Passage of the game Assassin's Creed IV: Black Flag. VI. Nassau, Bahamas

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I.m. Bonavista

Memory 1. Edward Canway

Edward Canway is on the deck of a ship during a storm. The helmsman is killed, the first thing to do is to take a seat at the helm and deal with the controls. The scheme of maneuvering in battle: to fire a volley from your own side and not to be substituted for someone else's. A useful maneuver is to line up enemy ships in relation to your shot. We destroy enemy ships.

A fire on Edward's ship leads to an explosion of gunpowder, it remains to leave the ship and swim to the shore. After being rescued from a burning ship, Edward Conway, along with another survivor - an assassin - come to their senses on the shore. Negotiations escalate into a skirmish and the assassin hides in the thicket.

We pursue it through thickets, over suspension bridges. We find the synchronization point (the nearest one is a cascade wooden structures resembling self-made scaffolding). Synchronize at the top. In addition to the assassin, we also see treasure chests (you can “steal” or “loot”), a Mayan stele, animals, from the skins and bones of which the character is upgraded using the “craft” option, and an unknown ship in coastal waters. That is, we can combine the execution of the pursuit task with obtaining various bonuses.

After the assassin, whom we caught up with, starts to shoot back, the task of “catching up” will change to the task of “killing”, which with minimal skill will not be difficult. After searching the corpse, we pick up the documents, dress up as the murdered Duncan Walpole and look for a way to get to the governor of Havana, Laureano Torres y Ayala.

Objective: to get to Havana. Earlier (at the synchronization point) in coastal waters, we found a ship. Upon a cursory inspection, we understand that the ship is civilian, on the shore the owner and the crew were captured by armed soldiers, attacking them “on the forehead” is somewhat reckless. Hiding in the bushes, passing through open areas out of sight of the guards, we eliminate the guards one by one, calling with a whistle (E key) - this skill will be indispensable throughout the game. As a result, a separate trinity will remain and you can, sneaking up from the back, destroy the latter. (A more reliable option: lure one into the bushes, appearing to him on open area, while the other two look away, after finishing off the remaining pair).

A rescued merchant (Steed Bonnet), whose incessant cries of "Take my sugar!" accompanied our entire operation to neutralize the guards, offered Duncan Walpole (as Edward introduced himself to the merchant) to work as a captain to Havana. There are no boats, we get to the schooner by swimming. The ship is civilian, that is, unarmed, and in any battle we have no chance. Therefore, carefully, bypassing reefs and shallows, at the maximum possible speed for our control technique (Shift to accelerate), we advance to the final point in the story - Havana.

Abstergo, our days

We get acquainted with the management and colleagues, we get the necessary equipment (communicator, animus), a workplace. We connect to the system, immerse ourselves in memories.

II. Havana, Cuba

Memory 1. Noisy Havana

The merchant accompanies Edward to a local tavern. We follow the merchant, along the way acquiring an English blade and a smoke grenade in the weapons shop (called a bomb in the game) - it will be required to complete one of the additional missions.

Bonnet manages to get out of sight, but the standard synchronization on the nearest tower will help to find Steed, whose bag was taken by the criminal (at the same time, fix other available bonuses - treasures, shops, guild buildings). We can catch up and kill the thief, search him ("E") and hide from the soldiers. An additional task is a little more difficult: to catch up with the thief, preventing him from climbing the building (otherwise the additional mission will be impossible) and, without killing, neutralize (“E”).

We return to the tavern to Steed and arrange a light brawl, practicing hand-to-hand combat skills (try various key combinations: “E”, “E + E”, “E + Space”, while working with the “mouse”). When the guards appear, use a smoke grenade ("6", "F") to complete the next additional task, hiding in the smoke and moving away from the tavern to a safe distance (we leave the "red" zone).

Memory 2. And my sugar?

The cards that Edward hoped to sell to the governor ended up in the hands of the guards, Steed lost his goods. To return the honestly stolen is a matter of honor and plot development.

With the help of "eagle vision" ("V"), we determine the guards (highlighted in yellow), tracking which will lead us to the intended goal. We begin the pursuit, trying not to catch the eye of the patrol. We go around the quarters through which we cannot pass and guard the desired guards from the opposite side. When the guards slow down, we hire standing dancers (under the sign of a blue flower) for ease of completing the mission (hiding among the "harem" we can go unnoticed) and to complete the additional task.

Hiding in the middle of the camp hired by us, we overhear the conversation of the guards. We find out that our next target is Captain Mendos, who is in charge of the execution in the square. It is easiest to take the key we need from him, the easiest way is to watch when the captain leaves the "red" zone. We go quietly behind him, searching his pockets ("E").

You can enter the fort different ways, both from the side of the sea and from the side of the synchronization point. For the "purity" of the mission, we do not get involved in skirmishes (the "incognito" mode, we do not allow the guards to fill the detection indicator with red). We follow the routes of movement of the guards ( Special attention on the shooters!), we use beams, ledges of walls, the walls themselves. We get to the treasured door, pick up the bag. The way back by analogy: from the wall into the water and swim out to the pier, where the “robbed” Steed awaits us.

Memory 3. Mr. Walpole, I presume?

Under the guise of Duncan Walpole, we pass to the governor's residence, our costume is a security pass. On the terrace, a couple of Templars (Woods Rogers and Julien Ducasse) are practicing shooting, which they offer us to do as well (we shoot the marked targets according to the instructions). After shooting, we approach Rogers (the one not wearing a hat) and, as an additional task, we participate in the competition. You can shoot six targets in the allotted time using the "manual" reload ("R").

After firing, we will be asked to demonstrate the "Assassin's" dexterity, using hidden blades. We will “kill” dummies in a variety of ways: “just”, from a haystack, from around a corner, in a jump from a roof and on the run (“Shift”). After the Templars take us to the governor, where we can clean the pockets of the benefactors ("E") when they bend over the map (additional task).

Flashback 4. His name is Sage

To brighten up the time in anticipation of a well-deserved reward, we help transport a certain Sage, who is the "key" to the secret Observatory.

Tasks in this mission: follow the convoy, when attacked by enemies, stay closer to Torres (the old man), whom they are trying to kill in the first place, remove three snipers from the roof with a pistol (after choosing the type of weapon) (additional task).

Finally: to catch the escort who escaped in the confusion (you can catch him on the roofs, although it’s easier to “sit out” below). But it is better to smoothly move on to the second additional task: “jump from above” (from the roof of a building or ropes). This is not particularly difficult, since the Sage moves along the same trajectory.

Memory 5. Claims?

The Governor is not generous enough and Edward, considering himself underestimated, decides to release the Sage, imprisoned in the Torres estate, to restore financial justice in the pirate sense.

Under cover of night, we make our way to the Templar base, hiding in the bushes. From the bushes, according to the worked out scheme, calling with a whistle and kill three guards (at the same time we perform an additional task). "Eagle vision" we determine the keeper of the key, in a similar way we call him and "clean" the pockets.

In order for the second additional task to be completed, we do not enter into an open battle: incognito mode, we hide in the bushes. We eliminate the patrol near the house and on the wall. The sniper, whose eyesight is better than that of regular guards, can also be eliminated, but this process is rather boring and not included in the required tasks. The easiest way is to climb over the fence or jump into the yard from the tree when it turns away. In the courtyard we climb the cart, unlock the door behind which the Sage languishes.

There is an ambush outside the door, the dress-up game is open, Edward is escorted to the galleys.

Flashback 6. Silver Fleet

Edward and his comrade in misfortune Adewale are chained in the hold, we are released (press the button).

