What do you need help on? Cancel X

Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

Guide and Walkthrough by oldschool312

Version: 1.0 | Updated: 07/01/2008

                            Assassin's Creed
                            Created 11-16-07
                              Version 1.0

Table of Contents

                 Version History..................[VSHY]
                 Gameplay Mechanics...............[GPMC]
                      Optional Objectives.........[OPOB]
                 General Tips.....................[GNTP]
                      Memory 1....................[MEM1]
                      Memory 2....................[MEM2]
                      Memory 3....................[MEM3]
                         -Garnier de Naplouse.....[GDNP]
                      Memory 4....................[MEM4]
                         -Abu'l Nuqoud............[ANQD]
                         -William of Montferrat...[WMTF]
                         -Majd Addin..............[MJAD]
                      Memory 5....................[MEM5]
                      Memory 6....................[MEM6]
                         -Robert de Sable.........[RBDS]
                      Memory 7....................[MEM7]

                            Introduction                               [INTD]

Assassin's Creed without giving up too much is a story of an Assassin in 1191.
The only weapons he possesses are his blades and the skill with which he wields
them. This guide provides an explanation of a method that will work to take out
all the assigned targets. Feel free to jump from section to section using the 
CTRL F search function to find exactly what you are looking for. The progress
towards completion can also be tracked in the version history. This section will
also be a quick way to find out if and when anything has been added. As with all
the guides I've written, I don't proclaim to be an expert. The text below is 
just a description of a way to work through the tasks the game offers. Enjoy.

                          Version History                              [VSHY]

Version 0.35 (Submitted 11-18-2007)
-Walkthrough up to Memory 4
-Controls finished
-Synch, movement, and investigation sections complete

Version 1.0 (Submitted 11-25-2007)
-Walkthrough complete
-Investigations description complete
-General Tips section began
-Flags and Templars soon (hopefully)

Version 1.0 (Submitted 7-1-2008)
-Gave up on describing/finding the flags

                             Controls                                  [CNTL]

Left Stick: movement
Right Stick: camera
Select: Map
L1: Target lock
L2: Chase camera
R1: High profile status

The directional pad is used to quickly change the equipped weapon
     Up: Hidden Blade
     Down: Fists
     Right: Sword
     Left: throwing knives/shortblade

The face buttons control different parts of Altair's body
     Triangle: Head
     Circle: Empty Hand
     Square: Weapon Hand
     X: Legs

Each button will perform a different task depending on the profile status.

Low Profile commands include
     Triangle: Vision (enters first person view)
     Circle: Gentle Push (to move through crowds)
     Square: Attack
     X: Blend (move more slowly and pass informed guards without alert)

High Profile commands (available by holding the R1 Button)
     Cicrle: Grab and throw or tackle (depending on movement)
     Square: Attack
     X: Sprint (Altair moves quickly adapting to the environment as necessary)

                           Gameplay Mechanics                           [GPMC]

In this section we will take a look at different aspects of the game and how 
they can help make Assassin's Creed an more enjoyable experience.

                           Synchronization                              [SNCZ]

In the top left corner of the screen there will be a meter that has several 
bars. This is the Synchronization Bar. The concept is that Desmond needs to stay
in synch with Altair while in the Animus machine. The bar increases by 
completing objectives. Saving citizens, collecting flags, killing Templars, 
investigations, finding view points, and assassinations will contribute to 
increasing the size of the synchronization bar. The bar will deplete when
damage is taken (either from combat or a great fall) or by killing innocent 
citizens. If the bar depletes it will regenerate over time but quicker if there
is not an ongoing alert.

                              Movement                                  [MVMT]
Altair is very sleek. His agility is outstanding as he moves through the 
environment with ease. Two basic types of movement exists in Assassin's Creed.
The first is Low Profile. Low Profile movement goes mostly unnoticed. Altair is
just like any other citizen moving about town. This type of movement also 
includes the blend feature that allows the assassin to move around guards
without drawing attention.

The other form of movement is High Profile. Altair moves in this manner when the
R1 button is held. High profile movement stands out and will draw the attention
of guards. Altair moves more quickly (basically in a sprint) and will perform
the required action according to the environment. For example if in high profile
mode Altair will climb walls and leap from building to building.

                             Fighting                                   [FGTG]

                           Investigating                                [INVG]

Four types of investigations exist in the game: Pickpocket, Eavesdropping, 
Interrogation, and Informers. When an investigation is available it will be 
marked on the map. Move to the area and perform the appropriate action(s) to 
complete the investigation.


