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| ==Brotherhood of Venice== | | ==Brotherhood of Venice== |
| {| class="mw-collapsible mw-collapsed" width="100%" style="border:1px solid black; -moz-border-radius:2.5px; border-radius:2.5px; text-align:left; clear:both; font-size:90%
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| ! style="background:#cf68f7; -moz-border-radius:3.25px; border-radius:3.25px; color:White; font-size:110%" align="left" |Sequence 0
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| ===Sequence 0===
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| ====Memory 0.1====
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| ;Intro
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| Ezio Auditore.
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| One of the greatest Assassins of all time!
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| It was him who picked our small group of Assassins to help him prepare for his face off with the Templar Cesare Borgia. What an honor!
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| Cesare is currently trying to conquer a fortress in Navarra and Ezio is about to confront his long-time enemy and finally get rid of him. We've been tasked with creating a diversion and we managed to distract the Templars long enough for Ezio to enter the fortress. Unfortunately, we had to give up our freedom for that: We are now prisoners!
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| We managed to warn the Brotherhood with a carrier pigeon and we know that a group of Assassins Apprentices are on their way to rescue us. Once freed, we can move on to the next phase of the plan and help Ezio.
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|
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| ;Objectives
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| *Unlock the 4 Assassin cells by spending 1 [action cube] on each of these squares.
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| **Complete the Memory with no more than 1 Assassin Apprentice becoming exposed after a Detection Test.
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|
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| ;Debrief
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| Well done! We are free thanks to the young Assassin Apprentices!
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|
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| Cesare's forces are leading the assault against the fortress and have already managed to take over some of the buildings. We will soon put Ezio's plan of sabotaging Cesare's gun into action.
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|
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| ====Memory 0.2====
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| ;Intro
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| Events escalate in the fortress besieged by Cesare Borgia's troops! Under the cover of darkness, now is the time to take action.
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|
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| Thanks to the Assassin Apprentices, we are now free... and armed.
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| Ezio needs to approach Cesare. This is highly risky if Cesare wields his famous and fearsome pistol.
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| We need to infiltrate the weapons room and sabotage the gun.
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| We need to be extra careful with the guards: They will chase and attack us on sight.
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| ;Objectives
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| *Sabotage Cesare Borgia's pistol to allow Ezio to approach him.
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| *Eliminate ALL the guards AND hide their Bodies.
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| **Move to a square containing a 9 token, climb the tower, synchronize AND retrieve what you'd discovered.
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| ;Debrief
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| Just in time! We managed to sabotage Cesare Borgia's pistol. Ezio can now approach and eliminate him.
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| An Assassin Apprentice, appointed by the Brotherhood, has retrieved Alessandra, Bastiano and Dariâ's hidden blades. We finally have a level playing field!
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| Let's now move on to the second part of Ezio's plan...
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| ====Memory 0.3====
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| ;Intro
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| Thanks to us, Ezio was able to approach Cesare and is facing him right now on the fortress walls!
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| If we take advantage of the general confusion, we will deprive the Templars of precious resources.
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| We must choose to go either to Cesare Borgia's apartments to steal one of his personal items, or to the armory to steal equipment...
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| If we are perfectly coordinated, we may even be able to do both, but it might be hazardous!
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| ;Objectives
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| *Steal a personal item from Cesare Borgia.
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| (and/or)
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| *Help yourself from the armory.
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| **Eliminate 1+ Guards with a [Hidden Blade].
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|
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| ;Debrief
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| Cesare Borgia is dead. He fell from the castle walls while fighting Ezio. Had we not been helping, Ezio might've been in greater danger.
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|
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| ====Memory 0.4====
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| ;Intro
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| Our actions in the Kingdom of Navarra have been noticed. The Brotherhood of Assassins has decided to entrust us with a delicate but crucial task for the future of the Assassins in Italy. We're off to Venice, the Queen of the Adriatic, the City of Masks!
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| An informant of the Brotherhood managed to infiltrate the Templar Order. While on a mission, he discovered the abandoned former HQ of the Templars in Venice. The Headquarters are unusable in their current state but have enormous potential. This is our chance to rebuild a secure and sustainable base in Venice.
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| ;Objectives
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| *Join the informant on the square containing the [special] token. [!] As soon as you are on it and BEFORE any other action, reveal 1 [special] card (0 [action cube]).
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| **Eliminate 1+ Guards from a Hiding Spot
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|
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| ;Card 1
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| The informer is here... with an escort!
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| It's a trap!
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| ;Card 2
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| You rush into the former Templar Headquarters. Other Guards are waiting for you inside. They have booby-trapped the entrance: Everything collapses around you!
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| *Complete the Objective to clear the exit and get to safety!
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|
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| ;Debrief
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| That was a real tour de force: We stole the Templars' old HQ right under their nose! Thanks to the collapse, they won't suspect that we are alive and are going to settle here. And since good things come in pairs, Ezio will now be able to lend us a hand when needed. It looks like these are the beginnings of a fine team!
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| |}
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| {| class="mw-collapsible mw-collapsed" width="100%" style="border:1px solid black; -moz-border-radius:2.5px; border-radius:2.5px; text-align:left; clear:both; font-size:90%
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| ! style="background:#d420ef; -moz-border-radius:3.25px; border-radius:3.25px; color:White; font-size:110%" align="left" |Sequence 1
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| ===Sequence 1===
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| ====Memory 1.1====
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| ;Intro
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| Thanks to our efforts, the Headquarters of the Venetian Branch of the Brotherhood of Assassins are now established. The Doge Leonardo Loredan, once a loyal ally of the Assassins, has now put a spoke in our wheel. Our friend and ally, Pope Julius II, asked us to investigate in order to get some more insight.
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| We know there's an explanation for the Doge's strange behaviour. This explanation is found in a coded document enclosed in a safe in the vault room of the ''Palazzo Ducale''. First step, find the key to enter the vault and the cipher to decode the documents.
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|
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| ;Objectives
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| *Steal the keys of the vault room.
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| *Find the cipher to decode the document.
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| **Escape from 1+ Guards Hunting you by climbing onto a roof.
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| ;Debrief
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| We retrieved the key of the safe. We now have to locate this room in the ''Palazzo''... We also managed to steal the cipher that the Doge uses to encrypt his communications.
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| Looks like Ezio is starting to think our small team has what it takes to lead the Brotherhood on a glorious path in Venice. He summons us and, thanks us warmly and gives us one of the Auditore family's relics, saying: "Welcome to the family." What better vote of confidence could we have hoped for?
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| ====Memory 1.2====
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| ;Intro
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| Second step: We are going to infiltrate the ''Palazzo Ducale'' at dusk
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| and find the safe where the Doge's coded document is locked up. The document should help us understand why the Doge has been acting strangely.
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| For this mission, we will separate into two groups. The first will be responsible for finding the safe's combination and sending it to the second group by carrier pigeon. The second group will need to locate the vault, open it and decode the documents once they receive the combination.
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|
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| ;Objectives
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| MAP A
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| *1 Assassins must '''first''' get the safe's combination.
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| *Then that Assassin or a different one must send the combination to group '''B'''.
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| MAP B
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| *Find the vault room. [!] Reveal 1 [special] card each time an Assassin enters a square containing a [special] token. You can then open the safe when you have received the combination sent by group '''A'''. ''Note: The safe is not a chest: It is not worth 1 XP, nor does it allow you to draw a card from the Chest deck.
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| **1+ Skill cards have been used on Maps '''A''' AND '''B'''.
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| ;Debrief
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| We decyphered the documents! They reveal that Doge Loredan is being blackmailed by the Templars.
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| The blackmailer has kidnapped one of his daughters and threatens to kill her if the Doge does not follow his orders. The first of these orders is for Loredan to oppose all of Pope Julius II's directives, by force if necessary. This explains why the Doge is attacking us and the Pope's forces! We must help the Doge by eliminating this blackmailer.
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| ====Memory 1.3====
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| ;Intro
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| We managed to identify the blackmailer, but, in a turn of events, he asked two of his bodyguards to take on his appearance. We will have to eliminate him one by one to make sure that the blackmailer has been neutralized. Let's start by climbing up to locate the three traitors. We will have to be extra careful because new Elite Guards trained in the detection of suspects are now patrolling the streets. They will detect us without fail!
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|
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| ;Objectives
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| *Synchronize at the top of the Tower to reveal the 3 Traitors, then assassinate them.
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| **Eliminate 2+ Traitors by using Coordinated Attacks.
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|
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| ;Debrief
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| We just about did it! Thanks to our teamwork, the blackmailer has been eliminated.
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| |}
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| {| class="mw-collapsible mw-collapsed" width="100%" style="border:1px solid black; -moz-border-radius:2.5px; border-radius:2.5px; text-align:left; clear:both; font-size:90%
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| ! style="background:#ac33e8; -moz-border-radius:3.25px; border-radius:3.25px; color:White; font-size:110%" align="left" |Sequence 2
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| ===Sequence 2===
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| ====Memory 2.1====
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| ;Intro
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| It is time to upgrade our Headquarters. In order to do so, Ezio recommended that we rope in Leonardo da Vinci who happens to be travelling in Venice.
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| Unfortunately, the City Guard wants to capture Leonardo and force him to build some of his famous war machinery. The ''Maestro'' has gone into hiding. We need to ask Salaì, his apprentice, to lead us to him.
