Assassin's creed 4 secrets. Assassin's Creed IV: Black Flag Walkthrough. How to search for treasure maps, buried chests

As in any self-respecting open world game, Assassin's Creed IV: Black Flag it's easy to get lost among the endless side quests, invitingly callousing eyes on global map peace. Running after messengers, looking for approaches to chests hidden in the folds of the urban landscape and performing contract killings is fun for the first couple of hours, after which you can be covered with the standard melancholy for such a situation: there is a lot to do, but there is nothing to do. Complete walkthrough Assassins "Creed 4 is the topic of a separate text, and largely useless, since the game does not cause any particular difficulties. But so that you do not get bored during your Caribbean adventures, here's a guide to the main attractions. Not at all.

Swim more: it's fun and healthy

Somewhere in the fifth hour of the passage, you will have at your disposal a ship, which in Black Flag is not just a means of transportation, but a separate element of the game. In addition to obvious things, like exploring the Caribbean, competent ship management - shortest way to receive not so much money as the materials necessary to improve the ship. If you want to take everything from life, then you can’t do without it in the later stages of the passage.

Open the ship development menu and see exactly what materials you need to improve the ship's plating and weapons. Many points will be closed and will open only with the promotion of storyline- all this, however, never forbids you to properly prepare for future exploits.

The main tool here is the spyglass: it allows you to track down the desired enemy ships, providing detailed information what and in what quantity this or that ship transports. Take to the open sea and start hunting: Naval combat in Black Flag is fun even in the early stages of the game, but if you give it even a modest touch of meaning, the game will become much more malleable in the future. Be smarter, don't attack everyone in a row, make it a rule to get involved in battle only with those who will really bring tangible benefits in the future. With money, the situation is the same: robbing passers-by and looting is, of course, great, but one naval battle won, followed by the sale of looted sugar and rum, can turn out to be a much more profitable commercial enterprise than many hours of street plucking.

Once again, we remind you that you should not rush to sell unnecessary materials. They can come in handy in the future - that's the whole point of active sea hunting in the early stages of the game.

Be careful: each ship has a level, and if it is highlighted in red, then the ship you want to send guns to is stronger than yours. This does not mean that you will automatically sink, just keep in mind: the fight will be more difficult than you would like.

The ability to improve the ship opens in the third part of the game - by this time you should already have a significant supply of the necessary materials. Start building your ship with the hull, then the guns, then the mortars, in that order. Barrels of gunpowder, which here serve as mines and rams, are better to be postponed for later, in early battles they are of little use; it is better to make all sorts of aesthetic decorations strictly for change, according to the residual principle.

The best ships, loaded with all the most useful things, usually sail in the southern part of the world map, but they are well armored, so get ready for serious tests. On the other hand, there's always a chance that you can intervene in an already ongoing battle with several ships and relatively safely sink a couple on the sly.

Organize your fleet

After successfully capturing the ship, you will be faced with two options: strip the victim for parts to repair the Jackdaw, or spare and disband the enemy team, reducing your own level of fame. The latter affects the likelihood of being punished by pirate hunters - they cut through on massive frigates with red sails, very strong, but they can also be overcome - there is a separate reward for such impudence.

A little later, about an hour into the eighth game, a new option will open up for you: send the captured ship to Kenway's fleet. A separate element of the game is associated with the fleet, using the “second screen” function: you send the ship to hunt and just wait for it to return - and bring you prey. You can play without it, but additional income, for which you don’t have to do anything, makes life much easier and eliminates the need to fool your head with robberies if you tune in to something else.

Capture forts

It's dangerous and not easy, especially if you're just passing by and suddenly the bombing starts, but it's worth it - you just need to prepare well. There are 11 coastal forts scattered across the Black Flag world map, which complicate some sea routes. Each fort has its own difficulty level. The first stage of the siege is a ranged attack: cannon and mortar shells will fly at you, which are quite easy to avoid if you already know how to quickly maneuver. Keep in mind that forts have a much wider range of fire from mortars than ships equipped with these guns, so it won’t hurt you to equip the Jackdaw with long-range artillery in advance - and the higher the level of its cores, the better, although the advantage in any case will not on your side. The only thing that somehow equalizes your forces is that the fort is motionless and cannot avoid an aimed strike; you don't have to worry about pre-emptive shooting either.

But what you should worry about is the speed of capture: if you swim measuredly in the waters nearby to the fort, then sooner or later help will come to the noise, and here you will most likely have to quickly wash off. After completing the sea part of the show, land on the beach and cut the throats of all the survivors.

Capturing a fort provides a number of advantages: firstly, you automatically get an additional harbor in which you can repair the ship, secondly, you will have a naval analogue of bounty hunting, and thirdly, the fort works much like a synchronization point: information will appear on the map about treasures scattered nearby, secrets and other remarkable things.

Look for treasure

Treasures are hidden everywhere in Black Flag: from the boring - ubiquitous chests that are more distracting than useful, from the interesting - treasures and relics of the Indians; a special flavor - underwater caches, which can be reached only with the help of a special bell. Don't be lazy, the process of finding everything except chests, which you constantly stumble over, is fraught with exciting things. It often happens that on a randomly found map the coordinates of places that have not yet been explored are marked, and it takes a very long time to swim there - a lot of events can happen to you along the way; it's always an adventure.

Once you've progressed far enough in the story to equip the Jackdaw with a diving bell, acquire it without hesitation and sail to the nearest wreck (the coordinates are indicated on the maps, as in the case of treasures), moor and dive. The main point of these swims is not even in the search for the next chest with money, but in the discovery of blueprints, without which it is impossible to strengthen the defensive and offensive functions of the ship to the maximum.

Keep in mind that the value of prey here is directly proportional to the danger: sharks and eels roam around the haunts, and you can’t fight them in any way - you can only avoid them.

Mayan relics are also an important thing. You can’t sell them, but after collecting everything, Edward will receive a special bulletproof suit - that is, it actually protects against firearms. It will take a decent amount of time - the spread of relics is very large - but if you are in a serious mood, then the costs will pay off with interest.

Don't skimp on weapons

Even if you are squeamish about ground research, at the very beginning of the game, do not spare money for a decent weapon, and make a holster for the maximum number of pistols. You will have to fight often, and in the hustle and bustle of the boarding massacre it is better to have good weapon than poke enemies with rusty pieces of iron. Decent sabers can be bought immediately in Havana, pistols - a little later. Believe me, this is important: by switching to a more powerful weapon, you will instantly feel the difference between a fight that lasts a minute, and a fight that lasts fifteen seconds.

Do needlework

There are many things in the game that are not available for purchase: armor, special costumes and ammunition, which can only be made from the extracted animal skins. Every time you open another synchronization point, you get information about where and what kind of animals are found in the nearby region - this knowledge allows you to save time and not wander through the jungle in vain. As in the case of improving the ship, it would be best to open the crafts menu and approximately remember what components you need to create certain items, and hunt strictly targeted, and not situational. So cool.

The rarest prey is the skins and bones of whales and sharks: they need to be hunted down on the high seas, and they are not found at every turn. Watch for map markers and seagulls circling over the habitats of the sea creatures you need. Before you go hunting, make sure that the armor of the boat and the maximum number of harpoons are developed to a more or less decent level: sometimes a shark can break the rope and fight back, and it is better to either kill it quickly or be ready for defense.

Kill all templars

Once you've settled on Great Inagua, the story will take you through key locations on the island and reveal a Templar suit locked in a cage. There are five locks on it: the first one opens immediately, the keys to the other four must be found - for this you need to track down and kill four more Templars. You will be brought up to date and the location of the corresponding tasks will be marked on the map - they are issued by the assassins, and before killing each key keeper you need to complete four missions in the vicinity of Havana, Nassau and Kingston.

The hardest part will be finding the last assassin: look for him in the Cayman Islands, west of Jamaica. On your way there, don't lose your vigilance: the zone is patrolled by exceptionally strong ships that will chase you until they die, so make sure that the Jackdaw has top guns and hull plating installed. Once you have found all the keys, head back to Big Inagua. Templar armor greatly increases Edward's defense.

Challenge legendary ships

In the backyards of the global map, in dense fog, level 75 ships graze - these are the largest, most evil and armored ships in the game. Attacking them without good preparation is useless: a couple of volleys from the side guns of one such monster will blow the Jackdaw to shreds, and this is not a matter of tactics or maneuvering. Look for blueprints, systematically improve your own ship to the highest possible level, and the risk will be reduced - but it is possible: no matter how cool your ship seems to you, next to the legendary ship it will look like an ordinary trough.

It is useless to trade blows with these monsters. The best tactic is to stay close enough to avoid hits from long-range mortars, and slightly behind, constantly skirting the enemy to prevent him from turning sideways and firing a volley from side guns. And with incendiary barrels, you can somehow handle it. In this context, powerful frontal guns firing chain-knipples will help you the most.

