Assassin's Creed 4 black flag walkthrough. Assassin's Creed IV: Black Flag Walkthrough. "Under the Black Flag"

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

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

Then, having seen a schooner in the bay, we jump down from the waterfall, having got out onto land, it is worth looking into the cave behind the waterfall, there you can find another chest. Having reached the beach, we free the merchant by killing the soldiers who caught him, after which we swim to the ship standing nearby. When you get to the ship, stand at the helm. Use the S button to start moving, after which it remains to sail away from the island, maneuvering between rocks and shallows.

Abstergo Entertainment

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


When viewing Assassins Creed 4: Black Flag walkthrough video use the "Playlist" button to switch between videos...

Chapter 2
Memory 1. Jolly Havana

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

Further in the process of passing the game, you will again have to fight with enemies, as well as learn new combat techniques. Use the smoke bomb, and then run and try to find a place where you can hide (for example, a well is suitable for this).

Memory 2. What about my sugar?

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

Memory 3. Mr. Walpole, I presume?

Go to the governor's house to start the quest. After going out onto the terrace, you need to shoot six targets, and then talk to Dukas. After killing any of the targets, your hero will have to jump into a haystack, and from there kill another. After entering the building, use the "X" button to attack one of the four targets that are at the top. Without slowing down your run, hit your target. Hurry up for the owners, and when you come up, press the button. Watch another video.

Memory 4. The Man Called Sage

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

Memory 5. Any complaints?

After arriving at the meeting point with Steed, watch the video. Hiding among the bushes, whistle to attract the enemy and steal the key from him. Hurry to the place where the Sage languishes in prison.

Flashback 6. Silver Fleet

Having thrown off the shackles, together with your comrade-in-arms, defeat all enemies and pick up weapons. Find the dungeon at big ship and release all the prisoners (use the hatch located on the deck). Swim to the captain's ship to engage in a fight with the captain - during this fight you should only use counterattacks and shoot with a pistol. You don't need to fight the whole fleet - swim away from it. While driving, try to avoid typhoons.

Chapter 3
Memory 1. Newly minted captain

In this segment of the game, you need to swim to the island, leaving the ship on the water. Then track down a couple of ocelots and two iguanas and shoot them or hack them to death with sabers. To find iguanas as soon as possible your hero will be helped by his "eagle vision". With your own hands, make a holster and an item that would increase health indicators. The "Crafts" tab will help you. Returning to the ship, talk to Adewale.

Flashback 2. Recruitment Opened

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

Memory 3. Robbery and robbery

Hurry ashore to watch an important video. A red marker will appear on the mini-map, and you will need to use a spyglass to view the ship. When you get close, point the camera at the bow of the ship, aim well and start firing knippels. The ship will catch fire, which means it's time for you to board it (follow the prompts on the screen). Having defeated all the enemies that your hero will meet at this stage of the game, you will be able to capture the ship. Repair the Jackdaw immediately and capture a few more ships. Having collected the required amount of cargo, hurry to the green mark. Thus, you will find yourself in Salt Key, where you can purchase a new case for the Jackdaw from the merchant.

Memory 4. Under the black flag

Not far from the coast you will notice a military brig - attack it. You may have to board another ship. Don't forget to use binoculars to view the ships' cargoes, and only attack those that are carrying metal. Hurry back to Salt Key and bribe a bribeable soldier. Get back on board to change gear. On the table on the right you will see a layout of the ship - click on it. In the upgrades for the Jackdaw, look for onboard guns and buy them. After leaving the cabin, watch the video.

Flashback 5. Sugar cane harvest

Swim to the island to talk to James Kidd. Follow him to find Beckford's attorney in the green area. Wait until the attorney boards the ship, and hurry to the helm of the Jackdaw yourself to continue spying on his ship. Just remember to avoid other ships. Having moored near the shore, hurry to the point from which you can eavesdrop on the dialogue. Follow the attorney without leaving the listening area. When you get to the warehouse, use the "eagle vision" to track down the man with the key. Defeat him and take the key. Go to the warehouse to rob it and the mission will be completed.

Flashback 6. Good Defense

Return to the ship to get to the marked island and talk to the pirates. Climb aboard again and move behind the battleship, trying not to get into the field of view. Sink eight ships while avoiding mortars.

Flashback 7. Lonely madman

Having sailed to the island, start completing the task from the sea. Climbing up, make your way through the jungle and eliminate the captain of the ship (before that you need to track him down with the help of "eagle vision").

Chapter 4

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

Memory 1. Old-old bay

Follow James Kidd into the jungle to get to the very rocks. Having risen to the stele, turn the drawing so that it coincides with the other three that are applied to the pillars. Dig a hole in the indicated place, and then follow James again to examine Dukas's room. Return to the pier to talk to Kidd.

Flashback 2. Nothing is true

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

Memory 3. The terrible secret of the Sage

Keep following James until the bridge collapses. You will now be separated and you will have to use the vines on the wall on the left to reach the stone block. Then go on the water. Having reached the lever, you will be able to rotate the circle with blocks. Put each block on the sector that matches it in color. You can move the blocks using two stones located on the sides. The right stone is lowered, and the left one is at the top - you need to put one or another colored block on it so that the stone goes down. Do this as many times as needed.

Flashback 4. Outnumbered

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

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

Chapter 5

Memory 1. Fort

An additional task for completing this segment of the game: using a mortar to destroy the fort, as well as using special devices to destroy enemy officers.

Buy a mortar, and then go to Nassau to watch the video. Back on the ship, join the battle. Shoot the fort from the mortar, and then hurry to the shore - once on land, you will need to cross the yard, turn right and kill the officer you will see here.

Flashback 2. Salesman

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

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

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

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

Memory 3. Desolate

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

Move towards the mill in Kingston. Immediately after synchronization, talk to Kidd. Jump into the hay, and then quickly crawl forward, remembering to hide in the grass. Deal first with one guard, and then with another (he is near the fence). The gunner, who is located in the immediate vicinity of the tower, needs to be euthanized. After that, you can freely pick the bell.

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

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

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


Chapter 6

Memory 1. Dive for medicine

An additional task for passing this segment of the game: find three chests with jewels and escape from the shark.

