Repairs Design Furniture

Story line. Passage Assassin's Creed Unity

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  • Joint tasks. Paris stories.
  • Collectible items:
    Chest, artifacts, cocardia, sync glasses,
    View points, building improvements.
  • Questions - Answers.
  • general information

    The game came out on platforms: PC, PS4, X-Box One.

    Plot
    Assassins Creed: Unity. Walkthrough

    Assassin's Creed: Unity (Credo Assassina: Unity) - an adventure action that takes you to Paris the times of the French revolution. You will learn the story of Arno-boys, by the will of the case turned into the bloody events of that period. You are waiting for new opportunities in the management of the character. Check I. appearance Objects and their technical characteristics. You can play in Assassins Creed. With friends, and some tasks are made even threesome. Be a witness to the legendary historical events!

    System requirements
    Assassin "S Creed: Unity

    Characteristic Minimum requirements Recommended requirements
    CPU Intel Core i5-2500K @ 3.3 GHz
    AMD FX-8350 @ 4.0 GHZ
    Intel Core i7-3770 @ 3.4 GHz
    AMD FX-8350 @ 4.0 GHZ
    RAM 6 GB RAM 8 GB RAM
    Video card 2 GB Video Ram, DirectX 9c
    NVIDIA GeForce GTX 680
    AMD Radeon HD 7970
    3 GB Video RAM, DirectX 11
    NVIDIA GeForce GTX 780
    AMD RADEON R9 290X
    50 GB 50 GB
    Operating system Windows 64-Bit: Win 7, Win 8 Windows 64-Bit: Win 7 SP1, Win 8 / 8.1

    Passage of plot missions

    At the beginning of the game, we see the Helix (Helix) system menu developed by the organization of Abstergo. The menu shows 12 plot historical episodes, but only the first episode is available - the tragedy of Jacques de Mole. Yes, and this episode serves only a small 5-minute prologue to the main story of the Assassin game "S Creed: Unity, where the chief hero is the French young man Arno Viktor Dorian.

    All these episodes in the game are not available, they are references to other games of the Assassin series "S Creed, showing that all these are pieces of one large system of Abstergo. Moreover, episodes are much more than released games. Some historical episodes - Possible topics for future games series Assassin "S Creed.



    Name episode Historical epoch The game
    1 Tragedy Jacques de Mole
    The TRAGEDY OF JACQUES DE MOLAY)
    France, XII-XIII century Assassin "S Creed: Unity (Prolog
    2 Triumph Borgia
    (Triumph of the Borgias)
    Italy, XVI century ---
    3 Lonely eagle
    The Lone Eagle)
    England, XVIII, Hatch Assassin "S Creed III (Prologue)
    4 Murder in Levante
    (Murder in the Levant)
    Middle East, Altair Assassin "S Creed
    5 In the shadow of the emperor
    (THE EMPEROR "S Shadow)
    Japan ---
    6 Fear and hate in Florence
    Fear and Loatching in Florence)
    Italy, 1460-1520, Ezio Assassin "S Creed II
    7 Washington and Wolf
    (Washington and the Wolf)
    America, XVIII century, Hatch Assassin "S Creed III
    8 Lady Evelin's liberation
    The Liberation of Lady Aveline)
    America, XVIII century, Evelin Assassin's Creed: Liberation HD
    9 Caribbean devils
    (Devils of the Caribbean)
    Caribbean, XVIII century, Edward Assassin "S Creed IV: Black Flag
    10 Bandal cross
    THE BLADED CROSS)
    Spain? ---
    11 Blackheads of the Jazz era
    (Jazz Age Junkies)
    USA, XIX-XX century ---
    12 Hell in Ireland
    (Hell in Hibernia)
    Ireland, 1845-1849 ---

    Tragedy Jacques de Mole
    Assassin "S Creed: Unity. Passage

    Video view: Assassin "S Creed: Unity. Prolog

    Purpose: Follow Zaka de Mole

    Assassins with deception fall inside the fortress. We, in the role of one of the Crusaders, will have to reflect the attack.

    Purpose: find the artifacts of the Templar

    We go to the building, on the construction forests we climb on the top floor to a large balcony. In the building, we find a wounded guard and running assassin.

    Purpose: Kill Assassin

    We run for a killer. It will not work out, but it is impossible to lag. At some point, Assassin uses a smoke checker, run in smoke and fight with the enemy. With the help of gaming prompts, we learn to attack and defend them correctly.

    Assassin will run away from us again, catch it up. Our hero himself will choose an enemy a stolen artifact sword, and then uses it as a laser. The enemy is destroyed. The hero returns the sword and the book in place - in the storage inside the fortress. But at the exit, he kills another assassin.


    Seven years later

    We see how the King of Phillip and the Roman dad clergy burned on the fire of the last participant of the Order of the Crusader. The temple on the farewell curses the whole royal genus.


    Present

    With us, a girl with a call sign "Bishop" is coming out. She tells about the plans of the organization "Abstergo", and offers to participate in resistance. To get acquainted, she loads us another segment of history.

    Part 1

    Part 1: Memories 1. Versailles memories
    Passage of Assassin Uniti

    Video list: Assassin "S Creed: Unity. Part 1: Memories 1

    Father and son come to the Versailles Palace. Little boy Arno can wait for his father on the chair. In his hands, his father's watch remained.

    Purpose: Follow the girl

    We notice the girl in the hallway, follow her in the room. We go to the courtyard.

    Purpose: steal an apple. Hide from guard

    On the advice of girls we take an apple from the table. We are noticing the guard and runs for us. We run away and hiding behind the green hedge, wait when we stop searching.

    Purpose: Talk to the girl

    Guard stands in front of the gate. Show him to the eyes, run away for corner. While the guide left us to search, go to open doors. We catch up the girl and get acquainted with her. Her name is Eliza.

    Purpose: Find out what happens

    We run to the noise of the crowd. We see that our father was killed. At the same time we divide the clock.


    Thirteen years later

    A matured boy climbed into someone's house to return the father's watch. We run away from the owner at home. The clock falls out and their owner's brother named Hugo picks up.

    Purpose: catch up Hugo

    We run for the Hugo. Along the way, we specifically join the windows or slip under the tables to perform an additional task condition.

    Purpose: Do not let yourself intercept

    Changing Hugo, get back the clock. Now it remains only to hide from the search zone. The easiest thing is to climb the roof of a high building where no one will see us.

    Purpose: Go to the estate de la serr

    Get to your home. Here we are catching up with predicted people, but the father-sheltered father of Eliza solves the problem peaceful way.

    Part 1: Memories 2. General States
    Passage Asasins Creed Unity

    Video view: Assassin "S Creed: Unity. Part 1: Memories 2

    Elimide's father - Monsieur de la Serrier leaves on the cart. Immediately after that his assistant with a letter resorts. You need to catch up with Serra and give him a letter.

    Purpose: Follow the cart

    We are afraid to the gate, they are closed with a grid, so we climb through the roof. After a couple of yards we catch up the wagon, but it turns out to be a completely different coach.

    Purpose: Climb on church spire

    We run to the highest building in the city. We climb up to synchronize the area and to search for Serra.


    Purpose: Find the entrance to the lower tier

    We find Serra and Eliza, they are in a closed area in front of the palace. Entrance inside guard the guards, so it is better to come to the right, climb through the fence and climb to the roof of the palace. From the roofs jump onto a balcony of the central building of the building. Inside go down to the first floor.

    Purpose: Find de la Serra. Go for the scenes

    Go down to the hall, squeeze through the crowd of people to the center. Here is the king of Louis XVI. We see Serra from behind behind the scenes. We go to the right, climb to the second floor. We observe how Serra communicates with conspirators. We are attacked by offended brothers, fight them in a separate room.

    Purpose: defend

    In battle with the first brother, you beat off his attack with the "E" key. In battle with the second - evade (the "Space" key and to the side). Having finished a duel, jump out from the window and run away from the guards.

    Part 1: Memories 3. Higher Society
    Assassins Creed Unity. Walkthrough

    Video view: Assassin "S Creed: Unity. Part 1: Memories 3

    Purpose: Go to the Cabinet de la Serra

    We never managed to talk to de la Serra. We rise to his house, leave the letter under the door. (Next to the far corridor there is a chest with money). At the local servant we take aristocratic clothes, go to the ball to Elise.

    Purpose: Find Eliz

    We go through the crowd of people, do not fall on the eyes of the guards. We use eagle vision (key "V") to notice the guards from afar. The designated point is climbed into the second floor window.

    Go to the secretive mode (the "Ctrl" key), join the rooms past the guards. In the 1st room we are waiting for the soldier to be right to another soldier, run forward. In the 2nd room I hurt for the sofa (the "Space" key to cuddle to the wall), when the soldier stands by the fireplace, run forward. In the 3rd room we wait for the guard to the window on the right, at this moment we go to the balcony for this window. On the balcony cling to the building, overwhelm the balcony.


    Purpose: Follow Elise

    We go on dance halls following the Elise. Talking with a girl, leave the palace.

    At the exit we see the wounded de la Serra. The killers run away in our eyes. The serrated guards accuse us of murder.

    Part 2

    Part 2: Memory 1. In prison
    Assassins Creed: Uniti. Walkthrough

    Video view: Assassin "S Creed: Unity. Part 2: Memories 1

    Guardians lead us to prison. In the chamber, we look at the window, try to talk to other prisoners, after that sit down on your mattress.

    Purpose: Stun the thief

    We wake up, we find that the ceamer stole a clock with us. Coming into battle on wooden swords. After the victory, learn that the name of the name of Pierre Bellack, and he was a good acquaintance of our Father Charles Dorian. Pierre is one of the assassinists, he invites us to join the brotherhood.


    Two months later

    Drink days in the chamber, exercising in fencing with Pierre. Suddenly, hearing that the people began the riot behind the walls of prison, the guns are heard.

    Purpose: Hide the guards. Kill the guard

    I hurt for the column to the right of the entrance. The camera includes two guards, attack them.

    Purpose: Select Bastille

    We are selected from the building, jumping around the cylinders. Pierre Bellack will indicate the right path. We go to the site, where a group of soldiers already aims in us. Immediately apply a smoke bomb to not be killed. Kill 5 enemies. On the roof of the Bastille, following Pierre, we take a leap of faith - we jump into the water before the prison building.

    After escape, we return to Elise. We learn that she and her father belong to the Order of the Templars.

    Part 2: Memories 2. Revival

    Video view: Assassin "S Creed: Unity. Part 2: Memories 2

    We consider the amulet left by Assassin Pierre Bellek. We go to Paris to goal.

    Purpose: Explore Saint-Chapel

    We climb on the second floor of the church with a large stained glass. Inside the building we climb the balcony in front of the stained glass window, we set the amulet to the pedestal, the chandeliers are lowered in the hall, we get to the opposite side of the second floor. We jump into the opened hatch in the floor.

    Purpose: Follow Bellek

    We enter the sanctuary. The court of 4 assassinas assesses our candidacy for entering the brotherhood. We are offered to drink a glass, drink, look at the dream.

    In a dream we see paintings: Puerilis, Iuventus, Adultus, Mortis. We approach the edge, jump into the abyss. We run on the destroying corridor, we see the murder of your father, and then the father of Eliza.

    Come into consciousness. Four Assassinov take us to the Order and hand the hidden blade on the wrist.


    Nowadays

    Bishop girl shows us a secret video, which describes the existence of a race of the forerunner with triple DNA. We return to the memories of Arno Dorian, the times of the French Revolution, to find mention of the sage, which is one of the carriers of the genome of the forerunner.

    Part 3.

    Part 3: Memories 1. Release
    Assassins Creed: Unity. Passage

    Video view: Assassin "S Creed: Unity. Part 3: Memories 1

    From now on, we get access to the skills and weapons of assassin. It is necessary to immediately buy the Sword of Yatagan to increase damage in the near battle. From the skills it is better to take the hacking of locks.

    We go to the task label. Bellleck sits on the roof and watches the guards in the courtyard.

    Purpose: Kill the guards and output the bell

    After that, approach the warning bell and break it.

    Purpose: Kill the gangster. Take the evidence

    In the alley there is a template with bandits. Bellack forbids us to attack the Templary itself, since now a peace treaty has been concluded between the assassinas and the Templars. After the end of the meeting, Belllack jumps on one of the bandits, and we need to come back and kill the second. Search for gangsters, find a book with records.

    Purpose: Select from Conciergeri. Follow Bellekom

    The guards run out in the alley, you need to leave this place. (I do not need to immediately go upstairs, otherwise the soldiers will shit in us, and we fall to the ground). First we use a smoke bomb, only after that we climb on the roof after Bellek. We run on the roofs, go back to the headquarters of Assassin.

    Part 3: Memories 2. Recognition
    Assassin 5. Passage

    Video list: Assassin "S Creed: Unity. Part 3: Memories 2

    Purpose: Kill Sierra

    The peace treaty between assassins and the Templars was concluded with de la Serro. After his death, the Templars began to behave aggressively, therefore the Council of Assassin gives us permission to kill the Sireman Templar. We go to the Cathedral of the Parisian Mother of God, we meet with Bellek. Sierz is inside the cathedral and is guarded with a dozen guards. Here we can choose how to eliminate the goal.

    Possibility for penetration: Steal the key

    In the tavern to the left of the cathedral there is a thief who has stolen the keys from the top floor of the cathedral. We enter the tavern through the distant door, imperceptibly sneaking at the back ("Ctrl" key) and with the help of pocket theft (clamp the "E" key) we produce keys. If the thieves are noticed, we leave from one door, running around the building, we enter through the other door and in the same way behind the stealing the keys until the enemies look out on our other side.

    Possibility for killing: Kill Duchin

    The Templator has an agent among the clergy. This agent is located outside in front of the cathedral. We watch him, wait when he goes to the cemetery. When it does not stay passersby around, come back and killed Düsno. After that, learn that the agent had to meet with Sire in the cathedral in the office for repentance.

    Purpose: Kill Sierra

    We approach the left or right side wall of the cathedral. We use the standing mechanism with a rope to climb on the second floor. We open the windows with the windows, we enter into the cathedral.

    Gently go down. We wait when Sire will go to the cabin. We approach closer, we kill two bodyguards, we enter the second half of the cabin for repentance, kill the sireman through the grille.

    To leave the building, we use the standing mechanism with the rope, we get out of the window on the second floor, we move away from the cathedral on the roofs.


    Purpose: go through the portal

    Suddenly, the game world will empty, all characters disappear. This Abstergo scares its Helix server to find penetrating and recruited AssassSin. We run to the goal, we see the opened portal in the sky. To disappear from scanning, we climb up the high long wall, jump from it into the portal.

    Server bridge. silver Age
    Assassins Creed: Unity. Passage

    Video view: Assassin "S Creed: Unity. Part 3: Memories 3

    1898 Beautiful Epoch

    Through the portal we fell into the game world of another era - to Paris end XIX. century. The famous elvene tower has already been built here, and there is an almost complete statue of liberty nearby, which will soon be sent to America as a gift to the newly educated independent state.

    Purpose: Find the entrance to the subway

    The game space around begins to narrow. The only salvation is the entrance to the subway tunnel. On the tunnels we go to where the light burns brighter.

    Purpose: Get to exit from the subway

    We go upstairs on the stairs, we go to the right on the railway tracks. Fall down on the way, running forward from the train, jumping and rolling under obstacles. With the help of the lifting, we choose to the surface of the Earth.

