Wednesday, October 17, 2012

Sequence 09


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.

Sequence 08


Birds Of A Feather: Feel free to explore the new San Marco district, then travel to the waypoint marker beside Santo Stefano-though I strongly advise that you reduce your Notoriety level before you begin. Follow the two Templar conspirators from a safe distance, Blending with groups to avoid detection. Be watchful for Harassers, then swiftly take refuge in crowds whenever you spot one. You will soon reach a bridge guarded by soldiers where your targets will cross. Either hire the nearby Courtesans to distract them, or cross via the next bridge along. After the cutscene, follow the group and hire the first Courtesans you encounter. These will both enable you to pass waiting Harassers, and distract guards blocking the path that the Templars take. The final leg of the journey (up until you reach the Ponte Rialto) is uncomplicated, though be careful to avoid citizens carrying boxes-collisions will cause breakages, which would draw attention to Ezio.

If At First You Don’t Succeed: Once again, you should ensure that Ezio’s Notoriety is low or non-existent before you begin this Memory. Walk with Antonio to reconnoiter the imposing Palazzo Ducale. The journey to the first waypoint is no more than a leisurely stroll. You have four locations to scout. The first is a short distance away, beside the Campanile di San Marco. The second is on top of a tower to the southeast, if you have yet to visit this location, be sure to synchronize with the viewpoint before you jump back down. Now head to the marker at the northeast corner of the Palazzo. Antonio will comment on the easy route to the top of the basilica, where the final waypoint awaits. Ensure there are no guards nearby-you could create a suitable distracting with Courtesans hired from the nearby piazza if necessary, or use the Throw Coins move to lure soldiers into the alleyway-then climb up with Antonio following close behind. 

Nothing Ventured, Nothing Gained: This is actually a disguised tutorial, designed to familiarize you with Leonardo’s remarkable invention before a later set-piece. The cutscene that follows segues straight into the next Memory.

Well Begun Is Half Done: The first targets are two Brutes standing on a bridge just east of the start point. Other soldiers patrolling this area will rush to their aid if you engage them directly. Wait until no one of consequence is watching, then stab one with a Poison Blade from behind, before switching to the Hidden Blade to instantly slay his companion. If you’re quick, you can leave the scene before anyone notices. Your second victims are a pair of Brutes on the deck of the ship, with another four guards patrolling nearby (though the latter are not actually targets). It’s a Restricted Area, so don’t just stroll up the gangplank. If you climb onto the rear section of the boat from the water, you can use the Assassinate from Ledge technique as the two Brutes walk past your position. You’re third victims are two Brutes that occupy separate positions on a covered walkway to the west of the Palazzo. Both stand in a small Restricted Area, with other guards poised to get involved if Ezio trespasses. Jump into the canal and submerge to avoid detection until you reach a position just beneath one of the targets, then use the Assassinate from Ledge technique. Do the same for the second brute. Your last targets are a group of sentries stationed on rooftops north of the piazza.

Infrequent Flier: As a general rule, don’t worry too much about dodging arrows. Instead, focus on swooping just above the fires, as the rapid uplift they provide is a more efficient form of evasive maneuver than any amount of zigging or zagging. Once you reach the roof, you must avoid detection as you follow the roof to a waypoint in the northeast corner of the Palazzo. Desynchronization will be pitilessly swift if a sentry spots Ezio. Use the chimneys as cover, watching each archer closely before striding out for a quiet Hidden Blade kill when they turn their backs. Climb down the ladder when you reach it and, from there, leap over to the glowing marker. Grimaldi will loudly condemn Ezio as the true killer of the Doge, so ready yourself for a fight. If you’re sufficiently fleet-footed, you can evade the guards and kill your target straight away. Your only remaining objective is then to put distance between Ezio and the scene of the crime. Once you lose your pursuers, the Sequence draws to a close.

Sequence 07


Benvenuto: This is but a stroll through the streets of Venice, taking in evocative sights and sounds as you follow your two companions. Feel free to explore and unlock a few viewpoints before you start.

