tag:blogger.com,1999:blog-65556708316280034032024-03-21T15:18:17.093-07:00Video Games From an Average GuyJust a normal, above average, everyday gamer talking video games..J.R.http://www.blogger.com/profile/14603141208663248674noreply@blogger.comBlogger14125tag:blogger.com,1999:blog-6555670831628003403.post-67523788565316052662012-11-13T14:44:00.000-08:002012-11-15T11:31:30.765-08:00Halo 4 Campaign Walkthrough, and Multiplayer Guide<br />
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<span style="color: lime; font-family: Calibri;"><strong><u>Halo 4 Walkthrough</u></strong></span></div>
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<span style="color: blue; font-family: Calibri;"><strong><u>Campaign Missions</u></strong></span></div>
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<strong><span style="color: lime;"><span style="font-family: Calibri;">*Note* There are no skulls to find. </span><span style="font-family: Wingdings; mso-ascii-font-family: Calibri; mso-ascii-theme-font: minor-latin; mso-char-type: symbol; mso-hansi-font-family: Calibri; mso-hansi-theme-font: minor-latin; mso-symbol-font-family: Wingdings;"><span style="mso-char-type: symbol; mso-symbol-font-family: Wingdings;">L</span></span></span></strong></div>
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<span style="font-family: Calibri;"><strong><span style="color: red;">*Note*</span></strong> The Game starts with a little background cinematic
on how and why the Spartan’s where created, and a little history (I Love
watching this). You start as the world famous Master Chief in cryo-sleep aboard
what remains of the UNSC Forward Unto Dawn. He is awoken by Cortana (Your
favorite A.I. from all the previous games) a little more than four years after
the events of Halo 3 in the year 2557.</span></div>
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<span style="font-family: Calibri;"><strong><span style="color: red;">*Note*-</span></strong>If you have played any of these games before then
you should know to always pick up new weapons, and always be looking to upgrade
them from those you have killed.</span></div>
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<span style="color: blue; font-family: Calibri;"><strong><u>I. Mission One- Dawn</u></strong></span></div>
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<span style="font-family: Calibri;">Access Master Chief’s records.
Doing this will give you the Achievement <strong>“Digging up the Past”.</strong> Wait until
Cortana’s done talking then walk straight ahead till you see stairs going down
to the left, and take them down. Turn right, and head to the computer console
that is functional. Walk up to it and hold the appropriate button to view the
records for Spartan, John 117.</span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> <strong><span style="color: blue;"> </span></strong></span><strong><span style="color: blue;">A.</span></strong> Now head
back up the stairs and to the yellow lit room and to the first console to find
out how badly damaged the ship is. Get weapons, and life support online. Make
your way to up a few floors to the next waypoint as your ship is heavily
scanned by an unknown party. Then to the elevator, that you will need to open.
After you have to climb the elevator walls, quickly slide left to avoid the
debris, and then left to the opening, being prepared to find a Covenant Elite
soldier who needs to die.</span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> <strong><span style="color: blue;"> </span></strong></span><strong><span style="color: blue;">B.</span></strong> After
turning to the opening sneak up the stairs and get a stealth kill, which does
alert the rest of his friends, but is a lot of fun. Plus you get his weapon,
and you can never have enough. Now move around and take out all his little
buddies. Before overriding the blast shield. OMG is that an entire fleet, ut ooh
insert Scooby doo voice.</span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">C.</span></strong> Make sure
you are behind something preferably up the stairs near the console area or the
landing party will blow you against the wall. Ready for some fun, because here
it comes. Take out the elite first on the right side, then deal with all the
grunts, before doing the same on the other side. Then head for the elevator
banks. Your next objective will be to make your way through different waves of
hostile forces (Usually one elite, and a three or four grunts. Always kill the suicide
grunt first. Till the big room where the number of foes jumps up) to try and
deal with the cruiser. </span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> <span style="color: blue;"> </span></span><span style="color: blue;">D.</span> Now it is
time to head outside, and discover that you have been orbiting a forerunner
planet. You should pick up the battle rifle, and then take out the enemies
dropped in your way from a distance. Be careful, there is at least one sniper
with a beam rifle. So stay low as you make your way over to initiate a launch.
Of course once you do, it’s jammed so you need to head back across the area just
a some more drop ships lay down a new group of enemies. </span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> <strong><span style="color: blue;"> </span></strong></span><strong><span style="color: blue;">E.</span></strong> After
dealing with them use the appropriate button to kick start the missile. Now
head back quickly following the waypoints set up by Cortana to the escape pod.
Ignore the enemies inside, and just run as you feel your pulse quicken as the
tension builds trying to get to safety. Till the mission ending cutscene.</span></div>
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<span style="color: blue; font-family: Calibri;"><strong><u>II. Requiem</u></strong></span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">A.</span></strong> All I can
think as we fall to the planet is where can I get one of these suits. After the
cutscene make your way up picking up newer weapons as you look for a way off
this rock. You can head up and look around, but the way out is a tunnel with
some debris in it on the bottom level. After making your way through and
finding a warthog (What is human stuff doing here?) flip it and drive down the
hillside, through the tunnels till you get near the bottom. (Now would be a
great time to have some friends for a co-op). But since I’m alone, here the
best you can do is try and stay upright and run over as many as you can till
you find the ghost. Then it’s time to drive and shoot, the only drawback from a
warthog.</span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><span style="color: blue;"><strong>B.</strong></span> The big
group next to the ghost needs to be dealt with until all are gone. Then get off
the ghost and traverse up the mountain path. You will need to deal with enemies
along the way. There is plenty of ammo, plasma grenades are everywhere and
plenty of places to dodge as you make your way up this linear path. At the end,
make your way up the platform but be prepared for the invisible elite with a
sword as one swipe kills you. So take this guy out from long range, or get him
with a sticky. Then take the sword and let Cortana start to work on his cammo,
and then enter the door lock.</span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">C.</span></strong> Head across
warzone of already dead enemies to the console in the back. Just make sure not
to jump off into nothing. Use the appropriate button to active the console, and
watch the cutscene. Now you have to activate two separate sections to bring the
console back online. Get the first by clicking on the bridge, then head to the
second when the ambush happens, shocked I know. If you have the sword this
should be a short fight if you use it smartly. Then activate the second one,
and notice that the transmission sounds human. Deal with the next group and
then head over to the cartographer to reactivate it and watch the cutscene. Now
walk over and pick up the hardlight shield.</span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">D.</span></strong> Best option
is to move up top and snipe every creature you can with your best long rang
weapon. Then drop down and find some better guns before working your way across
the bridge that reminds me of a multiplayer map I remember. Make sure to load
up on your favorite ammo before coming to the section that heads down with a
banshee across. Stop here and snipe for a while. </span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><span style="color: blue;"><strong>E.</strong></span> After done,
cross over without falling to your death, and enter the banshee and use it to
kill all the other banshee’s. Then take out the ground forces before heading
through the door lock.</span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">F.</span></strong> Enter into
the wide open. Be wary of the turrets and make sure to kill those guys fast.
You can always go over and take control of one of them for a bit if you like.
Which can be helpful, when dealing with the ghost if you are not a great shot.
Another option is to kill the grunt on the ghost and then use it to run around
slaying everyone else. Most familiar with Halo will tell you to use a machine
like the ghost till they kick you off it. Make sure to pick up the SAW and the
rocket launcher as this usually mean you will probably need it against a boss.
So save the rockets for something special.</span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">G.</span></strong> When you
reach the point that you have to get off the ghost, head up stairs and deal
with the enemies, and you will notice a drop ship with more to deal with. This
is a good opportunity to snipe with your carbine, or whatever unless you still
have the SAW. When you are done with the smaller enemies the Hunters are up top
being irritated. Use your rockets on the first, and then notice the second one.
Another option is to have picked up the sword earlier and they can be killed
with a good couple blows from behind while jumping. After they are dead head
through the door lock. </span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><span style="color: blue;"><strong>H.</strong></span> Proceed to
the terminus. A Cutscene, and then a preview of enemies to come. </span></div>
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<span style="color: blue; font-family: Calibri;"><strong><u>III. Forerunner</u></strong></span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> <strong><span style="color: blue;"> </span></strong></span><strong><span style="color: blue;">A.</span></strong> Hit the panel
on the platform and then jump into the portal to the left. Your goal is to
knock out the two pylons to get a signal out. Just ahead you will have your
first introduction to the Promethean Crawlers; these creatures have noticeable
heads, so aim for those. They hunt in packs and are kind’ve creepy the first
time you fight them, but normally attack one at a time. Just know if you see
one you will probably see more. Try the bolt gun they drop, as it’s a lot fun. </span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">B.</span></strong> Further
down you will face a truly nasty combo, a knight, with a watcher (The hovering
craft). The watcher has a shield that covers them both, and the ability to
revive the knight. So it is very important that you kill the watcher first. You
don’t have to, but it’s a heck of a lot easier if you do. Whatever you do, once
you start don’t finish till they are dead. Don’t let them find cover and
recharge their shields, or you will just be spinning your wheels. </span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">C.</span></strong> First you
will need to take out two shields areas before heading up to the pylon. Expect
a lot of enemies, and the need to take cover some times. Once both shield
sections have been shot, your next objective is protected by two knights, and a
couple up top. Once you have dealt with your foes take the elevator to the top,
and shut down that pylon, and enter the wormholes to the next one.</span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">D.</span></strong> The next
one is happening during a Covenant invasion of the area. So stay back and try
and take out the Promethean foes from long distance and let the Covenant help
you out. Of the two the Covenant are the easier to fight. So the enemy of my
enemy is my friend. Though the covenant will try and kill you when they see
you. When you feel like it cross the area and make sure all are dead before you
can continue.</span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> <strong><span style="color: blue;"> </span></strong></span><strong><span style="color: blue;">E.</span></strong> Watch as
some ghost fly past a knight that you must kill. Then take the ghost and ride
it around laying waste to everything in the area. Now take the tunnel to the
area with banshee’s. If you can hit the guy before he can jump into the last
one its hard but worth it, as you will need to deal with another in the air,
and he can lay waste to your ghost. If not try and snipe him, or just lay waste
to all the ground forces in your way to your first of three power cords. Lastly
make your way up and turn off the last pylon so Cortana can transmit.</span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">F.</span></strong> Now jump
through the portals till you are near some drop ships. All lined up like that
sounds like a good time for a grenade. Now head up and try to sneak up on a few
as the Covenant and Prometheans are in a battle. Till you get to the cinematic
and learn something about your new enemy. Afterwards run, get in a ghost and
drive fast time is running out. Nothing like the collapsing level. Just keep
moving forward. You may need to start over, but keep going till you get to the
end. </span></div>
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<span style="color: blue; font-family: Calibri;"><strong><u>IV. Infinity</u></strong></span></div>
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<o:p><span style="font-family: Calibri;"> </span></o:p><span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">A.</span></strong> Head down
the jungle path till you find some knights and an officer. Wait for them to
warp out, then go down and get the DMR, and any other weapon you want along
with some grenades. Make sure to check the tag, and then move on to your next
objective.</span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> <strong><span style="color: blue;"> </span></strong></span><strong><span style="color: blue;">B.</span></strong> When you
get to the area with the night vision. Stay up top and use the binary to snipe,
or other rifles to snipe down below. When ready head down below and prepare to
have to deal with a lot of enemies as you chase down id tags. If you find a
magnum use it, these are one shot weapons if you hit the right spot. </span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><span style="color: blue;"><strong>C.</strong></span> When you
reach the one near the door make sure you have the weapons you want as the door
will trigger a cutscene. Now you have two marines with you as you make your way
to clear the LZ. Use your two buddies to distract the others as you take
everyone down. Try to keep them alive, as it’s nice to have company. When you
get to the pinned down marines, use the rail gun to take out the beam turret
guys, as they are nasty. Use your DMR to take out the rest, as it is a lot
easier with the turret guys out of the way. Head to the top of the hill for a
console to interact with, then use the turrets to defend it. </span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">D.</span></strong> Things get
tough now as you have Promethean, and Covenant foes to deal with. Us the turret
till its empty, there is also another rail gun to find. Taking out all these
enemies is rough but fun. When the phantom shows up retreat to the tunnel; try
and take it out with the rail gun if you can. When the battle is over climb
into the Pelican.</span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">E.</span></strong> Use your
DMR to take out the foes between you and the Scorpion tank. Once inside, wait
and let on as many marines as you can. They will deal a lot of damage to the
foes on the ground. The smart move is to crawl slowly and take out the towers
from long distance. When the Wraith appears take it out fast (Usually 3 shots),
also don’t forget to deal with the ghost. You can take out the phantoms, but
only if they become irritating. Continue till you reach the large elevator.</span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> <strong><span style="color: blue;"> </span></strong></span><strong><span style="color: blue;">F.</span></strong> Once inside
it gets even better as there are more enemies, and several hunters to deal
with. Just remember to take it slow and methodical. Once everything is dead
jump out and take the rocket launcher and get inside the Mantis Mech. Save the
missiles for the beam turret guys that are usually on the bridges, be careful
one shot can kill your mech. You should have some marines with you to help out
with the other guys. </span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> <strong><span style="color: blue;"> </span></strong></span><strong><span style="color: blue;">G.</span></strong> Use the
elevator to get to the top, and watch out for grunts with charged plasma guns
as they can stun you, and the kamikaze grunts with sticky grenades. You will
need to take out 3 different jammers. Then you will need to defend the area
from phantoms. If your mech gets destroyed there are a couple near to change
into. The phantoms take about 10-12 shots to bring down, but are a waste, as
all you need to do is kill the turret guys, and the soldiers they drop. </span></div>
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<span style="color: blue; font-family: Calibri;"><strong><u>V. Reclaimer</u></strong></span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> <strong><span style="color: blue;"> </span></strong></span><strong><span style="color: blue;">A.</span></strong> Grab a
sniper rifle before you head out, then into the Mammoth. Work your way to the
top, checking out all the cool stuff till you get to the top and talk to
Commander Laskey. Grab the jet pack, and head over to the rocket launcher
turret. Now search for sniper towers and send them to where ever it is that the
Covenant go lol. Don’t forget to kill all the ground troops before switching to
the other one when the phantom appears. Then take out the next tower, and
ground troops, ghost as well. Now get in the warthog and drive around why a
marine shoots for you. <span style="mso-spacerun: yes;"> </span>When the wraith
appears use the launcher to take it out, or snipe the gunner, etc. Don’t try to
take this one as it’s not near any of the others.</span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">B.</span></strong> The waypoint
will lead you to the edge of the lake. Here you can press UP on the D-Pad to
select the laser from space and then highlight the Phantom and pull the trigger.
Now return to the Mammoth, and cross the lake. Use the launchers to end the
banshee’s. Then hop off, and move on to destroying the three generators. Just
remember to find something that moves fast, and if you run out of ammo head
back to the Mammoth and get some more.</span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">C.</span></strong> Later use
the beam to ride up to the drop ship, and destroy it from the inside. Then back
to the Mammoth, till the terrain is too much for it and its time to go solo
again. Use the sniper rifle to take out the snipers at the top, and any others
you feel like. There is heavy fighting as you make your way the big gravity
well you need to shut down. Just remember to keep moving, take cover when
needed, snipe when you can, and be wary of those sniping at you. </span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> <strong><span style="color: blue;"> </span></strong></span><strong><span style="color: blue;">D.</span></strong> Once inside
follow the drone, to the elevator. Then follow more to till you get to the
spot. Now you will need to search around for Cortana. Keep going until you find
the “Librarian” forerunner, and be ready for a crazy revelation.</span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">E.</span></strong> Once the
cutscene is over kill the first wave of promethean’s then pick up Cortana. It’s
time to get out of this messed up place. Fight your way to the elevator in the
back of the room. Through the wormhole, then into the Scorpion, it is time to
kick some butt. </span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">F.</span></strong> Keep moving
as you mow down several wraiths, and ghost, till you reach the shield. Then
head down, and take out the shield generators. Head to the next waypoint, and
sadly time to leave the Scorpion. But at least it’s an easy run to paint the
target on the gravity well, and watch the pretty explosion. Back for the
cutscene on the ship, nothing like watching weakness in leadership.</span></div>
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<span style="color: blue; font-family: Calibri;"><strong><u>VI. Shutdown</u></strong></span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">A.</span></strong> Make sure
you walk around and listen to the different conversations in the hangar,
especially the two just across from the Pelican you are to board, you will be
glad you did lol. Also choose your favorite weapons as you walk around as well.
DMR, shotgun, rail gun, SAW, etc. This should let you know what is coming. When
you are set and loaded get into the Pelican and try her out. If you get the no
controls bug, you may have to restart the mission. Don’t know how it starts nor
why, but unless it has been fixed later, it can happen.</span></div>
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<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> <strong><span style="color: blue;"> </span></strong></span><strong><span style="color: blue;">B.</span></strong> On your way
to the waypoint get used to the controls, and toggling the weapons. At the
waypoint you will need to use them to take out many phantoms. *Note-There is
another way of doing this by just killing one or two and hard landing at the LZ
and just running to the doors. When you come out, the skies will be clear
either way*Once you have cleared the area of phantoms, set down and head into
the first of two wave generators you need to shut down. Inside as the platform
starts to move, snipe the covenant enemies to your right. Because you guessed
it, you will need to go over there eventually to keep your platform moving. Be
prepared once you release the lock out for the knights to show up and make this
fight a little harder. Just remember to stop and snipe when you find a good
spot, and clear all the enemies you can before proceeding. You will now need to
clear your old platform before you can continue, and once it starts expect a
couple more knights to just appear on your platform. </span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> <strong><span style="color: blue;"> </span></strong></span><strong><span style="color: blue;">C.</span></strong> Once you
have cleared your platform again start sniping the knights near your objective.
Just be wary because they like to teleport over to you and are big on charging
your position. When you get stopped again, this time with tougher enemies to
stop, before you can get started again. Then when you’re done fight your way
over to the carrier way generator, and use your suit to take it out. When it’s
done head back, but take out the watchers as you travel. Now back to the
pelican, time to head over to the other one.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">D.</span></strong> Expect much
heavier resistance inside this one. No platform this time, you will need to
sever 3 connections to achieve your objective. As before snipe when you can,
but expect the little Prometheans to sneak up close when you’re in zoom mode.
After taking out the first node, expect more enemies to teleport in. To open
the second one you have to defeat the knight who likes to teleport away when
you do enough damage, keep on him till he’s dead. After the second is down,
watch out for the beam laser sentry; don’t take a hit from him. When the third
is down take out the watchers, and finish off those that warp in. Expect
another platoon of bad guys to teleport in the hallway out.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">E.</span></strong> Load up and
get into the Pelican and instead of heading for the ship, go to the waypoint
Cortana comes up with. Inside deal with the Covenant enemies as the tower
around you moves and shakes. Take out the plasma cannon and fuel rod guys
first. At the end there’s some hunters, and there is an achievement if you can
get one of them to accidentally fall off the side, “Explore the Floor”. Then
take the beam up.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">F.</span></strong> Now there
are two ways to get here. One fight through all the enemies, slowly making your
way to the door. Two is to take the banshee and fly right over to it and
quickly get inside the doors while avoiding heavy fire. Once inside follow the
onscreen prompts after the cutscene to trigger another one.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: blue; font-family: Calibri;"><strong><u>VII. Composer</u></strong></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">A.</span></strong> Search the
ammo case to find a hologram. This can be used to distract enemies and draw
their fire while you shot them in the head. Enter the fray, and try to mow down
as many enemies as you can the doctors will distract some. Around a corner what
out for the one shot one kill snipers. Once you clear the initial area, a
phantom drop ship will bring the second wave. Get to the turret which is hard,
and now you will have to survive drop ships with turrets of their own. Just
watch out for the elites who sneak up behind. You overall goal is to get near
the window and raise the shields so they can’t bring anymore drop ships in. </span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">B. </span></strong>When
finally secure, head to the next waypoint with loads of covenant enemies in
your way. Some will have your back to you; show them their mistake with some
manual kills. Then kill everyone near the turret, as they will all go for it.
At the stairs stand there and kill the grunts coming down it. </span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">C.</span></strong> Except your
gift and prepare to use it on some angry hunters. But feel free to try out all
the cool weapons available as you deal with them. Then head to the doc for a
cutscene.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">D.</span></strong> Now you
will need to activate the outer turrets to defend the civilians on Evac ships.
You will need to fight through many covenant soldiers to get there. This is
close quarters, with long hallways, like you would expect on the inside of a
spaceship. There are various checkpoints, and many enemies. Watch out for the
familiar invisible elite with a sword who want to sneak up behind you. When you
finally reach it, insert Cortana in, and then fight your way to the evac area. </span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">E.</span></strong> Now it is
time for a little fun, head over to the Mech, and start laying waste to those
that oppose you.<span style="mso-spacerun: yes;"> </span>Start with ground
forces, then some Banshee’s, and ghost join the party. Try to find a place
where a side or your back is protected as you take them all out. Things get
really interesting when some phantom drop ships appear inside. You will reach a
checkpoint when it’s time to head back to the elevator, so do so whether or not
all enemies are down. Head inside, and do as instructed.</span></div>
<span style="mso-spacerun: yes;"><span style="font-family: Calibri;"> </span></span><br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: blue; font-family: Calibri;"><strong><u>VIII. Midnight</u></strong></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">A.</span></strong> You are now
in the broadsword, with similar controls as the Pelican. You will need to use
your weapons to destroy floating objects that will hit you, and your thrusters
to speed through collapsing areas so you don’t get smooched. The turret fire
isn’t necessary to hit, if you’re nimble enough. Finally you will get to an
area where there is much more room. Quickly fly over to the glowing point on
the spire with your guns. Now there are huge turrets to take out on the
outside. They have to be hit in a certain orb spot. Take out the small guns
near it, then the orb to bring it down. Once all four are down a cinematic will
trigger.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> <strong><span style="color: blue;"> </span></strong></span><strong><span style="color: blue;">B.</span></strong> Quickly
take out the watchers before they can build the beam sentry, and then head to
the next area, which is the same except it has knights as well. More knights,
and then the final terminal. Inside the Didact ship there is a series of
hallways with knights, and watchers protecting them. Head to the terminal when
Cortana tells you. Then you will face different knights with crazier weapons to
dodge, use the door as cover and snipe them. If you are at the right place they
won’t charge you, and you can take them out from safety. When done check them
for weapons, and the auto-sentry.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">C.</span></strong> Enter the
elevator, then the portal. The first one has some crawlers to deal with and a
binary rifle to find. After the second portal find the rack of light rifles and
use them on the many knights, and watchers. Snipe the knight with the Incineration
Cannon, the next portal takes you to an armory with all kinds of cool stuff. </span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> <strong><span style="color: blue;"> </span></strong></span><strong><span style="color: blue;">D.</span></strong> After the
portal, quickly melee attack the knight with his back to you, then deal with
the crawlers, and watchers along with four more knights. An auto sentry would
be good right now. Pick up the Incineration Cannon when you can as it deals
with knights fast. Now to the next portal, you will need to defend the area
from crawlers so you can pick up Cortana. She will give you some help with some
beam defenses. Eventually you will find her at a console. </span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><strong><span style="color: blue;">E.</span></strong> Head
to the next waypoint with heavy crawler numbers, and through the portal. You
will need to step into the launcher to get shot across and into an armory,
stock up. Then deposit Cortana at the console, and head right and launch over
to an island. There is an armory through the door, but save that stuff for
later when you need it. Take your time and deal with the watchers, and
crawlers, then head back to the armory when you are done and pick up the
Incineration cannon before accessing the panel. </span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> <strong><span style="color: blue;"> </span></strong></span><strong><span style="color: blue;">F.</span></strong> Launch to
the next one and immediately take out the knight with the cannon, before
switching to deal with all the little guys. Now find the beam sentry, and take
it out. The island it is on is full of the best ammo. Plus this spot is a great
place to skip the rest of the enemies and just run to the next launcher.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> <strong><span style="color: blue;"> </span></strong></span><strong><span style="color: blue;">G.</span></strong> I hope you
saved your Incineration Cannon ammo, because the top platform has 8 or 9
knights and this will be a serious fight. Trigger them by extending the bridge.
