This memory is very much it's namesake, in it being a refresher for the controls of the game. You'll have to perform various actions to continue, such as running, climbing, free-running and assassinations. The easiest way to do this is to follow the onscreen prompts.
You'll eventually be asked to perform an Air Assassination. Walk up to the beam and then press the prompted button, , to perform the air assassination. Do this for both enemies to complete the optional objective the full sync requirement. Continue following the onscreen instructions to complete the tutorial refresher. Jump from rooftop to rooftop and then land on the ground under the arch to complete the memory.
Rude Awakening Re-Enter the Animus. At the start of the memory, interact with the doorway to enter the Opera House. Head forward into the opera house and take a seat. When prompted, trigger Eagle Vision , and look to the upper right balcony to spot the target. Afterwards, exit your seat and head to the left side of the room. Climb the ladder to the top. Then shimmy to the right and climb up.
You'll know if you've hit a dead end, as Haytham won't move if his path is blocked. Keep going until you reach an empty balcony. You won't need to worry about being spotted or anything. Eventually you'll reach a locked door. Slowly rotate until a rumble is felt. Keep the in place. Rotate the slowly until a rumble is felt and keep it there.
With both picks locked in, rapidly tap to unlock it. In the version, it was needed to repeatedly tap , but it appears that in the remaster that only one tap is required.
Go through the doorway and head across the stage. It's a pretty straightforward route. You'll get to a cutscene where you'll be prompted to hit.
Once the cutscene is over, use the fast walk option hold while walking to exit the Opera House and end the memory.
You'll start out with a cutscene, and then you'll have to head topside to go through a combat tutorial. There's a number of optional Interactive Conversations on the way, but you really don't need to do them. For the combat tutorial, you'll need to make sure that Haytham doesn't lose too much health. The easiest way to do this is just to follow the instructions and onscreen prompts. Once you've learnt to Parry and Counter, you'll trigger a cutscene with the Captain.
Afterwards, follow the indicator to your cabin. For the next part of the mission, you'll need to speak to several crew members, and eventually James. You'll be prompted to head to the stern to look for clues. Use Eagle Vision to find clues. Clues will be indicated with a magnifying glass above them. Once the investigation is done, return to Haytham's cabin.
The next section starts with Haytham needing to speak with the Captain, and then having Haytham defend himself against Mills. The easiest way to do this is countering his attacks. A cutscene will start once Mills is dealt with.
You'll then have to secure rigging on the ship, starting with directly behind you, then on the opposite side of the ship. Another bit of rigging in the middle of the ship will then need to be secured. Once that's done, you'll be prompted to save James in 40 seconds. It's straightforward enough, with you needing to get across the timber and jumping towards James.
A cutscene will show him being saved. Once that's done, and you've had yet another cutscene, go and talk to the Captain. Climb up to the Crow's Nest to complete the memory and Sequence 1. Memory I - Welcome To Boston. Optional Objectives: There are no constraints. You'll start out by having to follow Charles Lee.
Then head to a General Store for a cutscene with Benjamin Franklin. This will unlock the Almanac pages sidequest. The DNA tracker has a section for Almanac pages where you'll be able to see how many you have left to collect, and where. Later in the game, you'll be able to buy an Almanac map, which will show the location for all uncollected pages. The collectibles page provides more information on Almanacs. Enter the General Store and buy a sword and pistol.
Go outside to Charles, and mount the horse next to him to head to the Green Dragon Tavern to complete the memory. Memory II - Johnson's Errand. From the start of the memory, you'll need to be considerate of the optional objectives. Start off by following the onscreen instructions, and shoot the first merc up the hill. Then run up the hill, and look for a gun rack near all of the crates. Pick up the musket and aim and shoot one of the targets below. Lee and Hickey will take care of the rest help them out if you feel like it, I took the option to grab another gun and shoot another enemy.
There's another group of enemies further down that you can shoot. To stay on the objective, do not equip your sword.
Parry all the enemies that attack you, and continue reloading and then firing at whoever is near you. By doing this, Haytham should be able to shoot enemies while Lee and Hickey do the rest. After you've cleared the area, follow the prompt to blow up the cart and open the gate. Head on through and approach the chest. More enemies will appear, so equip your pistol and start shooting.
