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==Status==
==Status==
{|class="mw-collapsible mw-collapsed" width="100%" style="border:1px solid #999999; -moz-border-radius:7.5px; border-radius:7.5px; text-align:center; clear:both; font-size:90%; font-family:Arial;"
! style="background:#F1D3F1; -moz-border-radius:3.25px; border-radius:3.25px;" align="center"|<div style="padding-right:3em; padding-left:6em;"><font color="black" style="font-size:13.5px; font-family:tahoma;">''Assassin's Creed: Brotherhood of Venice'' memories</font></div>
|-
! colspan="2" style="background:#F1D3F1; font-size:100%; color:#ffffff;" |'''''Apocalypse'''''
|-
! colspan="2" style="background:#1b1b24; font-size:100%; color:#ffffff;" |'''Sequence 1'''
|-
|Bitter Conduct - Chasing the Rabbit - Seek and Do Not Destroy - Bombs Away
|-
! colspan="2" style="background:#1b1b24; font-size:100%; color:#ffffff;" |'''Sequence 2'''
|-
|The Mission - Fear and Loathing in the Valley - Hold the Fort! - Another World
|-
! colspan="2" style="background:#1b1b24; font-size:100%; color:#ffffff;" |'''Sequence 3'''
|-
|Snakes Get Madder - Into the Dark - The End (BOV) - The Fall of Man
|}
{|class="mw-collapsible mw-collapsed" width="100%" style="border:1px solid #999999; -moz-border-radius:7.5px; border-radius:7.5px; text-align:center; clear:both; font-size:90%; font-family:Arial;"
{|class="mw-collapsible mw-collapsed" width="100%" style="border:1px solid #999999; -moz-border-radius:7.5px; border-radius:7.5px; text-align:center; clear:both; font-size:90%; font-family:Arial;"
! style="background:#337470; -moz-border-radius:3.25px; border-radius:3.25px;" align="center"|<div style="padding-right:3em; padding-left:6em;"><font color="black" style="font-size:13.5px; font-family:tahoma;">''Assassin's Creed: Odyssey'' crossover memories</font></div>
! style="background:#337470; -moz-border-radius:3.25px; border-radius:3.25px;" align="center"|<div style="padding-right:3em; padding-left:6em;"><font color="black" style="font-size:13.5px; font-family:tahoma;">''Assassin's Creed: Odyssey'' crossover memories</font></div>
Line 91: Line 108:
*Green (#34df19) links are fully transcribed but not yet incorporated into the respective pages.
*Green (#34df19) links are fully transcribed but not yet incorporated into the respective pages.
*Fully transcribed items that have been incorporated are removed from the list.
*Fully transcribed items that have been incorporated are removed from the list.
==Apocalypse==
<div class="mw-collapsible mw-collapsed" style="clear:both; text-align:left">
===Bitter Conduct===
;Full sync conditions
*No Assassin has been Poisoned by a Viper (Elite Guard).
;''Apocalypse'' Intro
Venice - 1524 - Headquarters of the Brotherhood
It has been years since your team of Assassins last met in the hallways of the headquarters of the Brotherhood. They all have had their share of heroic actions and tense fights with the Templars.
Now they are assembled again for a special briefing.
Months ago, The Brotherhood received worrying reports about a group of former Assassins gone rogue, deep into the jungles of the ancient kingdom of Cambodia. Very worrying rumors are circulating: a powerful artifact is in their possession and the Templars are actively looking for it. They seem to instill terror into the local populations. Not to mention the fact that this group is giving the Brotherhood a very bad reputation...
The rumor has it that they are led by a giant viper who goes by the name of Colubra...
A group of less experienced Assassins was sent to investigate but they have gone silent and the Brotherhood is not optimistic about their fate. This is why they has tasked you, the four most loyal and experienced Assassins currently in Italy, with the delicate mission to find the team that was sent before you, recover any artifacts they may possess, seek the rogue Assassins and deal with their leader in the most discreet fashion.
You will not be alone in this: Shao Jun, a brilliant Assassin was on her way back to China but accepted to help you work your way in the jungle of the Khmer Empire.
Good luck and remember: Nothing is true, everything is permitted!
;Memory Intro
