When you first start chasing after Charles Vane he appears at a view point. The mission is scripted to make him escape before reaching him, however they overlooked the fact that you still have a throwing knife available. by climbing to the spot shown in the video you can knife him without activating the next checkpoint. Killing him has no effect on the mission, and you continue as usual.
Early Death 2.0
During part when Charles shoots from a log you can also knife him, causing him to disappear (counts as a kill in stats) and activating the next checkpoint.
Use of Poison
Normally you can't use poison with the blowpipe gone during the mission and no ammo. However after crafting a dart you can counter tool with it.
Another time the throwing knife comes in handy. To avoid his gunshot run behind a ruined wall and proceed to a part of the building you can climb up to (ironically located by a scaffold the target collapses to prevent you from getting up there). When you get in range knife him.
Mister Walpole, I presume?
During this memory you are introduced to the main Templars, as well as obtaining a pistol and hidden blades. Time for some exploits.
First off you can remove Edward from the scene with Woodes Rogers and Julien du Casse by being in a climbing position. There is a tree that leads to a railing. Walk up it and wiggle as close as you can off the edge. In the rare event you get close enough you can grasp on to it. Then very carefully move along it until you get the scene to start. There's something else you need to know. If you are in a climbing position where your hands are close together it won't remove you from the scene. You don't see it in the video, but I actually move back to the right when the scene is starting. What follows is an introduction to an invisible Edward and a floating pistol.
Not bad you can kill the main Templars in the same memory of their acquaintance. The opportunity is right after Woodes, Julien, and you are sworn into the Templar order. By tapping the assassinate button in high profile during the end of the scene you get Woodes and Julien in a double assassination (in low profile you just get Woodes). The strange thing is for Edward the killing animation gets cancelled, giving the illusion they just die suddenly, although dying people don't generally just throw themselves onto a table/the ground. When the time comes for one of them to speak no dialogue is audible for the rest of the conversation. The kill/kiils also cause a glitch with the following scene not starting, preventing you form progressing any further in the game.
You can also get Torres this way by moving the left analog stick to the upper left while tapping the assassinate button on high profile. As for the last guy, El Tiburon, he's either out of reach or invincible to assassinations.
Hey everyone, as you may know I wanted to share some highlights from my past runs (of Assassin's Creed series of course). So here they are! I hope you will enjoy the video. I'm also playing live on Twitch, check out my channel!
Here are two blitzes I performed on Majd, as part of grinding segments for my Assassin's Creed 1 speedrun.
The first one is an anonymous blitz in 5.4 seconds. It utilizes a trick that I recently discovered, but that I haven't figured out yet. For some reason, if you don't move too much and jump correctly after the cutscene ends, you can get through the guard post surrounding the platform anonymously. I currently have done about 50-ish attempts for the Majd Assassination segment with this setup, and it's happened twice. The second time is the one you can see in the video.
It might be a bit faster to climb up on the platform directly rather than running around like I did, but I don't think Altaïr would stay anonymous then.
The second one is an exposed blitz in 3.6 seconds. It utilizes the same setup as the anonymous blitz, which is to position yourself slightly to the left of the center of the platform as shown in the video, and then using gentle push () to get room before jumping through the guard post. This case was particularly lucky because Altaïr hit a civilian with his right foot, which triggered Majd jumping from the platform a bit earlier.
The memory Tainted Blood, in which you assassinate a decoy Torres and El Tiburon.
Turkey Shoot Early Death
In sequence 2 memory 2 El Tiburon first appears. Under02 originally found a way to kill him (throw a smoke bomb to make him drop his ax and use the special attack). Unfortunately it wasn't much reliable. So I looked for an improved way.
Get his attention. Be careful not to let him get close or Edward gets instant killed. Now this part is tricky because if you face the camera away from El Tiburon he disappears, even if you're in combat with him. Plus you currently have to tail a captain who is walking the opposite direction from El Tiburon. So lead him that way, towards a group of courtesans. At some point (when you have to obtain a key from the captain) his AI is no more. Just stands there and can be moved with tackle. Now for moving him into water the game won't let you tackle him off edges, so use an explosive barrel from the nearby fort.
Dead on Arrival
Kill "Torres" after he spawns in the fort. Get ahead while tailing El Tiburon and wait. Originally I wanted to stand right by the spot where he spawns, but it proved difficult with all the guards standing nearby. And yes it wasn't exactly where he appeared, but I spent so much time I figured it was close enough.
Sequence 12 memory 3. During this part of the game the whole city is a restricted area, so the challenge of being unseen is even greater. Combined with that is being forced into detection, not once but twice! However that isn't a problem with some THB exploits to help make Edward a ghost throughout the whole mission.
You start out by tailing El Tiburon to the location of Torres. Along the way you'll have to deal with the city guards. I figured it was better to follow by rooftop, where agunmen were the only problem. By using the path taken in the video you only have to worry about a few of them. Just stay out of their sight until they face away to move.
