Blackbeard's Gambit walkthrough 100. According to instructions By The Book. "Under the Black Flag"

Cape Bonavista (June 1715)

You find yourself on board a ship during a severe storm. Get used to controlling the main character quickly. And approach the ship's helm.

You are about to take control of the ship for the first time. You are surrounded by English ships, so you need to quickly send them to the bottom. Inspect the right and left sides, then hold down RMB and a trajectory will appear - launch the cannonballs. The trajectory is controlled using the mouse. Break a couple of chests and engage in battle with a huge ship.

Once you win your first victory, you will notice that the ammunition on the ship has caught fire and you have to jump into the water. As a result, your ship was blown up and sank. Now swim through the wreckage straight to the shore.

Besides you, it turns out that another person in a very strange attire survived. Chase this man up the path, after which he quickly disappears from your sight. Climb up the wall from the side to the top. At the top of the cliff you need to climb up another structure. Climb the tallest building, or rather its right edge, and perform your first synchronization, key - E. Now various objects are displayed on your map. From the top, jump down into a mountain of palm leaves. Once you find yourself below, continue chasing the mysterious killer along the stream bed. He starts shooting at you and orders you to stop the chase. Soon your task changes.

Catch up with the killer and defeat him in close combat. After death, take his robe and you will soon find out his task. His task now becomes yours.

There will be a cliff ahead, so you will need to climb a tree that is located on the very edge of the cliff. Here you will carry out the next synchronization. Now jump to the very bottom, straight into the lake. Next, go under the waterfall and in a secret cave you will find a chest with some gold. Now go down a little further to the coast into the red zone. Below you will notice the remains of the British who were able to survive after the naval battle. It turns out that they have captured a merchant from whom they want to take the ship.

Jump down and carefully move through the bushes. Run up to the English and start making holes in their bodies. Also on the shore, if you look carefully, you can find a pirate skeleton and a treasure map.

After another victory, move with the merchant to the ship. When you take the helm, carefully guide it to the goal and try not to cling to the rocks. At the end of your path you will have to quickly press the key - 2. This way you will see a huge whale.

Abstergo. Our days

Get out of virtual reality. Since you were able to pass the control test, you are hired by the Abstergo corporation. Follow the girl and she will introduce you to your workplace. You are given a global task: to synchronize absolutely the entire memory of the pirate Edward Kenway using a specially designed device - the animus, which, using DNA alone, has the ability to read and restore the memory of the ancestors of a certain person. In general, sit down in front of the monitor in your place and go back to other people’s old memories.

Memory 1 - Lively Havana

Havana, Cuba (July 1715)

Follow the marked merchant, exploring Havana along the way. Soon you will reach a gun shop where you need to buy a British saber. We also recommend that you buy a smoke bomb.

While you were standing and shopping at trading store, your marked merchant is already out of sight. To find it, you will have to climb to the very top of the yellow tower. Here at the top, on one of the sides, you can pick up a crystal fragment. Don't forget to synchronize, after which you can safely jump down. It turns out that downstairs our merchant was robbed by a pickpocket, so you will have to catch him.

Additional task: When you find yourself near the thief, press the E key and you will certainly catch him. When you kill him, take away from him everything that he tried to steal. Next, you will have to hide from the soldiers and return back to the merchant, and then walk with him straight to the tavern.

Another brawl will begin in the tavern. You need to defeat all enemies in hand-to-hand combat. Once you defeat everyone, after victory the guards will come to you and begin to attack everyone who started this fight.

♦ Additional task: You need to use a smoke grenade to get out of this battle quietly. You can turn on the grenade using the - 6 key, and you can use the - F key.

To finally complete this task, you need to leave the red area on your mini-map.

Memory 2 - And my sugar?

Follow the two guards who are illuminated with yellow light. When they turn around, approach the ordinary people and blend in with the crowd. Soon they will enter a quarter where outsiders are prohibited. Don’t even try to climb onto the roof right away, there are guards standing there. It’s best to go around this block through the neighboring courtyard and wait for these guards with opposite side. Follow the same principle around the second quarter.

♦ Additional task: Try not to engage in open battle.

♦ Additional task: Buy dancers so you can distract the attention of the guards. Just go up to the girls under the blue flower symbol and buy them for 150 coins. At the very beginning of the journey, you can hide without them, but when you need to eavesdrop on the conversation of the guards, it is better to hide behind a group of purchased girls. Also, surrounded by ladies, it will be much easier for you to steal the key from the captain’s pocket.

Now go out onto the central road and soon the guards will begin to walk a little slower, talking along the way. You need to remain within the range of this audibility, but you must not be seen. Go out to the square and soon you will see the execution of one person. The captain of the Spanish soldiers will take part in this execution. And apparently all your stolen property will be with him.

You now need to penetrate the fort's storage room, and it is best to do this from the side open sea. To do this, move to the pier on the right side and jump into the water here, then swim around the fort at the safest distance and then swim up to the walls with poles and boards. Climb to the top along the same boards and take a crystal fragment along the way. At the very top of this fort, crawl along the wall to the left. One of the soldiers will be looking ahead, but he won't notice you. Keep a close eye on the second guard, who is more mobile. When he leaves, quickly climb over the fence and quickly run to the illuminated wooden doors in the house. Inside there will be your bag with the artifact - take it.

Now all you have to do is jump back into the water and swim back to the pier. here move to the merchant and give him his rightful bag.

Memory 3 - Mr. Walpole, am I wrong?

Approach the locked gate, which is located not far from the residence of the local governor. Thanks to your attire, the guards will let you inside without any problems. Move along the terrace and soon you will meet two Templars who are practicing shooting. Accept their invitation to shoot targets. You just need to shoot at the marked targets and act according to the instructions.

♦ Additional task: You can complete the shooting competition with Rogers. To do this, after shooting the targets, go not to Julien, but to Rogers, and he will offer you a more difficult task. So that you can have time to shoot all six targets, do not wait for automatic reloading, but it is better to reload manually after the third shot. Just press the - R key. As a result, the hero will load not one, but three cartridges at once.

Follow the Templars and you will soon be given hidden blades for your wrist. Now you will need to undergo training. Kill the dummies at point blank range first. At the second stage, you will first need to hide in a haystack, and then secretly attack from this place. And in the third stage, you will first need to lean against the corner, and then attack from the corner. At the fourth stage, you will need to pierce the mannequin with your blades. Well, in the last - fifth stage, just jump from the roof of the building onto any mannequin and kill it.

Now talk to Julien and follow him. Soon you will meet with the elder of the Templars - Laureano Torres. The artifact needs to be handed over to him. Here you will learn about the observatory. After a couple of ceremonies, you are officially accepted into the Templar Order.

♦ Additional task: Pick out the pockets of all Templars. So, the Templars are bowed down and discussing their further actions, and at this time you come up from behind and begin to empty all the pockets.

Memory 4 - The Man Called the Sage

Talk to Rogers - he is at the docks. It turns out that the Templars have caught a man who is referred to as the Sage. His blood is the key to the observatory. Now the Templars are transporting him in a group to their base. Move around the city and follow the Templars.

Suddenly, assassins attack the Templars from all sides. So, you have to engage in battle and it is better to stay close to old man Torres, since they will try to kill him first.

♦ Additional task: Use a pistol in combat. Choose your pistole. This is done simply by turning the wheel on the mouse. Once you take the pistol, shoot at the three snipers who are standing on the roofs.

As the battle subsides, it turns out that the prisoner Sage was able to escape from custody. You can run after him across the rooftops, but the easiest way is to run through the streets. When he comes down, it won't be difficult for you to catch him.

♦ Additional task: Catch the Sage from above. The sage will move along only one trajectory. You can play several times to find out his path. Once you carefully study his path, you can go in pursuit. When he climbs up the first building, you should run along the street on the right side, when you reach the hay cart, then turn onto the street, which is located a little to the right. Climb the stone stairs on the left side to the side wall with the stairs and now wait here for the Sage. When the Sage is near the stairs, take careful aim and jump on top of him. Key - E.

Flashback 5 - Figuring out what's going on

We decide to free the Sage. He is imprisoned in a Templar estate. At night, go to the plantation, from it to the walls of this building. Try to move forward silently, while hiding in the bushes. First, it is best to walk along the right edge, going around the wooden building along the way. Soon you will find yourself near the stairs of the Templar estate.

♦ Additional task: You need to kill three guards in the bushes. You just have to lure three guards into the bushes, one by one naturally. Lure them in the same way as the key keeper.

Find the guard who has the keys to the prison. Try to stick to the bushes. Sneak closer to the guard, then bring him down and lure him into the bushes. When your enemy is nearby and is highlighted in white, just press LMB and you can silently kill him.

♦ Additional task: Try not to engage in open battle. To complete this task you will have to constantly hide in the bushes and avoid being caught by the guards. Once you get the key, go up the wall on the left side of the stairs, and then move through the bushes along the left-side wall. On the left side behind the house, there will be a guard walking, when he turns his back to you, quickly kill him. Now climb the ladder to the wooden tower. Here you will need to quietly and quietly neutralize the sniper. Strangle him (when attacking a sniper, do not hold down the run key, as you will throw him down and not strangle him). From this place, now jump to the tree branches and from them along the roofs of the house that is in front. From this house again onto the tree branches.

Make your way unnoticed to the prison doors and open them. Trouble awaits you inside - an ambush. The Templars have discovered your secret about changing clothes, so they will soon hand you over to a ship with captured pirates.

Memory 6 - Treasure Fleet

You find yourself in the prison part of the ship. Together with the black man, take off all your shackles and start a rebellion. The black man will come to the left corner of the door, and you stand on the right side - whistle. When the guard approaches, quickly beat him.

♦ Additional task: You need to kill three soldiers from around the corner. You need to follow the same pattern: hide around the corner, whistle, then hit the guard who comes up. But the easiest way to do this is on the upper deck.

Once you get out into the fresh air, you will see that you are sailing on one of five ships. Since you have a pirate streak, it’s time to free your compatriots from captivity. Captured pirates will appear on your radar as black marks, so try to navigate by them. You don't have to kill all the enemies, you can just move unnoticed.

♦ Additional task: Free 23 pirates. First, you will need to free your compatriots from three ordinary ships, after which, as a last resort, move to the large ship - it will have the most captive pirates on it.

After you have gone around all the ships with prisoners, then switch to small ship in the center. On this boat is the Captain of this fleet. It is best to sneak up on him from behind and take him down without unnecessary noise, since in close combat he is in many ways superior to our Edward.

Now it's time to get out of here. Since you have captured the fastest ship, you can easily break away from the fleet. First, swim forward without looking back, as you will be pursued from behind by large enough ships that can smash your boat to pieces.

A powerful wave is approaching ahead. To take the least amount of damage, you need to do the following: turn your nose to the rogue wave and remove the sails. Now just wait for it to pass. Next, three tornadoes will stand in your way. Go around the first tornado on the right side, but it is very important not to get into the yellow zone that is shown on your radar. Next you will have to go straight between the two remaining tornadoes. Please note that you will not be able to get through in any other way, since the wind will “send” you to this exact place. In the end, you will need to go through the next wave, after which the task will be completed.

Memory 1 - This is Captain Tyro

Nassau, Bahamas (September 1715)

Swim to the green goal, collecting boxes in the water along the way. The boxes contain resources (which are very important for you), to pick them up just press the Space key. You can also find drowning sailors. Just look at your radar carefully and often.

When you reach the island, remove the sails. To leave the helm, simply press the key - S. Jump from your ship and swim to land.

On the island you will have to get meat and animal skins. All you need to do is take a couple of skins from island lizards - iguanas, and a couple of skins from ocelots, which are more like leopards.

♦ Additional task: You need to shoot the iguana - nothing complicated.

♦ Additional task: You need to jump on top of the ocelot - it won’t be too difficult to do this.

But before your hunt, you can completely clear this island so that there is no longer a need to go back. On this you can find the following: a high point, three crystals, one chest, a note in a bottle and a map to all this. To collect absolutely all the crystals, you will first have to climb the trees nearby, and then jump to higher trees.

Since iguanas are inactive, it will not be difficult for you to kill them even in hand-to-hand combat. But as for the ocelots, it will be a little more difficult with them, since you will have to attack them by jumping from trees or making ambushes in the bushes. Ocelots, like people, can be lured by whistling (if you quietly kill one ocelot with your hidden blade, then complete one of the tests of the Abstergo corporation).

Once you collect all the specified skins, you can enter the crafting menu and begin creating improvements for clothing, a holster and mittens.

And to quickly return to your ship, move to the boat symbol on your radar. Once you are on the ship, sail to your next destination. Soon you will find yourself in a British settlement called Nassau.

Flashback 2 - New Jobs

Go to the tavern and talk to Adevale there. You will have to rescue the pirates from captivity. There will be four points in the city where pirates will be located. Head north and engage in combat between British soldiers and pirates. As long as the enemies don't pay much attention to you, you can calmly and silently kill them by running towards them with the LMB.

♦ Additional task: You need to disarm three guards, there is nothing complicated here, so there should not be any difficulties.

In the very center of the town, there are guards on a hill and you can bypass them. Two more guards are holding two pirates at gunpoint. You need to climb onto the house and jump from it onto these two guards, after which you will immediately kill them.

In the southern part of the city, on the second floor there are two more pirates, but this time they are held at gunpoint by only one soldier. Climb the wall behind the soldier and throw him over the railing to the bottom. Now move to the eastern part of the town, where you will have to climb into the fort and save the pirates there.

Once you reach the required number of pirates, a new point will appear on your map where the public execution of one pirate will take place. Rather, run to this place, kill everyone you come across along the way and free this person.

♦ Additional task: You'll have to shoot at the rope to save the poor fellow on the gallows.

Once you free him, you can safely return back to the tavern with the full team.

Memory 3 - Prizes and Looting

With your new crew, go to the open sea to practice the usual pirate craft. Inspect ships through your telescope using the - E key. You can also use this to find out exactly what resources are on the ship.

♦ Additional task: You need to grab the good old pirate drink - Rum and in the amount of 20 boxes. In general, you just need to attack only those ships carrying rum.

Find the nearest small ship and start attacking it with your cannons. When the yellow health bar of the ship disappears, only the red one remains, you then need to swim up to the ship and press the - S key, after which you will board the ship.

♦ Additional task: You need to use the rotary ones to kill the sailors. When boarding occurs, before jumping onto the enemy ship, approach the rotating mini-cannon that is located on your ship. You need to shoot accurately at the enemy ship from it.

Defeat five opponents on the ship and the boarding will be successfully completed. Well, as a rule, after a victory, take everything you need.

After you have collected resources, sail to the pirate port of Salt Cay, where you can upgrade the ship. Dock and buy a highlighted upgrade for the ship at the trading post.

Memory 4 - Raise the black flag!

Set sail again, but this time in search of metal. Accordingly, you need to look for ships only with this resource.

♦ Additional task: You need to capture 30 boxes of sugar. Well, as a rule, attack only those ships that have, among other resources, sugar.

♦ Additional task: We need to capture a Hunter class ship. First, grab a couple of the most ordinary vessels, after which they will start looking for you for your pirate deeds. It is after this moment that the Hunter class ships will begin to sail. They will be distinguished by a symbol, which is depicted in the form of two crossed sabers.

You are now wanted. To get rid of your bad reputation, sail to a port called Salt Cay. There you can come to an agreement with the officer, after which absolutely all charges of piracy will be dropped.

And don’t forget to buy yourself the new indicated improvements in the Salt Cay store - salvo cannons.

Memory 5 - Sugarcane and its profitability

On an island called Andreas, follow the pirate who will show you the current target.

Move along the left edge in the bushes and now wait for the agent to chat with the soldiers, then follow him to the coast. Soon you will see this agent board the ship. Immediately after this moment, you will need to run to your boat in forty seconds. The most in a fast way will be: jump from a palm tree, run along a wooden wall that is in the water and in the end you will reach your ship.

Now you can pursue this agent's ship on your ship. Fog falls on the sea, so you can remain invisible, you just need to avoid swimming in the yellow zones, as these are visibility zones. Soon, the agent will land on the island. You should also disembark, but it is best to disembark a little to the right of the agent's disembarkation site.

Run to the agent again in forty seconds. Follow him, hiding in the bushes and reed fields along the way. You need to eavesdrop on the conversation until the very end. As a result, you will find out where the resources of the Cat Island plantation are stored.

Now you can act at your own discretion. Walk unnoticed through the fields, activate your eagle vision to find the soldier who carries a key with him.

♦ Additional task: Try not to engage in open battle. Just hide constantly in the bushes and quickly move along the roads. Even if you are noticed, you can always run as far as possible. This way you will weather this storm.

♦ Additional task: Two alarm bells need to be destroyed. One of these bells will be located in the very center of the fields, somewhere at the crossroads. You will only have to neutralize the guard who is standing there. You can destroy the bell only when no one can see you. The second bell is located behind the warehouse, where there are no bushes nearby yet.

Take the key from the guard and move very carefully to the warehouse. Now your pirates will take all the resources from this warehouse.

Memory 6 - Self Defense

On the island called Salty Lagoon, talk to the pirates. Here you will follow the trail of one Templar. He will sail on a huge Menovar class ship. It makes no sense to attack him, but it makes sense to follow him. So, sail across the sea and look through the telescope for the largest ship.

Once you find him, try to pursue him very quietly, while trying not to get into his visibility zone. The zone will, as always, be marked yellow on your radar, so take note.

Your pirate friends attack from the flank. Don’t be idle, but catch up and join this mess. Please note that this huge ship will start shooting at you with its mortars. When you aim it, large yellow circles will appear on the water, so as soon as you see them, try to quickly swim to the side so as not to receive a large amount of damage.

Soon about eight small schooners will sail to help Menowar. You will have to destroy all these small ships.

♦ Additional task: You need to sink two ships with just one gulp. Small schooners will sink with only two salvos. Deal one damage to two boats and turn so that the schooners line up in one line, then give them a critical salvo.

♦ Additional task: You need to sink two ships with a powerful shot. Before completing this task, you must purchase an upgrade called “Heavy Shots” at the port of Salt Cay. Having such a modification, switch it with the mouse wheel to triple shells, and then feel free to shoot with them.

Now the schooners have all gone down, but your main target has left and moored at an island called Great Inagua. Please note that you will not be able to follow him into the port, so you will have to find another place to disembark.

Memory 7 - Lonely Psycho

You need to sail to Vilikoy Inag, to the southern coast. You land on the shore alone, and then climb up the stone walls. To start, grab onto the ledges. Having risen a little higher, you will have to jump on wooden poles over a huge abyss. Afterwards, climb the ladders. Soon one of the bridges falls apart right under your feet, but you still manage to climb to the top.

♦ Additional task: Try not to engage in close combat - I think everything is clear here.

Go into the jungle. There is a very narrow path here, which is patrolled by a lot of soldiers. You have to hide in the bushes, move up along the branches and just attack enemies in time who yawn at the wrong moment. Next there will be a post in which a sniper is sitting and by the way, he is not to be trifled with, so it is best to try to quietly walk along the left side, hiding in the bushes along the way. This way you will reach the settlement.

Keep in mind that the village will be no safer than the jungle. Eliminating soldiers one by one is a very long and tedious process. Therefore, we recommend that you take a faster route: make your way to the center of the village, then set fire to a barrel of gunpowder, and then run away from this place. When an explosion occurs, all the soldiers will come running to the sound of the explosion. And at this time you rather run along the edge of the village, while everyone is busy with the barrel.

You will reach water. Here you will need to swim secretly underwater so that no one “burns” you. Now climb onto the huge ship from the farthest side. You now need to eliminate all the people on deck. Everything must be done extremely carefully and silently. Last but not least, kill the Templar named Doo Cass (he's wearing a black hat), but keep in mind that he specializes more in firearms.

♦ Additional task: Kill Du Kass from above. To do this, you need to climb the low mast of the ship. As you climb, look down and aim at the Templar so that he is highlighted in a white silhouette. Now press LMB and Edward kills the Templar during his fall. It is done!

Abstergo. Our days

Exit the animus and return back to real life. Follow the secretary named Melanie to the elevator. Go up to the top floor together and talk to the boss named Olivier.

Now take the elevator down. One of the IT employees through headphones will offer you to get classified materials from other devices of Abstergo employees. Move to the marked computer.

In order to crack the code, you will need to solve a mini-puzzle: draw a line along small channels on the surface of the ball, the line will stop only when it hits a dead end, you need to choose a path for the line in which it can go along any green channel.

After you hack the computer, you receive a video of the death of the hero of the previous game, Desmond Miles. In this room you can hack other computers to get Additional information. It's up to you to decide.

Also, if you were careful, you might have noticed that the office of the Abstergo corporation has things in the form of white stickers with some kind of strokes. If possible, try to collect them all.

Go down to the floor below and talk to a specialist from the IT department. Now you can safely return back to your workplace.

Memory 1 - Old Bay

Great Inagua (March 1716)

Follow Kidd as he makes his way through the jungle. Enter the cave and find an ancient Mayan stele inside. Climb to the top of this stone statue.

Solve another puzzle: control the drawn lines and figures, move and rotate the drawing. Try to combine it with the location of real objects. Next, you will need to move the circle to the round post, and then rotate the pattern again to move the two squares under the square stones.

Afterwards, move on with Kidd and you will soon find the Templar key. Go through the secret cave to the captured Templar house. Inside you will find a map that shows the approximate location of all the assassins in the area. Use the key to unlock the grate, behind which there is a skeleton dressed in Templar armor. To get this costume you will have to find four more keys.

So, having studied this mansion more carefully, we take it for ourselves. Now you can return here and carry out various improvements for this place. Go outside and run to the coast to talk to Kidd. He wants to go to one of the assassins' hideouts.

Flashback 2 - Nothing is true

Talk to the man named Adevale. Go to your cabin and carefully study the map inside. Skip this part of the tutorial and leave your cabin. Now swim to the southwestern corner of your map, where you will take the story mission.

You land on a tropical coast with the interesting name Tulum. Assassins live here. They are more attentive than soldiers, so try to be as careful as possible. This is perhaps the first really difficult task: here you have to remain unnoticed as a mandatory requirement. You can't kill anyone, just stun or put them to sleep. If anyone notices you, the task will be immediately failed.

