Walkthrough of the game Assassin's Creed IV: Black Flag. Walkthrough of the game Assassin's Creed IV: Black Flag VII. Nassau, Bahamas

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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.

Steed Bonnet.


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 with 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. Let's 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 complete the additional task, you need to jump on the pickpocket and knock 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 additional meters.

Memory 2
“What about my sugar?”

Walking around Abstergo, you can’t help but feel like you’re in the office of the game developers.


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 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.

Governor Laureano Torres.


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.

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.

Edward Thatch (Blackbeard).


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 areas from falconette. 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 improvement for the “Jackdaw” - heavy cannonballs for 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.

James Kidd.


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 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"

Correct placement of light.


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.

Ongoing...

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 shift 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"

A-Tabai is the leader of the assassins.


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"

Slave trader Laurenzo Prince.


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"

Charles Wayne.


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.

Jack Rackham.


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 darts. 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.


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"

Fort Cabo de Cruz.


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.

Melanie Lemay.


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.

Double murder of Burgis and Cockram.


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

Fragment from a film about pirates.


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"

Anne Bonney.


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"

El Tiburon.


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

Haytham Kenway.


Caroline long years hid from Edward the birth of their common child. 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.

Passing levels. Episode 9. Great Inagua. May 1719

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

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

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


Find Hornigold and Rogers (locate Hornigold and Rogers)

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

Chase Hornigold and Rogers (tail Hornigold and Rogers)

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

Eavesdrop the conversation

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

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

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

Memory 2. Trust gained
Memory 02. Trust Is Earned (Assassins Creed IV walkthrough)


Sink the enemy ships: 0/5

We sail to the southern island of Principe, where, according to our data, the Sage can be found. Along the way we destroy 5 enemy ships.

Find the Sage (locate the Sage)

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

Find Burgess and Cockram

Let's go to the settlement. There is no way to pass through the main entrance unnoticed. We pass to a dead end on the right, there we climb a tree and climb over the picket fence.

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

The targets have been killed, now all that remains is to escape the crime scene. Down on the coast we listen to the speech of the Sage addressing the surviving pirates.

Episode 10. Mysterios. September 1719

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


Locate a Portuguese ship

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

Steal a Portuguese flag

We jump into the water and quietly swim underwater from the back side of the ship. Almost all the soldiers look forward, we wait until the rest of the soldiers also turn away, at which time we quietly climb to the top of the enemy ship. At the top we put a couple of scouts to sleep and cut off the Portuguese flag. We jump into the water and return to our ship.

Find Nosso Senhor (locate the “Nosso Senhor”)

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

Loot the chest

Soldiers come out of the ship onto land, we need to follow them. We jump into the water and swim underwater to the reed bushes. From there we put the enemies to sleep with darts and silently finish them off. We pass to the other side of the coast and quietly eliminate all the guards. We take the contents of the small box. We board our approaching ship.

Clear the way for the Jackdaw

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

Escape with the flagship

After killing the captain, we take control of the largest ship in the fleet. Despite the “Escape the Encirclement” mission, we actually need to destroy all the other ships around, since our slow-moving flagship will not be able to break away from the pursuit without engaging in battle. One shot from the heavy mortars of a captured ship can sink any strongest ship, we take advantage of this. We shoot small ships with cannonballs. Having sunk everything around, we swim to our home ship.

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


Find the ship (locate the "Benjamin")

We begin the mission at sea. We see in the distance small ship Templars, we follow him. We swim into a narrow strait. We are moving towards the northern coast of the big island. We are trying to sail through the fog unnoticed by security vessels.

Kill Benjamin Hornigold

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

A destroyed Templar ship crashes into a sandy beach. Soldiers organize defense on the shore. We land on the shore and quietly reach the Templar Hornigold, who is holed up on the highest stone structure.

Memory 3. Observatory
Memory 03. The Observatory (Assassins Creed IV walkthrough)


Clear the jungle

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

Follow Roberts

We reach large stone structures of unrealistically regular shape. We clear the last zone from enemies, after which our entire expedition, led by the Sage, approaches. Suddenly, at the entrance to the observatory, the Sage shoots all the pirates. We are left alone with him. We take the box with crystals and go to the main hall of the observatory.

