![codex wall assassins creed 2 codex wall assassins creed 2](https://www.camzillasmom.com/assassins-creed-valhalla-2020/files/Wealth-2---Calleva-Outpost---map---Hamtunscire.jpg)
Climb the wall to the west and use the beams sticking out from the wall to jump to a hanging platform to the south.įrom the platform, you can jump north onto the wall of the compound and make a straight-forward climb to the top.
![codex wall assassins creed 2 codex wall assassins creed 2](https://static.gosunoob.com/img/1/2020/11/ac-valhalla-anvil-location.jpg)
But at first, it requires you break into the Vatican. The mission is more linear than any other you've done up to this point, and it requires much stealthiness. Talk to Mario and he'll send you on your final mission, to assassinate Rodrigo Boriga in the Vatican in Rome. Here are a couple of close-ups to show what the finished map should look like, both with and without eagle vision. When the puzzle is complete, so is the mission. The pieces should eventually form a familiar map of the world, with the continent arrangements you should know. Once you've got the border in place, go for the inner pieces. Start by going around the perimeter of the puzzle and arranging the border-it's the easiest. You need to rotate all of the pieces around into their correct positions in order to complete the picture. Use eagle vision and you can spot the faint red outlines of a picture.
![codex wall assassins creed 2 codex wall assassins creed 2](https://i.ytimg.com/vi/z5slH30ncJc/maxresdefault.jpg)
Bring Leonardo the codices and you can then talk to Mario in the adjacent room for the next mission.Īctivate the odd glowing thing and then walk up to the wall of codex pages to bring up a puzzle. The game doesn't really tell you so, but Leo's moved into the Villa Monteriggioni, in the same downstairs room as Claudia and the architect. When you've collected all of the codices, you'll need to have them translated by Leonardo.
![codex wall assassins creed 2 codex wall assassins creed 2](https://assets.vg247.com/current//2021/05/assassins-creed-valhalla-trade-post-ardmel-sweetening.jpg)
Alternatively, you can drop a dead body near the guards and they'll move over to inspect it, letting you roll right in behind them. If you want to be more subtle, you can hire courtesans, mercenaries or thieves to distract the guards while you waltz in. You have a lot of options when it comes to breaking in past them, including simply killing the guards. This is my mission.Each codex is in a room guarded by a row of enemies. Once the fans understand its importance, they will feel motivated to learn more about it and this will lead to a higher demand from the fanbase to know more, to see progress to every story, to see every loose end tried up, and a conclusion to every unfinished story. I took the responsibility of showing the fans the importance of it and how the lore is the reason why this franchise is the most distinguished and original among so many others, and how the way the story is told is what put it above any other franchise. I wanted to show Ubisoft, the wonderful, brilliant group of geniuses behind this epic franchise that we care about the lore, that we care about the over-arching story, that we care about First Civilization-related progress and that we need to see significant progress with each new game. I wanted to make people know what Assassin’s Creed is all about and show them how important the over-arching narrative is. So, seeing some fans say that they don’t understand the lore, or feel surprise when I mention stuff like “Instruments of the First Will”, made me remember how I struggled at first to understand everything, so I wanted to do something. To me, the games were about the rich database and the overarching story. It’s the story and the details that made me change my mind about historical games, because the games weren’t just about slaying enemies in stunning graphics and special effects and exploring breathtaking old cities to collect random items and perform small side-quests. The lore was the reason why I got into this franchise, and we were on the brink of losing it, by taking the approach of standalone games linked by a context, instead of the episodic feeling the Desmond Saga and Ezio’s trilogy had. That the majority cares more about historical toursim than story-telling. “At one point, I started noticing that there are many fans who claim that the lore wasn’t important to them, anymore.