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    FAQ/Walkthrough by BurlyBrawler777

    Version: 1.20 | Updated: 04/23/10 | Printable Version | Search Guide | Bookmark Guide

    
    
    
    
                 I               HECROWDIAM
                AMA             ABLADEINTHE
               BLADE            CROW
              IN   TH           DIA
             EC     RO          AMA
            WD       IA         BLA
           MABLADEINTHEC        DEI
          RO           WD       NTH
         IA             MA      ECRO
        BL               AD     WDIAMABLADE
       EI                 NT     INTHECROWD
    
    
    
    
    
    Game Title    Assassin's Creed
    Console       Xbox 360, PS3, PS2, PC
    Rating        M [Mature] for Blood / Strong Language / Violence
    Version      - 1.20
    Author       - BurlyBrawler777
    Copyright    - 2010
    Date Created - 12/10/09
    Last Updated  03/03/10
    File Size    - 568 kB
    File Font    - Courier New - 10 pt.
    Site Hosting - www.GameFAQs.com, www.SuperCheats.com, www.NeoSeeker.com
    Site Host    - CJayC & Sailor Bacon / Dennis / Leo Chan
    
    
    THIS GUIDE IS MEANT TO COVER THE XBOX 360 VERSION ENTIRELY, BUT ALSO PROVIDES
    BASIC INFORMATION FOR THE PS3 & PC VERSIONS (Controls and Mission Types), BUT
    DOES NOT PROVIDE PC-ONLY MISSIONS. Thank you!
    
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     AA. Foreword                                                        ALTFORE
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    Welcome to Assassin's Creed! This is a story of power-hungry Templars, angry
    Assassins, and conspiracy theories! It is a story of the Crusades-era and
    the unsanitary peasants who lived back then in earthen huts with their
    donkeys! It is the story of old men who live on mountaintops, spending their
    days cultivating hashish and arguing with armies, and of rock-throwing
    beggars and corrupt merchants! It's the story of hooded heroes and their
    utter reliance on blades, benches and haycarts! Excited? Keep reading!
    
    
    Here are some friendly "reminders" about this guide:
    
    
    01) Don't steal ANYTHING! Doing so will result in breaking laws, copyright
       infringement, and having to stay home the rest of your natural life when 
       your mom finds out! I will not be held responsible [if you steal 
       anything] when the Federal Bureau of Investigations, the Central
       Intelligence Agency, the Illuminati and the Men In Black knock on your
       door! ;-D
        
       This walkthrough is copyrighted according to the DMCA: 
          http://www.copyright.gov/legislation/dmca.pdf
    
    
    02) I have an e-mail address for GameFAQ's readers now!
    
        burlybrawler777 [at] rocketmail [dot] com
    
        (When emailing, substitute the [at] for @ and the [dot] for . )
    
        See Closing for Terms of Use.
    
    
    03) Check me out on Facebook! I have a page set up where you can check out
        some more awesome stuff and contact me there! Just go to www.facebook.com
        (you need your OWN account [it's FREE!]) and search for "Burly Brawler"
        (quotes unnecessary).
    
    
    04) The only websites allowed to host this walkthrough is GameFAQs, NeoSeeker
        and SuperCheats. I may consider adding to this list, but these are all
        for now.
    
    
    05) If you're checking this guide out to see if the game is worth the $20
        at GameStop, or if you want to put your money towards Assassin's Creed
        II, it's a hard choice. If you haven't played Assassin's Creed before,
        you really won't get the storyline in ACII. But if you know the
        storyline, you may want to go with Assassin's Creed II.
    
    
    06) PARENTAL NOTE:
    
        This game is overrated (no, I don't mean it's a dud). The reasons that
        this game is rated M are the same reasons why Medal of Honor and the
        older Call of Duty are rated T. The violence and blood (blood can be
        turned off) are the same intensity as just about any war game. In fact,
        the only reason why this should be rated M is the language, which can
        get strong at times (for some players). But, hey, who am I to tell your
        kid what he can or cannot play! There is just this advice, though: If
        your kid thinks Barney is the greatest and darn is a bad word, then
        this game is not for him/her. However, this game IS cleaner (less
        violence/blood/language and no adult content) than the sequel. Of
        course, the cleanest version of AC or ACII is on the Nintendo DS or
        PSP, which is rated T for Violence (that's it, nothing more).
        But, it's your call. Of course, if your kid is 17 or older, he/she is
        perfectly able (and of legal age) to buy any game they want!
    
    
    07) HEAD'S-UP NOTE:
    
        I have tried to be accurate when possible while writing the Free-Roam
        sections. Many of the in-game landmarks are fictitious and had no names
        given, so I had to use a little liberty and license to create names for
        them (what a genius!) Some in-game landmarks are based off of real
        landmarks and are correctly named when possible. ANY other names of
        locations found in this guide were created by me, and as such, I take
        full credit for them. Thanks! SEE CLOSING FOR MORE INFO.
        
        The Game Developers committed a usual game-developing style: Everything's
        there- but in the wrong place! The game's maps fit the storyline well,
        but are NOT actual maps of the Middle East! The in-game landmarks are
        representations of real-life landmarks, but they are geographically
        incorrect. (Translation: This game isn't Rand McNally or Google Earth!
        Don't play the game and expect your next Middle-Eastern tour to be like
        it!) I also take full credit for creating the names of the Assassin Ranks
        and Enemies list.
    
    
    08) USAGE NOTE: I DO NOT recommend PRINTING of this guide, as it is WELL over
        250 pages! UNLESS you have LOTS of paper and ink (not to mention several
        hours to kill), DO NOT PRINT THIS GUIDE! Instead, save this page
        (File > Save As) to your computer and read it whenever you want!
    
    
    09) Search Function: To use the Search Function, press Ctrl+F and enter the
        code you see on the right side of the page (in the TOC)!
    
    
    10) GUIDE NOTE: This guide is meant to be read as a whole. You may read a
        certain portion and not need to read any other section, BUT you will miss
        a LOT of humor, suspense, epic battles and just plain fun! Also, you
        should re-read this guide AFTER you have finished the game, as there are
        a LOT of winks and nods throughout this guide to things that
        never-played-er's just won't get! Also, I do include a few (note FEW)
        'Hint, Hints' about AC2!
    
    
    
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     00. TABLE OF CONTENTS                                               ALTSURA
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        Section                                                     Search Code
    
    AA. Foreword                                                      ALTFORE
    
    00. Table Of Contents                                             ALTSURA
    
    01. Introduction                                                  ALTINTR
        01.1 Intro
        01.2 Symbols used in the Walkthrough
    
    02. HUD [Head's Up Display]                                       ALTHUDS
    
    03. Controls [Low Profile]                                        ALTCRLP
    
    04. Controls [High Profile]                                       ALTCRHP
    
    05. Weapons                                                       ALTBLAD
        05.1 Fists
        05.2 Sword
        05.3 Hidden Blade
        05.4 Short Blade
        05.5 Throwing Knifes
    
    06. Characters                                                    ALTCHAR
        06.0 The Main Character
        06.1 Civilians
        06.2 Enemies
             06.2.1 Assassin
             06.2.2 Saracen
             06.2.3 Crusader
        06.3 Allies
             06.3.1 Scholars
             06.3.2 Vigilantes
             06.3.3 Seated Civilians
             06.3.4 Horses
        06.4 Templars
        06.5 Assassination Targets
        06.6 Abstergo Employees
        06.7 Other Notable Characters
    
    07. Getting Around                                                ALTNAVI
        07.0 Social Status: Anonymous
        07.1 Social Status: Watched by Unaware or Suspicious Gaurd
        07.2 Social Status: Watched by Informed Guard
        07.3 Social Status: Exposed - Combat
        07.4 Social Status: Exposed - Fleeing
                            07.4.1 Fleeing: Breaking the LOS
                            07.4.2 Fleeing: Hiding
                            07.4.2.1 Benches
                            07.4.2.2 Haystacks
                            07.4.2.3 Hay Carts
                            07.4.2.4 Roof Gardens
                            07.4.2.5 Scholars
                            07.4.3 Exposed: Vanished
        07.5 Distractions
        07.6 Drawing Attention
        07.7 Fistfights
        07.8 Types of Assassinations
             07.8.1 Stealth Assassination
             07.8.2 High-Profile Assassination
             07.8.3 Combat Assassination
             07.8.4 Air Assassination
        07.9 Synchronization
             07.9.1 Gaining Synchronization
             07.9.2 Losing Synchronization
             07.9.3 Regaining Synchronization
    
    08. Gathering Information                                         ALTINFO
        08.1 Eavesdropping
        08.2 Pickpocketing
        08.3 Interrogating
        08.4 Informers
             08.4.1 Informer: Flags
             08.4.2 Informer: Stealth Assassinations
             08.4.3 Informer: Archer (PC ONLY)
             08.4.4 Informer: Escort (PC ONLY)
             08.4.5 Informer: Merchant Destruction (PC ONLY)
             08.4.6 Informer: Rooftop Race (PC ONLY)
        08.5 Memory Logs
    
    09. Walkthrough                                                   ALTGUID
        09.0 Prologue
        09.1 Memory Block 1
             09.1.1 Robert de Sable - Solomon's Temple
             09.1.2 Defending Masyaf
        09.2 Memory Block 2
                Assassin Rank 0: Student
             09.2.1 Masyaf: Traitor
                Assassin Rank 1: Apprentice
             09.2.2 Kingdom and Damascus Introduction
             09.2.3 Damascus - Poor District: View Points
             09.2.4 Damascus - Poor District: Save Citizens
             09.2.5 Damascus - Poor District: Tamir   
        09.3 Memory Block 3
                Assassin Rank 2: Fledgeling
             09.3.1 Acre - Poor District: View Points
             09.3.2 Acre - Poor District: Save Citizens
             09.3.3 Acre - Poor District: Garnier de Naplouse
                Assassin Rank 3: Swordsman
             09.3.4 Jerusalem - Rich District: View Points
             09.3.5 Jerusalem - Rich District: Save Citizens
             09.3.6 Jerusalem - Rich District: Talal
        09.4 Memory Block 4
                Assassin Rank 4: Agile Swordsman
             09.4.1 Damascus - Rich District: View Points
             09.4.2 Damascus - Rich District: Save Citizens
             09.4.3 Damascus - Rich District: Abu'l Naqoud
                Assassin Rank 5: Skilled Swordsman
             09.4.4 Acre - Rich District: View Points
             09.4.5 Acre - Rich District: Save Citizens
             09.4.6 Acre - Rich District: William de Montferrat
                Assassin Rank 6: Expert Swordsman
             09.4.7 Jerusalem - Poor District: View Points
             09.4.8 Jerusalem - Poor District: Save Citizens
             09.4.9 Jerusalem - Poor District: Majd Addin
        09.5 Memory Block 5
                Assassin Rank 7: Warrior
             09.5.1 Acre - Middle District: View Points
             09.5.2 Acre - Middle District: Save Citizens
             09.5.3 Acre - Middle District: Sibrand
               Assassin Rank 8: Eagle Warrior
             09.5.4 Damascus - Middle District: View Points
             09.5.5 Damascus - Middle District: Save Citizens
             09.5.6 Damascus - Middle District: Jubair al Hakim
        09.6 Memory Block 6
                Assassin Rank 9: Master Assassin
             09.6.1 Jerusalem - Middle District: View Points
             09.6.2 Jerusalem - Middle District: Save Citizens
             09.6.3 Jerusalem - Middle District: Robert de Sable
             09.6.4 Arsuf: Robert de Sable
        09.7 Memory Block 7
             09.7.1 Paradise: Al Mualim
             09.7.2 End Memory
    
    10. Additional Memories                                           ALTFLAG
    
    11. - 13. FREE ROAM LOCATIONS                                     ALTROAM
    
    11. The Holy Land                                                 ALTHOLY
        11.2 Masyaf
        11.3 Damascus
        11.4 Acre
        11.5 Jerusalem
        11.6 Kingdom
        11.7 Arsuf
    
    12. Abstergo Industries                                           ALTABIN
        12.1 The Animus
        12.2 The Animus Room
        12.3 The Cell
        12.4 The Conference Room 
    
    13. The Animatrix                                                 ALTANIM
    
    14. Abstergo Email Network                                        ALTCOMP
        14.1 Lucy's Computer
        14.2 Vidic's Computer
        14.3 Alan Rikkin's Computer
    
    15. Tips and Pointers for the Less Experienced                    ALTPROS
    
    16. Glitches                                                      ALTOOPS
        16.1 Intended
        16.2 Unintended
    
    17. Secrets                                                       ALTSCRT
        17.1 Unlockables
        17.2 Blood Glyphs
        17.3 Secrets / Easter Eggs
        17.4 DLC
    
    18. Extra Things To Do                                            ALTMORE
    
    19. Soundtrack                                                    ALTTRAX
    
    20. Xbox 360 Achievements                                         ALT360S
    
    21. Closing & Version History                                     ALTGBYE
        21.0 Free-Roam Credit
        21.1 Favorite Lines / Least Favorite Lines
        21.2 Could've been an Achievement!
        21.3 Questions / FAQ
        21.4 MISC
        21.5 My Guides / Facebook / Poll
        21.6 E-mail Me
        21.7 Thanks / No Thanks
        21.8 Version History
        21.9 Closing / Legal Notice / Logo / Outro
    
    
    
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     01. Introduction                                                    ALTINTR
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    Well, first off this guide is written by Those Who Came Before and played
    the game! (AC2 Hint, Hint!)
    
    I'm very excited for the opportunity to do this guide, since I played
    AC for two months and loved every minute of it. This game is one of
    THE BEST games I have ever played. Of course, I always liked huge, expansive
    free-roam environments, so that plays a major part in my liking it. The only
    other game series that can compare would be Oblivion, GTA, World of Warcraft,
    Mercenaries, or the Spiderman series (when it comes to free-roaming).
    However, only the sequel can compare (and actually surpass) the AI quailties
    of this game. But if you coudn't care in the least about free-roam worlds,
    high levels of AI and swordsmanship, then Animal Crossings, DJ Hero or just
    plain Checkers 'n' Chess is the game for you. (jk!)
    
    
    ABOUT ME -
    
    NAME: BurlyBrawler777
    
    Hi. My name is Burly Brawler I have written walkthroughs for several
    games, but this is the second that was published, the first being Need For
    Speed: Most Wanted. For a complete list of my guides, see Closing!
    
    On my current AC profile, I have achieved 100% completion, and with this 
    guide you can too.
    
    I plan on writing and publishing several more walkthroughs in the future.
    See Closing for Details.
    
    
    Have fun, enjoy, and remember: 
    
    A M A D T R      D C N A T A               D
    C B B E H O      W E I L U I             E W E
    I U L I E W      O H E B B C           I H O H I
    A T A N C D      R T D A M A         A E T R T E A
                                       B L D N C N D L B
    
    There is more than one way to blend.
    
    
    [NOTE: If you cannot for the life of you figure these out, go to the closing]
    
    
    
    
    
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    SYMBOLS USED IN THE WALKTHROUGH
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    MAIN CHAPTER HEADER
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    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
    SECTION HEADER
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    -----------------------------
    SUBSECTION HEADER
    -----------------------------
    
    ----------------- 
    SUB-SUB HEADER
    -----------------
    
    *****************************
    *****************************
    MEMORY BLOCK BEGINNING
    *****************************
    *****************************
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG -
    !#!#!#!#!#!#!#!#!
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    ACHIEVEMENT UNLOCKED!
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    -:-:-:-:-:-:-:-:-:-:-:-:-
    MEMORY BLOCK COMPLETE
    -:-:-:-:-:-:-:-:-:-:-:-:-
    
    <><><><><><><><><><><><><><><><><>
    RANK / ABILITES & WEAPONS / E-TOA
    <><><><><><><><><><><><><><><><><>
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    HEAD'S UP NOTE
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    0o0o0o0o0o0o0o0o0o0o0o0o
    Investigations List
    0o0o0o0o0o0o0o0o0o0o0o0o
    
    -----------------------------------
    | Ancestor's Memory Synchronized. |
    | Now Recording...                |
    -----------------------------------
    
    >><< >><< >><< >><<
    CITY ALERT
    >><< >><< >><< >><<
    
    *-*-*-*-*-*-*-*-*-*-*
    EMAIL
    *-*-*-*-*-*-*-*-*-*-*
    
    *****************************************************************************
    EMAIL DIVIDER
    *****************************************************************************
    
    - - - - - - - - - - - - -
    ACHIEVEMENTS LIST / NOTE- 
    - - - - - - - - - - - - -
    
    ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^
    GUIDE END
    ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^
    
    Now that we've got our little symbol key memorized, let's a go! (sorry, lol!)
    
    
    
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     02. HUD [Head's Up Display]                                         ALTHUDS
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    The HUD provides necessary information regarding Altair and his 
    surroundings. The different elements of the HUD will allow the Subject to
    be aware of his status.
    
    
      __________________________________________________________________________
     |                                                                          |
     |         2.1                                                              |
     |---|------------------|                                        Y          |
     |2.3|------------------|                               2.4->  X   B        |
     |---|------------------|                                        A          |
     |                                                                          |
     |                                                                          |
     |                                                                          |
     |                                                                          |
     |                                                                          |
     |                                                                          |
     |                                                                          |
     |                                                                          |
     |                                                                          |
     |                                 2.0                                      |
     |                                                                          |
     |                                                               / \        |
     |     2.5                                                    /-------\     |
     |                                                            |       |     |
     |     H B                                                    |  2.2  |     |
     |      |                                                     |       |     |
     |  SS -5- LS                                                 \-------/     |
     |      |                                                                   |
     |     F S                                                                  |
     |__________________________________________________________________________|
    
    
    2.0 Character - 
    
       Altair (your character) appears in the middle of the screen.
    
    
    2.1 Synchronization Bar -
    
        The Synch Bar is located at the top left corner of the screen.
    
        While reliving Altair's memories, you will need to stay in synch with
        his actions. While this does not mean that you must do only what Altair
        did, it means that you must not do anything that Altair would never do.
    
        Gain Synch by:
        Completing an Objective
        Staying Anonymous
    
        While anonymous, the synch bar will regenerate automatically. While
        exposed, the synch bar will still regenerate, but at a much slower rate.
    
        Lose Synch By:
        Killing or Harming an Innocent
        Becoming Injured in Combat
        Falling from a Great Height
    
    
    2.2 GPS -
    
        The GPS is located in the bottom right corner of the screen.
        The GPS will help guide you by pointing where North is and by showing the
        location of important memories (and how far you are from them). Filling
        the GPS with the locations of important memories will require reaching
        the highest points in the city (View Points) and synchronize the map
        from there.
    
    
    2.3 Social Status Indicator -
    
        The Social Status Indicator is located directly left of the Synch Bar and
        is identified as the Abstergo logo. [See Getting Around for more info]
    
    
    2.4 Control HUD -
    
        The Control HUD shows which controls are currently available within the 
        given context and is located in the top right corner of the screen.
    
    
    2.5 Weapon Selector -
    
        The Weapon Selector, located in the bottom left corner, shows which
        weapon you have currently selected along with which weapons are available
        and how many throwing knives you currently have (the number in the
        middle). On the diagram above, I have used letters to portray where each
        weapon is located on the selector. However, the game has a small icon for
        the weapon, making it easier to find. To choose a weapon, press that
        weapon's direction on the D-pad.
    
    
    2.6 Map -
    
        [Press the Back Button ( < ) to access] The Map displays an overhead
        blueprint of the current area. The Animus is able to render a basic 
        outline, but the Subject's Memory will need to fill in the details. To 
        access the Memory of a certain area, it is necessary to climb to a tall
        building and synchronize the landscape. These will be marked on the map
        and GPS as an eagle and will have an eagle perched on top of these 
        buildings.
    
        NOTE: The closer you are to the exact spot where Altair scanned the
        view, the clearer and brighter the map will be of tha area. To be sure
        of an accurate synch, you should set an auto-locked marker for the View
        Point on his map. Altair was rumored to have climbed every View Point
        in the Holy Land...
    
    
    
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     03. Controls [Low Profile]                                          ALTCRLP
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    The Animus uses Contextual Puppeteering to move the Ancestor. Contextual 
    Puppeteering means that each button controls a different part of the body.
    Contextual Puppeteering comes in two forms: Low Profile and High Profile. 
    Low Profile is generally socially acceptable, while High Profile is more 
    action-oriented.
    
    
    
    MUST-READ NOTE: HERE I will give the full list of controls for ALL three
    consoles. HOWEVER, throughout the guide I will use the XBOX 360 Control
    Scheme when talking about button prompts.
    
    
    
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    XBOX 360 CONTROLS
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    Free Roam:
    
    Xbox 360 Button  - Xbox Dashboard
    L Stick (move)   - Move Character
    L Stick (click)  - N/A
    R Stick (move)   - Camera Controls
    R Stick (click)  - Reset Camera
    Start Button     - Pause / In-Game Menu
    Back Button      - View Map
    LT Button        - Lock-On to Target
    RT Button        - Change Profile
    LB Button        - Chase Cam
    RB Button        - N/A
    D-pad            - Select Weapon
    D-pad Up         - Select Hidden Blade
    D-pad Down       - Select Fists
    D-pad Left       - Select Short Blade / Throwing Knifes
    D-pad Right      - Select Sword
    Y Button         - Head: Vision / Eagle Vision *
    B Button         - Empty Hand: Gentle Push
    X Button         - Weapon Hand: Attack / Stealth Assassinate / Throw Knife
    A Button         - Legs: Blend
    
    While in Combat Mode, Low Profile allows the Ancestor to use Offensive Moves.
    
    Combat:
    
    Xbox 360 Button  - Xbox Dashboard
    L Stick (move)   - Move Character
    L Stick (click)  - N/A
    R Stick (move)   - Camera Controls
    R Stick (click)  - Reset Camera
    Start Button     - Pause / In-Game Menu
    Back Button      - View Map
    LT Button        - Lock-On to Target
    RT Button        - Change Profile
    LB Button        - Chase Cam
    RB Button        - N/A
    D-pad            - Select Weapon
    D-pad Up         - Select Hidden Blade
    D-pad Down       - Select Fists
    D-pad Left       - Select Short Blade / Throwing Knifes
    D-pad Right      - Select Sword
    Y Button         - Head: N/A
    B Button         - Empty Hand: Grab
    X Button         - Weapon Hand: Attack
    A Button         - Legs: Step
    
    Horse:
    
    Xbox 360 Button  - Xbox Dashboard
    L Stick (move)   - Move Horse
    L Stick (click)  - N/A
    R Stick (move)   - Camera Controls
    R Stick (click)  - Reset Camera
    Start Button     - Pause / In-Game Menu
    Back Button      - View Map
    LT Button        - Lock-On to Target
    RT Button        - Change Profile
    LB Button        - Chase Cam
    RB Button        - N/A
    D-pad            - Select Weapon
    D-pad Up         - Select N/A
    D-pad Down       - Select N/A
    D-pad Left       - Select N/A
    D-pad Right      - Select Sword
    Y Button         - Head: Vision / Eagle Vision *
    B Button         - Empty Hand: Dismount
    X Button         - Weapon Hand: Attack / Rear
    A Button         - Legs: Blend
    
    * - Only available while standing still
    
    
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    PLAYSTATION 3 CONTROLS
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    Free Roam:
    
    PS3 Button       - PS3 Dashboard
    L Stick (move)   - Move Character
    L Stick (click)  - N/A
    R Stick (move)   - Camera Controls
    R Stick (click)  - Reset Camera
    Start Button     - Pause / In-Game Menu
    Select Button    - View Map
    L1 Button        - Lock-On to Target
    R1 Button        - Change Profile
    L2 Button        - Chase Cam
    R2 Button        - N/A
    D-pad            - Select Weapon
    D-pad Up         - Select Hidden Blade
    D-pad Down       - Select Fists
    D-pad Left       - Select Short Blade / Throwing Knifes
    D-pad Right      - Select Sword
    Triangle         - Head: Vision / Eagle Vision *
    Circle           - Empty Hand: Gentle Push
    Square           - Weapon Hand: Attack / Stealth Assassinate / Throw Knife
    X Button         - Legs: Blend
    
    While in Combat Mode, Low Profile allows the Ancestor to use Offensive Moves.
    
    Combat:
    
    PS3 Button       - PS3 Dashboard
    L Stick (move)   - Move Character
    L Stick (click)  - N/A
    R Stick (move)   - Camera Controls
    R Stick (click)  - Reset Camera
    Start Button     - Pause / In-Game Menu
    Select           - View Map
    L1 Button        - Lock-On to Target
    R1 Button        - Change Profile
    L2 Button        - Chase Cam
    R2 Button        - N/A
    D-pad            - Select Weapon
    D-pad Up         - Select Hidden Blade
    D-pad Down       - Select Fists
    D-pad Left       - Select Short Blade / Throwing Knifes
    D-pad Right      - Select Sword
    Triangle         - Head: N/A
    Circle           - Empty Hand: Grab
    Square           - Weapon Hand: Attack
    X Button         - Legs: Step
    
    Horse:
    
    PS3 Button       - PS3 Dashboard
    L Stick (move)   - Move Horse
    L Stick (click)  - N/A
    R Stick (move)   - Camera Controls
    R Stick (click)  - Reset Camera
    Start Button     - Pause / In-Game Menu
    Select           - View Map
    L1 Button        - Lock-On to Target
    R1 Button        - Change Profile
    L2 Button        - Chase Cam
    R2 Button        - N/A
    D-pad            - Select Weapon
    D-pad Up         - Select N/A
    D-pad Down       - Select N/A
    D-pad Left       - Select N/A
    D-pad Right      - Select Sword
    Triangle         - Head: Vision / Eagle Vision *
    Circle           - Empty Hand: Dismount
    Square           - Weapon Hand: Attack / Rear
    X Button         - Legs: Blend
    
    * - Only available while standing still
    
    
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    PC CONTROLS [DEFAULT]
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    WASD             - Move Character
    Mouse (move)     - Camera Controls
    Esc              - Pause / In-Game Menu
    TAB              - View Map
    F                - Lock-On to Target
    Right Mouse      - Change Profile
    Q                - Chase Cam
    1                - Select Hidden Blade
    2                - Select Fists
    3                - Select Short Blade / Throwing Knifes
    4                - Select Sword
    E                - Head: Vision / Eagle Vision *
    Shift            - Empty Hand: Gentle Push
    Left Mouse       - Weapon Hand: Attack / Stealth Assassinate / Throw Knife
    Space Bar        - Legs: Blend
    
    While in Combat Mode, Low Profile allows the Ancestor to use Offensive Moves.
    
    Combat:
    
    WASD             - Move Character
    R Stick (move)   - Camera Controls
    Esc              - Pause / In-Game Menu
    TAB              - View Map
    F                - Lock-On to Target
    Right Mouse      - Change Profile
    Q                - Chase Cam
    1                - Select Hidden Blade
    2                - Select Fists
    3                - Select Short Blade / Throwing Knifes
    4                - Select Sword
    E                - Head: N/A
    Shift            - Empty Hand: Grab
    Left Mouse       - Weapon Hand: Attack
    Space Bar        - Legs: Step
    
    Horse:
    
    WASD             - Move Horse
    Mouse (move)     - Camera Controls
    Esc              - Pause / In-Game Menu
    TAB              - View Map
    F                - Lock-On to Target
    Right Mouse      - Change Profile
    Q                - Chase Cam
    1                - Select N/A
    2                - Select N/A
    3                - Select N/A
    4                - Select Sword
    E                - Head: Vision / Eagle Vision *
    Shift            - Empty Hand: Dismount
    Left Mouse       - Weapon Hand: Attack / Rear
    Space Bar        - Legs: Blend
    
    * - Only available while standing still
    
    
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     04. Controls [High Profile]                                         ALTCRHP
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    XBOX 360 CONTROLS
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    Free Running:
    
    Xbox 360 Button  - Xbox Dashboard
    L Stick (move)   - Move Character
    L Stick (click)  - N/A
    R Stick (move)   - Camera Controls
    R Stick (click)  - Reset Camera
    Start Button     - Pause / In-Game Menu
    Back Button      - View Map
    LT Button        - Lock-On to Target
    RT Button        - Change Profile
    LB Button        - Chase Cam
    RB Button        - N/A
    D-pad            - Select Weapon
    D-pad Up         - Select Hidden Blade
    D-pad Down       - Select Fists
    D-pad Left       - Select Short Blade / Throwing Knifes
    D-pad Right      - Select Sword
    Y Button         - Head: Vision / Eagle Vision *
    B Button         - Empty Hand: Grab / Tackle
    X Button         - Weapon Hand: Attack / Assassinate / Throw Knife
    A Button         - Legs: Sprint / Free-Run
    
    
    While in Combat Mode, High Profile allows you to use Defensive Counters.
    
    Combat:
    
    Xbox 360 Button  - Xbox Dashboard
    L Stick (move)   - Move Character
    L Stick (click)  - N/A
    R Stick (move)   - Camera Controls
    R Stick (click)  - Reset Camera
    Start Button     - Pause / In-Game Menu
    Back Button      - View Map
    LT Button        - Lock-On to Target
    RT Button        - Deflect
    LB Button        - Chase Cam
    RB Button        - N/A
    D-pad            - Select Weapon
    D-pad Up         - Select Hidden Blade
    D-pad Down       - Select Fists
    D-pad Left       - Select Short Blade / Throwing Knifes
    D-pad Right      - Select Sword
    Y Button         - Head: N/A
    B Button         - Empty Hand: Grab Break
    X Button         - Weapon Hand: Counter
    A Button         - Legs: Dodge
    
    Horse:
    
    Xbox 360 Button  - Xbox Dashboard
    L Stick (move)   - Move Horse
    L Stick (click)  - N/A
    R Stick (move)   - Camera Controls
    R Stick (click)  - Reset Camera
    Start Button     - Pause / In-Game Menu
    Back Button      - View Map
    LT Button        - Lock-On to Target
    RT Button        - Canter
    LB Button        - Chase Cam
    RB Button        - N/A
    D-pad            - Select Weapon
    D-pad Up         - Select N/A
    D-pad Down       - Select N/A
    D-pad Left       - Select N/A
    D-pad Right      - Select Sword
    Y Button         - Head: Vision / Eagle Vision *
    B Button         - Empty Hand: Dismount
    X Button         - Weapon Hand: Attack / Rear
    A Button         - Legs: Gallop
    
    * - Only available while standing still
    
    
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    PLAYSTATION 3 CONTROLS
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    Free Running:
    
    PS3 Button       - PS3 Dashboard
    L Stick (move)   - Move Character
    L Stick (click)  - N/A
    R Stick (move)   - Camera Controls
    R Stick (click)  - Reset Camera
    Start Button     - Pause / In-Game Menu
    Select Button    - View Map
    L1 Button        - Lock-On to Target
    R1 Button        - Change Profile
    L2 Button        - Chase Cam
    R2 Button        - N/A
    D-pad            - Select Weapon
    D-pad Up         - Select Hidden Blade
    D-pad Down       - Select Fists
    D-pad Left       - Select Short Blade / Throwing Knifes
    D-pad Right      - Select Sword
    Triangle         - Head: Vision / Eagle Vision *
    Circle           - Empty Hand: Grab / Tackle
    Square           - Weapon Hand: Attack / Assassinate / Throw Knife
    X Button         - Legs: Sprint / Free-Run
    
    While in Combat Mode, High Profile allows you to use Defensive Moves.
    
    Combat:
    
    PS3 Button       - PS3 Dashboard
    L Stick (move)   - Move Character
    L Stick (click)  - N/A
    R Stick (move)   - Camera Controls
    R Stick (click)  - Reset Camera
    Start Button     - Pause / In-Game Menu
    Select           - View Map
    L1 Button        - Lock-On to Target
    R1 Button        - Change Profile
    L2 Button        - Chase Cam
    R2 Button        - N/A
    D-pad            - Select Weapon
    D-pad Up         - Select Hidden Blade
    D-pad Down       - Select Fists
    D-pad Left       - Select Short Blade / Throwing Knifes
    D-pad Right      - Select Sword
    Triangle         - Head: N/A
    Circle           - Empty Hand: Grab Break
    Square           - Weapon Hand: Counter
    X Button         - Legs: Dodge
    
    Horse:
    
    PS3 Button       - PS3 Dashboard
    L Stick (move)   - Move Horse
    L Stick (click)  - N/A
    R Stick (move)   - Camera Controls
    R Stick (click)  - Reset Camera
    Start Button     - Pause / In-Game Menu
    Select           - View Map
    L1 Button        - Lock-On to Target
    R1 Button        - Change Profile
    L2 Button        - Chase Cam
    R2 Button        - N/A
    D-pad            - Select Weapon
    D-pad Up         - Select N/A
    D-pad Down       - Select N/A
    D-pad Left       - Select N/A
    D-pad Right      - Select Sword
    Triangle         - Head: Vision / Eagle Vision *
    Circle           - Empty Hand: Dismount
    Square           - Weapon Hand: Attack / Rear
    X Button         - Legs: Canter / Gallop
    
    * - Only available while standing still
    
    
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    PC CONTROLS
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    Free Running:
    
    WASD             - Move Character
    Mouse (move)     - Camera Controls
    Esc              - Pause / In-Game Menu
    TAB              - View Map
    F                - Lock-On to Target
    Right Mouse      - Change Profile
    Q                - Chase Cam
    1                - Select Hidden Blade
    2                - Select Fists
    3                - Select Short Blade / Throwing Knifes
    4                - Select Sword
    E                - Head: Vision / Eagle Vision *
    Shift            - Empty Hand: Grab / Tackle
    Left Mouse       - Weapon Hand: Attack / Assassinate / Throw Knife
    Space Bar        - Legs: Sprint/ Free-Run
    
    While in Combat Mode, Low Profile allows the Ancestor to use Offensive Moves.
    
    Combat:
    
    WASD             - Move Character
    R Stick (move)   - Camera Controls
    Esc              - Pause / In-Game Menu
    TAB              - View Map
    F                - Lock-On to Target
    Right Mouse      - Change Profile
    Q                - Chase Cam
    1                - Select Hidden Blade
    2                - Select Fists
    3                - Select Short Blade / Throwing Knifes
    4                - Select Sword
    E                - Head: N/A
    Shift            - Empty Hand: Grab Break
    Left Mouse       - Weapon Hand: Counter
    Space Bar        - Legs: Dodge
    
    Horse:
    
    WASD             - Move Horse
    Mouse (move)     - Camera Controls
    Esc              - Pause / In-Game Menu
    TAB              - View Map
    F                - Lock-On to Target
    Right Mouse      - Change Profile
    Q                - Chase Cam
    1                - Select N/A
    2                - Select N/A
    3                - Select N/A
    4                - Select Sword
    E                - Head: Vision / Eagle Vision *
    Shift            - Empty Hand: Dismount
    Left Mouse       - Weapon Hand: Attack / Rear
    Space Bar        - Legs: Canter / Gallop
    
    * - Only available while standing still
    
    
    
    
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     05. Weapons                                                         ALTBLAD
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    05.1 Fists - 
    
    Selecting your fists during combat will allow the Ancestor to punch his 
    enemies. Punching a Thug or someone else while near a Thug will atrract his
    attention, resulting in a fistfight. Suspicious or Unaware Guards will not 
    interfere, whereas Informed Guards will. Also, using a weapon while in a 
    fistfight will make the guards hostile. Leaving someone unconscious after a 
    fistfight will not upset civilians, unless the civilians are beggars or 
    jar/wood carriers.
    
    05.2 Sword -
    
    The Sword is the weapon that is automatically selected when engaging in 
    combat. The sword allows the Ancestor to use Strong Attacks. Strong Attacks 
    (press and hold trhe X button for each strike) are slower, yet more powerful,
    attacks.
    
    05.3 Hidden Blade -
    
    The Hidden Blade should be your go-to weapon after you gain the Counter
    Ability. While in combat, selecting the Hidden Blade can quickly dispatch an
    enemy if he is thrown to the ground, if he is taunting the Ancestor, or if he
    is disoriented. The Hidden Blade can be used to Stealth Assassinate 
    someone without causing a disturbance (provided that there isn't another 
    guard within a few feet of the Ancestor). The Hidden Blade can ALSO be used
    to commit an air assassination.
    
    05.4 Short Blade - 
    
    The Short Blade is useful for delivering Rapid Attacks. Rapid Attacks are not
    very powerful by themselves, but Rapid Attacks in succession of each other 
    can be very deadly.
    
    05.5 Throwing Knifes - 
    
    Throwing knifes are useful when there is some distance between you and a 
    guard. You must lock-on to the guard if you want an accurate throw, or if
    he is at a different height (be warned, though. Sometimes your lock-on target 
    is not a guard). Note that if a guard sees you killing someone
    with a throwing knife, he will respond. To refill your stock of throwing 
    knifes, return to Masyaf (the hard way) or pickpocket a Thug. Each successful 
    pickpocket gives you five knives. Note that if the Thug catches you trying to
    steal his knives, he will start a fistfight. At first, you can hold five 
    knives at a time. Then it gets upgraded to ten, and finally to fifteen.
    
    
    
    
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    06. Characters                                                       ALTCHAR
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    -----------------------------
    06.0 The Main Character
    -----------------------------
    
         06.0.1 The Ancestor
    
    Name: Altair Ibn La-Ahad  [Awl-TIE-yeer Eh-ben Lah-Ahh-hawd]
    
    Description: An Assassin from birth to death, with assassins as his ancestors
                 and descendants, Altair is a master of everything from athletics
                 to swordsmanship. He does not regard any authority but his own,
                 and as such, is more likely to flaunt his kills then hide them.
                 Altair also does not respect the Assassin's Creed, and because
                 that he usually ends up in trouble.
    
    Abilities: Walk, Run, Blend, Climb, Wall, Scale, Jump, Talk, Use Sword, Use 
               Fists, Use Hidden Blade, Use Short Sword, Throw Knives, Eavesdrop,
               Pickpocket, Interrogate, Assassinate, Stealth Assassinate, Air
               Assassinate, Punch, Block, Throw, Grab Break, Attack, Combo Kill,
               Counter Kill, Step, Defense Break, Dodge, Enlist Aid, Ride Horse,
               Kill, Catch Ledge, Tackle, Synchronize, Collect Flag,
               Slay Templar, Eagle Vision
    
    
         06.0.2 The Descendant
    
    Name: Desmond Miles  [Dehz-MUHND Mye-uhlls]
    
    Description: After leaving an Assassin's Commune as a child, Desmond became
                 a bartender and kept a low profile. He was then kidnapped by
                 Abstergo Industries, and was forced to relive his Ancestor's
                 memories in an attempt to find a hidden treasure.
    
    Abilities: Walk, Talk, Eavesdrop, Steal Access Codes, Use Animus, Go To
               Sleep, Hack into Computers, Eagle Vision
    
    
    -----------------------------
    06.1 Civilians
    -----------------------------
    
    Generic: The generic civilians have no special qualities whatsoever. 
             Abilities - Walk, Run, Stare, Cower, Expose
    
    Jar Carriers: Jars Carriers are the women who carry jars on their heads.
                  Any form of attack (excluding Stealth Kills) on anyone nearby 
                  will make them drop their jars. Also, bumping into them will 
                  make them drop their jars. The only reason to be concerned 
                  about their jars is that dropping them will attract unwanted 
                  attention from the guards.
                  Abilities - Walk, Drop Jar, Run, Cower, Expose
    
    
    Crate Carriers: The male version of the Jar Carriers, though slightly
                    more humorous in their anger (at having spilt their crates).
                    Walk, Drop Crate, Insult, Run, Cower, Expose
    
    Town Criers: The Town Criers (not to be confused with Interrogation Targets)
                 will spout messages about Religion, Politics, and War. They will
                 always attract a crowd, and most likely be gaurded. There is no 
                 reward for killing them, but if you High Profile Assassinate 
                 them when they say "This is an Honor, to Die...", you get the 
                 picture.
                 Abilities - Spout Message, Brainwash, Attract Crowd, Walk, 
                             Run, Cower, Expose
    
    
    Beggars: The Beggars of the land will always accost you for money. As this is
             not AC2, you cannot give them any. However you do get an achievement
             for scaring 25 of them away. Do this by unsheathing a weapon in 
             front of them or throwing them. Also, if you attempt to climb a 
             building, they will start screaming and throwing rocks at you. 
             Normally, they are such bad shots that you need not worry, but if 
             they hit you they will run away, at which point you should go teach 
             them a lesson.
             Abilities - Walk, Run, Beg, Insult, Throw Rocks, Cower, Expose
    
    Thugs: Thugs are useful for two things, their knifes and entertainment. You
           can pickpocket them for knifes, or you could get into a fistfight with
           them. If you attempt to kill them in any way (pull out a weapon or 
           throw them too many times), they will run to the nearest guard, who 
           will come at you with more than just fists. Note that if you start to 
           climb something, they will walk away. And if you throw them into a 
           guard, they will run away and the guard will attack. These guys like 
           to hang around Interrogation Targets, and will join the fight.
           Abilities - Walk, Run, Give Knifes, Punch, Throw, Block Attack, Cower,
                       Expose
    
    
    Merchants: Merchants are the guys inside of merchant stands. There are only 
               two good things about them: they provide atmosphere to the 
               setting, and they have humorous lines when you smash their wares.
               If an Informed Guard sees you jumping through a Merchant Stand, he
               will commence attack. Also, if you throw someone into a stand, the
               stand will topple, the merchant will die, the person you threw 
               will die, and anyone next to the stand will die. The only people 
               who won't die are Scholars, Vigilantes, and targets 
               (pickpocketing, eavesdropping, interrogating, assassination).
               Abilities - Sell Wares, Advertise Wares, Insult, Collapse, Cower,
                           Expose
    
    Drunkards: Drunkards will always try to knock you over if you get too close.
               This can be dangerous if there is an Informed Guard near at hand.
               Punching them or fighting a guard will make them run away. The 
               Drunkard is only found in Acre, and has tattered clothing and a 
               bottle in his hand. As a side note, if they cower in front of you,
               they will take a drink every now and then.
               Abilities - Walk, Run, Cower, Drink, Stagger, Slur, 
                           Knock Back, Expose
    
    Insane Man: A mentally unstable (and usually deformed) version of the 
                drunkard. These can be found in all the cities, and have no 
                shirt, except the ones in Acre.
                Abilities - Walk, Run, Cower, Jabber Unintelligently, Knock Back,
                            Hold Head, Have Headache, Expose
    
    Wounded Patient: A generic civilian of interest, the Wounded Patient can be 
                     found ONLY in the Hospitalier Hospital of Acre. If they're
                     male, then they have no shirt; if they're a woman, they're 
                     wearing a Hospital Gown. All sport open wounds and blood.
                     Abilities - Walk, Fast-walk, Cower, Stare, Bleed, Expose
    
    Dancer: Only found in the Merchant King's Palace during the Abu'l Naquod 
            Assassination, these dancers Belly Dance to an unheard music until
            all arrows break loose.
            Abilities - Walk, Run, Cower, Wiggle Belly
    
    -----------------------------
    06.2 Enemies
    -----------------------------
    
    ----------------- 
    06.2.1 Assassin
    -----------------
    
    Masyaf Guard: The Masyaf Gaurd is identified as an ally by the Ancestor's 
                  Eagle Vision, and as such, will not fight if the Ancestor
                  bumps into or tackles him. Be warned, though. After knocking
                  down or bumping into a Masyaf Gaurd, the Guards will give a 
                  warning and become informed. Also, killing anyone or enacting 
                  any violence on the Masyaf Guards (punching, attacking, 
                  throwing) will result in combat.
                  Abilities - Walk, Run, Cower, Stare, Insult, Taunt, Deflect,
                              Attack, Throw, Climb, Kill, Tackle, Roadblock, 
                              Expose, Throw Rocks, Investigate Body, Punch,
                              Guard Entrance
    
    Hooded Guard: The Hooded Guard, found at the Masyaf entrance to the Kingdom
                  and guarding the Assassin's Fortress, are unlike the Masyaf 
                  Guards. If the Ancestor provokes them in any way, they will
                  attack. The Hooded Guards are as skilled in fighting as 
                  Templars, and as such, have many abilities at their disposal.
                  Abilities - Walk, Run, Cower, Stare, Insult, Taunt, Deflect,
                              Attack, Throw, Climb, Kill, Tackle, Roadblock, 
                              Expose, Throw Rocks, Investigate Body, Punch,
                              Grab Break, Counter, Combo, Strong Attack,
                              Defense Break
    
    ----------------- 
    06.2.2 Saracen
    -----------------
    
    The Saracen Soldiers are found everywhere but Acre and Masyaf.
    
    Regular Guard: The Regular Guard is the easiest to handle, as they do not
                   wear armor nor can they break the Ancestor's defense. These
                   can be found everywhere, and are identified by their brown 
                   padding and hats.
                   Abilities - Walk, Run, Cower, Stare, Insult, Taunt, Deflect,
                               Attack, Throw, Climb, Kill, Tackle, Roadblock, 
                               Expose, Throw Rocks, Investigate Body, Punch, 
                               Dodge
    
    Archer: The Archer is a Regular Guard that is equipped with a longbow. 
            Archers primarily stay on rooftops, though they will come down if
            neccessary. If the Ancestor is on top of a roof or climbing a
            building, the Archer will demand that the Ancestor return to the 
            ground. If the Ancestor does not comply, then the Archer will fire a
            warning arrow. If the Ancestor does not leave, the Archer will begin
            firing arrows. If the Ancestor gets close to the Archer, the Archer
            will drop his bow and draw his blade. Throwing Archers from rooftops
            makes a nice distraction; but if gaurds below see the Ancestor they
            will commence combat.
            Abilities - Walk, Run, Cower, Deflect, Fire Arrow, Attack, Throw, 
                        Climb, Kill, Tackle, Roadblock, Expose, Throw Rocks, 
                        Investigate Body, Punch, Guard Rooftop, Dodge
    
    Soldier Class One: The Soldier Class One is a Arabian Gaurd that is normally
                       found in a patrol or guarding an entrance. They wear brown
                       padding, some mail and armor, and a gold helmet.
                       Abilities - Walk, Run, Cower, Stare, Insult, Taunt, 
                                   Deflect, Attack, Throw, Climb, Kill, Tackle, 
                                   Roadblock, Expose, Throw Rocks, Investigate 
                                   Body, Punch, Strong Attack, Dodge
    
    Soldier Class Two: The Soldier Class Two is an upgraded Soldier Class One,
                       and therefore has more armor and skills. They are found at
                       City/District Gates and in patrols. These wear brown mail
                       and padding, some armor, and a black or silver helmet.
                       Abilities - Walk, Run, Cower, Stare, Insult, Taunt, 
                                   Deflect, Attack, Throw, Climb, Kill, Tackle, 
                                   Roadblock, Expose, Throw Rocks, Investigate 
                                   Body, Punch, Strong Attack, Counter, 
                                   Grab Break, Dodge
    
    Elite Soldier: The Elite Soldier will wear mail and armor, as well as
                   a stronger helmet that has a metal feather on top. They will 
                   normally be found leading patrols. 
                   The Elite Soldier is second to none.
                   Abilities - Walk, Run, Cower, Stare, Insult, Taunt, 
                               Deflect, Attack, Throw, Climb, Kill, Tackle, 
                               Roadblock, Expose, Throw Rocks, Investigate 
                               Body, Punch, Strong Attack, Counter, Grab Break, 
                               Double Damage, Combo, Defense Break, Dodge
    
    Slave Trader Guards: Found in the Rich District of Jerusalem, the Slave
                         Trader Guards are Talal's Personal Guards, and are
                         identified as having black and gold robes.
                         Abilities - Walk, Run, Cower, Stare, Insult, Taunt, 
                                     Deflect, Attack, Throw, Climb, Kill, Tackle,
                                     Roadblock, Expose, Throw Rocks, Investigate
                                     Body, Punch, Strong Attack, Counter, 
                                     Grab Break, Dodge
    
    Merchant Guards: Found guarding Tamir and Abu'l Naquod, the Merchant Guards
                     are known to wear a wealthy servant's raiment and shaved
                     heads. The Merchant Guards are not very numerous, and do not
                     pose a large threat.
                     Abilities - Walk, Run, Cower, Stare, Insult, Taunt, Deflect,
                                 Attack, Throw, Climb, Kill, Tackle, Roadblock, 
                                 Expose, Throw Rocks, Investigate Body, Punch, 
                                 Dodge
    
    Scholar Gaurds: Found in the Middle District of Damascus, the Scholar Guards
                    are the same as the Slave Trader Guards.
                    Abilities - Walk, Run, Cower, Stare, Insult, Taunt, 
                                Deflect, Attack, Throw, Climb, Kill, Tackle, 
                                Roadblock, Expose, Throw Rocks, Investigate 
                                Body, Punch, Strong Attack, Counter, 
                                Grab Break, Dodge
    
    -----------------  
    06.2.3 Crusader
    -----------------
    
    The Crusaders are only found in Acre, Arsuf, and the road to Acre.
    
    Regular Guard: The Regular Guard is the easiest to deal with, as they don't
                   have much armor (or courage!). They wear the Sign of the 
                   Cross, and wear red and/or white or black padding instead of
                   armor. They will also not have any head covering.
                   If you engage in combat with several, the last two alive 
                   will flee (unless the Ancestor slew a civilian or got past
                   a gaurded entrance).
                   Abilities - Walk, Run, Cower, Stare, Insult, Taunt, Deflect,
                               Attack, Throw, Climb, Kill, Tackle, Roadblock, 
                               Expose, Throw Rocks, Investigate Body, Punch, 
                               Dodge
    
    Archer: The Archer is a Regular Guard that is equipped with a longbow. 
            Archers primarily stay on rooftops, though they will come down if
            neccessary. If the Ancestor is on top of a roof or climbing a
            building, the Archer will demand that the Ancestor return to the 
            ground. If the Ancestor does not comply, then the Archer will fire a
            warning arrow. If the Ancestor does not leave, the Archer will begin
            firing arrows. If the Ancestor gets close to the Archer, the Archer
            will drop his bow and draw his blade. Throwing Archers from rooftops
            makes a nice distraction; but if gaurds below see the Ancestor they
            will commence combat.
            Abilities - Walk, Run, Cower, Deflect, Fire Arrow, Attack, Throw, 
                        Climb, Kill, Tackle, Roadblock, Expose, Throw Rocks, 
                        Investigate Body, Punch, Guard Rooftop, Dodge
    
    Elite Guard: The Elite Guard is like a Soldier Class One, except that he
                 wears solid black mail and padding.
                 Abilities - Walk, Run, Cower, Stare, Insult, Taunt, 
                             Deflect, Attack, Throw, Climb, Kill, Tackle, 
                             Roadblock, Expose, Throw Rocks, Investigate 
                             Body, Punch, Strong Attack, Dodge
    
    Soldier Class One: The Soldier Class One is a French Gaurd that is normally
                       found in a patrol or guarding an entrance. They wear red
                       and white padding, some armor, and a helmet.
                       Abilities - Walk, Run, Cower, Stare, Insult, Taunt, 
                                   Deflect, Attack, Throw, Climb, Kill, Tackle, 
                                   Roadblock, Expose, Throw Rocks, Investigate 
                                   Body, Punch, Strong Attack, Dodge
    
    Soldier Class Two: The Soldier Class Two is an upgraded Soldier Class One,
                       and has more armor and skills. They are found at 
                       City/District Gates and in patrols. As well as wearing
                       Red and White clothing, they also bear the Sign of the
                       Lion.
                       Abilities - Walk, Run, Cower, Stare, Insult, Taunt, 
                                   Deflect, Attack, Throw, Climb, Kill, Tackle, 
                                   Roadblock, Expose, Throw Rocks, Investigate 
                                   Body, Punch, Strong Attack, Counter, 
                                   Grab Break, Dodge
    
    Elite Soldier: The Elite Soldier will wear mail and armor, as well as
                   a stronger helmet. They will normally be found leading
                   patrols. The Elite Soldier is second only to the 
                   Templar Guard.
                   Abilities - Walk, Run, Cower, Stare, Insult, Taunt, 
                               Deflect, Attack, Throw, Climb, Kill, Tackle, 
                               Roadblock, Expose, Throw Rocks, Investigate 
                               Body, Punch, Strong Attack, Counter, Dodge,
                               Grab Break, Double Damage, Defense Break
    
    Templar Guard: Not to be confused with the 60 Templars that pervade the
                   Holy Land, the Templar Gaurds will always be heading the
                   patrols. They don the same garments and armor as Templars,
                   as well as having the same skills.
                   Abilities - Walk, Run, Cower, Stare, Insult, Taunt, 
                               Deflect, Attack, Throw, Climb, Kill, Tackle, 
                               Roadblock, Expose, Throw Rocks, Investigate 
                               Body, Punch, Strong Attack, Counter, Grab Break, 
                               Double Damage, Combo, Defense Break, Dodge
    
    -----------------------------
    06.3 Allies
    -----------------------------   
         
    06.3.1 Scholars
    
           After saving a male citizen, the Ancestor will have a group of 
           Scholars that will give him aid. If the Ancestor is ever chased by
           a guard, he can blend with the scholars when he breaks the Line Of
           Sight (LOS). Scholars are also useful for passing through gaurded
           area. However, if any violence is commited near them, they will flee
           for a time. Scholars cannot be killed.
           Abilities - Walk, Run, Blend, Pass Guarded Entrance, Pray, Cower
         
    06.3.2 Vigilantes
    
           After saving a female citizen, the Ancestor will have a group of
           Vigilantes that will give him aid. If the Ancestor is ever chased by a
           guard, he can run through a street where Vigilantes are located. The
           Vigilantes will allow the Ancestor to pass, then turn their attention
           to the pursuing guards. They will not attempt to kill the guards, but
           instead hold them in check while the Ancestor hides. Vigilantes cannot
           be killed.
           Abilities - Walk, Run, Grab, Cower
        
    06.3.3 Seated Civilians
    
           Seated Civilians will aid the Ancestor when he is chased by a guard.
           The Ancestor can sit between two Seated Civilians to hide. However,
           if the Ancestor has not broken the LOS, the Seated Civilians will
           leave their bench. Also, Seated Civilians allow you to eavesdrop
           on nearby conversations.
           Abilities - Walk, Run, Sit, Listen, Cower
       
    06.3.4 Horses
    
           Horses will give the Ancestor aid in the form of transportation.
           Horses are not allowed within City Walls, and as such, are only
           useful in the Kingdom. Horses can knock down anyone while galloping,
           but if Guards have formed a roadblock, the Horse will tumble to the
           ground. Soldiers will also try to throw rocks to get you off your 
           horse. The Ancestor can also attack with his sword while riding a 
           Horse.
           Abilities - Walk, Canter, Gallop, Blend, Rear, Kick, Knock Down,
                       Neigh, Eat Hay, Follow Ancestor
    
    -----------------------------
    06.4 Templars
    -----------------------------
    
    The Templars (60 in all) pervade the entire Holy Land. They will be found 
    alone in a corner or alley or trail with an iron chest at thier feet. If
    the Ancestor is seen by one, or if the Ancestor disturbs/kills anyone in
    a Templar's vicinity (usually a one block radius) the Templar will 
    commence combat. Any guards in the area will wait until the Templar is
    defeated or victorious before engaging the Ancestor.
    
    The Ancestor was rumored to have slain every Templar in the Holy Land...
     
    Abilities - Walk, Run, Insult, Taunt, Deflect, Attack, Throw, Climb, Kill, 
                Tackle, Expose, Throw Rocks, Punch, Strong Attack, Counter, 
                Grab Break, Double Damage, Combo, Defense Break, Dodge, Guard
                Iron Chest, War Cry, Hieghtened Awareness.
    
    -----------------------------
    06.5 Assassination Targets
    -----------------------------
    
    01. Masun [Mah-SOON]
    
        Masun, though not truly an Assassination Target, opened the gate
        that allowed the Crusaders to pillage Masyaf. He shouts his lies
        (or are they true?) about Al Mualim when Altair first sees him. 
        He is a traitor and must be brought before Al Mualim.
    
        Abilities - Walk, Talk, Stare, Open Gate, Spout Lies, Punch, 
                    Block, Cower, Insult, Defy
                    
    02. Tamir [Tah-MEER]
    
        Tamir, merchant of death, will do ANY thing to make sure his shipments
        arrive. Anything. And it seems he does not support Saladin, but someone
        else...
    
        Abilities - Walk, Run, Insult, Taunt, Deflect, Attack, Throw,
                    Climb, Kill, Tackle, Expose, Throw Rocks, Investigate 
                    Body, Punch, Strong Attack, Counter, Grab Break, 
                    Dodge, Murder Merchant, Tackle, Talk
    
    03. Garnier de Naplouse [Gawn-YEA dee Nah-PLOOSE]
    
        Garnier is a philanthropist who seeks to cure the sick and heal the
        wounded. Or is he? Rumors have been heard that he kidnaps civilians
        from other cities and then experiments on them. It seems the good
        doctor should be looked into.
    
        Abilities - Walk, Run, Insult, Taunt, Deflect, Attack, Throw, 
                    Climb, Kill, Tackle, Expose, Throw Rocks, Investigate 
                    Body, Punch, Strong Attack, Counter, Grab Break, 
                    Defense Break, Dodge, Drug Patients, Tackle, Talk
                                
    04. Talal [Tah-LAL]
    
        Talal has been busy of late, with the sale of slaves going up.
        But who does he sell them to? And why? It is said that he ships
        them to Garnier de Naplouse. Be warned, for he is a master archer.
    
        Abilities - Walk, Run, Insult, Taunt, Tackle
                    Deflect, Attack, Throw, Climb, Kill, Tackle, 
                    Expose, Throw Rocks, Investigate Body, Punch, 
                    Strong Attack, Counter, Grab Break, Fire Arrow
                    Defense Break, Dodge, Sell Slaves, Talk
    
    05. Abu'l Naquod [Abool Nah-KOOD]
    
        The Merchant King of Damscus is very well off. In fact, he invites
        most of the city's nobles to his lavish parties. But rumors say that
        he hates the people, he hates himself, and he is... "different." Perhaps
        one could learn more if one attended his parties.
    
        Abilities - Walk, Run, Insult, Taunt, Murder Guests,
                    Deflect, Attack, Throw, Climb, Kill, Tackle, 
                    Expose, Throw Rocks, Investigate Body, Punch, 
                    Strong Attack, Counter, Grab Break, Tackle,
                    Defense Break, Dodge, Drink, Poison Guests, Talk
    
    06. William de Montferrat [Will-EE-um DEE Mont-fer-RAT]
    
        King Richard does not like William, and the feeling is mutual. Richard
        believes that his Regent over Acre should be on the battlefield, instead
        of the political realm. It is believed that William intends to take Acre
        by force for his son, Conrad. Already he trains an army and rations the 
        food among his subjects. He will meet with the king soon. After the king
        leaves, Montferrat will retreat to his citadel. Do you have what it takes
        to defeat him in his protected environment? We shall see.. 
    
        Abilities - Walk, Run, Insult, Taunt, Deflect, Attack, Throw, Climb, 
                    Kill, Tackle, Expose, Throw Rocks, Investigate Body, Punch,
                    Strong Attack, Counter, Grab Break, Defense Break, Dodge, 
                    Execute Citizens, Defy King, Insult Son, Talk
    
    07. Majd Addin [Mahsh-du-DEEN]
    
        There is nothing more enjoyable to Majd Addin than an execution. He
        enjoys turning his back to the crowd and lecturing the prisoners before
        executing them. Then he enjoys lecturing the crowd with his hands covered
        in blood. Rumor has it that the ones he executes are innocent victims.
        It may be that someday someone will stop his reign of blood.
    
        Abilities - Walk, Run, Insult, Taunt, Deflect, Attack, Throw, Climb, 
                    Kill, Tackle, Expose, Throw Rocks, Investigate Body, Punch,
                    Strong Attack, Counter, Grab Break, Combo, Defense Break, 
                    Dodge, Execute Citizens
    
    08. Sibrand [Seh-BRAND]
    
        The leader of the Knights Tuetonic resides in Acre's port, knowing that
        his death approaches. He therefore has sealed the docks district and
        doubled the patrols. He has gone mad with fear, and kills anyone he deems
        a threat to his life, whether they be innocent or not. It is said that he
        is building a naval blockade to deny King Richard access by sea. It seems
        that he will try to take Acre from Richard and take it for himself.
    
        Abilities - Walk, Run, Insult, Taunt, Deflect, Attack, Throw, Climb, 
                    Kill, Tackle, Expose, Throw Rocks, Investigate Body, Punch, 
                    Strong Attack, Counter, Grab Break, Double Damage, Combo, 
                    Defense Break, Dodge, Execute Priests, Fire Arrow
    
    09. Jubair Al Hakim [Shu-BUY-air ahl Hah-KEEM]
    
        Jubair, Saladin's chief scholar, knows he has found illumination. He
        knows that the world is chasing after lies, and he knows how to bring the
        rest of the world the truth. Burn books. All of them. In this way he 
        hopes to erase all the world's knowledge of truth and give it his 
        version of "truth".
    
        Abilities - Walk, Run, Insult, Taunt, Deflect, Attack, Throw, Climb, 
                    Kill, Tackle, Expose, Throw Rocks, Investigate Body, Punch,
                    Strong Attack, Counter, Grab Break, Double Damage, Combo, 
                    Defense Break,  Dodge, Burn Books, Burn People, Brainwash
    
    10. Robert de Sable [Ro-BEAR deh SAH-bull]
    
        After defeating you and your friends in Soloman's Temple, Robert wants one
        thing. In fact, it's the only thing on his mind. Your death. You and all
        the Assassins. You stole his treasure, the Piece of Eden, and now he goes
        to meet with King Richard and Saladin to get them to come together for
        the Assassin's destruction. He must be stopped before that meeting can
        take place.
    
        Abilities - Walk, Run, Insult, Taunt, Deflect, Attack, Throw, Climb, 
                    Kill, Tackle, Expose, Throw Rocks, Investigate Body, Punch,
                    Strong Attack, Counter, Grab Break, Double Damage, Combo, 
                    Defense Break, Dodge, Decieve King, Expose Truth, Rule Planet
    
    11. Al Mualim [Ahl Moo-AHL-eem]
    
        Al Mualim. Your Master. Your Leader. The one who guided you your entire 
        life. And now it seems that it all was a viel to get you to kill the 
        other nine Templar Leaders so that he could create his own paradise on
        earth with the Piece of Eden. Already the color fades from the world and
        the skies darken...
    
