Complete Assassin 4 Mission Assassin's Creed IV: Black Flag Walkthrough

  • 21.12.2019

The Assassin's Creed series began as a bold experiment: stealth action in historical scenery, open world, parkour ... Just the thought that you can climb any building gave goosebumps. It didn’t fit in my head - how much effort did Ubisoft put in to recreate the ancient cities in detail? After virtual walks in Acre and Damascus, there was no need for teaching aids, it was worth spending twenty hours playing - and you could start taking excursions in the Holy Land. Who knew that a seemingly one-piece product would soon be put on stream production?

And here's the result - by the sixth part (not counting Bloodlines, Liberation and other spin-offs), not a trace of the spirit of innovation remained. Characters, cities, eras changed, but not the core mechanics. With each release of Assassin's Creed, everything has grown big amount opportunities (not all of which were useful) and gradually moved away from the original concept. In the case of Black Flag, the French finally broke family ties - even Desmond Miles does not have in common with the previous parts of the game, and the emphasis was shifted from the assassins to the pirates.

"How to Become a Pirate in No Time"

About the new Assassin's Creed, Ubisoft themselves said it best, albeit through the mouth of Abstergo Industries: "Why don't we just do what is on sale?" Indeed, despite the impressive list of changes, inside it is still the same game as six years ago. The developers have compiled the best ideas from the early releases, brought to mind the successful elements and chose a fresh setting - the Caribbean archipelago.

The new protagonist is Edward Kenway, Connor's grandfather from Assassin's Creed 3... Tired of living on the brink of poverty, Kenway decides to try on a pirate bandana - in his opinion, so he can get rich and forget about living in a beggar shack. The wife, however, did not approve of her husband's plans, and therefore had to part with her - all for the sake of a higher goal.

The jungle and the mysteries of the Maya make you think about Liberation once again.

After some time, Kenway, as dreamed of, found himself on a filibuster ship, but ... in the midst of the storm he was attacked. Edward came face to face with a mysterious figure in a hood, but did not have time to do anything - a fire broke out in the powder store, the hero was blown overboard by a blast wave, and the ship crashed.

Kenway wakes up on the coast of the island with a mysterious companion - the same assassin who attacked the sea robbers. The Assassin offers a deal: for a good fee, he must be delivered to Havana. He does not know how to steer a ship, but he needs to get out of an abandoned island, and as soon as possible. However, the Robinsons do not find a common language - a member of the ancient order runs away, flashing heels, Connor's grandfather rushes after him and kills in the heat of the chase. The strange costume and unusual habits of the assassin make the corsair rummage through the pockets of the deceased, where he finds incomprehensible cards, a fancy transparent cube and a letter that speaks of a generous reward for the delivery of this valuable cargo.

Kenway carries several pistols with him at once so as not to waste time reloading.

Pretending to be Duncan Walpole (that was the name of the victim), the filibuster goes to Havana to meet with the governor. It turns out that Walpole betrayed his own order and stole important items to give them into the hands of the Templars. The enemies of the Assassins have been searching for an artifact for more than two decades, which, according to rumors, allows you to track any person on Earth, wherever he is. Intrigued by the reward, Edward begins to cooperate with the Templars, but this does not last long: the amount paid does not satisfy the pirate, and he decides to restore justice - to appropriate the device for himself. It did not work out - Kenway is caught stealing and sent to confinement on the governor's ship, from where he escapes along with his new comrade Adeval. Together, they free other prisoners and seize the ship, which immediately goes under the command of Edward. The captain retreats, but, like any pirate, he is still attracted by the idea of ​​obtaining a powerful artifact.

Real hero

When Ubisoft said they wouldn't romanticize pirates, they weren't joking. "Black Flag" is a much more serious and gloomy work than, for example, "Pirates Caribbean" or Risen 2... Understanding this does not come immediately: the plot in the spirit of the "Mysterious Island" confuses and adjusts to the popcorn mood, after which you look at the heroes and the events taking place with bewilderment - you expect jokes, mountains of gold and chilling stories about sea monsters, and instead you get wanderings from port to port and missions about obtaining medicines. And where, one wonders, is the epic shown in trailers, why do we need the gray everyday life of sea tramps? Everything becomes clear only in the second half of the game, when the French intention becomes more obvious.

Talking about the open world, Ubisoft was a little cunning - cities and large islands are loaded when entering the docks.

Assassin's Creed 4 is not about Jack Sparrow and cursed treasures. Black Flag is about the fact that pirates do not leave a good life, and Edward is a vivid confirmation of this. Ubisoft shows by his example that there were no honest people among the corsairs: “It's not about need. I want to have food on the table that doesn't make me sick, I want to live in walls that hold back the wind. I want a decent life. " Even though Kenway did not become the brightest and most charismatic character in the series - his character can be called a formulaic one - it is still a great progress. Before that, Assassin's Creed had never made the anti-hero the central face, people like Edward acted only as secondary villains.

They are real!

The authors tried to consider the pirates from a human point of view. The result was a collection of small but sad sketches: one filibuster sought to build a free republic, but died, another dreamed of captaincy all his life - drank himself to death, the third was prepared for piracy from birth, along with the color of his skin - either that way, or slave shackles. It is not surprising that most of the characters drown their longing in rum and are forgotten in the arms of accessible women.

The developers went too far with attempts to revive the sea world - whales jump out of the water almost three times a minute.

Nevertheless, in the center of the plot, the search for an artifact is traditionally located, and not at all the problems of pirate life, and this, I must say, is somewhat frustrating. Yes, we are used to the fact that Assassin's Creed is primarily about adventures, that the series has always focused on fantastic motives. It's okay, that's why we love it. But Black Flag manages to portray the life of pirates so well, it differs so much from previous releases in its atmosphere that you want more - less conventions, maximum realism, more powerful drama ...

Be that as it may, you can understand the company's decision: when you are doing such an expensive and large-scale project designed for millions of players, it is difficult to deviate from your own established traditions.

But many plot holes and logical inconsistencies cannot be justified - the actions of individual characters cast doubt on their mental health. For example, why did Walpole flare up when Edward, before making a deal with him, rightly asked if the assassin had money with him? The harmless question angered the killer so much that he fled into the jungle, and when he saw that he was being chased, he opened fire on the pursuer. How clever it is to shoot the only person on the island who could get you to Havana!

The cities in the new Assassin's Creed are not as big as in the previous parts of the series, but they are all bright and colorful. The setting change was definitely good for Black Flag.

A separate farce is the tests prepared by the Templars. The members of the order wanted to be convinced of Edward's skills and therefore forced him - surprise! - jump with a bare blade on hay dolls. That is, literally burrowing into a haystack and, jumping out of there, plunge the blade into a scarecrow tied to a stick - yes, anyone can handle it! It is clear that this is a veiled training, but remember how in the first part Al-Mualim tested Altair's skills in real situations or how in the third Connor played hide and seek with friends. Here Ubisoft decided not to try.

