3. Story walkthrough
Introduction
As most of you will already know, the story of Assassin's Creed takes place on two parallel "worlds". For Revelations, one is the so called "Animus Island", where you are Desmond. On the Island, Desmond can enter the world of Ezio/Altair through a large portal; then, up-hill opposite this large portal, there are some high columns representing more portals to what is known as "Desmond Sequences". To access these high column portals you will need to find Animus Fragments (30, in total, are required to access the last of the five portals), whilst there are no requirements to access the main portal to the world of Ezio/Altair. You can return to the Animus Island at any time, even in the post-game, and access the world of Ezio/Altair or the Desmond Sequences. This is why you can sleep sound about missables: there are none.
You can also replay previously played memories (there are a few which can't be replayed, but this won't be a problem as we will see) again from the game menu: press Start to access it, then go to the DNA voice, and here you'll be able to find and replay the missions you may have not completed with 100% Synch.
The "100% Synch" is a requirement for one achievement. In particular, you're required to achieve this "100% Synch" on all the memories of the story. Some missions give you 100% Synch by default; others will give you 50% by default, and the other 50% by performing a task. The task will be pointed out (other than in this page) in your game menu: after pressing Start, check the bottom-right side of the screen and you will find the required condition to meet for full synchronisation. To be honest, all the missions are extremely easy to complete with full synchronisation; the few exceptions are still easy missions.
After this introduction, in this page there will be a list of missions and their requirements, with some miscellaneous achievements introduced when their time comes in the story. For the few missions which are a bit harder to 100%-Synch, some videos will be added to show you a possible route to take. Finally, as you play you may collect some Animus Fragments/Ishak Pasha's Memoir Pages; it's a good idea to take a look at the next page, so you can get a map of these collectibles, download it to your PC/print it, and erase everything you get on the way (so you know you don't need that collectible anymore, as you've already got it).
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Sequence 1
Memory 1 - The Hangman
No requirements for 100% Synch.
Memory 2 - A Narrow Escape
Kill a Byzantine Templar with a counter kill. Counter kills are performed by holding the guard button RT and then pressing (while holding RT) X when the attack of your enemy is coming.
Memory 3 - A Journal of Some Kind
Do not fail a single tail. You know when you're tailing somebody if the icon above his head is yellow. For future reference, red icons mark targets you're supposed to kill, while light-blue icons mark targets you're only supposed to follow. The requirement for this mission is fulfilled simply by not getting detected by the guards you're chasing: stay on the rooftops and you'll be fine.
Memory 4 - A Hard Ride
No requirements for 100% Synch. During the first part you just have to try to dodge the stones on the field; when the rope is breaking, start using LS_Forward to make your way to the cart, while still dodging the stones. Then there will be a cart-riding section. If you have problems with it, try not to steer too much towards the enemies' carts, because otherwise the "recoil" will damage and tip you too. Instead, make sure that they are not steering towards you; when their momentum towards your cart is minimum, steer towards them to push them aside. Take advantage of the ground: if it's uneven (broken street, so to speak), try to send the enemy there for massive damage; of course, avoid those parts with your own cart. Also, the ride will end automatically after a while once the second enemy spawns; just hold on until the end, if you can't destroy it.
Memory 5 - The Wounded Eagle
Kill at least 5 guards from a haystack. Haystacks are one of the possible "hiding spots" of the game. Approach a haystack to enter it, then press X when a guard approaches the haystack himself, and you will kill the guard & hide the body in the haystack. There aren't many enemies near haystacks in the first part of the memory, but then you will find more; if you want to "force" them to a haystack, you can try to run near a guard to alert him. You know when a guard is alerted when his indicator fills in yellow, and then in red; once the icon is red, he will chase after you; therefore you can lure him near the haystack and then assassinate him. The range within which a guard can chase after you is limited: if it's too far, you're not going to lure him away unless you start an open conflict.
When this last memory is completed, you will unlock:
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Sequence 2
Memory 1 - A Warm Welcome
Do not wander far from Yusuf.
Memory 2 - Upgrade and Explore
No requirements for 100% Synch. This memory cannot be replayed.