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

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

Flashback 2. The Devil's Advocate

An additional task for passing this segment of the game: save five survivors and eliminate the trinity of guards with the help of checkers.

Climbing on a pirate ship, which is now in the Salt Lagoon, your hero will have to save those five who were lucky enough to survive. In the southeast of your map, you will notice marked waypoints - be sure to visit each of them. After swimming around the land, help Blackbird. Use sticks of dynamite to stun the soldiers who pounce on you - you must ensure the safety of your ally at all costs. Once all enemies have been eliminated, take a seat at the helm of the Queen Anne's Revenge and watch the cutscene. At the final stage of the passage of this section of the game, you will have to act according to the circumstances.

Flashback 3. Siege of Charlestown

An additional task for passing this segment of the game: with the help of darts, put three crocodiles to sleep, and also get a crocodile skin.

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

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

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

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

Our days

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

Go to the elevator, and then hurry to Olivier's office. After John gets in touch with you, you will need to clearly follow all his instructions. When you cope with the task, you will be given the opportunity to hack the video surveillance system. After watching the video, continue to act in accordance with John's orders. By hacking Olivier's personal computer, your hero will be able to access all the information of interest to him. When you manage, you can leave - the mission is completed.

Chapter 7

Memory 1. We bet

An additional task for passing this segment of the game: break the bell and destroy the three guards, hanging on the ledge.

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

On the left side of the entrance to the fort are hanging platforms, as well as trees with which you can get inside. Use this method, and most importantly, do not forget to deal with three guards on the way. Having crossed the shaft, kill the gunner, and then whistle for another one to come up, and also kill him.

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

Flashback 2: The Gunpowder Plot

An additional task for passing this segment of the game: kill four guards in a row, and also use ten igniting darts.

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

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

Memory 3. Commodore 86

An additional task for passing this segment of the game: deal with three enemies in the pursuit zone, as well as use such a skill as "air attack".

Once in Nassau, go towards the exclamation mark. Talk to Vane and proceed to the next task. Focusing on the sign, get to the house, which is guarded by a group of people. Use the skill "Eagle Vision" to find all your opponents. When you spot a group of enemies heading straight for you, hide on the rooftop so they can get past.

When the opponents move south, go to the right side of the exclusion zone. Hide in the nearby bushes, lure the guard with a whistle and kill him. Similarly, deal with the second and hurry into the rock. From this position, you can freely monitor the tent.

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

Memory 4. Fireman

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

After returning to Nassau, talk to Vane on the beach and immediately start the mission. Hurry after the ship "Royal Phoenix" - it is accompanied by heavy security, so you'll have to deal with them first. Shoot three ships with a mortar, and throw a fire barrel at the fourth. After the firewall is able to break through the Armada defense line, the passage of the mission can be considered completed.

Chapter 8

Memory 1. Don't be careful

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

Hurry to the island of Abaco, and then move to the point marked with an exclamation mark to watch the video. Go first to the man who is sitting on the bench, and then to the man by the fire. Due to this, you will not be able to be detected. Follow the last man to get to the next area. Having taken a suitable position, begin to eavesdrop on the conversations of passers-by.

Further in the process of passing the game, you must kill two guards by approaching them as close as possible. Go forward, and then turn left, and when the guard moves after you, kill him. Hurry to the yard to hide against the wall in the tall grass. After killing another guard, use the ramp - it will help you climb the wall. Wait a bit and jump right on the flowers to get into the enemy camp.

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

Once at the ship, hurry to sail away from the shore. Now you have a powerful blow to Manowar. Quickly go along the side, turn around sharply and start shooting at the stern of the enemy ship. Having won, board the ship and fight off opponents for a while. After the video, go back to the ship and hurry to hide from the enemy fleet.

Flashback 2. Conceited Bastard

An additional task for passing this segment of the game: to disable the "Royal African Pearl" with the help of a ram, and also, using the defense of the fort, deal with enemy ships.

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

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

Flashback 3. Landing into the unknown

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

Vane clearly feels out of place. And you must go to the bowsprit of the sunken ship and get synchronized. After going to the beach, you can find some treasures, as well as a message in a bottle.

On the island you will meet a black jaguar, which you need to kill and skin. And keep in mind that at times the beast respawns.

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

After returning, you will find out that Vane has left, but left a surprise for you. Go to the powder keg, and a second jaguar will come across on the way. Kill him too and skin him, and you must do the same with the crocodile. Approaching Vanya, watch the video, after which you will have to kill this character as well. Turn right and start moving along the blades. After synchronization, jump on Van from above and finish him off from the air.

Other materials on the game:

Now, in the passage of Assassin's Creed 4: Black Flag, you can go to your ship and head to the exclamation mark, which is located near Long Bay. As soon as you get there, you can immediately start the task. Head into the jungle and navigate through them , killing enemies along the way.

After you completely clear the location, you can catch your breath a little and go north. Look around and find the treasure. Jump into the water and swim to the search area, turn in the direction where the bushes grow, and go right. Be careful because three opponents are attacking now. Disarm them first before they use their guns. Also use sleep darts on them. Continue playing Assassin's Creed 4: Black Flag and move through the swamp, and then jump onto the platforms. Put the next enemy to sleep, and when the second one attacks, kill. Then activate Eagle Vision to see all the enemies settled in the west and north Sneak up on them and neutralize them, then head to the eastern part of the location and eliminate the last living enemy.

Look around and go towards the caves. Then get out to the coastal strip and save. Climb back into the cave and hide in it. Get the barrel and kill three fighters. It is worth saying that when they are sitting, then you will not be able to attack them, and they - how else. So do not take risks, it is better to wait a bit until the enemies get up. You can use a sleeping dart on one of them, and weapons on all the others. Having dealt with these enemies, go further and remove the next ones.

Head to the topmost level and arm yourself with sleep darts to use them to take down the gunner. Move across the bridge and try to remember the number and location of the enemies that have settled on the other side. Then take the most convenient position and send everyone to sleep and find a passage to get out through it. Be careful, as two opponents will attack now, deal with them, and then pick up the utilities scattered around.

