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Released in November 2010, Assassin's Creed: Brotherhood is a direct sequel to Assassin's Creed II and is the second game of the "Ezio Trilogy." In this installment, Ezio heads to Rome to continue his quest against the Templars. In the present day, Desmond continues to try and prevent the 2012 apocalypse.

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100%, Segmented with DLC: 4:05:30 by François 'Fed981' Federspiel done in 122 segments appended to 13 files.

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Author's comments:

Welcome to the speedrun of Assassin's Creed: Brotherhood, 100% synchronized, in 4 hours, 5 minutes and 30 seconds. It was recorded between November 12th, 2015 and February 18th, 2016.
I wish to address many thanks to MAGLX, Ectortutu, the whole team from TheHiddenBlade, the SDA team, and all people who supported me when I recorded.
Nota bene: the in-game time isn't increased during the present parts, nor everywhere you can't pause and watch the stats, for example all the loading screens. The run was recorded on PC with a Logitech controller, with almost all the settings put to the maximum (except antialiasing). The resolution I chose was 1600 by 900 and I recorded at 60 frames per second.
Category note: as my previous any% run, since I wasn't using an SSD, Ezio couldn't gallop with a horse in Rome, so it should be treated as separate category. In this game, 100% means to fully synchronize the DNA; this includes the main memories with their optional objectives, but also the war machines, the secret locations, the templar memories, assassinations, guild memories and courtesan memories. The Da Vinci's disappearance DLC isn't included but it still allows to get 10 hidden gun bullets instead of 6.
The main difficulty in the planning of this run was the money. In a single-segment run you would get it on different occasions, in addition to looting and selling the shrunken head on the way to La Volpe in sequence 3. Here instead, I use the gambling game available in the guild. Another big issue is that it's much faster to do the side memories using the replay mode, since it allows you to warp, but then you don't get the corresponding reward.
Anyway, in my opinion, what you will watch is the most optimised order of the memories, within 122 segments appended to 13 videos. There are two ways to end a segment: first by quitting to Windows (only when a checkpoint is registered) and second by going to the main menu, which makes the game to save. To perform warps or reload a checkpoint inside the replay mode, I switched outfits (between Altair's and the traditional one).
One last thing before going into details: the hyperblending glitch. I use it a few times in the run, and it allows you to go everywhere while staying hidden from the guards. Basically, you have to blend with a group of people and get on a non-standing surface (ladders, water, horses, any climbing element, etc...). Given you stay on those non-standing surfaces, you will be hidden; if you walk (without high profile) out of the group but still trigger the glitch, it's then called superblending.


Part 01 / sequence 1 and present 1

Segment 001 (0:13 – 1:09)

Nothing really fancy in that first segment, there's basically a QTE followed by alt+F4 to skip the discussion between Lucy and Rebecca.

Segment 002 (1:09 – 1:58)

Again nothing special in there, Ezio meets Mario and gets out of the vault.

Segment 003 (1:58 – 07:00)

Now this one is much more interesting ; already at the start Mario has to go through the cardinals and it doesn't always happen like that! But the most random part is the battle, and what you see in the video is the fastest I got, despite the hit taken. You have then to follow Mario closely (otherwise he slows down) and finally climb the tower before him. As you can probably notice, I reached the top at one of the first frames possible. The rest of the segment is only the arrival at Monterrigioni and the first save warping.

Segment 004 (07:00 – 9:22)

Once more this segment only deals with the cannon practice, and ends with a save warping right after the memory.

Segment 005 (9:22 – 10:01)

The horse is actually scripted to run away from Ezio until he spends enough time nearby. This is why I try to stay as close as possible from the start, but I got the horse stuck in the tree, which was very convenient. I also use a save warping after that.

Segment 006 (10:01 – 15:21)

This part isn't much interesting after all, since it almost only features autoscrollers and skipping cutscenes.

Segment 007 (15:21 – 16:29)

Originally this part was meant to be merged with the previous one but the fight can go wrong on many occasions so I decided to dedicate a segment for it; it was then very efficient thanks to the killstreak mechanics including the double kill technique. At the end, turning away doesn't loose time because you can't shoot the brute until he gets past the doorway.

Segment 008 (16:29 – 20:51)

I didn't slow down at all in the first part, and the same for Claudia in the second part, so this is pretty much the fastest you can get.

Segment 009 (20:51 – 25:37)

There's nothing special to comment, only a whole bunch of unskippable cutscenes and a bit of easy freerunning.

Segment 010 (25:37 – 32:05)

This part becomes more interesting. After the first broken bridge, if you pull the lever too early, Lucy can get stuck on the moving platform and the only way to continue is to reload the checkpoint (which is at the start of this segment); I was probably lucky in the video. The jump from the second broken bridge is also quite hard to perform quickly.

Segment 011 (32:05 – 37:40)

In this segment I get the circuit boxes in the most optimised order, according to me. Also, you can't shorten the animus training session, so you basically have to wait for it to end. I use alt+F4 to skip what Shawn says before the next sequence.


Part 02 / sequence 2

Segment 012 (0:05 – 1:34)

Using the first hit of the sword combo is much faster to go to the doctor, but you need to avoid killing people on the way. I end the segment right after the cutscene at the viewpoint.

Segment 013 (1:34 – 4:26)

In this segment I had to be lucky with the pickpocket, and I finally was! And then, I reached the final checkpoint as soon as possible, and the fight was very quick.

Segment 014 (4:26 – 5:47)

There is nothing special about the assassination itself, but I have to say I was very lucky with the horse spawn. I jump from it to perform a save warping.

Segment 015 (5:47 – 8:39)

The warp brings me next to Machiavelli, which is very convenient. I tried to punch him with the sword as much as possible, because that makes him go faster, but using the fists avoids alerts with the patrols.

Segment 016 (8:39 – 10:14)

I wanted to create a segment for that because grabbing and throwing the Borgia captain onto the scaffold can be very tricky, first due to the mechanics of gameplay, and second considering all the guards around. I finally managed to kill him and climb the tower very quickly.

Segment 017 (10:14 – 12:11)

Discussing with Machiavelli is the occasion for Ezio to pickpocket people before he gets robbed himself... Anyway, I caught the thief quickly and the segment ends with a save warping.