When Lee and Hickey start to exit the compound, you can loot the dead guys for extra ammunition. Outside, you'll be ambushed by more enemies, so shoot who you can. After several of them are dead, continue up the road to another set of enemies. Hopefully by this point, you should have shot 10 enemies. If you haven't, shoot who you need to and then you can use your sword to kill the remaining enemies.
However, this is your last chance to kill enemies if you haven't completed this objective yet. This memory will introduce you to Eavesdropping. Follow the instructions and approach the first set of citizens nearby. There's a huge circle around them that you need to be in to trigger the eavesdropping.
To get through this one, join a group of nearby citizens to hear the first conversation. Once that's completed, head to the nearby, indicated, church and climb to the top. You'll need to synchronise the viewpoint to reveal more eavesdropping targets. Perform a leap of faith, and then look for a set of Redcoats to eavesdrop on, with the closest group being to the right of the church. Blend in with the nearby civilians to listen to the conversation.
The next thing to do is to eavesdrop on a moving group of guards. One of the groups of Redcoats walk around in a circle. Don't get too close, instead use Fast Walk as they walk around, and follow them from behind. After a couple of seconds, that optional objective will be completed. For the last set, head towards the next area, and you'll get to a courtyard with two civilians talking. Sit on the nearby benches. If you've done all of these without failing, you'll complete another optional objective.
Now for the final section. Head to the waterfront. The best way to enter the restricted area is to enter from the south side of that area. It's not heavily guarded, with only one Redcoat that you can kill with a corner kill.
There will be a number of enemies to avoid while approaching the warehouse where Church is locked up. To avoid getting seen by them, climb onto the roof of the warehouse, walk along and climb down in front of the door. Interact with it to trigger the next part of this memory.
The guard with the key is on the south side of the warehouse. You'll need to pickpocket him. As you turn the corner, there will be a roaming enemy across from where you are.
Hide in the nearby bush, and assassinate him from there. Approach the Redcoat that you need to pickpocket. Do not get too close, as he will turn around and ruin the objective to remain undetected. Hold to pickpocket him. After this, approach one of the Redcoats and kill him before you reach Cutter. If you try to kill Cutter first, you'll be detected and fail that objective.
Charles Lee will kill the other Redcoat, so walk up to Cutter and assassinate him to complete the memory. Memory IV - The Soldier. Follow Charles around the fort until you trigger a cutscene. You'll then have to tail Braddock, while limiting any detection time to less than 15 seconds. This isn't hard to do, just roughly follow where Charles hides, and rotate the camera so you don't lose sight of the group. Once Haytham shouts the word "now". Charles will run up to Braddock and trigger a cutscene.
Follow Braddock and Charles to a secluded alleyway to trigger a battle. Now the first thing you want to do is kill the snitch. Ignore everyone else.
The snitch is the Drummer. If you are doing this on your first try, just run after him and kill him. It is entirely possible to do this on your first try. However, if you do this during a replay, wait until you have access to Smoke Bombs , and use one of them to kill the snitch. Below is a picture identifying the snitch. Now you should have a good few enemies left to take out. So it's time to use a kill streak to take out 3 other enemies.
I find the easiest way to get a kill streak going is to counter kill one enemy, and then while focused on another enemy, keep tapping. A kill streak will be broken if you are hit by an enemy. Memory V - Infiltrating Southgate. After the opening cutscene, approach the nearby musket and fire the first shot on any of the Redcoats to start a scuffle. As you no longer need to use the musket after this, drop it and drop down to eliminate the Redcoats. Once they're dead, the next part of the memory will start.
Once Haytham is riding the convoy, follow the onscreen prompts to eliminate Redcoats in the way. You'll eventually end up at the Fort. Here is where the optional objectives can be completed. The first thing we'll be doing is finding and killing the general. He's located on the right side of the fort. You're able to walk past the Redcoats without being spotted, which makes life easier.
You can use Eagle Vision to find the general he'll glow gold. Look for a set of tall grass where all the horses are. The general is patrolling this area, so watch his route. You can either get to the haystack to assassinate him, or use the crates to perform a corner assassination.