Now, in the passage of Assassin's Creed 4: Black Flag, you should head east and reach the end of the location to find the enemy there and put him to sleep. Then run up to the water and dive into it to take cover and shoot at two more opponents. Regarding the third a fighter, then he can be killed in close combat when you find yourself near the point where you have already been before climbing into the cave, but a little lower.

Move to the southern part of the location and look for the guard who has settled in a small cave. Then wait until he turns away and move down to get to the jungle. Activate Eagle Vision and find the fighters crouched in the bushes. Then try to calm the situation as quietly as possible. Now go to the northern part and you will find yourself near the waterfall. Near it, you should look to the left and notice another fighter. He also needs to be killed if you want to loot the chests.

Move to the southern part of the location to find yourself in a new territory. Just be careful, as there are a lot of patrols here and they go often. Wait for them and put them to sleep. Run upstairs and save. Then look around to find another Fighter. It is worth noting that it can be destroyed from the air. As soon as another enemy appears near you, kill him without drawing attention. Continue through Assassin's Creed 4: Black Flag and go to the Mayan stele.

Approach Roberts and move after him. As soon as you pass through the laboratory, you will be able to find a crate. Watch the video and climb up. But you won't be able to get to the topmost level because the path will be blocked. So head north and climb up the wall. Then you can jump onto the rock and slide down it. Then go to the corsairs on the beach and talk. After that, the task will be considered completed.

Our days

After you receive a message from John and Lemay, explore the area, not missing the chance to hack all the computers and read the notes lying on the tables. Now, in the passage of Assassin's Creed 4: Black Flag, go into the room from which video surveillance is being conducted. Then proceed to solve a simple problem. You just need to set the following correct sequence of numbers: 3-5-77. As soon as you complete the task, then go to north room and find the server in it.Disable it and set the following sequence: 3-7-7-7.After that, it will activate remote access and you can get the information you need. Watch the video and get out of here.

Episode 11

Memory 1: Suffer without dying

Once the video ends, you can do the following:
1) Wait until everything ends by itself;
2) Go to the grate and rattle it to get the guard's attention.

But whatever you decide, in the further passage of Assassin's Creed 4: Black Flag, you need to run to the left, jump onto the boxes and climb a tree. Then jump into a haystack and hide. Wait for the guard to approach to finish him off. Then you need wait for the captain and his retinue to turn away.Quickly start running towards the bell and smash it.

Then quickly run for cover before you get caught. You should not leave the guard alive, because he can cause significant damage later, so it's better to neutralize him immediately. Move to the opposite side and deal with the next two guards. Just do everything quietly, in order to avoid trouble.

If the fighters notice losses in their ranks, they will instantly raise a panic. Therefore, it is better for you to immediately destroy them or drag the lifeless bodies to where they will not be discovered soon. And if they find it, then we will not scatter in a crowd, but one at a time. So lure them out there and finish them off. Then play again.

It is worth noting that you do not have to complete the entire game in stealth mode. First, because in additional quests nothing is said about it. And secondly, it is not necessary to give the opponents the opportunity to be too close to the desired bell. If now the alarm is raised in the passage of the game Assassin's Creed 4: Black Flag, then there will be much more problems. I advise you to shoot those fighters who want to get to the bell.

Then move to the southwest direction and go to the fence. Wait a little while the patrolmen pass to deal with them. I advise you to carefully monitor the guards during the battle and ensure that they turn away. Because otherwise the attack can be very dangerous. After the enemies die, move across the road and approach the crates. Hide behind them and wait until the enemies appear. Use the whistle as bait and kill them. Then run to the bell and remove the last guard from there.

After disabling the bell, you can move forward when you see two opponents, hide in the bushes and wait until they disperse. Try to destroy the one closest to you, the very first. Continue playing Assassin's Creed 4: Black Flag and wait, the second one will return. Whistle again and kill him. Keep your way back, dealing with enemies along the way.

You can move to the south and meet there Rackham imprisoned in a cage. Approach it and click on the active key that appears on the monitor. Only in this way will you be able to complete one of the additional objectives. Then climb along the wall through the scaffolding and the bell and look north. You can see the gunner there. Wait a bit for him to turn away and sneak up close to put him to sleep with a sleep dart.

After a while, the opponents attack. Don't think too long, just destroy them. Then jump down to those boxes that are not far away. If you see that the gunner sees another 10 dreams, then calmly move north, not paying attention to him. Then move along the wall and hide in the bushes. Now we need to wait for the fighter to approach. He will come out of the ditch. Try to finish him off as quickly as possible, because otherwise he will cause a lot of problems when completing this task in Assassin's Creed 4: Black Flag. Then return to the bushes and wait until it becomes quiet around and get out of there.

As in any self-respecting open world game, Assassin's Creed IV: Black Flag it's easy to get lost among the endless side quests, invitingly callous to the eyes on the global map of the world. Running after messengers, looking for approaches to chests hidden in the folds of the urban landscape and performing contract killings is fun for the first couple of hours, after which you can be covered with the standard melancholy for such a situation: there is a lot to do, but there is nothing to do. Complete assassins walkthrough"Creed 4 is the topic of a separate text, and largely useless, since the game does not cause any particular difficulties. But so that you don't get bored during your Caribbean adventures, here's a guide to the main attractions. No problem.

Swim more: it's fun and healthy

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

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

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

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

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

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

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

Organize your fleet

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

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

Capture forts

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

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

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

Look for treasure

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

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

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

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

Don't skimp on weapons

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

Do needlework

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

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

Kill all templars

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

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

Challenge legendary ships

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

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

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

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

Part 1 Cape Bonavista June, 1715 Remembrance 1 "Edward Kenway" Two years ago, Edward Kenway went to free bread, promising his beloved Caroline to return...

Part 1

Cape Bonavista
June, 1715

Memory 1
"Edward Kenway"

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

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

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

The present

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

Part 2

Havana, Cuba
July, 1715

Memory 1
"Jolly Havana"

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

Memory 2
"But what about my sugar?"

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

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

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

Memory 3

"Mr. Walpole, I presume?"