Segment 018 (12:11 – 15:00)

There is again pickpocketing with Machiavelli, and even more money from the Borgia courier. You may wonder why I'm calling the horse so late ; that's because it spawns differently depending on your position and camera angle. The segment ends with a save warping.

Segment 019 (15:00 – 16:05)

This fight can be very bad if you don't know what you're doing. The followers of Romulus may use their fists at the start (which you can't counter), they can throw knives if you try to run, and they're quite fast. Anyway, that went very well thanks to a bunch of double kills, and at the end cutting their throat instead of switching weapon.

Segment 020 (16:05 – 20:11)

In this segment there's a bunch of little freerunning tricks that allow to save small amounts of time, but they're all adding up. The biggest one is the shortcut that triggers a safe path before the last room: you don't have to actually perform the action but only to be within a certain area. Also, for some reason, I always got frame drops in the room with the lava.

Segment 021 (20:11 – 20:56)

Now that is the most critical part of this secret location. The jump to the balcony is very precise in terms of angle and position on the wall, and you really have to start jumping from the highest altitude in order to reach the ledge.

Segment 022 (20:56 – 22:27)

Hopefully there are no guards in this area so I could punch Machiavelli with the sword, which is much faster.


Part 03 / sequence 3

Segment 023 (0:05 – 1:11)

In this segment, ending up with a save warping, I bought only 8 bullets in order to have enough for the fight with La Volpe, but also to save money for the gambling part.

Segment 024 (1:11 – 1:34)

This one is only dedicated to warp between points. In a single-segment run you would then loot the chest that contains the shrunken head on the way.

Segment 025 (1:34 – 4:10)

The fight there was extremely fast and lucky, and I managed to bring the thief back to the checkpoint quite efficiently as well.

Segment 026 (4:10 – 5:15)

Once again I'm getting more money as a start for the gambling part. This segment also requires luck because of the spawning position of the official ; there everything went well.

Segment 027 (5:15 – 6:27)

This is where Ezio is literally throwing the dice. Two games are needed to reach the 18k florins that are needed for the rest of the game, and only a few combinations are possible for that (two winning rolls and two chance rolls for each throw). In the video, after triggering the guild memories, I got the lowest amount possible but still enough, and I used alt+F4 to end the segment.

Segment 028 (6:27 – 7:18)

This segments only consists in using the tunnels and a save warping, to go towards the barracks.

Segment 029 (7:18 – 7:29)

Another path between warps.

Segment 030 (7:29 – 11:23)

There is nothing really special to comment, except I got very lucky with the horse on the way back to the barracks. The segment ends with a save warping right after triggering the assassination contracts.

Segment 031 (11:23 – 11:45)

On the way to rosa in fiore, I used a save warping from the hideout.

Segment 032 (11:45 – 12:26)

Again this is a path between warp points, so the alert doesn't matter.

Segment 033 (12:26 – 16:39)

The fight against the cento occhi shows an efficient way of using the throwing knives, with both the special throwing technique and double kills. I was also lucky to not get detected by the nearby patrol. And once again, the segment ends with a save warping, after triggering the first set of courtesan memories.

Segment 034 (16:39 – 17:44)

This marks the end of sequence 3, together with the start of sequence 4.


Part 04 / sequence 4

Segment 035 (0:05 – 1:29)

At that point there is plenty of money to get full ammo and the crossbow. Also, because it's on the way, I start a nearby courtesan memory.

Segment 036 (1:29 – 3:07)

As always, it's faster to hit her with the sword, but it's not always possible since patrols wander around. Also, the game doesn't count a target as dying when you use poison and then a punch, which is very convenient in this memory.

Segment 037 (3:07 – 3:58)

I wanted to create a segment there because of the patrol cycle (the one to the north-east of the herald). Luckily I got the guy punching his friend on camera ; that hasn't any effect on the time but it's quite funny. And this part ends with a save warping.

Segment 038 (3:58 – 6:51)

This is where the serious business starts ; I tried to kill the minimum amount of guards to not get detected, and also to slow down as little as possible. After the short unskippable cutscene, you are able to jump immediately, but you would get detected every single time, thus I climb a little before actually going down.

Segment 039 (6:51 – 8:10)

As you can notice, it's possible to fire very quickly with the crossbow by interrupting the reload process, for example by sprinting or jumping; and that was useful to not get detected. Also, shooting in the area around Lucrezia is enough to catch her attention, which is much more convenient than climbing.

Segment 040 (8:10 – 10:04)

At the start, the second wave spawns as soon as you kill one of the agile guards; in the video they are 2 but they can randomly be from 1 to 3. I let Lucrezia run by herself for a bit, then I go trigger all the guards, and finish the battle with a ranged weapon to catch her right away. I didn't use many bullets because I had to save them for later, and also because Ezio often shoots Lucrezia when you perform double kills.

Segment 041 (10:04 – 13:13)

Restarting the memory allows to despawn the guard right before the haystack checkpoint. In addition, killing two of the running guards causes a glitch and the remaining one doesn't have any AI. I timed several combinations of fights and parts where I carry Caterina, and this appears to be the fastest I found.

Segment 042 (13:13 – 15:00)

This part can be tricky because you want to get your notoriety to zero, which requires an official to spawn in the area (and not flee), but you also need the killstreak for full synchronization. On top of that, what you see in the video is insanely lucky since the alert stopped almost at the top of the stairs, and it took me a second or two before I noticed.

Segment 043 (15:00 – 15:13)

This segment is once more a path between warp points.

Segment 044 (15:13 – 16:55)

Surprisingly, the most annoying part of this memory is to get to the first fight, because of the people on the way. The combination of crossbow and double kill makes the fights a lot faster, and more consistent. The segment ends with a save warping.

Segment 045 (16:55 – 18:14)

Nothing much interesting to say there, it represents pretty much the fastest you can get. It's also ending with a save warping.

Segment 046 (18:14 – 20:00)

Apart if you turn left to go on the main street, which is a detour, you can't call the horse earlier than what I did.