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| But the guards have captured Salaì! He will never resist their interrogation methods...
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| We must first free the little devil, who's tied up and held up in a private Palace, then climb to the top of the tower to find the best way to get Salaì out. What's more, the guards threatened him with reprisal, if he agreed to follow us! We will have to watch him closely.
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|
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| ;Objectives
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| *Free Salaì. Then replace the [3 Objective tokens] with his miniature.<br>Synchronize at the top of the Tower to find an exit, then escort Salaì and make him leave the Map. '''If Salaì is Eliminated, the Memory is failed.'''
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| **The Guards must not find any Bodies.
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| ;Debrief
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| Now that Salaì is out of harm's way, he leads us to his master's secret workshop.
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| An emissary of the Brotherhood was discreetly received by the Doge, who seems to have promised, in the name of the old relations he maintains with the Assassins, that Leonardo da Vinci should no longer be harrassed.
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|
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| ====Memory 2.2====
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| ;Intro
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| The guards refuse to obey the Doge's orders and surrounded the inventor's workshop. Something is happening in the ''Palazzo Ducale'', beyond the blackmail events...
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| It seems the Venice guard is no longer controlled by the Doge! Niccolò di Pitigliano, a ''condottiere'' on Templar payroll, took the guard under his heel. He has every intention of forcing Leonardo da Vinci to build war machines. The ''Maestro'' must not fall into the hands of the Templars. We have to push them back long enough for him to finish building his defensive tank.
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| There is one cannon left in an annex to the workshop. If we manage to retrieve it, Leonardo will add it to the tank and increase its firepower for later use.
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| ;Objectives
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| *'''1.''' Protect Leonardo in his workshop (the 2 squares with [special] tokens) for 5 turns. '''If Leonardo is Eliminated, or if an Assassin escorts him out of his workshop before the end of the 5 turns, the Memory is failed.'''
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| *'''2.''' Then escort Leonardo da Vinci to a Fast Travel Station and have him exit the Map.
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| Optional Objective:
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| *You can recover the missing cannon to improve the tank's firepower. [!] After completing this Objective, take the '''Special Equipment''' card next to the Map. Don't hesitate to use it during your mission! '''Permanently discard''' this Special Equipment card after leaving the Map.
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| **Eliminate 2+ Guards with 1+ [Hidden Blades] after throwing a smoke bomb on their square. ''Note: A Guard Eliminate by a Poison Blade who would have Eliminated 1 Crossbowman before falling unlocks this 100% Sync.''
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| ;Debrief
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| Leonardo da Vinci is safe and sound, well done! The ''Maestro'' has always been generous, he proves it once again by gifting us with a reward.
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|
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| Unfortunately his workshop fell into the hands of the Pitigliano guards. The genius agreed to join our Headquarters' workshop. He is now busy putting the finishing touches to a new tank with cannons.
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| Rumors are growing about an aggressive intervention by the Venetian navy against our forces. A tank might be a useful weapon for our defense.
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| ====Memory 2.3====
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| ;Intro
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| It is confirmed, Pitigliano's guards took control of the Venetian navy's arsenal. It seems they have laid their hands on an experimental weapon: A naval cannon that puts our headquarters at risk.
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| We will have to use our best tactics in combination with Leonardo da Vinci's tank in order to retrieve the naval cannon and protect our Headquarters.
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| The tank did not go unnoticed in the streets of Venice and the Alert was triggered!
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|
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| ;Objectives
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| *Eliminate the Naval Cannon's Crossbowman with a [Hidden Blade]. Take control of the Naval Cannon (0 [action cube]) and make it exit through the canal square with a white triangle (1 [action cube]) '''provided that no Guards are on the square.''' The piloting Assassing leaves the Map with the Naval Canon.
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| *Make the Tank exit the Map through the street square with a white triangle (1 [action cube]) '''provided that no Guards are on the square.''' The piloting Assassing leaves the Map with the Tank.<br>Any Assassin who left the Map with a Machine can come back onto the Map '''on the next turn''' in a square containing a Fast Travel Station a white triangle (0 [action cube]).<br>''Note: Any remaining Assassin on the Map must use a Fast Travel Station to leave.''
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| **During the same turn, Eliminate at least twice as many Guards as the total of Assassins in play.
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| ;Debrief
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| Not only did we manage to neutralize the naval cannon, we even managed to recover it. After a few repairs, we should be able to use it against the Templars... We have also successfully protected Leonardo da Vinci's Tank.
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| ====Memory 2.4====
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| ;Intro
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| We have a growing problem with the Venice Guard. Let's try to set a meeting with Pitigliano, the ''condotierre'' who seems to have taken control of the city guard. As he refuses to talk to us directly, Ezio suggested that we go through our ally Niccolò Machiavelli, who has always been an efficient go-between.
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| But Pitigliano is corrupt and he demands a pretty penny. No way are we gonna pay this scoundrel with our money! We will take funds directly from his Guard's chests and he will not suspect a thing! Machiavelli has managed to steal the keys of the two chests, we just have to retrieve them, then discreetly approach the chests and steal their contents. We will entrust the sum to Machiavelli, who will take care of paying Pitigliano.
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|
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| ;Objectives
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| *'''1.''' An Assassins must '''first''' talk to Niccolò Machiavelli to collect the chests' keys.
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| *'''2.''' The Assassins must then recover the contents of the 2 chests.<br>At the same time or after, escort Machiavelli and have him leave the Map by using a Fast Travel Station. ''Note: This does not earn you any XP.'' '''If Machiavelli is Eliminated, this Memory is a failure.'''
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| **Do not enter any roof.
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|
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| ;Debrief
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| Thanks to our intervention, Machiavelli was able to pay Pitigliano (with his own money!). A meeting is scheduled. Suspicion is the name of the game, but if we could convince Pitigliano that we are of no danger to him, we could devote our resources to developing the Headquarters and helping the Brotherhood more effectively.
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| Machiavelli understands the challenges that the Brotherhood is facing and offers to help us strengthen our headquarters. Great news! As a pledge of his collaboration, he offers us his famous wheeled pistol!
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|
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| |}
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| {| class="mw-collapsible mw-collapsed" width="100%" style="border:1px solid black; -moz-border-radius:2.5px; border-radius:2.5px; text-align:left; clear:both; font-size:90%
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| ! style="background:#b01cea; -moz-border-radius:3.25px; border-radius:3.25px; color:White; font-size:110%" align="left" |Sequence 3
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| ===Sequence 3===
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| ====Memory 3.1====
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| ;Intro
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| Pitigliano reluctantly accepted to speak to us. However, he has not ordered his guards to stand down. We will have to approach him, then take the time to convince him.
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|
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| Needless to say, Pitigliano will only agree to listen to us if the alert is neutralized. But if he ever sees us when the alert is triggered, he will assume that we are hostile to him and will not do us any favors. In that case, confrontation will be inevitable.
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|
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| If we can talk to him, we might be able to convince him to give us more leeway...
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|
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| ;Objectives
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| When you are on Pitigliano's square:
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| *'''If the Alert State is [inactive]:''' Convince Pitigliano.
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| OR
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| *'''If the Alert State is [active]:''' Get rid of him.
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| **Eliminate 1+ Brutes with 1+ trip-wire bomb casings.
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|
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| ;Debrief
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| '''You managed to convince Pitigliano (without eliminating him)'''
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| Well done! Pitigliano promised to put a stop to the actions of his brutes against us and the Headquarters. This should give us more freedom of movement and consolidate our position in the neighbourhood.
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|
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| '''You got rid of Pitigliano'''
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| Violence is always a remedy. We, Assassins, are well aware. While we left Pitigliano at death's door, his brutes managed to drag him out at the very last moment.
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|
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| ====Memory 3.2====
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| ;Intro
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| During our previous mission, we overheard a conversation between Pitigliano and one of his messengers: The Templars are about to locate an "artifact" of utmost importance. Ezio thinks it could be a Piece of Eden. If Templars get hold on one of those Pieces, humanity's fate could be changed forever.
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|
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| As the messenger is on his way to inform his superiors, we must intercept and assassinate him! We will then obtain information on the nature of this "artifact".
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|
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| ;Objectives
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| *Eliminate the Messenger AND search his Body to get the artifact. '''If he reaches the square in contact with the Enemy Entrance D, the Memory is a failure.'''
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| **1+ Assassins were Hunted on 2 consecutive squares by 1+ Guards.
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|
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| ;Debrief
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| The messenger has been eliminated! He was carrying a note confirming that the Templars located a powerful artifact from an ancient lost civilization: One of the Staves of Eden. It is known for its power of control over humans and must be protected at all costs. We need to locate the Staff and prevent the Templars from getting their hands on it. We only have one clue: a ''Dottore'' in the San Polo district has information about the Staff.
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|
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| ====Memory 3.3====
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| ;Intro
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| According to our contacts, the ''Dottore'' we are looking for was seen near the ''Ponte delle Guglie'', but he seems to have been warned and will probably not be easily approached. We need to neutralize him with poison and interrogate him to locate the Staff of Eden.
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|
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| ;Objectives
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| *'''1.''' Start by collecting the poison vials and the antidote. [!] The Assassin (or Assassins, if they have completed the Objective as a pair) who has completed this Objective then takes the 4 Equipment and Special Equipment cards in envelope 3.3. Place the ones that he cannot (or does not want to) take in the Equipment discard pile.
