Part 1
Cape Bonavista
June, 1715

Memories 1.
"Edward Kenway"

Two years ago, Edward Kenuway went to free bread, promising his beloved Caroline to return and heal as a white man. Once a pirate ship, where Edward worked, was attacked. At the moment of the shock, we notice Assassin on one of the enemy ship. Get to the steering wheel and take control of the ship on yourself. At the onboard guns a limited viewing angle, so we always try to turn the ship by board to enemies. Not having time to rejoice victory, powder barrels on board almost instantly foul. Taking advantage of panic, Assassin kills the captain, after which there is an explosion.

Stid bonnet.

Pleep to the surface and get to the shore. Exhausted and wounded Assassin asks to help him get to Havana. Scared, do not understand what, he hides in the jungle. We run along the trail, cross the abyss on the bridge and projected through the water. We climb on the top of the wooden structures. If desired, you can climb the review point and synchronize with the area. We jump into a stack of hay and continue the pursuit. After a shot, the pursuit will go into the final phase. We catch up with Assasina Duncana Walpola and enter the fight with him. Use counterattacks and techniques for protection breaks. Behind the enemy, let out a letter from his bag from the governor Laureano Torres-I-Ayala. He expects a duncana with valuable cards and an unusual crystal cube in Havana. The governor does not know Duncan in the face, so it will not be difficult to give himself for him.

Dressing into the suit of Assassin, get to the forbidden zone. The Royal Guard captured the merchant vessel, and the guards hold the merchant. Jumping into a stack of leaves, waiting for the moment when the enemy will be nearby. Sweistat to attract his attention and subsequently quickly and silently deal with him. You can also hide in thick thickets. We get closer to solitary enemies, melted them with a whistle and neutralize. The remaining three destroy the rough strength, suddenly attack from the back. We get acquainted with the merchant Steed Bonnet. See him Duncan. The captain was killed, so we will behave. Flounce get to him, we get up behind the steering wheel and choose from the bay. On steep turns, we reset the speed so as not to sit on the stranded or crashing about the rocks.

The present

The project "Sample 17" is engaged in the study of memory from DNA Denmond Miles after his death. In particular, we will have to immerse themselves as a new employee to immerse the Pirate-Assasina Edward Kenuey. At the request of Melanie, we look at the lamps above the screen and in the floor. Follow the leader to the reception. After receiving the communicator, turn on the miracle device and continue to go for melanie. Contact the icon inside the elevator and click on the button specified on the tablet screen. Get acquainted with the boss - Olivier Garno. Proceed to the workplace, where we have our own personal animus, and connect to the system.

Part 2
Havana, Cuba
July, 1715.

Memories 1.
"Merry Havana"

Steed agreed with Spanish merchants about the sale of sugar. Accompany the merchant to the local tavern. On the way, we will stop at the shop with weapons and get the "British Balashi" blade. We climb on the roof of the church, then on the top of the tower and synchronized with the terrain. Troops hit Steed and took his bag from him. Jumping down, rushing in chasing the fugitive. To perform an additional task, you need to jump onto the pickpocket and sow it to the ground, but, in no case, do not kill! Search the body and go back to the stand, which is already waiting for us near the tavern. What bonaker do without a fight? Counterattack strikers opponents. We carry out a couple of throws, injury and nocculation. We finish the remaining any available way. Guard came running on the noise. We use a smoke bomb, climb on the roof and leave the red area on the mini-card as soon as possible. We try not to come across to the eyes of other guards so that no additional meters have had to crawl.

Memories 2.
"What about my sugar?"

Walking on Abstergo, does not leave the feeling that it was in the game developers office.

We meet with Steed in the port. He also got 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 detect goals and enemies in the crowd. You can also marry them not to miss sight of it, even if they hide behind buildings. It is enough just to look in their direction a couple of seconds for fixing. Immediately hire dancers and pursue the guards. Girls will become an excellent cover, providing inconspicuous movement. The dancers may distract the guards building from the passes. One time will be enough to fulfill an additional task. It is also not worth using their services either. Much faster and less expensive to move around the roofs. Guardian meets a certain gentleman, who spend to captain Mendos. Bells notify the bells. Not bag, rushing for goals. When they stop, launching among the dancers group and, without leaving the marked zone, we erupt the conversation.

After hanging, follow the captain. He will not long stay in the forbidden zone - it is better not to surpass there. Only if there are no dancers with us who will distract the custody on the go so that we can catch up with the captain and break it from the back. With the first version, you need to go behind the captain and, as soon as the guards will not be nearby, make theft.

We go around the fort on the right side, swim to the wall and hang on the edge near the side door. One of the guards constantly comes out. As soon as he returns back inside, proceed to him and alternately neutralize both guards, putting behind. Watch out for the other enemies through a mini card. We pass to the next room and the outside window is chosen out. Jumping into the beam, tightening the top protrusion, jump over to the next protrusion, we lower down and jump on the next beam. We climb up to the ledge, we wait for the enemy and discard it down. The mini-card is watching the views of the guards. When they turn away, you need to have time to pull up and go to the boxes. The arrows are more closely followed by us, but if one time to stand behind the shelter, they will forget about us. We make your way to the room and return the bag. We turn right, jump into the water and meet with Stead at the pier.

Memories 3.
"Mr. Walpol, I suppose?"

We get to the estate of the governor and go to the shooting. We get acquainted with Woods Rogers and Julien Ducass. Before moving with Laureano, practice firing. Imprieve all the targets specified. Then we interact with Woods and take place again for purposes, but now for limited time. Before this is best to completely recharge guns. Stop approximately in the middle for the best review. Successfully coping with the test, we communicate with Julien and follow the owners. They prepared for us the tests in which to destroy goals with the help of a hidden blade. We approach any of the targets and apply the blade. Hiding in a haystack, attacking the target. Next, we mix with the crowd near the building and, without leaving it, attack the target. We climb on the roof, look towards the goal and by clicking on the appropriate button, hit it in the jump. And last: they are accelerated to go to the target and on the run a powerful blow pierce it through.

Governor Laureano Torres.

Duncan betrayed the Brotherhood of Assassins and decided to move on the side of the Templars. Woodson is engaged in tracking and exterminating pirates, and Julien - selling all sorts of weapons: from ordinary blades to sweaty guns. We convey the governor of the map and crystal cube. At the secret meeting, we all are devoted to the Templars. Then the oven will go about the forgotten observatory in West Indies. There is something powerful forces, allowing to follow every person on Earth. In the hands of the Templars, a sage named Roberts was caught, which has valuable information about the location of the observatory. Until the conversation was not over, I, I, trust Woodson, Julien and Lauress, closely informing them from the back.

Memories 4.
"The person named after the sage"

In addition to the Templars, Roberts represents great interest for assassins. Accompanying allies to the Torres house. When assasins attack, we kill one of them shot from a pistol. We try not to move away from Torres so that if necessary it was possible to protect it. Thanks to the efforts of opponents, the sage manage to escape. Run away behind him. To fulfill an additional task, you need to attack it from above. The fugitive itself is often climbing the roofs of buildings. When he descends, we will have a chance to catch up with him and take a jump. Press the appropriate button more often so as not to run the moment. For good work we receive from the governor award.

Memories 5.
"Are there claims?"

Discussed with a vertical force of the powerful artifact inside the observatory and about the prospects after its sale, we go to the sage. Penetrating into the forbidden zone, we destroy single guards. Be sure to make three murders while in thick grass, if necessary, lining opponents whistling. We get to the green zone, activate the eagle vision and track yellow target. Neutralizing it, search the body and take the key.

We climb on the wall to the left of the staircase. We will wait for the enemy and when it is suitable, discard it down. Go forward along the left wall. Watch for the guards on the mini-card and try not to leave them for ourselves. Adjusting until the next wall, climb her by cart. Outpoted the door, we find the interrupted guards. There is no wise here, but Torres arrived and accused us in his liberation.

Memories 6.
"Silver Fleet"

Together with a friend in misfortune, free from the shackles by clicking on the shown button. I get up near the boxes from the passage, whistle and neutralized the approached enemy. We overcome to the next corner, making sure that the guard is in a long position. And the last opponent will spend near the boxes to the left of the passage. Take your belongings from the table.

Now we need a ship and a team of pirates. We are chosen on the deck and act at your discretion - hidden or in open battle. The second option is much easier and faster. The first option implies hiding behind the corners and long observation of the guards route. Each ship is prisoner pirates. For the main task, it is enough to free eighteen people + five for extra. We move from one ship to another on masts or water. Having finished with liberation, we move to the noted Brig and conduct its seizure. We get up for the steering wheel and go to the specified point. To confront flotilla led by ships - we are not under power. Therefore, as soon as possible, we leave the Red region, in the same time shelling frigates from all sorts of guns. Watch the weather in the mini-card. We go around the typhoons and turn the ship in advance to the murderers to overcome them without damage and loss of the crew.

Memories 1.
"Newly-made captain"

Adval is dissatisfied with the fact that Edward became captain. In compensation, we propose to choose any position on the ship. He agrees to the apartment officer. We call the Brig "Galka" - in honor of the bird from Childhood Edward. On the advice of Adevale, we go to the nearest island to replenish food and water reserves. We leave the ship at the shore and we independently swim to the island. One of the iguan shooting from the gun. They can be found directly on the shore. One of Ocelovot will kill, jumping from the tree. On the island a lot of fallen trees. We climb on one of them and wait for prey. After separating all four bodies, the main menu will open. We choose "crafts", we make holster and improve health. We return to the Brig, we interact with the adevale and get a gun.