Receiving information by picking pockets is not difficult. Move to the location
indicated on the map. There will be two people talking, one of which will be 
the victim of theft. Press L1 to lock onto the target and a cut scene will show
a conversation between the two characters. Once the conversation is over follow
the marked citizen. As long as they are moving the Pickpocket attempt can be 
successful. If they stop you will get caught. The action necessary is simply 
press and hold circle while following the victim. Once the item is stolen move
away from the target and go about business as usual.


This is definitely the easiest method for gathering information. All that is 
required is to find a bench near the targets and sit down. Once seated lock onto
those engaged in coversation and press Triangle. They will talk you will hear
and an investigation is complete.


An interrogation always starts the same way. There is a loud mouth spouting his
mouth to whoever will listen. Walk up to his location and lock on with L1. When
he finishes his speech he will walk away. Once the speaker is in a more secluded
area press down on the D-pad to equip your fists. Begin to punch the orator
until he gives the desired information. Don't be surpised when the guy punches
back. He will not win the fight though, after all you are a highly trained 


The informers are dressed in white just like Altair. So they usually stand out 
in a crowd. The informer will ask you to assassinate or collect flags. The 
kills must be stealth kills. If an alert occurs the quest must be retried. The
flags must be collected in full and returned to the informer within the given
time period.

                          Alerts/Escape                                 [ATEP]

Any time Altair is seen doing something out of the ordinary others will be 
alerted to his presence. This can be as minor as a citizen noting Altair's 
ascent up a wall or as severe as a group of guards moving in for an attack. A
full out escape is necessary when guards are on full alert. While in this status
guards will attack Altair until he is dead or hidden. The most common situation
where an escape is necessary is after an assassination. In order to successfully
escape alerted guards, Altair must first break the pursuer's line of sight. Once
the line of site is broken, Altair can "hide" in several locations. These hide
spots include: blending in with scholars, sitting on a bench, diving into hay,
and rooftop gardens.

                         Optional Objectives                            [OPOB]
The optional objectives in Assassin's Creed will provide benefit by increasing
Altair's Synchronization Bar. Other benefits are discussed under each individual
optional objective.

                             View Points

View points are large scalable structures throughout each of the districts in 
the different cities. Finding and climbing each view point provides more 
information on the map thereby giving a better idea of the city's layout. 
Finding view points quickly reveals the location of the Assassin's Bureau, save
citizen optional objectives, and the investigations required to obtain approval 
for an assassination

                            Save Citizens

Throughout each city Altair will encounter innocent helpless citizens being 
hasseled by that particular city's guards. Altair can choose to save the hapless
individuals or ignore their existence. Saving them can be of benefit. If a 
scholar is being picked on and Altair defeats the guards a moving hide spot will
be created. By blending in with the scholars Altair can move into areas where
he likely would have more trouble gaining access to. Helping the daughters and
wives of Vigilantes will provide a benefit as well. Saving a relation to a 
vigilanted will make them friendly to your cause. Any time you are being chased
by guards and enter a street where vigilantes roam, they will impede the 
progress of Altair's chasers making escape easier. Once the citizen is saved 
a marker will appear on the map indicating the location of the scholars or the
vigilantes so you will know where help exists.


                             General Tips                               [GNTP]

Some tasks in Assassin's Creed can be repetitive. This guide will not provide 
detail on climbing each view point, saving each citizen, or on making each 
escape. Instead some general game play principles exist that can provide 
guidance for many obstacles throughout the game. Below is a list of tips that 
will be helpful in many situations

-Find all the view points in a section of town. This reveals the investigations
     and improves the map view of the city.

-Secondary objectives improve Altair's synchronization meter

-Eavesdropping is the easiest investigation type

-When escaping alerts, break the guards line of sight by climbing buildings and
    turning corners before hiding.

-Guards killed before assassination approval seem to reappear once the feather
     is obtained.

                             Walkthrough                                [WLKT]

                              Memory 1                                  [MEM1]

When the game starts just sit back, watch, and listen. The inital part of the 
game is some back story told through cut scenes. You will be asked to lie down
and a tutorial will begin. The tutorial is just like any other game. Here the 
basic controls of the character are explained and practiced. I'd recommend 
paying close attention to the unique control layout. The ANIMUS tutorial walks
you through the different scenarios that may be encounter and how to use the 
Assassin's abilities. Once you are fully synchronized the tutorial will end
after describing the Assassin's Creed. Subject 17 is then placed in the world
of Altair. 