There are four legendary ships in the game. After destroying everything, you will open a new way of ramming attack for the Jackdaw.

More practical advice with illustrative examples you can find - during the passage, Stas paid attention to battles, free play and all sorts of tricks. It is interesting.

Yo-ho-ho and a barrel of rum dear readers. Today I will tell you about one of the best and unique games from the Assassin's Creed series. I present to your attention a review of Assassin 4.

Finally, Ubisoft moved away from the usual boring gameplay and did something really new. Agree, are you also tired of running around the empty world for hours, completing side quests along the way?

AT Assassin's Creed 4 Black Flag developers have included a completely new mechanics of interaction with the environment. Now you will be able to travel and study the map not only on land, but also in the sea, capturing ships along the way for the sake of noble booty. Dynamic weather change will cause a lot of trouble for the player, because in addition to the waves covering your ship, there will also be tornadoes that will send the Jackdaw to the bottom in a matter of seconds.

In my review of Assassins Creed 4, I will tell you why this part of the series has sunk into the hearts of fans and gamers around the world so much.

New direction in the story

Welcome to the Caribbean. After gloomy and cold North America during the revolution, where the actions of the third part unfolded, we are transferred to warm and sunny islands during the golden age of piracy.

You will have to play for the immoral, but very charismatic Edward Kenway, who is not familiar with the ideology and principles of the Assassin brotherhood. During one of the naval battles, our hero is defeated, after which he is thrown onto the shore of the island.

Here we enter into a skirmish with one of the assassins, killing whom, we take away his outfit and find a note from which Edward learns that the victim was heading to the headquarters of the Templars on a treacherous mission.

Feeling a considerable profit, the pirate gets used to the role, steals a ship moored nearby, calls it "Jackdaw" and goes on an adventure, not yet realizing that he is interfering in a centuries-old war between two orders. This is where it starts long journey Edward Kenway.

Interesting! Along the way, you will meet historical figures, one of which will be Edward Teach, known as "Blackbeard". He will be one of the key characters in the game, who will play a significant role in the life of our hero.

The most spectacular part of the game

Naval battles- that's what I and millions of gamers around the world consider Black Flag for the best part series. Throughout history gaming industry you can count on your fingers the games where you can safely cut through the sea on a ship, explore the islands and board enemy ships.

In the fourth part of the assassins, ship battles are implemented incredibly beautifully and interestingly. Simple controls allow you to enjoy the whole process without being distracted by the control of every detail of the ship.

Thanks to great choice cores, high dynamics, destructibility of ships and beautiful effects when meeting with the next ship, it is very hard to resist firing a mortar in its direction. At the same time, the dynamic change of weather makes the battles incredibly spectacular, adding drive and complexity to them.

When it comes to boarding, then the gift of speech is lost here. The ringing of sabers, the shots of pistols, the battle between the teams, make the capture of the ship a very interesting activity.

I would like to review Assassin 4 with only positive side, but, unfortunately, the game was made by Ubisoft, and it was not without bugs and unrealism. After a hard battle with the enemy flagship, our Jackdaw is almost destroyed, we board the ship and after the capture we choose to repair our ship. About a miracle, in 10 seconds we restore an almost sunken frigate to perfect condition. Many will say you're just nitpicking, it's a game, yes, but don't forget that this mechanic allows Edward to fight a whole armada of ships alone, which greatly simplifies the gameplay and makes the game uninteresting in some situations.

Can you remember at least one game from yubikov, where everything was perfect? For example, I can't. But despite this, they managed to demonstrate that even an almost dead series can be revived by adding a little new content.

There is always something to do

Just by running through the story, the game can be finished in a couple of dozen hours. But that's not why we love the Assassins Creed series, is it? Main Feature this game, became big open world in which we could move anywhere. But in the last parts everything has already become boring, and Additional tasks became monotonous and boring.

In Assassins Creed 4, the developers were able to outdo themselves. You have access to a huge location with a lot of mysteries, secrets and events. Agree, sometimes it gets boring just to crawl through the plot, kill the Templars and aimlessly ride a horse between cities.

But now you will not be bored, because you can:

  • Engage in a fight with an enemy galleon to get the profit and resources needed to upgrade the Jackdaw.
  • Look for treasures where you can get unique blueprints to upgrade your ship.
  • Attack one of the forts, after the capture of which, part of the map and all the upcoming events will open.
  • To hunt jaguars, sharks, whales and other animals and fish. The resources obtained from them will help you upgrade Edward's equipment.
  • Explore underwater sights and sunken ships.
  • Equip the harbor of your personal island of Nassau.
  • Loot warehouses with supplies.

In addition to all this, in the corners of the map there are 4 legendary ships, which only a real pirate can destroy. But mining is worth the effort.

To complete the game 100%, you will need at least a hundred hours spent on the sea expanses of the Caribbean islands.

New Abstergo office

And how could a game about assassins do without returning to modern world. Now we are offered a hero who does not have a face, name, or even gender. For all the time spent outside the animus, we wander around the Abstergo building, hacking into the computers of colleagues along the way, where you can read Interesting Facts about the experiments.

The building itself resembles a Ubisoft office rather than a sinister corporation of the Knights Templar. Everything is bright and colorful, but very boring. In assassin 4, the developers could not implement interesting gameplay real world, so this moment is better to just run as soon as possible and return to the open spaces Caribbean Sea.

Summing up my review of Assassins Creed 4 Black Flag, I would like to say that the game turned out to be interesting and addictive. The developers managed to convey the atmosphere of piracy and create a unique gameplay. Here you can always find something to your liking, for which you will spend more than a dozen hours.

How to get the Mayan suit?

The Mayan costume lies in the ancient Mayan temple. You can get it if you collect to solve all the riddles of the Maya and collect stones. The suit protects very well from bullets, practically does not break through.

Where to find Mayan stones?

As mentioned above, the stones are mined from the Mayan stelae. The steles are not visible on the global map, but are visible on the terrain map. The coordinates of the steles and, accordingly, the stones can be viewed

Where are the Templar hunt missions, assassin missions?

Missions are visible on the global map in the game. If they are not displayed on your map, then most likely you have not yet reached the place along the storyline from which you can start performing them and they will begin to be displayed on your map. To complete these quests, see the post These missions are completed in order to collect all 5 keys to the cage with the Templar armor.

Where can I find 5 Templar Keys?

see question above

How to search for treasure maps, buried chests?

Where can I find the skin of a white whale?

The white whale does not live in one place. He appears on the map for a while. I don’t know if it pops up on the entire map of the West Indies in Assassin’s Creed 4, but what it is in Guarico Bay can be seen on the screen below. Also available from mixed goods stores.

White whale

Where to look for the skin of a red howler?

Providencia. You can see the coordinates on the screenshot. Also available from mixed goods stores.

location of the red howler

Where to look for taverns?

Taverns are displayed on the map of the area in the form of a pintogram-bottle. For example, the location of the tavern in Kingston on the map:

tavern in kingston

Is it possible to change the ship?

There is only one ship in the game - the Jackdaw. Therefore, the ship cannot be changed in any way, but in the mission "Devil's Advocate" you can steer the ship "Queen Anne's Revenge"

Why send a ship to the fleet?

After boarding the ship, we can repair the Jackdaw or send the captured ship to the Kenway fleet. This is necessary so that you have in the fleet as much as possible more ships with which you can send goods and get extra money for it. and secure trade routes. In general, if you open the “Kenway fleet”, then you will understand everything yourself.

How to unlock Kenway's fleet in Assassin's Creed 4?

Not on a pirate. In order to open a fleet, you need to connect to the UPlay server. If you are connected to the server, then Kenway's fleet is in the captain's cabin on the Jackdaw

Fleet management not working?

The answer to the question can be seen above. Most likely you pirated version games or you have not yet connected to the UPlay server.

How to shoot heavy cores?

It is necessary to look in the direction of the enemy and without aiming, press the left mouse button. Heavy cannonballs are fired at close range. On the animation, it is noticeable how the ejected nuclei burn.

Temple Statue Mystery

We raise the blue stone up, scroll the circle so that the blue strip just stands under the stone. lower the blue stone to the middle of the blue stripe. In the place where there was a blue stone, we now scroll the red one and raise it. Then we scroll the circle with a red stripe and lower the stone to it. Next, lower the green stone onto the blue stripe.

Kill guards by disarming them

We fight with the guards on our fists, use the blows "attack" "break through the defense"

Free the pirate before he is hanged.

You need to shoot the rope.

visit old friends

When we deal with signal bells on the territory of the prison, two cages hang near the beach in one of them is the skeleton of Jack Rackham. Further, already inside the prison, Wayne sits behind bars.