Memory 3 - The Hookblade
Perform every hookblade move successfully at least once. You'll be taught the "hookblade moves" (basically three: the long jump, the "lantern long jump" and the Hook and Run) and given many chances to try, so as long as you follow the track shown by Yusuf, you'll be fine. For Hook and Run, run with RT and press/tap B (pressing it once is enough, but if you just can't seem to time it right you can also just tap it) near an enemy. Do not hold RT+A and then B, because otherwise you will perform a "Shove" and not the Hook and Run.
Memory 4 - The View From Galata
Climb the tower in under 60 seconds.
Memory 5 - Advanced Tactics
Perform a zipline assassination. You're taught and shown what this is in-game.
Memory 6 - On the Defense
No requirements for 100% Synch. This is your first Den Defense minigame. You can read about it in the General hints and tips, if you're having problems with it in-game. In short, place your Leader units on the rooftops first; this allows you to place other units on the rooftops. Then place a large amount of archers on the rooftops near the enemies' fronts (they come from the left in this rare exception) to tackle the waves of enemies on foot. Near the end of the assault, a battering ram will appear: start placing barricades on the street and riflemen on the rooftops. This memory is also a good chance to get the Iron Curtain achievement: don't let the enemies reach the Den and don't use the Cannon ability (with LB) to unlock it.
Memory 7 - On the Attack
Do not create any conflicts in the Imperial North District. The first part shouldn't give you problems; the second part requires some more planning to remain silent. It's in this mission that you're first asked to use the Eagle Vision to analyze suspected targets and find the "real" target you want. Here's a video of the memory (the first easy part has been omitted since it's plain and simple).
When this last memory is completed, you will unlock:
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Sequence 3
Memory 1 - The Prisoner
Pickpocket the guard to retrieve the key. Pickpocketing is easy: in "low profile" (that is to say, while not holding RT), approach your target and press/tap A to steal from him. In this case, your target is a guard standing before some stairs. If you accidentally trigger an open conflict, you can also use a Counter Steal (just like a counter, but press Y instead of X when the enemy is attacking) to get the key and fulfill 100% Synch. That's probably because the requirement that the game is really asking for is "do not use the Loot ability to get the key" (if you kill the guard with the key, you have to loot his body to get the key itself), so pickpocketing and counter stealing are both fine. Anyway.
After this memory you will unlock the "assassin challenges" and the "mercenary challenges". We'll see more about them in the next page.
Memory 2 - The Sentinel, Part 1
Use your Assassin Signal at least 1 time. This is your first and mandatory "[Something], Part 1" quest for training an assassin to the grade of Master Assassin. In particular, you already have a level 10 assassin by default, and you will be assigning him as Leader of the Den of Galata.
Memory 3 - Guild Contracts
No requirements for 100% Synch. This is a sort of tutorial on the "Mediterranean Defense" system. You will send your apprentice on a mission which will level him up enough to become a Master Assassin (level 15). This memory cannot be replayed.
Memory 4 - Bomb Crafting
No requirements for 100% Synch. This is a tutorial mission on bomb crafting. This memory cannot be replayed.
After this memory you can (and should) start working on your money a bit. You can follow this method to generate a large income in a small amount of time; with the money you get, after freeing the Dens under the influence of Templars, purchase the shops (give priority to the Banks, so they can hold more coins from your rent before being full) to make your life easier later. You will need a lot of money for some "Books" anyway, so it's better to start having high rent as soon as possible (you could have worked on this earlier too, but you wouldn't have had the "bomb crafting trick" helping you to raise money to invest).
While freeing the Dens, you will also increase the amount of assassins you can recruit. As you recruit them, make sure you always send them on Mediterranean Defense; not really to conquer the cities, but rather to level them up. You will need at least six more assassins to level 15 anyway, so the sooner you start, the better.
Memory 5 - A Familiar Face
No requirements for 100% Synch.
Memory 6 - The Yerebatan Cistern
Do not get detected. There are plenty of ways to do so; if you need a path, follow this video.
Memory 7 - Quid Pro Quo
No requirements for 100% Synch.
Memory 8 - The Mentor's Keeper
Save all citizens under attack. You know where citizens under attack are by checking it on your in-game map: they will be shown as black circles. To make sure that you get it, you might as well defeat all the guards you find; they are not infinite, although sometimes they do respawn for a while (especially the first waves). Defeating those around the black circles should be enough anyway.