That’s Gonna Leave A Mark: Heal, repair armor and replenish your stocks of finite items before you begin. After the opening cutscene ends, your job is to escort the wounded Rosa as she attempts to escape. This does not begin auspiciously, as you are thrown directly into a fight with nearby guards. Rosa’s Health Meter is displayed in the upper left-hand corner of the screen. Attract your opponents by attacking them, even if the risk exposes Ezio to damage. While he will have opportunities to heal during this action-heavy Memory, his newfound ward will not. Rosa has a surprisingly high level of mobility at first, so endeavor to keep up with her once the first set of guards have been dispatched. You will encounter numerous small skirmishes with Borgia forces as you progress through the streets, so a secondary benefit of staying close is that it may enable you to perform quick Hidden Blade kills on stronger enemies. After a number of encounters, Rosa will collapse. For the next section of the Memory, your job is to carry her. There are further attacks, but this time certain individuals will come to your aid. It’s best to drop Rosa and help out, then continue towards the waypoint. For the final stage, Rosa is on board a gondola. Run alongside the boat as it moves along the canal, slaying all archers on its path. Throwing Knives facilitate the perfunctory brand of kill required, though some are in a suitable position for Hidden Blades finishes. It’s a good idea to move ahead and work in advance (the route isn’t complicated), though don’t stray too far.

Building Blocks: Enter the Thieves Hideout (Gilda dei Ladri di Venezia) office to meet Antonio for a brief cutscene.

Breakout: Meet Ugo on a rooftop to the east of Santa Maria Gloriosa dei Frari to begin this Memory. There are three locations where you will find cages containing groups of four Thieves. These are guarded at street level by several soldiers who will attack Ezio if he enters the designated Restricted Areas. Once you free a group of captives, you must escort them back to Ugo, who awaits your return at the Memory Start location. It’s only mandatory that one Thief survives (the number required is marked onscreen), but it’s still prudent to keep them out of trouble and not to outdistance them.

Clothes Make The Man: Meet Ugo on the dock east of the Thieves Hideout to begin this Memory. The first objective is to secure the services of Thieves and use them to lure away the guards surrounding three Treasure Chests. The two containers closest to the starting position are a cakewalk: just stroll over once the guards give chase and retrieve the contents. The final chest, located close to a bridge, requires a little more in the way of planning. In addition to the guards stationed around it, there is also a street patrol or a Harasser. Time your approach carefully to sent the Thieves in at the right moment. The second objective is to steal a gondola from a Restricted Area. Approach it from the rooftops, picking up another group of Thieves on the way and, once again, order them to create a diversion. The journey back to the final waypoint marker should be short and uneventful.

Cleaning House: Speak to Antonio inside the Thieves Hideout. Use Eagle Vision to identify each culprit in the green zones. One is found on a ship surrounded by other vessels, with a perimeter of keen-eyed archers making a direct approach difficult. A second stands alone on a rooftop. The third can be found strolling near a marketplace, with several opportunities for an Air Assassination. All three targets will attack and raise the alarm if they spot Ezio.

Monkey See, Monkey Do: Speak to Rosa outside the Thieves Hideout to play a short Climb Leap tutorial.

By Leaps And Bounds: Having acquired a valuable new technique you can finally scale the tower at Santa Maria Gloriosa dei Frari, so meet Rosa there to begin this Memory. There is a time limit to reach the viewpoint, but it’s actually rather generous. The most obvious route is to scale the east face, by the starting position, but you may find it easier and faster to run to the southwest corner of the building and climb from there. Synchronize before you dive back down, then speak to Rosa to stop the clock.

Everything Must Go: After killing the five archers on the surrounding rooftops (an uncomplicated task that requires no real strategy barring the obvious suggestion that Throwing Knives will help), return to Antonio. Hire a group of Thieves stationed nearby, then make the short journey to the Palazzo Della Seta’s western entrance. You’ll find it guarded by four soldiers. Instruct your helpers to lure them away, or Double Air Assassinate the Brutes. Run over to the northwest corner (beside the canal) to begin scaling the wall, employing Climb Leap as required until you reach a balcony. Once the cinematic interlude ends, the challenge is to assassinate Emilio before he departs on a boat stationed at the north face of the Palazzo. While he waits for his minions to load select possessions on board, he will stroll around the inner walls, loudly bemoaning his lot in what little of his life remains. You can climb down and fight your way to your target if you like, but the north face of the building presents an opportunity for a more creative finish. Climb in through the open window on the right, then look over the safety barrier to the left. See the beam below? Drop onto it, and you can wait silently for Barbarigo to move into position for departure, then end the Memory with a stylish Air Assassination.

Present 02


Warehouse: Desmond’s athleticism is now equivalent to that of Ezio, so meet Lucy in the warehouse to put his newfound prowess to the test. The task she sets is to operate a series of small sensors. These are all located in the area that Lucy unlocks: two on the lower level, with the final pair on the walkways above.