Segment 047 (20:00 – 23:17)

The segment is here because of the fight, happening after a tailing part. I finally had the superblending glitch after a failed attempt, and the battle went very well, despite I had to wait the crossbowman for a second. It's ending with a save warping once more.

Segment 048 (23:17 – 26:09)

The climb leap glove represents a serious amount of money and has to be taken into account in the calculations. About the mercenaries: they are quite slow and you have to wait before sending them to the fight, but don't need to actually fight for full synchronization, the assassin recuits did it in the end.

Segment 049 (26:09 – 29:07)

The remaining bullet was kept to shoot the explosive barrels, which is faster than running both to and from them.  Also don't gallop straight forward with the horse in order to dodge the machine shots.

Segment 050 (29:07 – 32:35)

This part isn't very difficult but it's quite long and I wanted to not miss any shot, and that's what's happening in the video. It ends with a blind save warping.

Segment 051 (32:35 – 33:54)

This short segment marks the transition between sequences 4 and 5.


Part 05 / sequence 5

Segment 052 (0:05 – 2:33)

Munitions are actually needed in this sequence, but only a few of them. This segment basically only deals with the way to the senator.

Segment 053 (2:33 – 5:06)

I'm waiting at the beginning because one of the guards is always attacking, thus preventing him from taking damage. After that, I tried to grab the senator to make him finish his sentence, otherwise you have to wait for it to finish at the checkpoint. In the end I managed to get him very quickly to the final checkpoint, without raising any alert.

Segment 054 (5:06 – 10:16)

There's nothing particular to say about this segment; only that using the fists make the bodies to stay on the rooftops instead of sliding down to the street level. Also this is where the climb leap glove becomes worth buying.

Segment 055 (10:16 – 15:46)

This jump is one of the hardest in the game, because you have to blindly aim for the flag down there, and in addition because you catch the ledge if you don't try to grab backwards. The rest of the segment is quite easy.

Segment 056 (15:46 – 17:27)

There you can watch a resurrection, where the screen says “desynchronized” but the cutscene is actually triggered, and you can skip it to get to the next part. You can also notice that superblending can be very convenient. The segment ends with a save warping immediately after the memory.

Segment 057 (17:27 – 17:53)

I was very lucky to get a horse right at the start to get to the next warp point.

Segment 058 (17:53 – 18:35)

The last memory of this sequence starts exactly where Ezio spawns, which makes this warp even more worth using it.


Part 06 / sequence 6

Segment 059 (0:05 – 1:27)

This is where I perform the glitch with the assassin recruits. The idea is to start replaying a memory, activate the ultimate guild cheat (providing 12 recruits at the best rank, which the game shouldn't save), then actually start the memory and exit the replay mode. You can also quit to the main menu but the game has to save somehow, and I had to get the smoke bombs anyway (they are mandatory for one of the side memories). And using the last memory from the previous sequence is extremely convenient because the warp (after activating the cheat) brings Ezio at the starting position, and you don't have to skip a cutscene to make it begin.

Segment 060 (1:27 – 3:56)

The save warping puts you closer to the hideout, so you can reach the tunnels faster. As you can notice, the smoke bombs are very useful to close the gates, and I was extremely lucky with the arrow storm. This segment ends with a save warping once more.

Segment 061 (3:56 – 5:38)

I managed to get the superblending very quickly by taking a bit of time to call the horse from the correct camera angle. This allowed me to shoot the guards efficiently with the crossbow (switching with the hidden blade to reload faster). Also, the recruits were very efficient for once; I was hesitating for a short moment before ending the segment to perform a save warping.

Segment 062 (5:38 – 7:55)

I do this templar memory here because its start and end are at very convenient places for this sequence. Nevertheless, this segment required a lot of retries because I wasn't sure how to deal with the guards near the big gate. In the end, everything happened according to the plan and I even got the target to glitch so I could swiftly assassinate him. One note about the horse: it stays at the start if you skip the introduction cutscene fast enough, as in the video, but it disappears every time you tear down a poster. The segment ends finally with a save warping.

Segment 063 (7:55 – 13:36)

This memory is nothing else than an autoscroller, thus everything will happen well if the recruits don't screw up.

Segment 064 (13:36 – 15:32)

It's possible to kill the target with an arrow storm, but that would require a supplementary segment and it doesn't really save time at all.


Part 07 / sequence 7

Segment 065 (0:05 – 0:24)

This sequence starts with a save warping right away.

Segment 066 (0:24 – 1:49)

Here I bought munitions and the poison upgrade for a side memory coming later.

Segment 067 (1:49 – 3:44)

This fight is probably the most annoying of the entire game. In the end, I think I made a good use of the munitions and, moreover, the recruits were particularly useful in this attempt.

Segment 068 (3:44 – 4:57)

As in all this memory, I managed to follow La Volpe despite the slow horse kindly offered by the game. Also, once more, I made a good use of munitions and arrow storm to get rid of all spawning guards.

Segment 069 (4:57 – 7:07)

There is a long horse trip but in the end I was ahead of La Volpe, and close enough to trigger the checkpoint. As you can notice, this time, arrow storm was enough to finish the memory.

Segment 070 (7:07 – 14:26)

Despite what I thought at first, it's not faster to get a horse at the start after all. Anyway, for this memory, the hyperblending glitch is very useful, but one has to be careful about the recruits. Indeed, if they use munitions instead of their hand weapon to kill the targets, the full synchronization is lost.

Segment 071 (14:26 – 18:45)

It's a shame that you have to go run to the last rifleman, but it's a good thing that all the freerunning part went well, especially reaching the checkpoint with the other recruits. I once killed someone else than Micheletto by accident, that's why I'd rather lock on him.

Segment 072 (18:45 – 21:22)

Catching the thief early by calling the horse requires a bit of precision in terms of timing and camera angle, but it's faster than using throwing knives to slow him down. And according to me, what you see in the video appears to be that fastest way to reach La Volpe without swimming.


Part 08 / side memories 1

Segment 073 (0:05 – 8:13)

The first segment with side memories has been quite difficult to record, because it features a secret location that can be quite annoying. In the end, all the freerunning and fighting parts went really well; in particular I've been lucky to dodge most of the knives. Then there is a thief memory and an assassination, obviously done there, as well as the tank memory war plans. I restarted the assassination memory in order to reset the guards; I do that a couple of other times in the run too.