        Abilities - Walk, Run, Insult, Taunt, Brainwash, Clone, Raise the Dead, 
                    Lie, Give Missions, Restore Rank, Deflect, Attack, Throw, 
                    Climb, Kill, Tackle, Throw Rocks, Investigate Body, Punch, 
                    Strong Attack, Counter, Grab Break, Talk, Double Damage, 
                    Combo, Defense Break, Dodge, Constrain Body
    
    
    -----------------------------
    06.6 Abstergo Employees
    -----------------------------
    
    Lucy Stillman - Lucy is the woman who does everything she can to aid Desmond.
                    While at first she tries to hide her identity, she eventually
                    shows him that she is a fellow Assassin. Lucy also gives 
                    Desmond access codes for his cell and her computer. When
                    Desmond gains Eagle Vision, she is seen as an ally.
                    Abilities - Walk, Talk, Run Animus, Give Access Codes, Use
                                Computer
    
    Warren Vidic - The main scientist in Abstergo Industries is Warren Vidic.
                   With dreams of power and a new world, Vidic will stop at
                   nothing to gain the Piece of Eden.
                   Abilities - Walk, Talk, Wake Up Desmond, Drink Coffee, Use
                               Computer, Save Lucy
    
    Alan Rikken - Not much is known about Alan Rikken. You see him at the end,
                  talking about the Piece of Eden, and his computer has a single
                  e-mail that has some ancient relics and phenomena "explained".
                  And he likes wearing suits. That much is known. The rest...
                  up to your imagination.
                  Abilities - Walk, Talk, Use A Computer, Give Orders, Remain an
                              Enigma
    
    Leila Marino - A (unseen) friend of Lucy, Leila died mysteriously five years
                   ago. The on-site coroner said that the death was a suicide,
                   but Abstergo has been unwilling to divulge any information
                   on her demise...
                   Abilities - Be a Friend to Lucy, Die Mysteriously, Have
                               Personal Records Locked, Be a part of a Company
                               Scandal
    
    Nancy Nilop - A name on a few e-mails on Lucy's Computer. She is over
                  Abstergo's Records Department, but is unwilling to give out
                  any information on Abstergo Employee Leila Marino...
                  Abilities - Use A Computer, Cover Up Scandal
    
    
    -----------------------------
    06.7 Other Notable Characters
    -----------------------------
    
    06.7.1 Assassin Trainer
           The Assassin Trainer will greet the Ancestor whenever the Ancestor
           has gained a new sword skill. He will then conduct the Ancestor to
           the training Arena to practice the new skills.
           Abilities - Walk, Talk, Initiate Training Exercise, Give Instruction
    
    06.7.2 Damascus Rafique
           The Damascus Rafique believes in the Ancestor, and will ceaselessly
           praise his good deeds. He tends to talk too much, and often says
           more than he means to.
           Abilities - Walk, Talk, Write, Give Feather, Allow Assassination, 
                       Give Shelter, Praise Altair
    
    06.7.3 Acre Rafique
           The Acre Rafique does not think much of the Ancestor, and does not
           enjoy being bothered by him. He says as little as possible and
           does not try to counsel much.
           Abilities - Walk, Talk, Write, Give Feather, Allow Assassination, 
                       Give Shelter, Insult
    
    06.7.4 Malik Al-Sayf
           Malik, once a great Assassin like Altair, lost his brother and his arm
           in a one-on-one with Robert de Sable, and as such, has been put into 
           service as the Rafique of Jerusalem. He believes that Altair was the
           cause of his loss, and as such, does not care in the least about
           Altair until the very end. He can be insulting and harsh at times,
           and will always pick out a fault.
           Abilities - Walk, Talk, Write, Give Feather, Allow Assassination, 
                       Give Shelter, Fight, Lay Siege, Obey Creed, Insult,
                       Point out Flaws
    
    06.7.5 Maria de Sable
           When Altair visited Majd Addin's funeral, he went to assassinate 
           Robert. As it turned out, Robert was never there. It was a trap.
           And the person who took his place and impersonated him was a 
           woman, whom Altair decided to let live. In AC2, Maria makes a
           secondary appearance with Altair...
           Abilities - Walk, Run, Insult, Taunt, Deflect, Attack, Throw, Climb,
                       Kill, Tackle, Expose, Throw Rocks, Investigate Body, 
                       Punch, Strong Attack, Counter, Grab Break, Double Damage,
                       Combo, Defense Break, Dodge, Impersonate, Way Cry, Cower
    
    
    
    
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    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
     07. Getting Around                                                  ALTNAVI
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    Your social status shows whether or not you are being watched (and how you
    are watched), if you are in a battle, or if you have broken the line of
    sight or are hiding. The social status is contextual, and as such,
    so should your actions be.
    
    
    -----------------------------------------------------------
    07.0 Social Status: Anonymous
    -----------------------------------------------------------
    
    When the Abstergo logo is a solid triangle without an eye-con, you are able
    to do anything you please, as there are no guards in the Line Of Sight (LOS).
    If a guard is in the area, you can blend with scholars, sit on a bench, or
    leave the guard's LOS to return to an anonymous state.
    
    
    -----------------------------------------------------------
    07.1 Social Status: Watched by Unaware or Suspicious Gaurd
    -----------------------------------------------------------
    
    When the Abstergo logo has an eye-con in it's center, you are being watched
    by a guard. If the eye-con is white, the guards are unaware of your identity.
    You may do what you like, as long as you do not draw a weapon. Should you
    draw a weapon, punch a civilian, climb a building, or drop from above, the
    guards will become suspicious. Any shoving or bumping into guards will
    result in becoming exposed.
    
    Unaware guards will have their hands to their sides in a carefree manner,
    while suspicious guards will have a hand on their sword hilt, ready to draw
    the blade if necessary.
    
    
    -----------------------------------------------------------
    07.2 Social Status: Watched by Informed Guard
    -----------------------------------------------------------
    
    Should you stealth assassinate anyone, or if the guard is already
    on the lookout, the Abstergo logo will have a red flashing eye-con (the 
    Subject will also hear a warning alarm). The guards will have their swords 
    drawn, and the slightest disturbance will attract their attention. 
    If you are being watched by an informed guard, you should blend 
    immediately. Blending will save you from becoming exposed 95% of the time.
    
    If you walk too close to any guard who is informed, or if the guard is
    investigating a body, you will become exposed. However, you may walk up to
    an informed guard while blending to remain undetected.
    
    >><< >><< >><< >><<
    07.3.1 City Alert
    >><< >><< >><< >><<
    
           During a citywide alert, the Synch bar will turn red, the city gates
           will close, and every guard in the city will become informed. You
           must hide in the Assassin's Bureau while the City Alert is set off.
           City Alerts are set off when you assassinate or are in combat with a
           main Assassination Target.
    
    
    -----------------------------------------------------------
    07.3 Social Status: Exposed - Combat
    -----------------------------------------------------------
    
    Should you become exposed (NO, not like THAT... get your mind out of the
    gutter...), whether by harrassing a guard, killing or attacking someone,
    or approaching an informed guard, the guards will commence combat.
    The Abstergo logo will become an open triangle that flashes red.
    
    You must focus on a guard (LT), and become defensive (Hold RT) to deflect
    any blows. While in combat, you have several skills at your disposal:
    
    Skill          - Weapon       - Type      - Buttons
    
    Assassinate    - Hidden Blade - Offensive - Tap X Button
    Attack         - All [w/o HB] - Offensive - Tap X Button
    Strong Attack  - Sword        - Offensive - Press X Button
    Grab           - Empty Hand   - Offensive - Tap B Button
    Step           - Legs         - Offensive - Tap A Button
    Combo Kill     - All [w/o HB] - Offensive - X, then X just as sword hits
    Defense Break  - Sword        - Offensive - Tap A Button, then X right after
    Rapid Attack   - Short Blade  - Offensive - Rapidly tap X Button
    Punch          - Fists        - Offensive - X Button
    
    Deflect        - All [w/o HB] - Defensive - Hold RT
    Counter Kill   - All          - Defensive - Hold RT, press X before attack
    Grab Break     - Empty Hand   - Defensive - Hold RT, press B while grabbed
    Dodge          - Legs         - Defensive - Hold RT, tap A before attack
    Block          - Fists        - Defensive - Hold RT
    
    If you use your Hidden Blade in combat, you must either throw the
    guard to the ground before assassinating him or you must counter kill, as an
    assassination attempt will most always be blocked (unless the guard is 
    taunting or looking away). ALSO, the Hidden Blade cannot deflect.
    
    If you use your fists in combat, the guard(s) will be rendered
    unconscious and civilians will not be upset.
    
    The combat will continue until one of three things occur:
    
    1. You kill most or all of the attacking guards.
    2. You desynchronize.
    3. You flee the battle.
    
    If you are victorious, you will return to an anonymous state.
    If you desynchronize... you die. Bugger.
    If you flee, you live to flee another day.
    
    
    -----------------------------------------------------------
    07.4 Social Status: Exposed - Fleeing
    -----------------------------------------------------------
    
    Should you decide to flee the battle, you must break the LOS and
    hide, or you must continue the battle.
    
    07.4.1 Fleeing: Breaking the LOS
    
           While running away from a pursuing guard, the Abstergo logo will 
           continue to flash red until you have broken the Line Of Sight
           with the guards. At this point the Abstergo logo will flash yellow, and
           a warning alarm will sound. To break the LOS, it is useful to use
           Vigilantes, climb up and jump off buildings, jump through merchant 
           stands, or run at full speed. Should the guards set up a roadblock
           in front of you, it is wise to go around or take a different 
           path, as running into the block will result in being knocked over.
           If you have broken the LOS, you should hide immediately.
         
    07.4.2 Fleeing: Hiding
    
           To hide, you must first break the LOS, then find a nearby
           hiding spot. While hiding, the Abstergo logo will pulsate blue, then
           green. When the logo goes white, you return to an anonymous state and
           are free to exit the hiding spot.
         
    07.4.2.1 Benches
    
             If you sit between two civilians, you will be able to hide.
             However, knocking a civilian off his / her bench will result in that
             bench becoming temporarily unusable. Benches can be found off the 
             side of roads, against buildings, in open squares, or in courtyards
             or open buildings.
         
    07.4.2.2 Haystacks
    
             Should you find a pile of hay, you may jump into that pile to hide.
             Haystacks can be found on the ground or on top of buildings.
             Haystacks are also useful to land in while jumping from high places,
             as they will cushion your fall. (NOTE: If you see a group of birds
             along a roof top, run straight off the building at their location
             to land in a Haystack via Leap Of Faith)
         
    07.4.2.3 Hay Carts
         
             Hay carts are exactly the same as Haystacks. However, Hay Carts are
             only found on the ground.
    
    07.4.2.4 Roof Gardens
    
             Should you be on top of a roof, you can jump into a nearby
             Roof Garden to hide. Roof Gardens are small rooms with yellow 
             curtains to hide behind that are only found on rooftops.
         
    07.4.2.5 Scholars
    
             Should you be on the ground, you can blend with nearby Scholars to
             hide. Scholars wear white robes and turbans. However, should
             you cause a disturbance around the Scholars, they will stop
             blending and will be momentarily unusable.
    
    07.4.3 Vanished
    
           After entering a Hiding Spot, the Social Status Indicator will turn 
           blue while the Ancestor hides. After a short while, any guards chasing
           the Ancestor will lose interest and revert to a suspicious state.
           When the guards have lost interest, the Social Status Indicator will
           turn green, then white. When this happens, you are free to
           leave your hiding spot.
    
    
    -----------------------------------------------------------
    07.5 Distractions
    -----------------------------------------------------------
    
    To distract a guard, you must either stealth assassinate someone or
    throw a guard off a rooftop. Distracting guards is useful when they are 
    guarding an entrance or walkway. Guards not guarding an entrance will become 
    informed, whereas entrance guards will not. However, should a guard be too 
    close while assassinating someone, or if you fall off the building
    with the guard you just threw, you will become exposed.
    
    
    -----------------------------------------------------------
    07.6 Drawing Attention
    -----------------------------------------------------------
    
    To draw attention to yourself (you limelight addict, you!), you are able
    to do many things:
    
    Bump into civilians or guards
    Cause Jar or Crate Carriers to drop what they are carrying
    Tackle or Throw civilians
    Tackle or Throw guards
    Stealth Assassinate someone too close to a guard
    Climb a building
    Jump from a building
    Get into a Fistfight
    Kill or attack someone
    Punch someone
    Jump onto someone
    Draw a weapon
    Rear [Horse]
    Canter or Gallop [Horse]
    Fail Assassination attempt
    Jump through Merchant Stands
    Throw a guard from a roof onto a guard below
    
    Drawing attention will result in being watched or becoming exposed.
    
    
    -----------------------------------------------------------
    07.7 Fistfights
    -----------------------------------------------------------
    
    Should you punch or throw a Thug, punch someone near a Thug, or
    be caught pickpocketing a Thug, any nearby Thugs will become angry and begin
    a fistfight. Should you bump into a Thug, the Thug will push you back. Should
    you bump into him again, the Thug will get angry (Temper, temper...).
    Any other Thugs in the immediate vicinity will come to the first Thug's aid.
    The Thugs will be punching every few seconds, so you should punch, then block.
    Should you cheat and draw a blade, the Thugs will run to the 
    nearest guard and you will become exposed. Should you climb something, the
    Thugs will call off the fight and walk away. However, getting
    into a fistfight near an informed guard will result in becoming exposed.
    
    It's like Rock-Em Sock-Em Ruffians!
    
    
    -----------------------------------------------------------
    07.8 Types of Assassinations
    -----------------------------------------------------------
    
    
    07.8.1 Stealth Assassination
    
    Stealth Assassinations are best if keeping a low profile and do not create
    a large disturbance. However, if you are very close to a guard or
    soldier when you assassinate a target, you will become exposed. Also, 
    you should stand away from the target's body or blend to keep from becoming
    exposed.
    
    To commit a Stealth Assassination, you must be in Low Profile
    and have the Hidden Blade selected. You must then walk up to a target
    (Guard, Templar, Civilian, etc.) and press X to assassinate.
    
    
    07.8.2 High-Profile Assassination
    
    If you wish to show off your slaying skills and make the citizenry flee from
    you, try a High-Profile Assassination! However, if there are guards who can
    see you, you will become exposed.
    
    To commit a High-Profile Assassination, enter High-Profile (Hold RT) and
    press X. (Note, you should lock-on your Target before doing this, as a
    Civilian may accidentally get between your target and your blade.) However,
    if you are too far away from your target you should get closer.
    
    Depending on where you are in relation to your target, a different
    assassination will take place:
    
    A few feet away - Leaping Assassination
    Face to Face - Struggling Assassination
    Directly Behind - Execution-style Assassination
    
    
    07.8.3 Combat Assassination
    
    While in combat, the Hidden Blade can sometimes be used as a melee weapon.
    To do this, equip the Hidden Blade and keep in Low Profile. You can strike
    when:
    
    A guard/soldier taunts you.
    A Templar gives his War Cry (basically a taunt).
    A guard/soldier looks around or is dazed.
    
    However, if you try to assassinate someone (while in combat) that is NOT
    doing one of the above, your assassination attempt will fail and you will
    be pushed back.
    
    
    07.8.4 Air Assassination
    
    Air Assassinations are awesome, but hard to do. In fact, I didn't know they
    existed until I saw the Assassin's Creed II E3 Demo Video and heard the guy
    say "Yes, we've KEPT the Air Assassinations from Assassin Creed I." Needless
    to say, I immediately played Assassin's Creed to see what he was talking
    about. And, once I found out how, I did them over, and over, and OVER again!
    But enough about myself!
    
    To do an Air Assassination, you must be on a ledge or beam overlooking a
    street. You then must equip the Hidden Blade, lock-on to a target, enter
    High-Profile and wait for the "X - Assassinate" to show up on your Control
    HUD (See the "Head's Up Display" Section for more info). Once it shows up,
    press X. Have Fun! Terror: from above.
    
    
    
    -----------------------------------------------------------
    07.9 Synchronization
    -----------------------------------------------------------
    
    Synchronization shows how much the Subject is in synch with his Ancestor.
    Completing important elements in Altair's life will result in an 
    increase of Synchronization, while you becoming injured or 
    injuring/killing an innocent results in a decrease/loss of Synchronization.
    
    (NOTE: The Synch Bar is basically your Health Bar!)
    
    07.9.1 Gaining Synchronization
    
           You can gain synchronization by completing certain elements in
           Altair's life or by staying Anonymous. The elements needed to
           gain Synch are:
    
           Completing a Mission
           Assassinating a Main Target
           Finding a Flag
           Saving a Citizen
           Synchronizing a View Point
             
    07.9.2 Losing Synchronization
    
           You can lose Synchronization by:
           
           Killing civilians
           Harming civilians
           Getting killed
           Getting harmed
           Falling from a great height
           Falling into water
           Leaving the Assassination Memory Area before completion
    
           When you have been totally desynchronized (aka DIE), the Animus will
           load your last saved moment.
             
    07.9.3 Regaining Synchronization
    
           To regain synch, you must stay anonymous, or do something to
           gain synch. When the Synch Bar is full, you may use your
           Eagle Vision again.
    
    
    
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    08. Gathering Information                                            ALTINFO
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     *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
    
    Before you can begin an Assassination Memory, you must gain enough
    information to prepare. To do so, you are able to eavesdrop on 
    important conversations, pickpocket important maps and letters, interrogate
    town criers, or do special missions for Altair's 'friends'.
    
    
    -----------------------------
    08.1 Eavesdropping
    -----------------------------
    
    To eavesdrop, you must navigate towards an eavesdrop location. These
    are marked on the Memory Map as an icon of a talking person. If you are not
    exposed, you must sit on a nearby bench. Then you must focus your attention
    (LT) on the people in coversation. You must then focus your hearing (Y) on
    the conversation. If you become exposed or harms anyone in the area, the
    eavesdrop targets will flee. After a while, the targets will re-initialize.
    
    
    -----------------------------
    08.2 Pickpocketing
    -----------------------------
    
    To pickpocket, you must travel towards a pickpocket location. These
    are marked on the Memory Map as an icon of a hand on a sheet of paper. If
    you are not exposed, you must stand a certain distance away from the
    target. You must then focus his attention (LT) on the person with the 
    information. After the target is finished with his conversation, he will
    look around. This is the cue for you to turn your back and keep your
    distance. After the target is satisfied that no one is watching, he
    will begin walking. This is the cue for you to get the letter
    or map that the target is carrying. If you become exposed or harrass/harm
    the target, the target will flee, sending the nearest guards
    to your location.
    
    
    -----------------------------
    08.3 Interrogating
    -----------------------------
    
    For each Assassination Target, there is a Town Crier that spreads his 
    message. These are identified as a fist on the Memory Map. As with
    a Pickpocket Target, you must stand a certain distance away from
    the Interrogation Target, and if you harrass or harms the target before 
    listening to his message, the target will call the guards. After the
    Interrogation Target is finished he will walk away from his platform. The
    Ancestor may assault him (with his fists only) at any time, though Thugs
    will aid the target if they draw near to the fight. The oppurtune time to
    strike will be when the target is in an alley or by a fountain / well, as
    none to very few thugs can be found there. After you hit the target a few
    times, the target will give his information.
    
    
    -----------------------------
    08.4 Informers
    -----------------------------
    
    Informers will give you information if you will do certain tasks for them:
    Find Flags or Stealth Assassinate Targets. Informers will be standing by a
    doorway, tree, behind a wall, or somewhere else where civilians gather, and
    will be identified as a stick-man on the Memory Map.
    
    08.4.1 Informer: Flags
    
    You must find 20 Assassin's Flags within a certain time limit.
    These are on the Memory Map and are in a row. However this row is mostly
    on top of buildings or beams, and does not run in a straight line. You 
    are able to become exposed, but you must become anonymous before talking to
    the Informer.
             
    08.4.2 Informer: Stealth Assassinations
    
    You must Stealth Assassinate a certain number (1 to 5) of targets, sometimes
    with a time limit. You must NOT become exposed, or startle your targets, or
    you will have to Re-Initialize the mission. The targets are seen on the
    Memory Map as an X. After completing the required amount, you must go back
    to the Informer for the information.
    
    08.4.3 Informer: Archer (PC ONLY)
    
    You must slay a certain number of Archers to allow the Informer to either
    run away or complete a mission.
    
    Like the Stealth Assassinations, you must complete this mission without
    being detected.
    
    08.4.4 Informer: Escort (PC ONLY)
    
    You must escort the Informer to the City Gates, fighting guards along the
    way. Once he gets to the City Gates, he will give you the information.
    
    08.4.5 Informer: Merchant Destruction (PC ONLY)
    
    You must destroy a certain number of Merchant Stands (without becoming
    exposed) and report back to the Informer before the Timer runs out.
    You need to be creative, as throwing a civilian will make you lose Synch
    and possibly expose you. The best way is to jump onto a civilian, thus
    pushing them into the stand without ramifications.
    
    08.4.6 Informer: Rooftop Race (PC ONLY)
    
    The easiest Informer mission is the Rooftop Race, a Point A to Point B dash.
    There's usually a timer, but you are able to become exposed (as long as
    you're anonymous at the end). Talk to the second Informer to get the info.
    
    - - - - - - - - - - - - -
    NOTE                    - 
    - - - - - - - - - - - - -
    
    The PC ONLY Mission types are covered here. However, I will NOT provide
    the PC ONLY Missions in the Walkthrough, as I have NEVER played (or seen
    played) Assassin's Creed: Director's Cut (PC).
    
    
    -----------------------------
    08.5 Memory Logs
    -----------------------------
    
    As you review important parts of Altair's life, a piece of information from
    the mind of Altair is unlocked. This is known as a Memory Log, and can be
    accessed by In-Game Menu > Memory Logs. A snapshot of a key character in the
    event will be shown, as well as Altair's thoughts on the matter. If the
    Memory was of a letter or map, then the Memory Log has an attachment of
    that item, which can also be viewed.
    
    
    
    
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    09. Walkthrough                                                      ALTGUID
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    MAJOR SPOILER WARNING!!!!
    MAJOR SPOILER WARNING!!!!
    MAJOR SPOILER WARNING!!!!
    MAJOR SPOILER WARNING!!!!
    MAJOR SPOILER WARNING!!!!
    MAJOR SPOILER WARNING!!!!
    
    This highly detailed walkthrough not only provides gameplay instructions,
    but also a play-by-play storyline INCLUDING cutscenes!
    
    DO NOT READ AHEAD IF YOU DO NOT WANT THE GAME'S STORY SPOILED!!!!!!!!
    
    However, if you do read ahead and find the plot and story spoiled,
    DON'T BLAME ME! I just warned you, and if you read the spoilers against your
    better judgement: It's your own dern fault!
    
    After all, "He who increaseth knowledge, increaseth sorrow!"
    
    MAJOR SPOLIER WARNING!!!!
    MAJOR SPOILER WARNING!!!!
    MAJOR SPOILER WARNING!!!!
    MAJOR SPOILER WARNING!!!!
    MAJOR SPOILER WARNING!!!!
    MAJOR SPOILER WARNING!!!!
    
    
    Also, this game (except Memory Block 1, pt. 1; Memory Block 6, pt. 2; and 
    Memory Block 7) is a sandbox-style free-roaming adventure; and as such, this
    guide will only tell you what to do to progress the storyline. You can choose
    to do it my way, or your way. It makes no difference. Also, feel free to run
    around the Holy Land as much as you want.
    
    
    Take your time, and remember:
    
    HAVE FUN! :-D
    
    After all, it IS a GAME, right?
    
    Right?
    
    Right?
    
    
    
    *****************************
    *****************************
    
    09.0 Prologue
    
    *****************************
    *****************************
    
    
    NOTE: Throughout this game are several cutscenes. Some cutscenes are NOT
    interactive, while some have limited interaction. Interactive cutscenes
    allow you to walk around and change cameras. (Isn't it a relief to be able
    to do SOMETHING while a character talks his head off?) I do NOT list where
    the cutscenes take place. However, dialogue in this guide ONLY takes place
    during cutscenes!
    
    
    -----------------------------
    In The Beginning...
    -----------------------------
    
    You start out in a garden, as a ninja-style warrior clad in a white robe,
    with several faceless women cowering before you. A blazingly bright 
    silhouette of a man that stands at the top of a small staircase, and who 
    talks in a deep and almost unhuman voice, says: "I applied my heart to know 
    wisdom, and to know madness and folly. I percieved that this also was a 
    chasing of the wind. For in much wisdom is much grief; and he that 
    increaseth knowledge, increaseth sorrow."
    
    You suddenly find yourself in a small area with high walls and several
    faceless people. The place seems to be out of the Middle or Dark Ages. The
    screen changes periodically from the small area to images from above ancient
    cities or towns. You are free to move around here, if you can get your
    bearings. Two people, speaking english, are heard clearly (as if not part of
    this area) arguing about "pulling him out", during which you find out that
    the man is a Warren, the woman a Ms. Stillman, and you are called Desmond.
    They tell you that they will try to bring you "out", and then the screen
    goes white.
    
    You wake up, and look about violently. A man and a woman, both in scientist's
    uniforms, are standing over you. The camera changes to third-person. You,
    a man named Desmond Miles, sit up quickly on a sci-fi futuristic "bed" in
    a sterile labratory / penthouse office and shout "B@$!@rd$!" to the man 
    named Warren Vidic. Warren tells you that the thing you're sitting on is an
    Animus. Warren continues to tell you that if you do not lie down on said 
    Animus, they will induce a coma, get what they need, and leave you to die.
    (Isn't he a nice man?) With no other choice but to comply, press any button
    to lie back down.
    
    You go back to first-person view, and Warren gives you a introduction to
    the Animus and it's capabilites. The woman, whose name is Lucy Stillman,
    will load a tutorial to get you started.
    
    
    -----------------------------
    Animus Tutorial -
    -----------------------------
    
    The screen goes white, and you revert to third person again. When the white
    screen clears, you are once again the robed man in the Prologue. However, you
    now stand in a blue void with several fog banks, clouds and 3-D computer 
    codes hovering about. This is the Animatrix. The screen goes white and you
    go to a different sector of the Animatrix to begin your tutorial.
    
    The tutorial begins with a female computer's voice welcoming you as "Subject
    Seventeen." The female computer voice belongs to the Animus.
    
    You then learn about the synch bar and the puppeteering concept before the 
    screen goes white again. When you "arrive", you will notice three groups of
    faceless people standing at 12:00, 5:00, and 9:00 of your position. Look at
    each group with your vision (Y Button) ability to pass this lesson.
    
    The next lesson has you standing a good distance away from a river of Jar 
    Carriers. Use your Empty Hand (press and hold B) while walking through them
    to get to the marker behind them. If even one jar falls, the lesson will 
    begin again. (CRASH THOSE JARS! jk! :-P)
    
    The next lesson teaches you about low and high profile. Change to High 
    Profile (Hold RT) to pass this lesson.
    
    The tutorial continues with a demonstration of Throwing. Walk up to the 
    faceless Thug and throw (RT and B) him onto the marker.
    
    You must then use your legs (RT and A) to run to the marker before the
    faceless soldier does. You should be able to pass him just before you reach
    the marker. If you do not reach it before him, the lesson will reload.
    
    The next tutorial teaches you about Social Status. A single building will
    appear behind the guard, who has turned around to face you. Focus your 
    attention (LT) and walk up to the guard. Select your Hidden Blade and Stealth
    Assassinate him. You will automatically walk away as another guard walks 
    over and investigates the dead body of his comrade. He will then draw his
    sword and be on full alert. Provoke the soldier into an armed response
    and climb the ladder of the building to reach the rooftop. Once on the 
    rooftop, hide in the Roof Garden until the soldier leaves. You can then
    exit the Hiding Spot to continue.
    
    The next lesson teaches you about being anonymous and hiding spots. There
    are five things that can hide you: a bench, a haystack, a haycart, a roof
    garden, or a group of scholars.
    
    For the next test, you must blend-walk (Low Profile and hold A) past the 
    informed guards to the marker. Any disturbance, or simply walking without
    blending, will result in the lesson being reloaded.
    
    The next lesson is a demonstration of Eagle Vision. To access Eagle Vision,
    you must be fully synched with the Ancestor (shown by the swirling DNA bar
    behind the Synch Bar). Use your Vision ability (Stand still, Press Y) to see
    the four people in front of you in a "new light". The man on the left will be
    white, as he holds information. The tall Templar next to him will be yellow,
    as he is an Assassination Target. The third man (the guard) will be red, as
    he is an enemy. And the man on the far right (the one wearing the black 
    robes) will be blue, because he is an ally.
    
    The final tutorial will be a recap of some things in the tutorial, and then
    you learn that following the Assassin's Creed (that's why they named the game 
    that), the Ancestor's way of life, will result in gaining or keeping 
    synchronization. 
    
    
    There are three tenets of the Assassin's Creed:
    
    1. Never harm an Innocent Person.
    
    2. Always be discrete (hide in plain sight).
    
    3. Do not compromise the Brotherhood.
    
    You have successfully completed the Tutorial.
    
    
    
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    ACHIEVEMENT UNLOCKED!
    
    WELCOME TO THE ANIMUS (20G)
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    
    The screen goes white and the game loads Memory Block One.
    
    
    
    -:-:-:-:-:-:-:-:-:-:-:-:-
    
    MEMORY BLOCK COMPLETE
    
    -:-:-:-:-:-:-:-:-:-:-:-:-
    
    
    
    *****************************
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    09.1 Memory Block 1
    
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    *****************************
    
    The tutorial continues, in a way, with Memory Block One.
    The finer points and lessons are taught here.
    
    
    -----------------------------------------------------------
    09.1.1 Robert de Sable - Solomon's Temple
    -----------------------------------------------------------
    
    NOTE: If your screen has a brightness adjuster, you may want to use it
          for this part of the game, as the area is almost pitch black in
          some areas.
    
    The first thing you see is a cavern or tunnel with a old priest praying. You
    hear a man, whose name is Malik, pleading for the priest's life. Our hooded
    hero, Altair (who is the Ancestor), disregards Malik's pleas and permenantly
    removes the old man's health benefits! A third man, Malik's brother Qadar,
    congratulates you on your "Excellent Kill".
    
    After a brief argument and discussion of the ethics and morality of your
    actions, run ahead and leap across the beams (Hold RT and A) to the other
    side. Note that if you fall in here, there is a ladder on the side to help
    you climb back out. Leap across a second pit and climb the ladder. When you
    get to the top you will see a guard. Assassinate him in either Low or
    High Profile.
    
    Go into the next room to see the Templar Treasure, the Piece of Eden. The
    other assassins, Malik and Qadar, say it is the Ark of the Covenant, but it
    isn't (Read Exodus or watch the Raiders of the Lost Ark for an accurate
    description). As you are debating the religous significance of the "ark",
    three men enter a lower part of the room and the leader, Robert de Sable,
    is giving orders to sieze the treasure. Altair makes a show of himself by
    jumping down and calling out to the Templars. Aah, another
    'see-and-face-the-Main-Boss-in-the-beginning-only-to-face-him-in-the-end'
    type game. Robert states "Aah! Well, this explains my missing man!
    And what is it you want?"
    
    Press X to slay this Templar.
    
    Our dashing and debonaire hero declares that he wants blood, then lunges for
    Robert (pronounced "Row-Bear") and Malik, not wanting Robert to die,
    grabs Altair long enough to make him miss and lose his balance.
    
    Robert siezes this opportunity to grab Altair by the wrists, so as to prevent
    Altair from killing him, and tells Altair "You know not the things in which
    you meddle, Assassin! I spare you only that you may return to your master
    and deliver a message: The Holy Land is lost to him and his. He should flee
    now while he has the chance. Stay, and all of you will die!" Robert throws
    Altair out of the room. Altair hits an ancient scaffold, which knocks down a
    wall which seperates him from Robert, Malik, Qadar, the Templars and their
    treasure.
    
    You hear the deaths of your comrades as you flee through a "library". Scale
    the bookcases and scaffolds to get to a wall. Run up the wall to get to a
    doorway. Inside the door is a wall. Scale this wall by free-running up to
    it. Navigate up the wall using the L-stick. When you get to the top, you
    will see daylight through a hole. A city (Jerusalem) is in the background.
    You stand for a few seconds and then the screen fades to white.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG -
    !#!#!#!#!#!#!#!#!
    
    Memory: Acquisition
    
    "Failure! But I am not to blame. Had Malik not restrained me, Robert de Sable
    would be dead - and the artifact ours. Surely Al Mualim will see things my
    way."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ----------------------------------------------------------- 
    09.1.2 Defending Masyaf
    ----------------------------------------------------------- 
    
    After a short visit in the Animatrix, you find yourself in a small village.
    This small village is Masyaf, home of the Assassins. A man, named Ra'uf, 
    greets you. After exchanging 'pleasantries', he directs you to the Fortress
    and walks away. You are unable to kill him, so leave him alone. Go to the
    Assassin's Fortress at the top of the mountain. When you get to the gate,
    a man named Abbas "greets" you, making it clear he despises you. He likens
    Altair to a dog, and Altair likens him to a dead man. When you enter the 
    fortress, you will notice that you cannot draw any blade or enact any 
    violence to anyone, unless you are in the Training Arena. Go inside the 
    building at the top of the hill and take the stairs to meet your master,
    Al Mualim. I hope he won't be angry...
    
    Altair admits his utter failure, which makes Al Mualim very displeased.
    He then asks of Malik and Qadar, and Altair informs him of their demise. As
    he speaks, Malik staggers in. Clutching his bloody arm, he screams at you
    for not listening. He also brings the Templar treasure and... the Templars.
    Well, I guess we're in for a big party! And my favorite kind too: A Rumble!
    
    A man runs up and says that Masyaf is under attack. Al Mualim sends you out
    to help defend Masyaf, promising to deal with you later. The screen goes 
    white and you find yourself on the front steps to Al Mualim's Quarters.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG -
    !#!#!#!#!#!#!#!#!
    
    Memory: Failure
    
    "Malik lives. He survived the attack beneath Solomon's Temple and returned to
    Masyaf with the Artifact. Cold comfort, this is. It should have been me who
    stood victorious before our Master."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    NOTE: Truth be told, the names of the above two Memory Logs should have been
    switched, as the first was of 'Failure', and the second was of 'Acquisition'.
    
    
    Soldiers run out of the Fortress, and the dead and wounded lay about the
    Training Arena, being taken care of by family and friends. Run out of
    the Fortress to meet up with Ra'uf and a few Assassin Guards. He requires 
    your help, so run down to the village. All throughout the village are Templar
    invaders killing citizens and fighting Masyaf Soldiers. When you get near 
    them, they will slay their opponent / captive and turn their attention toward
    you. Deal with them using your favorite trusty rusty blade, and continue 
    south. All the time, you will be exposed and citizens will be running to the
    safety of the Fortress. When you get to the bottom, an order will be shouted
    to retreat to the Fortress, and the screen will go white.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG -
    !#!#!#!#!#!#!#!#!
    
    Memory: Guardian
    
    "I've done the best I can, but many of my brothers have lost their lives
    today. Still, were it not for me, many more would have fallen."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    You appear within the Fortress walls and the gate shuts behind you. Run up 
    the hill and look behind you. A man, at the top of a ladder on a tower (which
    is Masyaf Tower), calls out to you and tells you to follow him. Climb the 
    ladder, ignore the group of guards to the right and go inside the lamplit 
    room. Climb the ladder. You will see a thing to the bottom that says:
    
    -----------------------------------
    | Ancestor's Memory Synchronized. |
    | Now Recording...                |
    -----------------------------------
    
    Whenever you are at a key moment in the life of the Ancestor this will take
    place. During this time you can only walk around and watch for glitches.
    
    Stand on the wood platform (yes, it will hold you). Look down at the group 
    of assassins. Al Mualim stands with them, but a larger force stands at the 
    bottom, with Robert de Sable in front. I guess he intends to starve us out...
    They make demands upon each other, and Robert brings an assassin forward 
    and slays him. Al Mualim points to you and tells Robert that the Assassins
    do not fear death. He tells you to "Go to God" (aka commit suicide), at 
    which point the man on the platform next to you, who happens to be Ra'ul 
    tells you to jump. Yes that's right. Jump. Yes, it's over 300 feet down but
    there is a pile of hay 2 feet thick at the bottom! (like that can cushion a 
    fall from that height...) After all, you've got to risk it to get the
    biscuit! (Sorry! :D)
    
    Jump down with the other two Assassins into the stacks of hay below. 
    GERONIMOOOOOO!!!!!
    
    You and the others are alive, a fact which is unknown to Robert. Walk
    over to the other two assassins. Uh-oh. Seems the other guy didn't land
    properly, as his leg is broken. Ra'ul tells him to shut up and sets the
    broken bone. He must tend to the man, so you must go alone. Walk across the
    beams (don't worry, you automatically balance) and get to the wall. Scale
    the wall and reach the top. Walk over to the uprights and press X. Altair
    will break a beam, resulting in an ewok-style avalanche of logs falling
    on the invaders. Robert and a very few escape the trap.
    
    (Why does the screen fade to white as soon as the trap is sprung? No time
     to relish the awesome victory...)
    
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    ACHIEVEMENT UNLOCKED!
    
    HERO OF MASYAF (20G)
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    
    The screen fades to white and you find yourself in front of Al Mualim and 
    the entire Assassin Brotherhood and you seem to be the center of attention.
    Al Mualim will give you a long rebuke over what happened in Solomon's Temple,
    and will give you a lesson you are not apt to forget. He pulls out a short
    knife and stabs you in the stomach (note the sound delay between the knife 
    and the shout!). Altair dies (and so early in the game, too!), and the screen
    fades to white. Well, I guess that ends that. Or does it?
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG -
    !#!#!#!#!#!#!#!#!
    
    Memory: Glory
    
    "The Master's words wound worse than any blade. He says I have failed them.
    That the lives lost were lost because of me. He's stripped me of my rank and
    tools. Humiliated me before my brothers... He is wrong. I am not a traitor."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    You then find yourself, alive as Desmond, within the walls of Abstergo.
    Vidic and Lucy argue again over pulling you out, and Vidic walks into the 
    Conference Room. Lucy follows him, and you/Desmond get up off the Animus.
    Walk inside the Cell, which is the small room to the right of the Conference
    Room. Head to the Bathroom and walk over to the sink. When the button prompt
    appears, press it to climb up to the air vent. You can then hear a 
    conversation between Vidic and Lucy. When they finish, walk back to the 
    Animus. The two scientists will walk out and Vidic will exit the room. Lucy,
    on the other hand, will stay in the room. Once Vidic leaves, walk over to her
    and press any button to start a conversation with her. When she indicates 
    that she is through talking, go back to your cell. The door will lock, making
    Desmond angry. Walk over to the big silver locker to check it's status. 
    Locked. Guess what you've got on is what you will wear. Walk over to the bed
    and go to sleep. A red symbol will flash in the darkness. I wonder what it
    means...
    
    
    -:-:-:-:-:-:-:-:-:-:-:-:-
    
    MEMORY BLOCK COMPLETE
    
    -:-:-:-:-:-:-:-:-:-:-:-:-
    
    
    
    *****************************
    *****************************
    
    09.2 Memory Block 2
    
    *****************************
    *****************************
    
    You wake up with Vidic standing over you. After seeing that you're awake,
    he gives you a short speech on ethics and a better world. After that, you
    take control of Desmond and can walk around the room, at which Vidic and 
    Lucy will yell at you; or you can lie down on the Animus. Note that you
    can replay completed Memory Blocks or continue with Memory Block 2. Choose
    to "Continue Memory" to begin.
    
    
    <><><><><><><><><><><><><><><><><>
    Assassin Rank 0: Student
    <><><><><><><><><><><><><><><><><>
    
    Synchronization Level: 4/20
    
    You wake up on the floor of Al Mualim's Library. You are... alive! Al Mualim
    explains that you did not die, but instead was "as one dead." Hmmm....
    He tells you of your status, demotes you and sends you to find a traitor in 
    Masyaf. Apparently the traitor assissted Robert. After Al Mualim is done 
    with you, you will see that you have lost everything but basic moves and your 
    fists. Be warned, your Synch Bar is dangerously low (four bars) and you have
    only your fists. 
    
    <><><><><><><><><><><><><><><><><>
    
    You've been Demoted!
    
    Weapon Lost: Sword
    
    Weapon Lost: Hidden Blade
    
    Weapon Lost: Short Blade
    
    Ability Lost: Counter Kills
    
    Weapon Lost: Throwing Knives
    
    Ability Lost: Tackle
    
    Ability Lost: Catch Ledge
    
    Ability Lost: Grab Break
    
    Ability Lost: Regain Balance
    
    Ability Lost: Dodge
    
    Weapon Lost: Extra Throwing Knives
    
    Ability Lost: Defense Break
    
    Ability Lost: Short Blade Expertise
    
    Ability Lost: Sword Expertise
    
    <><><><><><><><><><><><><><><><><>
    
    
    ----------------------------------------------------------- 
    09.2.1 Masyaf: Traitor
    ----------------------------------------------------------- 
    
    Walk to the gate of the Fortress to meet with an informer. He stops Altair
    and gives him a synopsis of the Assassin's ability to track down a target.
    To track a target, you can Eavesdrop, Pickpocket or Interrogate for
    information.
    
    ------------------------
    1. EAVESDROP -
    ------------------------
    
    After talking to the Informer, go down to the village market (just follow
    the icon on the GPS). Look for a bench (there is only one) and sit down.
    Focus your attention (RT) on the two men and press Y to listen. You learn
    that a man called Masun opened the gate for the Templars and that he was
    helped by a basket weaver. 
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG -
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "A man named Masun was the one that opened the gate. But he did not act
    alone. The basket weaver handed him a letter just before the attack on the
    village. He might know more about Masun's accomplice. I need to find this
    basket weaver."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    2. PICKPOCKET -
    ------------------------
    
    Get up off the bench and follow the GPS icon to the Basket Weaver's Shop. 
    Stand a good distance away and Lock-on to the Basket Weaver. After shooing 
    away a customer he will begin to walk away. Don't go after him just yet, as 
    he will stop and look around. When he resumes walking, quickly walk behind
    him and press B to take a letter from him. Note that if he catches you, he
    will run to the nearest guard, who will come after you.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "I may not find his accomplice, but Masun himself should be at the stage,
    near the center of the village. I'm certain he will be able to tell me
    what I need to know."
    
    Attachment: Letter
    
    Brother,
    
    I fear our plans have been discovered and we can no longer meet. Best you
    disappear before Al Mualim's men find you. They must not learn of my betrayal
    or everything we've worked for will be undone. I've left some coin for you
    near the dead cypress tree. Take it and head for Damascus. Lose yourself
    amongst the people there. When things have settled, I'll contact you again.
    
    As for I, I cannot leave here knowing Al Mualim continues to deny the freedom
    of these people. A new world is coming, one without war, without fear or
    pain, so I must help them anyway I can. You'll probably believe me foolish,
    but I must remain in Masyaf. I'll be near the center of the village, on the
    stage, calling out to my brothers and sisters. Maybe I can make them listen.
    Maybe I can make them understand.
    
    May the Father of Understanding guide you.
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    3. INTERROGATION -
    ------------------------
    
    Next, follow the icon to the Speaker's Platform. As you near it, you will 
    hear a man shouting out his message. That man is Masun. Stand close to him
    and lock on. After listening to him talk about the "Madman of Masyaf", follow
    him to the Fountain of Solitude. When he turns around, slug 'em in the 
    kisser! After a few blows, he will relent and spill the beans. The screen
    will fade to white and you will appear, Masun in hand, before Al Mualim. 
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG -
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Masun did betray us! He believes Robert's cause is just, and is prepared to
    die for it. I should have cut his throat then and there, but it is not my
    place to judge the man's fate. I will bring him before Al Mualim."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    ACHIEVEMENT UNLOCKED!
    
    THE PUNISHMENT FOR TREASON (20G)
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    
    Al Mualim asks for Masun to repent, but Masun will not. Al Mualim draws a
    sword and ruthlessly stabs Masun downwards through the shoulder. Masun dies,
    and Al Mualim hands Altair the freshly bloodied blade. He states that you
    have proven yourself worthy to hold a sword again, and informs you that
    there are now nine men who need to die, and their deaths would redeem your
    life. The first - a black market merchant in Damascus known as Tamir.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG -
    !#!#!#!#!#!#!#!#!
    
    Memory: Knowledge
    
    "Masun was executed by Al Mualim for his treason. But even at the end, faced
    with the prospect of oblivion, he insisted his grievious work was just. I
    know not how Robert poisened his mind, and I worry he is but the first of
    such men. The Templar must be stopped."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    <><><><><><><><><><><><><><><><><>
    Assassin Rank 1: Apprentice
    <><><><><><><><><><><><><><><><><>
    
    Synchronization Level: 5/20
    
    <><><><><><><><><><><><><><><><><>
    
    You've been Promoted!
    
    New Weapon Gained: Sword
    
    New Weapon Gained: Hidden Blade
    
    <><><><><><><><><><><><><><><><><>
    
    Exit the Assassin's Headquarters. When you reach the exit, a man will walk up
    to you. This man, who looks like a regular Assassin Guard, is the Assassin 
    Trainer. Whenever you see him here, there will be a mandatory detour to the
    Training Arena. When you arrive, you will be inside the Training Arena. For
    now, you will practice Combo Kills. Lock-on to the gaurd, and perform three
    Combo Kills. To do so, press X to Attack, then press X again at the EXACT
    instant your blade touches his. When you have successfully completed three
    Combo Kills, you may leave the Arena. Do not be alarmed at the soldier's
    taunts, as the taunts are directed toward each other and not at you.
    
    Note that you can get all but two of the Assassin's Flags, so either collect
    18 and come back in Memory Block 3 for the last two (in the Garden of 
    Paradise) or just wait to get them later.
    
    Run down to the bottom / south of Masyaf. The gate is... open? Yes, because
    your next target is in Damascus. When you exit the gate, there will be three
    horses. Pick one based on preference of color, as they all move at the same 
    speeds. Mount one with either the A or B Button, and then ride south, 
    following the GPS icon. Take great care TO bowl over any civilians you meet
    along the roadside. When you reach a row of stone arches, you have 
    reached the entrance into the Kingdom. The screen will fade white, and
    you will have a short trip into the Animatrix.
    
    NOTE: Riding a Horse isn't neccessary. It just saves time. Also of note is
    that if you dismount (except within the city walls, where horses are not 
    allowed), your horse will follow you until you get on it again or choose 
    another horse.
    
    
    ----------------------------------------------------------- 
    09.2.2 Kingdom and Damascus Introduction
    -----------------------------------------------------------
    
    After leaving the Animatrix, you will appear on top of a hill, looking down
    at a building. The building is a Guard Tower, and you are on the Road to 
    Masyaf. Climb to the top of the Guard Tower (the game won't let you progress
    until you do) and synchronize the View Point. (Y)
    
    NOTE: If you go to your map and place a marker on top of a View Point Icon,
    the map will tell you exactly where on the View Point the Ancestor was when
    he made a map of the area. The closer you are (0 units of distance is best)
    determines how clear the map is. Also, the direction that you're facing makes
    a difference too. If you are facing a already synched area (you can check on
    your map), or a city wall or corner, you will not get much map cleared.
    
    ALSO OF NOTE: The names of locations and landmarks found in this guide are
    meant to be linked to the Free-Roam section found later in this guide.
    
    Here is a list of available View Points:
    
    A. Before Memory Block 3
    
       01. Guard Tower of the Assassins
           Location: Just south of the Masyaf Entrance
    
       02. Guard Tower of Nazareth
           Location: On the west edge of the Town of Nazareth
    
       03. Gaurd Tower of Masada
           Location: At the end of the long mountain trail of Masada
    
       04. Guard Tower of Capernaum
           Location: In the village of Capernaum
    
       05. Guard Tower of the Saracens
           Location: In the northwest corner of the riverside camp at the
                     Damascus Entrance
    
    B. Memory Block 3 and After
    
       06. Guard Tower of Jaffa
           Location: On the north side of the Town of Jaffa
    
       07. Guard Tower of Samaria
           Location: South of the Samarian Cliifs
    
       08. Guard Tower of the Crusaders
           Location: At the end of the Road to Acre, next to the Low Road 
                     to Arsuf
    
       09. Guard Tower of Emmaus
           Location: In the village of Emmaus, south-southwest of the map
    
       10. Guard Tower of the Ruins
           Location: Just northwest of the Ruins, south and center of the map
    
       11. Guard Tower of the Dead Sea
           Location: West and center of the map, on the 
                     Nazareth-Dead Sea-Bethlehem Road
    
       12. Guard Tower of Bethlehem
           Location: in the west-northwest corner of Bethlehem
    
    
    When you finish synching, leap off the Tower into the bale of hay and remount
    your horse. Go south, then east synching all possible View Points along the 
    way. You will pass through a large town. This is Nazareth. You will then 
    pass through a small village with a bay / sea to the south. That is 
    Capernaum. Ride north and east until you reach more stone arches. Ride 
    through them to enter Damascus.
    
    Alright, you're in Damascus. Go down the road and to the Market (known as 
    the Outer Souk) at the bottom of the road. Guards are harrassing a man. 
    Dismount and Lock-On to one of the guards. They will notice you, and engage
    combat. Kill them all, then walk over to the man. Lock-On to him to hear his
    gratitude and to free a group of Scholars. Use them to get past the guards 
    at the City Gate.
    
    NOTE: Inside every city are 100 flags and 10 Templars. You can collect them
    a district at a time, but anyone and EVERYONE will tell you that it is a 
    grieving sorrow waiting to happen if you just collect them haphazardly, 
    without keeping track of what you have obtained.
    
    
    -----------------------------------------------------------
    09.2.3 Damascus - Poor District: View Points
    -----------------------------------------------------------
    
    The first thing Altair did when entering a new city or district was to
    climb the tallest points in that city or district. Follow the GPS Marker
    to a building. Climb the top, and climb the minaret. Once at the top, synch.
    
    When you synchronize a View Point, you clear a part of the map, and icons are
    placed on the map and GPS (of the cleared area) telling you the locations of
    important events related to the Assassination Target. Also, once you synch a
    View Point, the other View Points in the district are placed on your map.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    NOTE: FROM HERE ON, should I use the abbreviation VP, it means View Point.
          ALSO, unless otherwise noted, it means the View Point in that
          particular Memory sequence.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Here is a list of View Points for the Poor District:
    
    1. A minaret next to the Damascus Waterway to the north. It's on top of the
       Souk Alufel.
    
    2. A minaret to the side of the Temple of the Poor, in the center of the 
       district.
    
    3. A minaret on top of a building to the northeast, along the city walls.
       It's near the Souk El'Salah.
    
    4. A minaret on top of a building overlooking the Sanctuary of the Oppressed.
       It's along the western wall.
    
    5. The Guard Tower of the Poor District to the southeast
    
    6. A minaret to the south-southeast, overlooking the Grand Walkway
    
    7. A minaret to the south, overlooking the Grand Walkway
    
    8. A minaret to the west, just east of the Umayyad Mosque, overlooking the
       Speaker's Platform for the Poor.
    
    9. A minaret on top of the Sanctuary of the Weary, north of #8.
    
    NOTE: Getting all View Points synchronized isn't mandatory, but it helps
    clear the map and point out objectives.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG -
    !#!#!#!#!#!#!#!#!
    
    Memory: View Points
    
    All View Points scaled within the Poor District of Damascus.
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    -----------------------------------------------------------
    09.2.4 Damascus - Poor District: Save Citizens
    ----------------------------------------------------------- 
    
    The next thing Altair did was to save those who were being attacked
    or harrassed by the city guard. Doing so gave him allies who could
    aid in a battle or provide a hiding spot. Saving a woman gives you
    a group of vigilantes, while saving a man gives you a group of 
    scholars. [See Characters and Getting Around for more info].
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    NOTE: FROM HERE ON, should I use the abbreviation SC, it means Save Citizen.
          ALSO, unless otherwise noted, it means the Save Citizen in that
          particular Memory sequence.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Here is a list of all the Save Citizens in the Poor District:
    
    01. Scholars - Outside the city gates [this one is mandatory]
    
    02. Scholars - Just inside the city gates, by the Damascus Waterway.
    
    03. Vigilantes - North-Northwest, by the Damascus Waterway.
    
    04. Vigilantes - The northwest corner of the district, by the Damascus
                     Waterway.
    
    05. Vigilantes - Just west of the Umayyad Mosque.
    
    06. Vigilantes - On the northeast corner of the Assassin's Bureau.
    
    07. Vigilantes - Southwest of the Temple of the Poor.
    
    08. Vigilantes - On the east side of the Temple of the Poor.
    
    09. Vigilantes - By View Point #6.
    
    10. Vigilantes - Southwest corner of the Souk Al'Silaah.
    
    11. Vigilantes - Northwest corner of the Souk Al'Silaah.
    
    12. Vigilantes - Northeast corner of the Souk Al'Silaah.
    
    13. Vigilantes - By the Sanctuary of the Oppressed to the southeast.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG -
    !#!#!#!#!#!#!#!#!
    
    Memory: Save Citizens
    
    All Citizens were saved within the Poor District of Damascus
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    
    ----------------------------------------------------------- 
    09.2.5 Damascus - Poor District: Tamir
    -----------------------------------------------------------
    
    Provided you have completed all possible view points and 
    save citizens:
    
    Synchronization Level: 6/20
    
    Now, head to the Assassin's icon on your map / GPS. When you arrive, enter 
    the Assassin's Bureau and talk with the Rafique. The Damascus Rafique is 
    very friendly, and will tell you a few places to go investigate. Leave the
    Bureau and start gathering information. The information found is in no 
    particular order, but during the Masun sequence it was Informer, Eavesdrop,
    Pickpocket and Interrogate. That is the order I shall put them in. 
    
    
    0o0o0o0o0o0o0o0o0o0o0o0o
    Investigations List
    0o0o0o0o0o0o0o0o0o0o0o0o
    
    ------------------------
    1. EAVESDROP -
    ------------------------
    
    By the Sanctuary of the Weary to the northwest. Sit on a nearby bench and
    overhear a conversation about Allies and their uses. The best view comes
    from the bench to the southeast.
    
    NOTE: You should probably always do this one first.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG -
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Once I've alerted the guards to my presence, it might be nice to have a
    man or two on my side. They'd provide a welcome distraction, buying me
    time to escape. I should seek out such men. Befriend them. Turn them to
    my cause."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    2. EAVESDROP - 
    ------------------------
    
    Southwest of the Souk Al'Silaah, in a small souk. Sit on one of two benches
    to overhear a conversation about the beams and rafters above the central
    courtyard in the Souk Al'Silaah.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "The beams above the Souk's central courtyard may prove a useful point of
    entry... if I can find a way to access them."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    3. EAVESDROP -
    ------------------------
    
    By the Sanctuary of the Oppressed to the southeast and Save Citizen #13.
    Sit on the nearby bench (there is only one) to overhear a conversation about
    Tamir's cruelty and arrogance.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG -
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Tamir has called a meeting with the merchants in his souk. Whatever he has
    planned for them must be important."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    4. PICKPOCKET -
    ------------------------
    
    Inside the Souk Alufel. Stand close and listen to a conversation between a
    secret Templar and his servant. When they finish talking, follow the servant
    and take his letter, which tells of a huge weapons shipment being prepared.
    The letter is signed "R". Hmmm...
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG -
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "So many weapons! Enough for near a thousand men. And it's the smiths of Souk
    Al'Silaah who will prepare them. I must learn what I can of the one who's
    financed this endeavor."
    
    Attachment: Letter
    
    Brother Tamir,
    
    The time has come to prepare another shipment. I know that this is no small
    thing I ask, but be assured, your dedication will be rewarded. We'll need
    enough for at least a thousand men, so the support of the merchant guild is
    critical if you wish to deliver on time. I trust you know how best to
    persuade them, and who to see should you require additional coin. Let us
    hope he has not yet spent it all on another of his lavish parties. Contact me
    when your work in Souk Al'Silaah is done and we'll arrange for its
    distribution to our men.
    
    May the Father of Understanding guide you.
    
    -R.
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    5. PICKPOCKET -
    ------------------------
    
    Northeast corner of the Souk Al'Silaah. Stand close and listen to two men
    talking about a danger of security within the Souk Al'Silaah. The map
    confirms this, and shows how one can access the central courtyard from the
    northeastern rooftops of the Souk Al'Silaah.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG -
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "It appears the souk's northeastern rooftops provide easy access to the
    central courtyard."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    6. INTERROGATION -
    ------------------------
    
    On the Speaker's Platform for the Poor. Stand close and listen to the man
    speak of how Tamir helped the cause of the Saracens and personally fed
    Saladin, leader of the Saracen Army. After he finishes, follow him to a
    small alley with a water well in it. Bust him up until he squeals. Altair
    tempts him with the prospect of dying, and the man tells him that Tamir
    is busy creating weapons, but the weapons are not for Saladin, but someone
    that he (the man you've just fought) does not know. Altair, unsatisfied
    with the information he gained, slays the man with his trusty rusty Hidden
    Blade.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG -
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Tamir has little faith in the men who work for him. He oversees their work
    himself. I will turn this to my advantage. He'll be too preoccupied to notice
    my approach."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    0o0o0o0o0o0o0o0o0o0o0o0o
    Investigations List
    0o0o0o0o0o0o0o0o0o0o0o0o
    
    
    After two investigations, you are free to go back to the Bureau to begin
    the Assassination. However, doing all the investigations BEFORE assassinating
    a Main Target (and doing this for EACH target) gets you a special
    achievement.
    
    Anyway, go back to the Bureau and tell the Rafique what you have learned.
    He will place a feather on the table. Walk over and pick up the feather.
    You are told to rest, and then the screen fades to white.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG -
    !#!#!#!#!#!#!#!#!
    
    Memory: Knowledge
    
    "Tamir is meeting his merchants within the Souk Al'Silaah today, to discuss
    an important sale. Being insecure as he is, he'll be entirely focused on his
    work, ignoring all else around him. Approaching him at this point is the
    wisest course of action. This is when I'll strike."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    You wake up in the outer room of the Bureau. Climb out of the bureau and 
    make your way to the Souk Al'Silaah. Take the path of your choosing to the
    central courtyard of the Souk. Note that if you engage in combat before 
    entering the area, you will not be allowed inside until you kill all your
    pursuers or hide from them. Enter the central courtyard.
    
    -----------------------------------
    | Ancestor's Memory Synchronized. |
    | Now Recording...                |
    -----------------------------------
    
    Walk over to the covered pool in the middle. Try to get as close to the pool
    as you can. When your GPS reads four units of distance between you and the 
    marker, the Assassination will begin.
    
    Two men walk up to the fountain. One is an old man, plainly dressed. The 
    other is a finely dressed man with a black goatee and a scimitar at his side.
    This man is your first Assassination Target, Tamir the Merchant of Death.
    
    As they walk up to the covered fountain, Tamir is berating the old man. The
    guy obviously did not fulfill his quota of weapons, and now the shipment will
    be delayed. He offers explanations, but Tamir will not hear them. The old man
    asks if Tamir asks for too much, which makes Tamir very, very angry. Tamir 
    tells the man of his lowly status and spits in his face. The man apologizes,
    but it is too late. Tamir draws a knife and slices the man's arm, at which
    the poor man cries out for Tamir to stop. Tamir doesn't listen, as he is 
    filled with bloodlust. He slices at the man a total of eight times, covering
    everything with blood. The man, who is now on the ground crying in agony, 
    listens to Tamir scream at him for the insult. After his short tirade, Tamir
    ruthlessly murders the man by stabbing him in the back five times. He then
    tosses the corpse into the pool, which turns dark red. A man goes to take
    the body away, but Tamir (calmly) stops him, leaving the body there as a 
    lesson to the rest of the merchants. Well, the poor man may not be a saint,
    but he sure is holey [I'm sorry, but I had to say it!]. 
    
    Tamir walks to a nearby merchant and you are free to move about. Listen to 
    and watch him talk and threaten the terrified merchants for a while. Any 
    disturbance will result in becoming exposed and staying exposed until you've
    slain him in open combat. I will take the stealth approach here.
    
    Whenever he is talking to a merchant, sneak up behind him and blend just 
    before reaching him. Get very close, select your hidden blade, and 
    assassinate him. He falls down, dead, and the screen fades to white.
    
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    ACHIEVEMENT UNLOCKED!
    
    BLADE IN THE CROWD (30G)
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    
    You and Tamir are now within the Animatrix. He tells Altair that he is not
    a "petty death dealer", but instead serves a noble cause alongside his
    "brothers". He says that his brothers will avenge him, at which Altair 
    states, like the unstoppable force that he is, "Good! I look forward to 
    ending their lives as well." Tamir rebukes his arrogance, then dies.
    Altair takes the feather given to him by the Rafique and slides it across
    the blood-stained neck. The screen goes white, and you find yourself back
    at the central courtyard. Every guard in the immediate area comes after
    you, so deal with them however you think best.
    
    >><< >><< >><< >><<
    CITY ALERT
    >><< >><< >><< >><<
    
    After slaying a main Assassination Target, the entire city goes on full 
    alert. The town bells ring and every guard is informed. Any disturbance
    will result in them attacking you.
    
    Make your way back to the Bureau, making sure you are anonymous before 
    entering. Altair tells the Rafique of his success, and then the screen goes
    white.
    
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    ACHIEVEMENT UNLOCKED!
    
    THE BLOOD OF A CORRUPT MERCHANT (25G)
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG -
    !#!#!#!#!#!#!#!#!
    
    Memory: Assassination
    
    "Tamir spoke of others. Brothers, he called them. And said that soon I'd come
    to know them well. Stranger still, he seems to know the Assassins, and
    referred to Al Mualim directly. I'd best speak to the Master about this."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    You wake up in the outer room of the Bureau and stand up. The screen fades
    to white and a loading screen appears.
    
    When you come to, you are back within Abstergo. Vidic grudgingly tells you
    that you are through for the day, then leaves. Talk to Lucy to learn about
    their "deadline" and a little bit about Abstergo. Oh be careful little ears,
    what you hear! Desmond is very PO-ed, and lets everyone know it with the
    reason why this game says "Rated M for STRONG language"! (aka the F-Bomb!)
    Lucy, not at all charmed by his choice of wording, coldly answers a few
    more questions, then sends Desmond to his cell (like a kid), where he is
    again locked into his cell and out of his locker. He goes to sleep and
    once again dreams of the red symbols. I think we'll see a lot more of these
    from now on...
    
    
    -:-:-:-:-:-:-:-:-:-:-:-:-
    
    MEMORY BLOCK COMPLETE
    
    -:-:-:-:-:-:-:-:-:-:-:-:-
    
    
    
    
    
    *****************************
    *****************************
    
    09.3 Memory Block 3
    
    *****************************
    *****************************
    
    When you wake up, Vidic will tell you that the world's a mess and
    that he and the rest of Abstergo is working tirelessly to create a
    better world and tomorrow. Lucy arrives, and Vidic orders you into
    the Animus for another round of killing.
    
    
    <><><><><><><><><><><><><><><><><>
    Assassin Rank 2: Fledgeling
    <><><><><><><><><><><><><><><><><>
    
    Synchronization Level: 7/20
    
    After a short trip into the Animatrix, you appear before Al Mualim for 
    another long discussion (no, you can't skip it, just get used to it). 
    He congratulates Altair on his success, at which Altair asks for 
    information. Al Mualim tells him that he should remain in the dark
    a while longer for his own good, then sends him out, to Acre or Jerusalem.
    We will go to Acre first.
    
    <><><><><><><><><><><><><><><><><>
    
    You've been Promoted!
    
    New Weapon Gained: Short Blade
    
    New Ability Gained: Counter Kill
    
    <><><><><><><><><><><><><><><><><>
    
    
    Walk out of the Assassin Headquarters to be accosted by the Trainer again.
    This time you must perform three Counter Kills. Counter Kills are easier than
    Combo Kills, and make it more advantageous to finish a fight than to run.
    To perform a Counter Kill, Deflect (Hold RT) and Attack (X) when an enemy
    is about to attack. When you have done this three times, you can leave the
    Arena. Leave Masyaf and ride southwest.
    
    
    Keep going past a town on the seafront. That is Jaffa, and the sea is 
    Galilee. Make sure to get the Guard Tower's View Point. In fact, take some 
    extra time to get the rest of the View Points in the Kingdom. Ride through a 
    multilevel / multipath cliffside gauntlet of soldiers and archers. That is 
    the Samarian Cliffs. After getting the Guard Tower of Samaria to the south,
    ride southwest again (go right) you will come to a long road with a few 
    watchtowers and several soldiers. This is the Road to Acre. The path will 
    split, with one path going straight past a Guard Tower into Acre, and another
    making a slight detour into a extremely well-fortified encampment, which is 
    the Encampment of the Crusaders. Ride past the stone arches to enter the 
    City of Acre.
    
    
    Welcome to Acre, bastion of Christianity in a land of Muslims and Jews.
    The Poor District has been mostly destroyed by either age or bombardment,
    and it's where our base of operations will be for now.
    
    You know the routine: View Points, Save Citizens, Visit Bureau, Investigate
    Assassination Target, Go Back to Bureau, Assassinate Target.
    
    
    -----------------------------------------------------------
    09.3.1 Acre - Poor District: View Points
    -----------------------------------------------------------
    
    1. An Archer Tower in the northwest corner of district, by the city walls.
    
    2. The Guard Tower of the Poor District west and center of the district.
    
    3. An Archer Tower in southwest of the district, overlooking the 
       Mediterranean Sea and the Plaza of the Weary Soles.
    
    4. A Bell Tower on the top of the Church of the Holy Father along the south-
       southwest edge of the district.
    
    5. An Archer Tower on top of the Prison of Evildoers in the center of the
       district.
    
    6. An Archer Tower south of the Hospital of the Good Samaritan.
    
    7. On the highest tower on the rooftops of the Hospital of the Good 
       Samaritan along the north wall.
    
    8. An Archer Tower on the southwest corner of the Gardens of the King to the
       northeast of the district.
    
    9. An Archer Tower on the east side of the Gardens of the King in the 
       northeast corner of the district.
    
    10. A Bell Tower on a stone arch / gate (between districts) in the northeast
        part of the district, southeast of the Gardens of the King and along the
        edge of the district.
    
    11. A half-destroyed minaret on top of the Sanctuary of the Abandoned, east
        and center of the district, north of the Assassin's Bureau.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG -
    !#!#!#!#!#!#!#!#!
    