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| *'''2.''' Attack the Dottore '''at least once with Poison:''' He will be compelled to talk if he wants us to cure him with the antidote! [!] After he reaches Critical Condition, you must give him the Antidote before the end of the next game turn. Then remove him from the game. '''If he is not treated in time, the Dottore dies without talking and the Memory is a failure.''' ''Note: The Antidote must not be used to heal a poisoned Assassin.''
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| **This 100% Sync is secret. You will discover it during the Memory.
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| **Do not use the fast travel station that has just appeared.
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|
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| ;Debrief
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| The ''Dottore'' has spoken! It turns out the Staff of Eden may be hidden near the statue of the Lion of Venice under San Marco Square.
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|
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| The ''Dottore'' now understands our goals and realizes our cause is noble. He agrees to join us and will now be assigned to our Headquarters.
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|
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| ====Memory 3.4====
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| ;Intro
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| According to the ''Dottore'', the Staff is somewhere around one of the statues in San Marco square. We must remain discreet and explore the surroundings in search of a hiding place that has stood the test of time... We've identified three access points that could lead to the Staff: An underground entrance, a hidden door and a votive alcove near the canal.
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|
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| ;Objectives
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| *[!] Flip 1 [special] card each time an Assassin enters a square containing 1 [special] token.
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| **This 100% Sync is secret. You will discover it during the Memory.
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| **Do not use any [hidden blade] against this Boss.
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|
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| ;Card
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| You realize there is something wrong. The Staff of Eden should have been here!
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|
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| The air is buzzing and you notice a metallic taste on your tongue. The sky suddenly darkens and lightning tears through the clouds over the main-square.
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|
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| A low rumble is heard and the ground trembles under your feet.
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| Is it an earthquake?
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|
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| In the distance, a guard cries and the reinforcements retreat... The familiar silhouette of the Lion of Venice appears with a sound of crushed stones. Where the statue was a few minutes ago, now stands the Stone Lion that has just come to life!
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|
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| Strange angular and fleeting shapes, like the reflections of an impossible light, surround him as he approaches your small group.
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|
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| ;Debrief
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| We can't wrap our head around what just happened... Something is wrong. The Staff of Eden should've been here! That statue certainly did not animate itself through divine intervention. These strange phenomena cannot be the Templars' doing... At least not the Templars of 1509. What if these statues were controlled by someone? Someone far from here. Or in another world?
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|
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| ====Memory 3.5====
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| ;Intro
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| That explains it all! The Staff is not far away, but a Templar from the present is preventing us from locating it. An Assassin from the present day has infiltrated Abstergo's premises in Tokyo. They will help us locate the Staff.
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|
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| Meanwhile, we will have to synchronize at the top of the tower and wait for the present-day Assassin to reveal the location of the Staff.
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|
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| ;Objectives
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| GROUP A
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| *'''1.''' Synchronize at the top of the Tower.
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| *'''2.''' Then wait until Group B reveals the location of the Staff to retrieve it.
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| **Do not suffer any injuries.
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| GROUP B
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| **'''1.''' Reveal the location of the Staff of Eden to Group A. [!] As soon as you have completed the Objective, reveal the [special] card.
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| *'''2.''' Then leave the area by spending 1 [action cube] on the square with the white triangle. You can do this even if you are exposed with 1+ Guard on your square.
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| **Eliminate 2+ Guards with a Shock Blade without the Alert State being triggered.
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|
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| ;Debrief
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| Finally! We were able to recover the Staff of Eden, an artifact from the First Civilization. If the Templars had managed to get ahold of it, the future of humanity could have been radically changed. But it's not over yet, we can be sure they'll want to snatch it from us by any means.
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| |}
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| {| class="mw-collapsible mw-collapsed" width="100%" style="border:1px solid black; -moz-border-radius:2.5px; border-radius:2.5px; text-align:left; clear:both; font-size:90%
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| ! style="background:#991ab5; -moz-border-radius:3.25px; border-radius:3.25px; color:White; font-size:110%" align="left" |Sequence 4
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| |-
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| ===Sequence 4===
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| ====Memory 4.1====
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| ;Intro
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| Venice is buzzing with scary rumors. The mounted guard, an elite unit dispatched from Rome, is said to be looking for the Staff of Eden!
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|
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| We must protect the Staff at all costs, even if it means carrying out a strategic defense from our Headquarters.
| |
|
| |
| ;Objectives
| |
| *Move to each square in contact with an Enemy Entrance and spend 1 [action cube] to lock it. Remove each locked Entrance from the Map. ''Note: This does not yield any XP.''
| |
| *[!] Prevent any Guard from ending a game turn on the square with the [special] token. If this happens, the guard flees with the Staff of Eden, but the Memory is not failed.
| |
| **You have successfully protected the Staff of Eden.
| |
|
| |
| ;Debrief
| |
| '''You have successfully kept the Staff of Eden'''
| |
| How bold! The attack on the Headquarters was a complete surprise. Fortunately, we were well prepared! We saved what matters most and were able to recover our Headquarters.
| |
|
| |
| '''The guards seized the Staff of Eden'''
| |
| Our efforts were not enough. The Templars managed to steal the Staff from us! We have no choice, we must get our hands on it at all costs, the fate of humanity is at stake!
| |
|
| |
| ====Memory 4.1A====
| |
| ;Intro
| |
| The Staff of Eden slipped away from our grasp! It's a disaster! We still have a chance to find it and take it from the Templars, but this time we can't afford any mistakes. Lucrezia Borgia, an old acquaintance, awaits us in this memory and Ezio made us promise not to eliminate her... We will have to be extra careful and isolate her to retake the Staff. In order to do so, the sky seems to be our only way in...
| |
|
| |
| ;Objectives
| |
| *Fight your way to Lucrezia Borgia and eliminate any Guard on her square before completing the Objective: Getting back the Staff of Eden.
| |
|
| |
| ;Debrief
| |
| What a turn of events at the last minute! The Staff is once again in our hands. We must now insure that we never lose it again.
| |
|
| |
| ====Memory 4.2====
| |
| ;Intro
| |
| Our Headquarters have withstood the Templar assault thanks to the work accomplished so far. We must quickly strengthen our team and teach the guards a lesson!
| |
|
| |
| To do so, we have to trap them in the shipyard of the Venice arsenal and eliminate them all. It won't be all fun and games, as there will be more guards here than anywhere else. Now is the time to use our naval cannon!
| |
|
| |
| ;Objectives
| |
| *Destroy all Enemy Entrances by accumulating 6 [hits] on each square in contact. Accumulate the 6 [hits] during the same turn for each Entrance. ''Note: You cannot use poison on Enemy Entrances.''
| |
| *Eliminate all the Enemies. The Memory ends as soon as you have eliminated the last Enemy (no need to reach a Fast Travel Station).
| |
| **Complete this Memory before the start of 8th game turn.
| |
|
| |
| ;Debrief
| |
| Well done! The guards threatening our Headquarters have all been eliminated. And the others will definitely not want to cross swords with us.
| |
|
| |
| ====Memory 4.3====
| |
| ;Intro
| |
| How could the Templars know that the Staff of Eden was in our Headquarters? Either there's a traitor among us or the Templars have other sources of information. Anyway, rumor has it that a powerful and former enemy of the Brotherhood has been specially appointed to take the Staff. Since we don't know who it is, we must prepare for the worst!
| |
|
| |
| ;Objectives
| |
| *Eliminate the Boss.
| |
| **No Assassin was in Critical Condition.
| |
|
| |
| ;Debrief
| |
| The horseman was cleverly disguised for a reason. He did not want to be recognized. But the Brotherhood has unsuspected resources and our informants think that he is a member of the Crows, the Templars with questionable methods that we thought we had eliminated in the past. His disguise as Pestilence, one of the four Horsemen of the Apocalypse according to biblical writings, could hint at possible accomplices...
| |
|
| |
| ====Memory 4.4====
| |
| ;Intro
| |
| The Staff must absolutely be kept by the Brotherhood of Assassins! We are being hunted by all the city guards and the fact that the Templars are on our trail does not bode well.
| |
|
| |
| We are going to infiltrate an abandoned palace and meet Ezio in order to entrust him with the Staff.
| |
|
| |
| Simultaneously, the Templars from the present day are planning to act and are manipulating the Animus again, creating dysfunctions in the continuity of the Memory. Shaun Hastings could stand up to them by starting fires on Abstergo's premises as quickly as possible.
| |
|
| |
| ;Objectives
| |
| MAP A
| |
| *Synchronize from the top of the Tower to locate Ezio, then join him to transfer the Staff of Eden.
| |
| **Maximum 1 Assassin has been Eliminated.
| |
| MAP B
| |
| *'''1.''' Light a fire on the 2 squares with a [1 Objective token] Objective. Flip the [!] tokens to their [red !] side on each square with a fire: Any Guard there is Eliminated at the end of the turn. Shaun does not get injured on a burning square.
| |
| *'''2.''' Finally, leave the area by spending 1 [action cube] on the square with a white triangle. You can leave even if you are exposed with 1+ Guard on your square.
| |
| **Eliminate 2+ Guards on 1+ square on fire.