When all are down a waypoint appears on where to go next. Which you guessed it
has some more knights on it that need to die. Then head to the waypoint to
trigger the nuke as prompted to trigger the ending cinematic.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<o:p><span style="font-family: Calibri;"> </span></o:p><span style="color: red; font-family: Calibri;"><strong><u>Multiplayer
Guide</u></strong></span></div>
<br />
<strong>*Note* New to this game is the ability to set up your guy the way you want him armed before hand along with his bonus's. Thus the non need of skulls. You should play around with each and find the right combination for each style of battle, and map style that suits you. </strong><br />
<div align="center" class="MsoNoSpacing" style="margin: 0in 0in 0pt; text-align: center;">
</div>
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: red; font-family: Calibri;"><strong><u>I. Abandon</u></strong></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-<strong><span style="color: lime;">Special
Weapons to find</span></strong>= The Scattershot can be found in the middle of the map, on the
bottom floor of the science facility. There are also random drops, grenades,
and two needler’s to find.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-<strong><span style="color: orange;">The
Map</span></strong>= basically this is an abandoned science facility in the jungle. One of the
smaller maps, with a lot of close quarters fighting, and no vehicles. Plus the
trees and nature do their best to make it hard to snipe, and easy to get killed
from behind. So you will be in constant battles</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: red; font-family: Calibri;"><strong><u>II. Adrift</u></strong></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-<strong><span style="color: lime;">Special
Weapons to find</span></strong>= Sword in the large room at the center of the map. Just to the
left of the blue team spawn point is a sticky detonator, just left of the red
team is a scattershot. There are also grenades, and random drops. </span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-<strong><span style="color: orange;">The
Map</span></strong>= this is a mining vessel. This is similar to Abandon in the play style you
will face. Close quarter fighting, long hallways, and an open central room for
major bedlam. Suggest using close quarter perks.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: red; font-family: Calibri;"><strong><u>III. Complex</u></strong></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-<strong><span style="color: lime;">Special
Weapons to find</span></strong>=Each team will get a sniper rifle right near their initial spawn
point. Energy sword in the middle of the map, with a scattershot behind it, and
on the bottom level. </span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-<strong><span style="color: orange;">The
Map</span></strong>=Unlike the previous two maps this is a large map, where each team has its
own base with weapons, and vehicles to play with. You will need to use long
rang weapons, as you should see your enemies coming.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: red; font-family: Calibri;"><strong><u>IV. Exile</u></strong></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-<strong><span style="color: lime;">Special
Weapons to find</span></strong>= Each team will have a sniper rifle on the hill next to their
initial spawn point, a rocket launcher can be found near the walkway next to
the banshee spawn point, and grenades, and random drops. There are two warthogs,
two mongooses, turret, two ghost, and a banshee.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-<strong><span style="color: orange;">The
Map</span></strong>=Might be the largest map in the game. This one is big on vehicles, and for
team on team missions. </span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: red; font-family: Calibri;"><strong><u>V. Haven</u></strong></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-<strong><span style="color: lime;">Special
Weapons to find</span></strong>=Scattershot, located near the bottom of the map, just under the
centerpiece. There is a sticky detonator in a corridor of a sublevel near the
stairs to the second level; there are also needler’s, grenades, and random
drops. </span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-<strong><span style="color: orange;">The
Map</span></strong>= This map offers a variety of openness mixed with close quarters tiers as
well. Great for a whole lot of different types of missions, but no vehicles.
Keep moving constantly or somebody will get some from where ever you aren’t
looking.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: red; font-family: Calibri;"><strong><u>VI. Longbow</u></strong></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-<strong><span style="color: lime;">Special
Weapons to find</span></strong>= Rocket launcher at each teams initial spawn point up a hill.
Opposite of the main structure is a Rail Gun, and the Spartan Laser, also there
are sniper rifles, grenades, and random drops.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-<strong><span style="color: orange;">The
Map</span></strong>= This frozen tundra is the games’ biggest map. Bring you’re a-game guns,
and leave the little ones at home. There are many vehicles to play with. </span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: red; font-family: Calibri;"><strong><u>VII. Meltdown</u></strong></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-<strong><span style="color: lime;">Special
Weapons to find</span></strong>= Railgun can be found to the right of each teams initial spawn
point, near the ghost, to the left are Incineration Cannons. There are a lot of
vehicles to play with</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-<strong><span style="color: orange;">The
Map</span></strong>= A crazy world that is being destroyed by radioactive impacts. The middle
area is great for vehicle on vehicle battle. The top is great for sniping, and
close quarter’s battles.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: red; font-family: Calibri;"><strong><u>VIII. Ragnarok</u></strong></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-<strong><span style="color: lime;">Special
Weapons to find</span></strong>= Spartan laser, on the cliff that overlooks the stream in the
middle of the map. Railgun can be found to the right up high of each initial spawn
point for each team. There are sniper rifles, grenades, and random drops.
Mantis Mech behind each teams bases, along with banshees, warthogs, mongooses. </span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-<strong><span style="color: orange;">The
Map</span></strong>= This is Valhalla, just renamed. </span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: red; font-family: Calibri;"><strong><u>IX. Solace</u></strong></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-<strong><span style="color: lime;">Special
Weapons to find</span></strong>=Energy Sword in middle of the map, underground. Few steps away
is the Incineration Cannon, Sniper rifles, grenades, random drops</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-<strong><span style="color: orange;">The
Map</span></strong>= Basically the Narrows from 3</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: red; font-family: Calibri;"><strong><u>X. Vortex</u></strong></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-<strong><span style="color: lime;">Special
Weapons to find</span></strong>= Look up high for a sticky detonator, and just opposite of the
map is the other, Needler’s, sniper rifles, grenades, and random drops. Rocket
warthog, in the middle of the map, and a Wraith parked in the pathway to the
main structure. This is the best vehicle map there is in this game. There are
also ghost, regular warthogs, Mongooses, turrets. </span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-<strong><span style="color: orange;">The
Map</span></strong>= A big map designed for team battles</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
</div>
J.R.http://www.blogger.com/profile/14603141208663248674noreply@blogger.com0tag:blogger.com,1999:blog-6555670831628003403.post-21169833596538793642012-11-06T16:18:00.000-08:002012-11-06T16:18:05.950-08:00Benedict Arnold Missions- Assassin's Creed III. Exclusive to PS3<strong><span style="color: red;">*Note* These are exclusive to Playstation 3, and can be started once "Missing Supplies" of Sequence 09 has been completed.</span></strong><br />
<br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: lime; font-family: Calibri;"><u><strong>I. Traitor in our Midst</strong></u></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> <strong> </strong></span><strong>A.</strong> The memory
starts just inside of the West Point Map, right near New York City. Make your
way to the green circle just south. There is a soldier at the back of the
patrol that must be eliminated. The easiest way to do this is to cut through
the gap in the barn and hide in the hay cart. After he’s dead go back the way
you came.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong>B. </strong>Now there
are two more you need to make dead. Use eagle vision in both zones to identify
the golden targets. The first is in a tent on the west side of the camp. When
sneaking over take note of the other soldiers patrol. When he turns away do a
quick hidden blade assassination and leave the body where it falls as you go
back where you came. The other is busy taunting a redcoat prisoner. Just wait
in the concealed area for him to walk by and no one will see you.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> <strong> </strong></span><strong>C.</strong> The very
last target is in the fort. For some reason even though you have probably
liberated several forts for their side by now they still don’t like you. Calmly
walk in and quickly turn right to have the last target knock you out of the way
as he runs passed you. Kill him quickly and end the memory</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: lime; font-family: Calibri;"><strong><u>II. Showing Traitors the Way</u></strong></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> <strong> </strong></span><strong>A.</strong> Speak to
the Patriot soldier to the south to begin the memory. Pick up the crate, and place
it at the waypoint. When the traitor runs from the crowd, quickly run him down
and tackle, don’t kill. Now take him the ship docked to the East (Vulture). </span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: lime; font-family: Calibri;"><strong><u>III. A Spy Among Us</u></strong></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> <strong> </strong></span><strong>A.</strong> Inside of
the Fort to the west is the Memory start. Receive your orders then carry the
powder keg to the reserve. Then place it in front of the door, and move to the area
to begin your eavesdrop. Use the hiding areas, and brush to maintain your
closeness to the conversation. It gets easier once you get outside to follow
them with so much cover. </span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> <strong> </strong></span><strong>B.</strong> When they
break apart follow John Anderson as he meets up with his Redcoat buddies. Now
follow him into the cornfield. Do not get seen, as it will desynchronize. Watch
as he jumps into a hay cart and changes uniforms. Now you will leave the cornfield
and near some trees. When you get to the one that usually starts a free run
through the trees, (A stump, then a tree going up) Use this to free run
trailing him till he’s intercepted by a Patriot patrol.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: lime; font-family: Calibri;"><strong><u>IV. Battle of West Point</u></strong></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><strong>A.</strong> Stock up
only all your stuff, as a big fight is coming up and you want to be prepared.
Head to the fort to start the memory. Now to survive and win this fight you
will need to pay attention to the on screen prompts.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><span style="mso-tab-count: 1;"> </span>- No
matter what you are doing, when the “kill a sniper” comes on your screen, stop
whatever you are doing and do this immediately. They are trying to shoot the
powder reserve, and blow up all the ammo. </strong></span></div>
<strong>
</strong><br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><span style="mso-tab-count: 1;"> </span>-
When prompted break away and defend each gate. Luckily these soldiers are
usually the normal ones who die quickly and don’t block counter kills. </strong></span></div>
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"></span> </div>
<span style="font-family: "Calibri","sans-serif"; font-size: 11pt; line-height: 115%; mso-ansi-language: EN-US; mso-ascii-theme-font: minor-latin; mso-bidi-font-family: "Times New Roman"; mso-bidi-language: AR-SA; mso-bidi-theme-font: minor-bidi; mso-fareast-font-family: Calibri; mso-fareast-language: EN-US; mso-fareast-theme-font: minor-latin; mso-hansi-theme-font: minor-latin;"><span style="mso-spacerun: yes;"> </span><strong>B.</strong>
When the battle is over, you are done. Now you can enter West Point, as its
over. This is also a good place to do some of your club challenges, there are
now some new ones from West Point as well.</span><br />
J.R.http://www.blogger.com/profile/14603141208663248674noreply@blogger.com0tag:blogger.com,1999:blog-6555670831628003403.post-56140457615739472522012-10-31T18:34:00.000-07:002012-11-09T08:36:54.340-08:00Assassin's Creed 3 A Complete Walkthrough<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi15R1wJNLTEDlsH8_OMWYGFL0Vz5NsHhue2uDUnY_lPrg4_1iG932l4xOOudA9cblHnlSIIjFPQZWjaf3MU3szR_dQmPST6Li54VGdrR6uiriMweFlA-0b81dxyih6lxz5jdrEYxFFQr8/s1600/AssassinsC3-1+-+Copy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi15R1wJNLTEDlsH8_OMWYGFL0Vz5NsHhue2uDUnY_lPrg4_1iG932l4xOOudA9cblHnlSIIjFPQZWjaf3MU3szR_dQmPST6Li54VGdrR6uiriMweFlA-0b81dxyih6lxz5jdrEYxFFQr8/s1600/AssassinsC3-1+-+Copy.jpg" /></a></div>
<strong><span style="color: red;"><br /></span></strong>
<strong><span style="color: red;"><br /></span></strong>
<strong><span style="color: red;">*Note i will update the side missions later as i wanted to get the main storyline out first as been playing non stop to get this here*</span></strong><br />
<span style="color: black;"></span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 10pt;">
<span style="color: blue; font-family: Calibri;"><strong><u>Sequence 01</u></strong></span></div>
<span style="color: red; font-family: Calibri;"><strong>*The beginning is a tutorial for those new to Assassins
Creed, and a refresher course for those of us who have played one, or all of
the previous games.*</strong></span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">- Start as <strong>Desmond</strong> and walk until you get to a cutscene,
then after the two barriers have been opened moved down the slope, and enter
the Temple. Get inside the Animus, and follow the directions from Rebecca as
you learn, or remind yourself how to do some of the simple and important things
in this game. I’m not going to give you a walkthrough on the tutorial, as its
fairly self explanatory. </span></div>
<span style="font-family: Calibri;">( You are now <strong>Haytham Kenway</strong>)</span><br />
<span style="font-family: Calibri;"><strong><u>I. A Deadly Performance.</u></strong></span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>A. Head to the Auditorium (Straight Ahead),
and let the attendant guide you to your seat.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>B. Once the show starts trigger Eagle Vision,
and find your target.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>C. Head to the isolated area in the back of
the Auditorium, up the small stairs, ladder, and onto a ledge then slide right
and around the column.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>D. Make your
way up, and to the right as you search for your goal the door high, and to the
left of stage. Unlock it and enter.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>E. Now backstage
make a jump to the prop with the Sun and clouds on it, when it drops make your
way to the left and up a ladder. Then climb the ledge and reach the moon prop,
which will make another drop, then left to the balcony and another cutscene. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>F. Follow the
waypoint markers and then a left to a crowded hallway. Use your fast walk to
push your way through as the memory ends at the entrance.</span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>II. Heading to the New World</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objectives – Limit Health loss to 10%/ -<span style="mso-spacerun: yes;"> </span>Rescue James within 40 seconds)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. (Day
2)-Leave your cabin and to the upper deck. After the cutscene ends you will get
your first chance to learn about the new fighting system for this game. Then
run to the waypoint, and activate Eagle vision to investigate the barrels. You
can now head back to your desk to move time forward, or you can play some of
the mini games that are offered (Fanorona and Nine Mens Morris)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>B. (Day 28)-When you gain control head over
to the Cook and then speak to James. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. (Day 33)-You
will have to duel Mills. Use the counter and disarm combo as it’s a good time
to practice it, or you can do a counter kill if you just want to end it. Then
speak with the captain, and climb/follow the waypoints to open up the sail. Now
comes your second half of the optional objectives. You must save James within a
40 second time span, which is fairly easy. Save and reload if you have problems
as you should have this down by now. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>D. (Day 72)(
And you thought cross continent airplane rides were long)-Meet with the
Captain, then climb the mast to end the Sequence.</span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: blue; font-family: Calibri;"><strong><u>Sequence 02</u></strong></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>I. Hello Boston!</u></strong></span></div>
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Follow the
waypoints along the boardwalk past the market and meet Benjamin Franklin,
before entering the general store and purchasing normal sword, and flintlock
pistol as directed. Then leave the store and take the reins of the horse
offered by Charles Lee and ride with him to the Green Dragon Tavern. Then
follow him in, and upstairs.<span style="mso-spacerun: yes;"> </span></span><br />
<span style="color: red; font-family: Calibri;"><strong>*Note* Any attempt to make any real money to stock away
for the good stuff later isn’t really worth the effort as everything is really
chump change. There is a side mission with Benjamin Franklin all of what you
need isn’t available till much later in the game so save it for later.</strong></span><br />
<strong><span style="color: red; font-family: Calibri;"></span></strong><br />
<span style="font-family: Calibri;"><strong><u>II. Johnson’s Errand</u></strong></span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>(Optional
Objectives- Kill 10 Mercenaries with firearms/ -Don’t let Hickey nor Lee lose
more than half their health)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Follow the
onscreen directions and shoot the sentry, then move quickly up the bank ahead
and pick musket from the rack and shoot the first guard at the gate you choose.
Drop the musket and grab the next one. Johnson and Lee should have taken care of
the rest by now, and approach the men occupied by firing practice. Shoot the
first one you feel like then as the remaining mercenaries rush you end their
lives the best way you know how. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. When
prompted use precision shot and shot the barrels to open a big hole for you to
go through. Then approach the chest.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. As your
optional objective is to keep your buddies at half full health or higher you
will need to jump into the battle with the mercenaries you come and try to keep
them occupied with you. Quick pistol shots, and counter kills are recommended.
When all are down and the cutscene is over make sure to loot the bodies.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>D. Follow your
buddies and into another battle, follow the instructions for the previous
battle again, trying to shoot a few to make your way up to 10 you will have
another opportunity later, but why wait to stack them up. Just remember to
remember to stay inside the circle on your map or the memory ends.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>E. Watch out
for the ambush by the house near the crops. Move in close and take out the
Mercenary. Then take cover behind the cart from the snipers. Take your time and
use precision mode in between their shots to take them out with a musket.
Always remember to loot the corpses for ammo, etc.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>F. One more
battle left; take out this first wave of ground forces up close. Then use a
musket to take out the two snipers on the roof before taking out the other two.
Loot the bodies before moving on to the next waypoint.</span><br />
<span style="font-family: Calibri;"></span><br />
<span style="font-family: Calibri;"><strong><u>III. The Surgeon</u></strong></span><br />
<span style="font-family: Calibri;">(Optional Objectives –Eavesdrop on a moving group of
guards/ -Don’t fail in a single Eavesdrop/ -Remain undetected during the
warehouse infiltration)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Speak with
Charles Lee to begin the memory, and then exit downstairs to be transported to a
house and interact with Lee again. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Move over
to the highlighted area and begin eavesdropping in this blending and
eavesdropping tutorial. Then move to the next waypoint.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. Climb to
the top of the church, and the grave yard to avoid unwanted attention. Keep an
eye out for the sniper to the South. Then scale the tower to get to a viewpoint
(A well known, and well loved part of the Assassin Creed series to open up your
map view of the surrounding territory.) to Synchronize. Then align with the hay
cart and do a leap of faith.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>D. You now
must get three eavesdrops to complete the optional objective part.</span><br />
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-
Move over to the produce booth to knock out the first one.</span><br />
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-
Then north and wind east the north, down the road and use blend to tackle the 2<sup><span style="font-size: x-small;">nd</span></sup>
one. </span><br />
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>- The
last is the hardest, as you have trail two soldiers who are walking laps
basically. You need to use blend as they pass, then blend again to follow them
without incident to complete the last one. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>E. Now move to
the next investigation zone. <strong><span style="color: red;">*Special Note* (The warehouse you need to enter is
inside a restricted area red zone. In these zones you will be investigated by
all soldiers, and will be attacked if identified, which makes stealth hard in
these zones unless you’re careful.)</span></strong></span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>F. Using
roofs, etc to sneak your way over to a view of a hay cart near the warehouse.
There is a guard patrol that you need to avoid to enter the warehouse unseen.
When they pass and move into the alley count to five then calmly walk your way
over till you see a standing guard the left, then press against the corner and
assassinate him. Fast walk from here to the door and open the door to enter the
building triggering a cutscene. Don’t worry if any guards notice if you move
fast they won’t have time to investigate you and raise the alarm.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>G. There are
three guard possibilities to pickpocket to get the key to the warehouse. Two
are surrounded by a lot of witnesses, but there is one lone guard on the roof
top just begging to be your victim. Climb the ladder and watch his movements
then you can move into pickpocket him, but you’re likely to get caught, so instead
use a non lethal takedown, or assassinate him and dig in his pockets for the
key.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>H. Head back
to the warehouse. Hidden blade time, sneak up and silently assassinate the
guard to the left as Charles Lee does in the one to the right. Then Assassinate
Cutter to complete the memory. </span><br />
<strong><span style="color: red;">*Note Stop now and go to every viewpoint you can find, and unlock them. This will make the area a lot easier to traverse. Plus its interesting*</span></strong><br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>IV. The Soldier</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objectives- Limit detection time to less than
15 seconds/ - Perform a kill streak of 3 straight/ - Prevent Snitches from
calling in reinforcements)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Enter the
Green Dragon Tavern to trigger the cutscene. Speak with Charles Lee to begin, and
then follow Lee Braddock. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Stay behind
Lee as you follow the patrol from a safe distance, use blending with civilians
and hiding to behind corners, and other obstacles to avoid visibility. Don’t
freak out with the timer, just stay with Lee and you should be ok. </span><br />
<span style="color: red; font-family: Calibri;"><strong>*Special Note* in this battle coming up you need to take
out the snitches first. They are the ones who don’t fight and try to run to get
reinforcements. The 3 kill streak may be hard to accomplish, but using counter
kills, and combo’s to get the 3.</strong></span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. Charles Lee
will create a diversion allowing you to follow the soldiers into the back
alley. After the cutscene you have a frenzied fight to take out Braddock’s men
and immobilize him. When the last of his soldiers fall move up to Braddock to
finish the Memory.</span><br />
<br />
<span style="font-family: Calibri;"><strong><u>V. Infiltrate Southgate.</u></strong></span><br />
<span style="font-family: Calibri;">(Optional Objectives –Find and kill the General/ -Perform
three stealth assassinations/ -Avoid firing line damage.)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Enter the
Green Dragon Tavern and speak to Lee to begin the cutscene. After grab a musket
and move with stealth to the rooftops and the opposite side of the street as
the procession passes beneath.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. The ambush
begins when you shoot the first soldier you chose. Enter the quick battle
preferably with an air assassination. With the help of your friends this battle
should be short and sweet.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. Time to
play some dress up. You must now ride in the appropriate horse drawn cart to
infiltrate the Southgate Fort. You will need to use your allies to assassinate
suspicious soldiers to avoid detection. You will have your work cut out for you
remove guard dogs, investigation soldiers, etc. Make sure they are dealt with
before the detection meter gets too full. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>D. Inside the
fort walk up the road until you see an officer coming your way. One of your
allies will distract him before he gets to you. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>E. You are now
on your own, and must maintain anonymity as you kill the General, and free
three groups of captives. You will arouse suspicion if you move too fast as you
make your way past the tents, and towards the ship and find a nice hay cart.</span><br />
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-Use
the hay cart to assassinate the General, but take your time as he has a very
irregular patrol pattern.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><span style="mso-tab-count: 1;"> </span>-Now move along the south wall to
your next objective. Find a nice hiding place besides the building and perform
a low-profile assassination, then free the captives.</span><br />
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-Now
make your way to the next group of captives to the north, which are guarded by
an officer. Sometimes he’s stationary to start, so watch and wait from a
distance. When safe hide in the hay cart and assassinate him when best, then
free the captives.</span><br />
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-Move
up the dock towards the ship, and assassinate the officer quietly. Climb the
side of the ship and watch the patrolling guard. When he moves towards the
captives move over to the crates and perform a corner assassination. Now move
over to position and use the whistle to draw the guard away and towards you to
perform another corner assassination, then free the last group of captives. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>F. For full
synchronization you will need to avoid firing line damage. The first one is a
tutorial. Now you will need to move cautiously to make sure in the future to
have a good shield for the next.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>G. When done
climb the wall to reach Silas, who should be killed quickly ending the memory.</span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: blue; font-family: Calibri;"><strong><u>Sequence 03</u></strong></span></div>
<br />
<span style="font-family: Calibri;"><strong><u>I. Unconvinced</u></strong></span><br />
<span style="font-family: Calibri;">(Optional Objectives – Limit health loss to less than
50%/ - Use tow breakable objects in a fight) </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Enter the
Green Dragon Tavern and talk to Lee. Now ride to the south exit of Boston. Now
the hard part, finding Lee in Lexington which can be a little confusing. Your
best bet is to travel west till you get to a road traveling north, take that
for a bit ignoring the other roads to the left until you reach a fork and take
the road that travels slightly northwest which curves down, and heads west,
then head north to find Charles Lee and speak to him</span><br />
<span style="font-family: Calibri;"><strong><span style="color: red;">*Special Note* Wolf Attacks= they usually circle you and
maintain a consistent distance. This is a good time to shoot a few if you have
any pistols.<span style="mso-spacerun: yes;"> </span>Individual wolves will
attack. Be prepared to follow on screen prompts to kill each individual wolf
without taking damage. These are quick, so you fail you will have to rapidly
tap the x or square button depending upon your console to fend them off.</span></strong> </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Get on your
horse and follow Lee to the abandoned campsite. Get off your horse, and follow
the trail in the snow till you find a crouched figure triggering a cutscene.