Memory 9 - Curse of the Romani
Poison all of your targets while blending with the Romanies. You can use poisonous darts if you prefer.
Memory 10 - The Sentinel, Part 2
Do not get detected while you search for the prisoners. This can be done easily if you send your assassins (summon them with LB) to kill the guards standing before the prisoners; once the way is clear, you can go there without the risk of being spotted. This mission will "consecrate" your story-related apprentice to the grade of Master Assassin, and therefore the Den to which he was assigned (the Galata Den) will be locked and become immune to templar attacks.
When this last memory is completed, you will unlock:
Have one trainee reach the rank of Master Assassin.
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Sequence 4
Memory 1 - The Prince's Banquet
Beat Yusuf to Topkapi Palace.
Memory 2 - An Uneasy Meeting
Do not get detected.
Memory 3 - The Fourth Part of the World
Get in and out of the port without being detected. You can find a video of it here.
After this memory, you might as well pay a visit to Duccio and beat him up with your bare fists. If you happen to kill him instead, he will respawn in the same location after "refreshing" the things a bit (travel with the Tunnels, play other Memories, et cetera). Here is his position on the map (he's on the West side, in the Constantine - South District)/here is a video. You will unlock:
Memory 4 - Signs and Symbols, Part I
No requirements for 100% Synch.
Memory 5 - Galata Tower
Complete the level within 6 minutes. Here's a video if you want, but 6 minutes is more than enough and the path is very straightforward.
Memory 6 - The Mentor's Wake
Do not lose more than 3 synchronization points.
When this last memory is completed, you will unlock:
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Sequence 5
Memory 1 - The Janissaries
Distract 2 guards with bombs. You can't use any old bomb to fulfill this task, but only those from the "Diversion" group. Cherry Bombs are perfect for this.
Memory 2 - The Arsenal Gates
Make sure 40 or more rioters survive. You will naturally recruit many rioters (60) if you don't start an open conflict during the first part of the memory, where you have to bribe three heralds. Then, during the second part, you can get some great help by summoning your assassins with LB. There will be two waves of enemies, and the second will be larger; they're separated by a cutscene which will send your assassins away, so it's probably a good idea to summon only a couple of assassins during the first and easier wave, and then the other two to assist you with the second wave. It won't be hard, anyway.
Memory 3 - Arsenal Infiltration
Perform an Air Assassination from a zipline. This is another way of calling the "zipline assassination"; you will find ziplines and guards to assassinate on your main path.
After this memory the Arsenal District becomes available. You can now collect its Animus Fragments/Ishak Pasha's Memoir Pages and synchronize the area to uncover the map.
Memory 4 - Portrait of a Lady
Steal the painting without the merchant spotting you. The requirement is rather misleading, because the merchant will be guarding his painting all the time, and even if he turns his head towards the opposite side and you steal the painting at that moment, he will spot you. You may also buy the painting from him, but you would lose coins for nothing and fail the 100% Synch. What you want to do is simply beat him up. Approach him after selecting your bare hands as weapon, then press X to give him a noisy kick in the coconuts (seriously, it's so loud that you can almost feel the pain lol). Once he's down, steal the painting; then end the mission.
Memory 5 - Sign and Symbols, Part II
No requirements for 100% Synch.
Memory 6 - The Forum of the Ox
Do not take any damage. You can find a video for it here, but the path is so straightforward that you can't really get lost. The only part where you can take damage will be at the end, where you'll have to fight four guards; if you're not confident in your reflexes, drop a bomb to take them all out safely.
Memory 7 - A New Regime
No requirements for 100% Synch.
When this last memory is completed, you will unlock:
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Sequence 6
Memory 1 - Into the Shadows
Assassinate a target from a hiding spot. Here you can use the usual trick to lure a guard near a hiding spot, and then assassinate him. Since you also have to hide the body of the Janissary in a haystack, the best thing to do is to give him a little push by running towards him in high profile (hold RT while moving); when he chases after you, quickly run to the haystack and do your job. You can find a video for it here anyway.