♦ Additional task: You need to secretly kill three assassins. Just carry on as usual.

♦ Additional task: Find four treasure chests. Nothing complicated, just be careful.

Go to the coast and stun the assassins from the thickets. In the jungle you will come to a clearing. At the very bottom there will be four assassins. One girl will walk around. and the other three just stood there motionless. Sit in the bushes and wait until the girl goes to the right, during which time you will need to run to the left and climb onto the ledge. There will be three assassins standing at the top. Hide in the bushes and eliminate them from the bushes. There is a fourth assassin not far from the cliff - attack him.

From this place, jump diagonally to the next hill, where there is still a stone arch. Wait for the moment when the mobile enemy begins to move a little further, and the sniper who is standing on the next platform turns away, then you will need to quietly stun the girl near the bushes, after which neutralize the mobile enemy near the cliff. If you are caught by a sniper, then you will have time to hide behind a tree located in front.

Wait for the moment when the sniper turns away and at this moment quickly run forward, then jump along the branches and jump onto the platform. Now sneak up quietly from behind and kill the sniper. There are still three enemies left who stand on the hill in front, go around them using the bushes on the right side. At the very top of the hill, near the gate to the tomb, you will meet James Kidd.

Suddenly, assassins attack you from behind, but do not kill you right away. It turned out that Kidd was one of the members of the Assassins. Exchange your information with him and then go inside the Mayan tomb.

Memory 3 - Sage's Buried Secret

Inside, jump over all the obstacles following Kidd. Soon the bridge will collapse and you will have to turn to the left, after which climb the wall and crawl along the vines. Now you need to swim underwater in underground tunnels. When you reach the temple, climb to the very top.

At the top there is a circle with three different colored sections and statues that stand on them. You just need to arrange the statues into the corresponding colors. Approach the wheel that stands in the center and spin it so that the blue statue stands near the left column. Now move away from the wheel and climb up the column on the left side, now stand on the colorless statue on the left side. Because of these actions, the blue statue rises to the top. Spin the stones, bring the blue sector now under the blue statue. Climb along the column onto the blue statue and it will soon descend. Now, using the same principle, you need to raise the red statue, and then put the green and red statue in place.

After solving this puzzle, you will see a statue of a human head that is very similar to the head of the pirate Sage.

Memory 4 - Overflow and Excess

After you leave the temple, you will see that you are surrounded by British soldiers. From the assassin you will receive a new weapon - a dart tube.

The enemies keep the assassins in small groups, one or two people. You will have to go around all the points on the map and kill enemies along the way. When you free the assassins, your ammo supply of darts increases each time, so you can use the pipe quite often.

♦ Additional task: Use sleep darts on eight soldiers. You will have to put either one or the entire group to sleep, since the soldiers next door can come up and wake up the sleeping ones. After you have put the enemy to sleep, you need to approach and finish him off.

♦ Additional task: Use berserker darts on two soldiers. After the dart hits an enemy, he goes mad and starts attacking everyone he sees. It's best not to fire these darts at enemies who are near prisoners, as they can kill them.

After you complete all the assigned tasks, quickly move to Nassau. Talk to Kidd here. He will tell you about the activities of the assassins and tell you how to get additional tasks - murder contracts. Also on this island underground you can find golden doors, but to open it you will have to find all the artifacts of the Mayan civilization.

Memory 1 - Fort

Kingston (March 1716)

At the very beginning of the task, you need to buy an upgrade for the Jackdaw ship called “mortar”, which costs 800 gold coins. You can do this in a store called Sal Kay Bank or just in your cabin if you go to the mini-model of the ship.

Swim up to the fort. There is only one ship near the fort, but it is huge. There are two towers on the fort, inside of which there are mortars. Dodge the mortars and sink the ship quickly. Once you sink it, start attacking the fort with your mortars, cannonballs and your targeted mini-cannons.

♦ Additional task: You need to use a mortar to attack this fort. Activate aiming with a mortar and hold down the Q key. Aim at the tower and when the sight circle turns red, shoot.

When you destroy the towers, then swim closer to the fort and jump into the water, then swim to the harbor in the south of this fort. Here, climb to the top of the fortress and take part in the fight for the fort. During the first seconds, the participants in this massacre will not notice you - take advantage of this time and use quick kills on the run. Just run at someone with LMB held down.

♦ Additional task: Use a silent attack while running to kill the officer. Just run towards the officer with LMB held down. As soon as you catch up with him, Edward will pierce him.

Once you kill the officer, climb to the very top of the fort and go into the room. Here you will find one of the Templar leaders - Torres. From him you will learn that Sage was kidnapped by a merchant who lives in Kingston. After you have received the necessary information, part ways peacefully with this taplar.

After you have captured the fort, visibility opens up to the entire maritime area.

Memory 2 - Traveling Merchant

Get to Kingston and take on the next task on the coast. Follow the merchant named Prince and the Templar Torres. They will wander through forbidden territories, but will not stay there for long. Activate eagle vision and look at the indicated targets for a long time until they become dotted. Now you can monitor them from a long distance (even behind walls). You will soon see that Kidd is also following them.

♦ Additional task: Take advantage of the kill on the shore to take down the officer. There is nothing particularly difficult, you just need to kill the snipers who are sitting on the roofs before doing this.

When Prince and Torres are in the garden, I will begin to discuss the deal, at this moment creep closer to them. Soon Prince will notice the tail and will try to quickly leave the meeting place. the people who were on the hills will come down and join the battle.

♦ Additional task: Kill 5 soldiers with a stun smoke bomb. Select a smoke bomb, key - 6. Now throw it at your feet, key - F. Next, hold down LMB and soon kill all five soldiers on the spot.

Kidd will run after Torres, but it’s not time to kill him yet, so quickly run after Kidd and catch him on the shore.

Memory 3 - Not courageous

So, meet Kidd at the very top of the mill, right in front of Prince's estate. Agree with him about a joint attack. Then you suddenly find out that Kidd is a carefully disguised girl. After you've gone nuts, jump from the mill into the haystack. Next, move forward through the bushes to the gate to this estate. Continue moving forward, if necessary, put your nearby enemies to sleep and, of course, destroy the bells.

♦ Additional task: Use the Berserker Dart on the two Brutes. In short, Brutes are very powerful soldiers with cool axes in their hands. The scheme is the same, but this time you will need to be more careful.

♦ Additional task: Use sleep darts on two snipers. I think everything is clear here, there is nothing particularly complicated - the old scheme.

In the end, approach the gates of this estate and then our girl will very insidiously make her way inside - she will portray a wounded girl (using her gender). Follow her.

It is not at all necessary to enter the building of this mansion. Prince sits in his summer gazebo, which is located in the backyard. Get to him and kill him immediately. Then Sage comes out of the house and raises the alarm. Well, now it turns out that he worked from the very beginning for this lousy merchant and he was not any prisoner.

As a result, because of all this, frankly speaking, “mess,” security guards come running here from all corners of the estate. You need to get out of here as soon as possible. Run onto the inclined cart and climb up the tree. Now quickly run in a straight line and jump on various objects along the way. You can also throw a smoke grenade a couple of times so that your opponents completely lose track.

Once you escape the chase, go back to the mill. Here you again meet the fake "Kidd", after which the girl reveals her real name - Mary Reed.

Flashback - Diving for the Cure

Nassau, Bahamas (January 1718)

So, at the very beginning of this task, you need to buy a new improvement for the Jackdaw ship, “Bell,” which costs 5,000 gold coins. As always, you can make a purchase at the Salt Key Bank store or again in your cabin.

In general, when you acquire this improvement, you need to swim to the specified goal. what is shown on your global map. Not far from the sunken ship, dive down under the water with this bell.

You will be taken to new location. Underwater you will need to collect chests and a couple of animus crystal fragments. Carefully monitor the air scale and replenish the air in the bell over time. Just breathe under it. You can also use barrels that are suspended on ropes, but they are disposable and therefore try to save your oxygen.

♦ Additional task: You need to collect three chests. The chests will be displayed on your map. They are usually found in the middle of wooden debris, so be extremely careful.

So, open the hatch of one sunken ship and find a chest inside among all the wreckage.

Suddenly, boards will fall and thus block the hatch from above, so look quickly at the rocky wall and swim out from here through the cave in it. Soon the undercurrent will quickly carry you out of the cave and onto the open seabed.

Ahead you will see sharks that will devour another pirate.

♦ Additional task: Avoid shark attacks. There are a lot of treasures in the area, but it is best to collect them next time, you better get to your bell quickly. You need to hide behind tall algae from sharks.

As soon as you climb into the underwater bell, quickly give your team a signal so that they can finally lift you to the surface.

Flashback 2 - Devil's Advocate

At sea, meet a wrecked pirate ship. Here you learn that the famous pirate Blackbeard tried to attack the enemy's menovars, but soon failed. You need to go to his aid as soon as possible.

♦ Additional task: Save five drowning people. Along the way, moving towards the green zone, do not forget to simply pick up drowning pirates.

Swim into the green zone and find Blackbeard's ship, which is located somewhere on the coast of an island called Mariguana. You will soon learn that a battle is taking place on the island between English soldiers and pirates.

♦ Additional task: Kill three guards using stun smoke bombs. Proceed as usual - nothing new.

Now you have to kill all the English soldiers in close combat. After this, board Blackbeard's ship.

Swim to the ship and at the same time dodge enemy mortar shots. Try to shoot at them from afar with your cannons. It is also necessary to constantly maintain a large distance between you, which will allow you to evade broadsides from this manovar much easier. When you finish off this ship, swim up to it and quickly board it.

Taking part in hand-to-hand combat is not a prerequisite; you can easily use a berserker dart to shoot the captain, and then wait a little for the poison to take effect.

Memory 3 - Siege of Charlestown

So, now you can take part in the famous historical event "Siege of Charlestown in May 1718".

At night you need to go on a small boat to the swampy area. Carefully navigate your mini-map and try to avoid the visibility areas of your small boat; there are also observation towers located on the shore. When you reach two towers, which you can’t just swim past, moor on the right side.

Now climb over the wall and jump into another haystack, then kill the nearby soldier. Afterwards, you need to use the whistle and lure the rest of the soldiers in order to neutralize and get rid of the problems. In the end, destroy the bell and jump back onto your small ship that has sailed up.

Now swim through the very narrow strait on the right side. Swim up to the gunboat's visibility range and jump onto land, then continue to pursue the boat, but moving on foot on land.

♦ Additional task: Use three sleep darts on three crocodiles. This swampy area is home to a huge number of crocodiles - you just need to step into the water and they will immediately notice you. Put the three to sleep with the crocodile, after which it is better not to go into the water again.

♦ Additional task: Remove the skin of the crocodile. Everything is simple here, because half the work is already done.

Run across the pier and crawl to the right side along the wall of the destroyed ship. Next, jump into the gorge below and run to the fallen pillar, along which you will go to the first checkpoint. Wait until the boat floats further, then quickly eliminate all the guards. Now jump to the stone wall and neutralize the next checkpoint here. Where there are huge stones, you will need to climb the wall.

Move to the island on which the cemetery is located. Make your way through the bushes to the people who are chatting. Chase and hide behind all sorts of boxes, barrels and around the corners of houses.

Soon the soldiers will raise the alarm and the captain will escape. You will have to lead the chase again. Move along the pillars and roofs. Soon you will begin to meet soldiers, whom you will need to pass from the left and right sides, simultaneously jumping over various obstacles. Eventually you will catch up with the captain, after which you immediately kill him.

Abstergo. Our days

So, get up from your desk, go to the elevator and take it to the higher floor - to the boss. Go into the corridor on the right side. Soon a Hacker comes into contact through your headphones. It will give you access to the second level security zone. Go to such an area and hack the video surveillance system, code - 725. Now eavesdrop on the conversation between your boss and the customer.

Soon the conversation will be over. Approach the open window and take the overhead elevator up to the empty office. Hack the computer here quickly, then go out through the doors and go down into the hall of this building. Now give the downloaded information to the courier and the task will be completed.

After this, you can go through the building again and enter the areas of the 2nd level available to you. You will need to hack absolutely all the computers there along with video cameras. The codes are 2373 and 5733. Also, don’t forget to take secret stickers here. Once you do this, then return back to the animus, and then to virtual reality.

Flashback 1 - We demand negotiations

Nassau, Bahamas (July 1718)

So, one of the Templars arrived with a delegation to the town of Nassau. You need to monitor him from the very shore and straight to the entrance to the fort. Activate your eagle vision to mark a target for constant surveillance. Then you can calmly follow him along safe routes.

Soon this Templar's group enters the fort. Move to the left, go around the gallows along the way and move along the walls of this fort. Move along the palm trees. When you find yourself at a dead end, then climb the wall of this fort along the protruding beams and recesses located here.

♦ Additional task: Kill three guards while hanging on the ledge. When you hang on the ledge, wait until the soldiers approach the very edge of the platform. As soon as they glow white, grab them quickly and throw them away. So, having climbed to the top of this fort, quickly jump into the courtyard. Here you will only need to neutralize a couple of soldiers.

♦ Additional task: Destroy the alarm bell. This alarm bell will be located in the very center of the courtyard. Here you don’t have to sneak up on him very discreetly. You can simply engage in open battle and not let anyone near the bell, and then eventually just cut it off.

Come to the closed doors where the local meeting is taking place. On the left side there is a barrel and on it will be the Templar’s ​​personal plans. From these plans you will learn that government troops have already surrounded the port and now all the pirates that are on this island are trapped.

Flashback 2 - Gunpowder Plot

Talk to Edward Teach, also known as Blackbeard, at the local bar. He will offer you a plan to escape from Nassau, but to implement it you will simply need a huge amount of gunpowder. Well, let's go get it.

The location of all barrels will be indicated on your map. All you have to do is make a choice: open combat or stealth.

♦ Additional task: Kill four enemies with one combo. It will be easiest for you to complete this task on a small group of enemies. Throw a smoke bomb first, and then quickly finish off everyone who is here.

♦ Additional task: Fire ten darts at the guards. Shots will count from both types of darts. Before the task, be sure to go to the store and stock up maximum number darts. In addition, you can find darts from killed enemies if you search them.

Memory 3 - Commander Eighty-Six

Keep a close eye on the two guards who were sent to the commander - he is also the commander of this flotilla. You will have to bypass several checkpoints.

♦ Additional task: You need to kill three guards from the hidden area. It is best to hide in the tall grass. Use your whistle to attract these guards, then try to kill them quietly while sitting in the bushes.

So, go out to the coast of this island and soon you will see a huge manovar, where a Templar named Chamberlain sits. Using the ships, or rather their remains, try to get to this huge vessel.

♦ Additional task: We need to kill this Templar from above. You can do this trick only in the tail part of the ship, where there are low cross beams. You can climb onto the beam using the mast, which is located at the rear of the ship. But it's safest if you try to climb onto the nose. From here, simply climb to the top of the first mast and then continue along the rope to the rear mast.

Now sit and wait for the Templar Chamberlain to come closer to you, so that a white background finally appears and you jump onto it, and, of course, stab him. When you commit this murder, then quickly leave this ship.

Flashback 4 - Explosive Ship

The pirates loaded all the collected gunpowder onto a fireship - a small boat designed to blow up huge floating vessels. In general, move to the helm of your ship and go accompany this floating bomb. Near the shore, you will immediately be attacked by a huge number of small ships. You need to sink them as soon as possible. In addition, carefully monitor the fireship and try not to sail too far from it.

♦ Additional task: Use your mortar and sink three enemy ships.

♦ Additional task: Use explosive barrels and sink the ship. To complete this task, you will need to purchase improved fire barrels and at least level two. This will make it much easier for you to complete the task, and not only that.

Soon the fireship, accompanied by you, floats to its target and destroys as many as three menovars. Now quickly swim through the cleared strait into the open sea.

Memory 1 - Knowing no pity

Great Inagua (October 1718)

Soon you arrive on the North Carolina coast following Blackbeard. In the pirate camp you will soon notice a suspicious person. Follow her and try to be careful so that the surveillance does not break down. A little later, the fellow traveler begins to talk with some person - overhear their conversation. You can hide in the bushes nearby.

♦ Additional task: You need to kill four guards. On your way you will meet only a few guards who stand completely alone. To complete this task, you will have to try not to miss them. Try to quietly eliminate them all, but only after the people talking pass by.

After you overhear the conversation, you will learn about the conspiracy. But it is too late to warn your comrades, since the attack from the sea is already in full swing.

Move forward past the beams and debris. There will be only one way forward, since all other passages will be blocked by heavy fire. Eventually you will reach the ship, after which you will sail out to the open sea.

Attack the largest ship. Try to fire at him with all types of your shells: cannonballs, mortars, fiery heavy shots.

♦ Additional task: Use heavy shots to destroy the manovar. In order to fire a heavy shot, you will have to swim closer to the ship. Don't turn on your scope, just fire a broadside. If you take aim, a salvo of ordinary cannonballs will come out.

To board this ship, you will have to kill at least twenty soldiers, destroy three barrels of ammunition and finally kill three officers! You need to fulfill all the conditions. Soon they kill one of the legendary pirates, Edward Teach, and no matter how hard you try, you will not be able to save him.

Quickly retreat from this manovar now. Jump into the water and get to your ship, then leave the enemy blockade.

Flashback 2 - Vain Bastards

Before execution of this quest, it is best for you to carry out all the improvements to your ship. At least up to the second level. Also, it is better to capture the Cabo De Cruz fort - located on the right side from the very beginning of the plot. The battle will not be easy, so if you do not have the support of this fort, then you will have a hard time.

Sail behind your allies' ship into green territory. Here you will find the ship you are looking for on the right side of the main path. Don't pay any attention to him for now, just swim further behind the ship of your allies. You exchange fire with your opponents across a very narrow sandy beach. When this beach ends, then the allied ship goes down sharply.

You are given 15 seconds to swim to the sinking ship so that all the pirates, including their captain, Wayne, are saved.

♦ Additional task: You need to damage the Royal African Pearl with your ram. You will only have one chance to do so - the moment when the pirate crew of allies transfers to you.

♦ Additional task: Use the fort's defenses to destroy this ship. So, look at your map and sail to the fort. Don't worry, the enemy fleet will follow you. You just need to swim near the fort until the fort destroys the enemy ships. If a tough situation arises, then you can swim behind the rocks and strike from there.

When this difficult battle is over, not many will survive... This turns out to be the most opportune moment for a mutiny on the ship. A constantly drunk pirate takes control of the ship and lands two pirates on a desert island.

Memory 3 - Marooned on a Desert Island

Make your way to the shore of an island called Isla Providencia. Here you find yourself with Captain Wayne. The captain is definitely not himself from such a vile betrayal and now he doesn’t even trust you, so he runs away into the depths of this island and you need to follow him.

You will find the captain at the very top of the stone building. Wayne has gone crazy and starts shooting at you, throwing bombs at you along the way. You are forced to kill him. Move forward and try to hide behind the walls in time. On the path on the left side you will need to climb to the top. Soon Vane disappears again, jumping down into a mountain stream.

♦ Additional task: Get three animal skins. Since you do not have any weapons with you, you will have to either kill animals stealth mode or attack them openly. If you attack openly, then you will have to press the corresponding keys during the attack. The easiest way for you will be to kill jaguars.

Move further towards the crazy pirate. Try to avoid the traps he set. You can bypass the traps on the left side by climbing over tree branches. Soon you will see Wayne on top of another stone building. Get closer to him.

♦ Additional task: Kill Vane by jumping from above. Climb into the tower along the wall (from behind), then crawl onto the wall on the right side and soon you will be at the top. From the synchronization point, jump onto Wayne. As a result, the crazy captain is now dead. And you board a ship that was passing by and leave this island.

Great Inagua (May 1719)

After a couple of months, the traitors were caught and the ship returned to your disposal. But you have lost a large number of reliable allies. After Blackbeard died, you completely give up all pirate entertainment and begin to search for the mysterious observatory in full force. The only clue connected to the observatory is the Sage. Therefore, we need to find him.

Memory 1 - Imagine my surprise

From the information received from the scouts, you will learn that two Templars arrived in Kingston - Hornigold and Rogers. Head to the cane plantation and find these Templars.

♦ Additional task: It is necessary to destroy two alarm bells. There are three bells in total on this plantation. The easiest way here is to destroy the two bells in the south.

♦ Additional task: Kill four Brutes. Brutes are very powerful soldiers who carry axes. Two Brutes are located at the entrance to this plantation. Two more are already wandering around the estate.

You will find the Templars in the very center of this forbidden territory. They will move towards the coast. Activate your eagle vision here and put your notes on them. After that, chase them and move along a safer street.

Near the shore, these Templars will enter the warehouse courtyard. You need to eavesdrop on their conversation while hiding behind the fence, and then go inside through the hole that is in this fence. Kill one guard here and calmly go to this warehouse.

Soon the Templars set sail on their ship. Hornigold will provoke you into an open conversation. Show up and find yourself in an ambush inside this warehouse. You don’t have to make a meat grinder here, you can run out and hide.

Memory 2 - Trust Earned

Go to the island in the south. The island is called Principle. Here, using your data, you can find this Sage. Along the way, you can destroy five more enemy ships.

So, once you are there, land on the island. Ahead you will see two squads of soldiers. You can kill them all with just one shot, if you first successfully and on time hit the barrel that stands nearby. To overcome the spiked wall of this village, you will have to run along the tree branches that are on the right side. Soon behind the wall you will meet that same Sage. It turns out that his pirate crew has already been captured and you need to help him to win his fragile trust.

Continue to the settlement. You won't be able to pass through the main entrance unnoticed, so move to the dead end on the right side, there, climb the tree and climb over the fence, which is made of a picket fence.

♦ Additional task: Free two pirate groups. First you will need to kill the soldiers who are holding our brothers at gunpoint. After this, you can safely engage in open battle with the soldiers.

Once you kill all the enemies on this hill, then go down below. Here you will have to kill two commanders - Cockram and Burgess.