Segment 074 (8:13 – 18:00)

This war machine memory is probably the most hated. It features a tailing part, some fighting, freerunning, and only then the difficult part with the tank. As you can notice I end up with efficient fights (using lots of munitions) and full synchronization with the tank. This is the first time that I use the outfit warping near the end of the memory, since reloading the checkpoint brings you much further away. I was also making use of a glitch where the machine can't take any damage if you get past the desynchronization barrier.

Segment 075 (18:00 – 19:28)

In this memory you always loose the horse at the start, so I had to use a different camera angle to call a good one (spawning at a convenient location).

Segment 076 (19:28 – 21:42)

I get rid of the horseman at the start since he always triggers an alert later otherwise. According to me, this is the fastest way of fully synchronize this assassination, since I finish close to the next one, and the arrow storm doesn't often get the last three guards, so I'm using the crossbow. Then, after an outfit warping, the next memory went very well too.

Segment 077 (21:42 – 26:22)

After buying poison vials and an outfit warping, the next templar memory went well; in particular I was lucky to loose the alert very quickly. Now the memory with the thieves and the cento occhi is really hard to do fast because of all the randomness involved; nevertheless, this one was very good. The thieves punched several of the guys, Ezio didn't get hit, and none of the targets died because of the poison. After another outfit warping, there's the biggest technical issue of the run: Fraps failed to separate files while recording and one of them was corrupted. I finally managed to retrieve it and the only drawback is a bit of sound and a few video frames missing. Then, the other templar memory went well: the target doesn't move until you actually identify her and you can exploit that with the camera angle.

Segment 078 (26:22 – 32:49)

With the help of an outfit warp (which doesn't save the horse unfortunately) I start the secret location that is made like a maze. Everything went very fine there, including the many little freerunning tricks (but each of them still saves some time).


Part 09 / side memories 2

Segment 079 (0:05 – 1:49)

Ezio sometimes struggles really hard at freerunning, thus I'd rather take a bit of time on a few occasions.

Segment 080 (1:49 – 2:51)

The purpose of this segment is to trigger the next set of assassination memories. Surprisingly you have to touch the door for it to be registered.

Segment 081 (2:51 – 4:40)

Restarting this memory allows to be much closer to the first target, which is very convenient.

Segment 082 (4:40 – 5:58)

As you could probably hear in the last part I became fully notorious, but choosing the memory “When in Rome...” in the DNA brings its level to zero, even if you don't actually replay it. The idea of the next memory is to bait a group of targets in order to kill all of them with an arrow storm, which you can't do otherwise.

Segment 083 (5:58 – 7:23)

It's much faster to let the guy run by himself, rather than carry him all the way to the checkpoint. Nevertheless, you still have to carry him once in order to complete the memory.

Segment 084 (7:23 – 8:13)

This segment is only about buying munitions and triggering the second set of the guild memories.

Segment 085 (8:13 – 10:10)

The horse can cause many issues with the guards and/or the narrow path if you're not careful enough; that's why I didn't jump from it.

Segment 086 (10:10 – 15:07)

After an outfit warping, I start the secret location in the colosseum. This one is very interesting because it features a bit of fighting, freerunning and also the chase that ends with the galloping horses. The main shortcut takes place when the target uses an elevator and you have to go through a lot of people, you can actually go above instead.

Segment 087 (15:07 – 22:26)

The first memory of this segment is one of those boring tailing parts; I perform an outfit warping right after it. The guild memory, on the contrary, is very interesting because you have to kill the first guy precisely so that his body slides down on the street while you loot him. Also, the fact that you can assassinate him from the rooftop is a glitch and has to be performed really early in the cutscene. The last memory went really well, especially getting the horse back after the second kill.

Segment 088 (22:26 – 25:09)

There can be a real struggle in this race but I finally managed to find consistent ways of going fast everywhere; the assassination after that is literally a walk in the park.

Segment 089 (25:09 – 27:50)

After triggering the second set of courtesan memories and an outfit warping, I started immediately with one of them, which went really well.


Part 10 / side memories 3

Segment 090 (0:05 – 9:43)

This segment was very difficult to record since many things can actually go wrong. Giuletta can get stuck with a horse, and the alert triggered at the end of the memory can last extremely long (despite the help of hyperblending). Initially, I planned to call assassin recruits for the guards to the left of the next target but it appeared that what you see in the video is much more consistent. After another outfit warping there is again a long tailing part, where I loot a chest... Why? Because I can! I also reduce the notoriety. In the last memory with the courtesan, I lost a tiny bit of time after the first target but that is nothing compared to loosing time due to inefficient recruits, or randomly spawning guards. That one happens in the video but there isn't much time lost after all.

Segment 091 (9:43 – 10:26)

There I did nothing else than triggering the last set of guild memories.

Segment 092 (10:26 – 12:48)

I think I was very lucky with the arrow storm to get what you see in the video.

Segment 093 (12:48 – 14:52)

It's very funny to see how the cento occhi come to their death once I assassinate the first of them; anyway, it allows to quickly finish the memory.

Segment 094 (14:52 – 18:51)

Again I reach the colosseum race after an outfit warping there. According to me, hanging on the ledge and then jumping backwards is the fastest way of getting down to the ground level, even faster than using the parachute. There's another outfit warping on the way to the templar memory after that.

Segment 095 (18:51 – 20:59)

Looking up only from the haystack triggers the target's escape with a very convenient path so I can assassinate him and start the war plans memory right away.

Segment 096 (20:59 – 33:39)

Now this war machine memory can be extremely annoying, first because of the first part that is boring itself, but also because you can get detected quite easily by the guards on the way. In the end, everything went very well, in particular the naval battle with the machine. The outfit warp after the first ship brings you much closer to the others.