Then chase after the woman who jumps from tree to tree or you can just chase
the waypoint marker which is easier to trigger another cutscene. After which a
pack of wolves will attack you. After dealing with the wolves activate eagle
vision and look northwest to the wooden platform in the trees to find the woman
hiding there. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. Follow the
woman on the ground again till you reach a rocky outcrop to finally intercept
her. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>D. Now outside
Concord with Kaniehti:io, perform a leap of faith, and then enter the tavern.</span><br />
<span style="color: red; font-family: Calibri;"><strong>*Special Note*Brawling in Taverns- Going on the attack
usually lead to loss of health, instead use counters, and parries to maneuver
the attackers into position for takedown. You can also use counter throws to
direct where the enemies go. This is especially helpful if you need to do
something like use some breakable objects in a fight to pass some obscure
optional objective.</strong></span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>E. Inside the
tavern blend with the non-military people and eavesdrop on two conversations.
When you try to leave a fist fight starts, so use the Brawling in Taverns note
to complete the optional part.</span><br />
<br />
<span style="font-family: Calibri;"><strong><u>II. Execution is everything.</u></strong></span><br />
<span style="font-family: Calibri;">(Optional objectives – Don’t kill any guards/ - Sabotage
two cannons)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Take a
horse and ride to the memory start. Note along the way you can knock out a few
Viewpoints. Head south from the Tavern( if you cross the river you went too
far), then left at the main road till it curves up, then take the fork south as
it curves west, before taking the fork south, then a quick southwest to meet up
with Kaniehti:io.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Use the
snowstorm to run to the waypoint marker, approach the cart and jump inside.
Note if you are seen during the rest of this memory Desynchronization will
occur. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. When the
cart comes to a stop, hide in the nature behind it, and move cautiously to
remain unseen. Wait until the patroller walks away, and then climb the roof to
find the first eavesdropping area. Move along the roof listening to the two
soldiers till the near a hay cart. When the nearby guards look away drop in and
wait till the session ends. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>D. Since we
aren’t killing anyone on this mission select your fist on the weapon wheel.
Move from the hay cart to the tall grass and sneak up to the guard and do a
non-lethal. Then take the map from the tent. Then exit and use the high grass
to sneak up on the guard in the Sentry tower and non-lethal him so you can move
over to the 1<sup><span style="font-size: x-small;">st</span></sup> cannon and disable it. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>E. Hop the
wall, then down the ledge, past a tree to another little wall and wait. When
the patrolling guard turns away from you quickly jump the wall disable the
cannon, then back behind the cover of the little wall. When safe jump into the
water and swim back to Kaniehti:io to complete the memory.</span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>III. The Braddock Expedition</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objectives- kill two soldiers without
triggering open conflict/ - Destroy three powder carts)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Enter the
Tavern in Concord to begin the memory. After a quick ride on a horse speak with
Kaniehti:io. When you gain control move over to the trees and into a pile of
branches when no one is looking.<span style="mso-spacerun: yes;"> </span>There
are two patrolling guards and other stationary ones. One back and forth, and
the other in a circle around the camp. When they move off silently assassinate
the sentry standing nearby stationary guard. You can then whistle to attract
the other to accomplish the first part of the optional objectives. Now you can
chose to start open hostilities and deal with the rest of the guards or slowly
stalk and kill them.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>B. Follow the waypoints till you reach
Braddock’s area to trigger a cutscene. Then pursue him with a horse. You must
maintain a certain distance to him or Desynchronization occurs. You can use the
spur command A or X depending upon your console. There also the added fun of
having to destroy three powder carts while doing this. This can be done by
shooting them as soon as you can and reloading quickly. Then another cutscene
and you can deal with Braddock as you feel like.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. After
another Cutscene and you are back in Boston. Enter the Green Dragon Tavern to
end the Sequence. Now back in present time, take the time to talk to everyone
outside of the animus. When ready enter back in to start Sequence four.</span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: blue; font-family: Calibri;"><strong><u>Sequence 04</u></strong></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">(You are now <strong>Ratonhnhake:ton</strong>, an assassin to be of
British and Mohawk decent son of Haytham Kenway and Kaniehti:io)</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>I. Hide and Seek</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objectives –find all the children without
making a mistake/ -find all the children within 4 min)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. On your
map- Activate Eagle Vision to be sure before you check-The 1<sup><span style="font-size: x-small;">st</span></sup> one
is to the east, just below a rock hill which the child is crouched by. The 2<sup><span style="font-size: x-small;">nd</span></sup>
one is just northwest of the 1<sup><span style="font-size: x-small;">st</span></sup> on the other side of the rock hill
near the beginning of the tree line, inside a pile of branches. The 3<sup><span style="font-size: x-small;">rd</span></sup>
one is almost due west of the 2<sup><span style="font-size: x-small;">nd</span></sup> in a hiding place behind two
smaller trees. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Now time
that you have seek, time to hide. Make your way to the waypoint, then enter the
hiding place up ahead quickly to beat the time limit. Then return to the
village, find the 2<sup><span style="font-size: x-small;">nd</span></sup> house and cut through it when prompted to move
the obstacle. Avoid the flames, they really suck your health. Then interact
with the door when directed to do so. Search to the left and find the debris
covering your mother. </span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>II. Feathers and Trees</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objectives – Don’t touch the ground or water/ -
find three more feathers. Note Stone areas and logs are not considered the
ground.)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Speak with
your friend to start the memory. This will be a free running on trees tutorial
of sorts. After the cutscene free run through the trees to the next waypoint.
It’s going to feel weird at first, but eventually it will become as easy as
walking on land. Move from tree to tree till you get to the stone area which as
I said is not considered the ground. Use it to reach a log, turn around and
return to your friend to pick him up when he falls. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Now free
run to the waypoint and another cutscene. Make your way to a cliff face and up
and approach the nest to get the feather. Now there are two feathers marked on
your map. After you climb the trees to get them head northwest until you find a
dead tree for the third.</span><br />
<br />
<span style="font-family: Calibri;"><strong><u>III. Hunting lessons</u></strong></span><br />
<span style="font-family: Calibri;">(Optional Objectives- Hunt and skin 3 different types of
animals/ -Combine bait and snare to catch an animal/ - air assassinate 2
animals)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Hunting
Lessons-tutorial on how to hunt. Just follow the on screen prompts, and when it
comes time to get the animal enter eagle vision, then put out the bait from
your concealed position, and kill the animal when it moves within range. Skin
the animal, and see what you caught in the snares. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Now is the
time to make all the animals fear death from above. Free run into the trees and
stalk and wait till an animal highlights to air assassinate them like one of
the bad guys. Now find slight open area and set your snare with some bait and
retreat to a good area to wait for the animal. It’s really easy. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. Now move to
the waypoint, when a bear charges you. Press the on screen prompts to evade its
attacks, then run out of the red circle to escape it to end the memory. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>D. Now talk to
the Clan Mother and be prepared for some quick responses. You may need to redo
this one a few time to get it perfect.</span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: blue; font-family: Calibri;"><strong><u>Sequence 05</u></strong></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>I. A Boorish Man</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objectives- Don’t take damage exceeding 51% of
your total health.)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>A. Time to leave the frontier and head to the
Davenport Manor.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Approach
the front door of the manor and begin the memory, which is heavy story, and not
so much gameplay, until you wake in the barn during a storm.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. In the
fight coming up some of the bad guys will attempt to grab you, press x or box
depending upon your console to escape. Since you need to not take much damage
use a lot of counter kills, and fight cautiously. After the cutscene enter the
Manor and follow the old man till the memory ends.</span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>II. Visiting Boston</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objectives- Escape within 80 seconds)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Leave from
the front door and talk to Achilles. Arrive in Boston walk with the old
Assassin till a cutscene happens. You will gain the new adopted name of Connor,
which is a whole lot easier to say and write down. Follow the waypoint and
enter the store, have conversation with the shopkeeper, then return to
Achilles.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Walk with
Achilles until the unrest escalates into a cutscene. When you have control tail
the suspicious man maintaining your distance and using blending and cover. Once
he reaches the ladder wait till he is at the top to follow him. On the roof use
the chimney to stay out of sight till the man halts on the other side of the
roof. A countdown timer will start and you have to run up behind him and
perform an assassination before it ends.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. You are now
on maximum notoriety. You must now escape the area in 80 seconds. Run northeast
on the rooftop using the tree to get over to the next building. Cross it and to
the next with a leap of faith at the end that should end pursuit. If they were
too close and saw you, find a body of water and dive in and swim till they give
up.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>D. Be careful
and make your way to the next mission start. You are still at maximum
notoriety, so you should consider every soldier and others to be actively
looking for you. Use everything you got to get to Sam Adams without incident.
Too bad you can’t ask him for a Samuel Adams right lol.</span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>III. Boston’s Most Wanted</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objective - Don’t raise your Notoriety to Level 3)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. From the
hay cart make your way over to the 1<sup><span style="font-size: x-small;">st</span></sup> notoriety poster, assassinate
the guard and tear it down. Now move around to the right and jump into the hay
cart one level above your position. When ready assassinate the guard. Then when
clear head straight and left behind the building.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Wait out of
view until the two man patrol moves behind the fence and then run up and tear
down the poster. Then retrace your steps back to Sam Adams. He going to show
you another way to remove notoriety which cost coins, which you probably don’t
have enough now, but fortunately this one on him. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. Now you
must get to a secret tunnel entrance to the Green Dragon Tavern. Since we are
trying to stay below Notoriety level 3, take your time and cautiously move
towards that position. Open conflict will fail this optional objective. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>D. Now inside
the tunnels. Note when you approach lamps light them to mark that you have
explored that area, which helps later. Here’s the way to go: Straight from
entrance, Right, Left, Right, Left, Right, the left to your destination.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>E. Now up to
the open air and make your way to the print shop and kill the two guards near
the entrance then go inside and cutscene. Follow Sam Adams till he leaves your
company. Speak with the Harbor Master to head back to Davenport Homestead to
start the next memory.</span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>IV. River Rescue</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objective-Do not touch the water while rescuing
Terry.)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Speak with
Achilles only to have the conversation cut short, run outside and talk to the
scared man to begin the memory. Follow Godfrey to the riverbank.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. <span style="mso-spacerun: yes;"> </span>To accomplish your goal and avoid falling in
the water follow these instructions</span><br />
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>- Try
not to watch Terry and just concentrate on getting to the right area.</span><br />
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>- Run
up the rocks, across the log to rocks. </span><br />
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-Jump
to the log, run across it, jump to next one, run across, and repeat till you
get to a long log in closer to the middle of the river. Use it to jump to the
left side of the river jumping, repeat till you reach a long tree that you will
use to jump to the other side, jump, and run, repeat till you reach a fallen
tree which should match with Terry floating below. Use the on screen prompts to
cause Connor to reach out and save Terry. If you missed him at the fallen tree
just jump into the water to restart the memory.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. You can now
do the mission from the cutscene or leave it for later and travel to Achilles
and continue with the main story line. After a cutscene Connor narrate your
travel in time. Move to the waypoint to begin a new seafaring memory.</span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>V. The Hard Way</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objectives- Sustain no damage before you reach
Martha’s Vineyard/ - Use the swivel gun to destroy to ships/ -successfully
brace during an attack on 3 separate occasions.) </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. This is a
tutorial on the Naval Missions of Assassins Creed 3. Begin by talking to Robert
Faulkner.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><span style="mso-tab-count: 1;"> </span>- Getting to Martha’s Vineyard is
easy, just follow the craft ahead of you</span><br />
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>- Pay
attention to the rocks and stay well clear of them</span><br />
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-
Remember to use B or the Circle button to switch your sail to half to avoid
large gust of wind, and make tight turns</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Take charge
of the Swivel gun once you are ambushed. You need to sink two to complete the
optional objective. Just release the trigger when the cursor is all red.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. Now for the
brace ability tutorial. When the water between you and the frigate turns red,
that means it’s preparing to fire. Press x or square as its cannons burst to
reduce damage, or avoid it all together. Once you have done it right 3 times
send that scallywag to Davey Jones Locker.</span><br />
<span style="font-family: Calibri;"></span><br />
<span style="font-family: Calibri;"><strong>(Desmond)</strong></span><br />
<span style="font-family: Calibri;"><strong><u>VI. Power Source Number One</u></strong></span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Climb the
ladder in front of you and follow the path to the right, Jump up to the
scaffold and then the yellow pipe and run to the end of it. Run over the
ventilation duct and reach the elevator shaft. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Free run
through the shaft to the other side, then climb up. Swing around to the right
to jump down, then up into the next room. Use the pole to jump on to the boxes
and then slide under the doorway.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. Climb the
crane arm and jump to the girder. You will now need to jump from post, etc to
post to make your way to the other side and up to platform above. This one can
be hard, so take your time if you’re having trouble. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>D. Run over to
the giant spindle and slide under, then up and through the metal tube. Once out
of the tube, turn left and over the obstacles and up to the next layer. Then
jump from girder to girder cross the walk roof, then climb up the open upper
level to the top of the crane arm. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>E. Once on top
of the crane arm a cutscene happens. Follow Rebecca’s prompts to jump and
activate your parachute, then guide yourself over to the highlighted roof.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>F. From your
starting position climb the decrepit staircase, and enter the room to trigger a
cutscene. When over climb the stairs inside to reach a broken walkway. Turn
left and move to the far wall climb to the ledge then shimmy left, around a
corner, then another till you make a jump that triggers another cutscene. Walk
up to the slot and insert the Power Source, then go back to the lower level. You
can now talk to everyone, check email, etc. before entering the animus and
starting the next Sequence. </span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: blue; font-family: Calibri;"><strong><u>Sequence 06</u></strong></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>I. On Johnson’s Trail</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objectives- Stay below Notoriety level 2/ - Use
firearms no more than 6 times/ -Use powder kegs to blow up three caches of
smuggled cargo)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Fast travel
from the Homestead to Boston and to the memory marker at the docks and having a
talk with Sam Adams, walk with him till a cutscene. When it ends help the
Frenchman deal with the four soldiers. You might need to take down a poster to
clear your notoriety, then travel to the meeting place.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. After a
cutscene leave the building and head straight to the docks and the right side
of the restricted area avoiding the 4 stationary and 1 patrolling guards on the
West side. Now wait till the coast is clear and use your pistol to hit the
powder keg with precision mode. As soon as you fire quickly escape back the way
you came behind the building under the ship being built and to the other side
of it to avoid any soldiers.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. Being ever
so sneaky Ubisoft didn’t put a powder key next to the next cache so, you will
have to pick up one, and calmly walk it over to it. If your calm and don’t run
you should be perfect. Then move over to the boat and precision shot it, before
quickly diving into the safety of the water. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>D. Swim over
to your next objective and climb up and watch the two guards. They move like
they are on the parade grounds slow and precise. They are slow so wait for
right time and climb up and position a key next to the cargo, and do as the
last. Shoot and swim away, exit the restricted area. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>E. Now all we
have left is to kill two groups of tax collectors, and destroy two crates
carried by smugglers. </span><br />
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-Tax
Collectors, Best to wait till they are away from red coat protection. Start
with an air assassination, then deal with them quickly. Any notoriety should be
taken care of immediately by tearing down posters. </span><br />
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>- The
Smugglers are easier, just bump into them and run away they will give chase,
but eventually give up. </span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>II. The Angry Chef</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objectives- Limit time spent in a single
session of open conflict to more than 15 seconds/ - Limit Chapheau’s health
loss to no more than 50%/ - Perform five low profile assassinations)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. You will
need to chase after Chapheau, until he engages the first two guards. Move
behind the most distant of two and assassinate him, then quickly take out his
partner before a real fight starts. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. The next
quick skirmish is much harder. There is a waypoint beforehand which can help in
reloading. Quickly get behind the first grenadier and assassinate him, then his
companion. Now you have a second pair to take out, with a countdown timer in
open combat. One way to do it is to defeat the regular quickly, then quickly
assassinate the other grenadier from behind as he is distracted by Chapheau.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. Follow
Chapheau through left the alleyway. Then move quickly ahead to assassinate the
two soldiers approaching before Chapheau can start a fight. Then do this again
at a later alley. After the cutscene follow the instructions to direct him to
the appropriate target.</span><br />
<br />
<span style="font-family: Calibri;"><strong><u>III. The Boston Tea Party</u></strong></span><br />
<span style="font-family: Calibri;">( Optional Objectives – Dump 10 crates of tea into the
water/ - Throw three Redcoats into the water/ -Performa musket air assassination)</span><br />
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-
Dump as many boxes of tea into the water as fast as you can. B/Circle to pick
them up, A/X to throw them into the water. Get all 10 done here, as it will get
hectic later. </span><br />
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-There
are gun racks on the ships. You need one in order to perform a musket
assassination, try and knock this one out as soon as you get your 10 or more
tea boxes done. </span><br />
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-The
opening skirmishes are easy, but they get harder as the number volumes rise as
they go on. </span><br />
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-When
Revere and Molineux get overwhelmed respond quickly and try and keep their
health up, protect them both before till the timer ends.</span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>IV. Hostile Negotiations</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objectives- Reach Johnson undetected/ - Kill
Johnson before a single Native American is killed/ - Perform a swan dive to
escape.)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>A. Head to the Homestead to find the Marker,
then to the frontier. This will be a speed and stealth based mission if you
wish to pass the optional. Start by free run to get to the riverbank. Then swim
over and wait for the right time when the lone patroller turns away and over
the rock and further up what feels like a dead end till you find a hard to see
ledge.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. The ledge
lets you climb to the top of the cliff, a jump then cross the log to find a
feather. Cautiously climb up and be wary of the guard with the short patrol
route. He isn’t easy to kill, so wait for the right time and hide just to the
left of him, then take him out on his return. Now calmly creep passed the guard
crouched by the cliff.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. You can now
head left and have to deal with a lot of troops, and two man patrol, or you
head to the tree and free run over to the cliff. Watch the two man patrol and
wait for them to pass before making your way to the house and a cutscene. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>D. After the
cutscene very quickly get to the tree in front of you and use them to get to
the house, then to the front for a quick air assassination of Johnson. The
timing is hard, so just reload if you fail to do so before you fail your
optional.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>E. When you
gain control don’t wait around quickly run from the front of the house to the
top of the cliff then swan dive into the water. Stay submerged and head towards
the reeds for cover till the Sequence ends.</span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: blue; font-family: Calibri;"><strong><u>Sequence 07</u></strong></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>I. The Midnight Ride</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objectives- Do not trigger open conflict/ -
Reach Prescott’s location within two minutes)</span><br />
<span style="font-family: Calibri;"><strong><span style="color: red;">(This can get confusing, so just ask Revere or look at
your map if you get lost)</span></strong> </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. This is a
tough one not to trigger conflict. Travel to Paul Revere’s house at the
waypoint in Boston to start the memory. You start in the frontier area with you
both on horses. At anytime you can tap the L joystick/L2 for other console to
ask for directions from Revere.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. As you
reach the first junction, slow to a trot and travel left on the fork until the
Redcoats pass. Now travel straight till you reach a house that has a small path
that veers right (northeast). Head to the back of the first house, and get off
your horse. Wait till the coast is clear then trigger a cutscene at the front
door. When it’s over get on your horse and travel in a west, south west
direction through the fields, and woods to avoid other patrols. Your goal is to
travel this direction till you reach a part of the river that bends towards
you. This is the spot where the water is shallow enough to get your horses
across without drowning. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. Pass the
first house on the left, then stop and knock on the next one. Then north on the
trail as it curves to the west till you near a bridge. Stop and wait till the
redcoats pass out of view then cross it and head north. Your next house is on
the left, dismount and knock on the door. The first part of the optional don’t
get detected should be over.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>D. After the
cutscene quickly mount your horse, and head slightly south till you get to a
small path heading north east or leftish. Continue northeast till the main
road, head right around the curve for a second only to turn left heading North
on a small path.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>E. Now
continue on this path till you reach an east/west junction and head east.
Travel along this road till you hit due north to the house, then finish heading
back down and northeast to the house. Once you knock on the door the memory
ends. </span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>II. Lexington and Concord.</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objectives- Rescue the civilian hostages/ -
kill a group of regulars on a single order on five occasions)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Talk to
John Parker at the memory start to begin. You now have a 3:00 timer so run to
your horse on the right side of the track, ignore the chaos around you and this
should be no trouble.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Near the
west side of Concord ride south at the junction and behind the soldiers driving
the civilian hostages and perform a leap off assassination on the officer in
the rear, then kill his three underlings.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. Back on
your horse your need to head to take charge of three different firing lines. You
will need to ride between your soldiers and issue commands on when to fire at
the right moment. You will need to judge which area needs your help the most.
You will need to defeat around 120 plus redcoats to win.</span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>II. Conflict Looms</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objectives – Cross Charlestown without taking
damage/ - Air assassinate a grenadier/ - Remain undetected on the ships)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Speak to
the soldier at the Memory start marker to start. You will gain control at
Bunker Hill. Follow the scout on your horse, then over to Israel Putnam. After
a cutscene, head straight and slightly left down and down between the tree line
till you climb the house on the right, then up to the roof. Keep moving to keep
from getting by the constant barrage. Run along the roof tops jumping from
house to house till you reach the last brick house.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Now use the
tree to the side of it to work your way to the ground, then move to the
alleyway to the right of the house. Exit the alleyway and swerve to the right
to avoid the redcoats and keep going straight. Then left across several post
and ships till you hit the open water and then swim to the ship out east. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. Swim around
back to the boat behind the ship then climb to the east side of the ship.
Cautiously watch the patrol routes and wait till the redcoat is facing away
from you, and the grenadier is facing away perform a ledge assassination so
that the victim is thrown into the water. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>D. When clear
climb up and fast walk to the right and hide behind the crates. Now you can use
the whistle ability to cause the redcoat who is circling you area to break his
patrol and search the area of the noise so you can corner assassinate before
the Grenadier would see it. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>E. Now watch
the Grenadiers path and wait for him to he’s moving away before climbing the
crates in the middle of his patrol area and the mast. Wait till he walk beneath
you before performing the air assassination. Now go to the waypoint and plant
the explosives then escape into the water.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>F. Swim to the
next ship, and use the boat behind it to start your climb. Move all the way to
just underneath the side right next to the mast. Wait until the guard
patrolling next to you passes then quickly climb and fast walk to the waypoint.
You could try and be stealthy here but I couldn’t find a why other than just
dumb luck about being spotted. As soon as you place the explosives fast walk
back to the edge and jump into the water. Then climb back onside with the
soldiers dead, and scale the central mast to place the flag before performing a
leap of faith to swim to shore and end the memory.</span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>III. The Battle of Bunker Hill</u></strong></span></div>
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">(Optional Objectives – Cross the battlefield without
taking any damage/ - Limit regular kills to four/ -Air Assassinate Pitcairn
without being detected.)</span></div>
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. This Memory
begin as soon as the last one ends. Mount the horse and make your way to the
waypoint marker and arrive for Putnam’s speech, and a cutscene. When you gain
back control, use cover, and timing to make your way across the battlefield
without taking damage. You will hear someone yell warning like Incoming or take
cover just before the redcoat lines fire. After the flashes end run to the next
position. You may need to reload this a couple time to accomplish this. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Keep going
till you are passed to the left of the main forces, then get to the trees for
some free running to bypass the patrols heading your way. Free run to reach the
waypoint at the cliff.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. From the
cliff carefully approach the camp, till you find a patrolling redcoat. Wait for
the right time then perform a stealth assassination. This will make it easier
to get to your next objective. Use the line of uncleared brush to get near the
cart of hay, and wait here.<br />
<span style="mso-spacerun: yes;"> </span>D. Find the officer and wait for him
to move out of view before moving to the next group of brush. Move to behind
the tent then perform a corner assassination when time to allow you to free run
to the trees and over a flagpole to set up the air assassination of Pitcairn.