♦ Additional task: You need to kill these two captains at the same time upon landing. To complete this task, climb the tree and jump from it to the wooden house below. Now wait on the roof for them to get together. At this moment, you need to quickly run across the entire wooden beam that is on the edge of the roof and jump down from it. Please note that you need to jump on them without aiming; Edward will do everything himself without any coordination. Besides, if you linger even for a second, then you will be immediately discovered. As the captains are killed, you need to quickly get away from the scene of the murder. Below, near the coast, listen to the speech of the Sage, who will address the surviving pirates.

Flashback 1 - Black Brother's Gambit

Misterios (September 1719)

Swim to the southwest corner of your global map. Here you will need to steal crystals from the observatory. These crystals are transported by a fleet of Spanish ships. Swim into a narrow and foggy strait. Try to swim as close as possible to the Princess's ship.

♦ Additional task: Open battles must be avoided. I think everything is clear here.

Jump into the water and try to swim unnoticed underwater to the back side of the ship. Almost all the soldiers will look forward, just wait until the rest look to the side, after which try to sneak to the top of this ship unnoticed. At the top, put a few scouts to sleep and cut off the Portuguese flag. After this, jump into the water and return back to your ship.

Now, under a foreign flag, you will be able to sail past this fleet without any obstacles. You just need to not rush too fast and not touch the sides of neighboring ships. Sail all the way to the Nosso Señor.

When soldiers leave the ship on land, you must disembark and move with them. Jump into the water and swim underwater to the reed bushes. From here, put the enemies to sleep with darts and then, without unnecessary noise, kill them. Now go to the other side of this coast and again quietly and quietly eliminate all the soldiers. Now take everything that is in the box and board your approaching ship.

Now swim to the place that is illuminated by towers on the ground. Jump into the water here and swim along the rocks on the right side. On this shore you will need to eliminate all the soldiers one by one. To the first tower you need to climb a tree that is tilted. Next, move to the second tower.

♦ Additional task: Use the bungee to kill one captain. There will be a rope hanging on the second tower. From it you can very easily jump onto the ship, but getting on top of the captain will not be too easy. You need to wait until the captain approaches the left side and stands at the very bow of the ship. At this moment, jump on the bungee and when you release it, press LMB to make a quick kill when attacking.

Once you kill the captain, take control of the largest ship in the fleet. Do not pay attention to the task “Escape from encirclement”; in fact, you need to destroy the entire fleet, since your ship will not be able to break away from the pursuit without engaging in battle. Please note that one shot from heavy mortars can sink any ship, even the most improved one - keep this in mind. You can shoot small troughs with your cannonballs. Once you sink the entire enemy fleet, quickly swim to your ship.

Flashback 2 - Murder and Beatdown

The task begins already at sea. A little further you will notice a Templar ship. Follow that ship. Soon you will have to swim into a rather narrow strait. Continue to the northern coast towards the large island. Try to sail unnoticed in the fog so that the patrol ships do not notice you.

♦ Additional task: You need to not attack anyone until you find Hornigold. It will be much easier for you to swim underwater on the right side, simultaneously hiding from the soldiers.

On the shore, in the north, you will have to engage in battle with a small ship. In addition to the small ship, there will also be a large defender ship. If you manage to swim up to the indicated ship and destroy it with your heavy fire mortars, then you will not have to fight the defender ship. Soon, the Templar ship, blown to smithereens, crashes into the shore nearby. The soldiers immediately organize defense on this shore. You will have to quietly make your way to Hornigold, who is sitting on the highest stone building.

♦ Additional task: You need to kill Hornigold by jumping on top of him. When you approach a hill with an upward sloping road, then carefully go into the cave. Head inside and you'll soon find yourself near a hill to the south where there are no soldiers. Now move along the palm trees to the neighboring hill and climb up the huge stone building behind, and then jump on Hornigold.

Memory 3 - Observatory

Land on a huge island in a location called Long Bay. Go into the very depths of the jungle and activate your eagle vision there in order to have time to notice the aggressive local population. You will have to kill absolutely all the enemies so that the rest of the team can follow a safe road after you. Clear five separate areas in the jungle from enemies.

♦ Additional task: It is necessary to paralyze all guards while they are unarmed. In other words, it looks like this - you should remain invisible and try not to engage in battle. The natives will sit and look in one direction, you, in turn, can quietly go around them and attack from behind. If there is no bypass path, then you need to shoot the enemy with a sleeping dart. Finally, loot the enemies' bodies to get a couple more darts for yourself.

♦ Additional task: You need to paralyze five enemies from the bushes. You will have to kill five enemies from the bushes. Keep in mind that the local population itself sits in these bushes. This task is carried out perfectly with extremely silent passage.

So, get to the huge stone buildings. you need to clear the last territory of all enemies, after which your group, together with the Sage, will be able to move on. Suddenly, near the observatory, the Sage will kill all the pirates. After this, you are left alone, so take the box with crystals and go to the main hall of this observatory.

Inside this observatory you will find a crystal skull - a kind of player of information that was recorded on crystals. Examine a couple of records that were absorbed into these crystals: the conversation of the pirates, the conversation of the Grand Master of the Templars - Torres. After this, the Sage will throw you down and leave, locking the doors behind him.

So, get out of the water onto the lowest platform. Now climb to the top and jump from rock to rock. Get to the central platform, which is located here. The doors are locked, but you can get out of here through the hole in the ceiling. Climb to the balcony, where you still have one crystal fragment indicated on your map. Climb further to the right wall and crawl to the very end. There, use your new skill - as you hang on the ledge, push off from one of the walls to jump over to the opposite side. Now crawl to the next balcony and from there jump into the tunnel located above. The sun is still shining from here.

Through this tunnel you finally get out into the fresh air. From here you now need to slide down the hill. With your last strength, get to the coast, but now your former pirates now serve the Sage, who took out the crystal skull. The sage promised to hand you over to the prison of the Spanish authorities, which he will soon do.

Abstergo. Our days

Now you are thrown back out of virtual reality. In reality, you find yourself in a locked basement. Soon you receive a message about the reason for your imprisonment. Next, a hacker will get in touch, who will give you access to the third level and you will soon easily leave this cell.

In this basement you can hack one computer and find another sticker, which is located in the corner corridor. Besides. You can also hack a video surveillance camera. The camera code is 7375. After you examine all the rooms, go to the underground server of the Abstergo office. Here you need to hack the company's central computer. The code is 7737. Soon you will receive the data. Here you will see a projection of a girl from some ancient civilization, after which you receive from her the task of completing the synchronization of the memory of our pirate Edward. Now go back to your cell and enter back into virtual reality.

Memory 1 - Worse than Death

Port Royal, Jamaica (April 1720)

You find yourself in Port Royal, on a bluff facing Kingston Harbour. As promised, you are now a prisoner of the Spanish. Soon the trial of two young girls takes place in front of you - a historical event. Next, the Templars try to get the location of the observatory from you, but you don’t say.

You will be sitting in a suspended prison cage. Press any buttons to try to scream and make noise in the cage. The soldiers will thus be constantly distracted by you and one of the assassin brothers will kill them all. Soon you are freed.

You will have to walk throughout the entire yard of this prison. Keep in mind that there will be just a huge number of soldiers here, but fortunately you have no restrictions and you can kill everyone.

♦ Additional task: You need to destroy three bells. You can kill enemies, but under no circumstances let them get close to the bells. If the ringing occurs, then about fifty soldiers from all over the territory will come running to the bell. Kill the soldiers standing nearby and when there is no one nearby, then destroy this bell.

♦ Additional task: You need to visit two of your old friends. Go to the southern part of this location and in one of the cells you will find Rackham's body. You can find Vance on the right side of the huge room, behind bars in a cage on the right side.

Now go to the prison and carefully kill the soldiers. To do this, just go to the corner, whistle and kill them. Soon you will find Mary in another huge room. Even though she is dying, you are still trying to get her to the exit.

Go out into the street with Mary in your hands and walk straight, no need to turn anywhere so as not to catch the eyes of the soldiers. Soon you will reach a boat that is located off the shore.

Memory 2 - Delirium

Soon, our hero gets drunk after the girl's death. The next level won't load, so just move forward along the animus until Edward's legs give out. Soon Edward will have a couple of visions.

Go out to the square and eavesdrop on the Templars' conversation. Next, find the Sage in the crowd of people and kill him. Find him three times and kill him three times in different places. When he dies, he constantly transforms from the most ordinary assassin. Soon there will be a final vision, after which the dream will end.

Memory 3 - Everything is allowed

Take the boat to Tulum. So, in the village of assassins you will receive a new weapon from the leader Ah-Tabai - a rope-dart or, as it is commonly called, shenbiao. Follow the leader into the very depths of the jungle. Soon you will see that opponents have landed on the other side of this coast - go there and take part in the massacre.

♦ Additional task: Use your new weapon to hang two enemies. In order to hang your enemies, you will first have to climb onto a tree branch. From there you will need to shoot the enemy with a rope-dart. Just hold down and do not release the - F key. Next, jump from the branch and hold down the - S key. As a result, you will jump down, and the enemy will remain hanging in the place where you once stood.

♦ Additional task: Use your new weapon and pull in three enemies. To pull enemies towards you, simply select your new weapon and hold down the F key.

After the fight on the shore, move to the ship and kill the Captain there. After this, the settlement will be saved.

Flashback 1 - The Governor's Resignation

At Sea (May 1721)

Sail to Kingston and go to the local assassin leader. Get the task from him and go to the shore to meet the diplomat. The diplomat will go to the city with a security guard as two soldiers. Watch them from afar. You need to kill the diplomat to take his suit. There is a condition: you can only make a kill inside the zones that are marked in red.

♦ Additional task: Kill the diplomat from the haystack. In the first red zone, climb the stairs to the tallest building. Jump down from it into the haystack. Well, from here you can already attack the diplomat who is nearby.

Once you receive the diplomat's suit, go to the residence of Governor Rogers. Ordinary guards will not pay any attention to you, but Templar Rogers will immediately recognize you and will certainly raise the alarm. You need to kill the Templar extremely carefully. So that the guards standing around could not notice anything. To do this, you will first have to remove a couple of guards, and only then take on the Templar himself. You can catch Rogers on the left side in a deserted corridor.

♦ Additional task: Kill Rodgers off the bench. Watch his movements carefully. He will slowly walk around the entire yard along the same route. On his way there will be one bench, which is covered by an extension near the house. Sit on this bench and when he passes by you, quickly attack him.

When you kill a Templar, quickly leave the scene of the crime. Go back to the assassin and report that Kingston no longer belongs to the Templars.

Flashback 2 - Royal Failure

Sail east to Port Princip. Land on the shore there and carefully clean up the enemies who are patrolling the area.

♦ Additional task: Kill eight enemies with an explosive barrel. So, move into the open near the houses so that all the enemies start running after you. Run up to the top of the hill and move a little away from the explosive barrel of gunpowder, then I clearly think what needs to be done.

Go to the wooden fortress. which is located on a hill. Here you will find Roberstva, but soon he will jump onto his ship and sail away from you. You'll have to chase him quickly. You won't have time to board the enemy ship, so you'll have to wait for your "taxi".

So, start firing at Roberstva's ship with your mortars. Soon the ship will sail into a narrow strait, but you will have to swim on the right side of this place. Don't stop firing from your mortars. Before leaving the strait you need to destroy the ship "Royal Luck". If your mortars are also improved, then this task will not be difficult for you. If you don't have time, then you'll have to fight four more ships on the open sea. Eventually, you will need to board the ship.

♦ Additional task: Use the rope dart to kill Rogers. On the enemy ship, go to its tail and climb up the mast to the lowest beam horizontally. From there, aim at Roberts and shoot.

Memory 3 - Bad Blood

Head to Havana. In the city, find the assassin who is on the roof of the building. Once you receive the task from him, go to the temple, which is located in the northern part of this city. At this temple, near the northern fountain, Torres' bodyguard named El Tiburon will be located. He is shrouded in knight's armor.

♦ Additional task: You need to try not to engage in battle: Follow the target along the rooftops. Please note that at the top only snipers can notice you. It's best to sniper from afar with your sleep darts. When Tiburon enters the fort, jump from the roof of the building onto the tree in front and cross it to the fort. At the top, carefully remove a couple of soldiers. WITH taut rope now jump on Torres.

It turns out that Torres is not here and this is just a trick of the Templars. Tiburon will attack you from an ambush.

♦ Additional task: Use the guards as a shield (twice). At the very beginning of the battle, press the space bar to hide from Tiburon's shots. Next, it's best not to kill the soldiers right away. Just dodge. Wait until Tiburon starts reloading, then hide behind the soldiers again to avoid his shot.

Tiburon cannot be killed in close combat, since his armor is too dense. The rest of the weapons won't help you either. In order to inflict any damage on him, you need to shoot him with your pistol, so before starting the task it is best to upgrade your strength and the number of pistols. If your ammo is running low, then run around the fort and look for ammo boxes inside. Run constantly from Tiburon and shoot with your pistol, then reload the pistols quickly and shoot again. Eventually you will kill him. After another victory, you need to leave this city.

Memory 4 - Eternal Thorn

So, sail to a huge island in the south called Long Bay. Before you disembark and begin the quest, you will first have to defeat two huge menovars in a naval battle. There are two ways to make the battle with them easier: the first way is to pump up your ship very well, the second way is to capture a fort nearby and lure these two menovars there. Well, there is an option without a fight at all: swim up to the yellow territory and jump into the water and then just swim to the shore.

Disembark and go into the jungle. At first there will be no one here, but in the neighboring part of this forest the area will be patrolled by Spanish soldiers.

♦ Additional task: Free seven captured soldiers. There are three camps with captured soldiers in the forest. The camps are located in dead ends on the right side of the main road.

Go through the entire jungle and go into the observatory cave. Suddenly, here in the area of ​​the bridge, absolutely all the platforms become motionless. You need to climb the walls that go down and up on the left side. Jump forward and soon along the falling platform you will find yourself in the next corridor.

♦ Additional task: Use the protection of this observatory to kill four soldiers. You need to throw your enemies into the laser walls that appear. To do this, you don’t need to hit your enemies, but just carry out a couple of counterattacks. When you carry out a counterattack, press the E key again and you will push your opponent to the side. As a result, you will push them straight into the laser walls.

From the central hall, go to the left along the road, which consists of only fixed platforms. Grab onto the platform on the other side and it will fall down. At the bottom you will need to go under the platform and grab the pipes that are on the ceiling. Climb up the cracks in the wall and avoid the laser beams. Jump onto the looming platforms on the right side and climb along them to the column that is located under the ceiling.

As a result, you found yourself very high between these two columns. On the lower platform, near the altar, stands our target - Lorean Torres. If you shoot something at him, then you will see that there is a protective field around him. You can only kill him if you jump on top of him. The bar underneath you will move back and forth. You will need to wait until she gets closer to Torres and at that moment jump on top of him and kill him.

♦ Attention: There is a glitch in the game where you don’t kill him, but you are simply thrown aside and in close combat you can’t kill him, so it’s better to load the save and try first.

Abstergo. Our days

Get out of this virtual reality. In reality, the Sage will attack you (this is his new and modern reincarnation), but the corporation’s security guards will have time to stop him. Now you have full access to any room and level. Go to the office and hack the last computers of this server and collect the last stickers. Afterwards, go back to virtual reality and you can see the epilogue fascinating story Edward Kenway.

Epilogue

Great Inagua (October 1722)

And now the time has come to leave the pirates and meet with your daughter, who sailed to you from the Old World. Together with her you sail back to your place in London. In London, our Edward Kenway soon gives birth to a son named Haytham (the hero of the previous part). There was a connection between the two parts of the series. At this stage, the game is completed, but you can continue playing after watching the end credits, but purely in free play mode.

Part 1 Cape Bonavista June, 1715 Memory 1 “Edward Kenway” Two years ago, Edward Kenway went free, promising his beloved Caroline to return...

Part 1

Cape Bonavista
June, 1715

Memory 1
"Edward Kenway"

Two years ago, Edward Kenway went free, promising his beloved Caroline to return and live like a white man. One day, the pirate ship on which Edward was working 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. Onboard cannons have a limited viewing angle, so we always try to turn the ship sideways towards the enemies. Without 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.

We float to the surface and get to the shore. An exhausted and wounded assassin asks for help getting to Havana. Frightened, I don’t understand why, he hides in the jungle. We run along the path, cross the abyss on the bridge and cross the water. We climb to the very top using wooden structures. If you wish, you can climb onto the viewpoint and synchronize with the terrain. We jump into the haystack and continue the chase. After the shot, the pursuit will move into the final phase. We catch up with the assassin Duncan Walpole and engage in battle with him. We use counterattacks and techniques to break through defenses. Having defeated the enemy, we take out a letter from Governor Laureano Torres y Ayala from his bag. He awaits Duncan with valuable maps and an unusual crystal cube in Havana. The governor does not know Duncan by sight, so it will not be difficult to impersonate him.

Having changed into an assassin's costume, we get to the restricted area. The Royal Guard has captured a merchant ship and the guards are holding the merchant. Having jumped into a stack of leaves, we wait for the moment when the enemy is nearby. We whistle to attract his attention and subsequently deal with him quickly and silently. 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 brute force, suddenly attacking from behind. We meet merchant Steed Bonnet. We introduce ourselves to him as Duncan. The captain was killed, so we will lead the ship. We swim to it, take 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

Project Specimen 17 is studying the memory from Desmond Miles' DNA after his death. In particular, as a new employee, we will have to immerse ourselves in the life of the pirate assassin Edward Kenway. At Melanie's request, we look at the lamps above the screen and in the floor. We follow the leader to the reception. Having received the communicator, we 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
"Merry Havana"

Steed agreed with Spanish merchants to sell sugar. We accompany the merchant to the local tavern. On the way, we will stop at a weapons shop and buy a blade “English Broadswords”. 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 stole his bag. Having jumped down, we rush in pursuit of the fugitive. To execute additional task, you need to jump on the pickpocket and throw him to the ground, but under no circumstances kill him! We search the body and return to Steed, who is already waiting for us near the tavern. What kind of drinking party is complete without a fight? We counterattack the attacking opponents. We carry out a couple of throws, wounding and knockout. We finish off the remaining ones in any available way. The guards came running at the noise. We use a smoke bomb, climb onto the roof and leave the red area on the mini-map as soon as possible. We try not to catch the eye of other guards so that we don’t have to make up extra meters.

Memory 2
“What about my sugar?”

We meet with Steed at the port. He had a good time too. We find out that the bag with materials intended for the governor ended up 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 you won't miss them even if they disappear behind buildings. You just need to look in their direction for a couple of seconds to register. We immediately hire dancers and pursue the guards. Girls will be an excellent cover for unnoticed movement. Dancers can distract guards lining the passages. Once will be enough to complete the additional task. It is also not worth using their services constantly. It is much faster and less expensive to move on roofs. The guards meet a certain gentleman who is taken to Captain Mendoza. The bells will notify you that the hanging has begun. Without hesitation, we rush after our goals. When they stop, we get lost among the group of dancers and, without leaving the marked area, we eavesdrop on the conversation.

After hanging, we follow the captain. He won't stay in the forbidden zone for long - it's better not to go there. Only if there are no dancers with us who will distract the guards on the move so that we have time to 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 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 outside. As soon as he goes back inside, we follow him and neutralize both guards one by one, sneaking up from behind. We follow the remaining enemies through the mini-map. We go into the next room and get out through the window. Having jumped onto the beam, we pull ourselves up by the upper ledge, jump over to the adjacent ledge, lower ourselves lower and jump onto the next beam. We climb up to the ledge, wait for the enemy and throw him down. Using the mini-map, we follow the gaze 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 we stand behind cover for some time, 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 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 the meeting with Laureano, we will practice shooting. We hit all the specified targets. Then we interact with Woods and go through the targets again, but now in a limited time. Before doing this, it is best to fully reload the guns. We stand approximately in the middle for best review. Having successfully completed the test, we communicate with Julien and follow the owners. They have prepared tests for us in which we will have to destroy targets using a hidden blade. We approach any of the targets and use the blade. Hiding in a haystack, we attack a nearby target. Next, we mix with the crowd near the building and, without leaving it, attack the target. We climb onto the roof, look towards the target and, by pressing the appropriate button, hit it in a jump. And the last thing: we quickly head towards the target and, while running, pierce it right through with a powerful blow.

Duncan betrayed the brotherhood of assassins and decided to defect to the Templars. Woodson is engaged in tracking down and exterminating pirates, and Julien is engaged in selling all kinds of weapons: from ordinary blades to heavy guns. We give the governor the cards and the crystal cube. At a secret meeting, we are all initiated into Templars. Then the oven will focus on the forgotten Observatory in the West Indies. There is something powerful there that allows you to monitor every person on Earth. A Sage named Roberts, who has valuable information about the location of the Observatory, fell into the hands of the Templars. Until the conversation ends, we rob Woodson, Julien and Lauresn, getting close to them from behind.

Memory 4

"The Man Called the Sage"

In addition to the Templars, Roberts is of great interest to the Assassins. We accompany the allies to Torres' house. When the assassins attack, we kill one of them with a pistol shot. We try not to move too far from Torres so that if necessary we can protect him. Thanks to the efforts of his opponents, the Sage manages to escape. We rush 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 the jump. We press the corresponding button more often so as not to miss the moment. For good work we receive a reward from the governor.

Memory 5
“Any complaints?”

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

We climb the wall to the left of the stairs. We wait for the enemy and, when he approaches, we throw 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 up it using the cart. Having unlocked the door, we find the guards killed. The sage is not here, but Torres has arrived and blamed us for his release.

Memory 6
"Silver Fleet"

Together with a friend in misfortune, we free ourselves from the shackles by pressing the button shown. We stand near the boxes near 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 we wait for the last enemy 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 deck and act at our discretion - covertly or in open battle. The second option is much simpler and faster. The first option involves hiding around corners and observing the guards' route for a long time. Each ship contains captured pirates. For the main task it is enough to free eighteen people + five for the additional one. We move from one ship to another along masts or water. Having finished with the liberation, we move to the marked brig and carry out its capture. We take the helm and go to the indicated point. We are unable to resist a flotilla led by ships. Therefore, we leave the red area as soon as possible, simultaneously firing at the frigates from all kinds of guns. We monitor weather phenomena on the mini-map. We bypass typhoons and turn the ship's nose towards rogue waves in advance in order to overcome them without damage or loss of crew.