    Purpose: run down through the portal

    Hurricanes fly on the surface with wreckage of buildings, they need to hide the drawers on time. Run forward, we climb the building, jump on scaffolding Around the statue of freedom. In the forests, we climb everything higher, with the help of a mechanism with a rope flying into the portal over the torch of the statue.

    Part 4.

    Part 4: Memories 1. The Kingdom of Beggars
    Assassins Creed: Unity. Passage

    Video view: Assassin "S Creed: Unity. Part 4: Memories 1

    We return to Assessassinylins, we repeat about the elimination of the goal. We are handing a new weapon - a ghost blade (hidden blade that can be shot for a short distance).

    Purpose: Inspect the courtyard of wonders

    We go to one of the northern poor districts of Paris. We inspect the central area of \u200b\u200bthe poor with the help of eagle vision, we are looking for a person highlighted by yellow. We find the right goal in one of the buildings. We see a person in glasses - it is La Tsush - Assistant King of Beggars. It is communicating with us to Donate-Alfons-Francois and suggests how to get to the corneal.


    Purpose: Follow La Tumble

    We go beyond the cart, focus on the bloody tracks.

    Following, learn that La Carusa dwells on the middle floor of the local clinic.


    Purpose: Find La Taska

    We climb the window on the top floor of the clinic, kill one guard. Go down to the floor below, go into the room to La Tasha, interrogate it. Having learned where to look for the King of the King of Beggars, we leave the building as well - through the top floor.

    Part 4: Memories 2. King of Mortv
    Assassin. Passage

    Video view: Assassin "S Creed: Unity. Part 4: Memories 2

    Purpose: Find the shelter

    In the quarter of the poor, we climb the highest point - to the top of the burnt church. From there, we look at everything around, notice the pipes overlooking the sewage and the main entrance to the underground catacombs.

    Possibility for penetration: output chimneys 0/2

    We approach the chimney, the hero closes them with wooden lids. After that, visibility in drains will decrease, and it will be possible to hide in the fog.

    Ability to distract: Protect the beggars 0/4

    We participate in the battle of the poor and exploiting their bandits. We kill all 4 enemies.


    Purpose: Find the king beggars

    We go to the northern building, go down to the catacombs (the path down is indicated on the game map in the form of a staircase). IN narrow corridors Kill multiple guards. We come to the closed central dungeon hall, we see how La Tusch warns the king of the poor about our attack.

    Purpose: kill the king beggars

    We are going through one corridor, we enter the center. On the right wall we climb on the high platform, neutralize the arrow. The king is upstairs on the opposite pad, jump over to it on the bars and run away from above, kill the goal. We learn that the king of the beggars participated in the attack on de la Serra, and for the murder he used a special silver pin.

    Purpose: Leave the area

    The same way we return to the surface. If all the dampers were closed, we will go through a thick fog, and none of the enemies will notice us.


    On the surface, learn that the throne of the king of the beggars has already taken Francois, who brought us to goal. This time, Francois advises us to find a jeweler created by a silver pin.

    Prologue

    We will see the history of the Templars. We go beyond the mentor. We do not have to fight. Master will send us to the library behind a book and sword so that we cover these treasures from Assassins. In the usual way we will not pass, the bridge has already raised. Remember the skills of Parkura, climbing the library window. Inside there will be an assassin that we need to catch up and select things. Cut with him, and then pursue again, finish and take things. Things we will save, but our Order is almost destroyed, the mentor will lead to the shackles, and we themselves kill Assassin. After that, the game shows us the execution of the Master seven years later.

    Now we turn out to be at the monitor and listen to the old friend about Abstergo and so on. Again we are transferred, but already in France and in the body Arno - little boy. We find out in Versailles along with our father. We run behind the girl who will lead us to the gazebo. Amented to a provocation, stealing an apple and hiding from the guard, running into a tent behind the bushes. We wait until he leaves to the door. Again it is distracted by the learned trick and resort to the girl. Hearing the cravings of the crowd, we run there and see the corpse of our father.

    The game transfers us is 13 years ahead. We run for workers, overcoming obstacles, and then grab it (follow the instructions). After that, watch the video. Get rid of the tail and go back to the estate.

    Tests:

    Do not let yourself intercept. Just run away from the guard, after you take the clock.

    Objects are overcome (from above or below) 5: The game will teach you how to overcome objects. Perform until you catch up the worker.

    Part 1: Memories 2 - General States

    Speak with Olivier in the Hall of Manor. We need to catch up with Monsieur de la Serra and give him a letter that did not have time to deliver the courier. We run over the wagon and after a while we lose it. We climb on the church spire and synchronize to find the monsieur and Eliza wagon. We follow the reception, sprinkled with the crowd and avoiding the protection.

    Once inside, go down to the congregation, and then go for the scenes where the brothers who have taken their watches in the past memories are attacked. Send themselves with them and run away from the guard.

    Tests:

    Parished Attacks: 2. Do it while fighting with brothers.

    Evasion from attacks: 2. Need to evade two attacks. Do it while fighting with brothers.

    Part 1: Memories 3 - Higher Society

    We need to see the elise on the ball. But first leave the letter for the door Monsieur, and then change clothes and go to the ball. No invitation to the ball is not allowed. Purse in the crowd and hide from the guard. Close to the open window and stick to secrecy and there. You will find yourself on the ball. Follow the Elise and watch the video.

    Now you need to leave the palace. Use secrets and do not shown on the eyes of the guard. At the exit from the palace, you will see the murder of Monsieur de la Serra. The guards immediately cuts out and we find ourselves in prison.

    Tests:

    Do not get involved in conflicts. Do not touch with guards and do not shown to her eyes.

    Part 2: Memories 1 - In prison

    Go to bed. The next morning you will wake up an unpleasant man with your clock in your hands. Grab a stick and touch him. After a small belling, the old man says that he is from assassins. After 2 months there will be a revolution that will help us escape.

    We occupy the shelter and wait until the guard opens the door. We kill the guards and run on. We cover the partner while he opens the door. First, throw yourself a smoke checker under my feet, and then beat your enemies. On the third wave, the old man will open the door and we can escape. Upstairs you will meet 5 enemies. Throw a smoke checker and pay special attention to the arrows. Their shot demolides a lot of health and may be fatal for you. After that, follow the old man and jump from the ledge.

    Tests:

    Stun the thief. With the help of perfect parry (when the enemy indicator becomes yellow when attacking, press the Parish button) You will perform this test.

    Kill guardian

    Escapes and use of smoke checkers: 2/2. To do this, throw a checker for yourself.

    Ideal parry: 3/3. When the enemy indicator becomes yellow when attacking, press the Parry button.

    Part 2: Memories 2 - Revival

    After the break from prison, you need to find an old man and talk to him. But first you need to solve a riddle in the temple. We rise to the very top and inside put the medallion to the pedestal. After that, we dreamed to the beam at the end of the hall. Hurry up, this is a time test. Reaching the beam, make a leap of faith in the open space.

    We will be in the sanctuary where Bellek will meet us. Follow him and come to the elders. We listen to them, drink from the thicket and travel inside the glitch.

    We take a leap of faith and transfer to the second glitch. We run for the shadow of my father, overcoming obstacles. At the end of the glitch, we again worry the death of your father and find a letter.

    In the third glitch, run for the killer of your father.

    In the fourth glitch, you need to kill Assassin remaining unnoticed. With the help of the crowd, go to him behind your back and impose a blade in the back.

    After that, we will be cutting into Assassins and the memory will end. We turn out again at the monitor and listen to our old friend.

    Part 3: Memory 1 - Release

    We pump the skill couple and choose new equipment. Money should be enough for the initial arsenal. We go to Bellek and get the first task from it. Jump down, we kill three guards hidden and break the bell.

    Kill the enemy and run behind Bellek, along the way, throwing smoke checkers to distract enemies. At the end of the task, we will find yourself in the Assassin Hall and get a task to kill Sierra.

    Tests:

    Secret murders: 3/3. Killings are considered due to angle or from the hay.

    Follow Bellek. Just follow him and do not get distracted anyone.

    Part 3: Memories 2 - Recognition

    It's time to kill Siers. Use eagle eyesight and go beyond the man who stole the keys. You can kill him and bodyguard and pick up the key. Return to the crowd and follow Duchin. Wait until he talks to the priest, and then kill him. From there, take into the roof of the cathedral and the keys open the window that is closer to confessional. Progress by guard to confessional and wait until Siver is entered into confessional. See the roller and press the kill button. Leave the same way.

    After completing the mission, run to the portal to hide from search engine Abstergo.

    Tests:

    Harvesting murders: 2/2. You will make the first murder in confessional over Siver, and the second will achieve on the way back.

    Silver Age. Fault

    We will be in Paris the late 19th century. You need to find another portal that will be located in the subway. Make your way to the subway to the end. At the exit you will see a statue of freedom and an unstable funnel. Hurry up to the portal and do not forget to ride from the debris.

    Part 4: Memories 1 - Kingdom

    In the award for the murder of Sierra, we give a ghost blade. Now we need to find out the location of the king of the beggars. Inspect the courtyard and find the king's minion. After the roller, trace the minion to come to his clinic, where he makes cripples his subordinates. Penetrate the house through the window, knock the door and find out the location of the king from La Taska.

    Tests:

    You will be taught to use the Crossbow. Use it on any enemies.

    Lying with the help of crackers: 2/2. Throw the cracker into the crowd of enemies and perform this test.

    Part 4: Memories 2 - the king is dead

    First, output chimneys, and then help begging to fight back from the Templars. After that, go to the main building and descend to the drains. If you have helped the beggar, then most of the security run out of the drains to suppress their riot. And thanks to the blocked chimney, the visibility of the guards will be reduced and it will be harder to calculate. We run down the deadlines, kill the guard and finally reach the king, but on the other hand. The king will warn the minion from the past mission and the guard will be ready, so be careful. As soon as you come to the minion, he will run away and we will be able to go on to the king. The king will be on the ledge. Coming on the right side, kill the enemies in the ambush, go up the stairs and jump on the beams, sometimes hiding behind the wall to slow down the meter of the king. After that, on the last beam, apply a deadly blow to the king of the nurses. Run away from here. Stocks smoked even more and you can not pay attention to the guard.

    From the roller we get another hook and complete the sequence.

    Tests:

    Air murders: 3/3

    Killings from the ghost blade: 2/2

    Part 5: Memories 0. Report Council

    We repeat the Council and get a new task. We need to find a jeweler and ask him about the pin.

    Part 5: Memories 1 - Silver Master

    In the jeweler's house there will be a lot of security. Explore the house and find a goal with eagle vision. Use a ghost blade to remove some particularly interfering to get to the jeweler. Also, I advise you to go through several COPs missions and pump the ability of "masking" in the "Imperceptibility" branch so that you can pass some sections with guards. Kill the gangsters next to the door and on the lower floor. On the lower floor we wake the castle and there they also kill the gangsters. In general, we walk by tags and clean the estate. I advise you to shoot on the thunder of the Berrice darts, and then finish the remaining.

    After that, clean the roof and return to the jeweler who has fallen into the ambush. Help him and follow him.

    Tests:

    Doors hacking: 4/4

    We switch the ghost blade on the dart madness and shoot in bulk. Enjoy the spectacle.

    Part 5: Memory 2 - Bread Market

    It is necessary to explore the cereal market and find out what Lafrener is underdeveloped. You need to get into the office and watch records. To distract security, use crackers and smoke bombs. Once in the office and reading the records, run from the burning market.

    Tests:

    Pistol murders: 3/3

    Objects are overcome (from above or below): 4/4

    Part 5: Memories 3 - Prophet

    We know where Lafrener is located and we need to kill him. First, we are out of order all the signal bells in the territory (4 pieces), then steal the plans of the deputies of the Templar at the other end of the cemetery and in the end go down to the catacombs and protect the graveters.

    Now I hide in a haystack at the end of the cemetery. We are waiting for the Master to say it and will pass next to our stack. We choose from there and put the hidden blow by Klincom Magist. If someone saw your murder, then run in the catacombs. There will be waiting for the graveters who distracted your pursuers for themselves. Get out from the other end of the catacomb, disguise and use a quick climb, then get away from there.

    Tests:

    Secret murders: 3/3

    The note:for the passage of this sequence, you can purchase new skills.

    Part 6: Memories 1 - Jacobin Club

    The advice is not very pleased with the murder of Lafrener, but gives us the following task. You need to check the Bove Mansion. In the mansion, we will meet our old acquaintance - La Taska. I advise you to pump up to the second level, bypass the building to the end and to kill two guards near the front entrance, and then hack the castle and get to the meeting, where La Tsush is.

    Follow the rat without attracting his attention. It will lead us to a spy that immediately throw out the window after the split. Follow him and his friend to closed door. After that, descend to the basement to continue the surveillance. Looking at the roller, wake up the door, copy the disguise from one of the soldiers and go out as well as entered.

    Tests:

    Harvesting murders: 2/2

    Arrows brought to madness: 2/2

    Part 6: Memories 2 - Anxiety of Templars

    It is necessary to warn Eliz about the ambush of the Templars. There is no elza at home, so run to the meeting and help her get off the murderers. After that, run after her and choose from the labyrinth, on the way, knocking off the murderers.

    Having selected on the streets you will need to kill the remaining goals. Do not forget about the shooters. By killing the last target, watch the video, distract the detectives on yourself and run away from them.

    Tests:

    Kill a shot in the head: 4/4

    Double murders: 2/2

    Part 7: Memories 1 - Careful Union

    We watch the video. With the advice of Assassins, not very smoothly passed. Walk down the street and tell everything we managed to do. Hearing the name of German, Eliza rushes through the streets. We run behind her and come to the house of Germen. It turns out that Germain is long dead. Then we saw? We rise to the workshop and run on the ambush. We understand with snipers.

    Tests:

    Enemies stunned: 3/3

    Part 7: Memories 2 - Meeting with Mira

    We climb into the room of Mirabo and see that he is dead, and near Eliza. Explore the crime scene. From the diary we learn that the meeting was appointed in Mirabo. We go to a meeting with Kemar. After the conversation, go to the pharmacy and ask about acronite. Seeing us, he will immediately run. Run behind him by catacombs. You hit it in the garden and he will tell everything, and will also give the coordinates of the place where to leave the second dose.

    Tests:

    Used lifts: 1/1

    Objects are overcome (from above or below): 5/5

    Part 7: Memories 3 - confrontation

    Include eagle vision and follow the yellow trails of poison. The killer will be white, who will fall on us after talking. After the loss of most of the health, Bellek will fall on his knees and will be a QTE mark. Press the desired buttons and continue the battle. This will be a couple more times: remove health, scene, location change. In the temple, he will hide at the time, and after the end of his speech, will attack you and try to kill Eliza. Kill it.

    Tests:

    About shelving blows: 5/5. First you need to buy this technique in the skill branch. Use it when Belllack is aiming in you from the gun.

    Do not let himonize yourself

    Captured Paris (1944)

    Abstergo again trying to smoke us. Run to the portal again. Run out of stock and find yourself in the captured Paris of 1944. You need to get to the Eiffel Tower. Do not fall into the spotlight beam, otherwise you will notice a sniper and start shooting. Taking on the tower, we are afraid of airplanes and snipers. Once near the machine gun, shoot it from it by plane and hide when it starts to shoot you. Continue climbing the tower. Two aircraft will be attached to the portal for us. Take a machine gun and continue the same scheme as with the past plane. After the victory over the aircraft, take to the top of the tower and take the leap of faith.