    Memory: View Points
    
    All View Points scaled within the Poor District of Acre
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    -----------------------------------------------------------
    09.3.2 Acre - Poor District: Save Citizens
    -----------------------------------------------------------
    
    01. Scholars - Just outside of the City Gates
    
    02. Scholars - On the east side of the steps leading up to the Hospital
                   of the Good Samaritan from the south. Note that this man
                   gives you two sets of scholars: one set will get you in the
                   Hospital, and the other will make rounds throughout the 
                   Hospital.
    
    03. Scholars - On the southwest corner of the Chapel of St. Bartholomew in
                   the northwest corner of the district.
    
    04. Vigilantes - The southwest corner of the district.
    
    05. Vigilantes - West of the Prison of Evildoers and northeast of the Church
                     of the Holy Father.
    
    06. Vigilantes - Just south of the Prision of Evildoers, on the edge of the
                     district.
    
    07. Vigilantes - Just west of the north entrance of the Prison of Evildoers.
    
    08. Vigilantes - Just east of the Prison of Evildoers.
    
    09. Vigilantes - At the southeast corner of the district, northeast of the
                     Assassin's Bureau.
    
    10. Vigilantes - South of the southwest corner of the Gardens of the King in
                     the northeast part of the district.
    
    11. Vigilantes - Southwest of the Gardens of the King and south of the 
                     Bridge of the Needy.
    
    12. Vigilantes - Southeast of the Gardens of the King in the northeast corner
                     of the district.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG -
    !#!#!#!#!#!#!#!#!
    
    Memory: Save Citizens
    
    All Citizens saved within the Poor District of Acre
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    -----------------------------------------------------------
    09.3.3 Acre - Poor District: Garnier de Naplouse
    -----------------------------------------------------------
    
    Provided you have completed all possible view points 
    and save citizens:
    
    Syncronization Level: 9/20
    
    Visit the Bureau and talk with the Rafique. While genial, the Rafique of
    Acre is not sympathetic to you or your redemption. He will tell you where
    some information can be found, and then you can leave the Bureau and start
    your investigation.
    
    Note that you have not been told the name of your target yet.
    
    0o0o0o0o0o0o0o0o0o0o0o0o
    Investigations List
    0o0o0o0o0o0o0o0o0o0o0o0o
    
    ------------------------
    1. INFORMER -
    ------------------------
    
    Go to the Gardens of the King and talk to the Informer. Informers are
    Assassins who wear white or creamy-white robes and cover their faces with
    a desert scarf. They are generally found standing alone in a corner. [See
    Gathering Information for more details] This Informer has "hidden" flags in
    the district, and you have 3 minutes to find all 20. The flags are easy to
    find, as they bear the Assassin Brotherhood's symbol and they are in a row.
    Note that the row is not a straight one, nor is it all at the same height.
    Plus, the flags are marked on your map and GPS. Find all the flags and get
    back to the Informer. He will tell you that Garnier hides within the
    walls of the Hospital of the Good Samaritan.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Garnier hides behind the walls of the Hospitalier Fortress. I doubt the
    patients within afford him much protection. Getting into the Fortress,
    however, is another matter entirely."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    2. INFORMER -
    ------------------------
    
    Go to the southwest corner of the district, to the seawall in the Plaza
    of the Weary Soles, and talk to the Informer. He will ask you to kill a
    Knight of the Hospitalier that is hunting him. Track this knight and slay
    him. Note that if you use anything but a Hidden Blade (or Throwing Knives,
    which are unavailable as of yet) the mission will fail and you will have
    to restart the mission. Also note that if you do anything to become exposed
    before talking to the Informer again, you will have to vanish and restart
    the mission. Anyway, go back to the Informer and tell him of the good news.
    He will be overjoyed, and will in turn share the fact that the Hospital is
    filled with patients and guards, and the rooftops are covered in archers.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Garnier lets his patients roam the halls of his fortress freely. No one,
    save scholars, may enter his personal workspace. Apart from the archers
    defending the rooftops, slipping in should prove simple enough."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    3. EAVESDROP -
    ------------------------
    
    Go to the City Gates and sit on one of two benches to overhear two guards
    discussing the fact that some of the archers on top of the Hospital are
    either dying or deserting, leaving gaps for you to sneak in.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Some of Garnier's guards have abandoned their posts. The archers patrolling
    the roof are at a disadvantage. A few seconds is all I need to clear a path."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    4. PICKPOCKET -
    ------------------------
    
    Go to a small street south of the Gardens of the King and north of the
    Sanctuary of the Abandoned to overhear two carpenters argue about whether to
    fix civilian homes or the ropes holding the chandeliers in the Hospital. They
    decide to fix the chandeliers, and one is given the blueprints. Snatch the
    blueprints for a map of the chandeliers within the Hospital that might give
    you an advantage.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "The Hospitaliers are replacing all the candelabras within the fortress. I
    could use these to navigate the rafters. Additionally, the workers seem to
    have pointed out a few of Garnier's more personal projects affected by the
    repairs."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    5. PICKPOCKET -
    ------------------------
    
    Infiltrate the Prison of Evildoers and listen to two illiterate thieves talk
    about a letter they found in a "tube". The baldheaded man keeps the letter,
    and walks off. Grab the letter BEFORE he exits the Prison, as the guards at
    the entrance will give you a violent greeting should you walk past them like
    the man does. The letter, which is from Garnier, connects him with Tamir in
    Damascus and someone else in Jerusalem. (Probably the next Assassination
    Target)
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Garnier's letter is quite strange. He references an arms dealer in Damascus
    - most likely Tamir - and a second man in Jerusalem. What secret thing unites
    these men? Men who should hate one another..."
    
    Attachment: Letter
    
    Master:
    
    Progress is slow. We should endeavor to reclaim what's been taken from us, or
    I fear we'll be discovered before we have a chance to act. My work on
    substitutes shows some promise as certain local flora can be used to induce a
    similar state. Be warned, however: the effects are only temporary and
    subjects tend to develop a resistance, requiring increased dosage.
    
    Unfortunately, they can only take so much before exhaustion claims them. I've
    lost far too many in this manner and it breaks my heart.
    
    Your man in Jerusalem should be commended for his diligence. My supplies are
    sufficient, and I am no longer forced to use locals, helping to defray
    suspicion. I do worry about our loss in Damascus, though I have sufficient
    arms and armor to continue for a while longer. He will need to be replaced
    within the month, however, or our soldiers will be forced to wield table
    knives. Which brings to my next concern...
    
    What do you intend to do about our enemy? I fear that the losses we've
    suffered are but the start. I feel secure enough within the hospital's walls,
    but it would be best if we dealt with this trouble before it has a chance to
    bloom. My men are your's for the task if it's required. Merely make your
    desires known to me.
    
    Your brother in peace,
    
    -G.
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    6. INTERROGATION -
    ------------------------
    
    Go to the front (south) steps of the Church of the Holy Father for this one.
    Lock-on to the buffoon and listen to him propound the goodness of Garnier.
    When he finishes yakking, he will walk in circles around the Church. When
    he is on the opposite side from where he started (the north side), let him
    have it! Beat this stupid oaf until his mouth starts working. He confesses
    that he is lying about Garnier, but he was forced to do it. He reveal's Al
    Mualim's reason for killing Garnier, as the 'good' doctor enjoys
    experimenting and torturing his patients. Garnier also rarely leaves his
    quarters, but when he does, he works on the patients. When he works on the
    patients he becomes oblivious to everything else. Obviously, this is the
    perfect time to strike. I feel sorry for this poor man who has just told
    Altair everything. Even though he joins Altair's side, our man in white lets
    him have it in the gut all the same. How cruel and heartless. Perhaps Altair
    could be on the list of assassinations...
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Garnier removes himself from the world around him while tending to his
    patients one by one. This obsession will spell his end."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    0o0o0o0o0o0o0o0o0o0o0o0o
    Investigations List
    0o0o0o0o0o0o0o0o0o0o0o0o
    
    
    Run back to the Bureau and inform the old man of your progress. He will give 
    you the feather and then you are sent out. When you wake up, head outside.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Knowledge
    
    "Garnier de Naplouse secludes himself within the Hospitalier fortress walls,
    lost within his work. I know when and where to strike."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    Make your way to the Hospital of the Good Samaritan and take one of three 
    paths inside: From the roof, through the entrance with scholarly help, or
    crash the gates. Any way you choose, go inside and mingle with the patients.
    
    -----------------------------------
    | Ancestor's Memory Synchronized. |
    | Now Recording...                |
    -----------------------------------
    
    A half-naked patient will run into the courtyard screaming. Two guards will
    grab him, knock him down, and beat him senseless. The wide door at the back 
    of the courtyard will open, and two more guards will come out. With the 
    guards is an elderly man wearing a blood-soaked doctor's robe. This man
    is the good doctor, Garnier de Naplouse. Garnier tries to calm the man, but 
    the patient is terrified. The patient believes that the doctor took the 
    souls of the other patients, at which Garnier backhands his patient. The 
    mortified patient tries to flee again, saying that the doctor lies, and that
    Garnier desires the world to kneel before him. The guards catch him and 
    bring him back and bow him before Garnier. Garnier orders the guards to take
    the patient back to his quarters, at which the patient, like an idiot, tells
    the doctor that he will escape again (never tell, only do!). Garnier, a man
    who is supposed to heal the wounded and sick, replies that the patient will
    not escape. He then orders the guards to "Break his legs. Both of them."
    The guards comply without hesitation. (NOTE: If you're squeamish, don't 
    access the glitch at this point. Or better yet, don't play this game, as it 
    is not for the squeamish. Tamir and the holey merchant should've taught you
    that...) Garnier returns to his prisoners, I mean patients; and the door 
    closes.
    
    There are several ways to go about this, but I shall only tell of one.
    
    Go throughout the hospital and clear out all the guards inside. Use your 
    Hidden Blade, and be quick. Be sure you stealth assassinate the second
    guard at a gaurd point (there are two at each gaurd point) before the first
    one falls. Make sure to blend when an informed guard or Garnier walks by.
    Also, be sure to STAY AWAY from the Insane Men. As you have all the time in
    the world to finish this (yes, mom! I'll get off in twenty minutes...), take
    your time. (Isn't that what the Animus says to do anyway?) Garnier will 
    investigate the bodies he comes across, but he is already fully aware so it
    doesn't really matter. When you have killed all the guards, go after Garnier.
    Get on the chandeliers and survey the area. Make sure that he is not near any
    Insane Men, and that the guards are taken care of. Now, you can knife him 
    from the back or engage him in combat. For now, we will assassinate him 
    from the back. Blend and approach him. When you are very close, quickly 
    release the A button and press the X button before he has a chance to react.
    He falls down with Altair on top and the screen goes white.
    
    Altair and Garnier are alone within the deep void of the Animatrix. Garnier
    believes that his "patients" were his children, and that he was helping them
    break out of their mental handicaps. He believes that they were children that
    had no will of their own, so it was his right and duty to "help" them. The
    best way to help them was with the Templar treasure, the Piece of Eden. Since
    the Assassins have the Piece of Eden, he had to settle for the next best 
    thing. The next best thing being "herbs, extracts" (aka Hallucinogens).
    Altair asks Garnier if he truly believes all this, at which Garnier
    declares, "It's not what I believe. It's what I know." Garnier dies, and 
    Altair wipes the feather across the dead doctor's neck. The screen goes 
    white, and you are returned to the spot of Garnier's death.
    
    
    >><< >><< >><< >><<
    CITY ALERT
    >><< >><< >><< >><<
    
    Just hear those Slay Bells ring-a-lin', ding-ting-ting-a-lin' too. 
    Come on it's perfect weather for a Slay Ride together with you! ...
    
    Make your way back to the Bureau and go tell him of your accomplishment.
    He will congratulate you, and tell you to report back at Masyaf. Altair
    aks him about the actions and mindset of the doctor, but the Acre Rafique
    brushes him off. It is clear that you have a long way to go before meeting
    this man's approval, not that you should care.
    
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    ACHIEVEMENT UNLOCKED!
    
    THE BLOOD OF A DOCTOR (25G)
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Assassination
    
    "Is it possible? Was Garnier helping those inside his hospital? He spoke of
    curing them from their madness using herbs and extracts. Some of them were
    even grateful for the work he had done. He was a madman and a butcher. How is
    it these men found good inside a man who was clearly intent on evil? What is
    it that I've failed to see? I should report this to Al Mualim."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    After waking up in the Bureau's outer room, a new ability presents itself.
    You can choose to fast-forward to Masyaf, or to ride all the way back. Note
    that choosing to fast-forward automatically places you before Al Mualim. 
    Either way, stand before Al Mualim for further instructions.
    
    
    <><><><><><><><><><><><><><><><><>
    Assassin Rank 3: Swordsman
    <><><><><><><><><><><><><><><><><>
    
    Synchronization Level: 10/20
    
    Altair tells Al Mualim of his success, then asks him the same question asked
    of the Rafique. Al Mualim tells him that Garnier did drug his patients, but 
    that is not the same as what the Assassins do to boost recruit numbers. [See
    Assassin's Creed Story-History Guide by zukowskc for more info] You are now
    sent to Jerusalem for the third man of nine.
    
    <><><><><><><><><><><><><><><><><>
    
    You've been Promoted!
    
    New Weapon Gained: Throwing Knives
    
    Ability Gained: Tackle
    
    <><><><><><><><><><><><><><><><><>
    
    Alright! With the Throwing Knives you can kill guards from a long distance!
    Select your Short Blade and press X. For accuracy, lock-on to a target before
    throwing. You can only carry five at a time, for now. To refill your stock, 
    there is a hard way and an easy way. The hard way is to return to Masyaf.
    The easy way is to go inside a Bureau and come out again, or pickpocket Thugs.
    Pickpocketing a Thug (which are the men wearing bandoleers and ski caps) takes
    the same skill as Pickpocketing information. Pickpocketing Thugs gives you 
    five knives per Thug, but if they catch you stealing, they will start a 
    fistfight. Also, if you punch anyone near them, they will join the fight.
    Using Throwing Knives is risky, as pressing the Lock-On might make you lock
    on to a Thug. Killing said Thug would be very bad for you, so make sure you
    Lock-On to a guard BEFORE throwing a knife.
    
    The ability gained is called Tackle, and it is extremely useful while 
    running. Normally, if you bump into a person while running you lose your 
    balance and a second bump topples you to the ground. However, pressing B
    while running enables Tackle. When Tackle is enabled, Altair will get a
    quarterback-with-football stance and knock anyone in his way to the ground
    WITHOUT losing his momentum! 
    
    Leave Masyaf (you don't have to go to the arena) and head for Jerusalem.
    Jerusalem is the Holy City of the Jews, Christians and Muslims. It is also
    very much like Damascus, except... wait... we're not in the Poor District!
    In Jerusalem, you start in the Rich District! (I don't understand why it 
    didn't build up from Poor to Middle to finally Rich, but oh well.)
    
    
    -----------------------------------------------------------
    09.3.4 Jerusalem - Rich District: View Points
    -----------------------------------------------------------
    
    1. A bell tower on the top of the Church of the Visitation, east and center
       of the district.
    
    2. A minaret on top of a tall building just inside the west entrance into
       the Slaver's Sector, to the north-northeast along the city walls.
    
    3. A minaret on top of the Palace of the Hasmoneans in the north part of the
       center of the district.
    
    4. A unique bell tower at the top of the Church of the Assumption, in the
       northwest corner of the district. Note that it is best to look south
       from here.
    
    5. A small bird perch on top of the Chapel of the Ascension, in the northwest
       part of the map (west of the Muristan Market).
    
    6. A minaret in the very center of the district. It overlooks the Ibrahim
       Market to the south.
    
    7. The Guard Tower of Meah, west and center of the district, along the edge
       of the district.
    
    8. A minaret in the southwest corner of the district.
    
    9. On top of the Dome of the Rock in the southeast quadrant of the district.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: View Points
    
    All View Points scaled within the Rich District of Jerusalem.
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    -----------------------------------------------------------
    09.3.5 Jerusalem - Rich District: Save Citizens
    -----------------------------------------------------------
    
    01. Scholars - Outside the Sheep Gate, in the Resting Place of the 
                   Resurrection.
    
    02. Scholars - The north side of the Church of the Visitation.
    
    03. Scholars - In a corner between the city wall and the wall of the
                   Temple Mount, to the southeast (outside of the Temple Mount).
    
    04. Vigilantes - Just north of the north entrance into the Ibrahim Market.
    
    05. Vigilantes - At the northeast corner of the Palace of the Hasmoneans.
    
    06. Vigilantes - The very northeast corner of the district.
    
    07. Vigilantes - In the plaza surrounding the Pool of Siloam.
    
    08. Scholars - In the northeast corner of the district, west of the Church
                   of the Assumption.
    
    09. Vigilantes - Just outside the south entrance into the Muristan Market.
    
    10. Vigilantes - Southwest corner of the district, south of the Bureau.
    
    11. Scholars - Southeast corner of the district, just west of the south 
                   entrance to the Dome of the Rock.
    
    12. Vigilantes - South and center, along the south city wall, inside the
                     Temple Mount.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Save Citizens
    
    All Citizens saved within the Rich District of Jerusalem.
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    -----------------------------------------------------------
    09.3.6 Jerusalem - Rich District: Talal
    -----------------------------------------------------------
    
    Synchronization Level: 12/20
    
    Meet with the Rafique in Jerusalem, who just happens to be... Malik?
    Since he lost his arm, and his brother, because of you, he has been deemed
    unfit as an assassin by the brotherhood. The brotherhood still wanted his 
    services, so they made him a Rafique. Because of all you did, rest assured
    that he will not take kindly to your presence. He will, at first, refuse to
    help you, but will change his mind (grudgingly) as you turn to go. He will
    tell you of some places to search, then order you out.
    
    Note that you have not been told the name of your target yet.
    
    0o0o0o0o0o0o0o0o0o0o0o0o
    Investigations List
    0o0o0o0o0o0o0o0o0o0o0o0o
    
    ------------------------
    1. INFORMER -
    ------------------------
    
    Go to the Ibrahim Market and talk to the Informer. He will give you 3 minutes
    to find 20 Masyaf Flags. Find them, and return before the time runs out. Be
    warned, though. What seems to be one of the Masyaf Flags is actually a
    Jerusalem Flag (it's on a pole) Talk to the Informer to find out that your
    target's name is Talal, and that he is heavily guarded by men devoted to him
    to the point of death.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Talal appears to be a leader of slavers, and occupies an area north of here,
    near the barbican. He seems wiser than those I've faced before, however,
    keeping to the shadows and having his men pay the guards to turn a blind eye.
    No matter how clever he thinks himself, he'll meet the same end as the
    others."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    2. INFORMER -
    ------------------------
    
    Go to just outside the east entrance into the Muristan Market and talk with
    the Informer. He will tell you that he is "in an Ocean of Trouble" and send
    you to kill two of Talal's guards inside the Muristan Market. There is no
    time limit, but do not become exposed, or you will have to restart the
    mission. Come back to the Informer to hear his thanks and find out that Talal
    makes his living selling slaves, and that he pays the city guard to turn a
    blind eye to his doings, which are done in the Slaver's Sector to the
    northeast. (This guy sounds like Al Capone...)
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Talal has many followers, all of whom will readily give up their lives for
    the man. If they since their master is in danger, they're sure to intervene,
    giving Talal time to escape."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    3. EAVESDROP -
    ------------------------
    
    Go inside the Church of the Annunciation and sit on one of several benches to
    overhear a conversation (at the pulpit) about how a master archer who saved a
    caravan. So Talal is a master archer, huh? Hmmm... Well, that's fine, cause
    Altair's good at killing archers!
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Talal is said to favor the bow.  In a fight, he'll seek to put distance
    between him and his enemy, trying to kill from afar. I'll close the gap
    between us before he's nocked his first arrow."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------ 
    4. PICKPOCKET -
    ------------------------
    
    Go to the center of the southwestern corner of the district to overhear two
    men arguing about if they should kill Talal or not. One man is against doing
    it, as it doesn't affect him. The other is adamant, he will kill Talal (if
    you don't do it first). He states that Talal inspects his stock at the same
    time every day, and he's made a map. They part, wishing each other luck.
    Pickpocket the Assassin-Hopeful to obtain a map of where Talal's men are
    posted within the Slaver's Sector.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Talal inspects his stock of slaves daily. This map clearly shows the
    position of his personal guards. Such information will prove invaluable."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    5. PICKPOCKET -
    ------------------------
    
    Go to the northeast corner of the Temple Mount to overhear two men, one of
    Talal's guards and a civilian, talk. The civilian tries to get the guard to
    kill Talal, but the guard says that he can't. The civilian calls him a
    coward, at which the guard tells the civilian that he is not afraid. It's
    just, he explains, that he has already been employed by Talal to prevent said
    death! The guard shoos the civilian away, and then walks off. Pickpocket the
    civilian to obtain a map of the possible "hiding spots" Talal could use to
    escape you, as he is a coward (according to the civilian).
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Talal is rumored to flee from a fight at the first sign of trouble. This map
    I've found details possible locations in which he'll take refuge. This is
    sure to help if he manages to slip away from me."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    6. INTERROGATION -
    ------------------------
    
    Go to the south steps of the Church of the Visitation and hear a very cruel
    trick. This man capitalizes (but that doesn't make him a capitalist!) on the
    harsh times in Jerusalem by telling the citizens that Talal has 'openings' in
    his 'employment'. (Note that I used single marks, as the man doesn't use
    those exact words) He then states that to "defend against an uncertain
    future, protect the ones you love", one must enter Talal's 'employment' and
    trust that "Talal Provides". What a lie. What a outrageous bold-faced lie.
    Tricking people into slavery is very cruel. Oh, and "Talal Provides"? What is
    he, Talal-Jirah? (Sorry, Judeo-Christian inside joke, Jirah means Provides)
    Anyway, follow this lying trickster into a small street against the city wall
    (that I bet you didn't know existed! I didn't until the second time to replay
    the game!). The only light comes from torches, so this is one of the few and
    rare streets in the game that gives you that Oblivion-style feel. (Too bad
    whole sections of the cities can't be like this...) He will walk into a
    courtyard. This is the time to strike! Beat this bird's brains out until he 
    squawks! He will tell you that slaves are kept in Talal's Warehouse, and that
    they are shipped to Acre. (The poor Interrogation Target in Acre said
    something about Garnier's patients being shipped from elsewhere. Hmmm...) He
    will tell you that he doesn't know why, as that is safer. Altair replies
    that it may be safer for Talal, but not for this man. Altair kills the man,
    ending his brainwashing lies. Good Riddance to such an evil person!
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Talal holds his slaves within a warehouse, and later sends them to Acre.
    Striking while he works within will keep me from being discovered."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    0o0o0o0o0o0o0o0o0o0o0o0o
    Investigations List
    0o0o0o0o0o0o0o0o0o0o0o0o
    
    
    Time to go back to Malik. Altair will tell him what he has found out and 
    states that if he can get past Talal's guards, the Slaver himself should
    be a pushover. Malik rebukes Altair for his arrogance, at which Altair asks
    if Malik is satisfied with what has been learned of Talal. Malik replies in
    the negative, but states that it will have to do. He then gives Altair the 
    feather, and degradingly insults Altair by saying, "Rest. Prepare. Cry in a 
    Corner. Do whatever it is that you do before a mission, only make sure you 
    do it quietly." The screen fades to white, then you wake up in the outer 
    room of the Bureau. 
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Knowledge
    
    "Talal, a cunning slave master, has a warehouse in the northern barbican
    filled with human livestock. He inspects them daily, preparing them for
    travel. Knowing exactly where his guards are, I need simply to strike during
    his next inspection."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    Head to the Slaver's Sector, then the northeast corner of the Slaver's 
    Warehouse. The door, which was previously closed (and will not re-open 
    again, kinda like Mysterio's Hidden Fortress *hint, hint!*), is now open.
    Step inside.
    
    NOTE: Before entering the warehouse, you will notice that there are several
    groups of Talal's men hanging around the district. They are usually found in
    groups of three, and keep to shadowy corners.
    
    -----------------------------------
    | Ancestor's Memory Synchronized. |
    | Now Recording...                |
    -----------------------------------
    
    The door slams shut behind you, and you see a slave cowering in a fetal 
    position in a cage. As you walk towards it, you hear a gate open. A dark 
    silhouette is seen in a window above, and Altair call out "What now, Slaver?"
    Talal, who is unseen, takes offense at that name. He states that he is 
    helping these poor unfortunates. Altair and the unseen Talal banter back and
    forth about the ethics of the slaver's trade, and Talal ends the argument by
    calling Altair ignorant. He states that he should not have "brought" Altair
    to the warehouse, as Altair is too stupid to understand. Altair demands to
    see Talal, and a door opens. Walk over to it. As you near it, a half-crazed
    and severely emaciated man pleads for you to save him from the holding cell
    below your feet. Walk through the door, and it will shut behind you. You are
    now in a large room, and Talal states that he has called Altair here. Altair
    states that he came of his own volition. Armed guards are seen preparing to
    attack on the floor above you. Talal asks you who opened the door and gave
    you a free entry. It's a trap! A skylight will open, and you are told to step
    into the light "for one, final favor". Do what the man says, step in the lit
    area. Several guards will leap down and encircle you. I knew it, it was a 
    trap! (Of course I knew it, I played the game doofus!) A man, who is dressed 
    similarly to the guards but carries a longbow, will come forward. 
    This is Talal. He will ask what Altair wants, at which our hooded hero 
    responds, "Come down here! Let us settle this with honor!" Talal declines,
    tells the guards to kill you, and walks away.
    
    Several guards will attack, so take them all down. There is a collapsable 
    structure on the side of the room, so use it if you want. Climbing to the 
    second level will cause Talal to panic and flee. He will run to a certain
    spot, then stop. Clear out all the guards and archers, then exit through
    the second-story ladder. Altair pauses for a moment, and looks at a rooftop
    archer. The camera zooms in, and it's Talal! He will fire arrows until you
    get close. He will then flee to the Guard Tower of the Poor District. Follow
    him until he reaches it. Once he arrives, he will regain courage, and begin
    to chase you around. Slay any guards that might hinder you, then counter-kill
    Talal with your Hidden Blade. He will fall to the ground and the screen will go
    white.
    
    Altair and Talal are within the blue void of the Animatrix, like the others.
    (That's how all the Main Targets are, get used to it) Altair states that 
    there is nowhere to go, so Talal must share his secrets. Like Tamir, Talal
    will say that he is a small part of a "Brotherhood", and that he didn't 
    really matter anyway. Altair asks of what brotherhood is Talal a part, but
    he answers, defiantly, with a riddle. Altair tells him that he should plead
    for forgiveness from God; at which Talal states that he, and the rest of the
    Holy Land, have been forsaken by the Almighty. He then tells of him redeeming
    some lowlifes of society, and states that they were not to be slaves. Altair
    rebukes Talal, saying that this was all for mere profit. Talal once again 
    harps on Altair's supposed ignorance, then dies. Altair takes the feather and
    smears it on the neck of Talal.
    
    
    >><< >><< >><< >><<
    CITY ALERT
    >><< >><< >><< >><<
    
    When you come back to Jerusalem, make sure to finish off any other guards
    attacking you, then go back to the Bureau. It's not that far, just two blocks
    straight south. Go inside to tell of your victory. Malik enthusiastically 
    asks of your mission. Altair shows the feather, and tells of the outcome.
    Malik replies, "Oh, I know, I know. In fact, THE ENTIRE CITY KNOWS! Have you
    forgotten the meaning of subtlety?" They then argue over whether or not a
    skilled assassin flaunts his killings. Altair finally states that the job is
    done, all the same. Malik then tells you to go back and tell "the Old Man"
    of what you have done. The screen fades to white, and you wake up in the
    Bureau's outer room.
    
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    ACHIEVEMENT UNLOCKED!
    
    THE BLOOD OF A SLAVE TRADER (25G)
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Assassination
    
    "Talal also spoke of a brotherhood and their designs upon the Holy Land.
    However, he denied he was selling slaves and insisted he was saving them. Why
    would a slave trader help anyone than himself? Al Mualim will help me to make
    sense of this."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    The screen fades to white, and you [Desmond] find yourself back in the 
    Abstergo Laboratory. The Animus, instead of glowing blue, is now glaring
    red and steaming. Warren, very angry at this setback (it overheated), demands
    that Lucy fix the Animus. [Watch out, kiddies! Warren needs his mouth 
    washed out with soap!] He then storms off in a tizzy, and Lucy inspects the
    Animus. Desmond asks Lucy what Warren's problem is, and learns of their 
    deadline. He also learns that Lucy is, in a way, a lot like Desmond. A 
    prisoner of Abstergo Industries, her theories are responsible for the 
    creation of the Animus. He also finds out that Warren saved Lucy's life when
    a bunch of employees tried to kill her (probably a set-up). Lucy is busy,
    so she tells Desmond to get some sleep. Walk into the cell, and... wow.
    Your locker is open. Walk over to it, and press the button prompt. Desmond
    pulls out a small slip of paper, and says that it's an access code. Walk over
    to the door (yes, the locked one, stupid) and press the button prompt. Ta-da!
    The prisoner has escaped his cell! Walk over to Lucy's computer to find... 
    her Access-Code Pen! Take it so you can log-on to her computer. While out of
    the cell and no one is around, you may use the computers. 
    
    (Wouldn't it be funny to use them while the scientists are in the room? "Just
    what do you think you're doing?" "I-I-I just found this little pen here.
    Thought you guys wouldn't mind if I used it to check my MySpace..." Like that
    would go over well with Vidic...) Walk back to the room (or get on the Animus
    to replay a Memory Block) and go to sleep.
    
    
    -:-:-:-:-:-:-:-:-:-:-:-:-
    
    MEMORY BLOCK COMPLETE
    
    -:-:-:-:-:-:-:-:-:-:-:-:-
    
    
    
    
    
    *****************************
    *****************************
    
    09.4 Memory Block 4
    
    *****************************
    *****************************
    
    When you wake up, Vidic will stroll into your cell drinking coffee. He is
    in a good mood, as the Animus has been fixed. Not only has it been fixed,
    but now you can have longer trips down memory lane! Vidic will boast of the
    wonderful things Abstergo does, saying that Abstergo was responsible for 
    every single invention, "be it medical, mechanical, or philosophical". He
    concedes that they don't invent them, they find them. "They're gifts, Mr.
    Miles. From 'Those Who Came Before'." (Hmmm....) Vidic walks out, and
    continues to drink his java while standing in front of the window. Walk
    up to him, greeting Lucy along the way. Stand behind him, and wait for
    him to take a sip of his mocha. When he raises his arm, press the button
    prompt. Well, aren't you Sly! You've just stolen Warren's Access-Code
    Pen! Walk back to the Animus, and get in. Choose to "Continue Memory"
    to begin Memory Block 4.
    
    
    <><><><><><><><><><><><><><><><><>
    Assassin Rank 4: Agile Swordsman
    <><><><><><><><><><><><><><><><><>
    
    Synchronization Level: 13/20
    
    You are once again in front of Al Mualim, your master. He congratulates
    your success, as you are 1/3 of the way through. He then tells of the
    meeting of King Richard and Saladin (yes, that's how it's spelled, 
    Sarranduin!) at Arsuf in a few days. He tells you not to assassinate them,
    as doing so would ravage the Holy Land. (I personally would slay one and
    take control of his army, but I digress) He instead sends you to kill the
    leaders of Damascus, Acre and Jerusalem, as they oppress the land. He then
    warns you that the City Guards will be on the lookout for you, so take 
    greater care.
    
    <><><><><><><><><><><><><><><><><>
    
    You've been Promoted!
    
    Ability Gained: Grab Break
    
    Ability Gained: Catch Ledge
    
    <><><><><><><><><><><><><><><><><>
    
    You have gained two new abilities: Catch Ledge and Grab Break.
    
    Pressing B while in the air will make Altair grasp the first grab
    point he can, clinging to the wall / building. Also, you can use
    this to drop from a building without damaging yourself.
    
    Leave the Assassins's HQ to run into... him again? Oh, very well. Go
    to the Training Arena to practice Grab Breaks. Lock-on to the man
    to begin. Even though he has drawn his sword, he will not attack.
    Instead, he will try to throw you around. Annoying, isn't it? To
    deal with this, go into defensive mode (Hold RT) and press B after
    he has grabbed you but before you are thrown. Do this three times
    to finish the test. Run down to the Horses and leave the city.
    When you get to the exit, a new feature will pop up: City-to-City
    Warp Mode! Reaching a gate or exit from a city will give you the
    ability to go through the Kingdom or skip the Kingdom to the next
    city! Choose to go to Damascus.
    
    Make your way to the Rich District and scale the View Points. They are
    unmarked on your map (as of yet), so synch one to get the others to
    show up on your map.
    
    
    -----------------------------------------------------------
    09.4.1 Damascus - Rich District: View Points
    -----------------------------------------------------------
    
    01. A minaret west of the Gate of the Palms. An eavesdrop can be found
        next to it. The minaret is several stories high, and overlooks the
        Riviera where there are three bridges in a row to the northeast.
    
    02. A bird perch on the side of a dome on top of the Fortress of Solitude
        to the north-northwest of the district. (It is better to turn sideways
        on this one, so you aren't synching a wall)
    
    03. A minaret just south of the Court of the Speaker and adjoining the
        Al-Halim Home in the northwest part of the district.
    
    04. A minaret on top of the Sanctuary of Muhammed west and center of the
        district, along the west city wall and on the south side of the Riviera.
    
    05. The Guard Tower of the Nobles, which is north of the Souk Am'Hamal and
        south of the Damascus Riviera.
    
    06. The highest rooftop of the Palace of the Merchant King to the south
        of the district.
    
    07. A minaret on a large stone arch, in the southeast corner of the district.
        It's along the edge of the Middle District.
    
    08. A minaret on the southeast corner of the Umayyad Mosque.
    
    09. A large and very tall minaret on the southwest corner of the Umayyad
        Mosque.
    
    10. THE LARGEST MINARET IN THE GAME! Scale the Minaret of the Bride. It's
        north and center on the roof of the Umayyad Mosque. It takes a full 2
        minutes to scale (from the ground)! This is the best view of Damascus
        that you'll get in the game.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: View Points
    
    All View Points scaled within the Rich District of Damascus.
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    -----------------------------------------------------------
    09.4.2 Damascus - Rich District: Save Citizens
    -----------------------------------------------------------
    
    01. Vigilantes - On the north side of the Riviera to the northeast.
                     It is due north from the bird perch at the very top
                     of the Umayyad Mosque.
    
    02. Scholars - Just east of the plaza of the Gate of the Palms
                   to the north.
    
    03. Vigilantes - On the north side of the Riviera, due north of
                     the Guard Tower of the Nobles.
    
    04. Scholars - In the Court of Relaxation to the northwest of the district.
    
    05. Vigilantes - Along the west city wall by the Sanctuary of Muhammed,
                     just south of the Damascus Riviera.
    
    06. Vigilantes - Just outside the southwest corner of the Palace of
                     the Merchant King, along the southwest city wall.
    
    07. Vigilantes - Just north of the northwest corner of the Palace
                     of the Merchant King, along the walls of the Souk
                     Am'Hamal and next to a Town Crier on a raised platform.
    
    08. Scholars - Just northeast of the main entrance into the Merchant
                   King's Palace. These guys can give you easy passage through
                   the main entrance of the Palace.
    
    09. Vigilantes - Just north of the east end of the Imperial Walkway, in the
                     southeast corner of the district.
    
    10. Vigilantes - Just outside the west entrance into the Umayyad Mosque,
                     in the center of the district.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Save Citizens
    
    All Citizens saved within the Rich District of Damascus.
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    -----------------------------------------------------------
    09.4.3 Damascus - Rich District: Abu'l Naqoud
    -----------------------------------------------------------
    
    Synchronization Level: 14/20
    
    Go to the Bureau to greet the Rafique. After telling him that
    you were sent after a man by the name of Abu'l Naquod, the Rafique,
    elated by your presence, will tell you that he is the Merchant King
    of Damascus. He will then tell of his undying envy of you, except for
    all the hard knocks you recieved. He will tell you where to begin, so
    let's begin.
    
    NOTE: From here on, you will need THREE Investigations completed instead of
          the beforehand two.
    
    0o0o0o0o0o0o0o0o0o0o0o0o
    Investigations List
    0o0o0o0o0o0o0o0o0o0o0o0o
    
    ------------------------
    1. INFORMER -
    ------------------------
    
    Go to the nothwest corner of the district to the inside of the Fortress of
    Solitude. Talk to the Informer, who will give you 3 minutes to find 20 flags
    which, like an idiot, he lost. Find them, and return to the Informer. Talk to
    the Informer again, and he will inform you (that's why he's called an
    Informer, dum-dum!) that he once went to one of the Merchant King's parties,
    and that he saw that the fountain could be climbed rather easily. After
    telling you that almost useless nothing, he will walk away.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "There is a fountain in the middle of the Merhant King's palace which I could
    climb should the need ever arise."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    2. INFORMER -
    ------------------------
    
    Go to the main entrance of the Merchant King's Palace and walk down the
    street directly northeast of the Palace and talk to the Informer. The man
    will inquire about your (up until now unheard of) runaway wife/lover, Adha.
    He will then say that he has four targets to kill, but he will let you kill
    two of them, as long as you return within 3 minutes. They both wear some
    form of outfit made from an animal's hide, and are baldheaded. One follows a
    patrol along the east end of the Imperial Walkway, and the other wanders
    around the inside of the Souk Falakal. Slay them both, then return to the
    Informer. He will give you a map of where the Merchant Guards will be
    stationed during the upcoming party, then bid you to visit him and his
    family at his home someday. (This, however, is a visit which you cannot
    make, as the man doesn't have a house that you can enter!)
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "A map of where the Merhant King has stationed his guards. This will
    definately prove useful."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    3. EAVESDROP  -
    ------------------------
    
    Go to the southwest corner of the plaza of the Gate of the Palms along the
    Riviera. Sit down on the bench (there is only one) and listen to the
    conversation. A decorator for the upcoming party was hanging lanterns in the
    Palace; and forgot to take the scaffolding, which is above the balcony
    outside Naquod's personal quarters, down. His friend, a woman, tells him
    not to worry about it and just hope nobody notices it. This conversation
    gives you a map (accessible in the Memory Log) that shows a possible way of
    reaching the Merchant King.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Some servants spoke of leaving behind a scaffolding just outside the
    Merchant King's quarters. I could use the passage they took to bring a
    scaffold up there. It will bring me closeer to my target."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    4. EAVESDROP -
    ------------------------
    
    Go to the Courtyard of the Quran, which is just north of the Umayyad Mosque,
    and sit on the only bench. Lock-on to the Merchant Guard you are facing to
    begin listening. A man, who sounds as if he hails from Acre's South Side,
    will tell the guard to make sure that Abu'l Naquod knows that a shipment he
    just delivered was very hard to do. The guard replies "It's only wine!" (as
    if they lacked wine in the Rich District or Merchant King's Palace...), at
    which the English man quotes a hard-to-follow passage from the Quran, which
    befuddles the guard (and myself). They part, and you learn the already known
    fact that the Merchant King is preparing a party.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "The Merchant King has recieved a vast quantity of wine. He is preparing for
    another feast. He seems unshaken with his preparations, even though wine is
    prohibited by his religion. If he can ignore the laws of his Prophet so
    easily, one can only wonder what other impious acts he'll commit."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    5. PICKPOCKET -
    ------------------------
    
    Go inside the Souk Am'Hamal and walk to the center. Focus on the two men
    standing in a small corner to overhear that a letter is going to Saladin, and
    that one of the men carries it. The man with the letter is told to seek out a
    man called Hisham, and that the letter must be a secret. Pickpocket the man
    wearing a yellow-orange robe and read the letter. It states that money has
    been sent to Acre and Jerusalem, and that the author, whose name is Marzuq,
    who happens to be Naqoud's personal Accountant, is outraged at all the
    extravagant parties that the Merchant King has been throwing lately. (This
    man has no sense of fun at all... can't he see that the Merchant King is
    just a good old fashioned party animal?)
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "The people of Damascus despise the Merchant King for spending their money
    on extravagant parties held inside his palace. Attending one of these
    celebrations should bring me close enough to strike."
    
    Attachment: Letter
    
    Peace be upon you, Hisham:
    
    I have done my best to balance the ledgers, but the accounts show something
    strange: payments to Jerusalem's regent and William of Montferrat in Acre.
    
    I thought this might be connected to the ransom demanded by the Crusaders
    for our captive brethren, but given the way that ended (peace be upon their
    poor souls), this seems unlikely. It also does not account for the deliveries
    to Jerusalem. But if the money was not meant for ransom, then what is it's
    purpose?
    
    You should also know that there have been extravagant parties as of late. All
    held within the Merchant King's palace. This is absurd! The citizens of
    Damascus starve themselves to help Saladin's war efforts, but instead, their
    money is being spent on feasts! They deeply despise the Merchant King, and
    are now powerless to stop him. Which is why I write to you now.
    
    Please, say nothing to the Merchant King for now. Should he become
    suspicious, he'll attempt to hide his misdeeds. I'll contact you when I've
    learned more.
    
    With Peace,
    Marzuq.
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    6. INTERROGATION -
    ------------------------
    
    Go to the Court of the Speaker to the northwest and hear the man out. He
    says, "Praise be Abu'l Naquod..." and declares for all to hear that the
    Merchant King spends his money to provide food and shelter for any and all
    who require it. Sounds like a nice man to me, so why are we hunting him,
    again? We'll see... After he finishes his inspiring speech, he will walk into
    to the walled sector that contains the Fortress of Solitude and to a very
    dark alley with a fountain. Follow him, then give 'em the ole one-two with
    your gloved fists! He will talk, as his life is worth more than Abu'l's money
    (little does he know about Altair and what happens to Interrogation
    Targets...). He will tell you that the Merchant King rarely leaves his
    chambers, becuase he hates himself as well as the citizens of Damascus. He
    comes out only to host a party, then locks himself up again out of shame.
    Altair asks what is wrong with Naquod, but the man only says: "Heh, you'll
    see...". The man asks to be let go, but Altair instead gives the man the
    not-so-rare honor of dying. By Altair's Hidden Blade, no less! I don't think
    the body will be discovered in this alley for some time...
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "The best time to strike the Merchant King is when he addresses his guests.
    The moment may be brief, but it will be all I need."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    0o0o0o0o0o0o0o0o0o0o0o0o
    Investigations List
    0o0o0o0o0o0o0o0o0o0o0o0o
    
    
    Head back to the Bureau and give the Rafique the rundown on
    what you have learned. He will congratulate you on your success (funny, you
    haven't completed the task yet) and give you the white (but going to be 
    red soon, yes, very red indeed...) feather, at which the screen fades 
    to white.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Knowledge
    
    "Abu'l Naqoud, a corrupt man of tremendous wealth, is planning another feast
    today. At some stage, he will speak to his guests, no doubt made drunk and
    stupid by his gluttony. This will be my moment."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    When you wake up, make your way to the southern corner of the Rich District
    and inside the Palace of the Merchant King (looks remarkably like the palace
    in Aladdin, doesn't it?). While the grounds are usually empty, they are now 
    filled with three informed patrols. The two gates are guarded as well. It 
    is best to storm the gates and lay waste the patrols, as they will hinder
    you later if you don't. After killing all the soldiers, walk through one of
    three doors leading inside the palace courtyard. Note that I said "walk", as
    it is impossible to scale the walls from the outside. Enter the inner
    courtyard.
    
    -----------------------------------
    | Ancestor's Memory Synchronized. |
    | Now Recording...                |
    -----------------------------------
    
    Oh, so this is what was mentioned in Tamir's letter! A big, swanky party!
    
    The who's-whos of Damascus are gathered in the packed (but usually empty)
    courtyard, so feel free to hob-nob with (*english butler voice*)
    '*ha-ah-rumph*... society' a while. Head to the south side of the 
    large statue in the fountain to begin the assassination.
    
    Your attention is drawn to the balcony, as a big blob of blubber waddles
    up to the railing. Is that a Hippo? Or perhaps a Walrus? No, that is
    the Merchant King, Abu'l Naquod. (He is so fat and warty that when I saw him
    for the first time, I instinctively yelled "Boomer!" [Left For Dead 
    inside-joke]). Anyway, he will waddle over to the railing and welcome his
    guests. Two men will dip their goblets into the fountain, which is apparently
    filled with wine. Abu'l then tells his guests that they must enjoy
    themselves while they still can, as these are harsh times. He proposes
    a toast to his guests, saying "May you be given everything you deserve".
    
    Uh-oh. I don't like the sound of THAT toast. Sounds fishy if you ask me,
    and I DO ask me! The crowd cheers, at which he states that he couldn't
    believe their kindness. He could not believe it, he says, because they
    have been cruel and callous towards him. However, he does not dwell on
    this, as he wants to give a political speech. He states that the guests
    are too eager to give their money to Saladin, as the money buys the deaths
    of thousands (Buying deaths with money, huh? And here Altair's been working
    for peanuts... Sounds like he needs to go on hire for Saladin!). He states
    that the guests lie to themselves, saying that the war is just or good.
    Abu'l declares that the war was created by the same hatred of difference
    that the guests have towards him. Abu'l grows tired of this, so he shouts
    "ENOUGH! I've pledged myself to another cause!" Your attention is attracted
    to the second-story balconies surrounding the courtyard, where several 
    archers prepare to fire. This is ba-aa-ad, man. Really Bad.
    Like, We're-all-about-to-die-so-say-your-goodbyes-and-prayers kinda bad!
    
    Abu'l tells the crowd that he has a better world, one that embraces 
    multiculturalism. He then states, "A pity. None of you will live to see it."
    The two men who drank out of the fountain begin to choke and gasp, and 
    finally drop to the ground dead. The Merchant King seals the crowd's fate
    by ordering the archers to "Kill anyone who tries to escape!", and the guests
    try to flee, but the doors are shut! They're trapped! We're trapped!
    Oh no! Oh no! (Oh, yes! Oh, yes!) Oh, NO!
    
    Before taking on Meat Loaf, be a Hero. Become... Altair-Man! Run up the wall
    and sneak behind each archer and kill him with the Hidden Blade. There are 
    two on each walkway, making a total of eight. Kill them all, then scale to
    the top of the roof. You can't save all the guests, but you should be able
    to save most of them. Make a quiet entrance onto Abu'l's balcony by climbing
    to the rooftop and then climbing down the back wall on the balcony.
    
    Silently sneak up to the guard and stealth kill him. Blend and walk over to
    Abu'l. Assassinate him before he has a chance to react. However, should he
    notice you, he will flee. In that case, chase after him until he reaches
    the Guard Tower of the Nobles. There, like Talal, he will regain courage.
    Kill all the soldiers and guards that are attacking, being sure to use
    all the scaffolds around the tower. Now it's Steve McQueen vs. The Blob,
    uh I mean Altair vs. Abu'l Naquod! Kill him however you see fit. When you
    have defeated him, he will fall down, dead, and the screen
    will fade to white.
    
    Once again we find ourselves trapped in the Animatrix. Ughh. The Merchant
    King is even uglier and fatter up close. He even LOOKS like Jabba the Hutt!
    Altair grabs the Big Hunk o' Lard and demands to know why Abu'l stole 
    money from the citizens, sent it away, and where it went (He's giving 
    the fourth chin the third degree!). Abu'l doesn't answer, but states that 
    he was too fat and ugly for the people to love. He then states that he 
    could not give money to Saladin, since Saladin's god, Allah, hates obese
    and ugly people. Altair asks what cause Abu'l serves, but like the others
    he will not answer. Instead, he states that he is not so different from
    you. In fact, you and he "are the same." He then declares, "You cannot stop
    us. We will have our new world." He dies with a triumphant smile, and Altair
    reddens the feather with the blood of Abu'l Naquod.
    
    >><< >><< >><< >><<
    CITY ALERT
    >><< >><< >><< >><<
    
    Defeat any guards / soldiers after you, then report back to the Bureau.
    The Rafique is joyed to hear of your success, and Altair shows him the
    feather. Altair then tells the Rafique of the horrors suffered by the
    guests at the "party". Note that he talks about them being poisoned, but
    mentions nothing about the archers. The Rafique will say that this was simply
    a symptom of the Merchant King's ... "madness", and tell you not to worry.
    He says that Al Mualim might help sort this out for you, then the screen 
    fades to white. When you wake up, you will once again be in the Bureau's
    outer room.
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    ACHIEVEMENT UNLOCKED!
    
    THE BLOOD OF THE MERCHANT KING (25G)
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Assassination
    
    "These men I'm sent to kill are wicked. They profit from the war. And so I am
    sent to stop them, and ensure that peace returns. But then why do the
    Merchant King's words dig so deeply? Is it wrong for me to see a bit of truth
    in them? I should return to Al Mualim, that he may help me make sense of this
    and crush these seeds of doubt."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    Choose to Fast-Forward to Masyaf.
    
    
    <><><><><><><><><><><><><><><><><>
    Assassin Rank 5: Skilled Swordsman
    <><><><><><><><><><><><><><><><><>
    
    Syncronization Level: 15/20
    
    Once in Masyaf, report to Al Mualim once again in his library. When you arrive
    at the Assassin's Headquarters, you'll find Al Mualim looking for a book on
    one of his several bookcases. As he is looking for the manuscript, he again
    assures you that killing all these people brings stability back to the Holy
    Land (aka a little violence and bloodshed = lots of peace!). Altair then
    tells of what the targets told him of their common connection and plans. Al
    Mualim commends our favorite killer for seeing that there is more to the
    story, then commands him to be unaware. Altair doesn't understand this
    statement, and asks what was meant by it. Al Mualim replies, "The answer to
    that question will come when you no longer need to ask it." Altair, tired of
    the lecturing, tells the old man to get to the point, at which Al Mualim
    gives our hooded hero a higher rank and sends him to Acre.
    
    <><><><><><><><><><><><><><><><><>
    
    You've been Promoted!
    
    Ability Gained: Regain Balance
    
    Ability Gained: Dodge
    
    Ability Gained: Sword Damage
    
    <><><><><><><><><><><><><><><><><>
    
    The Regain Balance is a passive ability, meaning that there isn't a button
    or button combo to press to activate it. It comes naturally. Also, your Sword
    Attacks are more damaging, so fights will be more in your favor.
    
    Leave the AHQ. Oh great. Just great! *sigh* Another trip to the Training
    Arena, coming right up! Now pay attention, Class. Today we get to learn how
    to dodge an attack. Isn't that great?? Now, stay on the defensive and press A
    when the man's sword is just about to make contact with yours. You will jump
    out of the way, thus not getting hit. Unfortunately, the dodge in this game
    is totally unlike the dodging in Matrix: Path of Neo. Dodge 3 times to
    complete the lesson. Make your way to the Kingdom Entrance and warp to Acre.
    
    
    Once in Acre, reach and synch the View Points to get started.
    
    
    -----------------------------------------------------------
    09.4.4 Acre - Rich District: View Points
    -----------------------------------------------------------
    
    01. At the very northwest corner of the district, on a Bell Tower at the top
        of a very large stone arch.
    
    02. An Archer Tower atop of a building above the Market of Good Faith along
        the northeast seawall.
    
    03. An Archer Tower atop a building overlooking the Square of the Helping
        Hand. It's north and center of the district, a few blocks south of the
        north district border. It's also just south of the Plaza of the Water.
        (Pretty hard location to describe, isn't it?)
    
    04. A Bell Tower on top of the Church of the Holy Book to the north-northeast
        of the district.
    
    05. An Acher Tower overlooking the Grotto of the Templar in the very northeast
        corner of the district, on the edge of the Middle District.
    
    06. A Bell Tower on top of a large stone archway along the northeast edge of
        the Middle District, just south of #5.
    
    07. A bird perch at the top of the parapet of the Fortress of Might east
        and center along the eastern seawall. I know it's a lovely view of the
        ocean, but look away from the ocean to synch the map.
    
    08. The top of the Guard Tower of the Rich District, west and center of the
        district. It's just east of the "point" on the map in the center of the
        west edge.
    
    09. An Archer Tower along the west seawall, west of the south side of the
        Cathedral of the Holy Cross.
    
    10. At the very top of the tower at the southwest corner of both Richard's
        Citadel and the district. Once again: look at the city, not the ocean!
        You can look at the ocean all you want AFTER you synch.
    
    11. Reach the roof of the Cathedral of the Holy Cross, then the top of
        the finished spire. Climb the cross and synch. No need to tell you where
        it is, as it is the largest and tallest building in Acre. You can see it
        from just about anywhere.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: View Points
    
    All View Points scaled within the Rich District of Acre.
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    -----------------------------------------------------------
    09.4.5 Acre - Rich District: Save Citizens
    -----------------------------------------------------------
    
    1. Vigilantes - Along the northern district border, just south of the Church
                    of the Holy Father (which is in the Poor District).
    
    2. Vigilantes - In the Square of the Helping Hand, by View Point #3.
    
    3. Vigilantes - In a small alley/street just south of the Church of the
                    Holy Book, to the northeast of the district.
    
    4. Vigilantes - By View Point #6.
    
    5. Vigilantes - Just north of the west end of the Cathedral of the
                    Holy Cross.
    
    6. Scholars - At the southeast corner of the Guard Tower of the Rich
                  District, just west of SC #5. 
    
    7. Vigilantes - On Merchant Street along the east seawall, south of the
                    Fortress of Might.
    
    8. Vigilantes - In a long, wide street just northeast of the Plaza of the
                    Lion, in the southern part of the district.
    
    9. Scholars - In the southeast corner of Richard's Citadel, in a dead-end
                  along the wall.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Save Citizens
    
    All Citizens saved within the Rich District of Acre.
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    -----------------------------------------------------------
    09.4.6 Acre - Rich District: William de Montferrat
    -----------------------------------------------------------
    
    Syncronization Level: 16/20
    
    Head for the Bureau and talk with the Rafique. He will tell you that he has
    heard of your recent exploits, and commends you for accomplishing the tasks
    given to you very well. The Rafique, bored with your presence, asks if this
    is a social visit or if you have work to do. He will then tell you of your
    target, saying that William (your target, dum-dum) is acting as regent over
    Acre while the King fights Saladin. He then goes into a brief history of the
    dealings between King Richard and Conrad de Montferrat (William's son),
    stating that Richard is angry at Conrad, so he keeps William in Acre as a
    regent (more like a prisoner). Altair states that he's "never been one for
    politics", at which the Rafique tells him that each killing committed by
    Altair is a political move, setting the course of the future in the Holy
    Land. Tired of all this talk, Altair learns where to begin investigating
    and leaves the Bureau.
    
    0o0o0o0o0o0o0o0o0o0o0o0o
    Investigations List
    0o0o0o0o0o0o0o0o0o0o0o0o
    
    ------------------------
    1. INFORMER -
    ------------------------
    
    Go to the Plaza of the Lion and talk to the Informer. Oh great. It's the
    snooty one. And he now sends you to find 20 more flags within 3 minutes, a
    test that Al Mualim did not command. Find all 20 flags and report back. The
    Informer is impressed, and tells you his knowledge. William and Richard are
    politely hostile to one another, and William mostly stays inside the Citadel.
    He asks if you will be able to kill this well-protected man inside his own
    fortress, then walks away.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "William retreats to the back of his citadel whenever challenged by King
    Richard's authority. The precarious relationship between the two men seems
    to have spread to their own hosts, causing no small amount of tension. I
    suspect William's citadel to be densely populated with men loyal to him
    alone."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    2. INFORMER -
    ------------------------
    
    Go to the Plaza of the Water and approach the Informer. He will cower and
    scream, "OH GOD! DON'T KILL ME!" before realizing that it's only our
    friendly neighborhood murderer, Altair! He will explain his outburst, as
    two of Richard's Guards are hunting him. The Informer was trying to be a
    dealmaker with the guards, but failed and promptly fled the scene. He asks
    you to be the "Angel of Death and collect their heads before they collect
    mine!". Find them, kill them (no, you can't bring back their heads!), and
    report back. The Informer, greatly relieved by their deaths, tells you of
    his failed deal. He tried to get the guards of Richard's Citadel to leave
    the gates open even if the City Alert was to be triggered. He apologizes
    for his failure, tells you that you must scale the walls of Richard's
    Citadel after your assassination is a success, then goes to walk away.
    He failed Altair? He FAILED ALTAIR? I guess you're going to have to teach
    him a lesson, Tamir-style! (No, I'm kidding! Don't do it! No! No! Gah!- oh
    well... There's one less Informer in the world now...)
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "At the first sign of trouble the citadel's gates will close. Should this
    happen, the only way for me to escape will be to climb the fortress walls."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    3. PICKPOCKET -
    ------------------------
    
    Go to the Market of Good Faith along the northwest seawall and overhear a
    monk and an English Templar discuss William's status and intentions. Follow
    the monk and take his letter. The unsigned letter shows the there is a man
    in the Middle District that is connected to William, and that the people
    of Acre may rise up against this other man.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "William's men fear he is destined for failure, though they dare not turn to
    the King for help. There is mention of a third man - one said to reside in
    the harbor - though he inspires little confidence as well... Uncertainty
    rules the day. It makes men more paranoid - and my work more difficult."
    
    Attachment: Letter
    
    Master:
    Work continues in the Chain District of Acre, though we are concerned about
    William's ability to see this through to the end. He takes his duties a bit
    too seriously, and the people may reject him when the time comes. Without the
    aid of the Treasure, we can ill afford an uprising, lest it recall the King
    from the field, and then your plan will be for nothing. We cannot reclaim
    what's been stolen unless the two sides are united. Perhaps you might prepare
    another to take his place - simply as a precaution. We worry that our man in
    the harbor will become increasingly unstable.
    Already he talks of distancing himself. And this means we cannot rely on him
    should William fail. Let us know what you intend that we might execute it.
    We remain, ever faithful to the cause.
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
                  
    
    ------------------------
    4. PICKPOCKET -
    ------------------------
    
    Go to the Guard Tower of the Rich District and listen to two men talk about
    their plan to kill William. You learn that the walls and rooftops of
    Richard's Citadel are covered with archers, and that these men have made a
    map of the archer locations. Take the map and sudy it. It may prove useful
    later on.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "This map details the position of William's archers. Removing them should
    clear a path for me along the rooftops."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    5. PICKPOCKET -
    ------------------------
    
    Go inside the Fortress of Might along the eastern seawall and evesdrop on a
    conversation between two peasants. You learn that the gates of Richard's
    Citadel are normally open to all, amd that William hired laborers to repair
    the citadel walls. These laborers set up scaffolding on the outside of the
    citadel, allowing a stealthy entrance and exit. The men are glad that "For
    once it seems that things will go our way." One of the men quotes what he
    thinks is the Bible, saying "God helps those who help themselves", at which
    the other man states that that wasn't from the Bible, but instead from one of
    Aesop's fables. He then states that the Bible talks about being patient and
    waiting, but both men agree that patience is NOT a virtue, then part ways.
    Follow the misquoting man and take his map, which shows a possible way
    inside. Be sure to nab the note BEFORE he passes through the Fortress's
    entrance or you'll get caught by the guarding soldiers and the man will
    flee.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Repairs on the citadel are being handled poorly. According to this map,
    a structure has been left standing and seemingly forgotten. I will turn their
    mistake to my advantage."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    6. INTERROGATION -
    ------------------------
    
    Go to the top of the front (east) steps of the Cathedral of the Holy Cross
    and listen to the campaign speeches of William de Montferrat. This man will
    tell the people that King Richard is weak and unstable, and tells everyone
    "Stand up, friends! Do not allow yourself to be debased on the whims of an
    uncertain King! We must rely on men who are stronger in their convictions.
    Men like William of Montferrat!" When he's finished, he will circle the
    cathedral. Follow him around until you find a good fighting spot. Thugs
    encircle the entire place, so expect to fight several at a time. When he
    finally realizes that his jaw is not as hard as your fist, he will relent.
    He will ask you to take his money (a good idea!) and go. Altair, not
    realizing the value of monetary assets, asks how to reach Good Regent
    William. The man states that William is giving a status report to the King,
    and that Richard is leaving today. Both men are sure to quarrel with one
    another, at which Montferrat will retreat to the Citadel and berate his men.
    "He won't see you", states Altair's poor punching bag. Not deterred by this,
    our hooded hero replies, "I need to see him. I never said he needed to see
    me." The man goes to leave, but our friendly neighborhood assassin takes
    his life.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "King Richard is visiting William today, and they're almost certain to
    quarrel. Once they're finished, William will likely return to his citadel to
    brood. He'll spend the rest of the day scolding his men, distracting him from
    everything else."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    0o0o0o0o0o0o0o0o0o0o0o0o
    Investigations List
    0o0o0o0o0o0o0o0o0o0o0o0o
    
    
    Make your way back to the Bureau and talk with the Rafique. The Rafique,
    suprised at your presence, asks what you have learned. When he is satisfied
    with the knowledge you have gained, he will give you the Feather of Death.
    Listen to Altair's voice. Doesn't it sound like the Christian Bale Batman?
    Oh well. Grab the feather, at which the screen will fade to white.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Knowledge
    
    "William and King Richard will meet today, and if the past is any indicator,
    things will go poorly. Afterwards, William will return to his citadel and
    take out his frustrations on the men within. The day's events are sure to
    distract him, providing me with the perfect oppurtunity to strike."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    When you wake up, make your way to Richard's Citadel, or rather the Plaza of
    the Lion in front of it. Several people will be gathered in a loop around the
    gates of the citadel. Merge with the crowd.
    
    -----------------------------------
    | Ancestor's Memory Synchronized. |
    | Now Recording...                |
    -----------------------------------
    
    A very large contingent (about 20 or 30 in total) of Elite Soldiers will rush
    out of the gates, forming a human blockade (much like in Gladiator) to keep
    a large open space clear of people. Several men on horses will ride out (why
    can't I gallop around the city?) There are two men in front, one on a horse
    and one on foot. The man on the horse is none other than King Richard
    himself, while the man on foot is our target, William de Montferrat. Richard
    and William will be in the middle of a heated argument when they arrive. They
    argue over Conrad de Montferrat's latest tactic, the slaughter of 3,000
    Saracen prisoners that were to be used as bargaining chips. Richard does not
    like the fact that William stays in Acre to play politics, at which William
    states that what he did was right. King Richard berates William (and in front
    of everyone, too!) for doing what he thought was good and just, instead of
    following his orders (note the angry glare by William). William asks why
    Richard doesn't trust him, and Richard reminds William of his already high
    status, asking sarcastically if William would like the King's Crown as well.
    Richard ends the argument, saying that he would love to chew the fat more
    but he can't, as there is a war to fight. William gives a sarcastic farewell,
    at which Richard and his men ride away. William turns back, saying that
    Richard will have "no place in the New World". Hmmm... Didn't Abu'l and the
    others mention a New World?... Hmmm.... The guarding soldiers follow William
    back into the Citadel, and you are free to walk around again.
    
    There are several ways to go about this, but I shall list the least
    violent one. Go inside the citadel, and climb a building. Make your way along
    the rooftops to the southwest corner of the fortress / district. Stealth kill
    all the archers, making sure not to let any of them fall to the ground. Keep
    to the rooftops and watch William "berate" his men. The entrance is guarded,
    with several soldiers inside his "office" and two guards dressed in
    civilian attire stand before him. The men say that Richard speaks falsely,
    and that they do not slack on the job. William halfway agrees, but brings
    forth the two civilian-clothed guards as proof of their slaggardly ways. He
    lists their crimes, then has the two men slain as both judgement and a lesson
    to the rest of the guards. He dismisses the rest of the guards, then retires
    to his desk. Wait until all the guards have gone, except the two guarding
    the entrance (they stay put). Now is the time to strike! Get behind William
    and scale the wall downwards until you reach the floor. Sneak up behind him
    and assassinate him! William dies, and the screen fades to white.
    
    Once inside the Animatrix, Altair tells William to rest. William asks what
    Altair knows of his work, and Altair replies that William meant to murder
    King Richard and give Acre to Conrad de Montferrat. William finds this
    amusing, saying "Hah! My son is an ass, unfit to lead his own host!" (Gee,
    what a nice, caring, loving father Conrad has!) William states that Richard
    is no better, as he is a Christian (which makes ole Will here an Atheist,
    I guess). Instead, Acre belongs to it's citizens. Altair does not believe
    William, declaring that William stole the people's food and trained the male
    citizens into soldiers. William responds that the "stolen" food was meant to
    be rationed when the hard times hit, and that he was teaching the citizens
    the merits of discipline and order. He points out that his district is
    crime-free, save the "crimes" commited by Altair and the Assassins. Altair
    states that intentions do not make up for what has been done by William.
    William declares that Altair has not saved the populace of Acre, but instead
    condemned them to a life of sorrow and starvation. He says that Altair will
    see the consequences of slaying William soon enough, and that the blame will
    rest on Altair. William de Montferrat breathes his last, then dies. Altair
    tickles the gaping neck wound with a feather, then leaves the Animatrix.
    