| |
|
| |
| ;Debrief
| |
| The Templars are on a rampage! Nothing seems to be able to stop them when it comes to getting their hands on a Piece of Eden. The statue of the titan Cronos started moving, like the Lion statue did. These glitches are no fluke. They are Otso Juhani Berg's doing. Our most formidable enemy is behind this!
| |
|
| |
| Now that Otso is kept at bay by the raging fire, it's up to us to finally eliminate this titanic creature and put the Staff somewhere safe...
| |
|
| |
| ====Memory 4.5====
| |
| ;Intro
| |
| The future of the Brotherhood in Venice is now at stake! Chronos is no longer protected by Otso, now is the opportunity to eliminate him once and for all. It probably won't be easy: Our combined skills and perfect collaboration will be our advantage.
| |
|
| |
| But it looks like the creature still has surprises in store for us...
| |
|
| |
| ;Objectives
| |
| *Eliminate Cronos to secure a safe place for the Staff of Eden.
| |
| **Remove Cronos' last [health cube] without performing a Coordinated Attack
| |
|
| |
| ;Debrief
| |
| Hooray! We have defeated the most dangerous Templar in human memory, as well as his creature. Cronos will be remembered as one the most formidable adversaries the Brotherhood has ever faced.
| |
|
| |
| Ezio was able to retrieve the Staff and put it in a safe place where a future Assassin may perhaps rediscover it.
| |
|
| |
| Our headquarters are now well established and peace reigns again in Venice.
| |
|
| |
| It is time to prepare for Ezio's next trip to Constantinople. The rumor has it that he is following the footsteps of mentor Altaïr Ibn-La'Ahad.
| |
|
| |
| But duty is already calling. We have just received a letter from the Brotherhood in Rome...
| |
|
| |
| |}
| |
|
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| {| class="mw-collapsible mw-collapsed" width="100%" style="border:1px solid black; -moz-border-radius:2.5px; border-radius:2.5px; text-align:left; clear:both; font-size:90%
| |
| ! style="background:#6b127e; -moz-border-radius:3.25px; border-radius:3.25px; color:White; font-size:110%" align="left" |M.A
| |
| |-
| |
| |
| |
| ===Additional Memories===
| |
| ====M.A====
| |
| ;Intro
| |
| Alessandra was summoned by the Brotherhood. She learns that a powerful artifact, which is said to date back to ancient times, is about to fall into the hands of the Templars. This artifact is none other than the mythical broken spear of King Leonidas, Kassandra's grandfather! Although it has lost its power, the spear remains a very powerful weapon which could give the secrets of the Brotherhood away if the Templars were to get ahold of it. Alessandra's exceptional combat skills have brough her to lead this particularly perilous mission.
| |
|
| |
| Unfortunately, the Brotherhood could not identify the Templars on the trail of the Spear with certainty. We must proceed with utmost caution!
| |
|
| |
| ;Objectives
| |
| *'''1.''' Collect the Spear of Leonidas. [!] Take the Reward card out of the envelope as soon as you have completed this Objective.
| |
| *'''2.''' Then synchronize from the top of the Tower to find out where your opponent is and eliminate them '''with the Spear of Leonidas''' (this can be done with a Coordinated Attack). '''If the Boss is Eliminated with another weapon, the Memory fails.'''
| |
| **'''Alessandra''' must eliminate 3+ Enemies with 3 different weapons and/or equipment. ''Not: Place 1 [!] token on each weapon and/or equipment as a reminder.''
| |
|
| |
| ;Debrief
| |
| Alessandra was the best choice for this mission! We can hide the spear and no Templar will be able to discover it for a long time. Just when she admires the spear, an overwhelming recollection assails her...
| |
|
| |
| A door opens to reveal the common room of the Avangazo family. A weak fickering flame barely lights up Cristina's features. The familiar face is distorted by the sudden jumps of the flame. Alessandra wakes up, eyes wide open in her bed, her pupils accustomed to darkness; she has learned to contain her fear and does not tremble, even if she knows something is wrong. Her mother beckons her to keep quiet and get up. The girl does not understand why, but her muscles obey instinctively, as if moved by the blind trust she places in her mother.
| |
|
| |
| Cristina leads her daughter out of the bedroom, taking care not to wake her father, even though she knows that her sluggish sleep is not natural. The woman and the girl slip away silently as a roar of thunder, like a long drum roll, is heard in the distance.
| |
|
| |
| Without a word, Cristina guides Alessandra to the courtyard, where a coachman and his hay cart are waiting. The girl shivers, knowing only too well the
| |
| tragedy that is brewing and that her mother has anticipated for a long time. She does not cry, but her jaw and fists are clenched, tight as the noose tied around the necks of heretics on the town square.
| |
|
| |
| The thunder rumbles on and on, but never crashes. Cristina hugs her daughter, smiles at her without wavering. A tear rolls down her cheek. Alessandra climbs into the hay and closes her eyes. The cart moves. She finally realizes that the roar of the approaching thunder is only the now deafening noise of the wheels of the carriages ferrying the Templars. She covers her ears and closes her eyes.
| |
|
| |
| When she spens them again, she is on a sunny road in the Treviso countryside. She is safe and sound. For the time being... Her mother's last words echo in her ears endlessly "Be like Kassandra, don't give in a thing!"
| |
|
| |
| ====M.B====
| |
| ;Intro
| |
| Bastiano used to hang about in the rough areas of Venice before he was accepted in the Brotherhood. He was therefore chosen to secure an old abandoned palace on the lagoon which allows the guards and Templars to infiltrate the neighbourhood of the Assassins' Headquarters. Bastiano and the members of his group must reach the heart of the tightly watched palace, eliminate the enemies and seal off access to the palace using an old central mechanism controlling the gates.
| |
|
| |
| ;Objectives
| |
| *Seal off access to the palace.
| |
| **'''Bastiano''' must remain incognito after 3 Detection Tests. ''Note: Place 1 [!] token on his card for each successful Test.''
| |
|
| |
| ;Debrief
| |
| Bastiano and his group were tremendously effective! The palace has been condemned, thus allowing the Brotherhood to develop their Headquarters in Venice in complete safety. The armor of a former captain of the guard, probably hidden there by thieves years ago, will he very useful in future endeavors. Pushing the doors to the exit, Bastiano cannot help but take one last look at the great hall. The palace is in runs. The rain that has been pouring down on the decrepit building has finally penetrated the slowly rotting roof structure. The sound of water hitting the stage resounds through the hall up to the entrance. Acoustics have always been the forte of Venetian architects. In the darkness, the rows of upholstered seats are the sole spectators of the tragedy that once played out here.
| |
|
| |
| Screams are echoing across the stage. Laughter erupts from everywhere. The crowd massed in the theater is on the verge of hysteria. The young teenager takes advantage of the din to go backstage. He knows what he is looking for: The Harlequin mask that Vito promised him. He is enraged that Vito gave it to a one-night stand: Giulietta, who shines on the stage tonight, like a star!
| |
|
| |
| Bastiano eventually finds the artists' dressing room. He slips in incognito. The room is so dark... He lights a candie on a chandelier. There's the mask! As he observes the simple beauty of the accessory used for the jester's face, the door opens with a loud crash that throws Bastiano to the floor. Giulietta stops abruptly, watches the teenager roll on the ground, take the mask and rush towards the window. But her eyes have already turned away from the thief and have-been drawn as if captivated to the light of the candle that has fallen to tho the ground. The flame stretches out, setting the costumes ablaze in an instant. The light turns into heat. Only then does a piercing scream pierce the silence of the intermission. "Fire!".
| |
|
| |
| Bastiano flees. his precious trophy in hand. When Giulietta's cry reaches him, he freezes and slowly turns around, as thick smoke emerges from the window he just used. He looks down. His hand is clutching the candlestick, the one that carried the candle. He realizes... Fire!
| |
|
| |
| He dons the Harlequin mask, rushes to open the theater doors and helps the spectators get out. "Giulietta! Giulietta!" The actors call out at the top of their voices.
| |
|
| |
| She hasn't come out!
| |
|
| |
| Bastiano stands in front of the window from which is spewing black smoke. He knows he has no other choice. He walks in. He's struck by the horror of the
| |
| fire consuming everything. He's looking for the young woman. She is trapped in the flames. Bastiano pushes back a burning beam, frees the unconscious Giulietta. He carries her to the window. A pair of arms grab her. He's about to come out when a curtain catches fire and collapses on him. She is safe! This thought erases the pain of the fire's deep bit on Bastiano's face. The Harlequin mask is also consumed by the flames.
| |
|
| |
| ====M.C====
| |
| ;Intro
| |
| When Claudio was accepted into the Brotherhood, his Mentor gave him a precious rapier sheath so that he would never forget his origins and opinions. A few weeks ago while Claudio was controlling the comings and goings of a carnival troupe, the rapier sheath was stolen from him. Before he knew it, the troupe was gone and he never got his hands on it again.
| |
|
| |
| Claudio's informants have just warned him that the carnival troupe has been spotted in the ''Cannaregio'' district. It is time to find what belongs to one of our own and teach a good lesson to those who think they can bother a member of the Brotherhood without consequence. Let's start by locating them...
| |
|
| |
| ;Objectives
| |
| *Synchronize at the top of the Tower to reveal your target and then eliminate them.