Moreover, they did not even try to show Edward's progress. Barely putting on an assassin's costume, he immediately begins to follow the "rituals" of the brotherhood: to climb the towers, perform leaps of faith, use eagle sight ... Firstly, where did he find out about all this, and secondly, where did he get acrobatic skills? Recall that Kenway is a simple pirate, while Altair and Ezio trained for a long time, and Connor not only was a native Indian, who climbed rocks and trees from childhood, but also a student of Achilles. The pirate acquires his talents just like that, with the wave of a magic wand. Genetic memory, not otherwise!

Prime time

But most of all, it is annoying that the writers are pulling out of nowhere characters who have not appeared on the screen for many hours. At every unexpected appearance of the "extras" you wrinkle your forehead and try to remember, and who is this, in fact, he is?

The game is generally bad with the representation of the characters. If AC3 introduced the characters gradually, allowed them to get to know them better (which cost one six-hour prologue), then in Black Flag the authors sometimes do not even bother to name the character, he just appears in the frame, utters a few insignificant phrases and disappears for a long time.

The French are great at solar games. From the views of nature in Black Flag and Far cry 3 is breathtaking.

As a result, you begin to confuse one pirate with another, and the plot the further, the more it turns into a mess. Who, how, why? .. Perhaps the problem lies in the game's lead scriptwriter. Derby McDevitt is no stranger to the storyline of Revelations, handheld Bloodlines, Assassin's Creed 2: Discovery and the cartoon Assassin's Creed: Embers - but before that he always relied on someone else's material, he did not have to write characters from scratch, and his cat cried the experience of introducing new faces into the narrative. Why Ubisoft entrusted such an important project to McDevitt is a separate question. Although the Black Flag scenario has strengths, they clearly do not include logic and integrity.

Nostalgia

The "black flag" is spiritually much closer to early games series: bright cities and truly high towers returned (Boston from the third part was not impressive in this regard), courtesans were replaced by dancers, and you can again meet hired fighters on the streets. Remember how Altair saved civilians from guards in the original Assassin's Creed? So, here you have to rescue pirates from sabers, not commoners. In gratitude, the sea wolves will not start riots and delay the guards, but they will willingly join your team and will help during missions.

Edward may be suddenly caught up in violent underwater currents. To survive, he will have to maneuver in a rushing stream.

The opportunity to equip the dwelling has also returned. Now not only the main shelter can be improved, but also the territories adjacent to it. At the docks, you can build a shop for ship upgrades (it also serves to sell loot), a tavern, a shop with weapons and many other structures. A bonus costume was even returned to the personal estate, hidden from players behind strong bars. You will find all the keys you need, and the luxurious attire is yours.

On the one hand, such comebacks bring a smile and bouts of nostalgia. On the other hand, this is still not good for the game: you remember something, but once again you do not feel like doing the same thing.

Black Flag is secondary also because Ubisoft is too actively integrating successful elements from one of its series into others. Playing Assassin's Creed 4, you catch yourself thinking that the new creation of the French is actually woven from the ideas of related franchises: crafting migrated here straight from Far cry 3, a whistle that distracts enemies - from the same place (Jason Brodie used stones, well, not the point). It's not that bad - the new features were in place - but those who have seen other studio projects, Black Flag will no longer surprise. The game will not have much of its own distinctive features, even the main trump card, navigation, we were "spoiled" in the third part. Sheer disappointment!

To prevent Edward from suffocating, the ship's crew lowers the barrels of air to the bottom. In them he will be able to swim and calmly catch his breath.

And it would be okay for Ubisoft to just borrow ideas, but they managed to spoil something. So, from Far Cry 3, the "alarm" at the outposts was transferred: before making a noise, you need to neutralize the bell. The mechanic itself is good and appropriate, but the French made a stupid restriction - you can only cut the bell ropes incognito. Why can't Kenway cut the string when he is surrounded by enemies? What, don't your hands go up?

Day to come

Despite the fact that Desmond's story is over, "Black Flag" has not been without episodes in the real world. This time Ubisoft assigned us the role of a specialist (attention!), Selecting material for the game about Edward Kenway! Yes, you heard right, in Black Flag the Templars started developing games! Well, how else could an ancient order be able to enslave humanity?

Most of all the levels in the present are reminiscent of the light version. Deus Ex: Human revolution : wandering around the Abstergo office, hacking computers, digging in the mail and eavesdropping on other people's conversations. In a word, nothing super interesting, but an unusual and fresh approach (a game in a game about the development of a game, just some kind of "Inception"!) Hooks and makes you explore room by room. And do not forget - be sure to read the correspondence of the studio staff, we took the quote from the beginning of the review from there.

Quiet quiet

Ubisoft has taken into account the opinions of players asking for more hide and seek in the haystacks, and have seriously reduced the number of action missions, which did not benefit the game at all. In the previous Assassin's Creed, excellent battles were set off by other flaws, but here the shortcomings are all in sight - there is simply nothing to be distracted by.

So, missions in cities are incredibly boring: almost always we either sneak after someone, hiding in the crowd, or participate in the pursuit. Occasionally Edward is instructed to infiltrate somewhere, but even then Ubisoft did not come up with anything new, all tasks are terribly typical, only the time of day, the place and the arrangement of the guards change. Moreover, stealth has become even more primitive, surveillance no longer requires any effort - you can cut in eagle's vision and track opponents right through the walls.

Black Flag was created by the same writing team as Revelations. Coincidence or not, but sometimes the game just quotes episodes from the "Revelations".

Of course, stealth will not seem so outdated and clumsy to you if you approach the passage creatively. Cleverly using darts with a potion that causes aggression, you can have some good fun - for example, send mercenaries to fight with one part of the guard, play another against each other, and sit in the neighboring bushes and silently shoot enemies one by one. But the problem is that the game doesn't push you to dissent in any way. Why complicate your life if there is always an easier option - to take the guarded point by force?

Differences in quality between plot and side quests almost not. It often happens that the task cannot be completed due to some trifle. An example is a mission where you need to protect the assassin Upton from pickpocket attacks. As soon as the thief jumps to your goal - and that's it, restart. The task is stretched out for six or seven minutes, there are no checkpoints, so if you fail it, you will have to listen to the chatter of the brothers hardly trudging again. Or here - Edward must neutralize three bells, sneaking past the enemies. With outdated mechanics and stupid AI, it's easy to do this. not interested... What we looked at with our mouths open six years ago now looks like a ridiculous farce. The French do not even shy away from such archaic methods as “dial a certain amount of money, and then the plot will continue. "

Shortly after arriving in North Carolina, one of the most powerful scenes in the game will take place. However, it was not without hackneyed clichés.

