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Assassin's Creed 3 Walkthrough
Our guide for Assassin's Creed III will prepare you for dismantling the Red Coats' forces, detailing each sequence and optional objective along the way.

9.2: Father And Son
Optional Objectives:
- Do not get detected while stealing the mercenary outfit.

Follow Haytham along the rooftops to the church. You’ll need to steal a guard’s uniform in order to enter. Find the guard while maintaining a low profile so as to not attract unwanted attention. To steal the clothes without being detected, look for a set of tall boxes in the street near where the guard patrols. They form a little alcove that will largely protect you from view; hide back here, whistle the guard over, and kill him with a corner kill. Just be sure that there aren’t any other Redcoats in the area, and you should be able to nab the clothes without being spotted.
9.3: The Foam And The Flames
Optional Objectives:
- Do not take any fire damage.
- Limit Haytham’s health loss to 50%.
The opening fight here can be difficult, since your objective is to keep Haytham above half health. Stay close to him and use your smoke bombs to stun all nearby enemies, then get your blades into them while they reel. Focus on the grenadiers while they’re stunned; if they manage to throw a grenade you’ll have to worry about keeping Haytham alive, let alone above 50% health.
It shouldn’t be too difficult to escape from the building without taking fire damage so long as you move carefully and with consideration to your surroundings. There’s no time limit, so move slow and avoid anything that’s aflame. There’s a rafter above you in the first room that looks like it’ll burn you, but it won’t. After that, follow the dots and escape.
9.4: A Bitter End
Optional Objectives:
- Limit environmental damage to 20%
- Stay within 500 meters of the schooner.
- Achieve a minimum kill streak of three kills or higher.
Ah, another chance to show off your ship on the high seas. If you have some extra cash, you may want to upgrade it a bit if you haven’t done so yet. The improved rudder will help you maneuver, and you’re going to be in some tight spots coming up.
And those tight spots come pretty much immediately, as you find yourself maneuvering the Aquila through some tight island canals. You’ll find Church’s ship right quick, but will have to follow a smaller vessel through the channels here. At full sail you’ll gain on it, while at half sail it’ll have the speed edge on you. Attempting to both limit environmental damage and stay within 500 meters of the ship will take some doing, then. Use full sail whenever you have a bit of clear space in front of the boat, but switch to half when you need to maneuver. This is especially important when rogue winds pop up, as they’ll dangerously veer your ship off its course if you’re at full sails. The chase isn’t so much a matter of knowing a trick; it just requires some finesse and execution.

When you catch up to the ship - surprise! There’s a fully-loaded man-o-war and five escorts waiting for you. The escorts can be eliminated with your swivel guns, so start taking them out first. The man-o-war requires you to use chain shot to destroy its masts; switch your cannons out for the new ammo before firing on it. With the masts down, it’s time to live out your pirate fantasies and board the ship.
Getting the three-kill streak here can be tricky, given the chaos aboard the ship, but the sailors are easy targets and there are an infinite number of them to work with, so it’s just a matter of tapping your attack button and changing targets as often as possible. You’ll occasionally be interrupted by your own men running around, but, again, you have no shortage of targets to take out here, so simply keep trying until you get the objective notification.
Table of Contents
-
- Introduction
- General Tips
- Sequence 2.1-2.2
- Sequence 2.3-2.4
- Sequence 2.5
- Sequence 3.1-3.2
- Sequence 3.3
- Sequence 4.1
- Sequence 4.2-4.4
- Sequence 5.1-5.5
- Sequence 5.6-Desmond Int. 1
- Sequence 6.1
- Sequence 6.2
- Sequence 6.3-6.4
- Sequence 7.1-7.2
- Sequence 7.3
- Sequence 7.4
- Sequence 8.1-8.2
- Sequence 8.3
- Desmond Interlude 2
- Sequence 9.1
- Sequence 9.2-9.4
- Sequence 10.1-10.2
- Sequence 10.3
- Desmond Interlude 3
- Sequence 11.1-11.2
- Sequence 12.1-12.2