| |
| **During the same turn, '''Claudio''' must Eliminate with his [Hidden Blade]: 2 Enemies if he is Level I; 3 Enemies if he is Level II; 4 Enemies if he is Level III; 5 Enemies if he is Level IV.
| |
|
| |
| ;Debrief
| |
| The bear has proven to be a worthy opponent! The sheath is back in the hands of its rightful owner and the town is rid of a band of crooks.
| |
|
| |
| The animal seems to be gratetul to us tor having freed him and Claudio is particularty moved by his fate
| |
|
| |
| Hearing the sound of chains being thrown into the canal, Claudio can't help but recall the noise of other chains...
| |
|
| |
| The scorching sun hits the rowers like a swarm of glowing embers. Their moans are barely covered by the noise of the waves breaking over the ships hull, before the deafening rattle of the chains that punctuate the slaves' efforts.
| |
|
| |
| The copper, the one in charge of watching the rowers, howls tus orders. Saliva frothing like a rabid dog. An -Nâsir is rowing. It feels to him as is he has rowed all his life. Yet, just a few months ago, he was free, rich and destined for a bright future as a spice merchant. Each and every moment he blames himself for not having been able to keep a low profile on that fateful day. The Templars have never forgiven him. He's always the one with the worst chores to do. He is always on the front rowing bench, the most difficult position. He has stopped counting the lashings and the times he was humiliated.
| |
|
| |
| He is the first to see tha tall mast on the horizon, the one called the main mast on battle galleys. He knows he will be punished if he does not say anything. He knows that he will be despised if he sounds the alarm. In resignation, he rows and discreetly watches the approaching ship for a sign of identification.
| |
|
| |
| The whip that suddenty falls on him is not enough to make his wide smile disappear from his marked face. The copper has figured' out that the man who will later choose to call himself Claudio noticed the crescent moon flag, but did not say anything.
| |
|
| |
| The rowers, suddenly alerted by the cries of the Templars, slow their pace, despite the ragging. The ship, no doubt full of Mameluke pirates, inevitably catches up with them. Panic gradually grips the Order's meager crew, unable to force their slaves to row or even take up arms to defend them.
| |
|
| |
| The impact was of a rare violence, as the collision turned into a ramming operation. The hull of the galley is fractured and their chains become a mortal danger to the slaves. Claudio feels the bite of metal on his wrists. He imagines the horror that may ensue when the fate of the galley is already sealed and he knows that it will end up at the bottom of the Mediterranean Sea.
| |
|
| |
| The Mameluke grenadiers advance fearlessly, they move over the guard rail and walk aling the spur to throw themselves against the few Templars who did not flee cowardly towards the stern. Claudio gets up, held in chains. He tries to free himself without success. The galley leans, the water rushes into the holds. He must free himself at all cost! The copper is struggling with a Mameluke. Seeing his end approaching, he's about to dive. Claudio narrowly catches him. The water is still rising. The screams of panic of the slaves still tied up echo in his ears like the cries of the miscreants at the gates of Al Jahim, the hell that is waiting for them.
| |
|
| |
| Claudio can dither no more. He chokes the copper with al! the power his rower's arms can muster. In a matter of seconds, the copper loses consciousness, releasing the keys to the padlock that holds the slaves' chains.
| |
|
| |
| He is safe and sound, but many have lost their lives, be them enemies or slave brothers. The noise of clanging chains will ring in his mind forever.
| |
|
| |
| ====M.D====
| |
| ;Intro
| |
| A few years earlier, Dariâ learned from her mother that she might be a descendant of the famous explorer Marco Polo. But according to her reseearch, Polo's legacy was scattered after the death of the last member of the family almost a century ago.
| |
|
| |
| A few weeks ago, Dariâ discovered that Marco Polo's will was not revealed in its entirety. After greasing a priest's palm, she was able to locate the will in the Vatican.
| |
|
| |
| We are headed to the episcopal see in hopes that the testament will mention one of Dariâ's ancestors.
| |
|
| |
| There, the shady priest tells us that the will is said to be in the possession of an influential member of the Roman guard, a certain Nattaniele Drachetti. We will have to use deception to gain access to his chambers and steal the will.
| |
|
| |
| ;Objectives
| |
| *'''1.''' An Assassin must first activate the mechanism to open the secret passage. [!] After doing so, reveal the [special] card.
| |
| *'''2.''' Then that Assassin or another must retrieve the will.
| |
| **During ALL the turns of this Memory, Dariâ must NEVER use the Special Ability on her Assassin card.
| |
|
| |
| ;Debrief
| |
| The cache did contain a copy of part of the famous explorer's will! Unfortunately, the pages about his descendants are missing... This is not the time we will know if Dariâ can legitimately claim to have a connection with Marco Polo.
| |
|
| |
| But in the small room that housed the pages of the manuscript, Dariâ notes a secret trapdoor. When she opens it, she discovers a word scribbled on a piece of parchment. In her native language it says, "My dearest Dariâ, no matter who your ancestors were, you do not need anyone to tell you to set out to sea and explore for yourself."
| |
|
| |
| The note is placed next to a magnificent crossbow and a superb sailing book! As she grasps the tome, the smell of tanned skin and ink emanating from it immerses Dariâ into the memory of the journey that led her here...
| |
|
| |
| Dariâ was born in Shiraz, Persia, which was then the heart of Timur's empire. As the only daughter of a calligrapher, she never knew her father, but this did not prevent her from havinig a happy childhood within an extended family of book craftsmen. During her childhood, she was surrounded by the smell of tanned leather, inks and paper products and developed a love for all books.
| |
|
| |
| Bright and curious about everything, she learned to read and write at a very young age. She knew by heart many works by poets, philosophers and scholars of all eras and regions.
| |
|
| |
| From the age of twelve, she became passionate about the stories of the explorers. For her birthday, her great-grandfather gave her a magnificent edition of the Book of Wonders, the account of Marco Polo's travels. Dariâ is extremely thankful for it. When she finished reading the book, her mother suggested that Polo might be her grandtather. The young girl immediately felt a great pride and experienced it as an epiphany: She will be an explorer.
| |
|
| |
| Her mother, although frightened by the prospect of seeing her daughter risk her life around the world, supports and prepares her: Dariâ is gradually developing her own philosophy. Enamored with freedom, she observes the waves of tyranny which fall on the world around her and promises to defend free will against the established order. Her mother, sensing the danger of her daughter's opinions, seeks to protect her. It is thus, from shady encounters to occult contacts, that she manages to attract the attention of the Brotherhood.
| |
|
| |
| Dariâ was recruited at the age of 16 and immediately embraced the cause, After intensive training, she further investigates her ancestor and realizes that she is entitled to claim part of his inheritance, which was split up after the death of the last known representativa of the famity in Venice in 1425. More than a material inheritance, which she knows is unrealistic to ask for, she claims the legitimacy of the great explorer in order to overcome the discrimination and prejudice linked to her condition as a woman.
| |
| |}
| |
|
| |
| {| class="mw-collapsible mw-collapsed" width="100%" style="border:1px solid black; -moz-border-radius:2.5px; border-radius:2.5px; text-align:left; clear:both; font-size:90% | | {| class="mw-collapsible mw-collapsed" width="100%" style="border:1px solid black; -moz-border-radius:2.5px; border-radius:2.5px; text-align:left; clear:both; font-size:90% |
| ! style="background:#420A55; -moz-border-radius:3.25px; border-radius:3.25px; color:White; font-size:110%" align="left" |Contracts - HQ 1 | | ! style="background:#420A55; -moz-border-radius:3.25px; border-radius:3.25px; color:White; font-size:110%" align="left" |Contracts - HQ 1 |
| Line 970: |
Line 419: |
| Abstergo is the inventor of the Animus. | | Abstergo is the inventor of the Animus. |
|
| |
|
| |}
| |
|
| |
| {| class="mw-collapsible mw-collapsed" width="100%" style="border:1px solid black; -moz-border-radius:2.5px; border-radius:2.5px; text-align:left; clear:both; font-size:90%
| |
| ! style="background:#bf0000; -moz-border-radius:3.25px; border-radius:3.25px; color:White; font-size:110%" align="left" |Roma Sequence 1
| |
| |-
| |
| |
| |
|
| |
| ===Roma 1===
| |
| ;Booklet intro
| |
| After the Brotherhood's victory over the Templars in Venice, Ezio Auditore commissioned four Assassins to help his sister Claudia prepare for his succession in Rome.
| |
|
| |
| We are Assassins Alif, Beatrice, Clara and Domenico and we will be leading this expedition. Our missions will be, first, to make contact with Claudia and help her as she needs. Then we will secure once and for all the Staff of Eden the team in Venice managed to protect from the Templars.
| |
|
| |
| We will fist establish new Headquarters in Rome, cleverly concealed within the lair of a band of Roman thieves.
| |
|
| |
| ====Memory 1.1====
| |
| ;Intro
| |
| Claudia Auditore, Ezio's sister, is about to become the head of the Brotherhood of Assassins in Italy. On the advice of Ezio, she decided to entrust us with the Headquarters of the Brotherhood in Rome.
| |
|
| |
| On our way to the Roman Headquarters' secret location to meet Claudia, we realize that guards have followed us. They must not discover the Headquarters' location!
