Assassin's Creed II - glitches and observations pt. 3
I: Wanted to test this NPC pushing trick for a long time now. I dropped Leonardo into water, and after talking to him, Ezio teleports with him underwater. The entire pre-mission cutscene takes place with Leonardo and Ezio absent. Don't know if this trick could ever be useful... but since the missions in this game start in varying ways, it's a possibility. Should play around with this some more.
II: Starting air running glitch during a sharp turn causes Ezio to enter his shuffling dancing motion... the difference is, the motion keeps on going indefinitely, without you having to operate the left analog in any way, and you can also do it in air!
III: you can interrupt some prompts (like in this instance, knocking on Leonardo's door) by throwing coins.
IV: wanted to test what would happen if you became desynchronized as a mission starts. Unfortunately, nothing interesting seemed to happen. But this should be tried out some more too.
V: you can glitch out the camera in the viewpoint synchronization scene by starting the scene, then starting to replay a mission, quitting the mission, then going to a viewpoint again and trying to synchronize it again. Instead of the camera rotating all the way around Ezio, it stops at some point and looks silly.
VI: at this part of Florence, there's a small ledge that glitches up your armed grabs. You can separate Ezio from a guard he is grabbing, but walking too far away causes the grab to end in a glitchy looking way. Doing it in reverse, you can push the guard away from Ezio, making him turn unalarmed if Ezio is no longer in his line of sight for a long enough time (even though you are still grabbing him). Letting go of him near a ladder makes the guard climb up a ladder and take a lap around the block to get back to his initial location. Strange pathfinding...
The map screen shows where in the game world this ledge was situated.
VII: I wanted to try out the previously explored glitch of being able to move while talking to the Monteriggioni architect using the Codex room scenes near the end of the game. So, here they are.
It seems that the game stops some events if the architect window is active. For example, the scene with talking to Leonardo gets halted at a certain point until you close the architect window.
I was surprised to see that you could get the Mission Start-prompt inside the architect window. But the mission itself doesn't start until you close the architect window. Not on the video, but if you don't accept the mission, the ensuing loading screen closes the architect window and nothing interesting still doesn't happen.
In another playthrough this should be tried with the Claudia scene too, just in case something awfully glitchy doesn't happen.
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