    >><< >><< >><< >><<
    CITY ALERT
    >><< >><< >><< >><<
    
    The two guards at the entrance will attack, and possibly the patrol just
    ouside, so slay them. Scale the walls, picking off any archers along the
    way, then jump of the west side of the north wall into the bale of hay
    (the gates are shut, it's the only way!). Make your way back to the Bureau.
    
    
    The Rafique asks for news of your mission, at which Altair tells of his
    victory. Altair asks why William had to die now, as the Crusaders require
    unity. The Rafique halfheartedly tries to persuade Altair that it was best
    to deal with it now, before Richard could find out about William's treachery.
    Altair says that it was not William's plan to kill Richard, but the Rafique
    disagrees and bids Altair to go and seek answers from Al Mualim. Altair
    walks out and the screen fades to white.
    
    When you wake up, the mission will be completed.
    
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    ACHIEVEMENT UNLOCKED!
    
    THE BLOOD OF A LIEGE-LORD (25G)
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Assassination
    
    "William of Montferrat sought to kill King Richard. I had assumed he meant to
    do this for his son, Conrad, but it seems I was in error. His wish was for
    the people to inherit the land, free from the whims of petty tyrants. A 'new
    world', he called it. What is the meaning of these cryptic words? I shall
    have to ask Al Mualim."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    Fast-Forward to Masyaf.
    
    
    
    <><><><><><><><><><><><><><><><><>
    Assassin Rank 6: Expert Swordsman
    <><><><><><><><><><><><><><><><><>
    
    Synchronization Level: 17/20
    
    Once again Al Mualim is behind his desk, and once again you must give account
    of your latest deeds. Al Mualim is just closing the lid of the Templar
    Treasure (from Solomon's Temple) when you arrive. He asks of the outcome
    of the mission, and Altair coldy replies that he has met with success.
    Al Mualim notices that Altair is thinking hard about something, and asks what
    Altair is thinking. Altair declares what we have all been thinking up til
    now, that the men slain by his hand have told him riddles and vague plans.
    He states that he has asked Al Mualim for answers, but has recieved none.
    So he states that he won't put up with this anymore. Al Mualim aks what right
    Altair has to say "No More!", so Altair replies that since he's the one doing
    the dirty work, and if Al Mualim wants the assassinations to continue, he
    will have to come out with what he knows. Al Mualim tells Altair to watch his
    tone, at which Altair tells his master to stop the deception. Al Mualim
    reminds Altair of his lost honor, at which Altair gruffly replies, "Not lost;
    taken by you. And then you sent me to fetch it again like some damn dog!" Al
    Mualim is angered by the insolence of Altair, so he picks up a sword, ready
    to slay his student. Altair stays his master's blade, reminding him that he
    (Altair) is the only one capable of assassinating these targets. Altair then
    brings back what Al Mualim told him before, that the answers would come when
    one didn't need to ask it. So he doesn't ask, he demands to know what binds
    these men. Al Mualim concedes that the men are closely connected to one
    another, saying "Non nobis Domini non nobis". Templars!
    
    (Translation: Not unto us, O Lord, not unto us - which is a Templar Motto.)
    
    Al Mualim will say that all the men you have killed, and the ones to kill in
    the future, are controlled by one man: Robert de Sable. Al Mualim goes on to
    say that they seek World Domination, and that any who stand up against them
    will be destroyed. Altair, much less angry, asks why this fact was kept from
    him. Al Mualim replies that he wanted Altair to find it out on his own, and
    anyway, he still is unconfident in Altair's allegiance to the Brotherhood.
    Altair asks about the Templar Treasure, but his master puts it off until
    later, consoling Altair that at least he (Al Mualim) has it now. Al Mualim
    "benovelently" bestows (I earned it, you freak!!) another rank, then asks
    how Altair knew he would not be slain. Altair replies, "Truth be told,
    Master, I didn't. I took a Leap of Faith." Al Mualim turns and looks out
    his window.
    
    <><><><><><><><><><><><><><><><><>
    
    You've been Promoted!
    
    New Weapon Gained: Extra Throwing Knives
    
    <><><><><><><><><><><><><><><><><>
    
    Alright! Your stock of knives has just doubled to 10 knives, making you
    have to pickpocket two Thugs for a full amount.
    
    Leave the Assassin's HQ, and... Hooray! The Assassin Trainer isn't
    blocking your path with another time-wasting tutorial!
    
    Head to the Kingdom Entrance and choose to go to Jerusalem.
    
    You know the routine: View Points, Save Citizens, Investigate...
    
    Let's get started.
    
    
    -----------------------------------------------------------
    09.4.7 Jerusalem - Poor District: View Points
    -----------------------------------------------------------
    
    01. A bird perch on top of a stone archway north and east-center of the
        district, along the edge of the Rich District.
    
    02. A bird perch at top of the north side of the Synagogue of the Jewish
        People, in the southeast corner of the district.
    
    03. A yardarm off the side of the dome on top of the Chapel of the Cross
        at the southernmost point in the district.
    
    04. A yardarm off the side of the dome on top of the Chapel of the Agony
        in the southwest of the center of the district.
    
    05. The top of the Guard Tower of Hananeel in the northwest of the district,
        by the edge of the Middle District.
    
    06. A minaret at the top of the Mosque of the Scimitar of Allah in the
        southwest corner of the district. Make sure to look away from the wall
        if you want to synch the map...and not just synch the wall... .
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: View Points
    
    All View Points scaled within the Poor District of Jerusalem.
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    -----------------------------------------------------------
    09.4.8 Jerusalem - Poor District: Save Citizens
    -----------------------------------------------------------
    
    01. Vigilantes - In a small street in the corner between all three
                     districts, north and center of the district.
    
    02. Scholars - A small street just southwest of the northeast corner of
                   the district.
    
    03. Vigilantes - An open street in the northeast area of the district,
                     just south of View Point #01.
    
    04. Vigilantes - A small corner just south of Save Citizen #01.
    
    05. Vigilantes - Just southwest of Save Citizen #04 and northeast of
                     the Chapel of the Agony.
    
    06. Vigilantes - Just west of the Synagogue of the Jewish People and
                     northeast of the Chapel of the Agony.
    
    07. Vigilantes - Just west of the Chapel of the Agony.
    
    08. Vigilantes - Just east of the Mosque of the Scimitar of Allah,
                     along the southern city walls.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Save Citizens
    
    All Citizens saved within the Poor District of Jerusalem.
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    -----------------------------------------------------------
    09.4.9 Jerusalem - Poor District: Majd Addin
    -----------------------------------------------------------
    
    Synchronization Level: 18/20
    
    I believe that through a really big mess-up, the first time through Jerusalem
    you go to the Rich District, while the second time you go through the Poor
    District, which is the exact opposite of Damascus and Acre. For one,
    shouldn't a Slaver (Talal) be in the Poor District, while the Regent of
    Jerusalem stay in the Rich District? And for another, this way violates the
    order of districts in the other two cities. What a very huge mess-up. Oh well,
    guess someone in the Development Team caught it BIG time when the game was
    released...
    
    Head to the Bureau and talk with Malik. Altair tells Malik to have, "Safety
    and Peace", and Malik wishes that the city had either. He asks you why you
    trouble him, so Altair tells of his mission. Malik offers a few details about
    your target, Madj Addin. Saladin has not been in town lately, so Majd
    appointed himself ruler of the city. Addin uses fear and intrepidation to
    keep his subjects from revolting, as he knows that he has no true claim to
    the office which he holds. Altair declares that Majd's life ends today, at
    which Malik replies that this man is much harder to kill than Talal. He tells
    you to plan your attack carefully, so Altair asks Malik where he should begin
    his search. Malik, impressed by the request (as he expected a demand) for
    help, and gives you a few locations to check out. Leave the Bureau and begin
    your Investigations.
    
    0o0o0o0o0o0o0o0o0o0o0o0o
    Investigations List
    0o0o0o0o0o0o0o0o0o0o0o0o
    
    ------------------------
    1. INFORMER -
    ------------------------
    
    Go to an open street west-northwest of the Chapel of the Agony and southwest
    of the Guard Tower of Hananeel and talk to the Informer, who is by a tree.
    The Informer, who greets you as "Grandmaster", tells you that he must kill
    two of Majd Addin's personal guards as a test of stealth and loyalty. He does
    not feel competent, so he asks you to show him how (and by doing so passing
    his test for him!). Kill the two guards (they have steel feathers on their
    helmets) silently and come back. He will praise your success, then share his
    story with you. He was cleaning the Temple steps when he overheard a group of
    scholars state that they could slip past the guards at the Execution Platform
    quite easily, and in fact walk on the platform while an execution takes place.
    Timing your entry carefully will allow you to use these helpful friends.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "The scholars are likely to cause a disturbance at the entrance to the
    execution plaza. If I time my entry properly, they could provide a nice
    distraction for the guards."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    2. INFORMER -
    ------------------------
    
    Go to a small and dark alley in the northwest corner of the southwest corner
    of the district/map and talk with the Informer (you can sit on the bench if
    you like). The Informer at first wonders if he could be of any use to you, as
    he hasn't been in town for awhile (Majd put a bounty on his head, too bad
    we can't collect it...). Three of Majd Addin's guards are after him, so he
    asks you to slay them. Slay them without a fight, noting that one is on top
    of a roof, then return to the Informer. The Assassin, elated at the good
    news, now understands why "they call you The One!", then searches his memory
    for something useful. When he finally thinks of something, he will share the
    fact that Majd Addin likes to lecture his victims, turning his back to the
    crowd, before executing the prisoners. He asks if that was helpful, then
    walks away. That wasn't very helpful at all! I wonder if that bounty is
    still good...
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Majd Addin enjoys lecturing his prisoners before executing them. While doing
    so, he turns his back to the crowd. It is the perfect moment to strike."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    3. EAVESDROP -
    ------------------------
    
    Go to the southwest corner of the small area surrounding the Chapel of the
    Cross and sit on the only bench in the small alley. Listen to the two men
    talk about the upcoming execution. Uh oh. It seems one of the men to be
    executed is one of the men's son. Obviously, he is sorrowful and enraged
    at this, and demands to see Majd himself. The other man tries to persuade
    him that Majd will not stay the blade, as he loves a good execution. They
    hurry off, hoping to be able to stop the man's son from dying. Remember
    these two men, as you will see them later.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "It seems there will be an execution today and Majd Addin will be in
    attendance. In fact, he'll be performing it himself. I should endeavor
    to learn where this morbid event will take place."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    4. PICKPOCKET -
    ------------------------
    
    Go to the street just northeast of the Synagogue of the Jewish People and
    focus on the civilian and guard standing off the side of the road, blocking
    the entrance of an alley. The guard tells the civilian that there is to be
    another execution today, and that all must go well. The civilian has a map
    of the archers' locations during the execution. The guard then confides that
    Addin fears for his life, as he believes that "they" (meaning our lovable
    blood-soaked Altair) have infiltrated the city. Both men wish for the 'best',
    then part ways. Follow the civilian and take his map. Study it, as you may
    have to take out the archers before taking on Mr. Majd.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "I've found a map detailing the location of the guards attending today's
    execution. This will make things much easier."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    5. PICKPOCKET -
    ------------------------
    
    Go to the small street just northwest of the Synagogue of the Jewish People
    and overhear two carpenters talk about preparing the stage for another
    execution. The men, grieved at all the executions, wish that Saladin would
    return and put an end to Majd Addin's Reign of Terror. One man tells of how
    Majd was once a simple scribe, but "accidents" just 'happened' to the
    previous Regents, leaving the position to him. The other man tells him to
    be quiet, as they could be charged with treason and executed on the very
    platform that they are setting up. They return to work, not mentioning that
    one of them has something useful. Altair, being the intuitive sort, realizes
    that one of the men holds information. Follow him and take his map BEFORE
    he reaches the guarded entrance. The map shows the location of the execution
    platform, a detail that you most likely already knew.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Majd Addin is rumored to have reached his position through nefarious means.
    These rumors are likely true, as those who preceded him all met with
    mysterious and untimely ends. The men from whom I learned this carried a map
    detailing today's execution. It will occur near the western edge of Solomon's
    Temple."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    6. INTERROGATION -
    ------------------------
    
    Go to the Speaker's Platform of the Regent, which is just northeast of the
    Mosque of the Scimitar of Allah. Listen to this very legalistic preacher
    preach the mercy and wrath of Majd Addin. When he is done, follow him until
    he goes up a set of steps just past the water well. Show this Mr. Legality
    just what a little lawlessness can do: Slug him! He will fight well, but
    will eventually acknowledge the power and strength within your hands
    (Translation: you hit him too hard and now he's crying uncle!) and tell you
    what he knows. It seems he knows Majd Addin very well, so Altair asks how
    important the law is to Jerusalem's Regent. The man declares that the law
    is simply a veil, meant to cover up the fact that the executed prisoners are
    not really criminals or lawbreakers, but dangerous to Majd's plans of
    controlling the city. This man doesn't know who Majd works for, but states
    that Majd is usually most talkative during an execution, when his hands are
    covered in blood (Strange, I'm most talkative after a good meal...). Altair
    doesn't give the man a chance to leave, immediately ending his life before
    he has a chance to finish talking. Oh well, the guy might have had something
    else of use to say, but Altair's ole' Trust Rusty Hidden Blade kind of
    ruined that...
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Majd Addin seems to have goals of his own, separate from those of his
    leader, Saladin. He's executing innocent people, labeling them enemies of
    the city. There seems to be no method to his madness, and so now fear grips
    Jerusalem. No one knows when he or she might be dragged before his blade. Is
    he simply drunk with power, or is there some greater purpose I've yet to
    find?"
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    0o0o0o0o0o0o0o0o0o0o0o0o
    Investigations List
    0o0o0o0o0o0o0o0o0o0o0o0o
    
    
    Head back to the Bureau. Malik asks you why you have returned, belittling you
    by calling you a novice. Altair tries to defend his honor, but Malik will
    hear none of it. Altair, not wanting to get into an argument, asks for Malik
    to finish, and then tells what he has learned, stating that it should be a
    breeze. This flippancy gives Malik confirmation that Altair is indeed a
    novice (in HIS not-so-humble opinion), as one should always hope for the
    worst. Altair, tired of EVERYONE lecturing him (even his targets lecture
    him!), asks if Malik is through. Malik replies that one of the men to
    be executed is a fellow assassin, and that you must be sure Majd Addin
    doesn't kill him. Altair obtains the feather, then a long and awkward
    silence plays out until the screen FINALLY fades to white!
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Knowledge
    
    "One of the men Majd Addin intends to execute is an Assassin. I must conclude
    my search quickly and see to it no harm comes to this Brother of mine."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    When you wake up, make your way to the Execution Platform via the rooftops,
    killing any archers surrounding the plaza. Drop down into the crowd to begin
    the Assassination.
    
    NOTE: The execution that follows is decidedly (by nearly everyone) not as
    awesome  or intersting as the one in the on-disc trailer.
    
    -----------------------------------
    | Ancestor's Memory Synchronized. |
    | Now Recording...                |
    -----------------------------------
    
    Majd Addin will walk out of a doorway, making a rockstar-style entrance.
    The people cheer him (Hey, it's the Middle Ages. An Execution made good
    entertainment back then!), and he raises his fist into the air. Note how
    many guards there are; this is going to be a tough piece-of-cake! The
    prisoner on the far left is our fellow assassin, so keep that in mind.
    Majd Addin cries out, "SILENCE! I DEMAND SILENCE!!" He then states that
    he has a warning, saying that there are malcontents among the crowd that
    seek to corrupt the city. He asks thecrowd if they truly want to be "mired
    in deceit and sin", at which several voices shout that they would not.
    Majd Addin is pleased by the devotion of the citizens, stating that the
    evil among the people must be cleansed so that everyone might be
    "redeemed." Two men start to shout that "This is not justice!" Well, well.
    It's our two men from the Eavesdropping mission. This should prove
    interesting. An archer is seen readying his bow. The men shout "All
    of you stand here, complicit in this crime! GOD CURSE YOU ALL!!!!" They
    run for Majd, only to be slain by arrow and sword. I wonder what the
    poor son up on the stage thought. Never matter, as Majd turns their
    death into a teachable moment, saying that the two dead men sought only
    to kill and corrupt. He then turns his attention to the prisoners, telling
    the people that these four are filled with sin: "The Harlot, the Thief,
    the Gambler, and the Heretic. Let God's judgement be brought down upon
    THEM ALL!!!!" There's no possible stealthy way, so just storm the whole place
    before any of the prisoners die. Kill all the soldiers and then go for
    Majd. Get him on the ground then assassinate him while he is down. Majd
    dies, and the screen goes white.
    
    Altair tells Majd Addin that his work is finished, but Majd replies, "No! NO!
    It had only just begun!" He then goes on to say that the other Templars
    wanted the city, but he had found an opportunity to claim what he had always
    wanted: Power. Altair states that Majd was murdering innocents, but Majd
    replies that they were not so innocent, as they spoke against him. He then
    says that he did not kill them because they worked against him but instead
    "Because I could! Because it was fun!" He then goes on to say "I was like
    A GOD! You'd have done the same if you could. Such Power!" Altair replies
    "Once, perhaps. But then I learned what happens to those who lift
    themselves up above others." Majd asks what does happen to those. Altair
    replies gently "Here, let me show you." and then stabs Majd Addin in the
    neck a second time! Majd Addin dies, and Altair obtains the blood sample
    on his lily white, I mean blood red feather.
    
    
    >><< >><< >><< >><<
    CITY ALERT
    >><< >><< >><< >><<
    
    Make your way back to the Bureau and tell of your success. Altair will
    state that city election primaries will be held soon, and Malik agrees. Malik
    then comments on how your work was acceptable, but unremarkable all the
    same. Malik then states that he is troubled by Altair's desire of praise
    for a job well done. Altair remarks that everything he does seems to trouble
    Malik, and Malik tells you to think about that while on your way back to
    Masyaf, then dismisses you.
    
    When you wake up, both the mission and the Memory Block will be completed.
    
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    ACHIEVEMENT UNLOCKED!
    
    THE BLOOD OF A REGENT (25G)
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Assassination
    
    "Majd Addin was mad. He killed because he enjoyed it. Jerusalem shall be free
    of his reign, and my deed has been accomplished. Though it appears he
    betrayed them, he claimed membership within the same brotherhood as the
    others I have killed. What is this brotherhood? Why do they seek to control
    the cities? Al Mualim will have answers, he must."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    When you arrive in the real world again, Warren will be talking to someone
    on his cell phone about you, then tell you that "You're in a lot of trouble!"
    Apparently, the Assassin Brotherhood is sending a rescue party to pick you
    up, and Warren isn't happy. Obviously, you had nothing to do with them
    coming, but Warren doesn't believe you. He walks out, then Lucy tells you
    that Warren and the rest of Abstergo are actually Templars (that explains the
    cross design on all the doors...), and the story of Altair never ended. In
    fact, you're (Desmond) the main character! She, however, doesn't think that
    the Templars are bad, just misguided. She believes that their end goal is
    good, but the ends do not justify the means. Warren calls Lucy (on her
    cell phone) to a urgent meeting, so she has to leave. She departs saying,
    "The answers to all your questions are right in front of you. You just have
    to know where to look." Go inside your cell so she doesn't get in trouble,
    then go to sleep.
    
    
    -:-:-:-:-:-:-:-:-:-:-:-:-
    
    MEMORY BLOCK COMPLETE
    
    -:-:-:-:-:-:-:-:-:-:-:-:-
    
    
    
    
    
    *****************************
    *****************************
    
    09.5 Memory Block 5
    
    *****************************
    *****************************
    
    When you wake up the next morning, your door will open. Walk outside
    your cell and towards the Animus. Desmond will say, "Well, I missed you
    this morning, Doc.", but Warren, who is not in a good mood, barks for you
    to "Get in the Animus!" So, do what the doctor ordered and go on another
    trip down Memory Block Lane.
    
    
    <><><><><><><><><><><><><><><><><>
    Assassin Rank 7: Warrior
    <><><><><><><><><><><><><><><><><>
    
    Synchronization Level: 19/20
    
    Yet again we find ourselves in front of Al Mualim inside his library. Doesn't
    he ever get out? You know, maybe they could have lunch or go for a stroll
    through Masyaf while talking. I guess Al Mualim is just another indoors-type
    old fogey with nothing to do. Nothing, that is, except hold a big silver ball
    in his hand and rub it like a genie lamp.
    
    Altair asks about his latest targets, as they all were appointed to their
    positions by their masters, but were planning to betray and overthrow their
    superiors. Al Mualim states that the answer is obvious; because the Templars
    are Major League Control Freaks, desiring absolute power over the entire
    planet! (Sounds like the US Government to me...) Al Mualim then states that
    the Templars cannot succeed with their mad quest, as he holds their treasure
    (literally!), which is known as the Piece of Eden. In fact, he is holding it
    as he talks to Altair. Altair asks what the Piece of Eden is, and Al Mualim
    replies that it is pure temptation. Altair, unimpressed, declares the obvious
    by saying, "It's just a piece of silver." Al Mualim tries to make him believe
    in it's power, saying that this was the fruit that banished Adam and Eve from
    the Garden of Eden (that's how the Piece of Eden got it's name, dum-dummy!),
    that it allowed Moses to perform his miracles, that it started the Trojan
    War, and that Jesus Christ himself used it. Talk about bad theology! This
    dude needs to READ HIS BIBLE!
    
    Altair, still unimpressed, asks his master how it works. Al Mualim tries to
    make him look at it, saying that who looks upon it sees whatever the holder
    of the Piece wants that person to (Note how Al Mualim looks at and rubs it.
    It looks like Gandalf fell for the Precious!). Altair links this with what
    his targets were doing, and Al Mualim tells him that the Templars intend to
    make a perfect world. 
    
    Altair vows that the Templars must never have this Piece of Eden, and his
    master tells him that Robert and the rest of the Templars will fight for it
    to their last man. He then tells you that what you've been doing, and what
    you're going to do, is to weed out the Templars even to the last man. He
    then sends you to Acre after a man called Sibrand and after that to kill
    a certain Jubair in Damascus. He warns you that most of the City Guards
    will be on the lookout for you, as they know about the Man in the White Hood.
    
    Altair replies that he is but a Blade in the Crowd; and Al Mualim, grateful
    for your good work, grants another rank and a new sword. Oh, goody! A new
    sword! My old one was getting a rather blood-reddish tint to it...
    
    Without further ado, let us head for the smelly, stinky, grimy and all around
    wonderful city of Acre!
    
    <><><><><><><><><><><><><><><><><>
    
    You've been Promoted!
    
    Ability Gained: Defense Break
    
    <><><><><><><><><><><><><><><><><>
    
    
    You've probably seen, and experienced, the fact that the more powerful
    enemies could knock your sword out of the way and attack your body directly.
    Now, with Defense Break, you can do the same to them! Step towards an enemy
    while in combat, then attack the EXACT second your foot lands. You will
    temporarily remove their defense, allowing you to strike. Note that this
    ability takes the same timing as a Combo Kill.
    
    Oh well. When Al Mualim said that the City Guards were on the lookout for
    you, he wasn't kidding! Most of the guards and soldiers will be informed most
    of the time, which makes it tougher on you. (And no, you can't rip down
    Notoriety Posters or chase down Public Officials! This is Altair, NOT Ezio!
    I know, it stinks...)
    
    Ride for Acre and head towards it's Middle District.
    
    
    -----------------------------------------------------------
    09.5.1 Acre - Middle District: View Points
    -----------------------------------------------------------
    
    01. The top of the Guard Tower of the Middle District in the southwest
        corner of the district. Be sure to look east for the best synch.
    
    02. An archer tower just east of VP #01 and just west of the southern
        entrance into the Port of Acre. As the sea is to the south, a wall
        is just east, and the west has already been synched: look north.
        It overlooks the Market of the Royale Standard.
    
    03. An archer tower near the west edge of the district, just southeast of
        the Church of the Holy Mother.
    
    04. An archer tower just west of the Chapel of St. Mark, southwest of St.
        James Gate, and north of the Port of Acre. (It's near the Interrogation
        Mission!) Look east or north.
    
    05. The highest parapet of the Fortress of Strength in the northeast corner
        of the district. Scale from the southeast wall, and don't be fooled by
        the yardarm (or bird perch). Instead, reach the highest level and sit
        on the northwest corner of the parapets, facing southwest.
    
    06. An archer tower overlooking the Chapel of St. Stephen to the north
        and center of the district.
    
    07. An archer tower just east of St. John's Gate and just west of the
        Courtyard of the Iron Hand in the northwest corner of the district.
    
    08. A Bell Tower on top of the Church of the Holy Mother, at the center of
        the west edge of the district.
    
    09. The top of the lighthouse at the southeast corner of the Port of Acre
        and the district. Reach by boat-hopping.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: View Points
    
    All View Points scaled within the Middle District of Acre.
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    -----------------------------------------------------------
    09.5.2 Acre - Middle District: Save Citizens
    -----------------------------------------------------------
    
    01. Scholars - On the northwest side of the Church of the Holy Mother, at
                   the center of the west edge of the district.
    
    02. Vigilantes - In the Courtyard of the Iron Hand north and center
                     of the district.
    
    03. Vigilantes - Inside the walls of the Fortress of Strength in the
                     northeast corner of the district.
    
    04. Vigilantes - On a long and wide road east of the Church of the Holy
                     Mother and south-southeast of the Chapel of St. Mark.
                     (It's also just northwest of the Alley of the Lamplit Shop)
    
    05. Vigilantes - Just east of the Assassin's Bureau, which is in the
                     Poor District.
    
    06. Vigilantes - By the unguarded gate into the Port of Acre, just north of
                     the southernmost gate into the Port. (It's in the Market
                     of Bounty)
    
    07. Vigilantes - Along the north wall (and inside) the Port of Acre.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Save Citizens
    
    All Citizens saved within the Middle District of Acre.
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    ACHIEVEMENT UNLOCKED!
    
    DEFENDER OF THE PEOPLE: ACRE (20G)
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    
    -----------------------------------------------------------
    09.5.3 Acre - Middle District: Sibrand
    -----------------------------------------------------------
    
    Synchronization Level: 20/20
    
    Head to the Bureau as usual to begin your Investigation. *sigh* With all
    this red tape, it looks like the US Government was created by the Assassin
    Brotherhood! The Rafique is unusually cheerful, and tells you that Sibrand
    is the "newly appointed leader of the Knights Teutonic" and that he mostly
    stays inside the Port of Acre. He will give you a few places to search, and
    Altair turns to go. Before you leave, however, the Rafique will apologize
    for doubting your loyalty. Darn straight he should! Altair, unlike the
    heartless, arrogant, and all-around great fella that he's always been,
    does not accept his apology because he believes the HE (Altair) messed up!
    
    WHAT??? ON??? EARTH??? Oh well, so much for the game's protagonist. Leave
    the Bureau with this sissified assassin and start your Investigation.
    
    0o0o0o0o0o0o0o0o0o0o0o0o
    Investigations List
    0o0o0o0o0o0o0o0o0o0o0o0o
    
    ------------------------
    01. INFORMER -
    ------------------------
    
    Go to the small plaza on the northeast side of the Church of the Holy Mother
    and talk to the Informer (he's behind a small wall). The Informer tells you
    that "Demons are after me!" (Shouldn't he hire an exorcist?) He then
    clarifies the matter by restating the fact that there are five Knights
    Tuetonic after him, but they chase him like demons. He then asks you to tell
    them to go away with your blade, as that's the only language they understand.
    You have four minutes to track down and stealth-kill five Knights, so hurry.
    Come back (without becoming exposed) and give the Informer the good news. He
    will cry "The demons are back in Hell! I am a saved man!", give you a map of
    the archers and patrols in Acre's Port, then walk away. He says he's going
    "Back to Masyaf to cleanse my soul!" Well...
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "This map details the paths taken by Sibrand's guards within the docks
    district. I should keep it close should mt travels bring me there - and I
    suspect they will."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    02. INFORMER -
    ------------------------
    
    Go to an alley just south of the Fortress of Strength and just west of St.
    James Gate and talk with the Informer. He will ask "Did they let you into
    the city or did you fight your way in?", (which is a humorous question if
    you just finished a fight in front of him!) then ask for your assistance.
    It seems he was trying to be a Don Juan Paramour last night and tried to
    get funky with a Teutonic Knight's wife. Well, he should choose his
    conquests more carefully, but I digress. Now, three knights are after him
    and must be slain (stealthily) before the three minutes are up (plus you must
    return to the Informer before that time). Kill the three knights and come
    back. The Informer will tell you that you're lucky, because you're still
    alive. You lucky? It should be him who's lucky to be alive, doin' the funky
    groove with a Knight's fair lady and all that! But, oh well. He will give
    you this morsel (and I mean MORSEL!) of information: "The only thing worse
    than a drunken sailor is one that is also angry." He then walks away,
    (presumably after another woman) leaving you wondering if he was even worth
    saving...
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "The only thing worse than a drunken sailor is one who is also angry. Such
    distractions will make my work more difficult. I should endeavor to avoid
    these troublemakers at all costs."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    03. EAVESDROP - 
    ------------------------
    
    Go to St. John's Gate (in the northwest corner of the district) and sit on
    the east bench for the best view. Focus on the two guards talking and
    listen. They're talking about someone (obviously Sibrand) who has a
    half-crazed paranoia that's making life rough for the guards. They say that
    he's made the Port his home, and that he's planning something at sea. They
    stop talking when a blond-headed archer walks up. He asks, in a Robert de
    Sable-style french accent "What's the meaning of this? The two of you here
    in a corner- whispering, plotting!?!" He then asks what secrets they were
    keeping, and they tell him that he's misunderstanding them. The archer
    curses the Assassin Brotherhood, then shouts out at [unknown to him] you:
    "DO YOU FIND THIS AMUSING? DO YOU??? Well, laugh while you can!" He then
    orders the two men to double all the patrols, even if it means calling men
    from the battlefield. He then leaves, and the guards walk away.
    Don't look now but that french archer was your target, Sibrand! Why didn't
    Altair jump at him when he had the chance? Oh wait, I forgot. Bureau
    Feather Required! Red Tape Hold-Up! Extremely Possible Frustration! I'm
    ending all my sentences with exclamation points!
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Sibrand is paranoid. His fear of the Assassins has him cowering deep within
    the docks. Reaching him may be simple, finding him may not."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    04. Pickpocket -
    ------------------------
    
    Go to the Market of the Happier Times, which is southeast of the Church of
    the Holy Mother and directly north (on the map) from Investigation #05:
    Pickpocket. Focus on the guard and old man in the corner. The ornery old man
    is very adamant, and he says no. It seems that Sibrand made an offer to buy
    his dock, then issued an order to the man. The old fogey and the guard argue
    (humorously), but the old man still refuses. He finally shoos the guard away,
    saying he'll think about it. Follow the crusty old sea dog and take his
    letter and map. The map gives a general overview of the Port, along with an
    outline of a blockade. The letter, however, is almost a death threat. Sibrand
    is demanding that the old man sell his dock; and that if he does not sell,
    the dock will be siezed and the old man will be thrown in jail to be
    executed. What a nice letter. I think I'll hire police protection... oh
    wait. Sibrand IS the police, and the authority... Weren't the Middle Ages
    great?
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "It appears the northern docks are void of Sibrand's knights. I should have a
    little less trouble making my way through there."
    
    Attachment: Letter / Map
    
    Occupant of the Northern Docks,
    
    This will serve as your final warning.
    
    Under order of the King, the Teutonic Knights have been given jurisdiction
    over Acre's port all immediate surroundings. "ALL IMMEDIATE SURROUNDINGS!"
    You have refused to relinquish the Northern Docks, denying access to my men,
    time and time again. Such disobedience will not be tolerated.
    
    Accept the coin that's been offered to you in compensation and be on your
    way. Refuse and you will leave us no choice but to sieze your property and
    bring charges for conspiring against the King. Such a crime is punishable by
    death!
    
    When next we come, there will be no letters - only irons.
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    05. Pickpocket -
    ------------------------
    
    Go to the Market of the Royale Standard to the south and center, along the
    south seawall and by the south gate into the Port. Brush aside the beggars
    and listen to the two men in the center of the place. These workers just put
    a lot of supplies on Sibrand's personal ship, as Sibrand intends to flee
    Acre. They say that Sibrand is scared of something, then go different ways.
    Follow the man with the letter and take said letter. Read it to find out that
    it is nothing but you and your past victories that have him scared, and
    rightfully so. After all, who was the slick, sly, dashing and debonaire hero
    who has slain so many in so short a time? You've made quite a character (and
    a name) of yourself, it seems! Congratulations!
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Sibrand will soon retreat to his private vessel, believing himself safe
    surrounded by water. It will be difficult to approach his ship unseen, but I
    will find a way."
    
    Attachment: Letter
    
    Master:
    
    The situation here is dire. Stories of the Assassins and their evil deeds
    continue to plague me. Our losses at their hands have been substantial -
    both in Acre and our other holdings. I fear they come for me next. I have
    asked my men to increase their patrols throughout the city (and especially
    the docks), but they have proven quite resourceful. Can I even trust my men?
    How many of them might be in league with our enemy?
    
    I have made plans to move to sea. As soon as she is ready, I intend to board
    my ship and be away. It is, perhaps, the safest course of action. Surrounded
    by water, and guarded by my most loyal men, it will be difficult for anyone
    to approach unseen. Should you have any further orders for me, now would be
    the time to deliver them, before my ship arrives.
    
    Yours in Peace,
    
    Brother S.
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    06. Interrogation -
    ------------------------
    
    Go to the Chapel of St. Mark, which is just north of the Port of Acre (and
    by VP #4) and listen to this propoganda machine spout his... um... well...
    propaganda! (no duh!) He will say that Sibrand owns the Port, and that anyone
    and everyone with a boat or dock MUST give them up for the war effort (sounds
    like Red Russia or 1944 Germany), or the same fate of the old dock owner will
    be given to them as well. When he's done talking, follow him until he gets
    to the steps leading down from the Chapel (and to the Street of the Royale
    Guard). Throw him into the dark alley off the side of the top of the stairs,
    and keep him there. When he decides that a punching bag is not his life
    calling, he will talk. He, at first, mistakes you for an angry boat owner,
    but Altair says that he doesn't even own a boat and just wants to know why
    Sibrand wants all these docks and ships. The man answers that it is for a
    blockade by sea, to keep Richard from sending non-Templar reinforcements to
    Acre. The man doesn't know why, so Altair kills him (as usual). I guess the
    man should've had more info, as it might have given him an extra minute or
    two of life. Ah well, such is life... I mean death.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Sibrand plans to install a naval blockade, preventing King Richard, his own
    King, from receiving reinforcements in the war against the Saracens. What
    would motivate Sibrand to such treason?"
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    0o0o0o0o0o0o0o0o0o0o0o0o
    Investigations List
    0o0o0o0o0o0o0o0o0o0o0o0o
    
    
    Once again: Go to the Bureau to play "Rafique, May I?" Altair informs the
    Rafique of his knowledge of Sibrand, and the Rafique asks how Sibrand knows
    of his eminent demise. Altair informs him of the connection between all the
    men he's killed, then obtains the feather. The Rafique, now playing the role
    of a mother, tells him to be careful. Altair states that he will play on
    Sibrand's fear, then the screen will fade to white.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Knowledge
    
    "Sibrand now hides within Acre's port, made mad with fear. He knows the
    Assassins have come for him. He believes retreating to his vessel will
    keep him safe. But all he's done is ensure I know exactly where to find
    him..."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    When you wake up, go through the Port entrance by the Market of Bounty and
    head north along the waterfront. You will come to a large group of people
    formed in a ring around two men. Merge with the crowd.
    
    -----------------------------------
    | Ancestor's Memory Synchronized. |
    | Now Recording...                |
    -----------------------------------
    
    The two men in the center of both attention and the ring are Sibrand and
    an elderly priest. Sibrand paces about the priest, suspecting him of
    treachery. Sibrand says that no one will vouch for the man, and the priest
    replies that he is but a simple man. Sibrand starts freaking out, saying that
    the priest is "Not a Man of God BUT AN ASSASSIN!" Sibrand believes that since
    the man wears a white robe, he must be an assassin. The preist defends
    himself, saying that the Assassins wear white robes to "instill uncertainty
    and fear", and that Sibrand must not give in (to the fear). Sibrand, crazed
    by fear, sees this as questioning his sanity and authority and roughs up the
    poor priest. The wretched man cries out that he has done nothing wrong, which
    was a bad choice of phrase. Sibrand says that he never accused the priest of
    doing anything, which makes his statement "a little odd." Sibrand then
    screams, "IS IT THE PRESENCE OF GUILT THAT COMPELS A CONFESSION???" And now
    the ill-fated priest makes his biggest, and last, error. He mildly states,
    "But I confess nothing!" Oops! Sibrand tells the priest that "You're defiant
    to the very end!", which the poor, stupid priest does not understand. Sibrand
    declares that both William and Garnier did not take the necessary
    precautions, and because they didn't they died. By now the poor imbecilic
    priest is cowering and groveling on the ground. Sibrand, stating that he won't
    make their mistake, shouts, "If you truly are a Man of God, then surely the
    Creator will provide for you! LET HIM STAY MY HAND!". The priest points out
    Sibrand's insanity, beseeching the crowd to help him. After no one stands up
    for the priest, Sibrand cries out "What I do: I DO FOR ACRE!" then slays the
    very much misunderstood priest (The Moral: Think before you speak!). He
    cleans his sword, then gives his guards a threatining pep talk, saying "I
    doubt we've seen the last of these assassins- persistent b@$?@rds!" Sibrand
    puts on a horned helmet (like something out of Gladiator), then walks over to
    a rowboat. The priest's corpse is thrown into the water, and the crowd
    disperses.
    
    
    Now, there are three ways of doing this.
    
    One- Storm the southern seawall, making your way to the ship. Sibrand will
         most likely see you when you reach the gangplank and run.
    
    Two- Make a roundabout excursion from the north dock through the lighthouses
         and scale the side of his ship. Sibrand will most likely see you and
         run to the Guard Tower of the Middle District.
    
    Three- Storm the guarded and patrolled dock in front of you, sneak up the
           watchtower in front of the ship and stealth kill the archer. Then,
           scale the ship from it's rear and wait for Sibrand to turn his back.
           He will most likely NOT see you.
    
    
    I would suggest for beginners to use Plan One, intermediates to use Plan Two,
    and masters (like me!) to use Plan Three. Note that, like so many other video
    game heroes, Altair cannot swim. (don't you wish Ezio was here?) This could
    make boat-hopping dangerous. Of course, to make it easier, clear out the
    ENTIRE Port of Acre of soldiers (staying away from Sibrand and his ship)
    then go after Sibrand. Thus, if he sees you and runs, you won't have to get
    past patrols and blockades to get at him. If you use Plan Three, deal with
    the nearby archer and scale the ship. Don't go all the way up! Wait for
    Sibrand to say "FINE! If none of you will lift a hand in defense of your
    master, I'LL TAKE CARE OF THIS HEATHEN MYSELF!" He will then shoot three
    arrows in random directions, then turn to walk down. Hurry! Select your
    Hidden Blade and take him down before he or his guards see you! However,
    should Sibrand spot you and run, he will make for the Guard Tower of the
    Middle District. Once there, he will regain courage and face you. Slay
    any and all attacking soldiers (and archers!) then get Sibrand on the
    ground. Once he's on the ground, assassinate him. (Note that if Plan Three is
    timed just right, no one will see you kill him; meaning that you won't be
    attacked on the ship!) Either way, once Sibrand dies the screen will fade
    to white.
    
    (NOTE: If you or Sibrand fall into the water, the assassination will
           auto-restart)
    
    Altair and his victim are once again within the Animatrix. This is, perhaps,
    the most moving part of the game (as the voice of Sibrand was a good actor).
    Sibrand pleads for Altair to spare him, as he is afraid. Altair tries to
    comfort Sibrand, saying, "But you'll be safe now, held in the arms of your
    God." Sibrand replies that he knows that nothing waits for him after death,
    because the Piece of Eden was the proof. (More bad theology!) "Nothing waits,
    and that is what I fear", declares Sibrand. He states that "This life is all
    we have", and Altair tells him to stay a little longer and tell of his part
    in the Templar scheme. Sibrand replies, almost as in a trance, "A blockade
    by sea, to keep the fool kings and queens from sending reinforcements; once
    we, once we...". Altair asks "Conquered the Holy Land?" Sibrand, disgusted
    by this uncouth thought, replies "Freed it, you fool. From the tyranny of
    faith." Sibrand is quite clearly, and tragically, a staunch atheist, even
    until death. Altair doesn't beleive him, saying that Sibrand overthrew
    cities and murdered any who opposed him. Sibrand ends his life by saying
    "I followed my orders, believing in my cause- same as you." Sibrand dies,
    and a very troubled Altair dips the feather onto the neck of the dead leader
    of the Knights Teutonic.
    
    >><< >><< >><< >><<
    CITY ALERT
    >><< >><< >><< >><<
    
    As always, defeat any and all crusaders who are after you and reach the
    Bureau. Once inside, the Rafique comments on how "you've created quite a
    stir." Altair shows the feather, and the Rafique congratulates him. He then
    tells you to "Ride for Masyaf with news of your success." Altair agrees,
    saying that he should also clarify some things with Al Mualim. The Rafique
    asks if you (Altair) are okay, as you seem distant. Altair tries to brush
    him off, but the Rafique understands that Altair is distraught over his
    recent targets. He tells you that you are not meant to enjoy these killings;
    and that you are to have sympathy for the targets, as doing so keeps you
    human. Altair wonders if he's wrong, and if these assassinations are not
    for the betterment of the Middle East. The Rafique tells you to ask Al
    Mualim, as he would have the answers. Altair thanks him, then the screen
    fades to white. 
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Assassination
    
    "Sibrand, like others I've slain, was convinced his brothers would bring
    peace to the land by freeing the people from the shackles of faith. This
    strange Brotherhood seeks the same as the Assassins. But their methods are
    too brutal and imprecise. I admit, I am torn. While I can appreciate their
    goals, I view with disfavor the way in which they seek to realize them.
    Still, this situation raises questions. If we want the same thing, should we
    not be working together? Perhaps Al Mualim can explain."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    When you wake up in the Outer Room of the Bureau, the mission will be
    completed.
    
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    ACHIEVEMENT UNLOCKED!
    
    THE BLOOD OF A TEUTONIC LEADER (25G)
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    Choose to fast-forward to Masyaf.
    
    
    <><><><><><><><><><><><><><><><><>
    Assassin Rank 8: Eagle Warrior
    <><><><><><><><><><><><><><><><><>
    
    Synchronization Level: 20/20
    
    Al Mualim, cooped up in his musty, dusty library as usual, congratulates you
    on your hard work, saying that the task is nearly complete. Altair asks why
    these particular men must die, and Al Mualim replies that to kill these men
    is to weaken the enemy. He states that the enemy is like a hydra, and they
    have been only attacking it's arms. Altair declares, "Then let us lop off
    it's head and be done with this." Al Mualim calms Altair, telling him that
    only one man stands between us and Robert de Sable. Altair goes to leave, but
    Al Mualim starts a philosophical discussion about truth. A lot of philosphy
    and strange ideology go back and forth, which makes Altair learn the 'true'
    meaning of the phrase "Nothing is true, and everything is permitted." Al
    Mualim declares that the enemy would try to control the world's mind and that
    is why they must die. He then restores a rank and tells you that to kill this
    next man is to finally make Robert de Sable vulnerable.
    
    <><><><><><><><><><><><><><><><><>
    
    You've been Promoted!
    
    Ability Gained: Short Blade Expertise
    
    <><><><><><><><><><><><><><><><><>
    
    Now that your Short Blade is as powerful as your sword, it is a very
    good weapon, as it damages like a sword but the attacks still come as fast as
    the wind. Hey, aren't you glad that the Assassin Trainer hasn't shown up
    lately? Anway, make your way to the Kingdom Entrance and head for Dasmascus.
    
    
    -----------------------------------------------------------
    09.5.4 Damascus - Middle District: View Points
    -----------------------------------------------------------
    
    01. A bird perch on the side of a dome on top of the Fortress of the Holy
        Jihad in the east corner of the district. Look north.
      
        NOTE: Yes, I know that parts of the map look like they haven't been
              synched. Scoll the map down to see these parts. It's stupid, I
              know, but it's the way the developers made the game.
    
    02. A large minaret inside the compound of the Temple of the Almighty,
        just northwest of the Fortress of the Holy Jihad and bordering the
        Poor District (and the Grand Walkway) to the north. Look east or west.
    
    03. A minaret on top of a building south-southwest of the Temple of the
        Almighty, overlooking the Walkway of the City Walls (aka the
        southernmost street in the district). Look east or north.
    
    04. A minaret just west of the last one, and south of the Madrasah
        al-Kallasah. Look northeast or southwest for the best synch.
    
    05. On the top of the Guard Tower of the Middle District, directly south
        of the Assassin's Bureau (but south of VP #06.)
    
    06. A minaret on top of the Sanctuary of the Peaceful Truth, just south
        of the Bureau.
    
    07. A minaret on top of the Madrasah al-Kallasah, directly south of the
        "hump" on the map created by the Grand Walkway. (It's also southeast
        of the Bureau.)
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: View Point
    
    All View Points scaled within the Middle District of Damascus.
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    -----------------------------------------------------------
    09.5.5 Damascus - Middle District: Save Citizens
    -----------------------------------------------------------
    
    01. Vigilantes - Just outside the southeast corner of the Temple of the
                     Almighty, by VP #02.
    
    02. Vigilantes - Directly south of the west side of the Temple of the
                     Almighty, by VP #03. (It's on the Walkway of the City
                     Walls.)
    
    03. Vigilantes - Just south of the entrance into the Madrasah al-Kallasah,
                     and northwest of SC #02.
    
    04. Vigilantes - In a large plaza just west of SC #03 and east-northeast of
                     the Guard Tower of the Middle District.
    
    05. Vigilantes - Directly north of SC #04, just east of the Sanctuary of the
                     Peaceful Truth, just southeast of the Bureau.
    
    06. Vigilantes - In a small corner of a street, bordering the Imperial
                     Walkway and the Rich District, in the northwest corner
                     of the district.
    
    07. Vigilantes - In the plaza of the Gate of Oasis, in the southwest corner
                     of the district.
    
    08. Vigilantes - On the Walkway of the City Walls, directly south of the
                     Guard Tower of the Middle District.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Save Citizens
    
    All Citizens saved within the Middle District of Damascus.
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    ACHIEVEMENT UNLOCKED!
    
    DEFENDER OF THE PEOPLE: DAMASCUS (20G)
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    
    -----------------------------------------------------------
    09.5.6 Damascus - Middle District: Jubair al Hakim
    -----------------------------------------------------------
    
    Synchronization Level: 20/20
    
    Saunter over to the Bureau and chat with the Damascus Rafique. He will greet
    you by calling you the "Hero of Damasc". Altair says that he cannot stay, as
    he is busy. The Rafique is insulted, saying "Aah. I see. Too important for me
    now, is that it?" Altair assures him that was not the reason, then asks about
    Jubair. The Rafique tells you that Jubair is Saladin's chief scholar, and
    that he has been motivating the city's scholars to go out and preach his
    message of "light and fire, cleansing sins, paths to a New World". The
    Rafique does not concern himself with these scholars, so he cannot tell you
    more. He tells you a few spots to search; and comments on your eagerness to
    start investigating- saying, "So eager! You've certainly changed! And for the
    better, I might add.." WHAT??? *huff-puff* Altair CHANGED? *huff-puff* What
    am I playing: Assassin's Creed or Care Bears? Altair was better as a
    growling, angry psychopath bent on the destruction of his enemies!
    *huff-puff!* I might just stick to the earlier Memory Blocks from now on!
    *huff-puff!!!* 
    
    I'm joking! I'm joking! :D
    
    Make this wimp leave the Bureau and start his Investigation. You know, maybe
    a little combat is needed to get him back in shape!
    
    0o0o0o0o0o0o0o0o0o0o0o0o
    Investigations List
    0o0o0o0o0o0o0o0o0o0o0o0o
    
    ------------------------
    01. INFORMER -
    ------------------------
    
    Go to the Gate of Oasis in the southwest corner of the district and talk with
    the Informer. He will tell you that you're the talk of the town, and that
    Jubair's Elite Guards are after you. The Informer, a spineless coward, says
    that he couldn't take care of them becuase of his back pain (then WHY is he
    standing up?). Instead, you should hunt your hunters and then come back, he
    says. You have three minutes to quietly deal with three Elite Guards. Watch
    out for the informed patrols! End the lives of your hunters, then come back
    to the Informer. Remember the one on the roof! Even though he says his back
    is hurting, the Informer won't even walk to the bench FOUR FEET AWAY!!! And
    he complains about back pain... Anyway, he will say "A man is always
    protected by a friend's blade." WHAT'S THAT SUPPOSED TO MEAN?!? They weren't
    after him, and he didn't lift a finger to help you! Anyhoo, here's what the
    Informer knows. Jubair wears rich, golden robes and carries a large pouch.
    This is what points him out from the rest of the Scholars. The Informer walks
    away, grumbling about his back and his doctor...
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Jubair is known to wear rich, golden robes and carries with him a large
    pouch. From the other scholars I've seen in Damascus, not many fit this
    description, making Jubair quite uniquely dressed."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    02. INFORMER -
    ------------------------
    
    Go to the Pool of the Silent (north and center of the district just south of
    the "hump" on the map created by the Grand Walkway) and talk to the Informer.
    Oh, it's the same one that invited you to his house for dinner! He points out
    that you've become a wanted man, then states that he is as well. He is
    evacuating his family to Masyaf, so he needs you to finish his last
    assignment. (I guess you can't visit his house, then...) You have five
    minutes to hunt and (silently) slay five soldiers. Finish them, making sure
    they are far away from any guards, and come back to the Informer. Don't forget
    the one on the roof in front of the Informer! The Informer will congratulate
    you, then give you a map of where scholars intend to... BURN BOOKS? Why would
    they do that... this is a matter that needs a little investigation...
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "I've found a map where scholars are planning to burn books and other sources
    of knowledge. Should Jubair escape me, he will probably travel to one of these
    locations for aid."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    03. Eavesdrop -
    ------------------------
    
    Go inside the Fortress of the Holy Jihad in the east corner of the district
    and sit on one of two benches. Focus on the two men wearing grey and white
    striped robes. One man, a worshipper of Jubair's teachings, pleads with the
    other to take him to listen to and see Jubair in person. The other man says
    that he would take him, but doesn't know if he (the first man) can
    be trusted. The first man, as some strange indicator of his loyalty, says
    "It hurts me to even hear you ask the question [of loyalty]."
    WHAT kind of surety of loyalty is that? Anyone, including Altair, could give
    such a un-sure sign of loyalty! I guess the game's scriptwriters didn't think
    too hard about THIS conversation... Anyway, the second man believes him,
    and tells the man (and, unknowingly, Altair) that Jubair meets with his
    scholars in the Madrasah al-Kallasah. Well, we know when and where, but not
    why. Hmm....
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Jubair holds daily meetings within the Madrasah, to speak with his students.
    The students then take to the streets, carrying the message of their master.
    One of these meetings is about to begin. I think I will attend..."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    04. PICKPOCKET -
    ------------------------
    
    Go to the Temple of the Almighty, just east of the Madrasah al-Kallasah which
    borders the Poor District. Focus on the three men, two scholars in
    grey-and-white striped robes and a younger man in maroon-brown. The two
    scholars are discussing a discovered place that Jubair will want to "deal"
    with. The men want "this business" to be over with as quickly as possible,
    saying that "Today should see the last of them put to torch." They call for
    the younger man to come over, telling him to give the letter he carries to
    Jubair. Follow the young man, navigating AWAY from all the Insane Men, and
    take his letter. No, he doesn't go to the Madrasah like he was told. Instead,
    he does doughnuts around the outside of the Temple compound. (Mmmm...
    doughnuts...) Anyway, take the letter and read it. So, Jub's a book-burner?
    So, that's why he must die! And... Uh-oh. Seems someone didn't listen to her
    husband and burn her books like a good Nazi...
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Jubair's students have uncovered where Jubair's wife hid some books which
    were meant to be destroyed. The students suspect their master would want to
    personally burn these documents. The location of this particular burning is
    within a small park."
    
    Attachment: Letter / Map
    
    Master Jubair:
    
    I fear your suspicions have been proven true. We followed her as you asked us
    too, and discovered that she has indeed kept the books. We would have taken
    them ourselves, but felt it would be best if you attend to it personally. She
    is your wife, after all.
    
    Below is a map that will lead you to her hiding place. It is a small garden,
    empty save for a sundial and a bench.
    
    I am sorry it has come to this. It cannot be easy, but I am certain you will
    do what is right.
    
    Your Brother Always,
    
    Hakim
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    05. PICKPOCKET -
    ------------------------
    
    Head to the Guard Tower of the Middle District, or rather the road leading
    northwest from it and focus on the two men, a scholar of Jubair's and a
    civilian. The civilian has a letter, and it must be delivered immediately.
    The scholar, apparently a book-lover (like most people!), tells the man that
    he must stop being Jubair's puppet and come join his "fight." The man replies
    that he has a family to think of, so the scholar replies that the man should
    think about if he wants his son brought up in "that kind of world." The man
    says that Jubair will eventually stop, and then everything will go back to
    normal. The scholar pleads with the man's reason and intellect, saying that
    more is lost every day, and that there will be no going back to normal. The
    man, as obstinate as a dumb mule, replies, "Enough. I'm leaving." then walks
    away. Take the man's (not the scholar's) letter and read it. The letter, from
    Jubair, states that he is preparing for the climatic 'illumination' of the
    city by destroying everyone's books. What a sick, twisted, evil man. I guess
    he never read a good book, or read anything at all. And he's Saladin's chief
    scholar? This speaks (I must say it) VOLUMES (hah!) about the city's newest
    education program...
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Jubair seems obsessed with destroying every written work in the city. And
    every day he seems to add more and more people to his cause. They join him
    in the Madrasah al-Kallasah. This is where he can be found, surrounded by
    his most loyal men."
    
    Attachment: Letter
    
    Master:
    
    We are close now. Soon the entire city will be purged. Every day, more are
    illuminated and come over to our cause.
    
    Should you have further orders, send them to the Madrasah al-Kallasah. It
    is here that I now reside, surrounded by my most loyal men. I suspect the
    Assassin comes for me, as he has the others. I do not fear death at his
    hands. Only let him wait until our work is finished.
    
    I will continue to keep you informed of my progress.
    
    May the Father of Understanding guide you,
    
    J.
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    06. INTERROGATION -
    ------------------------
    
    Head for the plaza on the east side of the Madrasah al-Kallasah and listen to
    this pompous Ivy-Leaguer declare that Jubair used to read and enjoy books,
    but now he doesn't. And becuase he doesn't enjoy books, you shouldn't either.
    He states that Jubair was illuminated, and then Jubair illuminated him. He
    ends his speech by saying, "Jubair sees things the way they TRULY are. He
    sees the poison you carry in your hearts and minds. He WORKS to cast it out!
    Remove ALL texts from your homes and schools. Give them to us! THEY MUST BE
    DESTROYED!" Follow the man to the Pool of the Silent (where Investigation
    #02's Informer stood), then beat his "illuminated" brains out until he's as
    illuminated as a cow chip! He will cry out that he is a pacifist, and that
    Jubair is burning books to lay the stonework for the road "that soon ALL men
    will travel! It leads to a better tomorrow." Altair replies that is not true,
    but the man will hear none of it. He says "You are blind! The words on these
    parchments are poison!" Altair points out the man's insanity, but again the
    man refuses to hear, declaring "I am ILLUMINATED!" Altair says the man is a
    dangerous fanatic, then kills him. Don't you feel like going to
    Books-a-Million now? :D
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Jubair's scholars are fanatics. They walk the streets, calling out to the
    citizens, demanding their books and parchments so that they might be burned.
    They believe that destroying all knowledge of the past will somehow allow for
    a better future. But better for who?
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    0o0o0o0o0o0o0o0o0o0o0o0o
    Investigations List
    0o0o0o0o0o0o0o0o0o0o0o0o
    
    
    Once again, take your favorite route to the Bureau. Altair tells the Rafique,
    who is serious for a change, what he has learned. The Rafique is appalled at
    what Jubair intends to do, and bestows a feather. He tells you to "bring
    glory to the Brotherhood", then the screen fades to white.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Knowledge
    
    "Jubair has declared that every text in Damascus must be destroyed. He says
    the pages harbor only lies and their words corrupt men's minds. He preaches
    this to his students, and they support him without question. They meet each
    day inside the Madrasah al-Kallasah. Another of these gatherings is about to
    occur. I will attend as well. Not to listen to his madness, but to end it."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    When you wake up, go to the roof of the Madrasah al-Kallasah. Take great care
    not to use any throwing knives along the way, as you will need them later. As
    you approach the Madrasah, you will hear a fire starting.
    
    -----------------------------------
    | Ancestor's Memory Synchronized. |
    | Now Recording...                |
    -----------------------------------
    
    Walk down to the inner balcony and watch from above. Oh no! You're too late!
    The scholars have already fed the fire with hundreds of books, and are piling
    on several more by the second. Jubair declares that EVERY book must be
    destroyed, and another scholar begs him not to. Hey, is that the same one
    from the Pickpocket mission? (Same voice, I guess so.) He pleads that there
    are vast sums of knowledge in these books that are beacons of light, and that
    without them everyone will be living in the darkness called ignorance. Jubair
    forcibly disagrees; declaring, "NO! These bits of paper are COVERED IN LIES!
    They poison your minds, and if they still exist you cannot hope to see the
    world the way it truly is." (He sounds like the Interrogation Target...)
    The book-loving scholar says that Jubair is wrong, as these books are not
    weapons but instead are tools of learning. Jubair tells him that turning to
    books for answers, and salvation (I hope he's not burning the Bible or
    Tanakh... if he is he'll endure the second death...) makes one weak and
    stupid. "You trust in words, drops of ink," says Jubair. "Do you ever
    stop to think of who put them there, or why? No! You simply accept their
    words without question." He again states that the books speak falsely, and
    that they are dangerous. The brilliant, yet stupid, scholar gets between
    Jubair and the fire. Not good. He then tells Jubair that he is wrong, and
    that everyone needs these gifts of knowledge. The other scholars stop
    throwing books on the fire. Really good, but REALLY BAD! Jubair asks this
    intelligent dimwit if he would do anything for his "precious" books, and the
    poor man says that he would. Jubair cries "THEN JOIN THEM!" and shoves the
    horrified man into the fire! After a few seconds of writhing and screaming,
    he dies. As with the other targets, Jubair turns this man's murder into a
    threatening pep talk and sends the scholars out to burn books.
    
    Keep to the roofs for this one, and stay away from the easternmost
    assassination marker. Go to each marker and silently kill any guarding
    archers before killing the scholar. 
    
    Boy, for a book-burning, they're doing it badly! I won't say why here,
    so read the "AC Story-History Guide by zukowskc", which can be found at
    www.GameFAQs.com!
    
    Remember how I told you to keep the throwing knives? From
    above, lock-on to each scholar and throw a knife to silence him. No one
    will see you, and thus you do not have to fight several battles. Of course
    the crowd will panic, but they should be terrified by the judgement from
    above brought upon by book-burning.
    
    When you get to the easternmost marker, DON'T USE YOUR THROWING KNIVES!
    Instead, wait for Jubair to address the crowd. Now, sneak down the ladders
    and use your Hidden Blade. If all goes well, he will die without knowing it.
    
    If you are spotted, however, he will flee. Several decoys (much like
    Indiana Jones and the Basket Chase involving Marion) will also be running to
    throw you off the track. To get around this, follow the marker and look for
    the golden stripes (like the Informer told you.). Jubair will reach the
    Guard Tower of the Middle District, then you'll have to fight him. However
    you choose or are forced to go about it, kill that book-burnin' bigot!
    Jubair al-Hakim will die, and then the screen will fade to white.
    
    My, by now the Animatrix should be crowded with dead bodies, but it isn't.
    Jubiar asks why you have slain him, and Altair replies that people should
    be allowed to think for themselves. One should not be punished for
    believing differently, our hooded hero declares, (why don't I hear a
    triumphant rendition of campaign-speech music in the background?) and that
    the people must be educated right from wrong with books. Jubair does not
    agree (as usual!), saying that the people are too stupid to learn. Altair
    states that Jubair is wrong, and he must die for his crimes. Jubair asks,
    "Am I not like your precious books you seek to save, a source of knowledge
    with which you disagree?" Jubair then says that he was trying to stop the
    crusades and jihads by burning both the Bible and Quran. (BOTH THE BIBLE
    AND QURAN??? Boy, I'd hate to be him; having to be judged by both Jesus and
    Allah!) Jubair declares, "It matters little now. Your deed is done, and so
    am I." The chief scholar of Saladin, Jubair al Hakim, dies. Altair obtains
    the blood stain and re-enters the Holy Land.
    
    >><< >><< >><< >><<
    CITY ALERT
    >><< >><< >><< >><<
    
    Even if you silently slay Jubair, his guards will turn on you. Slay them,
    and make a mad dash for the Bureau. Be sure to become anonymous before
    reaching the Bureau, and go inside.
    
    Altair tells the Rafique of his success and what Jubair did. The Rafique
    congratulates you for doing such a great and noble task, telling Altair
    that each killing brings peace and stability back to the Holy Land. He tells
    you that Jubair, a madman, preyed upon the people's fear and insecurity.
    The Rafique then bids you farewell.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Assassination
    
    "Today's work weighs heavily on my mind. Jubair swore he only wished to
    protect the people from repeating the mistakes of their ancestors. A noble
    goal. Still, his methods were unacceptable. He could not be allowed to
    continue. To deprive people of so much knowledge... He was not saving these
    people, but blinding them. But was killing him the only solution? I should
    return to Al Mualim with news of Jubair's death."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    When you wake up, the mission and the Memory Block will be completed.
    
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    ACHIEVEMENT UNLOCKED!
    
    THE BLOOD OF A SCRIBE (25G)
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    
    
    The screen fades to white, and you are ejected from the Animus. When you wake
    up, Vidic will be talking to an unseen man (Alan Rikken). Your vision and
    hearing are blurry for a minute, then it clears up. Alan tells Vidic that
    they're running out of time, and that when they find "it" (the Piece of Eden,
    perhaps?), you'll be "taken care of." Ooh, me no likey. Vidic tells you that
    he has "some work to do, so you have the rest of the night to yourself." He
    leaves, and you get up off the Animus. If you talk to Lucy, Desmond will say
    that the Animus just booted him out. Lucy tells him to shut up (whatever
    happened to nice Lucy?), then tells you that Abstergo must be stopped, as
    they want to change everything. They're going to give the world order and
    discipline, "only we don't have a say in the matter", she says. Desmond asks
    how, and Lucy goes to tell him how (saying "the Templar Treasure"), but gets
    cut off by a phone call from Vidic. He needs her to upload Desmond's file
    onto his laptop. She sits at Vidic's computer, and Desmond continues to talk
    to her. He starts putting one and one together (he's not smart enough for
    two and two), saying that if they want the Piece of Eden, it's at Masyaf.
    Lucy says that they HAD that one, but was accidently destroyed (most likely
    by those meddling assassin's!), and that they're hoping Altair will show
    them where the other Pieces of Eden are. She goes to say more, but Vidic cuts
    her off with another phone call. He's wondering if there's a problem, and
    Lucy says that "Everything's Denver." He ends the call by saying, "Then
    WHERE are the files?!?" Desmond asks what "Everything's Denver" means, and
    Lucy tells him that it means that everything's okay. She then tells him that
    it's a code word for the accident, as it happened underneath Denver
    National Airport. Your cell door opens, so take a tip and go to sleep.
    