Your first contact with the region was as rough as you had anticipated. Harrowing weeks on a merchant ship, total estrangement in a land where almost nothing reminds you of Italy, the heat and humidity... Fortunately, some of you are well traveled. After weeks of sailing on the Mother of all Rivers, the Tônlé Mékôngk, as it is called by the people you met, you are starting to appreciate the wonders of the Khmer Empire. Traces of its glorious past are popping up at surprising turns of the river, with the majestic temples, grandiose vegetation and incredible life forms.
In a small settlement in the heart of the jungle, you are set to meet Shao Jun, the Assassin who will accompany you on your journey. As you come close to the meeting point, you see that villagers have gathered around a sick bed. Shao Jun lies there, livid.
You understand that she has been poisoned and that she needs an antidote as soon as possible in order to survive. The villagers point out to the area where the village keeps a small stash of locally made antidotes.
It seems you will have a first taste of what lies ahead as you spot a group of strangely clad soldiers guarding the antidote stash.
;Objectives
Collect an antidote.
;Debrief
You give the antidote to Shao Jun, hoping for the best. After a few hours of anxiety-ridden sleep, she seems to have recovered and thanks you profusely.
She reveals that she was poisoned by a very intriguing figure she believes might have something to do with that Colubra you’re looking for. You need to find what happened to the previous Assassin team...
===Chasing the Rabbit===
;Full sync conditions
*Perform Shao Jun's deadly dance on a square containing 4 Guards.
;Intro
As you were investigating in a village, a young boy told you he has heard of people looking like you and that there were belongings in a clearing nearby. He would never dare to touch them, as the spirits of the dead are known to haunt that place.
The boy guides you to a promontory that may help you locate the clearing. As you approach it, you notice that an eerily bone-chilling fog has descended on the region...
;Objectives
Synchronize from the top of the Naga to locate signs of the Assassins of the first expedition and then recover them.
;Debrief
The fog finally dissipated and you reached the clearing. No ghosts here but you can tell the Assassin team definitely passed through here, as one of them left their belongings, including a small diary.
As you read the account of the search for the Assassin named Colubra, you can’t help but feel uneasy. There seems to be some malevolent force at work in this region.
You realize Colubra is a Portuguese word for Serpent. That means you are on the right track.
One of the most intriguing pages of the diary shows a drawing of a stunning female warrior, along with the symbols [SYMBOLS]
===Seek and Do Not Destroy===
;Full sync conditions
*No Assassin became exposed because of Mae Wa.
;Intro
You reach a village and ask around about the symbols [SYMBOL] but no one seems to be willing to talk about them. Some even refuse to look at them in the diary.
After several hours asking around, one of the village elders, a woman who looks so old she seems almost eternal, points to the jungle ahead.
“Climb the Naga and look for a soldier called Mae Wa who will lead you to what you are looking for.”
Do not hurt her or the serpent will kill us all!
;Objectives
Locate Mae Wa by Synchronizing from the top of the Naga, then follow her stealthily, avoiding detection.
;Debrief
<tabber>
|-|1=
If 1+ Assassin left the Map through the Secret passage,
read the following:
As you see the fierce female warrior leave, you feel that you need to follow her further as she clearly has something to do with those rebel Assassins.
The team that was there before you seems to have vanished into thin air. As you ask around about them, you only get silent looks of disapproval in response. Most of those you ask do not even bother replying at all.
It looks like those Assassins have not left any good memories around...
|-|2=
If no Assassin left the Map through the Secret passage,
read the following:
You lost track of Mae Wa... After several hours of searching, you finally locate her! Tick 1 box on the Threat Gauge.