Nassau, Bahamas
September 1715.

Memories 2.
"Opened set"

We meet with friends Edward Tatch (black beard) and Ben Hornigold. Both are not sensitive individuals in a pirate society. Our brig still needs fresh blood, so we will deal with the search for candidates. All of them are marked on the mini card. We get to the specified points, we are painting with the guards and reinforce the pirates. Troy need to kill, pre-disarmed. In our hands there should be no weapon, we stick on fists. Contracting the attackers and click on the "disarm" button. After adding the composition of the crew, go to the gallows. We get back and, without entering the red zone, aims in the rope and shoot it into it. By destroying the guards, we liberate the prisoner and return to the tavern. We tell friends about the observatory. They are skeptical about the idea of \u200b\u200bfinding a powerful artifact, preferring more tangible production - gold.

Memories 3.
"Robbery and robbery"

Having enlisted with the support of Ben, go to the open sea. He will teach us the Azam Marine Battles and Abordage already baked shipyards. We look into the pylon tube, finding the schoon and we mark it. On all sails rushing to the goal. Each ship has a status scale, which, in turn, a small red cut is displayed. If you overdo it with a firing, the ship will pick up and then we will get only half of the cargo. If you do not bring to the extreme, and on time to stop the fire, you can come close to the ship and start boarding. While the pirates are trying to throw the cables on enemy schoon, we will use the false track near the steering wheel. To fulfill an additional task, you must kill from the gun of three opponents. We move to an enemy ship, we are growing up with the remaining crew members and take the seizure of the ship.

Edward Tatch (black beard).

Capture the "Galka", we continue the robbery attacks on the same schooners. Do not forget that the pylon tube helps to determine in advance which cargo transports the ship. To perform an additional task, you need to get twenty barrels with rum. Ok the required amount of cargo, go to Salt. We moor at the pier, we run to the shop and get a durable building for the "Galka".

Memories 4.
"Under the black flag"

We go for metal extraction. We use a pickup pipe for finding ships that transport the necessary for us. We also need thirty sahara bags. Over the scale of the state of the ship, another small scale is indicated. After filing it to the rescue to the shopping ships, a warship will pull up. It is distinguished by exceptional preparedness and may resist the most sealing pirates. The next step will be an attack on a warship. Sooner or later, he himself will find us. We are not substituted under the taran, actively firing out of the side guns, and then fell on vulnerable places from the falcontea. After the seizure of the ship, we return to the Salt-ki and bribe the local official to get rid of bad reputation. We acquire the next improvement for the "Galka" - onboard guns. This time we will do it from the cabin of the ship.

Memories 5.
"Sugar Cane Vintage"

Having enlisted with the support of James Kidd, we will go to the person of Peter Beckford, who will lead us to one of the many plantations. James will turn to the right, and we will pass forward and activate the eagle vision to recognize the Beckford's attorney. Keep at a distance and pursue the goal, if necessary, mixing with the crowd and hiding in the bushes. Included in the forbidden zone is not necessarily; We take a look at the attorney and, as soon as the timer appears, quickly return to the "Galka".

Starting behind the steering wheel, begin the persecution of the goal on the water. Entering the forbidden zone, avoid clashes with enemy ships. We go around for the mile, because no one knows, in which direction they will get sick. To fulfill an additional task, we should not be detected. We moor at the neighboring pier behind the chased ship. We have exactly fifty seconds to have time to get to the attorney. Accelerated to the first bell and hidden blades on running neutralizing two guards. We derive a bell in order and get to bushes near the goal. Without leaving the marked zone, pursue the attorney. When he disperses with the guard, ahead of him, we run to the bushes near the second bell. After the attorney counts the drunkard, waiting for his care and neutralizing the enemy. The warehouse is locked, so we go to the tower and with the help of eagle vision, calculate the keys owner. As usual, hiding in the bushes along the guide route, we put it with a whistle and destroy. Dispake the door of the warehouse and take a large amount of cargo.

Memories 6.
"Good defense"

Before the start of the task, get the improvement for the "Galka" - heavy nuclei for onboard guns. Ammunition can be bought from the captains of ports in the harbor. Together with a black beard, we go to search for the La Arch del Maestro ship. Get to the red zone and immediately go to the green. Do not notice such Mahine will not be easy. Its visibility zone is stretched for hundreds of meters. However, we use the pylon pipe and mark the sixtieth line line. Keep away from it and conduct persecution without facing other enemy ships.

James Kidd.

Ahead of us, Charles Wayn attacks the ship - an old familiar black beard. The victims of Fiasco, "La Ark-del Maestro" draws all his power and against us too. On all sails moving around the territory, avoiding the damage from the Mortira. Due to high speed, we can leave the shelling zones on time. Soon the Spanish ships will catch up. Two destroy heavy nuclei. To do this, swim closer to opponents and, not aiming, shooting from onboard guns. Two more ships need to be destroyed by one volleune from onboard guns. We leave the enemies the minimum amount of health. The longer we hold the aiming button, the kernel will fly more. Aimicating, almost immediately shoot in order to cover as much region as possible and hit several enemies.

While we fought, the chief ship was able to hide. And he headed to the island, who controls Julien Dupiss.

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SEQUENCE 1.

The game begins rapidly: in the first stage, the main hero Edward takes part in the marine battle; But his ship crashes, and in the next episode, our main character turns out to be on the shore.

You will immediately need to catch up with Assassina unknown to you, who opposed you during the crash of the ship. Screw up up the wreckage of the ship, catch up and kill the assassin. Edward will change to the climb of the victim, and will pull the traditional assassin hood. You will hear about help - go and save the merchant from the paws of the Guardians. Now climb the ship and enjoy the marker.

In the next episode, you will be transferred to our time, to the Abstergo Corporation. Listen and follow the instructions of the employees of Abstergo. Go to the elevator; Next, the action will return back to the Caribbean. Follow the merchant who was saved and buy a sword in a weapon shop. After, pick up the tower and synchronize the terrain.

Catch up the robber, return the goods to the merchant; Go to the tavern, there Edward will have to fight with local deboshirs.

Sequence 2.

Go to the directions of marker on the map; You must follow two soldiers (it is advisable for conspiracy to hire dancers). Next, follow the captain and take the key from him. Follow the director of the marker. Sense into the fort, imperceptibly kill the guard (you can hide in special lockers), climb on the roof, go to the door, take what you need and go.

Go on the marker; Go to the gate. There you will meet important characters. Complete a small workout. Leave and accompany Laureano Torres. Assassines will attack him - you need to protect it. Next, catch up with your character from you (Sage).

But after some time, Edward wants to save Sage. But it will not succeed; While Edward will be waged to the Sage by the guard, he will catch Laureano Torres.

So you're captive on the ship. Together with Adewale (also enclosed on the ship) Frequently from the chains and make all the protection with it. Return your gear; Free other prisoners.

Sequence 3.

Go to the marker, talk to Adewale, save pirates (places are marked on a special label map) and fill out the scale of your squad. The last pirate wants to hang - save him too. Return back to the ship, take two vessels on board and take resources. Now swim to the trading settlement, where you buy your first upgrade to your ship. But you will need iron - it can also be selected in floating ships. Take two more ships on board and make a second improvement. After all adventures, your ship is wanted; Go to the marker, talk to a person, pay a certain amount and your waning scale will drop. Swim by signage, talk to James Kidd. You must find agents, follow follows. After that, go to your ship and trace the enemy ship. Swim up to the shore and leave the ship; Travelers for the boss, take the warehouse key from the guard. Then go to the warehouse - there will be a storyline. Return to the ship and enjoy the marker.

Talk to the black beard, go to the pointer. Using a pickle pipe, define the ship del Maestro. Swim to the marker and minutes of enemy ships. Soon the marine battle against eight enemy ships will begin.

Swim to the ruins in the jungle; Boil in the specified direction, minute security and get to get out of the jungle. Go on the ship, kill the goal. Next will be a small episode in modern times.

Sequence 4.

Follow James Kidd, solve a small puzzle, and then go to the mansion. After, return to the ship. Slip to the marker, find Kidd. You will be in the assassin camp, and therefore it is necessary to act quietly and no victims. Find Kidd and explore the ancient temple. Solve a small puzzle (spread three stones in color in our place). Minute guards, free hostages. Go to the pointer, swim to the fort and won it. Next float in Kingston.

Sequence 5.

Track the goal; Next will follow the fight. Catch up James Kidd, climb on the mill. The mission will begin, where it is necessary to kill protection in Stelce, turn off three alarms and go into the mansion. Go behind the black beard. Buy for 5 thousand Diving Bell, which will allow you to gain air under water to explore the bottom of the ocean. Follow the ship, go to the marker.

Sequence 6.

Favoring Diving Bell Go down to the bottom of the sea and look for the desired object. Fuck the shark - you can hide in algae. After that, pop up, sit down on the ship and enjoy the sign.

Find a black beard, protect it from enemies. After that, the marine battle will begin, where you need to destroy the enemy ship and take on the board. Kill the captain of the ship.

In the next mission you need to imperceptibly sailing for the ship in the enemy territory. Turn off all alarms. Watch out for two soldiers, overheam their conversation; In the next scene, you need to catch up and kill the captain.

