The Natives' Revenge
Killing Edward Braddock with a native's weapon, the tomahawk. Right before the target gets knocked off his horse you see a soldier air assassinated by a Native American. You have the option to take him out and pick up his tomahawk. Plant it somewhere along Edward's flee route to use during the chase. As an added challenge I assassinate Edward before he stops running.
I actually made a new game to see if Haytham can keep the tomahawk with an empty small weapon slot (on this save file I had previously picked up a dagger from an enemy). So I picked it up and was able to sheath it. The weapon icon even showed up, however the tomahawk had disappeared during and after the next scene. I find it baffling that you are able to keep a dagger but not a tomahawk as Haytham, unless the game developers had anticipated this.
Blooper
It took around five times to get the tomahawk kill right. Two mistakes I made were not running straight to the target and not placing the tomahawk where I can find it. In the case of my very first attempt I made both mistakes.
I thought if I just held pointing up during the end of the scene I would get a head start in chasing the target, but the game has you running in a different direction. You have to wait until the scene is over and then the game will have you facing Edward.
Didn't leave the weapon in a good spot. Since this was my first time trying this, I wasn't sure if it had just disappeared during the scene, so I went back to make sure it was actually there. Luckily Edward found it, making for a nice last-second disarm kill.
Dynamic Air Assassination
This is a challenge THB member Double Mcstab with Cheese attempted when he made his own Edward Braddock Variety Pack.
http://thehiddenblade.com/youve-forced-my-hand-and-blade-edward-braddock...
Pretty much air assassinating him during the chase (no fair using a horse) .
Jump in, the Water is Fine
Make Edward suicide himself. He can be tricked into climbing on a nearby fallen tree if he's close enough while chasing you. Once he reaches the edge, Edward is a sitting duck and has no choice but to jump off, even if it's to his death. This may take a few tries.
Turkey Shoot in a Well
Before it had been thought that throwing a character into a well would kill him, but the target is very much alive. You can attempt to air assassinate him, but go back into the default hanging-from-well position. At least you can still shoot him.
Attempted Human Bait
The wolves displayed some strange behavior. They will not attack you if you are being chased by the target. Even worse, they will run away when close enough to Edward, whether or not you are detected.
General Chaos Style Fight
Edward is unarmed, and therefore sucks at fighting (it would have taken him a little over two minutes to punch Haytham to death). I use this to recreate a comical fight scenario from General Chaos, a battle simulator for Sega Genesis. The game is all about soldiers shooting each other, but sometimes you will have two engage in a close combat fist fight until one has lost all his health. Every once in a while it will appear one soldier has won after knocking his opponent to the earth, but then the grounded soldier whips out a handgun and blasts away the would be victor.
http://youtu.be/OzVmrAIpxD4
[Front-paged. -stabguy]
Charles Lee and Thomas Hickey Double Deaths
In the memory Johnson's Errand, you accompany Charles Lee and Thomas Hickey in returning an item for William Johnson. After the cutscene your allies distract a group of posted guards (pretending to be drunk?). There's a place just outside of a memory wall where you can drown them. They reappear for a scene after you kill the guards in the area. After that you can drown them again. They will, of course, reappear for that scene as well, but after that the game records their health. Another thing to note: After the scene where Haytham lets the leader of the enemy group go you can kill him, although the game counts it as killing a civilian.
Edward Braddock, John Pitcairn and Charles Lee deaths
Here's an opportunity to kill Edward Braddock in The Soldier memory. When you are tailing him you can assassinate him just as the scene is starting. Wait on a nearby roof. Then at the right time air assassinate. The timing has to be pretty precise. Any earlier and you desynch; any later and the air assassination fails (as indicated by the lack of sound effects from the kill). In case anyone doubts this as a kill, the assassination stats have it recorded.
Now for John Pitcairn and Charles Lee (it may also be possible to air assassinate Pitcairn before the scene when tailing Braddock, but I was just aiming to kill Braddock for that). After the fight, Pitcairn and Lee just stand there, waiting for the next scene which starts when you get close enough to Braddock. So just move them to the closest place to drown them.
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Speedrun
The fastest way I was able to liberate the fort. Luckily there is no restricted area in the place, which makes stealth a whole lot easier. Start off by using the fast travel station in the northeast part of New York (sure beats having to run all the way there). After that move along the wall until you reach the low hanging beams. You can reach the one on the right by either running up the wall under it or running up the wall beside it and kicking to the side. Keep moving forward along the wall and turn left. Run straight ahead to destroy the powder reserve. Head back the way you came. Once you are back on the beam, run up the wall and kick to the left to reach the cannon above. From here you can shoot the fort's captain, who is patrolling below on his horse (shooting with a bow is a little slower, but doesn't attract as much attention). As it just so happens, the flag you need to lower is right in that area. I could have done this several seconds faster, but it didn't need to be perfect.
Air Assassination and Stunt
The highest spot in the fort is the top of the flag pole. Yes, you can climb up it. In the captain's travel route there is a spot where he can be air assassinated. Lock onto him to avoid accidentally air assassinating one of the nearby guards. The cool thing about this is that by the time you've killed him his horse turns the corner, keeping you anonymous from the nearby guards. The stunt assassination is basically the same concept, except you manually jump in his direction and assassinate him off his horse right when you hit the ground.
Colonial Reinforcements
Colonial soldiers (blue coats) and British soldiers (red coats) attack each other on sight. I use that to my advantage by having the captain killed by the opposing side. For that you need to be detected by the captain first. Being detected will alert the nearby enemies, so it would be wise to take some of them out first. Then lead the captain to the cannon previously shown in the video. If you can get him on it he may jump to the lower beam, then to the ground. Since the captain can easily defeat soldiers without dying, disarm him to change the odds. The soldiers in question are at the fast travel entrance. Now here's the thing: When you reach them while in open conflict, they start to attack you. So I had to kill them afterward.
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Firecracker Assassination
I placed William Johnson at the end of the dock by first using Rope Dart and then bumping him into position while carrying a Powder Keg. To move him with Rope Dart just tap . Connor will not kill him unless you are standing close together (or you accidentally drag Johnson over a Trip Mine). My thought was that if the explosion didn't kill him then falling into water would.
It turns out that the explosion does indeed kill the target. I have confirmed this result on dry land. When Double McStab with Cheese experimented with this style of assassination he reported that Johnson was moved but not killed. The difference must be the proximity of Connor to the target. I wanted a clear shot to the first Powder Keg and a good view of the assassination, so I arranged the Powder Kegs and Trip Mines in a semicircle around a high vantage point. The maximum distance between Powder Kegs seems to be about 8 walking paces for Connor.
Full Sync
The requirements for 100% Synchronization are:
1. Reach Johnson Undetected (both before and after the "Are you threatening us?" cutscene)
2. Limit Native American casualties - 0/1
3. Perform a swan dive to escape
If you skip the cutscene or reload from last checkpoint, it places Connor a distance north of the Johnson House, even if you approached from the south. This got me thinking that there must be a viable approach from the north. That's when I discovered this route which essentially goes up the face of a cliff. The first time you come this way you will find a feather on the log at 2:03.
One good thing about this route is that you encounter few guards. I chose to stealth assassinate the first one at 2:30 so that his body would distract the second one (visible on the left at 2:33). If you just try to run past the second guard you will usually get a brief SSI indicator, blowing an otherwise ghost run.
The air assassination from the roof of Johnson House is standard. There are several places to perform a swan dive to escape. I chose one that is easily accessible but often overlooked. It plunges Connor into shallow water just off the beach with two guards.