Table of Contents
- Assassin's Creed: Revelations - FAQ/Walkthrough
- Rebuilding Constantinople
- Templar Dens
- Den Defense
- Mediterranean Defense
- Recruiting Assassins
- Other Missions
- Secret Locations
- Desmond's Journey
- Outfits & Armor
- =Game Modes
- Simulation Categories
- Crafting Abilities
- Kill Streaks & Loss Bonuses
- Multiplayer Challenges
- Version History and Updates
- Copyright & Disclaimer
Whenever the Templar Awareness meter is in the Aware status, doing certain things to increase the meter may provoke a Templar attack on an Assassin Den. This will shift the Den status to contested. This will cause enemies to spawn around the area of the den and you must infiltrate it and interact with the front door to trigger a Den Defense.
Why defend a den?
- If you succeed in defending a den you get monetary rewards, crafting ingredients, XP for Ezio's assassins, and unlocks more units for future defenses. If you fail, you will need to recapture the den all over again.
What if you want to participate in more Den Defenses?
- The quickest way to get another conflict is to fill up the awareness in any way you want and then enter a Templar Den and kill a few Templars in open combat. If all dens are in your control, pick on any Ottoman soldiers.
I hate Den Defense, how do I prevent one?
- Assign an assassin to the den and complete both parts of his/her Master Assassin Missions training to lock the den.
Before the battle, study the variety and number of enemies you will have to face. This will enable you to choose what units to defend. You can change your defense by using the Edit function.
When the battle begins, a risky opening strategy may help pay off for the rest of the fight. Depending on how many Morale points you start with, place two leaders on the rooftops asap. Quickly position a handful of crossbowmen on rooftops close to the first wave. Your aim is to have all available rooftops occupied by leaders to maximize Morale generation.
This strategy will leave you with few units defending at the start, so make sure to use Ezio's gun a lot and support the crossbowmen. If an early way have a large number of units, use a Cannon burst to destroy them all.
At the first chance, you should put up your best barricade to create a choke point close to your troops. Also make sure you don't upgrade the barricade until it is almost destroyed to maximize its health usage.
Whenever you are not positioning units, use Ezio's pistol or loot enemies.
Make sure to use the indicator to see upcoming units and watch out for stalkers or bombmen.
Make sure you place the stronger units where the Templar forces arrive and the cheaper ones on the rooftops nearby.
If you will be facing a siege engine, be careful with your cannon usage in the second part of the battle. Let it recharge and use it in short bursts.
If you have a good build you should have plenty of Morale to upgrade some of your weaker units.
When the siege engine appears, blast it with Cannon fire. While it recharges put up barricades to slow it's progress.
|Name||Cost||Health||Melee Dmg||Ranged Dmg||Notes|
|Leader||10||150||50||-||Generates Morale every 10 secs|
|Crossbowmen||10||150||50||34||Place near enemy arrival as they be attacked first and are cheap.|
|Riflemen||15||150||50||90||Great against armored units. They are powerful, but slow.|
|Splinter Bomber||25||150||50||50||Good against large groups and great against siege engines.|
|Caltrop Bomber||15||150||50||25||Best when used at a barricade choke point and with Splinters.|
|Bruiser||10||150||150||-||Best behind barricades since they have 25% resistance to damage. Sell before siege engines.|
|Air Assassin||10||150||50||Kill||Only good against human enemies, but kill 2 instantly.|
|Name||Cost||HP 1||HP 2||HP 3||Damage||Notes|
|Barricade||10/15||750||1,500||2,250||-||Useless once ones with weapons, but are good to slow down siege engines if funds are low.|
|Greek Fire||20/20||500||1,000||1,500||30 per||Poor range and damage, but cheap. Good against groups of weak enemies.|
|Multi-Barrel Gun Barricade||30/20||500||1,000||1,500||100 per||Better range and damage than above, but less effective against groups.|
|Cannon Barricade||40/25||750||1,500||2,250||200 per||Place it where it gets the most enemies and it will be like a free cannon shot.|
|Name||Health||Dmg on Assassins||Dmg on Barricades||Notes|
|Militia||34||35||7||Weak to Crossbowmen.|
|Almogavar||100||75||7||Weak to Riflemen.|
|Scout||80||75||-||Can climb barricades and attack units behind them.|
|Infiltrator||68||50||-||Can climb barricades and will go straight for the den.|
|Rifleman||68||50 Range||10||Weak to Air Assasins.|
|Bombman||100||25||250||Make sure to take these out before they destroy your barricades.|
|Stalker||80||75||-||These are a top priority since they destroy your assassins.|
|Templar Siege Engines|
|Battering Ram||5,000||500 per attack||Can easily destroy any barricade.|
|Greek Fire||4,000||250 per sec||Inflicts heavy damage to everything.|
|Machine Gun||4,500||25 per shot||Provides covering fire for troops.|
|Cannon||4,500||800 per attack||Attacks from a distance at the den. You can distract them with armed barricades. I suggest you place two barricades back to back and upgrade them both once so when they are attacked you can upgrade it to heal it. When the front one is destroyed the engine shouldn't move as it attacks the back one. Replace the front one and upgrade it once and fix the back one. Keep doing this until it dies.|
Unlocked in Sequence 03, the Mediterranean Defense is a huge source of income and needed in order to access the Master Assassin Missions.
Once you acquire your first assassin, you can liberate more areas and get more assassins. To access the Mediterranean Defense interface, either visit a pigeon coop throughout Constantinople of talk to one of the maps in the Assassin's Dens/HQ or Piri Reis's shop in Grand Bazaar.
