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Assassin's Creed 3 Walkthrough
Our guide for Assassin's Creed III will prepare you for dismantling the Red Coats' forces, detailing each sequence and optional objective along the way.

SEQUENCE 12
12.1: Laid To Rest Optional Objectives:
- Limit regular kills to 14 or fewer.
- Escape the HMS Jersey without entering into open conflict.
- Kill the HMS Jersey’s captain.
Charles Lee isn’t the brightest fellow in the book, openly espousing treasonous Templar ideas in front of a broad crowd of civilians. But then, Connor’s not exactly outsmarting him by showing up and willingly getting captured. (Fun fact: the phrase “founding fathers” wasn’t actually coined until the 20th century by President Warren G. Harding.)
When you fight your way out of the guard’s grasp, you’ll be offered your optional objective, to limit your kills of the guards in the area. But your first objective is to kill the guards around you. Luckily, you don’t have to get your hands dirty: simply call in your assassins and let them get the job done. The guards will die (and you can loot them for supplies), and your kill counter won’t go up at all. Repeat the process on the rest of the mercenaries (if your assassins get in trouble, help them out by laying down a smoke bomb), then head to the harbor. Your inventory might have been depleted by one of the missions recently (or the game may have simply deleted some of your items), so use your troops to kill more guard groups on the way to replenish your stores. Fill up your poison, at least, while trying to keep your kill count as low as possible.
With that done, head out to the water, avoiding the high-security zone at the harbor. You’ll need to maneuver your way aboard the HMS Jersey to eavesdrop on the captain, without being detected. Stay to the right, front side of the ship as you approach, well out of view of the guards near the water. There’s a metal pipe-looking thing sticking down into the water here; find it and climb up, heading up to the rear section of the ship. There’s a guard here, but you should have plenty of kills left on your meter, so take him out with a ledge kill or poison, depending on where he is in relation to you.
Cross the deck to the far side of the ship and crawl over the side of the railing to hide from the guards on patrol. If you see one that pauses near a railing, feel free to take him out with a ledge kill, but be wary of poison on the main deck, as it will attract attention and will make the guards’ patrol paths a bit difficult to predict. Stay out of sight and head to the eavesdrop target.
With the first conversation out of the way, you’ll need to head to the rear of the ship to overhear another one. There are two guards nearby, though; you’ll probably want to kill both of them just to prevent any prying eyes later on. They both come to the edge of the ledge, so they’re easy to ledge kill, but you’ll want to take out the farther one first, as the nearer one patrols. Kill the farther one while the nearer one has his back turned on the other side of the boat, then lie in wait for the patroller to come back and off him as well.
Two more guards remain, near the captain’s cabin. Their patrols don’t overlap, luckily, so you should be able to sneak up with relative ease on the first one, especially if you cleared out the guards below. Kill them, eavesdrop on the captain (hide behind the corner while doing so, since he’ll walk out onto the deck afterward), then kill the captain himself. If you left a guard’s body around, he’ll head over to check it out, allowing you to walk up for the low-profile kill; otherwise he’ll patrol a bit. Take him down without being detected and jump off the deck to complete the mission.
12.2: Chasing Lee
Optional Objectives:
- Stay within range of Lee.
- Do not shove anyone during the chase.
- Do not take any fire damage.
Finish him! It’s time to take out Charles Lee at last. His end will be slightly less dignified than anyone could possibly have imagined, but before you can enjoy it, you have to effect it yourself. Find him at the harbor and prepare for a bit of a chase. You may want to bring smoke bombs with you if you don’t have any in your inventory right now.
Chasing Lee is a tough proposition, but the hardest part is right at the beginning, at least, so you won’t have to redo too much if you fail an objective. The optional objectives here are to stay within 50 meters of Lee and to avoid shoving anyone while you chase him down. The shoving thing will complicate your path a bit, especially at the outset, when two gunmen shoot powder kegs that’ll knock you around. They’re avoidable by veering to the left, but there’s a civilian placed there who’ll be difficult to avoid. If you do get knocked backwards, it’s not a death knell, but you’ll need to be quick to regain your bearings and keep charging forward.
There are three or four sets of riflemen here that will impede your bath, and they’re tough to get around cleanly. If you attempt to run through them, they’ll usually knock you down, causing you to fail the 50 meter objective. So, avoid them! The first pair of gunmen should be smokebombed as you get close to them, and after that, you can bypass the rifles altogether by taking a left up the gangplank to board the docked ship. Lee will be taking a left up ahead of you, so you won’t be losing too much ground to him. Stay sprinting as long as you can, then climb up the ship’s prow and leap off to the left, attempting to hit the ground as far away from the riflemen as possible. They’ll probably tag you with a few shots, but don’t worry about: just keep on Lee.
Lee will eventually reach a ship that’s been set ablaze by some amazingly convenient accident, forcing you to follow him through the burning wreck without taking any fire damage if you wish to complete the optional objective. When the first large mast comes down, head up the right wall towards the rafters and follow Lee as best you can from there. It’s not an overly difficult path, and Lee will helpfully wait for you to catch up if you fall behind, so keep moving on until you finally reach him.
From there, the game’s denouement begins. Little that follows is difficult to grasp from a gameplay perspective, so we’ll let you experience everything for yourself! Just keep in mind that you can continue to play after the credits roll. There are a few epilogue missions to complete, as well as an odd Animus Synching sidegame that’s tied into online play (you may have to play for a while until this appears for you).
Table of Contents
-
- Introduction
- General Tips
- Sequence 2.1-2.2
- Sequence 2.3-2.4
- Sequence 2.5
- Sequence 3.1-3.2
- Sequence 3.3
- Sequence 4.1
- Sequence 4.2-4.4
- Sequence 5.1-5.5
- Sequence 5.6-Desmond Int. 1
- Sequence 6.1
- Sequence 6.2
- Sequence 6.3-6.4
- Sequence 7.1-7.2
- Sequence 7.3
- Sequence 7.4
- Sequence 8.1-8.2
- Sequence 8.3
- Desmond Interlude 2
- Sequence 9.1
- Sequence 9.2-9.4
- Sequence 10.1-10.2
- Sequence 10.3
- Desmond Interlude 3
- Sequence 11.1-11.2
- Sequence 12.1-12.2