The team that was there before you seems to have vanished into thin air. As you ask around about them, you only get silent looks of disapproval in response. Most of those you ask do not even bother replying at all.
It looks like those Assassins have not left any good memories around...
</tabber>
===Bombs Away===
;Full sync conditions
*Secret.
;Intro
You managed to find tracks of Mae Wa that lead to a small building next to a temple in ruins.
Nearby, a group of soldiers have a lively conversation but you cannot make out the words. Suddenly, they all freeze and seem to enter some kind of trance.
One of the female soldiers is trying to open a locked grate. The hissing sounds now seem to be surrounding you and you begin to feel uneasy as if it was drawing you to that grate.
You cannot see what is behind the grid from where you are. You need to get closer and investigate.
;Objectives
Investigate the camp. [!] After reaching the Objective, take the large card A#27 and follow the steps on the [Keys] side
;Debrief
That was the largest and most frightening animal you have ever met. Was that monstrosity even an animal?
In the lair of the snake you found a broken blade, which seems to be a peculiar design of a Hidden blade from the Brotherhood.
It is clear those soldiers have a strange serpent cult and they are definitely connected to the rebel Assassins.
During your investigation, you overheard the soldiers talking about going back to their boats. That is a lead you should follow.
===The Mission===
;Full sync conditions
*Attack 1+ Crocodile and Eliminate it.
;Intro
As the female warriors mentioned their boats, you are now trying to find where they could have needed them.
You gather from villagers that there is a ford, a few hours walk from here, where travelers sometimes come from.
After a while, the sounds of the forest grow more intense as the rumble of a mighty river can be heard in the distance.
You finally reach the riverbanks, just in time to spot a shining blade on the other side. It is time for some swimming!
;Objectives
Find clues from the Furies.
;Debrief
This side of the river feels different. The animals are quieter, the forest is much darker and the air feels oppressive. Following some tracks, you found the entrance of underground river tunnels. There
are mostly animals and plants you have never seen before, some of them are even quite repulsive.
Finally, you reach an underground pond, where a strange blue light seems to glow from the water itself. There, four small boats are waiting for their owners...
===Fear and Loathing in the Valley===
;Full sync conditions
*No Assassins were Eliminated.
;Intro
Despite your best efforts, the warriors you spotted leaving the ford are nowhere to be found. As dusk is upon you, you are about to set camp when you find a very dense wall of trees. Your keen eyes are not
fooled by the hastily arranged thicket and as you split the branches, you reveal a passage to a clearing. Darkness engulfs you as you spot unknown animal eyes spying on you.
The clearing meanders through rolling hills where you finally spot remains of a campfire. You are on your guards and move ahead to investigate what seem to be a freshly abandoned camp.
;Objectives
Search the camp to find traces of the Furies. [!] After you have Eliminated all Enemies on the Objective [keys] AND all the Assassins gathered on the [keys] square, take large card A#25 and play it.
;Debrief
You obviously face a much more dangerous threat than you imagined. You almost drowned there!
Those Furies were unsettling. They seemed to be possessed by some strange power. And the water felt almost like it had its own will, as if it was corrupted to the point that it would try to drown you on purpose.
</div>
===Hold the Fort!===
;Full sync conditions
;Intro
;Objectives
;Debrief
===Another World===
;Full sync conditions
;Intro
;Objectives
;Debrief
===Snakes Get Madder===
;Full sync conditions
;Intro
;Objectives
;Debrief
===Into the Dark===
;Full sync conditions
;Intro
;Objectives
;Debrief
===The End (BOV)===
;Full sync conditions
;Intro
;Objectives
;Debrief
===The Fall of Man===
;Full sync conditions
;Intro
;Objectives
;Debrief