When you open the interface you will have two options: Assassins and Mediterranean Defense. The Assassins menu enables you to look at your current list of assassins and spend Skill Points on armor and weapon upgrades. Assassins receive Skill Points every time they rank up by getting XP from Den Defenses or contracts. The contracts are what the Mediterranean Defense menu leads to. These contracts are missions you can send your assassins on.
NOTE: You can only get 7 assassins to Master Assassin by assigning them to a den and doing the quests. All other assassins max at level 10. You can always assign an assassin to a city in the Mediterranean Defense to recruit more later.
Every potential mission has six primary characteristics:
- Some require a cash investment.
- The difficulty is expressed through Odds of Success rating once you assign an assassin. There are two varieties of missions: Generic (marked with diamonds) are always replaced, and Unique (marked with stars) which you can only undertake once. The assassins rank will determine their success, but you can always assign more than one assassin on a mission.
- The money you receive upon success.
- The XP earned. This will be split between multiple assassins, if you assign more than one.
- The number of minutes of active play before the contract is completed.
- Indicates the effect on Templar control in the city.
If you fail a mission the assassin will be killed, unless they are a Den leader, and must be replaced with a new recruit.
Each assassin comes with a specific weapon (randomly chosen when recruited) that is displayed below their picture. Some missions can only be undertaken if the assassin has a certain weapon.
|3||Apprentice||30||11||Assassin, 2nd Rank||3,800|
|4||Novice||80||12||Assassin, 3rd Rank||5,600|
|5||Footpad||180||13||Assassin, 4th Rank||8,000|
|6||Disciple||350||14||Assassin, 5th Rank||11,000|
|Armor||Default||Health = 60|
|Unlocks the Combo and Kick moves|
|Unlocks Special Attack and Combo Kill moves|
|Unlock Counter Dodge move|
|Unlocks Counter Kills|
|Improves Counter Kills|
When you liberate Templar Dens and have free space in your roster, you will see assassin recruit markers in Assassin control areas.
There are two types of recruit assassin scenarios: six short Secondary Memories and tell the short stories of individual recruits. These count toward the 100% synch rating. There is also generic recruit opportunities, much like the ones in Brotherhood, that appear on the map. Save them from the Templars and they will pledge themselves to you.
In order to get the generic recruitments you will need to complete a nearby Assassin Memory. Unlike the Assassin Memories, which only increase the Templar awareness depending on your actions in combat, the generic recruitments will raise Templar awareness.
|The Brawler||Capture Constantine North Den|
|The Pupil||Capture Constantine South Den|
|The Avenger||From Sequence 03, Memory 3|
|The Acrobat||Capture Bayezid South Den|
|The Beggars||Capture Imperial South Den|
|The Pickpocket||Capture Bayezid North Den|
Master Assassin Missions
|The Deacon, Part 1|
|Assign a Leader to the Bayezid North Den|
|Unlocks Yusuf's Turkish Kijil at the Assassin HQ|
|Head to the waypoint and then run up the steps. Scan the individual standing opposite a tree on the upper level to complete the 100%. Speak to him to advance the story. Head to the next waypoint. Use Eagle Sense to identify the target to the right of the Tunnel Entrance and then escort your Den Leader to the docks.|
|The Deacon, Part 2|
|Train the Bayezid North Den Leader to Lvl 14, with a full XP gauge|
|Head up the steps to the left of a Romani group, a short walk south from the memory start position. Scan the corpse with Eagle Sense, then follow the Deacon's trail until you reach a waypoint. When your Den Leader lures the target away, chase him. Leave some room and when you reach the ambush area, equip the Hidden Blade. Assassinate the man before the fight can begin for 100%.|
|The Trickster, Part 1|
|Walk with the Den Leader and then follow the marked Romani. Kill any incoming enemies until you get the cutscene. When you start the fight, you will need to disarm the guards by having the fist activated and then counter them. Hit down again to drop the weapon.|
|The Trickster, Part 2|
|Train the Constantine North Den Leader to Lvl 14, with a full XP|
|Make sure you have Poison Darts ready before heading out on this mission. Use Eagle Sense to follow the girls trail, ignoring the guards trails. When you catch up to her, use a Poison Dart to kill her and you will satisfy the 100% and complete the memory.|
|The Champion, Part 1|
|Assign a Leader to the Bayezid South Den|
|Unlocks the Almogavar Axe at the Assassin HQ|
|Walk with your Den Leader and then ascend to the rooftop. Follow from above, making sure you don't touch the ground. Use ranged attacks to kill guards. When you get the scene, chase after the Printer and defend him from the Templar attacks.|
|The Champion, Part 2|
|Train the Bayezid South Den Leader to Lvl 14, with a full XP|
|Make sure you have bombs with Impact Shells and Stink Bombs. Walk with your Den Leader, to watch a scene with the Herald. When the Templars come attack, throw a Stink Bomb next to the Herald and kill the attackers. Keep tossing bombs, making more in the weapon menu if needed, until the Champion appears. Move into the marked position to distract him and then tap the Assassin Signal to make your apprentice take the kill.|
|The Guardian, Part 1|
|Assign a Leader to the Constantine South Den|