Memory 2 - Honor, Lost and Won
Perform an air assassination on Tarik. Here's a video for the "hard" part of this memory. Avoid using high profile; if you have to run, opt for the "Fast Walk" (hold A while moving around) instead; it's slower, but safer.
Memory 3 - Bearer of Mixed Tidings
Do not kill anyone.
Memory 4 - A Little Errand
No requirements for 100% Synch.
Memory 5 - Signs and Symbols, Part III
No requirements for 100% Synch.
Memory 6 - The Maiden's Tower
Obtain the Masyaf Key without falling into the water. As long as you don't fail while climbing, you won't fall into the water. It is in fact another straightforward dungeon with everything in front of you; if you need though, here is a video.
Memory 7 - The Mentor's Return
Do not kill anyone except Abbas and his Captains. During the first part of this memory you won't have problems fulfilling this task. When it comes to the last part, some regular enemies will attack you; at this point you're able to summon assassins to kill them; don't. If you kill them or if you summon the assassins to have them killed, you will miss 100% Synch. Instead, use the Counter while using with your bare hands; this will disarm the enemies, and cause them to leave you be.
Memory 8 - Setting Sail
Do not kill anyone with blades. About the opposite of what I just wrote about the previous mission, in this case you can summon your assassins to defeat the enemies and clear the way (they use "blades" to fight, but this doesn't count). So yes, feel free to use the assassins if you want to mop up some enemies around you.
When this last memory is completed, you will unlock:
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Sequence 7
(This Sequence takes place in Cappadocia, which will be available to you at any time later thanks to the "Boat to Cappadocia" in Constantinople; the boat will be located in the Southeastern part of the Galata District)
Memory 1 - The Hidden City
Do not get detected. Follow this video if you can't find the way.
Memory 2 - The Spy Who Shunned Me
Do not kill anyone.
Memory 3 - The Renegade
Do not let Janos lose more than half his health. Read: be quick. Here's a video, if you need.
Memory 4 - Decommissioned
Do not take any damage. There will be quite a number of enemies (at least three main waves); if you're not confident in your reflexes, again, just use bombs to make your life easier.
Memory 5 - Last of the Palaiologi
Do not take any damage. Same requirement as the previous memory, but much easier to accomplish.
Memory 6 - Escape
Do not lose more than half your health. With the worst armor and no medicines, the 100% Synch is not possible even if you take the best route possible and run as quickly as you can. As long as you have decent armor/heal though, "half" of your health will give you a lot of time, so it's not a hard task anymore. Do what the game suggests too: use Eagle Vision while escaping, since this will clear the dust in the air and give you a better view of the environment, making the escape easier. After being damaged (this happens periodically) you'll need to activate Eagle Vision again; it's worth the disturbance.
Memory 7 - Passing the Torch
No requirements for 100% Synch.
When this last memory is completed, you will unlock:
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Sequence 8
Memory 1 - Discovery
If attacked, kill 5 Guards in close combat without getting hit.
Memory 2 - The Exchange
Rescue Sofia before she loses 50% health. You know when she starts losing health when her health is displayed on the left of the screen. You have plenty of time before she loses half of her health.
Memory 3 - End of the Road
Kill 20 Guards. This will come naturally during the last part of the memory. The first part is another cart-riding section; the same things shared for this minigame at the beginning of the game are still valid. If you need, here's a video of the cart-ride.
When this last memory is completed, you will unlock:
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Sequence 9
Memory 1 - A Homecoming
No requirements for 100% Synch. The puzzle of this memory is very simple; all the "emblems" have to be placed on the upper-right figure (the Eagle Constellation scheme) on the door, and rotated so that their "yellow lines" follow the lines of the diagram. In words it's hard to explain it, but you will see it very clearly in-game. If you need it, here's a video.
Memory 2 - Lost Legacy
No requirements for 100% Synch.
Memory 3 - The Message
No requirements for 100% Synch.
If you had achieved 100% Synch on all the other memories of the story (those listed on this page), at the end of this memory you will unlock:
Achieve 100% Synchronization in all Sequences.
Regardless of your previous performances, when this last memory is completed you will unlock:
If you missed any of the 100% Synch on the previous memories, simply replay them from the DNA voice of your game menu, and the achievement Fond Memories will pop up when you finally complete the last Sequence/Memory to 100% Synch.
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