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

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

Memory 4

"The Man Called Sage"

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

Memory 5
"Any complaints?"

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

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

Memory 6
"Silver Fleet"

Together with a friend in misfortune, we are freed from the shackles by pressing the button shown. We stand near the boxes at the aisle, whistle and neutralize the approaching enemy. We run to the next corner, making sure that the guard is in the far position. And we are waiting 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 the deck and act at our discretion - covertly or in open combat. The second option is much easier and faster. The first option involves hiding around corners and watching the guards' route for a long time. Each ship contains captive pirates. For the main task, it is enough to release eighteen people + five for the additional one. We move from one ship to another along the masts or water. Having finished with the release, we move to the noted brig and carry out its capture. We stand at the helm and go to the indicated point. To resist the flotilla led by the ships is beyond our power. Therefore, we leave the red area as soon as possible, simultaneously firing at the frigates from various guns. We follow the weather phenomena on the mini-map. We go around typhoons and turn the ship in advance to face the killer waves in order to overcome them without damage and loss of the crew.

Part 3

Memory 1

"New Captain"

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

Nassau, Bahamas
September 1715

Memory 2
"Set open"

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

Memory 3
"Robbery and robbery"

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

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

Memory 4

"Under the Black Flag"

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

Memory 5
"Sugar Cane Harvest"

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

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

Memory 6
"Good Defense"

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

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

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

Memory 7

"Lonely Fool"

The team unanimously chooses to attack the Bay. There is also Ducasse. If we kill him, then the other Templars will not know that we are still alive. We swim to the dilapidated structure and climb to the very top along the ledges on the walls and wooden fortifications. Once in the jungle, we go along the path, silently neutralizing single enemies. Having reached the whole group, we move through the bushes on the left side. We climb a tree and move along it to the next area. Now we go on 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.

Off the coast, we are free to act as we please. But, nevertheless, we try not to attract too much 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 finally leave Ducasse. We will knock him to the ground or push him away after a counterattack. Then we quickly climb some hill and in a jump we kill the enemy with hidden blades.

The present

Olivier wants to see us. Let's follow Melanie to the elevator. We pass into the cockpit, connect with the help of a communicator and select the fifteenth floor - the leadership. The bosses plan to make a film about the life of Edward Kenway. In this regard, we are asked not to delay in opening all the memories associated with the Observatory.

Upon returning to the elevator, we are contacted by John from the IT department. He asks to get a harmless file for him from the computer of one of the employees and hand it over to the courier. We go down to the second floor and, guided by the mini-map on the communicator, we get to the colleague's office. We approach her workplace and connect with the Animus. For hacking, it is necessary that the point we control is 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 the point on it and download the necessary data. We go to the fifteenth floor - the hall. We approach the reception and transfer the data to the courier Rebecca. Having worked for the benefit of the assassins, we return to our workplace and continue to study the life of Edward.

Part 4
Great Inagua

March, 1716
Memory 1
"Old Old Bay"

The bay is full of secrets and mysteries. We catch up with James and follow him deep into the jungle. We climb the stele and interact with it. We place the shadow over 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 more about the Observatory and sets up another meeting in the Yucatan in exactly two weeks.

Memory 2

"Nothing is true..."

We go out to the open sea and pass into the cabin. We are considering a map for organizing work for our own fleet. We 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 the ledges on the wall, hide in the bushes and, picking up the moment, knock out the assassins one by one without any weapons. We climb to the viewpoint, 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 coast and at the other end we find the second chest.

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

Memory 3
« Terrible secret Sage"

As it turned out, James is in the Brotherhood of the Assassins. After talking with A-Tabai - mentors of the assassins, we follow James. The only thing that Edward liked about the Assassins was their Credo - "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 onto the block, which, under our weight, falls down. We continue to run after Kidd. You will also need to swim. Having dived, we follow the scale of air. Climb up and start solving the puzzle. Climb up the green block and drop it into the blue area. We grab the central lever and make one rotation clockwise. The side mechanisms have one more colorless block each. We hang on them and raise 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. We rotate the lever and raise the blocks so that the blue is on the left and the green is on the right. Rotate the lever and match the blocks to the areas corresponding to them by color.

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

Memory 4
"Numerical superiority"

The Assassin camps were 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 berserk poison. The first type neutralizes opponents for a while. This time is enough to run up to the lulled enemy and finish him off. The second type of darts allows again for a limited time to persuade enemies to our side. We aim, shoot and go down. We lull eight more in this way. Berserker Poison is best used against archers in high positions. In some cases, you will have to act quickly: when the captives are about to be executed, we use the wind pipe. We search the bodies to replenish the stocks of darts.

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

Part 5

Nassau, Bahamas
January 1717

Governor Torres is going to visit the fort of Cuba and personally pick up the accumulated gold. Before starting the task, we acquire improvements for the ship - mortar cores. The strengthening of the hull will not interfere either. You can get the necessary materials by attacking enemy ships. Ammunition, as we remember, is purchased from harbor 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 the fort's fortifications. Against the latter, we use mortar cores. Next, we moor in the indicated area near the fort. We go up, climb the wall and, taking out the hidden blade, we deal with the officer on the run. We climb even higher, we pass to the headquarters, where we meet Torres. After the night the Sage escaped, the Templars put out a reward for the capture of the fugitive. The gold in the fort is for Laurence Prince, who has the Sage. The governor will help buy him out.

Memory 2
"Traveling Merchant"

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 undertaking. First you need to make sure that the Sage is safe. Having gone forward a little, we turn right, activate eagle vision and mark targets. We follow them, trying not to get too close. We face the guards on the stairs, use the 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. Going down, we climb onto the roof of the house and destroy the arrow. There will be a sufficient number of shooters along the entire route to complete an additional task.

We continue to follow Prince and Torres. At the next passage there will be two guards. We use a smoke bomb and neutralize them. Soon there will be a zone to eavesdrop on the conversation. We penetrate into the restricted area through a breach in the fence. We hide in the bushes and, following the movements of the guards, quietly pursue targets. Ahead of them, we climb onto the roof of another 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 following us. Having dealt with the guards, James decides to kill the slave trader. This cannot be allowed, so we rush in pursuit of the boy. We catch up with him and bring him down. We are proactive when Kidd begins to descend from the roof to the ground. At this point, we often click on the “Dump” button.