|Kill any Templars that attack you while you escort the Den Leader to the market. Approach the waypoint marker and then scan the chests in the area. Speak to the highlighted merchant and then follow your Den Leader to the next area. When you reach the rich man's house, be careful not to be detected. Stay on the roofs and use your Assassin Signals, Throwing Knives, and Crossbow to take out enemies. When you clear the way, drop down and talk to the man.|
|The Guardian, Part 2|
|Train the Constantine South Den Leader to Lvl 14, with a full XP|
|Once the cutscene ends, follow the rich man from a safe distance. After the meeting, tail the man and the Byzantine soldier and when they approach a guard post climb the building. Once the game indicates for you to chase the soldier, do so and kill him. Sprint to the waypoint and assassinate the Templar as he runs away.|
|The Vizier, Part 1|
|Assign a Leader to the Imperial North Den|
|Walk with the Den Leader until you head out in a race. After the scene, don't rush after the courier and follow from a safe distance. Join the Den Leader to observe the events and then chase the courier. Killing him yourself will get you a full Templar Awareness meter, but you can sweep his legs and your Den Leader will inflict the death kill. Head to the waypoint and speak to the man.|
|The Vizier, Part 2|
|Train the Imperial North Den Leader to Lvl 14, with a full XP|
|This starts with a race to find your Den Leader. For the 100% you will need to find him in a minute with no conflict. Use Eagle Sense to follow the gold trail and hire the Thieves near the Grand Bazaar to distract the guards. Run down the first corridor heading south then take the first right. Blend with the civilians to pass the next set of guards and take the next left, then right. You are headed for the open courtyard east of the Blacksmith.|
|The Thespian, Part 1|
|Assign a Leader to the Imperial South Den|
|While your Den Leader suggests that you cover from the roofs, getting the 100% is easier at street level. Stay out of sight when the woman turns around, but ahead of your assassin. Kill any guard along the path before they attack. When your assassin leaves the streets, you are out of danger. Follow you Den Leader into the Hippodrome for a scene. When the girl disappears, drop down, head through the arch and down the left wall.|
|The Thespian, Part 2|
|Train the Imperial South Den Leader to Lvl 14, with a full XP|
|Follow your Den Leader. After the cutscene you will need to hurry to reach the target first. You can use the zipline when your Leader uses a Parachute. Jump down and you can rush in and get the kill openly in front of the other Templars. Fight off your enemies or use Arrow Shower. Run to the docks afterwards.|
Faction HQ Missions
|Unfortunate Son||From the start of Sequence 03|
|Loose Lips||From the start of Sequence 03|
When you defeat the Unfortunate Son Faction HQ Mission, you can visit the dock south of the Mercenary HQ to participate in the Fight Clubs. There are five tiers of combat engagements to unlock, each with its own Award Multiplier that governs the return on your wager.
Six Book Quests become available from Sequence 04, Memory 4, with the seventh unlocked when the Arsenal district becomes available in Sequence 05. All Book Quests work in the same way: Ezio must locate a glowing Polo Symbol, with Eagle Sense. When you reach the waypoint, hold the Empty Hand button to receive a book. You can study notes on the books you have acquired by going to the Assassin HQ.
By completing all these quests and buying all the books from vendors, you can unlock the Sage Achievement/Trophy. This includes the four books available in Cappadocia which cost a combined price of 352,303.
|The Polo Symbols: Hippodrome||The Travels of Marco Polo||400|
|The Polo Symbols: Galata||One Thousand and One Nights||400|
|The Polo Symbols: Arsenal||The Book of Kings||400|
|The Polo Symbols: Forum of OX||Nibelungenlied||400|
|The Polo Symbols: Aqueduct||Iliad||400|
|The Polo Symbols: Church I||The Canterbury Tales||400|
|The Polo Symbols: Church II||The Flute Girl||400|
Piri Reis Missions
All Piri Reis Missions are available from the end of the Bomb Crafting Memory in Sequence 03. Each is a tutorial in the use of different bombs. Interact with the boards to the right of his desk in the shop to begin these short missions.
|Piri Reis: Smoke Screen||After Sequence 03, Memory 4||Phosphorous available at Piri Reis' Shop|
|Piri Reis: Smoke Decoy||After Sequence 03, Memory 4||Salt of Petra available at Piri Reis' Shop|
|Piri Reis: Sticky Situations||After Sequence 03, Memory 4||Sticky Pouch available at Piri Reis' Shop|
|Piri Reis: Datura||After Sequence 03, Memory 4||Datura available at Piri Reis' Shop|
|Piri Reis: Cherry||Complete Smoke Decoy||Sulfur available at Piri Reis' Shop|
|Piri Reis: Thunder||Complete Datura||Coal Dust available at Piri Reis' Shop|
|Piri Reis: Caltrops||Complete Smoke Screen||Caltrops available at Piri Reis' Shop|
|Piri Reis: Tripewire||Complete Sticky Situations||Trip Wires available at Piri Reis' Shop|
These side quests not only contribute to your overall synch rating, but can offer up some great rewards. They can be completed at any time, once you have access to that guild.
|Call Assassins during a fight||x25||Increases success for the first assassin assigned to a medium defense contract by 10%.|
|Call Assassins on a target||x20|
|Use Arrow Storm||x15||Increase the rate in which the Assassin Signal Meter recharges.|
|Call your Assassins within a story mission||x5|
|Train recruits to the rank of Master Assassin||x7||Unlocks Altair's Sword at the Assassin HQ.|
|Successfully perform a Den Defense||x3|
- Set 1 reward will increase the profitability of the Mediterranean Defense if you get it early enough.
- Once you have at least 6 assassins at your disposal, use Arrow Storm on a random guard patrol prior to every visit to the Mediterranean Defense.