| |
|
| |
| ;Objectives
| |
| *During the '''first 5 turns''', at the end of each Assassin Phase, no living Guards may be present on 1+ of the 3 squares eith a [special] token. [!] '''Otherwise, you will fail this memory.'''<br>Then leave the Map as usual.
| |
| Optional Objectives
| |
| *You can lock one or more Enemy Entrances in contact with a square containing a [1 Objective token] Objective token by completing the Objective on the square. After having locked an Entrance, remove it from the Map.
| |
| **Lock the 4 Enemy Entrances before the end of the 4th game turn.
| |
|
| |
| ;Debrief
| |
| The Headquarters are safe... for now anyway.
| |
|
| |
| Claudia welcomes us and formally entrusts us with the Roman Headquarters for a few weeks. We will not betray her trust!
| |
|
| |
| We must now meet our contact within the Vatican to find the Temple where the Staff of Eden will be kept.
| |
|
| |
| ====Memory 1.2====
| |
| ;Intro
| |
| We heard from Leonardo da Vinci that Ezio wanted to meet up in a villa near Rome, to accompany us to the Temple where the Staff of Eden will be kept. He told us that there was a secret entrance.
| |
|
| |
| We should not be bothered by guards this time, since very few are present outside the city.
| |
|
| |
| We go in search of the secret entrance.
| |
|
| |
| ;Objectives
| |
| *Find the entrance to the secret passage. Then leave the Map as usual.
| |
| **Eliminate 2+ Papal Guards with 1+ Coordinated Attacks.
| |
|
| |
| ;Debrief
| |
| Treason! The ambush we walked into is proof that we've been double-crossed... Safety within the Brotherhood is a priority, this situation puts many Assassins at high risk. We have to investigate.
| |
|
| |
| ====Memory 1.3====
| |
| ;Intro
| |
| We arrive in the Eternal City under bad auspices. Who in the Brotherhood knew about our secret meeting? Such a betrayal should not be treated lightly. Let's find out who the traitor is by first looking for information on their contacts, then gather the clues that allow us to identify them. The investigation promises to be tricky...
| |
|
| |
| ;Objectives
| |
| *Synchronize at the top of the Tower to make your contact appear, then go talk to them to get the information you are looking for.<br>You must also interrogate a Guard of your choice anywhere on the Map to uncover clues about the betrayal. Read the instructions on the back of the [special] card to learn more.
| |
| **Escape from 1+ Guards who are Hunting you by using a Caltrop Bomb.
| |
|
| |
| ;Debrief
| |
| We can see the picture a little more clearly. The document in the secret cache proves that the traitor would have made a pact with the papal guard. We now know that it was in the ruins near the Colosseum that he prepared his betrayal.
| |
|
| |
| According to the information Ezio gave us, it is precisely in these ruins that we may find the secret entrance to the Temple that will house the Staff.
| |
|
| |
| ====Memory 1.4====
| |
| ;Intro
| |
| Thanks to the clues we have gathered, we are now near the Colosseum. A group of papal guards seem to be having a lengthy conversation near a usually deserted area. Let's get closer...
| |
|
| |
| Let's empty the place and find out what is going on here.
| |
|
| |
| ;Objectives
| |
| *Synchronize at the top of the Tower to reveal your Objectives, then complete them to investigate.
| |
| **Eliminate 2+ Papal Guards with [Hidden Blade].
| |
|
| |
| ;Debrief
| |
| In the guarded rooms, we found compromising documents which seem to indicate that the traitor could be... Leonardo da Vinci!
| |
|
| |
| The ''Maestro'' may have faults, but he has always been a faithful ally of the Brotherhood. If he really betrayed us, it would be a hard blow.
| |
|
| |
| Maybe he had his reasons...
| |
|
| |
| Let's keep in mind that the Temple is our main objective, but let's also shed some light on this betrayal as soon as possible.
| |
|
| |
| |}
| |
|
| |
| {| class="mw-collapsible mw-collapsed" width="100%" style="border:1px solid black; -moz-border-radius:2.5px; border-radius:2.5px; text-align:left; clear:both; font-size:90%
| |
| ! style="background:#800000; -moz-border-radius:3.25px; border-radius:3.25px; color:White; font-size:110%" align="left" |Roma Sequence 2
| |
| |-
| |
| |
| |
|
| |
| ===Roma 2===
| |
| ====Memory 2.1====
| |
| ;Intro
| |
| According to our information, Leonardo da Vinci arrived in Rome only a few days ago. His behavior is particularly strange: He refused to go to the Headquarters and carefully avoided the members of the Brotherhood. Even Claudia was unable to meet him. He is now said to be locked in a monastic cell which seems to be closely guarded...
| |
|
| |
| ;Objectives
| |
| *[!] Move to the room where Leonardo da Vinci should be in, then immediately reveal the [special] card.
| |
| **1+ Assassins have used all of their Skill cards.
| |
|
| |
| ;Debrief
| |
| Followers of Romulus!
| |
|
| |
| Of course Leonardo da Vinci is not a traitor! The Follower who had taken his appearance has managed to imitate his walk and his famous mutterings. He must have spied on him during his last visit to Rome.
| |
|
| |
| The Followers of Romulus seem to have allied with the Templars; It's probably an alliance of circumstances since they have been particularly weakened. We're going to have to try to find out more about this group that we thought had been eradicated.
| |
|
| |
| It could mean that they have information about the Temple, which could compromise our mission.
| |
|
| |
| ====Memory 2.2====
| |
| ;Intro
| |
| The entrance to the Temple has been sealed! We must find another way to enter. A Follower of Romulus hid an encrypted message indicating the location of a secret entrance to the Temple. But the decryption keys are in the hands of the Vatican guards. Let's split up to quickly obtain the message and decryption keys.
| |
|
| |
| ;Objectives
| |
| MAP A
| |
| *Find the encrypted message indicating the new Temple's secret entrance.
| |
| **Do not use any medicine.
| |
| MAP B
| |
| *Recover the 2 decryption keys.
| |
| **Do not call upon any Thief.<br>[!] As soon as the 3 Objectives from Maps A and B are completed, reveal the [special] card.
| |
|
| |
| ;Debrief
| |
| We located the new entrance to the Temple and carried out a reconnaissance mission. The secret entrance is protected by a complex and very strange mechanism. Ezio was able to figure out how the mechanism worked and is able to trigger it. Now we have to go and get him!
| |
|
| |
| ====Memory 2.3====
| |
| ;Intro
| |
| We must find Ezio and lead him to the Temple's entrance. But a group of Romulus' Adepts has surrounded him! And here comes the one behind this ambush, an old acquaintance, Lucrezia Borgia!
| |
|
| |
| She will have to be quickly neutralized, otherwise she may galvanize the Followers and guards...
| |
|
| |
| ;Objectives
| |
| *Escort Ezio and help him leave through a Fast Travel Station.
| |
| Optional Objective
| |
| *You can join Lucrezia Borgia and knock her out (no need to be incognito) by completing this objective. This immediately negates the buffs she gives to Enemies.
| |
| **Eliminate 3+ Romulus Followers with 1+ Coordinated Attacks during the same turn.
| |
|
| |
| ;Debrief
| |
| Ezio is safe! We can now give him the Staff of Eden and help him reach the Temple's entrance.
| |
|
| |
| ====Memory 2.4====
| |
| ;Intro
| |
| Finally, the entrance to the Temple is within our reach. We have to escort Ezio and help him activate the two parts of the mechanism that will him [sic] to unlock access to the Temple.
| |
|
| |
| Then, we will have to wait for Ezio to put the Staff in safety permanently by preventing the Followers from locating the Temple's entrance.
| |
|
| |
| Outraged that the Followers had used him to deceive us, Leonardo da Vinci sent a copy of his legendary tank... If we find it, it will help us clean the way.
| |
|
| |
| ;Objectives
| |
| *'''1.''' Escort Ezio to open access to the Temple by accomplishing the 2 [3 Objective token] Objectives. '''Ezio must be present on each square where 1+ Assassins spend 1+ [action cube] to complete each Objective.'''
| |
| *'''2.''' [!] As soon as the 2 [3 Objective token] Objectives are completed, Ezio enters the Temple: Remove his miniature from the game. Take the 4 Special Event cards from envelope R2.4, shuffle them and place them on top of the Event deck. You must now wait for him to come out by getting rid of as many nearby Enemies as possible.
| |
| *'''3.''' When Ezio comes back out, escort him to the Fast Travel Station.
| |
| **2+ Assassins have used one of their Skill cards '''twice'''.
| |
|
| |
| ;Debrief
| |
| Mission accomplished! The Staff of Eden is safe where the Templars will never be able to reach it.
| |
|
| |
| As Ezio prepares to leave for the Orient, his sister Claudia is now well established at the head of the Brotherhood. We will finally be able to take a little break.
| |
|
| |
| The Templars have missed a master stroke. We shouldn't be hearing from the Followers of Romulues for a long time.
| |
|
| |
| This could not have been accomplished without our team of Assassins!