We remove the pads, hide to the right of the door (Adewale helps us in automatic mode). We whistle and eliminate the guard from around the corner. Then, hiding behind the boxes, we also eliminate two more “from around the corner” (an additional task has been completed - “remove three from around the corner”) and pick up our equipment from the table. The path to freedom is open, but without a worthy team, Edward and his comrade will not cope with the ship, which still needs to be captured.

We get out on the deck through the hatch. The flotilla consists of five ships, each of which contains captured pirates. Although 18 people are enough for the team, for humane reasons and to carry out an additional mission, we will release 23 (in the future, losses among crew members are possible). Moving between the ships on the masts or by swimming, eliminating the guards by standard methods or passing secretly, we release the pirates. And only after that (otherwise a failure of the mission!) we capture the marked ship (special attention to the captain - the most dangerous, especially in close combat) and stand at the helm.

We raise all the sails and move away from the pursuit of the enemy flotilla - we have captured the fastest ship. The superiority in firepower is not on our side, so we leave at maximum speed, shooting back as much as possible. We are closely monitoring the “killer wave”, which, most likely, will cope with the destruction of the enemy much better than us. We turn our nose to the wave in time, bypass the hurricanes, which can cause damage in the zone highlighted in yellow on the minimap.

The second wave, followed by freedom and its own ship.

III. Nassau, Bahamas

Memory 1. This Captain Tyro

Without getting involved in sea battles, we get to the island. Along the way, we can collect resources carried past us by waves (“Space”). We drop anchor, release the helm (“S”) and swim to the shore.

The purpose of hunting is the manufacture of holsters and sleeves. The Crafts menu will show that it is enough for us to get a couple of skins of iguanas and ocelots. We synchronize at the nearest height, we track the animals with “eagle vision”. If we shoot one of the iguanas with a pistol, and jump on one of the ocelots, an additional task will be completed.

After the four mined carcasses are butchered, in the "Crafts" menu we create a holster and armlets that improve health. Back on board, heading for the Bahamas.

Flashback 2. Recruiting

The crew of the "Jackdaw" is enough for sea passages, but it is not enough for boarding. In the tavern, we get an offer to release the pirates who are being held in custody throughout the city.

On the minimap, we track the location of the pirates, carefully eliminate the guards, using the incognito mode (otherwise the captives can be shot). Moving along the route, we recruit pirates. To complete the additional task, we simultaneously disarm (“E”) and neutralize three of the guards with our bare hands.

After a sufficient number of pirates are hired, we advance to the square. It is not necessary to kill the guards, we will complete the additional task by breaking the rope of the gallows, which can be done from almost anywhere (because of the "red zone" or from the crowd). The crew is completed, we return to the tavern.

Memory 3. Trophies and loot

We learn the basics of robbing ships with the help of boarding under the strict guidance of Ben Hornigold. We go out to the open sea and look through the spyglass (“E”) for a suitable victim. We determine the military power of the attacked ship and the transported resources, which will be useful for completing the additional task to capture twenty boxes of rum. The number of boardings and time are not limited.

We approach the victim at a distance of a shot, inflict damage at which the ship falls into a drift (we don’t finish it, otherwise we will get only half of the cargo). When the “hook” sign appears, we come close to the burning ship and start boarding (“S”). We repeat the action according to the algorithm as many times as necessary for us. To complete the second additional task before one of the captures (before pressing "S"-boarding) from falconets - light cannons on turrets on the sides of the helm - we shoot three enemy sailors ("E").

We return to the port of Salt Cay, where we upgrade the Jackdaw, acquiring hull armor.

Flashback 4. Raise Black Jack

Another battle for resources, this time - 70 standard units of metal and 30 boxes of sugar to complete one of the additional tasks. We raise the pirate flag, look through the spyglass for the resources we need, then - boarding after preliminary artillery preparation.

The second additional task to capture the pirate hunter ship is carried out by itself. After we have plundered to our heart’s content, our reputation will drop “to red sabers” (the icon in the upper left corner), and hunters will begin to gather in the water area to stop our actions (marked with a similar icon of crossed red sabers). We shoot, board and return to Salt Cay.

In the port, to restore reputation, we bribe an officer, re-equip the Jackdaw by purchasing onboard salvo guns.

Flashback 5. Sugar cane harvest

James Kidd, as a gunner, leads to an agent, following whom we can go to the location of the sugar cane warehouse and appropriate the crop.

Having activated the "eagle vision", we pursue the agent, hiding either in the crowd or in the vegetation until he proceeds to his ship. The countdown will turn on, at maximum speed we follow to continue the sea chase to the helm of the Jackdaw, using jumps from a palm tree and a coastal overpass made of logs.

Sea pursuit is carried out covertly. To avoid the attack of enemy ships, we follow the direction of the enemy's movement, avoid the "yellow zones" (visibility zone) on the map. Having escorted the agent to the island, we moor a little further and again, under the “ticking” of the timer, we approach the attorney on land in order to eavesdrop, hiding in the bushes, information about the location of the warehouse. After that, we can proceed to one of the additional tasks for the destruction of two signal bells (near each of the bells there is only one guard).

Then we go around the plantation, looking around the surroundings with "eagle vision", until we find the keeper of the key to the warehouse. We move covertly, if we were suddenly noticed, we run away (do not engage in skirmishes - the second additional task). We get the key, follow the warehouse and take out everything clean.

Flashback 6. Proper Defense

Information was received about a large military galleon, on which one of the acquaintances of the Templars (Ducasse) travels. Together with Blackbeard we are starting a serious hunt, we are buying more serious weapons - heavy cannonballs for airborne guns.

We go out to the open sea and on the minimap we look for the largest ship (La Arca del Maestro), the viewing radius (“yellow” zone) of this monster will not allow us to make a mistake. But we check ourselves by using a spyglass.

We follow the ship at full sail, not getting into its visibility zone and not getting involved in skirmishes with other enemy ships, until the allied pirates attack the galleon from the flanks. We attach to it tightly "in the tail" - the heavy guns of the galleon have a "dead" zone near the stern. If the maneuver is not immediately successful, we move away from the shots of the enemy’s clumsy mortars (“yellow” zone - aiming zone) - our speed allows us to do this - and repeat the maneuver.

Soon, eight warships will arrive to help the galleon. We shoot this squadron, not paying attention to the galleon (he will stop firing at us). For greater pleasure, we simultaneously perform two additional tasks. First, we send two ships to the bottom with heavy cannonballs (a “heavy” shot is an ordinary shot “without aiming”). The second - having knocked down a couple of "kids" to the minimum health, we maneuver, putting them in a line and at the same time send them to the bottom with one "normal" shot. The main thing is not to confuse which of the ships to destroy in what way.

The galleon hides in the closed harbor of the island of Great Inagua.

Flashback 7. The only crazy one

In order not to leave a witness, we get rid of Julien Ducasse in the style of a ninja. We approach the island on a ship and alone (with crazy straining) we swim to the shore, climb up the dilapidated walls, diverse structures, rotten suspension bridges. The upper part of the island is a plateau covered with jungle, teeming with enemy soldiers.

We go through the jungle (for an additional task - we don’t enter into open skirmishes - incognito mode) long, but simple: there are a lot of guards, even more bushes. We follow the enemy on the minimap, whistle, kill. We go around the sniper through the bushes, following the direction of his gaze. The settlement, too, if possible, we try (here this is no longer necessary) to pass secretly - there are many guards there, but it is not forbidden to “whistle”. As an option - we set fire to the barrels in the center of the village, and go to the coast while the guards admire the fireworks.

We go to the bay. We remove the sentry on the pier, we swim to the galleon (diving, you can hide from the guards). Preliminarily, with "eagle vision" from a log sticking out in the water, we determine our goal. We penetrate the ship along the ropes and, in order to kill Julien Ducasse “beautifully” (additional task), we climb a mast that is not high for killing in a jump. We incite the Templar - he will definitely pass under us, as he moves along the ship.