Part 1
Cape Bonavista
June, 1715

Memory 1
"Edward Kenway"

Two years ago, Edward Kenway left for free bread, promising his beloved Caroline to return and live as a white man. One day, the pirate ship Edward worked on was attacked. At the time of the skirmish, we notice an assassin on one of the enemy ships. We get to the helm and take control of the ship. The side cannons have a limited field of view, so we always try to turn the ship sideways towards the enemies. Not having time to rejoice at the victory, the powder kegs on board almost instantly ignite. Taking advantage of the panic, the assassin kills the captain, after which an explosion occurs.

Steed Bonnet.

We rise to the surface and reach the shore. The exhausted and wounded assassin asks for help to get him to Havana. Frightened, do not understand why, he hides in the jungle. We run along the path, cross the abyss along the bridge and cross the water. We climb to the very top of the wooden structures. If desired, you can climb to the viewpoint and synchronize with the terrain. We jump into the haystack and continue the chase. After the shot, the pursuit will enter the final phase. We catch up with the assassin Duncan Walpole and engage in a fight with him. We use counterattacks and techniques to break through the defense. Having defeated the enemy, we take out a letter from the governor Laureano Torres y Ayala from his bag. He is waiting for Duncan with valuable cards and an unusual crystal cube in Havana. The Governor does not know Duncan by sight, so it will not be difficult to impersonate him.

Dressed in an assassin's costume, we get to the restricted area. The royal guards have captured a merchant ship, and the guards are holding the merchant. Jumping into a stack of leaves, we wait for the moment when the enemy is nearby. We whistle to attract his attention and subsequently quickly and silently deal with him. You can also hide in dense thickets. We get closer to single enemies, lure them with a whistle and neutralize them. We will destroy the remaining three with brute force, suddenly attacking from the back. Meet the merchant Steed Bonnet. We introduce ourselves to him as Duncan. The captain was killed, so we will lead the ship. We swim to it, stand at the helm and get out of the bay. On sharp turns, we slow down so as not to run aground or crash into rocks.

The present

The Pattern 17 Project is studying the memory of Desmond Miles' DNA after his death. In particular, as a new employee, we will have to immerse ourselves in the life of a pirate-assassin Edward Kenway. At the request of Melanie, we look at the lamps above the screen and in the floor. We follow the leader to the reception. Having received the communicator, turn on the miracle device and continue to follow Melanie. We contact the icon inside the elevator and press the button indicated on the tablet screen. Meet the boss - Olivier Garneau. Let's proceed to the workplace, where we have our personal Animus, and connect to the system.

Part 2
Havana, Cuba
July, 1715

Memory 1
"Jolly Havana"

Steed negotiated with Spanish merchants to sell sugar. We accompany the merchant to the local tavern. On the way, we will stop at a weapon shop and purchase the English broadsword blade. We climb onto the roof of the church, then to the top of the tower and synchronize with the terrain. A thief attacked Steed and took his bag. Jumping down, we rush in pursuit of the fugitive. To complete an additional task, you need to jump on the pickpocket and knock him to the ground, but, in no case, do not kill him! We search the body and return to Steed, who is already waiting for us near the tavern. What kind of booze does without a fight? We counterattack the attacking opponents. We carry out a couple of throws, injury and knockout. We finish the rest in any way possible. The guards ran up to the noise. Use the smoke bomb, climb onto the roof and leave the red area on the minimap as soon as possible. We try not to catch the eye of other guards so that we do not have to make up for additional meters.

Memory 2
"But what about my sugar?"

Walking through Abstergo, you can't help but feel like you're in the office of the game's developers.

Meet with Steed at the port. He also got on well. We find out that the bag with materials intended for the governor was in the hands of the guards. Eagle Vision allows you to quickly spot targets and enemies in a crowd. They can also be marked so as not to be overlooked, even if they hide behind buildings. It is enough just to look in their direction for a couple of seconds to fix it. We immediately hire dancers and pursue the guards. Girls will be an excellent cover, providing inconspicuous movement. Dancers can distract guards building along the aisles. Once will be enough to complete additional task. It is also not worth using their services all the time. It is much faster and less costly to move around the rooftops. The guard meets a certain gentleman who is taken to Captain Mendoza. The bells will announce the beginning of the hanging. Without delay, we rush for the goals. When they stop, we will get lost among the group of dancers and, without leaving the marked area, we eavesdrop on the conversation.

After hanging, follow the captain. He will not stay long in the forbidden zone - it is better not to go there. Only if there are no dancers with us who will distract the guards on the move so that we can catch up with the captain and rob him from behind. In the first option, you need to follow the captain and, as soon as there are no guards nearby, commit a theft.

We go around the fort on the right side, swim up to the wall and hang on the edge near the side door. One of the guards keeps coming out. As soon as he goes back inside, we follow him and neutralize both guards one by one, sneaking up from behind. We follow the rest of the enemies through the mini-map. We pass into the next room and through the window we get out. Having jumped onto the beam, we pull ourselves up by the upper ledge, jump over to the neighboring ledge, drop lower and jump onto the next beam. We climb up to the ledge, wait for the enemy and drop him down. On the mini-map, we follow the views of the guards. When they turn away, you need to have time to pull yourself up and go to the boxes. The shooters are watching us more closely, but if you stand behind cover for a while, they will forget about us. We make our way to the room and return the bag. We turn right, jump into the water and meet with Steed at the pier.

Memory 3
"Mr. Walpole, I presume?"

We get to the governor's estate and head to the shooting range. Meet Woods Rogers and Julien Ducasse. Before meeting with Laureano, let's practice shooting. We hit all the specified targets. Then we interact with Woods and go through the targets again, but now for a limited time. Before that, it is best to fully reload the guns. We stand approximately in the middle for best view. Having successfully completed the test, we communicate with Julien and follow the owners. They have prepared trials for us in which we will have to destroy targets with the help of a hidden blade. We approach any of the targets and use the blade. Hiding in a haystack, we attack a nearby target. Further, we mix with the crowd near the building and, without leaving it, we attack the target. We climb onto the roof, look towards the target and, by pressing the appropriate button, hit it in the jump. And the last thing: we quickly head towards the target and, on the run, pierce it through with a powerful blow.

Governor Laureano Torres.

Duncan betrayed the brotherhood of the Assassins and decided to join the side of the Templars. Woodson is engaged in tracking down and exterminating pirates, and Julien is selling all kinds of weapons: from ordinary blades to heavy guns. We pass the cards and the crystal cube to the governor. At a secret meeting, we are all initiated into Templars. Then the furnace will go to the forgotten Observatory in the West Indies. There is something of powerful power that allows you to follow every person on Earth. A sage named Roberts fell into the hands of the Templars, who has valuable information about the location of the Observatory. Until the conversation is over, we rob Woodson, Julien and Lauresne, getting close to them from the back.

Memory 4
"The Man Called Sage"

In addition to the Templars, Roberts is of great interest to the Assassins. We escort the allies to Torres' house. When the assassins attack, we kill one of them with a shot from a pistol. We try not to go far from Torres, so that if necessary we can protect him. Thanks to the efforts of opponents, the Wise Man manages to escape. Let's chase after him. To complete an additional task, you need to attack him from above. The fugitive himself often climbs onto the roofs of buildings. When he descends, we will have a chance to catch up with him and make a jump. We often press the corresponding button so as not to miss the moment. For good work, we receive an award from the governor.

Memory 5
"Any complaints?"

After discussing with Steed the power of a powerful artifact inside the Observatory and the prospects after its sale, we go to the Sage. Having penetrated into the restricted area, we destroy single guards. Be sure to make three kills while in thick grass, if necessary, luring opponents with a whistle. We get to the green zone, activate eagle vision and track down the yellow target. After neutralizing it, we search the body and take the key.

Climb up the wall to the left of the stairs. We wait for the enemy and, when he approaches, we drop him down. We move forward along the left wall. We follow the guards on the mini-map and try not to leave them behind us. Having reached the next wall, we climb it on the cart. Having unlocked the door, we find the killed guards. The sage is not here, but Torres arrived and accused us of releasing him.

Memory 6
"Silver Fleet"

Together with a friend in misfortune, we are freed from the shackles by pressing the button shown. We stand near the boxes at the aisle, whistle and neutralize the approaching enemy. We run to the next corner, making sure that the guard is in the far position. And last opponent we wait near the boxes to the left of the passage. We take our things from the table.

Now we need a ship and a crew of pirates. We get out on the deck and act at our discretion - covertly or in open combat. The second option is much easier and faster. The first option involves hiding around corners and watching the guards' route for a long time. Each ship contains captive pirates. For the main task, it is enough to release eighteen people + five for the additional one. We move from one ship to another along the masts or water. Having finished with the release, we move to the noted brig and carry out its capture. We stand at the helm and go to the indicated point. To resist the flotilla led by the ships is beyond our power. Therefore, we leave the red area as soon as possible, simultaneously firing at the frigates from various guns. We follow the weather phenomena on the mini-map. We go around typhoons and turn the ship in advance to face the killer waves in order to overcome them without damage and loss of the crew.