    Part 8: Memories 1 - Royal Correspondence

    We need to paint the correspondence of the Miracy with the king, so as not to put the lives of other assassins at risk. You need to penetrate the palace. Jump into the hay and use the masking skill. Go on the left side, go up the stairs and eliminate the sniper. Jump out the window and you in the palace. Now you need to find the Cabinet of the king. He will be at the far end of the corridor if you took advantage of this method of penetration into the palace.

    In the office we will meet Napoleon Bonaparte. In the closet, pull the switch and in the cache take the correspondence and burn it in the fireplace. After that, take away the attack of enemies and run away with Napoleon through a secret course.

    Tests:

    Disabled signal bells: 3/3

    Secret murders: 3/3

    Napoleon will give a tip on our enemy - Ruya. He will be about prison. First, kill the gangsters that captured the guard. From there, climb the window to get to jail. In prison you will need to help a couple of detachments fight back from enemies. After that, we wake one of the chambers and from there Take up. Gilt the tower with snipers so that they do not interfere with us later. After that, jump out from there, wait until the guard turns away, take into a pedestal with the power, use the disguise and kill it. By killing the goal, throw a smoke bomb and go from there.

    Tests:

    Murder with a ledge: 3/3

    Secret murders: 3/3

    Part 9: Memories 1 - Hungry Times

    Go to the marina and pursue a barge. As soon as they moor, jump into the water and share plans for the Captain Barge. Do not shift the eyes of snipers if you want to do everything quietly.

    Tests:

    Do not touch water

    Should not work the signal bell

    Part 9: Memories 2 - Provisions

    Now we need to kill Marie Leek. Jump down and help the merchant with gunpowder fight off the gangsters. As a result, we will have a firework that will help. Return to the beginning of the mission and come to the girl, next to the grille. Listen to their conversation. Climb up and see the keyword next to the cameras. Jump on it and his partner from above, take the key and unlock the camera. With the created confusion, you can penetrate the palace inside the palace. After the release of Tom, switch to the murder of Marie. Seel the door not far from the "prison" of Tom, jump from the balcony and kill Marie.

    Tests:

    Should not work the signal bell. You have to cut down all the signal bells before the murder of Marie.

    Release Tom Levek. Once in the palace, do not climb the stairs, and turn right and climb on the third floor. Understand the guards (shoot someone in someone in the poison of the Berserka, and then recomply survived) and free Tom.

    Part 9: Memories 3 - Escape

    It's time to run away from enemies. Cut three ropes and run for aircrafton which Eliza. Run on the lift and start the ride on the roofs behind the ball. Do not pay attention to enemies, Eliza will shoot them herself. Once the ball clings to the rope, cut it out. After the roller, use the lift and run along the roofs until Arno jumps on the ball.

    Tests:

    Do not lame a balloon

    Do not touch the land

    Part 10: Memories 1 - Invitation for dinner

    Now we can pump the remaining skills. We will need to kill Monsieur Lepalet. Try to collect giving a tangible increase to imperceptibility for this mission. Jump in the hay and go on the right side. Kill the guards at the gate with the help of a double murder. Go away a little further and steal wine with a poison from the cart. Return to the same goal and wait until the guard appears at the window. Kill it from a ghost blade and wait until the hike is going. Now we are waiting for all three guards to look at the entrance, jumping for the septum and hiding in the crowd on the second floor. We use disguise and put poisoned wine. We go to the back room and wait until the chopped monsieur lepalet will go there. We listen to his speech and kill. Leave the same way.

    Tests:

    Thundered brought to madness: 2/2

    Double murders: 2/2

    Part 10: Memories 2 - execution

    You need to kill the grand master of the ghermen. It will be on the right pedestrine for no matter and the goal will shine in gold. It will not be able to kill him, he knew about the murder and after speech it would challenge our enemies. Fortunately, Eliza arrived on time and helps us to kill them all. After that we run behind the Elise and kill all enemies on the way. Germain left, and Eliza was upset that we set love more than the goal.

    Tests:

    Arrows killed: 2/2

    Enemies stunned: 5/5. Throw a stunning bomb to the cluster of enemies and perform this test.

    Part 10: Memories 3 - Report before the Council

    The Council is expelled from the brotherhood, depriving all the ranks and titles.

    Part 11: Memories 1 - Exhausted Opportunities

    We lost our clock and you need to find them. We remember the last night. It is necessary to get past the guard and pick up the keg with wine. Distract the guards from the passages and doors with the help of crackers, go up to the top floor, wake up the lock and take the barrel.

    We return to the present and go to the bar. Again, rewind a couple of hours ago, we stick with drunkards and losing. We throw out from the bar and take the clock. We are transferred to the present, in the bar just turn out to be one of yesterday's drunks. We catch up with him and find out where the leader is located.

    In the palace, try to act secretly, but if you have been discovered, then throw a smoke bomb and run on, or kill enemies. In principle, the path to the leader will be Lineen. On the way, Arno will be tormented by passages from the past. Once at the exit of the palace, we will see the leader and his minions. Remove a couple of pawns and his ghostly blade, and then seek the rest. His watches will not be, but we will meet Eliza and gives the clock.

    Tests:

    Lying with the help of crackers: 4/4

    Murders with poison: 2/2. To do this, it is necessary to pump the skill of wearing poisonous grenades. Pour the purchase and throw towards the accumulation of enemies.

    Part 11: Memory 2 - Career Assassin

    You need to kill La carcass. Try to destroy most of the snipers and soldiers before the murder of La Carcus, to make it easier to run away.

    Jump on the right side of the roof until you reach the drawer with food. Wait until the guards are turned away and apply the masking in the crowd. Take the curtain from the box and the crowd to respond to the custody. Please make your way to the left, wait until the guard goes away from the cage and make your way to talk to the old families. They will say that someone from the guard. Go to the house on the contrary, take into the second floor, kill the gangster and take the key from him, and then go into the cage, while none of the guards sees you. As soon as you leave the cage, follow the guardians and dramatically go to the side of La Carcus, and then kill it. Throw a smoke bomb and run to the same drawer with meals. The crowd will delay the pursuers and we can escape. Thanks to the murder of La Taska, we learned the name of another conspirator. They turned out to be some Robespierre.

    Tests:

    Murders shot in the head: 3/3

    Secretive murders: 4/4

    Paris, end of the 14th century

    Abstergo again took up for us. We run to the next portal and jump into it from the roof.

    We ended up in Paris of the 14th century. Run from the cemetery to the catacombs. Paint the catacombs before exit. At the exit from the catacomb, we suggest stones. Send from the catacomb, run to the portal and do not forget to experience the shelling stones behind the shelters.

    Part 12: Memory 1 - Higher Being

    It is necessary to discredit Robespierre. We follow the elise and reach the Marsh Field. Go to the Robespierre tent using masking, and read all the letters and diaries that there is here. In the end, you will find lists of politicians who use you. Get out from here by disguise. Return to the Elise and help her make a conceived plan. Immediately run to the tent and kill the first guard, which will come out from there. Then run to the crowd and wait until the game lands the second guard: Kill it in the crowd. At the end, kill two marked guards using a double murder and come back to the Elise.

    Now we need to put letters to three people. Wait until the guard goes out or turns away, become behind the back and put letters.

    Tests:

    Disabled alarm bells: 1/1. You will need to be stated a bell, which is located next to the Robespierre tent. Take the security with the help of crackers and break the bell.

    Do not detect Eliza. The method is described in passage.

    Part 12: Memory 2 - End of Robespierre

    Looks like we stopped. Robespierre was arrested and brought to Luxembourg prison. We run to the place and see that the convoy is smashed, and Robespierre disappeared. Talk to the surviving guardsman. After a conversation, Eliza goes to prison, and we need to find attackers. With the help of eagle, we find survivors and follow the direction they indicated. They took it through the catacombs. We pass through them (they are linear) and go out to the crowd and Robespierier. Robespierre will run away, leaving the gangsters after himself. We do not pay attention to them and run behind him.

    Robespierreins will be in the house with guard. Jump into the crowd and use the disguise there. Go to the end of the square and go to the arch, there will be a carriage. Kill the guard, jump up, but do not go up, and run on the other side of the house. There are killing the guard, climb the window, kill the sniper upstairs and clutch in one more window. Go to the end of the room using a disguise. In the next room, wait for one guard to leave the window, and the other will fall asleep. Kill the guard at the table and pass to the Robespiera. See the video.

    Tests:

    Do not interfere in conflicts. When you run to the Robespierre, do not touch anyone and do not fall on the eyes of enemies.

    Doors hacking: 1/1. You can hack the door next to the entrance to the Robespierre Cabinet.

    Part 12: Memory 3 - Tample

    The junction is close. Close to the top of the fortress and eliminate snipers around the perimeter and on the roofs so that they do not interfere with you climb up the fortress. At the top of the temple, Germain will shoot from the sword for you as soon as notice. Go to his back and put a blow. You will be captured, and the Germain will disappear. Run to catacombs. There will again be snipers and gangsters. Throw smoke to the main entrance and run into the catacombs. In the catacombs we will heal Eliza. Open the strange door and enter inside.

    We are waiting for Germain again. Move between shelters and try not to fall under the beam. As soon as he starts talking, and you will be close to it - run up and put a blow. Sometimes it will shine and beat around the square: you will need to leave the shelter in which you are now. Repeat to victorious.

    We watch the video. We were piled up, and Eliza promised to finish the main master's master's alone. Selling, we run to them and ... watch the video. At the end, we finish the wounded master and see the remaining videos.

    Congratulations, you completed the game!

    Tests:

    Double murders from the air: 3/3

    Disabled signal bells: 2/2

    After the opening roller Helix, we transfer us to Paris,

    Assessins attack the Temple of the Templars. We take the control of one of the Templars. The task is to follow de mole. Management in principle has not changed much with Black Flag. - Hero control, - running and simultaneously switching "racks". On the way, de Mole tells about the assassins. Having reached the point, Master Tell us to find the sword and book and hide from assassins.

    Run to the marker, through the crowds of fighting soldiers, then you can definite a little with a sword and then climb the stairs to the top and climb the window.

    Jump up through the window right ahead and climb the forest to the floor above. When running on the wall, we use a combination [W] + +, then go to the door and go down the stairs to the right to the floor below, where one of the assassins has already taken care of the artifacts of the Templar.

    Persuate it and jump out the window, run after him until it stops a smoke checker. Small cat-scene and battle with the enemy. For attack, press [LKM], for the block [E]. When the enemy already has a minimum of health, he will throw a smoke and hits. Run behind him until the next duel, in which it is already able to kill him. The Templar takes the book and sword and carries in the repository. At the exit, he sees how the master was captured and taught. Unfortunately, and for the Templar all over.

    Sequence 01.

    Memories 1 | Versailles memories

    We look at the cat-scene. In it, the little Arno goes with his father to the palace. Inside the father says Arno wait for him in the chair and gives him a clock.

    Follow the girl through the room outside. There, in the gazebo, she apparently takes little Arno to Pont and teaches stealing. Steal apple from the table. Now you need to hide from the guards.

    Run behind the bushes and do not remove yourself or hide in the tent. When you go back - the door will open, you will need to meet with the girl. But here again this guard. Slide to his eyes and rub the bushes to quietly go inside. They get acquainted there.


    Soldiers run by. Probably something happened. Follow the Elise to the place to find out what is happening. In the hall some cluster of people. And Arno recalls his father, but he already lies dead.

    Thirteen years later

    After a small conflict with a certain citizen, Arno jumps out the window and loses his watch. The Hugo raises them, the brother of the most citizen and runs to tell about all the guard.


    Extra. conditions:

    • Do not let yourself intercept
    • Overcome 5 objects (from above or below)

    Run behind the Hugo, without facing citizens and overcoming obstacles, jumping into the window + [E], the same combination for spans under obstacles. On the market, if everyone did right and did not stop, it will be able to grab.

    Now the persecution begins for Arno.

    Run ahead, climb on the tilted cart on the balcony, run into a tree and run right after the fence, then climb on some building, preferably it is right and here you left the persecution. Follow the marker on the map to complete the mission.

    Memories 2 |General States

    Monsieur de la Serrous leaves the estate, but resorts to a messenger with an urgent letter for him. Arno takes the delivery of letters into your hands, more precisely my legs.

    We run for carriage forward. You can crawl on top of a black gate, and you can quickly go upstairs with the help of an elevator, which is highlighted from the right of the street. Further on the roofs behind the carriage, go down to the ground and continue the persecution. When the carriage stops and Arno will overtake it, it will turn out that this is not that coach. To find de la Serra, Arno decided to climb higher.

    In distant he noticed the church. We run there. We run along the clergy cart on the beams and after the roof of the building, then to the one that the right and the cable, stretched between the building and the church we move to it. Top climb the already familiar way and synchronize the viewing point. Opens stunning views of the whole city. In the game, such scales that Arno is no longer visible at the peak of the church. Arno discovers Eliz and her father.

    We jump into the hay below and quickly descend using the combination + [E].

    You can penetrate the gate in two ways:

    • First - Go through the crowd at the gate and fuses from the crowd to the crowd on the left side to reach the entrance to the building.
    • Second - On the right of the gate can be climbed through the fence and climb using an elevator to the roof. Then it remains only to run to the end of the building and go down to the balcony. We go inside and turn to the left, we go along the corridor and go down the stairs down.

    We enter the door, go straight to the stairs, rising, go straight, come down again and run on the next staircase directly. At the end of the way, Arno will notice de la Serra, he also notices "old friends."

    Rising to the stairs to listen to the conversation, but here ... a metered friend demolides Arno from the legs, but the latter pushes his head into the closet. But there is a second brother. Out of them and after the cat scene run forward. The horizon can see the police. They are armed with guns, so it will be wise to hide in the building. We run on the door in the building on the left and then you can easily leave the persecution, for this you need to leave the yellow area on the mini card and hide. Mission completed.

    Memories of 3 |Higher Society

    Upon arrival in the estate, Arno learns that Eliza on a sought in the evening in the palace, go to the building and climb the second floor to the Cabinet de la Serra. We interact with the clock near the entrance to the office. Then I felt the letter under the door. Now Arno goes to the palace, but you need to change the suit.

    We transfer us to the gate to the palace. Arno was not allowed without an invitation, so it remains only to climb through the fence. We go on the left side, hiding in the crowd and climb on the building to get inside through the open window.

    It is necessary to act secretly, so as not to get on the eyes of the guard. Log in to secure mode by clicking. Our task to find Eliza. You can hide behind the shelter by clicking [Space]. Wait, while in the room with two guards, one of them will fit the window and then go to the next room, hiding behind the sofa and wait until the guard is suitable for the fireplace. We go to the room to the right, next go around, you can even go around him, he will not notice. If you are promoted, it will go to the balcony. The complexity of the passage from this will not change. Further jump on the adjacent balcony. In the trail we are yelling a man in a wig who checked invitations. Funny, there and stay.

    We go straight, after the next door there is an open door on the contrary, which will lead us to the dance hall. There are Arno and notices Eliza. Follow her. Upon arrival, the cat scene will begin. Cute kisses and a conversation breaks up someone, almost entered the room. It's time to dump.