- According to the official guide, you MUST complete 3 den defenses of you can fail to get 100% sync. DO NOT BELIEVE WHAT YOU READ ON FORUMS.
|Use Romanies on guards.||x10||Cost of hiring Romanies decreases.|
|Evade using stealth (crowds/hiding spots)||x10|
|Kill guards using the crossbow without being detected||x20|
|Use Tactical Bombs to escape guards||x10||Unlocks the Romani Faction Ability (Romani's will poison the guards). Also unlocks the Romanies Guild Crest at Assassin HQ.|
|Kill a Stalker without getting stabbed||x5|
|Kill guards with poison||x15|
|Kill guards using bombs without being spotted||x20||Unlocks the Romani Stiletto.|
|Assassinate a guard from behind||x10|
|Assassinate a guard from a blend spot||x5|
|Kill three enemies dazed by a single smoke bomb before it dissipates||x1|
|Use thieves on guards||x10||Cost of hiring Thieves decreases.|
|Sprint uninterrupted for 300 meters||x1|
|Perform a Hook and Run||x15|
|Perform a Leap of Faith||x40||Unlocks the Thief Faction Ability (they will pickpocket any civilian) Also unlocks the Thieves Guild Crest at the Assassin HQ.|
|Climb a total distance of 1km||x1|
|Steal money with a Counter Steal||250|
|Perform a dive of at least 30 meters||x1||Unlocks the Ottoman Mace.|
|Kill a guard using throwing knives||x25|
|Perform an air assassination on guards from a beam||x5|
|Perform a zipline assassination||x10|
- The easiest way to get the sprint uninterrupted challenge is to run around the gardens around Bayezid Mosque (Bayezid South District) and the ruins to the south of the Constantine district.
- To perform the dive, travel to the final tower on the north wall of Topkapi Palace, then jump towards the Golden Horn waterway.
|Use Mercenaries on guards||x10||Cost of hiring Mercenaries decreases.|
|Destroy a scaffold by throwing someone onto it||x5|
|Kill an enemy using a thrown weapon||x5|
|Disarm and kill a guard with his own weapon||x5||Unlocks the Mercenary Faction Ability (bodyguard Ezio). Also un-locks the Mercenaries Guild Crest at the Assassin HQ.|
|Kill a Byzantine Almogavar||x25|
|Perform a Hook and Throw||x10|
|Perform a double assassination||x10||Unlocks the Broadsword at the Assassin HQ.|
|Kill five guards in under 10 seconds with melee||x1|
|Perform a Kill Streak of at least five kills||x10|
|Kill an Ottoman Janissary||x25|
- Thrown weapon means either Heavy or Long weapon types hurled forcefully into opponents bodies with a special attack move (NOT throwing knives). Polearms require you to NOT be locked to throw it.
- Almogavar are really rare. However the Piri Reis: Datura mission is short and features several of these targets.
- Topkapi Palace is the best place to hunt Janissaries from Sequence 04. Travel to the main courtyard to encounter a bunch of them.
- The kill streak requires you to get get a full streak of five kills without being interrupted by a counter kill. This makes it really hard to get at later dates when you fight mostly Janissaries. You best option is to replay Sequence 04 Memory and run around the city.
|Stick a bomb on a guard||x10||Extra bomb ingredients found within Dens.|
|Kill a mission target with a bomb||x1|
|Distract a guard using bombs||x20|
|Kill five guards with a single bomb||x1|
|Kill guards with Tripwire bombs||x20|
|Craft a bomb with every shell type||x1||Bomb Capacity Upgrade. Also unlocks the Bomb Faction Crest at the Assassin HQ.|
|Use a bomb||x50|
|Kill a guard incapacitated by a bomb||x25|
|Craft one bomb of each effect type||x1|
|Use every bomb effect at least type||x1|
Hagia Sophia's Secret
- Requirement: Collect all 10 Memoir Pages
- 100% Synch Requirement: Complete the level within 6 minutes.
After you collect all 10 pages, you can reach this location via a door to the right of the main Hagia Sofia entrance, found on the northeast side of the building.
From the starting point, climb over the obstacle in front of you and then up the west wall. Shimmy around the corner and back jump to the next ledge. Shimmy around it and back jump to another ledge. Shimmy left until the camera changes and back jump to the chandelier. From there go across the wooden beam into another room.
After the scene, use the boxes to climb the wall and back jump to the chandelier. Head from chandelier to chandelier until you reach a ledge. Follow the path to a zipline.
Scale the scaffold and head to the left to reach an opening in the railing and climb up. If you have time there is a Bomb Stash to open in the northwest corner. Run through the archway to the east and perform a long jump on the hanging fixture to reach the opposite balcony. There is another Bomb Stash close to the east wall here. Climb up the boxes to a ledge at the south and follow the route to back jump to a chandelier and take a zipline to reach the west balcony.
Use the wooden beams to cross the hole in the floor to the south and perform a long jump to swing over another. Head through the archway and climb over the obstruction to the left. Jump over to the beam to the north via the barrels and head up the left wall. Back jump, making sure to use the hookblade, onto a platform behind you. Follow the cameras line of view to go up the wooden planks to the ceiling. Shimmy left and back jump to another chandelier and take the zipline.
After you land, head to the very top of the scaffold and make your way to the right until you reach the high ledge. Climb to the top and perform a back jump to another chandelier and across to the waypoint. Perform a Leap of Faith into the pool after a cutscene and open the treasure chests before interacting with the sarcophagus to claim Ishak Pasha's Armor.
The Impaler's Tomb
- Requirement: Only available as a preorder bonus in some editions.
- 100% Synch Requirement: Complete the level within 6 minutes.
Once you have unlocked this location, interact with the book in Sofia's Bookshop. Once you do this, head to the cemetery in the south of the Constantine district and enter the door at the Hidden Tomb marker.