Memory 1
"New Captain"

Adewale is unhappy with Edward's promotion to captain. As compensation, we offer him to choose any position on the ship. He agrees to the quartermaster. We call the brig "Jackdaw" - in honor of the bird from Edward's childhood. On the advice of Adewale, we go to the nearest island to replenish food and water supplies. We leave the ship near the shore and swim to the island on our own. We will shoot one of the iguanas with a pistol. They can be found right on the beach. We will kill one of the ocelots by jumping from a tree. There are many fallen trees on the island. We climb one of them and wait for prey. After butchering all four bodies, the main menu will open. Choose "Crafts", make a holster and improve health. We return to the brig, interact with Adewale and get a pistol.

Nassau, Bahamas
September 1715

Memory 2
"Set open"

Meet up with friends Edward Thatch (Blackbeard) and Ben Hornigold. Both are notorious personalities in the pirate society. Our brig is still in need of fresh blood, so let's look for candidates. All of them are marked on the mini-map. We get to the indicated points, deal with the guards and recruit pirates. Three need to be killed, after disarming. We should not have weapons in our hands, we fight with our fists. We counterattack the attackers and click on the "Disarm" button. Having replenished the crew, we go to the gallows. We select from behind and, without entering the red zone, we aim at the rope and shoot at it. After destroying the guards, we free the prisoner and return to the tavern. We tell our friends about the Observatory. They are skeptical of the idea of ​​finding a powerful artifact, preferring the more tangible loot of gold.

Memory 3
"Robbery and robbery"

Enlisting the support of Ben, we go to the open sea. He will teach us the basics naval battles and boarding already wrecked ships. We look through the spyglass, find the schooner and mark it. On all sails we rush to the goal. Each ship has a status bar, which in turn displays a small red bar. If you overdo it with shelling, then the ship will sink and then we will get only half of the cargo. If you do not take it to the extreme, but stop the fire in time, then you can come close to the ship and start boarding. While the pirates are trying to throw cables on the enemy schooner, we will use the falconet near the helm. To complete an additional task, you need to kill three opponents with a weapon. We move to the enemy ship, deal with the remaining crew members and carry out the capture of the ship.

Edward Thatch (Blackbeard).

Having repaired the Jackdaw, we continue robbery attacks on all the same schooners. Do not forget that the spyglass helps to determine in advance what kind of cargo the ship is carrying. To complete an additional task, you need to get twenty barrels of rum. Having received the required amount of cargo, we set off for Salt Key. We moor at the pier, run to the bench and get a solid hull for the Jackdaw.

Memory 4
"Under the Black Flag"

Let's go for metal mining. We use a telescope to find the ships that carry the cargo we need. We will also need thirty bags of sugar. Above the ship status bar is another small bar. After it is filled, a warship will pull up to help the merchant ships. He is distinguished by exceptional preparedness and can repulse the most notorious pirates. The next step will be an attack on a warship. Sooner or later he will find us. We do not expose ourselves to rams, we actively fire from side cannons, and then we fire at weak spots from a falconet. After capturing the ship, we return to Salt Key and bribe a local official to get rid of a bad reputation. We are purchasing another upgrade for the Jackdaw - side guns. This time we will do it from the ship's cabin.

Memory 5
"Sugar Cane Harvest"

With the support of James Kidd, we will go to the man of Peter Beckford, who will lead us to one of the many plantations. James will turn right, and we will go forward and activate eagle vision to recognize attorney Beckford. We keep our distance and pursue the target, if necessary, mixing with the crowd and hiding in the bushes. It is not necessary to enter the forbidden zone at all; we look at the attorney and, as soon as the timer appears, we quickly return to the "Daw".

Standing at the helm, we begin the pursuit of the target on the water. Entering the restricted area, we avoid collisions with enemy ships. We go around them for a mile, because no one knows in which direction they will venture to swim. To perform an additional task, we must not be detected. We moor at a nearby pier behind the pursued ship. We have exactly fifty seconds to get to the attorney. We quickly rush to the first bell and neutralize two guards with hidden blades on the run. We disable the bell and get to the bushes near the target. Without leaving the marked zone, we pursue the attorney. When he disperses with the guard, ahead of him, we run to the bushes near the second bell. After the attorney reprimands the drunkard, we wait for his departure and neutralize the enemy. The warehouse is locked, so we go to the tower and with the help of eagle vision, we calculate the owner of the key. As usual, we hide in the bushes along the guard's route, lure him with a whistle and destroy him. We unlock the doors of the warehouse and pick up a large amount of cargo.

Memory 6
"Good Defense"

Before starting the task, we get an improvement for the Jackdaw - heavy cannonballs for onboard guns. Ammunition can be bought from the harbor captains in the harbor. Together with Blackbeard, we set off in search of the La Arca del Maestro ship. We get to the red zone and immediately go to the green. Not to notice such a colossus will not be easy. Its field of view stretches for hundreds of meters. However, we use a spyglass and mark the battleship of the sixtieth level. We keep a distance from him and lead the pursuit without colliding with other enemy ships.

James Kidd.

Ahead of us, Charles Vane, an old acquaintance of Blackbeard, attacks the ship. Having suffered a fiasco, "La Arca del Maestro" turns all its power against us too. On all sails we move around the territory, avoiding damage from mortars. Thanks to high speed, we will be able to leave the shelling zone in time. The Spanish ships will soon arrive. We destroy two with heavy cores. To do this, we swim closer to the opponents and, without aiming, we shoot from the onboard cannons. Two more ships must be destroyed with one volley from the onboard guns. We leave the enemies with a minimum amount of health. The longer we hold the aiming button, the more closely the cores will fly. Taking aim, we shoot almost immediately to cover as large an area as possible and hit several enemies.

While we fought, the main ship managed to escape. And he went to the island, which controls Julien Ducasse.

After watching the cutscene, use the navigation keys to get to the end of the ship and grab the steering wheel. Now our task is to sink enemy ships. Rotate the camera to see the location of the enemy. Having approached them for a sufficient hit of the guns, we turn the mouse and look over the side of the ship, aim right click mouse and shoot with the left. On the mini-map we catch the rest of the ships and destroy them.

There are burning barrels of gunpowder on the deck. An explosion was to be expected. We look at the memory of Edward. Waking up, Ed floats to the surface. Follow the objective marker to swim ashore. The next cutscene will begin. Chase the fleeing assassin. After running through the wooden bridge, climb the fortification with flowers to the very top and jump over the vine to the other side. Here is the first tower. Climb up and sync.

Take a Leap of Faith, as it was originally called, into a pile of leaves, then run after an assassin that appears on the horizon. Climb another wooden structure and run up the tree to jump into the water. There he will watch and shoot at Edward. Now Edward is serious. Run after him, not for the purpose of interest, but for the purpose of killing. When he stops, we carry out a series of blows with two swords and the enemy falls to the ground.

After reading a letter found on the assassin Duncan Walpole, Edward learned that they were waiting for him in Havana and we are talking about the award. Walpole's face has never been seen, but is recognized by the costume that is characteristic of the Order. Edward decides to keep the suit and earn some money.

We climb a tree and jump into the water, synchronizing the point. Get to the place where the enemies are guarding the location. While hiding in the bushes, whistle at nearby enemies to distract and silently kill/stun them without being seen. Jump from one bush to another, eliminating the enemy and getting close to the captured merchant. After talking with him, you need to swim to the ship, then swim out of the bay, maneuvering between rocks and small mounds of sand.

Sequence 2

Memory 1 | Merry Havana

Add. tasks:

- Grab a pickpocket

- Get away from guards by throwing smoke bombs

After an introductory course in Abstergo Entertainment and back to the Animus, follow Steed to the gun shop. New friend wants to buy himself a blade, but he will not forget about us either and will lend us a couple of reais to buy a sword. To find the tavern, climb the church and synchronize the point.

Jumping into the hay, you need to catch the thief. Run after him and when you get close, press [E] to grab him. After we meet with Steed at the tavern. A cutscene will load.

Now, following the instructions, learn various tricks, and then beat off the villains. Guards will flock to everything. We throw a smoke bomb (to choose, throw - [F]), rush to the leak and leave the area, hiding or leaving the chase.

Memory 2 | What about my sugar?

Add. tasks:

- Hire dancers and distract the guards

Unfortunately, the guards confiscated the sugar and took Edward's bag. We need to return the cards. To keep targets in sight, turn on Eagle Vision [V] and put on guard. Targets will be marked in yellow, enemies in red. Hire dancers along the way and follow the guards to blend into the crowd and not be seen when the guards turn around.

After the guards enter the restricted area, approach the two soldiers at the post and distract them with the help of the dancers. We go straight and climb the stairs, it is much more convenient to follow the target on the roofs. Follow the highlighted targets to the eavesdropping location by jumping from rooftop to rooftop and climbing trees. At the place, hire dancers and stay in the zone until the end of the conversation.

