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How Green Was...

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How Green Was... was an altered representation of a genetic memory.[1]

Intro[edit | edit source]

After walking the banks of the river, you finally find a ford. You cross it without incident at nightfall.

You are about to set up camp when you spot a very dense trellis of trees. You realize that there are actually branches hastily piled up. By splitting the branches, you reveal a passage to a clearing. The darkness engulfs you little by little while the eyes of unknown animals glow and observe you...

With no choice but to progress by the light of your torches, you go up a valley winding through hills. In the distance, the flickering light of a campfire catches your eyes. You are on your guard and begin to inspect this camp which seems almost deserted and would make an excellent stop for the night.

Objective[edit | edit source]

  • Search the camp to find traces of the Furies. [!] As soon as you have Eliminated all Enemies on the square where the [keys] Objective is located AND all the Assassins have gathered there, take large card A#25 and play it.

A Trap?

You have now explored the majority of the encampment and apart from a few sentries still patrolling, there is still no trace of the group of Furies you are pursuing.

As you wonder what you should do, Shao Jun notices a flickering light on the corner of a wall, it looks like a fire has just been lit...

Choose an option:
A Move quickly towards the light in hopes of catching up with the Furies.
B You think it's a decoy and you continue to search the surroundings...
A Suddenly, you hear an explosion, followed by a dull roar. [Read 1]
New Objective: Leave the Map as quickly as possible!

B After a few seconds, the guards rush South, looking fearfully behind them. It really looks like a trap! Will you stand there and prepare to react [Read 1] or flee without trying to understand? [Read 2]

1 A white mass is approaching at high speed! It's water! Tons of water!! Guards destroyed a dam.

2 You run away! [Pause then read 1]

Debrief[edit | edit source]

It becomes clear that you are facing a much more dangerous threat than you imagined. You almost got drowned earlier!

These warriors took you by surprise... They seemed to be possessed by a strange power. And the water seemed to have a will of its own, as if corrupted to the point of trying to drown you.

Could the artifact you're looking for be responsible for all those strange things? If this is the case, you will have to be extra careful when trying to unravel this mystery...

You are safe and sound, but in your hasty flight you have lost track of the Furies again.

Behind the scenes[edit | edit source]

Based on context clues from the geography that the protagonists travel over in pursuit of the Furies, the name of the memory is an allusion to the American author Richard Llewellyn's 1939 novel How Green Was My Valley.

References[edit | edit source]

Assassin's Creed: Brotherhood of Venice memories
Core Campaign
Sequence 0
Prisoners - A Precious Pistol - Poor Little Templars - Forgotten Headquarters
Sequence 1
The Mask - Hidden Secrets - The Three Little Traitors...
Sequence 2
The Little Devil - Endangered Genius - Clash of the Titans - Stealing from a Thief is not Theft
Sequence 3
Tanto va la Brocca alla Fontana... - Backlash - Antidote - Plain as Day - Synchronicity
Sequence 4
Defense by the Book - Second Chance - Resistance - Iago - Back to the Future - Cronos
Additional Memories
She Spears, She Scores - Stand Clear of the Closing Doors - Gentle Benedetto - A Cumbersome Legacy
Roma
Sequence 1
All Roads Lead to Rome - Vacation - Just Visiting - Turn of Events
Sequence 2
Doctor Leonardo & Mister da Vinci - The Temple of Doom - In Memory of the Curtains - (The True) Backlash
Tokyo XXI
Sequence 1
Mission: Infiltration - Abstergo Mystery - Venice Trip - The Human Planet
Sequence 2
Close Protection - Extraction - The Cleaners - Old Scoundrel
Creed vs Crows
What Happens in the Tower Stays in the Tower - Brothers in Arms - Families Reunion - Chest Wars - The Borgias in Danger - Hate in the Time of War - Bring out Your Doctors! - Between a Rock and a Traitor
Apocalypse
Sequence 1
Bitter Conduct - Ghost Stories - Shadowing - Time Bombs
Sequence 2
Mission - How Green Was... - Hold the Fort! - Another World
Sequence 3
Who'll Meet Those Snakes? - In the Dark - The Beginning of the End - The Fall