    Extra. conditions:

    • Do not interfere in conflicts

    Close to the balcony and jump down. Come in the door to the right, and again you need to sneak past the guard. We are waiting for one of them to leave, and the second will suit the picture, then we pass by standing near the fireplace of the guard and in the next room we go around the table on the left. Next, go through the door and go outside the gate.

    Monsieur de la Serra killed and Arno became the only suspect.

    Sequence 02.

    Memories 1 | Prisoner

    After killed Monsieur de la Serra, Arno took into the Bastille prison. Once in the dungeon, you can interact with the local inhabitants, then it will be necessary to sleep, put in the mattress. Waking up in the morning, Arno discovers that his watch stole one of the prisoners of this dungeon. Arno demands to return the clock, but the thief started the fight. Our task is stunning a thief and pick up this watch. When you stun it, the cat-scene will begin, Arno again demands to return his watches:"Give my watch and draw further, old stump". The thief does not understand what pictures are Arno says:"Here there! Everywhere! I'm about your doodle on all the walls!"Arno approached the wall where they saw the drawings, but there were no them there. The old man makes you visor. Turn on the eagle vision [v], and Arno again saw pictures. To the question Arno about the drawings, the old man tells him that this is the messages of the past, he climbed half of the prison of Paris, to find them. After the heroes are presented to each other. It turns out that Bellek knew Father Arno, who was Assasin. The old man offers Arno to join the brotherhood, but he refuses, says that it is all exciting, but he needs to find Eliza. In prison, you will not find it, right?

    Two months later

    Arno and Bells train, but suddenly heard guns of guns. Going to the window, Arno sees that it is not calm on the street, people raised alarm. This is a good chance to escape. When the guards enters the camera, you need to kill them quietly. Arno and Bellek take the sabers of the guard and run to the exit. The lattice is closed. Bellek is accepted to hack it, well, and we remain to defend it. Here you can perform additional. conditions:

    • Perform 2 escapes with smoke. checkers
    • Perform 3 ideal parry

    In the corridor, throw the smoke to quickly run past the guard. Arno and Bellek jumped into the window, overcoming obstacles, clogged over the wall. The path to interfere with five guards. You need to kill them. Use smoke to disable the guard and get less damage. We kill them, then click on the wall and here, we are at the top of the Bastille. The cat scene begins. Bellack says Arno, if he changes the decision, let him find it and gives some thing to the compass similarity. Bellek stood up at the edge and jumped down. We need to do the same.

    Memories 2 | Revival

    We look at the cat-scene. After Arno escaped with Bellek from the prison of Bastille, he headed to the house of Monsi de la Serra, where he was met by Eliza. After talking with her and excuses of innocence in the death of her father, she asks him to leave.

    And here Arno sits on the roof of the house and drinks, he recalls that Bellek gave him a thing to the likeness of a compass. Turn on the eagle vision [v] to see where the arrow shows as an Assassin sign. Here we are near Sabor Saint-Chapel, you must explore it. We climb around the facade up and go to the open door. After examining the beauty of the church, we climb on the wall at the entrance to the stainedure. Insert a medallion under the magnifying glass. After that, there was a reflection and chandeliers on Earth stood so that we could move to the other side. At this moment the timer is turned on. During a certain time, it is necessary to get up to the ledge, after which the passage will open. Making a beautiful leap of faith.

    Arno enters the sanctuary - the base of the assassins, there are statues around, Bell appears. Follow him by the corridor to the place. Arno passes the rite of entry into Order Assassins. Come and drink from the glass. We start hallucinations. Go down the stairs into the passage and jump from the ledge down.

    We go on an infinite corridor. Arno sees events from childhood. Everything is starting to collapse, run, jumping up supos. Cordior still ends and we see the death of the Father. We specifically demolish the roof - hallucinations increase and here Arno already jumps around the earth island and at the end of the way he sees the death of Monsie de la Serra. Suddenly Arno turns out to be in a crowd from hundreds of assassins, we need to kill one of them, which stands in the middle, turn on the eagle vision to mark the goal.

    In the crowd, go around him behind and strike. The stranger was Arno himself. Halucinations pass and the final stage of entry into Brattsvo. Brothers call 3 Rules of Credo Assassins:

    • Rule number 1: Do not kill innocent.
    • Rule number 2: Be hidden.
    • Rule number 3: Do not substitute the brotherhood.

    And here we get a weapon of assassins - a hidden blade.

    Sequence 03.

    Memories 1 | Release

    When meeting with Bellek, he says that Arno kill the guards and disabled the bell.

    Extra. conditions:

    • Perform 3 hidden killings.

    We descend and kill 3 guards. The first is killed because of the corner, for which we get +1 to hidden murders, take the second, which stands near the boxes, and the third it is worth bright the cracker in any place, next to which you can hide behind the shelter and kill. Decide the bell and watch the video. Killing the guard after it does Bellek. We punish your pockets and it's time for the nurse. For a successful escape, you throw a smoke bomb and follow the top behind Bellek.

    At the exit from the castle there will be 2 guards, we throw smoke and secretly kill them. Passing further, you will come across extremists. They will always raise attention and will attack. Avoid it and climb on the building, after which we run behind the old man on the roofs in the sanctuary.

    Memories 2 | Confession

    Charles Gabriel Siemer, one of the murderers of Monsieur de la Serra meets with a client in the Cathedral of the Parisian Mother of God. Our task is to kill him and out all that he knows. Trades for killing and penetration a lot. We will go this: first kill the client to open the opportunity to meet Siver in the cathedral.

    Additional conditions:

    • Perform 2 kills from shelter

    Opposite the building where you crawl the key, there is an input through the window. We climb there. Immediately ahead will be a guard, we kill it. Go down to the confessional, without entering the eyes of the guards. For completion of additional The conditions for killing from shelters can be captured inside the two guards, while you wait for Sierra. Then they do the same with him. You can leave the region as well as came or through underground strokes marked with stairs.

    Server bridge №1. silver Age


    1898
    Beautiful era

    And so we got to Paris of the XVIV century, our task is to find the portal back. We are looking for the entrance to the subway, we got to the entrance, now you need to get to the exit, since the sector is unstable. Bezhmam on the subway, overcoming various obstacles, at one moment Arno failed and fell on the rails, there is a train towards visit us, you need to run until he hit us.


    And so we got out. The portal was formed above the statue of freedom, the simulation is unstable, we run to the portal. Severers fly in us, hiding for the shelter to avoid damage.

    Then we click on the statue of freedom, granting for the ledges. And here Arno jumps on the lift, cuts the rope and flies into the portal.

    Sequence 04.

    Memories 1 | The kingdom


    After the murder of Sierra, Arno learns that he had an assistant, surrounded the nickname of the king of the beggars. On the Council of Brotherhood, we were advised to search in the courtyard of miracles. Going to these alleys, activate the eagle vision to find the king of the king of the beggars. The cat scene is launched. One of the poor thing amputing the leg to bring him more money, standing with outstretched hand. Also this is an excellent example of others to work better. There Arno gets acquainted with the Marquis de Garden, who helps him in the investigation and to find out where the king of the beggars hides, advises Arno to trace the latch. Activated eagle vision and go in the footsteps of blood.

    Extra. conditions:

    • Perform 2 kills by a ghost blade

    Ahead the pass will guard 2 guards, here you can perform 2 murders with a ghost blade. Follow the latch, bypassing the guards and not forgetting to use gadgets from equipment.


    Extra. conditions:

    • Lack 2 with help crackers

    Having reached the place, we climb on the roof and turning on the eagle vision to be selected to La Tasha. On the roofs there is a guard, so if you play quietly, take care that they fall asleep before raising anxiety. Throw to anywhere on Earth cracker to distract her two guards. The window inside the building will be on the left side of the facade. Next, go into the room where it is located and after the "couple of beliefs" he immediately lays out where the king of the beggars is. It remains only to leave the zone.

    Memories 2 | The king is dead

    The king of the beggars according to La Taska hides in the sewage under the Palace of Miracles. Go down to the ground.

    Extra. conditions:

    • Perform 3 killings in the air

    First, close 2 chimns to improve the possibility of hidden passage. If you helped begging to fight with guards, you will open "Help Beggars." I think to fulfill 3 murders in the air of labor will not be a lot of protection.

    In the green zone on the mini-card, the staircase, symbolizing the entrance to the sewer, should we need there. We descend, hiding behind the wall and wait for the perrsavi security guard, we kill and drag over the corner, the remaining 2 stand with your back and no threat represent. Chicat them with a blade. Go down below. We go under the drains, destroying small groups of enemies, mostly consisting of two guards. For the third time 3 guards, but we use a smoke bomb and quickly convert.

    And here is the king of the beggars. La Tsush Donets him about our visit to him. Follow the sewage further. On the first turn - to the left, so as not to stumble upon the guard and jump on the beam in the next "room". For us, three, throw a bomb and spread with them. Going further, in one of the places there will be La Tsush, but he quickly hits not having time to overtake it.

    Extra. conditions:

    • Perform 2 kills by a ghost blade

    We go around the king of the beggars. But he was not in the chair, but a doll. The same "king" is located on top and palette in Arno. We run to the wall, throw the smoke so as not to get damage from the guard while we are climbing up, climb the wall and kill our goal. In a suicide video, we have another conspirator, a major master. It remains only to leave the area.

    After all, Arno decided to go to the de Garden.

    Sequence 05.

    Memories 1 | Silversmith

    Arno decided to spend de garda. When we killed the king beggars, de Garden decided to take his place. One of the subjects as a sign of respect gave him the very needle that De Linera was killed. After a conversation with the Marquis, we will know the name of the master and the place where his shop is. Silge in the sanctuary of assassins to report to them about the goal, and after the task.

    We have a task to explore the manor of the ghermen and find it.

    Additional conditions:

    • Hack 4 doors
    • Bring to the madness of the 2nd bulh

    On the roof we see the guard, we kill his pistol, then we kill the guard in Bolkore, we enter into the inside, quietly jump past the guard. To perform additional applications we wake the doors, there will be several them. Killing the guard that will interfere. And so we found the Cabinet of the Germen, he asks us as we were saved.


    And so we need to get to the exit, you need to kill a few guards, and among them there will be romance, shoot darts in them, and they will just kill all the guards.


    We go out into the street, you need to kill two roof sentires. We climb on the building and come around them from behind, you can use a ghost blade. Next, we help to get out of the house from the house, thereby killing the guard that grabbed it. Then we leave the estate. Reaching the safe place of Germain tells us who made him an order to create this needle.

    Memories 2 | Bread market

    And so, Germain told us that the man who did his order for the creation of the needle, is Lafrener. We go to the task without warning the fraternity about this.

    Additional conditions:

    • Kill 3-Guard Pistols


    Our goal is to search for a bread market, there is a lot of guards there, this is the perfect chance to fulfill the extra charge, as soon as we enter the building shooting the first guards. A lot of guards are running down on the shots and in order to get as less damage throw a smoke bomb, and we are painting custody. I make my way further to the warehouse, and include the eagle vision [v], on the labeled blocks of the hay lies weapons, then Lafrener has conceived something serious.


    Next, we need to climb up to find his diary. From these diary, Arno recognizes the location of Lafrener. Thus, Arno decides to burn a warehouse with a weapon. The devastation began and chaos. We must urgently run away from the warehouse.

    Additional conditions:

    • Overcome 4 objects (top or bottom)


    And so we need to climb on top, run overcoming different obstacles, climbing around the walls. And so we got out. We go to look for lafremen.

    Memories of 3 | Prophet


    So we got to the place where Lafrener will soon appear, from that diary we learned that he will have a meeting here. So you are patient and we will wait.

    Additional conditions:

    • Instruct 4 signal bells

    But to fulfill this task will not be that simple, in this place there is a lot of guards. On the way, we get up a few guards, we kill them and for one neutralize the bell nearby, and so on the perimeter the bell behind the bell is not completed. Then quietly sneak and steal the safety plan, painted in detail.



    Additional conditions:

    • Run 3 hidden killings

    And so for the completion of additional applications swaying with the guards and we kill them from behind the corner, not attracting attention. In the meantime, Lafrener finishes his speech and rapidly heads on its route. We are not losing opportunities, waiting for a convenient point when you can put a blow to him. And here Lafrener falls into our ambush. We shoot him with a ghost blade and then finish on Earth. The cat-scene begins in which Monsie de la Serré with Lafrener decide the problem of the Order, and then Lafrener writes that the letter in which Monsie de la Serra warned about the conspiracy. After the murder, we rapidly leave the area.

    Sequence 06.

    Memories 1 | Jacobin Club


    We are in a hurry to report to the Brotherhood about our investigations, Arno tells its teachers about who made an order for the manufacture of the needle, this is a person named Lafrener. Not much the weather gives us a task, find Lafreners and kill him, but Arno tells that he has tripped him and killed. And it turns out that we have violated the credo, but Mirabo forgives us. We are given a task to go to the bovy mansion and find out everything we can. And here we are located near the bovy mansion. And what do we see? Everything familiar to us la la carcass. The task is absolutely simple, you need to find it.

    Extra. conditions:

    • Complete 2 killings from shelter
    • Bring to madness of 2 shooters

    There are just a few shooters on the roof, for the performance of additional conditions, we do not shoot a poisoner in them. We enter the building through the window. Our task will be not from the lungs, since the mansion is full of guard. Turn on the eagle vision to mark the goals, among them can be la masca. The guard, which comes across to us first, kill from behind the corner or hiding in the dresser and so cut all the guard on the way to La Tasha.

    Let's go down after La Tumble, apparently he has some kind of important meeting with adherents. The cat-scene begins, the Templars are set up another conspiracy and this is due to the Elise, it is rapidly a deadly danger. Selecting from the building, heading to the mansion of viozen.

    Memories 2 | Ambush Templar

    Arno is wetted into the house, thinking that Eliza is in it, but as it turned out there is no. Remembering the mansion of Vuisen, all pairs rushes there to save Eliz. Speaking there we see that Elise needs our help, you need to kill the guard.

    Extra. conditions:

    • Kill 4 guards to the head

    Since the guards are alone, we kill them with a shot in the head, to fulfill additional design. Then Eliza and Arno called the conversation, but alas he prevented the guard, we need to run. We fell into a labyrinth in which a lot of guards.

    Extra. conditions:

    • Complete 2 double murders

    We need to find a labyrinth exit, for this we climb on a small tower to find a way out. Following the eagle vision, in order to see where two guardians patrol, and then kill them, thereby performing additional condition. But on this, our adventures do not end, we need to kill the guard, which is looking for us. In front of the street kill the guard on your way. Further Eliza will pay our attention on the shooters. It will be better to climb the roof and kill them from there. How not wait arrives atrers, Arno and Eliza agreed on a new meeting place. And we need to run, not looking around.

    Sequence 07.

    Memories 1 | Careful Union

    Our companion Eliza has no evidence left, nor allies or time. Our task is to convince her that only united with the Brotherhood of Assassins, she will be able to find the killer of his father.


    And here Arno and Eliza met in the tavern. Arno tries to persuade Eliz to unite with the brotherhood, because this is the only thing that will help to find her the killer of his father. He succeeded, they are sent to the sanctuary. The cat-scene begins, in which, some assassins against the Templar to unite with them, the conversation ends with the fact that Mirabo offers to lend a discussion behind closed doors.

