Memory Block 5: Sibrand (Acre)
You must explore these next two areas carefully because
there are so many guards now that if you fart the wrong direction you are going
to get chased. So, running up the sides of buildings on a whim is largely out
of the question. It astounds why the designers would take away the one last fun
thing about this game. I am already suffering through this incredibly
repetitive gameplay, please let me jump around to blow off steam. They could
even explain it, via letter, like this:
“Altair’s continued alignment with the Assassins and his
growth towards personal excellence has given him an increased ability to blend
in with his surroundings thereby allowing him to engage in more dramatic
displays of acrobatics and tomfoolery without arousing the suspicion of
adversaries.”
Bureau:
The target is named Sibrand and he is now in charge of
the Teutonic Knights (a force responsible for collecting port tolls.) This
investigation has a real nautical theme as the investigation is in and around
the ports. Just before Altair heads out the Bureau chief apologizes for
doubting his dedication and Altair says that he was the ass. It really is a
warm moment in Assassin’s Creed.
Investigation:
It seems that Sibrand is loading up his ships in
preparation for a long time at sea. Everyone suspects that the military leader
is mad with fear and fleeing the city because he is spooked by all the recent assassinations.
An exceptionally theatric street crier confesses that Sibrand is confiscating
ships to form a blockade that will block Europeans Reinforcements.
Sibrand plan is really a good example of multi-tasking; by going to sea he is
protecting himself from Altair AND he is blocking the surge of Crusaders. This
guy needs to be promoted. Sibrand hides in the docks and has increased the
guards’ patrols to protect himself until his escape craft comes in.
The Bureau chief wonders how Sibrand knows that the
Assassin’s are after him. Altair knows, it’s because Sibrand and all the other
targets belonged to the Templar
Brotherhood and there is probably a newsletter.
The Kill:
The target is down at the docks (as identified by the
icon). The docks look exceptionally great with their intricately modeled ships
and beautiful water that is as shinny as Jade Raymond’s lips. Altair arrives
just in time to see a crowd gathering around Sibrand as he harasses a monk. It
seems the Templar is mistaking the white cloak of the man for the same white
cloak of Altair. In a single slash Sibrand kills the monk. Poor
thing. If he would have just put his hands together in blend mode Sibrand would
have lost all sight of him and he could have disappeared into the crowd. After
an incident like this it is probably a god idea for Altair to get a quick wardrobe
change. Just like superman. Sibrand puts on his ridiculously garish helmet then
runs off to his ship to hide and be German.
Hold on tight because this is the worst part in the whole
game. Altair, like so many other videogame protagonists, is deathly allergic to
large bodies of water and one missed jump means death to Altair and a quick trip
back to your last spawn point. The stepped up guard patrols and the crazies
peppered throughout the docs all increase your chances of landing in the drink.
Do not waste your time and try to jump from ship to ship and from wooden post
to wooden post - you will fall in the water more times than your patience will
allow. The best way through this is to follow along the southern end of the docks.
The path is a wide pier. There are a lot of guards so engage in open combat
with the knights (forget being stealthy here). Then, head towards that large
lighthouse and when you get to it, walk down the ramp to the docked ship.
Another option is to follow the sea wall the same way as above
but when you pass through one of the towers and past four dock workers who are
carrying stacks of wood, jump over the next wall to a small harbored ship. From
the ship, cross the four wooden poles sticking out of the water. I know I told
you not to do this before but if you stop and let Altair balance before leaping
to the next pole you should be fine. Finally, jump and cling to the back of the
ship Sibrand is on.
Sibrand is yelling at his crew for not protecting him
while he stand out in the open on the back part of the ship. I don’t know the
name of the deck though. It’s the deck where sea captains stand when they want
to boisterously tell their crew to set sail for treasure. If you came down the
ramp from the light house, run past the two guards on the ship and go straight
for Sibrand. If you went with the option of holding on to the back of the ship,
climb over and stab him in the back. Whichever way you go, you must be quick about
it because Sibrand escapes if too much time elapses.
The Misty-Sea Blue Screen of Death:
Instead of being resolute and accepting of his fate as
the other targets were, Sibrand fears the afterlife - or lack of it. He says
that there is no such thing because the treasure is proof (or “tweasure iz pwouf”
because he soooo German) that religion is fake.
The blockade he was forming was needed to stop the Europe-sent
reinforcements that would attack once the Templars initiate their plan of mass
brainwashing on the Holy Land citizens.
You know if Sibrand had been so scared of assassins
killing him, he should have mounted up his fellow knights, headed over to Masyaf,
climbed the hill and storm the large building with the banners that read
“Assassin Headquarters. Keep out. This means you!!” He would have fared better
than Robert considering the assassins already used that log rolling trick and
it will take them weeks to get the logs back up there.
Assassin Debriefing:
Altair is super bummed when he reports the death of
Sibrand to the chief. In what must be another service the Bureau Chiefs offer, consoles
Altair saying it is normal to feel bad after you kill and to let it make you
stronger. Altair can’t justify his actions when these men seem to be doing so
much good.
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