Part 11 / side memories 4

Segment 097 (0:05 – 8:18)

This part required quite a lot of retries, since the guards patrol that you see next to the elevator can get stuck and, that way, you always get detected if you try to kill the target at the first occasion possible. Also, many little things can go wrong in the secret location; in particular, the trick after climbing the statue. It's possible to get up right away but most of the times you would need a few jumps to get the precise position. There, I got it at the first jump, which is why I continued despite the small mistakes. The whole part in the cathedral went really well too; I even managed to skip the cutscene with the safe way to climb.

Segment 098 (8:18 – 11:27)

This segment begins by triggering the last set of assassination memories, and I immediately start one of them after an outfit warp. Restarting it allows to spawn much closer to the targets, and using the special attack of heavy weapons is faster than watching the whole finish animation. Also, you have to taunt the brute to disarm him, and you have to wait for the second hit of the papal guard.

Segment 099 (11:27 – 12:23)

Once again, restarting the memory allows to be much closer to the targets. As you can notice, arrow storm makes it very easy.

Segment 100 (12:23 – 20:17)

There is the main reason why I bought the smoke bombs; indeed, the smoke bomb from the recruits is nothing but consistent, so I'd rather throw it by myself. Now the bomber memory can be very tricky if you don't practice it. It starts with punching the architect prior to identify him, which can go wrong for several reasons (but it's always the same guy, if you're wondering). Then, you have to stay hidden from the guards and people are randomly spawning so you might be unlucky there sometimes. The freerunning part is pretty fine after that. On the contrary, you can crash or get hit quite easily with the machine, but everything went finally well, despite the weird mechanics involved in gaining altitude with fire.

Segment 101 (20:17 – 21:38)

In this part I receive the parachute from Leonardo (after destroying all war machines) and I use the tunnels to rosa in fiore, outside of the replay mode. At the same time, I also trigger the last set of courtesan memories.

Segment 102 (21:38 – 23:40)

As you can notice this memory is definitely a walk in the park...

Segment 103 (23:40 – 26:04)

...so is that one, except riding a horse this time (and an outfit warp on the way).

Segment 104 (26:04 – 29:16)

I figured out that only Ezio has to stop the alert, and that the haystack was actually inside the checkpoint area, so it was very convenient to use it. Nevertheless, the mercenaries have to fight against only two guards, and those have to be from a secondary wave, which is why I killed the first three of them.


Part 12 / sequence 8

Segment 105 (0:05 – 2:05)

You have to be very fast from the start to kill the first guard on the top, otherwise you would have to wait before the assassination or sending a recruit. When I was recording this I was a bit afraid of being detected without a smoke bomb but everything was all right.

Segment 106 (2:05 – 3:44)

Concerning either to the freerunning or the use of munitions, I think this part was as fast as it can get. For example, you can't kill the first rifleman earlier than what I did, otherwise you would get detected by the two guards nearby.

Segment 107 (3:44 – 6:08)

In this memory we definitely have multiple occasions to notice the advantages of the parachute. On top of that, I was very lucky that the alert ended right before the nearest position where you can end the memory; and that is basically where I turned around before reaching one of the last assassination memories.

Segment 108 (6:08 – 6:54)

This time, the horse was nice with me so I could ride it as soon as possible in the right direction. By the way, this short segment ends with a save warping.

Segment 109 (6:54 – 8:43)

Here I start with a save warping but, instead of getting out of the game, I start replaying the previous assassination memory. After an outfit warping, I restart the last assassination memory in order to spawn right next to the targets. It's still needed to climb, somehow, but then the parachute is very useful once more.

Segment 110 (8:43 – 13:38)

This is the beginning of the last secret location: there's usually a cutscene with the beggars nearby but you can skip it by disturbing them. After a short tailing part, there is some freerunning that isn't really difficult, especially because you have to wait a little while for the cardinal before the checkpoint. If you go immediately, he will fall down and the checkpoint will not trigger; the segment ends at that point to save a few seconds.

Segment 111 (13:38 – 15:59)

As you can see I often got some frame drops in this part, but that hopefully doesn't affect the gameplay. If you include the cutscene time, it's faster to kill the cardinal by throwing him off, rather than using bullets for example.

Segment 112 (15:59 – 16:28)

This is a very short segment leading to the last set of memories.

Segment 113 (16:28 – 18:22)

Starting this memory from the main menu allows some horses to spawn, which doesn't happen if you simply start or restart it. In the end, the alert stopped pretty much as soon as I went out of the Vatican area.

Segment 114 (18:22 – 20:37)

These memories where you hold the apple are purely based on luck. In this one, I was lucky to kill the two groups of targets in two blasts, with only the health reloading time in between. I decided to include the next tailing part in this segment as well.

Segment 115 (20:37 – 21:55)

In this memory I was extremely lucky to: avoid stumbling due to the rifle hit, kill the first two seekers in one apple blast, then the next ones with arrow storm (since it's actually random too), and also all the papal guards in one blast.

Segment 116 (21:55 – 23:15)

That battle ended very quickly thanks to the use of two apple blasts and an arrow storm too. Nevertheless, starting this fresh from Windows helps other guards to not spawn after you kill the first ones.


Part 13 / sequence 9 and present 2

Segment 117 (0:05 – 3:30)

As you can notice, the beginning of this memory is quite easy; for example, you don't need to fight all the guards at the start, since the cannonball damage is scripted anyway.

Segment 118 (3:30 – 7:10)

Like in the previous part, you can avoid all the fights if you bypass some triggers; here for example, I use the streets to the left to reach the next checkpoint. The fight against Cesare is very easy with the knives and all the bullets that become available with the DLC.

Segment 119 (7:10 – 10:07)

This segment is dedicated to some unskippable cutscenes, and a short running part.

Segment 120 (10:07 – 14:58)

Despite the present part isn't taken into account for the in-game timer, I wanted it to be as optimised as all the others. In the end it was the case, especially considering all the little shortcuts and freerunning tricks.

Segment 121 (14:58 – 18:55)

You have to be careful in this part because you may get stuck at the horizontal bars, and you may not jump high enough between the vertical ones. According to me, it's faster to not use the poles from the platform on the top.

Segment 122 (18:55 – 38:31)

There are some parts in this last room where I wish the movement was more optimal but it doesn't get much better than that. Then we have the long unskippable credits before looking at the menu for the in-game time.


