When you fight Rodrigo in sequence 11 there are barriers to prevent you from leaving the area. You can get past them by dropping down on a certain roof, allowing you to move past the barrier. However this causes you to be past a memory wall, draining your health and preventing you from getting too far away (better stock up on medicine and armor). Now for killing Rodrigo by drowning him. There are invisible barriers that prevent npcs from falling into the water. Here's how to get the target past these barriers: Go to the roof shown on the video and wait for Rodrigo to arrive. Then get him to go on a rope connecting two buildings and get to ground level. When the target gets to ground level he will be on the other side of the barrier. Climb back up and go to the higher roof. There are two paths Rodrigo will take to get to you. One leads him the way he came on the rope connecting the buildings. This won't work because it leads him back to your side of the barrier. The other path, however, will work because he stays on the other side. After drowning him the cutscene starts. But there's something different. Rodrigo isn't in the scene! For the next scene to start simply kill the guards who appear. After that scene more guards appear, along with some allies. The next scene can't start because Rodrigo needs to have his health taken down, and he's already dead. If you wait till then to drown Rodrigo the scene will start, with him missing of course, and you can progress through the game.
Messing Around Earlier in the Memory
After being disguised as a guard you can roam around freely. When you get within a certain distance of the lead guard he starts walking, and there's a distance restriction. Here's how to get around that. Throw at least one knife at him to move him away. Now you don't have to worry about getting so close that he starts walking. You can now go to Rodrigo without activating the scene. Rodrigo is invincible, and if you try using grab move he walks back to his spot. Plus there's a distance restriction to the box you're carrying, so an early death at this particular part of the memory doesn't look possible. But one thing you can do is remove the two guards from the scene. The game desynchronizes you if you kill any characters at this part of the memory, so you have to kill them in a way that the game doesn't recognize as you killing them. In this case push them into water.
Starting from the checkpoint when you reach the Palazzo Ducale, head left to quickly reach the scene location without being seen. Hang above the scene starter while getting a guard's attention. Make sure he walks onto the ledge leading into the room. Drop down to the corner of the awning (far enough away from the center that you don't start the scene but not so much that you stumble off the awning) in the way shown in the video. Immediately throw a smoke bomb to avoid detection. Now throw a knife at the guard to move him into the room. If he isn't positioned correctly, the guard won't fall into the room, and you will have to start over. After that climb up the wall and air assassinate the guard. You will jump over the scene starter without activating the scene. Now that you're in the room you can assassinate Carlo before the scene. One of the only ways to kill him at this point is with a melee weapon. There's also another glitch: Carry his body when you activate the scene (gotta love how the Doge turns his head to look at me carrying the body) . Carlo won't appear in the scene. However he "comes back to life" and runs away as usual. The reanimation happens whether you carry Carlo or not. Since Carlo is already dead and immune to any kind of attacks there is no way to progress through the game without quitting.
A Few Other Things
Just a couple more stuff worth mentioning when trying to pre kill Carlo. Air assassinations fail; grabbing and attacks with fists as well as most weapons don't affect him; you can steal from him, but it doesn't really do anything; he can be air tackled, but teleports back into the chair; the hidden blade can't be used to kill him unless you tackled him to the ground. And it also shows how Carlo is still in the scene if you're not carrying him when you start the scene.
Time for Emilio's house of cards to literally start crumbling!
Watch the original video to see how to remove the front door of the palazzo.
After that, go to the herald to the west of the place. Move him by getting in a fight with a civilian. After you get him through the front door, the herald won't walk back to his original location.
There is no Spoon Assassination
This has to be done a certain way because of how different surfaces are modeled. The stairs in the palazzo disappear sooner than the flat surfaces (the floor at ground level doesn't disappear at all), plus Emilio disappears when you are about a hundred meters away. So the ideal time to TINS Emilio is when he is at the highest stairs (in other words, he dies from falling the height). Here is where the herald you previously moved comes in handy. Bribe him at the right time to teleport to his location. Since it's a little over ninety meters away, the stairs disappear instantly, and Emilio is TINSed. Keep in mind that if it weren't for the herald you wouldn't be able to get past the invisible memory walls surrounding the palazzo.
I originally thought this wouldn't be possible because of failed attempts. I moved the herald outside the palazzo, but then the scene wouldn't start! After finding a way to remove the front door, I tried moving the herald inside the palazzo, and now it works.
[Front-paged by stabguy]
Look at the title picture and guess what will happen.
When you start from the last checkpoint in the Emilio mission desynchronize a good distance away from where the map marker is (in the video it's nearly 160 meters away). When you spawn back there aren't any posted guards around the palazzo, and the front door is open. This is related to There is no Spoon type missions, with an object no longer being modeled in the game. Now you can just waltz in there instead of having to infiltrate from the roof.