Sequence 7.

Go to the pointer, follow in the fort, steal the documents. Go to the marker, listen to the characters dialogue, and then you need to steal four porch pods. The map will notice four points with gunpowder - go there and take consistently what you need.

Go to the next task; Sit on your ship and accompany friendly ship to the desired point. Protect from enemy ships, and to achieve the right place, swim from the ships you haunt you.

Sequence 8.

Sequence 9.

Go to the signage on the map, take the quest. Follow the goal and overheam the conversation. Then go and take the next task. In the next mission you need to fight four ships, track down two important goals and kill them.

Sequence 10.

Go to your ship, enjoy and track down the Portuguese ship. Sweep imperceptibly to it, get up and steal the flag. Return to your ship, find Nosso Senhor, remove the two guards on two towers so that they do not notice you. Steal the ship and swim on it to your jackdaw.

Follow the marker, work out three territories from enemies. Follow Roberts. Find the output. Next will be a small episode in modern times.

Return to Edward. He is captive. Select from the cage, run away, go through the soldiers camp. Follow the door and find Marry. Leave.

Sequence 11.

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

Sequence 12.

Go to the marker, follow the Italian diplomat, kill him and take his clothes. Then go to the banquet, track down Rogers and at the right moment (when there is no one) - Kill him.

The game enters the final stage: followed by the fight with the Roberts ship - kill him. Swim in Havana, follow the EL Tiburon, and then disappear with it. Next, go on the signage - you will find yourself in the observatory. There you need to climb on moving columns, find Torres (the main villain) and kill him.

On this game will end, and Sequence 13. It is a large storyline. End of the game.

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Part 1
Cape Bonavista
June, 1715.

Memories 1.
"Edward Kenway"

Two years ago, Edward Kenuway went to free bread, promising his beloved Caroline to return and heal as a white man. Once a pirate ship, where Edward worked, was attacked. At the moment of the shock, we notice Assassin on one of the enemy ship. Get to the steering wheel and take control of the ship on yourself. At the onboard guns a limited viewing angle, so we always try to turn the ship by board to enemies. Not having time to rejoice victory, powder barrels on board almost instantly foul. Taking advantage of panic, Assassin kills the captain, after which there is an explosion.

Stid bonnet.


Pleep to the surface and get to the shore. Exhausted and wounded Assassin asks to help him get to Havana. Scared, do not understand what, he hides in the jungle. We run along the trail, cross the abyss on the bridge and projected through the water. We climb on the top of the wooden structures. If desired, you can climb the review point and synchronize with the area. We jump into a stack of hay and continue the pursuit. After a shot, the pursuit will go into the final phase. We catch up with Assassina Duncana Walpola and enter the fight with him. Use counterattacks and techniques for protection breaks. Behind the enemy, let out a letter from his bag from the governor Laureano Torres-I-Ayala. He expects a duncana with valuable cards and an unusual crystal cube in Havana. The governor does not know Duncan in the face, so it will not be difficult to give himself for him.

Dressing into the suit of Assassin, get to the forbidden zone. The Royal Guard captured the merchant vessel, and the guards hold the merchant. Jumping into a stack of leaves, waiting for the moment when the enemy will be nearby. Sweistat to attract his attention and subsequently quickly and silently deal with him. You can also hide in thick thickets. We get closer to solitary enemies, melted them with a whistle and neutralize. The remaining three destroy the rough strength, suddenly attack from the back. We get acquainted with the merchant Steed Bonnet. See him Duncan. The captain was killed, so we will behave. Flounce get to him, we get up behind the steering wheel and choose from the bay. On steep turns, we reset the speed so as not to sit on the stranded or crashing about the rocks.

The present

The project "Sample 17" is engaged in the study of memory from DNA Denmond Miles after his death. In particular, we will have to immerse themselves as a new employee to immerse the Pirate-Assasina Edward Kenuey. At the request of Melanie, we look at the lamps above the screen and in the floor. Follow the leader to the reception. After receiving the communicator, turn on the miracle device and continue to go for melanie. Contact the icon inside the elevator and click on the button specified on the tablet screen. Get acquainted with the boss - Olivier Garno. Proceed to the workplace, where we have our own personal animus, and connect to the system.

Part 2
Havana, Cuba
July, 1715.

Memories 1.
"Merry Havana"

Steed agreed with Spanish merchants about the sale of sugar. Accompany the merchant to the local tavern. On the way, we will stop at the shop with weapons and get the "British Balashi" blade. We climb on the roof of the church, then on the top of the tower and synchronized with the terrain. Troops hit Steed and took his bag from him. Jumping down, rushing in chasing the fugitive. To perform an additional task, you need to jump onto the pickpocket and sow it to the ground, but, in no case, do not kill! Search the body and go back to the stand, which is already waiting for us near the tavern. What bonaker do without a fight? Counterattack strikers opponents. We carry out a couple of throws, injury and nocculation. We finish the remaining any available way. Guard came running on the noise. We use a smoke bomb, climb on the roof and leave the red area on the mini-card as soon as possible. We try not to come across to the eyes of other guards so that no additional meters have had to crawl.

Memories 2.
"What about my sugar?"

Walking on Abstergo, does not leave the feeling that it was in the game developers office.


We meet with Steed in the port. He also got 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 detect goals and enemies in the crowd. You can also marry them not to miss sight of it, even if they hide behind buildings. It is enough just to look in their direction a couple of seconds for fixing. Immediately hire dancers and pursue the guards. Girls will become an excellent cover, providing inconspicuous movement. The dancers may distract the guards building from the passes. One time will be enough to fulfill an additional task. It is also not worth using their services either. Much faster and less expensive to move around the roofs. Guardian meets a certain gentleman, who spend to captain Mendos. Bells notify the bells. Not bag, rushing for goals. When they stop, launching among the dancers group and, without leaving the marked zone, we erupt the conversation.

After hanging, follow the captain. He will not long stay in the forbidden zone - it is better not to surpass there. Only if there are no dancers with us who will distract the custody on the go so that we can catch up with the captain and break it from the back. With the first version, you need to go behind the captain and, as soon as the guards will not be nearby, make theft.

We go around the fort on the right side, swim to the wall and hang on the edge near the side door. One of the guards constantly comes out. As soon as he returns back inside, proceed to him and alternately neutralize both guards, putting behind. Watch out for the other enemies through a mini card. We pass to the next room and the outside window is chosen out. Jumping into the beam, tightening the top protrusion, jump over to the next protrusion, we lower down and jump on the next beam. We climb up to the ledge, we wait for the enemy and discard it down. The mini-card is watching the views of the guards. When they turn away, you need to have time to pull up and go to the boxes. The arrows are more closely followed by us, but if one time to stand behind the shelter, they will forget about us. We make your way to the room and return the bag. We turn right, jump into the water and meet with Stead at the pier.

Memories 3.
"Mr. Walpol, I suppose?"

We get to the estate of the governor and go to the shooting. We get acquainted with Woods Rogers and Julien Ducass. Before moving with Laureano, practice firing. Imprieve all the targets specified. Then we interact with Woods and take place again for purposes, but now for limited time. Before this is best to completely recharge guns. Stop approximately in the middle for the best review. Successfully coping with the test, we communicate with Julien and follow the owners. They prepared for us the tests in which to destroy goals with the help of a hidden blade. We approach any of the targets and apply the blade. Hiding in a haystack, attacking the target. Next, we mix with the crowd near the building and, without leaving it, attack the target. We climb on the roof, look towards the goal and by clicking on the appropriate button, hit it in the jump. And last: they are accelerated to go to the target and on the run a powerful blow pierce it through.

Governor Laureano Torres.


Duncan betrayed the Brotherhood of Assassins and decided to move on the side of the Templars. Woodson is engaged in tracking and exterminating pirates, and Julien - selling all sorts of weapons: from ordinary blades to sweaty guns. We convey the governor of the map and crystal cube. At the secret meeting, we all are devoted to the Templars. Then the oven will go about the forgotten observatory in West Indies. There is something powerful forces, allowing to follow every person on Earth. In the hands of the Templars, a sage named Roberts was caught, which has valuable information about the location of the observatory. Until the conversation was not over, I, I, trust Woodson, Julien and Lauress, closely informing them from the back.

Memories 4.
"The person named after the sage"

In addition to the Templars, Roberts represents great interest for assassins. Accompanying allies to the Torres house. When assasins attack, we kill one of them shot from a pistol. We try not to move away from Torres so that if necessary it was possible to protect it. Thanks to the efforts of opponents, the sage manage to escape. Run away behind him. To fulfill an additional task, you need to attack it from above. The fugitive itself is often climbing the roofs of buildings. When he descends, we will have a chance to catch up with him and take a jump. Press the appropriate button more often so as not to run the moment. For good work we receive from the governor award.

Memories 5.
"Are there claims?"

Discussed with a vertical force of the powerful artifact inside the observatory and about the prospects after its sale, we go to the sage. Penetrating into the forbidden zone, we destroy single guards. Be sure to make three murders while in thick grass, if necessary, lining opponents whistling. We get to the green zone, activate the eagle vision and track yellow target. Neutralizing it, search the body and take the key.