Which ends the sequence.</span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: blue; font-family: Calibri;"><strong><u>Sequence 08</u></strong></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>I. Something on the side.</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objectives – Perform a successful static
eavesdrop/ - Perform a successful mobile eavesdrop/ - Do not tackle or shove
anyone.)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. After
arriving in New York the memory begins. Mount the horse, and ride with your
guide to take in the sights before a cutscene triggers. After it ends follow
the counterfeiter into the alley. Blend in with the crowd to follow him, and
then hug the wall just before entering the alley. This guy is very suspicious
and will catch you if you don’t wait for him to finish waiting, and then leave
the alley. Jog up to catch up with him. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. When he
crosses the street to the other side wait before entering the alley blending in
the crowd on the left hand side as a fight breaks out. Do not engage in it, and
wait till he resumes his journey. Did I mention this guy is really suspicious?</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. He will
head left, and speed up his pace. Match it with the fast walk till you reach a
wooden fence. There wait while he stares back. When you reach the steep wooden
stairs climb it and hide behind some barrels and eavesdrop in on the
conversation. Wait until they are done then drop down and continue.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>D. Use the
street walk to the right to blend as your targets stares back at the street,
then continue to an isolated area and stay behind the fence as your target
approaches and then shockingly jumps into the well, to avoid the two man
patrol. Then even more shockingly they walk right passed you both.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>E. Now comes
the hard eavesdrop. One which you may have to do a couple times. Making use of
blend to stay within the back of the circle, and in the long alley hide to the
right to avoid both of them turning to search for someone behind them. Finally
after a cutscene you get to chase Hickey through the streets.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>F. It’s hard
but if you’re methodical you can avoid making contact with others. You will see
a group of soldiers that block your path directly ahead, instead dart left, and
then make the first right, and you should be able to tackle him in the alley.</span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>II. Bridewell Prison</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objectives- Attack no more than one prison
guard/ -Reach Hickey within 2 minutes)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. When the
memory begins, move to the wall and eavesdrop before heading to the bed to
speed up time. When you gain control again follow the guard to the lower level,
and activate eagle vision to identify Weems. Speak to him, and then a cutscene.
You must pickpocket Finch to continue. He can be found on the upper level
talking to some prisoners. Follow him till he goes down the stairs and alone
and steal what you need.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Return to
your cell, then when the next day begins go find Weems on the lower level. You
now have to start a fight with one of three highlighted prisoners. They are
immune to counter kill, so try counter disarming or other tactics. As soon as
one is down another will join in if you’re fast enough. When done you will need
to pickpocket the warden, and then use it to open the door. Follow him along
the hallway, and wait to until he turns left then head upstairs to meet with
Weems.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. Now you
have 2 minutes to reach Hickey’s cell, time to use fast walk to reach the
waypoint before you are detected. </span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>III. Public Execution.</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objectives- Washington’s bodyguards must
survive/ - kill two enemy militia.)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Run and
perform running assassinations by holding the RT/R1 button and tapping x/square
just before you make contact to kill two enemy guards. Pick up his musket then
fire on the Templar. Just keep restarting if you fail to save the bodyguards,
this will probably take several tries. </span><br />
<br />
<span style="font-family: Calibri;"><strong>(Now Desmond)</strong></span><br />
<strong>
<span style="color: red; font-family: Calibri;">*Special Note* Getting detected by security forces is an
immediate return to previous save. Real life is apparently harder, as blending
and other things are hard to tell if they are working. If unsure who’s, who
turn on Eagle vision.</span></strong><br />
<span style="font-family: Calibri;"><strong><u>IV. Power Source 2</u></strong></span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Walk
through the tunnel and take the 2<sup><span style="font-size: x-small;">nd</span></sup> left and up the staircase and
approach to trigger the cutscene, next walk through the door just right of the
booths. Be wary, you will see a patrol ahead. They walk together when you first
walk in, but break up later. Wait till they are both facing away from you to
head through the door.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. There are
guard looking searching for you. Use blend the best you can to get past the
first group. Head over to the stall to blend if necessary, then into the
bathroom to bypass the security checkpoint. Head to the green sign on the right
and turn in front of it to avoid the 2<sup><span style="font-size: x-small;">nd</span></sup> one. The cut through the maintenance
area, and then duck under the shutter. Climb onto the low roof, and then jump
over the fence and through the open window.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. Walk up the
stairs and follow the sole guard along the hallway till he stops. Climb onto
the catwalk and cross to the opposite side of the stadium to an exit and a
cutscene. You are now able to fight security making real life a lot more fun.
Stop and take care of the guards in the hall, then listen in on Cross’s phone
call before sneaking up for a silent takedown. Now retrace your steps to the
metro exit, follow the signs till the cutscene ends the mission.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>D. Back at the
Temple make your way to the doorway that opened up when you inserted the first
power source. Jump over the broken stairs to reach the top floor, then back
around to drop down the bottom level and enter the small room. Inside the room
climb the walls, and make your way up to install the 2<sup><span style="font-size: x-small;">nd</span></sup> power
source. Talk with your friends, and check the emails before returning to the
Animus.<br style="mso-special-character: line-break;" />
</span><br />
<span style="color: blue; font-family: Calibri;"><strong><u>Sequence 09</u></strong></span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>I. Missing Supplies</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objectives – Catch the cart driver within 30
seconds/ - Do not hide in the hay cart while following the convoy/ - Kill three
camp guards without being detected)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. After the
cutscene, ride to the memory start marker to the far west of the frontier and
speak with George Washington outside his house. When you are done head to the
waypoint and enter the abandoned building for another cutscene.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Analyze
clues in the search zone, starting with the destroyed crate. You will then need
to follow the trail to the next clue. You now have two options, hide and wait
for the large redcoat patrol to pass, or if you are in a hurry set an ambush,
or go open conflict. After getting your 2<sup><span style="font-size: x-small;">nd</span></sup> clue head east and be
prepared to have to chase someone and tackle him. Finally you will find a cart,
and when you approach it you will need to give chase to its driver, run him
down and tackle him. Then run to the waypoint to intercept the convoy.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. Now you got
the easy fail the optional objective way of just getting into the cart and
letting it do all the work, or you can be a stickler for 100% completion and go
the slightly harder route. You will need to follow the convoy staying behind,
and slightly out of the way. Remember to not engage anyone as you are trying to
sneak in unnoticed. But when you see a guard relaxing next to a pile of hay,
hide in it and assassinate him to trigger a cutscene.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>D. Now in the
hay cart and inside the bad guy’s camp wait for the patrol to near the cart
then assassinate him, before jumping out and cautiously following the driver
and his partner till you can enter an vacant shelter for cover. Look out and
notice the guard hiding behind cover with his back to you. When the driver and
his partner move out of view then assassinate him. You can push him up against
his hiding place as you assassinate him and hope he stays just out of sight or
try moving him to the shelter. Either way you will need to eliminate another
guard with a corner assassination.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>E. Follow your
target to the cabin for a cutscene, then you will have to stop your pop from
taking a beating, which should be easy enough for you by now. </span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>II. Father and Son</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objective- Don’t get detected while stealing
mercenary outfit.) </span><br />
<span style="font-family: Calibri;"><strong><span style="color: red;">*Note this memory and the next are locked together so now
might be good time to knock out a few side quest, etc before starting.*</span></strong><span style="mso-spacerun: yes;"> </span></span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. This Memory
start is in New York. Follow Haytham over rooftops, with a couple cutscene’s to
come. Down a ladder for another.</span><br />
<span style="font-family: Calibri;">*Note East New York is a much nicer/darker place
depending upon wether or not you have freed the district. If not ignore the
executions that are happening because you haven’t and save it for later*</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Head out,
right, long left, then right to move in to intercept your target. Head up to
the waterfront and take note of the hay cart. An officer and buddy will stop
and check it. Wait for him to move off and for your prey to be out of the way.
Use the cart to hide till he’s near it, and then jump out and assassinate him
and loot his body. To end the memory.</span><br />
<br />
<span style="font-family: Calibri;"><u><strong>III. The Foam and the Flames.</strong></u></span><br />
<span style="font-family: Calibri;">(Optional Objectives - Don’t let Haytham health fall
below 50%/ - Don’t take any fire damage.)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Follow
Haytham, and quickly eliminate all enemies to keep his health up. They aren’t
the normal tough soldiers, but a few can be called similar to the grenadier,
and they must be taken out immediately. If his health falls too low just
reload.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Now you
must escape the burning building, so climb the ramp and jump to the rafters
free run avoiding the fire and jump through the two boards forming a v window.
Land then, then turn right till the path collapses a little, then run
underneath the burning beams.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. Now you
should see basically an un-highlighted path that isn’t on fire. Use that to
scale the wall up and back eject to a higher platform. Now jump to a beam and
continue up till you find a way out of the top to end this memory.</span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>IV. A Bitter End.</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objectives – Limit Environmental Damage to 20%/
- Stay within 500 meters of the schooner/ - Achieve a minimum kill streak of
three)</span><br />
<span style="color: red; font-family: Calibri;"><strong>*Note this will go a lot easier if you have upgraded the
Aquila, and done some naval side quest, to get better acquainted with water
battles*</strong></span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Appear next
to Haytham near the marker. You can start the mission or take care of other things
first. Once the mission starts remember to use the half sails to make sharp
turns, then back to full. Make sure to stay within 500 meters of the schooner
and avoid any collisions. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Avoid the
Man-of-War and sink the smaller vessels with your normal shots, save the good
stuff for it after you take out all the little guys. The easiest way is to
grapeshot its mast so that it is dead in the water. Then sail to it to trigger
a cutscene. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. On the
Man-of-War the best way to get your kill streak is to take out the officer
first then his buddies, don’t try this with more than one officer as they will
stop the streak. After the battle is over head to the waypoint marker to end
the sequence. </span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: blue; font-family: Calibri;"><strong><u>Sequence 10</u></strong></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>I. Alternative Methods</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objectives – Use two guards as human shields/ -
Tackle the target from above)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>A. Meet up with Haytham in New York to start.
Follow him on a free run through the burned out section. In the fight that
comes up, make sure to make use of the human shields to get the objective,
which is easy with so many people shooting. When the body guards are done run
head over to the targets. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Sprint
after the escapee keeping to the right hand side of the street to avoid a
patrol. You can follow your prey when he makes his first right, but an easier
solution is to keep and running and take the next right to get ahead of him and
set up an air tackle. This may take many run throughs to get right, plus if you
do get above him and the timing isn’t right, just continue ahead till you get
it right. </span><br />
<br />
<span style="font-family: Calibri;"><strong><u>II. Broken Trust.</u></strong></span><br />
<span style="font-family: Calibri;">(Optional Objectives- Do not touch the ground/ - Stop the
Patriot Messengers within 3 minutes/ - Stop the Kanien’keha:ka with non-lethal
methods.)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Travel to
the Frontier and meet with Haytham to start near Valley Forge for a cutscene.
Now you must stop the Patriot messager’s without touching the ground. </span><br />
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-The
First messenger is attending to his hurt horse; you should see him just after
the initial waypoint. No need to do anything special.</span><br />
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-Next
you will find a group of three, use an assassination on the one in the rear,
and shoot the next two. Don’t let the last get one unhorsed as he will try to
fight on ground and could take you off your horse. </span><br />
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>-The
last Messenger will be hard to catch up with, and may take two or three
bullets, or arrows to take out.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Travel to
your village. After a cutscene you will need to stop the Kanien’keha:ka using
non-lethal means. Select your fist as your primary, then run till close and
sneak up and tap x to knock them out. If you are smart then you shouldn’t have
problems being seen, if you do drop a smoke bomb.</span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>III. Battle of Monmouth</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objectives – Neutralize 8 platoons with a
single cannonball/ - kill two platoons simultaneously with a single cannonball/
- prevent three executions.)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. After the cutscene
take charge of a cannon command. Use the left joystick to aim, and A/ X to
fire, and the R joystick to pan your view. Have fun and blow up a lot of
redcoats. If you want to retry reload to get the optional done.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. You now
have 3:00 minutes to retreat to waypoints left like breadcrumbs. You can do
that easily enough, but you also have to stop three Patriot assassinations. After
crossing the river and passing a general store you will see your first chance.
Charge up and pistol shot the first, and maybe the 2<sup><span style="font-size: x-small;">nd</span></sup> then deal
with the others. Counter kills, and kill streaks make things go faster.
Remember you are on the clock. The next is just passed a large barn in front of
a house. The third is down the road on the right side, passed some crops, with
the waypoint close.</span><br />
<br />
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<span style="font-family: Calibri;"><strong>(Back as Desmond)</strong></span></div>
<span style="font-family: Calibri;"><strong><u>IV. Power Source 03</u></strong></span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Walk along
the corridor until you reach two guards, and then take them out when they
openly attack. It takes some getting used to not being able to fight like you
can inside the animus. So it might take some practice. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. After the
cutscene at the elevator climb up, perform a ledge assassination then jump up
and take out the guards how you see fit. When done heading from the elevator
head to Conference C on the left. Reach the foyer take a right and kill the
guards before heading left and jumping through the broken window and walk up to
the door on the left. After the cutscene activate Eagle vision to see Subject
16 messages in the lab (Those who played the original will remember.)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. Kill the
two guards then chase after Daniel Cross, follow him through a window then work
your way down and take out a few guards when the opportunity presents itself.
Eagle vision will show you Cross as the golden target. Get to his position, and
then assassinate him. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>D. You now
have a gun, and one way to go straight ahead. Deal with all the guards till a
woman opens a door. The rest is all about the narrative, so I’m going to leave
that to you.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>E. Now back,
run up the steps you took to do the 2<sup><span style="font-size: x-small;">nd</span></sup> power source, and then take
a right, use the poles to swing forward, then take another right, head up some
steps. You will notice a lot of items lit up with a creepy orange light. Let
that guide your way, jump from pillar to pillar to the wall , etc till you are
at the upper area. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>F. Free run
through till you need to swing your way over to a ledge on the opposite side.
Continue to jump across from pillar or ledges till you get to the other side
and the power source can be installed. Now talk to your friends, and check your
emails before getting into the animus.</span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="color: blue; font-family: Calibri;"><strong><u>Sequence 11</u></strong></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>I. Battle of Chesapeake</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objectives – Destroy 3 ships with a single
broadside/ - Destroy 2 frigates by blasting their powder stores/ - Counter kill
five enemies)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Head down
to the Aquila and speak with Faulkner to gain access to the naval map. Then
select the icon on start the mission. The opening of the battle is your best
chance to pass the optional of 3 killed with single broadside. Head directly
ahead and turn and destroy three schooners. If you fail just restart. Now
finish up the rest till the 3 frigates appear.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Target the
far right frigate, and aim just to the front of the main mast, this is tricky.
If you succeed then great because the last are harder, and have to be disabled
a little before scanning for weak points.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>C. Ram the Man-of-War, and enter the deck.
Remain stationary and let them come to you so you can complete the 5 counter
kills right away.<span style="mso-spacerun: yes;"> </span>After done finish up
the rest, after killing the Captain you have a sprint on your hands to escape.</span><br />
<br />
<span style="font-family: Calibri;"><strong><u>I. Lee’s Last Stand</u></strong></span><br />
<span style="font-family: Calibri;">(Optional Objectives – Reach the signal tower within
three minutes/ - Remain undetected on the way to the signal fire/ - Limit
health loss to less that 50%)</span><br />
<span style="color: red; font-family: Calibri;"><strong>*This is your last chance to finish any side quest before
the main story line takes over and finishes*</strong></span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. New York
City-Make your way to the underground, and walk to the waypoint to start the
mission. After exiting the underground assassinate the guard by the well, then
scale the building to the south with the ladder to get to the roof. Use this to
get to the taller building to the right of the one you scaled. Cross it and
jump to the building behind it. Continue this way with an eye out for a guard
patrolling just left of you. Take him out with a silent bow shot, or some
poison darts then continue till you come to a leap of faith with a hay cart
below it and jump.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Wait for
the right time and assassinate the guard before heading up the tower and
lighting the signal fire. Now move towards the way point to begin a cutscene
showdown</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. Use a lot
of counter moves, and your surroundings to keep your health up in this battle. </span><br />
<br />
<span style="color: blue; font-family: Calibri;"><strong><u>Sequence 12</u></strong></span><br />
<br />
<span style="font-family: Calibri;"><strong><u>I. Laid to Rest</u></strong></span><br />
<span style="font-family: Calibri;">(Optional Objectives – Limit regular kills to 15/ - Kill
the HMS Jersey’s Captain/ - Escape the Jersey without entering open conflict)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. This memory
starts immediately. Walk calmly to the waypoint for a cutscene. Then kill the
mercenaries, then you may want to try and sneak passed the next group of
mercenaries, or you may not be able to. Either way with the graveyard in your
rearview, you now must reach the HMS Jersey, and you are at full Notoriety. So
head east using cover and giving all people a wide berth. I prefer to use the
roof tops, but this is up to you. But make sure you give the restricted area a
wide berth. Your goal is to get to the water to swim out to the Jersey.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. Climb her
carefully as there are guards who can spot you just out of bad luck, just keep
going and hope for the best. The Guard at the top will spot you later if you
try to bypass him so just use a silent assassination. The climb up and take
notice of the guard down below. Work your way down towards the captains window
which has beam you need to jump on. Climb up outside his window and listen in
on his conversation; after drop down and head right being mindful of the
patrols till you line up behind the stationary guard who needs to be
assassinated and thrown into the ocean.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. Immediately
after head right before climbing up and once in a safe place take note of the
Captain patrol route. This is a great opportunity to use poison darts as it
will hit him and take a second for him to die away from you. Head down and do
your eavesdropping till the men leave the cabin. From this hidden position you
should also be able to line up a shot on the captain with the poison darts and
then let him stubble away so you can jump into the sea unseen. </span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><strong><u>II. Chasing Lee</u></strong></span></div>
<span style="font-family: Calibri;">(Optional Objectives – Stay within 50 meters of Lee/ - Do
not shove anyone during the chase/ - Do not take any fire damage)</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. Enter the
Green Dragon Tavern where this all started and activate eagle vision to find
Lee. The chase with the optional’s is kind’ve hard. You will have to weave as
powder kegs explode. Use ledges and beams to bypass the soldiers, and weave
around others when there is nothing to jump onto. Next when you get to the
point where a bunch of soldiers move up to block your path, quickly dart to the
left and be fast to avoid them. Then you will need to jump a corner to miss the
next ones.</span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>B. After than
just avoid civilians all together if you can following Lee under a ship being
built and up the ramp, a right, then a slide beneath a gap. </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>C. After the
explosion identify a non flame path and work your way up the steps and over,
then a wall will fall giving you and opening to go through the door on the
left. Now stay in the center and free run with Connor taking over once. Keep
following Lee till he swings out of view then run and jump up to get the cutscene.</span><br />
<br />
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<span style="font-family: Calibri;"><strong>(Desmond)</strong></span></div>
<span style="font-family: Calibri;"><strong><u>III. December 20, 2012</u></strong></span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>A. You get one
final opportunity to check emails, and if all the power sources are installed
follow the other assassins to the vault gate</span><br />
<br />
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</div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Section II </span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Mentionable Side Quest</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
</div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Courier Missions</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>Available/ Mission</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Sequence 02/ Central Boston Letters</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Sequence 05/ Frontier Letters</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Sequence 05/ North Boston Letters (After Boston’s Most
Wanted)</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Sequence 09/ East New York Letters (After Missing
Supplies)</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">-500.00 after completion of letters. Sometimes these deliveries
may take you near someone who wants to attack you so plan accordingly or if you
like a good fight then deal with them.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
</div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Delivery Request</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Available/ Mission</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Sequence 05/ Lexington= (Beaver teeth x5/ Bear Pelt x3/
Bobcat Pelt x3/ Cougar Pelt x3/ Wolf pelt x3)</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Sequence 05/ Troy’s Wood= (Bear Claws x3/ Bobcat Claws
x3/ Wolf Fangs x3/ Cougar Fangs x3/ Elk Antlers x3)</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Sequence 05/ Central Boston (After Most<span style="mso-spacerun: yes;"> </span>Wanted)*Note several things aren’t available to
be made till Sequence 10 starts* =(Paper x3/ Hair Accessory x2/ Toy Dolls x2/
Golden Ring x1/ Soap x2)</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Sequence 06/ South Boston (After the Angry Chef)*Note
wait till Sequence 07 for all things to become available)= (Raccoon Pelt x5/
Deer Pelt x5/ Beaver Pelt x5/ Buttons x2/ Fox Pelts x3)</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Sequence 09/ Valley Forge =(Bear Grease x1/ Deer Marrow
x3/ Rabbits foot x5/ Elk Heart x1/ Fox Tail x1)</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Sequence 09/ West New York =(Salt x1/ Venison x5/ Hare
meat x5/ Elk Meat x5/ Bread x2)</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Sequence 09/ East New York =(Ales x3/ Ciders x2/ Spirits
x2/ Tea x2/ Deer Jerky x2)</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Sequence 09/ North New York=(Cough Syrup x1/ Eye Drops
x1/ Pomade x1/ All Purpose Remedy x1/ Stomach ache Remedy x1)</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">-1,000.00 upon completion.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
</div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Assassination Contract</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Available/ Missions</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Sequence 05/ Frontier Contracts (After Boston’s Most
Wanted)</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Sequence 06/ Boston Contracts</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Sequence 09/ New York Contracts</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">-2,000.00 upon completion. These work kind’ve like the
courier missions but instead of delivering some mail you are delivering a blade.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
</div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Attacking a Convoy-</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">You are free to proceed as you wish, just remember why
you came and loot afterwards.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
</div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Forts</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">-The Frontier Forts can be attack after 05, but it’s
better to wait till you have more weapon like in 06 or 07, Boston opens up at
06, and New York in 09</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">There are 3 simple steps to capture a fort</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>1.
Stalk and kill the Captain</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>2.
Ignite the Powder Reserve</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>3.
