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Assassins Creed Origins

Assassin's Creed Origins is the game where the series stopped being a stealth game with a map and became a role playing game with a stealth option. That change is why people get stuck in it. Bayek has a level, his gear has a level, and the story demands levels faster than the story alone hands them out, so at some point the next mission is simply out of reach and nothing in the interface explains why. This guide is organised around fixing that, in the order the problem tends to arrive.

Leaving Siwa without falling behind

The first few hours are generous and the game stays that way right up to Alexandria, where the level requirements start to bite. The answer is sitting in Siwa before you go: eight side quests worth XP, gear and one free ability point. Gear Up teaches crafting by sending you after the local wildlife for soft leather. Striking the Anvil ends with a blacksmith offering you a choice of three weapons at your own stats. Hideaway pays an ability point for nothing more than reading a tablet underground, which makes it the cheapest point in Egypt.

Alexandria itself is where the plot moves. The Aya quest splits into two assassinations that could not be less alike: one is an investigation that ends in a bathhouse with nothing but a hidden blade, the other is a straight infiltration of a garrison. Finishing the second has a consequence the game does not spell out, and it changes how the rest of Egypt feels. Our walkthrough guide covers all of that, along with the Battle of the Nile set piece later on.

Reading the map

Egypt is covered in icons and they are not equally worth your evening. It helps to sort them by what they ask rather than where they are. Some want a fight: military strongholds, which come in three sizes and telegraph their garrison by that size, and the gladiator arenas, where seven bosses wait and your own gear is confiscated at the door. Some want you to think: the tombs, which need a torch in hand and pay out silica, treasure and one more ability point every time an Ancient Mechanism comes to life, and the twelve stone circles, which only work at night and ask you to drag a constellation onto its real stars.

The rest are quick. Animal lairs are marked hunting grounds where killing the alpha lifts the value of everything else in the pen, and the nineteen Ptolemy statues are pure XP as long as no guard is watching when you swing. All six types, with what each pays and which page covers it, are in our locations guide. If you only do one sweep, make it the tombs, because the ability points compound into everything else.

Building Bayek

There are three ability branches. Hunter is the bow, Warrior is the melee, and Seer holds the utility, including the Salesman perk that quietly funds the rest of your playthrough. Quests are what pay for all of it, and they pay slowly, so the useful question is where your next point lands rather than which build wins.

Early, buy breadth over depth. Each combat branch carries a node you can purchase over and over for another one percent of damage, and neither of them is going anywhere, so your first Overpower or your first slow motion window after a bow kill changes far more encounters than a stack of percentages ever will. Take Parry, which the Warrior tree charges for separately, ahead of any damage node, and take Weapon Bearer so that a second melee slot is always open. The underrated Hunter pick is Hunter's Instinct: mark someone with Senu and their patrol route is drawn out for you, which saves the twenty minutes otherwise spent trailing a guard around a camp. Both trees are broken down node by node in our builds guide.

Getting the gear worth having

Loot in Origins is randomised, which makes the good stuff look unfindable. It is not, because the pieces you actually want are all fixed. Every legendary reaches Bayek by one of four routes: a named enemy drops it, a quest pays it out, a merchant sells it, or a papyrus riddle leads you to it. Hepzefa's Sword comes out of a main quest, Cyrene's Spear out of a side quest called A Bad Apple, the Bow of Wadjet out of the Curse of Wadjet in Faiyum, and Neith only appears once every papyrus in the game is behind you.

Two things about that are worth knowing before you start hunting. Papyrus rewards scale to your level at the moment you claim them, so solving the riddles at level 12 gets you level 12 gear. And an out of date legendary loses to a rare that matches Bayek, which makes the blacksmith bill part of your damage output rather than housekeeping. Sources for weapons, shields and outfits are all in our items guide.

The hunts that come looking for you

Finish the Gennadios assassination in Alexandria and Egypt changes: ten Phylakes are released into the world, levels 20 to 40, patrolling their territories with red icons and showing up above the fog in places you have not explored yet. They will find you long before you are ready for the higher ones, and running is a legitimate answer. Each carries a specific legendary, four of them carry keys, and collecting all four keys opens a questline that ends in an underwater chest and the Black Hood outfit.

The war elephants are the opposite. Four of them, all level 40, sitting in four fixed camps and waiting for you to walk in, which means you can schedule them. The page is direct about the entry price: come at 36 or better. These fights escalate instead of winding down, so keep your arrows back for the closing phase rather than spending them in the opening one. Levels, territories, drops and camp locations for both hunts are in the bosses guide.

Paying for all of it

Blacksmith upgrades and tailor prices between 200 and 5,000 drachmae mean money is a real constraint rather than a formality. The reliable earners are dull and effective: loot everything, sell animal remains and spare weapons, take the Salesman perk early so that everything sold afterwards is worth more, and pick side quests by who is asking, since a wealthy citizen pays properly and a farmer does not.

The interesting earner is the Lageion Hippodrome outside Kanopos, where chariot racing has its own controls and its own prize money. Four solo time trials unlock in sequence, then four tournaments run from a clean three lap opener to a five lap closer with fire on the track. Tucking in behind the chariot ahead refills your boost meter quicker, which makes drafting a resource; one clean side ram can empty a full health bar, which makes ramming a tactic rather than a temper. Both income streams are covered in our mechanics guide.

After that the game opens out. The arenas, the last few Phylakes, the Ancient Mechanisms and the Isu Armour behind all twelve stone circles are all level 40 content, and none of it expires. Egypt is still there when the story ends.