Once inside, free run on the short course directly ahead and to the left. When you reach the upper level, take a right and then left. Swing down to the lower level and continue west until you reach an opening on the south wall (by climbing on a box). Follow the route and bypass the locked gate and perform a side jump from the ledge to reach the platform to the right and ride the zipline down. In the next area, follow the path to reach an opening in a wall (by using the boxes to get higher and making your way around and back jumping to a platform) and swing via the pole to reach the lower level.
Use the boxes to get on the upper area and follow the path and execute a long jump (hit O after jumping) when you get to the hanging fixture to reach a balcony. Perform a Leap of Faith from the perch and swim to a ledge to follow the tunnel (watching out for pits) until you come to a room and past it, a staircase.
Climb over the gate and then head west to reach a large room. Climb the north wall and use the ledges and platforms to get to the large arch to the south. Side jump to the ledge nearby and then to the platform. Follow the path and jump onto the suspended cage and move to the left, around a corner, and climb to the top via the door.
Next, climb the shaft via the drain and jump over the sewer opening to the south and climb on the wooden beam above. Now, jump over the north and ascend until the camera angle changes to show you where to go. Use the wooden framework to the south to begin the last part of the climb to reach an opening to the north. Back jump from the chain to get to the balcony and run down the steps. Loot the stone container to get Vlad Tepe's Sword.
This set of optional adventures will reveal elements of Desmond's life via a first-person perspective, with a focus on action-oriented puzzles. They are unlocked by collecting Animus Data Fragments as Ezio and can be accessed by the giant portals on Animus Island. You can enter Animus Island by using the Pause menu and select "Return to Animus Island".
Part 1: Doubts
Head straight ahead and when you reach the bottom turn left into a room with a hand pointing up. Interact with this to open a nearby shining door and head inside.
Listen to Desmond talk about his childhood and then take a right up a ramp to the upper level. Interact with the hand to open another door.
Continue on, down a column to some moving platforms. Ride these up to another level and continue. Drop down in the next room and follow the highlighted platforms to ride one up and activate another hand.
Drop down and follow the newly formed path. When you reach a platform moving up and down, jump across to activate the shiny hand.
Ride the platform up and take the ramp to the portal. Now use the spawn blocks to make your way across the gap. Drop down as far as you can and then use the flat block to make your way to the other side, you will probably need to aim the camera low to place blocks far below you and drop down. Pick up the MULTIPLAYER EMBLEM 1 and the use the ramp blocks to head up.
This will lead you back to chamber 1. Now head back to the room just past the one with the farm. At the top of the column, next to the door you should find the MULTIPLAYER EMBLEM 2. Now head back to chamber 1 and through the portal.
Part 2: Training
Walk along the corridor and then use ramps to get to the beam in the middle of this room. You will now need to head for the exit in the middle top of this room, but you will be moving against a particle stream, so go fast. Use the next particle stream to ascend to the next area. Use the ramps to ascend the next room to the opening at the top and continue on.
In the next area you will need to avoid the data cubes and make it to the other side. I suggest you go low first and then across. When you reach the data section that is running down, wait for the largest section to pass and then make your way across to an opening at the bottom of the room.
The next area has containment field, which basically act as gravity for blocks. Head to the end of the room and drop down the hole. As you get close to the ledge below, place a block to halt your fall and continue on.
The particle field here will push down, but no biggy. Simply use them to get to the platform already in place and walk to the next particle field. Here you can place ramps going up and just go back and forth until you reach the top. If you look above the particle field you will notice the MULTIPLAYER EMBLEM 3.
The next major room will mix particle fields and containment fields. Instead of going across, you need to go up and over the containment field and drop down into another particle field to get across. Then you will need to get up the wall on your left as you ascend and are forced away from the exit. Head into the room and immediately start making ramps behind you to get up there.
In the next area the trick again is to go up and over. Do what you did before when you went across and dropped back into a particle field. The next particle field will veer left and right as it ascends. If you get luckily, you can place a block in the right spot and ride it all the way up. Try not to over correct, as the stream may shift and put you into some data cubes.
In the next chamber, grab the MULTIPLAYER EMBLEM 4 behind the pictures of Desmond's childhood before heading down the particle field. This part can be rough, but just remember that only parts of your blocks that hit the data cubes are erased.
Part 3: Escape
Use a platform or two to get across the gap to a containment field. Drop through it and as soon as you pass it place a block. You should hear/see the MULTIPLAYER EMBLEM 5 on top of the beams nearby. Now make your way to the shiny hand on the other side of the room. Head up to the beams so you can pass the containment field and get to the new doorway.
Use some platforms to get to the opening on the left wall and into a new room. This room has a moving containment grid. Wait for it to move away to get across to the solid ground. The next room has even more moving containment grids. It isn't nearly as complicated as it looks by the way. Since the containment grids are only a cell wide and move past you, you can power your way through by making blocks for the ones that are destroyed.
The next area is pretty straight forward, just follow the field as you avoid walls and the data cube stream below. When you reach the end, start making platforms to your right until you are out of the data stream and head for the exit. Before you leave, head over to the crisscrossed beams for MULTIPLAYER EMBLEM 6.
The next area isn't hard at all, just place the ramps as the containment grid heads down and you can make it across easy. The next few passages are not so bad either, just drop when you down on the other side of a containment field and head back up. In one of the areas you can use the grey data cubes as safe ground.
Part 4: Metropolis
Head straight and when the containment array opens, head on through quickly. Head up and at the next set of rays, wait until all all aiming at the walls instead of the set that runs down the middle. On the third set just make sure you are as close to the beams as possible before rushing though at an opening.
As soon as you enter the room with the static arrays, look left to see the MULTIPLAYER EMBLEM 7. Make your way through the maze, going up and over when needed, until you reach the end. Rush past the on and off array and then look down. You need to time your drops so you can drop through the arrays field when it's off and make a platform. Do this a few times to get to the bottom.