    
    -:-:-:-:-:-:-:-:-:-:-:-:-
    
    MEMORY BLOCK COMPLETE
    
    -:-:-:-:-:-:-:-:-:-:-:-:-
    
    
    
    
    
    *****************************
    *****************************
    
    09.6 Memory Block 6
    
    *****************************
    *****************************
    
    Warren walks into your room, and tells you that time's wasting. He states
    that we're almost done, and that maybe they'll even let Desmond watch when
    "it" begins. Desmond asks to be let in on what's going on, as he's not going
    anywhere. Vidic doesn't buy it, as he knows that Desmond already has plenty
    of information. Desmond feigns ignorance, saying he doesn't know what Warren
    means. Vidic replies, sarcastically, "Of course not!" Desmond changes the
    subject, asking why what's in the Animus seems to contradict history.
    Warren tells him that the "supposed experts" of history do not have an
    Animus, and therefore cannot truly know the past. Desmond tries to say that
    there are documents and books from back then that disprove what he's seeing.
    Warren quickly counters that anyone can write a book, and that they can (and
    most likely WILL) put lies into them. Hmmm... didn't we just kill the last
    man who spoke as such? I think we did! Hmmm... Vidic says that because of
    books, people used to think that the world was flat and the moon landing was a
    hoax, and that "I believe there's also a book that claims the world was
    created in seven days! A bestseller, too..." Booooooooooooo! Bad Vidic! Bad!
    Desmond (perhaps a christian?) gets sore at the Doc for that jab at the
    Bible, and asks what his point is. Vidic replies that the point of his
    dissertation is that one should never believe everything one reads or hears.
    He quotes, as proof, the Assassin Phrase "Nothing is true...", and Desmond
    finishes it by saying, "Everything is permitted." Vidic states that when it
    comes to what the Animus shows, "there's no room for interpretation." Desmond
    counters "There's always room!" Warren, seeing the ironic truth of his
    statement, replies "Touche!", then leaves the room.
    
    Enter the Animus and return to the Holy Land.
    
    
    <><><><><><><><><><><><><><><><><>
    Assassin Rank 9: Master Assassin
    <><><><><><><><><><><><><><><><><>
    
    Synchronization Level: 20/20
    
    We find ourselves in Al Mualim's library YET AGAIN!!! I'm guessing that the
    time spent on the fortress parapets in Memory Block One gave him too MUCH
    fresh air, and he was worse off for it! Anyway, Al Mualim will greet you
    with these words "We are close, Altair. Robert de Sable is now all that
    stands between us and victory!" With Robert's death, the Templar's schemes
    will end. Altair, being the thick-skulled individual he's only recently been,
    still doesn't understand why the Piece of Eden could be so powerful. Al
    Mualim tells him that just by looking at it, Robert became consumed with it
    (kind of like Gollum!) and realized that it could fulfill his ultimate dream.
    
    Altair asks if his dream was of Power, but Al Mualim answers like an elf (For
    it is said of the elves, 'Never go to the elves for advice, for they will say
    both no and yes!'), saying "Yes, and no. He dreamed and still dreams, like
    us, of peace." Altair replies that Robert sought to conquer the Holy Land
    through war; but Al Mualim tells him that Robert and all his followers want
    a world united, a goal that the assassins share. Al Mualim says that,
    however, the Templars would force peace instead of letting the people learn
    peace, robbing the world of it's free will. Altair muses that it is strange
    to think of Robert in this way, and Al Mualim tells him not to get angry at
    his targets, as doing so clouds one's mind (Turn you to the dark side, anger
    will!). Altair asks if Robert could be convinced to give up his quest, but Al
    Mualim says that Robert was unresponsive to Altair's "messages", so he will
    have to pay. 
    
    Al Mualim ends the discussion by saying, "Jerusalem is where you faced him
    first. It's where you'll find him now. Let this final offering give you
    strength: Go, Altair. It's time to finish this!"
    
    
    <><><><><><><><><><><><><><><><><>
    
    You've been Promoted!
    
    Ability Gained: Sword Expertise
    
    Extra Weapon Gained: Extra Throwing Knives
    
    <><><><><><><><><><><><><><><><><>
    
    
    Check out the cool cutlass! I think I liked the Broadsword better, though...
    However, with the Cutlass comes something special: Sword Expertise! Now, most
    regular guards will die with A SINGLE STRIKE of your sword! Awesome! Also,
    your total available stock of throwing knives has grown from 10 to 15!
    Holy Throwing Knives, Altair-Man!
    
    Congratulations! You have become a Master Assassin, the highest order of
    the Assassin Brotherhood! You have worked your way back up from the lowly
    stages of studenthood to prove to the world that you can still kick butt like
    Bruce Lee! Git yo China-man on!
    
    Ride for Jerusalem and start climbing!
    
    
    -----------------------------------------------------------
    09.6.1 Jerusalem - Middle District: View Points
    -----------------------------------------------------------
    
    NOTE: When I say archer tower, it looks like the ones in Acre.
    
    01. An archer tower on a stone arch, along the border of the Rich District,
        west-southwest of the Bureau. Look southwest or northwest.
    
    02. A dome on top of the Fortress of the Kab'ba in the northeast corner of
        the district. Look south or west.
    
    03. The Guard Tower of the Furnaces (of Crusader design) in the northwest
        corner of the district. Look south or west.
    
    04. An archer tower on the east side of the Street of the Sinless, in the
        center of the larger portion of the district. Look northwest or
        southeast.
    
    05. A yardarm/bird perch off the side of the top of the Church of the Holy
        Sepulchre, in the southeast corner of the larger potion of the district.
        Look northwest for the best synch.
    
    06. An archer tower on the east edge of the small, southwest section of the
        district. Look west or south.
    
    07. A yardarm/bird perch on the north side of the broken minaret/bell tower
        on the top of the Dormition Church, south and center of the larger
        portion of the district. Look north, south, or west.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: View Points
    
    All View Points scaled within the Middle District of Jerusalem.
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    Provided that ALL View Points throughout the Holy Land have been
    synchronized:
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    ACHIEVEMENT UNLOCKED!
    
    FEARLESS (20G)
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    
    -----------------------------------------------------------
    09.6.2 Jerusalem - Middle District: Save Citizens
    -----------------------------------------------------------
    
    01. Scholars - Just outside the east wall of the Fortress of the Kab'ba in
                   the northeast corner of the district.
    
    02. Vigilantes - By VP #01, along the edge of the Rich District.
    
    03. Vigilantes - By VP #04, in the center of the district along the Street
                     of the Sinless.
    
    04. Scholars - Just southeast of the Guard Tower of the Furnaces, in the
                   northwest corner of the district.
    
    05. Vigilantes - Just south of the Dormition Church, along the southern
                     border of the larger portion of the district. (It borders
                     the Poor District.)
    
    06. Vigilantes - The northeast corner of the smaller, southwest portion
                     of the district.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Save Citizens
    
    All Citizens saved within the Middle District of Jerusalem.
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    ACHIEVEMENT UNLOCKED!
    
    DEFENDER OF THE PEOPLE: JERUSALEM (20G)
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    
    -----------------------------------------------------------
    09.6.3 Jerusalem - Middle District: Robert de Sable
    -----------------------------------------------------------
    
    Synchronization Level: 20/20
    
    Yes, I know that your Synch Bar is only 11/15. It will stay that way until
    eternity, too. It's just another developmental oversight...
    
    Make your way to the Bureau to talk with Malik. What's this? Malik is
    actually GREETING Altair with the Assassin's Greeting, "Safety and Peace"?
    
    HELLOOO! This is Altair, the dude who got YOUR BROTHER KILLED and made you
    lose YOUR ARM!!! Hello, remember? Altair, the arrogant fool who- HEY! This
    isn't making Altair look good! Malik says that Robert de Sable is indeed in
    Jerusalem, but Altair should not slay him if it is for vengeance. Altair
    tells Malik that he does NOT seek revenge, but knowledge!?! WHAT??? Up til
    Memory Block 5, what was there BUT VENGEANCE? WHAT HAS HAPPENED TO ALTAIR???
    
    Give me Hulk, give me Wolverine! I'll even take the Punisher instead this
    brainwashed Altair! Malik tells Altair that he is not the man Malik once
    knew...
    
    Darn straight he ain't! Altair tells Malik of the eight men who died
    by his hand, and the true role of the Templars. He says that he knows that
    Robert has plans for the Holy Land, "but How and Why, When and Where remain
    out of reach."
    
    Well, how's this:
    
    How- the Piece of Eden.
    Why- Because a world united under him is Robert's dream.
    When- as soon as he obtains the Piece of Eden.
    Where- the Holy Land, then the ENTIRE PLANET!
    
    Has Altair learned nothing? Anway, Malik tells him some places to go
    investigate; then bids you luck, calling you friend in the process. Let us
    begin our Investigation, that is if Altair doesn't have an emotional
    outburst, breaking down to cry...
    
    How embarrassing...
    
    
    (NOTE: The above is to be taken in a humorous context and NOT to be taken
     as a rant against Altair's humanitarian efforts...)
    
    
    0o0o0o0o0o0o0o0o0o0o0o0o
    Investigations List
    0o0o0o0o0o0o0o0o0o0o0o0o
    
    ------------------------
    01. Informer -
    ------------------------
    
    Go two streets directly south of the Fortress of the Kab'ba and talk to the
    Informer. He has been ordered to kill several "Vile Templars" before Majd
    Addin is buried. (Oh, maybe we can go and give our respects and condolences!)
    He says that if you do it, you could finish the task much quicker than he,
    and he will share "valuable information" upon your return. Kill five Templars
    (yes, they're identical to the 60 collectable Templars, and no, they don't
    add to the Templar Count) silently before five minutes and return to the
    Informer. When you return, he will say that you are the reason he joined the
    Brotherhood, then tell you his "valuable information". The Templars are
    battle-ready, he says, so do not take them all on at once. Instead, run (like
    a headless chicken!) to thin the number chasing you. The Informer suddenly
    remembers his LOWLY status, and Altair's MASTER ASSASSIN rank, and apologizes
    for telling you how to behave in combat. He asks your forgiveness, then walks
    away feeling ashamed of himself.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Robert's men are well prepared for battle. To fight them all at once would
    be unwise. Should I lose control of the situation, it's best I make a brief
    escape and return later to eliminate them one by one."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    02. Informer -
    ------------------------
    
    Go to Arch Street, just south of the Golden Gate, along the west city walls
    and talk to the Informer. Note that, unless you replay a Memory Block, this
    is the last Informer you'll meet. (getting nostalgic, yet?) He will greet
    you, saying "Altair, my Saviour!" He was following a group of Templars and
    they spotted him. He ran, he says, and is now hiding from them. He evaded
    them, but twisted his ankle in the process (then WHY is he standing?). He
    tells the truth, saying "I'm pathetic, I know! Please don't tell Malik!"
    He says he has a reward for you when you return. You have three minutes to
    stealthily slay two Templars. Remember the Templar on the roof of the
    Dormition Church! Come back when you are successful and recieve your
    "reward." Gold? Money? Altair, not realizing the value of money, would like
    information. The Informer says "I am eternally grateful (yeah, just like the
    LGMs in Toy Story...), Malik would have NEVER forgiven me!" He then tells you
    what he knows. During the burial of Majd Addin, there will be an enormous
    host of guards surrounding Robert. I guess we're attending the funeral...
    You should befriend some scholars to enter the funeral, and that shouldn't
    prove difficult for such a talented individual as yourself... He then walks
    away, even though he said he has a twisted ankle!
    
    *Sigh* I guess the Game Animators did not work with the Script Writers... oh
    well. Well, that was the last Informer you'll have to deal with... kinda sad,
    isn't it?
    
    Or is it? (jk!)
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Reaching Robert might prove difficult, given the number of guards around.
    Were I to join a group of scholars, I could make my way to him much more
    easily."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    03. EAVESDROP -
    ------------------------
    
    Go to the very northwest corner of both the district and the city. Sit on
    the only bench and listen to the three thieves. They talk about how the
    Templars are in Jerusalem, and how they are finely attired and keep exquisite
    belongings. Upon hearing this, one of the thieves (no, these aren't gentleman
    thieves, these are just outcasts) says "Aaahhhh. We should relieve them of
    these burdens!" Another says that the Templars camp near the cemetary (aka
    The Resting Place of the Blessed) to attend Majd Addin's funeral. The men
    plan to visit the camp during the funeral, then part ways.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Robert and his men walk the streets of Jerusalem finely dressed, bearing
    expensive gifts. They plan to attend a funeral. Were it anyone other than
    the monster Majd Addin being buried, I might have second thoughts. But as it
    is, it seems a most fitting time to take the Templar's life."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    04. PICKPOCKET -
    ------------------------
    
    Go to the Church of the Holy Sepulchre, in the southeast corner of the larger
    portion of the district, and hide in the bale of hay (because the
    Church-circling patrol could really mess up your anonymity, a thing you need
    to keep now). Focus on the priest (yes, you can do that from the hay) and the
    Elite Guard by the Church. The guard will give a letter to the priest, saying
    that it contains everything that was specified. The priest says to the guard
    "Your assistance in this most delicate of matters is greatly appreciated."
    (Translation: Thanks a lot, pal!) The guard states that it is his duty to
    keep the peace, and the priest, misunderstanding, tells him that "We won't be
    any trouble at all." The guard replies that it is not the Crusaders that need
    to be defended against, but the citizens. The guard points out that the
    Crusaders picked a whopper of a time to visit Jerusalem, but the priest
    states that they have only come for the funeral. The guard, suspicious of the
    priest's white robe, tells the priest that he doesn't want them to stir up
    trouble. The offended holy man counters that "It's not my fault you can't
    tell enemy from friend!" and the guard, tired of the conversation, tells the
    priest to leave.
    
    Make sure that there are no patrols in your immediate area, then exit the
    haystack. Follow the priest, blending through any patrols, and take his map
    of guard and archer locations during the funeral. It even identifies Robert
    as a red circle.
    
    Isn't that nice? Garmin 1190!
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "The Jerusalem guard have set up the standing positions for the Christians
    during the procession to better protect them in case the citizens take
    offense at their presence. This map displays exactly where everyone is
    standing, even Robert. Especially Robert."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    05. PICKPOCKET -
    ------------------------
    
    Go inside the Fortress of the Kab'ba in the northeast corner of the district
    and lock on to the Elite Guard and the Templar Knight. The Templar gives a
    map to the guard, telling him to post men where it says, as an assassin is
    most likely to strike during the burial. The guard asks why the Templars
    don't post their own guards, but the Templar says that if they show too
    strong of a presence in the city will upset the civilians. The guard says
    that the Templars shouldn't attend at all; which insults the Templar greatly,
    as Majd was their "friend and brother." The guard doesn't want trouble, so he
    agrees to post the guards. Follow the guard and QUICKLY take his map BEFORE
    he reaches the guarded entrance. If he reaches it before you can take his
    map, scale the wall and drop down on the other side and take it then. Look at
    the map to see where the guarded entrances will be during the funeral.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "Robert's men are working with the Jerusalem guard to protect the cemetary
    during Majd Addin's funeral. Doubling the guard would have posed a problem,
    but this map will give me an advantage. Knowing where the men are stationed,
    I can simply make sure I avoid them."
    
    Attachment: Map
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ------------------------
    06. INTERROGATION -
    ------------------------
    
    Head to the center plaza of the Dormition Church, in the southeast corner
    of the larger portion of the district, and listen to this Hippie spread the
    message of Make Peace, not War! "Crusader Knights walk the streets of
    Jerusalem, and not in occupation. There is no evil in their hearts!" He then
    declares that we should make amends, befriend the Crusaders, and be all one
    big happy family. "The Crusaders come to Jerusalem bringing an opportunity
    to... stop the war!... We must not turn them away!" Follow this 60's
    (1160 AD!) peace-luvin' doodah round, until you're ready to attack. When you
    do attack, however, he'll most likely be surrounded by Thugs at all times,
    so get ready for a Burly Brawl (hey, that's my name! I can't use that...
    I'll sue myself for copyright infringement!) with anyone and everyone who's
    around! When you finally show this pugilistic pacifist who's got the bigger
    and better Fruit Punch, he'll relent (along with any nearby Thugs). Altair
    points out the emptyness of his beforehand speech (hey, doesn't this guy
    look familiar? He was the Interrogation Target for Tamir, Talal, Abu'l, and
    Jubair! How many lives does this man have?) and the fact that he is a
    Templar. Altair demands to know where Robert de Sable is and what he intends.
    The man swears that Robert intends peace (kind of like the Martians in Mars
    Attacks!, where they destroy Earth while saying "We are your friends! We come
    in peace!"); and the proof is that Robert, a Christian, is attending the
    funeral of Majd Addin, a Muslim. Altair says that while their intentions may
    be noble, the Templar's plan is not. "You'll enslave us all!" Altair
    declares. The man replies that slavery is for the best, but Altair disagrees.
    Altair then slays the man without finding out where Robert is. Ah well, we'll
    see him at his funeral, I mean Addin's funeral!
    
    I mean... their funeral!
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Investigation
    
    "They say Robert wants peace, and seeks to prove it by attending a Muslim
    funeral. But I know the truth. He does not seek peace, but control. Dominion
    over the land and its people. I will deny him this."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    0o0o0o0o0o0o0o0o0o0o0o0o
    Investigations List
    0o0o0o0o0o0o0o0o0o0o0o0o
    
    
    Head back to the Bureau, once your investigation is complete, and tell
    Malik what you have learned. Malik will tell you that you stink (he
    really does!), then Altair (who didn't hear Malik's insult) tells Malik of
    Robert's plan. He tells Malik of how each man he's slain speaks of peace,
    which makes Malik believe that the Templars are allies. Altair corrects
    Malik with the good ends - bad means concept, then tells Malik of our plan.
    We will attend Majd Addin's funeral, in our best white suit, no less! (And
    we're supposed to BLEND? Who wears white at a funeral?) Malik hands you a
    feather, telling you that you should hurry. OOOOOHHHH BROTHER! Before you
    can leave, Altair APOLOGIZES TO MALIK! He's sorry about Malik's arm and
    brother, and that he was an arrogant fool. (I PITY THE FOOL!) Malik doesn't
    accept Altair's apology, as he has nothing to apologize for. Altair tries
    to get Malik to accept his apology by saying (the most LIFELESS sentence
    recorded, it sounds like he's reading from a page to a bunch of children)
    "Malik, don't say such things." Malik points out their brotherhood, saying
    that it's for better or for worse. (I said BROTHERHOOD, not MATRIMONY!
    sheesh...) He then tells Altair to rest for what lies ahead, then the screen
    fades to white.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Knowledge
    
    "Robert de Sable and his men are in Jerusalem to attend Majd Addin's funeral.
    He says it is to promote peace between the Christians and the Muslims, but he
    has something else in mind. I shall strike him down during the procession and
    find out what he truly intends."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    When you wake up, head for the Resting Place of the Blessed. It's the large
    grassy area in the southwest corner of the district. Get past the guards,
    then mingle with the mourners. (Strange, I don't shed a tear for Majd Addin.
    I guess he was just a bloodthirsty dictator bent on slaying his subjects.)
    
    
    -----------------------------------
    | Ancestor's Memory Synchronized. |
    | Now Recording...                |
    -----------------------------------
    
    After a few seconds of silent prayer, the people will say "ah-meen!", then
    the Muslim cleric will give a Christian funeral (a generic one, I might
    add!) After he says that "One day, we will stand with him in Paradise"
    (Majd, a mindless killer, in Heaven? HAH! Ummm... start praying, Altair...),
    Robert will look at you, walk over to the cleric, then tell him of your
    presence. (I knew I shouldn't have worn white at a funeral! I knew it!)
    Robert will motion for the guards to surround the area, as the cleric
    cries out that Majd Addin was murdered. "As you know, this man was murdered.
    We have tried to track his killer, but it has proved difficult. These
    creatures cling to the shadows, and flee from any who would face them
    fairly!" A door opens, and several more Templars enter. The cleric cries "But
    not today! It seems that one stands among us! He mocks us with his presence
    and must be made to pay! SIEZE HIM! BRING HIM FORWARD SO THAT GOD'S JUSTICE
    MIGHT BE BROUGHT UPON HIM!" (Well, it seems we're in for a fight!) The crowd
    looks at you, then flees. You are immediately surrounded by some of the
    highest trained archers and Templars of the land, including Robert de Sable!
    Darn it, I'm such a sucker for traps...
    
    There are three ways of dealing with this upsetting situation:
    
    Beginner - Run willy-nilly through town, making for the Bureau. Kill Robert
               and any other soldiers or Templars on it's roof, thus attracting
               less attention.
    
    Intermediate - Take down the two archers first, then focus your attacks on
                   Robert. Get him on the ground, then slay him.
    
    Master - Ignore the archers and take on all the Templars at once. If you can
             survive, great. If you can survive AND take down Robert, you are
             as good as me and you didn't need to read this guide!
    
    I will take the beginner's path, as this is to help Beginners. Run like a
    headless chicken through town, creating a huge stir along the way, and get to
    the roof of the Bureau. Get Robert down on the roof and slay him. Once he's
    finally down, end the life of Robert de Sable. Robert is defeated, and the
    screen fades to white.
    
    - - - - - - - - - - - - -
    NOTE: If you want, you
    can take any path you
    want. You DON'T have to do
    it my way, as these are
    suggestions, NOT rules!
    - - - - - - - - - - - - -
    
    Once in the Animatrix, Altair says that he wants to see his enemy before
    he (Altair) kills him. He takes off the helmet, only to find... a Woman?
    Altair, believing crossdressing to be satanic, asks "What sorcery is this?"
    The woman (very much a Joan of Arc character) replies "No sorcery. We knew
    you'd come. Robert needed to make sure he had enough time to get away."
    She states that they cannot deny Altair's success, as he has laid waste to
    their plans. However, Robert saw this as an oppurtunity to reclaim the
    treasure and enact his plans, "to turn your victories to his advantage."
    Altair states that he's routed the Templars before, and Al Mualim holds the
    Piece of Eden. Seems hopeless for the Templars, if you ask me. "Aah, but
    it's not just Templars you'll contend with now.", Maria de Sable says.
    
    NOTE: It is not until Assassin's Creed II that you find out that the
          woman's name is Maria de Sable.
    
    "Robert rides for Arsuf to plead his case: that Saracen and Crusader unite
    against the Assassins." Altair replies that could never happen, as they have
    no reason to. "Once, perhaps.", says the women. "But now you've given them
    one. Nine, in fact. The bodies you've left behind were victims on both sides.
    You've made the Assassins a common enemy and ensured the annihilation of your
    entire order. Well done!" Altair says that he will not slay her, making the
    number eight. He lets her go, saying that she must not follow him. Maria de
    Sable replies "I don't have to, you're already too late." 
    
    
    >><< >><< >><< >><<
    CITY ALERT
    >><< >><< >><< >><<
    
    You both re-enter the Holy Land, and the woman runs away. You cannot kill her
    for the trouble she caused, so don't try. Go inside the Bureau and tell Malik
    of the trap. Malik tells you that he heard something happened, and Altair
    tells him of Robert's trap. Malik tells you to go to Al Mualim; but Altair
    refuses, declaring that he must hurry, as she told him what Robert intends.
    Malik states that we have destroyed most of Robert's men, then suddenly
    realizes that Altair said "she." They both talk about how strange "she" was,
    then Altair tells Malik the full scale plan of Robert. Malik doesn't believe
    him, saying that the Crusaders and Saracens would never unite. Altair
    declares that they would, and the Assassins have themselves to blame for it.
    Malik entreats for you to go back to Masyaf and ask Al Mualim's advice; and
    says that if you don't, you'll compromise the brotherhood.
    
    The old Altair comes back for a short time, telling Malik to "Quit hiding
    behind words! You wield the Creed and it's tenants like some shield! He's
    keeping things from us: Important things! You were the one who told me we
    could never know anything, only suspect. Well, I suspect this business with
    the Templars goes deeper! When I'm done with Robert, I will ride for Masyaf
    that we may have answers. But perhaps you could go NOW!" Malik replies that
    he cannot leave the city (heck, with only one arm how can he leave the
    Bureau?), so Altair tells him to walk around the city and investigate
    further. Altair bids Malik adieu, saying that he must ride for Arsuf. Altair
    leaves, then the screen fades to white.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Assassination
    
    "I've been deceived! Robert has long since left Jerusalem. Arsuf is his
    destination - and so it will be mine as well. I only hope I will not be too
    late. If Robert succeeds in convincing Richand and Saladin we are the enemy,
    the Assassins will be destroyed. We cannot withstand the combined might of
    the Saracen and Crusader armies."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    Leave Jerusalem and ride for Arsuf. (It's near Acre's entrance.) Take the
    High Road to Arsuf and get ready. It's time to end this.
    
    
    -----------------------------------------------------------
    09.6.4 Arsuf: Robert de Sable
    -----------------------------------------------------------
    
    Prepare yourself for a platformer-style level, as that what is about to
    take place. There is only one path, and you must take it. As you travel
    through Arsuf, make sure to see the vast Army in the lower plain (Wouldn't
    a battle, the army of King Richard vs. Altair, be fun?)! Ride your horse
    until you see a group of Saracens running across a stone arch above you.
    Dismount and slay the three archers, who are shooting arrows into the
    Crusader Army, up ahead. Disregard the archers on the cliffs above, as
    you cannot kill them and they cannot kill you. Get back on your horse
    and keep riding until you reach a watchtower/fence. Dismount your steed,
    as your horse cannot get past the fence. You'll have to leg it from here
    on.
    
    NOTE: It's possible to obtain the "Eagle's Challenge" Achievement here,
          without even trying to earn it!
    
    
    ------------------------
    SARACEN TERRITORY - 
    ------------------------
    
    Climb the short watchtower and slay all the soldiers, then keep running
    until you reach another stone arch with archers on top. One will spot you
    and sound the alarm. A contingent of soldiers will run up, so defeat them.
    (Aahhh, too easy. A vast army down in the plain, and no way to reach them.
    It's sad that the Game Developers missed a grand LOTR opportunity!)
    
    Keep running until you see three soldiers on a cliff to the side of the
    road. Run towards them, and they will commence battle. End their lives as
    you see fit, then keep hoofing it.
    
    You'll come to two short cliffs on either side of the road. There be
    soldiers upon them! What an OBVIOUS trap! Spring the trap by running between
    the two cliffs. The well-armed soldiers will jump down and begin combat.
    Spring your OWN trap, showing the Saracens that you're more than a match for
    all of them!
    
    Run up to the fenced watchtower and climb it.
    
    
    ------------------------
    CRUSADER TERRITORY - 
    ------------------------
    
    Blend, and wait for the patrol to walk away. Climb down the ladder and keep
    blend-walking after them. They will turn around to go back to the
    watchtower, so blend-walk over to the Templar who leads them. Assassinate
    him with your Hidden Blade, unless you want to duke it out with him. Defeat
    most of the attacking soldiers, and the rest will either cower before you
    or run away. Too easy!
    
    Keep running until you reach the Crusader Camp. WOW! Do I get to fight all
    these guys? Unfortunately, NO! But it would've been fun...
    
    -----------------------------------
    | Ancestor's Memory Synchronized. |
    | Now Recording...                |
    -----------------------------------
    
    Two guards block your progress, forbidding your entrance. Altair tells them
    to wait, as he brings words and not swords. Uh-huh. Rrriiigggghhht! What are
    all those dead bodies behind you, then? Anyway, look who it is! It's none
    other than King Richard himself! He mistakes you as a messenger from Saladin,
    and asks if you are offering Terms of Surrender. Altair tells Richard that
    Al Mualim sends him (he did? when?), which makes Richard angry. He orders
    you to explain your presence, and Altair tells him that "You have a Traitor
    in your midst." Richard, misunderstanding the Traitor's relation with you,
    accuses you of being hired by this "Traitor" to kill him.
    
    He almost gives the order to attack, but Altair stays him, saying "It's not
    you I've come to kill, but he." Richard asks the name of the traitor, so
    he may decide the truth. The two guards will stand back, so saunter over to
    the center of the Templars and face Richard.
    
    Altair declares "Robert de Sable." Richard laughs at you, clearly
    disbelieving your story. Altair says that Robert has plans for betrayal, but
    Richard says that Robert told him that he only seeks revenge on the
    Assassins. Richard is inclined to believe Robert, as "Some of my best men
    were slaughtered by some of yours." Altair declares "It was I who killed
    them, and for good reason!"; then lists the crimes of Garnier, William and
    Sibrand, telling Richard that they were commanded by Robert. Richard,
    the Lion-Hearted but the Donkey-Brained, still does not believe you.
    Some people are SO hard to convince...
    
    Altair tells Richard, "You knew these men better than I. Are you really so
    suprised to learn their true intentions?" Richard, whose brain begins to
    ACTUALLY function, asks a nearby Templar, who dresses differently than the
    others, if your story could possibly be true. The Templar takes off his
    helmet, and... WOAH! Speak of the Templar and here he is: Robert de Sable!
    Robert, not recognizing you from the Temple (or at least not showing that he
    remembers you) bows toward Richard, telling him that Assassins are masters of
    manipulation, and that your story is false. Altair states that he wouldn't
    lie, as he has no reason to. Robert replies that you do, as you're afraid of
    Crusaders AND Saracens working together to destroy Masyaf. Altair replies
    that if he himself must die for the Holy Land, so be it.
    
    Richard doesn't know who to believe, which is better off than where you
    started! Robert goes to leave, saying that he must meet Saladin to make him
    join the National Anti-Assassin Coalition. King Richard, however, tells
    Robert to wait. Robert, incredulous at the thought of your story being
    believed, asks what Richard intends. Richard declares, "It is a difficult
    decision, one I cannot make alone. I must leave it in the hands of One wiser
    than I." Robert, believing this to be a ego-stroking compliment, thanks the
    King and once again tries to leave. "No, Robert, not you," Richard declares,
    astonished and disgusted at Robert's ego, "The Lord!" Richard decides that
    this situation must be decided by combat, as God will side with the one whose
    cause is righteous. Robert concedes, putting on his helmet. He cries, "To
    arms, Assassin!" The ten surrounding Templars draw their swords and commence
    combat.
    
    TEN TEMPLARS??? Woo-hoo! Yeah! It's Clobberin' Time!!! Robert and the King
    will stand in a corner to watch. Defeat all 10 Templars in open combat, with
    Dodges and Counters being the name of the game. Once they are defeated (I
    feel like quoting Russell Crowe: "ARE YOU NOT ENTERTAINED???", but I digress.),
    it's Mano y Mano with your worst enemy, Robert de Sable.
    Defeat him by whatever means your little Assassin heart desires!
    
    Robert de Sable, last of the Nine, enemy of the Assassins, and Leader of the
    Templar Order, lays on the ground, slain.
    
    The screen fades to white.
    
    
    [Provided you completed ALL SIX Investigations before each target:]
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    ACHIEVEMENT UNLOCKED!
    
    DISCIPLE OF THE CREED (30G)
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    
    Altair lays Robert on the floor of the Animatrix, telling Robert that his
    schemes are over. Robert replies that you are but a puppet, saying "He
    betrayed you, just as he betrayed me." Altair demands that Robert speak
    sense, or not at all. Robert states "Nine men he sent you to kill, yes? The
    Nine who guarded the treasure's secret. It wasn't nine who found the
    Treasure, Assassin. Not nine, but Ten!" Altair demands to know the name of
    the tenth, as none may live who know of the treasure. "Oh, but you know him
    well! And I doubt you'll take his life as willingly as you've taken mine. It
    is your master, Al Mualim!"
    
    
    WHAT? Al Mualim??? It couldn't be! No, I don't believe it...
    (Luke Skywalker: No! No! NOOOOOOOOOOOOOOOOOOOO!!!!!!)
    
    Wait! Wasn't he rubbing and staring at the Treasure whenever you came around?
    Didn't Robert call Al Mualim "Heretic" in Memory Block One?
    OH NO! OH NO! OH NO!
    
    
    Robert asks if you ever wondered how Al Mualim knew everything about the
    Templars. Altair says that Al Mualim is not a Templar, but the Master of the
    Assassins. Robert replies "Oui, Master of Lies. You and I are just two more
    pawns in his grand game, and now with my death, only you remain. Do you think
    he'll let you live, knowing what you do?" Robert states that the only
    difference between Al Mualim and himself is that your master wasn't good at
    sharing. Robert declares "Ironic, isn't it? That I, your greatest enemy, kept
    you safe from harm! But now you've taken my life, and in the process ended
    your own." Robert passes from this life, and you are returned to Arsuf.
    
    King Richard motions his remaining Templars to stay their blades, then
    congratulates you, saying "Well fought, Assassin! Seems God favors your cause
    this day." Altair replies (very spiritually dangerous, I might add) that God
    had nothing to do with it. Richard tells you that God did help you, then asks
    a question: "Why travel all this way, risking your life a thousand times, all
    to kill a single man?" Altair states that Robert threatened the Brotherhood,
    but that he seeks peace, not revenge. Richard asks if you see the irony of
    fighting for peace, but Altair tells him "Some men cannot be reasoned with."
    
    Altair tells Richard that Saladin, or at least his subjects, would like to
    see an end to the war (It must be Christmas with all this Peace on Earth,
    Goodwill toward Assassins!); but Richard replies that people don't know what
    they want, and that is why there must always be a King. Altair declares that
    a King must do what is right, but Richard disagrees, saying "Nonsense! We
    come into the world, kicking and screaming, violent and unstable. It is what
    we are! We cannot help ourselves." Richard says that he must go to the front
    lines to fight Saladin, stating that the Muslim King is vulnerable. Altair
    reminds Richard of his own vulnerability, reminding him of his traitorous
    Right-Hand Men. Altair gives King Richard the Assassin's Farewell, and the
    screen fades to white.
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    Memory: Assassination
    
    "Al Mualim is the tenth Templar?! This cannot be! All these years I've looked
    to him for strength and guidance. His word has always been truth. And now I'm
    told it's all been a lie? No. Even in death Robert seeks to poison my mind.
    Or does he? I remember the careful way in which the Master avoided my
    questions - changed the subject when I dug too deep. Was it deference he
    sought to teach me? Or blind obedience? Willful ignorance of the truth. There
    is but one way to answer these questions. I must seek Al Mualim."
    
    Attachment: None
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    ACHIEVEMENT UNLOCKED!
    
    THE BLOOD OF A NEMESIS (30G)
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    
    You wake up, as Desmond, yet again in Abstergo. Warren orders you, with
    several profanities, to get up and listen. He turns on the intercom, and
    several gunshots are heard. The rescue party's here! Desmond, not taking
    this once-in-a-lifetime chance to break out of Abstergo (though you do
    leave in AC2!), declares that he coudn't have communicated with the
    Assassins downstairs and thus had nothing to do with it. Warren states
    "Well, I sure as sh** didn't invite them!" then asks about the situation
    over the Intercom.
    
    The Abstergo Security Guard replies that the Assassins are outnumbered
    (but never outgunned!) and that the situation is being contained.
    Warren rebukes you profanely, then declares nonchalantly "Doesn't matter!
    They'll be dead soon enough!" He then turns on the Intercom again, and the
    Security Guard confirms that the Rescue Party has been slain (I guess Neo
    and Trinity couldn't make it past the Lobby Shootout...), which makes Warren
    very happy. Warren tells you that they have just successfully slain the
    last of the Assassin Brotherhood. You are the last Assassin. Vidic leaves
    you gaping, saying as he leaves: "Rest up, Mr. Miles. Tomorrow we finish
    this!" Once he's gone, Lucy will lean against the Animus.
    Go over and talk to her.
    
    Lucy will try to console you, saying that when they went to Desmond's
    parent's desert commune, they weren't there. Lucy says "It's not as bad as
    it seems...", but Desmond cuts her off, shouting "What are you talking
    about? They just killed, literally KILLED, my only chance of getting out of
    here! Now I find that the Assassins are all but destroyed; and, [Word
    Ommitted], I still don't know what these people are planning! But, I do know
    they plan to kill me when they're done! I AM SCREWED, okay! What do you want
    me to do?" Lucy lifts her left hand, showing that her ring finger was cut
    off, and tells Desmond to have faith. Lucy! An Assassin? WOW! Things just
    keep getting stranger...
    
    
    [Provided you talked to Lucy every chance you got:]
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    ACHIEVEMENT UNLOCKED!
    
    CONVERSATIONALIST (20G)
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    
    Go directly to your cell. Do not Pass Go. Do not collect $200.
    
    Go to sleep, for tomorrow's a BIG day!
    
    
    -:-:-:-:-:-:-:-:-:-:-:-:-
    
    MEMORY BLOCK COMPLETE
    
    -:-:-:-:-:-:-:-:-:-:-:-:-
    
    
    
    
    
    *****************************
    *****************************
    
    09.7 Memory Block 7
    
    *****************************
    *****************************
    
    Warren orders you to "Get Up!" (Just like my mom!), and Desmond tells him
    it's too early to wake up. Vidic says that he'd like to finish this as soon
    as possible, so Desmond grudgingly gets out of bed. Warren encourages you,
    saying "Don't be so glum, Mr. Miles! Today is a historic day, one that will
    be remembered for years to come. Remembered by some of us, anyway..."
    
    Follow Vidic out and enter the Animus for the final trip into the past.
    
    
    -----------------------------------------------------------
    09.7.1 Paradise: Al Mualim
    -----------------------------------------------------------
    
    Perception: The world is united together, under the benevolent reign of Al
                Mualim in Masyaf.
    
    Reality: The world is drained of color, and it's citizens are brainwashed
             and decieved by it's tyrannical ruler: Al Mualim.
    
           Whoa.
    
    
    When you arrive in Masyaf, you will be at the Village Gate and a mindless man
    walks up. The village is mostly deserted, so Altair asks the man where they
    went. This poor brainwashed individual declares that they have gone to see
    the Master, and that they walk the path towards the Light; and if you
    don't walk the same path, you will perish. "Praise be to the Master, for he
    has led us to the light!"
    
    Make your way up to the top of the village. The citizens will follow you,
    crying such things as "He is the Light, He is the Way" or "The World will be
    cleansed. We will begin anew." I feel like Robert Neville in The Night of the
    Living Dead...
    
    (NOTE: IF you want, take some extra time to scour the village. This will make
    your following MUCH bigger. ALSO OF NOTE: The brainwashed civilians will not
    flee if you harm or kill someone, and they will not attack you. I know,
    it would've been fun to be chased by crazed killer zombies!)
    
    Once at the top of the Masyaf, your following will walk away. Eight
    Assassins will stand around the open plaza, then four of them will walk
    towards you. Walk to the ones who did not come forward. THEY ATTACK!
    
    Slay all of the Assassins, using the nearby Merchant Stalls if necessary.
    A horde of Assassins jump off the nearby cliff, but you only need to slay
    three, as they... flee??
    
    Hurrah for the Brotherhood! Malik lives, and retains his mind! He and four
    other brothers throw their knives into the Horde, killing them all. He calls
    for you to join him, so run up the path.
    
    Altair greets Malik, saying "You picked a fine time to arrive! Guard yourself
    well, friend. Al Mualim has betrayed us!" Malik tells you that he went back
    to Solomon's Temple and read Robert's Journal. "What I read there broke my
    heart, but it also opened my eyes. You were right, Altair (about time he
    conceded that fact!). All along our Master has used us! We were not meant
    to save the Holy Land but deliver it to him. He must be stopped!" Altair
    tells Malik to stay away from Al Mualim, as his mind could be lost. Instead,
    Altair tells Malik to assault the fortress from behind, thus leaving Al
    Mualim unguarded. (Guess what? Assaulting the Fortress from behind means
    scaling sheer, steep rock walls and then smooth stone walls! Exactly HOW
    do they do that?) Altair declares "Safety and Peace", and Malik replies
    "Your presence here will deliver us both." (Quite opposite of his greeting
    in Memory Block 3, isn't it?) Malik runs down to the village, so enter the
    fortress. The gate shuts behind you! You're trapped!
    
    Walk up to the Headquarter Entrance, and... oh! So THAT's what happened to
    Masyaf's missing population! Even though Altair says they mustn't be harmed,
    what's one last tackling run for old time's sake? Go up to the Library of Al
    Mualim. No Mualim, BUT... the Piece of Eden is gone!
    That can only mean one thing... Go outside to the Garden of Paradise.
    
    -----------------------------------
    | Ancestor's Memory Synchronized. |
    | Now Recording...                |
    -----------------------------------
    
    The door shuts behind you (with no one shutting it!), so walk over to the
    center of the tiled area. You are instantly frozen in place, whipped around
    and forced to look up at a second-story window. Your body glows, and yet
    nobody is holding you!
    
    Al Mualim walks up to the railing of his balcony, holding the Piece of Eden.
    Only, it's not just a silver ball anymore. Bright, glowing lines in a strange
    pattern traverse the surface of the Treasure, giving it the appearance of a
    glowing Poke-Ball. Al Mualim, with a slightly altered voice, cries out "So!
    The Student returns!" Altair replies that he's never been one to run, and
    that he still lives because of it. Al Mualim wonders, aloud, what is to be
    done with you; and Altair angrily replies that he should be let free.
    Al Mualim says that it would be unwise to let you go, so Altair asks "Why are
    you doing this?". Al Mualim declares, "I've found Proof that NOTHING is true,
    and EVERYTHING IS PERMITTED!" He raises the Piece of Eden, which resurrects
    the Nine that were slain by your hand. He orders them to kill you, and you
    are released.
    
    
    Now, there are THREE ways to go about this:
    
    Beginner - Run from the Dead Templars and reach the bottom level of the
               Garden. Use your throwing knives until they reach you. Run back
               up to the top and keep using throwing knives until they reach you.
               Keep doing this until they are all slain, or until you run out of
               knives.
    
    Intermediate - Slay all Nine in open combat.
    
    Master - Slay all Nine in open combat, but in the order of their deaths.
    
    
    NOTE: After each battle, your synchronization is automatically restored.
    However, should you need extra synch, and provided that you have not
    collected them yet, there are two Masyaf Flags in the Garden. Collecting
    them will restore you to FULL Synchronization.
    
    
    Once all are slain, you are once again bound by the glowing material in the
    center of the top level. Al Mualim stands, just as he did in the beginning
    of the game, at the top of the stairway. Altair demands that Al Mualim face
    him, calling him a coward. Al Mualim boasts of his victory over 1,000 men,
    saying that he is NOT afraid. He walks down the staircase, then declares,
    "What could I possibly fear? Look at the Power I COMMAND!" As he says
    this, he splits and keeps on splitting until there are NINE Al Mualims!
    *gulp!*
    
    Once again, there are a few ways of doing this.
    
    Beginner - Quickly use your Eagle Vision before they attack. All the copies
               will be red, but the true Al Mualim will be yellow. Before the
               yellow fades, get the real Al Mualim on the ground and use your
               Hidden Blade.
    
    Intermediate - Slay all Al Mualims in open combat. If you can kill the real
                   Al Mualim during the fight, lucky you!
    
    Master - Use your Eagle Vision, and try to remember which is the real Al
             Mualim. Make sure to stay away from the REAL Al Mualim until all
             the copies are dead.
    
    
    Once the real Al Mualim is defeated, you are yet again imprisoned by the
    glowing light. Al Mualim stands before you, pacing back and forth. He asks
    if you have any final words, and Altair replies "You lied to me! You called
    Robert's goal foul when it was all along your's as well!" Your (former)
    master affirms the words of Robert, agreeing that he's never been good at
    sharing. Altair tells him that he will not succeed, and Al Mualim states
    "Aah. And that is why so long as man retains his free will, there can be NO
    true peace!" Altair declares that the last man who said that died by his
    hand. Al Mualim counters "Bold words, Boy! But JUST words." Altair once
    again demands that he be set free, so he can put words into reality. This
    greatly amuses Al Mualim, so Altair asks why he wasn't made mindless like
    the other Assassins. Al Mualim states that Altair's mind and abilites are
    too entertwined, saying "To deprive you of one would have robbed me of the
    other, and those Templars HAD to die." He then states that he did try, when
    he showed the Piece of Eden to you in the library. However, you saw through
    the "illusion".
    
    BAD THEOLOGY WARNING! After all, Al Mualim declares, "That's all it's ever
    done, this Templar Treasure, this Piece of Eden, this Word of God. You
    understand now? The Red Sea was never parted, water never turned to wine,
    it was not the Machinations of Ares that spawned the Trojan War, BUT THIS!
    Illusions, all of them!" He holds up the Piece of Eden (I'm expecting a
    Nazis and the Raiders of the Lost Ark sequence, but no go...), and Altair
    tells him that his plans are an illusion as well, forcing men against their
    wills. Al Mualim asks "Is it any less an illusion than the phantoms the
    Saracens and Crusaders follow now? Those CRAVEN Gods who retreat from this
    world that men may slaughter one another in their names? They live amongst
    an illusion already. I'm simply giving them another, one that demands less
    blood!" Altair replies that at least men choose these 'illusions', but Al
    Mualim disagrees. Altair tries to make his master see by telling him it
    isn't right, but Al Mualim says that logic has left Altair.
    
    Altair asks "What is to be done, then?" Al Mualim replies "You will not
    follow me, and I cannot compel you. It seems then that we are at an impasse."
    Our hooded hero valiantly declares "NO! We are at an END!" Al Mualim puts
    away the Piece of Eden in a pocket, then readies himself to face you.
    "I will miss you, Altair. You were my very best student!"
    
    
    !*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!
    
    Alright, get ready!
    
    This is it!
    
    The BIG Tamale!
    
    The End of All Things!
    
    IT'S DA BIG MOPPA WIT DA BIG POPPA!!!
    
    *sorry!*
    
    Rub some Prayer Beads and begin: The Battle of the Titans!
    
    Attack the Master!
    
    He's only got a silly glo-ball!
    
    You don't stand a chance!
    
    But you've got to risk it to get the biscuit!
    
    !*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!
    
    (sorry! haha!)
    
    
    Attack Al Mualim, and... HEY! That's no fair! He disappears, and your synch
    bar is dropped ALL the way down to the bottom! You can only see a short
    distance, so search the Garden for Al Mualim, who cries "Blind is all you've
    ever been, all you'll ever be!" You can see him when you come close, as his
    hands are glowing brightly. If you have any throwing knives left, use them
    on him! Altair, when he finds Al Mualim, replies "I may be blind, but my
    blade sees for me!" Once you've hit Al Mualim, your synch bar is restored
    and the world is back to 'normal'. Do this twice more and he will finally
    TRULY face you. Get him on the ground, and assassinate him.
    
    Al Mualim, true leader of the Templars and true enemy of the Assassin
    Brotherhood, deciever of the world, is slain by your hand.
    
    You and your former master enter the Animatrix.
    
    The Piece of Eden rolls away from Al Mualim ('And then the Ring abandoned
    Gollum...') and Al Mualim declares "Impossible! The Student does not defeat
    the Teacher!" Altair says (it's Arabic) "Lashay wakion motlak balkollen
    momken", OR "Nothing is true, Everything is permitted."
    
    Al Mualim replies "So it seems. You have won then. Go, and claim your prize."
    Altair declares that the Piece of Eden should've been destroyed. Al Mualim,
    horrified at the thought, replies "Destroy the only thing capable of ending
    the Crusades and creating true Peace? Never." Altair declares that if Al
    Mualim will not, then he will! Al Mualim dies; saying (in a far-away,
    underwatery echo) "We'll see about that."
    
    
    -----------------------------------------------------------
    09.7.2 End Memory
    -----------------------------------------------------------
    
    -----------------------------------
    | Ancestor's Memory Synchronized. |
    | Now Recording...                |
    -----------------------------------
    
    (NOTE: The best cutscene of the game starts here!)
    
    
    Altair, back in the Garden of Paradise, looks over at the Piece of Eden
    which has rolled away. Al Mualim's voice is heard, as if from another
    dimension, uttering the first words heard in the story: "I applied my heart
    to know wisdom, and to know madness and folly. I percieved that this also
    was a chasing of the wind. For in much wisdom is much grief; and he that
    increaseth knowledge, increaseth sorrow." He then says "Destroy it! Destroy
    it, as you said you would." However, Altair, entranced and left powerless
    at the Treasure, cries out that he cannot. The unseen spirit of Al Mualim
    says "No, you can, Altair. But you won't."
    
    The Piece of Eden shoots out several holographic rays, projecting a rotating
    image of a 3D earth. Several dots flash all over the world: the locations of
    the OTHER Pieces! Altair stands for several seconds, staring in awestruck
    wonder at this astounding treasure. Malik and the others run up, and Vidic
    declares in triumph, "We've got it!"
    
    !#!#!#!#!#!#!#!#!
    MEMORY LOG - 
    !#!#!#!#!#!#!#!#!
    
    NOTE: This Memory Log can ONLY be accessed from inside the Animus in Abstergo
          after you finish the game. Just select Memory Block 7 and choose to
          view the attachment.
    
    Memory: Assassination
    
    Attachment: The Journal of Altair Ibn Al-Ahad
    
    "My Master is dead - and many more with him, friend and foe alike. But the
    storm is broken, though pride may hold the clouds aloft a little longer. Of
    this much I am certain: with Robert and Al Mualim dead, the Saracen and
    Crusader armies will lay down their arms and give up this senseless war.
    Freed from the manipulations and schemes of wicked men, Saladin and Richard
    will find they have more in common then they think. Peace will return to the
    land. And if they should stray once more? Then my brothers and I will do what
    needs to be done to set things right... Masyaf is quiet now, caressed by the
    winds which carry through the valley. What is this thing I hold, that it can
    bend men's minds? No larger than an apple - yet its power greater than any
    weapon I've known. I have seen what evil even the smallest taste brings.
    I should destroy it... Yet something stays my hand. No. I will hold it a
    little while longer and see what it may teach me. Perhaps it can be turned to
    good. Or is this what the others thought when they held it? Is that its
    power, then? To turn the noble into cruel? I know not what the future holds
    for any of us, but I do know those Assassins who remain will need guidance.
    I must attend to them. Help heal their wounds. We will march together in the
    future, and emerge stronger than we were before. If we are to succeed, if we
    are to rebuild, then we must be careful not repeat the mistakes of Those Who
    Came Before. We must be vigilant, ever mindful of the past..."
    
    !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
    
    
    The screen fades to white, and you are once again sitting on the Animus.
    
    Desmond wonders aloud what he just saw, then looks at the Conference Room
    Window. Click any button to change the view, as you'll want to see what's
    in the Conference Room Window. Three men (without any recognizable facial
    features!) stand in a row, wearing fine business suits. Vidic tells them
    that the map has been obtained; but that two Pieces on the map are on
    non-existant continents. One of the men, probably Alan Rikkin, says that
    teams will be sent to each site, but they only need one. Warren asks about
    the other Pieces, and Rikkin replies "Collect them! Last thing we need is
    some survivor making trouble for us in the New World!" Warren asks about
    you, and Rikkin replies "We have what we need. Kill him." Lucy, our heroine,
    saves your life by saying that your memories are still needed. What a great
    gal... However, Rikkin states "Very well. Ensure we have no further need of
    him, THEN kill him." The three men walk away, and Warren berates Lucy for
    once again undermining him. Lucy defends herself by stating that letting you
    keep your current health benefits will possibly save Vidic's career. Warren
    walks away, telling you that you'll be dealt with shortly. Lucy follows him,
    and Desmond gets up off the Animus.
    
    WOAH! What? Is? THAT? You auto-switch to Vision mode, and look down. There
    are symbols everywhere! You look over at Lucy, who glows... blue! Amazing!!
    You've aqcuired Eagle Vision in the real world! The door closes, and you are
    left alone.
    
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    ACHIEVEMENT UNLOCKED!
    
    THE EAGLE AND THE APPLE - 1191 (100G)
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    
    Go into your room, and stand in front of your bed. Turn on Eagle Vision.
    WOAH! Look at ALL the symbols here! Wow, ok. The game has CHANGED from a
    regular combat game to... a Science Fiction / Conspiracy Theory Game!
    Awesome!
    
    "Oh my God! It looks like... is that blood? Who were they keeping here before
    me? And what happened to him? What does it mean, I wonder???" The camera
    zooms into the giant blood splotch, and the Credits roll.
    
    A set up for Assassin's Creed II? You bet it is!
    
    When the Credits FINALLY finish (it takes a full TEN MINUTES!), you're free
    to do what ever you please.
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    ACHIEVEMENT UNLOCKED!
    
    VISIONS OF THE FUTURE (50G)
    
    ()()()()()()()()()()()()()()()()()()()()()()()
    
    
    
    -:-:-:-:-:-:-:-:-:-:-:-:-
    
    MEMORY BLOCK COMPLETE
    
    -:-:-:-:-:-:-:-:-:-:-:-:-
    
    
    
    
    
    
    
    
    
    ^-^-^-^-^-^-^-^-^-^-^-^-^-^-^^-^-^-^-^-^-^-^-^-^-^-^-^-^-^-^
            !-!-!-!-!-!-!-!-!-!-!!-!-!-!-!-!-!-!-!-!-!
                !!! ASSASSIN'S CREED COMPLETED !!!
            !-!-!-!-!-!-!-!-!-!-!!-!-!-!-!-!-!-!-!-!-!
    -^-^-^-^-^-^-^-^-^-^-^-^-^-^--^-^-^-^-^-^-^-^-^-^-^-^-^-^-^-
    
    
    
    Congratulations! You have just completed Assassin's Creed and set the Holy
    Land onto a journey of peace and stability. Don't trade the game in yet!
    There are still several things that you can do!
    
    01. Replay Memory Blocks
    02. Read E-mails
    03. Decipher the Blood Glyphs
    04. Find all 420 Flags
    05. Find and Slay all 60 Templars
    06. Explore the open world of the Holy Land
    07. Finish Obtaining Achievements
    
    
    
    ^-^-^-^-^-^-^-^-^-^-^-^-^-^-^^-^-^-^-^-^-^-^-^-^-^-^-^-^-^-^
            !-!-!-!-!-!-!-!-!-!-!!-!-!-!-!-!-!-!-!-!-!
                !!! ASSASSIN'S CREED COMPLETED !!!
            !-!-!-!-!-!-!-!-!-!-!!-!-!-!-!-!-!-!-!-!-!
    -^-^-^-^-^-^-^-^-^-^-^-^-^-^--^-^-^-^-^-^-^-^-^-^-^-^-^-^-^-
    
    
    
    
    
    
    
    
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     10. Additional Memories                                             ALTFLAG
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    I will not attempt to list each Flag and Templar here, as that would be
    difficult. However, if you go to:
    
    www.assassinscreed-maps.com
    
    they will be able to do it 1,000% perfectly. They have pictoral maps that 
    have numbered dots on blown-up pictures of the Subject's Maps, and when you
    highlight that particular number, a screenshot of that Flag or Templar will 
    appear with a short description.
    
    When asked about the reason why there is a GRAND TOTAL OF 480 things to 
    collect, one of the Game Developers said that he wanted to show gamers the
    utter uselessness and futility of collection awards, as you recieve nothing
    but a filled bar for getting a certain type completed. What he forgot is that
    360 owners DO have an award for getting all the Templars and Flags. It's
    known as: Achievements.
    
    However I can provide stats:
    
    Masyaf - 20 Flags, 0 Templars
    
    Damascus - 100 Flags, 10 Templars
               Poor District - 33 Flags, 3 Templars
               Rich District - 33 Flags, 4 Templars
               Middle District - 34 Flags, 3 Templars
    
    Acre - 100 Flags, 10 Templars
           Poor District - 33 Flags, 4 Templars
           Rich District - 34 Flags, 3 Templars
           Middle District - 33 Flags, 3 Templars
    
    Jerusalem - 100 Flags, 10 Templars
                Rich District - 33 Flags, 4 Templars
                Poor District - 34 Flags, 3 Templars
                Middle District - 33 Flags, 3 Templars
    
    Kingdom - 100 Flags, 30 Templars
    
    Arsuf - 0 Flags, 0 Templars
    
    Getting ALL 420 Flags and 60 Templars will not be easy. Even with the 
    assassinscreed-maps.com maps, this could take several days. Avoid getting 
    any of a certain type until you are able / up to getting them all in one fell
    swoop, as getting a few here, a few there will result in you missing those 
    last few. I am telling the absolute truth here. I have played several games
    where collection is involved (Super Mario Sunshine, Superman Returns, 
    Spiderman 2, Assassin's Creed, etc.) and I always missed some if I got a few
    in advance. I would then go over the lists SEVERAL times, and failing that,
    would have to restart the ENTIRE GAME because I wanted those last few 
    somethings and could not find them.
    
    The other additional memory is completed by obtaining all 12 View Points in
    the Kingdom.
    
    NOTE: When following a list, MAKE SURE that you have collected that flag that
    you remember obtaining SO WELL! I had collected 419 Flags, with a single flag
    in Jerusalem missing. I went over the list four times, each time skipping the
    ones I KNEW I HAD. The fifth time (I was desperate by now) I decided to do
    the ENTIRE list. I went to a certain location halfheartedly, just KNOWING
    that there would be no flag to be found, and guess what? I found it.
    
    
    
    
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     11. - 13. FREE ROAM LOCATIONS                                       ALTROAM
    
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    HEAD'S-UP NOTE:
    I have tried to be accurate when possible while writing the Free-Roam
    sections. Many of the landmarks are fictitious, so I had to use a little
    liberty and license to create names for them (what a genius!)
    Some in-game landmarks are based off of real landmarks and are correctly
    named when possible. However, the Game Developers committed a usual
    game-developing error: Everything's there- but in the wrong place! The game's
    maps fit the storyline well, but are NOT actual maps of the Middle East!
    The in-game landmarks are representations of real-life landmarks, but they
    are geographically incorrect. (Translation: This game isn't Rand McNally or
    Google Earth! Don't play the game and expect your next Middle-Eastern tour
    to be like it!)
    
    
    
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    11. The Holy Land                                                    ALTHOLY
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    11.1 Masyaf
    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
    
    
    Approx. Population: 1,925
    
    Description: Masyaf, a mountain village/fortress is home to the 
                 Brotherhood of the Assassins. Clear skies, rocky terrain, 
                 and one-to-two story buildings personifies this communal
                 atmosphere. At the top of the mountain, there is a large,
                 several-story castle that overlooks the village to the 
                 south and a sea to the north.
    
    Things To See:
    
    A. The Village Market
       Location: By the gate at the very bottom of the village
       Description: A large paved area with a few benches and trees surrounding
                    a water fountain. Also of note are the several Merchant 
                    Stands surrounding the market.
    
    B. Speaker's Platform / Town Square
       Location: At the top of the long, sloping road from the Village Market
       Description: Another large paved area with benches. A podium for a Town
                    Crier is also there, giving the speaker a view and broadcast
                    reach of over half the town.
    
    C. Square of Prosperity
       Location: At the top of the village and the bottom of the Fortress
       Description: The last town square, complete with trees, benches, Merchant
                    Stands, and paving.
    
    D. The Fountain of Solitude
       Location: In the Northwest corner of the town
       Description: The Fountain of Solitude is a shady corner of the side of the
                    road with a fountain imbedded into the rock wall. It is well 
                    known that Masun enjoys relaxing here.
    
    E. The Basket Weaver's Shop
       Location: Along the East wall of the village
       Description: A small building along the wall, with several boxes and 
                    baskets surrounding it. Jamal, when not opening gates for
                    Templars, takes up residence here.
    
    F. Assassin's Fortress
       Location: At the very top of the Mountain (can't miss it)
       Description: A huge brown-tan stone castle that is well fortified.
                    Weapons are strictly forbidden in all areas but the 
                    training arena.
    
    G. Assassin's Training Arena
       Location: Within the walls of the Assassin's Fortress
       Description: A round platform in the lower part of the Assassin's 
                    Fortress. It is fenced and surrounded by spectators. Altair
                    can practice new moves, or refresh on old ones here. Fights 
                    engaged in here do not end in death. The Assassin Trainer 
                    can be found here.
    
    H. Assassin's Library
       Location: On the lower floor of the main building of the Fortress
       Description: A large library with several books and scrolls each 
                    containing unknown stories and information. There is
                    a single patron who spends his time wandering the halls.
    
    I. The Garden of Paradise
       Location: At the very north part of Masyaf and the Fortress
       Description: An expansive garden with several exotic plants and water
                    features. A few female dancers / slaves can be found here.
                    For more information about this garden, go to the AC Story-
                    History guide by zukowskc (which can be found @ Game FAQ's)
    
    J. The Library of Al Mualim
       Location: On the second floor of the Assassin's Fortress, south of the 
                 Garden and above the Assassin's Library
       Description: Alot like the Assassin's Library, the Library of Al Mualim
                    is where Altair reports to Al Mualim after each 
                    Assassination. The Piece of Eden can be found here.
    
    K. Masyaf Tower
       Location: On the southern side of the Fortress, on a hill to the side
                 of the entrance of the Fortress
       Description: The highest (reachable) pinnacle in Masyaf, the Tower has
                    the only access to the Cliffside Passages (from the top).
                    This is the most prominent feature of Masyaf.
    
    L. The Cliffside Passages
       Location: Off the side of the Fortress, only able to be accessed from 
                 the Masyaf Tower
       Description: A fairly straightfoward area, with beams to cross the
                    gulfs between cliffs. After jumping from the Masyaf Tower,
                    the only way out is over the beams and up the lookout tower.
                    The lookout tower is the one that holds the log-trap in 
                    Memory Block One.
    
    M. The Trails
       Location: The southern part of the Masyaf area, from the Masyaf Gate
       Description: Another fairly straightforward area, with sharp changes
                    in elevation. A long row of Greek arches mark the entrance
                    to the Kingdom and a wooden wall marks the entrance into
                    Masyaf. A Horse Pen (with three thoroughbreds) is at the
                    Masyaf entrance. The Trails are only available after Memory
                    Block 2, pt. 1.
    
    
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    11.2 Damascus
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    Approx. Population: 45,323
    
       Description: Damascus is the capitol of capitalism in the Holy Land, and
                    as such, even it's poorer citizens are not without basic 
                    comforts. With a hot desert climate (and a hot desert 
                    surrounding it), the city's courtyards and shade-covered 
                    benches are the local's favorites. The city's water supply
                    comes out of canals that run through the city, giving parts
                    of Damascus a Venice-style feel.
    
    
    ----------------------------------
    11.2.1 Outside City Gates
    ----------------------------------
    
    Description: A very desert-ish area with a few things to see.
    
    Things to See:
    
    A. The Road to the Kingdom
    
       Location: At the very north of Damascus
       Description: A long, winding desert path that leads from Damascus to 
                    the Kingdom. (For all believers, Paul probably was struck 
                    with blindness here <><)
    
    B. Hungry Halafa's Hamburger House
    
       Location: On the Road to the Kingdom, halfway down on the side of the road
       Description: A lone Merchant Stand out in the middle of nowhere. The lack
                    of competition in the area makes this an ideal spot, but the
                    lack of passerbys makes for poor business.
    
    C. Outer Souk
    
       Location: Just outside the City Gate
       Description: A large market with several Merchant Stands.
    
    D. Main City Gate 
    
       Location: At the northernmost point of the Poor District
       Description: A tall, wide gate that is guarded heavily. To pass unnoticed,
                    blend with the nearby scholars or scale the wall until you 
                    can reach the beams.
    
    
    ----------------------------------
    11.2.2 Poor District
    ----------------------------------
    
    Description: The Poor District (it's where the poor live, duh!) has
                 very few things taller than two stories, and is typified by
                 it's wooden roofs, dark alleys, beggars, and general overall
                 delapidation. Be warned, you might be accused of slumming if
                 you take a long tour here.
    
    
    Things to See:
    
    A. The Desera Market
    
       Location: Just inside the Main City Gates
       Description: A long, wide road with many merchant stands
    
    B. Damascus Waterway
    
       Location: Along the northernmost part of the Poor District
       Description: A long, wide canal filled with water (really?), boats, docks,
                    waterfalls, and bridges. It runs from outside the city to
                    the Damascus Riviera.
    
    C. Souk Alufel
    
       Location: Off the northwestern side of the Desera Market
       Description: A small covered walkway with several shops. The roof is made
                    up of wooden beams and boards and has two Market arches on 
                    either end. During the Tamir mission, a Pickpocket can be 
                    found here.
    
    D. Temple of the Poor
    
       Location: At the southern end of the Desera Market
       Description: A large building with several large domes and a minaret. It has
                    several trees and benches and a stone wall surrounding it.
    