“Memories” of the 3rd level are tired, to the office ...

Abstergo, our days

On the road for the secretary, until we get an offer from IT-shnik John to hack the computer and merge the desired file to the courier. We do what they ask. Focusing on the minimap, we penetrate into the desired office. Hacking a computer in Abstergian terms means solving a puzzle by placing a dot controlled by us in a green circle.

We merge the file to the contact, return to our office for the next “total recall”.

IV. Great Inagua

Memory 1. Old Bay

We return to the good old Big Inagua. We follow Kidd (Kidd will often still work as a ball of Baba Yaga) to the Mayan stele. We solve another children's puzzle. The island, including the Templar manor, is entirely at our disposal. We slowly dig treasures-artifacts, look at maps, select a lock for the key, there are not enough keys yet.

Maya steles

Flashback 2. Nothing is true...

We are looking for James Kidd, lost somewhere in the habitat of the assassins. We go at full speed to the island, look for a synchronization point on the shore (to the left of the landing site) and start searching.

Assassins in terms of combat are "cooler" than ordinary guard soldiers and it is impossible for us to be noticed (incognito mode!);

The weapons used are only "hand-to-hand combat", that is, assassins can be silenced, strangled (not killed!);

As soon as we approach Kidd, the mission will end, so until we have completed other things, we bypass James.

Carefully fold the assassins (bushes, whistle, melee). Having sent three of them to a knockout, we close the additional mission. We go around the sniper, following the direction of his gaze. Along the way, we look for chests (four pieces were spotted from the synchronization point), we rob or rob - an additional mission (the last chest is not far from Kidd, be careful!).

We localize James Kidd, who is not simple and is associated with the assassins.

Flashback 3. Sage's Secret

We follow James along the usual obstacle course. The place where the bridge collapsed after James, we go around the mossy wall on the left, the stone pillar, sagging under our weight, will open the way. We make our way to the Mayan temple, where we find the ancient head of Sage the Sage, having collected another puzzle.

Flashback 4: Capture and outnumbering

Once again we rescue the hostages (14 people), the hostages are divided into small guarded groups. In captivity and the assassins, and the team. They practiced the release technique, but we repeat: incognito mode, special attention to the shooters guarding the captives. We remove them carefully and quickly so that they do not have time to harm the protected.

On the plus side, we were given a tube for firing darts, sleeping pills, and berserk venom. From the first they fall asleep for seconds, from the second they crush those who are nearby. We do not regret the darts - they are easy to replenish by searching the pockets of the dead with darts. As an additional task: we put eight guards to sleep (it’s better to finish those who have been put to sleep right away before they wake up), we poison two (better than the strongest, so that they inflict maximum damage to others).

As soon as we release the fourteenth hostage, the mission will end, so we make sure everything is done as planned. Upon completion, we leave by sea for Nassau.

V. Nassau, Bahamas

Memory 1. Forts

We will first upgrade the ship with mortars - we will need them not only when capturing a fort with gold reserves and the Templar Torres, who has the information we need.

We approach the fort, enemy ships nearby can be both sunk and left for boarding as a resource for repairing the Jackdaw. We destroy one of the towers of the coastal fortification with mortar cores (“Q” - activation) - an additional task, the other can also be ordinary.

We come closer to the shore, swim to it, climb the walls. Without wasting time, follow the run ("Shift") to the officer, without stopping, kill him with a blade (additional task). You can also beat the guards you meet on the way, but there is no special need for this, except for training.

We get to the penthouse of the fort, where Torres, languishing over gold, leaks information to us about the hidden Sage.

Flashback 2. Salesman

We replenish the stock of smoke grenades, if you have not accidentally done this before. We follow Torres and Prince, who supposedly has the Sage. Along the way, we kill four shooters on the roofs (additional task). It is not necessary to kill them all at once and in a row, but it is important not to miss the shooters a little more than required in this mission.

To complete the second additional task, we suppress the guards with smoke grenades ("6", "F") and finish them off. There is also nothing urgent here - at the end of the mission, just five are cooked for dessert.

When a wiretapping zone appears, we fix the conversation of the couple we are pursuing. It remains to catch Kidd, who intended to kill Torres and Prince, which is not included in our plans. We catch up and “blank” him (“Space” - knock down).

Flashback 3. Not a man

We buy darts. The nuances of Kidd's timbre become clear.

We jump to the hayloft and advance into the "red" zone. We beat with a “berserk” from a pipe at two bullies with axes (additional task), they will finish the rest themselves. We make our way to the alarm bells (incognito mode, so as not to drag out time), neutralize the shooters on the roofs with sleeping pills (remove two shooters with sleeping pills - the second additional task).

After our sabotage of the signal system of three bells ("E") with Kidd, we penetrate the estate and set about searching for Lawrence Prince, who does not expect death from our hands in the gazebo behind the mansion.

When alarmed at maximum speed, using grenades, following the prompts of the video insert (trolley!) We move away from the "red" zone to the arrow with James Kidd. She's Mary Reed aka Ella Katznelbogen.

VI. Nassau, Bahamas

Memory 1. Diving for medicine

To fight the local variety of Ebola, we upgrade with a diving bell - the medicine is somewhere on the sunken ships in the bay. We go out to sea to the shipwreck of the Spaniards.

When diving, we monitor the presence of air, replenish stocks in the bell or from barrels and accumulations of air under water. We break chests (3 pieces - the additional task is completed), we collect artifacts. The third and last we open the chest in the flooded ship - after that the hatch will fill up and you will have to get out in a different way. Medicines with us, we move to the bell through a cave in the rock (there you can take a breath of air if necessary).

We hide from the sharks that have appeared among the wreckage and underwater flora, not paying attention to bonuses. If we avoid the attack of sharks, the second additional task will be completed. We make our way into the bell, we emerge. Medication expired...

Flashback 2. The Devil's Advocate

We upgrade the Galka to the maximum, we buy grenades - everything will not be superfluous, because. Blackbeard found adventure again.

We go out to sea to help him, bypassing enemy ships along the way and picking up pirates overboard (we pick five - the additional mission is completed). We continue to move to the "Queen Anne's Revenge" - the ship of a comrade ("blue" in the "green" zone).

We find Beard's ship, swim to the shore and join the battle. We clean the area from the offenders of a colleague. We stun three of the guards with a grenade, then we kill (additional mission). Taking a seat at the helm pirate ship and we go to board the galleon.

We keep at a distance sufficient to avoid hits by enemy mortars. We ourselves fire at the galleon to the minimum "health" and proceed to boarding. We kill the captain (additional mission) in any way that gives us pleasure: with blades, with a dart.

Flashback 3. Siege of Charleston

There are still no medicines, the governor is playing for time, Edward asks Blackbeard for a day to resolve the issue. Do not forget to upgrade and replenish consumable ammunition (although there are enough reminders in the game on this topic).

We follow in the wake upstream the river after the gunboat. We are not particularly in a hurry for better maneuverability and do not approach - they should not notice us! Having passed the shallows on the way to the observation towers, which you can’t pass unnoticed, we go to the pier.

Task: break another bell. We liquidate the security: we track the movements, in the style of a machine gun with sleeping pills we put everyone to sleep, jump and finish off, starting with the first ones waking up. It is possible according to the standard: whistle-kill, but in any case, we follow the red bell icon (the enemy is about to sound the alarm).

