Memory 01/“A Cautious Alliance”
Mission OverviewChallenges■Three enemies incapacitated with Stun Bombs: see ■ Three headshots: see Notes & Further Reading■Ensure that you have a full stock of Stun Bombs and plenty of Pistol and Phantom Blade ammunition before you begin. ■You may (or may not, if you follow our strategy) face the elite “Seeker” enemy archetype during this Memory, a powerful foe that you may not have encountered if you have focused exclusively on main story missions. |
When the opening cutscene ends, walk with Élise. When she breaks into a run, keep pace with her until you reach the building where you met Germain in Sequence 05 and trigger a cutscene.
After you arrive in Germain’s workshop, it should become apparent that Arno and Élise have walked into an ambush. You can, however, strike a decisive early blow if you get into position by the door that you used to enter the room. The Extremist in front is a Seeker: a difficult enough combatant in a one-on-one duel, but extremely dangerous in melees featuring multiple opponents. This specimen, however, is undone by his eagerness: perform a cover kill when he moves within range to eliminate him from the fight.
With enemies entering via both doors, your priority is to assist Élise and prevent your assailants from surrounding her. The Challenge to employ Stun Bombs must be completed during this fight, so use your supply liberally as you cut down your opponents.
After a brief cutscene, you must eliminate the five snipers targeting the room. The Challenge to complete three headshots is active during this closing phase of the Memory. Lock to cover and target each opponent carefully, taking their movements into account before you tap
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to swing out of concealment and fire.
Memory 02/“Meeting With Mirabeau”
Mission OverviewChallenges■Slide under/over five objects: see ■ Use one lift: see Notes & Further Reading■The opening section of this Memory follows the broad structure of the Murder Mystery side quests. Our walkthrough here only covers the steps required to advance the story. There are points of interactivity that we do not mention, particularly the ability to (for the record, erroneously) “Accuse” individuals as events unfold. Feel free to experiment if you are curious. |
After you begin the Memory, enter the house and head up both flights of stairs to reach Mirabeau’s private quarters. After the cutscene, there are four points of interactivity to scrutinize with
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to complete the objectives. Start with the bed to gain a little insight, then examine the handkerchief on the floor to the left. You can then study the appointment book on the desk to the right of the bed.
The final clue can be found in the cupboard on the opposite side of the room. When the cutscene ends, make your way to the Sanctuary and speak with Master Quemar at the waypoint. After the conversation, travel to the next waypoint to speak to the apothecary.
When you enter the building, a chase ensues after a cutscene. There are two Challenges tied to this pursuit. Your first priority should be to slide over or under objects to begin working on that particular tally; there are at least two opportunities if you stick to the central path in the opening tunnel. The apothecary makes use of Stun Bombs and Smoke Bombs in an attempt to lose Arno. The second time he drops a Smoke Bomb, just after you run through a small park, he uses it to mask his passage through a corridor in this position. To complete the second Challenge, you must follow him through.
After the corridor, the apothecary will pass through the building directly ahead, but your destination lies just to the right of the entrance: a lift that will enable you to complete the second Challenge, and conduct the next stage of the pursuit via the rooftops. Try to slide over low obstructions that you encounter (such as certain chimneys) to continue working on the remaining Challenge.
No matter how you conduct your pursuit, the apothecary will eventually arrive in a small park. At this point, exhausted from the chase, he becomes much easier to catch. If you have yet to complete the Challenge for sliding under or over objects, the benches in the park provide an easy way to finish the allotted quota. When you run within range of your target, tap
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to perform a tackle.
Memory 03 “Confrontation”
Mission OverviewChallenges■Use Staggering Strike five times: see ■ Don’t get knocked down: see Notes & Further Reading■Stock up on consumable refills and health before you begin this Memory. ■ A weapon with high Damage and Parry attributes is extremely useful. If you can afford the Officer’s Saber, for example, or any equivalent blade, you will find this confrontation to be much, much easier. ■ The first Challenge requires you to unlock the Staggering Strike skill. Skills that increase your health total are also warmly recommended. The second Challenge is difficult without practice; it takes a while to master the art of dodging the particular shoulder charge attack that knocks Arno from his feet. Don’t feel compelled to complete this immediately: you can return to replay this Memory later, armed with hours of additional combat experience to bolster your resolve. ■ A Server Bridge section follows the finale: don’t leave your controller unattended after leaving the post-mission screen! |
You can use Eagle Vision to follow the trail, but the destination may already be clear to some: Sainte-Chappelle, where Arno first entered the Brotherhood Sanctuary, a short walk to the south through the archway from your start position. Activate Eagle Vision to detect a trail on its walls, which will trigger a waypoint marker.
The fight with Bellec is divided into four distinct stages, with a gradual increase in difficulty as you progress. His primary vulnerabilities throughout are Perfect Parries and Staggering Strikes (hold
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), both of which lower his guard long enough for you to perform a combo.
- First stage: Bellec will attack with basic combos, and is only moderately aggressive.
- Second stage: Bellec begins to employ his own version of the Staggering Strike, and will also unleash heavy blows (
) that cause huge damage. - Third stage: Bellec will perform feints, and the timing window for blocks and Perfect Parries becomes much tighter. He launches attacks with far greater regularity.
- Fourth stage: Bellec regularly employs Stun Bombs and his pistol during combat, and will regularly hurl a Smoke Bomb to disappear. Be ready to roll just before he reappears and lunges at Arno: Élise’s shouts can be helpful here.
After you complete this Memory, a waypoint appears for the second Server Bridge episode. Climb the wooden structure above the Rift and perform a Leap of Faith to pass through it.