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

Find a way out

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

We go up to the balcony where the crystal fragment is indicated on the map. We climb the right wall and crawl to the end. Here we use a new technique - hanging on the ledge, we push off from one wall in order to jump to the opposite one (hold shift, press spacebar). We crawl to the next balcony, from there we jump into the tunnel above, from where the sun shines.

Survive

We get out through the tunnel to the surface and slide down the slope. With the last of our strength we reach the coast, but here all our pirates are already subordinate to the Sage, who obtained the crystal skull. The sage promises to hand us over to prison to the Spanish authorities.

Abstergo. Our days


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

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

Episode 11. Port Royal, Jamaica. April 1720

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


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

We are sitting in a suspended prison cell. We press any buttons to shout and make noise. The guards will be distracted by us, and at this time the assassin will kill them from behind. Let's get out to freedom.

Reach the entrance to the prison (reach the prison entrance)

We need to go through the entire prison yard. There are a lot of guards here, but nothing limits us; we can kill them in open battle.

Find Mary and Anne

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

Escape the prison

In the second large room we find Mary. She's dying, but we're trying to get her to the exit.

Reach Anna and Ah Tabai

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

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


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

Kill Bartholomew Roberts

Having gone out to the square and having listened to the Templars, we look for the Sage in the crowd and kill him. We find him three times in different places and kill him, but upon death he always turns into an ordinary assassin. One more vision, and the dream ends.

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


Follow Ah Tabai

We are sailing by ship to Tulum. In the Assassin settlement, we receive from their leader Ah-Tabai a new weapon - a rope-dart (shenbiao). We follow Ah-Tabay deep into the jungle.

Stop the Spanish assault

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

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

Episode 12. At sea. May 1721

Memory 1. Resignation of the governor
Memory 01. A Governor No Longer (Assassins Creed IV walkthrough)


Find the Italian diplomat

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

Pursue the Italian diplomat (tail the Italian diplomat)

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

Reach the party

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

Kill Woodes Rogers

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

Reach the Assassins' bureau

Having killed Rogers, we escape from the crime scene. We return to the assassin and report that Kingston is no longer under the rule of the Templars.

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


Find Bartholomew Roberts (locate Bartholomew Roberts)

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

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

Take the wheel of the Jack daw

We quickly run after Roberts. We don’t have time to jump onto the enemy ship, so we stand and wait and jump onto our own ship that has arrived.

Board the “Royal Fortune”

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

Kill Bartholomew Roberts

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


Find Laureano Torres

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

Chase El Tiburon (tail El Tiburon)

Kill El Tiburon

Torres is not here, this is a Templar trap. El Tiburon is ambushing us.

Tiburon cannot be killed in close combat, his armor is too good. All other dart techniques don’t help either. To inflict any damage on El Tiburon, you need to shoot him with a pistol (it is better to upgrade the strength and number of pistols before this mission). If you run out of ammunition, you can run around the fort and look for oblong boxes with ammunition. We run from Tiburon, constantly shoot at him and reload. Thus we finish off El Tiburon.

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

After the victory, all that was left was to leave the city.

Memory 4. Eternal Thorn
Memory 04. Ever A Splinter (Assassins Creed IV walkthrough)


We sail to the large southern island in the Long Bay location. To land on the coast and begin the mission, you first need to defeat two huge menovars in a naval battle. You either need to seriously upgrade your ship before the battle, or you can capture the fort west of Long Bay and lure both menovars there. But the simplest option: we get to the menovars, guided by the minimap, and stand in front of their yellow visibility zone. Without starting a fight with them, we simply jump into the water and swim as a hero the entire remaining distance to the shore.

Reach the observation room

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

We pass through the jungle and enter the observatory cave. Here, in the area of ​​the bridge, all the platforms became movable. We climb onto the lowering and rising walls on the left. We climb along them to the upper ledge, and from it we jump to the high beam in the center of the room. We jump forward, along the falling platform we find ourselves in the continuation of the corridor.

Kill Loreano Torres

We enter the central room of the observatory. Here, too, all the platforms began to move, and laser walls appeared briefly. We kill the soldiers in the center of the hall.