In turn, the completely open world came in handy. In Assassin's Creed, it was always interesting to explore the environment, but in the fourth part, Ubisoft went to new level... Climbing on the deck, you can dash off wherever you look, stop near the coast of some small island and, jumping into the water, swim to land. The sensations are indescribable.

Dozens of ports, ships scurrying back and forth, mysterious archipelagos, mysteries of ancient tribes, treasure maps, the capture of protected forts - you want to do everything at once. "Black Flag" makes you feel not even a pirate, but a pioneer, Magellan and Columbus rolled into one. The ability to drop everything and go into the sunset is as exciting as parkour in the first Assassin's Creed.

Of course, there are enough template locations here, you will find more than one or two similar islands, but the scale and effect achieved are still impressive.

When the sea is rolling and the hurricane is raging

Tinkering with the ship is a pleasure. The "Black Flag" contains something that was so lacking Mass effect, - you are free to improve the Jackdaw (this is the name of Edward's ship) at your own discretion, even if you disassemble it to the nails. You can change everything, from the stern to the sails.

Upgrades require not only money, but also materials to make them. You will have to get wood, metal and fabric on your own, robbing other ships. An ordinary task at first glance, but addictive - horror. You can find out what exactly sailors are carrying with the help of a telescope: Edward's experienced gaze will instantly determine what kind of ship is in front of you, what level it is and what is on board.

In addition to the weapons, the ship has explosive barrels that, when thrown overboard, turn into magnificent floating mines.

The funny thing is that tired mechanics are triggered in the naval part of the game. Take, for example, the episode in which Charles Wayne helps the protagonist break the British blockade and escape from Nassau. It seems to be a typical Assassin's Creed mission - to escort and protect the target from enemies. But on the water, the usual tasks are felt completely differently: raging waves, maneuvering among enemy frigates, impetuous approaches from the flanks, attempts to keep other people's ships in sight and not hit a friendly ship with a salvo cause genuine delight. In these minutes Ubisoft applauding standing, forgetting about the sagging plot, and about monotonous missions, and about stupid conventions - you forgive everything.

Characters both villains and supporters of Kenway, boring and gray, are not like the charismatic Templars from the third part. Blackbeard became a pleasant exception - who exactly can not be called otherwise than a sea devil!

Sea battles, without any exaggeration, are incomparable. You will have to constantly maneuver, choose the right angle to attack and reckon with weather conditions that change in real time. The same storm can be both your enemy and your friend if you take advantage of the situation. Ubisoft has seriously improved the simulation of water and wind, the waves are felt almost on a physical level, and if you go into a storm with full sails, you will be drastically blown to the side. Be careful: if you suffer from motion sickness, the realism of Black Flag can spoil the experience!

In such turbulence, you need to manage to properly pat the enemy ship, and then rush to board. If you cope with the crew, you will be given a choice - to disassemble the ship into planks, use spare parts to repair Jackdaw, pardon the crew and thus improve your reputation or take prisoners on board.

Finally, it is imperative to mention that Black Flag is devilishly beautiful. Assassin's Creed 4 is best played on next-gen consoles or PC. There are no cardinal differences between the versions, everything is much more prosaic - graphics and more a high resolution... At the sight of sunny Havana wild jungle and the azure sea with visible corals, I want to drop everything and buy a ticket to the Bahamas, and what a delightful rain it is here ...

However, don't be fooled by the beauties: Black Flag is a morally outdated game. You will hardly regret wasting time or money, but this is the last AC we are ready to accept as it stands. Yes, naval battles are really excellent, the open world is good, and the pirate theme has brought the necessary variety, but the Assassin's Creed base has long been in need of repair. We are waiting for a full-fledged transition to nextgen with a rethinking of mechanics.

Replay value:

Further more. You have to play hide and seek even under water! As in GTA 5, here you can go to explore the depths of the sea: install a diving bell on the ship and dive to the bottom. So, in order not to be eaten by sharks, you need to disguise yourself in seaweed! Well, everything is better than QTE-fights with wild animals from Assassin's Creed 3 or Liberation.

If you have problems with the passage of the game Assassin 4, you can always use our advice and information for action. We describe in detail the steps that need to be taken to complete the game. Black Flag... In the most difficult places, we add pictures that can help you. Assassin 4 Walkthrough read on our website.

Sequence 1

The game starts swiftly: in the very first scene the main character Edward takes part in a naval battle; but his ship is wrecked, and in the next episode, our main character is on the shore.

You will immediately need to catch up with an unknown assassin who confronted you during the shipwreck. Climb up the wreckage of the ship, catch up and kill the assassin. Edward will change into the victim's clothes and don the traditional Assassin hood. You will hear about help - go and save the merchant from the clutches of the guards. Now climb onto the ship and follow the marker.

In the next episode, you will be transported to our time, to the Abstergo corporation. Listen and follow the directions of the worker Abstergo. Go to the elevator; then the action will return back to the Caribbean. Follow the merchant who was rescued and buy a sword from the gunsmith. After that, climb the tower and synchronize the terrain.

Catch up with the robber, return the goods to the merchant; go to the tavern, where Edward will have to fight with local rowdy.

Sequence 2

Follow the marker on the map; you have to keep track of two soldiers (it is advisable to hire dancers for conspiracy). Next, follow the captain and take the key from him. Follow the direction of the marker. Make your way into the fort, quietly kill the guards (you can hide in special lockers), climb onto the roof, go through the door, take what you need and leave.

Follow the marker; go to the gate. There you will meet important characters. Do a little workout. Leave and escort Laureano Torres. Assassins will attack him - you need to protect him. Next, catch up with the character running away from you (Sage).

But after a while, Edward wants to save Sage. But he will not succeed; while Edward makes his way to the Sage past the guards, he is caught by the guards Laureano Torres.

So, you are held captive on the ship. Together with Adewale (also a prisoner on the ship), free yourself from the chains and together with him knock out all the guards. Return your equipment; free other prisoners.

Sequence 3

Go to the marker, talk to Adewale, save the pirates (the places are marked on the map with a special mark) and fill the scale of your squad. They want to hang the last pirate - save him too. Return back to the ship, board two ships and take resources. Now sail to the trading post where you will buy your first upgrade for your ship. But you need iron - it can also be taken from floating ships. Board two more ships and make the second upgrade. After all the adventures, your ship is wanted; go to the marker, talk to the person, pay a certain amount and your wanted meter will be reset. Follow the sign and talk to James Kidd. You must find agents, followed by surveillance. After that, head to your ship and track down the enemy ship. Swim to the shore and get off the ship; follow the chief, take the key to the warehouse from the guard. Then go to the warehouse - there will be a story clip. Return to the ship and follow the marker.