    E. Souk Al'Silaah
    
       Location: Off the southeastern side of the Desera Market
       Description: The biggest marketplace in the WHOLE game (It takes up 1/6 
                    of the poor district!)! It is covered, except for the very 
                    center, by white stone. It has several entrances, guards,
                    shops, merchant stands, and civilians. Very tall, can't
                    miss it.
    
    F. The Sanctuary of the Destitute
    
       Location: Southeast of the Souk Al'Silaah, against the city walls
       Description: A small (yet tall) building with a singular dome on top. It
                    is fenced and guarded. A singular town crier will draw a 
                    large crowd here. During the Tamir mission, an Eavesdropping
                    can be found nearby.
    
    G. Guard Tower of the Poor
    
       Location: To the southwest of the Sanctuary of the Destitute and the 
                 Southeast of the Souk Al'Silaah
       Description: A large, circular tower made of sandstone. A single guard
                    is at the top, and several guards patrol around the bottom.
    
    H. Sanctuary of the Weary
    
       Location: On the west side of the Poor District, just northeast of the 
                 Umayyad Mosque
       Description: A large, square, tan building that has a singular dome and
                    minaret. Several benches and a water fountain can be found
                    here. There is but one town crier, but he gathers a 
                    tremendous crowd.
    
    I. The Speaker's Platform for the Poor
    
       Location: Due east of the Umayyad Mosque (a large, open space on 
                 the map) and due north of the Assassin's Bureau of Damascus
       Description: A fenced and covered platform for speaking. Tamir's 
                    Interrogation mission is here.
    
    J. Assassin's Bureau of Damascus
    
       Location: At the very southwest of the Poor District (it's marked on 
                 your map, stupid!)
       Description: A medium-sized tan-white building with a gold pointed dome
                    on top. To the side of the dome is a mesh screen that allows
                    one to enter the Bureau. A ladder on the side of the building
                    will take you to the "door". Inside is a lush (and plush!) 
                    resting area with the Assassin's Symbol. There is, of course,
                    an office inside where you can find the Rafique and tell him
                    of your progress.
    
    K. The Grand Walkway
    
       Location: Along the south of the Poor District (It actually continues into
                 the Rich District, where it becomes the Imperial Walkway)
       Description: A long, wide road with several merchant stands, tables, 
                    benches, guards and civilians.
    
    L. Souk Al'Habib
    
       Location: South of the Souk Al'Silaah, West of the Bureau, East of the 
                 Guard Tower of the Poor, and North of the Grand Walkway 
                 (On the map it looks like a large dead-end)
       Description: An open area with a few merchant stands and benches. During
                    the Tamir sequence, an Eavesdrop can be located here.
    
    M. The Gate of the Desert
       
       Location: At the very Southeast of the Poor District
       Description: A simple gate which leads to the Kingdom. Nuff Said.
    
    
    ----------------------------------
    11.2.3 Rich District
    ----------------------------------
    
    Description: Damascus' Rich District is the home of the opulent and wealthy
                 nobles. Almost every building is ornate, and several homes
                 are open for looking inside.
    
    
    Things to See:
    
    A. The Fortress of Solitude
       
       Location: At the very Northwest of the Rich District
       Description: Yes, I know that's Superman's hangout, but the name stuck
                    because besides the occasional guard or Crate Carrier
                    there isn't anyone else around. The Fortress (and the 
                    complex of buildings surrounding it) are walled off with only
                    three guarded entrances to "allow" passage. The houses are
                    severely delapidated, and most of the streets are dark 
                    alleyways. The Fortress itself is guarded by archers, 
                    and is composed of cream-colored stone.
    
    B. The Gate of the Palms
       
       Location: At the Northwest part of the Rich District, Northeast of the
                 Fortress of Solitude
       Description: A Gate with several palm trees at the exit. An obelisk
                    is just inside, along with several benches, a few Beggars,
                    and a pool.
    
    C. Court of the Speaker
       
       Location: South of the Fortress of Solitude
       Description: A large, wide, open area with a covered platform for 
                    speaking. A large stone arch marks the Southern edge.
                    Scholars and Thugs tend to congregate around here.
    
    D. Court of Relaxation
       
       Location: Just West of the Court of the Speaker
       Description: An open, shaded area with several benches and trees, and a
                    water well on the side of the House of the Templar.
    
    E. House of the Templar
       
       Location: On the Southeast side of the Court of Relaxation
       Description: A tall, open building with a bench, ladder, balcony, and
                    a Templar. The entrance is on the south wall.
    
    F. The Damascus Riviera
       
       Location: From the northeast corner of the district to the center west 
                 side of the District, connects to Damascus Waterway
       Description: The same as the Damascus Waterway, except there are no docks
                    or boats.
    
    G. The Home of Hassant Ben'Drafted
       
       Location: On the west wall on the north side of the Riviera
       Description: (say it out loud, you'll get it) Identical to the House
                    of the Templar, though it doesn't contain any Templars.
                    A water well is just outside the entrance.
    
    H. The Sanctuary of Muhammed
    
       Location: Just south of the Hassant Ben'Drafted Home, on the south side
                 of the Riviera along the west city wall.
       Description: A large riverside fenced Sanctuary with a dome and a minaret.
                    A guarded Town Crier stands on the steps, attracting a
                    small crowd. A Save Citizen is just outside the fence, and
                    there is a haystack between the Sanctuary and the Riviera.
    
    I. The Al-Halim Home
       
       Location: Just South of the Court of the Speaker
       Description: Nearly identical to the other Homes around the district.
    
    J. The Home of Tamatha
       
       Location: Just West of the Al-Halim Home
       Description: Nearly identical to the other Homes around the District.
    
    K. The Home of Naruq
    
       Location: A building on the northeast part of the Riviera, due east
                 of the Gate of the Palms, on the north side of the Riviera
       Description: A large home with ivy above a indoor bench. A torch is
                    next to the ladder, and a dining room is off to the side.
    
    L. The Bridge of the Speaker
       
       Location: On the Riviera, due west of the Umayyad Mosque.
       Description: A wide bridge with a protected Town Crier and his audience.
                    A few Insane Men wander about the West side, and a Eavesdrop
                    Mission can be found here.
    
    M. The Home of Alufel
       
       Location: Between the Riviera and the Northwest corner of the Temple of
                 Allah
       Description: A Home with riverfront view and an indoor water "pool".
    
    N. The Sanctuary of the Forgotten
       
       Location: Just North of the Northwest part of the Umayyad Mosque
       Description: A fenced and guarded, but otherwise deserted Sanctuary.
    
    O. The Coutyard of the Quran
       
       Location: Just North and Center of the Umayyad Mosque
       Description: A large and airy plaza with a water fountain, several
                    benches, a VERY well guarded Town Crier and his audience,
                    Thugs, Insane Men, Jar Carriers, Stone Pillars and Arches,
                    etc. An Eavesdrop takes place here.
    
    P. The Home of Halafel
       
       Location: Just North of the Northeast part of the Umayyad Mosque
       Description: A Home that is covered in ivy on one indoor wall.
    
    Q. Imperial Walkway
    
       Location: Along the South-Middle of the district, becomes Grand
                 Walkway in the Poor District
       Description: A long street that traverses the district from East to West
                    and goes through two markets.
    
    R. Souk Falakal
       
       Location: On the Imperial Walkway, it is the easternmost of the two Souks
       Description: A long market with several shops, merchant stands, beggars
                    and guards. It is similar to the Souk Al'Silaah.
    
    S. Souk Am'Hamal
       
       Location: On the Imperial Walkway, it is the Westernmost of the two Souks
       Description: Nearly identical to the Souk Falakal.
    
    T. The Gate of the Village
       
       Location: At the western end of the Imperial Walkway
       Description: A gate leading to the Kingdom. It has a stone obelisk
                    inside, ans a small village outside.
    
    U. The Palace of the Merchant King
       
       Location: At the Southernmost part of the district
       Description: This very large and lush palace speaks of the overpowering 
                    opulence of the Merchant King. It's four-story walls are
                    guarded at all times by archers, and several informed patrols
                    are on duty whenever Naqoud throws a party. The Palace 
                    Grounds are covered in water features and cultivated 
                    vegetation. Inside are several tables and stone arches,
                    a large fountain with a statue in it, and a small lounge.
                    Inside and out, what is not a water feature or garden is
                    completely paved.
    
    V. The House of the Merchant Prince
       
       Location: On the border of the Rich and Middle Districts, just East
                 of the Merchant King's Palace
       Description: Just like all the other Homes. It is so close to the
                    Palace that I thought that it could be the Home of Tamir.
    
    W. The House of the Merchant Guard
    
       Location: Northeast of the Palace of the Merchant King. If you walk
                 into the street directly across from the Palace's main
                 entrance, you'll pass the entrance.
       Description: A large home that has an archway with multiple pillars
                    and a bench. Besides that, the house is pretty bare.
    
    X. The Guard Tower of the Nobles
       
       Location: Just North of the Souk Am'Hamal
       Description: A large, circular tower made of sandstone. Several soldiers
                    guard most of the entrances, and a single archer guards the
                    top. If / when you are discovered, Abu'l Naqoud will run
                    to this location.
    
    Y. The Umayyad Mosque
       
       Location: On the East side of the district
       Description: This building is GIGANTIC! It's a little smaller than the
                    Cathedral of the Holy Cross in Acre, but still very huge!
                    The Umayyad Mosque has a very LARGE and airy plaza
                    inside with two covered speaker platforms (each of which have
                    a Town Crier and his audience), several benches, two groups
                    of scholars, and... no guards? That's right: No Guards.
                    Also of note: Altair can climb the building, while guards
                    have no way of reaching him once he's on top. And if he 
                    climbs the VERY TALL minaret, which is known as the Minaret
                    of the Bride, (there's a grand total of three minarets on the
                    Mosque) while fleeing a fight, he will climb so high that he
                    will vanish! Enjoy the view (you can see the entire city) and
                    then jump for a five-second freefall into a bale of hay! Man,
                    this place ROCKS! (uh, sorry. *ahem* must become professional
                    again...)
    
    
    ----------------------------------
    11.2.4 Middle District
    ----------------------------------
    
    Description: As the home of Damascus' working class, the Middle District
                 has several two and three-story buildings. Very few buildings
                 in this district are run down, and the citizens are well 
                 protected by a vast number of guards. There are several 
                 courtyards and alleys here.
    
    
    Things to See:
    
    A. Sanctuary of the Peaceful Truth
       
       Location: Just south of the Bureau
       Description: A very ornate building with a single dome and minaret.
                    Like the other Sanctuarys, this one also has a Town Crier.
                    It isn't fenced or walled, but a large staircase leads to
                    it from the Grand Walkway to the North.
    
    B. Guard Tower of the Middle Class
       
       Location: South of the Sanctuary of the Peaceful Truth
       Description: A large, circular tower made of sandstone. A single archer
                    guards the top, while several patrols stay at the bottom.
    
    C. The Gate of Oasis
       
       Location: At the very southwest of the Middle District
       Description: A Gate that leads directly to the Kingdom with stone arches
                    and palm trees on the sides. An Obelisk marks the center of
                    the wide, open area just inside the Gate.
    
    D. The Temple of the Almighty
       
       Location: Just west of the Madrasah
       Description: A large tan building with a very large walled complex of
                    benches, trees and water features. A well guarded Town Crier
                    draws a crowd here, and several Insane Men wander about.
                    A large minaret, seperate from the main building, can be 
                    found here as well. During the Jubair sequence, a Pickpocket
                    mission can be found here.
    
    E. Fortress of the Holy Jihad
       
       Location: At the very eastern part of the Middle District
       Description: A large, square, open building made of a cream-colored stone.
                    Two archers guard the top, and several soldiers guard the 
                    bottom. The entrance is guarded, and inside are two benches 
                    and two Beggars. A water well and an Eavesdrop are also 
                    found here. The surrounding buildings are similar to those 
                    in the Poor District.
    
    F. The Walkway of the City Walls
       
       Location: Along the city walls to the south of the Middle District
       Description: A long road that traverses the southern edge of the Middle
                    District.
    
    G. The Pool of the Silent
       
       Location: At the northernmost part of the middle district (makes a "hump"
                 on the map)
       Description: A small, but open area with a shallow pool in the center. 
                    A few trees, two Merchant Stands, a bench and an Informer
                    are to be found here.
    
    H. The Madrasah al-Kallasah
       
       Location: Just south of the Pool of the Silent
       Description: As the home of Jubair Al-Hakim, this building is as ornate
                    as it is large. Greenery, awnings, and tiled floor speak of
                    wealth in an otherwise not-so-wealthy area.
    
    I. The Courtyards
       
       Location: All throughout the Middle District
       Description: Walled, but open areas, usually with a few trees, a bench,
                    and flags. Jubair and his Scholars tend to gather here.
    
    
    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
    11.3 Acre
    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
    
    Approx. Population: 44,974
    
    Description: As the city of Crusaders, Acre has an architecture style
                 very much like that of England. The skies are normally
                 cloudy, and most of the citizens speak a London English.
                 Most of the city's wares are on the streets in merchant 
                 stands, and most of the shops are unused. Note that 
                 outside the city gates are several dead corpses, and 
                 inside are several more. The crusaders in Acre are ruthless,
                 and will not hesitate to kill.
    
    
    ----------------------------------
    11.3.1 Outside City Gates
    ----------------------------------
    
       Description: A very grassy and rocky area with several guards (upwards 
                    of 20) and civilians. Not much to see here.
    
       Things to See:
    
    
    A. The Road to the Kingdom
       
       Location: The Northernmost part of Acre
       Description: See Outside City Gates Description.
    
    B. Acre Equine Livery
    
       Location: West of the City Gates
       Description: A small, shady area with a few horses, a haystack and a 
                    feeding trough.
    
    C. The City Gate
    
       Location: Northeast corner of the map
       Description: A large gate with a chevy-style cross at the top. Spiked
                    wooden palisades (tall fences for protection and defense)
                    stay in front of the gate to remind all that Acre belongs
                    to Richard. The gate is guarded, so either scale the 
                    scaffolding or enlist a scholar's aid to help you enter 
                    peacefully.
    
    
    ----------------------------------
    11.3.2 Poor District
    ----------------------------------
    
       Description: The most impoverished of the Holy Land live here. Several 
                    dark alleys and destroyed or delapidated buildings are found
                    here. The streets are lined with Beggars and Drunken Men. The
                    Knights of the Hospitalier control this district.
    
       Things to See:
    
    
    A. Chapel of St. Bartholomew
       
       Location: Just south of the main City Gate
       Description: A small oval building with a gold top. A Town Crier preaches
                    at it's nearby Speaker's Platform
    
    B. Gaurd Tower of the Poor District
       
       Location: South of the Chapel of St. Bartholomew
       Description: A tall, square building with a two guards at the bottom, one
                    archers on top, and a few archers on the nearby buildings.
    
    C. Plaza of the Weary Soles
       
       Location: Southwest corner of the Poor District
       Description: A small, open plaza with a few benches and guards. An 
                    Informer can be found here.
    
    D. Church of the Holy Father
       
       Location: On the southern edge of the district, on the west side
       Description: A medium-sized church with several benches, a shallow pool,
                    a few Merchant Stands, and an Interrogation Mission.
    
    E. The Prison of Evildoers
       
       Location: In the center of the district
       Description: Very much like a Souk, except that it is guarded on all sides
                    and there are no Merchants. A Pickpocket can be found here.
                    According to the Acre Rafique, this used to be a market, but
                    it was abandoned. Obviously, it was converted to a prison
                    (just look at the filth and the iron bars and guards and 
                    archers!).
    
    F. The Hospital of the Good Samaritan
       
       Location: In the north-center of the district
       Description: A large, open building that has several guards and archers.
                    The city's sick and wounded come here for aid and healing.
                    If the good doctor, Garnier, is not about, then they get 
                    well. A speaker platform is just outside the main entrance,
                    and a water well is in the courtyard. The ill and wounded are
                    allowed to freely roam the halls.
    
    G. The Bridge of the Needy
       
       Location: Just east of the Hospital and just west of the Gardens
       Description: It isn't a bridge, really. Just a guarded overpass above
                    a slum area. Be on the lookout for Insane Men and Beggars.
    
    H. The Gardens of the King
       
       Location: In the northeast corner of the district
       Description: A large, multilevel plaza with several trees and much grass.
                    Several benches and water features are also here.
    
    I. Assassin's Bureau and Plaza
       
       Location: The southeastern corner of the district
       Description: The Bureau is identical to the other two. The plaza is a 
                    large and open area with a large fountain and a few palm 
                    trees. A single merchant stand marks the western edge of
                    the plaza, and a water well marks the eastern edge.
    
    J. Sanctuary of the Abandoned
    
    Location: North of the Bureau
    Description: A Muslim Sanctuary that has been abandoned or converted into
                 a church. The dome and minaret are broken and caved in, giving
                 it the appearance of being abandoned. However, a protected 
                 Christian Town Crier and his audience stand at the steps, and 
                 archers guard it from all sides, giving it the appearance of 
                 being converted into a church.
    
    
    ----------------------------------
    11.3.3 Rich District
    ----------------------------------
    
    Description: The liege-lord and his nobles call the Rich District their home.
                 Three to five-story buildings are common here. The buildings 
                 themselves are not very ornate, and most reflect a hamlet or
                 fiefdom lifestyle. The Rich District is controlled by the 
                 Knights of the Order of Templars.
    
    Things to See:
    
    
    A. The Market of Good Faith
    
    Location: Along the seawall to the northwest of the district
    Description: A long, open area with several merchant stands. A Pickpocket
                 mission can be found here.
    
    B. Gaurd Tower of the Rich District
    
    Location: At the southeastern point of the Market of Good Faith, and 
              northwest of the Cathedral of the Holy Cross
    Description: A tall, square building with an archer on top and several 
                 gaurds at the bottom. A Pickpocket mission can be found here.
    
    C. The Alley of Shadows
    
    Location: Northwest of the Guard Tower and east of the Market of Good Faith
    Description: A very long and straight alley with very little light. This 
                 alley holds particular interest with the guards, as it is 
                 guarded at both ends.
    
    D. Merchant Alley
    
    Location: Just east of the Alley of Shadows
    Description: A long dimly-lit street with several merchant stands.
    
    E. The Grotto of the Tree
    
    Location: Just east of the Alley of Shadows and northwest of Merchant Alley
    Description: A medium-sized cul-de-sac with two merchant stands, a few 
                 Drunken Men, a bench, two trees, and a few other people milling
                 about. The only (normal) way in is by a staircase that leads to
                 higher ground.
    
    F. Plaza of the Water
    
    Location: North and center of the district
    Description: A small town square with a lionhead fountain. An Informer spends
                 most of his time here.
    
    G. Church of the Holy Book
    
    Location: North and east-center of the district
    Description: A converted Muslim sanctuary with a bell tower instead of a
                 minaret. Several archers and guards patrol the area, and there
                 are a number of Insane Men and Beggars.
    
    H. Square of the Helping Hand
    
    Location: North and west-center of the district
    Description: A small square with two wells, some trees, a group of 
                 Vigilantes, a few benches and Drunken Men.
    
    I. Grotto of the Templar
    
    Location: The northeasternmost corner of the district
    Description: A large cul-de-sac with several benches, Drunken Men, palm
                 trees, a large water well and pool, an obelisk, and a Templar.
    
    J. The Fortress of Might
    
    Location: East and center of the district
    Description: A large, square, open building with several archers and guards
                 patrolling the area. The entrance is guarded, and inside is a
                 Pickpocket mission. Several Crate Carriers and Thugs wander 
                 about, as well as other civilians.
    
    K. Merchant Street
    
    Location: South of the Fortress of Might and east of the Cathedral
    Description: A long, wide street with several merchant stands.
    
    L. Cathedral of the Holy Cross
    
    Location: Middle of the district
    Description: THE BIGGEST AND TALLEST BUILDING IN THE GAME! Over 40 guards
                 patrol around the bottom, and seven patrol the top. The 
                 Cathedral is able to be scaled, with a little know-how.
                 The Cathedral's unfinished / collapsed spire holds a Templar.
                 Several Thugs and Town Criers are here, and an Interrogation
                 mission is here as well.
    
    M. The Plaza of the Lion
    
    Location: Southwest of the Cathedral and northeast of Richard's Citadel
    Description: A very large and open area with several merchant stands and
                 people wandering about. A large host of guards patrol the area.
    
    N. Richard's Citadel
    
    Location: The southwesternmost area of the district
    Description: A very large, high-walled fortress with several buildings
                 inside. A legion of soldiers and archers guard the streets
                 and rooftops.
    
    O. The Tower of Fiery Love
    
    Location: The southwesternmost point of the district
    Description: A VERY tall multilevel tower overlooking the Mediterranean Sea.
                 For those of you who have played Assassin's Creed 2, you will
                 DEFINATELY recognize this tower, as this is where Altair chases
                 down Maria and has a romantic escapade with her!
    
    ----------------------------------
    11.3.4 Middle District
    ----------------------------------
    
       Description: As the district of the Teutonic Knights, the Middle District
                    has a vast host of informed patrols and archers. A large 
                    portion of the district is a dockyard, while the rest is made
                    up of two to three-story buildings.
    
       Things to See:
    
    
    A. St. John's Gate
    
    Location: The northwest corner of the district
    Description: A gate that leads to the Kingdom. A country boulevard is on the
                 outside, while two trees and benches, a stone obelisk and 
                 several guards are just inside. An Eavesdrop mission can be
                 found here.
    
    B. Courtyard of the Iron Hand
    
    Location: North and center of the district
    Description: An open area with several feeding troughs and wooden structures.
                 A Save Citizen can be found here.
    
    C. The Fortress of Strength
    
    Location: The northeast corner of the district
    Description: A large stone-walled fortress that is unique in structure. The
                 only way to climb it is from the far sides. A Save Citizen can 
                 be found here. The entrance is guarded, and the parapets are
                 guarded by three archers.
    
    D. St. James' Gate
    
    Location: East and center of the district
    Description: A gate that leads to the Kingdom. A desolate road leads out of 
                 it, and a raised plaza is just inside. Beggars and Drunken Men
                 tend to gather here, and an informed patrol march around.
    
    E. Chapel of St. Stephen
    
    Location: Just south of the Courtyard of the Iron Hand
    Description: An oval building with a golden dome on top. It is in a sunken
                 area.
    
    F. Church of the Holy Mother
    
    Location: West and center of the district
    Description: A large church with a bell tower on top. A lionhead fountain
                 stands at it's southern end, and scholars and guards walk around
                 the bottom.
    
    G. Market of the Happier Times
    
    Location: Southeast of the Church of the Holy Mother and northeast of the
              Guard Tower of the Middle District
    Description: A small marketplace with three merchant stands and a Pickpocket
                 mission.
    
    H. Guard Tower of the Middle District
    
    Location: The southwest corner of the district
    Description: A tall, square building made of greystone. A single archer 
                 guards the top while archers guard the surrounding buildings.
                 Two guards are stationed at the bottom, and an informed patrol
                 circles the tower.
    
    I. Market of the Royale Standard
    
    Location: South and center of the district
    Description: A large, open plaza with several merchant stands, a Pickpocket
                 mission, and an entrance into the Port of Acre.
    
    J. Market of Bounty
    
    Location: Just north of the Market of the Royale Standard
    Description: A medium-sized plaza with a few merchant stands, a multitude
                 of Crate Carriers and Drunken Men, and an unguarded entrance
                 to the Port of Acre.
    
    K. Street of the Royale Guard
    
    Location: Middle and southeast of the district, along the city wall
    Description: A long street with several guards, Crate Carriers, Thugs,
                 and Merchant Stands. The Chapel of St. Mark is just northeast
                 of this road.
    
    L. The Alley of the Lamplit Shop
    
    Location: Along the side of the northern end of the Street of the Royale
              Guard
    Description: A small, short sunless alley with several Thugs and Insane Men.
                 A single lamplit shop is here as well. Believe it or not, this 
                 place looks like a street out of the large castle in Oblivion.
    
    M. Chapel of St. Mark
    
    Location: Just south of the St. James' Gate
    Description: A small oval chapel with a golden dome on top. An Interrogation
                 target can be found on the speaker's platform overlooking the
                 Port of Acre. The chapel has a few guards surrounding it, 
                 several Thugs and benches, a few Beggars, and is accessible
                 by a steep staircase that leads to the Street of the Royale 
                 Guard below.
    
    N. The Port of Acre
    
    Location: The entire southeastern quadrant of the district
    Description: A large dockyard with few buildings, a vast host of
                 guards, Crate Carriers, non-violent Thugs (they'll run if you 
                 slug 'em), drunks and archers. The largest portion is made up
                 of boats and poles, with a few guard tower / lighthouses
                 on the far ends. Sibrand takes up a vigilant residence here,
                 and his galleon is covered with guards.
    
    
    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
    11.4 Jerusalem
    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
    
    Approx. Population: 25,081
    
    Description: Jerusalem, center of the three main world religions, is filled
                 with churches, mosques, and synagogues. Several markets and Town
                 Criers fill the streets, and the entire city is filled with 
                 guards. The Muslims control most of the city, while Christians
                 and Jews are second-class citizens. Most streets are well-lit,
                 and even the alleys filled with Insane Men are not dark.
    
    
    ----------------------------------
    11.4.0 Solomon's Temple
    ----------------------------------
    
    Approx. Population: 246
    
    Description: A long platformer-style tutorial area with very few guards
                 (though you only kill one). Most areas are pitch black or
                 at least very dark, and the "exit" comes out to the City
                 Walls of Jerusalem, supposedly above the Execution Platform.
    
    
    ----------------------------------
    11.4.1 Outside City Gates
    ----------------------------------
    
    Description: A long, sloping open area that is mostly grass and rock.
    
    Things To See:
    
    
    A. Road to Kingdom
    
    Location: The easternmost part of the map
    Description: A long uphill road with a multitude of civilians (maybe it's 
                 Passover?) walking along it's course.
    
    B. Saracen Outpost
    
    Location: On the south side of the Road to Kingdom, up on a cliff
    Description: A small encampment with two guards.
    
    C. Saracen Encampment
    
    Location: On both sides of the Road to Kingdom, on the western part, but
              east of the Resting Place of the Resurrection
    Description: A sprawling guard camp with several wary guards in the process
                 of being inspected by their commander.
    
    D. Resting Place of the Resurrection
    
    Location: South of the Sheep Gate, next to the City Walls
    Description: A medium-sized graveyard with stone walls surrounding it, a 
                 single shrine, and a Save Citizen. According to the Muslims,
                 Jews and Christians, those buried here will be the first to
                 rise when the Final Day arrives.
    
    E. Jerusalem Horse Pasture
    
    Location: North of the Sheep Gate
    Description: An open area with several horses and feeding troughs.
    
    F. Sheep Gate
    
    Location: East part of the city, west and center of the Outside City, on
              the City Walls
    Description: A very large gate with a guarded entrance. Getting around the
                 guards will involve a fight, scaling the walls, or saving a
                 Scholar. In the Jewish History, the Sheep Gate was named such
                 because the sacrifical sheep were herded into the city to go
                 directly to the Temple.
    
    
    ----------------------------------
    11.4.2 Rich District
    ----------------------------------
    
    Description: The Rich District is home to the city's wealthiest nobles and
                 citizens. There are several merchant stands and courtyards,
                 giving the district a leisurely feel. The Muslim's third-most
                 holy site, the Dome of the Rock (which stands on the Jewish
                 Temple Mount) is here as well. Several buildings are over
                 two and three stories, but none are ornate (like Damascus).
    
    Things To See:
    
    
    A. Plaza of the Holy City
    
    Location: East and center of the district, just inside the Sheep Gate
    Description: A wide and open plaza with a large pool, several benches, a few
                 merchant stands and a speaker's platform. Several Thugs tend to
                 congregate here.
    
    B. Church of the Visitation
    
    Location: On the north edge of the Plaza of the Holy City
    Description: A tall, long church with a bell tower on top. An Interrogation
                 takes place on it's front steps. Climbing the church can be 
                 tricky, as archers guard the surrounding rooftops.
    
    C. The Slaver's Sector
    
    Location: Northeast corner of the district
    Description: A small, high-walled area filled with Slave Trader Guards.
                 Both entrances are guarded, and there are several lamplit
                 alleys.
    
    D. The Slaver's Warehouse
    
    Location: Center of the Slaver's Sector
    Description: A very large and tall building that is open on a single 
                 occasion: assassinating Talal. The outside is only climbable
                 from the southeast corner, but the inside holds several caged
                 slaves and a two-story fighting arena.
    
    E. The Pool of Siloam
    
    Location: West of the Slaver's Warehouse and southeast of the Church of the 
              Assumption
    Description: A small plaza with a shade-covered pool and two benches. A Save
                 Citizen mission can be found here.
    
    F. Church of the Assumption
    
    Location: Northwest corner of the district
    Description: A large church that has several benches inside. The Entrance 
                 is guarded, and an Eavesdrop mission can be found inside.
    
    G. The Muristan Market
    
    Location: South of the Churh of the Assumption west of the Palace of the
              Hasmoneans, and east of the Chapel of the Ascension
    Description: A large, covered market that has several shops on the inside
                 and several merchant stands on the outside. This market is
                 very much like the Souk Al'Silaah in Damascus. An Informer's
                 Assassination Targets reside in here.
    
    H. Chapel of the Ascension
    
    Location: East of Ephraim's Gate and west of the Muristan Market
    Description: A small, oval building with a golden dome on top. A guarded Town
                 Crier and his audience stand on the steps, and the surrounding
                 rooftops are guarded by archers.
    
    I. Palace of the Hasmoneans
    
    Location: Just east of the Muristan Market
    Description: A tall, large building with a huge dome, three smaller domes, a
                 minaret and two archers on top. Some of the surrounding rooftops
                 are guarded, and two guards are stationed at the "entrance".
    
    J. Ephraim's Gate
    
    Location: Southwest of the Chapel of the Ascension and the Muristan Market,
              near the edge of the middle district
    Description: A small gate with a row of stone arches leading to the Kingdom
                 on the outside, and the Via Dialorosa on the inside.
    
    K. Via Dialorosa
    
    Location: Middle of the district
    Description: A long street that travels from Ephraim's Gate to the Sheep
                 Gate. The Via Dialorosa, marched upon by Christians every Good
                 Friday, is the road that Christ walked from Pilate's Palace to
                 Golgotha. You will not see Christian Easter processions in this
                 game, however.
    
    L. Guard Tower of Meah
    
    Location: West and center of the district, along the Via Dialorosa
    Description: A tall, circular building with several guards at it's base and
                 an archer at it's top.
    
    M. Assassin's Bureau and Plaza
    
    Location: Middle of soutwest sector of the district, west of the Dome of the
              Rock / Jewish Temple Mount
    Description: The building is identical to the other two Assassin Bureaus. The
                 Plaza, a medium-sized square, has an unguarded Town Crier and 
                 his audience, a few benches, and a few Thugs. The Town Crier 
                 stands in front of a small stone obelisk, and an entrance into
                 the Middle District is at the west edge of the Plaza.
    
    N. The Market of Ibrahim
    
    Location: Just northwest of the Dome of the Rock / Jewish Temple Mount
    Description: A large, open multilevel market with several merchant stands
                 and guards.
    
    O. Dome of the Rock / Jewish Temple Mount
    Location: The entire southeastern sector of the district
    Description: Walled on every side, with only two well-guarded entrances,
                 the entire SE quadrant of the district is a very large and
                 open plaza. In the center is a large and extremely ornate 
                 building with a golden dome on top. This is the Dome of the 
                 Rock. Inside is a large rock that Muhammed ascended to
                 heaven on, according to legend, and where Abraham almost
                 sacrificed Isaac. However, you are not allowed entrance into the
                 Dome in this game. At the southern end is a large mosque, and 
                 surrounding the Dome of the Rock are four shrines, each with two
                 benches. Along the northern walls are large pools, and between
                 the Dome and the mosque is a guarded Town Crier and his audience
                 in front of a small stone obelisk. A Save Citizen and a Templar
                 are along the southern walls. The Jewish Temple Mount, which is
                 the original location of Solomon's and Herod's Temple, is the 
                 Plaza itself.
    
    
    ----------------------------------
    11.4.3 Poor District
    ----------------------------------
    
    Description: The Poor District, which is home to the Jewish population, is
                 filled with Beggars and Insane Men. Most of the buildings have
                 wooden roofs, and several would be condemned by today's 
                 standards. Very few of the buildings are higher than one or
                 two stories.
    
    Things to See:
    
    
    A. Majd Addin's Execution Platform / Wailing Wall
    
    Location: Northeast corner of the district, along the walls of the Dome of
              the Rock
    Description: An open area (not really a plaza) with a wooden execution 
                 platform against a earth wall (which is the wailing wall). The
                 Executions are not done by hanging or beheading, or even 
                 crucifying. Majd Addin uses a short blade, much like what
                 Al Mualim uses at the end of Memory Block One, to deal with
                 the "wrongdoers".
    
    B. The Synagogue of the Jewish People
    
    Location: South and east of the district
    Description: The one and only synagogue in the game (isn't it a shame?) is
                 tall and long. The northern side has a large Mahgen-David (which
                 is the six-pointed star on the Israeli flag) at the top and a
                 Town Crier. The surrounding rooftops are guarded by archers, but
                 the roof of the synagogue is too steep to be climbed. On the 
                 west side of the building is a small, walled two-roomed alcove
                 that guards have trouble getting into.
    
    C. Chapel of the Agony
    
    Location: Middle and southwest of district
    Description: A small, oval building with a golden dome on top. Several
                 surrounding rooftops are guarded, and Beggars, Insane Men,
                 Thugs and guards roam around the chapel.
    
    D. Chapel of the Cross
    
    Location: Southernmost corner of the district
    Description: A small, oval building with a golden dome on top. Several
                 Scholars and Insane Men wander about, and a Templar and
                 Eavesdrop Mission are at it's southern end.
    
    E. Guard Tower of Hananeel
    
    Location: North and center of the northwest sector of the district, on the 
              edge of the Middle District
    Description: A tall, circular building with an archer on top and a few
                 guards at the base. Some of the surrounding rooftops are 
                 guarded by archers.
    
    F. Speaker's Platform of the Regent
    
    Location: Southwest and center of the district, along the edge of the Middle
              District
    Description: A medium-sized courtyard with a raised wooden platform for 
                 speaking. Several Thugs and Jar Carriers tend to walk about.
                 An Interrogation mission can be found here.
    
    G. Mosque of the Scimitar of Allah
    
    Location: Southwest corner of the district
    Description: A large building with a single dome and minaret on top. The
                 grounds around it are heavily guarded, and several of the nearby
                 roofs are guarded as well. A Town Crier and his audience stand 
                 at the north side, while Insane Men and Thugs circle the 
                 building. An Informer can be found in a nearby alcove.
    
    H. Horse Gate
    
    Location: Just west of the Mosque of the Scimitar of Allah, in the southwest
              corner of the district
    Description: A small gate with a fenced road leading out to the Kingdom
                 and a long street (which goes to the east side of the district,
                 along the south city wall) on the inside.
    
    
    ----------------------------------
    11.4.4 Middle District
    ----------------------------------
    
    Description: The Middle District, which is overrun by vast hordes of guards 
                 and archers, holds the city's main working force. Most of the
                 buildings sport a Roman architectural style, and very few are 
                 above three stories.
    
    Things to See:
    
    
    A. The Fortress of the Kab'ba
    
    Location: Northeast corner of the district
    Description: A large and tall square building with a large host of soldiers
                 surrounding it's base, four soldiers guarding it's two 
                 entrances, two archers on the parapets and several archers on 
                 the surrounding rooftops. A Pickpocket mission can be found 
                 inside, along with several Insane Men.
    
    B. The Street of the Sinless
    
    Location: Center of the district, goes from north to south
    Description: A long, wide street that has several trees and guards, but no
                 merchant stands. It passes by the Dormition Church.
    
    C. The Dormition Church
    
    Location: Center of the larger half of the district
    Description: A very large and tall church with several domes and a broken
                 minaret / bell tower. Thugs, Beggars and guards tend to gather
                 around the grounds. An Interrogation mission can be found on the
                 north steps.
    
    D. Church of the Holy Sepulchre
    
    Location: Southeast corner of the larger part of the district
    Description: It looks like a normal chapel, but it has far more guards and 
                 archers surrounding it. Beggars and Thugs gather around the 
                 fountain to the northwest. According to most Christians, this
                 church was built over the actual burial tomb of Christ.
    
    E. The Golden Gate
    
    Location: West and center of the larger part of the district
    Description: A large gate with a large village just outside and a large plaza
                 just inside. The plaza has two stone arches on it's northern and
                 southern sides, and a large quantity of stone arches in the 
                 surrounding area. A near-endless supply of guards and soldiers
                 populate the area, and there are only a few benches and scholars
                 around the place. The two rooftops that are connected to the
                 main two stone arches have archers guarding them.
    
    F. Guard Tower of the Furnaces
    
    Location: Northwest corner of the district
    Description: A tall, square building (of Crusader design) with a small host
                 of guards and patrols circling and guarding it's base and a
                 singular archer (as usual) on top. An Eavesdrop mission can be 
                 found northwest of here.
    
    G. Arch Street
    
    Location: South of the Golden Gate, along the west city wall
    Description: A long street with several stone arches, wood beams and metallic
                 canopies covering it. An Informer can be found along the street.
    
    H. The Resting Place of the Blessed
    
    Location: Southwest corner of the district and city
    Description: A very large grassy area with several tombs and graves. A small
                 Kingdom-style village is on it's north side. This is also the
                 final resting place of Majd Addin.
    
    
    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
    11.5 Kingdom
    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
    
    Approx. Population: 230,489
    
    Description: A absolutely huge open area with small villages and towns with
                 no major settlements. An infinate number of soldiers populate
                 the area, and horses are available almost everywhere. A horse
                 is almost a neccessity, as the Kingdom is extremely large and
                 spread out. In the first few memory blocks, there are fewer
                 guards, but as the story progresses more guards (and patrols)
                 show up. Be warned, though. Every guard and soldier in the 
                 Kingdom is on full alert (informed), and will attack on the
                 slightest provocation. There are no Save Citizens, Scholars,
                 Vigilantes or other Missions in the Kingdom. The only two 
                 important things to do are to find all 100 King Richard Flags
                 and the 30 Templars that are spread out everywhere.
    
                 NOTE: The Kingdom is not available until Memory Block 2, pt. 2,
                 and then only the roads leading to Damascus are available.
                 The rest of the map "opens up" at the start of Memory Block 3.
    
    ----------------------------------
    11.5.1 Kingdom West
    ----------------------------------
    
    Description: Kingdom West is mostly run by the Crusaders, but Saracens are 
                 found in areas. The west side is very hilly and mountainous,
                 and most people are of English descent.
    
    Things to See:
    
    
    A. The Road to Masyaf / Masyaf Entrance
    
    Location: North and center of Kingdom West
    Description: A (relatively) short road with Masyaf and Assassin Guards lining
                 the road. They are all uninformed, and will lose interest should
                 you attack them and head south.
    
    B. Guard Tower of the Assassins
    
    Location: On the southeast part of the Road to Masyaf
    Description: A tall, square and multilevel tower with no guards on top. There
                 is a view point on top, and a few guards surrounding it.
    
                 NOTE: There are 12 Guard Towers total in the Kingdom, and each
                 is identical to the others. See "Guard Tower of the Assassins"
                 for a description.
    
    C. Masyaf-Jaffa Trail
    
    Location: Southwest of the Road to Masyaf and northeast of the Port of Jaffa
    Description: A long trail that splits, then converges again, in the middle. A
                 single informed patrol guards it.
    
    D. The House of the Hermit
    
    Location: On the halfway-mark of the Masyaf-Jaffa Trail
    Description: A very small (one-room) house on the (from the north) right side
                 of the trail. This is the only house around.
    
    E. Guard Tower of Jaffa
    
    Location: At the southern end of the Masyaf-Jaffa Trail and on the northern 
              edge of Jaffa
    Description: (See B.) This Guard Tower has a few guards stationed at it's 
                 base, with a patrol of soldiers encircling it.
    
    F. The Port of Jaffa
    
    Location: South of the Masyaf-Jaffa Trail and north of the Samarian Cliffs,
              on the far west side of the map
    Description: A town of 20 or so buildings with two merchant stands, a few 
                 benches and haystacks, and a large amount of soldiers. A dock
                 is on the west side, which is in the Sea of Galilee. The Town 
                 has a small population, and has a few horses for your usage.
    
    G. Sea of Galilee
    
    Location: Just west of the Port of Jaffa
    Description: A large sea, surrounded by mountains. The Jaffa Dock only
                 goes out so far, so a large portion is unreachable.
    
    H. The Cliffs of Samaria
    
    Location: South of Jaffa and north of the Guard Tower of Samaria
    Description: A long, multilevel / multipath trail with a low road and
                 high road. The low road is guarded by bands of soldiers,
                 while the high road is guarded by archers (who shoot on
                 sight). The archers are stationed on a rock butte (like in
                 Arizona), which is accessible by a beam or a broken bridge.
    
    I. The Samarian-Nazarene Trail
    
    Location: East side of the Cliffs of Samaria, only reachable by horse
    Description: A long trail that goes from the rock butte in the Cliffs
                 of Samaria to the west side of Nazareth. There is a Templar
                 on the west side of the trail, and a horse is required to
                 leap over the unfinished / broken bridge.
    
    J. The Guard Tower of Samaria
    
    Location: South of the Cliffs of Samaria
    Description: (See B.) This guard tower has a few guards stationed around it,
                 and a fenced guardpoint (with a General's Tent) on it's east 
                 side. There are some ruined buildings and two watchtowers just
                 south of it.
    
    K. The Road to Acre
    
    Location: The southwesternmost part of the map
    Description: A long road with several guards and watchtowers. Some civilians
                 are on this road as well.
    
    L. The Guard Tower of the Crusaders
    
    Location: At the west end of the Road to Acre
    Description: (See B.) This guard tower has extremely few guards around it,
                 and a horse nearby.
    
    M. Low Road to Arsuf
    
    Location: From Acre's Entrance, it's the first road on the right
    Description: Although inaccessible, this road is marked on your map. You
                 also see this road from Arsuf and the High Road to Arsuf.
    
    N. High Road to Arsuf
    
    Location: From Acre's Entrance, it's the second road on the right
    Description: This road (which is accessible) will take you to Arsuf.
                 From here you can see the Low Road to Arsuf.
    
    O. The Encampment of the Lion
    
    Location: From Acre's Entrance, it's on the left as you head east
    Description: A very large camp filled with an unlimited amount of guards
                 and archers. In the middle of the camp is a pit (of unknown
                 purpose) that isn't quite high enough to kill if you throw
                 a soldier inside. The bottom can be reached by ladder. On the
                 inner perimeter of the camp are four watchtowers, making it 
                 almost easy to die if in combat. Inside the inner perimeter
                 are several tents, and outside are several more tents. A
                 few civilians wander about, unnoticed by the guards.
    
    P. The Village of Kirjath Jearim
    
    Location: East-Northeast of the Road to Acre and northwest of the Ruins
    Description: A very small village of five buildings, one well and no benches.
                 There are two roads leading from the west side of the Ruins of
                 Jericho, one on the north side and one from the south side.
                 This village is just north of the north road to the Ruins.
    
    Q. The Guard Tower of Emmaus
    
    Location: South of the Village of Kirjath Jearim and just north of the
              Village of Emmaus
    Description: (See B.) This guard tower has several soldiers guarding it and
                 it's fenced guardpoint from all sides. There is also a 
                 watchtower next to it.
    
    R. The Village of Emmaus
    
    Location: South and center of Kingdom West, south of the GT of Emmaus
    Description: This village is almost identical to Kirjath Jearim, but has
                 several trees.
    
    S. The Emmaus-Ruins Road
    
    Location: South and center of Kingdom West
    Description: A long and heavily treed mountain road with a single patrol
                 midway through it. (This might be the "Road to Emmaus" mentioned
                 in the New Testament)
    
    T. The Kirjath-Ruins Road
    
    Location: North of the Emmaus-Ruins Road, Northwest of the Ruins and 
              southeast of Kirjath Jearim
    Description: An airy mountain road with a single Templar and some civilans.
    
    U. The Mountain of Masada
    
    Location: Just west of Nazareth and east of Jaffa
    Description: A long, and somewhat steep, mountain trail that twists and 
                 turns until it reaches the end, where there is a guard tower.
                 Masada was built (yes, built; as in constructed by humans) by
                 Herod the Great and was originally a large fortress. A few 
                 patrols are along the road, and a horse pen stands at 1/3 of
                 the way up.
    
    V. The Guard Tower of Masada
    
    Location: At the west end of the Masada Road, on top of the Mountain of 
              Masada
    Description: (See B.) This guard tower has only a few guards posted, but it
                 also has a Templar and a patrol. Climbing to the top will give
                 you the highest view in the Kingdom.
    
    W. Masyaf-Nazareth Road
    
    Location: North part of the map, west of Nazareth and southeast of Masyaf
    Description: A long road that splits halfway and converges again at the ends.
                 On one side is a trail with a Saracen patrol, and the other side
                 is a well-guarded guardpost.
    
    
    ----------------------------------
    11.5.2 Kingdom East
    ----------------------------------
    
    Description: Kingdom East is filled with Saracens, and Crusaders occupy a 
                 very small spot (See U). Kingdom East is not so mountainous
                 as Kingdom West, but it still has some tall mountains.
    
    Things to See:
    
    
    A. The Town of Nazareth
    
    Location: Northwest part of Kingdom East and the largest area on the map
    Description: As the largest town in the Kingdom, Nazareth has several 
                 buildings, a few horse corrals, a large outdoor market
                 and even an island getaway! The town is on a hill, and is
                 a multilevel in parts. Several civilians and guards populate
                 the area.
    
                 NOTE: The next 8 items on this list deal with the Nazareth area.
    
    B. The Guard Tower of Nazareth
    
    Location: North-Northwest corner of Nazareth
    Description: (See KW: B.) This guard tower is perhaps the most lightly 
                 guarded in the Kingdom.
    
    C. Nazareth: Slopes of Masada
    
    Location: Northwest part of Nazareth; from KE: B take the right fork
    Description: A multilevel area with several buildings and benches. This
                 area holds the only passage to Masada. A small water fountain
                 stands in the center of the top tier of the area, and the 
                 buildings below can be reached by a leap of faith.
    
    D. Nazareth: Foothills of Masada
    
    Location: North and center area of Nazareth
    Description: This area, while slightly smaller then the slopes area, holds
                 a small horse corral.
    
    E. Nazareth: Outdoor Market
    
    Location: North and east-center of Nazareth
    Description: The largest market area in the Kingdom has a total of nine 
                 merchant stands and a water well, along with a few buildings.
    
    F. Nazareth: Upper Town
    
    Location: North and east of Nazareth, just east of the Outdoor Market
    Description: A multilevel area with several buildings and a single patrol.
                 The Outdoor Market can be reached by taking the downward street
                 or taking a leap of faith.
    
    G. Nazareth: Island
    
    Location: West and center of Nazareth; on the map it's between the 
              Samarian-Nazarene Trail and the Road to Masada
    Description: A small, rocky island with a single tree (not a palm tree, 
                 unfortunately) in a small body of water. The island can be 
                 reached by a dock.
    
    H. Nazareth: Rural Area
    
    Location: South area of Nazareth
    Description: A large area with the buildings spaced far apart. The buildings
                 themselves are either one-story with two "humps" on top or a 
                 conical hut. Some haystacks and benches are here, but very few 
                 civilians are walking around. Some humped buildings have walled
                 courtyards around them that has a stone-arched entance (like a
                 Sergio Leone / Clint Eastwood western).
    
    I. Nazareth: Horse King's Residence
    
    Location: South and east of Nazareth
    Description: A small dual-humped building (with a Templar in it's courtyard)
                 that has a very large fenced area with several horses.
    
    J. The Road to Capernaum
    
    Location: From the east side of Nazareth, the road leading north
    Description: A cliffside road with several palm trees and guards.
    
    K. The Village of Capernaum
    
    Location: Southwest of Damascus, northeast of the Road to Capernaum
    Description: A small village with a few buildings and several guards.
                 The guards form a "gauntlet" on the main road. One or two 
                 civilians walk around the area. To the north is a speaking 
                 platform where a Saracen Elite inspects his troop, and a Templar
                 stands at the sea's edge.
    
    L. Guard Tower of Capernaum
    
    Location: On the "main" street of Capernaum
    Description: (See KW: B.) A heavily guarded guard tower overlooking a sea.
    
    M. The Road to Damascus
    
    Location: On the east side of Capernaum, take the north fork
    Description: A long road with a multitude of palm trees, and a river / stream
                 on the north part. There are some soldiers and patrols along 
                 the road itself, with more in the riverside camp. Civilans are
                 seen as you near Damascus, and some palm trees have been felled,
                 creating road obstructions.
    
    N. Guard Tower of the Saracens
    
    Location: In the riverside camp just west of Damascus
    Description: (See KW: B.) This guard tower is guarded by several Regualar
                  Guards and a few higher-ups.
    
    O. Capernaum-Dead Sea Road
    
    Location: On the east side of Capernaum, take the south fork
    Description: A very long road with a Templar and a watchtower. The road is 
                 hilly and has natural rock walls on both sides.
    
    P. Guard Tower of the Dead Sea
    
    Location: At the south end of the Capernaum-Dead Sea Road, or east and center
              on the edge of the map
    Description: (See KW: B.) A guard tower with a small host of guards 
                 surrounding it. A Horse Pen, with several horses, is on the 
                 cliffside.
    
    Q. The Dead Sea
    
    Location: See KE: P.
    Description: The Dead Sea, which is the lowest body of water below sea level
                 in the world (and the saltiest!), is inaccessible in this game,
                 but is seen clearly from the roadside.
    
    R. Nazareth-Dead Sea-Bethlehem Road
    
    Location: From the east side of Nazareth, take the south fork
    Description: A long mountain pass with a single building and four 
                 watchtowers before it splits. When it splits, the north road 
                 goes to the Dead Sea, and the south road goes to Bethlehem.
    
    S. Nazareth-Ruins Road
    
    Location: Southernmost and center of Nazareth to the north of the Ruins
    Description: A narrow mountain trail with a Saracen encampment at the south
                 end.
    
    T. The Lars House
    
    Location: At the very southern end of the the Nazareth-Ruins Road
    Description: A small house with a single-horse pen and a haystack out in the
                 middle of nowhere. The horse is a thoroughbred with a diamond
                 patched forhead, which is rare for the Kingdom.
    
    U. Guard Tower of the Ruins
    
    Location: Just northwest of the Ruins
    Description: (See KW: B.) The ony Crusader area in Kingdom East can be found
                 here, on this small trail. The guard tower is heavily guarded as
                 it is an outpost in enemy territory, but the view is very good.
    
    V. The Ruins
    
    Location: Southwest corner of Kingdom East
    Description: A large and open multilevel area with several broken walls,
                 buildings, pillars and arches of greek or roman design.
                 Several archers fill the area (including the ground) and will
                 not hesitate to fire on sight. A particularly gigantic arch 
                 stands at the top tier to the south. (See Secrets for more info)
    
    W. Ruins-Jerusalem Road
    
    Location: Northeast of the Ruins is a road which curves south to Jerusalem
    Description: This is a long and very wide road that leads from the
                 Ruins past a watchtower and the southern entrance into Bethlehem
                 to Jerusalem. Right after the Ruins is a natural stone arch with
                 four gaurds underneath. After that is a watchtower, at which the
                 road curves south. The road passes a road to the left, which is
                 an entrance into Bethlehem. The road then splits into two roads
                 and heads east. The north road, which is a narrow cliffside 
                 trail has a watchtower and then sixteen guards in four packs of
                 four a little further on, before a final watchtower and then a
                 converging with the south road. The south road has several 
                 guards and civilians along it's wide and grassy course. Right
                 before entering Jerusalem, the north road coverges again with
                 the south road.
    
    X. The Town of Bethlehem
    
    Location: Southeast corner of the Kingdom, it's the second largest big area
              on the map
    Description: A large multilevel town with more civilians and guards than
                 Nazareth. There isn't a market, however, so the citizens must
                 ship their needs from other places. There is a mountain stream
                 and several watchtowers, along with several horses and hiding 
                 spots. Technically, Bethlehem is five miles SOUTH of Jerusalem,
                 but they messed it up in the game and now it's five miles NORTH
                 instead. There aren't any stables or caves, so don't go looking
                 for a little Nativity scene. You won't find one, trust me. Don't
                 look for a rock-slingin' shepherd either, even though it's the
                 city of David. Instead, look out for rock-slingin' Saracens!
    
    Y. The Guard Tower of Bethlehem
    
    Location: In the west-northwest corner of Bethlehem
    Description: (See KW: B.) This Guard Tower is heavily fortified, with guards
                 posted all around, a few patrols, and three nearby archers on 
                 watchtowers eager to pick you off as you attempt to scale the 
                 tower.
    
    
    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
    11.6 Arsuf
    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
    
    Approx. Population: 2,057
    
    Description: A long, Return of the King video game style road with two
                 watchtowers and a very large host of guards. The first part
                 has been overrun by Saracens, but the last half is still
                 controlled by Crusaders. The actual Fortress of Arsuf is not
                 available in this game, and you are forced to face your target
                 on a boring grassy plain. (It's so sad, because I wanted to
                 do a Dead Man's Chest - Old Mill style swordfight!) Arsuf has
                 the same weather as Acre, complete with foggy areas. Besides
                 the (inaccessible) Fortress, the spiked wood fences and the
                 watchtowers, Arsuf has no architecture of any form. There are
                 no civilians in Arsuf, but check out the procession on the 
                 (inaccessible) Low Road of Arsuf! I wanna see THAT battle!
                 (must be millions of soldiers!) I'm almost ready to believe
                 that Peter Jackson had a hand in this, if it wasn't for the
                 combat system!
    
    
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    11.7 Paradise
    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
    
    Approx. Population: 1,925
    
    Description: Paradise is Masyaf. Paradise is not Masyaf. It is, but it isn't.
                 The skies are overcast and the color has been drained from the 
                 world. The citizens have been brainwashed into worshipping Al
                 Mualim, and as such, the majority of the populace gathers within
                 the fortress. Enter the Garden of Paradise to find out the 
                 truth about your master.
    
    
    
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    12. Abstergo Industries                                              ALTABIN
    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
     *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
    
    Approx. Population: 327
    
    There isn't much to Abstergo Industries this time around. However, in AC2,
    the player is able to explore Abstergo. I will not provide information
    for AC2, so the descriptions will only apply to AC1.
    
    12.1 The Animus
         Location: The center of the Animus Room
         Description: The Animus. It's the Ark of the Covenant meets the Holy 
                      Grail meets "Beam Me Up, Scotty". Any person who is 
                      strapped into it will relive the memories of his/her
                      Ancestors... with a small after-effect.
    
    12.2 The Animus Room
         Location: Center of Abstergo Industries
         Description: Not sure what to call this room. If anybody knows a better
                      name (or the real one!), let me know. It's the main room of
                      the Abstergo Industries top floor, and has many secrets.
                      Some secrets are easily found, others... not so easily.
    
    12.3 The Cell
         Location: Off the side of the Animus room, between Abstergo Exit and
                   the Conference Room
         Description: The Cell is a simple bedroom with a bed, table, full
                      restroom, and lockers. Be on the lookout for altered
                      or tampered-with items.
    
    12.4 The Conference Room
         Location: Off the side of the Animus Room, beside Cell
         Description: Not much to see in the Conference Room. Just a door, 
         a few windows, and the Abstergo CEO's Laptop.
    
    
    
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    13. The Animatrix                                                    ALTANIM
    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
     *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
    
    Approx. Population: N/A
    
    The Animatrix (not the animated film by the Wachowski Bros.) is accessed
    whenever the Subject loads a memory or assassinates a Main Assassination
    Target. The Animatrix is characterized by a blue "room" with a cloudy fog
    that permeates the entire area. Also of note are the matrix-style codes that
    fly about the Ancestor. The Ancestor is able to familiarize with the controls
    while in the Animatrix. While loading a large area (e.g. Kingdom) the 
    Ancestor will have a long enough period of time to leave the Animatrix. To do
    so, the Ancestor must free-run in a straight line. It is best to have the
    camera looking behind the Ancestor at this point. After running for approx.
    10-15 seconds, the codes and clouds will disappear, leaving the Ancestor
    in a blue void.
    
    NOTE: The Animatrix is not the Wachowski Bros Film! I took the words Animus
    (the genetic memory machine) and Matrix (an empty void with computer code
    all over the place) and decided to use the word Animatrix.
    
    
    
    
    
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     14. Abstergo Email Network                                          ALTCOMP
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    NOTE: ***** marks the beginning and end of each e-mail,
          while ----- marks the beginning and end of each
          message within the e-mail. The e-mails are in
          the same format and order as in the game.
    
    
    -------------------------------
    14.1 Lucy Stillman's Computer
    -------------------------------
    
    Location: Connected to the Animus
    Total E-mail Count: 8
    
    *-*-*-*-*-*-*-*-*-*-*
    INBOX
    *-*-*-*-*-*-*-*-*-*-*
    
    LC.I.01
    *****************************************************************************
    
     From:    Warren Vidic
     To:      Lucy Stillan
     Time:    September 3, 2:36
     Subject: Re: Your Pen
    
     great. leave it @ my desk. worry less about my things and more
     about making animus work. thanks
    
    ---------------------------------------------------------------------
    
     From:    Lucy Stillman
     To:      Warren Vidic
     Time:    Sep 2 - 22:46
     Subject: Your Pen
    
     Warren:
    
     Found your ACCESS-KEY pen again today out by the parking lot.
     You really need to start keeping it IN your pocket instead of 
     LETTING IT HANG off your coat. Try and take better care of your
     things, Warren. Imagine if Security had found it. They'd have 
     shut us down for at least a day to reprogram all the computer
     access codes.
    
     - Lucy
    
    *****************************************************************************
    
    LC.I.02
    *****************************************************************************
     
     From:    Administration
     To:      Abstergo-All
     Time:    September 3, 9:13
     Subject: Classified Information
    
     As a general reminder, all employees of Abstergo Industries are 
     prohibited from discussing corporate policy, proceedings, and projects.
     In light of pending litigation you are reminded of sections 2.15 in 
     your employment contracts:
     
     "You acknowledge and agree that ABSTERGO has developed such Confidential
     Information by the investment and significant time, effort and expense,
     and that such Confidential Information provides ABSTERGO with a 
     significant competitive advantage in its business. You acknowledge and
     agree that a breach of this Agreement by you will therefore result in 
     irreparable harm to ABSTERGO, the extent of which would be difficult to
     ascertain, and in any event money damages will be inadequate as a remedy
     in the event of such a breach. Accordingly, You agree that in the event
     of a breach of this Agreement by You, ABSTERGO shall be entitled to 
     injunctive, or other equitable relief as the court deems appropriate
     in addition to any other remedies which it may have available."
    
     Should you have any questions, please do not hesitate to contact your
     human resources manager.
    
     We thank you in advance for your compliance.
    
    *****************************************************************************
    
    LC.I.03
    *****************************************************************************
    
     From:    Warren Vidic
     To:      Lucy Stillman
     Time:    September 3, 9:14
     Subject: Re: Leila ...
    
     nothing. get back to work pls. we have a deadline
    
     ps why do you sign your emails? it says right up top who its 
     coming from
    
    ---------------------------------------------------------------------
    
     From:    Lucy Stillman
     To:      Warren Vidic
     Time:    Sep 3 - 21:05
     Subject: Leila ...
    
     You said "wind up like Leila" earlier. What did you mean?
    
     - Lucy
    
    *****************************************************************************
    
    LC.I.04
    *****************************************************************************
    
     From:    Nancy Nilop
     To:      Lucy Stillman
     Time:    September 4, 11:54
     Subject: Case Filed #1394 [Leila Marino]
    
     Ms. Stillman,
    
     I am sorry but I am not authorized to discuss this employee or
     the circumstances regarding her departure from the company.
    
    ---------------------------------------------------------------------
    
     From:    Lucy Stillman
     To:      Nancy Nilop
     Time:    Sep 4 - 7:48
     Subject: Leila Marino
    
     Dear Nancy,
    
     I am writing to enquire about the death of a former employee
     by the name of Leila Marino. I don't know if you were working
     here at the time (September of 2007). There was apparently some
     kind of accident, but I'm unable to find any information on
     the subject.
    
     The coroner's office indicated that her file has been sealed. If
     it was a suicide, why is this information considered so sensitive?
    
     Sincerely,
    
     Lucy Stillman
    
    *****************************************************************************
    
    LC.I.05
    *****************************************************************************
    
     From:    Warren Vidic
     To:      Lucy Stillman
     Time:    September 4, 21:25
     Subject: Re: Case Filed #1394 [Leila Marino]
    
     she killed herself. something about a relationship with a kid 
     named Neumann. dont dip your pen in the company ink. now drop it.
    
    ---------------------------------------------------------------------
    
     From:    Nancy Nilop
     To:      Lucy Stillman
     CC:      Alan Rikken; Warren Vidic
     Time:    Sep 4 - 14:15
     Subject: Re: Case Filed #1394 [Leila Marino]
    
     Ms. Stillman,
    
     Unfortunately I am unable to respond futher to your inquiry. I
     have cc'd Alan Rikken on this email. Please direct all further
     questions to him. Thank you.
    
    ---------------------------------------------------------------------
    
     From:    Lucy Stillman
     To:      Nancy Nilop
     Time:    Sep 4 - 12:02
     Subject: Re: Case Filed #1394 [Leila Marino]
    
     Nancy:
    
     I don't understand why this information is so difficult to
     access. I've never heard of a company having the ability to
     declare a coroner's report "propietary information". That's
     ridiculous. She was my friend. I just want to know what 
     happened to her.
    
     Lucy
    
    *****************************************************************************
    
    *-*-*-*-*-*-*-*-*-*-*
    OUTBOX
    *-*-*-*-*-*-*-*-*-*-*
    
    LC.OB.01
    *****************************************************************************
    
     From:    Lucy Stillman
     To:      Alan Rikken
     Time:    September 5, 8:36
     Subject: Re: Case Filed #1394 [Leila Marino]
    
     Mister Rikken:
    
     I'm hoping you might be able to help me understand why even
     five years after the fact, no one is willing to tell me what
     happened to my friend. If you are concerned about sensitive
     information being divulged as a result of sharing this with
     me... I think my record at the company speaks for itself.
    
     Thank you for your assisstance in this matter.
    
     Best,
    
     Lucy Stillman
    
    *****************************************************************************
    
    LC.OB.02
    *****************************************************************************
    
     From:    Lucy Stillman
     To:      Warren Vidic
     Time:    September 7, 9:26
     Subject: Re: conf room door
    
     10281943
    
    ---------------------------------------------------------------------
    
     From:    Warren Vidic
     To:      Lucy Stillman
     Time:    Sep 7 - 9:23
     Subject: Re: conf room door
    
     no what is it
    
    ---------------------------------------------------------------------
    
     From:    Lucy Stillman
     To:      Warren Vidic
     Time:    Sep 7 - 9:20
     Subject: Re: conf room door
    
     Hi Warren:
    
     The passcode was changed last night (they change them once
     a week). Do you have the new passcode?
    
    ---------------------------------------------------------------------
    
     From:    Warren Vidic
     To:      Lucy Stillman
     Time:    Sep 7 - 9:13
     Subject: conf room door
    
     isn't working. remote access is down or something. can u
     look & see what's wrong. don't have time for this crap.
    
    *****************************************************************************
    
    *-*-*-*-*-*-*-*-*-*-*
    DELETED ITEMS
    *-*-*-*-*-*-*-*-*-*-*
    
    LC.D.01
    *****************************************************************************
    
     From:    faster cheaper meds
     To:      Lucy Stillman
     Time:    September 6, 8:25
     Subject: Problems DOWN THERE?
    
     WondEr Why It is everyone Laughs at you? i'll Let you guess.
     let's just say she's proBably gEtTing it bigger and better
     from someone else tHat isn't you. how can you hope to compEte?
     REst asSured there are sOme gOod ways. click the liNk to see!
    
    ---------------------------------------------------------------------
    
     From:    Lucy Stillman
     To:      ??
     Time:    Sep 6 - 8:18
     Subject: 
    
     CAN YOU SEND RESCUE?
    
     --------------------------------------------------------------------
    
     From:    ??
     To:      Lucy Stillman
     Time:    Sep 6 - 8:16
     Subject: 
    
     GOOD. KEEP IT THAT WAY FOR NOW.
    