From the conversation it turns out that sugar and other things are kept in a castle. We approach the wooden platform and follow the captain. The best way to get inside is to climb up on the crates to the left of the main entrance and get inside through the roof. We jump into the hay and wait for the captain. Taking the key, we get out. You need to get into the prison of the fort.

You can recruit dancers again, distract the guards at the main entrance and get inside. But there is an easier and shorter way. There is a tree to the left of the entrance. We climb onto it and jump over to the wall of the prison. On the outside we climb to the left to the wall next to which our marker is located. To do this, you have to jump down to the windows below, go through them and climb up again. A guard will stand at the edge, we quickly rise and take it down on the go. The whole thing can be noticed by another guard standing nearby and begin to suspect. We hide behind the boxes and whistle. When he approaches, grab and kill. We interact with the door and take our own. We jump into the water and return to Steed Bonnet.

Memory 3 | Mr. Walpole, I presume?

Add. tasks:

-Complete the Rogers Shooting Challenge

-Clear the pockets of the Templars

We pass to the terrace of the governor's mansion, listening to the responses of the guards about our person, more precisely about the person of the late Duncan. After watching the video, you can shoot a little. Hit all targets. For 100% synchronization, you need to pass the test. The main thing in it is to shoot quickly and accurately. I advise you to start on the left side, because from that point all the targets will be visible.

Talk to the owners and get from Julien Ducasse hidden blades. Follow them to the training area to showcase your talents. Demonstrate various killing techniques, such as killing from cover, from behind a corner, in flight, etc. When finished, approach the owners and follow them to the mansion. The next cutscene will activate. Edward gave the artifact to the Magister.

Next comes the rite of entry into the Knights Templar. They want to find some Observatory. According to rumors, a tool of incredible power is hidden there. This device will allow the Templars to keep track of every person on Earth. All will become clear when they meet the Sage. Between rollers, clean the pockets of three Templars for 100% synchronization.

Memory 4 | The Man Called The Wise Man

Add. tasks:

- Use a pistol in combat

- Attack the Sage from above

After meeting with the Templars, find Senor Roberts, i.e. Sage. Only he can find the Observatory. Follow the Templars. When the assassins ambush, protect the target, it is preferable to kill the shooters on the roofs with a pistol. And so a couple more times, until we activate the next cut-scene. The Assassins killed the guards and freed the Sage, who fled. We follow him across the rooftops. For 100% synchronization, you need to jump on top of him. Edward gives the runner into the hands of the guards and receives his long-awaited reward from Torres.

Memory 5 | Any complaints?

Additional tasks:

- Avoid skirmishes

Eliminate two nearby guards on the way. Then move along the left side to the stairs, hiding in the vegetation and distracting the guards with a whistle. Turn on Eagle Vision [V] and look for the target. We need a guard who carries the key to the cage. He will go down the stairs and go to the bushes, immediately kill him and search the body.

We need to free the Sage. Climb onto the wall, go again on the left side, running from bushes to bushes. There will be a tower ahead. We ignore it and already pass through the right side to the target marker.

Upon entering the patio, the Templars, led by Torres, find and disarm Edward.

Memory 6 | Silver Fleet

Additional tasks:

- Kill 3 enemies from around the corner

- Free 23 pirates

Edward and a black friend are shackled on a ship. Click to release. Proceed to the end of the hold, removing enemies from around the corner by whistling at them. Grab your gear and head up to the deck. Let's free the pirates to come with us. For full synchronization, 23 people are needed - that's all.

Free the pirates at the end of the deck by getting rid of the enemies. On the left there will be a rope to fly over to the next ship. Jump down on one of the enemies and clear the deck using combos. Further along the bow of the ship, jump over to the next ship. Jump on the ships until you free 23 pirates.

Use the rope to move to the ship where you need to kill the captain. Then take the steering wheel and steal the ship. We look at the mini-map to determine the position of enemy ships and the desired destination. Use the onboard guns to hit small targets and finish off with falconet shots as you advance towards the target. On the way you will meet killer waves. You need to keep the bow of the ship straight, pointing at the wave to avoid significant damage. The entire fleet chasing us will be sunk and will only be left to dodge the typhoons, approaching the green marker.

Sequence 3

Memory 1 | Newly minted captain

Add. tasks:

- Shoot the iguana

- Kill an ocelot in the air


Before arriving in Nassau, Adewal advised to stock up on provisions on the island of Abaco. After landing, use the pistol to catch the necessary living creatures and cut off the skin. In the menu, you can create some useful things from animal skins. Craft an affordable pistol holster and improve Edward's health. Then return to the ship to Adeval and get the second pistol. It is now possible to make a series of shots by alternately pressing the button. Swim to the next marker to reach Nassau.

Memory 2 | Recruitment opened

Additional tasks:

-Kill 3 enemies by disarming them

-Save the pirate by breaking the rope with a bullet

After descending to the ground, go to the bar to meet Adewale and old friends. In these parts, you need to recruit a team for Jackdaw, but the royal fleet is walking around everywhere.

Free several groups of pirates and go to the stone fort at the top of the hill to find the gallows. We need to save the pirate who is about to be hanged. Shoot the rope with the pistol. Kill all the guards and return to the tavern.

Memory 3 | Robbery and robbery

Additional tasks:

-Kill 3 sailors with falconets

-Steal 20 crates of rum

After talking with Thatch and Hornigold, set sail on the ship to learn new things. Take out the spyglass [E] and find the Schooner. Once you get close enough, one volley and a falconet shot will be enough to board her.

Use Chain Cannonballs to do less damage to small ships. Then close in on the ship to begin boarding and use the falconets to the right and left of the steering wheel to shoot down the enemy crew. After killing the whole team, you will capture the ship and get its cargo. You can also decide what to do with the ship. At the moment, only the repair of "Jackdaw" is available.
As soon as you have plundered a sufficient number of ships, let's go to the marker. Having sailed to Salt Key, anchor near the pier and go to the shop to buy a strong hull for Jackdaw. Return to the ship.

Memory 4 | Under the black flag

Additional tasks:

- Rob the pirate hunters

-Steal 30 bags of sugar

Having sailed out to sea, take a spyglass and find a brig with enough metal on board. Swim up and open fire with knippels. Try to stay behind the ship to get the least amount of damage. Board the brig and kill enough crew.

Grab a couple more brigs to get the right amount of metal. Now we are known. Jackdaw is now hunted by Pirate Hunters. Board their ship to reach 100% synchronization. It is marked with crossed red swords. Afterwards, head to Salt Key to lower your notoriety by bribing an official. Then get to the captain's cabin and buy onboard guns.

Memory 5 | sugar cane harvest

Additional tasks:

-Avoid skirmishes

-Damage signal bells

Swim to the objective marker to land on Andreas Island. Meet Kidd and follow him. Somewhere nearby is Beckford's attorney, who knows the location of the plantation. Climb up the rocks ahead and find him in the camp below. Activate Eagle Vision to mark the target. Follow him to the restricted area. Here he is talking about the plantation.

Run to Jackdaw and grab the helm before time runs out. Carefully follow the schooner. In the forbidden zone, avoid the line of sight of your ship for enemy ships, so as not to be attacked.
Along the way, Adewale is told about their difficult fate on one of the plantations. Once you reach your destination, moor at Cat Island.

Run along the coast in the direction of the green marker to overtake the attorney. Hide in the vegetation and eavesdrop on the conversation by following it using this method. After reaching the warehouse, you need to find the key to get inside. Return to the center of the plantation and turn on the eagle vision, with which you will find the owner of the key and mark the rest of the guards. In the same place, you can kill the guard at the post at the bell and damage it. The second bell will be to the right of the warehouse. After stealing the key, go into the warehouse and rob it.

Memory 6 | good defense

Additional tasks:

-Sink two boats with one broadside gun salvo

-Sink two ships with heavy cannonballs

Sail to the next island to meet Edward Thatch and James Kidd by the fire. Thatch offers to steal a Spanish galleon. Swim to the point where you need to find El Arco del Maestro - the ship of the line. Use the spyglass to identify the target. Once you find the galleon, keep a safe distance from it and start chasing. Avoid also enemy ships in this zone, but if you still fail, then try to hide from your pursuers by dropping barrels of gunpowder.

Next, the galleon starts firing mortar rounds, dodge the yellow circles on the water so as not to fall into the affected area. The Spanish fleet will appear on the horizon. Shoot them from a long distance to quickly hit small targets with one volley. To complete the second additional task, you must have purchased heavy cores. To use them, shoot in the same way as on-board guns, only without aiming (offhand). They are not very long-range, but they do much more damage.

Memory 7 | lonely madman

Additional tasks:

-Avoid skirmishes

-Kill Dukas in the air

Jump into the water. Stepping on the ground, climb the ruins to the very top and follow the marker. Hiding in the bushes, remove the first patrol. Going further, jump from the branch to the other two. Make your way through the jungle in this way until you reach the camp. Hiding in the bushes, go around the enemy and climb the tree ahead. Further on the way there will be two guards, go around them on the left, hiding in the bushes.