    Arno and Eliza leave. As soon as they started a conversation about Germain, Eliza immediately set off, follow her. Going to the house of Germen, Eliza tells us that Germain was once assistant Monsi de la Serra, but the granome was expelled from the Order because of incomprehensible circumstances. There are suspicions that it he killed Monsie de la Serra. It turned out to be Germain died long ago. We need to explore his workshop. We enter the building and climb the second floor, but we were not alone in this house, there is a guard.

    Extra. condition:

    • Stun 3 guers

    As soon as the guard runs into the room, we immediately throw a stunning grenade, thereby we will perform additional. condition. And then we kill all the guard. After a long search of the room, the heroes still find the Diary of Germen, the words of Eliza confirmed this he killed her father. We need to report this world, but here the guard opens fire from the next roof.

    Extra. condition:

    • Complete 3 murders shot in the head

    On the roof there are several guards, getting a gun and kill everyone a shot in the head. Go to the house of Mirabo.

    Memories 2 | Meeting with Mirabo

    Coming to the House of Mirabo, we see that Eliza is standing next to his bed, and Muso himself is dead ... Of course, it did not Eliza, but our task to find the killer of our teacher. We need to search the crime scene. We come to his bed, Arno lifts the pillow, and sees that there is the very needle that Monsie de la Serra is killed, on the needle, the sign of the Templars is depicted, it seems Arno guessed who did it.

    We go to the closet, the cat scene begins. Arno opens the cabinet door and the glass falls out of it, which was not so long ago nalit poison, Eliza took a glass, and realized that it was for poison -"Aconite" which often use the Templars in order to hide the murder. Come to k written table Mirabo, opening his diary, it turned out that Mirabo was appointed a meeting with Kemer. We need to talk to him, go to it.


    We come to Keemar, and inform him that Muso is dead, he was poisoned. Keemary had all the suspicions to Eliza, but Arno assures him that Eliza was not happening here. Kemer gives us a task to Arno finds the murderer Mirabo until tomorrow morning. He also informs us that there is one pharmacist who trades a aconite. Go to Mare to find it. Coming into the shelter of the pharmacy, he immediately rushes to run.

    Extra. conditions:

    • Use 1 lifting
    • Overcome 5 objects (from above or below)

    We run for a pharmacist, overcoming different objects along the way, running out on the street, we use the first lift. Calculate the pharmacy, intercept him. The cat-scene begins, the pharmacist tells us that the poison he took some person in the same hood, like Arno. Pharmacist gives a note from that man in the hood, it is indicated where he asked to leave the second dose. We go to the place.

    Memories of 3 | Confronting

    After having been in place, which was indicated in the note, you need to find the smell of poison, the killer. To do this, we include eagle vision, and go along the trail. Approaching the church, Arno tells Elise to wait for us here, this is our duty, we must commit justice. Climbing upstairs. Having reached the target, the cat scene begins. As unexpectedly, the murderer of Mirabo was Bellek! The old man wanted to save the Brotherhood, for this he had to poison the Mirabo. He offers Arno units and do everything possible in order to save the brotherhood, but Arno cannot do it. Begins the fight with Bellek.

    Extra. conditions:

    • Conduct 5 stunning blows
    • Don't let yourself knock down

    We do everything possible to defeat Bellable, spend stunning strikes, the main thing is not to let himoniate yourself. We use all the skills of Assassin just to overcome it, the fight with him is not from the lungs. We shoot a pistol to apply as much damage as possible. Here Arno and Bellack grabbed, press the quickly appropriate button to resist.

    Arno pushes white and they, breaking the stained glass, fall down. Bellack decided to hide, but on time, Eliza warned us about danger. He seems to understand that Mind Arno poisoned no Miraboo, but Eliza, and wanted to shoot her, but Arno reacted and shot him in his hand with a blade. And so we need to fight him again, knock out the latest strength from it. And here Bellek fell, kill him. It follows the cat-scene, where Bellack is poisoned by Mirabo, just because he did not want to listen to his advice. We leave the church with Elise.

    Server bridge №2. Resistance


    1944
    Captured Paris

    And now we were again among the snapshot of the codes. You need to find the portal and leave Paris 1944. This time the portal is high ... a few hundred meters. We are chosen from the drain, and before us by the Eiffel Tower. We will try to get to there. The tower lights lights, it is better to try not to get caught in their review. We click on the tower, we reach a certain moment, and suddenly it starts to shoot the aircraft. Arno quickly penetrates inside the tower, and we continue our trip.

    Jumping with a ledge on the ledge, climbing around the tower, we get to pyule. Get up to weapons, and start shooting a plane, moving it, continue the way. Having reached the airship, jumping at him, and we see that the portal was formed on it. We like there, we see the lift, we interact with him, and fly up. Here we go out and the plane shoots in us again, but this time they are already two. We run up to the machine gun, and shoot in them, be flexing that we would not hurt us with bullets.


    It remains quite a little bit, we get to the top of the tower, and the portal disappears, the IPIC rests it, and we jump into it.

    Sequence 08.

    Memories 1 | Royal correspondence

    Coming in the sanctuary of Assassins, the remaining members of the Order tell us interesting information, It turns out that Mirabela in secret from all behaved with the king of France, and some documents of which should not learn the Templars are now being at the king, but the townspeople are now attacked on his palace, "freedom, equality, fraternity." Our task to penetrate the palace and destroy these documents. So we are near the palace, we need to penetrate imperceptibly inside.

    Additional conditions:

    • Neutralize 3 signal bells
    • Perform 3 secret murders

    Turn on the eagle vision to mark the enemies, going off the roof to guard to guard, make it so that the discovery scale began to be filled with red, then I immediately hurt for the shelter, waiting for the guard to come closer, and we appreciate the unexpected blow, and so do it several times until you fulfill additional. condition. We see one signal bell, neutralize it, two other bells are located behind the palace, climbing on the wall on the other side, neutralize all two bells. Now you can safely go inside the palace.

    As expected in the building there is a lot of guards, we use a smoke bomb to quickly kill them and get much less damage. And here we reached the king's office. The cat scene begins, in the king's office meets us unknown sir, who also needs to be found in the office.

    The king was clearly a cache, and our task to find it. We include eagle vision, and we see the marked cabinet, come to it, and Arno turns the lever, a small door opens near the fireplace, this is a secret cache. Arno finds what he needs and burns, our friend also found what he needed. We need to leave, keeping the guard, sir tries to open a secret door, our task is to protect it 2 minutes.

    Throw a smoke bomb and quickly kill the guard, the second wave is suitable, we are growing up with her. The door opens. Quickly go through the basement. On the way, the sir seems to us. His name is Napoleon Bonaparte. Coming out of the basement, approach the wall, Napoleon asks us to move away, we move away and ... boom! Nothing left from the wall. It was Guardian Napoleon, he promised to find out where the captain was looking for.

    Memories 2 | September pogroms

    We came to Napoleon's house, he told us where the captain Rui is located in the town hall. We go there. It will be killed by Rui on this simply, it is guarded by a lot of guards, but we use all the skills of Assassin to achieve their goal.

    Extra. condition:

    • Complete 3 hidden murders

    And so make your way to the castle, the bandits captured the guards, they need to free them. We throw a smoke bomb, and we kill one after another. We click on the wall, vlaminy in the window, there are several guards next to us, one sits sleeping, sneaking and kill him because of the shelter, then we shove one guard and kill him. We enter the hall, there is a little guy, throw a smoke bomb and kill everyone.

    Extra. condition:

    • Complete 3 murders with ledge

    Now I climb a little higher, near the edge there are several guards, we kill them throwing down, performing additional. condition. So we have the ability to distract, climbing the tower, and then with the help of a torch we set it down. Further, we still have only a few guards and rui, a good opportunity to kill them.

    We go around on the other hand, we climb on the platform and kill Rui. You follow the cat scene, looking at it you will understand everything. Then we leave the castle territory.

    Sequence 09.

    Memories 1 | Hungry times

    Arno and Eliza met to discuss the further action plan. I went about Marie Leek, she for one with Germain. Legki is the oldest genus of the Templars, it was Marie who was against the expulsion of the ghermen from the Order. Marie breaks on his task grain and communicate to the private jar. We need to go to the pier near the Town Hall. We are on the pier, and we see that barge with grain did not stop and sailed further.

    Additional conditions:

    • Do not touch water

    It is necessary to catch up with it, with all this, without bowing water. We run on the barges jumping up the charms, jump from the ledge on the ledge, we resort to the place where the unloading of grain began, and we see the Marie itself. Our task is to steal some orders. Guards on the pier are not so much, we will go on a break.

    Additional conditions:

    • Should not work the signal bell

    The first thing is to run and neutralize the bell, then we kill the guards, we only have a captain with orders and arrows, we are cutting out the arrow, and you kill the captain from the ghost blade. Search it and leave the marked zone. In this letter it was written something about the Luxembourg Palace, I wonder what the Templars were conceived? We go to the next task.

    Memories 2 | Supporters provisions

    Arno learned that Marie Leek unloads all the grain in the Luxembourg Palace, our goal to penetrate the palace and kill it. Eliza, in the meantime, takes out from there everything grain has not seen anything yet. Here we are around the palace, study the situation, it's time to act.

    Additional conditions:

    • Release Tom Levek
    • Should not work the signal bell

    Penetrate into the courtyard and neutralize the bell. We can save the prisoners we have the opportunity to either steal the key, or hack the door, we steal the key. We climb upstairs, sit on the ledge and wait for a convenient point when you can imperceptibly kill the guard, we kill them, and free the prisoners. As soon as you dug out the door, they immediately get along with the guards.

    We make my way into the building, you need to find Marie Leek. For complete synchronization, Tom Levek, looking for him and free, it will be in the locked room above. There are several bells in the palace, neutralize them, and kill the guards that interfere with get to Marie. Only Marie remained, we kill it. It follows a cat scene in which the granome is expelled from the Order, and after a while he asks for help from Marie. Let's leave the unnoticed marked zone.

    Memories of 3 | The escape

    After the murder of Marie, we come to the task, but without any explanation Eliza rushes to run. We resort to the balloon, and what are you doing? Eliza hijacles him, our task to cut ropes as quickly as possible. Cut them while Eliza covers us. Not having time to get inside, the ball rises into the air, but Arno can only run behind him.

    Additional conditions:

    • Do not leave a balloon
    • Do not touch the land

    We run beyond the ball, and run as quickly as possible, jumping from the roof on the roof, use the skills of Parkura in full. After some time, the ball clings to the church. We click on the wall, grab the rope, after a short palalet, Arno falls into the hay. Again, running over a balloon, overcoming various obstacles, and here quite a little bit and the ball will fly away, but we still catch up with it. Then the elza from Arno began a conversation, and he ends with kisses.

    Sequence 10.

    Memories 1 | Invitation to dinner

    After the fall of the balloon, Arno woke up and ran to the task. The deputy of the National Assembly Louis-Michel Lepalet is involved in the ghermen plan, our task to find out what he knows, and then kill. Arno come to de Garda, he tells where is the leapel, in some palace, go there.

    Additional conditions:

    • Bring the 2nd bulhide to madness
    • Complete 2 double murders

    On the roof there are somewhat bully, shoot in them the poison of the Berserka. The guard joins immediately, and they cut them out. We are looking for two guards to kill them, and then we kill them, and additional conditions are made. Turn on the eagle vision in order to find the leelets. Sweep down the wall. Ahead will be drawers with poisoned wine. You can take one bottle, so we will have the opportunity to poison the leekel.

    In order to penetrate inside, it will take to hack the door or you can bribe for 4000 livra washed to leave the window open. But we go through the door. Turn to the right, climb the stairs and climb right enough to not get on the eyes of the guard. Follow the marker. Shelenet sits in a chair. Sleeping with the crowd, put the bottle of wine on the rack. The ward to leelenet brings him wine and after time our goal feels not quite good.

    He will go over the wall where it will be possible to calmly kill. It follows the cat-scene in which the Germain and his counterparts of the Templars are preparing a conspiracy against King Louis. The life of the king depends on the voice of the perepelie, but alas, he gives his voice for the execution of the king. Our task to leave this area. Bat.

    Memories 2 | Casman

    Germain is somewhere in the stands, observes the execution of King Louis XVI. We need to find the thrill and kill. We study the situation and go down.

    Additional conditions:

    • Kill the 2nd shooters

    I make my way slowly through the crowd, looking for shooters, finding, we kill them without too much noise. Then include eagle vision, and mark the thrill, go to it. In front of us, Germain comes out, and says that he killed Monsie de la Serra just because he wanted to revive the Order. And followed by us the execution of the king Louis XVI. Germain is hidden by ordering the guard to kill us, but here Eliza is connected, and instead of catching up with the gher, we protect Eliza.

    Additional condition:

    • Stun 5 guardians

    We use special bombs to stun your enemies. Next, follow the elise. The perfect chance to end the Germain was missed. The annoying on the next task.

    We go to the sanctuary for the report by the Brotherhood about the plans of the ghermen. But the Council does not want to listen to us. After all violations, they decide on the exile of Arno from the Brotherhood of Paris Assassins.

    Sequence 11.

    Memory 1 | Exhausted opportunities

    Waking up, Arno lost the clock, seeing the name of the tavern on the barrel, he recalls where he was.

    Twelve hours ago.

    Arno does not give more wine and drive out of the tavern. He decides to get wine with a different way, steal it.

    Additional conditions:

    • Wash 4 guards with cracker

    We climb through the fence, distract a couple of guards with the help of crackers, we enter the building, rising to the second floor, we wake the door, take the wine and go. Returning to reality, go to the bar in which yesterday were. We were told that yesterday we arranged a fight. Remember what happened again. Arno stands, drinking wine, people go, pushing him, he takes a bottle and varn, one of them on the head, a fight began.

    Fight until Arno on the head guess the chair, after that it was put on the street and took the clock.

    How unexpectedly behind us is sitting one of their gang. Seeing Arno, he rushes to run, catching up. In the conversation, he tells where their leader is, after which Arno cuts him. We go to the palace.

    Additional conditions:

    • Kill 2 players with poison

    We kill the first guards of the poison, then kill the rest. We include eagle vision and looking for our goal. We find, and then we kill. Searious Arno does not find a clock. He sat down and does not know what to do next. Suddenly, Eliza is suitable, and gives Arno's watch, they talk about what happened, Germain began a revolution, guillotines work day and night. Then Eliza decides to go to Paris, Arno, too, but you must first finish one thing.

    Memories 2 | Career Assassina

    Arno comes to the square. All familiar MSA La Tusch conducts execution. We study the situation and begin to act.

    Additional condition:

    • Run 4 hidden killings
    • Run 4 murders shot in the head

    Guards patrol on the roofs, get the gun and kill them with a shot in the head. Going down to kill because of the shelter of several guards, thereby we carry out all two additional conditions. We have the possibility of salvation to open a cage with people you need to paint the keys in the guard. We turn on the eagle vision, we note it, then we click on the top, we kill it and take the keys, go down and open the cage.

    Instead of letting the captives Arno invented a tricky plan. Monsieur La Tsush causes one person from the cage to execute. Arno gets the first in turn, and he has been guiding for La Tasha. On the way of the guard will recognize the assassin, so we start running on the floor and run on a carcass .. The cat-scene begins, in which La Taska takes into the Order of the Templars, and then another person appears, Maximilian de Robespierre. Let's leave the territory and go to the next task.