Lower the British Flag</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">The first 2 can happen in any order, but the flag has to
be last.</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
</div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Frontier= Fort St. Mathieu, Fort Monmouth, Fort Duquesne</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Boston= Fort Hill, Fort Independence</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">New York= Fort Washington, Fort Division</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
</div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Liberation Missions</span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">-Introduced during 06 when you meet Stephane Chapheau. </span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">This is a good thing to do and makes traveling easier,
and gives you much more help. Plus each section of the city, etc will give you an assassin to help if you need it. Each with their own ability</span><br />
<span style="font-family: Calibri;"></span><br />
<span style="font-family: Calibri;">Boston Central- Stephane Chapheau (Mad Chef) (Assassinate/ Riot)</span><br />
<span style="font-family: Calibri;">Boston South- Clipper Wilkinson (Marksmen)</span><br />
<span style="font-family: Calibri;">Boston North- Duncan Little (Bodyguard)</span><br />
<span style="font-family: Calibri;">New York North- Dobby Carter (Lure)</span><br />
<span style="font-family: Calibri;">New York East- Jacob Zenger (Covert Escort)</span><br />
<span style="font-family: Calibri;">New York West- Jamie Colley (Ambush)</span><br />
<span style="font-family: Calibri;"></span><br />
<span style="font-family: Calibri;">Some of the Missions you will need to succeed in to raise your level to Liberated</span><br />
<span style="font-family: Calibri;"></span><br />
<span style="font-family: Calibri;"><strong><u>Boston = </u></strong></span><br />
<span style="color: red; font-family: Calibri;"><strong>(Most of the time while doing these missions the guards will consider you the bad guy afterwards and raise heaven and earth to kill you. So find water, out of view hiding spot, etc afterwards and pay off the town criers) </strong></span><br />
<span style="color: red; font-family: Calibri;"><strong>(What ever you do don't highlight the icon on the map. For some reason this alerts them when you are near. Highlight an area next to the icon, then calmly go about your business like you were there to do something else.)</strong></span><br />
<span style="font-family: Calibri;"><strong><span style="color: red;">*Note* For the special missions you will need to find your contract as they are the tiny icon after you have done some of the smaller missions to get their attention.</span></strong> </span><br />
<span style="font-family: Calibri;"> 1. Defeat Escorts- Generally this is 4 guards taking prisoners somewhere. Usually 2 prisoners. The best way i've found is to calmly walk up and assassinate the first as they bunch up. I actually assassinated all 3 straight before having to quickly attack the 4th.</span><br />
<span style="font-family: Calibri;"> 2. Kill Conscription Agents- Agent is on the horse trying to force the other guy on the horse into military service. YOU NEED A HORSE BEFORE STARTING THIS. Made the mistake of coming upon this one without one and couldn't run him down. With horse easy. Just use horse to horse assassination.</span><br />
<span style="font-family: Calibri;"> 3. Protect Mercant- This one can be hard as there really is one main guy you have to kill. He should have a gold icon while the rest have red ones. Once he's done then your ok. Just don't let him get away. </span><br />
<span style="font-family: Calibri;"> 4. Free Captives- You are gonna want to take a second to scope out the area. Generally they are in a back alley, etc. with guards watching the ways in and two watching the prisoner. Take to the roof tops avoid the outer guards and a lot of times you can double assassinate the enterior guards then free the captive in the stocks</span><br />
<span style="font-family: Calibri;">-Martial Law- From where the cutscene ends walk back and behind the building and calmly up and into the haycart. Assassinate the guard next to it, then blend in with the crowd. Then use the marksmen ability on the Templar</span><br />
<span style="font-family: Calibri;">-Gangs of Boston- Travel to the restricted area, then use the bodyguard ability when directed, then calmly walk up and assassinate the Templar</span><br />
<strong><u><span style="font-family: Calibri;">New York City</span></u></strong><br />
<span style="font-family: Calibri;"> 1. Beat up a Merchant- Go non lethal and smack him around till out, so the starving kids can eat</span><br />
<span style="font-family: Calibri;"> 2. Defend a Farmer- Pull out your favorite weapon and go to work. Personally i go tomahawk, and rope dart to take mess with the guys who can't be blocked and don't like to be countered. Then survive usually 2 to 2.5 waves of guards, making sure your farmer survives.</span><br />
<span style="font-family: Calibri;"> 3. Prevent Evictions- Two guards, and a ruthless Bailiff sent to evict people from their homes. You can walk up and hand them 150.00 if your afraid of conflict, but why not just kill these three?</span><br />
<span style="font-family: Calibri;"> 4. Burn Infected Blankets- Burn the blankets, no real conflict, because nobody wants small pox</span><br />
<span style="font-family: Calibri;"> 5. Carry Sick Civilian- No real conflict, carry them to clinic</span><br />
<span style="font-family: Calibri;"> 6. Put down rabid dog- Hard to tell sometimes, i've put down normal dogs too lol</span><br />
<span style="font-family: Calibri;"> 7. Beat up officer- You will need to kill the three guys next to him, before he kneels down and you have to strong arm him for info. Careful where you do this, because this can escalate into the whole city coming after you.</span><br />
<span style="font-family: Calibri;"> 8. Prevent an Execution- Sounds harder than it is. If you didn't highlight this icon, and calmly walk up you can silent assassinated them all as they all line up in a line. I did it, got all 4, usually though you have to quickly attack the last one.</span><br />
<span style="font-family: Calibri;"> 9. Plant false Documents- Usually, i stress usually you can steak up on the guy and reverse pickpocket him. But sometimes they are ultra jumpy, and you just have to let it go and try again with another icon. I started one where he was already in red as i got the mission, so don't get frustrated.</span><br />
<span style="font-family: Calibri;">-Hoarding Provisions- After the cutscene infiltrate the restricted zone, head to the waypoint. When you approach the grenadiers protecting the path, hide in the bushes and use the lure. Then sprint up the path and assassinate the Templar</span><br />
<span style="font-family: Calibri;">-Protect the Clinic- You have 30 seconds to prepare, with 3 choke points. You can deal with them normal style, set up powder kegs near spots, or use trip wires. Either way once the couple waves are over your done.</span><br />
<span style="font-family: Calibri;">-In the wolfs Lair- Use the covert escort ability to sneak up and assassinate the Templar</span><br />
<span style="font-family: Calibri;"></span><br />
<span style="color: red; font-family: Calibri;"><strong>*Note* now that you have assassins train them by sending them on missions</strong></span><br />
</div>
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</div>
J.R.http://www.blogger.com/profile/14603141208663248674noreply@blogger.com0tag:blogger.com,1999:blog-6555670831628003403.post-71965128593715641922012-10-10T12:25:00.000-07:002012-10-10T12:26:23.189-07:00Dishonored- Complete Walkthrough<strong><span style="color: red;">****************SPOILERS*******SPOILERS********************</span></strong><br />
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<strong><u><span style="color: red;">DISHONORED WALKTHROUGH</span></u></strong><br />
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<strong><u><span style="color: blue;">IMPORTANT THINGS TO KNOW</span></u></strong><br />
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<span style="color: lime;"><strong>1.</strong></span> The <strong>"Chaos System"</strong> This is an innovated concept that changes the story and game play depending upon how you treat the world. Basically on a play through if you kill around 20-25% of the NPC’s you come across or less then the world around you will have some hope, and a lot easier to deal with. Or you can choose to kill as many as you want, and the world will become a darker and scarier and harder one. On a low chaos play through you may find a safe place to loot. That same place on a high chaos play through may have a swarm of rats, or other obstacles to get through. These choices change your game, and the ending so they are important to think about. Plus there is an achievement for going the whole game without killing anyone. Only recommended for diehard fans, but there it is lol.<br />
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<span style="color: lime;"><strong>2.</strong></span> <strong>Scavenging</strong>- Take everything you find, its all useful. A very cool thing about this game is that those valuable but useless items are automatically cashed out, so it just becomes money you can use to but the stuff you want later. So you don’t have to worry about finding the right merchant to unload all that stuff you can’t use but want to trade. Also there are other items that stay in your inventory such as ammo, keys, rewire tools, elixirs, etc. These you should store up on because you never know when you are gonna need them later.<br />
<strong><span style="color: lime;">3.</span></strong> <strong>Take Your Time-</strong> Listen to people talking, they may have important information that could prove useful later. Look around, read the posted signs, notes, books. Information is power as they say, and will change conversations you have, and how you tackle a particular problem.<br />
<strong><span style="color: lime;">4.</span></strong> <strong>Equip the Heart to your hand</strong>- The heart will whisper secrets to you if you have it equipped at the right time. It also lights up and beats harder as you get closer to runes, or bone charms, no matter what is in front of you.<br />
<strong><span style="color: lime;">5.</span></strong> <strong>Go after</strong> and get the <strong>Runes</strong>, and <strong>Bone charms</strong> they are important if you want to get new or upgrade your powers. <br />
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<strong><span style="color: blue;"><u>POWERS</u></span></strong></div>
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<strong><span style="color: lime;">1.</span></strong> <strong><u>BLINK</u></strong>- The only free power you get, and easily the most useful. Blink allows you to teleport to a nearby location: behind a foe, out of a foes range, from one ledge to another, plus it has really low mana consumption. While the 1<sup>st</sup> level is free, the 2<sup>nd</sup> level which lets you teleport much farther away will cost you 3 runes, which is well worth it.<br />
<strong><span style="color: lime;">2.</span></strong> <strong><u>BEND TIME</u></strong>- Level one slows time so you can sneak passed, or assassinate someone. It is good dealing with a crowd of bad guys. This power is especially helpful when needing to deal with a well guarded position such as a control box. You can slow time run over and rewire the box to attack the guards but not you, then get out of the way and enjoy the carnage. The 2<sup>nd</sup> level is very expensive costing 8 runes. But it actually stops time and all enemies, security is unaware of you. Also any attack you do counts as a one-strike assassination, which is very useful in a crowd of enemies. The only drawback is this power will drain your mana dry.<br />
<strong><span style="color: lime;">3.</span></strong> <strong><u>DARK VISION</u></strong>- 1<sup>st</sup> level is one rune. Lets you see in the dark, see living creatures through walls, their field of vision, and you are able to see the noise you make. 2<sup>nd</sup> level is 2 runes but now you can also see important objects, and the wiring of security devices through walls. Also this power has low mana consumption<br />
<strong><span style="color: lime;">4.</span></strong> <strong><u>VITALITY</u></strong>- 1<sup>st</sup> level-1rune, 2<sup>nd</sup> level-3 runes. Highly recommended if you are playing high chaos. Either way it is always good to have health right. 1<sup>st</sup> level raises your max health. 2<sup>nd</sup> level is when it really gets good as your max health goes up, and you regenerate much faster. No mana consumption which is good.<br />
<strong><span style="color: lime;">5.</span></strong> <strong><u>AGILITY</u></strong>- 1<sup>st</sup> level-2runes, 2<sup>nd</sup> level-3 runes. Also highly recommended if you are gonna play a more combat style game. 1st level increases the height you can jump, and reduces the damage you take from falls. 2<sup>nd</sup> level increases the speed of all attributes; running, jumping, swimming, etc. No mana consumption<br />
<strong><span style="color: lime;">6.</span></strong> <strong><u>DEVOURING SWARM</u></strong>- 1<sup>st</sup> level 3 runes, 2<sup>nd</sup> level 4 runes. Easily the creepiest, most disturbing, power, yet it also useful. As it can be used to devour corpses getting rid of evidence of your crime. It will also attack the nearest living thing if that’s what you chose. The second level add more rats to your group and they do their business faster. The mana usage is high but not as bad as bending time or Possession.<br />
<strong><span style="color: lime;">7.</span></strong> <strong><u>POSSESSION</u></strong>- 1<sup>st</sup> level 3 runes, 2<sup>nd</sup> level 5 runes. This power is a must have if you are choosing to be a more stealth styled game. The 1<sup>st</sup> level allows you to posses animals and use them to pass through small spaces, sneak passed security, or move at high speeds. But it does need to be noted that enemies will attack your animal form if you stop in front of them, but will ignore you if you keep moving. Also if they die, you die. Also when moving in small spaces if your time runs out you will morph back into yourself when you reach a space big enough to become yourself again, unless you do it manually in which place you die. 2<sup>nd</sup> level is a lot more fun as you can now possess those pesky enemies, allowing you to walk right passed security, just don’t possess a civilian and try to sneak in because you will be killed. Also note that when you leave the person’s body you will be behind them as they take a moment to recover. This give you time to take them down, or escape. This has a very high mana consumption.<br />
<strong><span style="color: lime;">8.</span></strong> <strong><u>WINDBLAST</u></strong>- 1<sup>st</sup> level 3 runes, 2<sup>nd</sup> level 4 runes. Level one lets you knock several enemies off there feet, making it easy to rush in and hack and slash after doing so, or knock your foes off ledges and to their deaths, blow out fires, and destroy wooden doors. Level two adds to the power of the blast and kills foes who fly against walls. Note this does know knock Tallboys to the ground like I hoped it would.<br />
<strong><span style="color: lime;">9.</span></strong> <strong><u>BLOOD THIRSTY</u></strong>- 1<sup>st</sup> level 2 runes, 2<sup>nd</sup> level 3 runes. Lets your Adrenaline build up from inflicting damage, blocking, or from assassinations. When it maxes out, a blood fog overcomes you and you can one-hit kill the enemy you choose, these can be rather nasty kills as well. 2<sup>nd</sup> level allows you to double tap the button giving you multi one hit kills, your adrenaline gains faster, and you get more nasty kills<br />
<strong><span style="color: lime;">10.</span></strong> <strong><u>SHADOW KILL</u></strong>- 1<sup>st</sup> level 2 runes, 2<sup>nd</sup> level 4 runes. This is a very nasty power, that can be useful to both the High/Low chaos styles. Level one allows unaware enemies turn to ash when they die making hiding the body a moot point. Level two kills any enemy during using this power to ash.<br />
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<span style="color: blue;"><strong><u>OTHER ITEMS TO KEEP AN EYE OUT FOR</u></strong></span></div>
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<strong><span style="color: lime;">1.</span></strong> <strong><u>Bone Charms</u></strong>- You start off after the tutorial with the ability to carry up to 3 charms at once. Later in the game you can purchase the ability to carry more, up to 6 at once. While these aren’t as powerful as finding runes, they are very important, and have many benefits. Such as adding health, increasing mana, sword is faster, choke is faster, various enemies give more mana, or you can attract certain creatures you might want to possess, etc.<br />
<strong><span style="color: lime;">2.</span></strong> <strong><u>Blueprints</u></strong>- Found through out the game. These allow Piero to make more advanced hardware for you to use on future missions. <br />
<strong><span style="color: lime;">3.</span></strong> <strong><u>Weapons-</u></strong> Always be on the lookout to upgrade, or find better swords, pistols, crossbows. Each has its right use, note pistols are not silent.<br />
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<strong><span style="color: orange;">*Big note*</span></strong> You can adjust your difficulty during the game. Especially helpful if you have backed yourself into a corner and can’t find a way out of a situation no matter how hard you try. Also if you think the enemies are too easily then why not kick it up a notch.<br />
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<span style="color: blue;"><u><strong>Mission One-Dunwall Tower</strong></u></span></div>
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-You are <strong>Corvo Attano</strong>, <strong>Royal Protector</strong> and <strong>Master Assassin</strong>. You have been away traveling to all the other cities on orders to seek help with the rat plague that is destroying your homeland. You start the game on a city boat. Nothing to do really but listen in on the men next to you. Once the water level rises on the lock then you can disembark. Once you are on land you can now look around a bit if you want. Once you leave the building and enter the palace gardens you run into the Empresses daughter <strong>Emily.</strong> She want to know if you want to play hide and seek. If you choose yes, she is usually under the stone bridge. After playing with her climb the stairs to see <strong>Anton Sokolov</strong> painting a portrait of the <strong>High Overseer Campbell</strong>. Engage either in conversation to learn more about your home city. When you are done go and wait for the Empress to finish talking to her spy, then greet her. The meeting is interrupted when two masked men approach from the right side. Cut them down as quickly as you can with your sword, they aren’t very powerful and shouldn’t put up much of a fight. If you are going for the no kills achievement then you can just block and block till you win. Then deal with another attack from the left, then this mission ends and be prepared for a cut scene.<br />
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<strong><span style="color: orange;">*Note*-</span></strong> From here on I will be giving you a low chaos, Ghost path walkthrough. You can still use this to go high chaos as well, if stealth is not your style, and you just want to bring death and destruction to your enemies. Or if you want to go halfway, because knocking everyone out is hard sometimes, and maybe you just want to kill a couple now and then, etc.<br />
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<strong><u>The Ghost/Stealth Style</u></strong>= The bodies you knock out. When you drop them either from killing or choking they go down silently, but be careful when moving bodies not to throw them, or they will make noise alerting everyone to your presence. Don’t forget to loot the unconscious. The Path of Least resistance is usually up high. Most of the City Watch doesn’t look up unless on alert, and you have time to plan what you are gonna do. Always find way to isolate targets, so you can take them out without any fuss, or alerting the others. Be careful where you place bodies as noises can adjust patrol routes. There are many ways to enter a building, doors, windows, sewers, etc, so just because a building looks well fortified doesn’t mean every entry point is. Never pass up an opportunity to take out a lone patroller, as just sneaking passed them could lead to getting caught at the wrong time. You also have to plan out when using a sleep dart on someone. If they are up high they may fall to their death there by messing up a clean run. Also people falling from the sky have a way of alerting their buddies who find them. Also there are times that if you do everything right and it still goes wrong, so safe a lot and often.<br />
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<strong><u><span style="color: blue;">Mission Two-Escaping Coldridge Prison</span></u></strong></div>
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-You are now in a cell being held for killing the Empress<br />
-Walk to the front of your cell and eat the meal left for you, and find the letter, and key. <br />
-Unlock the door and sneak into the hallway.<br />
-Take the City Watch Sword & 25 coins from the table nearby. Time to carefully explore the area, with an eye out to see what your up against. <br />
<strong><span style="color: red;">I.</span></strong> <strong><u>Escaping Prison</u></strong><br />
-Three City Watchmen on ground and One on the ramp to deal with<br />
<strong><span style="color: lime;"> A.</span></strong> Two of the three are talking and not paying attention to the third who is near the door. Knock him out and drag him out of sight. Make sure non are visible from the platform above. <br />
<strong><span style="color: lime;"> B.</span></strong> After the other two have finished talking and split up choke the one star out the window.<br />
<strong><span style="color: lime;"> C.</span></strong> The last can be done one of two ways. 1. After knocking out the 2<sup>nd</sup> quickly take out the third, this has to be timed right or you will get caught. 2. Hide the 2<sup>nd</sup> ones body, and just wait for the right opportunity with the third. <br />
<span style="color: lime;"> D.</span> Use the jump command to climb up and up to the walkway. Enter the small room up top. Now loot the room quietly taking two health elixirs, food, coins, and a pistol(a loud and last resort weapon for Ghost). Sneak up to the door and look through the keyhole. There is a member of the city watch with his back to you. Open the door and choke him out, remember to take the key from his belt. You can pickpocket it before knocking him out. Don’t worry about his body its out of sight from anyone. <br />
<strong><span style="color: lime;"> E.</span></strong> Unlock the door to the yard, then head to the narrow hallway where a member of the watch is close. Use cover and take quick peaks to wait and find him with his back turned. Then knock him out, loot him, and take him with you.<br />
<strong><span style="color: lime;"> F.</span></strong> Head to the Interrogation room and lay the body gently in the back room, if you want you can read the report, listen a audio, then open the safe take the explosive, and don’t forget to grab the book "The Trials of Aptitude" on the shelf just right of the safe with the explosives, at the bottom behind a bottle.<br />
<span style="color: lime;"><strong> G.</strong></span> Now head into the prison yard. There are many guards socializing near the middle, and a new guy who comes in from the far door. You need to steal one of these guards keys to get out, so using the shadows, and wall sneak up and pickpocket one. Then quietly head up the stairs to the far door, remaining alert because there are possible enemies behind you. Now enter the hallway to the outer yard.<br />
<strong><span style="color: lime;"> H.</span></strong> There are 3 Guards to worry about. So wait for the roamer to turn his back to you and scale the ledges and pipes up. Sneak along the pipes to the far side behind the 2 Member of the Watch. The drop down (not too close) and take out the higher one, then jump off the railing, and hug the wall to get behind the lower guard before choking him out and grabbing his body. There is a small dark Alcove which is the perfect hiding place for both unconscious guards. No one will notice them, and they are protected from the blast keeping your body count down. Up above is some food, elixirs, and ammo. Now use the gate Now use the gate control lever near by and close up the way you just came. Set the explosives, and find cover<br />
<strong><span style="color: lime;"> I.</span></strong> As soon as a hole is blown in the wall run as fast as you can through it and dive off the ledge into the water and stay underwater so no one can see you. Make your way to the sewers quickly staying underwater as long as possible. If your quick enough no one will be alerted to you. <br />
<strong><span style="color: lime;"> J.</span></strong> Open the gate and head to the large room. You will find a letter, read it. Then climb the boxes to reach the bars above the room. Sneak on top of the bars and pause to listen to the guards below. They will soon have a few problems worth watching. Keep creeping till you get to the end of the tunnel, then drop down.<br />
<strong><span style="color: lime;"> K.</span></strong> Head down the hall with a water in the center. Best option is to dive into this muck to avoid a swarm of rats devouring a corpse and swim to the other side. There is a journal, and a few coins to be found after getting out. Now climb up to the dead body over a wheel. Grab the body and set it down. Then use the wheel to open up the gate and go on.<br />
<strong><span style="color: lime;"> L.</span></strong> The next part is tricky. There is another gate, and another wheel, except this one has a swarm of rats on it. If you try to get to it, they will attack and you may survive, you may not. But why not let use your brain, and grab one of the bodies near the pipe from the ceiling and leave it near the floor of the room. Then move out of the way and circle around to the wheel as they feed. Be quick and open the gate and go through. Keep moving till you find a chain that will let you climb to the higher section of the sewer. After climbing up make sure to grab the coins, and food you find as nasty as it sounds lol. There are a lot of traps up here so move slowly and cautiously to avoid them. <br />
<strong><span style="color: lime;"> M.</span></strong> A small bridge to the right has a trap, avoid it and collect the goods at the end of the passage. Then continue down till you find a chest that was left behind for you by the mysterious person who helped you escape. Inside you should find a new blade a crossbow, and a key. The key opens the gate a few feet away. Now be careful there is a trap, which can be set off by using a bottle from a distance. <br />
<strong><span style="color: lime;"> N.</span></strong> Now back along the main section there is note on the left side with a clue about whiskey. There is a safe, but the combination is behind the whiskey sign behind the safe. Enter the number you found and complete a special action. Climb the boxes to get passed the blocked area, make sure to search for coins, and loot in the vehicle.<br />
<strong><span style="color: lime;"> O.</span></strong> Notice and listen to the man down below, now slip into the water, only surfacing for air under bridges, and being very careful because you will be noticed if a City Watch gets too close to you. Now head to your next objective and meet Samuel. Before leaving the sewers you can drop down into the water and swim to the right and find a footlocker for some money.<br />
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<strong><u><span style="color: blue;">The Hounds Pits Pub</span></u></strong></div>
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-This is not really a mission, but more of an introduction to your home base.<br />
-Follow Samuel to the Pub<br />