We return to the pursuit of the gunboat. We go to the pier once again, continue the chase, the pursued are transplanted into the boat. In the meantime, touching the water, we lure the crocodiles and put them to sleep with darts. Three reptiles are enough to complete one additional task. We freshen only one (alive-sedated?!) - enough for the second additional task, there will be enough crocodiles for our age, time is more expensive.

We pursue the sloop moving along the pier, simultaneously removing the guards we meet, we don’t enter into battle without the need, we pass “on top”, we reduce the distance - we have to eavesdrop on a conversation in a cemetery in a conservation area. We pursue the speakers with bushes, behind boxes, corners until we get a “successful eavesdropping”.

The alarm is raised, the cores are torn, the captain escapes, we begin the pursuit. We do not pay attention to the soldiers, we maneuver on the run to get around them, reducing the distance to the captain, we kill.

As follows from the video, we seize the keys from the captain, take the medicine powders and take them to Blackbeard.

Abstergo, our days

We follow the authorities. When IT-John contacts us, we follow the instructions. We break the video surveillance system, computers, etc. The pirates are more interesting, we return to our workplace.

VII. Nassau, Bahamas

Memory 1. We demand negotiations

We are following the delegation of Governor Woods Rogers .. We fix the governor with "eagle vision", we follow him at a safe distance to the fort, bypassing the streets with guards (we "see" through the walls too!). We go around the fort on the left side, where we cut out oncoming soldiers, where we shoot patrols on the walls. At the cliff, along the ledges and beams, we climb the wall of the fort. Additional task on the murder of three guards "hanging on a ledge" we carry out slowly, if possible, "pulling" from the wall or dropping the shooters who inadvertently approached the edge.

We “clean out” sentries on top, jump into the courtyard, where we will have less than a dozen pitiful guards on the way. We track the movement of patrols, we get close to the bell and, even if we were noticed, we clean up the guards, not allowing them to “call back”, we cut the bell rope (the second additional task). It remains to pick up the scroll with the “Chamberlain plan”, placed on a barrel near the negotiation house.

Flashback 2: The Gunpowder Plot

Pirates need four kegs of gunpowder to break through the fire-ship from the encirclement. All barrels are marked on the map, we walk, we collect. In order not to get up twice, you can pay attention to bonus items.

One of the additional missions - "kill five in a series" - we perform on some regular patrol (they are weaker than the same thugs, with whom there may be problems with continuity). The second additional mission - "use 10 darts on guard" - is carried out in the course of the entire "gunpowder plot", shooting guards near the barrels, shooting shooters on the walls, etc. We use any type of darts according to the situation, if we run out, we rummage through the pockets of the dead.

Memory 3. Commander forever eighty-six

Our answer to Chamberlain, who wants to destroy the pirates. We follow a couple of soldiers sent to the flagship. We do not enter into battles, we bypass ambushes. We "remove" the lone guards from the tracking zone ("from the bushes" in our opinion), we kill three - the additional task is completed.

The couple we are following takes us to the coast to the galleon. We fix our target (commander) with "eagle vision". We make our way to the galleon through the bow, using the half-submerged skeletons of ships. We move from the bow to the mast closest to the stern (Chamberlain winds circles in the stern area) and not just kill the enemy, but in a jump (additional mission) from the lower yard.

Listening to the final curses...

Memory 4. Fireman

We are going to break the blockade by loading the kamikaze boat. We upgrade (the main thing is powder kegs), we buy additional mortar cores for ease of passing and completing all additional tasks.

We escort the firewall, protecting it and ourselves from attacking rather weak enemy ships. We hit three ships with mortar cores - one of the additional tasks. It is important not to overdo it and leave someone afloat to sink one of the fire-ship's powder kegs - the second additional task.

After undermining our "Royal Phoenix" (do not fall into the affected area!), We leave the enemy blockade. Mortar Armageddon is not a hindrance to us, we maneuver without being distracted by the source of danger.

The Jackdaw may not be without damage, but the checkpoint is not so far ...

VIII. Great Inagua

Memory 1. Don't be careful

We are advancing behind Blackbeard towards the Abaco Islands in the north of the Bahamas. In the pirate camp, we notice a slippery type, turn on the "eagle vision" and follow the stranger to the place of the secret meeting, further in the zone of wiretapping by bushes. On the way, we silently eliminate four guards (they constantly rub near our bushes) - an additional task.

CONSPIRACY! We break through to the "Galka" along the only path among the burning debris, time is running out. We take a place at the helm, go out into the big water and enter into a naval battle, dodging mortar shots. Our task: to disable the warship, we do it with heavy cannonballs (airborne salvo without aiming) - an additional task.

Having sufficiently damaged the enemy ship, we take it on board. During the boarding, we are invited to destroy 20 crew members, blow up three stores of explosives (gunpowder barrels in Russian) and kill three scouts (scouts). We can do it, we can't do it, the result is the same: Thatch is killed, we are thrown overboard.

We swim to the "Galka" and leave the water area.

Flashback 2. Boastful Bastards

We upgrade (repetition is the mother of learning!), We take an improved ram for one of the additional missions. For the second additional mission, we capture the fort. We go out to sea in search of the ship of the Royal African Company, involved in the loss of the Wise Man.

We don’t get involved in battles, we protect the Jackdaw. Vane is on his ship in front, we follow him without being distracted, since Vane's ship will fall under the distribution, and we will have only 15 seconds to save him and his crew.

We pull the enemy ships onto ourselves and bring them into the zone of destruction with the fort's guns until one of them sinks (additional task). We are looking for the "Royal African Pearl", the fort probably hit it, but could not sink it. We ram (additional task), proceed to boarding with sufficient damage to the enemy ship. There are only a couple of officers and 15 crew members on the deck of the Pearl.

At that time, the authorities did not like it, hence the rebellion, and captains Edward and Wayne are put off the Jackdaw onto a wrecked smoldering ship.

Flashback 3. Stranded on a desert island

The ship was washed up on a deserted island. Wayne is also "nailed" - he begins to go crazy, run away from Edward, see him as an enemy.

Let's synchronize. First we try to find Wayne, then catch him. Along the way, we complete one of the additional tasks: we get the skins of three animals, more precisely, only three animals! cat families. We approach Wayne, he begins to shoot back and work with grenades.

To complete the second additional task, you will have to “cover” Wayne from above. We follow the moments of aiming and bombing, looking out for placed mines. Having “driven” Wayne onto a stone tower, we climb the wall (just a synchronization point) and neutralize the crazy comrade from the ledge.

Having cursed Wayne, we go to the ship seen in the bay ...

IX. Great Inagua

Memory 1. Imagine my amazement

evacuated from desert island Edward is back on the Big Inagua talking to James-Mary. Word has come in about the presence of old adversaries of Hornigold and Rogers, who will lead us on the Sage's trail.

The side missions are much easier to complete before looking for and tracking down the Templars. We covertly comb the neighborhood in search of scumbags with axes. We act according to the situation: whistle, kill, put to sleep and also kill, you can throw a grenade. Kill four - one additional task completed. Another additional task is to destroy two of the three signal bells, the scheme is standard.

We find the Templars, connect the "eagle vision", follow. You can get into the restricted area to eavesdrop on the conversation "on the forehead": wait until the Templars go deep into the territory and "sweep" two guards at the same time with hidden blades.

The conversation is fixed, we leave enemy territory. It is not necessary to fight, we run away at maximum speed, waving a saber or smoking grenades on the run.

Flashback 2. Trust earned

We follow to the area where the Sage is located. At the end of the voyage, we are ambushed by five ships. Task: sink everything, i.e. we do not indulge in abortions. We get to the place, anchor and swim ashore in a free search.

We localize the Sage, whose team is captured. As a gesture of goodwill and to fulfill an additional mission, we proceed to the release of the pirate hostages. There are two guarded groups of hostages, the scheme has been tested more than once: incognito, plus a quick “pick up” of the shooters.