Talk to Blackbeard, go to the sign. Use the telescope to locate the ship Del Maestro. Swim to the marker and go past the enemy ships. Coming soon naval battle against eight enemy ships.

Swim to the jungle ruins; Climb in the indicated direction, go past the guards and get to the exit from the jungle. Go to the ship, kill the target. Then there will be a small episode in modern times.

Sequence 4

Follow James Kidd, solve a small puzzle, and then enter the mansion. Return to the ship and swim to the marker to find Kidd. You will find yourself in the camp of the assassins, and therefore it is necessary to act quietly and without casualties. Find Kidd and Explore ancient temple... Solve a small puzzle (arrange the three stones by color in their places). Pass the guards, free the hostages. Go to the signpost, swim to the fort and conquer it. Next, sail to Kingston.

Sequence 5

Track the target; a fight will follow. Catch up with James Kidd, climb the mill. The mission will begin, where it is necessary to kill the guards in stealth, turn off three alarms and go into the mansion. Follow Blackbeard. Buy for 5k a diving bell, which allows you to draw air underwater to explore the ocean floor. Follow the ship, go to the marker.

Sequence 6

Having got the diving bell, go down to the bottom of the sea and look for the desired object. Beware of sharks - you can hide from them in algae. After that, surface, board the ship and follow the sign.

Find Blackbeard, protect him from enemies. After that, a naval battle will begin, where you need to destroy the enemy ship and take it on board. Kill the ship's captain.

In the next mission, you need to quietly swim behind the ship through enemy territory. Turn off all alarms. Watch out for two soldiers, eavesdrop on their conversation; in the next scene you need to catch up and kill the captain.

Sequence 7

Go to the sign, follow the fort, steal the documents. Go to the marker, listen to the dialogue with the character, and then you need to steal four barrels of gunpowder. Four points with gunpowder will be marked on the map - go there and sequentially take what you need.

Go to the next task; board your ship and escort the friendly ship to the desired point. Defend yourself from enemy ships, and when you reach the right place, swim away from the ships pursuing you.

Sequence 8

Sequence 9

Go to the pointer on the map, take the quest. Track the target and eavesdrop on the conversation. Then leave and take the next task. In the next mission, you need to fight four ships, track down two important targets and kill them.

Sequence 10

Go to your ship, sail and track down the Portuguese ship. swim unnoticed to it, climb up and steal the flag. Return to your ship, find Nosso Senhor, remove the two guards on the two towers so they don't notice you. Steal the ship and sail to your Jackdaw.

Follow the marker, clear three territories from enemies. Follow Roberts. Find a way out. Then there will be a small episode in our time.

We return to Edward. He is in captivity. Get out of the cage, run away, go through the soldiers' camp. Follow the door and find Marry. Go away.

Sequence 11

The eleventh chapter is very short: in it you need to follow the assassin and fight a detachment of soldiers and their captain on the shore.

Sequence 12

Go to the marker, track the Italian diplomat, kill him and take his clothes. Then go to the banquet, track down Rogers and at the right time (when no one will be) - kill him.

The game enters the final stage: followed by a fight with Roberts' ship - kill him. Swim to Havana, spy on El Tiburon, and then deal with him. Then follow the sign - you will find yourself in the Observatory. There you need to climb the moving columns, find Torres (the main villain) and kill him.

This is the end of the game, and Sequence 13 is a large storyline video. End of the game.

I.M. Bonavista

Flashback 1. Edward Canway

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

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

We pursue him through the thickets, along the suspension bridges. We find the synchronization point (the closest is a cascade of wooden structures resembling self-made scaffolding). We are synchronizing at the top point. In addition to the assassin, we also see treasure chests (you can "steal" or "plunder"), a Mayan stele, animals, from whose skins and bones the character is upgraded using the "craft" option, and an unknown ship in coastal waters. That is, we can combine the execution of the pursuit task with the receipt of various bonuses.

After the assassin, whom we caught up with, starts shooting back, the task of "catching up" will be replaced by the task of "killing", which with minimal skill will not be difficult. Having searched the corpse, we take the documents, change into 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 found a ship in coastal waters. At a cursory inspection, we understand that the vessel is civil, on the shore the owner and the crew are captured by armed soldiers, it is somewhat rash to attack them "head-on". Hiding in the bushes, passing the open area out of sight of the sentry, 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, there will be a detached trinity and you can, sneaking up from the back, destroy the latter. (The option is safer: lure one into the bushes, showing himself to him in an open area, while the other two are looking to the side, 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 vessel is civil, that is, unarmed, and in any battle we have no chance. Therefore, carefully, bypassing the reefs and shallows, at the maximum speed possible for our control technique (Shift to accelerate), we move forward to the final point in the story - Havana.

Abstergo, our days

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

II. Havana, Cuba

Flashback 1. Bustling Havana

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

Bonnet manages to hide from sight, but the standard synchronization on the nearest tower will help to find Steed, whose bag was taken by the criminal (at the same time, fix other available bonuses - treasures, shops, guild buildings). We can catch up and kill the thief, search him ("E") and hide from the soldiers. The additional task is a little more difficult: to catch up with the thief, not allowing him to climb the building (otherwise the additional mission will be impossible) and, without killing, neutralize ("E").

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

Memory 2. And my sugar?

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

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

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 Mendoza, who is leading the execution in the square. To withdraw the key we need from him, the easiest way is to watch for when the captain leaves the "red" zone. We go unnoticed after him, searching our pockets ("E").

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

Flashback 3. Mr. Walpole, I suppose?

Under the guise of Duncan Walpole we pass into the governor's residence, our suit is a pass for the guard. On the terrace, a couple of Knights Templar (Woods Rogers and Julien Ducasse) practice shooting, which is what they offer us to do (we shoot the marked targets according to the instructions). Having shot, we approach Rogers (the one that is not in the hat) and as an additional task we participate in the competition. You can shoot six targets in the allotted time using the "manual" reload ("R").

After firing, we will be offered to demonstrate "assassin's" skill using hidden blades. We will “kill” the mannequins in different ways: “simply”, from a stack, from around the corner, in a jump from the roof and on the run (“Shift”). After the Templars take us to the governor, where we can clean out the pockets of the benefactors ("E"), when they bend over the map (additional assignment).

Flashback 4. His name is the Sage

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

Objectives in this mission: follow the convoy, when attacking enemies, stay closer to Torres (the old man), whom they are trying to kill in the first place, remove three snipers from the roof with a pistol (pre-selecting the type of weapon) (additional assignment).

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

Recollection 5. Complaints?