In the next area, walk across the light bridge until you get blocked. Now you must make your way around the chamber in a counter- clockwise way using the particle fields and avoiding the containment ones. Interact with the shiny hand to remake the light bridge.
The trick to the next area is to stick to the right wall and go forward as to array moves away to the left. Make sure you start low so you can grab the MULTIPLAYER EMBLEM 8 and then use ramps to get to the exit.
Part 5: Regret
Head straight into the elevator and hit the shiny hand button. Ride the particle field up and then make your way through the maze using platforms and ramps. When you are walking across the data cube walkway, look to your left for MULTIPLAYE EMBLEM 9 and continue.
In the new area with the moving containment fields, use platforms while moving left and right to avoid the fields and activate the shiny button on the other side. In the downward particle field, use platforms and a few ramps to get to the other side while avoiding the data blocks. The final area here is a large section of containment fields that move back and forth. What you have to do is wait until it gets close and then follow it. When it starts to head back, duck into an alcove on the right. Wait for it to go past again and then run away from it to the end. Head left and hop in the elevator and hit the button.
Ride the particle field up and head right out of the elevator and then left. To get past the next area, just create you path along one wall. The next set of fields mimics slamming gate and you will need to time your moved to rush past during its opening and then head left out of the field. Now you must make your way forward against the particle stream, but this should be easy by now.
In the last room, hug the left wall and look up to see the MULTIPLAYER EMBLEM 10. Get it and then jump into the final portal out.
Every melee weapon is rated by three things: Damage, Speed and Deflect. These define the effectiveness of the weapon in combat. The higher the rating in each category, the better the weapon is overall.
- Determines the strength of each successful hit
- Let's Ezio attack faster and more often
- Determines the weapons ability to block enemies attacks when they attack
Special attacks and the number of blows required to kill an opponent with a combo assault are also important factors to take into account when choosing a weapons.
|''Finishing Blows: Combo Requirements|
- These "charge-up" techniques are unique to certain weapon classes. Heavy and Long weapons share the Throw move, with Long weapons also offering the Sweep attack. Fists offer you to Throw Sand.
- Weapon classes differ in the number of hits required for a finishing blow. While size of a weapon will also have a bearing on its efficiency in both combos and streaks.
|Hookblade||-||-||-||-||Sequence 02, Memory 3|
|Macedonian Dagger||XX||XX||XX||518||Sequence 02|
|Kurdish Jambiya||X||XX||XX||345||Sequence 02|
|Standard Stiletto||X||XXX||XX||805||Sequence 03|
|Arabian Dagger||XX||XXXX||X||2,185||Sequence 04|
|Butcher's Knife||XXX||XXXXX||XXX||5,750||Sequence 05|
|Bayezid's Knife||XXXXX||XXX||XXXX||13,248||Sequence 06|
|Afghani Khyber Blade||XXXX||XXXX||XX||11,040||Sequence 07|
|Romani Stiletto||XXXXX||XXX||XXXX||-||Complete all Romani Challenges|
|Mehmet's Dagger||XXXXX||XXXXX||XXXXX||-||Complete The Trickster, Pt. 1|
|Assassin Yataghan Sword||X||XX||X||-||N/A|
|Prussian War Hammer||X||XXX||XXX||2,990||Sequence 02|
|Persian Shamshir||X||XXXX||XXX||3,163||Sequence 02, Memory 5|
|Florentine Falchion||X||XXX||XXXXX||6,555||Sequence 03|
|Merovingian Axe||X||XXXXX||XXXXX||7,326||Sequence 03, Memory 4|
|Mercenario War Hammer||XX||X||XX||7,360||Sequence 04|
|Condottiero Mace||XX||XX||XX||10,120||Sequence 04, Memory 4|
|Syrian Sabre||XX||XXXX||XXX||11,960||Sequence 05|
|Sledgehammer||XXX||XXXX||X||13,340||Sequence 05, Memory 3|
|Sicilian Rapier||XXX||XXXXX||XXXXX||23,736||Sequence 06|
|Janissary's Kijil||XXXX||XX||XX||28,290||Sequence 06, Memory 4|
|Byzantine Arming Sword||X||XX||X||1,610||Sequence 07|
|Byzantine Mace||XXX||XXXXX||XXX||18,055||Sequence 07|
|Ottoman Mace||XXXX||XXXX||XX||-||Complete all Thief Challenges|
|Altair's Sword||XXXXX||XXX||XXXX||-||Complete all Assassin Challenges|
|Yusuf's Turkish Kijil||XXXXX||XXXXX||XXXXX||-||Complete The Deacon, Pt. 1|
|Vlad Tepe's Sword||XXXX||XXXX||XXXX||-||Complete the Impaler's Prison|
|Captain's Sword||XX||XXX||XXX||-||Unlock through UPlay|
|Milanese Sword||XXX||XXX||XX||-||Unlock through UPlay|
|Schiavona||XXX||XX||XXX||-||Unlock through UPlay|
|Bearded Axe||XX||XXX||XXXX||8,050||Sequence 02|
|French Bastard Sword||XXX||XXXX||XXX||14,260||Sequence 04|
|Condittiero Axe||XXX||XX||XXXXX||23,460||Sequence 06|
|Prussian Long Sword||XXX||XXXX||XXXXX||30,015||Sequence 07|
|Broadsword||XXXXX||XXXX||XXXX||-||Complete all Mercenary Guild Challenges|
|Almogavar Axe||XXXXX||XXXXX||XXXXX||-||Complete The Champion, Pt.1|
|While unarmed, hold the primary attack button to grab the dirt and let go to throw it. Has no effect on Janissries and Almogavar. It also leaves Ezio vulnerable to attack.|
|With a Heavy Weapon hold and release the primary attack button to throw it. If the item is owned by Ezio, rather than picked up, make sure to grab it again or go back to the HQ or Blacksmith to replace it.|
|Sweep & Throw|
|With a polearm, hold and release the primary attack button to kill all surrounding enemies with a sweep attack. When not in combat mode, Sweep is replaced with Throw.|
Bombs can be created by interacting with crafting tables at the Assassin HQ, any Den, or other locations throughout Constantinople.