Jump across the wooden beams and follow the assassin ahead. The ladder leads to
a guard for a practice kill. Step into the next room to see your target.
Altair's fellow assassins are in disagreement with his methods. Proceed dwon the
ladders and engage teh men below. Lock onto the target and attempt a kill. 
Altair's efforts are thwarted.

After being thrown into the next room, run to the right. Quickly move up the
stair like platforms to the rock ledge. Around the corner at the top of the
ledge is a climbable rock wall that leads to the exit and a new memory.

Arriving in a town, Altair's goal is to return to Al Mualim. Head up the dirt 
path to the northeast. The best advice is to hit select and view the map to find
out where to go. Continue until you arrive at a gate where more discussion 
occurs. The guy informs you that the master is waiting in the library. Move up 
the incline to the right and enter the well guarded building. At the top of the 
stairs Altair's master awaits.

Masyaf comes under attack. Exit the Library and move down the gate. Your goal
is to distract the Templar while others are rescued. Move down the path traveled
to reach the library and defeat any enemies encountered. It is an extended 
fighting tutorial. Grabbing an enemy and throwing him to the ground provides
an easy kill. Once you reach the bottom of the hill the Templars regroup and the
memory is fast forwarded.

Altair reenters the fortress to be guided up a ladder on one of the nearby 
walls. Follow the other assassin up the ladders. At the top move to a platform
and prepare for a leap of faith. Follow the on-screen command to leap from the
platform into the hay below. Run across the beams to a wall with grooves. When
you reach the top attack the wooden wall to release a trap for the invaders.

Once the ending cut scene is complete the Memory concludes and you are in
control of Desmond. To the right is a room with a bed. Enter the room and go
into the bathroom to listen to the researcher's conversation. Once their 
discussion is over exit to the previous room. Dr. Vidic recommends you get some
rest so return to the bed and lie down. After a rest more story is revealed and
a new memory will be initiated by using the ANIMUS machine. Select Memory Block
2 and begin the Save Citizens Memory

                                Memory 2                               [MEM2]
                           *Traitor (Masyaf)*                          [TRTR] 

Altair has been stripped of his rank and his weapons. He must prove himself
again to join the brotherhood of assassins. Mualim belives there exists a
traitor in the ranks of assassins. Find him and bring the treacherous dog in
for questioning.

Head out of the Library and towards the town. Mualim asks someone to assist
Altair in remembering how to be a true assassin. He recommends beginning the 
search for the traitor in the village market. The market is located at the
bottom of the village. Use th map to locate the eavesdropping icon and let it
be your guide. The two men next to the well are the targets. A bench sits just
past their location. Sit down and follow the on-screen prompts to listen to
their conversation.

Now move Altair to the pickpocket emblem on the map. As you approach the target
a window will appear requesting L1 be pressed to initiate the mission. Once
pressed the man and woman to the right begin a conversation. The man is the
one whose pocket will be picked. As he walks away move toward him and hold 
circle while in low profile. If successful information is gained and the mission
continues. If unsucessful the pickpocket portion of the memory is reinitialized.
The key is that the guy has to be moving for his pocket to be picked.

Masun appears to be the traitor. He is under a cyprus tree in town. Let's go
have a talk with Mr. Masun. He is standing on what can almost be described as
a stage spouting out information. Stand behind the flags and press L1 to begin
the interrogation portion. Once his speach is over follow him to a secluded
place and beat him until he talks. He moves around the corner to an area with
no citizens. Punch him until he submits (he will fight back). He is brought 
before Mualim and killed. Altair regains the right to carry a sword. From this
point you can practice fighting, explore the town, or work on finding flags. In
any event Altair needs to head to the other objective icon. At the town gate
he will find a horse that will take him to Damascus.

Along the way you are provided with a riding tutorial on exactly how to control
the movement while on the mighty steed. Ride your way to the Kingdom marker to
exit to Damascus.

Upon your exit of Maysaf you should see a tower with an eagle flying overhead.
Climb to the top of the tower to complete a view point. More items are added
to the map that will help your progress. Try to find these view points and use
them frequently. To get down perform a leap of faith into the hay below.