==Odyssey==
==Odyssey==

Revision as of 14:09, 1 June 2023

My quintenary sandbox.

Status

Assassin's Creed: Brotherhood of Venice memories
Apocalypse
Sequence 1
Bitter Conduct - Chasing the Rabbit - Seek and Do Not Destroy - Bombs Away
Sequence 2
The Mission - Fear and Loathing in the Valley - Hold the Fort! - Another World
Sequence 3
Snakes Get Madder - Into the Dark - The End (BOV) - The Fall of Man
Assassin's Creed: Odyssey crossover memories
Those Who Are Treasured
No Rest For the Misthios - Not All Treasure Should Be Found - A Message Delivered - Power Corrupts All - A New Horizon
Side quests
A Kind of Treasure Hunt
Assassin's Creed: Valhalla minor memories
Ravensthorpe
Petra
Archery Contest
Randvi (22 min)
Taken for Granted
Tarben (24 min)
The Baker's Plaint - Man of Mystery
World Events
Norway
Rygjafylke (12 mins)
A New England - The Plight of the Warlock
England
Essexe (28 min)
Devil's Hole - Take Me a Husband - The Boar with the Golden Nose - The Gleewoman - The Prodigy
Grantebridgescire (30 min)
Degolas the Beautiful - The Cult of Saint Guthlac - The Devout Troll - The Doom Book of Cats - The Infinite Noise of Men - The Walloper - Winchell the Robesfree
Ledecestrescire (18 mins)
A Skald's Lament - Skal to Your Wealth - The Twit Saga, Part I - The White Lady of Tamworth
Lincolnscire (25 min)
King of Shitsby - Little Victories - Stray Naps - The False Ealdormancy - The Farewell Meow - The Ignominious Bandit - The Twit Saga, Part II
DLC
Oskoreia Festival
Hunting for Honor (Homeward - An Honorable Death - Riding for Glory - Veiled Threats) - A Measure of Respect
Dawn of Ragnarok
Main Quests (short)
Seeking Shelter - Crystal Cave - World's End
Smida
Hár Smida (Gullnamar) - Gullinbursti Smida (Vangrinn) - Draupnir Smida (Vangrinn) - Gungnir Smida (Svaladal) - Mjolnir Smida (Svaladal) - Skidbladnir Smida (Svaladal)
  • Red (#ff3030) links mark the memories not transcribed at all.
  • Orange (#e3830a) links mark the memories partially transcribed, i.e. those with choices.
  • Green (#34df19) links are fully transcribed but not yet incorporated into the respective pages.
  • Fully transcribed items that have been incorporated are removed from the list.

Apocalypse

Bitter Conduct

Full sync conditions
  • No Assassin has been Poisoned by a Viper (Elite Guard).
Apocalypse Intro

Venice - 1524 - Headquarters of the Brotherhood

It has been years since your team of Assassins last met in the hallways of the headquarters of the Brotherhood. They all have had their share of heroic actions and tense fights with the Templars.

Now they are assembled again for a special briefing.

Months ago, The Brotherhood received worrying reports about a group of former Assassins gone rogue, deep into the jungles of the ancient kingdom of Cambodia. Very worrying rumors are circulating: a powerful artifact is in their possession and the Templars are actively looking for it. They seem to instill terror into the local populations. Not to mention the fact that this group is giving the Brotherhood a very bad reputation...

The rumor has it that they are led by a giant viper who goes by the name of Colubra...

A group of less experienced Assassins was sent to investigate but they have gone silent and the Brotherhood is not optimistic about their fate. This is why they has tasked you, the four most loyal and experienced Assassins currently in Italy, with the delicate mission to find the team that was sent before you, recover any artifacts they may possess, seek the rogue Assassins and deal with their leader in the most discreet fashion.

You will not be alone in this: Shao Jun, a brilliant Assassin was on her way back to China but accepted to help you work your way in the jungle of the Khmer Empire.

Good luck and remember: Nothing is true, everything is permitted!

Memory Intro

Your first contact with the region was as rough as you had anticipated. Harrowing weeks on a merchant ship, total estrangement in a land where almost nothing reminds you of Italy, the heat and humidity... Fortunately, some of you are well traveled. After weeks of sailing on the Mother of all Rivers, the Tônlé Mékôngk, as it is called by the people you met, you are starting to appreciate the wonders of the Khmer Empire. Traces of its glorious past are popping up at surprising turns of the river, with the majestic temples, grandiose vegetation and incredible life forms.

In a small settlement in the heart of the jungle, you are set to meet Shao Jun, the Assassin who will accompany you on your journey. As you come close to the meeting point, you see that villagers have gathered around a sick bed. Shao Jun lies there, livid.

