight the war elephant with spears.

3 days after the war, the hero goes on the trail of Scorpio (Potin). Next to the hippodrome, run past the soldiers fighting among themselves. In a separate small arena, the hero soon encounters Potin, but he, in turn, will be astride an elephant. To defeat an elephant, you need to hit its legs. This should be done until Potin falls to the ground with the elephant, after which all that remains is to finish him off.

Soon Caesar will find the last conspirator - Septimius. Therefore, run to him and soon again find yourself in the arena, but where you can get only with the help of a cart nearby. Septimius will be armed with two huge chained maces. And when the battle comes to an end, Caesar will not let the conspirator be killed, taking him prisoner.

Meanwhile, Aya tracked down King Ptolemy, who tried to escape with a boat, but was soon eaten by a crocodile. After 2 weeks of battles, Cleopatra takes the throne. At the same time, the Jackal is released, so he begins to work for Caesar and Cleopatra. Bayek, along with his wife, were deceived, but still continued to fight. At this point, Bayek decides to found a brotherhood of assassins who secretly protect people.

Quest: "Aftermath"

Travel with your wife to Alexander's Tomb. Upon arrival, you will see the Romans assassinate Apollodorus. Kill all enemy warriors. From a dying old friend, you will learn that the main one in the order of the "Serpent" was Leo - Flavius, the very assistant of Caesar. In addition, he took all the ancient artifacts from Apollodar. Now with the collected artifact, he goes to Siwa. Therefore, you will have to go there sooner. Reward - 6.000 XP.

Chapter 9: The Lion (Cyrenaica City)

Quest: "The Last Judgment"

Upon arrival in Siwa, the entire population will be lying on the ground unconscious, but know that they are not dead. Get to the tomb in the temple. With the help of an artifact, a door was opened in the temple. Inside is a crypt (a hologram of the entire planet). Take out the corpse of the murdered Hepzefa from the hall. If you cannot bear the corpse, then you cannot find out from the old woman outside what happened. From the story you will learn several important details: the Romans were inside and now they have moved to a region called Cyrenaica.

Follow them. According to the plot, further you need to visit several places and talk with some characters. Nothing special. The main thing is that at the end of this linear path you will reach Flavius, around which there will be many guards. The front door will be locked inside. You can enter inside only through the window above, and as soon as you find yourself inside, a serious battle will begin.

Boss: Leo - Flavius. So, with the help of an artifact, the enemy can slow down time, or shoot a beam at the hero. From time to time, Flavius ​​will hide, and instead of him all sorts of shadow opponents will appear. The most effective way to kill Flavius ​​in Assassin's Creed Origins is with fire bombs, rewarded for 3,000 XP.

Quest: "The Last of the Medjays"

Head back to Alexandria and be sure to talk to your wife. She will tell you that she is going to Rome in order to finish off the remnants of the Order of the Snake. In addition, there she found new allies. In any case, the important thing is that on the shore it will be possible to talk to her for the last time. And on this bank, she will formulate the basic principles of the Order of the Assassins, presenting to this also the main symbol. Whether you agree or not, it doesn't matter. Reward - 3.000 XP.

The events of the game are transferred to the future. The main character Leila is chosen from the animus. An assassin named William Miles will appear before her. He offers to go over to the side of the brotherhood. Agree.

Chapter - 10: The Jackal (Rome - Final)

Quest: "The fall of one empire, the birth of another"

In the role of Aya again, sail forward along the sea towards Rome. On the way, you have to fight a couple of times with the enemy's fleet. There will be nothing special in the battle. All the same burning ships-incendiaries, which can be destroyed with one shot, the main thing is not to let close. Meanwhile, in Rome, Septimius persuades Caesar to dissolve the Senate and become emperor. When you reach him, kill. He will be armed with knives on chains and will therefore attack from a distance.

After that, make your way through a huge garden with a large number of guards. Act stealthily (this is important) and it is worth killing only if the guards really prevent you from going further. After reaching the key point, the splash screen will begin. After that, Caesar will have to strike with a hidden blade, after which everyone (including the son of Brutus and the Senate) will finish off the emperor - a real historical event.

Quest: "Creed is born"

Two days later, Aya threatens Cleopatra to kill her if she does not return to Egypt and take care of her people. The final cutscene begins. Reward - 9.600 XP. After the splash screen, you can continue Assassin's Creed Origins walkthrough, completing side quests and getting new achievements, but the storyline at this point is considered completed.