We climb on the wall to the left of the staircase. We will wait for the enemy and when it is suitable, discard it down. Go forward along the left wall. Watch for the guards on the mini-card and try not to leave them for ourselves. Adjusting until the next wall, climb her by cart. Outpoted the door, we find the interrupted guards. There is no wise here, but Torres arrived and accused us in his liberation.

Memories 6.
"Silver Fleet"

Together with a friend in misfortune, free from the shackles by clicking on the shown button. I get up near the boxes from the passage, whistle and neutralized the approached enemy. We overcome to the next corner, making sure that the guard is in a long position. And the last opponent will spend near the boxes to the left of the passage. Take your belongings from the table.


Now we need a ship and a team of pirates. We are chosen on the deck and act at your discretion - hidden or in open battle. The second option is much easier and faster. The first option implies hiding behind the corners and long observation of the guards route. Each ship is prisoner pirates. For the main task, it is enough to free eighteen people + five for extra. We move from one ship to another on masts or water. Having finished with liberation, we move to the noted Brig and conduct its seizure. We get up for the steering wheel and go to the specified point. To confront flotilla led by ships - we are not under power. Therefore, as soon as possible, we leave the Red region, in the same time shelling frigates from all sorts of guns. Watch the weather in the mini-card. We go around the typhoons and turn the ship in advance to the murderers to overcome them without damage and loss of the crew.

Memories 1.
"Newly-made captain"

Adval is dissatisfied with the fact that Edward became captain. In compensation, we propose to choose any position on the ship. He agrees to the apartment officer. We call the Brig "Galka" - in honor of the bird from Childhood Edward. On the advice of Adevale, we go to the nearest island to replenish food and water reserves. We leave the ship at the shore and we independently swim to the island. One of the iguan shooting from the gun. They can be found directly on the shore. One of Ocelovot will kill, jumping from the tree. On the island a lot of fallen trees. We climb on one of them and wait for prey. After separating all four bodies, the main menu will open. We choose "crafts", we make holster and improve health. We return to the Brig, we interact with the adevale and get a gun.

Nassau, Bahamas
September 1715.

Memories 2.
"Opened set"

We meet with friends Edward Tatch (black beard) and Ben Hornigold. Both are not sensitive individuals in a pirate society. Our brig still needs fresh blood, so we will deal with the search for candidates. All of them are marked on the mini card. We get to the specified points, we are painting with the guards and reinforce the pirates. Troy need to kill, pre-disarmed. In our hands there should be no weapon, we stick on fists. Contracting the attackers and click on the "disarm" button. After adding the composition of the crew, go to the gallows. We get back and, without entering the red zone, aims in the rope and shoot it into it. By destroying the guards, we liberate the prisoner and return to the tavern. We tell friends about the observatory. They are skeptical about the idea of \u200b\u200bfinding a powerful artifact, preferring more tangible production - gold.

Memories 3.
"Robbery and robbery"

Having enlisted with the support of Ben, go to the open sea. He will teach us the Azam Marine Battles and Abordage already baked shipyards. We look into the pylon tube, finding the schoon and we mark it. On all sails rushing to the goal. Each ship has a status scale, which, in turn, a small red cut is displayed. If you overdo it with a firing, the ship will pick up and then we will get only half of the cargo. If you do not bring to the extreme, and on time to stop the fire, you can come close to the ship and start boarding. While the pirates are trying to throw the cables on enemy schoon, we will use the false track near the steering wheel. To fulfill an additional task, you must kill from the gun of three opponents. We move to an enemy ship, we are growing up with the remaining crew members and take the seizure of the ship.

Edward Tatch (black beard).


Capture the "Galka", we continue the robbery attacks on the same schooners. Do not forget that the pylon tube helps to determine in advance which cargo transports the ship. To perform an additional task, you need to get twenty barrels with rum. Ok the required amount of cargo, go to Salt. We moor at the pier, we run to the shop and get a durable building for the "Galka".

Memories 4.
"Under the black flag"

We go for metal extraction. We use a pickup pipe for finding ships that transport the necessary for us. We also need thirty sahara bags. Over the scale of the state of the ship, another small scale is indicated. After filing it to the rescue to the shopping ships, a warship will pull up. It is distinguished by exceptional preparedness and may resist the most sealing pirates. The next step will be an attack on a warship. Sooner or later, he himself will find us. We are not substituted under the taran, actively firing out of the side guns, and then fell on vulnerable places from the falcontea. After the seizure of the ship, we return to the Salt-ki and bribe the local official to get rid of bad reputation. We acquire the next improvement for the "Galka" - onboard guns. This time we will do it from the cabin of the ship.

Memories 5.
"Sugar Cane Vintage"

Having enlisted with the support of James Kidd, we will go to the person of Peter Beckford, who will lead us to one of the many plantations. James will turn to the right, and we will pass forward and activate the eagle vision to recognize the Beckford's attorney. Keep at a distance and pursue the goal, if necessary, mixing with the crowd and hiding in the bushes. Included in the forbidden zone is not necessarily; We take a look at the attorney and, as soon as the timer appears, quickly return to the "Galka".

Starting behind the steering wheel, begin the persecution of the goal on the water. Entering the forbidden zone, avoid clashes with enemy ships. We go around for the mile, because no one knows, in which direction they will get sick. To fulfill an additional task, we should not be detected. We moor at the neighboring pier behind the chased ship. We have exactly fifty seconds to have time to get to the attorney. Accelerated to the first bell and hidden blades on running neutralizing two guards. We derive a bell in order and get to bushes near the goal. Without leaving the marked zone, pursue the attorney. When he disperses with the guard, ahead of him, we run to the bushes near the second bell. After the attorney counts the drunkard, waiting for his care and neutralizing the enemy. The warehouse is locked, so we go to the tower and with the help of eagle vision, calculate the keys owner. As usual, hiding in the bushes along the guide route, we put it with a whistle and destroy. Dispake the door of the warehouse and take a large amount of cargo.

Memories 6.
"Good defense"

Before the start of the task, get the improvement for the "Galka" - heavy nuclei for onboard guns. Ammunition can be bought from the captains of ports in the harbor. Together with a black beard, we go to search for the La Arch del Maestro ship. Get to the red zone and immediately go to the green. Do not notice such Mahine will not be easy. Its visibility zone is stretched for hundreds of meters. However, we use the pylon pipe and mark the sixtieth line line. Keep away from it and conduct persecution without facing other enemy ships.

James Kidd.


Ahead of us, Charles Wayn attacks the ship - an old familiar black beard. The victims of Fiasco, "La Ark-del Maestro" draws all his power and against us too. On all sails moving around the territory, avoiding the damage from the Mortira. Due to high speed, we can leave the shelling zones on time. Soon the Spanish ships will catch up. Two destroy heavy nuclei. To do this, swim closer to opponents and, not aiming, shooting from onboard guns. Two more ships need to be destroyed by one volleune from onboard guns. We leave the enemies the minimum amount of health. The longer we hold the aiming button, the kernel will fly more. Aimicating, almost immediately shoot in order to cover as much region as possible and hit several enemies.

While we fought, the chief ship was able to hide. And he headed to the island, who controls Julien Dupiss.

Memories 7.
"Lonely madman"

The team unanimously chooses an attack on the bay. Ducass is also located there. If you kill it, the other Templars do not recognize that we stayed alive. Flow to the dilapidated structure and boil to the very top of the protrusions on the walls and wooden fortifications. Once in the jungle, we go along the trail, silently neutralizing single enemies. When you get to the whole group, we are moving on the bushes on the left side. We climb on the tree and move on it to the next zone. Now we go on the right side. When the arrows on the tower holes, quickly jump over the stone and choose to the path that will lead us to the coast.

At the coast, we are free to act as you like. But, nevertheless, we try not to attract too much attention and get to the ship without a crowd of guards behind your back. We climb into the stern part of the ship, we are growing up with the enemies, and Ducassa is left to leave. He fell into Earth or again after the counterattack. Then quickly climb on some elevation and in the jump we kill the enemy with hidden blades.

The present

Olivier wants to see us. Proceed for melanie to the elevator. We pass into the cabin, the help of the communicator using the help of the communicator and choose the fifteenth floor - manual. Boss plans to create a film about the life of Edward Kenuei. In this regard, we are asked not to slow down with the opening of all memories associated with the observatory.

Upon returning to the elevator, John is associated with the IT department. He asks for him a harmless file from a computer of one of the employees and transfer it to the courier. Go down to the second floor and, focusing on the mini-card on the communicator, get to the Cabinet of colleagues. We approach its workplace and connect with animus. For hacking, it is necessary that the point we manage is in a green circle. Not all lines end on the green circle. Rotating ball, we calculate the lines chain at which you can get to the green circle. Then we spin the point and download the necessary data. We go for fifteen floor - Hall. We approach the reception and transmit the data to Rebecca courier. After working for the benefit of Assassins, we return to your workplace and continue to study the lives of Edward.

Part 4.
Big Inagua

March, 1716.
Memories 1.
"Old Old Bay"

Correct location of light.


The bay is full of secrets and secrets. We catch up with James and follow him deep into the jungle. We climb on Stel and interact with it. We have a shadow on stones according to the image. Jump down and dig a treasure. There were no surprises on this. Get to the cave, climb upstairs and find ourselves in the house. Behind the bars is a suit. Five locks are five keys. One we took away from Dukassa, the remaining four will have to look for themselves.

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

Memories 2.
"Nothing true ..."