The first set of captives to kill is up on the right if facing the ship. If you run around to the left of the captives, you'll find a load of tall grass you can hide in. Stay there until the guard loops round.
Eventually, they'll go inside the tent. Use those couple of seconds to set yourself up to assassinate him from a corner. Interact with these captives to free them. The second set of captives is to the left of this set, and again you can get a corner assassination here. Wait for the guard to go behind a set of crates he'll have his back to the captives and the river to his right. As he makes his way back, perform a corner assassination and then free the captives.
The last set of captives are on the ship, so it's time to get on board. You can get your last corner assassination on your way. The dock is an L shape, and you want to get yourself next to the crates closest to the ship, while the patrolling guard is walking next to the ship.
You'll be able to assassinate him as he makes his way back. To get on the ship undetected, you'll need to avoid the Captain. It is possible to perform a corner kill on the Captain that is on the ship. Once he's dead, leave the two enemies together, and go and kill the guard next to the captives. Interact with them to proceed with the memory. Now you'll be facing firing lines, and you'll need to use Human Shields tap when possible, and next to an enemy.
Once you're done with the first firing line, run to the fort entrance, and run-jump through the firing line there doing this will disrupt them. Run up the stairs and kill Silas to end the memory. I had a bit of a bug here where the game would fail the firing line objective due to laggy actions. So I was constantly having to use the Restart Checkpoint option.
I eventually got the optional objective, and the following achievement easily enough. Whit's fur ye'll no go by ye! Block a firing line 5 times by using a human shield. Memory I - Unconvinced. Once the cutscene is done, get on the nearby horse and follow Charles. At the top of the hill, you'll need to get off of your horse and use Eagle Vision to find foot tracks. Follow them until you get a cutscene. You'll then have to chase the woman through the snow her name is Kaniehti:io.
The chase will lead you up to a small camp, where you'll have to take down a few wolves. This is your introduction to predatory animals in the game. It's a quick time event, and you'll have to press two buttons that pop up on the screen fairly quickly to kill the animal. If you don't do this correctly, the wolf will jump on Haytham and he will take enough damage to ruin the optional objective of limiting health loss. You'll need to kill all the wolves to continue.
Search the green, circle area for clues. Kaniehti:io is hiding in the trees above. Once you've located her, chase after her again for yet another cutscene.
This game does have a lot of cutscenes Then head up the hill, talk to Kaniehti: io and perform a leap of faith off of the rocks. Walk into town and enter the large, red building. In here, you'll need to sneak around and perform a few eavesdrops. Firstly, walk up to the bar to blend in and listen to the first group.
Then walk over to the second group and eavesdrop on them by leaning up against the wall between two NPCs.
After another cutscene, go to leave the building and you'll trigger a small fight. If you look, there are tables around that have indicators on them. These are breakable objects. There are a couple of ways that these objects can end up being used in a fight - for me, I found that by standing with my back to an object and then counter-attacking an enemy meant that object got used.
Another way is to perform a double parry on them near these objects. You'll also need to be aware of any damage you take too, as the limiting health loss objective won't be completed until the end of the memory.
The memory will end once you've defeated all the enemies. So, even though there is an optional objective for not killing anyone, it doesn't mean you can't attack anyone.
You're just going to do this whole memory with Haytham's bare fists. So equip them, and don't use anything else. With that, when the memory starts, move forward to notice the on-the-move cart.
Approach it from the back and jump in to stay hidden. This is how you're going to get into the restricted area. Once the cart is in the area and "parks up", jump out into the bushes behind it. There's an eavesdrop you need to do. To start, head over to the edge of where they are to trigger it. There's a lone guard patrolling the area, so you'll need to be a little careful here. Once the couple talking start heading towards you, hide in the bush next to the parked cart.
When the guards start walking up the stairs, hide in the haystack next to the stairs. When it's clear, jump out and climb the ladder to the roof. There's a hay cart on the left side of the roof at the far end from the ladder , so head over there and jump into the hay cart.