Upon reaching the city, you will need to find Julien Ducasse and kill him. You can go through without killing anyone, just moving through the shelters. After passing on the left side, we jump into the water and swim to the ship. Use [E] to avoid being seen by the guards on the pier. Swim from the other side of the ship and climb up the lines. Activating Eagle Vision will identify the target. Drop down a little and get a jump kill.

Nowadays

The administration invites us to their place. Melanie leads us to the elevator. Rise upward. At this moment, an IT specialist contacts us. Go to the office of the creative director, after the conversation, return to the workplace. The guy from the IT department calls us again and asks to download one file from a colleague's computer. Follow the marker and enter the room where you need to log into the animus. Bypassing the protection is easy, you just need to get on the green path. After hacking, we look at the file.

Sequence 4

  • Great Inagua, March 1716

Memory 1 | Old-old bay

Talk to James Kidd. Follow him through the jungle. He will lead Edward to a cluster of stone formations. Let's get in and interact. Arrange the symbols so that they fall on the objects on the ground. Then dig up the treasure.

Follow him further. Edward will be in a cave that leads to the estate. On the table is a map with the designation of the camps of the assassins. Behind the bars on the opposite wall there is a suit, you can open it by getting the keys, passing the tasks "Hunting the Templars".
After leaving the estate, proceed to the pier to meet with Kidd for the last time. It may be that the destination will not have a ship. In this case, load the mission from a checkpoint. Bugs are such a thing.

Remembrance 2 | Nothing is true...

Additional tasks:

-Knock out 3 assassins

-Collect 4 treasures from chests

Arriving on the island, quietly make your way along the coast to our goal. Along the way, you can knock out 3 or more assassins. Treasures come across along the way, but not all. One will have to look in the thick of the enemy. Get to a large cluster of "enemy", quietly make your way to the left and climb the wall. Sneak along the left side, hiding the bodies in the bushes. Having met Kidd near the temple, Edward will meet with the assassins.

Memory 3 | The terrible secret of the Sage

Edward and James decide to search the Mayan temple to find out who the Sage is.

Follow Kidd to the bridge. When it collapses, go around on the left side. To open the door, you need to jump on the red block and lower it to the platform. Follow your partner further, the next mechanism will be broken.

Jump into the water. Dive [E] and swim after James. Oxygen is not infinite, so you will need to surface, and then dive again. Get to the foot of the temple. Kidd warns Edward about something that will make his head spin. Well, let's see. Climb up the wall and up the stairs.

To pass, you will need to solve the riddle of the statue. The point is to match the colored blocks with the colored platforms. Raise the blue block on the left with the counterweight (the block next to it) by jumping on it. Move the lever to the left so that the ring turns into a blue platform towards the blue block. Now jump on this blog and it will land on the platform. 1/3 of the door is open. Then take the lever and turn left again. It is necessary to remove the red block from the platform that is not suitable in color. Raise it in the way described earlier and pull the lever already to the right to match the greens. Well, it remains to compare the reds. Opening the door, Edward recognizes the physiognomy of the Sage in the face sculpture.

Memory 4 | Numerical superiority

Additional tasks:

-Kill 8 guards with darts

-Use berserk poison on 2 guards

Meet A-Tabai. The maps that Edward gave to the Templars led them to the Assassins' camp. Among the prisoners are Edward's people. Kidd gives us a new weapon - a blowpipe. With it, you can quietly disable the enemy.

Climb a tree and put the watchman on the tower to sleep with the help of a new weapon. Run to him and finish him off. Below the captives are guarded by two guards, use bersek poison on them and look at the spectacle. Search the bodies for poison darts. After freeing a group of people, go along the left side and put the next guard to sleep. Now climb the wall and shoot the guard near the stairs and the sentinel guarding the captives. You can also spend money on guards on both sides of the prisoners. Put them to sleep and kill them later.

2 sleep darts remaining until 100% sync. We go along the left side and save another group of prisoners. That's just on these two guards you can use the remaining sleep darts. For freeing you get a couple more darts. We go to the group under a canopy, they can already be killed in any way. But just be careful. Using the poison of the berserker, you must immediately kill the target, otherwise the guard will start killing the captives. Free the rest of the prisoners.

Sequence 5

  • Nassau, Bahamas, January 1717

Memory 1 | forts

Additional tasks:

- Damage the fort with a martira shot

- Kill an officer on the run

Templar Torres is going to appropriate the gold from the fort. But for now, it lies and waits for someone to steal it. Edward, along with Adewale, are about to attack the fort.

To successfully capture a fort, you need to destroy the ship protecting it. Otherwise, then you will need to be distracted by it. For this, mortar cores will come in handy. Make a couple of volleys on the ship. When approaching, use the knippels and move to the side to deal more damage with the onboard guns. Having sunk / disabled the ship, take on the fort. Also use mortars and side guns for destruction. The "speed of movement" mode will help you avoid shelling enemy mortars, so it will be easier to see the situation. After destroying the fort, climb inside and kill the officer. For 100% synchronization, you need to do this on the run. Now you can get inside and talk with Magister Torres.

Memory 2 | Wandering Trader

Additional tasks:

- Kill 4 gunners

- Kill 5 guards by stunning them with smoke bombs

Follow Torres and Prince. It is best to follow them on the roofs, at the same time you can kill the gunners (these are the guards marked with arrows). Having reached the place of eavesdropping, you can perform the second additional. exercise. Throw a smoke bomb near the two guards guarding the entrance and kill them. Do the same with two nearby. And only one remains. Take your pick, I chose the one by the hay cart. Follow the target while eavesdropping on the conversation until a cutscene starts.

Prince noticed the surveillance and lowered the guard on Edward. Fight off the enemies and run after Kidd to grab him and prevent him from killing the tasty target that he has been tracking for 2 weeks.

Memory 3 | male friendship

Additional tasks:

-Apply berserker venom on 2 brutes

-Sleep 2 gunners

First you need to disable the bells so that help does not arrive. We jump from the mill and run to the bushes near the camp. The poison of the berserker can be used immediately on two thugs walking in our direction. The next step is to put 2 gunners on the towers to sleep. Now we need to break the bells, but the guards will prevent us from doing this, so it will be easiest to kill them and then calmly do our job. We do this with all the bells.

Meet Kidd at the gate to the estate. Having removed her disguise, the girl pretends to be wounded and the guards let her inside, where she skillfully deals with them.

Get inside and get to the backyard. Prince will be in the gazebo. After the murder, the Sage will grab the girl hiding under a different name. She will escape, and the Sage will have time to raise the alarm. So many soldiers we will not master. We'll have to run. Climb onto the wagon, jump onto the tree and run forward. After choosing behind the walls of the mansion, leave the area and hide. Meet the girl. Edward learns the name of his girlfriend - Mary Reed.

Sequence 6

Memory 1 | Diving for drugs

Additional tasks:

- Collect 3 treasures from chests

- Don't get caught in the shark's teeth

Pirates led by Edward decided to change the city for the better. To begin with, rid the inhabitants of diseases. Edward suggested looking for medicines at the bottom of the sea in sunken ships. But this requires a bell to go down to the bottom. Buy a bell in the nearest shop, if there is no money, go through a contract to kill or sell goods.

Swim to the wreckage and click to dive underwater. Swim to the chest icon on the minimap. Find and open everything to achieve 100% sync. To replenish your air supply, swim up to the barrels and press [E]. Then open the illuminated hatch and swim to the bottom. There, drop the boards from the chest and take the medicine.

The exit is blocked. We'll have to find another way. Swim into the cave. Then it will be possible to surface and replenish the air. Further Edward will be carried by the current, dodge the rocks using the movement keys.

Swim to the shark habitat, replenish your oxygen and hide in the seaweed to avoid the shark's teeth. Use to quickly swim across to the seaweed.
Unfortunately, the found medicine turned out to be spoiled. We need to come up with a quiet way to find a cure, otherwise Edward Thatch will have his own way.

Memory 2 | Devil's Advocate

Additional tasks:

- Rescue the survivors

- Kill 3 guards by stunning them with smoke bombs

Thatch did something stupid - he attacked the English fleet in search of medicines. Now the team will have to protect Blackbeard from the attack of English warships. Rescue sailors in distress on your way to the zone. Swim into the search area, find Blackbeard's ship, Queen Anne's Revenge. Just head to Mayaguana Island and the ship will be moored near the pier.

Help Blackbeard deal with the English fleet on land. Use smoke bombs and kill the enemy to get 100% sync. Then take the helm of Thatch's ship and board the ship of the line. It remains only to kill the captain. One of the team members found the drugs, they've got Charleston's stamp on them.