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

Under cover of night we make our way to the Templar base, hiding in the bushes. From the bushes, according to the worked out scheme, beckoning with a whistle and kill three guards (at the same time we carry out an additional task). With the "eagle's sight" we define the keeper of the key, in the same way we call him up and "clean" the pockets.

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

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

Flashback 6. The Silver Fleet

Edward and his companion in misfortune Adewale are shackled in the hold, free (press the button).

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

We get out to the deck through the hatch. The flotilla consists of five ships, each of which has captured pirates. Although there are enough 18 people in the team, for humane reasons and for the additional mission, we will release 23 (in the future, losses among the crew members are possible). Moving between the ships on the masts or by swimming, removing the guard using standard methods or passing secretly, we free the pirates. And only after that (otherwise the mission fails!) We capture the marked ship (special attention to the captain is the most dangerous, especially in close combat) and get up to the helm.

We raise all the sails and leave the pursuit of the enemy flotilla - we have captured the fastest ship. The superiority in firepower is not on our side, so we leave at maximum speed, firing back whenever possible. We closely monitor the "killer wave", which is likely to cope with the destruction of the enemy much better than us. In time we turn to the wave with our nose, we bypass hurricanes, which 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

Flashback 1. This Captain Tyro

Without getting involved in sea battles, we get to the island. Along the way, we can collect resources that sweep past us in waves ("Space"). 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 pair of iguana and ocelot skins. We synchronize at the nearest altitude, we track the animals with "eagle vision". If we shoot one of the iguanas with a pistol and jump onto one of the ocelots from above, an additional task will be completed.

After the four extracted carcasses have been cut, in the "Crafts" menu we create a holster and armbands that improve health. Back on board, heading for the Bahamas.

Remembrance 2. Recruiting Recruits

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

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

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

Flashback 3. Trophies and loot

Learn the basics of robbery with the help of boarding under the guidance of Ben Hornigold. We go out into the open sea and through the telescope we find ("E") a suitable victim. We determine the military power of the attacked ship and the transported resources, which will be useful for completing the additional assignment to capture twenty boxes of rum. The number of boarding sessions and the time are not limited.

We approach the victim at the distance of the shot, inflict damage at which the ship drifts (we do not finish it, otherwise we will only get half of 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 we need. To perform the second additional task before one of the captures (before pressing the "S" - boarding) from the falconets - light cannons on the turrets on the sides of the steering wheel - shoot three enemy sailors ("E").

We return to the port of Salt Cay, where we will upgrade the "Jackdaw" by acquiring the body armor.

Flashback 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, through the telescope we find the resources we need, then - boarding after preliminary artillery preparation.

The second additional task to capture the pirate hunter ship is performed by itself. After we have robbed our hearts' content, our reputation will go down to “red sabers” (the icon in the upper left corner), and hunters will start pulling into the water area to suppress our actions (marked with a similar icon of crossed red sabers). We shoot, we take on boarding and we return to Salt Cay.

In the port, to restore our reputation, we bribe the officer, re-equip the "Galka" by purchasing onboard salvo guns.

Remembrance 5. Sugarcane Harvest

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

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

We conduct our sea pursuit in secret. To avoid the attack of enemy ships, we follow the direction of movement of the enemy, avoid the "yellow zones" (visibility zones) on the map. Having escorted the agent to the island, we moor a little further and again, under the "ticking" of the timer, we approach the attorney on land in order to eavesdrop, hiding in the bushes, information about the location of the warehouse. After that, we can proceed with 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's eyes", until we find the keeper of the key to the warehouse. We move stealthily, if we are suddenly noticed, we run away (not to engage in skirmishes - the second additional assignment). We get the key, follow to the warehouse and take out everything cleaned up.

Remembrance 6. Correct defense

Information has been received about a large military galleon, on which one of the familiar Templars (Ducasse) travels. Together with Blackbeard, we are embarking on a serious hunt, buying additional weapons - heavy cannonballs for onboard guns.

We go out into the open sea and on the minimap we find the largest ship (La Arca del Maestro), the viewing radius ("yellow" zone) of this monster will not allow us to make a mistake. But we check ourselves using a telescope.

We follow the ship in full sail, without getting into its visibility zone and not getting involved in skirmishes with other enemy ships, until the pirate allies attack the galleon from the flanks. We attach to it tightly "in the tail" - the heavy guns of the galleon have a "dead" zone near the stern. If the maneuver does not immediately succeed, we move away from the shots of the enemy's clumsy mortars ("yellow" zone - the targeting zone) - our speed allows us to do this - and repeat the maneuver.

Soon, eight warships will arrive to help the galleon. We shoot this squadron, not paying attention to the galleon (he will stop shooting at us). For more pleasure, along the way, we carry out two additional tasks. First, we send two ships to the bottom with heavy cannonballs (a "heavy" shot is a normal "no aiming" shot). Second, having knocked out a couple of "babies" to the minimum health, we maneuver, placing them in a line and simultaneously send them to the bottom with one "normal" shot. The main thing is not to confuse which of the ships to destroy in which way.

The galleon is hiding in the closed harbor of the island of Great Inagua.

Flashback 7. The only madman

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

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

We leave to the bay. We remove the sentry on the pier, sail to the galleon (diving, you can hide from the guards). First, with the "eagle's vision" from a log sticking out in the water, we determine our goal. We penetrate the ship on the ropes and, in order to kill Julien Ducasse "beautifully" (additional assignment), we climb a low mast for killing in a jump. We sit down the Templar - he will definitely pass under us, as he moves along the ship.

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

Abstergo, our days

On the road for the secretary, until we receive an offer from IT-schnick John to hack the computer and drain desired file to the courier. We do what they ask. Focusing on the minimap, we penetrate into the desired office. Hacking a computer in Absterg's way means solving a puzzle with a point controlled by us in a green circle.

We merge the file to the connected, return to our desk for the next "total recall".

IV. Great Inagua

Remembrance 1. Old Bay

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

Stelae Maya_xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Flashback 2. Nothing is true ...

We are looking for James Kidd, lost somewhere in the habitats of the assassins. We go at full speed to the island, on the shore we are looking for a synchronization point (to the left of the landing site) and proceed to the search.

Assassins in combat are "cooler" than ordinary soldiers-guards and it is impossible to be noticed (incognito mode!);

The weapon used is only "hand-to-hand combat", that is, assassins can be silenced, strangled (do not kill!);

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

Gently add 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 find chests (four of them were detected from the synchronization point), we rob or rob - an additional mission (the last chest is not far from Kidd, be careful!).

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

Flashback 3. Sage's Secret

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

Flashback 4. Capture and outnumber

Once again we rescue the hostages (14 people), the hostages are divided into small guarded groups. Both the assassins and the team are held captive. The liberation technique was practiced, but we will repeat: incognito mode, special attention to the shooters guarding the captives. We remove them carefully and quickly so that they do not have time to harm the guarded.