The main mission to eliminate the local commanders of Burges and Cockrem becomes more difficult if you want to record the completion of an additional task - a double murder. With eagle vision, we isolate targets, descend into the valley, track movements, simultaneously eliminating, just in case, other enemies. We can "graze" one of the commanders until they get close and give us the opportunity to "sew" them in a row.

We return to the coast, where the Wise Man makes a speech to the pirates ...

X. Mysterios

Flashback 1. Black Bart's Gambit

The sage sends Edward into the mouth of the Portuguese fleet, giving him a map of the location. We go through the entire mission in incognito mode. We replenish our stocks of ammunition (darts, of course, darts), we go out to the open sea in search of a Portuguese ship.

We carry out the additional task "avoid open battles". By dusk, we are looking for the Portuguese in order to steal his flag and disguise ourselves as our own. Swimming, diving for stealth, we get to the ship, swim behind it, climb on board and, having tracked the routes of the guards on the deck, take off to the masts, where we eliminate the guard-shooters. We cut off the Portuguese flag, swim, dive again, return to the helm of the Jackdaw.

The Portuguese flag for us is now a pass to the camp of the enemy, we are looking for a specific ship - “Our Lord” (“Nosso Senhor”). You need to get the contents of the chest. We follow the soldiers who landed on the shore. We get to the shore by swimming and move towards the chest, hiding in the bushes. It's hard not to kill anyone: enemies are everywhere. We covertly eliminate interfering guards by putting to sleep or "berserking". We “rob” the chest, we return to the “Daw”.

In order to approach the galleon with treasures on the “Jackdaw”, we “remove” two shooters on the observation towers like this: we secretly clear the right bank from a dozen guards first, a couple of observers here can simply be thrown off the tower. We swim across the strait to the rock with the second tower, observe the soldiers below, climb unnoticed and quietly cut the observer with hidden blades.

We grab onto the illuminated rope and fly aboard the galleon. As an additional task, you can kill the captain in flight, but the calculation of the flight path, the time of the jump and the release of the rope is rather complicated. We take control of the ship. We leave on the flagship, having shot the enemy ships (there will be no problems - the power of the galleon is enough).

We transfer the extracted test tubes with blood samples to the Sage ...

Flashback 2: Murder and Trouble

Interfering with the search for the Observatory by the Templars, we are looking for our "old friend" Hornigold, or rather, first his namesake ship "Benjamin". Until the ship is found, we do not enter the battle (additional mission), even if we cannot avoid the "yellow" detection zone, we hide behind the rocks from enemy ships. The minimap and maneuvers are our main weapons.

The ship is discovered (we fix it with a spyglass - “E”), we hit it with all the guns until it hits the shore and disembarks the crew. Enemy soldiers are dispersed in the ruins on the rocks to the right and left. We clean the “right”, along the trees hanging over the failure, we move to the second ruins, where Benjamin Hornigold is located on the upper platform of the tower. We whistle-kill the soldiers on the bottom, we get to the platform and from the towering wall we dive on the Templar.

"Killed from the air" - the second additional mission completed.

Flashback 3. Observatory

We are clearing the jungle on Long Bay from four-legged and two-legged predators so that our team can pass painlessly. We carefully enter the forest belt and activate the "eagle vision" - very dangerous guards with darts lurk in the bushes.

We do not enter into an open battle, we observe, we go in from the back and neutralize without killing. The first additional task is not to kill anyone, to neutralize everyone. The second similar additional task "neutralize five from the bushes" is easier to complete not on the initial stage when the guards are already sitting in the bushes. We clear the jungle, then the caves, then the "last" jungle, until the strips of all "guardian presence" (guardian presence) go to zero.

The path is clear, Roberts the Wiseman bravely shows the way, everyone is alive and well, except for the pirates shot by Roberts at the secret door of our detachment that opened. We pass into the Observatory to the central gyroscope, which performs the function of a tape recorder, a 3D player and a “magic sphere”. We look at a couple of records, we fall into the trap of the Sage.

We are looking for a way out: from the water back to the platform with the gyroscope, then up the stairs even higher, to the tunnel under the arch. We can grab a fragment of the animus by approaching him on our hands "on top". From the tunnel we move down a steep slope, we fall into the water near the shore.

Task: “to stay alive”, we are going to inspect the Jamaican prison from the inside ...

Abstergo, our days

Olivier is gone (corrupted?), employees are under lock and key, we are locked in a closet. And in reality we are almost in prison. We get third-level access to freedom from IT specialist John, including. We “break” a couple of video control panels (the codes contain only 3, 7 and 5 instead of the Queen of Spades).

In the final, we “solve” the puzzle “draw a point through the moving bars”, return to our workplace and get to work.

XI. Port Royal, Jamaica

Memory 1. Execution without death

We “sit” under escort, shaking the bars of the cage with noise until the distracted sentries are “taken off” by a first-generation assassin Comrade A Tabai and free us.

We make our way to the rescue of our friends to the entrance to the prison, along the way we cut through the ranks of the guards (there are 20 of them in the yard), who from the bushes, who we lure with a whistle. As one of the additional tasks, we cut off three signal bells. As the second, we visit “two old friends”, one of them is already dead in the courtyard, but it doesn’t matter to us, the second is inside the prison (we will visit when we get there). Having made our way closer to the entrance, we can go for a breakthrough in a frontal attack.

We also “clean out” the guards in the casemates: it is convenient to whistle the guards from around the corner or beat them from the back in the usual way. We activate the “eagle vision”, we look at the second old friend (to complete the additional task we have begun), now we can meet with James-Mary.

We get out of prison, and already alone ( they killed Mary) bypassing the guards, we make our way to the arrow with Ann and Tabai.

Memory 2. Delirium

Video collage on the theme of Edward's hallucination. We move in space along the markers, watch a surreal video sequence, kill three times either Roberts, or not Roberts. We meet the morning with Adewale…

Flashback 3. ...Everything is allowed

Follow A Tabai. We replenish the arsenal with a boarding "cat" (required to complete additional missions). The first additional task is to "hang" two guards. We lure them to the trees, from the branch, by pressing and holding "F", we jump and pull ("S"). The second is to simply "pull" three guards ("F").

We advance to the coast, demolishing ambushes along the way and completing additional missions. On the spot we destroy the Spanish landing - 20 soldiers under the command of the captain. The soldiers crumble in the frontal, the captain will have to be “pulled out” from the ship, having reached by swimming and climbed on board.

The captain's security won't be a problem.

XII. Ile-a-your

Flashback 1. No longer a governor

Under the guise of an Italian diplomat and on the instructions of the Assassin Party, we bring the sentence to Governor Rogers to execution.

We go out to the coast, activate the "eagle vision" and "sit on the tail" of the Italian. You can't let a diplomat go alive. For execution additional mission in the nearest closed area we hide in a haystack, to which our victim will certainly come up, kill and change clothes.

We pass into the residence of the governor, avoiding meeting with him (except for Woods, no one knows us). We follow the movements of the governor after pushing his speech. Along the way of Rogers, there is a shop from which we will finish off the Templar by completing the second additional task.

We escape from the forbidden ("red") zone to the office of the assassins.

Flashback 2. Royal failure

Upgrading, replenishing stocks of mortar cores - Roberts will have to pay what he deserves.

We land on the island and, before searching for the future gallows Roberts, we carry out an additional task to undermine eight guards. Jogging through the open area, we collect a sufficient escort behind us, take us to the powder kegs. Having run back to a safe distance, we undermine the team of guards with a shot from a pistol at the barrel.

