[Front-paged. -stabguy]
This guide uses this video as an Exemplar: http://thehiddenblade.com/ac-unity-kingdom-beggars-stealth-kills
It is not required viewing, but may help.
Table of Contents:
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Knowing the "Rules" - Understanding Stealth Mechanics (or: Detection Mechanics)
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The first thing needed is a deep understanding of the game's Stealth mechanics.
"Stealth mechanics" is a vague term, but what I actually mean when I say this is, "You need to understand as much as possible about everything that interacts with Stealth or affects Stealth in this game."
Going a step further, what *that* actually means is, understand everything that affects *Detection*, since Stealth is actually your Default State. Normally you're in Stealth all the time anyway, so you don't really do anything to "stay" in Stealth. A better way to think of it is that you make mistakes or allow things to happen, which *change* your state into Detected.
Understanding how Detection works, what causes it, what slows it, and what stops it is the first step.
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Detection Meters, Detection Behaviors
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In AC Unity, guards use a three-phase Detection/Awareness Meter. For our purposes, it's a two-phase meter since the third phase is being Exposed/causing an Alert, which for this kind of video is considered an instant failure.
In Phase 1: The guard sees the Assassin, and their Awareness begins filling with Yellow. Breaking Line of Sight with the guard before this phase fills up will cause them to stare in the direction you were last seen in, but they will not Move from their position. Phase 1 filling with Yellow completely will transition to Phase 2.
In Phase 2: The guard has looked at the Assassin for long enough that they're starting to become super suspicious of them. In Phase 2, the guard's Detection Meter begins filling from the bottom again, but this time, with Red. Breaking Line of Sight with the guard before this phase fills up will cause a Last Known Position Hologram to appear, and the guard will then walk to that spot to investigate who you are. Phase 2 filling with Red completely transitions to being Detected/causing an Alert. Playing with this Phase is important, as it allows you to manipulate guards. It also feels like playing with fire, as staying in sight for too long voids your run.
NOTE: In Assassin's Creed Unity, there are special zones called Restricted Areas. Gameplay in these zones is the same as everywhere else, with one exception: Guards who spot the player IMMEDIATELY go into Phase 2 Detection. The premise is that, since they've been told to keep everyone out regardless, even a glimpse is enough to get them instantly suspicious.
In this video, I use this knowledge, combined with knowledge that the Guard will move to my Last Known Position, to let a Brute glimpse me for a moment so I can drag him out toward a doorway and assassinate him there, right before dual assassinating his two allies inside the building.
https://www.youtube.com/watch?v=Fjjf_RuwRO8
Assassin's Creed Unity
Memory: The Kingdom of Beggars
Style: Lethal / Stealth Reaper / Stealth Kills
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Assassin's Creed Unity
Sequence 9 Memory 1: Starving Times (Checkpoint 2)
Style: Lethal / Stealth Kills / Stealth Reaper
Tool Notes: Phantom Blades see heavy use here due to the long distances between enemies on these docks, and lack of sufficient cover to block all sightlines.
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I decided to make all of the missions in Assassin's Creed Unity more interesting for myself, not just the Main Assassinations, by willingly deciding to play by the following Rules:
Unity has one of the most fluid parkour systems in the series, and it was lifted from it, to Syndicate afterward. I think what people dislike about Unity is that they prioritized smooth animations over responsive animations. This is certainly the case for me, but I enjoyed Unity's parkour on an important level that I'll outline below, after my critiques of it.
Memories being Memories in AC games, and their contents being "what happened" is only the case because Assassin’s Creed is fundamentally a videogame. This means its narrative is working with the constraints or expectations of the medium, videogames. Expectations in this case being: Oh, it’s a videogame, so that means I, as the player, should be murdering enemies.
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The scene that activates when you first enter the armor room underneath the cafe is supposed to happen only once in the game, but replaying memories is the exception. So of course to exploit this for a "scene assassination" on a target. I chose Sivert since he's the closest.
I left the setup out to save time, but the start of it (clearing the area of enemies) is similar to my eagle descent on Sivert.
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Germain reached (twice) without being detected.
So I spent about 20 hours this week finally finishing Unity... or so I thought.
There is ONE chest that is glitching and not opening for me. ONE GODDAMN CHEST.
Additionally, the Helix Rift missions aren't registering when I beat someone else's score for the "bonus" objective. The whole list is gold (so 100% on the missions), but on 5 of the 7, the "bonus" objective isn't checked. I purposely went back to three different ones to beat the score, and did it successfully, but it's not registering.
So, two different glitches prevent me from 100%ing this game.
http://www.blog.radiator.debacle.us/2015/07/the-systemic-failure-of-stea...
Invisible Inc. is the murderous serial killer cyborg that does not run after you. Instead, it calmly walks toward you, which is somehow even scarier. There is no pretense of "ghosting" being the optimal play style here... in many cases, you will have no choice but to be detected, to KO a guard, or to set off an alarm. Some characters become more powerful only when shit is hitting the fan. Getting detected is not failure here -- what's worse is getting detected at the wrong time.