    Server bridge №3. Bastille


    1394
    Middle Ages

    We turn out to be in the cemetery, you need to find a way out, going straight seeing a small entrance, we enter. We are in the catacombs, running around the tunnels, reaching the big hall, climb upstairs. Finding the output, make your way further inside. We fall into the quarry, hiding for the shelter, so that we are not a stone. Next rise above.


    Simulation is unstable, urgently need to find a way out. And so we went to the surface, in front of us broken bridge, overcome it. Arno turns out to be on the battlefield, the portal was visible in the distance. Bastille opened fire, faster running to the portal, try to hide behind the shelter, so that we are not crushed by nuclei. We run up to the portal and jump into it.

    Sequence 12.

    Memories 1 | Supreme Being


    Arno and Eliza arrived in Paris, our task to find Robespierre, he is the last chain link leading to Germain. We need to make it vulnerable and put out the Grand Master of the Templars. We go to the Marse field, make your way together with the Elise through the crowd.

    Additional condition:

    • Instrument 1 signal bell

    It is necessary to inspect the Robespierre tent, quietly sneak, next to the tent there is a signal bell, neutralize it. Next we search the tent, come to the table, and we are looking for the evidence until you find what you need. Finding the necessary information, we return to the Elise .. Before you make revenge, she conceived something, follow her.

    Additional condition:

    • Do not detect Eliza

    Eliza goes to the Robespiera, on the way we need to kill the guards of one after another so that the girl did not notice. By performing instructions, come to it. Eliza wants to pour a Robespierier's ardor, this substance causes vision.

    Our task is to put letters to people to find out what really Robpierre Tyran. And so do not noticeably put the letters three to citizens. And this plan was a success, people read the list of enemies of the revolution, and without folk support, Robespierre will not need Germain, and in this case he is vulnerable.

    Memories 2 | End of Robespiera

    Robespierre was arrested, our task is to find it and make it say where Germain is hidden. It seems Arno and Eliza stopped, Robespierre the next morning executed, it is necessary to find it until it happened. Follow the Elise to the House of Robespierre, all his commune is interrupted, you need to find survivors and find out what happened.

    We find the wounded guard, he told us that they were attacked, and Robespierre took. Arno and Eliza decide to divide. We are going to search, along the way we come across the guard and points to the other side where Robespierre is taken. We find Robespierre, he runs somewhere, pursue him.

    Additional condition:

    • Do not interfere in conflicts

    We run for Robespierre, so that we would not find the guard. It is better to chase it on the roofs.

    Additional condition:

    • Hack 1 door

    Fugitive shelled in the palace. We go around on the left side and go through the rope to another building, jump from it to the palace. Inside there is a lot of guards, we will try to kill everyone, we use a smoke bomb to get less damage in battle, killing an extra guard, turn on the eagle vision to find Robespierre.

    Noting is inflamed to it. On the way, we come across the door, we wake it up in order to fulfill additional condition. Further we enter the room of Robespierre, he immediately grabs a gun, but Arno snatches him, Eliza is connected here, and makes Robespiera say where Germain is located, but stupid Robespierre refuses and in vain ... Eliza forced him to write a place where Germain is shooting his mouth . Germain in the temple, go there.


    Memories of 3 | Tampl

    And so we are near the temple, our task is to find and kill the thrill.

    Additional conditions:

    • Complete 3 double murders from the air
    • Instruct 2 signal bells

    Let's go down down, then we grab down along the wall, and we have two guardians, jump on top and kill them. In order for the guard did not raise the alarm by cutting out the signal bell, we try to fulfill all the additional conditions. Turn on the eagle vision, we find the thrill, it is located on the roof of the temple, rising there.

    Arno only comes to him, and Germain shoots into him from the very sword of Eden, who we saw at the beginning of the game. Arno dies, and we need to kill the thrill, slowly sneak up behind and put a blow, but we discard us, to kill the granome will not be so simple. Coming to himself, Germain is already outside the temple, go there. Having reached the mark go down to the basement, Eliza appears here. We enter the hall, Eliza will distract the thrill, and we need to kill it.

    We sneak up to the Germain, put a blow and again threw us back from him, we get up and continue to do the same. To be less noticeable, throw smoky before the impact. And here we apply Germain to the last blow, Arno falls, it boosts him by the wreckage, Eliza runs up and trying to free it, Germain, meanwhile, is trying to hide, but Eliza does not listen to Arno ran after Germain, to kill him. The sword makes the emission and repels Eliza. Arno runs up to her, but it's too late, she is dead ...

    Germain is still alive, suitable Arno and kills him. The cat scene begins in which you will learn all the truth. A few years later, Arno comes with flowers on the grave of the Eliza and her father. Looking at a couple more videos, the game will be completed.

    Introducing Full I. detailed passage . This passage is created to facilitate the passage of the game if you have any difficulties. The game continues the tradition of the famous series of the game: a very twisted plot, steep parkour, a variety of diverse tools for killing your enemies, secrets and intrigues!

    Prologue

    When your game starts, choose the job of the task "Fraghedia of Jacques de Mole."

    Now you need to move for the purpose of de mole. When the video is passing, then move the de mole along the streets of the village. Along the way, he will introduce you to the case. Soon you will find out about what you need to find a special artifact, which is hidden in somewhere in the walls of the tower.

    Try to avoid battles and follow your closest task. Close to the top. Now turn your chamber to find the specified location of the cherished artifact.

    Your goal is to find the artifacts of the Templars. Artifacts are stored inside a huge tower. Climb the next tower and move through the balcony (you will notice the killer who will throw his smoke checker).

    Go now inside and soon a short video clip will open, after which the chase will occur.

    Now your task is to neutralize the killer. Baby on swords with a killer will occur immediately after you reach the distance. Try to keep the defense and parry more often and then, you can protect yourself without any problems! Attack immediately after parry

    After a couple of pretty blows, your killer starts to run away by pouring his tail. You need to rush again after him in pursuit, after which the final fight will follow, after which you finally graduate from the Prolog game.

    Sequence - 1.

    Versailles memories

    Your goal is a girl. When your task starts, move the little girl. It will run out of the room in the room. The pursuit of her will end in that it just will mock you.

    Now you have to steal an apple and hide from the guards. Carefully make your way and eventually interact with a beautiful apple. By doing so, you attract the attention of the guard

    Early, go around this courtyard and find the closest curtain to seclude under it. You will have to wait for the moment when your fame does not "take place on the bottom." After that, you can continue your game.

    Now you need to talk to the girl and find out what happens here. After your path is released again, then go back to the castle to the Elise. And from there, go back to the corridor, where your task once started.

    Your new goal is Hugo and what he knows. It takes about thirteen years and Arno became much older, and much more difficult. After another video, you will have to beat the Hugo at all overflowing the streets of Paris!

    Now you have to run away from the brothers. Brothers in pursuit of you, so rather run forward and use the environment in your personal interests. That is: hide, jump, hide and much more. After you become anonymous, you can go back to your estate.

    Now you need to go to the real estate de la Serra. If you have an extra time in stock, then explore this town a little more, otherwise you will not return back, since the task will be completed.

    General States

    You need to follow the transportation. When your new task begins, then move for transportation on the roofs. Take advantage of the elevator not far away so that you can promote our Arno further on the roofs.

    Soon you will need to go to the roof of Versailles, after jumping straightforward to transportation. Now it will be necessary to catch up with it and another new goal will appear.

    Now you need to walk to the church and climb the spire. Move to the church, which is next door. How to find yourself in place, then start your climb on the very top of the bell tower. From there, it will be necessary to synchronize the area, after which you get the eagle of the Versailal bird flight.

    Now it is necessary to determine the lower galley. Now use the eagle immersion in the haystack, which is located below. After that, use the Free Flight Option and move down to the streets.

    From here, our Arno will be able to go to the castle, thereby not being discovered. Use the crowd and gently harmonize with her to avoid the pop-up eyes on you. Thus, move from place to place and do not move away from people.

    Move in the direction to the front doors of this castle and after, go inside. Inside it will be necessary to take advantage of eagle vision to determine the golden doors. Passing through them you can get into another area.

    Now you need to find de la Serra. Go to the lower galley. There will be no guards, so it's not worth worrying. Move through a huge crowd straight to the target. De la Serra will be located on the LweAs side of this scene, where they say.

    Go for the scenes and protect yourself. Take the staircase that lies on the right side and pass the scenes. There will be another screensaver, and after and the battle will happen.

    When Victor is to join the battle, then you will have to be drunk and from its attacks. When it is necessary to evange, Arno grabs the blow. Paring here will not work, because the fighter is opposed to you, which is greedy than you. Fight with enemies until they are put on the floor.

    When your battle is over, you will have to quickly escape from the lock and reset all the visibility to finally complete this task.

    Higher Community

    It is necessary to go to the main office of De Linera and leave a letter there. Engaged to the official room de la Serra through the top and soon find yourself near the white doorway. Invest your letter under the door and soon get a new goal.

    Now you have to penetrate the palace. After the video, move towards a huge crowd of people. Move gently between them, thereby be able to stay as secret as possible. Take advantage of your eagle vision to detect the local suffering. They will move around the central courtyard in which you are.

    Try to move on the left side of this palace and carefully follow these guards. You need to find the window, which is located on the second floor of this palace. Extremely carefully try to go up to the open window, then find yourself inside the building.

    Now you have to move through three rooms that patrol the guards. Go extremely neatly and best of all squeezed, so the guards will not be able to detect you.

    When you find yourself around the exit, you will have to jump to the neighboring balcony to call the next screensaver. From here you will need to go to the ballroom and find your girlfriend Eliz.

    Now you have to drain as soon as possible from this palace. Move along with the elise to the destination and will soon follow the next screen saver. As soon as it goes, you will get the opportunity to leave the palace unnoticed.

    How to find yourself outside the doors of this palace, then leave more like this territory to complete the task.

    Sequence - 2.

    Prisoner

    Now your game begins with the fact that the main character - Arno, sitting in the dungeon of Bastille. Here you can do not how many things. This is done inside this cell. First, talk to the prisoners. Secondly, inspect the rattle near the doors of this dungeon. Thirdly, I will look at your window. Well, in the fourth, I finally sleep.

    After you do all actions, then jump as indicated above in my "bed" and sleep. Soon you will call the next goal.

    You will need to beat the thief. Wait for the moment when the thief starts to make your actions, you will have to immediately use parry. If you came to do parry correctly, then Arno will be successfully blocked, after which it is to put a blow to the knee or on the head of the enemy. After you do a successful parry, you need to make three strong impacts to continue to confront the enemy. According to this principle, you will have to fight almost with all the enemies. After you have successfully defended and caused a critical strike to the enemy, follow another video.

    So now you have to hide and kill in quiet guards. After events that suddenly occur, soon move towards the wall, which is located near the doors of this prison. Here you need to quickly hide. Wait for the guards and after, click up. In the end, it will be necessary to neutralize them.

    It's time to hide from Bastille. Move your new one by the chairs. Soon you will reach a dead end with him, at the end of which there are locked doors. You will have to do defense while your friend is trying to open this castle.

    When the guards arrive, then quit your smoke checker in them and after - attack them, while they are temporarily neutralized. After you make a couple of hits on them, let them attack you, and thereby parry. Take this business three times.

    After all five guards fall will fall, then continue to escape from the bastille along with your friend. Close with him along the walls that are located on the right side of the entrance, then continue to run along the roofs.

    When your partner passes through the halls, then move to the entrance, where to meet another group of guards. They are already waiting for you. Take advantage of your smoke bomb, after which you kill them all your combo strike.

    Keep to follow your friend and soon find yourself near the adjacent wall. Here it is necessary to climb to the top of the top. The guards who will be on the roof will not damage you, so more likely move to the left side and will soon call the next screensaver.

    When an appropriate query appears, then it is more likely to jump, then complete your next task very beautifully.

    Revival

    You will have to explore inside Saint-Chapel. Your task begins far beyond the Saint Chapel. You will have to climb the second floor and go straight to the cathedral.

    Over the entrance to this cathedral will be a tricky puzzle. You can notice it to a big stained glass window. We will have to go up to this very stained glass and reveal the riddle of this puzzle.

    Jump from the chandelier to the rope. As a result, you can reach the chandeliers, which is located near the altar on the opposite side. From here, make your own brand jump and move to the next area.

    Move the track behind Bellek. After the next video will be held, then follow Bellek to the cameras, where you have to meet with very important people.

    When you have a query, drink from the cup and will soon call a new sequence. Go down on the stairs and soon you will need to use the eagle jump down.

    When you find yourself in the following sequence, then you will begin to explode and fall apart a variety of objects when you will move along the big room. When the hall starts to collapse, then start moving faster. You will find yourself in several areas where the floor is destroyed under your legs, so moving soon.

    Soon you will start sliding on the floor. At this point, you will need to turn on the right side so that in the end it will successfully land on the bottom. And keep in mind that here you will have to ride from the fiery balls.

    In the next area, you will have to jump from the square to the area to the next area. Some objects will ride, others on the contrary fall - at these moments it will have to jump without looking around. Purse on the opposite direction and soon call the next sequence.

    You now have a new task - kill the killer and not be detected. When you pass until the next location, then notice the huge accumulation of people in the hoods. All of them cost. You need to walk to the center of the room and take advantage of the eagle vision to find a mysterious killer. The killer will have to kill calmly, so neatly move through the crowds of people. You can move on both the left and right side. In the end, come to him and kill the shelter.

    Soon Arno again returns to the real world and on this task will be completed.

    Sequence - 3.

    High school graduation

    You need to kill the soldiers and arrange a sabotage with a bell. When your task starts, you will make an eagle jump and jump into the wagon with the hay. There are three guards in this territory, and most of the world watching you.

    Watch carefully for each guard. When the moment appears, then jump out from the hay. After, you need to quickly sit down and rather move to the roof, which is located near the guard from the left side.

    Wait carefully when it looks aside. Not far from him is the object for which you can hide. Use this shelter to kill him. But note that it should be killed not only when he looks away, but and when another guard looks not at him.

    As for the other remaining soldiers, it is not not possible to get to them. Therefore, go to the iron gates and wait for the moment when one of their guards will notice you to get closer. When he approaches you, at this moment you should already be on the roof and from here jump on it to make murder. Also, it will be necessary to repeat and with the last soldier.

    When all three guards are dead, then go to the bell and spend your sabotage here. As a result, you will call the next sequence.

    After the video is held, then come back to the enemy and kill it from behind. Soon the smoke checker will fall. You try not to lose and follow Bellek in roofs.

    Now you need to return to the Cafe Theater, and there both at the headquarters of Assassins. Bellek will move half the task through the streets, roofs and apartments. You need to avoid battles as far as possible. Best use smoky checkersTo stay as secret. Stay near your partner right before the control point.

    In the end, you will achieve the cafe-theater. Go through the doors and move after your friend to the camera to end your task.

    Confession

    You have to steal the key. To do this, slowly go and use your eagle vision to find a person who stores keys.

    Now you need to kill bodyguards, and after walking up and clean your pockets to get the keys from the Notre lady. There is also an option and murder, that is, kill him to take the keys.