There are three types of bombs:
- Designed to kill
- Designed to give an advantage in a fight or escaping
- Designed to distract or misdirect guards
|Caltrop||Caltrop Bomb||(Tactical)||Stops enemy movement|
|Lamb's Blood||Blood Bomb||(Tactical)||Stuns enemies|
|Shrapnel||Splinter Bomb||(Lethal)||Kills or injures nearby enemies|
|Salt of Petra||Smoke Decoy||(Diversion)||Lures enemies away with a smoke signal|
|Phosphorous||Smoke Screen||(Tactical)||Blinds enemies and breaks line of sight|
|Datura||Datura Bomb||(Lethal)||Creates a poisonous cloud|
|Coal Dust||Thunder Bomb||(Lethal)||Injures enemies with an explosive force|
|Skunk Oil||Stink Bomb||(Diversion)||Causes an enemy to flee the area|
|Sulfur||Cherry Bomb||(Diversion)||Makes a loud noise to lures enemies away|
|Pyrite Coins||Gold Bomb||(Diversion)||Disperses coins so citizens swarm around|
|Fuse Shell||Rebounds off surfaces and explodes after 3 seconds.|
|Impact Shell||Explodes on impact.|
|Trip Wire||Detonates when enemies walk near it.|
|Sticky Pouch||Sticks to enemies and surfaces and explodes after five seconds.|
|Indian Gunpowder||2 meters|
|Arabic Gunpowder||3 meters|
|British Gunpowder||4 meters|
|Small Bomb Pouch||3||Sequence 02, Memory 6|
|Medium Bomb Pouch||+1||Complete all Bomb Challenges|
|Large Bomb Pouch||+1||Only available in some preorder editions|
Ranged Weapons & Consumables
When the odds are against you in close quarters combat, ranged weapons provide the means to strike from a distance. In some cases you may find that ranged weapons are the easiest way to 100% synch some missions.
Consumables can be purchased at many vendors, but a lot of times you can find the items off of corpses (with the exception of Parachutes).
|Crossbows & Upgrades|
|Crossbow Bolt||-||242||Once you bought the Crossbow|
|Medium Quiver||+5||7,705||Once you bought the Crossbow|
|Large Quiver||+5||14,950||Sequence 05|
|Extra-Large Quiver||+5||-||Only available in some preorder editions|
|Pistols & Upgrades|
|Bullets||-||242||Blacksmith shops at the start of Sequence 02|
|Capacity Upgrade||+2||-||Only available in some preorder editions|
|Throwing Knives & Upgrades|
|Initial Knife Belt||5||-||N/A|
|Throwing Knife||-||86||Sequence 02|
|Knife Belt Upgrade||+5||2,185||Sequence 02|
|Knife Belt Upgrade||+5||3,565||Sequence 04|
|Knife Belt Upgrade||+5||7,015||Sequence 06|
|Knife Belt Upgrade||+5||11,845||Sequence 08|
|Poison Darts & Upgrades|
|Small Poison Vial||5||-||N/A|
|Poison Dose||-||201||Sequence 02|
|Fast Poison||-||8,625||Sequence 02|
|Medium Poison Vial||+5||3,220||Sequence 05|
|Large Poison Vial||+5||9,315||Sequence 08|
|Medicine & Upgrades|
|Medicine||-||86||Sequence 01, Memory 5|
|Small Medicine Pouch||5||-||N/A|
|Medium Medicine Pouch||+5||2,875||Sequence 03|
|Large Medicine Pouch||+5||7,130||Sequence 07|
|Parachutes & Upgrades|
|Small Parachute Bag||5||-||Sequence 01, Memory 4|
|Parachute Refill||-||230||Sequence 02|
|Medium Parachute Bag||+5||5,990||Sequence 04|
|Large Parachute Bag||+5||9,718||Sequence 06|
Outfits & Armor
From the menu you can find outfits under Inventory > Outfits. There you can select skins unlocked through gameplay or pre-order bonuses. These have no effect on Ezio's capability and are purely visual.
|Desmond Outfit||Unlocked by completing Desmond's Journey #5|
|Armor of Brutus||Only available in certain pre-order editions|
|Turkish Assassin Armor||Only available in certain pre-order editions|
|Azap Leather Bracers||X||XX||200||1,150||Sequence 03|
|Mamluk Metal Bracers||X||XXX||300||4,002||Sequence 05|
|Sepahi Riding Bracers||XX||XXXX||400||12,696||Sequence 06, Memory 5|
|Azap Leather Greaves||X||XX||250||1,265||Sequence 04|
|Mamluk Metal Greaves||XX||XXX||300||4,416||Sequence 05|
|Sepahi Riding Greaves||XX||XXXX||400||13,662||Sequence 06, Memory 5|
|Azap Leather Spaulders||X||XXX||300||1,675||Sequence 02|
|Mamluk Metal Spaulders||XX||XXXX||450||7,038||Sequence 06|
|Sepahi Riding Spaulders||XXX||XXXXX||550||15,456||Sequence 07|
|Azap Leather Guard||XX||XXXX||400||2,875||Sequence 04, Memory 4|
|Mamluk Chest Plate||XXX||XXXXX||500||7,866||Sequence 06|
|Sepahi Riding Guard||XXXX||XXXXXX||600||16,560||Sequence 07|
Master Assassin's Armor Set
- Train seven Assassin recruits to level 11.
|Master Assassin's Bracers||XXX|
|Master Assassin's Greaves||XXX|
|Master Assassin's Spaulders||XXXX|
|Master Assassin's Chest Guard||XXXXX|
Special: Makes Ezio so silent that enemies don't turn around when performing High Profile moves on rooftops.