Acre: Chase the individual who initially stands underneath the raise portcullis, but runs as you approach. If you lose your way, your destination is the largest tower inside the walled area. Climb to the top to reach a cutscene. Though the urge to explore may be great, moving outside the white “boundaries” or a fatal fall with force you to resume from the beginning-there are no checkpoints.

Sequence 06


Road Trip: Medici’s gratitude (and, perhaps more importantly, his rewards) mark a fitting end to Ezio’s time in Florence. Once you have spoken to him, this is a good time to begin completing Secondary Memories that remain, particularly the new Assassination Contracts. Though you can return to Florence and its surrounding towns later, spending a little time in pursuit of florins (and upgrading Monterigionni) will be of great benefit in the long term. When you are ready, head to Leonardo’s workshop to receive further instructions.

Romagna Holiday: Follow the Memory Start marker to reach the Apennine Mountains zone, where Ezio is reunited with Leonardo and a brief yet unusual gameplay sequence begins. The horse-drawn carriage is sturdier than most, but collisions will inflict gradual damage reflected by a gauge in the top left-hand corner of the screen. Use the Movement Stick to steer, but don’t bank too sharply-should the carriage overturn, you’ll be returned to an earlier checkpoint. Naturally, there’s more to this set-piece event than negotiating obstacles. Assailants will jump from horses to grab either side of the carriage, progressing from there to the roof, before finally attacking Ezio. Those on the sides can be dislodged by brushing against roadside scenery, though this is a fairly high-risk strategy. To deal with enemies who can reach the roof, sharp banking mixed with quick left-right motions can cause them to lose their balance and fall. Driving beneath low branches has a more immediately satisfying result. Should an attacker reach Ezio, tap the Empty Hand Button rapidly to thwart his assault. In the second stage of the escape, Ezio’s opponents use Greek fire to set sections of road ablaze. If you can evade the flames while attending to combatants on the carriage, you should reach the third and final part of this mission, where Ezio jumps out of to challenge his pursuers directly. Make the Brute your priority, and his death should weaken the resolve of his surviving allies.

Tutti A Bordo: Feel free to take in the sights and sounds of rustic Forlì and its surrounding wetlands before you head to the dock to meet Leonardo. There is a brief gondola tutorial to complete before Ezio sets sail for Venice, but the onscreen prompts will furnish you will all the guidance you need.

Sequence 05


Four To The Floor: A very simple task: meet de Medici on the Ponte Vecchio and view a cutscene. Once it ends, head over to the waypoint to meet Leonardo.

A Blade With Bite: Another short and uncomplicated objective. When you reach his workshop, Da Vinci prepares a new gadget for Ezio-the Poison Blade. If you have any optional engagements that you’d like to work on in Florence, do so now as you’ll be leaving the city for the rest of this Sequence. Once ready, either travel to Monterigionni.

Evasive Maneuvers: On your return to Monterigionni, speak with Mario to begin this short yet instructive Memory. Pay special attention to the Dodge and Disarm tutorials, as these abilities will grow in significance as Ezio faces ever more varied and well-armed adversaries.

Town Crier: The Memory Start position is just outside Santa Maria Assunta in San Gimignano; I suggest that you pick up Throwing Knives on your way there if your stocks are low. Figuring out the best way to reach Antonio Maffei is a puzzle of sorts.
1: Begin by climbing a ladder behind a hay cart northeast of your starting position. Eliminate the nearby rooftop archer, then climb the short tower directly south of the one where Maffei is holding forth.
2: When you are almost to the top, stop and observe the two sentries. One stands in the center, turning to face a new direction at regular intervals. His companion, though, walks around the outside of the roof-making him an easy target for a stealthy Assassinate from Ledge move as he passes your position. Naturally, you should do this while his companion is looking elsewhere. Once you’ve sent hi plummeting, bide your time to kill the second archer.
3: A rope bridge links this tower and your destination, so drop down to it and head over to Maffei’s tower. At the top, your target is guarded by a few soldiers. When you reach the wooden platform, ensure that there is no one above before climbing up. At this point, the manner in which you deliver the coup de grace is yours to choose-though, it must be said, it’s a long way down...

Behind Closed Doors: The Memory Start position is located far outside the walls of San Gimignano. This is an extremely combat-oriented mission, so stock up on Throwing Knives and Medicine and repair Ezio’s armor before you head for the waypoint just southeast of Villa Salviati. Once you start the Memory, head north to the buildings on the east side of the villa. All soldiers in the region have been briefed to expect you, so waste no time: order your Mercenaries to attack each group you encounter, then try to stalk the periphery of each melee, performing easy one-hit kills on opponents facing away from you. When you reach the houses, make the archers your priority. The tallest building here is high enough to enable Ezio to leap straight over to the villa walls. With Throwing Knives at the ready, turn left and follow this high path until you reach the main gate, dispatching sentries with as little ceremony as possible. Then jump down and open the gate-the mechanism is clearly visible beside it. Once your allies engage the many soldiers here, your target is easy to identify: he is, after all, the only combatant wearing nightclothes. If you engage and dispatch him quickly, your sole remaining objective is to escape.

Come Out And Play: Bernado Baroncelli is the most cautious assassination target you have faced so far. The streets leading to his location are blocked by guards, so you need to find and climb a building on the western edge of the highlighted zone. The specific one you need has a ladder leading to its roof. Move over to the Leap of Faith position on the east face of the building. Observe the scene below, then activate Eagle Vision to identify Baroncelli. Ensure that he is facing away and there are no guards moving underneath, then dive into the cart full of hay just below. Watch your target closely as he walks around the area, regarding groups and potential hiding spots with great suspicion. Wait until he is facing away from you, then jump out and Blend with the nearby crowd. Finally, pick a group that lies directly on his “patrol” route and lie in wait. Activate Target Lock as he approaches, then strike with the Hidden Blade once he moves in range. For a more exotic finish, you could opt for the Poison Blade instead-on either Baroncelli or his bodyguards. If you remain concealed throughout, you may be able to Blend straight into another group once the deed is done, escaping detection entirely. Should Baroncelli spot Ezio, he will flee immediately, with surrounding guards rushing to his aid. Don’t get sidetracked by fighting-aim to catch your quarry and perform a quick kill before making your escape.

The Cowl Does Not Make The Monk: Stefano da Bagnone is seeking refuge inside the Monte Oliveto Maggiore, located southeast of San Gimignano. Though it may seem that you can stroll straight in, activating Eagle Vision will reveal that certain groups of monks are actually disguised guards. Those patrolling outside will be suspicious of Ezio as he passes, but are easy to avoid. Those inside the building, however, are more attentive, and will attack on sight if they see Ezio enter. Given the need to identify Bagnone with Eagle Vision before you make the kill, a discrete approach definitely works best. One tactic is to slip through the entrance on the north face of the building and immediately Blend with a crowd (good thinking and judgement are essential here); you can make use of the numerous hiding spots available to move into position and strike as Bagnone walks by. Another tactic is to sneak onto the rooftop and perform an Air Assassination once your target strolls out into the center of the cloister. Either way, the Smoke Bombs given to Ezio at the start of the mission will facilitate the quick escape required once the deed is done. If you leave via the exit on the north face of the building, one dropped just outside should suffice.

With Friends Like These: Before you start this Memory, take the time to reduce Ezio’s Notoriety level to zero and replenish your stock of Throwing Knives. Identify Jacopo de Pazzi with Eagle Vision, then trail him out of the town. He will become suspicious if Ezio approaches him too closely, or causes any kind of commotion-even colliding with a civilian may lead him to backtrack and investigate. If you lose a direct line of sight with your target, you have 25 seconds to lay eyes on him again, or Desynchronization will follow. His destination is a secret meeting in the Antico Teatro Romano ruins not far outside the town. The best approach is to take to the rooftops, though you will need to swiftly slay a few archers with well-aimed Throwing Knives. Follow him out of the square, and scale the first suitable wall once you note that there are guards blocking the exit. Wait on a roof until your target strolls through, then use the wooden scaffold to the west of the gate to climb onto the town’s outer wall. When he walks past your position, free run on the beams and poles extending from the nearby tower to reach the next wall section. When Jacopo reaches the steps leading into the ruins, wait until he and his guards walk down the steps into the ruined amphitheater, then use the Leap of Faith to return to ground level. Do not attempt to follow them down. Approach the waypoint marker that appears from the south (look out for a stone “bridge” over a passage below) and stroll over to the glowing circle to trigger a cutscene. Make use of the powerful Disarm ability in the fight that ensues, then approach the mortally wounded Jacopo to end his suffering.