    After you get the keys, then leave quickly towards the crowd, so as not to get caught by the guards or nationalists. Keys will allow Arno to open the doors at the very top of the cathedral.

    Come on to another crowd and take advantage of your eagle vision again to determine the purpose you want to kill.

    Your goal will talk to several soldiers, so if you pursue it, you will immediately notice. You need to avoid extra eyes, so climb the roof of the building and define a place where your goal will be facing you so that you can pursue it from above when it goes a little lower.

    Soon your goal will be located near the hay's stack, so before it is going to the hay, you will rather take a jump and hide there. When he approached closer to you, then rather kill it. Thus, Arno will kill the specified goal without any problems and eyes.

    After you have got the keys and killed the specified goal, then it's time to enter the church. There are several ways to penetrate inside:

    The first method is an underground tunnel. You have the opportunity to use the tunnel, which will allow Arno to penetrate the inside of the cathedral through the bottom. The tunnel will lead straight to the first floor. You only need to press the button on the bottom of the ladder to unlock the floor.

    The method of the second is the door on the roof. At the top of the notre lady, you can hack large doors that will spend you inside this cathedral. If you do not have keys with you, then you can use the laundry.

    The method of the third is an open window on the roof. If you do not have the keys from the notre lady, then you can use open windows, but here you will have to deal with the guards of the cathedral.

    Inside the Cathedral there are premises confession. There will be three such rooms in the cathedral, so there you can make a hidden murder so that no one notice.

    It is best to use the underground tunnel that will lead you to the first floor. When you find yourself in the cathedral, then immediately activate your eagle vision and look on the right side of the output - you can notice two guards and a confession room.

    You need quietly and as quickly as possible to get to the prayer booth and wait until the guard comes to you. When he gets closer to you, then you can make a hidden murder. Also here you can kill and the main goal.

    Before the murder of the main goal, you first need to clean the premises from the rest of the soldiers, most of the guard in another part of the cathedral. Total three of them. The first will stand for the altar, the other two will patrol the prayer room - this room uses your main goal.

    Take advantage of the walls on the second floor and move on them to the guard that stands at the bottom. The guard will be for the altar, so you can commit a tricky murder. You can also make a sabotage with alarm in the center of this cathedral.

    Now there are two guards who patrol the confession room. Rise again along the walls upstairs and take advantage there with your eagle vision to see the route of these guard.

    Jump down and kill one of their guards, then kill the second. As a result, you will clean the premises of confession.

    When you cleanse the cathedral from the guards, then enter the office of confession and wait for you to arrive the main goal that comes straight to you.

    It will take some time, but as soon as he goes to your room, then press the button rather, which will be on the screen. As a result, you will kill him.

    As soon as you kill the goal, then leave this booth and kill the soldiers. Now I get out of this place.

    If you used the bell before, then you will not have problems run away from the cathedral, but if you have not done this, then it is best to stay out of sight - use the underground tunnel or return to the second floor and go to the roof where then jump down.

    After you choose from the cathedral, then rather leave the forbidden zone and your task will be completed.

    North Bridge: Silver Age

    Soon after the completion of the previous task, the animus will begin to approach you. You need to find the portal to avoid detection.

    Go through the portal that will be located in the western side from the Cathedral of Notre Dame. Use the roofs to make it easier to find it.

    When you find this portal, then rather jump into it so that the server exploration does not find you.

    When the new north will boot, Arno will be in the future, in 1889, in the same city of Paris. Soon the server will start closing you.

    When a new stripping starts, you need to run back towards the subway, which is located near the cafe. The server tries to close you inside.

    You have to find the way back to the city. When you get to the subway, then find the staircase here, which will hold you on the top floor. Go through the tunnels and jump to move on the other side. Soon there will be a train saver with a train that will go to you. Next, use the door and climb above. Go to the next location and continue to move on tunnels.

    When you find yourself in the next zone, then Arno fall through the roof and here it will suddenly go to him ahead of the train.

    You need to run away at this moment to the side. After, go under the rubble and will soon be in a safe place.

    When the train stops, go through the following doors and use the elevator. Soon you are in a completely different area. Here you will see a not fully built statue of freedom.

    Jump down and hide. To you every few seconds will fly to a meeting several pieces of garbage, so move from shelter to shelter so that you do not kill you.

    At the end of its path, it will be necessary to climb on the designs, and then go to the statue.

    Go around this huge statue. Lay the pillars. Click on them to the top and make synchronization.

    Sequence - 4.

    The kingdom

    The following sequence becomes available after Arno completes the previous sequence.

    So, you need to get to Old Logov Assassins, which is hidden in the Cafe Theater in Ile Saint-Louis. Go to the tunnel, which is near the shore. Going further inside and rise up the stairs, after which the video starts.

    After the viewed video, your hero will receive a ghost blade. This weapon is a modification of an old hidden blade.

    Now go to the marker that is on your map. Soon Arno goes to the beginning of memory. You will be in La Court of Miracles, on the street January 19, 1971.

    You need a researcher Labor Miracles. In the green in the green area on the map. You need to find the specified goal. Soon the next scene will start.

    Carefully follow the man named La Tsush. Also here you can finally use your ghost blade. Try to kill the guards who are full of loneliness so as not to attract too much attention. It is best to keep track of all from the roofs. To the extreme case, be prepared for running. To take advantage of the blade, you first need to mark the goal, then strike.

    So, go to the door of La Task (left doors at the very end). You, as always, need to remain in the green zone. To find the specified goal, then use eagle vision. When you find it, try to stay at a distance and carefully follow him. You need to follow it until the next scene starts.

    Now you need to find La Taska. So a little distracted from the job and use the bombs. Take these bombs and throw them as close as possible to the guards that go in the vicinity.

    La Tsush will be located on the second floor of this building, which is surrounded by a red zone. Go to the first floor where operations are now performed. You will not make any difficulty to kill local guards in the room. In addition to those who are here, there is also a security guard that stands on the balcony. Take off through an open window, find the balcony and kill the guard, which is standing there.

    How to cope with the guards, then move on to La Taska. Lay locked the doors and hack them, after which the next scene will begin, after which you need to get out from the Red-Green area to complete this task.

    Murder Le Roy.

    So, this task will be immediately available after the completion of the previous one. You need to kill Le Roy. As a reward, you will receive an officer pistol.

    The task begins after the columns of the church are destroyed, which is in port-Saint-Denis.

    You need to find the shelter. So, move to the goal and pass the enemies from the air. But the point is that the enemy should be isolated from the rest, as you may notice.

    The entrance to the shelter will be slightly lower on the stairs. Lay the stairs and go down below. Note that you will find yourself in the Red Zone. How to be at the bottom, then you will need to avoid people who will be located between Arno and the entrance. Now you have to engage in objects on the floor.

    In this task you can make a sampling sabotage, which is not a mandatory task. Chimneys where you make sabotage are not on top, they are located on the ground in the form of hatches. If anyone does not understand, then these are the most common sewer pipes, only on the floor.

    Chimneys will be marked on your radar with special markers. From the current position, jump down to the left side and try to neutralize the guard here, after which they do the sabotage of the chimney. As soon as you finish with this chimney, switch to the next one.

    You have the opportunity to distract enemies, so this feature It will be useful with a group of thugs. Also you can distract the enemies that cost near the entry into the forbidden zone.

    After you pass through a guarded pass, you get into the sewer. You need to find the road to a huge round area. The main problems will be the guards here, which are very many here.

    When you reach the specified item, you will only fall down. After that, go through the cameras, which are also protected. Cameras will soon appear on your radar near the main premises. In this chamber, raise a little higher on the stairs, and after passing the platform. Move on overcoming obstacles and soon the next scene will start.

    It's time to kill Le Roy. After the scene goes, continue to move on to in the end to get into the chamber and kill Le Roy. Move through the tunnel on the left side, then roll back to the left side and go around it gently guard, which will be mainly standing in the corners of this room.

    Go to the right side and climb the stairs on the left side, after which you find yourself at the entrance to the base chambers.

    Now you have to kill two guards with your ghost blades. A few people will be brought around the main chamber. You need to find two goals and kill them.

    Soon it turns out that the murder is not so easy to test, since Le Roy is not sitting in his chair - he stands up.

    Do not rush to move immediately to the camera. First go to the right side and go through a small hole in the chamber. Next, move on the right side and go up soon up the stairs. Take advantage of the ghost blades and kill the guard with a rifle on the right side, then pass through the beams, which are located above the area with lit candles and a locked door. If you have a wash, then you can hack locked doors and go to the left. After that, you will finally come up to Le Roy. You are from behind him, so you can suddenly kill him when candles.

    If you can't hack this castle, then the option remains to fight with him face to face.

    It's time to dump from here. After you have finished all things and passed the scene, then it's time to go back. Move to the green marker - it will lead you to the exit. Note that the way back will be not too easy and the guards will be wandering everywhere. But where there are chimneys, visibility becomes very low and arno without any problems can neutralize enemies. In one of the corridors you will have to climb on the high wall up to the next tunnel. In the end, the marker will turn out to be almost in front of you and you can get out of here, then watch the next video.

    Sequence - 5.

    Silversmith

    After you graduated from the previous task, visit the Assassin Lair under the cafe-theater. You will have to penetrate the specified place and find one person, after which, with him run away from the hotel.

    Now you have to penetrate the specified hotel. There are a couple of simple entrances to this building. A couple you can find below. A few more are as open windows at the top. Your goal is Germain - is at the very top, so if you penetrate the building through the window, you can significantly save time and nerves. Almost every room in the hotel serves guards or an animal, but they are all too inattentive here, so you can easily die and kill without any problems. In addition to ordinary and inattentive enemies, you can meet in the rooms and stronger with which you have to fight with the help of a ghostly blade or bombs.

    Zheman is located in the northwestern part of this building, so move straight there.

    Now you have to cut thugs. Zheman insists that you clean the way. Well, there is nothing difficult here, act as usual, use your weapons and a variety of skills. Also you can apply the borstering boom on the upper stairs, which leads to animal guards.

    In addition, keep in mind that there are still two shooters, which should also be neutralized. Complete harmoniously through the crowd, and there already to the elevator on the left side, then find yourself on the roof. From here you can easily neutralize a couple of guards.

    After cleaning the terrain, talk again with Germain. So, return back to the hotel to Germoman and soon besides your friend, you will meet the guards that hold the role of Karaul. Do not worry about Germain. Just act according to the specified instruction and soon the next scene will start.

    After that, move after Francois Thomas Germain and will soon see the final video.

    La Holly O'Bolz

    So we go to explore this place. Here you have to kill a couple of soldiers from your pistol, for this simply leave the crowd and shoot in enemies, then come back.

    La Holly O'Blz is very well guarded on earth. If you go straight from the checkpoint, then soon meet a couple of guards who will need to kill with the crowd with their guns. After passing before the exit.

    Here you will hush on a series of beams and several platforms, so you can walk on top. Move to the central hall and jump to the suspended platform, then jump to the ledge to the guard, which stands with a rifle. It can be killed in the back without any problems. After the murder, move along the rope to the doors. In the hubby you will need to work with a book. Soon the interesting scene will start.

    Now it's time to hide from here. First you have to follow the instructions that give you.

    The building is destroyed. Go straight through the room, after which you move a small hole in the wall. Go out the window and after, pass to the design in the center. Here you need to move on the opposite side. Carefully watch the slip.

    Go to the room on the left side and then return back to a circle through the window in the next room. Soon you are again near the construction in the center. Click on it and soon get to the rescue point. Move from here on the beams and rather jump onto the platform, which is located at the wall side. Turn your head to the right side and go to a wooden wall that will hold you to an even higher platform. Climb the top along the wall and after again to the site. From here, move in the center of the room and move along the rope.

    Bread market

    Extremely cautiously make your way to guarded territory. As in the main part of the tasks, it is impossible to raise the alarm as much as possible, so it is necessary to work as secret as possible. As an additional task, you need to make three murders from the gun, but keep in mind that your enemies will be able to hear the sounds of shots.

    Activate your eagle vision, then get to the mark green color. Soon the fire will begin. After that, turn on and move out. Some beams together with canopies can collapse, so try not to stand for a long time in one place.

    Prophet

    Jump down and rather hide in the haystack. In this task there are features such as help and penetration. In the first case, you will have to protect local graveters, but in the second one - to enjoy the plans. In addition, you can deal with the bells for anxiety so that the enemies could not cause reinforcement. Wait for Laphrenger, after which it is more likely to crawl to it and leave this territory.

    Seriously 6.

    Jacobin Club

    So, move to the mansion of a person named Bove moving along the roofs. Soon you will find yourself around the building - here are pierced inside the house and find La Caroli. In addition, you have to deal with all the enemies that are in the territory. Try not to raise anxiety.

    After that, you can only track down the specified goal and find out about the plates of the Templar. Next, get out again. To do this, use secret murders and smoke bombs.

    Ambush Templar

    Get to Elise. How to find yourself in place, then rather deal with the attackers. How to protect your girlfriend, then run away from the place of this crime to the labyrinth. Close to the tower and find out the way out of this West. Note that opponents will be placed around the labyrinth, which you can kill secretly. As an additional task, you will need to make two double murders and up to four shots in the head.

    Go further down the street and kill enemies to a couple with Elise. With a group of enemies, deal with your flue bombs. In addition to the bombs you can just join the fight. After the small cat-scene passes, then kill the detective or become incognito.

    Sequence - 7.

    Careful Union

    It's time to take Elise to Brotherhood and listen to the opinion of your associates. After that, along with it, move to the master of the god. Soon you will stick to the ambush. Deal soon with your opponents and do not forget to follow the health of your girlfriend. If Eliz pervades, then your task will be failed. After you overpower enemies, you start the cat-scene. After you, you need to neutralize the shooters on the roof. To fulfill additional task, you just need to kill your enemies with shots in the head.

    Meeting with Mirabo

    Inspect the place of this crime carefully. On the bed you can find interesting evidence. Next, look at the cabinet and the table - there are also evidence here. Now go out and move to the cafe-theater. Talk to the master Kemer about what has happened. Next, you should visit the local pharmacist, which turns out to be illegally trading with different substances. Naturally, he will refuse to talk to you, so it will be necessary to catch it up. How to catch it, then soon interfere with it.

    Confronting

    Move in the footsteps that are indicated by yellow spots. After the next cat-scene, climb the wall of the building to the marker of green. Soon have to fight Bellek. In battle with him, try not to make a knock down. To perform an additional task, you will need to do about five stunning shots. Soon there is a moment when your fight goes inside the building. Now the enemy is now and you can finish the task.

    Resistance

    Go straight in the runoff until you exit. After that, go through the gate. Here climb the Great Eiffel Tower. Try not to come across the rays of the local spotlight, as you will immediately begin the sniper. From airplanes we recommend that you hide in the corners. Also try to be attentive and not fall under bullet queues. In the end, destroy aircraft from a tank machine gun and jump back to the portal.

    Sequence - 8.

    Royal correspondence

    Jump now down. Here it is necessary to keep the right side, after which they will pass into the beautiful palace. To perform an additional task, just output the bells that are here, then make three indoor killings and everything will be on it. How to find yourself inside, then try to be extremely attentive. Use your darts and smoke bombs in order not to attract special attention to yourself.