Continue forward and be wary of soldiers ahead. Use the blend feature to move
past them without alert. The path to the left leads to Damascus. Along the way
you can find at least three more view points to climb. They are optional of 
course but can be very helpful.

                             *Tamir (Damascus)*                       [TMIR]

Arrival at the gates of Damascus allows Altair to encounter the first citizen
in peril. A saved citizen may be an asset at a later point. Dismount and engage
the guards. It is three on one but they are no match for Altair's blade. Throw
them to the ground and attack for some cheap kills. Talk to the citizen then
look nearby for some scholars to blend in with. This will allow Altair to move
freely past the guards.  Press X near the scholars and Altair will walk among 
them and enter the town.

The main initial goal as Mualim noted is to ask permission from the Damascus
Assassin's Bureau to conduct business in town. The Bureau is marked on the map.
It is located in the southern part of town. Along the way you may find citizens
in need and view points to climb. There are a total of 12 citizens to save and
nine view points to find. Let the map be your guide to their locations. Find
each of the side objectives before or after seeking out the Bureau. Once you
arrive near the Bureau a message appears informing you of the entrance's 
location. Reach the roof to find out more about the first assassination 
target, Tamir. 

Seeking out the viewpoints reveals the investigations that must be performed to
access the Assassination Memory. Only two of the six possible investigations are
required to assassinate Tamir. The choices include three eavesdropping, two 
pick pocketing, and one interregation opportunity. Below is a list of the 
general location of each investigation and a description of the information 

Interregation: Tamir is preoccupied with the production of weapons
Eavesdrop Southwest near interregation: Friends are helpful for clean escapes
Eavesdrop Center: The beams which cross the central courtyard can be accessed
Eavesdrop East: Tamir is within the souk
Pick Pocket North: Obtain letter stating Tamir plans a shipment 
Pick Pocket East: Map of the souk showing the northeast roof easily connecting
    to the central courtyard 

Once two have been completed return to the Bureau. Once the information obtained
is discussed with the head of the Damascus Brueau, permission is granted for 
the assassination of Tamir. His position should now be marked on the map. 
Arriving at the marker begins a cut scene where Tamir murders a man. Once it is
over if you loose track of the target use eagle vision and locate the figure
outlined in gold. The guards are on high alert. The slightest unwarranted 
movement will trigger them to attack. So don't perform any high profile moves,
bump into a guard, or cause a woman to drop a pot. A lady will lament about her
problems to Altair and then stop. Once she is gone move behind Tamir when he is 
talking to a merchant and assassinate him with your hidden blade. Alternatively,
you can just walk up to him and start swinging your sword. Once the 
assassination takes place be prepared to run. The entire town is on alert. If 
you get near a guard they will attack. This can be frantic especially since it
is the first experience like this in this game. Begin by running in the genral
direction of the bureau. If you can find a way up to a rooftop do so then fend
of the guards that follow or if the line of sight is broken hide. In order for 
the Bureau to be open you have to arrive in a non alert status. After showing 
the leader of the Damascus Bureau the blood soaked feather a new mission will 
become available.

Talk with Lucy a couple times to gain some back story then check out her 
computer to read her e-mail. When ready go rest in the bed and Memory 3 will
be the next ANIMUS mission.

                                Memory 3                              [MEM3]

                     *Garneir de Naplouse (Acre)*                     [GDNP]  

Mualim is pleased with Altair's progress and grants him new abilities. The 
counter attack can be practiced as you leave the library. It is an important
ability that if mastered will make Altair near unstoppable. There are two new 
assassinations available. One takes place in Acre while the other occurs in 
Jerusalem. On the path to the two cities more view points can be found. Its 
your option but you may want to go ahead and find them before continuing with
the missions.

As you approach the gate to Acre there will be some guards hassling someone to
the left. Save the citizen to trigger some scholars to walk by. Blend in with
them to enter the gate. Once inside find a view point to locate the Acre Bureau.
In this town the view points are (usually) guarded by a single soldier on the 
roof tops. They will become alerted at your presence and request you leave the 
area. Kill the guard and climb to synch. If you can maneuver into position 
without them seeing you assassinations are the way to go.

The Bureau of Acre is in the souteast corner of town. Access the roof to enter.
Raphique supplies what amounts to pointless information beacaue you likely have
encounter several of the investigations only 2 of which are required.