Ishak Pasha's Armor Set
- Complete the Hagia Sophia Secret Location.
|Ishak Pasha's Bracers||XXX|
|Ishak Pasha's Greaves||XXX|
|Ishak Pasha's Spaulders||XXXX|
|Ishak Pasha's Chest Guard||XXXXX|
Special: Has a chance to deflect bullets and reduce the damage from enemy bombs.
|Small Weapons||Kurdish Jambiya||345||Sequence 02|
|Macedonian Dagger||518||Sequence 03|
|Standard Stiletto||805||Sequence 04|
|Arabian Dagger||2,185||Sequence 05|
|Butcher's Knife||5,750||Sequence 06|
|Afghani Khyber Blade||11,040||Sequence 07|
|Bayezid's Knife||13,248||Sequence 06|
|Medium Weapons||Assassin Yataghan Sword||-||Sequence 01 Memory 2|
|Byzantine Arming Sword||1,610||Sequence 07|
|Prussian War Hammer||2,990||Sequence 02|
|Persian Shamshir||3,163||Sequence 02 Memory 5|
|Florentine Falchion||6,555||Sequence 03|
|Merovingian Axe||7,326||Sequence 03 Memory 4|
|Mercenario War Hammer||7,360||Sequence 04|
|Condottiero Mace||10,120||Sequence 04 Memory 4|
|Syrian Sabre||11,960||Sequence 05|
|Sledgehammer||13,340||Sequence 05 Memory 3|
|Byzantine Mace||18,055||Sequence 07|
|Sicilian Rapier||23,736||Sequence 06|
|Janissary's Kijil||28,290||Sequence 06 Memory 4|
|Heavy Weapons||Bearded Axe||8,050||Sequence 02|
|French Bastard Sword||14,260||Sequence 04|
|Condottiero Axe||23,460||Sequence 06|
|Prussian Long Sword||30,015||Sequence 07|
|Ranged Weapons||Crossbow||22,080||Sequence 02|
|Armor||Azap Leather Bracers||1,150||Sequence 03|
|Azap Leather Greaves||1,265||Sequence 04|
|Azap Leather Spaulders||403||Sequence 02|
|Azap Chest Guard||2,875||Sequence 04 Memory 4|
|Mamluk Metal Bracers||4,002||Sequence 05|
|Mamluk Metal Greaves||4,416||Sequence 05|
|Mamluk Metal Spaulders||7,038||Sequence 06|
|Mamluk Chest Plate||7,866||Sequence 06|
|Sepahi Riding Bracers||12,696||Sequence 06 Memory 5|
|Sepahi Riding Greaves||13,662||Sequence 06 Memory 5|
|Sepahi Riding Spaulders||15,456||Sequence 07|
|Sepahi Chest Guard||16,560||Sequence 07|
|Bomb Ingredients||Fuse Shell||115||Sequence 03|
|Indian Gunpowder||288||Sequence 03|
|Pyrite Coins||144||Sequence 03|
|Ammunition||Pistol Bullet||242||Sequence 02|
|Throwing Knife||86||Sequence 02|
|Crossbow Bolt||242||Have Crossbow|
|Repairs||Azap Leather Armor||30||-|
|Mamluk Metal Armor||60||-|
|Sepahi Riding Armor||100||-|
|Dye Clothes||Original Grey||-||Sequence 02|
|Byzantine Red||184||Sequence 02|
|Algerian Silver||196||Sequence 02|
|Jannisary Green||196||Sequence 02|
|Egyptian Blue||322||Sequence 02|
|Mediterranean Cobalt||460||Sequence 02|
|Aegean Marble||575||Sequence 02|
|Topkapi Gold||817||Sequence 02|
|Syrian Ash||943||Sequence 02|
|Caspian Teal||1,116||Sequence 02|
|Cappadocian Amber||1,173||Sequence 02|
|Yemen Copper||1,725||Sequence 02|
|Royal Violet||2,496||Sequence 02|
|Masyal White||2,703||Sequence 02|
|Bosnian Indigo||3,301||Sequence 02|
|Capacity Upgrades||Medium Parachute Bag||5,980||Sequence 04|
|Large Parachute Bag||9,718||Sequence 06|
|Medium Medicine Pouch||2,875||Sequence 03|
|Large Medicine Pouch||7,130||Sequence 07|
|Medium Poison Vial||3,220||Sequence 05|
|Large Poison Vial||9,315||Sequence 08|
|Medium Quiver||7,705||Have Crossbow|
|Large Quiver||14,950||Sequence 05|
|Knife Belt Upgrade 1||2,185||Sequence 02|
|Knife Belt Upgrade 2||3,565||Sequence 04|
|Knife Belt Upgrade 3||7,015||Sequence 06|
|Knife Belt Upgrade 4||11,845||Sequence 08|
|Misc||Heavy Stealth||9,488||Sequence 02|
|Parachute Refill||230||Sequence 02|