We proceed to the localization of Roberts. "Eagle vision" we find it, he hides on board his ship "Royal Luck", we proceed to the pursuit, taking a place at the helm of the "Jackdaw". We fire at the enemy ship with mortars, dodge powder kegs and mortar volleys. It is better to knock out an enemy ship before it leaves the strait - less fuss with other opponents.

We take the “Royal” now the “Failure” for boarding and not just kill Bartholomew Rogers, but “hang up on the yardarm” with the boarding “cat” (sitting on the yardarm of the aft mast, aim the victim, hold down “F”, jump off, press “S”) - additional mission.

With a corpse on our shoulders, we walk after the next victim ...

Flashback 3. Bad Blood

On the way to our Torres is his creepy bodyguard El Tiburon. We upgrade everything that is possible, furrier an extra (not superfluous!) holster, stuff bandoliers, put darts of all types in our pants.

We do not enter into open battle (additional mission). We make our way to the fort, work on the roofs, eliminating enemies with darts. We activate the "eagle vision", we are looking for Torres, we find Tiburon. We covertly pursue him, "cleaning up" oncoming enemies and shooting shooters at a distance with darts. Torres is found, we kill him, as the task requires.

Not at all, a base. We enter into an unequal battle with the armored Tiburon. To pierce his bulletproof vest, you will have to fire at least a dozen rounds, and if the gun is “underloaded”, you may need fifty. If there are not enough cartridges, we are looking for supplies in the vicinity (follow the prompts) or we clean the pockets of the killed guards. For more fun, without killing the guards at first, we hide twice behind them from the shots of El Tiburon (additional mission “set the guard”).

Having honored the memory of an old soldier and a worthy enemy, we leave the "red" zone and return to the headquarters of the assassins.

Memory 4. Eternal splinter

The denouement is near. We do not spare money either for "Jackdaw", or for ourselves, Edward, our beloved, especially. Let's upgrade to the last escudo, soldo, piastres. We go out to sea, heading for the cave observatory in the location of Long Bay.

We bypass the barrage galleons at full sail, without engaging in battle. Drop anchor, break into the Observatory. On the way, we release seven guarded hostages from the "red" zones by eliminating the guards (additional mission). We pass the jungle, go around the steep cliffs along the cornice, penetrate into the caves.

In the caves of Armageddon of local importance: flashes, roar, flames, plates “walking” up and down. We continue to move along these slabs-pillars, “clean” the site from a couple of enemies, then along the tops: ledges, a beam, from a falling platform, somewhat reminiscent of a forgotten stack of lumber, we jump down into the continuation of the corridor.

On the site near Torres with the guards, we can turn the trick: we work with blocks and push the guards on the flashing "laser" walls ("E" + "E"). Four killed in this way will give us the completed second additional mission. Torres can only be killed from a high beam above him. We climb-climb over the moving pillars-beams, waiting for the flashes of lasers, to the last crossbar.

With a spectacular jump, we end the active phase of the game and the life of worthless Loreano Torres. The skull returns to the gyroscope...

Abstergo, our days

AT real world John is trying to take revenge, but the guards are on the alert: the security guards put the pest in a pair accurate shots. We have earned the admin super password, there are no locked devices left for us. We get to a private screening of the film, "filmed" according to our memories.

Credits. Let's go back to memories...

Epilogue. Great Inagua

The series ends. Edward meets his daughter in the port, gives up privateering and returns to his homeland. In England, family life and the birth of a son await him. The game can continue to be entertained further in a mission-free mode.

Passing levels. Episode 9. Great Inagua. May 1719

A few months later, the rebels were caught, and the ship was returned to our disposal. But there are very few reliable allies left.

After the death of Blackbeard, we give up pirate entertainment and begin the search for the mysterious observatory in full force. The only clue leading to the location of the observatory is a man called the Wise Man. Looking for him.

Memory 1. Imagine my surprise
Memory 01. Imagine My Surprise (Assassins Creed IV walkthrough)


Find Hornigold and Rogers (locate Hornigold and Rogers)

From the scouts we learn that two Templars arrived in Kingston - Rogers and Hornigold. We go to the cane plantation, looking for the Templars.

Chase Hornigold and Rogers (tail Hornigold and Rogers)

We find the Templars in the center of the restricted area. They start walking towards the coast. We turn on eagle vision, put a mark on them, and pursue them, moving along the safe neighboring street.

Eavesdrop the conversation

At the shore, the Templars enter the courtyard of the warehouse. We eavesdrop on them from behind the fence, and then we go inside through the gap in the fence, kill the only nearest guard, enter the warehouse.

Leave the area and hide ( escape the area and hide)

The Templars sail away on a ship. Hornigold provokes the assassin into an open conversation. Having shown our presence, we are ambushed inside the warehouse. It is not necessary to kill enemies, you can just run out into the street and hide from persecution.

Flashback 2. Earned Trust
Memory 02. Trust Is Earned (Assassins Creed IV Walkthrough)


Sink 5 ships (sink the enemy ships: 0/5)

We sail to the southern island of Principe, where, according to our data, you can find the Sage. On the way we destroy 5 enemy ships.

Find the Sage (locate the Sage)

We land on the island. Ahead we see two detachments of guards. All of them can be killed with one shot if you hit the barrel of explosives in time. To get through the spiked wall of the local village, you need to run through the tree branches on the right side. Behind the wall we meet the Sage. His pirate crew is captured by soldiers, you need to help him to gain trust.

Find Burgess and Cockram (locate Burgess and Cockram)

We go to the settlement. Do not pass through the main entrance unnoticed. We pass to a dead end on the right, there we climb a tree and climb over the fence from the palisade.

Having killed all the soldiers on the hill, we go down to the lowland. Here we need to kill two commanders - Burgess and Cockrem.

The targets are killed, now it remains to escape from the scene of the crime. Down on the coast we listen to the speech of the Sage, referring to the surviving pirates.

Episode 10 September 1719

Flashback 1. Black Bart's Gambit
Memory 01. Black Bart's Gambit (Assassins Creed IV walkthrough)


Locate a Portuguese ship

Sailing to the southwest corner global map. Here we have to steal crystals for the observatory, which are transported by a whole fleet of Spanish ships. We swim into a narrow foggy strait. We swim as close as possible to the princess's ship.

Steal a Portuguese flag

We jump into the water, under water we imperceptibly swim up from the rear side of the ship. Almost all the soldiers look ahead, we wait until the rest of the soldiers also turn away, at this time we quietly climb to the top of the enemy ship. At the top we lull a couple of scouts, cut off the Portuguese flag. We jump into the water and return to our ship.

Find Nosso Senhor (locate the "Nosso Senhor")

Under a foreign flag, we sail past the guard ships without hindrance. You just need to swim slower and not touch the sides of other people's ships. We swim to the ship Nosso Senor.

Loot the chest

Soldiers are leaving the ship, we need to follow them. We jump into the water, swim under the water to the bushes of reeds. From there we put the enemies to sleep with darts, silently finishing them off. We pass and the other side of the coast, imperceptibly eliminate all the guards. We take the contents of a small box. We board our sailing ship.

Clear the way for the Jackdaw

We swim to a place illuminated by ground towers. We jump into the water, swim along the rocks on the right. On the coast, we eliminate all the soldiers one by one. The first tower can be climbed up an inclined tree. We get to the second tower.

Escape with the flagship

After killing the captain, we take control of the largest ship in the fleet. Despite the task "Get out of the encirclement", in fact, we need to destroy all the other ships around, since our slow-moving flagship will not be able to break away from the pursuit without engaging in battle. One shot from the heavy mortars of a captured ship can sink any of the strongest ships, we use this. We shoot small ships with cores. Having sunk everything around, we swim to our native ship.