Informer 1: The informant is in the soutwest corner of Acre. He wants you to 
     assassinate a target before devulging information. There is a guard 
     patroling the area. Move to a rooftop and use eagle vision to key in on the
     path he takes. He will circle the area near the informant then walk down a 
     back street. Follow him down the street after he circles the area near the 
     informant. Half way down he stops looks and turns around. Assassinate him
     as he stops then run by him to avoid alerts. Return to the informant and he
     will reveal:  None may enter the fortress save the scholars and guards

Informer 2: (Northeast) Run a course collecting flags and return to the 
     informant before 3 minutes are over. The flags basically make a square
     around the area. They appear on your mini map and 3:00 is plenty of time.
     If you mess up the first time the second time around will be much easier.
     Information gaine is:  Garnier secludes himself within his fortress walls.

Interrogation:  He is standing in front of a church speaking of the 
     doctor and his extensive workload. When he nears the well attack with fists
     to receive the required information. Garnier removes himself from the 
     world around him while tending to his patients

Pick Pocket : (Central) Acquired letter which shows connection between Garnier
     and two other men.

Pick Pocket 2: (West) Acquired map showing candelabras and patients within 

Eavesdrop: There are some fortress roof guards absent from patrol duty

Once at least two investigations are complete return to the Bureau for the 
assassination approval. Reach the top of the church/hospital take out all of 
the archers (at least 6) and drop into the center from above. (Alternatively,
a group of scholars will patrol the area if you save the nearby citizen but
killing the archers is more fun). Once inside, a cut scene shows some of 
Garnier's brutality. Move into the area with the patients. Some of the patients
seem to have lost their minds and will angrigly lash out at Altair as he 
approaches them. There is a window that is broken out on the east wall that will
provide an excellent escape route. Move to the north wall and stand near a 
patient. If you turn and face south the escape will be easier. Wait for Garnier 
to walk by and unleash the hidden weapon for a stealth assassination. If you 
have to fight him he is kind of tough especially with several guards and 
unstable patients nearby. Quickly leap up to the broken window on the east wall
and exit the building. There is a garden nearby to hide in. Proceed to the 
Bureau cautiously to prove the kill. 

                           *Talal (Jerusalem)*                         [TLAL]

The first thing you will notice is the mass exodus from the city. There is a 
long line of citizens leaving Jerusalem. Proceed down the path to the city.
To the left of the main gate some guards are giving a scholar a rough way to go
in the cemetary. Save him to blend in with a group of scholars so as to enter
the town. Find the nearby view point to synchronize and locate the Jerusalem
Bureau. You may save citizens and find more view points if you like. After
talking to the Bureau leader, the investigation begins.

Eavesdrop: (North) Save the scholar near the investigation point and blend in
     with the newly created group of white robed men. Once in the building 
     listen to the conversation to hear In a fight Talal will try to shoot his
     enemies using his bow.

Interrogagtion: (East) Talal holds his slaves within a warehouse

Informer 1: (North) There are two targets that have seen a fellow assassin's
     face. Take them out without alert and return to the informer. One is 
     stationary while the other moves around the square. Take out the patroling
     target when he reaches the alley opposite the stationary target.

Informer 2: (South) Find the 18 flags in and return within 3 minutes and find 
     out: Talals loyal followers will sacrifice themselves giving him time to

Pickpocket 1: (Southwest) Acquire map showing position of Talal's guards

Pickpocket 2: (South central) Acquire map detailing the souk where Talal will
     hide if he escapes

Talal is held up in the Northern part of town. Use the nearby saved citizen
group of scholars to enter his domain. Once you arrive at the target's position
Altair finds that it is a trap. Talal sends his men to kill you. Fight them off
while slowly working toward the ladder in the room. Once at the top of the
ladder Talal will run. Give chase and be prepared to strike when you are close.
If you can get a hidden blade assassination that would be best. It is possible 
to move above him and leap down for a kill. It just takes a little luck and some
really good timing. At the very least you should be able to catch up to him and
finish him with the sword. Once he is dead do everything possible to escape.
Thus far Talal is the most difficult stealth assassination.

You are returned to present day (game time) and are in control of Desmond. Talk
to Lucy some for more story then go to your room. Someone has been in there. 
Investigate the closet to find a code to the door. Use the code to open the
door and find a pen near the ANIMUS. Return to your room for some rest. Vidic
wakes you the next morning. Listen to him and when he is done follow him to the
area behind his desk. Interact and take a pen from his pocket. Lie down in the
ANIMUS machine to move on to the next memory.