You understand that she has been poisoned and that she needs an antidote as soon as possible in order to survive. The villagers point out to the area where the village keeps a small stash of locally made antidotes.

It seems you will have a first taste of what lies ahead as you spot a group of strangely clad soldiers guarding the antidote stash.

Objectives

Collect an antidote.

Debrief

You give the antidote to Shao Jun, hoping for the best. After a few hours of anxiety-ridden sleep, she seems to have recovered and thanks you profusely.

She reveals that she was poisoned by a very intriguing figure she believes might have something to do with that Colubra you’re looking for. You need to find what happened to the previous Assassin team...

Chasing the Rabbit

Full sync conditions
  • Perform Shao Jun's deadly dance on a square containing 4 Guards.
Intro

As you were investigating in a village, a young boy told you he has heard of people looking like you and that there were belongings in a clearing nearby. He would never dare to touch them, as the spirits of the dead are known to haunt that place.

The boy guides you to a promontory that may help you locate the clearing. As you approach it, you notice that an eerily bone-chilling fog has descended on the region...

Objectives

Synchronize from the top of the Naga to locate signs of the Assassins of the first expedition and then recover them.

Debrief

The fog finally dissipated and you reached the clearing. No ghosts here but you can tell the Assassin team definitely passed through here, as one of them left their belongings, including a small diary.

As you read the account of the search for the Assassin named Colubra, you can’t help but feel uneasy. There seems to be some malevolent force at work in this region.

You realize Colubra is a Portuguese word for Serpent. That means you are on the right track.

One of the most intriguing pages of the diary shows a drawing of a stunning female warrior, along with the symbols [SYMBOLS]

Seek and Do Not Destroy

Full sync conditions
  • No Assassin became exposed because of Mae Wa.
Intro

You reach a village and ask around about the symbols [SYMBOL] but no one seems to be willing to talk about them. Some even refuse to look at them in the diary.

After several hours asking around, one of the village elders, a woman who looks so old she seems almost eternal, points to the jungle ahead.

“Climb the Naga and look for a soldier called Mae Wa who will lead you to what you are looking for.”

Do not hurt her or the serpent will kill us all!

Objectives

Locate Mae Wa by Synchronizing from the top of the Naga, then follow her stealthily, avoiding detection.

Debrief

If 1+ Assassin left the Map through the Secret passage,

read the following: As you see the fierce female warrior leave, you feel that you need to follow her further as she clearly has something to do with those rebel Assassins.

The team that was there before you seems to have vanished into thin air. As you ask around about them, you only get silent looks of disapproval in response. Most of those you ask do not even bother replying at all.

It looks like those Assassins have not left any good memories around...

If no Assassin left the Map through the Secret passage, read the following: You lost track of Mae Wa... After several hours of searching, you finally locate her! Tick 1 box on the Threat Gauge. The team that was there before you seems to have vanished into thin air. As you ask around about them, you only get silent looks of disapproval in response. Most of those you ask do not even bother replying at all. It looks like those Assassins have not left any good memories around...

Bombs Away

Full sync conditions
  • Secret.
Intro

You managed to find tracks of Mae Wa that lead to a small building next to a temple in ruins.

Nearby, a group of soldiers have a lively conversation but you cannot make out the words. Suddenly, they all freeze and seem to enter some kind of trance.

One of the female soldiers is trying to open a locked grate. The hissing sounds now seem to be surrounding you and you begin to feel uneasy as if it was drawing you to that grate.

You cannot see what is behind the grid from where you are. You need to get closer and investigate.

Objectives

Investigate the camp. [!] After reaching the Objective, take the large card A#27 and follow the steps on the [Keys] side

Debrief

That was the largest and most frightening animal you have ever met. Was that monstrosity even an animal?

In the lair of the snake you found a broken blade, which seems to be a peculiar design of a Hidden blade from the Brotherhood.

It is clear those soldiers have a strange serpent cult and they are definitely connected to the rebel Assassins.

