Assassin's Creed Game Guide/Walkthrough
Memory Block Five
Interlude
If you pickpocketed Vidic during the last interlude and obtained the passcode from your locker, you can head into your room, then immediately exit it by using the passcode. Head to Vidic’s computer and login with the pass and check his email. Some interesting stuff here, including a tidbit about Lucy’s missing friend Leila (she seems to think that Abstergo is responsible, somehow) and a rather odd deleted email.
Back To Mualim
Mualim will tell you more about the mysterious treasure that the Assassins stole from the Templars, and task you with killing two more targets in Acre and Damascus. You’ll gain the Defense Break ability here; you can press the attack button just after Stepping towards an opponent to break their guard and allow yourself to strike. It may come in handy, as the guards in the towns will now be much more willing to attack you, and there’ll be more of them.
Acre Assassination: Sibrand
The lighthouse in the harbor will be a tough-to-reach View Point. Kill the Templar on the northeastern end of the docks to get a save point, if needed, then hop very slowly across the posts in the water to reach the lighthouse. Climbing it can be another pain, since one of the paths apparently stops functioning when you get just below the grate that protects the flames. If you wrap around to the other side of the lighthouse you should be able to get up top.
Investigation One: Northwestern Eavesdropping
Sibrand hides in the docks, and seems to be understandably paranoid about the threat of assassination.
Investigation Two: Southern Pickpocketing
You can pickpocket this guy even if a beggar is locked onto you. Doing so will reveal that Sibrand will soon retreat to his own private vessel, presumably in the harbor.
Investigation Three: Eastern Interrogation
Beat the guy down here to learn of Sibrand's plans: he's planning to blockade the docks to prevent Richard from gaining more troops. But why?
Investigation Four: Northwestern Informer
Five full targets to stealth assassinate here, with a four-minute time limit. This can be tough, but so long as you don't try to kill anyone while your meter is flashing red, you should be ok. Try to hit the soldiers as they patrol, and hit them from behind! Before they fall to the ground, run like hell and move on to the next target. When they're all dead, return to the informer to net a map of Sibrand's guards.
Investigation Five: Eastern Informer
This one's tough, since the three targets here walk amongst a lot of other Teutonic knights, making the killings tough to pull off. You may want to simply ice a lot of the knights that are stationed in the area, then run away far enough for their bodies to disappear, then return to the questgiver to make your job a bit easier.
Investigation Six: Central Pickpocketing
Sibrand has no guards on the northern ends of the docks. Hmm….
Sibrand Assassination
Entry
Damn, yo. Although the priest that Sibrand kills is probably going to die because of your choice of disguise, there's still nothing you can do to save him. Oh well.
To reach Sibrand, you have to make for his boat, which lies near the southern edge of the docks here. It's the largest boat in the harbor, and has a tattered red sail. Periodically Sibrand will stand on the poop deck of his ship and fire arrows at the assassins that assail him. It's your job to get close enough to make him pay for the arrows with his life.
Approaching the ship via the water can be really, really annoying. The game doesn't register the mechanics of jumping from pole to pole very well, so you'll often wind up in the water if you try to get tricky with your jumps. You may wish to simply head along the southern spit of land and take out Sibrand's guards as you approach; that'll clear you a bit if he manages to make a run for it.
Assassination
When you get close to Sibrand's boat, you'll notice that there are three souls aboard: two guards and Sibrand himself, who wields a bow and arrow and has a wicked hat on. You can start fights with anyone in the harbor that's not on the boat without alerting Sibrand to your presence.
Video Walk-through
The best way to take out Sibrand involves jumping onto the rear portion of his boat from the tall pole that's near it. To do so, jump to the floating guard tower near the boat, kill the guard there, then hop onto the tall pole and leap from there to the boat itself. Wait for Sibrand to come up onto the poop deck. He'll fire three arrows into the air, then turn to head back down to the deck. Hop over and ice him before he can make it back down.
If anything goes wrong, Sibrand will flee for the city center, where he'll take up residence in a guard tower. If you can catch up to him while he runs, you can assassinate him with the stealth blade. If you approach from the gangplank, though, you can hit one of the guards on the boat with a throwing blade; since Sibrand runs up the gangplank when he escapes, you might be able to hit him with the hidden blade as he runs towards you and make your job a lot easier.
Escape
Escaping from the boat isn't too difficult if you managed the kill on the boat itself; the only guards that are alerted are the two bodyguards, allowing you to blend your way back to the dock exit and run from there to the Bureau.
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- Historic Action Adventure
- Release: Nov 21, 2007 »
- OFLC: Mature Accompanied
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