Memory 3
"Male Friendship"

We purchase both types of darts for the blowpipe from the merchant. James is waiting for us on the roof of the mill. We climb there from the side opposite from the blades. James was 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 dense grass, we shoot darts with berserk poison at large guards. We release 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.

Meet the girl at the gate. She will help us get into the mansion. We go around the house on the left side. While in the bushes, we draw the attention of the guards and neutralize them when they come closer. Nothing terrible will happen if we are still noticed. Having defeated the opponents, we climb onto the roof along the stairs on the wall of the house next to the gate. We jump into the haystack at the back of the mansion. We get to 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 to the noise. We will not be able to fight against such a number. From the cart we jump onto a tree and then we continue to run along high points, avoiding skirmishes. After leaving the red zone, we get to the indicated point and hide in a cart with hay. Particularly curious can come up and poke into 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 to all pirates, provided that they sign an appropriate agreement. The day when the troops will arrive on the island is not far off. We follow Blackbeard and discuss the disease that has swept the island. You can get medicine from the 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 (from each 100-500 reais) on the territory of the island, previously synchronizing with the terrain at the viewpoints, or by robbing ships at sea (selling sugar and rum). We purchase a diving bell from the Harbor Master.

Memory 1
"Medicine Diving"

Meet friends at the site of the sinking of Spanish ships. Under Beard's guidance, 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 the air supply. We open the hatch on board the left vessel. We open the chest, pick up a bottle of medicine and swim through the vacant passage. Do not forget to swim up to the air pocket, otherwise we will not have time to get to the exit. A strong current of water will carry us forward. We try not to crash into obstacles, 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 algae, go to the next wreckage. We leave from the other side and immediately swim up to the bottom of the bell in order to surface as soon as possible. For an additional task, the sharks must not bite us. The medicine turned out to be spoiled, so you will have to look for it elsewhere before Blackbeard moves on to desperate actions.

Memory 2
"Devil's Advocate"

Before starting the task, we buy smoke bombs. Thatch did not wait and decided to attack the English frigate. We go to the indicated point in search of Blackbeard. Along the way, you need to save five survivors. Ahead is a restricted area and quite powerful enemy ships. If you are not confident in your abilities, then it is better to bypass 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 a friend fight off the royal guards. We kill three, having previously stunned with a smoke bomb. Having won, we take control of the Beard's ship.

Insufficiently strong hull and slowness of the vessel is compensated by powerful triple salvo side guns. Before approaching the battleship, we avoid taking damage from mortars. We try to position ourselves in such a way as to constantly launch volleys from the side cannons. Having immobilized the enemy, we swim up to him and board him. We cross the mast to the other side and jump into the water. We rise to the deck and deal with the captain.

Memory 3

"Siege of Charleston"

Before starting the task, we buy darts with sleeping pills. Steed got his own brig and went to conquer the seas. Thatch has taken local residents hostage and is demanding a ransom from the Charleston authorities in the form of medicines. He also sent his people to the governor for negotiations, but a week has passed, and there is still no news from them. We pursue the gunboat in the restricted area. You don't have to go after her. It is best to stay on the left side so as not to light up in front of the watchtowers. 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 a haystack and silently neutralize the enemy. With a whistle we lure the one who will pass by. The rest can not be touched, 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 we turn right and shoot the crocodile from the blowpipe with a dart with sleeping pills. We remove the skin from the predator, climb up and move to the right along the ledges. We go down to the water, track the second crocodile and put him to sleep. After moving to the other side, we neutralize the guards or go around them, climbing up the boxes on the left side. We get to the next point. When the guards finish speaking, one of them will go to the right side. In the 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 eavesdropping zone. You need to go 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 on the right, but on the left side. We deliver medicines and ingredients for their synthesis to Beard's ship. We will have to return to the island without Thatch.

The present

Olivier is waiting for us in his office. We get to the elevator and go up to the fifteenth floor. John will contact us at the reception. Open the map and go to the camera control room. We connect to the system and proceed to hacking. The numbers under the graphs: 2 - 5 - 7. After listening to the conversation, we leave the room, turn left and get to the window. On the lift we get into Olivier's office, we approach his workplace and hack the computer. 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 go down the elevator 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 three pirates to come to the negotiations. The only volunteer was Ben Hornigold. 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 with a whistle, neutralize it and quickly catch up with another. We climb onto the roof of the house on the left side. We destroy the arrow, we move to the other side and jump into the haystack. When the group passes us, we shift to the left side and, after passing between the houses, we rise higher. We hide in the bushes in front of the gate and wait until the targets pass into 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, drop the enemy down. Now we move to the right, we rise even higher and from the ledge we drop two guards one by one. In the jump, we destroy two unsuspecting enemies. We jump into the cart with hay near the building. Neutralize the nearby guard. Now let's take a look at the bell. First, let's track the movement of enemies on the mini-map. Having picked up the moment, we approach the bell and disable it. Still remaining unnoticed, we get to Chamberlain's plans and pick them up. If necessary, you can hide in the bush. 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 break through it is to make a firewall and send it to the blockade. Vane will get the tar, and we'll get the gunpowder. We buy darts of all types. All points with gunpowder are under heavy guard. Against gunners on towers and large opponents, we use darts with berserker venom. In total, you need to hit ten targets with any type of darts. The second additional task is to kill four guards one by one 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 won't budge. He is about to order the sinking of the pirate ships without the knowledge of Governor Woodes Rogers. Let's follow the guards who will lead us to the galleon where Chamberlain is. Activate eagle vision and mark targets. We hide in the bushes, neutralize the enemy and go to the left side. We climb onto the roof of the house, move forward and hit the arrow from the wind tube with a dart with sleeping pills. Leaving the restricted area, we continue the pursuit on the ground and, in which case, hide in the bushes.