Next you reach the fort holding "Torres". The most direct route is from the tree in the front. A guard is patrolling that part of the roof. This part is a bit tricky since there are two other guards who can see you when you're moving from the roof to the inside. Keep an eye on the minimap to see which way they're facing (playing in standard quality sucks because it's too blurry to tell, so had to rely on some luck).
Now for assassinating the fake Torres. I wanted his death to seem mysterious, so poison was used. Before I would have tried a chokehold knockout to leave no evidence of foul play, but in this case it wouldn't work with remaining unseen.
Sequence 2 memory 4.
A Man They Call the Sage
At the beginning of the memory you catch glimpses of assassins running around. So far I've seen five, which all can be killed in one take. They're everywhere, in the streets, on rooftops, even in haystacks. Some are scripted to appear at certain times, while others are affected by being within a certain area of them. And they disappear at a certain point, so killing them has no effect on the mission.
For the mission itself you protect Torres from assassin attacks. The rooftop archers are the only ones who can do damage to him, so if you take them out fast enough there are no worries about him losing any health.
The last part of the mission has you chasing after the Sage. The game developers didn't want you to be able to kill him, and so desynched you if he was killed or incapacitated. However... there is an exception. A ground stomp, which actually seems to start the scene.
The way I did it was plant barrels from the nearby places (one in a restricted area and two in a building) and shot them after the scene to knock him down. It seems the barrels will kill him if he's too close when they blow up. A ground knockout with fists or hidden blades is recorded as an incapacitation in the stats, which is a way of assassinating targets, so I'd count it as an Early Death.
A ground kill with swords desynchs you. Also if you perform an air tackle you have time to perform a ground stomp (not enough time with a regular tackle), so using barrels isn't necessary, although it adds some THB flair. Since it's so easy I expect other people may have discovered this, although I have yet to see anyone else document it. Another thing to note is if he's knocked down and you get near him the scene starts even if he's already gotten back up.
About six months ago I found this route, then I've been waiting for someone to ask the possibility of Ghost Run in this task. Has anyone tried to it?
Since we've get some stealth videos recently, so maybe it's time to publish it.
I tried to do a ghost run, but I really don't see how such a thing could be possible. Anyway, here's what I ended up with. Enjoy!
- No detections (though a few short SSI alerts)
- No kills/takedowns (except "Torres" and El Tiburón)
- No special outfits
- No ranged weapons/tools
The article on Double Jump and Bump (DJ&B) is finally here!
It has been known for a very long time that you can get saved citizens and informers to shut up by bumping into them as they are talking. Stabguy decided to name this techique Jump and Bump, for obvious reasons. There were also some pickpocket scenes where you could "get in the huddle" of the scene.
DJ&B combines these two things. The goal is to bump all participants in the scene by using a well-aimed jump or fall. When all participants have been bumped, the scene ends like it does for regular Jump and Bump.
Techniques and Examples
In the video I have included a several examples of DJ&B-ing to illustrate the techniques used.
Setting up a DJ&B is fairly straightforward: you have to position yourself or jump fairly precisely in order to get the scene to end. That doesn't mean it's easy, but it's uncomplicated. Here are a few techniques to help you find and execute new DJ&B's.
Most times you'll want to first bump into the first NPC and then have him bump into the second NPC. However, there is also at least one case where you bump into both participants simultaneously to end the scene. You can view an example in the video at 1:08. It's the only case I know of currently.
Sometimes you'll need a little extra distance, like in the last clip (2:08). In that case, you can use the trick first used by MAGLX to find an easy way to Garnier's Early Death to gain that extra distance. It's not surprising that the last DJ&B is the hardest to get. I've spent considerable time on finding a good setup, but still am not consistent with this skip.
It's also helpful to use the environment to line up a fall (you can still drop from hanging during a scene) to achieve bumpage. This is demonstrated in the first and third clips.
The clip at 1:30 is a bit odd, in that bumping these characters will spook them. I suspect this happens because they are bumped twice. After becoming anonymous, you're able to perform the pickpocket as if the scene still has happened.
Likewise, I'm not sure what was going on at 1:18. Sometimes you zip through the invisible wall that goes up (this happens in the clip at 1:30), but that didn't happen here.
Applications and Further Research-type-stuff
DJ&B is primarily useful in speedruns. It allows you to skip cutscenes, some of which can take up to 40 seconds. All the setups in the video are the fastest I could find and I will include them, along with some others in my AC1 Speedrun, should I ever finish that.
The list of DJ&B's in the video is not exhaustive. I know at least one more DJ&B in the Sibrand Investigation, and have not bothered with a lot of the other pickpockets. I do think there are pickpockets where DJ&B isn't possible (there's one with three characters in the Jubair investigation).
I hope you enjoyed watching the video and reading the article. If you have any questions, I'd be glad to answer them.