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


So, we found ourselves high under the ceiling on a crossbar between two columns. Lorean Thores stands on the lower platform near the altar. If you try to shoot him with darts or a pistol, you will see that there is a protective field around him. You can only kill him if you jump from above. The crossbar underneath us moves back and forth. We wait until she gets closer to Torres, at that moment we jump on top of him and kill him.

(There is a glitch in the game due to which it is not always possible to kill Lorean Torres while jumping. If you land and Torres remains alive, then you will no longer be able to kill him in close combat. In this case, you need to reboot from the last checkpoint and again try to kill Torres while jumping).

Abstergo. Our days
Assassins Creed 4 walkthrough

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

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

Epilogue. Great Inagua. October 1722
Assassins Creed 4 walkthrough

We leave the pirates and meet our daughter, who has sailed from the old world. Together with her we sail back to London. In London, Edward Kenway gives birth to a son, Haytham, the hero of the previous game Assassin’s Creed 3. And so there was a connection between the two times.

Game completed!!!

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

Boarding ships in Assassins Creed 4: Black Flag

Playing as the pirate Edward Kenway, you have to commit robberies from time to time. After all, sea robbery is the absolute duty of every pirate. In addition, we need to constantly improve and improve, and this requires various materials and money. Assassins Creed 4: Black Flag features only five types of resources. This is metal, wood, fabric, intended both for sale and for carrying out, as well as rum and sugar, intended only for sale. The only way in the game to get these resources is through piracy.

When passing Assassins Creed 4: Black Flag, the player is presented with various sailing ships for robbery: gunboats, schooners, brigs, frigates, battleships belonging to the powerful colonial empires of that time - the British Empire and the Spanish Empire.

After the enemy ship is defeated and a vertical bluish column twisting into a spiral appears above it, the ship can be boarded. To do this, just sail on the Jackdaw to the enemy ship and press the [S] key. When the team pulls the ship with the cats, approach the falconets and start shooting from them. Shoot from the falconets not at the enemy sailors themselves, but nearby. Aim at the deck, the sides of the enemy ship, and barrels of gunpowder located next to the sailors. Splinters and fragments will cause more damage than a direct hit from falconets to sailors. Of course boarding shipsAssassins Creed 4: Black Flag will be more successful if the Jackdaw brig is at maximum capacity.

Boarding schooners level 4

Production

Requirements

Boarding schooners level 11

Production: 1 crew, ammunition, cargo.

Requirements: Kill an enemy team of 5 people.

Boarding level 17 brigs

Production

Requirements

Boarding level 20 brigs

Production: 3 crew, cargo, ammunition.

Requirements: Kill an enemy team of 10 people.

Boarding level 25 brigs

Production: 3 crew, ammunition.

Requirements: Kill an enemy team of 10 people.

Boarding level 21 frigates

Production: 5 crew, cargo, ammunition.

Requirements: Kill a 15-man enemy crew and kill two enemy infiltrators on the masts.

Boarding level 23 frigates

Production: 3 or 5 crew, ammunition.

Requirements: Kill an enemy crew of 15 people and destroy the flag of an enemy ship, or kill two enemy scouts on the masts, or destroy a supply of gunpowder (blow up 2 barrels of gunpowder), or kill two enemy officers.

Boarding level 23 frigates (Sea convoy)

A sea convoy is usually accompanied by two level 4 schooners.

Production: 2000R

Boarding level 29 frigates

Production: 3 crew, ammunition, cargo.

Requirements: kill an enemy team of 15 people and destroy the gunpowder supply (detonate 2 barrels of gunpowder).

Boarding level 38 frigates

Production: 5 crew, cargo, ammunition.

Requirements: Kill the enemy team of 15 people, kill the enemy captain.

Boarding level 38 frigates (Sea Convoy)

Sea Horse

Production: 5000R

Requirements: Kill an enemy team of 15 people, kill two enemy officers.

Boarding level 49 battleships

Production: 1500R, 7 crew.

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 “stolen” 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 keep watch over the required guards with 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 superiority in firepower is not on our side, so we are leaving for maximum speed, shooting 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 task). 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 escapes, 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. Additional task To kill three guards “hanging on a ledge,” we do it slowly, if possible, “pulling” off the wall or throwing off shooters who inadvertently 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, preventing them from ringing the bell, and 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

Let's move beyond 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 them, hence the revolt, 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 “taken down” 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 guards put the pest down in pairs 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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