Having descended the stairs, we hide in the thick grass and wait for the thug coming towards us. We lure him with a whistle and kill him. Further, we keep to the right side and, being in the bushes, we deal with the third guard near the tents. We get to the shore on the right side and get to the ship. We rise 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

"Brander"

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

Part 8
Great Inagua

October, 1718
Memory 1
"Knowing no pity"

Before starting the task, we strengthen the ship's hull and get 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 pursue him, if necessary, hiding around corners or getting lost among people. The stranger turned out to be a scammer who worked for an expedition hunting for Blackbeard. We constantly keep to the left side and do not leave the eavesdropping zone. Along the way, you need to kill four guards. All of them are well located near the bushes throughout the route.

The stranger gives the signal to attack. We quickly get to the Jackdaw, stand at the helm and concentrate all our attention on the battleship. We are firing from mortars and, getting closer, side cannons with heavy cores. We calculate the damage, since in order to complete an additional task, the ship must be transferred to the boarding state exclusively with the help of heavy cores. During the boarding, Thatch is seriously injured, and then completely killed. We are thrown overboard. We manage to swim to the "Galka" and leave the dangerous territory.

Memory 2
"Narotic Fools"

We acquire a modification for the "Daw" - "Improved Ram". We capture the fort of Cabo de Cruz - one of the closest to the starting point of the task.

We inform Wayne about the death of Blackbeard. He became interested in the Observatory and revealed that the Princess, carrying Sage Roberts, was working for the Royal African Company. We follow Wayne's galleon - it will lead us to the frigate "Royal Africa". We continue to move on the left side of the ally. If you sail after the frigate, you will either have to maneuver or shoot the powder kegs in time. Vane's galleon will soon become unusable and we will have to take all the people to our ship. The fort will activate the weapons, and the additional task will be completed automatically. We accelerate and ram the enemy frigate. Having inflicted enough damage, we take it to the boarding. 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, unable to move by sea.

Memory 3

"On a desert island"

Weeks passed. Edward and Wayne ended up on a deserted island. The enmity between them intensified every day. Wayne was losing his mind and became 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 pass deep into the island, move along the right side and along the branches we get to the fragment of the Animus. There's a black panther roaming around here somewhere. We attack it from above and remove the skin. We activate eagle vision for faster finding of a predator. We go further away and come back here again and again until we get the right amount of skins.

We catch up with Wayne, climb up to him along the ledges on the left side, synchronize with the terrain and make a leap of faith. We go downstream. We move on high points, otherwise you can fall into the mouth of a crocodile. Once again, having overtaken Wayne, we move from one shelter to another when he is preparing to throw a bomb. We pass along the ruined 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 viewpoint next to Wayne - we climb it and make an attack. Kill Wayne, of course, Kenway will not. 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

For a short time, Rackham was able to manage the ship and the crew. 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"

A man from the Africa Company informs us that he has not seen the "Princess" for two months. She was interested in Hornigold and Rogers. Let's go looking for them. Before entering the restricted area, we buy berserk venom darts. We shoot them at large opponents and thereby exterminate 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 goals are between the houses - we mark them. After they start moving and move away, we damage the second bell.

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

Memory 2

"Trust Deserved"

We leave 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. Meet Sage Roberts. Hornigold's men Burgis and Cockram should not have had time to warn Hornigold of Roberts' escape.

At the fork we go left and hide in the bushes against the wall. With a whistle we lure two guards and deal with them. After passing through the gate, we take cover in a cart with hay and neutralize the enemy standing nearby. Two more will come along. 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 up 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 position of the shooter. We neutralize the enemy and jump from 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 arrows and quickly destroy them.

There are two ways down. We go down the left slope and run to the left. Once behind the houses, we move forward, hiding in the bushes and neutralizing the enemies one by one. We climb to the roof of the last house. Activate eagle vision, mark targets and wait. They will disperse for a short time and, as soon as they are next to each other again, we make a double kill in the jump. Watching Roberts' inspiring speech. Thanks to his oratory skills, the sailors recognize the leader in the Sage, and he becomes a captain.

Part 10

Mysterios

September, 1719
Memory 1
"Blackbeard's Gambit"

Before starting the task, we acquire darts with sleeping pills and berserk poison.

The sage agreed to provide the coordinates of the Observatory, but first we must help him get crystal cubes with samples of the blood of the Templars. Having met, we go to the green zone and, having sailed through the bay, we find a Portuguese ship. Our task is to quietly steal his flag. We jump into the water and swim around to the starboard side of the ship. Climb up the shrouds (vertical tackle) while no one sees, and the mast. We neutralize both shooters with the help of darts with sleeping pills. We climb to the top of the mast and lower the flag. We make a 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 sailed to 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 at a distance from the shore. We especially watch the shooter on the tower. We imperceptibly swim past him 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 turned out to be empty. We return to the "Galka".

As before, no one should notice us. At a 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 follow the guards behind 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, go left along the branches and follow the patrolmen. Having picked up 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 lone guard is constantly moving back and forth. We neutralize it with a dart with sleeping pills. We run along the nose, jump down and hide in the bushes under the tower. All three guards in the vicinity stand with their backs to us, so we calmly climb the tower and kill the gunner. We follow the captain and, when he has quite a bit to go to the middle of the deck, we use the bungee to get over to the galleon, and kill the target from the air. Only after the destruction of all enemy ships, we get to the indicated point.

Memory 2
"Murder and Chaos"

Meeting Roberts with the remark that Captain Hornigold was following us. Having entered the forbidden 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 telescope. Having found the desired target, we concentrate all our strength on it until more powerful ships pull up.

Benjamin sat down in a ruined building on a rock. We get to the neighboring cliff, climb to the top point and deal with the shooter. From here we jump onto a tree and along the branches we move to the fortress. We run across to the right side, go around the structure, neutralizing single opponents. We climb up (above the level of Hornigold) and kill the target in the 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 little with the second additional task. However, if possible, we try to discreetly neutralize them. We activate eagle vision and slowly move from one bush to another. We hunt down the Guardians, we approach them from the back and deal with them without weapons. It is not forbidden to use a wind tube with darts with sleeping pills. Occasionally, opponents peek out of the bushes to inspect the area. At this moment, we sit motionless in the shelter. Having cleared three zones, we get to the cave. The enemies have stopped hunting us. And now they behave like guards, who can be lured into the bushes with an ordinary whistle. We pass to the last section of the jungle, where we again have to be careful, and deal with the remaining Guardians. The last enemy hid in the bushes behind the rocks 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 simple actions, we observe those whose blood samples we have. Mary tries to recruit a girl who works in a tavern. Torres convinces Woods to take blood samples from the dignitaries so he can monitor them later. Having shown the incredible possibilities of the Observatory, Roberts throws us into the water.