| |
| |} | | |} |
|
| |
|
| Line 1,170: |
Line 461: |
| The transfer of power between Ezio and Claudia will soon take place. We are responsible for security during the ceremony. | | The transfer of power between Ezio and Claudia will soon take place. We are responsible for security during the ceremony. |
|
| |
|
| |}
| |
|
| |
| {| class="mw-collapsible mw-collapsed" width="100%" style="border:1px solid black; -moz-border-radius:2.5px; border-radius:2.5px; text-align:left; clear:both; font-size:90%
| |
| ! style="background:#2e2e2e; -moz-border-radius:3.25px; border-radius:3.25px; color:White; font-size:110%" align="left" |Creed vs Crows
| |
| |-
| |
| |
| |
|
| |
| ===Creed vs Crows===
| |
| ====Memory 1====
| |
| ;Intro
| |
| The influence of the Crows in the region continues to grow. This is undoubtedly thanks to their heinous methods, such as blackmail and their constant threates of plunder and violence.
| |
|
| |
| Documents detailing some of these methods have been identified by the Assassins. If they get their hands on them and reveal them to the Templars' allies, some might reconsider their alliance with the Crows.
| |
|
| |
| ;Objectives
| |
| *Assassins: Complete the Objectives before the Crows to expose their questionable methods.
| |
| *Crows: Collect the documents before the Assassins can grab them.
| |
| ''Reminder: You also win the game if you destroy the opposing Tower or if you manage to eliminate all your Opponents.''
| |
|
| |
| <tabber>
| |
| |-|Armor=
| |
| At the end of the game, both your Characters have a total of 5+[health cubes].
| |
|
| |
| |-|Fireworks=
| |
| At the end of the game, gain 1 XP for wach of your Automatons that have exploded.
| |
|
| |
| |-|Discreetly=
| |
| The Alert State was not triggered by your faction. Reveal this card as soon as it is triggered. Discard it if it was because of your faction.
| |
|
| |
| |-|Kleptomaniac=
| |
| At the end of the game, gain 1 XP for each set of 3 Equipment cards on your Character boards.
| |
|
| |
| |-|Boooooom!=
| |
| Eliminate 3+ Guards with only 1 Automaton, then reveal this card.
| |
|
| |
| |-|Seeked Seekers=
| |
| Eliminate 2 Seekers during the same turn, then reveal this card.
| |
|
| |
| |-|Chests!=
| |
| Gain 1 more XP for each Chest token you have.
| |
|
| |
| |-|Not Even a Scratch=
| |
| None of your Characters have been eliminated during the first 3 game turns. Reveal this card at the end of 3rd turn. If 1+ of your Characters have been eliminated, discard it.
| |
|
| |
| |-|Destruction Initiated=
| |
| At the end of the game, the opposing Tower only has 4 [health cubes] or less remaining.
| |
|
| |
| |-|''Arriverderci''=
| |
| 1 of your Characters eliminated 3+ Guards during the same turn with [melee]/[ranged]/[Hidden Blade]. If so, reveal this card.
| |
|
| |
| |-|Another One Bites the Dust!=
| |
| You have eliminated 1+ Opponents with 1+ of your Characters/Automatons. If so, reveal this card.
| |
|
| |
| |-|I Can See my House from Here=
| |
| Climb the opposing Tower, then reveal this card.<br>''Reminder: If you are exposed, you must eliminate any Enemy or Opponent on your square before climbing.''
| |
| </tabber>
| |
|
| |
| ====Memory 2====
| |
| ;Intro
| |
| Assassins and Crows learned of the existence of weapon caches in a fortified village. After entering the premises, the two factions must destroy as many weapons as possible in order to prevent the other faction from getting a hold of them.
| |
|
| |
| ;Objectives
| |
| *Destroy the warehouse that houses the crossbows.
| |
| *Destroy the stock of halberds.
| |
| *There's the cannon, sabotage it!
| |
|
| |
| ====Memory 3====
| |
| ;Intro
| |
| Confrontation sometimes also involves the acquisition of valuable allies. Crows and Assassins face off in a race for allies.
| |
|
| |
| Importatnt families are in the middle of a council meeting in the Veneto region. Assassins and Crow will have to approach their emissaries to convince them. The latter are well protected, but once you meet them, it will be much easier. Anything goes.
| |
|
| |
| ;Objectives
| |
| *Convince the Vitelli emissary.
| |
| *Convince the Catalina and Perdotti emissaries.
| |
| *Convince the Pope's emissary.
| |
|
| |
| ====Memory 4====
| |
| ;Intro
| |
| The underground war between Templars and Assassins is expensive. It has emptied the treasury of both organizations in Veneto. It is time to tax the traitors.
| |
|
| |
| Assassins and Crows clash to retrieve chests full of treasures from wealthy local lords who have refused any alliance. These chests will be used to finance further operations.
| |
|
| |
| ;Objectives
| |
| *Collect as many Chests as possible and bring them back to the foot of your Tower.
| |
| *Spend 1 [action cube] to Pick up 1 Chest. Place the Chest on your miniature's base. You can carry a maximum of 1 Chest. A Character cannot carry a Chest and an Automaton at the same time.
| |
| *Putting down a Chest costs 0 [action cube].
| |
| *Each collected Chest is worth 3XP at the end of the game.
| |
| *An Eliminated Assassin/Crow leaves the Chest they were carrying on their square.
| |
| *Two members of the same faction can trade a Chest when performing the Trade action.
| |
| ''Note: You can pick up a Chest anywhere, including at the foot of the opposing Tower!''
| |
|
| |
| ====Memory 5====
| |
| ;Intro
| |
| As a good portion of the Borgia family prepares to enter the city, two rooftops provide a privileged position for an Assassin who would want to take them out.
| |
|
| |
| The Assassins must take up position on the rooftops for an attack on the Borgia.
| |
|
| |
| The Crows must secure these positions to protect the Borgia.
| |
|
| |
| ;Objectives
| |
| *Go to the rooftops and spend 2 [action cubes] to secure these positions.
| |
|
| |
| ====Memory 6====
| |
| ;Intro
| |
| Sometimes war by proxy has its limits. When it comes to the decisive blow, leaders must step into action.
| |
|
| |
| After several clashes by proxy, the leaders have to intervene to show their worth and improve the morale of the troops.
| |
|
| |
| Ezio Auditore reunites with his best enemy Cesare Borgia in a Venetian city in a race to obtain a chest full of gold and, above all, the keys to the city, so as to make it a base of operations.
| |
|
| |
| Assassins and Crows will have to support their respective leaders and make the most of their abilities.
| |
|
| |
| ;Objectives
| |
| *Obtain the contents of the sealed chest.
| |
| *Collect the keys to the city.
| |
|
| |
| ====Memory 7====
| |
| ;Intro
| |
| The incessant clashes between Assassins and Templars tend to fill the hospitals with all kinds of wounded. But they don't heal themselves!
| |
|
| |
| Assassins and Crows are looking for the few medical experts. The Dottore are valuable resources for both the Brotherhood and the Order. They must return to the fold.
| |
|
| |
| ;Objectives
| |
| *Join each Dottore. [!] As soon as you have, take 1 of the "Dottore" Equipment cards placed near the Map (Once per Dottore).
| |
| *Escort each of them to a square at the foot of your Tower. As soon as you succeed, remove them from the game and gain 4 XP.
| |
| *You cannot escort a Dottore while they are on a square with 1+ Opponents escorting them.
| |
| *You cannot escort both Dottore with only 1 character.
| |
| *The Dottore cannot become exposed, nor be attacked.
| |
|
| |
| ====Memory 8====
| |
| ;Intro
| |
| A very strange character has come to be a spoilsport in the confrontation between Assassins and Crows.
| |
|
| |
| His mysterious identity does not hide his role as a potential threat. Escorted by a strong guard, he will fight as much with one side as with the other.
| |
|
| |
| He must be eliminated at all cost, but you cannot let your opponent win either...
| |
|
| |
| ;Objectives
| |
| *Eliminate the Traitor
| |
|
| |
| |}
| |
|
| |
| {| class="mw-collapsible mw-collapsed" width="100%" style="border:1px solid black; -moz-border-radius:2.5px; border-radius:2.5px; text-align:left; clear:both; font-size:90%
| |
| ! style="background:#035096; -moz-border-radius:3.25px; border-radius:3.25px; color:White; font-size:110%" align="left" |Tokyo XXI Sequence 1
| |
| |-
| |
| |
| |
| ===Tokyo XXI 1===
| |
| ;Booklet intro
| |
| Tokyo, today...
| |
|
| |
| An alarming report from a secret Abstergo laboratory in Tokyo was intercepted by Assassin Layla Hassan. It mentions experiments carried out on non-voluntary subjects. These experiments seem to involve extensive analysis of Isu artifacts, an ancient civilization.
| |
|
| |
| The Brotherhood cannot afford to allow this research to be carried out successfully. !f the Templars manage to obtain advanced technology and transplant it to humans, even against their will, they could easily gain a decistse advantage for their world domination strategy.
| |
|
| |
| Luckily, one of the key elements of these experiments decided to betray the Templars and provide reliabis :information to the Assassins...
| |
|
| |
| To face this exceptional threat, the Brotherhood decides to gather the best team of Assassins.
| |
|
| |
| Our mission is to infiltrate Abstergo's facility in Tokyo, investigate these experiments and do everything possible to stop them. Our source must be protected and if necessary extracted safe and sound.
| |
|
| |
| ====Memory 1.1====
| |
| ;Intro
| |
| We need to go to the Abstergo research center to verify the information we have obtained regarding the experiments carried out on non-voluntary subjects in this building.