We go out into the open sea and pass to the cabin. We consider a map for organizing work for your own fleet. Open the "Southern Colonies of Britain", choose the "first thing" and send to the task of any of the three ships in the flotilla. All of them are doomed to success with 100% probability.

Locked on the shore, search the chest behind the boulder on the right side. We climb on speakers on the wall, hiding in the bushes and, picking up the moment, knock out the assassins of one by one without any weapon. We climb on the review point, synchronize and jump into the water. Hiding in the bushes, knock out the last assassin, standing at the trail, without the use of weapons. Moving along the coast and on the other end we find the second chest.

Continues ...

Holding the left side, get to the control point. I will pass a few more points, continuing to move on the left side. Selecting the open area, turn left and boil around the inclined wall. Neutualize all three assassins and search the third chest. We jump further, in the bushes wait for the moment when the two turns away, and alternately neutralize them. We move to the arrow on the branches. It is better not to touch it, but to immediately shift on the right side and bypass all the subsequent opponents. Without reaching James, we turn left and run to the structure. To the right of it is the chest - search it.

Memories 3.
"The terrible mystery of the wiser"

As it turned out, James consists in the brotherhood of Assassins. After a conversation with A-Tabay - Assessin Mentors, follow James. The only thing I liked Edward in Assassins - their credo - "Not true, everything is allowed." When the bridge collapses, cling to the ledges on the left wall. We are moving to the right, grab the block, which goes down under our weight. We continue to run for kidd. Paying too. Diving, follow the air scale. We climb upstairs and proceed to the decision of the riddle. We climb on the green block and lower it into the blue area. We grab the central lever and make one rotation clockwise. The side mechanisms have another colorless block. Watch them and raise red and blue blocks. Rotate the lever again while the red area will not be under the red block. Lower the red block, after which one of the doors will open. Blue block omit in the green area. Rotate the lever and raise blocks in such a way that the blue is left to the left, and the green is right. Rotate the lever and compare blocks by regions with the corresponding color.

Over the door is the statue of the sage head. Edward found out in it a man who grabbed the Templars, and which later managed to escape.

Memories 4.
"Numerical superiority"

A-TABABA - the leader of Assassins.


The Assassin camps were under the control of the Templars. They grabbed the pirates of our team. We get a weapon - a brass tube that allows you to shoot with darts of two types - with the sleeping pills and the poisoner. The first type neutrals opponents for a while. This time is enough to run up to the sudden enemy and finish it. The second type of darts allows again to the limited time to decline enemies on our side. Game, shoot and go down. Sick in this way more eight. Berrice poison is best used against the shooters at the upper positions. In some cases, you will have to act quickly: when the captives are about to be executed, we use the brass tube. Search bodies to replenish the reserves of darts.

By freeing the right number of prisoners, we are watching the worker of Lauren Prince. Returning to the "Galka", we get up for the steering wheel and go out in the open sea.

Part 5.
Nassau, Bahamas
January 1717.

The Governor Torres is going to visit the Fort Cuba and personally pick up the accumulated gold. Before the start of the task, we purchase improvements for the ship - mortar kernels. Do not prevent and strengthen the body. You can get the necessary materials attacking enemy ships. Ammunition, as we remember, are purchased from the ports of ports in the harbor. Also valuable kernels can be mined in battle, capturing ships.

Memories 1.
"Forts"

Forting to the fort, destroy the enemy ships and fortifications of the fort. Against the latter, we use mortar kernels. Next, mooring in the specified zone near the fort. Climb upstairs, boil around the wall and, delivering a hidden blade, we run out with an officer. We climb even higher, go to the headquarters, where we meet Torres. After that night, when the sage escaped, the Templars announced the reward for the capture of the fugitive. Gold in Fort is intended for Laurens Prince, who has a sage. The governor will help redeem it.

Memories 2.
"Wandering Trader"

Arriving in Kingston, get smoky bombs from the merchant. We meet with the Advale and discover the details of the transaction. Nearby we notice Kidda, who arrived here only with one goal - to kill Prince and Torres. We persuade it to proclaim him with this check. First you need to do so that the sage is safe. Long passing forward, we turn right, activate the eagle vision and mark the target. Follow them, trying not to fit close. Follow with the guards on the stairs, we use a smoke bomb and quickly deal with them. When the targets leave the forbidden zone, run up to the cart with hay, we use a smoke bomb and neutralize two more. Going down, we climb on the roof of the house and destroy the arrow. On the entire route there will be a sufficient number of arrows to perform an additional task.

We continue to follow Prince and Torres. The next passage will stand two guards. We use a smoke bomb and neutralize them. Soon there will be a conversation overheard zone. Penetrate the forbidden zone through the break in the fence. I hide in the bushes and, watching the movements of the guards, imperceptibly pursue the goals. Ahead of them, climb on the roof of the next house. We paint the shooter and jump into the cart with the hay in the forbidden zone. The deal did not take place, as Laurens noticed that we were watching us. Crawing with guards, James decides to kill the worker. It is impossible to allow this, so we rushed into a chance for the boy. We catch up with it and rals with legs. We act on ahead when Kidd begins to descend from the roof to the ground. At this point, it is pushing more often on the "Clean" button.

Memories 3.
"Men's Friendship"

Workers trader Laurenzo Prince.


We purchase both the type of darts for the oven. James is waiting for us on the roof of the mill. We climb there with the opposite side of the side blades. James was not at all James, but some girl. But about this later, first it is necessary to free the wise men. We jump into a stack of hay and get to the forbidden zone. Being in thick grass, shooting darts with a berserka poison along major guards. Darts with sleeping pills are released in shooters on the towers. If there is not enough ammunition, then search the bodies of neutralized enemies. The main task is to deal with three bells.

We meet with the girl at the gate. It will help us to penetrate the territory of the mansion. We go around the house on the left side. Being in the bushes, attract the attention of the guards and neutralize them when they are going closer. Nothing terrible will not happen if we all notice. Opponents defeated on the roof along the stairs on the wall of the house near the gate. Jump into a stack of hay in the back of the mansion. We close to the gazebo, turn on the eagle vision and kill Laurens Prince.

Sage Roberts refuses to go with us. Moreover, he shot on the bell, and the whole security came running. We will not be able to fight against such quantity. From the carts jump onto the tree and then we also continue to run at high points, avoiding the skirmishes. After leaving the red zone, we get to the specified point and hiding in the cart with the hay. Particularly curious can come up and park in the hay. Promptly neutralize them. We communicate with Mary Reed - a girl who was hiding under the infancy of James Kidda.

Part 6.
Nassau, Bahamas
January, 1718.

The King of England announced pardon to all pirates, provided that they will sign the appropriate agreement. Already around the corner, the day when the troops arrive on the island. Follow the black beard and discuss the disease that covered the island. You can get medicine from sunken Spanish ships, but for this we need a diving bell. Its price is 5,000 real. You can typing the desired amount, for example, searched chests (from each 100-500 reals) on the territory of the island, pre-synchronized with the area at the viewing points, or industrial by robberry ships on the sea (sale of sugar and roma). Acquire a diving bell at the port of the port.

Memories 1.
"Diving of medicines"

We meet with friends at the scene of the Spanish ships. Under the start of the beard, the styd also decided to become a pirate. We swim to the debris, we precipitate and omit the diving bell. Diving, the first thing is searching for three chests. We pay attention to the kegs with air. We swim and interact with them to replenish air reserve. Open the hatch on board the left vessel. We open the chest, we take the flask with the medicine and swim through the freed pass. Do not forget to swim to the air pocket, otherwise we will not have time to get to the exit. A strong water flow will take us forward. We try not to crash about the obstacles, moving from side to the side.

We are chosen on the open space, we swim to the algae at the bottom and quickly move to the debris on the right side. We swim through them, we turn right again and, hiding in algae, go to the next debris. We leave on the other hand and immediately swim to the bottom of the bell so that you get to the surface as soon as possible. To fulfill an additional task, sharks should not bite us. The medicine turned out to be spoiled, so you have to look for it elsewhere until the black beard switched to desperate actions.

Memories 2.
"Devil's Advocate"

Charles Wayne.


Before the start of the task, we buy smoke bombs. Tetch did not wait and decided to attack the English frigate. We go to the specified point in the search for black beard. On the way you need to save five survivors. Ahead of the prohibitive zone and quite powerful enemy ships. If you are not sure about your abilities, it is better to bypass them. Reaching the green zone, open the map and go to the central island. We leave the ship at the pier, we swim to the shore and help a friend to fight off the royal guards. Troy kill, pre-stunning a smoke bomb. Having won, take a beard ship under control.

Insufficiently durable case and the slowness of the vessel is compensated by powerful on-board guns of a triple volley. Before approaching the linear ship, avoid damage from the Mortyr. We try to sit down in such a way as to constantly apply salts from onboard guns. Sanidating the enemy, swim to him and take on the board. On the mast, we move on the other side and jump into the water. Climbing the deck and crawling with the captain.

Memories 3.
"Osada Charleston"

Before the start of the task, we buy darts with sleeping pills. Stid acquired her own Brig and went to conquer the sea. Tetch took hostages of local residents and requires a ransom in the form of drugs at the Gulston authorities. He also sent his people to the governor for negotiations, but had passed the week, and there were still no news from them. Pursuing the canoner in the forbidden zone. It is not necessary to sail precisely behind it. It is best to stay on the left side not to light up before watchdogs. Moving at a minimum speed for greater maneuverability.