Part 3

Memory 1

"Newly Made Captain"

Adewale is unhappy with Edward becoming 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 Adewale's advice, we go to the nearest island to replenish our supplies of food and water. We leave the ship near the shore and sail to the island on our own. Let's shoot one of the iguanas with a pistol. They can be found right on the shore. Let's kill one of the ocelots by jumping from the tree. There are many fallen trees on the island. We climb one of them and wait for prey. After cutting all four bodies, the main menu will open. Select “Crafts”, make a holster and improve your health. We return to the brig, interact with Adewale and get a pistol.

Nassau, Bahamas
September 1715

Memory 2
"Recruitment is open"

We meet friends Edward Thatch (Blackbeard) and Ben Hornigold. Both are well-known personalities in the pirate community. Our brig still needs fresh blood, so we'll start looking 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, having first been disarmed. There should be no weapons in our hands, we fight with our fists. We counterattack the attackers and press the “Disarm” button. Having replenished the crew, we go to the gallows. We approach from behind and, without entering the red zone, aim at the rope and shoot at it. Having destroyed the guards, we free the prisoner and return to the tavern. We tell our friends about the Observatory. They are skeptical about the idea of ​​searching for a powerful artifact, preferring more tangible loot - gold.

Memory 3
"Robbery and robbery"

Having enlisted Ben's support, we set off for the open sea. He will teach us the basics of naval battles and boarding already damaged ships. We look through the telescope, find the schooner and mark it. We are rushing towards the goal with full sails. Each ship has a status scale, which in turn displays a small red bar. If you overdo it with shelling, the ship will sink and then we will only get half of the cargo. If you don’t push it to the extreme, but stop fire in time, you can come close to the ship and begin boarding. While the pirates are trying to throw cables onto the enemy schooner, we will use the falconet near the helm. To complete an additional task, you need to kill three opponents with a gun. We move onto the enemy ship, deal with the remaining crew members and seize the ship.

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

Memory 4

"Under the Black Flag"

Let's go mining for metal. We use a telescope to find ships that carry the cargo we need. We will also need thirty bags of sugar. Above the ship's status scale is another small scale. After it is filled, a warship will come to the aid of the merchant ships. He is exceptionally prepared and can repel the most notorious pirates. Next step there will be an attack on a warship. Sooner or later he will find us himself. We don’t expose ourselves to rams, we actively fire from the side cannons, and then fire at vulnerable spots from the falconet. After capturing the ship, we return to Salt Key and bribe a local official to get rid of our bad reputation. We are purchasing another improvement for the Jackdaw - onboard guns. This time we'll do it from the ship's cabin.

Memory 5
"Sugar Cane Harvest"

Having secured the support of James Kidd, we will go to Peter Beckford’s man, who will lead us to one of the many plantations. James will turn right, and we will go forward and activate our eagle vision to recognize Attorney Beckford. We keep our distance and pursue the target, mingling with the crowd and hiding in the bushes if necessary. It is not necessary to enter the restricted area; we glance at the attorney and, as soon as the timer appears, we quickly return to the “Galka”.

Having taken the helm, we begin to pursue the target through the water. Having entered the restricted zone, we avoid collisions with enemy ships. We go around them a mile away, because no one knows in which direction they decide 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 while running. We disable the bell and get to the bushes near the target. Without leaving the marked area, we pursue the attorney. When he separates from the guard, ahead of him, we run to the bushes near the second bell. After the attorney reprimands the drunkard, we wait for him to leave and neutralize the enemy. The warehouse is locked, so we go to the tower and, using eagle vision, determine 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 warehouse doors and take a large amount of cargo.

Memory 6
"Good defense"

Before starting the task, we purchase an upgrade for the Jackdaw - heavy cannonballs for the onboard cannons. Ammunition can be purchased from harbor captains in the harbor. Together with Blackbeard we set off in search of the ship La Arca del Maestro. We get to the red zone and immediately go to the green. It will be difficult not to notice such a colossus. Its visibility range extends over hundreds of meters. Nevertheless, we use a spyglass and mark a level sixty battleship. We keep our distance from him and pursue him without colliding with other enemy ships.

Ahead of us, the ship is attacked by Charles Vane, an old acquaintance of Blackbeard. Having suffered a fiasco, La Arca del Maestro turns all its power against us too. We move around the territory with full sails, avoiding damage from mortars. Thanks to our high speed, we will be able to leave the shelling zones in time. Soon the Spanish ships will arrive. We destroy two of them with heavy cannonballs. To do this, we swim closer to the opponents and, without aiming, fire from the onboard cannons. Two more ships must be destroyed with one salvo from the onboard cannons. We leave the enemies with a minimum amount of health. The longer we hold down the aiming button, the more crowded the cannonballs will fly. Having taken aim, we shoot almost immediately in order to cover as large an area as possible and hit several enemies.

While we were fighting, the main ship managed to escape. And he headed to the island controlled by Julien Ducasse.

Memory 7

"Lonely Madman"

The team unanimously chooses to attack the Bay. Ducasse is also there. If you kill him, the other Templars will not know that we are alive. We swim to the dilapidated building and climb to the very top along the ledges on the walls and wooden fortifications. Once in the jungle, we walk along the path, silently neutralizing single enemies. Having reached the whole group, we move through the bushes on the left side. We climb the tree and move along it to the next area. Now we go along the right side. When the shooter on the tower turns away, we quickly jump over the stone and get out to the path that will lead us to the coast.

Along the coast we are free to act as we please. But, nevertheless, we try not to attract unnecessary attention and get to the ship without a crowd of guards behind us. We climb to the stern of the ship, deal with the enemies, and leave Ducasse for last. We'll knock him to the ground or push him away after a counterattack. Then we quickly climb up some hill and kill the enemy with hidden blades while jumping.

The present

Olivier wants to see us. Let's follow Melanie to the elevator. We go into the cabin, connect using the communicator and select the fifteenth floor - management. The bosses are planning to create a film about the life of Edward Kenway. In this regard, we are asked not to delay in opening all memories associated with the Observatory.

Upon returning to the elevator, John from the IT department contacts us. He asks to get a harmless file for him from the computer of one of the employees and give it to the courier. We go down to the second floor and, guided by the mini-map on the communicator, we get to our colleague’s office. We approach her workplace and connect with the Animus. To hack, it is necessary that the point we control be in the green circle. Not all lines end exactly on the green circle. By rotating the ball, we calculate a chain of lines along which we can get to the green circle. Then we spin up the point using it and download the necessary data. We go to the fifteenth floor - the hall. We go to the reception and give the information to the courier Rebecca. Having worked for the benefit of the assassins, we return to our workplace and continue studying Edward’s life.

Part 4
Great Inagua

March, 1716
Memory 1
"Old-Old Bay"

The bay is full of secrets and mysteries. We catch up with James and follow him deep into the jungle. We climb onto the stele and interact with it. We place the shadow on the stones according to the image. We jump down and dig up the treasure. The surprises didn't end there. We get to the cave, go upstairs and find ourselves in the house. Behind the bars is a suit. Five locks - five keys. We took one from Ducasse, the remaining four will have to be found on our own.

We go to the pier and meet with James. He promises to tell us more about the Observatory and arranges another meeting in Yucatan in exactly two weeks.

Memory 2

"Nothing is true..."

We go out into the open sea and go into the cabin. We are considering a map for organizing work for our own fleet. Open the “Southern Colonies of Britain”, select “First Case” and send any of the three ships in the flotilla on a mission. All of them are doomed to success with 100% probability.

Having landed on the shore, we search the chest behind the boulder on the right side. We climb up the ledges on the wall, hide in the bushes and, finding the right moment, knock out the assassins one by one without any weapons. We climb to the vantage point, synchronize and jump into the water. Hiding in the bushes, we knock out the last assassin standing by the path without using weapons. We move along the shore and at the other end we find a second chest.

Keeping to the left, we get to the checkpoint. We pass a few more points, continuing to move along the left side. Having reached the open area, we turn left and climb up the inclined wall. We neutralize all three assassins and search the third chest. We jump further, wait in the bushes for the moment when the two turn away, and neutralize them one by one. We move along the branches to the shooter. It is better not to touch him, but immediately move to the right side and bypass all subsequent opponents. Before reaching James, we turn left and run to the building. There is a chest to the right of it - search it.

Memory 3
"The Sage's Terrible Secret"

As it turned out, James is a member of the brotherhood of assassins. After talking with A-Tabai - the mentors of the assassins, we follow James. The only thing Edward liked about the assassins was their Creed - “Nothing is true, everything is permitted.” When the bridge collapses, we cling to the ledges on the left wall. We move to the right, grab the block, which falls down under our weight. We continue to run after Kidd. You'll also have to swim. Having dived, we follow the air scale. We climb up and begin to solve the riddle. We climb onto the green block and lower it into the blue area. We grab the central lever and make one rotation clockwise. The side mechanisms have one more colorless block. We hang on them and lift the red and blue blocks. Rotate the lever again until there is a red area under the red block. We lower the red block, after which one of the doors will open. We lower the blue block into the green area. Rotate the lever and raise the blocks so that the blue one is on the left and the green one is on the right. We rotate the lever and match the blocks into areas corresponding to their colors.

Behind the doors is a statue of the Sage's head. Edward recognized her as a man who had been captured by the Templars and who had subsequently managed to escape.

Memory 4
"Number superiority"

The Assassin camps came under the control of the Templars. They also captured the pirates of our team. We get a weapon - a blowpipe, which allows you to shoot two types of darts - with sleeping pills and berserker poison. The first type neutralizes opponents for a while. This time is enough to run up to the sedated enemy and finish him off. The second type of darts allows us, again, to persuade enemies to our side for a limited time. We aim, shoot and go down. We euthanize eight more in a similar manner. Berserker Venom is best used against top position shooters. In some cases you will have to act quickly: when prisoners are about to be executed, we use a blowpipe. We search the bodies to replenish the supply of darts.

Having freed the required number of prisoners, we observe the slave trader Laurens Prince. Returning to the "Galka", we take the helm and go out to the open sea.

Part 5

Nassau, Bahamas
January 1717

Governor Torres is going to visit Fort Cuba and personally pick up the accumulated gold. Before starting the task, we purchase improvements for the ship - mortar cannonballs. Strengthening the body won't hurt either. You can get the necessary materials by attacking enemy ships. Ammunition, as we remember, is purchased from port captains in the harbor. Also, valuable cores can be obtained in battle by capturing ships.

Memory 1
"Forts"

Having approached the fort, we destroy enemy ships and fortifications of the fort. We use mortar cannonballs against the latter. Next, we moor in the indicated area near the fort. We go upstairs, climb up the wall and, taking out a hidden blade, deal with the officer while running. We climb even higher, go to the headquarters, where we meet Torres. After the night when the Sage escaped, the Templars announced a reward for the capture of the fugitive. The gold in the fort is intended for Lawrence Prince, who has the Sage. The governor will help buy him out.

Memory 2
"The Traveling Trader"

Arriving in Kingston, we purchase smoke bombs from the merchant. We meet with Adewale and discuss the details of the deal. Nearby we notice Kidd, who arrived here with only one purpose - to kill Prince and Torres. We persuade him to delay this idea. First we need to make sure the Sage is safe. Having walked forward a little, we turn right, activate eagle vision and mark the targets. We follow them, trying not to come close. We encounter the guards on the stairs, use a smoke bomb and quickly deal with them. When the targets leave the restricted area, we run up to the cart with hay, use a smoke bomb and neutralize two more. Having gone down, we climb onto the roof of the house and destroy the shooter. There will be a sufficient number of shooters along the entire route to complete the additional task.

We continue to follow Prince and Torres. There will be two guards standing at the next passage. We use a smoke bomb and neutralize them. Soon a conversation eavesdropping zone will appear. We enter the restricted area through a gap in the fence. We hide in the bushes and, following the movements of the guards, quietly pursue our targets. Ahead of them, we climb onto the roof of the next house. We deal with the shooter and jump into the cart with hay in the restricted area. The deal fell through because Lawrence noticed that we were being followed. Having dealt with the guards, James decides to kill the slave trader. We cannot allow this to happen, so we rush in pursuit of the boy. We catch up with him and knock him down. We act proactively when Kidd begins to descend from the roof to the ground. At this moment, we press the “Take Down” button more often.

Memory 3
"Male Friendship"

We purchase both types of darts for the blowpipe from the merchant. James is waiting for us on the roof of the mill. We climb there from the side opposite to the blades. James turned out to be not James at all, but some girl. But more on that later, first you need to free the Sage. We jump into the haystack and get to the restricted area. Being in the thick grass, we shoot darts with berserker poison at the large guards. We fire darts with sleeping pills at the shooters on the towers. If there is not enough ammunition, then we search the bodies of neutralized enemies. The main task is to disable three bells.

We meet the girl at the gate. She will help us enter the mansion. We go around the house on the left side. While in the bushes, we attract the attention of the guards and neutralize them when they come closer. Nothing bad will happen if they do notice us. Having defeated the opponents, we climb onto the roof using the stairs on the wall of the house next to the gate. We jump into the haystack at the back of the mansion. We approach the gazebo, turn on eagle vision and kill Lawrence Prince.

Sage Roberts refuses to come with us. Moreover, he fired at the bell, and all the guards came running at the noise. We will not be able to fight against such numbers. We jump from the cart onto a tree and then continue to run along high points, avoiding clashes. After leaving the red zone, we get to the indicated point and hide in a cart with hay. Particularly curious people can come up and poke at the hay. We will promptly neutralize them. We communicate with Mary Reed, a girl who was hiding under the guise of James Kidd.

Part 6

Nassau, Bahamas
January, 1718

The King of England announced a pardon for all pirates, provided that they sign the appropriate agreement. The day is not far off when the troops will arrive on the island. We follow Blackbeard and discuss the disease that has swept the island. You can get medicine from sunken Spanish ships, but for this we need a diving bell. Its price is 5000 reais. You can collect the required amount, for example, by searching chests (out of every 100-500 reais) on the island, first synchronizing with the terrain at viewpoints, or by robbing ships at sea (selling sugar and rum). We purchase a diving bell from the harbor captain.

Memory 1
"Diving for Medicine"

We meet with friends at the site of the sinking of Spanish ships. Under the leadership of Beard, Steed also decided to become a pirate. We swim up to the wreckage, moor and lower the diving bell. Having dived, first of all we search three chests. Pay attention to the barrels of air. We swim up and interact with them to replenish our air supply. Open the hatch on board the left ship. We open the chest, take the bottle of medicine and swim through the vacated passage. Don't forget to swim to the air pocket, otherwise we won't have time to get to the exit. A strong stream of water will carry us forward. We try not to crash into obstacles while moving from side to side.

We get out into the open space, swim to the algae at the bottom and quickly move to the wreckage on the right side. We swim through them, turn right again and, hiding in the seaweed, move on to the next wreckage. We exit from the other side and immediately swim to the bottom of the bell in order to surface as quickly as possible. To complete an additional task, the sharks must not bite us. The medicine turned out to be spoiled, so you will have to look for it elsewhere before Blackbeard moves on to desperate actions.

Memory 2
"Devil's Advocate"

Before starting the task, we buy smoke bombs. Thatch did not wait and decided to attack the English frigate. We go to the indicated point in search of Blackbeard. Along the way, you need to save five survivors. Ahead is a restricted area and quite powerful enemy ships. If you are not confident in your abilities, then it is better to avoid them. Having reached the green zone, open the map and head to the central island. We leave the ship at the pier, swim to the shore and help our friend fight off the royal guards. We kill three, having previously stunned them with a smoke bomb. Having won, we take control of Beard’s ship.

The ship's insufficiently strong hull and slowness are compensated for by powerful triple salvo onboard guns. Before approaching the battleship, we avoid receiving damage from mortars. We try to position ourselves in such a way that we can constantly fire salvos from our onboard cannons. Having immobilized the enemy, we swim up to him and board him. We move along the mast to the other side and jump into the water. We go up to the deck and deal with the captain.

Memory 3

"The Siege of Charleston"

Before starting the task, we buy darts with sleeping pills. Steed acquired his own brig and set off to conquer the seas. Thatch has taken local residents hostage and demands ransom in the form of medicine from the Charleston authorities. He also sent his people to the governor for negotiations, but a week has passed and there is still no news from them. We are pursuing a gunboat in a restricted area. You don't have to swim after her. It's best to stay on the left side so as not to be exposed in front of the guard towers. We move at a minimum speed for greater maneuverability.

Having stopped, we disembark and get to the restricted area where the bell is located. We jump into the haystack and silently neutralize the enemy. We lure the one who will pass by by whistling. You can leave the rest alone, but simply get close to the bell, disable it and return to the ship.

We catch up with the gunboat and continue to follow it. Having landed for the second time, we run along the pier, then turn right and shoot a dart with a sleeping pill at the crocodile from the blowpipe. We remove the skin from the predator, climb up and move along the ledges to the right. We go down to the water, track the second crocodile and put it to sleep. Having crossed to the other side, we neutralize the guards or go around them by climbing up the boxes on the left side. We get to the next point. When the guards have finished speaking, one of them will go to the right. In a jump, we destroy two at once against the wall and deal with the third. We climb the wall, go down and go up again. We move to the cemetery, where, hiding in the bushes, we head to the listening area. We need to walk quite a bit, after which we rush in pursuit of the captain. At the moment when we begin to slide down in slow motion, press the jump button. Then, to save time, we go around the guards not from the right, but from the left. We deliver medicines and ingredients for their synthesis to Beard’s ship. We will have to return to the island without Thatch.

The present

Olivier is waiting for us in his office. We get to the elevator and go up to the fifteenth floor. John will contact us at the reception. Open the map and go to the camera control room. We connect to the system and start hacking. Numbers under the graphs: 2 - 5 - 7. Having overheard the conversation, we leave the room, turn left and get to the window. On the lift we get into Olivier’s office, go to his workplace and hack into the computer. We move the blue dot from the left side to the right, avoiding the red areas on the lines. After reading all the letters, we go out to the reception and take the elevator down to the hall, where, as usual, we transfer the data to the courier. We return to our workplace and connect to the Animus.

Part 7

Nassau, Bahamas

July, 1718
Memory 1
"We demand negotiations"

The day came when the royal troops entered the land of Nassau. Fulfilling the will of the king, Captain Woods Rogers called on the three pirates to come to negotiations. The only volunteer was Ben Hornigold. We activate eagle vision and mark all the main targets. Commodore Chamberlain is aggressive and believes that the pirates should be hanged immediately. We keep our distance, but do not let the pursued out of sight. We move along the roofs of houses, quickly destroying the gunners. Having reached the square, we jump into the cart with hay. We lure one guard by whistling, neutralize him and quickly catch up with the other. We climb onto the roof of the house on the left side. We destroy the shooter, move to the other side and jump into the haystack. When the group passes us, we move to the left and, passing between the houses, we rise higher. We hide in the bushes in front of the gate and wait until the targets enter the fort.

We move along the wall to the left. We jump from one tree to another and at the very end there will be a wall with small ledges. We climb up, move to the left, up again and, hanging on the ledge, throw the enemy down. Now we move to the right, rise even higher and throw two guards off the ledge one after another. In a jump we destroy two unsuspecting enemies. We jump into the cart with hay near the building. We neutralize the guard nearby. Now let's take care of the bell. First, let's track the movements of enemies on the mini-map. Having chosen the moment, we get close to the bell and disable it. Still remaining unnoticed, we get to Chamberlain’s plans and take them away. If necessary, you can hide in the bushes. The pirates still have time to think, but everyone has already decided for themselves what to do.

Memory 2
"Gunpowder Plot"

All routes from Nassau are blocked by the English flotilla. The only way to get through it is to make a firewall and direct it to the blockade. Wayne will get the resin, and we'll get the gunpowder. We purchase darts of all types. All gunpowder points are under heavy security. We use darts with berserker poison against gunners on towers and large opponents. In total you need to hit ten targets with any type of dart. The second optional objective is to kill the four guards one after another without interruption. To do this, we find the weakest enemies (without thugs and captains) and deal with them.

Memory 3
"Get Rid of the Commodore"

Chamberlain still won't calm down. He is about to order the sinking of the pirate ships without Governor Woods Rogers' knowledge. Let's follow the guards, who will lead us to the galleon where Chamberlain is located. We activate eagle vision and mark targets. We hide in the bushes, neutralize the enemy and move to the left side. We climb onto the roof of the house, move forward and hit the blowgun shooter with a dart containing a sleeping pill. Having left the restricted area, we continue the pursuit on the ground and, if something happens, we hide in the bushes.

Having gone down the stairs, we hide in the thick grass and wait for the thug coming towards us. We lure him in with a whistle and kill him. Next, we keep to the right and, being in the bushes, deal with the third guard near the tents. We get out to the shore on the right side and get to the ship. We go up to the stern. Chamberlain walks in a circle: from the stern to the middle of the deck. We destroy two opponents from the ledge, climb the mast and wait for the target. We attack Chamberlain in a jump.

Memory 4

"Bender"

We check the ammunition reserves of mortars and powder barrels. We are starting to implement the plan to break the blockade. We accompany the fireship and protect it from enemy attacks. We begin the attack with a salvo of mortars. With their help, it is necessary to sink three ships. Britons are weak, so the main thing is to calculate the blow correctly. Mortars fire with a delay, we take this into account when marking the firing zone. When the fireship encounters a blockade, the two ships will take noticeable damage. Avoiding mortar fire zones, we damage one of the ships to the point of boarding. We swim close to it, slow down, turn around with the stern and throw barrels of gunpowder until we completely destroy the ship. We leave the territory, rushing in full sail to the indicated point.

Part 8
Great Inagua

October, 1718
Memory 1
"Without pity"

Before starting the mission, we strengthen the ship’s hull and obtain heavy cannonballs and ammunition for mortars.

