Knowledge Is Power: Visit Leonardo’s Workshop to obtain the Carnevale Mask and, of far greater import, the Pistol. Head to the waypoint marker and practice by shooting the three target dummies, then return to Da Vinci. Replenish your Pistol ammunition at a Blacksmith on the way to the next Memory Start.
Damsels In Distress: The murderer will flee from Ezio, but don’t be too eager to catch up with him. After a short distance your quarry will stop, holding a Courtesan at knifepoint. If you approach him, he will stab her and run; were you to repeatedly make the sam mistake, he would leave a trail of corpses on the street before Desynchronization occurred. The solution, naturally, is to use the Pistol. When he stops to issue threats, blade poised, acquire a Target Lock and wait for a clear shot. Once you have one, fire to exact immediate retribution. A single direct hit will end the Memory immediately.
Nun The Wiser: Walk with Teodora and Antonio to the Squero di San Trovaso. Once the journey is complete, you can complete the first three Carnevale competitions in any order you like.
And They’re Off: You can find this Memory Start located next to Santa Maria Della Visitazione. It’s a checkpoint race with a two-minute timer. As with other races, a measured and careful approach is better than pure speed. Wasting several seconds through caution (though not outright timidity) will not cause you to fail, but falling in certain positions certainly will. The course isn’t particularly complicated, but there are two points that may lead to a little confusion. Firstly, the path after gate number seven might not be immediately apparent, but it’s easy when you know how: you’re supposed to swing around the corner of the building via the hanging basket. If you have approximately one minute left when your reach the rooftops, you’re making excellent time, though as little as 40 seconds is sufficient to reach the finish line. After gate, twelve, dive down into the canal. It’s then a straight sprint through crowds to reach the final gate.
CTF: The Memory Start location is near Santa Maria dei Carmini. Ezio must beat an Agile in a game of Capture the Flag, with victory awarded to the first to score three wins. If Ezio reaches the flag first, he must evade his rival and return to his rooftop “base”. If his opponent gets to it first, sprint through the streets and over rooftops to perform a Shove or Tackle and retrieve it before the Agile can score. My advice is to jump onto the flag from the roof, don’t worry about your health, and go straight up once you have it and you should win easily.
Ribbon Round-Up: This Memory starts at the Squero di San Trovaso, so it’s most likely the first game you will participate in after Antonio and Teodora leave. The objective is extremely simple: walk up to each group of women, and then hold the Legs Button to steal their bundle of ribbons. Work your way around the square first, then head for the marker to the east. Now follow the trail of waypoints to retrieve the rest of the ribbons with ease.
Cheaters Never Prosper: Heal and repair armor before you head to the Squero di San Trovaso to begin this Memory. There are three fights against generic soldiers; after these, Dante Moro enters the ring. The only rule for these four bouts is that you don’t kill your opponents, though stamping on prone bodies is permissible. Stick to counters, and you can clear each one with an air of indifference. When Silvio’s armed henchmen enter the ring, the prior restriction on fatalities is relaxed. Practiced Assassin’s can now equip the Double Hidden Blade and opt for Counter Kills, though use of Disarm is fine if you prefer.
Having A Blast: Travel to the waypoint marker and locate Dante Moro, but don’t get too close: if he recognizes Ezio, the Memory ends. He’s initially located in a small garden in the north of the highlighted area. When he walks out, send groups of Courtesans to follow him. With a large entourage surrounding your mark, Blend and perform the necessary theft. Objective accomplished, follow the waypoints to reach the party. When Dante arrives to expose Ezio’s deception, your priority is to avoid the guards. Move from group to group and hire some Courtesans to maximize your chances of remaining unnoticed. The Seeker is the principle danger here as he will move between Blend opportunities, dispersing each little crowd as he encounters them. Once the timer expires, the final task is to assassinate Marco Barbarigo, if possible by timing a Pistol shot in order to have its distinctive report masked by the exploding fireworks. When he falls, make a swift exit from the party (via the water), then return to La Rosa Della Virtù to complete the sequence.
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