Final stats:

Overall

- synchronization (%) 100.0
- time played 04:05:30
- distance covered (m) 61223

Fight

- deaths 0
- favorite weapon hidden blade
- enemies assassinated with the hidden blade(s) 210
- air assassinations 14
- double air assassinations 0
- longest execution streak 15
- enemies killed in fight 517
- enemies poisoned 11
- enemies shot with the pistol 51
- enemies shot with the crossbow 53
- disarms 3

Navigation

- height climbed (m) 1198
- distance covered on ground (m) 24915
- distance swam (m) 255
- distance covered on horseback (m) 21085
- distance covered on gondolas (m) 288
- distance covered with parachute (m) 46

Social

- time spent blended 00:09:07
- times notorious 12
- borgia couriers killed 0
- courtesans hired 1
- mercenaries hired 3
- thieves hired 0
- courtesans guild challenges completed (%) 36.66
- thieves guild challenges completed (%) 24.72
- mercenaries guild challenges completed (%) 44.2

Economy

- money earned (florins) 99778
- money spent (florins) 74066
- fight winnings (florins) 0
- fight losses (florins) 0
- hazard game winnings (florins) 15590
- hazard game losses (florins) 0
- paintings collected 6
- weapons collected 2
- armor pieces collected 1

Rome

- borgia towers cleared (%) 16.66
- shops rebuilt (%) 12.96
- landmarks owned (%) 0.0
- borgia flags removed (%) 2.97
- feathers collected (%) 0.0

Assassins guild

- call assassins triggered 51
- enemies killed by assassin recruits 237
- assassins recruited 12
- assassin recruits killed 0
- contract assignments completed 0
- assassins sworn in 0

Memories

- memories fully synched 51
- memories of christina completed 0
- assassination contracts completed 12
- thief assignments completed 10
- courtesan assignments completed 10
- memories relived 0

Segmented with DLC: 2:23:41 by François 'Fed981' Federspiel done in 72 segments appended to 11 files.

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Author's comments:

Hello everyone, this is Assassin's Creed Brotherhood speedrun in 2 hours, 23 minutes and 41 seconds by Fed981. The category is any%; it uses save warping (when three seconds or more can be saved) and the DLC "the da vinci disappearance", which means ten bullets are available.
The run has been recorded between January 7th and March 3rd, 2013. I wish to thank firstly fluojn; the planning part around May 2011 was a pleasure with him. Also thanks to my girlfriend for her endless support. I've been planning this run almost alone since October 2012, but with the help of what we had already done on SDA forum, and TheHiddenBlade forum too. Thanks to everyone there, especially Akheon, velocikiller, Phi and LisaMurphy.
It's a PC run, and I was using a controller all the time. Unlike my other runs, the game settings were at the minimum, except the resolution (1024x600, which gives 1024x576 after cropping). The number of segments is particularly linked to the game: 72. Some of them can be pretty short, but it's because of the use of save warping.
Timing note: once again, we can trust the in-game timer. It does not count the time spent outside of the animus, but it's not a big deal. Also, no time is added when you quit the game (to end a segment). I always quit to the main menu, not to windows, so that the game saves at this moment, not at the last checkpoint only.
A very difficult part in the planning was the money management. But, the result is, after about 30 seconds lost, I can have the crossbow at the beginning of sequence 4, the climb leap glove, the money for the courtesan in sequence 3 and the senator in sequence 5, and ammo fully replenished when necessary. The only negative point is I didn't need so much ammo in sequence 5, but I don't care about that.
As a side note, I'd like to say this run contains a resurrection (continue after desynchronization), sometimes a lot of luck, and a few great tricks and awesome moments.

Part 01 / Sequence 1

Segment 01 (0:07 - 2:27)

This first segment wasn't very difficult, a little climbing part and that's it.

Segment 02 (2:27 - 7:31)

Now this one was much more challenging. Mario went quite well through the crowd, and the first battle was very good, despite some lost knives. I don't know why Mario disappears from time to time in the next part, but it does not affect the gameplay.

Segment 03 (7:31 - 10:03)

Here comes the first save warping of the run. I chose to shoot this set of targets with the cannon because the last four are on the same line, two by two.

Segment 04 (10:03 - 10:46)

A save warping again here. The horse has to flee several times before you can actually catch it; you can run back and forth, or, with a specific angle, you can lead it to the tree nearby, as I did.

Segment 05 (10:46 - 13:19)

Save warping another time. Nothing special in this segment.

Segment 06 (13:19 - 17:39)

The cannon battle is timed; all you have to do is to survive until it's finished. As you can see in the video, the last shots don't hit anything, but the checkpoint is actually reached. Then, despite a bad start the battle was very good, for one time. I don't know why soldiers disappeared; maybe because I immediately ran to the end. You can also notice I wait a little before shooting the brutes, it's only because you can't kill them if they're behind the desync limit (the white wall).

Segment 07 (17:39 - 20:04)

That part was pretty lucky since I didn't get hit, even once, when going to Claudia. The rest of the segment was very fast too.

Part 02 / Present 1

Segment 08 (0:14 - 13:56)

Even if all the present parts are not taken into account in the final time, I wanted to improve them as much as possible. Here the most difficult part comes near the end, right before reaching the vault. But, as you can see, everything went well is this attempt.

Segment 09 (13:56 - 20:13)

In my opinion this is the fastest you can achieve. Without knowing exactly why, I didn't need to wait for the eagle vision to begin for the first router; and I think the combination of the other three is the best.

Part 03 / Sequence 2

Segment 10 (0:19 - 1:47)

Why walk when punching is faster? Also, why punch when using the sword is faster?

Segment 11 (1:47 - 5:06)

The first place to gain extra florins; firstly with a chest, then by very lucky pickpocketing. The battle at the end of the memory went exactly as planned.

Segment 12 (5:06 - 6:24)

I catch a horse at the first place you can ride one after the memory; you could hijack one right before but a horseman is riding it so the alert wouldn't stop.