We learn from Blackbeard that Sage Roberts is on board the Princess. We notice a suspicious person in the crowd. We chase him, if necessary, hiding around corners or getting lost among people. The stranger turned out to be an informer who worked for the expedition hunting for Blackbeard. We constantly keep to the left and do not leave the eavesdropping zone. Along the way you need to kill four guards. All of them are well located near bushes along the entire route.

The stranger gives the signal to attack. We quickly get to the "Galka", take the helm and concentrate all our attention on the battleship. We fire from mortars and, getting closer, from onboard cannons with heavy cannonballs. We calculate the damage, since in order to complete the additional task, the ship must be put into a boarding state exclusively with the help of heavy cannonballs. During the boarding, Thatch is seriously wounded and then completely killed. They throw us overboard. We manage to swim to the “Galka” and leave the dangerous territory.

Memory 2
"Narcissistic Fools"

We purchase a modification for the “Jackdaw” - “Improved ram”. We capture the Cabo de Cruz fort - one of the closest to the starting point of the task.

We inform Vane about the death of Blackbeard. He became interested in the Observatory and revealed that the Princess, which carries Sage Roberts, was working for the Royal African Company. We follow Vane's galleon - it will lead us to the frigate "Royal Africa". We continue to move along the left side behind our ally. If you sail after the frigate, you will have to either maneuver or shoot the powder barrels in time. Soon Vane's galleon will become unusable and we will have to take all the people onto our ship. The fort will activate its guns and the additional task will be completed automatically. We accelerate and ram the enemy frigate. Having caused enough damage, we board him. We deal with the required number of opponents, climb the central mast and get to the flag along the side cables. Jack Rackham turned out to be a traitor. He persuaded all the people to take his side, and we were left on a dilapidated ship, without the ability to move by sea.

Memory 3

"On a Desert Island"

Weeks passed. Edward and Wayne found themselves on a desert island. The enmity between them intensified every day. Wayne was losing his mind and becoming more and more like a madman. He stole the food we got and quickly disappeared into the jungle. We climb to the viewpoint and synchronize with the terrain. We go deep into the island, move along the right side and along the branches we get to the Animus fragment. There's a black panther wandering around here somewhere. We attack it from above and remove the skin. We activate eagle vision to quickly find a predator. We go further away and come back here again and again until we get the required number of skins.

We catch up with Wayne, climb up to him along the ledges on the left side, synchronize with the terrain and take a leap of faith. Let's go downstream. We move along high points, otherwise we can fall into the mouth of a crocodile. Once again, having overtaken Wayne, we move from one shelter to another as he prepares to throw a bomb. We cross along the destroyed crossing. The third and final meeting will be decisive. We go around on the right side, still moving when the enemy throws a bomb. There is a vantage point next to Wayne - we climb onto it and attack. Of course, Kenway will not kill Vane. After all, he is the only one who did not betray us and remained true to his views on life.

Part 9

Great Inagua
May, 1719

Rackham was not able to control the ship and crew for long. Two months after he left us, he crawled to Nassau for a royal pardon. Mary and Adewale did an excellent job. They discovered the island where we are and rescued us.

Memory 1
"Just imagine"

The man from the African Company tells us that he has not seen the “Princess” for two months. Hornigold and Rogers were interested in her. We set out to find them. Before entering the restricted area, we purchase darts with berserker poison. We shoot them at large opponents and thereby destroy the required number of them. We disable the first bell, get to the second and, hiding in the bushes nearby, turn on eagle vision. The targets are between the houses - mark them. After they start moving and move away, we damage the second bell.

We follow Hornigold and Rogers, eavesdropping on their conversation. All Templars followed the standard blood donation procedure. You can monitor a person from the Observatory only after placing his blood in a special vessel. The targets will meet Torres in the restricted area. We walk parallel to them along the fence. Before reaching the corner, you still have to enter the territory. We neutralize opponents near the bushes. We go into the hangar, climb up the cart and kill the shooter on the left side. We get to the next hangar and complete the eavesdropping. Pirates captured the Princess. Hornigold sent his men after the Sage. We destroy the guards and leave the dangerous territory or use smoke bombs to escape without a fight.

Memory 2

"Trust is earned"

We set off for the coast of Africa and destroy five enemy ships. We moor at the shore and get to the indicated point, hiding from the guards in the bushes. We climb onto a stump, cling to a tree branch and jump over the gate. We meet Sage Roberts. Hornigold's men Burgis and Cockram must not have time to warn Hornigold about Roberts' escape.

At the fork we go left and hide in the bushes near the wall. We lure two guards by whistling and deal with them. Having passed through the gate, we take cover in a cart with hay and neutralize the enemy standing nearby. Two more will come here. As soon as they turn away, we approach them and kill them. We hide in the bushes on the left. We wait for the patrol and, again, as soon as the enemies turn away, we run up and deal with them. We go all the way to the cliff and immediately run to the shooters who are holding the pirates at gunpoint. We kill them, deal with the rest and free the hostages. We climb to the shooter's position. We neutralize the enemy and jump off the other side. We move along the cliff to the next place of execution. We try to act silently for as long as possible. We hide in the bushes and whistle to attract the attention of the guards. We run up to the shooters and quickly destroy them.

There are two ways down. We go down the left slope and run left. Once behind the houses, we move forward, hiding in the bushes and neutralizing the enemies one by one. We climb onto the roof of the last house. We activate eagle vision, mark targets and wait. They will disperse for a while and, as soon as they are next to each other again, we commit a double jump kill. We watch Roberts give an inspiring speech. Thanks to his oratorical abilities, the sailors recognize the Sage as a leader, and he becomes captain.

Part 10

Misterios

September, 1719
Memory 1
"Blackbeard's Gambit"

Before starting the task, we purchase darts with sleeping pills and berserker poison.

The sage agreed to indicate the coordinates of the Observatory, but first we must help him get crystal cubes with samples of Templar blood. Having met, we go to the green zone and, sailing across the bay, we find a Portuguese ship. Our task is to steal his flag unnoticed. We jump into the water and swim around to the right side of the ship. We climb up the shrouds (vertical gear) while no one is looking, and the mast. We neutralize both shooters using darts with sleeping pills. We climb to the top of the mast and lower the flag. We jump into the water and swim to the “Galka”.

With the Portuguese flag, no one will suspect us. We slow down and carefully go around enemy ships. Having reached the green zone, we find a certain chest, which probably contains what Roberts is interested in. We jump into the water and swim to the tower near the chest, keeping a distance from the shore. We especially keep an eye on the shooter on the tower. We float past him unnoticed and quickly hide in the bushes under the tower. We whistle to lure the guards nearby. Having dealt with them, we climb onto the tower and destroy the gunner. We search the chest, which turns out to be empty. We return to "Galka".

As before, no one should notice us. At slow speed we go around the ships on the right side. The prize is in the galleon. We jump into the water, swim to the shore on the right side and hide in the bushes near the stones. We watch the guards behind us and near the tower. When they begin to move away, we climb onto the stones, then onto the tree and along the branches we get to the tower. Having killed two shooters at once, we turn around, follow the branches to the left and follow the patrolmen. Having found the moment, we quickly go down and take cover in the bushes. There are guards at the passage, so we turn left and go down to the shore. We are waiting in the bow of the sunken ship. A single guard is constantly moving back and forth. We neutralize him with a dart containing sleeping pills. We run along the nose, jump down and hide in the bushes under the tower. All three guards nearby have their backs to us, so we calmly climb the tower and kill the gunner. We follow the captain and, when he has only a short distance to go to the middle of the deck, we use a bungee to move to the galleon and kill the target from the air. Only after the destruction of all enemy ships do we get to the indicated point.

Memory 2
"Murder and Mayhem"

Met with Roberts remarking that we were being followed by Captain Hornigold. Having entered the restricted zone, we swim to the green zone, avoiding detection by enemy ships. Hornigold's ship is unremarkable, so we study all the ships in the green zone with the help of a spyglass. Having found the desired target, we concentrate all our strength on it until more powerful ships arrive.

Benjamin holed up in a ruined building on a cliff. We get to the neighboring rock, climb to the top point and deal with the shooter. From here we jump onto the tree and move along the branches to the fortress. We run to the right side, go around the structure, neutralizing single opponents. We climb up (above Hornigold's level) and kill the target in a jump.

Memory 3

"Observatory"

The path to the Observatory lies through the jungle, which is under the control of the Guardians. They are in a state of high alert, so you can wait a while with the second additional task. However, if possible, we try to neutralize them quietly. We activate eagle vision and slowly move from one bush to another. We track down the Guardians, approach them from behind and deal with them without weapons. It is not forbidden to use a blowpipe with darts containing sleeping pills. Occasionally, opponents peek out from the bushes to inspect the territory. At this moment we are sitting motionless in the shelter. Having cleared three zones, we get to the cave. The enemies stopped hunting us. And now they behave like guards who can be lured into the bushes with an ordinary whistle. We move on to the last section of the jungle, where we will again have to be careful, and deal with the remaining Guardians. The Last Enemy hid in the bushes behind the stones near the entrance to the Observatory.

Roberts will open the passage and kill his henchmen. We select the box and follow the Sage. We get to the device, put the box next to it and after some simple steps, we observe those whose blood samples we have. Mary tries to recruit a girl who works at the tavern. Torres convinces Woods to take blood samples from high-ranking officials so they can be monitored later. Having shown the incredible capabilities of the Observatory, Roberts throws us into the water.

We turn around and climb up the ledges. Roberts took with him the skull, in which the vials of blood were supposed to be placed. Pay attention to the passage under the ceiling. We climb the walls to the right of the device. We move to the center, rise a little and press the jump button to push off and jump back. We move to the left until we reach the passage. Next, we roll down the slope, avoiding obstacles in the form of trees, and jump into the water. Swimming ashore, we head to Roberts’ team and, after a short resistance, we lose consciousness.

The present

Abstergo learned about the hacker and all employees were locked in rooms without the ability to move freely around the complex. In addition, Olivier also disappeared after the last meeting with shareholders in Chicago. During the hacks, we left traces, so we need to “clean up” the servers. John showed up just in time and provided us with Level 3 access. Open the mini-map and get to the security room. Hack the control panel. The numbers under the graphs: 7 - 5 - 3 - 7. We watch as John persuades Melanie to leave the server room. We go there and hack the control panel. Numbers under the graphs: 3 - 7 - 7 - 7. Let's start remote hacking. This mini-game is already familiar to us. We move the blue dot from the left side to the right along safe sections of the lines. We watch the introductory video of the future film about pirates. On the way back, Juno appears before us and asks us to revive her in a human body. We return to our room to continue our research.

Part 11

Port Royal, Jamaica
April, 1720

Roberts turned us over to the authorities. At the trial of Mary Read and Anne Bonnie Woods, Rogers and Torres ask for the location of the Observatory in exchange for release. The girls manage to delay their execution due to the fact that they are both pregnant.

Memory 1
Four months later...
"Suffering Worse than Death"

While inside the cage, press any button to distract the attention of two guards. At this moment, the unknown person deals with the third. The two will head towards the bushes. We rattle the cage again and wait for the enemies to be destroyed. A-Tabai turned out to be our savior. Now we need to rescue Anne and Mary. We climb onto the branch using the boxes and make our way through the trees into the restricted area. We jump into a haystack, wait for the enemy and neutralize him. We cross to the other side, hide in the bushes and attract the attention of our opponents by whistling. Having dealt with all the nearby enemies, we neutralize the bell. The bells will only appear on the mini-map after synchronizing with the terrain at the nearest viewpoint. Don't forget to search the bodies to replenish your dart supplies. We move along the right side and get to the guards who are discussing Rackham's death. Around the corner we find a cage containing the remains of Jack. We interact with it to partially complete an additional task.

Having made our way into the prison, we destroy the guards, activate eagle vision and discover Charles Vane. We get to the cells where Anne and Mary are. Mary has already given birth and feels very bad. We are trying to help her get to the exit. Unable to walk, Mary dies. We leave the prison and get to the ally.

Memory 2

"Fever"

Having gotten drunk, we try to take the skull from Roberts. Once in the water, we swim to the surface. We catch up and kill three targets. While on the ship, we continue to sail forward.

The next morning, Adewale discovers us on the shore. He decides to join the assassins and advises them to do the same.

Memory 3

"…Everything is allowed"

Having arrived on the island, we follow A-Tabai. The king's troops attacked the camp. We get a new weapon - shenbiao. After passing through two checkpoints, we climb the tree and use the shenbiao. Hold down the shoot button. Having grabbed the enemy, press the “backward” movement button to hang him up. We climb up again and repeat the murder using this method. Three more just need to be attracted. To do this, just press the shoot button. We get to the shore, kill the required number of enemies and the captain on the ship.

Let's visit Ann, whose child did not survive the birth.

Part 12
Il-a-Vash
May, 1721

Anne Bonny has become our new quartermaster. Kingston has unfinished business with Gov. Woods Rogers.

Memory 1
"The end of the governor"

We receive information from the assassin. Woods is at a political reception. Italian diplomat Ruggiero Ferraro is also scheduled to appear there. Having intercepted him, we will put on his robes and be able to enter the reception. We pass on a message for Caroline. We get to the port, activate eagle vision and mark the target. Ahead of the diplomat, we arrive in the restricted area and quickly climb onto the roof of the building. The target will stop right next to the hay. We jump into the haystack and neutralize Ruggiero.

After changing clothes, we go to the reception. We don't catch Woods' eye. We immediately turn left, go to the bench and sit on it. All we have to do is wait for the target to pass us by (and it will definitely pass) and deliver the decisive blow. Before dying, Woods reveals Roberts' location. We leave the restricted area, hide from our pursuers and get to the assassins’ office.

Memory 2
"Royal Failure"

Before starting the task, we upgrade the Jackdaw and purchase heavy cannonballs and ammunition for the mortar.

We jump into the water and swim to the shore. We go along the left side and notice powder barrels in front of the slope. There are several ways to attract the attention of enemies and undermine them all.

1. We hit one of the opponents with berserker poison. When others come running, we shoot at the barrel.
2. We run around the territory, collecting a large number of enemies behind us. We bring them to the place with the barrels, use a smoke bomb and, running further away, shoot at explosive objects.
3. We slowly make our way forward, shoot at barrels from afar and sit out in the bushes. We move to the next point where the barrels are located and perform similar actions.

We get to the green zone, activate eagle vision and find Roberts. Having run forward, we jump into the water and return to the “Galka”. We fire at “Royal Luck” with mortars. We go around the rocks on the right side, catch up with the galleon and continue the battle. We ignore the Spanish and English ships. We concentrate the attack only on the main target. We board the “Royal Luck”. We climb onto the mast above Bartholomew Roberts and, while holding down the shot button, grab him with the help of a shenbiao and press the “back” movement button.

Memory 3
"Bad Blood"

We use the skull to find Torres. We jump from the roof of the house into the green area and find El Tiburon. We pursue the goal, moving mainly along the roofs. When El Tiburon disappears into the fort, we jump onto the tree and cling to the block in the wall. We follow the shooter on the mini-map. As soon as he turns away, we pull ourselves up and deal with him. We destroy the rest of the guards nearby and jump on the stranger masquerading as Torres.

Only effective against El Tiburon firearms. First, we will reflect two of his shots, using the guards as “human shields”. Until we complete the additional task, we do nothing against them, but only repel their attacks. To replenish ammunition, interact with the boxes marked with green dots. Before this, in order to be incognito, we kill all opponents except El Tiburon. We reload the weapon, running away from the main enemy. Having won, we leave the territory of the fort and get to the assassins’ office. We learn that Torres went to the Observatory.

Memory 4

"Eternal Thorn"

Having reached the restricted area and being near the shore, we turn left and free the first two hostages. Returning back, we go into the cave. We go up the slope, then roll down another slope on the right side and free two more. We go upstairs and, guided by the mini-map, we get to the last three local residents.

We go to the observation room in the Observatory. The protection system was turned on. We wait a little, run forward and climb up. We deal with the two guards, then climb along the left or right side. We follow the shifting blocks and climb along their ledges to the very top. We jump over to the central beam, which will fall down. We kill four guards using the protection of the Observatory. To do this, we push them onto the emerging transparent walls. Next, we try to climb the blocks to Torres. Having fallen down, we move to the other side along the metal fortifications. We move to the right and at the same time rise higher and higher, avoiding dangerous areas. We jump over the blocks and use them to get to the central structure. We wait for her to move closer to Torres and launch an attack.

The present

John is trying to kill us. He is unhappy that Juno failed to inhabit our body. Security arrives in time and deals with John. After all the conversation, we return to the Animus.

Epilogue

Great Inagua
October, 1722

Caroline hid the birth of their common child from Edward for many years. The first meeting with my daughter took place in Greater Inagua. Then they went to England. There Edward met his soulmate, who gave birth to his son Haytham.

At first walkthrough Assassins Creed 4: Black Flag the action takes place at Cape Bonavista in June 1715. Once you reach the helm, stand behind it and learn how to control the ship's cannons. At this stage of the game, your task will be to sink enemy ships, after which you can watch a video.

You need to swim to the shore (hold Shift to move faster). On the shore, after a short video, you will need to find the escaped assassin, going up the path and running across the suspension bridge, crossing the stream and then climbing the wooden buildings, where you can perform one of the synchronizations, you will reach a cliff from which you can jump into the entrance. Swimming ashore we examine the dead, so here you can find a bottle with a letter and a chest with money. Next, along the wreckage of the ship sticking out of the water, we return to the depths of the island and, continuing to climb like Lara Croft through all sorts of wooden buildings, we again see the fleeing assassin. Having climbed onto the second tower by pressing E, we do another synchronization, after which we jump down again and pursue the assassin, and having caught up with him, we kill him and then watch the next video.

Next, when we see a schooner in the bay, we jump down from the waterfall. Once on land, it’s worth looking into the cave behind the waterfall, where you can find another chest. Having reached the beach, we free the merchant by killing the soldiers who caught him, after which we swim to the ship standing nearby. Once you reach the ship, take the helm. Use the S button to start moving, after which all you have to do is swim away from the island, maneuvering between the rocks and shallows.

Abstergo Entertainment

We follow the girl after listening to everything she says and receiving a tablet from her. Once in the elevator, activate it by pressing E and selecting the second floor and the studio of the “Sample 17” project. Next, we enter Animus Omega and continue playing the game for Edward Canway.

While viewing walkthrough video Assassins games Creed 4: Black Flag

Chapter 2
Memory 1. Happy Havana

The action takes place in Havana and Cuba in July 1715. At the beginning of the mission, you need to follow Steed Bonnet and go into the merchant's shop to evaluate weapons and other important things. In the shop you can buy English broadswords, after which you will need to climb to the top of the church, using the small windows located in its rear part. Catch up with the pickpocket, then deal with the Spanish soldiers and hurry to your destination - where Steed is already waiting for you. Watch the video.

Later, as you progress through the game, you will again have to engage in battle with enemies, and also learn new combat techniques. Use a smoke bomb, and then run and try to find a place where you can hide (for example, a well is suitable for this).

Memory 2. What about my sugar?

You need to go to Steed, who is on the pier, to talk to him. Then your hero will have to follow a couple of guards, carefully avoiding the places where the soldiers are hiding. Follow the captain from the place of execution so that, when the right moment comes, you can stun him and take possession of the keys. Next, you will need to buy the girls who are marked in blue, after which you must immediately head to the entrance to the prison. The corresponding button will help distract the guards. Go inside, go up the stairs and turn left to use the indicated door. Returning to Steed, watch the corresponding video.

Memory 3. Mr. Walpole, I presume?

Go to the governor's house to begin the task. Going out onto the terrace, you need to shoot six targets, and then talk to Dukas. Having killed any of the targets, your hero will have to jump into a haystack, and from there kill another. After entering the building, use the "X" button to attack one of the four targets that are located above. Without slowing down, strike your target. Hurry after the owners, and when you approach, press the button. Watch another video.

Memory 4. The Man Called the Sage

Go to the pier, following the yellow exclamation mark, to talk to the man. Stand up for Torres when he is attacked by assassins. To catch the Sage, you will need to rush across him, and then attack from above.

Memory 5. Any complaints?

Arriving at the meeting place with Steed, watch the video. Hidden among the bushes, whistle to attract the enemy and steal the key from him. Hurry to the place where the Sage is languishing in captivity.

Memory 6. Silver Fleet

Having thrown off the shackles, together with your comrade-in-arms, defeat all enemies and take away the weapons. Find the dungeon on the large ship and release all the prisoners (use the hatch located on the deck). Swim to the captain's ship to engage in a fight with the captain - during this fight you only have to use counterattacks and shoot with a pistol. There is no need to fight the whole flotilla - swim away from it. While driving, try to avoid typhoons.

Chapter 3
Memory 1. Newly made captain

At this stage of the game you need to swim to the island, leaving the ship on the water. Then hunt down a couple of ocelots and two iguanas and shoot or cut them down with sabers. His “eagle vision” will help your hero find the iguanas as quickly as possible. Make a holster and an item with your own hands that would increase health indicators. The Crafts tab will help you. Returning to the ship, talk with Adewale.

Memory 2. Recruitment opened

The story takes place in Nassau, Bahamas in September 1715. Go to the indicated point to chat with the pirates. Next, you will have to quickly move around the city and protect the pirates from the soldiers. The latter will have to be saved right at the gallows. When you're done, go to the bar to meet your friends.

Memory 3. Robbery and robbery

Hurry ashore to watch an important video. A red mark will appear on the mini-map and you will need to use the spyglass to see the ship. When you get closer, point the camera at the bow of the ship, take good aim and start shooting with the nipples. The ship will light up, which means it’s time for you to board it (follow the prompts on the screen). Having defeated all the enemies that your hero encounters at this stage of the game, you will be able to capture the ship. Immediately repair the Jackdaw and capture several more ships. Having collected the required amount of cargo, hurry to the green mark. Thus, you will find yourself in Salt Key, where you can purchase a new hull for the Jackdaw from the merchant.

Memory 4. Under the black flag

Not far from the shore you will notice a military brig - attack it. You may have to board another ship. Don't forget to use binoculars to look at ships' cargoes, and don't attack those that are carrying metal. Rush back to Salt Key and bribe the soldier who can be bribed. Return on board to change equipment. On the table on the right you will see a model of the ship - click on it. In the upgrades for the Jackdaw, find the onboard guns and buy them. After leaving the cabin, watch the video.