-If your game sneak around the front and get onto the top of the awning. Sneak into the open window to scare Lydia. You can pickpocket a key from her to the Admirals room to learn more about your new friends than anyone planned.<br />
-You can now sneak into the Admiral’s room and pocket his diary which updates throughout the game.<br />
-Follow Wallace and Cecilia before meeting the Loyalist to listen in on their conversation to learn more about what they have to say about you. <br />
-Meet the Loyalist in the Bar<br />
-Go and meet <strong>Piero </strong>near the docks. Piero is an important person who can get stuff you will need for future missions. During your first meeting one of his machines loses power. So head up stairs and grab a whale oil tank and bring it down and instal it. Then talk to him again to see if he has anything you might want worth trading. <br />
-Trading depends on your style. Blood and Destruction styles will want to load up on more ammo, and upgrading your weapons for better damage. Ghost Style players will want to get sleep darts, etc. <br />
-Now leave the inventor and explore a bit if you so chose to listen in on some interesting conversations<br />
-When your done move onto your Chambers and get some sleep or not.<br />
-While sleeping you awake in a strange place that doesn’t feel right. Take the stairs outside the room your in and talk to the Outsider and get some goodies.<br />
-Equip the Blink power as your offhand ability, now walk to the platform and target the next ledge over, then blink to the next platform and pick up Piero’s Spiritual Remedy (Mana elixir). Now its time to learn how to blink in various instances as some you have to get a running start and blinking in mid air. At the platform with the girl and two men there is a letter to read. You will find a mana elixir from a dresser. <br />
-Beneath the building is another mana elixir, and use the heart to lead you where you should go. Keep blinking over the large gaps till you get to your goal the rune. <br />
-Runes are very important as they can be used to unlock new Powers, or upgrade your current ones. <br />
-Then you wake and find out it was all a dream, or was it as all the cool stuff you got is with you.<br />
-Head down and speak with the Admiral, then travel with Samuel to your first real Mission.<br />
-When you get a chance to look around after the dream and before a mission do so. There are 9 books, and a rune to be found.<br />
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<strong><u><span style="color: blue;">Mission Three-Distillery District and The Overseer</span></u></strong></div>
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<strong><span style="color: red;">I.</span></strong> <strong><u>Eliminate High Overseer Campbell</u></strong> <br />
<strong><span style="color: lime;"> A.</span></strong> As you leave the boat you will see men throwing bodies off a bridge and one member of the City Watch. This is a good time to hone your blink power. Blink behind the Watch guy, and choke him out. Hide the body if you want, there are many places, but no real reason to do so. Now look out on the water, and blink, swim, etc to the broken end of the bridge. Climb the chain to a small alcove with a bone charm in it. Then head back down, and back across the water.<br />
<strong><span style="color: lime;"> B.</span></strong> Sneak up the steps and peer around the corner to find a lone guard. Blink behind him, or wait for a good opportunity and choke him out. Hide the body, then blink up to the pipes against the wall. Then move to the rooftop a look around. Find the Wall of light and notice all the guards on patrol. <br />
<strong><span style="color: orange;">*Special Action*</span></strong> Note Completing this optional objective requires you to kill, so it will ruin a non lethal run. Also note you cannot kill her as of yet, she is immortal. Near the 1<sup>st</sup> wall of light you will find Granny Rag’s apartment, just blink to the open balcony, and find her on the floor below. Part One=She asks you to deal with the three gentlemen at her door. You have many ways to complete this. 1.You can just go out there and kill them, watchful of the fire breathing (nothing like high proof whiskey). This is best sneak killing the 1<sup>st</sup>, shooting the second, then dealing with the last one on one. 2. You can use your best sneak and non lethal moves which is hard. 3. You can use a mixture. Either way don’t get in close. Now head back to get your reward, get the rune upstairs, also there is another rune if you search the area under her apartment. Part Two= Now you get to a decision that will kill a non lethal run. She want you to poison a lot of people, the reward is good, but what about your soul man. Break into Doctor Galvani’s office which is near the wall of light along the main road, just use the front door. Inside you have to deal with three Members of the watch on the first floor. Take down the first with ease, then the second the same, the third is in a room to the right along with some loot. There are plenty of things to read about the Doc and his experiments, remember to check the cabinet in the Watchman room and get the ammo. When your done climb to the 2<sup>nd</sup> floor and wait for the Guard to finish with the maid. Don’t kill her killing civilians sends you to immediate high chaos. Take him out and get his key. Now sneak and pickpocket the key from the maid as well. You might want to choke her out which doesn’t count as killing. You should now have the run of the place. Use the nearby documents to deduce the docs favorite date which opens up the safe, and get the valuables, now up to the third floor and remember to search everywhere for loot. In the main office use the fake book to open up the secret lab and get the Rat Viscera you need. When done go to the Distillery way on the other side of the map, but close to Granny Rags. Inside you will find a good fight if you don’t feel like being sneaking and isolating them, or bypassing them. Get the Distillery key on the left side of the yard. Inside are a lot of gang member to deal with. A few rooms ahead is a gate that can only be gotten through by turning a valve and slowing time to slide under before it closes, or you can just blink to the top. There use the pipes to avoid them, or from here open up with your ranged weapons. Keeping in mind that you will now have to kill them all. Finally now into the back area where the barrels are stored. Take out the one patroller, from above or how ever. Now be mindful of traps there are a couple of them down the hallway. Finally to the still under the stairs. Now before you poison the whole vat, WAIT!. Grab up to three empty vials and make yourself some health elixir. Now drop in the poison, get out of there and go get your reward you mass murderer you. <br />
<strong><span style="color: orange;">*Special action2*-</span></strong> Rescue Griff. He’s a former Merchant in the good days now turned to scavenger who’s having trouble with gang members. He’s farther down the Granny Rag’s street. If you take out the two Gangsters troubling he can be another place to trade with. You will have to break down the boards on his door to talk to him. He will move further down the alley up some stairs to set up shop. Remember to search his old house for a bone charm. He has some interesting buys 2 blueprints, rewire tools, sleep darts, ammo, elixirs, etc. <br />
<strong><span style="color: lime;"> C.</span></strong> Now you can drop down and take them out all one by one, or you use the ducts to cross the street, and blink to the stairwell, then blink from cover to cover till you get above a large group of plague rats. Ahead there is a group of gang members arguing with each other. You can either blink passed them while they fight, or wait they are done and choke them out as you make your way passed them. Climb the stairs.<br />
<strong><span style="color: lime;"> D.</span></strong> While climbing the stairs blink to the green ledge above you and take a look around. There are several guards, a small guard shack, and the next waypoint. This is a good place to get the lay of the land, and a great place to hide unconscious bodies. Blink or sneak behind all of the guards and choke them out, then hide their bodies, before heading to the shack to find a rune. Then take the gate to Holger Square.<br />
<strong><span style="color: orange;">*Note*-</span></strong>Sparing Captain Curnow during this mission counts as a Special Action.<br />
<strong><span style="color: lime;"> E.</span></strong> There’s a man in stocks being tormented by a lone Overseer. Sneak up behind him and choke him out. Talk to the man who is Overseer Martin, then release him. Then blink over the gate, and stop and listen to two overseers talking about the "Heretics Brand", a non lethal way to make even the most powerful overseer an outcast, so you can accomplish your mission without killing anyone if your going for that no kill achievement. Now you can blink behind them one by one and choke them out. <br />
<strong><span style="color: lime;"> F.</span></strong> Over the Gates the best approach is through the kennels, open the door and be very quiet as this is full of wolf hounds who can’t be choked, are a pain to fight, but do go down with sleep darts. The first room you enter has an overseer and his wolfhound, as soon as their backs are turned head to the room on the right passed the incinerator and into the next room. There is a lone overseer who needs to be choked out immediately. Then stash the body on the pipes above you. You can open up cell E which gets you the handle to cell F which has loot, and text on the seven Strictures which comes in handy later.<br />
<strong><span style="color: lime;"> G.</span></strong> Move on to the next waypoint with a door to the right with a lone overseer. This guy is fairly noisy, but be careful of the overseer with the wolfhound is still in the area. There is a lot of loot, and a note about a cache in the Incinerator. Read the note well before heading back to the Incinerator to get it. <br />
<strong><span style="color: lime;"> H.</span></strong> Head to the basement of the High Overseer’s office, take the door to the main hall, and make your way up the staircase. Notice the statue. If you chose to knock over the glasses later don’t push the eye yet. If you are switching them, or gonna let it play out then go inside and get the large amount of loot, and a rune. <br />
<strong><span style="color: lime;"> I.</span></strong> Avoid any confrontations if possible, and hide bodies if you do. Blink to the open window above him or sneak around and knock him out and stash him. At the next section there is two guards talking and one walking around. Use the large light fixtures to blink to each completely by passing the guards till you get to a open window. Use the ledge to get to the branding room. After reading the instruction return back to the light fixtures to avoid the watch. <br />
<strong><span style="color: lime;"> J.</span></strong> The Archive room has more branding instructions, but is a core patrol spot for a lot of guards. Camp out and take them out one by one, remembering to take their bodies with you and stash someplace. A good place is to get to an open window and stash them on a ledge. Eventually you will clear the halls. If you get them all one of them should have the key to the Interrogation room. Make sure not to leave until you have the instructions on giving the Heretic Brand. <br />
<strong><span style="color: lime;"> K.</span></strong> Now backtrack to the meeting room. This room has a rune in it. Now you have a choice, you can <br />
<span style="color: red;"><strong>1.</strong></span> Do nothing. Captain Curnow drinks poison, dies, and then you can do what you want with the High Overseer. <br />
<strong><span style="color: red;">2.</span></strong> Pour out all the glasses which causes Campbell to invite Curnow down to the secret room to try and kill him. Follow them, and choke out Curnow, and then choke out Campbell carry him back upstairs and brand him. Which causes him to lose his position, and live on the streets begging for coins and hiding from rat swarms. Then find Captain Curnow and move his unconscious body to the nearest window and put him in a safe location. Which turns out to be a dumpster. Just remember to take your time and let guards pass, because taking them out with an unconscious man is hard. <br />
<span style="color: red;"><strong>3.</strong></span> You can switch the glasses and Campbell will accidentally commit suicide(very much recommended).<br />
<strong><span style="color: lime;"> L.</span></strong> Make your way to the nearby backyard and search for two bone charms, and a rune. In the next area a guard is being accosted because of his sister. If you chose to intervene take out the overseer at the top of the stairs, then his buddy. You will learn the combination to the bunkhouse safe as a reward. Make your way through the building and out the window. Climb down the long chain to meet up with Samuel.<br />
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<strong><u><span style="color: blue;">Hounds Pit Pub</span></u></strong></div>
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-Return to the pub. If you saved Captain Curnow his niece Callista is there to reward you. <br />
-Visit Piero and buy some goods. Eavesdrop on some of the Loyalist<br />
-Look around for some of the loot you didn’t get last time.<br />
-Then get a good nights sleep.<br />
-When you wake find the Admiral near the sewer entrance. -Talk to the Admiral and then take the key to the Sewers.<br />
-Drop down into the sewers and find the two Weepers. If your going non-lethal you can take both of them out from a distance with sleeper darts, you can also take them down with a crossbow, or quickly with a sword they don’t put up much of a fight. <br />
-Before heading back to the surface to report, search the last section of the tunnels to find two runes. One beside the water, the other one a quick swim away. <br />
-Head out a side door, and up a chain and report to the Admiral on what you found.<br />
-Find Samuel to start your next mission<br />
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<strong><u><span style="color: blue;">Mission Four Eliminate The Pendletons and Find Emily</span></u></strong></div>
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-Go to the Golden Cat<br />
-You will notice that the death or removal of High Overseer Campbell has scared the City Watch. There is now a new hulking automated WatchTower.<br />
-Wait under the stairs for the walking patrolman to come down the stairs and blink behind him and choke him out before leaving him under the bridge.<br />
-If you want blink to the top of a nearby wall then blink to the top of the Tower. You can rewire the box so that it only attacks guards, or go non lethal and pull out the Whale Oil tank that powers the machine.<br />
-As you walk up to the distillery, Slackjaw’s men inform you that their boss would like a word with you. Take them up on the offer and enter the Distillery and look around. No one will attack you so go ahead and loot all you want. Make sure you grab the key in the room to the right behind a metal shutter, and the schematic for Incendiary Bolts. <br />
-Meet Slackjaw further in the Distillery with a proposition for you. He wants to know the fate of his missing informant. In return he offers a rooftop approach to the Golden Cat.<br />
<strong><span style="color: red;">I.</span></strong> <strong><u>Eliminate the Pendletons and find Emily</u></strong><br />
<strong><span style="color: lime;"> A.</span></strong> Creep out the exit to the back alley and look up. There are two assassins watching the alley, one in a window to the left, and a higher one with a bone charm near him. Start by blinking to the ledges and making your way through the side window. Then blink directly behind the Assassin and choke him out. If you have the sleep dart head to the window and knock out the other when he turns his back to you, or you can blink your way over and take him out the old fashioned way.<br />
<strong><span style="color: lime;"> B.</span></strong> Now blink to the where he was. Now a third Assassin is watching the alley from the rooftop of Griff. Take him out with a sleeper dart, or blink your way over behind him and knock him out.<br />
<strong><span style="color: lime;"> C.</span></strong> Now climb to the top of the wall check out the area. You are looking for the three story building directly across the street, that’s Galvani’s. Use the ducts and ledges to make your way toward the 2<sup>nd</sup> story guard. Take him out with a sleep dart and enter the building. There are two guards on the 2<sup>nd</sup> floor and 2 on the 3<sup>rd</sup> after this. Take your time and take them out, being careful to hide the bodies and not be seen. When all four are down head back to the 2<sup>nd</sup> floor and find Galvani’s bedroom, inside find out what his favorite day is and use it to loot the safe nearby. Make sure to check out the false book in the bookcase by Crowley’s body to get a rune. Then loot the place and grab the Audiograph.<br />
<strong><span style="color: lime;"> D.</span></strong> Head back to the distillery and talk to Slackjaw, who has a proposition. An art dealer at the Golden Cat has a tough safe to crack, and he want you to get the combination. In exchange he will deal with the Pendletons. Leave and take the Captains Hotel key ring.<br />
<strong><span style="color: lime;"> E.</span></strong> Cross the roof behind the Griff and use the ducts and pipes to make your way to the waypoint. If you look down below you will see four to five weepers and a tunnel that leads to Granny Rags and a bone charm. They can be taken out many ways, from possessing one of them and moving it out of the way of the other, sleep darts, or other ways of isolating them. Also bending time is an option. You can just evade them by staying high, but then you will miss out on the tunnel. When done head down the alley and up the stairs towards the right. <br />
<strong><span style="color: lime;"> F.</span></strong> You will find two guards messing with a woman, if you come to her aid she will reward you with a key to the backdoor of the Art Dealer, very handy so this is recommended. Continue down the alley and to a staircase that is exactly across from the Captain’s Chair Hotel. Then you will get a chance to check all the guards, and a watchtower. Get to a ledge as soon as possible, then blink to the top of the guard shack. Get the patrol routes in your head as soon as you find a hole blink to the front door of the Hotel and go in quickly.<br />
<span style="color: lime;"><strong> G.</strong></span> The Hotel has no human enemies, but does have rat swarms. Behind a mattress on the 1<sup>st</sup> floor is a bone charm. At the stairs a swarm of rats will try to swarm you, so blink passed them and head to the top floor and out onto the roof that leads to the Golden Cat. This is a great Vantage Point, you can see the whole layout of the Golden Cat. Pull out your heart and find the rune in one of the apartments. Blink to the balcony and steal it, then return to the roof.<br />
<strong><span style="color: red;">II.</span></strong> Now you have a choice to make. Take Slackjaw’s offer or deal with the Pendleton’s yourself<br />
<strong><span style="color: lime;"> A.</span></strong> Blink from roof to roof till you can get to the window perch underneath the rooftop guard. Now stop and listen as the Madam talks about Emily’s location, and then the Pendleton’s location. Now back out the window to the window with the second metal shutter. Open it and blink across to the ledge on the other side of the room. You are near a rune so take out your heart and grab it. Then back to the ledge. Now move towards the Art Dealer.<br />
<strong><span style="color: lime;"> B.</span></strong> Either way there is no reason not to get the combination to his safe and the large amount of money it has. Become a thief in the night or Batman and jump from ledge to light fixtures, etc till you either reach the Art Dealers room. His room is the Silver room, wait for all clear then enter. This is easy and fun, the Art Dealer is blindfolded, and all you have to do is pull the lever in this soundproof room and wait for the option to extort him comes up. Now you can go kill the Pendletons using the light fixtures and ledges so you can keep the money, or give Slackjaw the combination later and let him and his thugs do the deed.<br />
<strong><span style="color: lime;"> C.</span></strong> Head back to the Madam’s office, sneak up and quietly subdue her and loot the room for a master key and Emily’s location. Head up stairs and equip the heart, there is a bone charm, and a rune on the desk of an unobservant whore. Then use the key to unlock Emily’s room and save her. Then follow her out the VIP Exit, she will head to Samuel. <br />
<strong><span style="color: lime;"> D.</span></strong> Now you have one or two things left to do. <br />
<strong><span style="color: red;">1.</span></strong> Head to the Art Dealers back door, keeping in mind that any street gang member who see you will attack. Inside his house, loot all his goodies, making sure to get all three of the Sokolov paintings. If you did the deed yourself then use the combination to get the cash, and a party invitation that comes in handy. Or leave it. <br />
<strong><span style="color: red;">2.</span></strong> If you chose the non lethal at least by you path head over to Slackjaw and give him the combination. He will then tell you exactly how nasty he will be to the Pendleton twins. Then make your way to Samuel and Emily and back to the Pup.<br />
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<strong><u><span style="color: blue;">Mission Five The Royal Physician</span></u></strong></div>
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-Anton Sokolov has been reported near Kaldwin Bridge, and the Loyalist want him taken.<br />
<strong><span style="color: red;">I.</span></strong> <strong><u>Abducting Sokolov</u></strong><br />
<strong><span style="color: lime;"> A.</span></strong> Make you way over to Drawbridge Way. Find a ramp of wood and use that to blink over to the other side then climb up the ducts till you see Member of the Watch. They are covering the area like its Fort Knox but luckily one of them just likes to stare out over by the water all by his lonesome near the warehouse. Choke him out then dump him in the dumpster like you did the Captain while back and enter the warehouse.<br />
<strong><span style="color: lime;"> B.</span></strong> Surprisingly there isn’t any guards actually in the warehouse so loot all you want as long as you don’t get too loud. Must get the blueprints on the desk upstairs, they will make super quiet boots for you later.<br />
<strong><span style="color: lime;"> C.</span></strong> Take a peek at the barred area to take a look at the amount of guards in you way. One way is to follow the rails across, you just have to be very careful because any mistake means you are taking on a lot of bad guys. Another takes a little more work but is well worth it. Blink to the upper area and grab the whale oil tank and plug it into the socket for the conduit. Then jump into the cart, pull the lever and ride across. If you have your heart attached you will notice a rune and a bone charm. So blink to the balcony and quickly go to the outside window of the apartment to avoid the watch. There’s a chain in the back that will let you into a locked room to find the rune. The bone charm is nearby, you can blink to it by crossing the waterway when the watchman isn’t looking, or choke him and his friend out and lowering the bridge. The Charm is guarded by a Weeper who needs to be choked out. Now return to the main street and go through the door leading to the drawbridge spotlights when the coast is clear.<br />
<strong><span style="color: orange;">*Special Action*</span></strong> - Upon entering the Drawbridge area you will see Lord Pratchett talking to a member of the watch about ways to make more money during the curfew. Blink behind him when he enters his house then knock him out. His house is full of valuables, and even stuff to upgrade your heart, along with a message about what order to view paintings in order to find the truth giving you the combination to his safe. Once you are done make your escape to the rooftops and use your heart to find another rune guarded by a very quick and very mad man guarding another rune. Take him from a distance, then take his rune.<br />
<strong><span style="color: orange;">*Special Note*-</span></strong> Arc Pylons are Nasty, it doesn’t have a blind spot, and it isn’t fooled by being quiet. Dark vision with the ability to see wires to find the whale oil and unplug them is recommended, or level 2 possession while being very quick.<br />
<strong><span style="color: lime;"> D.</span></strong> Use the crazy guy’s balcony to get back to the rooftops and go roof to roof till you hit the checkpoint by the bridge. Here you have a slow and hard choice, or a quick by risky one. If you can posses humans then you can try jumping down and possessing a member of the watch and getting passed the security before it wears off, or you can slowing disarm each pylon giving it a wide berth. <br />
<strong><span style="color: lime;"> E.</span></strong> Either way when ready climb the bridge and use a level to bring it all the way up, a loud alarm will sound when it raises. Don’t worry this has no effect on the guards or anyone so don’t panic. Then make your way to the door beneath the bridge. There are two members of the watch there, wait for them to split up then take each out. The closest door has the power supply to the arc pylon on top of the bridge so knock that out. Then climb the chain to the upper levels. Find the Watch Officer and choke him out to take his key, then climb up high and get a feel for the guards you are about to go through when you cross the bridge. <br />
<strong><span style="color: lime;"> F.</span></strong> Creep across the bridge, then blink over to the whale oil that feeds the giant search lights on top. Disable those bring some much needed darkness to the area. Take a look down from the edge and look at all the people who would kill you without a second thought. Now blink over to the a large curved girders that support the bridge and walk down. You can now do the special action or ignore it and make your way to the road to Midrow Substation.<br />
<strong><span style="color: orange;">*Special Action*-</span></strong> Underneath the bridge on the far side is a cell with a prisoner in it. If you are gonna do this side quest, then you will need to clear the area of all watch because this will be quite noisy. Take out the watchman near the cell then free the scavenger. You can help him escape now and leave or follow him for more treasure. He leads you to a group of River Krusts by the water. A loud, venom spitting creature that has very large and valuable pearls in it. From here it is very important to take out all the watch in the area. Once that is done use your crossbow on the River Krusts and don’t get too close till dead. Now that you have done all this work for him he will lead you into an ambush, as he turns on you and attacks. We he turns hostile this kills your Ghost run by the way.<br />
<strong><span style="color: lime;"> G.</span></strong> Enter the door at the Substation on the other side is a small apartment with a rune on it, and some stuff to read. Creep out cautiously to it keeping in mind there is a patrolling watch on the street below. The area outside is heavily patrolled, all of them can be taken out slowly with a lot of patience. The waterways are useless in ghost style because there are a bunch of River Krusts and they are very loud like alarms. Head to the right, blink to the left on a ledge where near an officer. Follow the ledge around, then blink up to the raised area of the Control booth and wait for him to show his back then take him out. Then back into the Control booth, and shut down the machinery giving you a way over to a tank of whale oil that powers the wall of light.<br />
<strong><span style="color: lime;"> I.</span></strong> Now through the wall of light head of to the balcony on the left, and enter the building for some looting, the out the door on the north east. The alley leading away is empty of enemies shocking I know lol. Head left and make your way up to the roof on the left. There is a note inside the building having to do with playing around with sinks to open up some secret stash if your interested. Use your heart to find the bone charm in a room that can only be accessed from a balcony near the roof. <br />