Flashback 2. Murder and beating
Memory 02. Murder And Mayhem (Assassins Creed IV Walkthrough)


Find a ship (locate the "Benjamin")

We start the mission at sea. In the distance we see a small ship of the Templars, we follow it. We swim in a narrow strait. We move to the northern coast of a large island. We are trying to sail through the fog unnoticed by security ships.

Kill Benjamin Hornigold (kill Benjamin Hornigold)

On the northern coast of the island, we enter into battle with a small ship and a large defender ship. If you quickly swim up to the target ship and shoot it with heavy fire shots, then the battles with big ship can be avoided.

A destroyed Templar ship crashes into a sandy beach. Soldiers organize defense on the shore. We land on the shore, quietly get to the Templar Hornigold, who sat on the highest stone building.

Flashback 3. Observatory
Memory 03. The Observatory (Assassins Creed IV Walkthrough)


Clear the jungle

We land on a large island in the location of Long Bay. We go deep into the jungle, turn on eagle vision in order to notice the aggressive natives hiding in the bushes in time. We need to kill all the enemies and crocodiles so that the rest of the pirate team can safely follow us. We clean five separate zones of the jungle from enemies.

Follow Roberts

We get to large stone structures of an unrealistically regular shape. We clean the last zone from enemies, after that our entire expedition, led by the Sage, approaches. Suddenly, at the entrance to the observatory, the Sage shoots all the pirates. We stay with him. We take a box with crystals, we go to the main hall of the observatory.

Inside the observatory we find a crystal skull - something like a player of information recorded on crystals. We are watching a couple of recordings soaked into the crystals: the conversation of pirates, the conversation of the Grand Master of the Templars - Torres. After that, the Sage throws us down and leaves, closing the stone door behind him.

Get out (find a way out)

We get out of the water to the lowest platform. We begin to climb up, jumping from stone to stone. We get to the central platform. The door is closed, but you can get out of the observatory through a hole in the ceiling.

We rise to the balcony where the crystal fragment is indicated on the map. We rise to the right wall, crawl to the end. Here we use a new trick - hanging on the cornice, we push off from one wall to jump to the opposite one (hold down shift, press the spacebar). We crawl to the neighboring balcony, from there we jump into the tunnel above, from where the sun shines.

Survive

Through the tunnel we get out to the surface, we move down the slope. From the last forces we get to the coast, but here all our pirates are already subordinate to the Sage, who obtained the crystal skull. The sage promises to hand us over to prison to the Spanish authorities.

Abstergo. Our days


We are thrown out of virtual reality. In the real world, we find ourselves in a locked basement. We receive a message from the secretary about the reason for our conclusion. A hacker gets in touch, he gives us level 3 access, and we can easily leave our cell.

In the basement, you can hack one computer, find one sticker in the corner corridor, and hack one CCTV panel (code: 7375). After inspecting all the premises, we go to the underground server of the Abstergo office. Hacking central computer(code: 7737), we get the necessary data. We see the projection of a girl of an ancient civilization, we receive an instruction from her to complete the synchronization of the memory of Edward Kenway. We return to our cell and enter virtual reality.

Episode 11. Port Royal, Jamaica. April 1720

Memory 1. Suffering is worse than death
Memory 01. To Suffer Without Dying (Assassins Creed IV Walkthrough)


We find ourselves in Port Royal (on a cliff in front of Kingston Bay). We are in Spanish custody. Before us is the trial of two girls-pirates (historical event). The Templars are trying to get information about the observatory from us, but they are not achieving this.

We sit in a suspended lattice for prisoners. We press any buttons to scream and make noise. The guards will be distracted by us, and at this time the assassin will kill them from behind. We choose freedom.

Reach the prison entrance the prison entrance)

We need to go all over the prison yard. There are a lot of guards here, but nothing limits us, you can kill them in an open battle.

Find Mary and Anne (find Mary and Anne)

We enter the prison. We silently eliminate the guards. To do this, you can approach the corner and whistle, attracting attention.

Escape the prison

In the second large room we find Mary. She's near death, but we're trying to get her out the door.

Reach Anna and Ah Tabai

We go outside with Mary in our arms. We go straight, without turning anywhere, so as not to catch the eye of the guards. We approach the boat on the shore.

Memory 2. Delirium
Memory 02. --- (Assassins Creed IV walkthrough)


The hero gets drunk after Mary's death. The next level doesn't load, so we just move forward through the animus space until Edward's legs give out.

Kill Bartholomew Roberts

Having gone out onto the square and listened to the Templars, we are looking for the Sage in the crowd and kill him. Three times we find him in different places and kill him, but when he dies, he always turns into an ordinary assassin. Another vision and the dream ends.

Memory 3. Everything is allowed
Memory 03. ...Everything is Permitted (Assassins Creed IV Walkthrough)


Follow Ah Tabai

We sail on the ship to Tulum. In the settlement of the Assassins, we get a new weapon from their leader Ah-Tabai - a rope-dart (shenbiao). We follow Ah-Tabai deep into the jungle.

Stop the Spanish assault

On the other side of the jungle, we see that enemies have landed on the coast. We run forward and participate in a mass battle.

Having killed all the enemies in the coastal forest, we climb onto the ship and kill the captain there. Assassin settlement saved.

Episode 12. At sea. May 1721

Remembrance 1. The resignation of the governor
Memory 01. A Governor No Longer (Assassins Creed IV Walkthrough)


Find the Italian diplomat (locate the Italian diplomat)

We sail to Kingston, go to the local leader of the Assassins. Having received the task, we go ashore to meet the diplomat.

Chase the Italian diplomat (tail the Italian diplomat)

The diplomat goes to the city guarded by two soldiers. We watch them from afar. The diplomat must be killed to get his costume, but this can only be done inside the red zones marked on the map.

Get to the party (reach the party)

Having received the suit of a diplomat, we arrive at the residence of Governor Rogers. Ordinary guards do not pay attention to us, but the Templar Rogers himself can recognize us up close and raise the alarm.

Kill Woodes Rogers (kill Woodes Rogers)

The Templar must be killed quietly so that the guards standing around do not notice anything. To do this, you must either first quietly remove a few guards, or catch Rogers in a deserted corridor to the left of the entrance.

Reach the Assassins' bureau

After killing Rogers, we hide from the crime scene. We return to the assassin and report that Kingston is no longer under the rule of the Templars.

Flashback 2. Royal failure
Memory 02. Royal Misfortune (Assassins Creed IV walkthrough)


Find Bartholomew Roberts (locate Bartholomew Roberts)

We sail to the east of the global map to the port of Princip. We land on the coast, quietly kill the enemies patrolling the area.

We enter a wooden fortress on a hill. Here we find Roberts, but he jumps on his ship and swims away.

Take the wheel of the Jackdaw (take the wheel of the Jack daw)

Quickly run after Roberts. We do not have time to jump onto the enemy ship, so we are waiting, jumping onto our sailed ship.

Board the Royal Fortune ( board the"Royal Fortune"

We begin to fire at Roberts' ship with mortars. The ship will fill up a narrow strait behind it, so we sail to the right of this place. We continue to fire from mortars. You need to have time to destroy the Royal Fortune before leaving the strait (it will be easy to do with improved mortars), otherwise you will have to land with four more ships in the open sea. Let's board the ship.

Kill Bartholomew Roberts (kill Bartholomew Roberts)

Flashback 3. Bad Blood
Memory 03. Tainted Blood (Assassins Creed IV Walkthrough)


Locate Laureano Torres

We sail to Havana. In the city we find an assassin on the roof of a building. Having received the task, we go to a large temple in the north of the city. At the temple, to the north of the fountain we find the bodyguard of Torres - El Tiburon in knightly armor.