Plus: we were given a tube for shooting darts, sleeping pills and berserker venom. From the first they fall asleep for seconds, from the second they crush those who are nearby. We do not regret darts - they are easy to replenish by searching the pockets of the slain with darts. As an additional assignment: we put eight guards to sleep (it is better to finish off the sleepers from their feet until they wake up), two - we poison (better than the strongest, so that they inflict maximum damage on others).

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

V. Nassau, Bahamas

Remembrance 1. Forts

Pre-upgrade the ship with mortars - we will need them not only when capturing the fort with gold reserves and the Templar Torres, who possesses 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 coastal fortification towers with mortar cannonballs ("Q" - activation) - an additional assignment, the other can be done with ordinary ones.

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

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

Flashback 2. Traveling Salesman

We replenish the stock of smoke grenades, if by accident we did not do this earlier. We keep an eye on Torres and Prince, who supposedly has the Sage. On the way, we kill four shooters on the roofs (additional assignment). It is not necessary to kill them at once and in a row, but the shooters are slightly more than required in this mission, it is important not to miss.

To complete the second additional assignment, 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, once again, five are prepared for dessert.

When the wiretapping zone appears, we record the conversation of the couple pursued by us. It remains to catch Kidd, who intended to kill Torres and Prince, which is not part of our plans. We catch up and "space" it ("Space" - to knock down).

Flashback 3. Not a man

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

We jump to the hayloft and move into the "red" zone. We hit two bulls with axes with a "berserker" from a tube (additional assignment), they will finish the rest themselves. We make our way to the signal bells (incognito mode, so as not to drag out the time), we neutralize the shooters on the roofs with sleeping pills (remove two shooters with sleeping pills - the second additional assignment).

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

In case of alarm at maximum speed, using grenades, following the cutscene prompts (cart!), We move from the "red" zone to the arrow with James Kidd. She's Mary Reed she is Ella Katznelbogen.

Vi. Nassau, Bahamas

Flashback 1. Diving for medicines

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

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

We hide from the sharks that have appeared among the wreckage and underwater flora, not paying attention to the bonuses. If we avoid shark attacks, the second quest will be completed. We make our way into the bell, surface. The medicine is expired ...

Remembrance 2. Devil's Advocate

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

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

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

We keep at a sufficient distance to avoid hits of enemy mortars. We ourselves fire at the galleon to the minimum "health" and proceed to boarding. We kill the captain (additional mission) in any way that gives us pleasure: with blades, 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. Do not forget to upgrade and replenish supplies of consumable ammunition (although there are enough reminders in the game on this topic).

We follow the wake up the river following the gunboat. We are not particularly in a hurry for better maneuverability and we are not approaching - they should not notice us! Having passed the sandbank on the way to the observation towers, which cannot be passed unnoticed, we go to the pier.

Objective: to break another bell. We eliminate the guards: we track the movements, in the style of a machine gun we put everyone to sleep with sleeping pills, jump down and finish them off, starting with the first ones who wake up. It is possible according to the standard: whistle-kill, but in any case, we follow the red bell icon (the enemy is going to sound the alarm).

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

We chase the sloop moving along the pier, simultaneously removing the guards we met, we do not enter into battle without the need, we pass "on the tops", we reduce the distance - we will have to overhear the conversation at the cemetery in the nature protection zone. We chase the speakers by bushes, behind boxes, corners until we get a "successful eavesdropping".

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

As follows from the video, we confiscate the keys from the captain, take the powders-medicines and take them to Blackbeard.

Abstergo, our days

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

Vii. Nassau, Bahamas

Remembrance 1. Demanding Negotiations

We follow the delegation of Governor Woods Rogers .. We fix the governor with "eagle's sight", follow him at a safe distance to the fort, bypassing the streets with guards (we "see" through the walls!). 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 the fort wall along the ledges and beams. Additional task on the murder of three guards "hanging on the ledge" we carry out slowly, if possible, "pulling" from the wall or throwing off the shooters who inadvertently approached the edge.

We "clean out" the sentries on the tops, we jump into the courtyard, where we will have less than a dozen pathetic guards on our way. We track the movement of patrols, we get close to the bell and, even if we are noticed, we clean up the guards, not letting us "ring back", cut the bell rope (the second additional assignment). It remains to pick up the scroll with the "Chamberlain's plan", put on a barrel near the house of negotiations.

Flashback 2. The Gunpowder Plot

To break through the fire from the environment, the pirates need four barrels of gunpowder. All barrels are marked on the map, we go, we collect. In order not to get up twice, you can pay attention to the bonus items.

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

Remembrance 3. The Commander is forever eighty-six

Our answer to Chamberlain, who wants to destroy the pirates. We are watching a couple of soldiers sent to the flagship. We do not enter the battle, we bypass ambushes. We "remove" the lonely 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 (commander) with "eagle vision". We make our way to the galleon through the bow, using half-submerged ship skeletons. We move from the bow to the mast closest to the stern (Chamberlain winds circles in the stern area) and not just kill the enemy, but in a jump (additional mission) from the lower yard.

Listening to the final curses ...

Remembrance 4. Brander

We are going to break the blockade by loading the kamikaze ship. We upgrade (the main thing is powder barrels), we buy additional mortar kernels for ease of passage and execution of all additional tasks.

We escort the fire-ship, protecting him and ourselves from the attacking rather weak enemy ships. We hit three ships with mortar balls - one of the additional missions. It is important not to overdo it and leave someone afloat to sink one of the gunpowder barrels - the second additional assignment.

After undermining our "Royal Phoenix" (do not 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.

Damage to the Jackdaw may not be enough, but the control point is not that far ...

VIII. Great Inagua

Flashback 1. Don't be careful

We move forward behind Blackbeard towards the Abaco Islands in the north of the Bahamas. In the pirate camp, we notice a slippery type, turn on the "eagle vision" and follow the stranger to the place of a secret meeting, then in the listening area with bushes. On the way, we silently eliminate four sentries (they constantly rub near our bushes) - additional assignment.

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

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

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

Flashback 2. Boastful Bastards

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 the ship of the Royal African Company, involved in the disappearance of the Sage.

We do not get involved in the battle, we take care of the "Jackdaw". Wayne is in front of his ship, we follow him without being distracted, since Wayne's ship will fall under the distribution, and we will have only 15 seconds to save him and his crew.

We pull on enemy ships and take them out into the zone of destruction by the guns of the fort before sinking one of them (additional assignment). We are looking for the "Royal African Pearl", the fort must have hit it, but could not sink. Ram (additional assignment), proceed to boarding with sufficient damage to the enemy ship. There are only a couple of officers and 15 crew members on the deck of the Pearl.