Segment 13 (6:24 - 11:39)

A save warping to Machiavelli here. Surprisingly, no alert is triggered when you punch Machiavelli, but you can be detected if you use the sword, which is faster. Machiavelli has to follow his scripted path quite closely, otherwise he slowly walks back to the place where he lost it; in this attempt all went well. About the borgia captain: I tried to throw him directly to the scaffold, but the angle is too narrow. You can also try to make him walk to you, but his behaviour is too strange to do that, according to me.

Segment 14 (11:39 - 13:46)

Another opportunity to earn some money is pickpocketing here and there. After I tackle the thief, you can notice I look at the path to the next memory while calling for a horse. This allows it to spawn in a correct way; I will use the fastest position and direction to call a horse every time in the run. Last thing for this segment, a very bad point is the thief doesn't give all the money back; 100 florins are missing. That wasn't part of the plan.

Segment 15 (13:46 - 16:49)

Here, two ways to earn money: civilians and the borgia courier. There was a little luck manipulation so that his item can be sold around 700 florins to a blacksmith. The fight went well as planned. Also, you can notice the horse flees because when I kill the courier, but calling it later will make it take much more time.

Segment 16 (16:49 - 18:00)

And... save warping again, with the horse. This battle can be quite hard to finish quickly, but in my opinion, this way is the best given the amount of ammo available.

Segment 17 (18:00 - 22:34)

Not very much to say here. I used as many shortcuts as possible.

Segment 18 (22:34 - 26:39)

Same as previously.

Part 04 / Sequence 3

Segment 19 (00:17 - 1:14)

Another bad surprise in the planning was the cost of the ammo. Wikia says 25f and 125f respectively for knives and bolts, but they actually cost 25 more florins each.

Segment 20 (1:14 - 1:52)

A segment dedicated to save warping.

Segment 21 (1:52 - 7:26)

Now this one was very difficult to record, with nearly 200 attempts. The most random thing is the battle on the boat. As you can notice I run between the two bullets; it's the only reliable way I found to end the fight quickly. Calling, catching and riding the horse can be very tricky sometimes too. Almost all the rest went well.

Segment 22 (7:26 - 8:24)

This segment and the following are dedicated to save warping.

Segment 23 (8:24 - 8:35)

See above.

Segment 24 (8:35 - 12:11)

Everything went well there, especially the borgia captain, who gave me more money and ammo than I expected.

Segment 25 (12:11 - 13:18)

Here comes a warp series...

Segment 26 (13:18 - 13:26)

...along a path...

Segment 27 (13:26 - 13:51)

...towards a chest...

Segment 28 (13:51 - 14:47)

...to finish at a tailor, in order to sell the shrunken head (for 11000 florins!).

Segment 29 (14:47 - 17:14)

This memory required a non negligible part of luck to beat so quickly. I don't sprint all the time with the wounded thief because I lost him many times. In this attempt, everything was fine.

Segment 30 (17:14 - 18:56)

Speaking of luck, here it comes. Such official spawns happened very rarely; and I think my method to loot the chest, loose notoriety and finish the memory is pretty fast.

Segment 31 (18:56 - 20:22)

A save warping, once again, to get out of La Volpe's and rejoin Machiavelli at the hideout.

Part 05 / Sequence 4

Segment 32 (0:20 - 3:30)

So, as you can see, I can have the crossbow at the beginning of this sequence. But I still need money for later, so the borgia captain can help.

Segment 33 (3:30 - 6:58)

A good thing with the alert is that you don't trigger the cutscene after the first ladder. At the end, for some reason Ezio doesn't reload the crossbow because I sprint between the shots.

Segment 34 (6:58 - 10:04)

Why catch Lucrezia and walk when you can let her run? The battle afterwards can look sloppy, but despite a lost knife, it's a very good one. Especially because of Lucrezia, who did not move so much.

Segment 35 (10:04 - 12:36)

Nothing particular here. Except that, according to me, after using ammo, the dagger is the fastest way of fighting.

Segment 36 (12:36 - 15:16)

In this memory you can't remove any notoriety before the bridge, but you can do it after. That's why I manipulated luck to spawn an official on the bridge. The escape was particularly fast because no guard saw me after the stairs.

Segment 37 (15:16 - 17:16)

Save warping to the sewers. Both battles went as planned, but this was quite difficult to achieve.

Segment 38 (17:16 - 19:13)

And another save warping. Nothing special otherwise.

Segment 39 (19:13 - 24:40)

Now this one was pretty difficult to record (more than 100 retries). I had to wait for the daylight when it began in the night, because I didn't want to recruit another citizen. Also, the horses didn't show any strange behaviour, and the follow while being superblended went well. About the last battle: the recruits may disappear if you call them too early, so I did it near the end of the cutscene in nothingness.

Segment 40 (24:40 - 27:55)

Save warping closer to the next memory, with Leonardo, where I buy the climb leap glove. The rest was exactly as planned.

Segment 41 (27:55 - 34:36)

Apart from the beginning, this memory is nothing else than an auto-scroller. So, after a small free-running part, my aim was to show some driving and shooting skill.

Segment 42 (34:36 - 36:17)

Last save warping for the last segment of the sequence. I stole money from a civilian in order to have enough for the next sequence.

Part 06 / Sequence 5

Segment 43 (0:20 - 2:09)

Nothing very interesting there. I bought 13 bolts instead of 15 to have enough money later.

Segment 44 (2:09 - 6:11)

I send recruits to fight in order to train them for later. I had bad suprises in the first fight: many attempts ended because a knife was lost. But the rest went well and was pretty quick. I noticed Edigio stops talking when you try to catch him, so that's what I did.

Segment 45 (6:11 - 12:41)

What? All these memories, a shrunken head, treasure chests, borgia captains, to have 7 florins left? That means money management was quite good, despite too much ammo was bought for this sequence. I removed all notoriety to avoid notorious status later, then I used superblending again.

Segment 46 (12:41 - 18:05)

This isn't very complicated: run to the bridge using the shortest curves, then manipulate luck to follow a group of civilians to the party.

Segment 47 (18:05 - 19:31)

Now you deserve an explanation. The banker walks slowly and teleports at certain points. Either you need to approach him or to reach a particular place. So, being on the top of the building brings him near the end, and then I caught a civilian right next to him, so that he teleports to the next scene. The only drawback is you get detected, but the game doesn't end immediately, so I'm still able to skip the cutscene and continue. Then, you can notice I don't look directly in the direction of the target, because otherwise I couldn't choose the knives for some reason.