Chase El Tiburon (tail El Tiburon)

Kill El Tiburon

Torres isn't here, it's a Templar trap. El Tiburon is ambushing us.

Tiburon cannot be killed in close combat, his armor is too good. All other methods of darts do not help either. To deal any damage to El Tiburon, you need to shoot him with a pistol (it is better to pump up the strength and the number of pistols before this mission). If the cartridges run out, then you can run around the fort, look for oblong boxes of ammunition. We run from Tiburon, constantly shoot at him and reload. Thus we finish off El Tiburon.

Escape the area and hide

After the victory, it remains only to leave the city.

Memory 4. Eternal splinter
Memory 04. Ever A Splinter (Assassins Creed IV Walkthrough)


We sail to the large southern island in the location of Long Bay. In order to land on the coast and start the mission, you must first defeat sea ​​battle two huge manovars. You either need to seriously upgrade your ship before the fight, or you can capture the fort west of Long Bay and lure both manowars there. But the easiest option: we get to the manovars, guided by the minimap, we stand in front of their yellow visibility zone. Without starting a fight with them, we just jump into the water and swim as a hero for the rest of the distance to the shore.

Reach the Observatory (reach the observation room)

Having landed on the shore, we go into the jungle. At first there is no one, but in the second half of the forest the area is patrolled by Spanish soldiers.

We pass the jungle, we enter the cave of the observatory. Here, in the area of ​​the bridge, all platforms became mobile. We climb onto the descending-rising walls on the left. On them we climb to the upper ledge, from it we jump to a high beam in the center of the room. We jump forward, on the falling platform we get into the continuation of the corridor.

Kill Loreano Torres

We enter the central room of the observatory. Here, too, all the platforms began to move, in addition, laser walls appear for a short time. We kill the soldiers in the center of the hall.

From the center of the hall we go to the left along the road from the mobile platforms. We grab onto the platform on the opposite wall, but collapse down. Below we pass under the platform, grabbing the pipes on the ceiling. We climb up the cracks in the wall, avoid laser beams. We jump over to the mobile platforms on the right, on them we rise to the column under the ceiling.


So, we ended up high under the ceiling on the crossbar between two columns. Lorean Thores stands on the lower platform by the altar. If you try to shoot him with darts or a pistol, you will see that there is a protective field around him. You can only kill him if you jump from above. The crossbar under us moves back and forth. We are waiting for her to drive closer to Torres, at this moment we jump on top of him and kill him.

(There is a glitch in the game, due to which it is not always possible to kill Lorean Torres in a jump. If you landed and Torres remained alive, then you will no longer be able to kill him in melee. In this case, you need to reload with the latest checkpoint and try to jump kill Torres again).

Abstergo. Our days
Assassins Creed 4 Walkthrough

Exit virtual reality. In the real world, we are attacked by the Sage (his modern reincarnation), but the guards neutralize him in time.

Now we have full access to everything. We walk around the office, hack the last remaining computers and servers, collect a few remaining stickers. We return to the virtual reality of the animus to see the epilogue of the story of Edward Kenway.

Epilogue. Great Inagua. October 1722
Assassins Creed 4 Walkthrough

We leave the pirates, we meet our daughter, who sailed from the old world. Together with her we sail back to London. In London, Edward Kenway's son Haytham is born - the hero of the previous game Assassin's Creed 3. So there was a connection between the two times.

Game over!!!

After completing the main story and watching the credits of the game, in Assassin's Creed 4: Black Flag you can continue to play in free play mode.

Previous games in the Assassin's Creed series have delighted fans with bustling, bustling, and majestic cities. In Assassin's Creed 4: Black Flag, the opposite is true, focusing on the vast territories of the Caribbean. The shift in emphasis led to a number of changes: islands, cities medium size and ships. Even the confrontation between the Assassins and the Templars faded into the background. Moreover, the thoughts of the protagonist are not busy solving global problems, but are focused on finding ways to get rich quick. Jackdaw will help Edward Kenway to realize his dreams, become famous and become a thunderstorm of the seas and oceans. The nondescript military brig, taken from the Spaniards, will eventually turn into a floating fortress. With the help found in or on the ocean floor among the wreckage, you can improve everything: the hull, cannons, mortars, falconets and ammunition. But change ships in Assassin's Creed 4: Black Flag it is forbidden; sailing on a ship of the line is allowed only according to the plot. is also limited and appears only for those who bought licensed copy games and has stable internet, on pirated version there is no such possibility.

Boarding in Assassin's Creed 4: Black Flag starts only after the battle, when the strength of the enemy ship's hull drops to the red mark. As soon as this happens, white zones appear on both sides, which you need to enter at low speed, and then hold down the [S] key. During the capture, depending on the size of the ship, additional objectives appear (kill the enemy captain, scouts on the masts, a certain number of soldiers, blow up powder barrels or rip off the flag), which must be completed, otherwise the ship will not be captured. When boarding, the size of the team plays an important role, the larger it is, the higher the chances of success. The team can be replenished in taverns or pick up people on rafts right in the ocean by pressing the [Space] key at a close distance from the victim of a shipwreck. After the boarding, a choice arises of what to do with the defeated: release to reduce the level of fame in order to get rid of the pirate hunters, use the wreckage to repair the Jackdaw (on land, port captains do the repairs), or attach the ship to Kenway's fleet. Regardless of the decision made, the cargo from the holds becomes a trophy. On the decks of ships abandoned in the ocean, chests with money and items are stored. They need to be inspected, not drowned.

Ship control in Assassin's Creed 4: Black Flag:

  • Shot from cannons with ordinary cannonballs- move the camera with the mouse to the left or right side of the ship, hold down [RMB] and press [LMB] (it is impossible to shoot simultaneously from both sides, being between two enemy ships).
  • Shot from cannons with heavy cannonballs- move the camera with the mouse to the left or right side of the ship and press [LMB] (the number of available cores is indicated in the lower right corner of the screen, you can replenish the stock of cores in the captain's cabin through the ship's layout, from the harbor captain on the islands or after a successful boarding). Heavy cannonballs deal massive damage at close range. To use heavy cores, you first need to buy the upgrade of the same name in the captain's cabin.
  • Shot with nipples- move the camera with the mouse to the bow of the ship, hold down [RMB] and press [LMB], or immediately press [LMB]. Knipples help break sails, break masts, slow down or stop opponents.
  • Falconet shot- hold down the key and release it after pointing at the weak spot of the ship, marked with a red pointer. Falconets cannot be fired at random targets, as it was in AC3, but they can be used during boarding by approaching them and pressing the [E] key.
  • Mortar shot- hold down the [Q] key, point the sight at the target with the mouse and press [LMB]. The amount of charge is indicated in the lower right corner of the screen. Stocks are replenished through the captain's cabin on the Jackdaw or from the harbor captain on the islands. Mortars deal massive damage from a distance. Very effective against ships of the line and forts. To use mortars, you first need to buy the upgrade of the same name in the captain's cabin.
  • Spyglass- hold down the [E] key. The mouse wheel helps to zoom in, and the [W] key helps to mark the selected ship.
  • The use of incendiary projectiles- move the camera with the mouse towards the stern and press the [LMB] key. Gunpowder barrels are effective against pursuers.
  • The use of a ram- direct the ship towards the enemy and crash into it at full speed.
  • Raise the sails and speed up- press the [W] key several times.
  • Stop and release the steering wheel- press [S] several times to stop the ship, and then hold down [S].
  • Dodging enemy shots- hold down the [Space] key.
  • Management of sailor songs (shanti)- keys and .
  • Align the camera and change the angle of view- keys [C], [←], , [↓], [→].