                                Memory 4                              [MEM4]  

The string of successful assasinations has brought you more abilities. Now when
you set out to the towns, quick travel is available. No more horsies to 
Damascus. This memory requires three assassinations in three towns. You will
be traveling back to Damascus, Acre, and Jerusalem.

                            *Abu'l Nuqoud*                            [ANQD]
First to Damascus. Finish any citizen saves or view points in the poor district 
then go to the Bureau. Move to the west and into the rich district for some new
view points and investigations. For this assassination to become active you must
complete at least 3 of the 6 available.

Interrogation: The speaker moves into the guarded area. Move to the right and
     there is a tower that can be climbed to move across the beams above the
     guards. Take the target lock off the character so the climb is easier. The
     Mechant King will come out and speak to his people during the feast.

Pickpocket: Acquired a letter stating the Merchant King is holding a festival 
     within his palace

Eavesdrop 1: (North) There's a path leading up to the Merchant King's quarters

Eavesdrop 2: (East) The Merchant King is preparing for a feast

Informer 1: (Northwest) Collect 20 flags in 3 minutes and the informer mentions
      A fountain in the middle of the courtyard can be scaled.

Informer 2: (South) Stealth assassinate two targets and return to the informant
      within 3:00. 

Take the information gathered back to Raphique for assassination approval. Head
toward the assassination target marker. Once you arrive at Nuquod's palace,
simply scale the gate and move through the partially opened door in the center
of the buiding. Nuquod gives a lengthy oration and is killing all of his guests.
Quickly climb the fountain in the center of the courtyard. Jump to the beams on
one of the sides then to the flagpole and the balcony where Nuquod stood. Chase
him through the door to the left and when he is caught assassinate him. There
will be guards along the way but for the most part you can run by them. The 
important thing is to catch the target and kill him. Escape and return to the
Bureau once the alert is gone.

                        *William of Montferrat*                        [WMTF]

Quick travel or ride across the Kingdom to Acre. Once outside the town blend in
with the scholars to get by the guards at the gate. Visit the Assassin's 
Bureau for some information. The rich district is now open for exploration. 
Once in the area look to the sky to find a soaring eagle to unlock a view point.
There is a total of 11 in the Rich District of Acre. Three of six investigations
are still required before approval from the Bureau leader will be granted.

Interrogation: William will be distracted to day by Richards visit

Pickpocket 1: (West) Another man in the harbor seems connected to William

Pickpocket 2: (Central) Acquired map which holds the position of William's
    archers. The guy tries to walk into the guarded alley but it is possible to
    pick his pocket before he moves by the guards. If not there is a citizen 
    nearby that can be saved to create a group of scholars for easy passage into
    the alley.

Pickpocket 3: (East) A forgotten structure can pose as a potential entrance.
    This pickpocket victim is located inside a guarded area. So you will have
    to drop in from above or blend in with some scholars.

Informer 1: (North) Stealth assassinate two targets and return to the informer.

Informer 2: (South)

Once you have the information required make haste to the Bureau to begin the
assassination. Once near the target the meeting occurs outside the gate.
Richard rides off on a horse and William will reenter. To the right will be two
guards blocking the path to William's location. Climb a nearby wall to reach the
roof and move to the South. There are a few guards on the rooftops but the goal
is a walled off area full of soldiers. William is speaking to them. Stand above
his position at an angle and leap down toward him with your hidden blade 
equipped. As you hit the ground simultaneously attack for a quick kill. Be 
prepared to escape because it is unlikely Altair would want to fight the 
numerous soldiers that are now likely angry. Its actually quite fun to just 
stay there and fend of the 10 to 15 soldiers. It is probably the largest group
of enemies Altair has been surrounded by thus far. If you eliminate them all
the alert is automatically removed.

                              *Majd Addin*                            [MJAD]

The last assassination of this memory occurs in Jerusalem. After Mualim is done
talking exit to the Kingdom and fast travel to Jerusalem. The people are still
leaving. Head to the gate and use the scholars to gain entry. The Bureau leader
recommends heading south to find information on the target. Altair should head
to the poor district and find some view points to reveal the investigations.