    Close to the second floor and follow the zone that is indicated yellow color. Move until you get to the king's office. To find the cache, go to the locker and turn the handle there. After that, the cat scene will appear and you will have to defend Napoleon for several minutes until it opens a secret passage. Next, follow the track behind Napoleon and the task will be performed.

    September pogroms

    You will have to neutralize the commander of the Rui. In this task you have unique ability to distract and help. To activate the first, deal soon with the bandits, well, for the second - you will need to light the fire on the wall. Kill enemies, along the way moving to the middle of this building. After, climb the top and repent finally for its purpose. Browse the cat-scene and descend further down, and then leave this area.

    Sequence - 9.

    Hungry times

    Move to the pier, and after trace the barges, which is noted. To perform an additional task, try not to touch water. Purse into the territory that is protected. Here you need to steal orders. Go extremely gently and do not make the reason to work the signal bell. How to take the specified documents, then leave this area and graduate from your task.

    -Supporters provisions

    The next victim will be Marie Leek. The house has a newly unique opportunity to distract and help. At first, hack the lock and steal the key, then protect the merchant. Next, make your way to the protected palace. To fulfill an additional task, you will have to free a person named volume left and simultaneously preventing the signal bell to work. After committed kill, leave the area and hide.

    The escape

    So, kill the guards who around you and cut the rope more. Next, rise to the top and move the balloon, which in the sky, move along the roofs. Try not to touch the Earth and keep up with this ball to perform an additional task. In the end, you will need to jump to the Elise to the ball and admire with it to Paris in the evening.

    Sequence - 10.

    Invitation to dinner

    The following task is to murder leapel. In this task you will have the opportunity for killing and penetration. To perform penetration, you will need to ask the cook about the open window, and what would be to do the following - you will need to steal wine. To fulfill additional tasks, you will need to make two double murders, as well as bring two robbed to madness with your darts. Hidely cut down the standing guards, and then straighten with the lecking and leave this territory.

    Casman

    Move through a huge crowd to the tent, which is located near the penalty point. Go around the platform from the right side and climb to the god. After the video, he will have to protect Eliza from the attacked enemies, after which, how to move after it. To perform an additional task, you will have to kill two shooters, and after try to stun five opponents.

    Sequence - 11.

    Report before the council

    Move to the advice and report to him about what happened.

    Exhausted opportunities

    How to get around, go to the courtyard. Go to the goal and pass the enemies worthwhile on your way. Launch your opponents with the help of crackers that you will also use to perform an additional task. When you do not find wines at the appropriate place, then move to the bar. Catch up the bandit rather and interrog it. Now grant the inside of the palace and kill the leader of the local gang. To perform an additional task, you will have to make two kill with the use of poison.

    Bastille

    Rather jump into the portal. Enemies again try to hack the server. You need to leave this cemetery and go through local catacombs. Go to the main hall and pass to the bridge. On the opposite side is the portal. When you run, try not to get caught on the cannonic kernels.

    Supreme Being

    A couple with Elise move to the Marsh Field. Look attentively by the Board of Robespierre and try not to attract the attention of local guards. To perform an additional task, you have to withdraw as always the bells standing here. After you read the letters, you stun the guards, which are rapidly quickly approaching you. In the end, it remains only to talk with Elise.

    • Tutorial

    My strange creative way listed me in the development of games. Thanks to an excellent student program from the IT company, whose name consists of one Greek little letter, collaborating with our university, managed to collect a team, give birth to the documentation and establish Agile to develop a game under the supervision of a high-class QA engineer (Hello, Anna!)

    Without much long reflection, Unity was chosen as the engine. This is a wonderful engine on which it is really quick and easy to do. poor game, in which, in the right mind, no one will never play. To create good game, I still have to shift the documentation, in some features and gain development experience.

    Our game used the physical engine unexpected for it, that he gave rise to many performance problems on mobile platforms. In this article, on the example of our game, my struggle with the physical engine is described and all those features of his work, which were noticed on the way to a viable beta version.

    The game

    Gifs with playing


    A few words about how it is made.
    Made with blender and pairs of scripts on python. At the time of shooting, 16 squares were in the corner of the screen, the color of which coded 32 bits of a floating point - the rotation of the phone at the moment time. R, G - Data, B - parity. 0 - 0, 255 - 1. The video taken on the computer was divided into frames using FFMPEG, each frame render was put on a decrypted angle. Such a format allowed us to survive any compression in the process of shooting and overcame the fact that all programs have several different ideas about the flow of time. In reality, the game is played as well as on the render.


    The airplane flies on an infinite and unpredictable cave, in which there are bonuses, all sorts of coins and enemies, in which you can shoot homemade rockets. Crashed into the wall - immediately lost.
    A distinctive feature of the game is that the level is nailed to the horizon and the control in it is gyroscopic, and, absolute. Tilt the phone at 45 degrees - the airplane flew at an angle of 45 degrees. It is necessary to make a dead loop - you have to turn the tablet. No sensitivity, only hardcore.
    We highlight two main and obvious problems for the developer:
    Problem 1: Infinity
    Unity stores and processes the coordinates of objects in the form of conventional 32-bit float, having accuracy somewhere up to 6 decimal sign. The problem is that we have an endless game and, if we fly long enough, a different kind of insane bugs will begin, up to teleportation through the walls. There are several approaches to solving this problem:
    1. Ignoring. In Minecraft, for example, rounding mistakes only made the game more interesting, breeding the phenomenon of "distant lands".
    2. Teleportation in (0; 0; 0) With too much removal of the aircraft from the start of coordinates.
    3. Change point point. Moving is not a plane, but the level around it.
    In our case, the only permissible option is the third, which was implemented. About sales - a little later.
    The first is ignoring - absolutely unacceptable. Creating a robot that will be able to play forever into our game - an interesting (and very simple) task that someone decides. And the usual Korean players should not be underestimated - the airplane is fast, the level is generated unpredictable. And if to go through the walls through the walls to fly and fly, then a more accurate shooting will begin to obviously appear after 5 minutes of flight.
    The second is the teleportation of the player and the whole world - puts mobile devices On the knees, in some cases - somewhere on half a second. It is very noticeable, and therefore it is unacceptable. But this is a completely acceptable option for simple endless PC games.
    Problem 2: Level Generation

    There are several main approaches to the construction of Endless Runner "s:

    1. The use of finished level segments that are joined randomly. So done, for example, in Subway Surfers. It is easy to implement, but the player will quickly get used to it and knows what to prepare what is boring.
    2. The level is simply direct on which obstacles are randomly disposable. So done in Joypack Joyride and Temple Run. In our case, it would strongly limit the number of maneuvers.
    3. All is generated randomly. The most difficult, unpredictable and interesting option for the player.
    Of course, we chose the most difficult option. In his heart there is a very complex state machine, which performs random transitions on them. But within the framework of this article is not an interesting mechanism, but the process of level generation and its organization, taking into account the selected point of reference.
    Structure of level

    We fly in the cave, it has the floor and ceiling - a pair of blocks, elementary construction units. The blocks are combined into segments that are seamlessly joined with each other. Segments, as a whole, rotate around the aircraft and move along its velocity vector, creating an illusion of flight. If the segment comes out of the field of view of the camera - it is cleaned from the blocks, it is drained to the last level segment and is filled with new blocks, according to the generator instructions. A combination of such segments - and there is a level.

    Experienced Unity-developers could fool around, attaching the scope of work and all possible pitfalls. But in words, everything is simple, but I did not have development experience ...

    Basic laws of physics in Unity

    For the month of development, experiments and reading documentation, I allocated three basic laws of physics in Unity. They can be broken, but the fee for violation is performance. The engine will not warn you about the mistake made, and without a profiler you can never know about them. Failure to follow these laws can slow down your game in tens time. As I understood, violation of any law leads to the fact that the physical engine marks the collider-violate as incorrect and re-poses it at the facility, followed by recalculation of physics:
    1. Colliders should not move, rotate, turn on / off and change the size.
    Once you have added a collider to the object - forget about any impact on it or objects in which it is contained. The usual collider is an exceptionally static object. A tree, for example, can be with one collider. If the tree can fall on the player - the tree will fall along with the performance. If this tree grows from the magic nutrient cloud, which the collider does not have, but it can move - this will be accompanied by a drop in performance.
    2. If the object is moving or rotated - it must be a solid body i.e. Have a rigidbody component.
    About it is written in the documentation, yes. Which is not necessarily thoughtfully read to start doing the game, because Unity is very simple and intuitive.
    Rigidbody is changing the ratio of the physical engine to the object. It is starting to influence external power, it can have a linear and corner speedAnd most importantly - the solid can move and rotate with the means of physical engine, without causing a full recalculation of physics.
    There are two types of solid bodies - ordinary and kinematic. Conventional bodies interact with each other and ordinary collides - one body cannot pass through the other. The kinematic bodies follow the simplified rules of simulation - they do not affect any external forces, gravity - including. They can freely pass through each other and colliders, but the usual solid bodies they repel, as if having an endless mass.
    If objects do not mind to give control of the physical engine - use conventional solid bodies. For example, if you need to beautifully pull stones from the cliff. If your scripts or animators control the object directly - use kinematic bodies, so you do not have to constantly fight the engine and random collisions of objects. For example, if you have an animated character or a controlled rocket, exploding when contacting something.
    3. If the object is a solid body - it should move and rotate through solid methods.
    Forget about the direct appeal to Transform "The object immediately after adding a collider to it. From now on, forever, Transform is your enemy and performance killer. Before you write transform.position \u003d ... or transform.eulerangles \u003d ..., say the phrase" I am now absolutely clearly understanding what I am doing, they are satisfied with those brakes that will be caused by this line. "Do not forget about hierarchical connections: if you, suddenly, shifted the object containing solids - there will be a recalculation of physics.
    There are three levels of solid control:
    - The highest and, consequently, natural, level - through forces. These are ADDFORCE and AddTorque methods. The physical engine will take into account weight of the body and correctly considers the resulting speed. All interactions of bodies occur at this level.
    - Middle level - change of speeds. These are Velocity and AngularVelocity properties. On their basis, the forces affecting the bodies in their interaction are calculated, as well as, obviously, their positions in the next point in time. If a solid body has a very small speed - it "falls asleep" to save resources.
    - The lowest level - the object coordinates and its orientation in space. These are MovePosition and MoveRotation Methods. In the next iteration of the physics calculation (this is important, since each subsequent call to the method within one frame replaces the challenge of the previous one) they perform the teleportation of an object to a new position, after which it lives as before. Our game uses just this level, and only he, because it provides complete control over the object.

    What remains overboard? Enabling \\ Turning off the object and scale. I do not know if there is a way to change the size of the object, not confusing the engine. It is possible that there is no. Turning off the object passes painlessly, and inclusion ... Yes, it causes recalculation of physics, in the vicinity of the included object. Therefore, try not to include too many objects at the same time, stretch this process in time so that the user does not notice.

    There is a law that does not affect performance, but affecting performance: a solid can not be part of a solid body. The parent object will dominate, so the child will be or standing in place relative to the parent, or behave unpredictable and wrong.

    There is another feature of Unity, not related to physics, but worthy of mention: Dynamic creation and removal of objects through Instantiate / Destroy methods - an insanely slow process. I am afraid to even imagine what is happening under the hood during the creation of the object. If you need to create and delete something dynamically - use the factory and fill them with the desired objects during the game download. Instantiate should be called in extreme cases - if the factory suddenly ended free objects, and forget about Destroy forever - everything created should be reused.

    Application of laws in practice

    (In this section there is a course of reasoning when creating a game and its features)

    The level obviously has to rotate and move.
    Elevatorous life forever, placing the axis of rotation of the level - the airplane - at the beginning of the coordinates. Now we can calculate the distance from the point to it, calculating the length of the coordinate vector of the point. Trifle, but nice.
    The joint movement of objects is easily implemented through the hierarchy of objects in Unity, because children are part of the parent. For example, the described level structure is logically implemented as follows:
    - Axis of rotation
    - - \\ Level
    - - - \\ segment 1
    - - - - \\ Block 1 (Collider)
    - - - - \ ...
    - - - - \\ block N
    - - - \\ Segment 2 ...
    - - - \\ Segment 3 ...
    - - - \\ Segment 4 ...
    (You can even do without a level object)

    The script on the axis receives data from the gyroscope and sets it the corresponding angle ... and violates many rules at once, because the rotation is transferred to the hierarchy to colliders, which will bring the physical engine crazy. We will have to do the axis of the solid body and rotate it through the corresponding method. But what about the level movement? Obviously, the axis of rotation and the object object will not be moved, each segment needs to move personally, otherwise we are faced with the problem of infinity. So, the solid bodies should be segments. But we already have a solid body higher in the hierarchy and the solid can not be part of a solid. A logical and elegant hierarchy does not fit, everyone will have to make hands - and rotation, and moving, without using an object for the axis of rotation. Be prepared for it, if you have unique gameplay features.

    If the segments directly move directly and so, then they will have to rotate forced. The main difficulty is that in the physical engine Unity there is no "to rotate an object around an arbitrary point" (it is in Transform, but do not tempt). There is only "rotate around your center." This is logical, because the rotation around the arbitrary axis is both rotation, and movement, and these are two different operations. But it can be imitate. First, rotate the segment around your axis, then rotate the coordinates of the "own axis" around the aircraft. Due to the fact that the plane we have at the beginning of the coordinates, you will not have to remember even the school geometry and climb into Wikipedia, there are already everything in Unity. It is enough to translate the angle of rotation to the quaternion and multiply it to the point coordinates. By the way, I learned about it right while writing an article, before that was used a turn matrix.

    We have enemies that push the plane into the wall, hoping to kill. There is a shield that repels the plane from the walls, helping to survive. It is implemented trivially - there is a vector of offset, which each frame is added to the coordinates of each segment and is reset after that. Anyone who wants to kick the airplane, through a special method, can leave the vector of its pink, which will add to this vector vehicle.

    Ultimately, the real coordinates of the segment, each frame, is calculated by the level of control control system something like this:
    Vector3 Position \u003d Segment.Cachedrigidbody.position; Vector3 deltapos \u003d time.deltatime * vector3.left * settings.speed; segment.trueposition \u003d quaternion.euler (0, 0, deltaangle) * (POSITION + Deltapos + MovementOffset);
    After all the calculations and crutches required for the operation of the accurate docking of the segments during regeneration, the segment.trueposition is sent to the MovePosition method of the solid segment.

    conclusions

    How long does it work fast? On the old flagships - Nexus 5 and LG G2 - the game flies to 60 FPS, with barely noticeable drawing during the inclusion of new colliders during the generation of the segment (it is inevitable and does not cost anyone) and nominating worms from the ground (you can heat some hell, To get around, but now there is a conscious violation of the third law). 40 Stable FPS issues any device with a gyroscope that came across. Without knowledge and accounting of all laws, the performance was, to gently say, unsatisfactory and the phones overheated. So much that I thought to write my simple specialized engine for 2D physics. Fortunately, Physics in Unity turned out to be quite flexible so that all problems could be circumvented and create a unique game, there was only a couple of weeks of experiments.

    Now, knowing all the main underwater stones of the Unity physical engine, you can quickly bow our game, destroying the dreams, life and faith of three poor students in humanity. I hope this article will save you a lot of time in the future and will help find not quite obvious violations of the laws of productive physics in their projects.

    Read the documentation and experiment, even if you use simple and intuitive tools.