Stopping, planted and get to the forbidden zone where the bell is located. We jump into a stack of hay and silently neutralizing the enemy. Whistle lure the one that will pass by. The rest can not be touched, but simply get to the bell, to bring it out of order and return to the ship.

We catch up with the canoner and continue to follow her. Looking around for the second time, running around the pier, then we turn right and shoot in the crocodile from the oven tube with a dart with sleeping pills. We remove the skin from the predator, we climb upstairs and on the protrusions are shifted to the right. Let's go down to the water, track the second crocodile and put it. By moving on the other side, neutralizing the guards or go around, rush up to the top of the boxes on the left side. Get to the next point. When the guards are contractual, one of them will go to the right side. In the jump, we destroy two at the wall at once and we are painted with the third. We climb around the wall, go down and go upstairs again. We move to the cemetery, where hiding in shrubs, go to the eavespun zone. You need to go through quite a bit, after which we rush into the chase of the captain. At the moment when I start sliding down, click on the jump button. Then, in order to save time, go around the guards not with the right, but the left side. Delive to the ship a beard medication and ingredients for their synthesis. We will have to return to the island. We will have to do without Tetcha.

Jack Rackham.


The present

Olivier is waiting for us in your office. Get to the elevator and climb the fifteenth floor. A John will contact the reception with us. Open the card and go to the chamber control room. Connect to the system and proceed to hacking. Figures under charts: 2 - 5 - 7. Having overheard the conversation, we leave the room, we turn left and get to the window. On the lift will fall into the Cabinet Olivier, come to his workplace and wake a computer. We translate the blue point from the left side to the right, avoiding the red sections on the lines. After reading all the letters, we go to the reception and on the elevator go down to the hall, where we usually transmit the data to the courier. We return to your workplace and connect to animus.

Part 7.
Nassau, Bahamas

July, 1718.
Memories 1.
"We demand negotiations"

The day came when the royal troops entered the land of Nassau. By fulfilling the will of the king, Captain Woods Rogers called on three pirates to appear in negotiations. Ben Hornigold became the only volunteer. Activate the eagle vision and labeled all the main goals. Commodore Chamberlain is aggressive and believes that pirates should be immediately hanged. Keep at a distance, but do not release persecuted from the field of view. We move on the roofs of houses, promptly exterminating canonov. Reaching the square, we jump into the cart with hay. We embrace a whistle of one guard, neutralize it and quickly catch up with the other. We climb on the roof of the house on the left side. We destroy the arrow, move on the other side and jump into the haystack. When the group passes by us, shift to the left side and, passing between the houses, rise higher. I hide in the bushes in front of the gate and wait until the goals go to the fort.

We are moving along the wall on the left side. We jump from one tree to another and at the very end there will be a wall with small protrusions. We climb upstairs, shift to the left, again upstairs and, hanging on the ledge, discard the enemy down. Now we move to the right, climb even higher and reset two guards with the ledge. In the jump destroying two no suspects of enemies. Jump in the cart with hay near the construction. Neutralizing the guardian located nearby. Now we will deal with the bell. First, follow the movement of enemies on the mini card. Finding the moment, we get to the bell and bring it out of order. All the same staying unnoticed, get to chamberlain plans and take them. If necessary, you can hide in the shrub. Pirates still have time to think, but everyone has already decided for himself, how to do it.

Memories 2.
"Powder plot"

All paths from Nassau blocked by English flotilla. The only opportunity to break through it is to make a blister and send it to the blockade. Wane will give the resin, and we will deal with the prey of the gunpowder. Purchase darts of all types. All dots with gunpowders are under strengthened guard. Against the canonirov on towers and major opponents apply darts with the poison of the Berserka. You need to hit ten goals by any types of darts. The second additional task is to kill four guards one by one without interrupts. To do this, we find the weakest enemies (without bully and captains) and spread with them.

Memories 3.
"Get rid of commodore"

Chamberlain.


Chamberlain still will not leave. He is going to order sinking pirated ships without the knowledge of the governor Woods Rogers. Make sure that the galeon leads us, where Chamberlain is. Activate the eagle vision and mark the target. I hide in the bushes, neutralizing the enemy and go to the left side. Climb on the roof of the house, we move forward and hit the arrow from the oven tube with a dart with sleeping pills. After leaving the forbidden zone, we continue to persecute on the ground and, in which case, hide in shrubs.

Going along the stairs, hiding in the thick grass and we will wait for the rustling of harsh. We blame him whistle and kill. Next, keep the right side and, while in the bushes, we are painting with the Third Guard near the tents. We choose to the shore on the right and get to the ship. We rise to the stern part. Chamberlain walks in a circle: from the stern to the middle of the deck. We destroy two opponents from the ledge, we climb on the mast and wait for the goal. We attack the chamberlain in the jump.

Memories 4.
"Brander"

We check the reserves of mortira ammunition and powder barrels. We proceed to the implementation of the blockade breakthrough plan. Accompany Brander and protect it from enemy attacks. The attack is starting with the Mortira volley. With the help of them, you need to sink three vessels. Britta weak, so the main thing is to correctly calculate the blow. Mortira shoot with a delay, consider this when the shelling zone is marked. When the brande collides with the blockade, two ships will receive a noticeable damage. Avoiding the shelling zones of the Mortira, we cause damage to one of the ships to the state of the board. We swim into it back, reset the speed, unfold by the feed and the metal of the barrels with gunpowder until we do not destroy the vessel. Let's leave the territory, at all sails rushing to the specified point.

Part 8.
Big Inagua

October, 1718.
Memories 1.
"Not knowing pity"

Before the start of the task, strengthen the ship's body and produce heavy kernels and ammunition for the Mortyr.

We learn from the black beard that the sage Roberts is on board the "princesses". We notice in the crowd of a suspicious person. Pursuing him, if necessary, hiding behind the corners or lost among people. The stranger turned out to be a baseman who worked for an expedition, hunting for a black beard. Constantly keep the left side and do not leave the eavesdropic zone. On the way it is necessary to kill four guards. All of them are successfully located near shrubs all over the route.

A stranger gives a signal for the attack. Quickly get to the "Galka", we get up for the steering wheel and concentrate all the attention on the linear ship. We spend the shelling from the Mortyr and, finding closer, onboard guns with heavy nuclei. Calculate damage, since to perform an additional task, the ship must be transferred to the state of the board solely with the help of heavy nuclei. During the Aaborda Tetcha seriously wounded, and then kill at all. We are dumped overboard. We manage to get to the "daws" and leave a dangerous territory.

Memories 2.
"Self-love fools"

Fort Cabo de Cruz.


We purchase a modification for the "Galka" - "Superior Taran". Capture Fort Cabo de Cruz - one of the tasks closest to the point.

We inform Wane about the death of a black beard. He became interested in the observatory and told that the "Princess", on board which is the sage Roberts, works on the royal African company. Follow the Galeron Wayne - it will lead us as a "Royal Africa" \u200b\u200bfrigate. We continue to move along the left side of the ally. If you go after the frigate, you will have to, either maneuver, or shoot the powder barrels in time. Soon Galloon Wayne will be unreasonable and we will have to take all people to our ship. The fort will use the gun, and the additional task will be automatically executed. We are accelerating and racing the enemy frigate. Applying enough damage, take it to the boarding. We are racing with the necessary number of opponents, we climb on the central mast and get to the flag on the side cables. Jack Racham turned out to be a traitor. He sat down all people to stand up on his side, and we were left on a dilapidated ship, without the possibility to move around the sea.

Memories 3.
"On the uninhabited island"

Walked weeks. Edward and Wayne were on a uninhabited island. Enhea between them intensified every day. Wayne lost the reason and became more and more like a madman. He stole the food we got and quickly disappeared in the jungle. Climbing the review point and synchronize with the area. We go deep into the island, we move on the right side and finally get to the animus fragment. Somewhere here shods a black panther. They attack it from above and remove the skin. Activate the eagle vision for a faster predator. We leave away and come back here again and again until the right number of skins do.

We catch up with Wayne, climbing it on speakers on the left side, synchronized with the locality and take the leap of faith. We go downstream. We move at high points, otherwise you can please in the mouth of the crocodile. Once again, having overtooking Wayne, move from one shelter to another when he was preparing to throw a bomb. Go to the destroyed crossing. The third and last meeting will become decisive. We are going around on the right side, everything is still moving when the enemy rushes a bomb. Next to Wayne has a review point - we climb on it and make an attack. Killing Wayna, of course, Cenway will not. As - in no way he is the only one who did not betray us, and remained faithful to his views on life.

Part 9.
Big Inagua
May, 1719.

For a long time, Racham was able to manage the ship and the team. Two months after left us, he is placed in Nassau for royal pardon. Mary and Advale worked on "excellent." They discovered the island where we are, and saved us.

Memories 1.
"You just imagine"

A man from an African company informs us that I have not seen "Princess" for two months. She was interested in Hornigold and Rogers. We go for their search. Before penetration into the forbidden zone, buying darts with the poison of the Berserka. Shot them in large opponents and thereby we destroy the right amount. We are detained the first bell, we get to the second and, hiding in the bushes nearby, we include eagle vision. Goals are between houses - we mark them. After they start moving and go away, damage the second bell.

Melanie Lemei.