At that time, the authorities did not like, hence the riot, and Captains Edward and Wayne are put from the "Jackdaw" on the padded smoldering ship.

Remembrance 3. Landed on a Desert Island

The ship nailed to a desert island. Wayne is also "nailed" - he begins to go crazy, run from Edward, see him as an enemy.

We are synchronizing. First we try to find Wayne, then catch him. On the way, we carry out one of the additional tasks: we get the skins of three animals, more precisely, only three animals! the feline family. We approach Wayne, he begins to shoot back and work with grenades.

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

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

IX. Great Inagua

Remembrance 1. Imagine my amazement

Evacuated from a desert island, Edward is back on Greater Inagua talking to James-Mary. We have received information about the presence of old opponents of Hornigold and Rogers, who will lead us on the trail of the Sage.

Quests are much easier to complete before searching for and tracking down the Templars. We secretly comb the surroundings 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. We 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, we connect the "eagle vision", we follow. Penetrate into restricted area to eavesdrop on the conversation, you can "head on": wait until the Templars pass deep into the territory and "sweep away" two guards at the same time with hidden blades.

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

Remembrance 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. Task: 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.

Localize the Sage whose team is captured. As a gesture of goodwill and to fulfill the additional mission, we proceed to free the pirate hostages. The hostages are two guarded groups, the scheme has been tested more than once: incognito plus a quick "shoot" of the shooters.

The main mission of eliminating the local commanders Burges and Cochram is complicated by the desire to record the completion of the additional assignment - double murder - as an asset. With eagle's vision we isolate the targets, go down into the valley, track the movements, along the way eliminating, just in case, other enemies. We can "graze" one of the commanders until they get close and give us the opportunity to "sew" them in a row.

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

X. Mysterios

Flashback 1. Black Bart's Gambit

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

Completing the additional task "avoid open battles". By dusk we are looking for a Portuguese in order to steal his flag and disguise himself as our own. By swimming, diving for stealth, we get to the ship, swim behind it, climb up the side and, following the routes of the sentries on the deck, take off to the masts, where we eliminate the guard-shooters. We cut off the Portuguese flag, swim, dive again, return to the steering wheel of the "Galka".

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

To get closer to the galleon with treasures on the "Jackdaw", we "shoot" two shooters on observation towers like this: we secretly cleanse the right bank from a dozen guards first, a couple of observers here can simply be thrown off the tower. We swim across the strait to the rock with the second tower, observe the soldiers below, climb up unnoticed and quietly cut the observer with hidden blades.

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

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

Flashback 2. Murder and Trouble

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

The ship was found (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 clean the "right", by the trees hanging over the hole, we move to the second ruins, where Benjamin Hornigold is located on the upper platform of the tower. We whistle-kill the soldiers at the bottom, we get to the site and from the towering pier we dive onto the Templar.

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

Remembrance 3. Observatory

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

We do not enter into an open battle, we observe, we go from the back and neutralize without killing. The first additional assignment is not to kill anyone, to neutralize everyone. The second similar additional task "to neutralize five from the bushes" is easier to perform not on the initial stage when the guard is already sitting in the bushes. We clean the jungle, then the caves, then the "last" jungle, until the bars of all "guardian presences" go to zero.

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

We are looking for a way out: from the water back to the platform with the gyroscope, then along the steps even higher, to the tunnel under the arch. We can grab a fragment of the animus, getting close to it on the hands "on top". From the tunnel we drive down a steep slope, fall into the water not far from the coast.

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

Abstergo, our days

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

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

XI. Port Royal, Jamaica

Remembrance 1. Execution without death

We "sit" under escort, shake with the noise of the cage bars until the distracted sentries are "removed" by the assassin in the first generation, comrade A Tabai, and free us.

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

We also "clean out" the guards in the casemates: it is convenient to whistle the guards from around the corner or, as usual, to beat from the back. We activate the "eagle vision", we look at the second old friend (to complete the completed additional assignment), now you can meet with James-Mary.

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

Flashback 2. Delirium

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

Recollection 3. ... Everything is Permitted

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

We move to the coast, demolishing ambushes and completing additional missions along the way. On the spot, we destroy the Spanish landing - 20 soldiers under the command of the captain. The soldiers are crumbling into the front, the captain will have to be "pulled out" from the ship, having reached by swimming and climbed aboard.

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

XII. Il-a-Vash

Flashback 1. No longer the governor

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

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

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

We run out of the restricted ("red") zone into the office of the assassins.

Flashback 2. A Royal Failure

We upgrade, replenish stocks of mortar cores - Roberts will have to pay what he deserves.

We land on the island and, before looking for the future gallows Roberts, we carry out an additional assignment to blow up eight guards. Jogging through the open area, we collect a sufficient escort behind us, we lead to the powder barrels. 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's sight" we find him, he is hiding aboard his ship "Royal Luck", we proceed to pursuit, taking a place at the helm of the "Galka". We fire at the enemy ship with mortars, dodge powder barrels and mortar salvos. It is better to knock down an enemy ship before that one leaves the strait - there is less fuss with other opponents.

We take the "Royal" now "Failure" on boarding and not just kill Bartholomew Rogers, but "jerk on the yard" with the boarding "cat" (sitting on the yarn of the stern mast, aim the victim, hold down "F", jump off, press "S") - additional mission.

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

Flashback 3. Bad Blood

His creepy bodyguard El Tiburon is on the way to our Torres. We will upgrade everything we can, furrier an extra (not superfluous!) Holster, stuff cartridge belts, stuff all types of darts in our pants.

We do not engage in open combat (additional mission). We make our way into the fort, work on the roofs, eliminating enemies with darts. We activate the "eagle vision", we are looking for Torres, we find Tiburon. We are secretly pursuing it, "cleaning up" oncoming enemies and shooting off shooters from a distance with darts. Torres is found, we kill him, as required by the task.

By no means, a setup. We enter into an unequal battle with the armored Tiburon. To pierce his bulletproof vest, you will have to release at least a dozen rounds, and if the pistol is "under-pumped", you may need fifty. If there are not enough cartridges, we look for supplies in the vicinity (follow the clues) or clean the pockets of the killed guards. For greater pleasure, without killing the guards at first, we hide twice behind them from the shots of El Tiburon (additional mission "substitute the guards").

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

Remembrance 4. An eternal thorn

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

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

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

On the site near Torres with the guards, we can turn the trick: we work with blocks and push the guards 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 the high beam above him. We climb-climb over the moving pillars-beams, waiting for the flashes of lasers, to the last crossbar.

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

Abstergo, our days

In the real world, John is trying to take revenge, but the guards are on the alert: the security guards put the pest with a couple of accurate shots. We deserve an admin super password, there are no locked devices left for us. We get to a private screening of the film "shot" according to our recollections.