Informer 1: (North)

Informer 2: (West)

Pickpocket 1: (East) Acquired map detailing the position of Majd Addin's guards

Pickpocket 2: (West) Acquired map showing the position of the execution plaza

Interrogation: Majd Addin has decided to rule Jerusalem through fear

Eavesdrop: Majd Addin is performing an execution today

Once the investigations are completed return to the Bureau for approval. When
granted move to the execution site. There is an extra objective this time be
sure that the execution does not take place. It is a fellow assassin that is 
due to lose their life. The execution site is near southern border of the Rich
district. For this assassination it would be a good idea to scout the nearby 
roof tops and take out any soldiers. It is not a must but makes the escape 

Check the map once you arrive at the execution site. There should be a group of 
scholars practically on top of the target marker. They are located on the side 
of the area closest to the Harlot Addin discusses. (If they are not there you 
may have not rescued the appropriate citizen). Use them for cover to arrive at 
the base of the stage (boy those guys can go anywhere). Be careful because there
is a madman that will punch Altair as he moves to the scholars. Any sustained 
unusual movement here will trigger a large fight against the guards. The 
scholars travel to the end of the stage where your fellow assassin awaits. Exit
the blend with the scholars at the bottom of the stage near the harlot. Stay in
blend mode and wait for Addin to turn around quickly move on to the stage and 
assassinate the target. Once Addin is dead a large battle ensues. It is actually
kind of fun to fight them off. If you are not in the mood for a fight head north
to the bureau.

After the assassination Vidic is not pleased. Once you receive more story 
information Lucy leaves the area. she can not leave though until Desmond is back
in his room. After the door closes use the previously found code to exit the
room. Check out Vidic's computer (and Lucy's if you like) then return for some
rest. When ready reenter the Animus for the next memory.

                                Memory 5                              [MEM5]

Mualim has two more Templar targets. One is located in Damascus and the other
is in Acre. Race to the Kingdom and quick travel to the city of choice. We will
start with Damascus.
                              *Jubair*                                [JBAR]

Ride down and blend in with the scholars to enter town. The Bureau leader 
suggests checking out a few areas in Damascus' Middle District to find some 
information about the target. Once you find a view point 6 investigations are
revealed. Completion of three is required before the assassination mission 

Eavesdrop: Jubair holds daily meetings within the Madrasah

Interrogation: Jubair's scholars are destroying all books in Damascus

Pickpocket 1: (East) Acquired letter which states Jubair should be within a 
    garden (wait for the guy in the dark colored robe to exit the walled in 
    area; inside the area where the pickpocket is initiated there are too many
    goof balls that will swing at you).

Pickpocket 2: (West) Jubair is at the Madrasah Al Kallasah is surrounded

Informer 1: (North)

Informer 2: (South)

After finding the target a cut scene shows the burning of books. Jubair sends
his henchmen out to find more works of literature to burn. Once you are back
in full control of Altair you will notice several markers on the map. Some are
the henchman but only one is the primary target. He is located in the 
southeastern part of the Middle District. The easiest way to kill him is to
stand on a roof above, jump down, and assassinate. For this late in the game 
this assassination was not too difficult. The kill is pretty easy once you find
the right target marker.

                               *Sibrand*                               [SBRD]
After a talk with Mualim, Altair receives more upgrades and is off to Acre for 
his next target. Quick travel to Acre and ride down to the gates. Use the 
scholars for entry and find the Bureau. Once the Bureau leader provides some 
tips head to the east and find a view point in the Middle District to reveal 
the required investigations.

Eavesdrop: (North) Sibrand is hiding on the docks

Interrogation: Sibrand will install a naval blockade

Pickpocket 1: (Central) Acquired a letter stating Sibrand has no guards on the 
    Northern Docks

Pickpocket 2: (South)

Informer 1: (West)

Informer 2: (East)

After successful completion of three investigations return to the Bureau to
obtain authorization for this kill. Once the feather is yours head toward the 
docks in the southern part of town. Upon arrival at the docks, Sibrand is 
tormenting a scholar he believes to be involved with the dreaded assassin.
Little does he know you are watching the events unfold.

Once the scene is completed, Sibrand moves to the large ship in the center of
the dock area. Travel slightly north toward the only view point at the docks.
While approaching the docks look to the east to spot Sibrand's ship. The larger
ship has a smaller boat at its base. Work your way to the small boat and grab
hold of the ship. Move around to the area of the ship with the steering wheel 
while not actually boarding the ship. Altair should be hanging from the side of
the ship watching as Sibrand comes near. Sibrand will stand at the end of the
ship and fire some arrows. While he is shooting arrows into the air he is 
vulnerable to a stealth kill. Leap up onto the deck and kill Sibrand. The escape
can be  tricky simply because any fall into the water is an instant death.