    ---------------------------------------------------------------------
    
     From:    Lucy Stillman
     To:      ??
     Time:    Sep 6 - 8:03
     Subject: 
    
     NO.
    
    ---------------------------------------------------------------------
    
     From:    ??
     To:      Lucy Stillman
     Time:    Sep 6 - 7:56
     Subject: 
    
     DOES HE KNOW ABOUT US?
    
    ---------------------------------------------------------------------
    
     From:    Lucy Stillman
     To:      ??
     Time:    Sep 6 - 7:47
     Subject: 
    
     THEY'RE USING HIM TO LOCATE ANOTHER ARTIFACT. I HAVE
     BEEN DELAYING BUT THEY ARE CLOSE NOW.
    
    ---------------------------------------------------------------------
    
     From:    ??
     To:      Lucy Stillman
     Time:    Sep 6 - 7:34
     Subject: 
    
     WHAT ABOUT DESMOND?
    
    ---------------------------------------------------------------------
    
     From:    Lucy Stillman
     To:      ??
     Time:    Sep 6 - 7:20
     Subject: 
    
    OUR MINDS.
    
    ---------------------------------------------------------------------
    
     From:    ??
     To:      Lucy Stillman
     Time:    Sep 6 - 7:18
     Subject: 
    
     WHAT DO YOU MEAN EVERYTHING?
    
    ---------------------------------------------------------------------
    
     From:    Lucy Stillman
     To:      ??
     Time:    Sep 6 - 7:15
     Subject: 
    
     LOW EARTH ORBIT TRANSMITTER FOR ARTIFACT. EXTENSION OF CONDITIONED
     RESPONSE EXPERIMENTS FROM FIVE YEARS AGO. IF SUCCESSFUL THEY CONTROL
     EVERYTHING.
    
    ---------------------------------------------------------------------
    
     From:    ??
     To:      Lucy Stillman
     Time:    Sep 6 - 7:12
     Subject: 
    
     WHAT IS PURPOSE OF LAUNCH?
    
    ---------------------------------------------------------------------
    
     From:    Lucy Stillman
     To:      ??
     Time:    Sep 6 - 6:58
     Subject: 
    
     AT LEAST TWENTY DEAD IN ACCIDENT. ASSUME THIS IS SITE OF LAUNCH.
     IF NOT LAUNCH, THEN CERTAINLY ASSEMBLY. SHOULD TRY AND INFILTRATE.
    
    ---------------------------------------------------------------------
    
     From:    ??
     To:      Lucy Stillman
     Time:    Sep 6 - 6:48
     Subject: 
    
     NEED INTEL ON DIA EVENT.
    
    *****************************************************************************
    
    
    
    -------------------------------
    14.2 Warren Vidic's Computer
    -------------------------------
    
    Location: On desk in Animus Room
    Total E-mail Count: 15
    
    *-*-*-*-*-*-*-*-*-*-*
    INBOX
    *-*-*-*-*-*-*-*-*-*-*
    
    WC.I.01
    *****************************************************************************
    
     From:    Abstergo_News_Wire_Services
     To:      Abstergo-All
     Time:    September 3, 13:44
     Subject: Daily Headlines
    
     Hurricane Season Ends ... But not in the way you think: increasingly
     erratic weather patterns have caused the Global Weather Association 
     to abolish the term "Hurricane Season". Once confined to the months
     of June through November, hurricane duration, frequency, strength, and
     location have increased to the point where most coastal cities must now
     live in constant fear of these devastating storms.
    
     Eye-Abstergo Satellite Launch Postponed:
     Citing late minute adjustments to their new All-in-One 
     telecommunications satellite, Eye-Abstergo have postponed the launch of 
     their first satellite until December 21st. They maintain that their 
     patented technology will allow faster, more reliable, data transmission
     than previous-generation satellites which suffered from delays 
     and interference.
    
    *****************************************************************************
    
    WC.I.02
    *****************************************************************************
    
     From:    Abstergo_News_Wire_Services
     To:      Abstergo-All
     Time:    September 4, 12:30
     Subject: Daily Headlines
    
     Tensions Mount Over Antarctic Drilling
     The U.S. and E.U. are once again facing heavy criticism for their 
     decision to begin construction of jointly owned oil platforms in the
     Weddell Sea. Several supranational unions oppose the work, claiming
     it violates the Antarctic Treaty System. The situation has been further
     complicated by the presence of two naval destroyers, said to be in the
     region unrelated to the construction.
    
    *****************************************************************************
    
    WC.I.03
    *****************************************************************************
    
     From:    Alan Rikken
     To:      Warren Vidic
     Time:    September 5, 10:08
     Subject: Re: Case Filed #1394 [Leila Marino]
    
     You told me she wasn't going to be a problem and here she is
     stirring up the sh** again. Deal with this, Warren. You vouched
     for her. You're responsible for her.
    
    ---------------------------------------------------------------------
    
     From:    Alan Rikken
     To:      Lucy Stillman
     Time:    Sep 5 - 8:37
     Subject: Re: Case Filed #1394 [Leila Marino]
    
     I will be out of the office starting September 1st. I will return
     on October 4th. In case of emergency, please contact my assistant,
     Aubrey Jacobs at extension 1003.
    
    ---------------------------------------------------------------------
    
     From:    Lucy Stillman
     To:      Alan Rikken
     Time:    September 5, 8:36
     Subject: Re: Case Filed #1394 [Leila Marino]
    
     Mister Rikken:
    
     I'm hoping you might be able to help me understand why even
     five years after the fact, no one is willing to tell me what
     happened to my friend. If you are concerned about sensitive
     information being divulged as a result of sharing this with
     me... I think my record at the company speaks for itself.
    
     Thank you for your assisstance in this matter.
    
     Best,
    
     Lucy Stillman
    
    *****************************************************************************
    
    WC.I.04
    *****************************************************************************
    
     From:    Alan Rikken
     To:      Warren Vidic
     Time:    September 6, 18:36
     Subject: False Alarm
    
     It's about those idiots in the pills division. We're putting
     out a press release about the satellite. Telling them launch has
     been delayed until the 21st so that we can make improvements
     to the "coverage area". Some stuff about less dropped calls.
     For the "benefit of our consumers" of course. Let's just make
     sure you get what you need in time to meet the new launch window.
    
    ---------------------------------------------------------------------
    
     From:    Jane Birkham
     To:      Warren Vidic
     Time:    Sep 6 - 15:21
     Subject: Everything okay?
    
     Wow. You been watching the news? Stock is going to take a hit
     from this for sure.
      
     Want to grab lunch today?
    
    ---------------------------------------------------------------------
    
     From:    Henry Liman
     To:      Warren Vidic
     Time:    Sep 6 - 15:18
     Subject: Re: Classified Information
    
     Guess the sh**'s really hit the fan this time. Someone managed
     to leak a bunch of documents on the "Flouride Enhancement Studies"
     and now the pharmaceuticals division is under investigation by
     the Feds. They've shut the entire place down. Did you see those
     reports? What the h*** were they thinking? They pretty much
     poisoned an entire town.
    
    ---------------------------------------------------------------------
     
     From:    Administration
     To:      Abstergo-All
     Time:    September 3, 9:13
     Subject: Classified Information
    
     As a general reminder, all employees of Abstergo Industries are 
     prohibited from discussing corporate policy, proceedings, and projects.
     In light of pending litigation you are reminded of sections 2.15 in 
     your employment contracts:
     
     "You acknowledge and agree that ABSTERGO has developed such Confidential
     Information by the investment and significant time, effort and expense,
     and that such Confidential Information provides ABSTERGO with a 
     significant competitive advantage in its business. You acknowledge and
     agree that a breach of this Agreement by you will therefore result in 
     irreparable harm to ABSTERGO, the extent of which would be difficult to
     ascertain, and in any event money damages will be inadequate as a remedy
     in the event of such a breach. Accordingly, You agree that in the event
     of a breach of this Agreement by You, ABSTERGO shall be entitled to 
     injunctive, or other equitable relief as the court deems appropriate
     in addition to any other remedies which it may have available."
    
     Should you have any questions, please do not hesitate to contact your
     human resources manager.
    
     We thank you in advance for your compliance.
    
    *****************************************************************************
    
    WC.I.05
    *****************************************************************************
    
     From:    Security-Documents_Department
     To:      Warren Vidic
     Time:    September 6, 17:13
     Subject: password
     
     00062677
    ---------------------------------------------------------------------
    
     From:    Alan Rikken
     To:      Warren Vidic
     Time:    Sep 6 - 16:35
     Subject: Re: password
    
     I'll call Security for you. Check your email shortly.
    
    ---------------------------------------------------------------------
    
     From:    Warren Vidic
     To:      Alan Rikken
     Time:    Sep 6 - 16:32
     Subject: password
    
     can't access the computer. wants a password.
    
    ---------------------------------------------------------------------
    
     From:    Alan Rikken
     To:      Warren Vidic
     Time:    Sep 6 - 16:00
     Subject: Updates
    
     Warren:
    
     I've downloaded our analysis of your latest findings onto the secure
     terminal in the conference room. It is CRITICAL that you review it
     and get back to us with any additional comments.
    
     We cannot continue with the search until you sign off.
    
     Please make this a priority.
    
    *****************************************************************************
    
    WC.I.06
    *****************************************************************************
    
     From: Abstergo_News_Wire_Services
     To:   Abstergo-All
     Time: September 6, 12:30
     Subject: Daily Headlines
    
     Hundreds Hospitalized in Wake of Water Tampering Scandal:
     Abstergo Holdings stands accused of secretly manipulating a
     small town's water supply in order to test a synthetic drug
     referred to internally as New Fluoride.
    
     Nation Mourns the Loss of Final Film Studio:
     History was made today with the closing of the country's last
     movie studio. The rising prominence of video games coupled
     with rampant piracy are considered to be the leading causes of
     it's demise.
    
    *****************************************************************************
    
    WC.I.07
    *****************************************************************************
    
     From:    Alan Rikken
     To:      Warren Vidic
     Subject: Additional Subjects?
    
     Warren:
    
     If this kid isn't going to get us what we need, it's time to start
     looking elsewhere. I've cc'd David from our Acquisitions 
     department. He may be able to provide with a couple of
     additional test subjects should Desmond be retired. In case you
     need reminding, WE ARE RUNNING OUT OF TIME.
    
     This crap with the fluoride enhancement is going to put us
     under a LOT of scrutiny. We need to launch on the 21st, if we
     wait any longer we risk everything being frozen during the
     investigation. I have a feeling that none of our friends in D.C.
     are going to do us any favors on this one. We'll deal with them
     come election time.
    
     We've cleaned up the mess at DIA, but I'm hearing there's some
     jacka** baggage handler trolling newsgroups and nutjob
     websites with his tales of mass murder and corporate coverups.
     Where's he even getting his information from? Your report said
     the Project Lead killed everyone down there before our clean up
     crews arrived. I still don't understand how they managed to
     botch that so badly.
    
     Anyway, we're trying to figure out who the h*** he is so we can
     shut him up, but it's proving difficult. I'm beginning to wonder if
     he doesn't have help. Seems there are still a couple of those
     Assassin b@$%@rds running loose. It only takes one. But you 
     already knew that. Makes me wonder if the fluoride leak was
     internal after all... And if it was, are we dealing with a whistle
     blower or something worse?
    
     I'm about ready to pull the plug on your Subject Seventeen. So
     either get me results or get another person into that Animus.
    
     - Alan
    
    *****************************************************************************
    
    WC.I.08
    *****************************************************************************
    
     From:    Abstergo_News_Wire_Services
     To:      Abstergo-All
     Time:    September 7, 13:14
     Subject: Daily Headlines
    
     Mexican President Promises Better Border Security:
     Concerned about record numbers of illegal immagrants entering
     his country, the President of Mexico today promised to ramp up
     border security. The number of troops stationed along the
     border is expected to triple. Opponents are worried about an
     increase in violence between American refugees and Mexican
     troops. Fighting between the two groups has left 300 dead and
     over 1000 wounded over the past six months.
    
    *****************************************************************************
    
    WC.I.09
    *****************************************************************************
    
     From:    Abstergo_News_Wire_Services
     To:      Abstergo-All
     Time:    September 8, 15:37
     Subject: Daily Headlines
    
     Talks Continue Regarding Aftermath of L-11 Outbreak:
     Nearly 6 years later, little progress has been made in dealing
     with the repercussions of what history books now refer to as
     "The Second Plague". With nearly 96% of it's population
     decimated over a 3-month period, the continent of Africa is now
     virtually uninhabited. Plans to divide up the continent have met
     with strong resistance and claims of neo-colonialism. One
     protestor had this to say: "Whether we are a hundred or a 
     hundred million - this is still our home and no one has the right
     to take it from us."
    
    *****************************************************************************
    
    
    *-*-*-*-*-*-*-*-*-*-*
    OUTBOX
    *-*-*-*-*-*-*-*-*-*-*
    
    WC.OB.01
    *****************************************************************************
    
     From:    Warren Vidic
     To:      Lucy Stillan
     Time:    September 3, 2:36
     Subject: Re: Your Pen
    
     great. leave it @ my desk. worry less about my things and more
     about making animus work. thanks
    
    ---------------------------------------------------------------------
    
     From:    Lucy Stillman
     To:      Warren Vidic
     Time:    Sep 2 - 22:46
     Subject: Your Pen
    
     Warren:
    
     Found your ACCESS-KEY pen again today out by the parking lot.
     You really need to start keeping it IN your pocket instead of 
     LETTING IT HANG off your coat. Try and take better care of your
     things, Warren. Imagine if Security had found it. They'd have 
     shut us down for at least a day to reprogram all the computer
     access codes.
    
     - Lucy
    
    *****************************************************************************
    
    WC.OB.02
    *****************************************************************************
    
     From:    Warren Vidic
     To:      Lucy Stillman
     Time:    September 3, 9:14
     Subject: Re: Leila ...
    
     nothing. get back to work pls. we have a deadline
    
     ps why do you sign your emails? it says right up top who its 
     coming from
    
    ---------------------------------------------------------------------
    
     From:    Lucy Stillman
     To:      Warren Vidic
     Time:    Sep 3 - 21:05
     Subject: Leila ...
    
     You said "wind up like Leila" earlier. What did you mean?
    
     - Lucy
    
    *****************************************************************************
    
    *-*-*-*-*-*-*-*-*-*-*
    DELETED ITEMS
    *-*-*-*-*-*-*-*-*-*-*
    
    WC.D.01
    *****************************************************************************
     
     From:    Administration
     To:      Abstergo-All
     Time:    September 3, 9:13
     Subject: Classified Information
    
     As a general reminder, all employees of Abstergo Industries are 
     prohibited from discussing corporate policy, proceedings, and projects.
     In light of pending litigation you are reminded of sections 2.15 in 
     your employment contracts:
     
     "You acknowledge and agree that ABSTERGO has developed such Confidential
     Information by the investment and significant time, effort and expense,
     and that such Confidential Information provides ABSTERGO with a 
     significant competitive advantage in its business. You acknowledge and
     agree that a breach of this Agreement by you will therefore result in 
     irreparable harm to ABSTERGO, the extent of which would be difficult to
     ascertain, and in any event money damages will be inadequate as a remedy
     in the event of such a breach. Accordingly, You agree that in the event
     of a breach of this Agreement by You, ABSTERGO shall be entitled to 
     injunctive, or other equitable relief as the court deems appropriate
     in addition to any other remedies which it may have available."
    
     Should you have any questions, please do not hesitate to contact your
     human resources manager.
    
     We thank you in advance for your compliance.
    
    *****************************************************************************
    
    WC.D.02
    *****************************************************************************
    
     From:    [SENDER UNKNOWN]
     To:      Warren Vidic
     Time:    September 4, 13:00
     Subject: I KNOW
    
     I KNOW WHAT YOU'RE DOING. I KNOW WHAT YOU DID. I SAW
     HIM. HE HAD A METAL BALL. IT OPENED. THEY WENT CRAZY.
     SHOOTING. STABBING. TORE EACH OTHER APART. I KNOW
     IT WAS YOU. SAW THE LOGO. HEARD THE NAME. I'M
     GOING TO TELL. ANYONE WHO WILL LISTEN. YOU'LL BE
     EXPOSED. THEY'LL KNOW THE TRUTH. AND THEN YOU WILL
     PAY. YOU CRAZY B@$%@RDS. YOU'LL PAY.
    
    *****************************************************************************
    
    WC.D.03
    *****************************************************************************
    
     From:    Lucy Stillman
     To:      Warren Vidic
     Time:    September 7, 9:26
     Subject: Re: conf room door
    
     10281943
    
    ---------------------------------------------------------------------
    
     From:    Warren Vidic
     To:      Lucy Stillman
     Time:    Sep 7 - 9:23
     Subject: Re: conf room door
    
     no what is it
    
    ---------------------------------------------------------------------
    
     From:    Lucy Stillman
     To:      Warren Vidic
     Time:    Sep 7 - 9:20
     Subject: Re: conf room door
    
     Hi Warren:
    
     The passcode was changed last night (they change them once
     a week). Do you have the new passcode?
    
    ---------------------------------------------------------------------
    
     From:    Warren Vidic
     To:      Lucy Stillman
     Time:    Sep 7 - 9:13
     Subject: conf room door
    
     isn't working. remote access is down or something. can u
     look & see what's wrong. don't have time for this crap.
    
    *****************************************************************************
    
    WC.D.04
    *****************************************************************************
    
     From:    Lucy Stillman
     To:      Warren Vidic
     Time:    September 8, 3:13
     Subject: Subject No. 16
    
     Warren:
    
     I've finished my report on Subject Sixteen. You should take a 
     look when you have some time as I believe it validates my belief
     that we need to be treating them with greater care. Failure to do
     so will only result in further breakdowns.
    
     I'll summarize things for now since I realize you're probably
     pretty busy. Prolonged exposure to the Animus caused a
     "Bleeding Effect" within Subject Sixteen's genetic structure. The
     result was a blending of genetic and real-time memory. He 
     became unable to distinguish his own life from those of his
     ancestors, as witnessed with the incident in his room.
    
     I believe this effect is very similar to certain forms of multiple
     personality and delusional disorders. People who claim to be
     experiencing past lives or the presence of other minds within
     their own are quite possibly experiencing a naturally occuring
     version of this Bleeding Effect. Though the specific symptoms
     may vary from subject to subject, the end result is the same:
     they lose their minds.
    
     This is what I believe happened to Subject Sixteen. One of his
     ancestors seems to have been involved in an important event in
     the ancient Far East. The wall writings he left us defy any
     conventional explanation, though I'm not ready to dismiss them
     just yet. Per your request, I've asked for a linguist and historian
     to research them further in case there is some significance. I'll
     let you know if they come back to us with anything.
    
     I'll get you a full copy of the report so that you can review my
     findings when you have the time. I know this is not that 
     important to you Warren, but it would mean a lot to me if you'd
     just take a look and think about it. We don't need to push them
     so hard. We don't need to kill them. From a purely practical
     perspective, there's no need to destroy the subjects anyway.
     Once they're dead, their knowledge is lost to us forever. And we
     both know how dangerous that can be.
    
     Thanks for your time!
    
     - Lucy
    
    *****************************************************************************
    
    
    
    -------------------------------
    14.3 Alan Rikken's Computer
    -------------------------------
    
    Location: On far side of Conference Room table
    Total E-mail Count: 1
    
    ---------------------------------------------------------------------
    
    From:    Alan Rikken
    Time:    September 7, 8:00
    Subject: Analysis
    
    Warren:
    
    The others and I have finished reviewing the Animus recordings from
    subjects 12-16. While the Pieces of Eden remains our priority, we must all
    continue working to locate and understand the remaining artifacts. I am
    sure you can understand our reasoning behind this. Although the satellite
    is intended to accomplish a fair portion of the work for us, we will
    certainly need to deal with those who are either immune to - or protected
    from - its effects.
    
    Please take a moment to look over our findings and get back to me with any
    feedback you may have. I will summarize below:
    
    1. Piece of Eden (no. 3) - We applaud your continued efforts to locate an
    alternate artifact following the loss of no. 2 in the DIA Satellite Accident.
    We understand Subject Seventeen is having trouble interfacing with the 
    Animus, leading to delays. As a result, we estimate another 24 hours before
    your next critical update. In the meantime, we'll prepare an extraction team
    and set them to standby. We're relying on you to obtain the additional 
    information we require. He knows where the other objects are - even if he 
    doesn't realize it. You MUST unlock that final memory or all of this will
    have been for nothing.
    
    2. Philadelphia Project - Data provided from Animus Subject Twelve indicates
    that the ship briefly manifested in a future state for approximately 18 
    minutes. It is unclear whether the timeline is consistent with or parallel to
    our own. Although we have recovered enough data to reconstruct and repair the
    original artifact used in the experiment, Administration has refused to move
    forward on the project, citing paradox concerns. Corporate policies remains
    in place: any objects found to interfere with or manipulate time must be 
    contained. Artifact will be moved to secure storage.
    
    3. Tunguska Incident - Now believed to be the direct result of assault by
    Assassins. Research station destroyed as was artifact. Alternate wave 
    generation divides have been located in storage but we have insufficient data
    at the moment to initiate research. The risk of accident is too high. Lineage
    Discover and Acquisition Division should attempt to locate descendants of any
    attack survivors (either Assassin or Brotherhood) in order to continue 
    research. Resurrecting this particular type of technology will aid us greatly
    with any holdouts following the Satellites activation. We're putting together
    a team to push research in this area.
    
    4. Grail - We are removing the Grail from our list of objectives. There is
    insufficient evidence to confirm its existence. Current examination of 
    Subject Seventeen indicates that aside from the Piece of Eden, all other
    artifacts related to Christ-figure are literary devise (or derived from Piece
    of Eden) and not actual objects. Even if the object is real, its use to us
    at this stage is negligible. Our resources are better used elsewhere.
    
    5. Mitchell-Hedges communicators - Analysis of the objects is complete. 
    The good news is that they work. As a result, we now have a safe and secure
    communication channel for use after the launch. However, they are severely
    limited in number, and so we will be providing them only to our most 
    essential facilities. You will obviously retain possession of the one 
    you have.
    
    Warren I cannot stress how important it is that you wrap things up with
    Subject Seventeen as soon as possible. We're obviously relieved that you seem
    to be closing in on the target memory, but you need to step it up. Everything
    we're working towards depends on your retrieving those locations. Without 
    them, we've got nothing.
    
    May The Father of Understanding guide you to success.
    
    A.R.
    
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    15. Tips and Pointers for the Less Experienced                       ALTPROS
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     So you seek some advice from the experienced sage that sits on the 
     mountaintop. Very well, the great BurlyBrawler shall aid thee in thy quest.
    
    
    01. Don't throw Someone into a Guard - Throwing someone and making that 
        person knock down a guard will result in the guards attacking you.
    
    02. Go Around It - When you are running or on a Horse, and you see several
        guards in a line in front of you, go around it. Going through it will 
        result in being knocked down (if running) or being thrown from your 
        Horse. Think of this as NFS: Hot Pursuit 2 and not as NFS: Undercover.
    
    03. Holier than Thou - When guards in the area become informed, or are 
        informed already, BLEND. Blending will keep you anonymous 75% of the 
        time. However, if an archer in the Kingdom sees you or you knock a jar 
        or crate from it's carriers hands (even if blending), you will still 
        become exposed. If a guard becomes informed after investigating a body, 
        you may quickly enter and exit a hiding spot for him to revert to 
        suspicious. And remember, BLEND! Unless you're like me and you 
        like trouble!
    
    04. Take Me To Your Leader - When approaching a patrol, blend. Select your 
        Hidden Blade and assassinate the leader. It doesn't matter if you use
        High or Low Profile, as you will still become exposed. Be sure to take
        out the Leader first, as he has all the abilities and strength of a 
        Templar.
    
    05. The One - One of the Informers while going after Majd Addin will call you
        "The One". While you can't dodge bullets, you can dodge arrows. Get an
        archer's attention and lock-on as he fires the warning shot. Hold RT, and
        dodge (press A) when the arrow comes close. Note that dodging is only 
        available after Memory Block 4, pt. 2.
    
    06. Easy Save-Citizen Mission [Beginning] - When starting a Save Citizen, 
        select your Hidden Blade. Don't Lock-On just yet! Instead, walk over and 
        Stealth Kill two of the guarding soldiers before the others have a chance
        to react. Sometimes you can get two, if you hurry. Most of the time you 
        can get one. Stealth Kill the first one, and quickly Stealth Kill the 
        other. If you don't have enough time (it's a 2-second job), Stealth Kill 
        the first and Assassinate the second. There's two less guards to kill.
    
    07. Easy Save-Citizen Mission [Ending] - If other guards join the fight, slay
        the ones who were harrassing the citizen to begin with. They always wear 
        grey, both Crusader and Saracen. After killing them, the citizen will 
        look up, and your synch bar will be refilled. From there, you can choose
        to continue fighting, or go hide and talk to the citizen after you've 
        vanished.
    
    08. Checkpoint Reached - After completing certain tasks, or running past 
        certain spots in the Kingdom, a message will appear that says "Checkpoint
        Reached". When this happens, your synch bar gets an auto-fill and you are
        given another chance to live.
    
    09. Be a Bird-Brained Boy - When you are on a rooftop, you might see a small
        flock of birds by the edge. These mark the location of a haystack or 
        haycart below. Jumping here will ensure a safe landing.
    
    10. Pacifist - During Memory Block 2, pt. 1, it is safer to not fight the
        guards of Masyaf as you only have four synch bars and no weapons. In 
        fact, it's safer not to fight any guards until Memory Block 3, when you 
        obtain the Counter Kill.
    
    11. Let Live, so You can Live - Until you have played the game story-line
        through once, try to kill as few civilians as possible, as killing 
        civilians hurts your synch bar.
    
    12. No-Penalty Civilian Deaths [Before Game is Complete] - There are a few
        ways to kill civilians without it costing you:
    
        A. Jump onto a civilian, pushing him/her into a nearby Merchant Stand
        B. Gently Push a civilian into the water
        C. Throw a Town Crier into a civilian, making the civilian knock over
           a merchant stand
    
    14. You are not Indestructible - When you are in a fight and have no synch 
        bars left, and the screen is flashing: RUN! RUN FOR YOUR MISERABLE LIFE!
        If you stay and fight, YOU WILL DIE 89% OF THE TIME! WHY AM I SCREAMING?
        OH, NO REASON AT ALL! MY FINGER IS GLUED TO THE SHIFT KEY!
    
    15. Football Fouls - When Tackling people, make sure not to Tackle a guard.
        Doing so will make him very angry. Unless you like making people angry!
    
    16. Stepping on Toes - Same as #15. When sprinting or free-running, don't 
        bump into a guard. Doing so will result in angry men with swords coming
        after you! Aaaauuughhh!
    
    17. Nay, Niegh! - Same as the last two. While riding a Horse, don't bump
        into a guard (even if the Horse is just walking). Doing so will result
        in the guards chasing you.
    
    18. Save Them For Later - When collecting Flags or Templars, wait until you
        can get all of a single type in one go. Here is a list of what part of 
        the story you need to reach before getting all of each type:
    
        A. Assassin's Flags - Memory Block 3, pt. 1
        B. Hospitalier Flags - Memory Block 3, pt. 1
        C. King Richard Flags - Memory Block 4
        D. Templar Flags - Memory Block 4, pt. 2
        E. Teutonic Flags - Memory Block 5, pt. 1
        F. Saracen Flags - Memory Block 5, pt. 2
        G. Jerusalem Crosses - Memory Block 6
        H. Templars - Memory Block 6
    
    19. War Cry - When in a battle surrounded by multitudes of highly trained
        soldiers, and you're dangerously close to desynchronization: let out a
        warrior's cry or a beserker's scream! (No, not Altair- YOU let out the
        war cry!) Instantly, you'll find yourself on the offensive and before
        you know it: you'll be the only one left standing! (You know how
        Wolverine or Hulk or Braveheart yells, and that gives them strength? Same
        Concept!)
    
    20. Luck o' the Hand - You can jump from a high building, normally resulting
        in desynchronization. However, if you hold the B button (grasp), you
        MIGHT be able to grab something JUST before you land! I've done this
        several times! I'd jump from a high building to a lower one, only to
        realize the distance was too great. I'd hold B and hope to grab
        something. And sometimes, I would grab onto a fountain or short wall,
        only inches from death!
    
    21. Directional Leaping - While leaping or free-run jumping, push straight
        up on the L-stick. You'll jump in whatever direction the game's camera
        is facing. So, turn the camera to face something you want to jump to and
        you'll jump in that direction. This is useful, say in boat docks or
        reaching a difficult ledge.
    
    22. Reaching Synch Point Bird Perches - While next to a bird perch, push up
        and in it's direction on the L-Stick to jump from your location to the
        perch.
    
    
    
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    16. Glitches                                                         ALTOOPS
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    -------------
    Intended  -
    -------------
    
    The intended "glitches" are found in the game's cutscenes. Normally, the
    Subject can only see events from the Ancestor's point of view. Sometimes, 
    however, the point of view can be changed for a more dramatic scene. Animus
    Code will flash across the screen, and should the Subject choose to access 
    the glitch (press any button), the Point of View will change.
    
    NOTE: If you access a glitch, and it shows your location: you won't be there!
          That's right! If the camera is looking at you during a glitch, you
          won't show up! How's that for blending?
    
    -------------
    Unintended -
    -------------
    
    This section is devoted to the (unintended) glitches of Assassin's Creed.
    These are not the cutscene glitches that change the view. These are the
    REAL glitches. Also, these are not in any specific order - I wrote them
    down as I found/heard them!
    
    NOTE: These only started appearing AFTER I got 100% of the game completed.
    
    01. After reaching Synch Rank 2, I was sent to the Training Arena. After I 
        completed the training, I exited the arena. The guards all turned on me!
        I ran out of the Fortress and as I did I immediately desynchronized.
    
    02. After reaching Synch Rank 5, I was made to practice dodging. I hit
        the LT button to lock on, and I had locked on to an invisible guard!
        I cut him three times (with three blood sprays) and then the "thing"
        apparently fell down and died, because I heard "it" screaming. I
        exited the arena and all the guards walked over to an invisible body
        and then did their "who did this" routine. Needless to say, I did a
        exit stage left and left Masyaf.
    
    03. Sometimes informed patrols will appear out of thin air.
    
    04. While in Acre (going after Montferrat), I went down Merchant Alley. There
        was a lone guard, so I tossed him into a scaffold. Another gaurd suddenly
        appeared and I stealth assasinated him. Yet another gaurd appeared right
        next to me as I assassinated the second guard, spotted me, and commenced
        attack. No more gaurds appeared.
    
    05. Sometimes guards will do a "dance of death", meaning that they convulse
        and flap and twist and contort more than humanly possible, 
        when they fall.
    
    06. On one of those "dances of death" one of the gaurd's legs stretched WAY
        out (like a good 25 feet), which gave him the illusion of being one of 
        those air-inflated dancing men in front of music stores and used car
        lots.
    
    07. Not really a glitch, but if you throw civilians into one of the pools 
        surrounding the Dome of the Rock, they won't run. Instead they will cower
        in fear. This can be fun if you get 30-40 people in one pool all staring 
        and screaming at you.
    
    08. Another place where this occurs is the Grotto of the Tree in the
        northeast area of Acre's Rich District. Soldiers climb buildings and
        drop from them to get inside, obviously not wanting the simple walk down
        the stairs!
    
    09. Even stranger than the last two: to the very south of Jerusalem's Poor
        District is the Chapel of the Cross. These scholars won't run or cower
        if you harrass/harm/kill them. They just continue on their merry way.
    
    10. This one's not really a glitch, but while in Acre going after Montferrat,
        I stealth assassinated a guard, then began a pickpocket (the one by the 
        ocean where the old man asks the guard "what does he intend?"). After 
        the gaurd finished talking to the man (which he did in English), he 
        walked over to the body and began speaking French! Yes, I'm sure it was 
        him, as there was no one else around.
    
    11. At any point in the game, go to Masyaf's tower (where you performed your
        first Leap Of Faith). There are two guards at the top of the second
        ladder. Hold B (gentle push) and make them fall to the room below. The
        gaurds in the room below will not react to the dead bodies. At the 
        bottom of the tower (but not the bottom of the hill) is a lone guard.
        Making him fall to his death will not bring the gaurd's attention, but
        will terrorize the civilians.
    
    12. Once I was going through the Kingdom, and I passed (on the way to 
        Damascus) the View Point with the Muslim soldiers lining the road (with a
        nearby Templar, lake, and speaking platform; this was right before you 
        get to the river camp) and I tried to climb a building adjoining the View
        Point. There was a feed stall on the side of the building, so I tried to 
        climb that. Somehow, Some way, I got trapped INSIDE the building. All the
        walls were invisible, and I could not get out. After 10 minutes, I 
        decided to restart the game.
    
    13. Expose yourself to a Templar, then hide. Lock onto him as you're hiding
        and when you are anonymous again, you can stealth assassinate a Templar
        Knight duplicate. You won't get a Templar Killed Count, though. Expose
        and hide several times for several duplicates.
    
    14. Possibly the most humorous glitch can be found here. I was at the village
        to the north of Jerusalem (with the river and the View Point) and I was
        taking out the guards on the watchtowers by the View Point. When I got 
        to the top of the last one, the guard drew his sword and knocked me off.
        I went to go teach him a lesson, and so I climbed the ladder. He came 
        down and kicked me off. Instead of coming all the way down, he went back
        up. When he got to the top, he kept climbing up and up and up on an 
        invisible ladder until I couldn't see him anymore. I hid in the nearby
        haystack, and he came down! I heard a shout and rotated my camera just in
        time to see him fall!
    
    15. I was saving a citizen and I stealth assassinated one of the guarding
        soldiers before starting the memory imprint. As I killed the one guard,
        the other kept shoving me. All the other guards came after me, but he
        just stood there with his arms folded (what a pacifist). I slew all the 
        guards (except him) and then I vanished, talked to the citizen, and 
        killed the soldier. I used my sword, and he did NOT fight back! He died
        as I found him: arms folded.
    
    16. Sometimes French Soldiers will speak in Arabic and Muslims will speak
        in French!
    
    17. Sometimes during Counter or Combo Kill cutscenes, Altair will go 
        through walls.
    
    18. Sometimes you can slip past the invisible wall that seperates you from
        your Pickpocket or Interrogation Target. This is humorous when you are
        standing in between the two men and they say, "quiet, someone might 
        hear us"
    
    19. One time, and one time only, has this happened. On the Eavesdrop Mission
        at St. John's Gate in Acre, where Sibrand shows up, I was able to leave 
        my bench when Sibrand arrived. I walked over to him and followed him 
        after the Eavesdrop was complete. I was about to assassinate him when
        he vanished! I guess his time was not yet...
    
    20. I once fell from a great height and landed by a beggar. As I lay dying,
        she threw rocks at my corpse. I hate those old dames...
    
    21. Not sure if this is a glitch. I once got in a fistfight and moved out of
        the way as the Thug swung. He hit a guard instead of me. The guards were 
        not pleased and the Thug got scared and tried to run. The guards drew 
        their swords and killed the Thug, at which the crowd ran. The guards then
        stood over the body and said "Where is the one responsible?", at which 
        they became informed.
    
    24. I guess it's a glitch. It's a lack of programming anyway. This is an
        easy glitch, it just takes a bit of patience. At the bottom of the 
        Masyaf Assassin's Fortress are four guards. Gentle Push one of them
        all the way up to the Fortress. Gentle Push him into the Fortress. Once
        you are inside, Jump on him. He will start fighting, but no one else
        will. If you are going to see Al Mualim, go up to him. You will be
        talking to Al Mualim while the guard is stabbing you. You will restart
        once you die. If you try to leave the Fortress with him after you, you
        will die. The only way to escape him is by pushing him off Masyaf Tower's
        Leap Of Faith.
    
    25. Sometimes, after you kill a guard, their sword will go flying. It might
        stick into a wall or tree. I've even seen stick into a person. The person
        didn't die, he just walked around just as normal as could be with a sword
        sticking out of his back.
    
    26. I once stealth killed a guard that was standing next to a building. The
        guard fell over backwards into the building and disappeared! The other 
        guards were all kneeling by a doorway, even though there was no body!
    
    27. While fighting guards, get on one of those crane platforms above a 
        street. Knock someone down, then assassinate. You will be standing on a 
        guard with nothing else between you and the ground. For a split second 
        you will stand on air, then you will fall.
    
    28. Once I got to watch Majd Addin's execution from the stage itself!
    
    29. Sometimes a body that lays on an uneven floor will bounce up and down.
    
    30. You know that phrase: "I have entered the Abyss and never returned"?
        Well, I fell into the Abyss of Death a few times. It happens (usually)
        when you jump into an edge or crevice. It isn't black, but instead 
        whatever color the sky is. I entered the Abyss. BUT, I returned!
    
    31. SCARY! SCARY! SCARY! OMG THIS IS SO SCARY! IT'S LIKE JASON, ONLY WORSE!
        I once killed a Templar, and it was not counted! I then went somewhere 
        else in the city, stealth killed a guard, and began to walk away, when 
        my status showed that I had broken the line of sight. I waited, and sure
        enough there was my Templar, back from the dead. I killed him again. 
        And again. And again. I tried hiding before he arrived, but he didn't 
        reinitialize! The minute I stepped out of the hay he suddenly appeared! 
        I finally had to restart my game! He was like the Terminator. You kill 
        him once, kill him twice, and he's still after you! AAAUUUGH!
    
    32. Yet another wonderful lack of programming. If you lead soldiers up to the
        Assassin's Bureau Entrance, the last one can be thrown inside for an 
        auto-kill. I "killed" the fake Robert de Sable, went through the 
        cutscene. When the cutscene finished, she cowered in front of me on open
        air! I did a gentle push, and she walked on air (literally) while I fell 
        inside. She then fell into the Bureau, but did not die! So I pushed her 
        into the office, where she cowered in fear. I guess I broke the third
        Tenant...
    
    33. I was out collecting Templars, and when I got to 52, the message for 52
        stayed up and would not go away, even after going to the menu and back!
        I kept on killing the last 8, and it still said 52! [I went to the 
        Additional Memories page, and it kept the correct amount]
    
    34. Sometimes, you can be up on a roof, and not be facing a Thug, and a Thug
        on the street will be looking at nobody, and you will hear and see the 
        Thug telling someone to go away.
    
    35. Once, while assassinating a Interrogation Target, a guard got in between
        me and the target. Both the guard and the target died!
    
    36. Sometimes Templars that you have not defeated will disappear!
    
    37. One of the times I replayed Abu'l Naquod's Assassination, I killed all
        the archers. I then turned on my Eagle Vision, looked at Abu'l and 
        distinctly heard Al Mualim's speech that he makes at the very beginning
        and the very end of the game!
    
    38. Does the lack of programming NEVER END??? After killing Jubair and before
        returning to the bureau, go back to the Madrasah (where the burnt 
        scholar lays on the fire) and throw someone onto the fire. When they get 
        up, they will just stand on the fire, undying.
    
    39. Speaking of Jubair, get into a fight before watching ole Jub' in the
        Madrasah, and carry the fight to the top of the Madrasah. Don't kill
        anyone, just keep throwing them towards the inside of the building.
        Some will side down and hopefully hit one of the scholars! :-P
        The cutscene will show the bodies on the floor, but after the cutscene
        ends, no one will notice them! Another glitch during the fight before
        meeting the bookburner is that you are unable to climb to the very top 
        of the building!
    
    40. Another super-creepy Jason/Terminator glitch! I was free-running around 
        Acre's Poor district while replaying the Garnier Sequence. I noticed
        that except for beggars, jar carriers, seated civilians, and a few small 
        gatherings at merchant stands and town criers, there was NOT A SINGLE 
        SOUL TO BE FOUND! I thought that I should go out the city gates and come
        back in. I killed the guards at the gate, and ran back inside. Now 
        instead of Templars spawning it was one to four guards at a time 
        appearing out of thin air. If anyone remembers the end of the classic 
        Orson Welles Suspense show "The Hitchhiker", where the guy would suddenly
        appear out of nowhere, right in front just to disappear as quickly, that
        is how it was.
    
    41. AWESOME!! AWESOME!! AWESOME!! Right after typing Glitch #40 (I write 
        them as I find them) I went over to the bench by the City Gate [the one 
        that you sit on to eavesdrop on the archers talking about Garnier] and 
        jumped on the person sitting there. She got up, and I jumped on the
        small lip behind the bench. As soon as my feet made contact, Altair
        went way, way, Way, WAy, WAY up in the sky (I think I even went higher
        the the Rich District's Cathedral of the Holy Cross' completed spire)
        and fell down again. Needless to say, I desynchronized as I landed.
        When it loaded again, all the missing citizens were back again!
    
    42. I once stealth assassinated a guard and then threw a Thug at an informed
        guard. The guards engaged me in combat, as usual. The Thug, however, did
        not run away. Instead, he fought (with his fists, of course) alongside 
        the guards. This was annoying, for I would try to hit a guard and he 
        would punch me, resulting in auto-locking on to the Thug and an
        auto-switch to fists. I finally slew all the guards, but I had been so
        desynchronized by the thug that I desynchronized totally when I slew him
        (for all the trouble he caused).
    
    43. I went to the View Point by the entrance to Acre (from the Kingdom) 
        and I assassinated a guard. While he was falling, I drew my sword to 
        fight the other guard. I attacked, but I did not kill the living 
        guard. Instead, I killed the dead guard. Let me explain. The guard 
        rose from the ground and died a second time!
    
    44. Not sure if this is a glitch, or if they are able to climb ladders.
        Sometimes (very rarely, to be precise) you can find civilians on
        rooftops.
    
    45. Here's an easy-to-find glitch. Go to Acre to kill William and begin
        the Assassination Memory. Wait until everyone leaves his quarters
        and he is alone. Disturb him, and let him take chase. Climb the walls
        going north. Balance on the wall, and when he starts balancing with you,
        punch him off the wall to the outside of the gates. After a 150ft drop,
        he will get back up. However, if you follow him down you will immediately
        auto-desynchronize.
    
    46. Well, this is nasty. I got in a fight with two guards and led them to the
        top of the Assassin's Bureau (in Jerusalem). I killed one, and the other 
        panicked. I stood between him and the ladder, so he cowered in fear 
        before me. I gently pushed him into the "door" of the Bureau and instead
        of falling his head got caught in the mesh screen. He contorted and 
        stretched into unhuman and inhumane positions, and when he died (still 
        attached to the mesh screen) he looked like Freddy's slashed-up slab of
        meat.
        
    47. I was fighting a patrol in the Damascus Middle District and a Templar
        showed up. I ran to some nearby vigilantes, who kept most of the guards,
        and the Templar, busy. I killed all the Guards, but I did not kill the 
        Templar. Instead I hid in a haystack that was just out of the LOS.
        After I vanished, and while I was hiding, I still heard a guard saying
        things like "Where did he come from?" or "Another wishes to die?", yet
        there were no guards about, and the vigilantes had regrouped in their 
        corner. (By the way, the Templar vanished too.)
    
    48. On the High Road to Arsuf in Memory Block Six, get into a fight with the
        guards at the beginning of the road and lead them up the path until
        you can see the Low Road to Arsuf. Throw them both off and watch. They
        will slide down the hill and slide WAAAYY OUT into the road and slide
        around in a circle (much like a dime or marble in a large and gently 
        sloping funnel). When they reach the center of the "funnel" they will 
        do one of three things. The most common is that, like said marble or 
        dime in large funnel when it reaches the bottom, they will simply
        fall through the ground. They could spin out of the funnel and slide
        up the adjacent mountain, but this is uncommon. Or, they could do the
        funnel trick with a slight twist: instead of falling through the ground,
        they could reach the center and be shot straight up as if by a NORAD
        or NASA Launchpad, never to be seen again. This does happen, but it is
        the most rare.
    
    49. I replayed Memory Block 2, saved the citizen at the beginning of pt. 2,
        and went inside the city. I got on top of a minaret and jumped to my 
        death. When I came to, I was back at the Save Citizen. The guards were
        around him, but they weren't harrasing him. I talked to the citizen 
        again and he walked away. I couldn't get past the guards, so I attacked.
        The guards just stood there as if nothing had happened. I killed them,
        and then the game let me get past them again.
    
    50. I was replaying Memory Block 3, and I had drawn my sword on the Trails
        in Masyaf. A woman stopped, and said, "A sword? I should find a guard."
        The only problem was that she spoke in a man's voice!
    
    51. I was 'splorin Acre during MB 4, pt. 2 and came to the stone arch / bell
        tower along the NE edge of the district, by the seawall. When I got
        there, all the guards were on full alert (no, I hadn't killed anyone
        and I hadn't triggered a City Alert). I then saw people stopping and
        staring at the ground, commenting on how awful it was. Guards would walk
        up and investigate the ground, as if there was a body there. However,
        this was an extreme case of Corpus Delicti, as there was no body. I
        walked over to the spot, and, as they would've done with a real murder,
        attacked me. I had no choice but to kill them, thus seemingly ending the
        glitch of the missing body. (It's like the game Clue: where's Mr. Boddy?)
    
    52. OMG Is this ever so nasty and scary! In Acre, while replaying Memory
        Block 3, I provoked the archer on the roof just south of the Sanctuary
        of the Abandoned. I pulled out my Short Blade, then countered his attack.
        Altair ripped the poor guy's brains out, then reverted to anonymous.
        However, the archer did NOT fall down, and he did NOT die!!! He just kept
        walking into a wall, until I jumped on him. He then collapsed and died.
        I guess this was the "Headless-Chicken Reflex", or perhaps he was
        singing: "If I only had a brain!..."
    
    53. This glitch is almost like #52. Talk to an Informer, then do what he
        wants. Come back, and punch or hack the living daylights out of him.
        Talk to him a second time, then bump him when he goes to walk away.
        He will instantly crumple to the ground.
    
    54. Sometimes, several people will say the same thing at the same time.
        This gives their voices an underwater-echo effect, much like in
        Superman Returns: The Video Game.
    
    55. Perhaps the all-time easiest-to-find glitch? After saving a citizen,
        He/she will look at all the surrounding carnage and wonder what happened
        out loud! And, if you openly slay anyone, even if it is a soldier, in
        front of the saved citizen, he/she will forget what you have done and
        flee, calling for the guards to stop you. Wow, that sure is some thanks
        and devotion for such a needless task as, oh I don't know... SAVING THEIR
        MISERABLE LIVES! I didn't HAVE to save you, you know! I could've just
        LET YOU DIE! (haha, sorry, I'm just kidding! lol)
    
    56. After becoming exposed during Majd Addin's Funeral in Memory Block 6,
        run into the city and slay a Templar in front of a civilian. Even though
        the Templars are invaders into the city, the civilian will still scream
        about you being a murderer.
    
    57. Another place where this happens is during the Defending Masyaf sequence
        in Memory Block One.
    
    58. Can anyone say GLITCH? Because THAT's what happens here. Just before the
        pre-assassination cutscene of Sibrand and the Priest, make a roundabout
        path to Sibrand and the Priest by taking the dock behind the execution
        up to the execution. Kill the Informed Patrol, getting as close as
        possible to the cutscene area. Finish the fight, and watch the cutscene.
        After the cutscene finishes, Sibrand will row away. The guards at the
        entrance of the dock will not investigate the bodies, but they also
        will not guard the entrance. Take this time to dash across the pier,
        jumping from the last boat ONTO Sibrand's rowboat. The second you land,
        Sibrand, the two rowers AND the boat will disappear- landing you IN the
        water! So much for an AWESOME kill...
    
    59. During the Arsuf sequence, I slew a Saracen near a rock cliff. His body
        fell on the rock, and then sank INTO the rock! His leg was still sticking
        out, so the evidence was still there. I'd say it almost beat the
        body-hiding in AC2!
    
    60. Oh my goodness! Ohhh my goodness! We've got a Wolverine or a starfish on
        the loose! When Lucy shows her true identity near the end, her ring
        finger is cut off. After you talk to her, she will be typing on a
        computer. Use your vision to look at BOTH hands. BOTH Ring Fingers are
        there!
    
    61. Here's a well known glitch: The Turkey Shoot. Basically what happens is
        that sometimes you'll be exposed and the soldier/guard/target will just
        stand there, unable to move. I haven't personally done this, BUT I have
        seen Youtube clips of it. www.thehiddenblade.com has some absolutely
        hilarious Turkey Shoot videos.
    
    62. Sometimes people will repeat themselves. For instance, (this happens a
        lot) I escaped a fight in Masyaf and hid in a bale of hay. The guard ran
        around, stopped, shook his head and said, "You do well to hide you do
        well to hide!"
    
    63. WOW! WOW!! WOWOWOW!!! This glitch is AWESOME! I saw this one on YouTube,
        and HAD to add it! Sometimes, in Arsuf, you can have TWO (that's right,
        TWO!) Altairs! You can then proceed to make them work as a team or kill
        each other! I have no idea how to bring this about, so if anyone knows,
        tell me!
    
    64. This one's from a reader known as Treezilla: "I was in Damascus (Abu'l
        Naquod sequence) and I got into a fight with some guards. The fight was
        near the blue haze seperating the rich district from the poor. I
        counter-killed a guard and in during the cinematic gory scene, Altair
        yanked his blade out of the poor guy and stepped past the Blue Haze
        into the Rich District, thus desynchronizing."
    
    65. Another one from Treezilla: "This was my first playthrough of AC, and
        I needed to get into the Rich District (to go after Abu'l Naquod).
        However, there was a blue haze blocking the Rich District, and I
        could NOT get into the Rich District, EVEN though I was in Memory
        Block 4!!!"
    
    WOW! That's a lot of glitches and bad programming! Has anyone ever heard
    of... oh, I don't know... QUALITY CONTROL?!?!?!? *sigh* Oh well, at least it
    can add some humorous and interesting details to the game. I think it's like
    the Animus' 'Bleeding Effect': the more times you replay it, the more
    glitches that show up!
    
    If any of you know any more glitches, e-mail the story to me or post it on
    my Facebook Wall (or send a Facebook message)!
    
    
    
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    17. Secrets                                                          ALTLOCK
    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
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    -------------
    Unlockables
    -------------
    
    In Animus:
    
    Abilities / Weapons -
     
            Hidden Blade                  - Memory Block 2, pt. 1
            Sword                         - Memory Block 2, pt. 1
            Short Blade                   - Memory Block 3
            5 Knives                      - Memory Block 3, pt. 2
            10 Knives                     - Memory Block 4, pt. 3
            15 Knives                     - Memory Block 6
            Combo Kill                    - Memory Block 2, pt. 1
            Counter Kill                  - Memory Block 3
            Tackle                        - Memory Block 3, pt. 2
            Grab Break                    - Memory Block 4
            Catch Ledge                   - Memory Block 4
            Defense Break                 - Memory Block 5
            Sword Damage                  - Memory Block 4, pt. 2
            Sword Expertise               - Memory Block 6
            Dodge                         - Memory Block 4, pt. 2
            Short Blade Expertise         - Memory Block 5, pt. 2
    
    Places - 
             Unlock Kingdom, pt. 1        - Memory Block 2, pt. 1
             Unlock Entire Kingdom        - Memory Block 2
             Unlock Arsuf                 - Memory Block 6
             Unlock First District        - Memory Block 2, pt. 1
             Unlock Second District       - Memory Block 4
             Unlock Third District        - Memory Block 5 / 6
    
    In Abstergo:
    
    Unlock Cell Door                      - Memory Block 3
    Unlock Lucy's Computer                - Memory Block 6
    Unlock Warren's Computer              - Memory Block 4
    Unlock Conference Room                - Memory Block 6
    
    Special:
    
    Eagle Vision [in Abstergo]            - Complete Story
    Kill Civilians without Penalty        - Complete Story
    Eagle Vision [partially desynched]    - Complete Story
    
    
    -------------
    Blood Glyphs
    -------------
    
    Here is where I will show you what the blood glyphs mean and where 
    to find them. Most of these symbols are actual pagan symbols of ancient
    religions, so look 'em up if interested. I'm not a conspiracy theorist
    or a Mystic, I'm just showing you what the signs mean. Note that these
    ONLY appear in the Animus Room and the Cell! (translation: the Conference
    Room doesn't have any Glyphs!)
    
    Nazca Lines
    ---------------------------------------------------------------------
    What: Three symbols - The Spider, The Monkey, and The Hummingbird
    Where: On far wall in Animus Room by window
    What They Mean: The Nazca Lines were giant symbols in Nazca, Peru made
    up of black rock lines (several miles in length) that were made by
    Incans to communicate with their gods. The Spider is obvious, The
    Monkey is the thing with the spiral (that's its tail), and The
    Hummingbird is the thing that looks like a railroad station / dock /
    airport.
    ---------------------------------------------------------------------
    
    All-Seeing Eye
    ---------------------------------------------------------------------
    What: A triangle with an eye in it.
    Where: Between Animus and Abstergo Exit
    What They Mean: The All-Seeing Eye (used on the One-Dollar Bill) is
    the symbol of the Templars, the Free-Masons, and the Illuminati
    (which are all connected!). It was a sign of a big government that
    watches everything and everyone and is associated with a new
    one-world order.
    ---------------------------------------------------------------------
    
    The Fruit of the Gods
    ---------------------------------------------------------------------
    What: A pyramid with a shining apple for a top
    Where: Between Animus and Abstergo Exit
    What They Mean: Obviously the Piece of Eden, or the Fruit that ruined
    Paradise. Note that the Fruit appears to have eyes, which speaks of
    how a preson must LOOK at the Piece of Eden to be overpowered by it.
    ---------------------------------------------------------------------
    
    Barcode
    ---------------------------------------------------------------------
    What: A... uh... UPC Barcode.
    Where: In between Nazca Lines and Animus
    What They Mean: Well, this one's interesting. The numbers 12212012
    are reffering to the date 12/21/2012 (mm/dd/yyyy), which is the date
    the Mayans and Chinese refer to as the Day of the End of the World!
    Interestingly enough, the e-mail that speaks of the Abstergo Satelite
    states that 12/21/2012 is the Launch Date.
    
    Also, the Barcode itself comes from Revelation 13:16-18 (from the
    Bible) and simply is related to the Mark of the Beast and the number
    666.
    ---------------------------------------------------------------------
    
    Pentagram
    ---------------------------------------------------------------------
    What: A 5-point Star inside a circle
    Where: Between Animus and Conference Room
    What They Mean: Uh... let's see... umm. I don't know... how's this:
    IT'S THE DEVIL!!! OH MY GOSH IT'S THE DEVIL!!! AND ALL THE SATANISTS
    TOO!!! RUN FOR YOUR LIFE!!! RUN RUN RUN!!! (haha, sorry!)
    ---------------------------------------------------------------------
    
    Aztec Pyramid
    ---------------------------------------------------------------------
    What: A crude sketch of an Aztec Pyramid
    Where: In Between Unidentified 1 and Conference Room
    What They Mean: What, you didn't see Apocalypto? OK, it's where
    millions of hearts were cut out of human sacrifices while still alive.
    Some of the stones are still red...
    ---------------------------------------------------------------------
    
    Eye of Horus
    ---------------------------------------------------------------------
    What: An egyptian-style eye
    Where: Between Abstergo Exit and Cell Door
    What They Mean: How should I know? I don't know Egyptian! Go to King
    Tut's tomb, you'll find it there!
    
    Actually, it is The Eye of Horus, which is a Masonic symbol for the
    New World Order.
    ---------------------------------------------------------------------
    
    Japanese Symbols
    ---------------------------------------------------------------------
    What: A few symbols and pictographs of Japan
    Where: Between Conference Room Door and Cell Door
    What They Mean: One is a Japanese Pagoda, another is
    and the final one is in english "Yona Guni". This was a fabled island
    off the coast of Japan which was stated to have the same fate of
    Atlantis.
    ---------------------------------------------------------------------
    
    Radiation Symbol
    ---------------------------------------------------------------------
    What: The Internationally Known Symbol for Radiation or Hazardous
          Waste
    Where: In between Barcode and Animus
    What They Mean: It explains itself perfectly. Basically: enter and
                    die!
    
    NOTE: Other people have said that this is the Symbol of the Holy
          Trinity, at which case it would be another Templar 'New World
          Order' symbol.
    ---------------------------------------------------------------------
    
    Hills
    ---------------------------------------------------------------------
    What: A blood-splatter painting of a Hillside.
    Where: Between Barcode and Conference Room, on a raised platform.
    What They Mean: A depiction of a Hillside.
    ---------------------------------------------------------------------
    
    Chinese Codexes
    ---------------------------------------------------------------------
    What: Several codexes of Chinese letters
    Where: Above Desmond's Bed
    What They Mean: Sushi, Egg Roll, Dim Sum, Wonton... Sorry, I like to
    eat Oriental cooking and I'm kinda hungry... (Yes, I'm one of those
    orally-fixated people...)
    
    1. "You reap what you sow."
    
    2. "One who wants to read into his future simply needs to write his
        own past."
    
    3. "A man without far sight, must have near worries."
    
    4. "Hearing is better than not hearing, observing is better than
        hearing, knowing is better than observing, and doing is better
        than knowing."
    
    5. "As a human being, if you want to know the spiritual realm of
        Buddha, you have to observe, you have to know that everything
        you see in the world comes from your own mind."
    
    ---------------------------------------------------------------------
    
    Hebraic Letters
    ---------------------------------------------------------------------
    What: A single line of Hebrew
    Where: Above Desmond's Bed
    What They Mean: They translate to: "The World To Come".
    ---------------------------------------------------------------------
    
    Arabic Letters
    ---------------------------------------------------------------------
    What: A single line of Arabic
    Where: Above Desmond's Bed
    What They Mean: The writing in Arabic means "The Earthquake" which
    is the 99th Sura of the Qu'ran and tells of Judgement Day and one of
    the signs of the end of the world. 
    ---------------------------------------------------------------------
    
    Mathematical Symbols
    ---------------------------------------------------------------------
    What: Some geometric / matematical diagrams and numbers
    Where: Above Desmond's Bed
    What They Mean: Looks like planetary / path projections.
    ---------------------------------------------------------------------
    
    Codex 01
    ---------------------------------------------------------------------
    What: A jumble of letters
    Where: Between Abstergo Exit and Animus
    What They Mean: Read it from the Bottom Right Corner, go up that line,
    and do that with each line from Right to Left.
    
    	M O R Y M N O E S
    	E N C E O L C H T
    	H O N B T L O T C
    	T D E O S A T O A
    	P E D S N L S T F
    	L D D U O O E T E
    	E A I E I R I N T
    	H S H K T T K E R
    	T U A A A N S S A
    
    It reads: ARTEFACTS SENT TO THE SKIES TO CONTROL ALL NATIONS TO MAKE
    US OBEY A HIDDEN CRUSADE DO NOT HELP THEM
    ---------------------------------------------------------------------
    
    Codex 2
    ---------------------------------------------------------------------
    What: Another Jumble of Letters
    Where: Between Barcode and Nazca Lines
    What They Mean: Do the same thing as with Codex 1.
    
    	              A
    	            D R H
    	          O O D T M
    	        W H B I T D O
    	      E U S Y S I N S E
    	    A R O O M R E A Y N R
    	  I S E Y T N I D L M I D E
    	T W I H W Y I E A U D A Y H T
    
    This one says: THEY DRAINED MY SOUL AND MADE IT THEIRS I DRAINED
    MY BODY TO SHOW YOU WHERE I SAW IT. 
    
    And it points to the Animus...
    ---------------------------------------------------------------------
    
    Quetzecoatal
    ---------------------------------------------------------------------
    What: A madman's phrase:
    
    Quetzecoatal's hunger has the Answers
    
    Where: Above Desmond's Bed
    What They Mean: Quetzecoatal's Hunger: Blood.
                    So... Blood has the answers? Yes.
                    Another Animus/Bloodline reference...
    ---------------------------------------------------------------------
    
    Abyss
    ---------------------------------------------------------------------
    What: Another madman's phrase: 
    
    I've entered the Abyss and never returned
    
    Where: Above Desmond's Bed
    What They Mean: Yet another Animus reference... or the guy relived his
    Ancestor going to hell (which is still an Animus reference)... or the
    guy lost his soul.
    ---------------------------------------------------------------------
    
    Books
    ---------------------------------------------------------------------
    What: The final phrase, though this one makes sense:
    
    we are all books containing thousands of pages and within each of 
    them lies an irreperable truth
    
    Where: Above Desmond's Bed
    What They Mean: Obviously talking about Genetic Memory and the
    Bleeding Effect
    ---------------------------------------------------------------------
    
    Blood Splatter
    ---------------------------------------------------------------------
    What: A giant blood splatter
    Where: Above Desmond's Bed
    What They Mean: I don't know, but you warp through it as the
    credits roll.
    ---------------------------------------------------------------------
    
    Well, that's about it on this game! The sequel has SEVERAL more Blood
    Glyphs, so play that game for more Blood Glyph Fun!
    
    
    --------------------------
    Secrets / Easter Eggs
    --------------------------
    
    Prologue's Small Area -
    
    The small area in the beginning, before being pulled out (the one with
    all the faceless people) is an interesting blend of all the cities combined.
    There is Jerusalem's city gate, Acre's walls, Damascus's buildings and
    Naquod's fountain. The citizens are also a mix of all the cities.
    
    
    Conference Room Code -
    
    The Conference Room is unlocked by a code read on Warren Vidic's laptop.
    The Code, "10281943", has a special meaning. If you take the last four
    digits to be the year 1943, then the first four digits would be the month
    and the date. This gives you the date 10/28/1943. If you look online, you
    will find that the Philidelphia Experiment (yes, the same one from the 
    C Room e-mail) took place on this date.
    
    
    Crusaders and Saracens - 
    
    In the Kingdom there are Ruins to the south, which are controlled by the 
    Saracens. Just North is a View Point / Guard Tower that is controlled by
    Crusaders. If you anger the Crusaders and lead them to the Saracens, they 
    will do one of two things. They will either team up against you or they will
    fight each other. If they team up against you, you can kill all but a few
    of one side or the other. The side (Crusader or Saracen) that has the least
    men left will flee, while the other side will continue to fight you.
    This normally happens anywhere, but I used that spot as an example.
    
    
    ITCL -
    
    The Israeli Templar Combat League is a nationally known organization, and
    as such, whenever a Templar challenges you to combat, any other soldiers
    in the area will form a ring around you. The other soldiers will move away
    if you get close to them during combat. After killing the Templar, they
    will close back in and take up combat. There are a current total of 60 ITCL
    Champions, and fights are staged most every day. Concessions are available
    in front row seats only. No Betting, please.
    
    
    I know it's there, but I just can't reach it! -
    
    If you have 99 out of 100 Kingdom Flags, there is a possible answer.
    In the Ruins there is a gigantic arch that must be scaled from the east 
    side. On top is a flag. From there, look north and down. Jump to the pillar
    of almost equal height. Look north and down. You will see a relatively small
    pillar with a flag on it. There is only ONE way to reach this pillar. You 
    must leap from where you are standing and hold B (for grasp) Just when you
    think you missed it, you'll grab on. Note that this flag is unavailable
    until the beginning of Memory Block 4, because Grab Ledge is unavailable
    until then.
    
    
    Alan Rikkin's E-mail Explained -
    
    In the Conference Room, there is a single laptop, which is owned by Alan
    Rikkin, and it contains one e-mail with several conspiracies/artifacts 
    mentioned. I will explain the historical and/or mythological facts about
    each item in the e-mail.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    1. Piece of Eden - The Judeo-Christian book of Genesis tells that there was
       a Garden called Eden. In this garden were two magical or supernatural 
       trees. One, the Tree of Life, could give eternal life. The other, the Tree
       of Knowledge of Good and Evil, caused evil to enter the world. The game 
       tries to say that the Pieces of Eden were fruits of the second tree, and
       that they could make men see or experience anything that the master of the
       Piece wanted them to. The Piece of Eden, which looks like a glowing silver
       pokemon-ball, is purely fictional and was created exclusively for the 
       Assassin's Creed Series.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    2. The Philidelphia Project - On the date of 10/28/1943, naval ship USS
       Eldridge disappeared for a short time. It reappeared a few hours later,
       and the entire crew was found dead. Sadly that is all that is known about
       the Philidelphia Project, as it was called. The US government stated that
       they were testing a new cloaking device, but certain facts and files were
       leaked that said otherwise. While somewhat vague, as government files are,
       the files stated that it was NOT a cloaking test. Rumors spread, and now
       some believe (like this game says) that the USS Eldridge entered another
       dimension, while others believe the government. Who knows? (I personally
       believe the dimension story)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    3. Tunguska Incident - In 1908, the Russian forest called Tunguska, which is
       near the Podkamennaya-Tunguska River, was destroyed in a single flash.
       This "flash" could be seen quite clearly from London, England, where 
       night turned into day, albeit a very greenish day. When the Press and the
       Russian Army showed up, they found the forest with trees being laid flat
       on the ground. The trees, however, were all pointing in the same direction
       in the "blast area", which covered a 50 mile radius. Many believe that the
       Russians were testing a bomb, but no such bomb had been invented yet.
       Others believe that the scientist Nikoli Tesla had caused it by testing
       his electrical generators (Tesla Coils) which disrupted the Earth's
       magnetic fields and the atmosphere's ionic fields. Still others believe
       that a meteor had crashed, but no conclusive evidence of a metoer impact
       has been found to date. No one has ever solved this decisively, and the
       game stated that the Assassin's did it. No one really knows... do they? 
    