Titles. Back in memories ...

Epilogue. Great Inagua

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

Introduction

We hasten to present the most full walkthrough the first part of the mysterious and exciting game Assassin's Creed 4: Black Flag. In the fourth part we have to play for one of the ancestors of the main characters of the previous game - Edward Kenway. (If you spend quite a bit of time studying the family tree of this surname, you will find out that Mr. Edward was the father of Hatham Kenway and the grandfather of Connor Kenway.) Our new hero- this is not so much an assassin as a pirate, and the game itself is not so much land as sea. In the third part, we have already had a chance to take part in sea battles, but they can hardly compete with the new sea adventures in Assassin's Creed 4: Black Flag in their brilliance and scale. We will have to spend about 40% of all playing time here on the water.

And it all starts with the introductory part, usual for this series of games, in which we have to refresh our memory and character control skills.

Episode 1. Memory 01. Edward Kane

After loading the game, we find ourselves near a large ship, which we have to capture. Using the most powerful cannons installed on board, we deal with enemy ships, after which we watch the video. Following the prompts that will pop up during the game, we swim to the shore. On the shore we find a bridge, we pass through it and find ourselves in a location full of treasures. We search the surroundings to maximize our wealth.

Hint 1: if the hero needs to get to the upper floors of buildings, use the nearby trees. You can also use the bow of a sunken ship to get to the upper areas.

Hint 2: Treasure should be found in the northern part of the location. After the treasure is found, we go west. On the way we meet a mysterious stranger who sends us in search of a new treasure in the northeast.

After the money is collected, we go to the tower. Further along the water we move to the north and watch the video. Following the instructions, we set off in pursuit. After all the twists and turns, we find ourselves in the village, synchronize and again climb into the water. We swim to the schooner. On the ship we are waiting for a tutorial to improve skills, as well as the first hand-to-hand combat in the game. To defeat the guards, it is best to take turns sneaking up behind them and committing a silent kill. In principle, a frontal attack can also be used, only in this case it is necessary to show maximum dexterity so that the soldiers do not have time to raise the alarm.

After completing the quest, head south for another treasure. Here we find the seller and watch the video.

Tip 3. Do not shy away from body searches. Sometimes dead bodies hide very interesting artifacts, such as treasure maps. In order to complete the level, we take the ship and go to the extreme point of the cape.

Our days

Waking up in our time, we understand that everything that we have seen up to this moment is just a dream. In the present, we will meet with a stranger who will take us to new location... On the way, we learn to use a communicator that will become for our hero best friend for the rest of the game time: this is where new messages, information about quests and progress will be displayed.

Following the stranger, we come to the elevator, from here we go to the registrar, we find a note on the table. Further we go in the southwest direction, we find the second note. The third and subsequent notes will be waiting for us in the east and south wings of the building, as well as in our own office. Tip 4. In the first episode, we do not yet have the hacking skill, and therefore many locked doors will remain closed for our hero.

Episode 2. Flashback 1. Live Havana

We follow Stead until we see the gunsmith. We buy the sword we like and run to the church for synchronization. On the way we lose Stead. A little later we learn that our friend is in trouble and, naturally, we will have to help him out. We follow the trail of the intruder, take the stolen money from him, return the wallet to Stead and go to the tavern to watch the next video.<.p>

After watching the video, we get involved in a fight that begins with our appearance. The fight will take place in a training mode and with the sole purpose of teaching us how to attack correctly. Get ready for the fact that after all the inn drunks are scattered, more experienced and formidable opponents - the Spanish soldiers - will join the case. Following the prompts on the screen, we distract enemies and leave the room in a smoke screen. To break away from pursuers, we develop speed. After running away from the soldiers, we complete the mission.

Tip 5. Now Havana is at our complete disposal. You can wander around the city to explore the location. We will not collect many quests on the way yet, but we will still be able to find a few useful items on the streets.

Episode 2. Flashback 2. My sugar

We leave for the city docks to find out what happened to Stead after the fight in the tavern (alas, we lost him again). We follow the Spaniards, trying to remain incognito. In order not to be discovered, we follow them at a considerable distance and, if possible, hide behind various buildings, haystacks, in a crowd of passers-by, etc. If you come across closed territories on the way, we run around them and wait for the appearance of soldiers from the other side. The guards will try to pull away and run. The main thing is not to lose sight of them. Finally, when they stop, we eavesdrop on their conversation. To make the operation as successful as possible, we hire street dancers to distract the soldiers' attention to themselves.

Using a special vision mode (eagle vision), we follow the captain's guards. We patiently wait until the captain leaves the exclusion zone, and follow him to the stall. As soon as the captain enters the stall, we quickly run into the structure, approach it and select the key.

We leave for the fort. Here we kill all the enemies we meet on the way.

Tip 6. In order to distract the attention of the guards, set fire to the barrels. This will greatly facilitate the completion of the mission. We climb onto the roof of the fort, wait for the patrol to approach it, jump on the heads of the military and quickly send them to the next world.

Tip 7. When performing pirouettes, do not forget to keep an eye on the roof on the left. There is a sentry who should not be aware of your presence. After clearing the fort, we watch the video, climb the fortress wall, dive into the sea. We are looking for Stead and go to a new location.

See an example of the passage of Assassin's Creed 4: Black Flag below.

  • Game Review

    Meet Edward Kenway - a young and impudent, but already a formidable pirate.

    Colorful characters, huge world and an endless variety of missions - all this is "Assassin's Creed IV: Black Flag", one of the largest games in the series.

  • Key features

    The Golden Age of Piracy

    Assassin's Creed IV: Black Flag begins in 1715, when pirates founded their own republic in the Caribbean and ruled the seas completely. Criminals terrorized the fleet, completely paralyzed international trade and amassed untold fortunes. They threatened the rulers in Europe, haunted the minds of millions. and left behind a legacy that has stood the test of time.

    Caribbean at the beginning of the 18th century

    One of the most detailed worlds in Assassin's Creed. Together with legendary pirates such as Blackbeard, Calico Jack and Benjamin Horn, you will create your own republic in the Bahamas and take part in the events that influenced the Golden Age of piracy. Explore a vast area from Kingston to Nassau. Equip and upgrade your ship, find lost treasures, hunt rare animals and get cargo from sunken ships.

    Edward Kenway

    Meet Edward Kenway - a young and impudent, but already a formidable pirate. His skill with the blade and his reluctance to obey the authorities earned him the respect of legendary pirates such as Blackbeard.

    Learn more about the lives of Edward Kenway and his allies: Charles Wayne, Anne Bonnie, Calico Jack and Blackbeard. Face off against pirate hunter Woods Rogers, whose brutality is second only to his hatred of pirates.