We turn around and climb the ledges. Roberts took with him a skull in which vials of blood were to be placed. Pay attention to the passage under the ceiling. We climb the walls to the right of the device. We shift to the center, rise a little and press the jump button to push off and bounce back. We shift to the left until we get to the passage. Next, we slide down the slope, avoiding obstacles in the form of trees, and jump into the water. Having swum ashore, we are heading to the Roberts team and, after a short resistance, we lose consciousness.

The present

Abstergo found out 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. Just in time, John showed up and gave us level 3 access. We 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 how John persuades Melanie to leave the server room. We go there and hack the control panel. The numbers under the graphs: 3 - 7 - 7 - 7. Let's start remote hacking. This mini-game is already familiar to us. We translate the blue dot from the left side to the right side along the safe sections of the lines. We are watching the introductory video of the upcoming movie about pirates. On the way back Juno appears before us and asks to revive her in a human body. We return to our room to continue the study.

Part 11

Port Royal, Jamaica
April, 1720

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

Memory 1
Four months later...
"Suffering is worse than death"

Being inside the cell, we press any button to divert the attention of two guards. At this point, the unknown will deal with the third. The two will head towards the bushes. We rattle the cage again and wait for the destruction of the enemies. A-Tabai turned out to be our savior. Now we need to rescue Ann and Mary. We climb the branches on 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 pass to the other side, hide in the bushes and whistle to attract the attention of opponents. Having dealt with all the nearest enemies, we neutralize the bell. The bells will only be shown on the minimap after synchronizing with the terrain at the nearest viewpoint. Do not forget to search the bodies to replenish the stocks of darts. We move on the right side and get to the guards who are discussing the death of Rackham. Around the corner we find a cage inside which are the remains of Jack. We interact with it to partially perform an additional task.

Having made our way into the prison, we destroy the guards, activate eagle vision and find Charles Wayne. We get to the cells where Ann and Mary are. Mary has already given birth and is feeling very ill. We are trying to help her get to the exit. Unable to walk, Mary dies. We leave the prison and get to the ally.

Memory 2

"Fever"

Having drunk in the trash, we are trying to take the skull from Roberts. Once in the water, we swim to the surface. We catch up and kill three targets. Being 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"

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

Let's visit Ann, whose child did not survive during childbirth.

Part 12
Ile-a-your
May, 1721

Ann Bonnie has become our new quartermaster. There were unfinished business in Kingston with Governor Woodes Rogers.

Memory 1
"The End of the Governor"

We receive information from the assassin. Woods is at a political reception. The Italian diplomat Ruggiero Ferraro should also appear there. Having intercepted him, we will put on his robes and be able to sneak into the reception. We pass the message to 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 stack and neutralize Ruggiero.

After changing clothes, we go to the reception. We do not catch the eye of Woods. Immediately turn left, go to the bench and sit on it. It remains only to wait until the target passes us (and it will definitely pass) and deliver a decisive blow. Before dying, Woods gives out Roberts' whereabouts. We leave the restricted area, hide from the pursuers and get to the office of the assassins.

Memory 2
"Royal Failure"

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

We jump into the water and swim to the shore. We go on the left side and in front of the slope we notice powder kegs. There are several ways to draw the attention of enemies and blow them all up.

1. We hit one of the opponents with berserk 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 a place with barrels, use a smoke bomb and, having run away, shoot at explosive objects.
3. We slowly make our way forward, shoot barrels from afar and sit out in the bushes. We move to the next point, where the barrels are, 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 Jackdaw. We fire at the "Royal Luck" from mortars. We go around the rocks on the right side, catch up with the galleon and continue the fight. We ignore the Spanish and English ships. We concentrate the attack only on the main target. We take the "Royal Luck" for boarding. We climb the mast above Bartholomew Roberts and, while holding down the shot button, we cling to him with the help of shengbiao and press the "back" button.

Memory 3
"Bad Blood"

Use the skull to find Torres. From the roof of the house we jump into the green zone and find El Tiburon. We pursue the goal, moving mainly on the roofs. When El Tiburon hides in the fort, we jump onto the tree and cling to the bar 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 attack in a jump on a stranger masquerading as Torres.

Only effective against El Tiburon firearms. First, we will reflect two of his shots, using the guards as a "human shield". Until we complete the additional task, we do not do anything against them, but only reflect their blows. To replenish ammunition, we interact with the boxes marked with green dots. Before that, to be incognito, we kill all opponents, except for El Tiburon. We reload weapons, running away from the main enemy. Having won, we leave the territory of the fort and get to the office of the assassins. We learn that Torres went to the Observatory.

Memory 4

"Eternal splinter"

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

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

The present

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

Epilogue

Great Inagua
October, 1722

Caroline long years hid from Edward the birth of their common child. The first meeting with my daughter took place in Great Inagua. Then they went to England. There, Edward met his soul mate, who bore him a son, Haytham.

The passage is a very exciting and lengthy process. But it's worth it! Begin.

Sequence 1

Get involved in game plot quickly, in the first episode, Edward, our main character, is already participating in the battle at sea. Soon a shipwreck occurs; and now the next scene is played out already on the shore.

You have to quickly catch up with the unknown killer who confronted you during the crash of the ship. We climb up the rubble, run after it, and the enemy leaves this world. Main character disguises himself in the clothes of the dead and hides his face under the familiar hood of an assassin. Edward hears a cry - this is a merchant asking for help, we save him from the evil guards. That's all, we climb aboard the ship, follow the marker.