<strong><span style="color: lime;"> J.</span></strong> Now back on the roof, look around till you see a wall of light with some guards and some imprisoned citizens. If you want you can take out the guards, deactivate the wall of light, and free them with the award of knowledge of a safe, and the combination. Or you can just bypass it and head to Sokolov’s house.<br />
<strong><span style="color: lime;"> K.</span></strong> Sokolov’s house is blocked by a wall of light, so the best approach is use the rooftop to sneak over it and to the house. The Easy way is to use the broken building around it to blink, climb your way to the top then blink over to Sokolov’s rooftop Lab. There is only one guard patrolling the ledge. Take him out and go find Sokolov, but you will miss one of his paintings. If your looking for a thrill start from the bottom floor and work your way up. This house is very open and hard to isolate the many patrols of Watchmen guarding it. There is an overseer with a music box that when played nullifies your powers. Don’t forget to nap one of his paintings.<br />
<strong><span style="color: lime;"> L.</span></strong> Dealing with Sokolov is fairly easy, just sleep dart him. As much as you may want to torture him for a while, now is not the time, and he has too much in his head. Grab his key, loot the lab, a rune, blueprint, and make sure you free the prisoner in the back room. Then make your escape. <br />
<strong><span style="color: lime;"> M.</span></strong> Head back to the rooftops with Sokolov over your shoulder, now head to the extraction point and meet Samuel and the boat on the water.<br />
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<strong><u><span style="color: blue;">Hounds Pit Pub</span></u></strong></div>
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-Upgrade weapon, buy stuff<br />
- Check in on Cecilia, or Emily<br />
- Get some sleep<br />
- Next time its time to get the info you need from Sokolov.<br />
<strong><span style="color: red;"> A.</span></strong> You can scare him with plague rats or <br />
<strong><span style="color: red;">B.</span></strong> Buy some nice Brandy from Piero and use it to bribe him.<br />
- Either way get the info you need to start the next mission<br />
- Time to go to the Boyle Estate.<br />
-Talk to Lord Pendleton he will give you the money he owns you if you went non lethal on the twins, and has a note for you to give Lord Shaw on the Mission.<br />
- When your ready go find Samuel and start your mission<br />
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<strong><u><span style="color: blue;">Mission Six The Boyle Estate</span></u></strong></div>
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<strong><span style="color: red;">I.</span></strong> <strong><u>Party Crasher</u></strong><br />
<strong><span style="color: lime;"> A.</span></strong> You will get let off very close to the Estate, which is great. There are a lot of Tallboys all over the place which stinks. They are not to be messed with unless your ready for a real fight. Hopefully by now you got the shoe upgrade which lets you run silently, if you haven’t what is wrong with you (just kidding). You should equip your heart for there are many runes along the way which can open up some cool stuff. Your best option is to ghost and remain unseen and not start anything. <br />
<strong><span style="color: lime;"> B.</span></strong> Getting into the Estate.<br />
<strong><span style="color: red;">1.</span></strong> You have the invitation from the Art Dealers safe.<br />
<strong><span style="color: red;">2.</span></strong> There is an invitation in the Guard Quarters. <br />
<strong><span style="color: red;">3.</span></strong> You can posses a fish and swim through the bars and swim on in and start under the Estate, deal with a rat swarm, blink to the rafters, open the cellar door and join the party. From here on in once you make your way into the party, you will not be harassed. You are free to talk to anyone you like, as long as no one see’s you pickpocketing, or you pull your weapon. Up stairs there are guards once you head up there its back to sneak time. <br />
<strong><span style="color: orange;">*Special Action*</span></strong> If you chose to deliver Lord Pendleton’s letter to Lord Shaw it says that you have been offered in his place as his Champion for a duel ( I know what a guy right). Head to the spot, on the count of three turn and fire. Remember you can cheat and bend time. Also if you are going for the no kill whole game achievement then just use sleep darts. If not why not fire a pistol for the first time without having to worry about guards hearing. Another cool thing is killing him does not count against your Ghost run. Afterwards make sure to take the money from his wallet as payment for this set up.<br />
<strong><span style="color: red;">II.</span></strong> <u><strong>Deal with Lady Boyle.</strong></u><br />
<strong><span style="color: lime;"> A.</span></strong> At the party your job is to find the correct Lady Boyle. Now I could tell you who it is straight off and be totally wrong, I found that out the hard way. It changes each play through which is kind’ve awesome.<br />
<strong><span style="color: lime;"> B.</span></strong> All you need to know in a nutshell<br />
<strong><span style="color: red;"> 1.</span></strong> Talk to Lord Brisby to learn which Lady Boyle you are looking for. Also he has some interesting info on a non lethal run. Which is a fitting end for the lass.<br />
<strong><span style="color: red;"> 2</span></strong>.Get a drink for Miss White to find out what color dress each Lady Boyle is wearing.<br />
<strong><span style="color: red;"> 3.</span></strong>Or if you came in upstairs just find the diary, and find out all you need to know from that<br />
<strong><span style="color: red;"> 4.</span></strong>You can head upstairs and choke out a lot of guards and hide their bodies to find a lot of valuables.<br />
<strong><span style="color: red;"> 5.</span></strong>There are many ways to get the right Lady Boyle to the cellar<br />
<strong><span style="color: purple;">a.</span></strong> Tell her you are here to save her life, that a message awaits her in the cellar<br />
<span style="color: purple;"><strong>b.</strong></span> You can posses her and walk her to the cellar.<br />
<strong><span style="color: purple;">c.</span></strong> You can knock her out and carry her to the cellar. People will notice and things will get hostile<br />
<span style="color: red;"> <strong>6.</strong></span> Once in the cellar if that’s what you choose choke her out, then deliver her to Lord Brisby as he tell you what will happen to her lol<br />
<strong><span style="color: lime;">C.</span></strong> Time to escape. If you came up from the sewers just head back down and use the crank to open the bars and swim over to Samuel because its hard to find a fish to posses.<br />
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<strong><u><span style="color: blue;">Mission Seven Dunwall Tower Part Two</span></u></strong></div>
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-Make sure to stock up on what you need before going.<br />
- There’s no pressure on you now, just the future of an entire nation. Your just going after the guy who designed your own world of personal pain, he’s the reason your Empress is dead.<br />
- Arrive as close as Samuel can get you near Dunwall Tower, just under the waterlock.<br />
<strong><span style="color: red;">I.</span></strong> <strong><u>Assault time</u></strong><br />
<strong><span style="color: lime;"> A.</span></strong> Blink and climb your way all the way to the top, and blink over to the balcony. Whatever you do don’t go through the door, unless you want to end this mission quick as there is a Wall of light ready to dust you on the other side. Instead look up and jump blink to the mossy alcove, then use the pipes to bypass the City watch. The pipes lead to a side area with crates for cover. Use them while you plan your path. There is a Tallboy guarding so be very weary. <br />
<strong><span style="color: lime;"> B.</span></strong> Finally when the time is right blink up towards the metal bridge that is over the Tallboy. Now look around to see just how many bad guys stand in your way. A true challenge if you suddenly chose to go all blood and destruction. Me I say why not sneak around them. <br />
<strong><span style="color: lime;"> C.</span></strong> Look around and find a stone wall with metal post leading away from it. Find the area with all the broken equipment and head to that area, and then to the small opening to the left. Now climb up into the guard quarters, and take out the lone patroller, and grab the rune under the bunk. Now find the moat with a lot of fish, posses one of them and then slip through the bars and into the main part of the Tower. You can also get to the ledge above the moat, just have to deal with the guard on the walkway, and get through a vent, but there is a greater chance of being seen.<br />
<strong><span style="color: orange;">*Special Note*</span></strong> If you have been playing this as a mostly non-lethal, low Chaos game, and haven’t set off any alarms, then this mission is a lot easier from here on. <br />
<strong><span style="color: lime;"> D.</span></strong> Go inside and blink to the higher ledge as the Regent talks to General Tobias. This is great chance to see how all you have done has effected the state. If you have been low chaos then the Regent feels free to go to his bed chambers after done. If high chaos causes the Regent to stay in his heavily guard room. Now you have Two Choices. <br />
<strong><span style="color: red;"> 1.</span></strong> Kill the Regent. Blink to the Chandelier then a long blink to his bed chamber. Quickly loot the room then blink to the top of the bed to hide. After he has a short word with some men outside the door he enters and its time to send his soul to hell. Hide the corpse on top of the bed. <br />
<strong><span style="color: red;"> 2.</span></strong>Non lethal way is to reveal his true nature to everyone and for him to get what he had planned for you. You can do this by heading up to the upper level that has the broadcast control room. If you got the skeleton key at the Boyle estate you can unlock the door and unhook the whale oil tank that feeds a Pylon further up, or posses a watchman, or stop time to pass through it. Then head upstair to meet the Propaganda officer who tells you about a safe in the Regents bedchambers. Inside is a audiograph that has all the evidence of his evil in his own words, and he even gives you the combination. Now head passed the dead pylon and out the door. One long blink to the left leads to the bedchamber. Quickly open the safe, and loot the room, there’s a rune in the chest before he arrives. Then head back where you came and play the audiograph. The Regent now has no friends, only enemies, he will be arrested and eventually executed for his crimes.<br />
<strong><span style="color: orange;">*Note*</span></strong> The rest is optional and you can skip to G if you just want to get out. <br />
<strong><span style="color: lime;"> E.</span></strong> The music room has a Sokolov in it, if you feel like making your way through guards to get to it. Then just passed the General’s quarters is bone charm behind an unlit fireplace. Turn on the light on the wall to unlock a secret room with a bone charm and a personal message from the Empress to her daughter. <br />
<strong><span style="color: lime;"> F.</span></strong> Head upstairs and hide, General Tobias patrols close to the stairs. The best move is posses a rat and go through a duct on the left, or blink to the half opened window. Then stay out of sight of the Tallboy guarding the entrance. This is a tough one. The best move is to stop time and blink over get the rune and to the safety of the upper floor. Personally all of this isn’t worth the gamble because more guards show up after exiting.<br />
<strong><span style="color: lime;"> G.</span></strong> Make your way back to the waterlock, Samuel and a ride back home.<br />
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<strong><u><span style="color: blue;">Mission Eight Betrayed and Captured</span></u></strong></div>
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-After falling asleep in your bed at the pub you awake weakened on a boat. You are discovered by an Assassin and taken to their leader Daud..look familiar?<br />
-He has you stripped of your possession and beaten.<br />
-There is a short visit by the Outsider<br />
-Daud messed up leaving you alive<br />
<strong><span style="color: red;">I.</span></strong> <strong><u>Escape and get your gear</u></strong><br />
<strong><span style="color: lime;"> A.</span></strong> Get out of the pit by possessing a rat and moving down the drain to freedom. A nearby staircase has a weak but useful blade, and notes on what’s happening in the city. Upstairs there are two Assassins patrolling. Wait till the separate then choke them out in isolation style. <br />
<strong><span style="color: lime;"> B.</span></strong> Two Assassins patrol the rooftops, use caution and choke them both out, when done blink to the small apartment overlooking the area, and find the key to Daud’s base. Now to the Greaves refinery and your stuff.<br />
<strong><span style="color: lime;"> C.</span></strong> The place is crawling with Weepers, and one of them is an old friend. Best option is to stick to the high places as you move around. You are trying to blink all the way to the roof of the control tower. There find the scaffolding, there are many ways to get to up. Grabbing a whale oil tank, or jumping up and blinking, etc. Creep along the pipes around the factory with your senses on high alert for two Assassins talking, wait until they leave then head into the entrance of the factory. Break through the wood to get deeper into the factory, filling one of the tanks opens the way to go deeper. Now its time to go down. <br />
<strong><span style="color: lime;"> D.</span></strong> One the middle level there are a couple weepers roaming, but what you are looking for is at the bottom, your gear which should be next to a well known Weeper if you chose to brand High Overseer Campbell then he is there with a special message about his fate. Don’t kill him, his fait is just too good, possessing him is better, or waiting for him to get out of the way. Either way get your gear and get ready for some revenge.<br />
<strong><span style="color: red;">II.</span></strong> <strong><u>Revenge on Daud.</u></strong><br />
<strong><span style="color: orange;">*Special note*</span></strong> Taking out Assassins up high with sleep darts can be fatal to them as they might slip and fall to their death if your going totally non lethal.<br />
<strong><span style="color: lime;"> A.</span></strong> Central Rudshore is covered with Assassins who seem to prefer the great visibility it affords. Get to the rooftops and use broken building to hide yourself and you make your way. Be calm and cautious only taking them when they are alone, steady eliminating is the best way. Now that the path is clear, head to into the base by way of the wood they were guarding.<br />
<strong><span style="color: lime;"> B.</span></strong> As soon as you enter take cover, there are two assassins. Listening to them reveals clues about a secret tunnel that Daud has a key to. When they split up move in and knock them out, then loot the room. Up ahead there are Assassins talking about the art of stealth show them what you got by stopping time and passing them or possessing a rat.<br />
<strong><span style="color: lime;"> C.</span></strong> Using the pipes and vent climb to the next window, there wait for the right opportunity to take out the lone Assassin leaning against a bookshelf. If you have been very sneaky and not alerted anyone then you will soon overhear that Daud has no idea where you are, how you escaped, etc. Which is very funny for a Master like him<br />
<strong><span style="color: lime;"> D.</span></strong> First get rid of Daud by possessing each one walking him out and then knocking him out at the right place. Repeat until he is alone, now you have several options left to you on how you deal with him<br />
<strong><span style="color: red;"> 1.</span></strong> You can chose to attack, he will duel you. (Low Chaos he fights fair sending his backup away)<br />
<strong><span style="color: red;"> 2.</span></strong> You can choose to drop Assassination him<br />
<strong><span style="color: red;"> 3.</span></strong> You can choke him out letting him spend the rest of his life wondering when you are coming for him, and having to live with the fact that there is someone alive better at everything than him. I like 3 the best<br />
-Either way make sure you take his stuff, key, and blueprints for better armor, then leave via the super secret tunnel that the Assassins were talking about.<br />
<strong><span style="color: red;">III.</span></strong> <strong><u>Escape time</u></strong><br />
<strong><span style="color: lime;"> A.</span></strong> The tunnel takes you to a waterway, make your way to the rooftops, and find a rune. Along the way when climbing the broken buildings you find a plague survivor with some info and plague charts that might be handy, then take that rune. Now you have two options, one head back to ground level to save some civilians in a special action or continue onto your goal<br />
<span style="color: orange;">*Special Action*-</span> In a Low Chaos playthrough, you will be given the opportunity to save some civilians from certain death. There are non working flood lights, Tallboys, and guards. Take down the guards and head into the nearby apartment building and talk to Blake. He ask you to save them, or at least help them out. He advises getting a view from high up, so do so. Blake was nice enough to give you a key to the balcony overlooking pylons. Here it is best to blink from one tank to another pulling out the whale oil as quickly as possible. You may also need to slow/stop time if you run into trouble. When that is done give the civilians the all clear, even though there are Tallboys to watch out for. The only real option is to posses any that do, and walk them away. Just remember to have them facing away from everyone and have a quick escape route while he recovers. After they are out of immediate danger, the rest will be up to them, they may still die some other way, but you did your part.<br />
<strong><span style="color: lime;"> B.</span></strong> Now make your to high near the gate and just posses another Tallboy which you should be good at by now if you did the Special Action, pull the lever and quickly walk through the Wall of light, make sure you turn to facing the other way from the door you are fixing to go through. As there is nothing like an angry one. Now creep over and get through the side door to the Old Port Outskirts.<br />
<strong><span style="color: lime;"> C.</span></strong> Now make your way down the alley and into the first building you can get into now keep climbing till you get to an open window, now blink to a covered area and make your way to the cover to the sewers. Open it using the nearby valve and get in quickly before it closes. Now down here there isn’t much in your way but River Krust unless you have been killing too much then there are rat swarms and weepers, either way head to the tunnels.<br />
<strong><span style="color: lime;"> D.</span></strong> Talk to a Street thug to learn about the Struggle between Granny Rags and Slackjaw. Which is important since they have the sewer key you need to continue, shocking I know. Make your way down the side passage dealing with the River Krust as you see fit avoiding. There is also a safe of note which can be opened by finding two notes near to it that have the combination.<br />
<strong><span style="color: orange;">*Special Action*</span></strong> You must decide to help either Slackjaw or Granny Rags. Both are in the middle of a power struggle for control of the underworld. You can just steal the key from Granny Rag’s belt if you don’t care and just walk away now. <br />
<strong><span style="color: red;"> 1.</span></strong> Choosing to help Slackjaw- Steal the key, he tell you of a cameo in the furnace room that must be destroyed before she can truly be killed as you free him. Just light the furnace, and she is now vulnerable. Still going totally non lethal, hit her with a sleep dart, or try to keep Slackjaw alive until he can finally kill her for you. Which means killing all the rats. For those trying to stay on the Ghost path then you will have to kill the rats from inside the furnace room using Dark Vision and a lot of bolts. Just reload if you goes hostile towards you. You may also have to reload if Slackjaw fails which does happen as you don’t control him, or avoid all the stuff by sleep darting her. <br />
<strong><span style="color: red;"> 2.</span></strong> Choosing to side with Granny Rags- Talk to Granny, then go over and execute Slackjaw, use the key to unlock the bonds with the key and lever, then dump his remains in the tub. Get your reward and take all the loot and move on. Can’t go non lethal on this choice.<br />
<strong><span style="color: lime;"> E.</span></strong> Head back to the main sewer tunnel, passed a few isolated Krust, and then passed a group of survivors on low chaos, or weepers on high chaos, then a big room full of a lot of Krust and a bone charm. Incase you haven’t noticed before and missed it Krust, rats, etc don’t count on the lethal, non lethal checklist, so feel free to kill them all in anyway you choose. Take your bone charm then open the door to the pub. There’s a future Empress that needs you to save the day.<br />
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<strong><u><span style="color: blue;">Mission Nine The Battle of the Hounds Tooth Pub</span></u></strong></div>
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-Leaving the sewers you will find many new people and most of them don’t like you. Talk to Cecilia and find out what to do next.<br />
<strong><span style="color: red;">I.</span></strong> <strong><u>Time to get to the Pub and find Emily</u></strong><br />
<strong><span style="color: lime;"> A.</span></strong> Leave Cecilia and leave her safehouse and immediately hide yourself among the plants behind the metal wall. Stay here and listen to the conversation between two members of the watch, when the Tallboy turns down the street towards the Tower, blink to the awning, and then to the streetlights, to find the watchman patrolling the roof. A sleep dart is best, but wait till he’s near the middle so he doesn’t fall to his death thereby ruining a non lethal run, and also giving away your position if he falls. Now use the roof to access your old room. Watchmen are having a conversation, hide by the area near the door and listen in as they talk about Piero and Sokolov, which opens up a special action of freeing them. <br />
<strong><span style="color: lime;"> B.</span></strong> When an enemy comes near use one of your powers to get behind them and then choke them out, and stash them in the area near the door you were hiding. Once the two watchmen are done talking hunt down the remaining patroller and knock him out.<br />
<strong><span style="color: lime;"> C.</span></strong> When the coast is clear head to your old room. A letter from Emily and her last drawing which will also give you a hint to the ending. Finding them constitutes a special action so bravo to you. The note also tell you where you can find her, and a means of signaling Samuel.<br />
<strong><span style="color: lime;"> D.</span></strong> Now head down to the pub, keeping in mind that you need to subdue all the men on the second floor. Bye the way your room makes a nice place to hide unconscious bodies. When it is all clear get to the Admirals room and find the blue prints from the waste basket. Now blink over to Piero’s workshop, <br />
<strong><span style="color: orange;">*Special Action*</span></strong> The balcony on the riverside has an open window, and a rune out in the open. Now head down to find the two Inventors. If you didn’t go to Havelock’s room earlier you will now have to do it and bring it back to them. Get an oil tank and fill it. Get to window and to the roof, where you will see three spots for oil tanks. Pull the shield release lever and plug your tank in the only open slot, and then watch. The machine goes to full power and releases a wave in brilliant flash that should put all the remaining bad guy asleep<br />
<strong><span style="color: lime;"> E.</span></strong> If you did the last special action the pub should be quiet minus the snoring. Now you need to get up to the tower and Emily’s room. Announcer yourself to Callista who will let you in unless you on high chaos, then the key is in the yard behind the pub. Inside launch the flare signaling Samuel to come. Time for one last mission to set things right.<br />
- Before you go talk to Piero and load up, upgrade etc. This is the last time you will need to and your last chance to do so.<br />
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<strong><u><span style="color: blue;">Mission Ten The Final Battle</span></u></strong></div>
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-Samuel will take you to where you need to go. The Island of Kingsparrow where Emily is being held.<br />
-Note High Chaos changes the conversation you have with Samuel as the who island seems to be alerted to your presence before you have even really arrived. Low Chaos Samuel bids you farewell as he drops you at the docks.<br />
-Note there are many ways to proceed, but I am choosing to go by way of the beach which just felt stealthier to me, as long as you take your time.<br />
<strong><span style="color: red;">I.</span></strong> <strong><u>Get to Emily</u></strong><br />
<strong><span style="color: lime;"> A.</span></strong> Take the elixirs and move cautiously toward the beach using the water and various rock as cover. As long as you move slow and quietly you will be ok, if not you will die because there is a lot of weapons that will be trained on you rather fast. Finally when you see the Arc Pylon take cover and survey the landscape. <br />
<strong><span style="color: lime;"> B.</span></strong> There are a lot of options, but the best is to stay unseen, and without engaging anyone. Blink from cover to cover till you get below the man guarding the oil tank to the Pylon. Then jump to the stone ledge behind him, now blink up to the walkway above him. Now use the access hatches to either side of the walkway as cover if you need. Use the one farthest from the watch tower which has you by a small docked boat with a lone guard and a sewer that leads inside. Be quick and use one of your tricks to take him out and take him with you into the sewer.<br />
<strong><span style="color: lime;"> C.</span></strong> Make your way to the gatehouse drainage point, take out the Watchman and hide his body. A chain in the Maintenance room leads down to the only rune on this island. You can’t use the drainage pipe, so make your way to the courtyard. But be careful as there is a guard waiting for you that is hard to take out. Best bet is to posses him or bend time to get behind him, etc. Now take cover under the walkway in the courtyard.<br />
<strong><span style="color: lime;"> D.</span></strong> This section is full of enemy’s, so maybe its time to blink up higher like the stairs, etc till you are on top of the inner wall. This gives you a good view of the area and also a easy way into the gatehouse control room without alerting anyone. Blink over to the upper gatehouse, then use the small bridge to blink over to the other gatehouse without having to worry about guards. Use the left metal bridge support to get up. Posses the lone guard of the elevator and take him out when best. Using any kind of projectile will see him falling and dying or alerting someone. You can also try and be cute, crazy long blinks and stopping time to get behind him, etc.<br />