Follow the Hornigold and Rogers, overheating their conversation. All the Templars conducted a standard blood flow procedure. Watch a person from the observatory only after placing his blood into a special vessel. Goals will meet with Torres in the forbidden zone. We go parallel to them along the fence. Without reaching the corner, still have to penetrate the territory. Neutralizing opponents near bushes. We go to the hangar, in the cart we climb upstairs and kill the arrow on the left side. We get to the next hangar and complete the eavespuning. Pirates captured the Princess. Hornigold sent his people for the sage. We destroy the guard and leave the dangerous territory or use smoke bombs to hide without a fight.

Memories 2.
"Trust is deserved"

We go to the shores of Africa and destroy five enemy ships. We moor at the shore and get to the specified point, hiding from the guards in shrubs. We climb on the stump, cling to the tree branch and jump over the gate. We meet with the sage Roberts. Hornigold Berjis and Cocrem people should not have time to warn Hornigold about Roberts's shoot.

On the fork we go to the left and hiding in the bushes at the wall. Whistle to lift two guards and deal with them. Having passed through the gate, shelted in a cart with hay and neutralizing the opponent standing nearby. Two are still suitable here. As soon as they turn away, come to them and kill them. I hide in the bushes on the left. We will spend the patrol and, again, as soon as the enemies turn away, run up and deal with them. We go down to the cliff and immediately we run to the arrows who hold on the fly of pirates. We kill them, we are painting with the rest and free hostages. Climbing the position of the arrow. Neutralizing the enemy and jump on the other side. We are moving along the cliff to the next place of execution. We try to act silently as long as possible. I hide in the bushes and whistles attract the attention of the guards. We run up to arrows and quickly destroy them.

There are two ways down. Go down on the left slope and run left. Once at home, we move forward, hiding in the bushes and neutralizing enemies one after another. We climb on the roof of the extreme house. Activate eagle vision, mark goals and wait. They will be blinking for a while and as soon as they will be next to each other again, make a double murder in the jump. We observe the inspiring Roberts speech. Thanks to its speric abilities, sailors are recognized in the wise of the leader, and he becomes captain.

Double murder Berjis and Cocrem.


Part 10.
Mysterios.

September, 1719.
Memories 1.
"Gambit Black Beard"

Before the start of the task, get darts with the sleeping pills and the Berserka poison.

The sage agreed to indicate the coordinates of the observatory, but at first we should help him get crystal cubes with the blood samples of the Templar. Having met, we go to the green zone and, bothering around the bay, we find the Portuguese ship. Our task is to imperceptibly steal his flag. We jump into the water and swim bypassing the right side of the ship. We climb on the guys (vertical tackle), while no one sees, and the mast. Neutralizing both shooters with darts with sleeping pills. We climb the mac of the mast and descend the flag. We take a jump in 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. Swimming up to the green zone, we find a certain chest, in which it is probably what interests Roberts. We jump into the water and swim to the tower near the chest, keeping away from the coast. Especially follow the shooter on the tower. We are imperceptibly sailing past him and quickly hiding in a shrub under the tower. Whistle lubricate the guards nearby. Crashing with them, we climb into the tower and destroy the canonir. Search the chest, which turned out to be empty. Returning to the "Galka".

Also, no one should notice us. At slow speed, go around the ships on the right side. The prize is in Galeon. We jump into the water, we swim to the shore on the right side and hiding in the bushes near the stones. Watch the guards behind your back and near the tower. When they start gathering, climbing the stones, then we get to the tower on the tree and branches. Having killed two shooters at once, we turn left on the branches to the left and follow patrol. Finding the moment, quickly go down and hide in the bushes. The aisles are guards, so we turn to the left and go down to the shore. We are waiting in the nasal part of the shredded vessel. There and here is constantly moving a single guard. Neutralizing his dart with sleeping pills. We run on the nose, jump down and hiding in a shrub under the tower. All three guards on proximity are back to us, so calmly climb the tower and kill the canonir. Follow the captain and when he will stay quite a bit to the middle of the deck, we use Tarzankka to move to the galleon, and kill the target from the air. Only after the destruction of all enemy ships, get to the specified point.

Memories 2.
"Murder and Chaos"


Having met Robert's remarks that Captain Hornigold followed us. Entering the forbidden zone, we swim to the green zone, avoiding the detection of enemy ships. The ship Hornigold is not remarkable by anything, so all ships in the green zone are studying with a pickle pipe. Finding the right goal, we concentrate all the power on it until more powerful ships were pulled.

Benjamin sat in the destroyed structure on the rock. We get to the next rock, we climb on the top point and paint the shooter. From here we jump onto the tree and move on the branches to the fortress. We run on the right side, we go around the structure, neutralizing single opponents. We climb up (above the level of Hornigold) and kill the goal in the jump.

Memories 3.
"Observatory"

The path to the observatory lies through the jungle, which are under the control of the keepers. They are a state of high readiness, so you can and wait with the second additional task. However, if there is an opportunity, we try to immediately neutralize them. Activate orly vision and slowly moving from one bush to another. Traveling the keepers, we get on them from the back and straighten without weapons. It is not formed by the use of a brass tube with darts with sleeping pills. Occasionally, the opponents look out of the bushes to inspect the territory. At this moment, I am still sitting in the shelter. Clearing three zones, get to the cave. Enemies stopped hunting us. And now behave as the guards, which can be lured into shrubs by an ordinary whistle. Go to the last section of the jungle, where we will again have to abide care, and we are painted with the remaining custodians. The last enemy disappeared into the bushes behind the stones near the entrance to the observatory.

Roberts will open the passage and kill his girlfriend. We select a box and follow the sage. We get to the device, put the box next to him and after simple actions, we see those whose blood samples we have. Mary is trying to recruit a girl working in the tavern. Torres convinces Woods to take blood samples from high-ranking faces so that then you could watch them. Showing the incredible possibilities of the observatory, Roberts throws us into the water.

Deploy and boil around the ledge. Roberts took a skull with them, in which phials with blood should be placed. Pay attention to the passage under the ceiling. We climb on the walls to the right of the device. We are moving towards the center, slightly lifted and press the jump button to push off and jump back. We are shifted to the left until I get to the passage. Next, roll down the slope, bypassing the obstacles in the form of trees, and jump into the water. Falling ashore, heading towards the team of Roberts and, after a short resistance, lose consciousness.

The present

Fragment from the film about pirates.


Instroy learned about Hacker and all employees locked the rooms without ability to move freely on the complex. In addition, Olivier disappeared, after the last meeting with the shareholders in Chicago. During hacking, we left traces, so you need to "clean up" the server. John was just announced in time and provided us with third-level access. Open a mini card and get to the guard room. We are hacking the control panel. Figures under charts: 7 - 5 - 3 - 7. We observe how John persists Melanie to leave the server. We go there and wake the control panel. Figures under charts: 3 - 7 - 7 - 7. Getting to remote hacking. This mini-game is already familiar to us. We translate the blue point from the left side into the right to safe areas of lines. We view the introductory video of the future film about pirates. On the way back, we have Juno and asks to revive it in the human body. We return to your room to continue the study.

Part 11.
Port Royal, Jamaica
April, 1720.

Roberts passed us to the authorities. At the court over Mary Reed and Ann Bonni Woods Rogers and Torres, in exchange for liberation, asked to inform them the location of the observatory. Girls manage to postpone their execution due to the fact that they are both pregnant.

Memories 1.
Four months later ...
"Suffering worse death"

Being inside the cell, click on any button to divert the attention of two guards. At this point, an unknown to deal with the third. These two will go to the bushes. Again a ride cage and waiting for the destruction of enemies. Our Savior was A-Taiby. Now you need to rescue Ann and Mary. In the boxes we climb on the branch and are made through the trees to the forbidden zone. We jump into the stack of hay, we will wait for the enemy and neutralize it. Go to the other side, hiding in the shrub and whistle attract the attention of opponents. Crazing with all the nearest enemies, neutralize the bell. The bells will be shown on the mini-card only after synchronization with the terrain at the nearest viewing point. Do not forget to search the bodies to replenish the reserves of darts. We are moving on the right side and get to the guards who discuss the death of Rackham. Behind the angle, we find the cell within which the remains of Jack are located. We interact with it to partially perform an additional task.

Having entered into prison, destroy the guards, activate the eagle vision and discover Charles Weine. Get to cameras where Ann and Mary are located. Mary already gave birth and feels very bad. We are trying to help her get to exit. Being unable to go, Mary dies. Let's leave the prison and get to the ally.

Memories 2.
"HOT"

Ann Bonnie.


Drunk in the trash, try to pick up the skull of Roberts. Once in water, swim on the surface. We catch up and kill three goals. Being on the ship, continue to swim forward.

The next morning adevale detects us on the shore. He decides to join the assassins and advises to do the same.

Memories 3.
"…Everything is allowed"

Arriving on the island, follow A-Tabay. The king's troops attacked the camp. We get a new weapon - Shengiao. Having passed through two control points, climb on a tree and use Shengiao. Hold down the shots button. Sept the enemy, press the "Back" movement button to hang it. Again climbing up and repeat the murder of this method. Thirdly you need to simply attract. To do this, just press the shot button. Get to the shore, we kill the right number of enemies and captain on the ship.

We will serve Ann, who did not survive the child during childbirth.

Part 12.
Il-a-your
May, 1721.