Memory 3 | Siege of Charleston

Add. tasks:

- Put 3 crocodiles to sleep with darts

- Skin the crocodile

Edward offered Thatch his help in obtaining medicines from the inhabitants of Charleston.
Follow the gunboat. Swim around the watchtowers. Swim quietly so as not to run into land. At the post, go ashore and damage the bell so that the enemy does not raise the alarm. Get back to the ship.

Swim further and later sit down again. The gunboat stopped and the redcoats boarded the boat. Keep your eyes on the boat. Then it will be possible to euthanize two more crocodiles. When the enemy landed, eavesdrop on the conversation. The jackdaw was noticed. The captain takes off running. Follow him and kill him. Edward got the right amount of medicine. And he also took the ingredients for new portions.

Sequence 7

Nowadays

Olivier wants to meet with us to talk about the video we found. We meet Melanie at the elevator and go up. We were asked to wait, Olivier wants to talk to Melanie in person. Our friend IT-nick is contacting us again. We go along the marker, at the end of the corridor we go down the stairs. We already have level 2 access.

Find the control room. Connect and bypass protection. The point is to match the waves. We switch the numbers in one of the three columns and move on to another. It's easy. Connect to the camera in Olivier's office and observe. Their task is to find the Observatory as soon as possible.

Exit the room and go to the window. It will not work to get through the front door to Olivier's office, we use another way - the elevator. Climb up and enter the office. Now you need to hack the computer.

Another security system. Use the arrows to navigate the data. Purpose: Move data from the start point (left) to the destination (right). Security programs will destroy data if they stumble upon it, in which case you will return to the starting point.
Having finished, we go down to the hall. Stop, only our friend will distract the secretary. After talking with Sean and Rebecca, we return to the workplace, to the Animus.

Memory 1 | We demand negotiations

  • Nassau, Bahamas, July 1718

Additional tasks:

- Kill 3 guards from the ledge

- Damage the alarm bell

Woods Rogers arrived in Nassau. Watch out for the delegation heading towards the tavern. All the famous pirates will gather there. Then follow them all the way to the fort. Hide in the bushes at the entrance.

Then go around the fortress on the left side and climb up to the observation tower. There it will be necessary to perform additional. exercise. Hanging on the wall, you will drop 3 guards who have come to the edge.

Now we need to steal Chamberlain's plans. Drop down onto the two guards below and go to the opposite side of the fort. There you can go down and hide in the bushes. Then discreetly damage the bell.

Now it remains to pick up the plans. You can do it quietly or loudly. As you can see, I spared no one. After talking with the pirates, Roberts gave them a chance to surrender, or Nassau would be wiped off the face of the Earth.

Memory 2 | gunpowder plot

Add. tasks:

- Kill 4 guards in a single kill streak

- Use 10 darts on guard

Edward decided to flee Nassau and break the blockade to hell. To do this, you need resin and gunpowder. Kenway will find gunpowder.
In total, you need to steal 4 barrels. You go to one of the zones. Get involved in the fight and defeat everyone. It's easy to kill 4 guards in one series. The main thing is not to be interrupted, so react in time and make counter-attacks. Also, before you hit the thug, stun him and then carry out a decisive blow. Approach the barrel and hold [E] to steal.
Head to the next area. You should now have 10 darts in total. Just stand on the roof of a house and shoot at the enemy. As soon as everyone falls, take the barrel and go for the next one. Collect the remaining barrels.

Memory 3 | Get rid of the commodore

Additional tasks:

- Kill 3 guards from the surveillance zone

- Kill Commodore Chamberlain in the air

Commodore Peter Chamberlain ordered the sinking pirate ships. We'll have to stop him.

Follow the guards. At the post, hire dancers and divert the attention of the guards to get through. Then, walk across the rooftops to avoid being spotted in the restricted area. At the Queen's Stairs, put the 2 guards to the left of it and go forward. Drop down into the pile of leaves below and follow the guards into the bushes. Here you can finish the execution of the add. missions to kill from the bushes.

Following the commodore to the ship, it will be possible to kill him. Run across to the bushes near the fallen palm tree. Put the guard to sleep on the left and in the center, quickly climb onto the trunk of the palm tree and jump on the right guard. Effectively.

Now swim to the ship and climb up the lines that are at the stern of the ship. When the target is in the affected area, jump on it from above.

Memory 4 | fireman

Add. tasks:

- Sink 3 ships with a mortar

- Sink the ship with barrels

Edward, along with Charles Vane, break through the arrogant blockade and escape from Nassau.
Protect the fireship from attacking ships. Hit the furthest from the mortar, while fulfilling the conditions of the additional. tasks. When retreating, throw powder kegs to destroy one ship for 100% synchronization. Then get out of the blockade, following the marker.

Sequence 8

Memory 1 | Knowing no pity

  • Great Inagua, October 1718

Add. tasks:

- Kill 4 guards

- Hit a ship of the line with heavy cannonballs

Edward heads to North Carolina to convince Blackbeard to return home to Nassau. Titch has no intention of returning and wants to spend the rest of his life here. He also tells Ed that he once captured a ship and there were rumors that the Sage goes on the Princess.

Edward notices a strange man and decides to follow him. Chase the stranger while hiding in the crowd. Get to the place of eavesdropping and follow the target getting rid of the guards. After passing the arch, hide in the bushes and kill the guard, then run straight into the next bushes and go down the corridor. Remove the last guard and follow to the place where the cut-scene will start. The stranger will give a signal and the flotilla will attack the island.

Run to your ship "Galka". A ship of the line appeared on the horizon. Destroy it and board it. Shoot more mortars if you have a weakly modified ship. To knock out with heavy shots, get close to the ship and shoot offhand, just turn the camera on board and press [LMB]. As a result of the boarding, Titch is killed and Edward is pushed overboard. Swim to the Jackdaw and go to the open sea.

Memory 2 | Narcissistic Fools

Additional tasks:

- Deal damage to the "Royal Africa" ​​with an improved ram

- Use the cannon in the fort to sink the ship

Edward and Charles go looking for the Royal African Company ship to find out something about the ship "Princess".
Swim to the marker and find the ship. He will notice us and start running away. Chase him by shooting at the dropped barrels of gunpowder and avoiding the rocks. Later, Vane's ship would be disabled. Swim up to it so that the team can transfer to the Jackdaw.

Then board the enemy ship. Swim up to the enemy ship and hit him with the bow, but for this you must have an improved ram. Shoot the ship to a minimum and stay close so that the fort's guns point at you and then swim away. In such a case, Royal Africa will be damaged by the guns of the fort.
Jack Rackham betrayed Edward and Charles and threw them overboard.

Memory 3 | On a desert island

Additional tasks:

- Skin 3 animals

- Kill Wayne in the air

Edward and Wayne ended up on an island. The second campaign went mad. He became an enemy to Edward. He stole food and ran away.
Run through the jungle to the ruins, on top of which Vane stands. Climb up, and after synchronizing the point, jump down and catch up with the fool. At one point, Vane completely loses his mind and starts firing a pistol at Edward and throwing bombs. Hide behind the walls. When you reach wooden structures, walk around the barrels lying on them, otherwise you will take damage from the explosion. Below you can skin a couple of panthers.

Now Vane will settle down at the ruins. You need to go around them on the right, because he will destroy the forests straight ahead. Climb up the tower and jump on top of it. If he fails, he can be left alive.

Sequence 9

  • Great Inagua, May 1719
Edward made it home safely, stealing the schooner alone. And Adewale and Kidd took Jackdaw from Rackham.

Memory 1 | Just imagine

Additional tasks:

- Kill 4 goons

- Damage 2 bells

Edward learns that the Princess is sailing away from Kingston and he is heading straight there. Arriving in Kingston, Edward learns that Hornigold and Rogers live nearby, who are also interested in the Sage.

Enter the area and hide in the bushes. Remove two soldiers and a thug to damage the first bell and move on. There is another one on the right across the road, and one ahead. Choose any. You can find our "friends" between the houses behind linen hung out to dry. You can kill 3 thugs and one more when you get to the eavesdropping place.

Follow Hornigold and Rogers to another camp. There, climb into the hole in the fence and hide in the bushes, there you can quietly kill the thug.

Now follow along, staying in the eavesdropping area. Run to the bushes and kill one soldier, quickly run into the barn and climb up from the cart. Then get out on the tree and jump into the hay. Climb onto the roof of the next barn and approach the pier. Hornigold notices Edward's Jackdaw moored and hides, lowering his guard on us. Leave the area and hide.

Memory 2 | Trust deserved

Additional tasks:

- Get a double kill by killing Burgess and Cockram

- Free two pirates

After sinking several ships off the coast, throw the helm and go to the island in search of the Sage. Kill a group of soldiers, climb onto a stump, from it to a tree to get over the barrier. Press [V] to find the Sage in the area. To earn his trust, Edward offers to kill the Templars Burgess and Cockram.