| |
|
| |
| The main entrance is so well guarded that we had to find an alternate entry point. Ou plan is to enter through the roofs. They are obviously monitored, but we know that the electrical circuit of the doors is not connected to the central alarm system. This is our chance!
| |
|
| |
| ;Objectives
| |
| *Spend 2 [action cubes] on each [2 Objective token] Objective during the same turn to create a short circuit and open the doors.<br>[!] As soon as the doors open, flip the medium interior tile to its side with the doors numbered '''1''' open.<br>''Note: If the 2 Objectives are not completed during the same turn, return the one that was completed to its original square and start over. You earn XP only when the 2 Objectives are completed during the same turn.''
| |
| **Charge 1+ Shock Blades at least twice on a [shock?] square or with a Portable Battery (Equipment card).
| |
|
| |
| ;Debrief
| |
| We bypassed the security system by going in through the roofs. These installations are obviously at the cutting edge of technology in terms of security. This confirms the importance of what is happening here.
| |
|
| |
| ====Memory 1.2====
| |
| ;Intro
| |
| Our informant left a memo encrypted in an Animus for us. After locating which room the memo is in, we will have to reach the Animus and connect to it to retrieve the memo and decrypt it.
| |
|
| |
| This memo will give us valuable information about what is going on in this unit of Abstergo.
| |
|
| |
| ;Objectives
| |
| *Synchronize on the [tower?] square to locate the Animus room, then reach it.
| |
| Optional Objective
| |
| *Complete this Objective to gather evidence of Abstergo's activities.
| |
| **Eliminate 4+ Enemies outside of your square with 1+ Charged Shock Blades ([shock]).
| |
|
| |
| ;Debrief
| |
| We managed to obtain and decipher the informant's memo. The Templars are studying the powers of one of the Staves of Eden.
| |
|
| |
| Their goal is to use it to create advanced technologies, and then forcibly augment human subjects into super soldiers.
| |
|
| |
| ====Memory 1.3====
| |
| ;Intro
| |
| We know that the Templars are on the trail of one of the famous Staves of Eden, very powerful artefacts from the Isu civilization.
| |
|
| |
| We absolutely need to know how far the Templars are in their research in order to stop them. One of us will have to use the Animus and explore the genetic memory of a former Venetian Assassin to learn more about the Staff. Our informant managed to send us a UNA sample so that we could access the genetic memory of Assassin Bastiano in the Animus.
| |
|
| |
| We must protect the Assassin who will be in the Animus at all cost. Our informant warned us that a new type of guard equipped with the latest Abstergo technology will be present...
| |
|
| |
| ;Objectives
| |
| GROUP A
| |
| *Protect the Assassin inside the Animus until Bastiano leaves Map B. Prevent any Enemy from ending a game turn on 1+ squares with [!] tokens. '''If this happens, the Mission is failed.''' Then leave the Map as usual.
| |
| Optional Objectives
| |
| *You can lock up to 3 Enemy Entrances by spending 1 or 2 [action cubes] on each square in contact with a [1 Objective token] or [2 Objective token] token. Remove the tokens of each locked Enemy Entrance.
| |
| **On Map A, lock as many Enemy Entrances as there were Assassins at the beginning '''on Map A''' (not counting the Assassin inside the Animus).
| |
| GROUP B
| |
| *Bastiano must reach the Staff's secret cache to check if it is still there.
| |
|
| |
| ;Debrief
| |
| Bastiano's memory and the Animus user logs prove that the Templars are on the verge of finding the Staff. All they need is the genetic material that will allow them to access Bastiano's memory!
| |
|
| |
| According to our informant, the Templars have identified Bastiano's descendant, Dr Kazui, and have captured him. If they access his DNA, they will locate the Staff.
| |
|
| |
| ====Memory 1.4====
| |
| ;Intro
| |
| We must beat the Templars to it and prevent them from using the DNA of Bastiano's descendant, Dr. Kazui. His DNA is stored in a particularly well-guarded analysis room.
| |
|
| |
| It is now clear that our informant is Dr. Kazui, Bastiano's descendant. We'll have to bring him back safe and sound when the time is right.
| |
|
| |
| ;Objectives
| |
| *Destroy Dr. Kazui's DNA
| |
| **Eliminate as many Spectres as there are Assassins in play.
| |
|
| |
| ;Debrief
| |
| Kazui's DNA data is now destroyed. We have therefore delayed the Templars' quest for the Staff.
| |
|
| |
| Unfortunately, we also learned that this was not the first Staff that they sought after...
| |
| |}
| |
|
| |
| {| class="mw-collapsible mw-collapsed" width="100%" style="border:1px solid black; -moz-border-radius:2.5px; border-radius:2.5px; text-align:left; clear:both; font-size:90%
| |
| ! style="background:#0038A8; -moz-border-radius:3.25px; border-radius:3.25px; color:White; font-size:110%" align="left" |Tokyo XXI Sequence 2
| |
| |-
| |
| |
| |
|
| |
| ===Tokyo XXI 2===
| |
| ====Memory 2.1====
| |
| ;Intro
| |
| We now know that our informant is indeed Dr. Kazui, Bastiano's descendant. We cannot leave him in the Templars' crutches.
| |
|
| |
| We have to locate him and remove him from Abstergo's premises. Let's not forget to analyze any document about the experiments involving the Staff!
| |
|
| |
| ;Objectives
| |
| *Start by synchronizing on the [tower?] square to locate Dr. Kazui then Escort him to safety.<br>'''If Dr. Kazui is Eliminated, the Mission is failed.'''
| |
| **Perform no more than 1 Coordinated Attack.
| |
|
| |
| ;Debrief
| |
| We managed to find Dr. Kazui! The information he provided about Abstergo's experiments is very alarming.
| |
|
| |
| It would seem that experimental subjects were equipped with ultra-advanced technology created after some Isu artefacts were analyzed.
| |
|
| |
| ====Memory 2.2====
| |
| ;Intro
| |
| We must quickly evacuate Dr. Kazui, or he might be targeted by Abstergo and captured. He always wears a guard uniform to minimize risks, but we should expect the opposition to be strong.
| |
|
| |
| To exfiltrate him, we have to go back to the roof and wait for the evacuation helicopter. We can then come back to take care of Abstergo's archives.
| |
|
| |
| ;Objectives
| |
| *Escort Dr. Kazui to one of the 4 squares on the helicopter platform.<br>Then 1+ Assassins must wait for the helicopter with the doctor for '''2 full turns without leaving the 4 squares''' of the helipad tile. Then remove Dr. Kazui's miniature from the Map and place it in the Enemy Reserve.<br>''Reminders: Dr. Kazui only has 1 [health cube] and he can become exposed. '''If he is Eliminated, the Mission is failed.'''''
| |
| **Do not use any Flashbangs.
| |
|
| |
| ;Debrief
| |
| Well done! Dr. Kazui was taken to a secure location. His intervention proved to be decisive for our mission! He also told us that Abstergo is actively searching for other descendants of Assassins who have knowledge of the location of the Staff of Eden.
| |
|
| |
| But as we prepare to return to unlock the secrets of Abstergo 's experiments, a trail of blood catches our attention. The Doctor was injured! lf the Templars notice it, they'll be able to recover his DNA!
| |
|
| |
| ====Memory 2.3====
| |
| ;Intro
| |
| We must return to the premises to eliminate the clues related to Dr. Kazui.
| |
|
| |
| We must find and clean any trace of blood from Dr. Kazui to deny the Templars access to Bastiano's memories.
| |
|
| |
| We also need to check that his DNA is not already in the Abstergo database and make it disappear if necessary.
| |
|
| |
| ;Objectives
| |
| *Hack a computer and clean up the blood to erase all traces of Dr. Kazui. [!] As soon as it's done, reveal the [special] card.
| |
| **Secret.
| |
| **Defeat Otso Berg
| |
|
| |
| ;Card
| |
| Your old enemy, Otso Berg, storms in with an incendiary grenade in hand... In a flash you are surrounded by flames!
| |
| *Leave the premises before the whole floor bursts into flames!
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| ;Debrief
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| Otso Berg! The ominous figure is back! Who could have guessed it? Layla had even left him in agony, impaled and paraplegic!
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| He certainly benefited from Abstergo's experiment. He survived that ordeal and regained use of his legs. The powers of the Staff of Hermes that layla and her team have discovered are surely responsible for this.
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| ====Memory 2.4====
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| ;Intro
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| It's time to leave, but Otso Berg never gives up: We have no choice but to confront him. The only way to defeat this fearsome opponent is to gather the best Assassins in the world. This threat to the Brotherhood must disappear!
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| But, before we leave, let's make sure that Abstergo won't be able to get their hands on other descendants of Assassins.
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| ;Objectives
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| *Knock Otso Berg out (bring his [health cube] to 0).
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| Optional Objectives
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| *Recover file for 2 other subjects Abstergo is about to kidnap. We will then be able to protect them.
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| **Remove Otso Berg's last [health cube] with a [meelee weapon] or a [ranged weapon] weapon and without performing a Coordinated Attack.
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| ;Debrief
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| Well done! Thanks to our unfailing cooperation, we have destroyed Abstergo Tokyo's archives, ended their research on Isu artifacts and got rid of Otso Berg.
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| A decisive victory of the Brotherhood for this decidedly troubled and menacing century...
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| |} | | |} |
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