Memory 5. Sugar cane harvest

Swim to the island to talk with James Kidd. Follow him to find Attorney Beckford in the green area. Wait until the attorney boards the ship, and then hurry to the helm of the Jackdaw to continue spying on his ship. Just remember to avoid other vessels. Having moored near the shore, hurry to the point from which you can overhear the dialogue. Follow the attorney without leaving the listening area. Once you reach the warehouse, use your eagle vision to track the man with the key. Defeat him and take the key. Go to the warehouse to rob it, and the mission will be considered completed.

Memory 6. Good defense

Return to the ship to get to the marked island and talk to the pirates. Climb aboard again and move behind the battleship, trying to stay out of sight. Sink eight ships while avoiding mortars.

Memory 7. Lonely Madman

Having reached the island, start completing the task from the sea. Having climbed up, make your way through the jungle and eliminate the ship's captain (before this you need to track him down with the help of “eagle vision”).

Chapter 4. Retribution

Following the girl, take the elevator up to get into Olivier's office. Go down to your floor again and approach your colleague's terminal. You are about to connect to the data sphere. Start moving your avatar and do this until it quickly rotates around the green line. Go back and go down to the hall to give the data to the courier. Return back to your Animus. The action takes place in Great Inagua in March 1716.

Memory 1. Old, old bay

Follow James Kidd into the jungle to get to the very stones. Having climbed onto the stele, rotate the drawing so that it coincides with the other three that are painted on the pillars. Dig a hole in the indicated place, and then follow James again to explore Dukas's room. Return to the pier to talk with Kidd.

Memory 2. Nothing is true

At this stage of the game, you will again have to take the helm and take your ship out to the open sea. Go to the captain's cabin to take the map from the table and go to the fleet. Back at the helm, set a course for Tulum. Get to the checkpoint, making sure that no one notices your maneuvers. Talk to baby Kidd twice and watch the video.

Memory 3. The Sage's terrible secret

Continue following James until the bridge collapses. You will now be separated and will have to use the vines on the wall to the left to reach the stone block. Then walk along the water. Once you reach the lever, you will be able to turn the circle with blocks. Place each block on the sector that matches it in color. You can move blocks using two stones located on the sides. The right stone is down, and the left one is at the top - you need to place one or another colored block on it to make the stone go down. Do this as many times as needed.

Memory 4. Outnumbered

Follow James to rescue the fourteen hostages. When you shoot darts, aim first at the soldiers with guns. Use the dovecote to complete contracts to eliminate certain characters.

Later, as you progress through the game, you can talk to James, and then follow him to the door with holes. You can insert a previously found stone into one of these holes, and if you also find other stones, you will definitely be able to gain access to the luxurious treasures of antiquity.

Chapter 5

Memory 1. Fort

An additional task for completing this segment of the game: use a mortar to disable the fort, and also use special devices to destroy enemy officers.

Buy the mortar, then head to Nassau to watch the video. Returning to the ship, enter the battle. Shoot the fort with a mortar, and then hurry to the shore - once on land, you will need to cross the courtyard, turn right and kill the officer you see here.

Memory 2. Traveling Salesman

Additional task for completing this segment of the game: kill four gunners and five guards (deal with the latter using checkers).

Head to Kington and then head east along the beach for a long time. Talk to Adevale, and then follow your enemies directly to the exclusion zone. Turn right, go up the ramp and start moving along the rooftops. When the enemies go north, you can kill one of the gunners. Go through the thicket of trees, then hide behind the pipe and quickly eliminate the shooter.

When people appear in the garden, quickly jump down and start moving in a western direction. Climb the ladder, then climb the rope and kill another gunner. Jump down so that you fall into the hay, and then use the gap in the fence to get out of this place. In the hay, wait for the soldier whom you have to eliminate. And then, as you progress through the game, you will have to enter the building and, having climbed to the very top, move to another building. From here, jump down to deal with the remaining gunners.

When you notice a crowd of enemies, start throwing checkers at them. After that, all you have to do is catch up with Kidd and leave here with him.

Memory 3. Deserted

An additional task for completing this segment of the game: use two deadly darts on the Brutes, and two sleep darts on the gunners.

Continue towards the mill in Kingston. Immediately after synchronizing, talk to Kidd. Jump into the hay, and then quickly crawl forward, remembering to hide in the grass. Deal with one guard first, and then with the other (he is located near the fence). The gunner, who is located in the immediate vicinity of the tower, needs to be put to sleep. After which you can easily rip off the bell.

Hide in the hay, wait for enemies to approach you, and start killing. Walk up to the person who is in close proximity to the bell tower and whistle to get his attention. When he approaches, kill him. Your next victim at this stage of the game should be a sentry hiding in the bushes - climb over the fence to get him. Put the gunner in the adjacent tower to sleep. That's it, now you can break the bell!

Continue north until you reach a V-shaped tree. Here you must take the life of Brutus, who is at the basket, with the help of a poisoned dart. Move on to disable the last bell. Returning back, talk to Kidd, and then, after the corresponding video, hurry to the gate. There are thickets of bushes to your right - hide there to kill the second Brutus.

When a whole crowd of enemies is chasing you, it’s time to remember the cart that Edward told you about in the video. This cart will help you escape.

Chapter 6

Memory 1. Diving for medicine

An additional task for completing this section of the game: find three chests with jewelry and escape from the shark.

Once in Nassau, your hero will have to watch another video. After this, immediately go to your cabin, and do not forget to buy diving suit. Blackbird will be waiting for you off the coast of Florida, and after meeting him you will have to watch another video.

At the beginning of the next stage of the game, hurry to pick up the treasures. Then swim past the trunk and climb into the hole in the sunken ship. Take all the treasures from both this and the next sunken ship. Having reached the shining hatch, open it, after which you will be shown the following video. Swim quickly into the tunnel and climb into the air pocket to catch your breath. Dive into the water again, and try to go deeper into the algae to be guaranteed to hide from the shark. After taking two treasures, swim away.

Flashback 2. Devil's Advocate

An additional task for completing this segment of the game: save the five survivors and use checkers to eliminate the trio of guards.

Having climbed onto the pirate ship, which is now located in the Salty Lagoon, your hero will have to save those five who were lucky enough to survive. You will notice marked waypoints in the southeast of your map - be sure to visit each of them. After swimming around the land, help Blackbird. Use dynamite sticks to stun the soldiers who attack you - you must ensure the safety of your ally at all costs. When all enemies are destroyed, take a seat at the helm of the Queen Anne's Revenge ship and watch the video. At the final stage of passing this section of the game, you will have to act according to circumstances.

Memory 3. Siege of Charlestown

An additional task for completing this section of the game: use darts to put three crocodiles to sleep, and also get crocodile skin.

Get to the exclamation mark - you need to swim very quietly in the direction that the sign shows you. Once near the shore, go to the bell.

Here you will have to kill several guards, after which you need to climb into the hay cart and eliminate another one. Whistle so that the rest of the patrolmen will come to you, and you can kill them. If necessary, your hero will have to hide to let enemies pass by. Once near the bell, break it and hurry straight to the docks. Along the way, you will come across several crocodiles that will need to be euthanized (and one, moreover, skinned).

Move around the ship, following the direction indicated by the sign. Use the crates to go up and wait for the boat to come. A group of guards will block your path - you will have to eliminate them all. If the need arises, take cover behind the crates and let the enemies pass by.

After the alarm, the captain will start running, and you will have to chase him to complete this part of the game. Chase him for a while, and then, when no one can see you, kill him. That's it, the mission is now over.

Our days

IN this moment your hero has the opportunity to hack several computers that are located on this floor.

Go to the elevator, and then hurry to Olivier's office. After John contacts you, you will need to strictly follow all his instructions. When you complete the task, you will be given the opportunity to hack the video surveillance system. After watching the video, continue to act in accordance with John's orders. By hacking Olivier's personal computer, your hero will be able to gain access to all the information he is interested in. When you're done, you can leave - the mission is completed.

Chapter 7

Memory 1. We bet

Additional task for completing this section of the game: break the bell and destroy the three guards by hanging on the ledge.

After talking with the men in Nassau, begin the quest. After Wood Rogers returns, move along the alley until you see a staircase on your left - you need to climb it into the building. Stopping on the ledge, wait for the scout to approach you and kill him. Keep a close eye on the men - they need to be killed one by one as soon as someone moves away from general group. At the same time, don't forget to keep an eye on Rogers. You will have to chase this character across the rooftops. Not far from the fort, you need to hide in the rocks to wait until the group hides inside.

On the left side of the entrance to the fort there are suspended platforms, as well as trees, with the help of which you can get inside. Use this method, and most importantly, do not forget to deal with three guards along the way. After crossing the rampart, kill the gunner, and then whistle for another one to come up, and kill him too.

Further, as you progress through the game, you will need to go even lower to hide in the tall grass near the bell. As soon as the group of enemies near the bell is completely killed (alternatively, they can leave), immediately destroy it. When the job is done, hurry to a safe place.

Flashback 2. Gunpowder Plot

An additional task for completing this section of the game: kill four guards in a row, and also use ten flammable darts.

Rush to the exclamation point in Nassau to speak with Charles Vane and begin the walkthrough new mission. Now you can no longer avoid armed conflicts - put up a good fight to kill four people in a row and complete an additional task. You can do this as follows: select a large group of guards, throw a stick of dynamite at it (it can kill three people at once), and then engage hand-to-hand.

Before approaching the last powder keg, use ten new darts in a row to deal with the enemies.

Memory 3. Commodore Eighty-Six

An additional task for completing this section of the game: deal with three enemies in the pursuit zone, and also use a skill such as “air attack”.

Once in Nassau, walk towards the exclamation mark. Talk to Vane and proceed to the next task. Following the sign, get to the house, which is guarded by a group of people. Use the Eagle Vision skill to find all your opponents. When you notice a group of enemies heading straight towards you, hide on the roof so they can pass by.

When the enemies move south, go to the right side of the exclusion zone. Hide in the nearby bushes, lure the guard with your whistle and kill him. Deal with the second one in the same way and hurry into the rock. From this position you can easily observe the tent.

Check if everything is ready to eliminate the Commodore. Now you have a walk on the ship, during which you will need to climb the foremast and, having moved to the shrouds that are located at the stern, use an air attack to kill the Commodore.

Memory 4. Firebrand

An additional task for completing this segment of the game: use a mortar to disable three ships, and also sink a ship using fire barrels.

Returning to Nassau, talk to Vane on the beach and immediately begin completing the mission. Hurry after the Royal Phoenix ship - it is accompanied by heavy security, so you will have to deal with them first. Shoot three ships with a mortar, and throw a fire barrel at the fourth. Once the fireship is able to break through the Armada's defense line, the mission can be considered complete.

Chapter 8

Memory 1. Don't be careful

Additional task for completing this section of the game: use a heavy blow to deal with Manowar, and also kill four guards.

Rush to Abaco Island and then head to the point marked with an exclamation mark to watch a video. Approach first the man sitting on the bench, and then the man by the fire. Thanks to this, you will not be detected. Follow the last man to get to the next area. Having taken a suitable position, begin to eavesdrop on the conversations of passers-by.

Next, as you progress through the game, you must kill two guards by getting as close to them as possible. Go forward and then turn left, and when the guard follows you, kill him. Hurry into the yard to hide against the wall in the tall grass. After killing the next guard, use the ramp - it will help you climb the wall. Wait a bit and jump straight onto the flowers to get into the enemy camp.

Now your task is to cover a set distance in a certain period of time. And try to stay away from fires.

Once at the ship, hurry to set sail from the shore. Now you are facing a powerful blow to Manowar. Quickly walk along the side, turn around sharply and start shooting at the stern of the enemy ship. Having won, get on board and fight off your opponents for a while. After the video, go back to the ship and hurry to escape from the enemy fleet.

Flashback 2: Vain Bastard

An additional task for completing this segment of the game: disable the “Royal African Pearl” using a ram, and also, taking advantage of the fort’s defenses, deal with enemy ships.

Keep in mind that in order to complete the additional task, your hero must first capture the sea fort of Cabo De Cruz.

Go to the place marked with an exclamation mark to watch a video starring Vane. Establish surveillance of his ship "Royal African Pearl". Moreover, first of all, you should pay attention to the stern of the ship - use rotary cannons to destroy the barrels, and also do not hesitate to shoot with a mortar. And remember that it is advisable to damage the ship before leaving the bay in order to get a head start in time. Having rescued Vanya, shoot the Spanish ships (all but one). Then sail to the fort, and from there start shooting at the enemy ship.

Memory 3. Landing into the unknown

An additional task for completing this section of the game: get the skin of three animals and kill Vane from the air.

Vanya clearly feels out of place. And you must go to the bowsprit of the sunken ship and undergo synchronization. Walking to the beach, you can find several treasures, as well as a message in a bottle.

On the island you will meet a black jaguar that needs to be killed and skinned. Moreover, keep in mind that from time to time the beast will respawn.

When you deal with the jaguar, go south all the way to the stone wall. To get over it, you need to use a tree growing nearby or a vine. And behind the wall your hero will be able to discover several treasures.

After returning, you will find out that Vane left, but left a surprise for you. Go to the powder keg and there will be a second jaguar on the way. Kill him too and skin him, and you should do the same with the crocodile. Approaching Vanya, watch the video, after which you will have to kill this character too. Turn right and start moving along the blades. After synchronizing, jump on top of Van and finish him off from the air.

Chapter 9
Memory 1: Imagine my surprise...

Additional task for completing this segment of the game: kill four Brutes and disable two alarm bells. Your hero must move to Kingston, after which you will need to rush to the place marked with an exclamation mark and talk with a representative of the Royal African Company. Hide in the tall grass near the restriction zone and, one by one, luring out the guards, eliminate them. When all enemies are neutralized, your hero will be able to damage the bell. And then you should move southeast, towards the wall. The next bell tower is also guarded, so when you reach it, begin to act according to the already proven scheme. When you find yourself in the building, don't forget to grab the treasure, and then head west.

To finish off the Brutes, you must first hide in the grass. Let the enemy get closer, wait until he turns away and, jumping out of the grass, kill him. Using the same scheme, deal with the next enemy. But in order to cope with the third enemy, you will need to reach a two-story house located on the river bank. Neutralize the enemy hiding on the roof with a sleep dart. Go up to the roof yourself and use Eagle Vision to find Rogers and Hornigold. Follow them until the men turn south, then quickly overtake them and deftly climb the tree. You will need to jump from the tree straight into the hay. Through the wall, continue to watch your enemies. Hidden near the farm, eavesdrop on an important conversation.

Try to find a gap in the fence - with its help you can find yourself in the restricted area. Deal with the guard you see near the bushes, and quickly move on. While the second guard is in the barn, kill him too. Go up to the second floor of the barn to finish off the shooter. Hide among the boxes to wait until the next enemy turns his back to you, and then quickly eliminate him. After walking a little along the warehouse, watch the video. Later in the game, your task will be to quickly eliminate one enemy, and then rush to the dock to deal with the second. Moreover, for killing in the dock it will be most convenient to use smoke bomb, and when you do this the mission will end.

While viewing video walkthrough of the game Assassin's Creed 4: Black Flag To switch between videos, use the “Playlist” button...

Memory 2: Trust Earned

Additional task for completing this section of the game: deal with Burgess and Cockram, and then free two groups of pirates. On board your ship, head southeast (the location you need is marked with an exclamation mark) to begin the next mission. Five ships will try to block your path, and all of them will need to be sunk. Then go ashore and, remembering to go through the synchronization procedure, search the beach for treasure. Go to the designated point and you will meet two groups of hunters there. Having dealt with them, go to the camp to stock up on treasures and watch the next video.

In order to free the captured pirates, you need to deal with their guards - so feel free to make your way into the protected area. Just don't forget to pick up the treasures that are hidden in the western part of the island.

Having dealt with all the enemies located in the immediate vicinity of the treasure, deftly jump over the fence. Whistle for the guard to come closer and quickly kill him. This will need to be done with each of the overseers. As you approach the tower, use a dart to put the gunner to sleep. Then deal with the gunner on top, and after all these actions you will finally be able to free the pirates.

Another group of pirates is waiting for you near the rock. Use darts to defeat the enemies blocking your path. There will be no gunners here, so no problems are expected with the release of the pirates. Having climbed the tower, you will see the gunner - having dealt with him, you can quickly synchronize.

Jump down to begin your search for Cockrem. Moreover, when passing this stage of the game, try to act as quickly as possible. Hiding in a haystack, waylay the scout and kill him. Continue on until you reach the east coast. Before you reach the very last house, you will have to deal with several guards who will try to stop you. There is a tree growing near the house, hiding behind which you can waylay your enemies. Jumping on your opponents, quickly kill them both, and then run away to a safe place.

Chapter 10
Flashback 1: Black Bart's Gambit

An additional task for completing this section of the game: do not participate in open battles, and also finish off the captain with a rope. In the southwest of the island there is a place marked with an exclamation mark - go there. Find the princess's ship to begin the next mission. After passing the canal, you will find yourself at a Portuguese ship - here you will need to jump into the water and quietly swim forward. Go around the ship to the left and use the rope to climb onto its deck. Eliminate the first of the guards using a dart. Get to the flag, and then quickly return back to your ship.

Sail through the channel and find Nosso Señor. Wait until the guards and gunners appear on the shore, and then simply kill them with darts.

Follow the ship along the canal again. Jump into the water to get to dry land south coast. Be sure to eliminate the two guards that are patrolling the shore in this area. Get into the protected area. Use the Berserker Dart to kill the Brute near the tower. Go to the crooked tree to get as close to the tower as possible. From this position you will be able to eliminate a couple more guards.

Make sure no one sees you, and then jump into the water and move along the shoreline directly to the shipwreck. Climb onto the bowsprit of the sunken ship and shoot a sleep dart at the scout who is patrolling the area between the tower and where you are. Go up the stairs to get rid of the guards. Then carefully examine the ship, and you will understand that the captain will soon come on deck. Climb the rope and hide - the captain must come very close so that you can kill him.

Now you have a powerful flagship at your disposal, so other ships are no longer a threat. Just shoot all the enemies that you meet on the way to the designated point. Then watch the video and the mission will be completed.

Flashback 2: Murder and Beatdown

Additional task for completing this section of the game: stay away from Hornigold's henchmen, and kill this character from the air. With your own ship, move towards the area marked with an exclamation mark. From there, head northeast and sail to the large island, tracking the ship you are interested in. When the ship turns south, take your ship behind the peninsula and wait for the patrol vessel to approach from the eastern side. Next you will need to move along the coast. When you find yourself in the southern part of the northern island, head south again, and do not forget to look at the shore of the small island. Next, head north until you find Hornigold's ship (it's located north of the large island you saw earlier).

Having noticed the ship, gather yourself - at this stage of the game you will face a difficult battle. Then go on foot, not forgetting to kill the enemies that will meet you on the way. After finding the Mayan stele, you will have to figure out the puzzles carved into the stones. Kill the gunners and guards on the opposite bank, and then turn east. Walk towards the beach until you find the right stone, and then you need to approach the trees. Turning southwest, your hero will find another group of ruins. Clear the area of ​​enemies, and you must be especially careful with the gunner. Take two treasures from the temple by going down into the gorge from the south.

When you find yourself at a small island, Hornigold will be waiting for you here. Be as careful as possible - this is the only way you can cope with the additional task. Stay south of the ruins, remembering to hide and also put the Brutes and Scouts to sleep. Continue along the southern side of the island until you reach the temple, then go down to the bottom floor to collect the treasure. Having gone upstairs, finally find Hornigold and kill him from the air.

Memory 3: Observatory

An additional task for completing this section of the game: paralyze all the guards while they are unarmed, and then paralyze five in the protected area. Aboard your own boat, head to Long Bay (this location is now marked with an exclamation point). Go deeper into the jungle. You can kill enemies, or you can simply neutralize them. Hide in the bushes on the right side and use the Eagle Vision skill to detect all hidden enemies. Bring them out in formation of each one, and then continue using this skill. When you have completely cleared the area, go north to find the treasure. Now you will need to go back a little, jump into the water and go to the search area. Here, turn towards the bushes and immediately go right. And be careful, because you will have to meet with three guards. Use sleep darts and use the wooden platforms to cross the swamp. Put the first enemy to sleep, take out the second, and then use Eagle Vision to spot enemies to the north and west. All of them must be eliminated. You will find the last of the opponents in the east - kill him too.

Approach the caves, pass the village beach and go through the synchronization procedure. Once in the caves, take the most convenient position and deal with three enemies. Moreover, keep in mind that when opponents are sitting, you cannot attack them - make every enemy you are about to attack stand up. When you go a little further forward, you will have to face another pair of guards.

Further, in the process of passing the game, your hero will have to pass the topmost level. Use a sleep dart to take the gunner out of the game. When passing the bridge, you should carefully look at the opposite side - remember how many gunners there are and exactly how they stand. When you choose a suitable position, put them all to sleep. Then jump over the gap, deal with a couple of enemies and take possession of the treasure.

The gunners, who are one level lower, do not yet cause your hero any trouble. Therefore, go east to the very end, and then attack the enemy with a sleep dart. Immerse yourself in the input and from there knock out a couple more enemies, and defeat the remaining one in close combat. Now your hero is at almost the same point as when entering the cave, but he is lower in level.

Moving south, you can find a guard inside a small cave. When he turns away, kill him immediately. Once you go down, you will find yourself in the jungle, and you will need to turn on Eagle Vision. You will notice an enemy who is securely (as it seems to him) hidden in the bushes - you need to eliminate him. Next, move north, all the way to the waterfall, and when you approach it, turn left - there is another enemy there. Kill this enemy and you will gain unlimited access to treasure.

Next, during the mission, move south until you reach a new area. Here, patrols are constantly marching along the stone-paved road - if you stumble upon a patrol, kill the soldiers with stones or simply put them to sleep. When you reach the top point, synchronize. From here you will see one enemy that can be taken out from the air, and then another that also needs to be killed. When you deal with them, hurry to the Mayan stele.