<strong><span style="color: lime;"> E.</span></strong> Blink on top of the elevator and up the girders, etc till you get to the rear entrance. Strangely Martin and Pendleton sit in their chairs, they don’t bother to attack. Admiral Havelock makes his excuses and regrets to the fire. You can confront him and he will get you the key to Emily’s cell, you can kill him if you want, but what kind of example would that leave Emily. Whatever you decide make it, and go get Emily<br />
<strong><span style="color: lime;"> F.</span></strong> The whole game has been a road to get her to where she belongs the Throne as the new Empress. If you did it Low Chaos then the world has hope maybe a chance to get passed the Plague and to a new age of Light. If you chose the High Chaos then she has learned from you that the world is brutal and will lead as such. A world of darkness will only get darker.<br />
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J.R.http://www.blogger.com/profile/14603141208663248674noreply@blogger.com0tag:blogger.com,1999:blog-6555670831628003403.post-72681005092708551972012-09-02T20:54:00.001-07:002012-09-02T20:54:40.518-07:00My new addiction Minecraft<div class="separator" style="clear: both; text-align: center;">
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Ok so its official, can’t explain it. I’m addicted to Minecraft on 360. Its such a simple game, simple graphics, with new things coming out now and then. But the next thing I know its several months away and I’ve been spending all my free time seeing what else I can build with whatever material I can find, and wondering if its cool enough to let my friends walkthrough in their "Tennis" outfits lol. I’ve built a giant glass pyramid, glass spaceship, and other buildings galore. Right now I’m thinking about seeing how high I can go and maybe making a space station above my main storage place. Ok so enough about how obsessed I am with minecraft. Here’s what you need to know. One of the cool things about this game is that just about any age can play, and have fun doing whatever they want.<br />
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1) If its your first time playing, put the setting to peaceful. Unless you enjoying dying often at the beginning. If your game like I was, the first thing you want to do is chop down at least one full tree with your hands. This will let you make a workstation, so you can make a few things. Then you will want to find coal quickly, or just burn some wood to make charcoal. Very important if you aren’t playing it on peaceful. Monsters hate the light. Once you have a few tools, and some torches, burrow out a quick shack, then cover it up, before dark, or you will probably die.<br />
2) The most fun about peaceful, you don’t have the creepers blowing up all the cool things you just made. <br />
3) While in peaceful, build a couple boats, and bring the map and walk the whole earth. This way you know where you are at, and the whole map is available. Say if your digging a subway and want to come out at the right spot, or need to get a lot of sand.<br />
4) Once you have a good base of operations, dig all the way down to the end of the earth, then go up 12 blocks. This is your mine, at level 12 seems to have the best stuff. Hollow out a section and make room for a bunch of storage boxes. Then dig in a straight line, whatever you do don’t waste your good metals, and diamonds on doing this. Bring about 8 stone pickaxes, and 2 iron ones. The easiest way to mine is to dig in a 4x4 grid on the 12<sup>th</sup> level for as long as you want. Just remember to be ready with dirt, stone, whatever incase you hit a lava patch and have to plug that hole quickly. This is a great way to stock up on a lot of inventory, to build the cool stuff with. I keep 4 working ovens to melt down the metal I bring back, before restocking on pickaxes, and unloading what I got before heading back out again.<br />
5) Key things to know. Sand heated is glass, Cobblestone makes pure stone, etc, etc, play around with a bunch of things. They just came out with the sticky pistons and I’ve been trying to get enough goo to make a few. Pain in the butt trying to get any. Have to be careful how you attack the Green guys or you get nada in the drop. <br />
6) The most important thing, is this is your world, explore, look around have fun, make whatever makes you happy, and to heck with anyone else. <br />
J.R.http://www.blogger.com/profile/14603141208663248674noreply@blogger.com0tag:blogger.com,1999:blog-6555670831628003403.post-65077852045928895342012-05-03T00:50:00.001-07:002012-05-03T00:50:39.725-07:00Mass Effect 3, The end of the Shepard Story<div class="separator" style="clear: both; text-align: center;">
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****************************SPOILER ALERT**************************************<br />
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Ok thats out of the way, i had many plans for this game when it came out. I preordered it as soon as i heard i could. I've played the other two so many times, i know stuff by heart. I planned to at least play my normal paragon guy who's Super Shepard, and my hot red headed lesbian renegade who does what she likes. First of all this game is harsh making you understand what war can really be like in real life as you have choices in the game, sometimes they both suck. Especially if you saved the Rachni in one, and have to chose to either save Grunt, or the whole race. Me personally i will take a Krogan over anyone so no Rachni anymore lol. The game, and the story were great. Did irritate me that even though i didn't lose anyone from 2 they weren't availible as shipmates in 3. Right up into the end i gave this game a 15/10 best game ever, etc, etc. Then the game turned into something else. Like a bunch of monkeys and an evil squirral came together to see how bad they could mess up the ending. I'm sure you have all heard how bad they mess up the ending that over 65,000 people have made up a community on facebook, as well at holdtheline.com, and other sites just to tell them so. Me personally i hated : 1)The 3 choices being so crappy that i wanted Shepard to shot the synthetic child and just do something else. 2) The plot holes were so bad that everyone was left asking what just happened. (Relays destroyed, whole fleet stuck in the Sol system, how did Ad. Anderson beat you to the Citadel,etc), 3) All the ending turning out to be just so utterly the same with a few minor twist. 4) Your loyal band of crewmates running for their lives and leaving you to die only to get stuck on some bizarre planet. 5) You Shepard lives ending being him taking one breath from a pile, just to name a few. After the ending i got being so utterly horrible that i just sat there on my couch sad, and dismayed i almost stopped playing the game forever. If not for the mulitplayer, which has a concept that i would like to see more more online games. A team of online players not playing capture the flag, or kill human, etc. But working together against waves of npc's that get harder. To me at first it sounded like it would be lame, then it turned out to be the only redeeming value of the game. Final before any of the ending DLC 6/10 Funny thing is if it wasn't for the people i have met after being so destroyed by the ending, this game wouldn't be as memorable as it is. Here's hoping, fingers crossed that Bioware, and EA can fix the gold goose they tried to strangle. Also was happy they had DLC that you had to buy on day one, if its ready on day one it should be in the game. Just saying. <br />J.R.http://www.blogger.com/profile/14603141208663248674noreply@blogger.com4tag:blogger.com,1999:blog-6555670831628003403.post-27381305199437960372011-05-29T11:54:00.000-07:002011-05-29T18:43:51.848-07:00LA Noire Full Case WalkthroughI'm going to give you everything you need to get a 5Star rating on all Cases as i get them written<br />
<strong><span style="color: red;">*Special Note These include both Secret Cases -Slip of the Tongue, and Naked City* and no i did not put in the patrol cases as these are teaching cases that aren't rated.</span></strong><br />
<br />
Traffic Cases Link: <a href="http://mydata76.blogspot.com/p/traffic-cases.html">http://mydata76.blogspot.com/p/traffic-cases.html</a><br />
Homicide Cases Link <a href="http://mydata76.blogspot.com/p/homicide-cases.html">http://mydata76.blogspot.com/p/homicide-cases.html</a><br />
Vice Cases Link <a href="http://mydata76.blogspot.com/p/vice-cases.html">http://mydata76.blogspot.com/p/vice-cases.html</a><br />
Arson Cases Link <a href="http://mydata76.blogspot.com/p/arson-cases.html">http://mydata76.blogspot.com/p/arson-cases.html</a><br />
<br />
I hope this helps everyone who needs it. Let me know if you have any problems.J.R.http://www.blogger.com/profile/14603141208663248674noreply@blogger.com0tag:blogger.com,1999:blog-6555670831628003403.post-37091489740261287552011-05-25T22:07:00.000-07:002011-05-25T22:41:02.976-07:00LA Noire Secret Case-Slip of the Tongue-Traffic Case 5Star Walkthrough<span style="color: blue;">*Special Thanks for my friend Micheal who let me play the case on his 360*</span><br />
<br />
I. <strong><span style="color: red;">Location:</span> <span style="color: red;">6 West Second Street</span></strong> <br />
A. See Green Car pulling out of drive and running off<br />
B. Chase down car. <strong><span style="color: blue;">*Achievement Note*</span></strong> Catch him before backup arrives and its an achievement<br />
C. Cliff Harrison is an angry guy who says he bought the car. Look at his Ownership papers<br />
D. Question Cliff Harrison<br />
Q1-Truth, get papers<br />
Q2-Doubt<br />
Q3-Truth<br />
<br />
<strong><span style="color: red;">II Location: Coombs Auto</span></strong><br />
A. Meet Richard Coombs, Owner, goofball<br />
B. In office check Archers Ownership papers, Bill of Sale, and check<br />
C. Question Richard Coombs.<br />
Q1-Truth<br />
Q2-Truth<br />
Q3-Truth<br />
Q4-Doubt<br />
Q5-Doubt<br />
D. Find a police pole and put out APB on Jean Archer<br />
<br />
III. <strong><span style="color: red;">Location: 146 Freemont Ave</span></strong>.- Empty Abandoned Lot, waste of time but being thorough<br />
<br />
IV. <strong><span style="color: red;">Location: Central Police Station</span></strong><br />
A. Interview James Belasco<br />
Q1-Doubt<br />
Q2-Lie-Archer’s Ownership Papers<br />
Q3-Doubt<br />
Q4-Doubt<br />
B. Get pinkslip info outside interview room<br />
<br />
V. <span style="color: red;"><strong>Location: Just outside Station.</strong></span><br />
A. As you are walking out desk guy tells you that Archer’s been spotted. <br />
B. I took off on foot, and ran over to the bank. Just follow the yellow flag till you get there<br />
C. She offers just about anything to get away<br />
D. Interview Jean Archer <span style="color: blue;"><strong>*Achievement Note*</strong></span><span style="color: black;"> If you get all the questions right with Jean Archer its an achievement</span><br />
Q1-Doubt<br />
Q2-Lie-Belasco’s Ownership papers<br />
Q3-Doubt<br />
<br />
VI. <strong><span style="color: red;">Location: Marquee Printing Company</span></strong><br />
A. Interview Gordon Leitvol A<br />
Q1-Doubt<br />
Q2-Doubt<br />
Q3-Doubt<br />
B. Open Ledger-Notice a couple of 58 Industrial Streets there. Steve Bigelow<br />
<br />
VII. <strong><span style="color: red;">Location: 58 Industrial Street</span></strong><br />
A. Guns out ready for a gunfight<br />
B. After partner is in place. Go to work from behind cover. Nail the first guy through the window. <strong><span style="color: blue;">*Achievement Note*</span></strong> Try to kill one of the bad guys by shooting the hanging engine block. Whole place is swarming, so take your time and remember you can retreat behind cover and heal. After bottom floor is clear move to stairs.<br />
C. Take cover there’s a guy on top of the stairs. Take him out and then find the lone survivor<br />
D. While your partner holds him look around and find Delivery note, Betting slips. <br />
E. Then move behind the guy to find a big box of blank pink slips *Achievement Note* This should be the last printed Marquee pink slips you need to find.<br />
F. Interview Steven Bigelow<br />
Q1-Doubt<br />
Q2-Lie-Deliver Ledger<br />
<br />
VIII. <strong><span style="color: red;">Location: Marquee Printing</span></strong><br />
A. Interview Gordon Leitvol B<br />
Q1-Lie-Betting Slips<br />
<br />
<strong><span style="color: blue;">*Achievement List*</span></strong><br />
1. ‘<strong><span style="color: red;">Nowhere in a Hurry’</span></strong>- Catch Cliff Harrison before backup arrives<br />
2. ‘<span style="color: red;"><strong>Femme Imbecil’</strong></span>-Correctly branch every question in Jean Archer Interview<br />
3. ‘<span style="color: red;"><strong>Racing for Pinks’</strong></span>-Find and Inspect all of Marquee-printed pink slips<br />
4. ‘<strong><span style="color: red;">Chop Shop’</span></strong>-During the Industrial Street raid, kill a goon by shooting the hanging engine block.<br />
5. ‘<strong><span style="color: red;">The Printers Devil’</span></strong>-Complete the Slip of the Tongue CaseJ.R.http://www.blogger.com/profile/14603141208663248674noreply@blogger.com0tag:blogger.com,1999:blog-6555670831628003403.post-54223111277624284742011-05-24T12:28:00.000-07:002011-05-24T12:28:58.534-07:00LA Noire Landmarks Guide Map<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVOaSuIqRQnfBpq8VYNe9Z6quU7cDrHitj0HUDFA7jo_o-Q8DEXVNnt3_QiOuWqeqU2pRNz-IjXtjhDiZbQ5lH0y7B95wAm21g8nE-pe9NaK5hGVQ-DX4EZ08Bd9eH5ZWX9_umsKIPUJ0/s1600/LA+Noire+Base+Map-Landmarks+Guide.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="226" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVOaSuIqRQnfBpq8VYNe9Z6quU7cDrHitj0HUDFA7jo_o-Q8DEXVNnt3_QiOuWqeqU2pRNz-IjXtjhDiZbQ5lH0y7B95wAm21g8nE-pe9NaK5hGVQ-DX4EZ08Bd9eH5ZWX9_umsKIPUJ0/s320/LA+Noire+Base+Map-Landmarks+Guide.JPG" t8="true" width="320" /></a></div>I need to note that this map was created by splicing together camera phone pictures, and a little paint shop. I hope it helps. Let me know if you have any problems.J.R.http://www.blogger.com/profile/14603141208663248674noreply@blogger.com0tag:blogger.com,1999:blog-6555670831628003403.post-25097064412507027892011-05-21T22:09:00.000-07:002011-05-21T22:09:14.910-07:00A walkthrough for the Naked City Secret Case-Vice CopI Location: Crime Scene-<strong><u>Julia Randall’s Apartment</u></strong><br />
A. On your way up the elevator check the small trash can for the Morphine clue<br />
<span style="color: red;">*Note*</span> <span style="color: blue;">is that all my old partners in one room?</span><br />
B. Go to the bathroom to talk to the M.E. and then go over the body. Don’t forget to check the ring on her finger.<br />
C. Go into the bedroom. Check the pill box on the table. Further examine to get to the pills, then further examine again to get to the prescription from Dr. Stoneman<br />
D. Examine the pictures near the housekeeper, the middle one has a message behind it.<br />
E. Make sure you examine the jacket hanging up.<br />
F. Question Virginia Reynoldson<br />
Q1-Lie-(Sleeping Pills)<br />
Q2–Lie-(Men’s Smoking jacket)<br />
Q3-Doubt<br />
II. Location: <u><strong>Dr. Stoneman’s Practice</strong></u><br />
A Question the Doctor<br />
Q1-Lie(Prescription)<br />
Q2-Doubt<br />
III. Location: <strong><u>D’Assine Dress Shop</u></strong><br />
A Question Owner<br />
Q1-Truth<br />
B. Meet Heather Swanson and check out her ring before questioning her<br />
Q1-Truth<br />
Q2-Truth<br />
C. After leaving find a call box that should light up to call in<br />
IV. Location: <strong><u>Hollywood Receiving Hospital-go to Morgue</u></strong><br />
A. Talk to M.E. Check out both bodies if you want. Look at the harmonica<br />
B. Go out and walk into the <strong><u>Police station</u></strong> and into Interrogation 2<br />
C. Question Henry Arnett<br />
Q1-Doubt<br />
Q2-Lie-(Housekeepers Statement)<br />
Q3-Doubt<br />
V: Same Location to start<br />
A. Tail Arnett to see what’s he’s up to <br />
B. Remember to stay not to close, not to far away, and try not to cause a scene. Even if that means being the only car in the middle of the road stopped all by yourself.<br />
C. Drop off partner at 1<sup>st</sup> place(Pawnshop)<br />
D. Follow to a stop, then get out and follow to Travel Agency. Before bursting in after he leaves to get info.<br />
E. You meet up with partner, and he tell you about how Arnett took a hit selling a gold faberge cigarette case. Go use a phone to make a call<br />
V. Location: <u><strong>Hollywood ninth Beat</strong></u><br />
A. Kill all the bad guys to help out the street cop, to get info needed<br />
VI. Location: <u><strong>Hollywood Police Station</strong></u><br />
A. Check out the contra-ban list. Spot 1. Faberge Gold Cigarette Case, Black Sapphire Ring, Silver Pill Box, and Pearl Ring. This gives you Mrs. Beverly Everstrom’s Residence<br />
VII. Location: <u><strong>Everstrom Residence</strong></u><br />
A Interview Mrs. Everstrom<br />
Q1-Lie-(Faberge Cigarette Case)<br />
Q2-Truth<br />
<span style="color: red;">*Note*-</span><span style="color: blue;">Isn't that Heather Swanson?</span><br />
VIII: Start at Everstrom Residence<br />
A. Take Heather Swanson to Henry Arnett’s Apartment. Drive slow, and cautiously. There is a <strong><span style="color: red;">secret achievement</span></strong> if you can drive her there without getting into any damage at all to your vehicle.<br />
<br />
IX. Location: <strong><u>Henry Arnett’s Apartment.</u></strong><br />
A. Chase down the perp the best you can<br />
B. Look around. Check out the suitcase, look at watch and then ticket<br />
C. Interview Henry Arnett a second time<br />
Q1-Lie-(Faberge Cigarette Case)<br />
Q2-Lie-(Train Ticket)\<br />
Q3-Lie-(Contraban List) (Guy just can’t tell the truth can he)<br />
X. Location: <strong><u>Dr. Stoneman’s Practice</u></strong><br />
A. Nothing really to do but watch the quick movie<br />
XI. Location: Willy’s Apartment<br />
A. You and your old partners split up. Follow down the street to the sound of the harmonica<br />
B. Chase Willy all the way up.<br />
C. <strong><span style="color: red;">*Note*</span></strong> When give chance to shoot at him if you can shoot every letter in the Broadway sign before killing him its an <span style="color: red;">achievement</span>.<br />
<br />
<br />
<strong><u><span style="color: red;">Achievement List (It’s a good one)</span></u></strong><br />
1. ‘<strong>A Good Looking Corpse’</strong>-Find and inspect all narcotics in Julia Randall’s apartment<br />
2. ‘<strong>Fakeloo’</strong>-Tail Arnett to both places without getting caught once.<br />
3. ‘<strong>Chauffer Service’</strong>-Take Heather Swanson to Arnett’s Apartment without taking any damage to your car<br />
4. ‘<strong>Give My Regards’</strong>-Shot out all the letters in the big sign when you take down Willy<br />
5. ‘<strong>Eight Million Stories’</strong>-Complete The Naked City caseJ.R.http://www.blogger.com/profile/14603141208663248674noreply@blogger.com0tag:blogger.com,1999:blog-6555670831628003403.post-852336825096415472011-05-19T19:12:00.000-07:002011-05-19T19:15:40.345-07:00LA Noire updateHave been enjoying the heck out of this game. Great blend of action, with a little puzzle, and solving crimes. One of my biggest beef's with the CSI game was that it got so boring. But in this open world of 40's post war LA its perfect. Plus I have seen the faces of a lot of actors that makes the different people you meet on all the cases fun. Kind of feels like you are controlling your own movie. Only negative is trying to chase down punks and not run over civilians or mess up your car, that's hard and sometimes you just want to run something over. I've also found my favorite outfit. No coat, and looks like Elliot Ness in the Untouchables. Plus its more armored or something so i can take a few more blasts. lolJ.R.http://www.blogger.com/profile/14603141208663248674noreply@blogger.com0tag:blogger.com,1999:blog-6555670831628003403.post-7514676605063707642011-05-18T15:17:00.000-07:002011-05-19T19:13:49.477-07:00Thank God-The Complete Badge ListThis site really helped me out. They had someone acutally process the film.<br />
<a href="http://terminalgamer.com/2011/05/17/l-a-noires-badge-pursuit-challenge-35mm-negatives-process/">http://terminalgamer.com/2011/05/17/l-a-noires-badge-pursuit-challenge-35mm-negatives-process/</a><br />
<br />
<br />
After that it was as easy as pie.<br />
<br />
I'm going to order them by the number under the film for each pic<br />
<br />
*When you are near, your controller will vibrate, and you will see a shiny glint of the object*<br />
<br />
<span style="color: red;">The Stuff in red</span><span style="color: black;">-<span style="color: white;">is landmark associated with the location. It will be easy to just mark it on your map and make your partner drive you there</span>. </span><br />
#12-<span style="color: red;"><strong>4th Street Viaduct</strong></span><span style="color: black;">-</span><span style="color: white;">Go down to the base of the bridge. There is a ladder. Climb up the concrete base.</span><br />
#13-Way west side <strong><span style="color: red;">Chinatown</span></strong>. Look for Mr. Khan's Antiques, and then search inbetween the two Chinese Dragon statues. There are a couple of sets, so don't get as frustrated as i did. This was the hardest one for me to find because i didn't cross the street and go far enough west from the main section of Chinatown.<br />
#14-<strong><span style="color: red;">Angles Flight</span></strong>- Go around under the tracks. Simple one<br />
#15-<strong><span style="color: red;">Hall of Records</span></strong>- Go inside at the reception desk to the right<br />
#16-<strong><span style="color: red;">Bullocks Wilshire</span></strong>-Walk around until you enter the glass side thing. Then go downstairs. Should see badge at bottom.<br />
#17-<strong><span style="color: red;">Los Angeles Examiner</span></strong>-Go around back to the parking lot, on top of a planter near the corner.<br />
#18-<strong><span style="color: red;">Crossroads to the World</span></strong>-Face the main attraction. The thing with the ball on top, and walk beside it. There is a very narrow pathway, not to far behind it that connects to the other side.<br />
#19-<strong><span style="color: red;">Hotel Roosevelt</span></strong>-In very front of entrance<br />
#20-<strong><span style="color: red;">Grauman's Theater</span></strong>-Walk the red carpet up to the two smaller red carpets to the side. Should be on the one to the right.<br />
#21-<strong><span style="color: red;">Musso & Franks</span>-</strong>Drive around to the back, its under the green canopi<br />
#22-<strong><span style="color: red;">Pershing Square</span>-</strong>Find the old Train car that got turned into a restaurant. Badge is by the ketchup<br />
#23-<strong><span style="color: red;">LA County Museum of Art</span></strong>-Stop in the front then drive a little to the staff parking lot. drive up and in, take a right. Walk up a narrow bush pathway to the left up to some metal stairs. Should be in front of the stairs.<br />
#24-<strong><span style="color: red;">LA Public Library</span></strong>-This one is complicated so pay attention. Go around to the side, keep running until you see the only metal pipe that will let you climb up. Then climb up the main room. Now no more climbing. This is the main roof. Should now be able to look over to the left, and see two big water drums. If not run around the square till you do. Then climb up the area in the middle to find the badge. <br />
#25-<strong><span style="color: red;">Max Factor Building</span></strong>-Drive around till you see the fence, then drive through it and quickly stop. It's by the dumpster.<br />
#26-<strong><span style="color: red;">Main St. Terminal</span></strong>- Go up the stairs and find the red subway car, and it should be in front of it on the tracks.<br />
#27-<strong><span style="color: red;">RKO Theater</span></strong>-On ground in front, underneath a movie poster.<br />
#28-<strong><span style="color: red;">Union Station</span>-</strong> Go in main entranceway. Then turn left and its on the desk of the 2nd or 3rd ticket counter<br />
#29-<strong><span style="color: red;">MacArthur Park</span>-</strong> Go over to the paddle boats, its on an oil drum next to them<br />
#30-<strong><span style="color: red;">West Lake Tar Pits</span></strong>- Just drive up the dirt road to the area. There is a beat up white house near the shoreline, and it should be on the porch.<br />
#31-<strong><span style="color: red;">Intolerance Set</span></strong>-Drive in through the gate. Run up the first real hallway in front of you. Take up left up stairs, quick left down stairs, quick right, and shiny thing in front of you. <br />
#32-<strong><span style="color: red;">LA Noire logo</span></strong>- Just fooling, you should already have all 20. :)<br />
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Please let me know if this was helpful to anyone.J.R.http://www.blogger.com/profile/14603141208663248674noreply@blogger.com0tag:blogger.com,1999:blog-6555670831628003403.post-20416266600751687232011-05-17T22:34:00.000-07:002011-05-17T22:34:34.073-07:00LA Noire Update Well i've been playing all day, and so far i managed to knock out about half of the golden film, i'm a Homicide Detective, and i've found one badge. The badges seem to be the hardest ones to go on. There are twenty total, so when i took a break for the night i deceided to spend some time studying the film to see if i could see some landmarks or so. I don't want to give away any spoilers, but i think i found about 9-10 that way, and are warm on about 4-5 more. But the last 6 or so bland that i just have no clue. I will let you know what i found out tomorrow if you interested. Please feel free to share any of your experiences. <br />
<br />
This games is extra cool to me, because i've always like the films. Jack Nicholson in Chinatown, Nolte in Muholland Dr, That Russell Crowe, and Kim Bassinger one. As well as a lot of old black and white ones that i used to watch with my grandfather on sundays. In many ways it always seemed like the perfect time, when everyone was happy. Even though i know that it just seemed that way, and was more of a trick than anything else. But it does seem like the cops had a lot more freedom to take out the trash, pedifiles, and rapist, and the guy who beats his wife, getting a surprised butt whipping, etc. But I digress.J.R.http://www.blogger.com/profile/14603141208663248674noreply@blogger.com0tag:blogger.com,1999:blog-6555670831628003403.post-46965873598060475812011-05-17T12:23:00.000-07:002011-05-17T12:23:03.247-07:00LA Noire and the big Midnight Release I went to the midnight release of LA Noire at Game Stop on FM78 right near the Walmart, next to Converse, Texas. The Store Manager Angela always does a great job with midnight releases. She had free soda, and pizza from Pappa Johns. There is always a wide variety of characters at these release parties. It's always been a good time, and everybody is always nice and friendly. Angela also makes it fast and easy to pick up what you pre-ordered. She also mentioned that there was some free DLC for pre-ordering the game. Usually its some gun i don't use, or a small mission, so i just kind of ignored it.<br />
<br />
About the game. An interesting thing happened when i got home and opened up the game. Out popped this wax papered evelope with seven little film strip clues. This was very interesting, and I really like that. It turns out that this is part of the Down Loadable Content. I have to use these clues to search the city for 20 badges and then i can enter for a chance to win $30K or some other memorabilia. That just freakin cool, and i wish more companies would do stuff like this. I've been playing the game so far, and i have to say it feels a little weird. I'm used to being the criminal who only cares about getting the missions done. Now i have to act like a respectable citizen, and not run people over nor cause damage which is a serious change. Don't get me wrong, I'm not hating on it, just a complete 180 from my comfort zone which is good. <br />
<br />
So far the game kind of feels like the case solving of CSI games had a kid with GTA. So its a brand new baby so to speak. I'm learning as i go to be more observant. The cases game has done a good job so far of teaching me what i need to know. Last night i made it to Traffic Detective, and now i'm trying to scower the city to see if I can find those pesky badges. <br />
<br />
Well if anyone has any thoughts please feel free to let me know. LaterJ.R.http://www.blogger.com/profile/14603141208663248674noreply@blogger.com0