Follow the path, killing or hiding from the guards. Reach the camp where the pirates are being held captive. Sneak in and kill the shooters ready to shoot them. But first, get rid of the gunners. It will be easy to get rid of the rest of the guards. Having reached the descent, remove the lone guards in turn. Now find a target in the search area and jump down for two from above.

Sequence 10

  • Mysterios, September 1719
Bartholomew Roberts gives Edward the coordinates of where he needs help. Only in this way will he tell Edward the location of the Observatory.

Memory 1 | Blackbeard's Gambit

Additional tasks:

- Avoid skirmishes

- Use the bungee to kill the captain

In search of treasure, the Sage decides to pass by the Portuguese ships under their own flag, stealing it from one of the ships.
We swim into the bay, there we throw the helm and jump into the water. Swim around it on the right side and climb onto the lines closest to you. The soldiers do not look in this direction and you can safely climb up. Kill the gunner and run to the next one. Climb to the very top and remove the flag. Return to Galka.

Sail slowly in search of Nosso Señor. Having identified the ship, you will have to take a walk again - to rob the chest. Swim to the shore and run to the passage, hiding in the bushes. Kill two guards, go forward and again hide in the bushes. Call the person walking nearby with a whistle and drag him into the bushes. Run from the bushes to the bushes to the tower and climb up, killing the gunner, even better if he notices you and goes down to check himself. And on the way there is a thug and one guard. If you have darts available, then the passage will not be difficult. Unfortunately I didn't have them. We clean the chest and swim to the Jackdaw.

Follow the ship while maneuvering between other ships and disembark to clear the shore. Climb up to the second tower and bungee bungee aboard, landing right on top of the captain. Plan for the captain to be almost under Edward at the time of landing. We capture the ship and swim to the marker, drowning everyone in our path.

Memory 2 | Murder and chaos

Additional tasks:

- Avoid skirmishes

- Find Hornigold avoiding skirmishes

- Kill Hornigold in the air

Meeting with Roberts, Edward led the tail. On board the Hornigold. Edward needs to track down and kill his old friend to stop him from finding the Observatory.

Swim into the search area and find Benjamin's ship using the spyglass. Also, don't get caught in the line of sight of enemy ships. Having overtaken the ship, swim on it and take it to the ram. Then finish off with heavy cannonballs and shoot at the zones with falconets.

Hornigold sent a dilapidated ship to the island and landed there together with the team. Then go on the left side and climb the tower. Only a moment, and Edward jumps on Hornigold.

Memory 3 | Observatory

Additional tasks:

- Disarm all Guardians while unarmed

- Disarm 5 guards from the surveillance zone

Edward and Bartholomew Roberts make their way through the jungle to the entrance to the Observatory. One problem, the locals - the Keepers, protect this area from outsiders.

We run into the zone and hide in the bushes. They are not stupid either, so they do the same. Periodically, they will get up to look around, and then sit down again. At this point, you can jump from bushes to bushes. Turn on Eagle Vision to mark everyone. There are three of them. So get to the first one and knock it out. Then climb onto a tree branch and jump on the second one. Another one in the bushes nearby. Run over to him and strangle him. Zone cleared. Go to the next one. So clear all areas by reaching the Observatory.

Roberts kills the entire expedition, citing that they would go crazy if they saw what was beyond the gate. Take the chest with phials and follow the Sage. Place a chest near the building with the skull and watch the hologram. In Bortholomew's code there is no word about loyalty, so he calmly throws Edward into the water.

Climb up the blocks. We need to find a way out. He's at the very top. Run to the wall and climb it, then you will find a way to get to the exit. On the shore, the Sage threatens Edward with a Jamaican prison.

Sequence 11

Nowadays

The agent was thrown into the bunker. The system was hacked and while they are looking for a hacker, we will stay here. An IT nickname contacts us and gives us level 3 access. Welcome to the door. Using the tablet, get to the security room. Hack the computer there. Then follow the marker and hack the cloud server and watch the video, and then the hologram of Minerva/Juno(?). Go back to Animus.

Memory 1 | Suffering worse than death

  • Port Royal, April 1720

Additional tasks:

- Damage 3 signal bells

- Visit 2 old friends

Edward is brought to court, where Ann Bonnie and Mary Ridd are already being sentenced. They are given a reprieve due to pregnancy.
Distract the guard by making a few noises. A-Tabai came for Ann and Mary, but also rescued Edward in order to get help. We get the assassin's weapon.

There is no condition to raise an alarm, so just run to look for the bells. We get rid of the guards, after which you can safely damage the bells. Everything is simple.

The next thing to do is to visit old friends, namely Jack and Wayne. The first, or rather all that is left of him, sits in a cage on the right side of the map. The other is in the prison itself. Run to the marker and open the door inside.

After passing the corridor and reaching the guard, kill her and go to the highlighted cage. There you will find old Wayne humming a song under his breath. Go further along the corridors and free Mary Ridd. Take her to the exit. Then carry the body to the boat.

Memory 2 | fever

Edward has visions. Here you just need to do what is said. Walk/crawl forward. At the moment when you need to kill the highlighted target of the Sage, once is not enough, it remains to kill two of his copies.

Memory 3 | ...Everything is allowed

Additional tasks:

- Hang 2 guards with shengbiao

- Pull 3 guards with shengbiao

Edward returns to Tulum to repair the damage he did to the Assassins 6 years ago. Follow A-Tabai and repel the Spanish attack. Perform additional tasks, then kill 20 soldiers on the shore and the captain on the ship.

Sequence 12

  • Il-a-Vash, May 1721

Memory 1 | The end of the governor

Additional tasks:

-Kill a diplomat while hiding in a haystack

-Kill Rogers from the bench

Now we have a new quartermaster - Miss Bonnie. The first of three targets is Woods Rogers. Find the diplomat in the green zone. Follow him, at the moment when you need to kill the diplomat, climb the stairs to the buildings nearby and jump from him into the hay. Then it's just a matter of the blade.

Throwing on a raincoat, Edward gets to the reception. Pass the guard and immediately turn left and rush to the bench. Having finished the speech, Rogers will make a circle and pass by Edward, at this moment we unsheath the blade and shed his blood.

Memory 2 | Royal failure

Additional tasks:

- Kill 8 guards by exploding gunpowder barrels

- Kill Roberts with Shenbiao

Bartholomew Roberts is the second target on the list. Land on the beach and go to the road that leads up the hill. A lot of barrels will lie below, so collect the required number of guards and shoot into the barrel. Repeat several times if the first time you can not put the desired amount.

Climbing up the hill, find Roberts at the very end of the camp. He decided to run away. Jump after him into the water and climb onto the floating Jackdaw. Chase royal luck and pour mortars. Having gone out to the open sea, the Spaniards will help you in destroying the ship. But that doesn't mean they won't touch you. Use mortars more actively. After destroying the ship, board it. In the case of killing Roberts with the help of shengbiao, it means hanging. So climb up the mast and hang it up.

Memory 3 | bad blood

Additional tasks:

-Avoid skirmishes

-Use 2 guards as a human shield

Penetrate the search area and find the target. Follow El Tiburon to the fort. On the left side, kill the dodger near the haystack, the captain and three training soldiers. Now we just climb onto the beams and on the other side we climb the wall. There we kill a soldier and jump on top of Torres. But Torres was not the Torres Edward expected. It is a trap.

Now you need to deal with El Tiburon. You can’t take him with regular punches, so you need to shoot him with a pistol until he lies down. Run away from him while reloading the cannon and use the two guards as a human shield, because he also has a weapon. It will eventually crash and you will get 100% sync.

Memory 4 | Eternal splinter

Additional tasks:

- Free 7 hostages

- Kill 4 guards with Observatory defenses

Get off the side of the ship and head towards the shore. Edward's latest victim is Laureano Torres. There, get to the observation room, along the way you can save the hostages. God, so many corpses. Just dotted. Now we are looking for hostages. But they are not marked on the map, so just run and look for enemies, there will definitely be prisoners somewhere nearby.

Go further, at the waterfall you need to climb a tree and get over them in order to overcome the water. Enter the Observatory. Climb onto the flying blocks and make your way to the platform with two guards on it. Kill them and look to the right. When the platform approaches the moving wall, jump onto it and use it to get to the other side.

Next, you will find yourself on a platform, from the floor of which energy fields are beating upwards. Stand near them and throw the attacking enemy by pressing [E] (twice) into this field. So you need to repeat 4 times. Climb the wall and climb to the right, avoiding the energy fields. Climb onto the beam between the two blocks and jump on the Magister.

Nowadays

Finally, the IT-nick was caught, but he did not want to give up. All the evidence pointed to us, but now it's clear who really did the hacking. Melanie says the video is ready. Check it out here or on Animus. Get back in the car and finish the story.

There is 1 more memory ahead, but it is presented in the form of cut-scenes.

Credits. Congratulations, you have completed the game.