Once the feather is delivered, Desmond exits the Animus. Speak with Lucy and she
will be interrupted by a phone call from Vidic. Follow her and initiate another
conversation. Once the talking is over, enter your room. Take a rest and 
Vidic will wake you the next morning.

                                Memory 6                              [MEM6]
                            *Robert de Sable*                         [RBDS]

Listen to the coversation with Mualim. Make a quick trip to Jerusalem and speak
with the Bureau leader. This opens up the Middle District for exploration. Find
a view point or two to reveal the location for the investigations.

Eavesdrop: Robert will be attending a funeral

Interrogation: What are Robert's true motives?

Pickpocket 1: (North) Use scholars to gaine entry

Pickpocket 2: (South) Acquired map detailing Robert's position during the 

Informer 1: (West)

Informer 2: (East)

When the investigations are complete, Altair should find his target in the 
southern part of the Middle District. Jump to the top of the fence from a 
nearby building to access the funeral site. A cut scene begins like most other
assassinations. The difference this time is that Altair is spotted during the 
scene and the guards are automatically on alert. Fend off the guards with 
counter attacks and work toward Robert. Strike him with your sword to begin the
kill sequence only to find it is not Robert at all. A woman was placed at the
funeral instead to trap the assassin. Escape to the Bureau to discuss the 
situation with Jerusalem's assassin leader.

The next area to travel to is Arsuf. Either grab a horse and ride out from 
Jerusalem or quick travel to Acre (its a little closer to the goal) and ride
to Arsuf. The path through this area is just one battle after another. There is
very little room for stealth kills. It basically puts Altair's sword skills to 
the test.

At the end of the path Robert stands next to Richard. Altair pleads his case
but Richard says he will believe the winner of the battle. Altair must fight
through several soldiers before facing Robert. Using counters is a must. Even if
you are able to counter every attack some of the guards are so powerful that
they will break through the attempted block and deal some damage. The good 
thing is that if you fail the game restarts at the beginning of the battle so 
you do not have to fight your way to the battle site again. Once the attacking
Templars are disposed of Robert attacks. By this time most of Altair's 
synchronization bar is highly diminished. Keep your guard up as Robert attacks.
The fight will be a prolonged battle if you attempt to kill him with the sword.
It is possible to grab Robert and throw him to the ground. Once he is on the 
ground have your hidden blade equipped for a quick kill.

                                Memory 7                              [MEM7] 

Altair returns to Maysaf but the town seems different and the people are no 
longer friendly. Head toward the libarary where Mualim has always been. This
memory similar to the previous one is one fight after another. Defeat a few
waves of enemies before the calvary arrives. Once at the library move through
the crowd and into the garden to face Al Mualim. 

At first Mualim summons each of the assassination targets Altair had killed 
throughout the game. They are powerful foes but a few counter attacks will 
thin the field and even the odds. Stay on the defensive and counter incoming
attacks to move through the Templars with relative ease. The next trick Mualim
has is to create numerous copies of himself. They will attack Altair just as 
all enemies have up to this point. The only way to stop the attack is to take
out the real Mualim. The real version can be seen by using Eagle Vision. The
target will be colored in gold. Somehow the only Mualim I fought was the real
one so the battle ended quite rapidly. The final form is Mualim himself. He
will attack with deadly force. Counter or dodge his sword attacks and retaliate
with your own (a thrown knife works well here). Once he is damaged he will 
disappear only to reappear in another location in the garden. Continue to avoid
his attacks and counter with your own until he is no more.

Desmond will exit the Animus and the Templars have what they desire. Vidic's 
bosses are standing in the distance. Once there conversation is over examine
the floor with Eagle Vision for some cryptic messages. When ready move to your
room and use triangle on the wall behind the bed for another message. After a
few seconds the credits will roll. Let the credits move to the end and you can
reenter the Animus and replay any of the memories or find flags and Templars.

                              Legalities                               [LGLS]

This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
web site or as a part of any public display is strictly prohibited, and a 
violation of copyright.

E-mail: oldschoolwv312 at yahoo dot com
Copyright 2007 Jason Fryer a.k.a oldschool312 

View in: