ASSASSIN'S CREED: REVELATIONS

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1.3 Advanced Tips

Golden Rules

Stay on the move. You have a target to track down and you are being hunted constantly. You should only remain still in very specific instances, such as when you are hiding from a pursuer.

Aim to complete your contracts with a good score bonus. Securing more kills than your rivals isn’t helpful if they consistently accumulate twice the points.

Avoid surrendering points to other players by allowing yourself to be killed or Stunned. Be patient! Running towards a target will get you to them more quickly, but will also increase the likelihood you will be noticed (or, worse, Locked) by other Templars.

A player with higher XP and character resources will always have an advantage, so just keep playing. Your progression curve will flatten out, with higher Levels coming more slowly, but the advanced Abilities are worth striving for.

Improvise, don’t strategize. Concentrate on finding your target as quickly as possible, but remain alert and be ready to switch tactics in an instant.

Try to Lock your target whenever you identify them. Locking enables you to keep track of opponents, even when they move out of view (though only briefly), and helps to avoid situations where you execute civilians by mistake.

It makes sense to use Abilities sooner rather than later. Even with default Cooldown periods, the assignment of contracts and tracking time with a full Abilities Set roughly equates to one Ability per kill.

Templar Identification Tips

Use your Target Data HUD to switch between targets in applicable play modes, then go for the opponent who is closest, or in the most interesting location. Don’t just settle for the first assigned target.

Blending isn’t half as effective as standing next to a civilian with an identical Persona. Once a participant is close to an opponent, the Compass becomes a full disc and gives no further indication of which target to execute. This leaves the sticky problem of deciding who to strike, which should at the very least slow an opponent down.

Blending among moving crowds enables you to approach your target without being spotted.

Once you hear whispers, you know that your pursuer is drawing near. Conversely, once you hear your heartbeat, you know that your target is nearby. If you are finding it difficult to hear the whispers, try using headphones.

Moving at a higher elevation increases your chances of targeting your contract. If you are on a rooftop above them, the range of an air assassination while in pursuit greatly exceeds the proximity you would need to reach them at street level – and you won’t take damage from falling. At the same time, rooftop activity marks you out to all other players as an Agent.

Some of the characters are harder to spot at a distance than others, particularly for new players. If there is one you find troublesome, simply choose that skin as your own to avoid this problem. There is a chance, of course, that your pursuers may have the same trouble identifying you.

Watch how AI-controlled civilians move and attempt to imitate them. Other players are just as busy as you, so a rough approximation will enable you to pass for an NPC on most occasions.

If your pursuer performs a high profile action while in your line of sight, a red triangle icon will appear above their head (), making them very easy to spot. When a player moves his camera to look behind, his character moves his head – use this to locate your rivals.

Take a moment to stop and look at which way the arc is moving on your Compass. By interpreting its width and direction, you may be able to intercept your target at the nearest intersection.

If your target is constantly running around on rooftops, you can either chase him up there for a Reckless kill, or save your time and earn a bonus by shooting him in the back with the Hidden Gun.

The moment you locate your target and assassinate them, even if striking from a hiding spot, you break your cover for the entire world to see. You are never more likely to be killed than at this moment, so you should often make a swift getaway after a kill rather than blending or hiding.

Use Poison or ranged weapons to avoid creating a disturbance, then make a discrete departure – the ensuing commotion may distract any opponents closing in on your approximate position...

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