Video walkthrough in Russian


MEMORY 4
Old-old Bay


Exercise: Edward examines his new hideout on Great Inagua ... and finds something strange there. Secondary task: Missing. Follow James Kidd and solve one of the mysteries from the lost Mayan civilization. Climb the stele and use the eagle's vision to position the selected objects correctly. As you find the hidden treasure, all the steles will appear on the world map. Then follow Kidd towards the estate (if you bought the Blackbeard or Edward figurine that comes with the DLC, this is where you will find a couple of chests with a suit, a sail and a weapon)... Approaching the table, we watch a video in which we receive a reprimand and open access to all contracts of the assassins on our map.

Nothing is true ...


Exercise: Finding himself among those who will not be happy with his presence, Edward secretly makes his way through the village of assassins and finds the master James Kidd. Secondary task: Knock out three assassins. Loot 4 chests. There are not many chests on the island, so before talking to Kidd, be sure to fulfill the condition for 100% synchronization. After descending from the ship, immediately change your weapon to hand-to-hand combat and do not change it throughout the entire mission - you cannot kill assassins. We run to the left to the nearest point for synchronization in order to open the map and see all the treasures available in our radius. Assassins will block our path - everyone can be easily eliminated from the shelter. Remember to use the whistle. One of the closest chests is on the south coast. Before you run to the green marker, be sure to loot this chest. Take it to the left. The assassin who patrols the beach and walks near the wall of ship boards can be bypassed from the sea side. Next, jump into the water and bend around the rock from the other side. As soon as you notice the chest, do not break headlong, but watch the assassin walking back and forth. Guess the right moment and steal the contents. Only then can you safely run to the green marker in this area. On the way, we will come across several assassins - you can get around along the top. Now the task will be a little more difficult, because this next chest will guard more eyes, but you can still go unnoticed without much straining. As soon as you enter the clearing with a bunch of assassins, pay attention to the patrol routes and where the treasured chest is located - we need to climb higher. Hide in the vegetation and as soon as everyone disperses, run to the stairs to the left, then climb up the wall and hide in the bushes.


There will be four assassins wandering around - all can be stunned from cover. We immediately find our chest.


We run further along the top. Before jumping on the tree, pay attention to the sniper who can burn us, so wait until he turns away and jump over.


Ahead you will see three assassins, one of whom is wandering. Dive into the bushes and from them run under the tree on the right. This way you can easily bypass this mini-outpost. Immediately you will see Kidd next to the temple, but do not go to him yet until you loot the chest that is located near the Mayan stele. Once done, go back and speak with James.


The Sage's Terrible Secret


Exercise: Edward and James search the Mayan temple to find out who the Sage is. Secondary task: Missing. The mission is simple, the riddle is easy at the end. Run after James from time to time, listening to his advice all the way through the passage. As soon as you get to the temple, you will need to arrange the figures in their places. Be guided by the colors: red shape, on the red zone of the circle, blue - on blue, green - on green. The center lever allows you to rotate the center box, and the colorless shapes at the edges allow you to lift the shapes off the colored circle. As soon as you put everything in its place, the gate will open. Watching the video, completing the mission.


Numerical superiority


Exercise: Edward must rescue his team and several assassins who were captured by the slavers who arrived in Tulum. Secondary task: Put eight guards to sleep with darts. Use the berserker poison on guard twice Leaving the cave, we learn that the assassins and our team are in trouble. We get a new weapon - wind pipe... She is a very effective weapon that can hit enemies from a distance. Together with her, darts with sleeping pills or berserker poison are available to you. You can buy darts from shops or craft them from existing items. A dart with a sleeping pill puts the enemy to sleep for a few seconds. Using the mouse wheel or button "6" select it, aim while holding "PKM" and shoot "LKM"... Also, the "hip fire" mode works - by pressing a button "F" to quickly hit the target enemy. There are enough opponents, so it will not be difficult to fulfill the condition. I will give just a few tips:
1. In order not to lose hostages, complete the mission in stealth mode.
2. First of all, eliminate the gunners - only they can shoot the hostages.
3. Someone put to sleep? Be sure to then come up and finish off with your foot so that you don't get up.
4. Use berserk poison darts on strong opponents so that they can cripple their fellow tribesmen.
5. After the action of the berserker poison, the victim dies.
6. Do not release the last hostages until you have met all the conditions for 100% synchronization.
After that, we watch the final video, open all murder contracts on the map and complete this interesting memory.
7. By freeing the Assassins, you replenish your supply of darts.

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