During your investigation, you overheard the soldiers talking about going back to their boats. That is a lead you should follow.

The Mission

Full sync conditions
  • Attack 1+ Crocodile and Eliminate it.
Intro

As the female warriors mentioned their boats, you are now trying to find where they could have needed them.

You gather from villagers that there is a ford, a few hours walk from here, where travelers sometimes come from.

After a while, the sounds of the forest grow more intense as the rumble of a mighty river can be heard in the distance.

You finally reach the riverbanks, just in time to spot a shining blade on the other side. It is time for some swimming!

Objectives

Find clues from the Furies.

Debrief

This side of the river feels different. The animals are quieter, the forest is much darker and the air feels oppressive. Following some tracks, you found the entrance of underground river tunnels. There are mostly animals and plants you have never seen before, some of them are even quite repulsive.

Finally, you reach an underground pond, where a strange blue light seems to glow from the water itself. There, four small boats are waiting for their owners...

Fear and Loathing in the Valley

Full sync conditions
  • No Assassins were Eliminated.
Intro

Despite your best efforts, the warriors you spotted leaving the ford are nowhere to be found. As dusk is upon you, you are about to set camp when you find a very dense wall of trees. Your keen eyes are not fooled by the hastily arranged thicket and as you split the branches, you reveal a passage to a clearing. Darkness engulfs you as you spot unknown animal eyes spying on you.

The clearing meanders through rolling hills where you finally spot remains of a campfire. You are on your guards and move ahead to investigate what seem to be a freshly abandoned camp.

Objectives

Search the camp to find traces of the Furies. [!] After you have Eliminated all Enemies on the Objective [keys] AND all the Assassins gathered on the [keys] square, take large card A#25 and play it.

Debrief

You obviously face a much more dangerous threat than you imagined. You almost drowned there!

Those Furies were unsettling. They seemed to be possessed by some strange power. And the water felt almost like it had its own will, as if it was corrupted to the point that it would try to drown you on purpose.

Hold the Fort!

Full sync conditions
Intro
Objectives
Debrief

Another World

Full sync conditions
Intro
Objectives
Debrief

Snakes Get Madder

Full sync conditions
Intro
Objectives
Debrief

Into the Dark

Full sync conditions
Intro
Objectives
Debrief

The End (BOV)

Full sync conditions
Intro
Objectives
Debrief

The Fall of Man

Full sync conditions
Intro
Objectives
Debrief

Odyssey

  • Kassandra: .
  • Herodotos: .
  • Barnabas: .

No Rest For the Misthios

Not All Treasures Should Be Found

A Message Delivered

Power Corrupts All

A New Horizon

A Kind of Treasure Hunt

Valhalla

  • Eivor: .
  • Braun: .
  • Mad Monk: .
  • Sunniva: .
  • Ake: .
  • Swinda: .
  • Thyra: .

Hunting for Honor

Homeward

An Honorable Death

Riding for Glory

Veiled Threats

A Measure of Respect

Incomplete

Octavian

[These are convos with octavian that aren't part of rivalry for the ages] [I think you might be able to talk to him before building it] Eivor provided the resources to have the museum built. After it was done, she found Octavian inspecting the museum.

  • Octavian: Hmmm. I suppose it will do for the moment. Though it lacks the grandiosity of the Empire at its peak.
  • Eivor: You don't like it?
  • Octavian: It's not that. It's just not terribly Roman. It needs more. More relics, more statuary, more ... Rome! If you happen to find any distinctly Roman artifacts on your travels, bring them by. We can make something of this mess yet.

[THEN FOR SOME FUCKING REASON THEY ACT AS IF THEY NEVER MET????]

  • Octavian: Salve, Eivor! We have not yet been introduced. I am Octavian Claudius Britannicus, a collector of Roman relics.
  • Eivor: Quite a name you have.
  • Octavian: If you are wondering what good I will bring to the settlement, you need only look to the greatest empire the world has ever known.
  • Eivor: Yes, I have seen their great ruins. Always impressive.
  • Octavian: But you have not seen them restored to their former glory! And I can help.