Emilio Outside the Palazzo
After the cutscene stealthily kill all the guards in there (I also hide their dead bodies). Wait for the boat to arrive before going after Emilio. With the door missing you can drag him outside. Wait, doesn't that contradict what was later said about how Emilio died?
Anyway, Emilio's AI is to escape on the boat, but there's a problem. The AI of characters still thinks the door is there, so he is turkey shooted. Now for a stylish assassination. Place Emilio by the well outside and jump from the highest point in the palazzo, one of the chimneys. This is A Hole in One, one of the most recent assassination styles (a deadly fall landing safely into a well). Afterwards there is the scene with the thieves, and of course Rosa opens the front door, despite it not being there.
The Eagle Strike at San Marco Campanile was missed, so i found a way to remedy it
The Assassination Contract i used there is "Zero Tolerance", it seems the only one where you're free to move around the target, and it's the closest to San Marco (still 250+ meters).
There isn't much to explain there, i just grabbed the target without being detected, and moved him near the San Marco Campanile, at the west side. A smoke bomb to freeze him was not needed, the target was already unresponsive because of the waypoint separation.
This Eagle Strike required a manual aim, otherwise Ezio would automatically jump in one of the 3 haystacks.
[Front-paged by stabguy]
Both Dante and Silvio appear in Cheaters Never Prosper memory. This is where you fight to win the golden mask. Preassassinating either of them has a different result. The first step in all this is to avoid teleporting into the fight ring by jumping into the water after accepting the challenge. This was originally discovered by Vanitas (LadiciusFMU on YouTube). Now for the preassassination part.
Dante Moro: Grab the guard you're fighting and move him at Dante to move him around. This is basically the exploit of moving characters who normally couldn't be moved in the game. When you move him near the edge of the nearby dock be careful that the guard doesn't fall in the water which would instantly fail the mission. After Dante has fallen in the water continue to fight the guards. When the cutscene happens Dante isn't there. This causes a glitch where the scene doesn't end and the mission has to be restarted to continue.
Silvio Barbarigo: Do basically the same thing with moving him to the water. I also did that to the guy heralding the fights. This time the scene ends and you are able to progress through the game. But even more hilarity occurs without those characters in the game. In the next scene the camera stays on Ezio (it seems the camera is focused on the herald during that scene). And in the final scene Ezio is on stage alone and Dante is handed an invisible mask.
[From the forums -stabguy]
Here is my fastest blitz for Silvio and Dante:
Setup Dante: I run up to Dante and engage him in combat. Then I climb into La Arsenale, making sure Dante is still after me. I run far into La Arsenale so that the door and walls at the entrance will not be modeled in the game. This gives Dante a chance to get though. Go back, and if Dante is there grab him. Do not engage him in combat or he will fight you.
I place Dante at the edge of the docks and knock him off with a throwing knife. His drowning will start the scene, and if you are currently in water you won't get teleported to the checkpoint during the scene. The best time to climb up the docks is during the second scene. Where you move depends which way the camera is facing, so the best time to start moving is right after Silvio says "they're going to leave without us" . Move forward left until the screen turns white to grab onto the docks, then move forward to up climb the docks. Now comes the blitz. The two targets are far apart when they start running, but they get close enough for a double air assassination when they get in place. A few times I've gotten it a bit faster, but only gotten Sylvio since he's so close to the wall-running platform. Theoretically it might be possible to get a faster blitz, though.
-- front paged by Ian ---
Here's a description of the video.
Mysterious deaths: For the first target I simply climb up behind him to poison. Luckily the guards are too far enough away to notice you. You will know if the target saw you because you will usually hear an exclamation, and it will tell you to reduce distance to target if you get too far away.
Here is a description of the video:
Dynamic Stunts: If I remember correctly a dynamic stunt is a stunt done on a fleeing target from a high height. I especially liked it because I had never done this before, and I heard it was the favorite assassination style of a certain person. This involves using a smoke bomb from a distance to make a fleeing target run without having to worry about desyncronizing if he gets too far away. The targets usually take predictable paths (not random) depending on where you are when you throw the smoke bomb.
Tripwires: Tripwire is basically aiming with your hidden gun and shooting when the target passes by, and since the targets take certain routes with the smoke bomb trick I decided to use the hidden gun's tripwire kill when they
come to a certain spot. But one thing I don't like about this is the fact that other characters walk through the wire before the target does. Nevertheless I did try to keep them away (just to make it more realistic) with dead bodies and poisoned people, but that didn't help much. So lets just say they saw the wire and walked over/ducked under it while the target was too busy running to notice it.
Here is part 2 of my codex page video guide. My original plan was to get both parts into one video, so some parts were kinda rushed ( the smoke bomb and the easy double assassination slaughter)