Follow Robert through the laboratory and find the box. Watch the long video. Climb the stairs until you reach the very top. Now you won't be able to go back, so you'll have to turn north, climb the wall, and then jump down from it. Carefully slide down the rock and reach the group of pirates on the beach. That's all, you have completed the mission.

Nowadays

You will receive a message from John and Lemay, after which you will be able to freely walk around the neighborhood, hacking computers absolutely freely, and also taking notes from tables. Go to the room where the video surveillance is controlled and solve the puzzle by choosing the sequence 3 – 5 – 7 – 7. Go to the server room to hack the server - the combination 3 – 7 – 7 – 7 will help you here. By enabling remote access, you can obtain the necessary data. After this, all that remains is to watch the video and leave the room.

Chapter 11
Memory 1: Suffering without dying

An additional task for completing this section of the game: break three alarm bells and visit a couple of old friends. When the video ends, you will be able to act in one of two scenarios - take a wait-and-see attitude or attract the attention of the guard by rattling the bars. Whichever option you choose, as soon as the opportunity presents itself, immediately quickly run to the left to climb up the tree using the boxes. Jump into the large haystack from above and kill the guard who is just passing by. Wait until the captain and all the other guards turn away, then rush to the bell tower to break the first bell. Run away from there immediately, and do not forget to kill the guard - he is very dangerous for you. Once on the other side, quickly and trying not to attract attention to yourself, deal with a couple more guards.

You can kill all the guards in the area so that there is no one to raise the alarm, or simply hide the bodies of your victims - otherwise, you will be in danger. So decide for yourself whether to complete this mission in stealth mode or just destroy all enemies. The most important thing is don’t let any of your opponents get to the bell!

Turn southwest and reach the fence. After waiting for the patrol to approach, kill all the soldiers. Attack opponents only when they turn away - this is safer than attacking head-on. When you have dealt with all the enemies, go to the boxes and take the most comfortable position. Whistle to attract the guards' attention to kill them. You will find the last enemy near the bell - after you deal with him, you will need to quickly disable the bell.

Move straight ahead until you reach two guards - you need to wait for them to turn away. Immediately after this, rush into the bushes that are located north of the enemies. Wait until the opponents begin to disperse and kill the one who is closest to you. His friend will return soon - call the guard with a whistle to kill him. Returning back, you will meet a couple more guards - you need to deal with them using your uniform whistle and killer skills.

Go south until you find a cage containing Rackham's body. Once you get close, press the action button to deal with your secondary target. Climb the wall and from there move through the scaffolding in the direction of the bell. Looking north you will see a gunner. Wait until the enemy turns away and use the sleep dart.

Now the guards will approach you - you will need to kill them carefully and very quickly. Jump down onto the crates and run straight north past the sleeping gunner. Move along the wall until you reach the bushes. And don't forget to keep an eye out for the guard who is hiding in the ditch (look closely to spot him). Wait until the enemy turns away and kill him as quickly as possible. When you're done with this, hurry back to the bushes.

Further, as you progress through the game, you will need to pay attention to the eastern wall - your enemy has just turned away. Use the dart to get rid of it and hide in the bushes again. A patrol will walk by, and the soldiers will definitely notice the bodies of your victims and cause panic. Take advantage of this to destroy enemies one by one by throwing darts at them. Use the inner wall to climb up to the roof, go north a little, and then jump straight into the haystack.

The yard is full of guards, so you will have to make every effort to avoid their eyes. Wait until the bulk of the enemies leave, and only a few patrolmen will remain in the yard. By whistling, attract the attention of the nearest guard and, jumping out of the hay, kill him with lightning speed. When the courtyard is empty, make your way inside the prison.

Once in the corridor, turn right. Use the wall, use the whistle to attract the guards and kill them. You can do this in any way - choose the most convenient for yourself. When you've dealt with everyone, search the corner cameras to complete an additional task. Then move forward, killing all enemies that you meet on the way.

Memory 2: Delirium

When completing a new task, you must simply move along the marked points. Moreover, this chapter will be quite long, but extremely informative (after all, along the way you will have to watch a wide variety of videos). In general, everything will be quite simple - your hero will not even be required to use his combat skills or any special dodges.

Memory 3: Everything is allowed

Additional task for completing this section of the game: use the dart rope twice - to hang a couple of guards and to drag away three of them.

With your fast travel, you can be in Tulum in no time. The next mission will need to begin with a conversation with Adewale. Go ahead to watch the video and get your hands on one. unique weapon, like a rope-dart.

As you progress through this section of the game, you will constantly engage in short and heated battles. Move forward and, when you reach the enemies, use the rope dart to disable one of them - the rest can be dealt with in the usual way. In the second battle, you can use your new weapon on two enemies, and if you want to hang more enemies at once, go towards the beach to hide behind a tree. At this stage, you should complete all additional tasks of the mission, since in the future there will be no time left for this.

With the help of a rope-dart, you can quickly deal with the captain himself and his henchmen - this will require a minimum of time and effort.

Immediately after the beach and completing all the necessary additional tasks, go to the Spanish ships and, having dealt with the captain’s guards, kill him.

Chapter 12
Memory 1: The end of the governor

An additional task for completing this section of the game: kill the diplomat by unexpectedly jumping out of a haystack, and then finish off Rogers from a high ledge. Use the fast travel feature to find yourself in Kingston. Immediately go to the area marked with an exclamation mark to begin the mission. Move towards the market and you can find your target. Climb onto the roof of the building and start walking north. Here, on the very border with the protected area, there is a white tower - it is this that is your main goal. Try to get within about forty meters of the tower. Moreover, keep in mind that along the way you will have to face many obstacles, so it would be most advisable to move along the roofs. When you reach the end point, jump straight into the haystack. Wait until the diplomat stops next to the guard. Be careful - as soon as the guard turns away, you need to grab the diplomat and kill him. Watch the video and hurry to the designated point. On the veranda you must hide from Rogers, and then move onto the ledge and wait for this character to approach. When Rogers passes by, quickly jump on him and kill him to complete the additional task. Now hurry across the square to the designated point to complete the mission.

Memory 2: Royal Failure

An additional task for completing this section of the game: blow up the powder kegs to kill eight guards, and then use a rope dart to deal with Roberts. On your own ship, head towards the exclamation point. After that, go to Principe to begin the mission. First of all, you must break away from the pursuit. Then look to the left and you will see two powder kegs right on the slope. If you shoot one of them, a chain reaction will set everything around on fire and kill many of your enemies - so wait for as many of them to gather as possible. You should use berserker darts against the remaining opponents so that they fight each other and do all the work for you.

Go behind the house and go to the very top. Carefully examine the surroundings to find Brutes and a powder keg. Use darts against enemies, but don’t touch the barrel yet - wait until a large squad of enemies approaches it. After exploding the barrel, finish off all the survivors with darts, and then hurry back to the position.

It should be noted that when completing this mission you do not have to remain invisible and silent. But it’s better not to forget about precautions, because otherwise you will be constantly attacked and you will have to spend a lot of time and effort to fight off everyone. Although, decide for yourself - perhaps it will be even more convenient for you to finish off more opponents now, rather than putting it off until later.

As soon as you spot Roberts, rush towards him. True, the enemy will be able to escape on his ship, and you will have to fight with a whole crowd of his guards. It is almost impossible to deal with them in close combat, so it is better to throw a stick of dynamite at your opponents and quickly climb the tree. You will need to jump from the tree into the water and maximum speed swim to your ship - if you do not meet the deadline, you will lose.

You can simply start firing at the enemy ship with all your guns until you kill Roberts. However, in this case, you will not be able to complete the additional task. Therefore, proceed as follows - shoot until the ship slows down and most of its defenders are killed. At this moment, British ships will approach you, and your hero will have to quickly, quickly climb onto the mast in order to then climb aboard Roberts' ship. Then you just need to use a rope dart to deal with your main enemy.

Flashback 3: Bad Blood

Additional task for completing this part of the game: try to stay as far away from the combat zone as possible, and also use a couple of guards as a human shield. Using the fast travel function, go to Havana. Here you must approach the assassin to begin the mission.

Try not to engage in open battles, because otherwise you will not be able to complete the additional task, and, moreover, you will waste quite a lot of time. It’s better to start moving along the roofs, and neutralize the first gunner you come across on the road with the help of a sleepy dart. Shoot the gunner and carefully examine all the roofs in the area of ​​the main area. Your main goal at this stage of the game is Tiburona.

Your hero will need to retreat along the same route that brought him here. As soon as the enemies turn east, hide on the roof and let them pass ahead. Then jump down and follow the opponents. Having dealt with the first gunner, put his partner to sleep. You will have to do the same in the northeast, and then go north and do not forget to put the scout and gunner hiding on the roof to sleep. Tiburon is already entering the fort.

Trying not to be seen by enemies, go to the trees located on the outside of the wall. Carefully climb up and, as soon as the enemy turns away, jump and kill him. In the southern part of the fortress there is a scout who can be shot down with a sleep dart. Go around the fort and do the same on the north side. After that, jump straight into the fort.

Further in the process of passing the game you will have to enter into battle with Tiburon. Moreover, you can actively use this enemy’s numerous allies as human shields. This way, you will cope with the additional task, and most importantly, you will be able to effectively save time. When you get as close to Tiburon as possible, kill him. After watching the video, hurry up to escape from the crime scene and hide well. The best thing to do is to run to the shore, jump into the water and swim to your ship - this way you will not only be safe, but you will also be able to immediately leave for your next destination.

Memory 4: Eternal Thorn

Additional task for completing this segment of the game: free seven hostages, kill four guards using the defense of the observatory. When completing this mission you will have to go to Long Bay. However, be careful, as your path will be blocked by Manowar ships, which are widely known for their combat power. So your hero won’t be able to calmly land on shore - it would be better to jump into the water and get to the beach. Complete the synchronization procedure and search the southern part of the beach to claim the treasure. Next, your task will be to explore the jungle in search of target points.

If you don't have the necessary ammunition in your arsenal, you'll have to turn into a marauder for a while. And when you have everything you need, hurry to the limited area. Here you will see a burning village - ignore it (just like the cave located nearby). After jumping into the water, you will see a trio of opponents right in front of you - use sleepy darts against them. Head back to visit the cave. Just prepare sleepy darts in advance, since here you will have to meet with a couple of scouts and one gunner at the same time. Go right and down to cross a small bridge. Kill a few more enemies to free the hostages, and then go to the observatory.

Near the observatory you will have to run a little on the moving platforms (this way you will go up). Once in the middle, you will encounter a whole squad of Spanish soldiers, and in order to continue moving, you will have to kill them all. The most important thing for you now is to get to the ledge located above the entrance deeper into the cave.

At that point in the mission, when you finally reach a steep area, enemy soldiers (of which there are a lot here, by the way) will suddenly become invisible. The reason for this is that you managed to get inside the structure, while the opponents remained outside. Now your hero can easily use the defensive weapons of the captured observatory to solve his problems. Thus, you complete an additional task, but remember that in the fight against opponents you can use not only the observatory’s guns, but also your own arsenal of ammunition (for example, sticks of dynamite will be quite effective).

The final goal of this stage of the game is already in front of you! Walk first along the moving platform, and then along the wall. Your hero will notice Torres in the very top corner - you need to finish him off from the air, and the mission will be over. So gather your strength and complete the task quickly, clearly and accurately - be careful, because you are already at the finishing stage.

That's all - Torres is dead, and your mission is over. Moreover, the passage of the exciting and dynamic game Assassin’s Creed 4, one of the most interesting games in the Assassin’s Creed series, also ended with him.

Walkthrough of Assassin's Creed IV Black Flag - 10

MEMORY 10
Blackbeard's Gambit


Exercise: In search of a certain Bartholomew Roberts, Edward is forced to pass by the Portuguese fleet in order to infiltrate one of the ships. Secondary task: Avoid hassles. Use the bungee to kill the captain. Before starting the mission, be sure to replenish your supply of darts. The entire mission will need to be completed in stealth mode. Taking the flag will be quite simple - we will only neutralize two gunners. Climb up the opposite side of the ship and, following the approach of the patrolman on deck, climb the ropes to the very top. Use hidden blades to kill the first gunner, and you can put the second one to sleep. Steal the flag and leave the ship. After jumping into the water, immediately dive into the depths so that you do not get burned.


In the next part of the mission we have to steal the contents of the chest. Swim to the reeds and run across into the dense thickets on the opposite side. On this side of the coast you don’t have to touch anyone at all. Sneak through the bushes to a large stone - behind it there will be a fairly open space. You don’t have to pay much attention to the guards on the right - run behind them to the shore and hide in the bushes growing right behind the rock.


Already here it will be much more difficult to get through only in stealth, so in order not to risk the success of our mission, you can get a little smart and use berserker poison on those who can burn us. Be sure to eliminate the gunner on the tower next to the chest - he can see you when you jump on Jackdaw. In the final part, you will need to eliminate two gunners on the tower. On the one closest to us there will be not just one gunner, but in company with a dodger. In order not to linger too long, use berserker poison on them. As soon as you jump off the ship, swim to the large boulder. Being behind him, we can quietly neutralize with darts everyone who can notice us. Next, run along the coastline and climb onto the bow of the collapsed ship. From this position you can easily eliminate the second gunner.



Now the most important thing is not to mess up - if you fail to kill the captain from the rope, you will have to completely replay the mission. For Edward to accidentally jump not for that I recommend putting some of the guards who are dangerously close to the captain to sleep, and only then jumping onto the rope. After this, escape on the flagship.

Murder and Mayhem


Exercise: Edward is forced to track down and attempt to kill his longtime friend Benjamin Hornigold to prevent him from finding the Observatory. Secondary task: Find Hornigold while avoiding confrontations. Kill Hornigold in the air. The mission is quite simple and everything is as always. If you are too lazy to look for “Benjamin” in the red area, you can see where to swim in the screenshot. There will be plenty of small ships here and they will strive to settle in behind. Therefore, in order not to disrupt synchronization, try not to fall into their field of view and maneuver in every possible way. Also, don't forget to use the mini-map.


After we get into his field of vision, a small chase will begin. If you don’t want to drag out the battle too much, use mortars. As soon as the schooner catches fire, it will land on the island. Benjamin will climb the highest tower, surrounding himself with red uniforms - you can only approach him by walking along the tree trunks on the opposite hill, where the second tower is located. Therefore, we purposefully rush there. Along the water, go around the beach on the right side and, running across to the other side of the beach, we climb up the hill along the ledges in the wall. Take down everyone who can see the tree trunk and then run along the branches to the second tower. From the bushes, neutralize everyone who can burn us and climb the ledges to the very top. Well, then you yourself know what needs to be done.



Observatory


Exercise: Edward and Bartholomew Roberts battle their way through the treacherous jungle to reach the entrance to the Observatory. Secondary task: Defuse all Guardians while unarmed. Neutralize guards from the surveillance zone 5 times. In this mission we will learn what the “cubes” with drops of blood are for and see in practice what the Observatory is capable of. So, based on the first condition, we will need to clear several green zones from all the Guardians, but not kill anyone - we are allowed to use fists and darts with sleeping pills. The guardians of the creature are quite insidious and know how to hide in dense thickets - use eagle vision to see them. It is impossible to sneak up on them when they are sitting in the grass, so you can fulfill the second condition after passing the waterfall while being in their mini-settlement - that’s where you can drag many of them into the vegetation. As soon as you reach the settlement, you will immediately see one of the guards near the nearest bushes - lure him with a whistle and boldly drag him into your green surveillance zone. After this, I strongly advise against jumping over the boards to the pair that stands opposite - I don’t know if this is a bug or something else, but when you jump over to them, the outermost Guardian automatically turns his head when we approach and makes noise. Therefore, jump down and calmly neutralize the patrolling Indian from the bushes - two are ready.

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 take a seat at the helm and figure out the controls. Scheme for maneuvering in battle: fire a salvo from your own side and do not expose yourself to someone else’s. A useful maneuver is to line up enemy ships relative to your shot. We destroy enemy ships.

A fire on Edward's ship causes the gunpowder reserves to explode, so all that remains is to abandon the ship and swim to shore. After being rescued from a burning ship, Edward Canway, along with another survivor - an assassin - come to their senses on the shore. Negotiations escalate into a skirmish and the assassin hides in the thickets.

We chase him through the thickets and over suspension bridges. We find the synchronization point (the nearest one is a cascade of wooden structures reminiscent of homemade scaffolding). We synchronize at the top point. In addition to the assassin, we also see treasure chests (which can be “stealed” or “looted”), a Mayan stele, animals from whose skins and bones a character can be upgraded using the “craft” option, and an unknown ship in coastal waters. That is, we can combine completing the pursuit task with receiving various bonuses.

After the assassin we caught up with starts shooting back, the task of “catching up” will be replaced by the task of “killing”, which will not be difficult with minimal skill. After searching the corpse, we take 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: get to Havana. Earlier (at the synchronization point) we discovered a ship in coastal waters. Upon a quick inspection, we understand that the ship is civilian; on the shore, the owner and crew were captured by armed soldiers, and it would be somewhat reckless to attack them head-on. Hiding in the bushes, passing through an open area out of sight of the guards, we eliminate the guard soldiers one by one, calling them with a whistle (key “E”) - this skill will be indispensable throughout the game. As a result, a separate trinity will remain and you can sneak up from behind and destroy the latter. (The safer option is to lure one into the bushes, appearing in an open area while the other two are looking away, and then finish off the remaining pair).

The 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 we have no chance in any battle. Therefore, carefully, avoiding reefs and shoals, at the maximum speed possible for our control technology (Shift for acceleration), we move towards the final point in the plot - Havana.

"Abstergo", present day

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

II. Havana, Cuba

Memory 1. Bustling Havana

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

Bonnet manages to disappear from sight, but standard synchronization on the nearest tower will help 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. The additional task is a little more difficult: catch up with the thief, preventing him from climbing the building (otherwise the additional mission will be impossible) and neutralize him without killing him (“E”).

We return to Steed’s tavern and arrange a light brawl, practicing hand-to-hand combat skills (try different key combinations: “E”, “E+E”, “E+Space”, while simultaneously working with the “mouse”). When the guards appear, using a smoke grenade (“6”, “F”) we 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. What about my sugar?

The maps that Edward had hoped to sell to the governor ended up in the hands of the guards, and Steed lost his goods. Returning what was honestly stolen is a matter of honor and plot development.

Using “eagle vision” (“V”) we identify guards (highlighted in yellow), tracking whom will lead us to the intended goal. We begin the pursuit, trying not to catch the patrol's eye. We go around the blocks that we cannot pass through and watch for the guards we are looking for 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 (by hiding among the “harem” we can remain unnoticed) and to complete an additional task.

Hiding in the middle of the camp we hired, we eavesdrop on 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. The easiest way to seize the key we need from him is to lie in wait when the captain leaves the “red” zone. We follow him unnoticed, searching his pockets (“E”).

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

Memory 3. Mr. Walpole, I presume?

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

After the shooting, we will be asked to demonstrate “assassin” skills using hidden blades. We will “kill” mannequins in a variety of ways: “simply”, from a stack, from around a corner, while jumping from a roof and while running (“Shift”). Afterwards, the Templars will take us to the governor, where we can pick the pockets of the benefactors (“E”) when they bend over the map (additional task).

Memory 4. His name is the Sage

To brighten up the time while waiting for a well-deserved reward, we help transport a certain Sage, who is the “key” to the secret Observatory.

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

Finally: catch the guard who escaped in the confusion (you can catch him on the roofs, although it’s easier to “sit” below). But it’s 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 proven pattern, we call with a whistle and kill three guards (at the same time we also complete an additional task). With “eagle vision” we identify the keeper of the key, in a similar way we call him and “clean” his pockets.

In order for the second additional task to be completed, we do not engage in open battle: incognito mode, we hide in the bushes. We eliminate the patrolmen near the house and on the wall. A sniper, whose vision is better than that of ordinary guards, can also be eliminated, but this process is quite boring and is not part of the necessary tasks. The easiest way is to climb over the fence or jump into the yard from a tree when his back is turned. In the courtyard we climb up the cart and unlock the door behind which the Sage is languishing.

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

Memory 6. Silver Fleet

Edward and his fellow sufferer Adewale are chained in the hold, we free ourselves (press the button).

We remove the blocks and 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 take our equipment from the table. The path to freedom is open, but without a worthy team, Edward and his comrade will not be able to cope with the ship, which still needs to be captured.

We get out onto the deck through the hatch. The flotilla consists of five ships, each of which contains captured pirates. Although 18 people are enough for a 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 ships along the masts or by swimming, eliminating the guards using standard methods or passing secretly, we free the pirates. And only after this (otherwise failure of the mission!) we capture the marked ship (special attention to the captain - the most dangerous, especially in close combat) and take the helm.

We raise all sails and escape from the pursuit of the enemy flotilla - we have captured the fastest ship. The advantage in firepower is not on our side, so we leave at maximum speed, firing back whenever possible. We are closely monitoring the “rogue 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, avoiding hurricanes that can cause damage in the area highlighted in yellow on the minimap.

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

III. Nassau, Bahamas

Memory 1. That Captain Tyro

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

The purpose of the hunt is to make holsters and armbands. The “Crafts” menu will show that we only need to get a couple of iguana and ocelot skins. We synchronize at the nearest altitude and track animals with “eagle vision.” If we shoot one of the iguanas with a pistol and jump on top of one of the ocelots, an additional task will be completed.

After the four harvested carcasses are butchered, in the “Crafts” menu we create a holster and armbands that improve health. We return on board and head for the Bahamas.

Memory 2. Recruiting recruits

The Jackdaw's crew is sufficient for sea crossings, but it is too small for boarding operations. In the tavern we receive an offer to free the pirates who are being held throughout the city.

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

After a sufficient number of pirates have been hired, we move to the square. There is no need to kill the guards; we complete the additional task by breaking the gallows rope, which can be done from almost anywhere (from behind the “red zone” or from the crowd). The crew is complete, we return to the tavern.

Memory 3. Trophies and loot

We learn the basics of ship robbery using boarding under the strict guidance of Ben Hornigold. We go out into the open sea and use the spyglass to find (“E”) a suitable victim. We determine the military power of the attacked ship and the resources being transported, which will be useful for completing the additional task of capturing twenty boxes of rum. The number of boardings and time are not limited.

