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aurllcooljay's picture

The Templars' Early Deaths in Infiltrating Southgate

http://www.youtube.com/watch?v=TS8teuCiNvY
[Front-paged. -stabguy]

Early Deaths
After reaching southgate, your five Templar allies each go to a predetermined spot. Once they reach it, they stay there until the next part of the memory. Moving them isn't any trouble since they don't bother to move after that. So I move them all to the docks. The idea was to kill them all in one swift move using a horse. However I didn't move them close enough to the edge for fear of accidentally pushing them off the edge.

Conversations with the Templars
Haytham's Templar allies each blend in with some guards before the fight. While blending they have a conversation with the guards. Their entire conversations were put in the video to keep it short.
Thomas Hickey: Has a conversation with a group by the docks.
Benjamin Church: Has a conversation with a group by the general you have the option of killing.
William Johnson: Has a conversation with a group near the outer part of the camp.
Charles Lee: Has a conversation with a group near the middle of the camp.
John Pitcairn: Has a brief conversation with two guards by the outhouse. I didn't include his conversation because of some problems I was having, but you can hear him in the background of another one of the conversations, "stop slouching, soldier".

aurllcooljay's picture

Hostile Negotiations Eagle Strike and Early Death

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http://www.youtube.com/watch?v=5fwIHHGilRQ
[Front-paged. -stabguy]

Eagle Strike

Start off by taking a fast stealthy path. Run to the left of the docks (shallow water, no swimming necessary). One of the guards there can see me, but you don't have to worry about getting into open conflict. After that continue forward, keeping to the edge of the restricted area. After climbing up a cliff turn right along the edge. Running up the low hanging tree will lead you to the cliff where the scene starts. There are two guards patrolling, so wait until their backs are turned (or just double kill them) to get past anonymously. If you are aiming for full synch, go behind the house right behind William Johnson, or skip the cinematic.

For the Eagle Strike climb the house in front of you and wait for the scene to end (if you skip the cinematic or start from the last checkpoint you spawn at a default location). The setup after the scene allows you to stay on the roof until the assassination. Shoot the two previously mentioned patrolling guards with the bow (guns will alert all the enemies in the area, which can ruin the assassination). You being detected will cause the target to flee. Wait until he reaches the right place to perform the Eagle Strike.

Now for the kill itself. From standing on the roof a fall to the ground below the cliff is high enough to cause death. Most of the cliff is just far enough away that you can't jump past the edge, but luckily a small part of it is closer.


stabguy's picture

William Johnson: Dynamic Human Bait

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http://www.youtube.com/watch?v=h0aX--PyUUU

The goal here was to assassinate William Johnson by bear while he was still running. Thus Dynamic Human Bait. It was more challenging than anticipated because there are two time requirements:

  1. You have approximately 2:30 to assassinate Johnson or enter Open Conflict. Otherwise it says, "Ally Died: Desynchronized".
  2. It takes little more than a minute for Johnson to run down to the dock and cower.

The bear walks slowly. If you play your cards right, you have 3:30 to find the bear and slow walk him over to Johnson's escape road. The key is to aggravate the guards on the dock at the proper moment (and to remain Anonymous up until that point). It starts with a brazen escape past four guards at the respawn point. As long as you give them a wide berth and don't do any free-running, they will yell at Connor but not enter Open Conflict. If they do enter Open Conflict then it's too late. Johnson starts running for the dock.

stabguy's picture

Hostile Negotiations: Full Sync and Firecracker

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http://www.youtube.com/watch?v=IpLeciTlUd4

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 Head button. 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.

aurllcooljay's picture

The Templars' Early Deaths in The Braddock Expedition

http://youtu.be/pXo-bzV0nB8
[Front-paged. -stabguy]

The Braddock Expedition
The Braddock Expedition is the third and last memory of sequence three. I will focus at the beginning, when you ride with your allies. Their names from front to back are:

Spoiler: Highlight to view
Benjamin Church - killed in sequence 9
Thomas Hickey - killed in sequence 8
William Johnson - killed in sequence 6
John Pitcairn - killed in sequence 7

Early Deaths
Killing these targets early depends on them riding their horses. You can move the horses by riding a horse by them (if you get directly behind them you can make them move from as far as about fifteen to twenty feet away). Now since the targets themselves are invincible, it prevents you from pulling off easy deaths. You can shoot at them with range weapons, which are ineffective. They will counter any attempts to tackle them off their horses. However the horses they ride on can be shot. Shooting the horse will cause it to fall, dismounting the rider.

Since water is the only thing that kills characters, even invincible ones (in a sense), that is what I need to use. Here are the results of my attempts to move the targets into water.

For one of them, I moved his horse onto a cliff and shot it. The target fell onto a lower cliff. I was able to slowly move the target off the cliff by attempting to tackle him. Moving the horse at him also seemed to move him, although not as effectively. After that he fell off, but the water wasn't deep enough to drown him. After moving him further with a bunch of tackles, I accidentally discovered that you can move him while swimming (collision mechanics must be different while swimming, which is understandable). For the other targets I simply led them to a lake shore and shot their horse, causing them to fall into the water.

I also included the database entries for the targets as proof of their identities.

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