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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.

5.6: The Hard Way
Optional Objectives:
- Do not take any damage.
- Successfully brace when attacked, three times.
- Use the swivel guns to destroy two ships.
Because Connor is the luckiest damn Assassin to ever assassinate, you now find yourself in possession of a ship. Even if it’s seen better days, the Aquila is still a mighty vessel…except for the fact that she has no guns.
Head off to Martha’s Vineyard to see about equipping the ship. You’ll get your first taste of ship steering on the way. Nothing too complicated here: use half sail for maneuverability and full sail for pure speed. Avoid the rocks and other ships, and you should make it to the dock without a scratch.

After the guns are installed, it’s time for a bit of target practice, wherein you’ll get to use both of your ship’s weapons. Cannon fire is controlled with the right trigger. It’s powerful, but requires finesse to use, as you’ll need to line your ship up alongside your target and release the trigger so that the shot hits precisely. Against moving targets, you’ll usually want to release your shot a moment before you line up; it takes a second for your men to fire, and the travel time of the shot will further introduce some lag into the equation.
The smaller guns, controlled with the left trigger, are more precise than cannon fire, but have a much more limited range. You’ll want to use these against skiffs and smaller vessels that threaten you. If the targeting reticule doesn’t turn red when you’re aiming at a ship, you’re out of range and won’t hit anything.
After the target practice, you’re going to face off against a few British ships, with some optional objectives thrown in for good measure. You’ll want to use the first three ships to fulfill the swivel guns requirement; get in close, use the small guns, and they should go down relatively quickly, although one of them is a bit larger than the other two. When the larger ship appears, you can fulfill the “brace” optional objective. Wait until you hear the other ship’s cannons fire, then immediately press the brace button (X on the Xbox) to order your men to duck their heads. It doesn’t always register as a brace, so you may have to let the ship fire on you before it registers success.
Actually defeating the ship is a bit more complicated. It will be using its cannons against you, and is pretty good at maneuvering itself into position. You can take more damage than it can, though, and you can ready up your cannons and maneuver your own ship at the same time. Use your full sails to gain on it when it draws away, and switch to half sails to come around for a fusillade. Just remember to depress the trigger to prepare to fire, then let go of the trigger to actually fire the cannons, but issue the order just before your targeting field starts to intersect the enemy. That will allow for travel time and the delay in firing, ensuring that the bulk of your shot will hit the target instead of the water.
DESMOND INTERLUDE ONE
Ah, a modern-day interlude! This Desmond sequence isn’t very difficult, as the path through the tower is fairly linear. Follow the lit-up sections of the path, find the crane at the top of the building, and jump! You have to trigger your parachute when your handler radios you, which will occur around a second after your leap.

With the artifact in hand, head back to base and check your email and talk to your compatriots. Before you head back to Connor, head into the reactor room at the top of the lit stairs that your father paces. If you go up to the second floor here, you can find a path leading up to a metal beam. Follow it, moving around the cylinder in the path, and up to the third floor. Here you can place the artifact and put more power into the facility, which opens a new chamber near the Animus chair. There are two more cutscenes to be found within, explaining more of the First Civilization’s plans to save the world, and further exploration will lead you to the slot where the next battery goes. You don’t have it at the moment, so head back to the Animus chair and return to Connor.
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