Stay in there until the eavesdrop is completed. Now Haytham needs to steal the map that is in the nearby, indicated tent. Jump out the cart, and hide in the bushes, waiting for the guard near the tent to get closer. Take him down remember to be equipped with your fists only and then steal the map. Time to do the optional objective of sabotaging the cannons. The first cannon is located near where the map was. There's a guard above it, so walk up behind him, take him down and then approach the cannon.
Tap to interact with it. The second cannon is located in the lower section of the fort. Using the bushes to stay hidden, make your way down the path. As you get closer to the cannon, take down the patrolling guard - the best way to do this is to get them when they're close to the bush.
Interact with the cannon when that's done. Everything is now done here, and it's time to escape. Head towards the nearby exit, and take down the guard standing in the exit. Now run around all of the guards don't get too close, you don't want to set them off and meet up with Kaniehti:io to finish the memory. On your first playthrough, the memory marker will be located at the Wright Tavern in the Frontier. If replaying the memory, you'll start on horseback near Lexington.
After the opening cutscene, follow Church and the group up the path. At the top of the Hill, Haytham will dismount from his horse and talk to Kaniehti:io to start the next objective.
You'll need to kill two militia without triggering open conflict. It can be a bit annoying, but it's not difficult to achieve. You'll need to assassinate the Captain who is patrolling the cap and a regular enemy.
To start, head to the right of the bushes be careful for any Natives in the bushes, if you bump into them, they will push you and give your position away. Jump into it and kill him with a hidden kill.
Now wait for the Captain. When he walks near, perform a hidden kill on him too. From here, you can trigger open conflict if you wish to take the rest of the enemies out. If you get detected before achieving this optional objective, run away as far as possible.
Or you can select Restart Checkpoint and repeat the whole section that way. For the next section, head down the path towards Braddock to trigger the next part. You'll need to destroy three powder carts while chasing Braddock.
There are three things to consider while doing this optional objective:. It took me a good few tries, using the Restart Checkpoint option, to get this done correctly. You'll need to slow down to allow Haytham to shoot the carts. After shooting the first cart, allow Haytham to reload while still galloping and then aim for the second cart.
After the second exploded cart, spur your horse, , to catch up to Braddock and then aim for the third cart. Once the third one is exploded, keep spurring the horse to catch up to Braddock until a cutscene occurs. After this cutscene, chase after Braddock and assassinate him to complete the memory and sequence. We now swap the character we're playing as, and he's called Ratohnhake:ton. We start this memory with a game of hide-and-seek. So we'll have to find all the children without making any mistakes, and within four minutes.
When the game starts, follow the onscreen prompts to Analyze Clue. From here, there will be three large green zones to look for the children. Once all the children are found, approach the hill to trigger the next set of cutscenes. Head back down the hill, and head through the village to find your mother. The route is fairly straightforward to follow. Enter the building, and run to the back to find your mother.
Follow the onscreen prompts to complete the memory. This memory will introduce you to the tree running mechanics in the game.
Start by climbing the tree trunk. As you jump towards a v-shaped ledge, press to climb higher. Reach the top of the tree to trigger the next objective. Jumping on large rocks won't count against you for the optional objective, so use them all you want. Midway through the watery area, you'll have to go back and help your friend out of the river.
If you don't, the memory will desync. So head back, help him and then continue the climb through the trees. Jump off the branches when you get to the cliff face. Climb along the cliff until you cannot head right anymore, and then head upwards. Once you've reached the top, walk out on the large log and approach the eagle's next to grab a feather. Now the optional objective for not touching the ground will be completed, and we can go for the other optional objective. More feathers will pop up on the map.
One feather will be on the tree, almost right next to you. The second one is indicated on the map, but you will have to find a tree leaning down in order to get to it. The third feather isn't indicated, but running around the area will cause it to pop up on the map.
You can use Eagle Vision to help find the feather. This memory is your tutorial to the hunting mechanics in the game. You'll need a lot of patience in order to complete all of the optional objectives.
The first part of this memory is a tutorial on how to use a snare and hunting deer, so just follow the onscreen prompts until you have free reign to do as you wish. We'll break this section down into the optional objectives, as it's the most effective way to complete this memory.