The picture changes, around the modern world, the office of Abstego Corporation. We listen and follow the instructions of the employee of the corporation. We go into the elevator; and again we are in the Caribbean at the time of the pirates. We go after the rescued merchant, and in the weapons shop we select and buy a sword. After the purchase, we climb the tower and synchronize the terrain.

We pursue the robber and return the goods to the merchant. We follow to the tavern, where our hero will have to fight again, this time with local brawlers.

Sequence 2

We move according to the index; you need to follow a couple of soldiers (for disguise it is better to hire dancers). Then we track down the captain, take the key from him. We follow the sign. We penetrate the fort, quietly neutralize the guards, for convenience we use lockers in which you can hide, climb onto the roof, then through the door we take what we came for and leave the fort.

We follow the marker; we pass through the gate, meet with several important people. We participate in training, then we leave and go with Laureano Torres. Mercenaries will try to kill him, you must prevent this. After that, we catch up with the Sage character, who tried to run away from you.

After a few minutes, your hero decides to save Sage. But that's a bad idea: Edward will be caught by Laureano Torres' guards as we sneak past them.

Bottom line: you are on a ship, captured. With the same prisoner Adewale, you remove the chains and send the guards to heaven. Find your belongings and weapons, release the rest of the captives.

The next scene: a riot on the ship, we need to kill the captain by jumping on top of him, from the rope. We take the steering wheel in our hands and steer the ship according to the sign, trying to avoid pursuit by other ships, bypassing high waves and fighting the hurricane.

Sequence 3

We move to the mark, we talk with Adewale. We run through the area, save the pirates and take them into our squad. There is one pirate left, they are trying to hang him, we must also take him with us. Together we go back to the ship, board two ships and take everything. By sea we sail to the settlement of merchants, there we get ourselves the first improvement of the ship. We go out to sea, capture two more ships and buy a triple improvement. Because of the robbery, your ship is wanted, follow the sign, pay the right person, and your wanted bar will be reset to zero. Then we follow the marker on the ship, we talk with James Kidd. You should find people and organize surveillance. Then we return to the ship and follow the enemy ship. Then we go ashore, quietly pursue the boss, take the key from the guard, open it and go to the warehouse. We watch the video, after the end we follow back to the ship and sail in the indicated direction.

We speak with Blackbeard, again we swim according to the index. We define the Del Maestro ship, we use a telescope for this. Follow the marker avoiding enemy ships. Further battle at sea, we expect eight enemy ships.

Swim towards the ruins in the jungle; make your way in the direction determined by the marker, following the guards, leave the jungle. We penetrate the ship, kill the target. After the murder, an episode from our time will follow.

Sequence 4

You are led by James Kidd, solve the puzzle, then proceed to the mansion. Exit and go back to the ship. Swim to the mark, find Kidd. Edward falls into the camp of the Assassins, therefore, we act quietly and do not kill anyone. We find Kidd and study the ancient temple. Quickly arrange the puzzle stones by color. We slip past the guards, free the hostages. Further along the sign, then we conquer the fort, after the victory we follow to Kingston.

Sequence 5

We do not let go of the target, then we fight. We run after James Kidd, make our way to the mill, where, in stealth mode, you should neutralize the guards, turn off the alarm in three places and enter the mansion. Follow Blackbeard. Then we buy a diving bell for five thousand, this will allow you to breathe underwater and explore the ocean floor. We return to the ship.

Sequence 6

With the help of the bell we go down to the bottom and find the object we are looking for. While searching, we hide in algae from sharks so that they do not inadvertently eat. The subject was found, we emerge, onto the ship, and on the way along the marker.

We meet with Blackbeard, help him with enemies. Then we participate in a naval battle, where it is necessary to sink an enemy ship and board it. We kill the captain of the ship.

According to the plot of the next task, you need to quietly pass behind the ship in enemy territory. Turn off the alarm completely. We follow a couple of soldiers, listen to what they say. The picture is changing, and now it is necessary to kill the captain, having previously caught up with him.

Then we get to Abstego, follow the sign, everything goes quickly. Hack the camera, listen, then crack the computer protection and read seen on the screen.

Sequence 7

We move along the marker, we come to the fort, we steal documents. Then we follow in the indicated direction, listen to the dialogue with the next hero, then we need to steal barrels of gunpowder. There are 4 of them on the map, we pass through the points, we take everything.

The next thing is to follow Captain Chamberlain, escort him to the ship, escort him and kill him already on board.

We proceed to our ship, set sail and escort a friendly ship to its destination. Along the way, we defend ourselves from enemy ships, after successful escort we simply swim away from our pursuers.

Sequence 8

We sail along the marker, we get into a battle with an enemy ship, after the battle we board it and sail in the indicated direction. We meet the Royal African ship there and we also take it on board. Vane will have to catch up and kill.

Sequence 9

We follow to the marked place on the map, we take the task. We follow and eavesdrop on the conversation of the target. Then we leave from there and take another task. Its essence is that you will have to engage in battle with four enemy ships, track two targets and send them to their ancestors.

Sequence 10

On our ship, we carefully sail after the Portuguese ship, without attracting attention, we swim up to it, get on board and here we need to steal the flag, which we do. Then we proceed back to our ship, find Nosso Senhor, neutralize the guards on the towers, steal the ship and follow it to Jackdaw.

The next thing is to find Benjamin (Benjamin) and deprive him of the ship, destroying it, then kill him on land.

Following the sign, we destroy enemies in three territories. Then we follow Roberts, we find a way out. Then we get into the present, a very short episode.

We're in the past again, Edward is a prisoner. We free ourselves from the cage, run, then we pass through the camp of soldiers. We pass through the door and meet Marry. Let's get out of here.

Sequence 11

This chapter is very short. We go after the assassin, on the shore we see a detachment of soldiers and their captain, we fight with them.

Sequence 12

We are approaching the final. We enter into battle with Roberts' ship and kill him himself. We go by ship to Havana, track down El Tiburon and deal with him. After that, follow the marker to the Observatory. Inside we move along the columns, which are in constant motion; we find the main villain - Torres, and we must finish him off.

And this is the final line. AT Sequence 13 just watching a pretty long story video. And it's all! Walkthrough Assassin's Creed IV: Black Flag completed.