       Oh, and...
       A very few believe that it all goes back to the Little Green Men.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    4. Grail - In A.D. 33, Jesus Christ died on a cross. Joseph of Arimethea, 
       according to some Christians and a few athiests, took the cup that was
       used the night before the Passion of Christ during the Da Vinci-famed
       Last Supper and placed some of Christ's blood into the cup, or grail. This
       gave the cup magical or supernatural powers and properties, and no one
       knows what Joseph did with the chalice. Throughout the ages since, several
       have devoted their lives to the search of this cup. The Grail was sought
       by King Arthur and his Knights, and the crusaders searched for it. It is
       believed by some that the Templars found it, while others believe that
       Hitler found it. The Grail was glorified in the film "Indiana Jones and
       the Last Crusade", where it was shown to give or take the power of life.
       In this game, they brush this off as a creation of the Piece of Eden and
       non-existant. Like that changes anything for us believers of legends!
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    5. Mitchell-Hedges Communicators - In the year 1920, an english archeologist
       by the name of Michael Mitchell-Hedges discovered an ancient marvel inside
       the Mayan temple of Lubaantun: A Crystal Skull. Ever see Indiana Jones 
       and the Kingdom of the Crystal Skull? It's based off this artifact. 
       (Yes, there are genuine Crystal Skulls in existence, and some can be seen
       in the Smithsonian, the Museum of London and others) While they have 
       no known magical-technological powers (in real life), they are still an
       ancient marvel. Why? Each one was carved from a single piece of crystal
       with such precision and smoothness that only laser-cutting technology
       could accomplish without shattering the crystal. Laser-cutting was thought
       to have been invented in the 1970's, but maybe it was actually
       RE-invented...
    
       The game mentions using them as "communicators", meaning an ability to use
       them as a telepathic walkie-talkie. Such has been tried in real life,
       but without success. Some have claimed that the skulls have mystical or
       magical powers, but that has been proven false... so far.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    --------------------------
    DownLoadable Content
    --------------------------
    
    Downloadable Content (or DLC) are neat little extra add-ons to a game,
    sometimes an extra level/area and sometimes (in this case) just a few
    happys.
    
    XBOX 360 - For the Xbox 360, you can download:
    
    Full Game (no disc required) - $29.99
    Game Trailer                 - Free
    Gamer Pics                   - 80MP
    Dashboard Theme              - 80MP
    
    
    PS3 - No DLC
    
    PC - No DLC
    
    
    
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    18. Extra Things To Do                                               ALTMORE
    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
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    You've played the game through and you think that if you play it again, you
    will just get bored and decide to sell the game. NOT TRUE! There is SO much 
    more to do to make the game more interesting!
    
    01. Slay the Informer - Make sure there are no guards around and just hack up
        the Informer. After a few swings, talk to him. Go do what he asks, then
        come back. Attack him some more and then talk to him. When he's done 
        talking, attack him again. He will fall to the ground, and there will be
        one less Informer in the world. Note that if there are guards around, 
        beat him up with your fists, finish talking to him, and then pull out 
        your sword and finish him.
    
    02. Bring Back the Proof - While in a main assassination mission, become 
        exposed and lead the target back to the Bureau. Slay everyone else, then
        assassinate the target on top of the entrance. When you leave the 
        Animatrix, the door will open and your target's body will fall inside.
        This gives the Rafique much more proof than a simple feather. Note that
        this doesn't work for William de Montferrat or Robert de Sable.
    
    03. Conversationalist - No, this isn't the achievement. After leaving a 
        Bureau, come back before finishing your investigations. Go inside, and 
        the Rafique will tell you to come back when the job is done. Leave, and
        come back after finishing your investigations. The Rafique will give you
        the feather and you will leave. Go outside and come back in. Lock-on to
        the Rafique for humourous remarks about your progress. For instance, the
        Rafique of Damascus will joke about you being on narcotics when you come
        back before killing Jubair.
    
    04. Pirates! - Rip the Pirates of the Caribbean soundtrack to your Xbox. Mute
        the game music and choose to play the Pirates soundtrack. This makes 
        swordfights much more fun, especially if on a beam or platform several
        stories high.
    
    05. Enemy of the Poor - Instead of throwing a beggar, draw your sword in 
        front of them. They will run away screaming.
    
    06. Steal and Show - Pickpocket information, then jump onto the man 
        immediately after. You will retain the information, but he will run to 
        the nearest guard, who will come after you.
    
    07. Bowling - In a large group of people, throw one into the crowd. Several
        people will be knocked down, and if you're lucky a merchant stand will
        come down as well.
    
    08. Touch of Death - While in Acre's Poor District, only use your hidden 
        blade. Also, to make it almost a Master of Fear-type game, lead the 
        soldiers into the collapsed buildings where it is very dark. Kinda like
        a bat-man...
    
    09. The Batman's Coming... - Like #4, upload the Batman Begins and Dark 
        Knight soundtracks. Also, use throwing knives from roofs and strike from
        the shadows. Too bad you wear white...
    
    10. Trail of Death - After playing the game, you may kill civilians without 
        harming your synch bar. Use this to your advantage. Create a trail of
        bodies (using stealth kills) leading into an alley. A nearby guard will
        follow the trail, so stand at the end. After checking out the fifth or 
        sixth body, the guard will be pretty psyched out. When he gets to the 
        final body, appear from the shadows. While the game doesn't have a fear 
        factor, you can imagine what would be going through his mind in real
        life!
    
    11. Vigilantes and Scholars can kill - Throw a vigilante or scholar into a 
        merchant stand. All the other vigilantes or scholars will flee, and so 
        will the thrown one.
    
    12. This is an Honor, to die! - When the Town Crier declares, "The Fires of
        War consume the land, and thousands of lives are lost in it's defense. 
        This seems a tragedy, but I say, this is an Honor, to Die!..." When he 
        says DIE, let him have it with a high-profile hidden blade. The crowd 
        won't get the message, though!
    
    13. Excuse me, please. - Sneak up behind a Templar and gently push him out of
        the way. He will slowly walk away, then attack.
    
    14. The Pit of War - Go to the Encampment of the Lion in the Kingdom. Get rid
        of the archers, then lead all the soldiers into the pit. Once at the 
        bottom, slay all but two regulars. These will cower in a Pit of the Dead.
        Come back out, and... there's more soldiers! Bring them back down and
        slay. Rinse and repeat as many times as you want.
    
    15. There are many ways to die - You don't have to go about the main 
        assassination missions the same way each time. Change it up. Be creative
        and strategic. Come in from different angles, and use different methods.
        For instance, let's take the Sibrand sequence. One time you may want to
        clear out all the guards in the port BEFORE taking him on, then approach
        him from the west walkway. The next time, sneak across the boats and take
        down the archer on the watchtower next to his boat. Then scale the ship
        and take him down when he fires his arrows. BE CREATIVE!
    
    16. Killing Spree - Go on a killing spree! Attack a group of soldiers, and
        don't be defensive! Mash that X Button! Rinse and repeat as many times
        as you like! Getting the Sword Expertise Ability helps here.
    
    17. Pugilist - Fight a guard, but with your fists! Select your Fists, then 
        swing away! The civilians won't flee when he loses consciousness, and 
        guards won't come looking for you. Note that fighting more than two at a
        time can be tricky here.
    
    18. Goodbye, Cruel World! - Not really important, just something fun to do.
        Climb to the top of a very tall building and leap off away from the 
        haystack. You, of course, will desynchronize. But it gives you the chance
        to jump without zooming straight down and hearing eagles all the time!
    
    19. Burly Brawl - Find an area where there are lots of Thugs. Slug one. All
        the other Thugs will join in as well. Let them hit you a few times every
        now and then so they don't get scared. If you get lucky, like I once did,
        you can defeat a large group of Thugs all in one fight. The one time I 
        got lucky was when I defeated a total of 28 Thugs before the last one 
        ran away! (Him running away called the guards, though.)
    
    20. Vanish like the Wind - First, make sure you are VERY CLOSE to a Hiding
        Spot. NEXT, make sure there is a guard nearby. Provoke the guard, then
        IMMEDIATELY enter the Hiding Spot. If you did this fast enough, the guard
        will run around your Hiding Spot, and you will still be anonymous. The
        neat thing is that when doing this you can leave your Hiding Spot before
        you've vanished. However, doing so will result in you becoming exposed.
        But, if you're good, you can provoke the guard, sit down, get up, sit
        down, get up, sit down... and he'll just keep running around. What's
        funny is when he'll yell "ASSASSIN! Someone send for help!" and you're
        sitting down minding your own business!
    
    
    
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    19. Soundtrack                                                       ALTTRAX
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     *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
    
    
    "Assassin's Creed: The Original Soundtrack" was composed by Jesper Kyd, well
    known for his Hitman: Trilogy and Children of Dune scores. The music of 
    Asassin's Creed blends Latin masses, Hebraic prayers, and Arabic songs with
    a full orchestra and some electronics. This mix gives the music the cultures
    of the Holy Land along with the Sci-Fi/Fantasy elements of the game.
    
    The music can get dark at times {pre-assassination music, for example}.
    When asked in an interview why he gave the music a dark twist, Kyd stated
    that he wanted the music to have the feel of the game's time-frame, 
    as the Dark Ages were a time of suffering, pain, and brutality.
    
    This Soundtrack is available at Amazon MP3 Downloads and the iTunes Store.
    
    
    TRACK LISTING - 
    
    01. City Of Jerusalem
    02. Flight Through Jerusalem
    03. Spirit Of Damascus
    04. Trouble In Jerusalem
    05. Acre Underworld
    06. Access The Animus
    07. Dunes of Death
    08. Masyaf In Danger
    09. Meditation Begins
    10. Meditations of the Assassin
    11. The Bureau
    
    12. Lonely Soul - Unkle *
    
    Also available is the Assassin's Creed II soundtrack, 
    which is also by Jesper Kyd.
    
    * - This song does not appear on the official track list, but is featured in
        the E3 Assassin's Creed Trailer!
    
    If you do not care for the music, the game offers the ability to use custom
    soundtracks. Burn your favorite songs to blank cd's and rip the songs onto
    your 360. Name the artist, album, genre, and song name so you can find it 
    later.
    
    Here some of what I listen to:
    
    Any Music by Harry Gregson-Williams
    Need For Speed Soundtracks - Various
    Burnout Soundtracks - Various
    The Matrix Trilogy OST - Various
    Any Music by Hans Zimmer
    Any Music by John Williams
    Any Music by Danny Elfman
    Any Music by Steve Jablonsky
    Any Music by Chance Thomas
    Any Music by Colin O'Malley
    Any Music by Ennio Morricone
    Any Music by John Ottman
    Any Music by Michael Giacchino
    Any Music by Trans-Siberian Orchestra
    Any Music by Trevor Rabin
    
    Hmm... basically any music will fit! (except country music! I HATE country
    music! But no, I don't come from Mars; and NO, my head won't explode if I
    hear Tim McGraw...)
    
    
    
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    20. Xbox 360 Achievements                                            ALT360S
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     *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
    
    
    As you would expect in a sandbox-style free roam game, the achievements are 
    more than just completing the main items of the game. You can get 
    achievements for completing assassinations, collecting flags, jumping 
    through merchant stands, etc. The Story Mode achievements will be listed 
    chronologically, whereas the rest will be sorted by type, then 
    alphabetically.
    
    
    - - - - - - - - - - - - -
    STORYLINE ACHIEVEMENTS  - 
    - - - - - - - - - - - - -
    
    
    WELCOME TO THE ANIMUS [20G]
    ---------------------------------------------------------------------
    Description: You've successfully completed the Animus tutorial.
    
    How to Get it: Complete the Tutorial.
    ---------------------------------------------------------------------
    
    
    HERO OF MASYAF [20G]
    ---------------------------------------------------------------------
    Description: You've protected Masyaf from the Templar invasion.
    
    How to Get it: Spring the trap against the Crusaders in Masyaf.
    ---------------------------------------------------------------------
    
    
    THE PUNISHMENT FOR TREASON [20G]
    ---------------------------------------------------------------------
    Description: You have found the Traitor and brought him before Al Mualim.
    
    How to Get it: Find Masun and bring him to justice.
    ---------------------------------------------------------------------
    
    
    THE BLOOD OF A CORRUPT MERCHANT [25G]
    ---------------------------------------------------------------------
    Description: You've slain Tamir, Black Market Merchant in Damascus.
    
    How to Get it: Assassinate Tamir.
    ---------------------------------------------------------------------
    
    
    THE BLOOD OF A DOCTOR [25G]
    ---------------------------------------------------------------------
    Description: You've slain Garnier de Naplouse, Hospitalier Leader in Acre.
    
    How to Get it: Assassinate Garnier de Naplouse.
    ---------------------------------------------------------------------
    
    
    THE BLOOD OF A SLAVE TRADER [25G]
    ---------------------------------------------------------------------
    Description: You've slain Talal, Slave Trader of Jerusalem.
    
    How to Get it: Assassinate Talal.
    ---------------------------------------------------------------------
    
    
    THE BLOOD OF THE MERCHANT KING [25G]
    ---------------------------------------------------------------------
    Description: You've slain Abu'l Naquod, Merchant King of Damascus.
    
    How to Get it: Assassinate Abu'l Naquod.
    ---------------------------------------------------------------------
    
    
    THE BLOOD OF A LIEGE-LORD [25G]
    ---------------------------------------------------------------------
    Description: You've slain William de Montferrat, Liege-Lord of Acre.
    
    How to Get it: Assassinate William de Montferrat.
    ---------------------------------------------------------------------
    
    
    THE BLOOD OF A REGENT [25G]
    ---------------------------------------------------------------------
    Description: You've slain Majd Addin, Regent of Jerusalem.
    
    How to Get it: Assassinate Majd Addin.
    ---------------------------------------------------------------------
    
    
    THE BLOOD OF A TEUTONIC LEADER [25G]
    ---------------------------------------------------------------------
    Description: You've slain Sibrand, the Teutonic Leader of Acre.
    
    How to Get it: Assassinate Sibrand.
    ---------------------------------------------------------------------
    
    
    THE BLOOD OF A SCRIBE [25G]
    ---------------------------------------------------------------------
    Description: You've slain Jubair, the Scribe of Damascus.
    
    How to Get it: Assassinate Jubair al Hakim.
    ---------------------------------------------------------------------
    
    
    THE BLOOD OF A NEMISIS [25G]
    ---------------------------------------------------------------------
    Description: You've slain Robert de Sable, but there is one more...
    
    How to Get it: Assassinate Robert de Sable.
    ---------------------------------------------------------------------
    
    
    THE EAGLE AND THE APPLE - 1191 [100G]
    ---------------------------------------------------------------------
    Description: Completed Assassin's Creed.
    
    How to Get it: Assassinate Al Mualim.
    ---------------------------------------------------------------------
    
    
    VISIONS OF THE FUTURE [50G]
    ---------------------------------------------------------------------
    Description: A strange vision has appeared to you. What could it mean?
    
    How to Get it: At the end of the game, go to Desmond's bedroom and look at 
                   the wall behind the bed.
    ---------------------------------------------------------------------
    
    
    
    - - - - - - - - - - - - -
    COLLECTION ACHIEVEMENTS - 
    - - - - - - - - - - - - -
    
    
    HUNGERER OF KNOWLEDGE [20G]
    ---------------------------------------------------------------------
    Description: You've witnessed Altair's Memorable Moments in all 
                 their splendor.
    
    How to Get it: Access 85% of the Animus glitches in the game.
    ---------------------------------------------------------------------
    
    
    KEEPER OF THE CREED [10G]
    ---------------------------------------------------------------------
    Description: You've collected every Masyaf Flag.
    
    How to Get it: Find all 20 Assassin's Flags in Masyaf.
    ---------------------------------------------------------------------
    
    
    KEEPER OF THE CRESCENT [20G]
    ---------------------------------------------------------------------
    Description: You've collected every Damascus Flag.
    
    How to Get it: Find all 100 Crescent Flags in Damascus.
    ---------------------------------------------------------------------
    
    
    KEEPER OF THE 8 VIRTUES [10G]
    ---------------------------------------------------------------------
    Description: You've collected every Hospitalier Flag in Acre.
    
    How to Get it: Find all 33 Hospitalier Flags in Acre's Poor District.
    ---------------------------------------------------------------------
    
    
    KEEPER OF THE ORDER [10G]
    ---------------------------------------------------------------------
    Description: You've collected every Templar Flag in Acre.
    
    How to Get it: Find all 34 Templar Flags in Acre's Rich District.
    ---------------------------------------------------------------------
    
    
    KEEPER OF THE BLACK CROSS [10G]
    ---------------------------------------------------------------------
    Description: You've collected every Teutonic Flag in Acre.
    
    How to Get it: Find all 33 Teutonic Flags in Acre's Middle District.
    ---------------------------------------------------------------------
    
    
    KEEPER OF THE FOUR GOSPELS [20G]
    ---------------------------------------------------------------------
    Description: You've collected every Jerusalem Flag.
    
    How to Get it: Find all 100 Jerusalem Crosses in Jerusalem.
    ---------------------------------------------------------------------
    
    
    KEEPER OF THE LIONS PASSANT [25G]
    ---------------------------------------------------------------------
    Description: You've found every flag in the Kingdom belonging to Richard.
    
    How to Get it: Find all 100 King Richard's Flags in the Kingdom.
    ---------------------------------------------------------------------
    
    
    THE HANDS OF A THIEF [15G]
    ---------------------------------------------------------------------
    Description: You've gathered quite a supply of Throwing Knifes.
    
    How to Get it: Pickpocket 200 thugs.
    ---------------------------------------------------------------------
    
    
    
    - - - - - - - - - - - - -
    COMPLETION ACHIEVEMENTS - 
    - - - - - - - - - - - - -
    
    
    ABSOLUTE SYMBIOSIS [45G]
    ---------------------------------------------------------------------
    Description: Desmond and Altair have been fully synchronized.
    
    How to Get it: Obtain a full Synch Bar (20 bars).
    ---------------------------------------------------------------------
    
    
    BLADE IN THE CROWD [30G]
    ---------------------------------------------------------------------
    Description: Like a Blade in the Crowd, your target never knew his death 
                 lay wait in his very shadow.
    
    How to Get it: Stealth Assassinate one of the nine. Tamir, Garnier, Sibrand,
                   and Jubair are the easiest.
    ---------------------------------------------------------------------
    
    
    CONVERSATIONALIST [20G]
    ---------------------------------------------------------------------
    Description: You've made a friend within the walls of Abstergo Industries.
    
    How to Get it: Go through every conversation with Lucy. Make SURE that
                   she's through talking (she'll say "aren't you tired?" or
                   "can't talk, gotta work") before you turn in for the "night".
    ---------------------------------------------------------------------
    
    
    DEFENDER OF THE PEOPLE: ACRE [20G]
    ---------------------------------------------------------------------
    Description: The people of Acre will be forever grateful for what 
                 you've done.
    
    How to Get it: Save all the citizens in Acre.
    ---------------------------------------------------------------------
    
    
    DEFENDER OF THE PEOPLE: DAMASCUS [20G]
    ---------------------------------------------------------------------
    Description: The people of Damascus will be forever grateful for what 
                 you've done.
    
    How to Get it: Save all the citizens in Damascus.
    ---------------------------------------------------------------------
    
    
    DEFENDER OF THE PEOPLE: JERUSALEM [20G]
    ---------------------------------------------------------------------
    Description: The people of Jerusalem will be forever grateful for what 
                 you've done.
    
    How to Get it: Save all the citizens in Jerusalem.
    ---------------------------------------------------------------------
    
    
    DISCIPLE OF THE CREED [30G]
    ---------------------------------------------------------------------
    Description: You've fully honored the Tenets of the Creed. 
                 You are a Master Assassin.
    
    How to Get it: Assassinate all your targets with a full DNA Bar (get
                   all info you can BEFORE getting the feather). If you don't do 
                   this the first time around, you can go back and do it later.
    ---------------------------------------------------------------------
    
    
    EAGLE'S CHALLENGE [20G]
    ---------------------------------------------------------------------
    Description: You were bold enough to challenge 25 soldiers in a 
                 single fight... and win.
    
    How to Get it: Take on 25 soldiers at a time (without breaking the LOS or 
                   vanishing). When you are down to the last three, go get some 
                   more gaurds. Keep doing this until you get it.
    ---------------------------------------------------------------------
    
    
    EAGLE'S DANCE [10G]
    ---------------------------------------------------------------------
    Description: You've soared with the eagles and landed safely over 50 times.
    
    How to Get it: Perform 50 Leaps of Faith.
    ---------------------------------------------------------------------
    
    
    EAGLE'S DIVE [20G]
    ---------------------------------------------------------------------
    Description: Nothing can hinder the descent of an eagle. Over 50 people have 
                 fallen to your relentless attacks.
    
    How to Get it: Perform 50 Combo Kills.
    ---------------------------------------------------------------------
    
    
    EAGLE'S EYE [15G]
    ---------------------------------------------------------------------
    Description: Over 75 guards were felled by your knives.
    
    How to Get it: Kill 75 guards with throwing knives.
    ---------------------------------------------------------------------
    
    
    EAGLE'S FLIGHT [20G]
    ---------------------------------------------------------------------
    Description: Survival at it's best, for over 10 minutes, nothing was able to
                 hinder your flight.
    
    How to Get it: Stay in a single combat for ten minutes. The easy way is to 
                   find a single Damascus Gaurd (as these cannot break your 
                   defense), hold down the RT button (deflect), and do something
                   else for ten minutes. I know that sounds lame and lazy, but
                   it's SO easy to finish the fight LONG before 10 minutes are
                   up...
    ---------------------------------------------------------------------
    
    
    EAGLE'S PREY [20G]
    ---------------------------------------------------------------------
    Description: Over 100 city guards have fallen to your hunt.
    
    How to Get it: Assassinate 100 city gaurds.
    ---------------------------------------------------------------------
    
    
    EAGLE'S SWIFTNESS [20G]
    ---------------------------------------------------------------------
    Description: Over 100 people have witnessed your deadly performance
                 with a blade.
    
    How to Get it: Perform 100 Counter Kills.
    ---------------------------------------------------------------------
    
    
    EAGLE'S TALON [15G]
    ---------------------------------------------------------------------
    Description: Over 50 people have felt the deadly sting of your blade.
    
    How to Get it: Perform 50 Stealth Assassinations.
    ---------------------------------------------------------------------
    
    
    EAGLE'S WILL [20G]
    ---------------------------------------------------------------------
    Description: You remain undefeated for over 100 battles.
    
    How to Get it: Kill 100 guards (doesn't have to be the
    same battle) without reaching total desynchronization.
    ---------------------------------------------------------------------
    
    
    ENEMY OF THE POOR [5G]
    ---------------------------------------------------------------------
    Description: You've managed to scare away 25 Beggars. 
                 I hope you're proud of yourself.
    
    How to Get it: You know those old women who always get in your face
    whenever you're trying to stealth assassinate someone? Grab and throw
    25 of them for an achievement.
    ---------------------------------------------------------------------
    
    
    FEARLESS [25G]
    ---------------------------------------------------------------------
    Description: You've discovered every Reach High Point.
    
    How to Get it: Synchronize every View Point in the Game.
    ---------------------------------------------------------------------
    
    
    GIFTED ESCAPIST [5G]
    ---------------------------------------------------------------------
    Description: The Merchants of the land now know you VERY well.
    
    How to Get it: Jump through 20 mechant stands.
    ---------------------------------------------------------------------
    
    
    MARCH OF THE PIOUS [5G]
    ---------------------------------------------------------------------
    Description: Scholars know you well and have helped you over 20 times.
    
    How to Get it: Blend with the scholars 20 times.
    ---------------------------------------------------------------------
    
    
    PERSONAL VENDETTA [40G]
    ---------------------------------------------------------------------
    Description: Every Templar has fallen to your hand.
    
    How to Get it: Find and slay all 60 Templar Knights.
    ---------------------------------------------------------------------
    
    
    
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    21. Closing & Version History                                        ALTGBYE
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     *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
    
    Well, that just about wraps this long guide up. Read on for some
    intersting tidbits of info.
    Expect some other guides to be rolling in soon!
    
    
    
    FREE-ROAM CREDIT NOTE:
    
    The following names for landmarks and locations were named by the game (*) or
    by actual real-life: (meaning I didn't name them!)
    
    Masyaf *
    Assassin's Fortress *
    Garden of Paradise *
    
    Damascus *
    Main City Gate *
    Poor District *
    Souk Al'Silaah *
    Assassin's Bureau *
    Rich District *
    The Palace of the Merchant King *
    The Umayyad Mosque
    Middle District *
    The Madrasah al-Kallasah *
    
    Acre *
    The City Gate *
    Poor District *
    Assassin's Bureau *
    Rich District *
    Cathedral of the Holy Cross *
    Richard's Citadel *
    Middle District *
    St. John's Gate *
    The Port of Acre
    
    Jerusalem *
    Solomon's Temple *
    Sheep Gate
    Rich District *
    Church of the Visitation
    Pool of Siloam
    Church of the Assumption
    The Muristan Market
    Chapel of the Ascension
    Palace of the Hasmoneans
    Ephraim's Gate
    Via Dialorosa
    Guard Tower of Meah
    Assassin's Bureau *
    Dome of the Rock / Jewish Temple Mount *
    Poor District *
    Majd Addin's Execution Platform * / Wailing Wall
    Chapel of the Agony
    Chapel of the Cross
    Guard Tower of Hananeel
    Horse Gate
    Middle District *
    The Dormition Church
    Church of the Holy Sepulchre
    Golden Gate
    Guard Tower of the Furnaces
    
    Kingdom *
    Jaffa *
    Port of Jaffa *
    Sea of Galilee
    Cliffs of Samaria
    Kirjath Jearim
    Emmaus
    Mountain of Masada
    Nazareth
    Capernaum
    Dead Sea
    Bethlehem
    
    Arsuf *
    
    Paradise *
    
    Abstergo Industries *
    Animus *
    Conference Room *
    
    
    * - named in-game
    
    
    ANY other names of locations found in this guide were created by me, and
    as such, I take full credit for them. Thanks!
    
    
    
    
    ----------------
    Favorite Lines:
    ----------------
    
    [At the beginning of Day 2, before going inside Animus; to Vidic, 
    sarcastically] Desmond: "Ooh, wonder who I get to kill today?"
    
    [During Assassination Memory of Talal, go back to the bureau before you 
    complete mission] Malik:
    "I'm sure, if you wait, Talal will simply die of old age. A novel approach."
    
    [After upsetting a male crate carrier] Crate Carrier: "LEAVE! ME! ALONE!!"
    
    [After angering a Thug] Thug: "Oh, you foul little WRETCH!"
    
    [To Crowd] Merchant: "Ladies and Gentlemen, I've gone mad!"
    
    [After jumping through his stand] Merchant: "Good Lord! What have you done?"
    
    [After jumping through his stand] Merchant: "That, that wasn't even for sale!
    That was MINE!"
    
    [After jumping through his stand] Merchant: "How could you? That was
    PRICELESS!"
    
    [To Crowd] Merchant: "I have many things! Many things! TOO many things!"
    
    [While watching you climb a ladder] Civilian: "Why would anyone want to 
    do that?"
    
    [While watching you climb a ladder] Civilian: "Have you seen anyone do
    that before? I haven't!"
    
    [Draw a sword near a non-informed guard in Acre] Guard: "What's this? Seems
    someone wants to die."
    
    [Draw a sword near a non-informed guard in Acre] Guard: "Why don't you show
    me what you can do with that thing?"
    
    [Draw a sword near a non-informed guard in Acre] Guard: "O ho, I have a much
    larger sword than that!"
    
    [Draw a sword near a non-informed guard in Acre] Guard: "Don't make me break
    that little toy of yours!"
    
    [Draw a sword near a non-informed guard in Acre] Guard: "You don't want to get
    me angry!"
    
    [Draw a sword near a non-informed guard in Acre] Guard: "Careful! You might
    cut yourself!"
    
    [Draw a sword near a non-informed guard in Acre] Guard: "Good Lord! Don't
    make me laugh!"
    
    [Run into an unaware guard] Guard: "He's going to run into someone!"
    
    [When starting a fight] Woman: "Men! Is that all they can do?"
    
    [Stealth Assassinate a civilian-harrassing guard] Guard: "Now, that is
    slick!"
    
    [After killing someone] Man: "Oh! Oh oh! Aaauuggh!"
    
    [Let a pickpocket target know that you're trying to take their posession]
    Pickpocket Target: "Why you filthy little pickpocket!"
    
    [In Arsuf] Robert de Sable: "To arms, Assassin!"
    
    [When taking down the next-to-last muslim guard in a fight] Guard: "Help! 
    He-eh-eh-elp!"
    
    [While in Damascus for Abu'l, go to the Informer by the palace and talk to 
    him. He will say that he will take out two if you take out two. Don't move
    and lock onto him again] Informer (who hasn't moved an inch): "I've done
    my part, what about yours?"
    
    [While fleeing a fight] French Soldier or Templar: "I want my dead man!"
    
    [While catching a ledge or scaling a wall] Guard: "God save him! He's gone
    mad..."
    
    [While scaling a wall] Woman: "He must be out of his mind..."
    
    [When throwing a civilian to the ground in Masyaf] Masyaf Guard: "Huh! Quite
    the spectacle."
    
    [At the very beginning and end of the Game] Al Mualim: "I abide my thought to
    know wisdom and folly. I perceive that this also was the chasing of the wind. 
    With much wisdom is much grief. And he that increaseth knowledge increaseth 
    in sorrow."
    
    ----------------------
    Least Favorite Lines -
    ----------------------
    
    Masyaf Assassin Trainer: "Altair, it seems that my students do not know
    how to wield the blade. Perhaps, you can show them what you know!"
    
    [After saving a woman in Acre] Saved Citizen: "I suppose I should thank
    you, but don't think I couldn't have handled them myself!"
    
    [When starting a fight in Acre] Man: "What's this nonsense? They shouldn't
    be fighting!"
    
    [While Free-Running] Woman: "Why doesn't he just walk?"
    
    
    
    ------------------------------
    Could've Been An Achievement
    ------------------------------
    
    Here's a list of some Achievements I thought would be neat.
    
    
    Enemy of the Rich (0G) - Help the Archers in the Abu'l Naqoud sequence
    
    Splish Splash (5G) - Throw 10 Guards into the water
    
    No Floaties (5G) - Fall into a body of water 20 times
    
    Where's My Wares? (5G) - Destroy 100 Merchant Stands
    
    Warlord - (100G) Slay 10,000 Soldiers
    
    Bane of the Koran (50G) - Slay 1,000 Saracens
    
    Bane of the Pope (50G) - Slay 1,000 Crusaders
    
    Bane of the Brotherhood (10G) - Slay 50 Masyaf Guards
    
    Bloody Knuckles (10G) - Defeat 35 Thugs
    
    Body Slam! (10G) - Throw an Archer to his death and make him land
                       on a person below
    
    Splatman (5G) - Hit the ground, hard, 20 times
    
    Strike! (5G) - Throw a civilian into a large group of people and
                   knock down ten people at once
    
    Deja Vu (25G) - Assassinate the Target Ghosts in the order of their
                    demise (during Memory Block 7)
    
    Master of Fear (5G) - Have 40 people cower in front of you all at the
                          same time
    
    Hi Ho, Silver! (10G) - Use a Horse to Gallop a total of 50 Miles
    
    Running Man (25G) - Sprint a total distance of 25 Miles
    
    Master of Balance (10G) - Win a swordfight on top of a beam
    
    Synchronize a Guard's Demise (5G) - Kill a guard on top of a guard tower
    and Synchronize while he dies
    
    Like Preacher, Like Congregation (0G-5G) - 
    Throw 10 Town Criers into their audiences
    
    Coward (5G) - Run away from 100 fights
    
    Jihadist (5G) - Leap (not into the hay) from the top of the Umayyad Mosque
    
    Suicide (5G) - Leap (not into the hay) from the top of the Cathedral of 
                   the Holy Cross
    
    Super High Spidey Guy (10G) - Climb a total of 5 Miles
    
    Anger Management (5G) - Allow 5 Beggars to hit you with rocks (without 
                            going after them)
    
    To Insult the King (5G) - Grab and Throw King Richard
    
    Templar Takedown (10G) - Fight three Templars at once (excluding the
                             Arsuf sequence)
    
    Underachiever (5G) - Assassinate all your main targets with the minimum 
                         required investigations
    
    Martyr (25G) - Get into a fight and blend until dead
    
    Grasshoppa (5G) - Go to the training arena 20 times
    
    Proof of My Word (10G) - Slay a main Assassination Target on top of the 
                             "door" of the Assassin's Bureau, so that he falls
                             inside
    
    Insanely Injured (5G) - Punch 10 Insane Men
    
    Sober 'em Up (5G) - Punch 10 Drunken Men
    
    With Friends Like These... (5G) - Let vigilantes take care of guards for 5 
                                      minutes while you take no part in combat
    
    ... Who Needs Enemies? (25G) - Go through an entire Assassination Memory
                                   without becoming exposed (Memory Blocks 1, 
                                   6, & 7 won't work)
    
    I'm Shy (5G) - Don't go through any optional dialogues with Lucy
    
    TIMBER! (5G) - Get on a two-story scaffold during a fight and throw
                   a guard against one of the supports
    
    Colattering Damage (0G) - Kill one of the Jar Carriers in the Tutorial
    
    Oops... SORRY! (5G) - Jump from a building and land on a guard, thus 
                          angering him
    
    Terror from the Skies (10G) - Assassinate 20 people by Air Assassination.
    
    The Enemy of My Friend... (0G) - Grab and throw Malik to his
                                     death in Paradise.
    
    Indiana (5G) - Upset 100 Jar Carriers*
    
    Jones (5G) - Slay a Templar while he gives a War Cry**
    
    *  - Like the famous Basket Chase scene in Raiders
    
    ** - Like Indy shot the swordsman who made a big show of himself
    
    
    ---------------
    QUESTIONS
    ---------------
    
    Well, I hope I've been helpful. And, perhaps, you can help me! I have
    a few questions, so please e-mail me if you have the answers.
    
     1.Spiderman 2 (GC)  Are there any extra costumes available? There is so
       much evidence for it, but I never found them.
       Also, what is the mysterious Governor's Island?
    
     2.Burnout Paradise OST: Ozone & Shine (Burnout 3)  Does anybody know where 
       you can get these songs?
    
     3.Marvel: Ultimate Alliance OST  Anybody know where that is either?
    
     4.Assassin's Creed  What do the Japanese blood glyphs translate to?
    
     5.Need For Speed: Most Wanted (360)  Has anyone found the warehouse at 
       the end of the on-disc trailer? Or found a way to topple the Big Rigs? 
     
     6.Need For Speed: Undercover (360)  Anyone know a way to choose what songs 
       you do and don't want?
    
     7.Original Xbox Games  Anyone know why they stopped being sold while 
       GameCube and GBA Games are still being sold?
    
     8.Does ANYONE have a copy of an Xbox 360 Iron Man Game Save??? I have 
       searched the ENTIRE internet for one, but without success.
    
     9.Assassin's Creed - Has anyone ever found a way to reach the tops of the
                          City Walls of any city?
    
     10.Assassin's Creed II - Does anyone know where one can get the E3 Demo?
        (Not the video, the demo)
    
    
    ---------------
    FAQ
    ---------------
    
    Here's the part of the guide where I answer all sorts of random questions.
    So, ask away! I've only recieved a few Q's, so feel free to ask!
    
    Q: Which should I buy: Assassin's Creed or it's Sequel?
    A: Ummm... if you've played this game or know it's storyline, by all means
       BUY THE SEQUEL! The gameplay is WAAAAAAAAY better, and the storyline is
       far more awesome! AND, Desmond is more active than your grandma in the
       sequel!
    
    Q: Do you hate Altair? You seem kinda harsh towards him in the later Memory
       Blocks...
    A: No! Of course not! I just couldn't believe he's grown soft, that's all.
       And I sometimes just poke fun at how slow he is... but I guess I shouldn't
       make fun of a recovering Hashish Addict like that...
    
    Q: Hashish Addict? What?
    A: The word Assassin comes from the Arabic word Hashishani, which translates
       to "One who is addicted to or under the influence of Hashish"! So, in
       reality, all the Assassins were potheads!
    
    Q: Wait! So Altair is a... Californian?
    A: Not exactly. California hadn't been found yet, remember? He was just a
       drug addict.
    
    Q: Well, that's just fine and dandy!
    A: Yep! That's why he was so angry in the beginning of the game and got nicer
       as time went on! He obviously was suffering withdrawals during the first
       part of the game...
    
    Q: Huh?
    A: Withdrawals: Pain caused by not using a substance after long periods of
       time of using a substance.
    
    Q: Oh dear, I'm so confused...
    A: Read the 'Assassin's Creed - Story/History Guide' by zukowskc! He explains
       it perfectly!
    
    Q: Ok, I've got something else to ask.
    A: Sorry. What did you need to ask?
    
    Q: How do I get to Solomon's Temple?
    A: Besides the intro mission, you can't get into the Temple.
    
    Q: Are you going to add the PC ONLY missions into the Walkthrough?
    A: Well, seeing as how I've NEVER played the PC version: NO.
    
    Q: Why not?
    A: How am I supposed to write about something I really don't know?
    
    Q: But I want the PC ONLY missions!
    A: Sorry, no.
    
    Q: But... but... *tears up*
    A: But, But, Butt... everybody's got a BIG BUTT! (sorry!)
    
    Q: I WANT THE PC ONLY MISSIONS! GIVE ME THE PC MISSIONS! WAAAAHAHAHAAAA!
    A: *Shoves pacifier into gamer's mouth* NO! Now, shush! Thank you!
    
    Q: *spits out pacifier* Why do you hate your readers?
    A: I don't! I just try to use a little humor to get the brain working!
       If I offended you, I did not mean to. Sorry!
    
    Q: Ok, just don't stick that pacifier in my mouth again! It tasted nasty...
    A: Well, you didn't expect me to BUY a NEW one did you?
    
    Q: *cocks eyebrow* o.0
    A: Sorry, just kidding!
    
    Q: Ok... whatever.
    A: Shall we get back to the REAL Q's, then?
    
    Q: How do I beat/do (whatever)?
    A: Read the guide, it tells how. *sigh* Some people just don't know how
       to fend for themselves...
    
    Q: Is there ANY WAY to skip the 'Discussions with Al' parts?
    A: No... unfortunately... unless you like to listen to long speeches on
       ethics and philosophy, just select to play a Memory Block and go fix
       a sandwich for yourself!
    
    Q: But I'm not hungry...
    A: Go do something else then! ;-D
    
    Q: Do you have a fan page?
    A: Yes! I'm on Facebook as 'Burly Brawler'! Become a friend to get
       even MORE AC-Stuff, along with other awesome things!
    
    Q: So, what can I know about you?
    A: Check out my Facebook's info page, it tells all!
    
    Q: Ummm... I can't seem to access Facebook...
    A: You need your own Facebook profile! It's fast, easy, fun and FREE!
    
    Q: What websites host your guide?
    A: Right now: GameFAQs, NeoSeeker and SuperCheats.
    
    Q: What do all the funny looking symbols mean?
    A: Didn't you read the Secrets section of my guide? Everything's there.
    
    Q: Ummm.... I was playing Assassin's Creed and saw the strangest thing!
    A: Well, send me the story! I'll post it in the Glitches section, along
       with a credit note!
    
    Q: The game looks NOTHING like the Pre-game screenshots! I can't find the
       locations (i.e. the Hangman's Platform) that were featured!
    A: Another thing that got scrapped. Sad, I know.
    
    Q: How do I get the crossbow? I saw it in the trailer, but I can't get it!
    A: Er... you can't.
    
    Q: Why not?
    A: That part was scrapped after they made the trailer, and in its' place
       you get the throwing knives. Bummer, I know.
    
    
    -----------
    MISC
    -----------
    
    ASSASSIN'S CREED
    GAME REVIEW - STATS (IMO)
    
    Gameplay         - 9/10
    Storyline        - 10/10
    Sound            - 8/10
    In-game Visuals  - 8/10 to 9/10
    Cutscene Visuals - 8/10 to 9/10
    Music            - 7/10
    Character AI     - 10/10
    
    
    If you could not figure out my codes try this:
    
    First one - Top to bottom, left to right
    
    Second one - Bottom to top, right to left
    
    Final one - Bottom to top, sides to center.
    
    There really is more than one way to blend.
    
    AND IF YOU STILL CANNOT GET IT LET ME KNOW. I WILL SEND YOU
    A COPY OF "USING YOUR BRAIN: FOR DUMMIES"!!! (jk)
    
    
    
    If you like this FAQ, go to the top of the page and recommend it!
    You don't even need to sign in to do it!
    
    If you don't like this FAQ, there ARE other Walkthroughs for this
    game written by other people. You're not stuck with da Brawler!
    
    If you are looking for an official walkthrough, go to
    www.bradygames.com
    
    To find out all the little secret ins and outs of the game, go to
    www.assassinscreed-maps.com or www.thehiddenblade.com
    
    
    I have tried to be accurate when possible while writing the Free-Roam
    sections. However, the Game Developers committed a usual game-developing
    error: Everything's there- but in the wrong place!
    The landmarks are accurate representations of real-life landmarks, but
    are geographically located incorrectly.
    (Translation: This game isn't Rand McNally or Google Earth! Don't play the
    game and expect your next Middle-Eastern tour to be like it!)
    
    
    In Memory Block Four, during the Abu'l Naquod sequence, it said to come
    here. Here's why: Remember, Abu'l is a very fat guy, and you are a skilled
    assassin. In the Christian Bible or the Jewish Tanahk, the book of Judges
    has an interesting story that is very similar. Apparently, there was this
    King called Eglon, and he was a pretty evil dude. He was also very fat.
    The story then talks about a man by the name of Ehud ben-Gera. Ehud decided
    that Eglon had to die, so he forged an 18-inch double-edged dagger and 
    hid it under his clothes. He then went to see King Eglon, pretending to
    offer tribute. Ehud said he had a secret message, so everyone was sent out
    of the room, leaving Ehud and the fat guy alone. Ehud then drew the dagger
    and slew Eglon, saying that it was God's will. The story says that when the
    dagger entered the Lardy King's gut, the man was so huge that the fat
    completely engulfed and swallowed the dagger, leaving Ehud weaponless! Ehud
    left, and it was several hours later that anyone found the dead man. This
    neat story can be found in Judges 3:12-30 and proves that it's not bad to
    be an assassin!
    
    
    --------------
    Guides
    --------------
    
    A. Ones I've Written
    
       1. Need For Speed: Most Wanted [Xbox 360]
       2. Assassin's Creed [Xbox 360]
    
    B. Ones I'm Writing
    
       1. The Incredible Hulk [Xbox 360]
    
    C. Ones I've Updated
    
       1. Need For Speed: Most Wanted [Xbox 360]
       2. Assassin's Creed [Xbox 360]
    
    D. Possibly / Want to Write
    
      01. Assassin's Creed 2 [Xbox 360] *
      02. Iron Man [Xbox 360] ^
      03. Spiderman 1 and/or 2 [GC] ^
      04. Marvel: Ultimate Alliance [Xbox 360] *
      05. Spiderman 3 [Xbox 360] *
      06. Superman Returns: The Video Game [Xbox 360] ^
      07. Mercenaries 2: World In Flames [Xbox 360] *
      08. Batman: Arkham Asylum [Xbox 360] *
      09. Spiderman: Web of Shadows [Xbox 360] *
      10. LOTR: Conquest [Xbox 360] *
      11. Super Mario 64 DS [DS]^
      12. Halo: Combat Evolved [PC]^
    
    * - Don't own, never have owned it
    
    ^ - Own or previously owned
    
    
    
    --------------
    FACEBOOK
    --------------
    
    Check me out on Facebook! I have a page set up where you can check out
    some more awesome stuff and contact me there! Just go to www.facebook.com
    (you need your OWN account [it's FREE!]) and search for "Burly Brawler"
    (quotes unnecessary).
    
    Also, if you want to see some awesome screenshots of this game (not to
    mention other great games!), then come check it out!
    
    
    --------------
    POLL
    --------------
    
    I've got a poll going on at my Facebook page, so go answer it!
    (if you want to!)
    
    Basically the questions are:
    
    1. Should I write guides for older games?
    
     A. Yes, you should
     B. No, keep to newer games
     C. I just don't care....
    
    2. How did you hear about me?
    
     A. GameFAQs
     B. SuperCheats
     C. Google / Other Web Search Engine
     D. A Friend
     E. A Friend of a Friend
     F. A Friend of a Friend of a Friend of a...
     G. Random Chance
     H. You know, I don't really know...
    
    3. Should I change my name from BurlyBrawler777 to something else?
    
     A. Yes, your name stinks
     B. Yes, you need a better name
     C. No, I like your name
     D. No, I might lose track of you
     E. Why ask me? I don't care...
    
    More polls are coming up!
    
    
    
    *-*-*-*-*-*-*-*-*-*-*
    E-MAIL ME
    *-*-*-*-*-*-*-*-*-*-*
    
    I have set up an E-Mail account, so e-mail me at:
    
    burlybrawler777 [at] rocketmail [dot] com.
    
    (Substitute the [at] for @ and the [dot] for . )
    
    E-mails are under the guidelines set forth in the Terms of Use below.
    
    >><< >><< >><< >><<
    TERMS OF USE
    >><< >><< >><< >><<
    
    Read this short legal notice BEFORE e-mailing me. If you cannot comply,
    you will not be answered. If you continue to not comply, you will be 
    reported to Internet and Federal Authorities.
    
    For more information, go to:
    
    www.copyright.gov/dmca.pdf
    
    - - - - - - - - - - - - - - -
    I will answer you if:
    - - - - - - - - - - - - - - -
    
    You have a question about a game that I have played. I've played Xbox,
    360, DS, GBC, GBA, PC, and GC.
    
    NOTE: If I have not played that game, I will tell you, then provide
    a link to a GameFAQs Guide [if available].
    
    You want to put one of my guides on your website. (Send me a link to your
    website, or I won't even consider it)
    
    I have made an error, and you would like me to correct it.
    
    You have a gaming story to share!
    
    
    
    - - - - - - - - - - - - - - -
    I will NOT answer you if:
    - - - - - - - - - - - - - - -
    
    YoU tYpE lIkE a RaNsOm NoTe.
    
    u yoose vuary bat tiepeeng.
    
    the email is all lower case like the shift key doesn't work.
    
    YOU SHOUT AT ME THROUGHOUT THE ENTIRE EMAIL!!!
    
    You swear in the e-mail. I will NOT respond. Also, women are
    77% less likely to date a swearer, so it isn't good to do
    anyway.
    
    You talk about things that have nothing to do with gaming. "Hey dude, 
    I just went surfing this afternoon! I was wearing my Oakley sunglasses
    and met this hot..." Don't do that to me.
    
    Your e-mail comes with an attachment.
    
    You say "Like, dude! Can I use your awesome guide?" but don't give a 
    website link. Without a LEGITIMATE website link, I cannot consider
    allowing you to use my guides.
    
    You say stuff like "Man, I WASTED my money on this junk game! Why did I 
    even get it in the first place? Huh? Huh?" It's not my fault if you didn't
    like it, so don't come bawling to me. And no, I didn't make you buy it.
    
    You want to say stuff like "BurlyBrawler, you're an idiot, your guide 
    stinks, and I hate you!" I didn't deserve that, and you just need to
    cuddle up and cry with the TEDDY BEAR that YOU undoubtedly still have! :-P
    
    You ask me for money. "Burly Brawler, I know it is within your heart to 
    donate to the My Pocket Foundation, so would you please..." No, I won't.
    I'll treat your e-mail like the beggars in Assassin's Creed. "No, you don't
    understand! I'm poor, and sick, and hungry!" Your e-mail just got tossed.
    
    You want to meet up somewhere. I'm not interested. "Dude, I'm in town! 
    Let's meet up!" What a simple way for a pervert like you to get my location.
    Nope, sorry. Not gonna fall for it.
    
    You want my Xbox Friend Code. I don't have one, anyway. I don't even have
    Xbox Gold...
    
    You want me to give you a copy of a game. I'm not GameStop, and I probably
    wouldn't have the game anyway.
    
    You want to know the meaning of life.
    
    - - - - - - - - - - - - - - -
    You will be reported if:
    - - - - - - - - - - - - - - -
    
    You harrass me in any way.
    
    You send me obscene or pornographic material.
    
    You continously send e-mails that have nothing to do with gaming.
    
    You send me spam.
    
    You send me a virus or worm.
    
    You use my guide without permission.
    
    
    --------------
    THANKS
    --------------
    
    
    #############
    Thanks to - 
    #############
    
    The following are the people and websites who made this guide possible.
    So, to qoute fellow-walkthrough-writer Merca, "Worship them like
    Buddha!" (lol)
    
    
    You, for reading this. If you didn't take the time to read this, I would be 
    wasting my time writing it.
    
    Guard Master, craneteam1987, Thestickofdoom, Llamaman2, littlerjoe35, 
    Tricked Out Horo, and SkybladeNox for the Achievements (found on GameFAQS > 
    Xbox 360 > Assassin's Creed > Codes)
    
    TheGum, for showing me how to decode the blood codexes, and for providing
    me with a guide when I was learning to play AC.
    
    Sir_Pennyworth and bobbyrk on the GameFAQ's Message Board for the Conference
    Room Door Code's significance and meaning.
    
    stabguy and www.HiddenBlade.com for translations of Latin and Arabic, AND
    for absolutely hilarious AC videos
    
    zukowskc, for an awesome AC Story-History Guide! Go read it!
    
    MicheleTheGreat for writing my first fan letter! :D
    
    Chris: That Memphis Guy, for pointing out the 12/21/2012 reference on the
    Barcode! Thanks, man! :D
    
    Treezilla, for giving some extra glitches! Thanks!
    
    Justin Silva (or Boss Nasti, as he is known to the gaming world), for
    referring me to the Major League Gamers! And for becoming my first Facebook
    friend!
    
    Assassin's Creed Wikia, for the COMPLETE list of Blood Glyphs Explanations.
    
    www.assassinscreed-maps.com for helping me find ALL 420 flags and ALL 60
    Templars!
    
    Ubisoft, for creating an awesome game (it's the whole reason I wrote this
    guide in the first place!)
    
    CJayC and Sailor Bacon, for providing an AWESOME website for us Walkthrough
    writers AND for providing Game NOOBS (like me!) with information on playing
    our favorite games! So, in a way, this is also a thanks to GameFAQs!
    
    Dennis and SuperCheats, for hosting my FAQs!
    
    Leo Chan & NeoSeeker, for hosting me too!
    
    Neo and Altair, for inspiring us to be more than what we are.
    
    My dad, for allowing me to get this game and helping me proofread my FAQ.
    Thanks!
    
    Benjamin Franklin, for discovering electricity. If electricity was not 
    harnessed, there would be no Xbox 360. No Xbox 360 - No Assassin's Creed.
    And thanks for being on 100 dollar bills. Sure wished I saw more of 
    them around...
    
    Best Buy, for giving out a mini BradyGames strategy guide / concept art book 
    with their special edition of the game.
    
    Alex Byrd, for being the awesomest best friend anyone could ever want!
    Also, thanx for starting me on my MAD QUEST to play Assassin's Creed in
    the first place! %-D
    
    Microsoft, for making the Xbox 360. Thanks for the achievements, as this
    sets the Xbox apart from other systems. Now it's cool to go find 420 flags! 
    Also, thanks for the Custom Soundtracks ability. Now I can get on top of a 
    beam, fight several guards at once, defeat them all, and all to the Pirates
    of the Caribbean Soundtrack!
    
    My Mom, for being my Mom, because if she wasn't my mom I wouldn't be here...
    If I wasn't here, you wouldn't be reading this... so... uh... thanks! ;-)
    
    My dog, for keeping me company while I wrote this. Come on, she did help!
    
    
    ##################
    No Thanks to -
    ##################
    
    The following are the people who either had nothing to do with this guide,
    or did something to hinder it! Be sure to not thank them!
    
    
    Ubisoft (yes, I know that I just thanked them), for shrugging off the
    Jewish population of Jerusalem as less than a minority! I may not be Jewish,
    BUT I do know that Jerusalem WAS and still IS a Jewish City! (Get your
    history right, people!)
    
    Subject 16, for making messes all over the walls and floors of Abstergo.
    (ha!) Or as Desmond says in AC2, "Aah, yes. Subject Sixteen. You know he
    repainted my room... WITH HIS BLOOD!"
    
    Warren Vidic, for never feeding Desmond (he never eats!), and for bad
    typing skills!
    
    Ezio Auditore de Firenze, for being more awesome than Altair! (jk)
    
    Bill Gates - I cannot stress this enough. Bring back the original Xbox games!
    
    Notepad - Wearz de Zplel Chak! (say it out loud, you'll get it!)
    
    Stan Lee, for hating NYC so much that he's always destroying it in one way 
    or another! And for making us wish that his world was real! (I shouldn't have
    entered that bank in my Spidey outfit...)
    
    Unsatisfiable Gamers, for saying that Assassin's Creed is the worst game, 
    ever! I guess Pong or Dig Dug is the best, then... or maybe Checkers!
    
    
    
    ----------------
    Version History
    ----------------
    
    
    VERSION 0.0
    
    08/18/09 - Bought Assassin's Creed! Very excited to play it! (Not sure
               about writing a guide, though)
    
    09/02/09 - Finished my first play through! Found out that I missed the
               Achievement: Conversationalist, so having to replay the game!
               (Not that I really care, cause I love the game!)
    
    09/15/09 - Finished second playthrough! 1000 GS!
    
    10/11/09 - This game is so fun, I'm starting a THIRD playthrough!
    
    10/20/09 - Finished third playthrough! Decided to write a walkthrough, so
               I'll have to play it through a FOURTH time! :D
               However, I'm finishing my NFSMW guide, so I'll wait.
    
    
    VERSION 1.0
    
    
    12/10/09 - Finished my NFS: Most Wanted FAQ and began the Assassin's Creed
               Guide! Created Header and TOC. Added Blade ASCII, XBOX 360 
               Achievements list, and Soundtrack.
    
    12/11/09 - Added Parental Note. Added Intro and Glitches. 
    
    12/12/09 - Added Controls, Weapons, and Character list. Finished Achievements
               Section. Added more glitches.
    
    12/14/09 - Worked On Characters Section. Soundtrack Listing Completed.
    
    12/15/09 - Finished Characters Section & Gathering Information Section. 
               Created and completed Secrets Section. Also created 
               Additional Memories.
    
    12/16/09 - Added lots of glitches.
    
    12/17/09 - Getting Around... Completed! HUD... Completed!
    
    12/27/09 - (Sorry, took a Cristmas Vacation) Began free-roam sections.
                Completed Free Roam: Abstergo Industries and Animatrix.
    
    12/31/09 - Added 07.5.3 to the Getting Around section. Finished 
               Free-Roam: Masyaf. Started Free Roam: Damscus.
    
    01/1/10  - Added C. Room Code Secret. Worked on Free Roam: Damascus.
    
    01/2/10  - Finished Damascus and Acre. Starting Jerusalem.
    
    01/3/10  - Finished Jerusalem.
    
    01/5/10  - Finished Kingdom. Starting Arsuf and E-mails.
    
    01/6/10  - Finished E-mails and Arsuf. Added final touches to free-roam.
               Started Storyline Walkthrough.
    
    01/7/10  - Finished Prologue, Memory Blocks 1 & 2. Began Memory Block 3.
    
    01/8/10  - Almost done with Memory Block 3. (Sorry, had some other work 
               to do) Finished explanation of Rikken e-mail.
    
    01/10/10 - Finished Memory Block 3 and created ASCII art below (at the end 
               of the guide).
    
    01/12/10 - Finished Extra Things to Do and Secrets.
    
    01/13/10 - Created and added my e-mail! Yeah! Woo-hoo! Also, finished
               NFS:MW Ver. 1.10! Completed Memory Block 4, pt. 1. Finding humor
               in the game. I think I'll go with it...
    
    01/20/10 - Finished Memory Block 4, pt. 2. Sorry, had to go on a break from
               this guide. Added an ENORMOUS amount of glitches.
    
    01/21/10 - Finished Memory Block 4.
    
    01/22/10 - Finished Memory Block 5, pt. 1.
    
    01/23/10 - Finished Memory Block 5, pt. 2.
    
    01/24/10 - Finished Memory Block 6. Almost complete, so added some finishing
               touches.
    
    01/26/10 - Memory Block 7 Complete. WALKTHROUGH COMPLETE!!! GUIDE COMPLETE!!!
               *Crowd goes wild, screaming "Burly Brawler! Burly Brawler!"*
               WOOOOOOO-HOOOOOOOOOOOOOOOOOOOOOOOOO!!!!! YEEEEEEEAAAAAHHHHHH!!!!
    
    02/27/10  - Finished long break and started proofreading.
    
    03/2/10  - Finished proofreading. An update may be upcoming, but the guide
               is now READY TO PUBLISH!!!
    
    
    VERSION 1.1
    
    
    03/3/10  - Published guide on GameFAQs TODAY!!!!! An update WILL be coming,
               adding a search function, translation of Hebrew and
               Japanese/Chinese Blood Glyphs, and the Memory Logs
    
    03/5/10  - Oooooooook. I feel ASHAMED! I JUST found out that Air
               Assassinations are possible, and found out HOW to do them! And
               I call myself an expert...
    
    03/8/10  - Allowed SuperCheats to post my guides on www.supercheats.com and
               added Air Assassinations to my guide (See Sec. 07.8)
    
    03/12/10 - Published my guides on SuperCheats!
    
    03/23/10  - After a long break (sorry!) I added the HUD diagram, Facebook,
               PC and PS3 Controls, and Halo: CE segments. Also, due to several
               critiques and requests, changed ALL references of "The Ancestor" to
               "You". Now all I have to do is add Memory Logs and PC ONLY
               missions...
    
    
    VERSION 1.2
    
    
    03/30/10 - Found a page online that explains EVERY Blood Glyph, so added the
               FULL explanations.
    
    03/31/10 - Added Polls and finished Glyphs. Also, updated 8.4 with the PC
               Only missions. Updated Thanks Section! Added Memory Logs
               to Memory Blocks 1-2 and polished the Intro, adding a section
               on In-FAQ Symbols. ALSO, added closing statement (it's below the
               legal notice, and slightly based off Bob Hope and Looney Tunes!
               *slightly*)
    
    04/01/10 - Got tired of Altair, so threw my game disc into a blazing fire!
               (You: "WHAT??? 0.0  I don't believe you!") Ha! April Fools!
               (sorry!) Actually, added some extra touches and Memory Logs for
               Memory Blocks 3 & 4.
    
    04/02/10 - Reformatted Investigations Lists to make them clearer to read.
               Also, added FAQ section.
    
    04/03/10 - Published on NeoSeeker! Still finishing Memory Logs.
    
    04/06/10 - Finished FAQ section!
    
    04/22/10 - Finished Memory Logs for Memory Blocks 5-7. Now all I have to do
               is... publish it!
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    WOW! This guide took an INCREDIBLY loo-oo-oong time to write!
    
    I shall prop my feet, recline in my easy chair and entertain myself. What
    shall I do to entertain myself? Oh of course! Play Assassin's Creed! :-D
    
    
    A M A D T R      D C N A T A               D
    C B B E H O      W E I L U I             E W E
    I U L I E W      O H E B B C           I H O H I
    A T A N C D      R T D A M A         A E T R T E A
                                       B L D N C N D L B
    
    There is more than one way to blend.
    
    
    
    Until next time...
    
    To the Templars: May the Father of Understanding guide You
    
    To the Assassins: Safety and Peace be upon you!
    
    To my Readers: Keep Reading, and have fun!
    
    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
                      EVERYTHING THAT HAS A BEGINNING HAS AN END
    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
    
    
    LEGAL NOTICE -
    
    This guide is the property of it's author, BurlyBrawler777. This guide is 
    free and is not meant to be sold for profit. Plagarizing this guide is 
    illegal, as is calling it your creation. It is mandatory to notify the 
    author before placing this guide on your website. You may request the ability
    to place this guide on your website by e-mailing him at:
    
     burlybrawler777 [at] rocketmail [dot] com
    
    The message must include a full list of websites intended for placement and
    what you intend to do with the guide. The author will decide, then respond
    back. If he accepts, then you may use the guide. If not, then you may not
    use the guide. If the author finds that you use his guide without his 
    permission, he will send you a copy of the DMCA. If you still refuse to
    withdraw the guide, he will take legal action.
    
    For more details, go to:
    
    http://www.copyright.gov/legislation/dmca.pdf
    
    
    
     Copyright 2010 BurlyBrawler777
    
     burlybrawler777 [at] rocketmail [dot] com
    
    
    ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^
    End of guide. 
    
    But not my writing career! You thought you saw the last of me, did you?
    Well, think again! I'm here to stay and am rolling out new stuff every day!
    In fact, the more I type, the more popular I get! 
    
    End Of Guide...
    
    (Yes, I know, I'm almost done... just a little more...) But really, with
    several thousand readers, you think I'm just going to disappear? Who do you
    think I am? A celebrity? No sir! (Hey, wait a minute, you can't do that yet!
    I'm not finished!) *Credits begin to roll, and I push them back down. The
    credits keep coming up, so I keep fighting to push them down!*
    
    END of guide!
    
    (All right, all right, just a little more... just give me a sec will you?
    Hey, you just wait a second, Mr. Credits! I'm... Not... DONE!)
    Anyway, Be sure to check out my other guides and my Facebook! After all, I'm-
    YAAAAAAAAAAAAAHAHAHAHAAAAAAAAAAAAAAAAAaaaaaa...!!!!! 
    *Gets shot into the sky by the rolling credits!*
    
    END OF GUIDE!!!
    
    Bee-buh-dee-buh-buh-bee-buh... uhhh...
    That's All, Folks!!
    
    ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^
    
    
    
    BBBBB    UU  UU   RRRRR      LL       YY    YY    
    BB   B   UU  UU   RR  R      LL        YY  YY     
    BBBBB    UU  UU   RRRRR      LL          YY       
    BB   B   UU  UU   RR   RR    LL          YY       
    BBBBB     UUUU    RR    RR   LLLLLL      YY       
                                             YY       
    
                             A
    BBBBB    RRRRR          AAA       W    WW    W   LL       EEEEEE   RRRRR
    BB   B   RR  R         A   A      W   WWWW   W   LL       EE       RR  R
    BBBBB    RRRRR        AAAAAAA     W  W    W  W   LL       EEEEEE   RRRRR  
    BB   B   RR   RR     A       A    W W      W W   LL       EE       RR   RR
    BBBBB    RR    RR   A         A   WW        WW   LLLLLL   EEEEEE   RR    RR
                                      W          W                            RR
    
    
     777777777                777777777
    777777777    777777777   777777777
     7777777     77777777     7777777
         77           77          77               
        77           77          77 
       77           77          77  
      77           77          77    
     77           77          77                   
    77           77          77
                77  
    
    
    ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^
    
    *lands in 1476 Italy* "...aaaaaaAAAAAAAUUUUUUUUUUGGGGGH! OOMPH! Oww....
    woah.." *sees Horse Pie a few feet away* "That was close!" *Gets up* "Is that
    a... Villa? And... wow, that's a... Vineyard! Wow... where am I?"
    
    Guess you'll have to wait and see! ;)