Segment 48 (19:31 - 20:00)

A save warping here...

Segment 49 (20:00 - 20:55)

...and another one there.

Part 07 / Sequence 6

Segment 50 (0:20 - 1:52)

There's no problem with the money any more.

Segment 51 (1:52 - 4:04)

This segment required a huge amount of luck (and about 120 retries). The french soldiers have a particular IA and they can be very, very, very annoying. But everything was finally good, even Bartolomeo didn't stop at any time.

Segment 52 (4:04 - 6:03)

A small save warping, and a pretty difficult segment once more. Nevertheless, again, everything went very well and the memory was finished very quickly.

Segment 53 (6:03 - 6:13)

A segment dedicated to save warping.

Segment 54 (6:13 - 12:08)

The save warping brings to the top of the hill, so a non negligible amount of time was saved. The rest is auto-scrolling, there's nothing very interesting.

Segment 55 (12:08 - 14:17)

I believe this part was particularly fast and lucky.

Part 08 / Sequence 7

Segment 56 (0:20 - 0:42)

This sequence begins with a small save warping.

Segment 57 (0:42 - 8:11)

If you're looking for a challenging memory, stop here. This one needed more than 230 attempts, and brought so much frustration sometimes. But, despite it seems sloppy from time to time, this attempt represents the fastest I could achieve. Also, I compared it to several walkthroughs, and to other speedrun attempts (fluojn's and my ILs); believe it or not, this is very fast.

Segment 58 (8:11 - 16:15)

I ended the last memory to the north of the barrels so I appear a little closer to the next one. By the way, it's quite boring to follow Micheletto, but with superblending I managed to trigger the cutscenes and send the recruits very quickly.

Segment 59 (16:15 - 21:04)

Nothing special to say here, except that the last gunman is kind of hiding, so you need to go very close to him in order to kill him. The rest went well.

Segment 60 (21:04 - 24:06)

Now this needs an explanation too. One time, a horse spawned right in the path of the thief and I could catch him very early. So why wait for a civilian when you can call a horse?

Part 09 / Sequence 8

Segment 61 (0:20 - 3:16)

No need to replenish ammo for this sequence, since you hold the apple at the end. I kept an assassin signal for the two seekers inside the castello, but they appeared too late; no matter anyway since I reached the secret door without any alert.

Segment 62 (3:16 - 5:11)

This segment was quite difficult and the crossbow gave me bad surprises. That's why you can notice I wait before shooting sometimes. Also, I didn't find any way to avoid the last gunmen's shot.

Segment 63 (5:11 - 7:25)

In my opinion it's impossible to climb the spiral staircase while spriting; I used only high profile run. At the end, reaching the apple's place while being anonymous required quite a big amount of luck.

Segment 64 (7:25 - 9:08)

This one needed many attempts too. But, apart from hijacking a horse, I think my path to exit the vatican without alert is the fastest possible. I tried to go to the left, or to go to the right before and after what you can see, and nothing was better.

Segment 65 (9:08 - 10:47)

Here you can see what luck manipulation means. Given you can kill the targets in two groups (3 and 2), it's extremely rare for the last ones to come to you like this.

Segment 66 (10:47 - 13:33)

I've been manipulating luck here also, in order to kill the targets in three groups. The only drawback is the reloading time of the apple.

Segment 67 (13:33 - 15:37)

I recorded this segment right after having launched the game, so that some ennemies aren't in the temprorary memory yet. This process is part of the luck manipulation. As you can notice, it leads to a very fast battle.

Part 10 / Sequence 9

Segment 68 (0:13 - 2:41)

This memory isn't very funny. You need to wait at the beginning, and if you follow the correct path, you don't trigger any alert until the end of the olive field.

Segment 69 (2:41 - 7:40)

The safe route is quite difficult there, but all went well in this attempt. The fight against Cesare is much faster using ammo, especially the extra bullets due to the DLC.

Part 11 / Present 2

Segment 70 (0:14 - 7:09)

A little free-running in the colosseum...

Segment 71 (7:09 - 11:15)

...in the church under it...

Segment 72 (11:15 - 31:59)

...and in the old civilization's temple. That is all.

Final stats:

Overall

- synchronization (%) 45.05
- time played 02:23:41
- distance covered (m) 32468

Fight

- deaths 0
- favorite weapon hidden blade
- enemies assassinated with the hidden blade(s) 13
- air assassinations 2
- double air assassinations 0
- longest execution streak 8
- enemies killed in fight 277
- enemies poisoned 2
- enemies shot with the pistol 54
- enemies shot with the crossbow 42
- disarms 0

Navigation

- height climbed (m) 633
- distance covered on ground (m) 14136
- distance swam (m) 70
- distance covered on horseback (m) 12177
- distance covered on gondolas (m) 0
- distance covered with parachute (m) 0

Social

- time spent blended 00:08:17
- times notorious 5
- borgia couriers killed 0
- courtesans hired 1
- mercenaries hired 5
- thieves hired 0
- courtesans guild challenges completed (%) 10.0
- thieves guild challenges completed (%) 13.24
- mercenaries guild challenges completed (%) 20.6

Economy

- money earned (florins) 91944
- money spent (florins) 43725
- fight winnings (florins) 0
- fight losses (florins) 0
- hazard game winnings (florins) 0
- hazard game losses (florins) 0
- paintings collected 6
- weapons collected 2
- armor pieces collected 1

Rome

- borgia towers cleared (%) 33.33
- shops rebuilt (%) 14.81
- landmarks owned (%) 0.0
- borgia flags removed (%) 1.98
- feathers collected (%) 0.0

Assassins guild

- call assassins triggered 43
- enemies killed by assassin recruits 100
- assassins recruited 4
- assassin recruits killed 0
- contract assignments completed 0
- assassins sworn in 0

Memories

- memories fully synched 39
- memories of christina completed 0
- assassination contracts completed 0
- thief assignments completed 0
- courtesan assignments completed 0
- memories relived 0

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