We get close to the victim at shooting distance, cause damage that causes the ship to drift (we don’t finish it off, otherwise we’ll only get half the cargo). When the “hook” sign appears, we come close to the burning ship and begin boarding (“S”). We repeat the action according to the algorithm as many times as necessary. To complete the second additional task, before one of the grabs (before pressing “S”-boarding) from falconets - light guns 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 by purchasing hull armor.

Memory 4. Raise Black Jack

Another battle for resources, this time - 70 conventional units of metal and to complete one of the additional tasks - 30 boxes of sugar. We raise the pirate flag, use a spyglass to find the resources we need, then board the ship after preliminary artillery preparation.

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

In the port, to restore our reputation, we bribe the officer, rearm the Galka, purchasing onboard salvo guns.

Memory 5. Sugar cane harvest

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

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

We conduct sea pursuit secretly. To avoid attacks by enemy ships, we monitor the direction of the enemy’s movement and avoid the “yellow zones” (visibility zone) on the map. Having escorted the agent to the island, we moor a little further away and again, while the timer is ticking, we approach the attorney on land in order to eavesdrop, hiding in the bushes, information about the location of the warehouse. Afterwards, we can begin to complete one of the additional tasks to destroy two signal bells (there is only one guard near each of the bells).

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 secretly, if we are suddenly noticed, we run away (not to get into skirmishes is the second additional task). We get the key, go to the warehouse and clean everything up.

Memory 6: Proper Defense

Information has been received about a large military galleon on which one of the Templars' acquaintances (Ducasse) is traveling. Together with Blackbeard, we begin a serious hunt, purchasing additional serious weapons - heavy cannonballs for onboard guns.

We go out to the open sea and use the minimap to find the largest ship (La Arca del Maestro), the viewing radius (the “yellow” zone) of this monster will not allow us to make a mistake. But let’s check ourselves by using a telescope.

We follow the ship with full sails, staying out of its visibility zone and not getting involved in skirmishes with other enemy ships until our pirate allies attack the galleon from the flanks. We line up close to it “at the tail” - the galleon’s heavy guns 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 assist the galleon. We shoot this squadron, not paying attention to the galleon (it will stop shooting at us). For more fun, we do two additional tasks along the way. First, we send two ships to the bottom with heavy cannonballs (a “heavy” shot is a regular shot “without aiming”). Secondly, having knocked out a couple of “babies” to minimum health, we maneuver them, placing them in a line and simultaneously sending them to the bottom with one “regular” shot. The main thing is not to confuse which ships to destroy in what way.

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

Memory 7. The only crazy person

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

We go through the jungle (for additional tasks - we do not 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. If possible, we also try (here there is no need for this) to pass through the settlement secretly - there are a lot of guards there, but “whistles” are not forbidden. As an option, we set fire to barrels in the center of the village and walk to the coast while the guards admire the fireworks.

We go out to the bay. We remove the sentry on the pier, sail to the galleon (by diving, you can hide from the guards). First, using “eagle vision” from a log sticking out in the water, we determine our target. We enter the ship via ropes and, in order to kill Julien Ducasse “beautifully” (additional task), we climb onto the mast, which is not high enough for a jump kill. We sit on the Templar - he will definitely pass under us, as he moves along the ship.

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

"Abstergo", present day

Let's go get the secretary until we receive an offer from IT specialist John to hack the computer and leak the required file to the courier. We do what they ask. Using the minimap as a guide, we enter the desired office. Hacking a computer in Absterge means solving a puzzle involving placing a point we control in a green circle.

We merge the file with 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 work with Baba Yaga’s ball) to the Mayan stele. Let's solve another children's puzzle. The island, including the Templar estate, is completely at our disposal. We slowly dig for treasure-artifacts, look at maps, match the lock to the key; there are not enough keys yet.

Maya stelae_xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Memory 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 begin the search.

In terms of combat, assassins are “cooler” than ordinary guard soldiers and we cannot be noticed (incognito mode!);

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

As soon as we approach Kidd, the mission will end, so while we have not completed other matters, we will bypass James.

We carefully stack the assassins (bushes, whistle, melee). Having knocked out three of them, we close the additional mission. We go around the sniper, following the direction of his gaze. Along the way, we look for chests (four of them were spotted from the synchronization point), steal or rob - additional mission (the last chest is not far from Kidd, be careful!).

We are localizing James Kidd, who is not simple and is associated with assassins.

Memory 3. Sage's Secret

We follow James along the usual obstacle course. We go around the place where the bridge collapsed after James along the mossy wall on the left; a 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 completed another puzzle.

Memory 4. Capture and numerical superiority

Once again we rescue the hostages (14 people), the hostages are divided into small guarded groups. Both the assassins and the team are captured. The release technique was worked out, but we repeat: incognito mode, special attention to the shooters guarding the prisoners. We remove them carefully and quickly so that they do not have time to harm the protected persons.

On the plus side: we were given a tube for shooting darts, sleeping pills and berserker poison. The first ones make you fall asleep for seconds, the second ones destroy those nearby. We do not spare darts - they are easy to replenish by searching the pockets of the darts of those killed. As an additional task: we put eight guards to sleep (it’s better to immediately finish off those who have been put to sleep before they wake up), we poison two (better than the strongest ones, so that they inflict maximum damage on those around them).

As soon as we free the fourteenth hostage, the mission will end, so we are monitoring whether everything was accomplished as planned. Upon completion, we leave by sea to Nassau.

V. Nassau, Bahamas

Memory 1. Forts

First, let's 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 located nearby can be either sunk or left for boarding as a resource for repairing the Jackdaw. We destroy one of the towers of the coastal fortification with mortar cannonballs (“Q” - activation) - an additional task, the other can also be used with ordinary ones.

We come closer to the shore, swim to it, climb the walls. Without wasting time, we run (“Shift”) to the officer, without stopping, we kill him with a blade (additional task). You can also beat the guards you meet along the way, but there is no particular need for this, other than training.

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

Memory 2. Salesman

We replenish the supply of smoke grenades, if by chance we have not done this earlier. We follow Torres and Prince, who presumably has the Sage. Along the way, we kill four shooters on the roofs (additional mission). It is not necessary to kill them immediately and in a row, but there are slightly more shooters than required in this mission, it is important not to miss them.

To complete the second additional task, we jam the guards (“6”, “F”) with smoke grenades and finish them off. There is also nothing urgent here - at the end of the mission, the five were prepared for dessert.

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

Memory 3. Not a man

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

We jump into the hayloft and move into the “red” zone. We hit the two big guys with axes with a “berserker” from the tube (additional task), they will finish the rest themselves. We make our way to the signal bells (incognito mode so as not to delay time), neutralize the shooters on the roofs with sleeping darts (taking out two shooters with sleeping pills is the second additional task).

After our sabotage of the signal system of three bells (“E”), Kidd and I enter the estate and begin searching for Lawrence Prince, who does not expect death at our hands in the gazebo behind the mansion.

During an alarm at maximum speed, using grenades, following the prompts of the video insert (cart!), we move away from the “red” zone to the arrow with James Kidd. She's Mary Read aka Ella Katznelbogen.

VI. Nassau, Bahamas

Memory 1. Diving for medicine

To combat the local variant of Ebola, let's upgrade ourselves to a diving bell - the cure is somewhere on the sunken ships in the bay. We go out to sea to the site of the Spaniards' shipwreck.

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

We hide from the appeared sharks among the debris and underwater flora, not paying attention to the bonuses. If we avoid shark attacks, the second additional task will be completed. We make our way into the bell and emerge. The medicine is expired...

Flashback 2. Devil's Advocate

We will upgrade the Jackdaw to the maximum, 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 up five - the additional mission is completed). We continue to move towards “Queen Anne’s Revenge” - a comrade’s ship (“blue” in the “green” zone).

We find Beard’s ship, swim to the shore and enter into battle. We clear the area from our colleague’s offenders. We stun three of the guards with a grenade, then kill them (additional mission). We take our place at the helm pirate ship and we go to board the galleon.

We stay at a distance sufficient to avoid hits from enemy mortars. We ourselves fire at the galleon to its minimum “health” and begin 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 is still no medicine, the governor is playing for time, Edward asks Blackbeard for a day to resolve the issue. Don’t forget to upgrade and replenish your supplies of consumable ammunition (although there are plenty of reminders on this topic in the game).

We follow the wake upstream of the river after the gunboat. We are not in a particular hurry for better maneuverability and do not get closer - we should not be noticed! Having passed the sandbank on the way to the observation towers, which cannot be passed unnoticed, we go to the pier.

Objective: break the next bell. We eliminate the security: we track movements, in the style of a machine gun, we put everyone to sleep with sleeping darts, we jump off and finish them off, starting with the first ones who wake up. You can follow the standard: whistle and 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 transferred to the boat. In between touching the water, we lure the crocodiles and put them to sleep with darts. Three reptiles are enough to complete one additional task. We are freshening only one (alive or euthanized?!) - there is enough for the second additional task, there are enough crocodiles for our age, time is more valuable.

We pursue the sloop moving along the pier, simultaneously removing the guards we meet; we don’t enter into battle unless necessary, we go “over the top”, we shorten the distance - we have to eavesdrop on a conversation in a cemetery in a conservation area. We chase the speakers through bushes, behind boxes, and corners until we obtain “successful eavesdropping.”

The alarm is raised, the cannonballs explode, the captain runs away, and we begin the pursuit. We don’t pay attention to the soldiers, we maneuver while running to get around them, reducing the distance to the captain, and we kill.

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

"Abstergo", present day

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

VII. Nassau, Bahamas

Memory 1. We demand negotiations

We follow the delegation of Governor Woods Rogers. We fix the governor with “eagle vision”, follow him at a safe distance to the fort, passing 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 patrolmen on the walls. At the cliff we climb up the fort wall along the ledges and beams. We perform the additional task of killing three guards “hanging on a ledge” slowly, if possible, “pulling” off the wall or throwing off shooters who carelessly approached the edge.

We “clean out” the guards from the top, jump into the courtyard, where less than a dozen pathetic guards will remain on our way. We track the movement of the patrols, get close to the bell and, even if we are noticed, we clear out the guards, not allowing them to “ring back”, we cut the bell rope (second additional task). All that remains is to pick up the scroll with the “Chamberlain Plan” placed on a barrel near the negotiation house.

Flashback 2. Gunpowder Plot

To break through the encirclement through a fireship, the pirates need four kegs of gunpowder. All barrels are marked on the map, go around and collect them. To avoid getting up twice, you can pay attention to bonus items.

We perform one of the additional missions - “kill five in a series” - on some ordinary patrol (they are weaker than the same thugs, with whom continuity problems may arise). The second additional mission - “use 10 darts on guard” - is carried out during the entire “powder plot”, shooting guards near the barrels, shooting shooters along the walls, etc. We use any type of darts depending on the situation; if we run out, we search through the pockets of the dead.

Memory 3. The commander is forever eighty-six

Our answer to Chamberlain, who wants to destroy the pirates. We follow a couple of soldiers sent to the flagship. We don’t engage in battles, we avoid ambushes. We “remove” the lone guards from the tracking zone (“from the bushes” in our opinion), kill three - the additional task is completed.

The couple we are following leads us to the coast to the galleon. We fix our target (the commander) with “eagle vision”. We make our way onto the galleon through the bow, using the half-submerged ship frames. We move from the bow to the mast closest to the stern (Chamberlain circles around the stern) and not only kill the enemy, but in a jump (additional mission) from the lower yard.

Listening to the final curses...

Memory 4. Firebrand

We are going to break the blockade by charging a kamikaze boat. Let's upgrade (the main thing is powder barrels), buy additional mortar cannonballs for ease of passage and completion of all additional tasks.

We escort the fireship, protecting it and ourselves from attacking rather weak enemy ships. We hit three ships with mortar cannonballs - one of the additional tasks. It is important not to overdo it and leave someone afloat to sink one of the gunpowder barrels of the fireship - the second additional task.

After blowing up our “Royal Phoenix” (don’t get 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 survive without damage, but the control point is not so far away...

VIII. Great Inagua

Memory 1. Don't be careful

We follow Blackbeard towards the Abaco Islands in the northern Bahamas. In the pirate camp we notice a slippery guy, turn on our “eagle vision” and follow the stranger to the secret meeting place, then in the bushes in the wiretapping area. Along the way, we silently eliminate four guards (they are constantly rubbing near our bushes) - an additional task.

CONSPIRACY! We are breaking through to the “Galka” along the only path among the burning wreckage, time is running out. We take our place at the helm, go out into the deep water and enter sea ​​battle, dodging mortar shots. Our task: to disable a warship, we do this with heavy cannonballs (a broadside without aiming) - an additional task.

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

We swim to the “Galka” and leave the water area.

Flashback 2: Braggart Bastards

Let's upgrade (repetition is the mother of learning!), 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 a ship of the Royal African Company involved in the disappearance of the Sage.

We don’t get involved in battles, we take care of the Jackdaw. Wayne is on his ship in front, we follow him without being distracted, since Wayne’s ship will come under attack, and we will have only 15 seconds to save him and his crew.

We pull together the enemy ships and bring them into the zone of destruction by the fort’s guns until one of them is sunk (additional task). We are looking for the “Royal African Pearl”, the fort probably hit it, but could not sink it. We ram (additional task), and begin boarding if there is 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 Vane were removed from the Jackdaw onto a damaged, smoldering ship.

Memory 3. Landed on a desert island

The ship washed up on a desert island. Vane is also “nailed” - he begins to go crazy, run 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 obtain the skins of three animals, or rather, only three animals! cat family. We get closer to Wayne, he begins to shoot back and use grenades.

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

After swearing at Wayne, we go to the ship spotted in the bay...

IX. Great Inagua

Memory 1. Imagine my amazement

Edward, evacuated from the uninhabited island, talks with James-Mary again on Great Inagua. Information has been received about the presence of old opponents Hornigold and Rogers, who will lead us to the Sage's trail.

Additional tasks are much easier to complete before searching and tracking down the Templars. We secretly comb the surrounding area in search of thugs with axes. We act according to the situation: we whistle, we kill, we put to sleep and we also kill, you can throw a grenade. Let's finish off four - one additional task is completed. Another additional task is to destroy two of the three signal bells, the scheme is standard.

We find the Templars, use our “eagle vision”, and follow them. You can penetrate the forbidden zone to eavesdrop on a conversation “head-on”: wait until the Templars go deep into the territory and “sweep away” two guards at the same time with hidden blades.

The conversation is recorded, we leave enemy territory. There is no need to fight, we run away at maximum speed, swinging a saber as we run or smoking grenades.

Memory 2: Trust is earned

We follow to the area where the Sage is located. At the end of the voyage we find ourselves in an ambush of five ships. Objective: to sink everything, i.e. We don’t indulge in boarding. We get to the place, drop anchor and swim ashore in a free search.

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

The main mission to eliminate local commanders Burgess and Cockram becomes more complicated if you want to add to the asset the completion of an additional task - a double murder. With eagle vision we identify targets, descend into the valley, track movements, simultaneously eliminating, just in case, other enemies. We can “herd” one of the commanders until they get closer and give us the opportunity to “kill” them in a row.

We return to the coast, where the Sage gives a speech to the pirates...

X. Misterios

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 complete the entire mission in incognito mode. We replenish our supplies of ammunition (darts, of course, darts) and 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 up the side and, having tracked the routes of the guards on the deck, fly up to the masts, where we eliminate the guard-shooters. We cut off the Portuguese flag, swim, dive again, and return to the helm of the Jackdaw.

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

To get closer to the galleon with treasures on the Jackdaw, we “remove” two shooters on the observation towers something like this: we secretly clear the right bank of 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, watch 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 calculating the flight path, the time of the jump and releasing the rope is quite complicated. We take control of the ship. We leave on the flagship, having shot the enemy ships (there will be no problems - the galleon’s power is enough).

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

Flashback 2: Murder and Mayhem

Preventing the Templars from searching for the Observatory, we are looking for our “old friend” Hornigold, or rather, first his namesake ship “Benjamin”. Until the ship is found, we do not enter into 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 has been discovered (we fix it with a telescope - “E”), we hit it with all our guns until it lands on the shore and disembarks the crew. Enemy soldiers are scattered in the ruins on the rocks to the right and left. We clear out the “rightists”, through the trees hanging over the gap, we move to the second ruins, where Benjamin Hornigold is located on the upper platform of the tower. We whistle and kill the soldiers at the bottom, get close to the platform and dive at the Templar from the towering wall.

“Killed from the air” - the second additional mission is completed.

Memory 3. Observatory

We are clearing the jungle on Long Bay of four-legged and two-legged predators so that our team can pass through safely. We carefully enter the forest belt and activate “eagle vision” - very dangerous guards with darts are hiding in the bushes.

We don’t engage in open battle, we observe, we come in from behind and we neutralize without killing. The first additional task is not to kill anyone, to neutralize everyone. The second similar additional task “neutralize five people from the bushes” is easier to complete not at the very initial stage, when the guards are already sitting in the bushes. We clear the jungle, then the caves, then the “last” jungle, until the bars of all “guardian presence” go to zero.

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

We are looking for a way out: from the water back to the platform with the gyroscope, then up the steps even higher, to the tunnel under the arch. We can grab a fragment of the animus by approaching it in our arms “on top.” From the tunnel we slide down a steep slope and fall into the water not far from the shore.

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

"Abstergo", present day

Olivier has disappeared (deteriorated?), the employees are under lock and key, we are locked in a closet. And in reality we are almost in prison. We receive from the IT specialist John third-level access to freedom, among other things. 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 “draw a point through the moving bars” puzzle, return to our workplace and get to work.

XI. Port Royal, Jamaica

Memory 1. Execution without death

We “sit” under escort, noisily shaking the bars of the cage until the distracted sentries are “removed” by the 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 thin out the ranks of the guards (there are about 20 of them in the yard), some from the bushes, some we lure in 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 this is not important 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.

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

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

Memory 2. Delirium

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

Memory 3. ...Everything is allowed

Let's follow A Tabai. We replenish the arsenal with a boarding grapple (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 off and pull them in (“S”). The second is to simply “pull” three guards (“F”).

We move to the coast, demolishing ambushes along the way and completing additional missions. We destroy the Spanish landing force on the spot - 20 soldiers under the command of a captain. The soldiers crumble head-on, the captain will have to be “pulled out” from the ship by swimming and climbing aboard.

The captain's security won't cause any trouble.

XII. Il-a-Vash

Memory 1. No longer a governor

Under the guise of an Italian diplomat and on instructions from a party of assassins, we carry out the sentence of Governor Rogers.

We go out to the coast, activate “eagle vision” and “sit on the tail” of the Italian. The diplomat cannot be released alive. For execution additional mission in the nearest closed area we hide in a haystack, to which our victim will certainly approach, kill and change clothes.

We go to the governor's residence, avoiding meeting him (no one knows us except Woods). We monitor the governor’s movements after he gives his speech. Along Rogers' route 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 assassins’ office.

Flashback 2. Royal Failure

Let's upgrade, replenish stocks of mortar cores - we have to give Roberts what he deserves.

We land on the island and before searching for the future hanged man Roberts, we carry out an additional task to blow up eight guards. By jogging through open areas, we gather a sufficient escort and lead them to the powder kegs. Having run away to a safe distance, we blow up the team of guards with a pistol shot at the barrel.

Let's start localizing Roberts. With “Eagle Vision” we find him, he is hiding 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, dodging powder barrels and mortar salvos. It’s better to knock out an enemy ship before it leaves the strait - less hassle with other opponents.

We take the “Royal” now “Failure” on board and not just kill Bartholomew Rogers, but “jump on the yard” with a boarding “cat” (sitting on the yard of the stern 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

Standing on the way to our Torres is his creepy bodyguard El Tiburon. We'll upgrade everything we can, cut out an extra (not extra!) holster, fill bandoleers, stuff all types of darts into our pants.

We do not engage in open battle (additional mission). We make our way into the fort, work on the roofs, eliminating enemies with darts. We activate “eagle vision”, look for Torres, find Tiburon. We secretly pursue him, “cleaning up” the oncoming enemies and shooting off shooters at a distance with darts. Torres has been found, we kill him as required by the task.

Not at all, a setup. We enter into an unequal battle with the armored Tiburon. To penetrate his body armor, you will have to fire at least a dozen rounds of ammunition, and if the pistol is “under-inflated,” you may need fifty. If there are not enough cartridges, we look for supplies in the surrounding area (follow the clues) or clean out the pockets of the killed guards. For more fun, without killing the guards at first, we hide behind them twice from El Tiburon’s shots (additional mission “to frame the guards”).

Having honored the memory of the old soldier and worthy enemy, we leave the “red” zone and return to the assassins’ headquarters.

Memory 4. Eternal Thorn

The denouement is approaching. We don’t spare money either for “Jackdaw” or for ourselves, Edward the Beloved, especially. Let's upgrade to the last escudo, soldo, piastre. We go out to sea, heading towards the cave observatory in the Long Bay location.

We bypass the defensive galleons with full sails without engaging in battle. We drop anchor and break into the Observatory. Along the way, we free seven guarded hostages from the “red” zones by eliminating the guards (additional mission). We pass through the jungle, go around steep cliffs along the ledge, and penetrate into the caves.

In the caves there is a local armageddon: flashes, roar, flames, slabs “walking” up and down. We continue moving along these slab-pillars, “cleaning” the area 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 into the continuation of the corridor.

On the site near Torres, we can perform a trick with the guards: we work in blocks and push the guards onto the flashing “laser” walls (“E” + “E”). Four killed in this way will give us a completed second additional mission. Torres can only be killed from a high beam above him. We climb and move along the moving pillars and beams, waiting out the laser flashes, until the last crossbar.

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

"Abstergo", present day

In the real world, John is trying to take revenge, but the guards are on alert: the security forces put the pest down with a couple of accurate shots. We have earned the admin super password, there are no locked devices left for us. We find ourselves at a private screening of a film “filmed” from our memories.

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

Epilogue. Great Inagua

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



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