Sequence 04


Practice What You Preach: A short yet instructive Memory, this unlocks new assassination techniques. Practice each one in turn (and as often as you like), being sure to try both the high and low profile variants of Assassinate from Ledge and Assassinate from Hiding. When ready, return to Leonardo to complete the final objective and receive the Double Hidden Blades.

Fox Hunt: The Mercato Vecchio contains a common street pest: the Harasser. These infuriating individuals can recognize Ezio and will draw unwanted attention with their songs and shouts. For the same reason, you should also avoid individuals bearing crates. They will steer towards you but won’t collide with you if you stand still. Once you locate your target with Eagle Vision, move in close to trigger a cutscene. During the chase that follows, the biggest challenge is to avoid colliding with guards (and, to a lesser extent, common citizenry). Once you draw close, tap the Empty Hand Button to tackle your quarry. Do not, under any circumstances, use your weapons-this will cause immediate desynchronization.

See You There: A free running exercise en route to Santa Maria Novella. The Memory ends once your companion leaves, but there is still the question of how to deal with the guards blocking the route to your next objective. Courtesans or Mercenaries both have their merits if your funds allow it, though a short free running session over the wall with the arches or an honest brawl will be just as effective in securing access to the catacombs.

Novella’s Secret
1: Use the lever to open the first gate, then climb up and take the left-hand exit. Free run over the exposed poles and beams to reach a second lever, then head through the central passage. Again, use the beams to free run to a broken platform where a third and final lever can be found to open the gate at the waypoint marker. Perform a Leap of Faith from the ledge into the pile of straw below to quickly return to the bottom level. Note that should you accidentally fall to the lower level (and survive) before activating the second lever, you can climb a ladder to reach a path that leads back to the starting point.
2: Free run over the broken wall sections (to your left as you enter the room) to reach the upper level. There are Templar guards on either side. Use the Assassinate from Ledge move to kill the first on your left, then sneak up on the second. Free fun over the poles extending from the wall above the locked gate; for the final jump, aim for the hanging rope to swing around to safety. Activate the glowing switch mechanism.
3: Still on the upper level, leap over to protruding stones on the east wall, then climb to the wooden platform and jump to the adjacent balcony. Hop over to the sarcophagus raised by the mechanism, then turn left and use the pole to reach a second balcony. Here, operate the device to open the gate. Jump to the pole left of it after the cutscene, then perform a Leap of Faith from the ledge to return to the lower level.
4: Templars enter the room and begin investigating, but you can ignore these and make a break for the individual just through the gate. Approaching him triggers a frantic chase through ruined corridors. You can’t “fail” during this sequence, so feel free to take risks. The athletic Agile Templar will do everything in his power to curtail Ezio’s pursuit, but every blocked route has an alternative path next to it.
5: When you reach a long set of stairs leading to a tunnel with a raised path on the left, you have a choice. If you choose to follow him on the low ground, you won’t catch him before he reaches the door. The Templar then warns four of his associates, leading to a fight. If you take the high ground, though, it’s possible to perform a spectacular jumping execution at the end, thus preventing him from raising the alert and avoiding the battle entirely. Move to the waypoint to find a switch. After the cutscene, head down and open the sarcophagus. Don’t forget to open the nearby Treasure Chests before you exit to the outside world.

Wolves In Sheep’s Clothing: Wound Francesco to drive him away (it’s not possible to kill him here), then defend Lorenzo de Medici from a large wave of assailants. Once these are defeated, escort him through the chaos in the streets until you reach his residence. You will be attacked by other enemies as you travel: judicious use of Counter Kills is the trick to keeping each battle suitably short. As all this combat may take a toll on Ezio’s health, armor and supplies, be sure to restock, repair and heal starting the next Memory. Throwing Knives could be especially useful.

Farewell Francesco: Head up to the rooftops and travel to the waypoint where de Pazzi seemingly awaits your arrival. Climb the back end of the Palazzo della Signoria and study the positions of Francesco’s men. His archers are your foremost priority. If you can discretely kill these first (ideally with the low-profile Assassinate from Ledge move), the combat that follows will be far less fraught with danger. Your target flees once you reach the upper level, so give chase immediately-losing him will send you back to the previous checkpoint. Francesco is an accomplished free runner. Concentrate on keeping up with him at first, only taking risks to close the gap when you are confident that the consequences for any mistakes will be small. Once you draw sufficiently near, ready the Hidden Blade and wait for the right moment to strike.