Don't forget to skin the animals after killing them by using. Once you're done, return to the marker. You'll get a cutscene, and afterwards you'll have to dodge the bear attack using the QTE onscreen prompts. When you've completed the QTE, the bear may attack again, so the best thing to do is turn and run back to the village entrance.
Once you've reached there, the memory will be completed. Optional Objectives: Avoid 2 mid-air collisions. This, for me, was the most frustrating memory of the entire game.
The controls are inverted. You only have one mid-air collision, if you get to two you will fail the optional objective. It's a relatively quick memory that is incredibly hard to describe. All you need to do is follow the golden spirit and control the eagle. Heroes are Born Complete Sequence 4. Memory I - A Boorish Man. The memory starts with you needing to go east to the Davenport Homestead. When you get there, run northeast until you reach a large house.
Go and knock on the door. After a cutscene, go to the indicated stables to end the day. The next day. After another cutscene, climb the balcony above and knock on the door for yet another cutscene. Go back to the stables to end the day.
After this, a few enemies will show up. The easiest way to deal with these enemies is to perform counter-kills. Once all the enemies are dead, you'll get a set of cutscenes. Make your way inside the house and speak to Achilles.
Eventually, you'll need to follow Achilles into his secret basement to complete the memory. Optional Objectives: Escape within the given time: 1 minute and 20 seconds. This memory starts out with Connor having time to explore the Boston area.
Since you're not an Assassin or anything yet , you won't get any notoriety from any trouble you cause. So explore as you wish personally, I went with syncing a few viewpoints to make things easier.
When you're ready, head to the General Store for a cutscene. After exiting the store, approach the marketplace and speak with Achilles to begin the second part of the memory. When prompted, follow the target as he walks and goes up to the rooftops. Once this target is in position, you'll have ten seconds to take him down. Now the sniper is down, you'll have 1 minute 20 seconds for the optional objective to escape. The easiest way to do this is to stay on the rooftops, avoiding enemies until you get away.
It is entirely possible to go for the following achievement here:. Jager Bomb After becoming fully Notorious, kill 10 Jagers before losing your notoriety. To go for this achievement here, you'll also want to combine it with the following tactic - go bare fisted, disarm a Jager and kill them with their weapon. Then drop that weapon. Repeat this process another 9 times.
This is because there is a club mission for killing 10 Jagers with their own weapon. You'll probably die a few times, but the game will reload you back to the checkpoint where you'll need to escape, so you can just repeat this until you've disarmed and killed 10 Jagers for the achievement.
Optional Objectives: Do not raise notoriety to level 3. At the start of this memory, you'll need to remove two wanted posters. You don't need to be anonymous to remove them, so if you're detected by enemies, just fight them and then rip the posters down. Now you've reduced your notoriety slightly, do not let it go back to level 3. The objective here is simple. Head to the marketplace to meet Sam and trigger a cutscene.
Afterwards, you'll need to head to the Boston Underground. The entrance is blocked by enemies, so the easiest way to get here is to go via the rooftops and jump down. The memory is technically over, but there's a little more to do. You'll be tasked with escorting Sam through the Boston Underground, and then bribe the town printer.
Follow the path of scurrying rats. Once at the intersection, take the path towards North Port. At the exit doorway, pick the lock to complete this task. From there, meet with Sam at the Printer's Office, and then follow Sam to the harbour.
Take note that you cannot do these two missions on a replay. I realise the answer is most likely no, but I thought it might be worth asking. During the game you could replay Desmond's missions via the e-mail terminal, the context being that they were recordings from Rebecca's remote camera.
Obviously we can't access this terminal after the ending, so can we not replay the missions? I know that contextually there is no reason why you should be able to, but the feature WAS there Reply Share this post. I'm actually creating a new save just for those missions. So no. User Info: choosemyfate. Wait for credits to end. You'll no longer can play as Desmond anymore after credits. User Info: JakeJesmond. Well you always start with Desmond. But then you are with your assassin. Don't do anything and just press start and go to the DNA.
I don't understand why you return automatically in the last mission with Desmond. User Info: ghyaq Sign Up for free or Log In if you already have an account to be able to ask and answer questions. Question Status Is this the last Assassin's Creed ever? Answered Assassin's Creed 3 Help?
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