Ann Bonnie became our new apartment. In Kingston, unfinished cases were left with Governor Woods Rogers.

Memories 1.
"End of the Governor"

We receive information from Assassin. Woods is on political admission. There should be an Italian diplomat Ruggero Ferraro. Capturing it, we will donate in his robes and can penetrate the reception. We pass the news for Caroline. We get to the port, activate the eagle vision and we mark the goal. Ahead of the diplomat, we arrive in the forbidden zone and quickly climb the roof of the building. The goal will stop just near the hay. We jump into a stack and neutralizing Ruggero.

Crash, go to the reception. Do not come to the eyes of Woods. Immediately we turn left, we go to the bench and sit down on it. It remains only to wait when the goal will pass by us (and it will definitely pass) and put a decisive blow. Before death, Woods gives the location of Roberts. Let's leave the forbidden zone, hide from the pursuers and get to the office of Assassins.

Memories 2.
"Royal Failure"

Before the start of the task, we upgrade the "checkbox" and acquire heavy kernels and ammunition for the Mortira.

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

1. I am amazing one of the opponents of the Berserka poison. When others escape, shoot on the barrel.
2. We run around the territory by collecting a large number of enemies. We bring them to the place with barrels, we use a smoke bomb and, having left, shoot with explosive objects.
3. Slowly sneak forward, from afar shooting the barrels and sit down in the bushes. We move to the next point where barrels are located, and we carry out similar actions.

We get to the green zone, activate the eagle vision and discover Roberts. Sitting forward, jump into the water and return to the "Galka". Shelling "royal luck" from Mortira. We go around the rocks on the right side, catch up with Galeon and continue the battle. I ignore the Spanish and English ships. We concentrate the attack only on the main purpose. We take the "royal good luck" on the board. We climb on the mast over Bartolomew Roberts and, holding down the shot button, cling it with Shengiao and press the "Back" button.

Memories 3.
"Bad blood"

El Tibouron.


Use the skull to find Torres. From the roof of the house we jump into the green zone and discover El Tibouron. Pursuing the goal, moving mainly on the roofs. When El Tibouron hits in Fort, jump onto the tree and cling to the bar in the wall. Watch the shooter on the mini card. As soon as it turns away, tighten and deal with him. We destroy the rest of the guards nearby and attack the jump on a stranger, masking under Torres.

Against El Tibouron is an effective firearm. First, reflect his two shots, using the guards as a "live shield." Until you do an additional task, we do not undertake anything against them, but only reflect their blows. In order to replenish ammunition, we interact with drawers marked with green dots. Before that, to be incognito, we kill all opponents, except El Tibouron. Recharge weapons by running away from the main enemy. Having won, leaving the territory of Fort and get to the office of Assassins. We learn that Torres went to the observatory.

Memories 4.
"Eternal Zanozoza"

Reaching the forbidden zone and being near the shore, we turn left and release the first two hostages. Returning back, go to the cave. Close down the slope, then roll on another slope on the right side and free two more. Climb upstairs and, focusing on the mini-card, get to the last three locals.

We go to the observation room in the observatory. The protection system included. We wait a bit, run forward and climb upstairs. We paint with two guards, then we climb on the left or right side. Watch for displacement blocks and, according to their protrusions, we climb the very top. You jump over to the central beam, which fall down. Four guards kill with the protection of the observatory. To do this, push them to emerging transparent walls. Further, they are trying to climb Torres. Watching down, we move on the other side of metallic fortifications. We shift to the right and at the same time climb everything higher and higher, avoiding dangerous areas. We jump into blocks and finally get to the central design. We are waiting for it to move closer to Torres and make an attack.

The present

John is trying to kill us. He is unhappy that Junoon could not be made to our body. On time arrives the security service and spreads with John. After all the conversation, we return to animus.

Epilogue
Big Inagua
October, 1722.

Hatham Cenway.


Caroline has hid for many years from Edward's emergence of their common child. The first meeting with my daughter was held in the Big Inagua. Then they went to England. There Edward met his soul mate, who gave him the son of Hheatem.

Memories 2.
Cheerful Havana


Havana, Cuba. July 1715. The task: Edward Under the guise of Assassina Duncana Walpola follows Stemp in search of a place where he can stop before a risky meeting with the governor. Secondary task: Grab the pocket. Get away from the fight, throwing smoke bombs. On the way to the tavern, look at the shopping bed and buy several blades - at the moment we are interested English Palashi.. The trade process itself is quite simple. Choose the type of purchase - blades - Next, go to the review of objects and get acquainted with their characteristics - at the end, choose and confirm the purchase.



After a successful deal, climb up the closest church and synchronize. On the map will be all available in the radius of the treasure, shopping beams, guild tasks, and so on. After that, make a leap of faith in a stack with hay and run to the revenue to your unbelievous comrade. Pocket will be quite prompt, so I advise you to immediately begin pursuit. To perform 100% synchronization, it is not necessary to kill it, but you need catch and clean your pockets. To catch the thief, you must press the button on time. "E" (located about two or three meters from it)to sow it from the legs and be sure to kick his legs "LKM". After this simple procedure, feel free to calculate the pockets while holding the button "E". If you don't kick in time, you will have to run after it again and repeat the prison procedure.


After these connects, we return to the stand and go to the tavern. What kind of pirate without a good fight? Therefore, we arrange a good beat by local regulance to Roma and women. At this stage, we will learn the basics of hand-to-hand combat. Lessons will be several:
1. Press "LKM" Attack the enemy (press this button several times to spend a combo strike)
2. Palling a blow can holding a button "E" With each attack of the enemy.
3. To grab and throw the enemy twice in a row. "E" - Once to counterattack, and the second time to grab over the collar and throw.
4. Use a combination "E" + "Space"to wander the opponent with its counterattack (such a combination may also pierce enemy blocks)
5. And at the end, make the enemy the spectacular fatality by pressing the buttons once "E" And further "LKM" - Edward will make a beautiful knockout.

At the end of this difficult battle, we will leave for the guard. Use smoke bombs - F " - To slip away. As soon as the visibility of the pursuers will be reduced from the effect of the smoke bomb action - hide in the hay stacks, hide in vegetation and merge with the crowd to become unnoticed and get away from chase. Upon returning to the pier we are waiting for a broken styd and sugar stolen ...

What about my sugar?


The task: The cards that Edward hoped to sell the Governor Torres, fell into the hands of the guards. Find out where they and return them. Secondary task: Find dancers and distract the guard. Avoid skirmishes. Turn on Eagle vision (OZ) - "V" - And find the goals for which we will spy. In this part, the jubisoft it was somewhat met, which partly allowed to simplify the persecution. Oz Allows you to notice any details. If it is activated, opponents and animals are highlighted in red, and targets and tasks are golden color. remember, that Oz Not available while running. Also using OzYou can marry up to 5 opponents, just looking at them. You will see the marked enemies through the walls even when stop using Oz. Pursuit will be held in three stages. At the first stage, highlight the goal Oz And to stay unnoticed, use different shelters - merge with the crowd, hide in stacks with hay, spy from behind the corner, you can also relax on the bench and TP.


At the second stage, we have a pretty sweat, because now we have the task no longer be afraid of the eyes, and keep up with the runaway guards. As soon as they stop our persecution enters the third stage, where we will need to overhear the conversation between them. To fulfill a mission with 100% synchronization, it is here that I advise hire standing near dancers for 150r. Being in their company, no one can delay us.


After the officer follows a secure zone, we have to quietly pull the key. This can be done in two ways:
1. For extremals. We climb on the roof of the building and jump into the haystack, which is in the courtyard. As soon as the officer turns away from the stack, approach it close and holding the button "E"until the indicator is filled with hand, steal the key.
2. The second option is suitable for those who love a lot of time to make their victim. Wait from the outside until it comes out of the red zone and just go after him, while calmly searched his pockets.


As soon as you get the key go towards the fort. To perform a condition for 100% synchronization to penetrate, we will need unnoticed and not get involved in an open battle. Come to the Fort from the other side where the synchronization point is located on the map. On the outer wall you will see beams, jump on them to the lever, which will transfer us to the right.


Before you use, I advise you to watch the movement route of patrol on the mini card. Wait until he does not turn away and only jump on it. If you are still a little burned, quickly get sigh from the protrusion and wait until it finishes its investigation. Next, continue your route on the beams and speakers on the wall. Quietly run the room with ammunition and get out of the window.


Around the middle of the fortress wall there will be small protrusions on which you can climb up. Wait until the patrol does not go from us in the opposite direction, we climb on the ledge and hiding in a stack with foliage.


From the stack it is very convenient to watch the routes of movement of both guards - the second walks on the roof of one-story building, where the staircase is. As soon as both turn away, slip by them and open the cherished door.


We look at the roller, where we take your little things and go in English by jumping into the water from the lighthouse turret.

Mr. Walpol, I suppose?


The task: In the assassin suit Duncana Walpol, Edward should deliver cards and an unusual crystal cube Governor Havana Secondary task: Go through Roger Rifle Test. Rob all the Templars. We go into the gate and climb the stairs. On the terrace we meet us Woods Rogersand Julien Ducasswho immediately offer us to shoot. You can aim to shoot out of firearms at the same time while holding PKMto aim and snese "LKM"to shoot. You can recharge the weapon with the button "R". Automatic recharge also exists and can begin if you shoot from an empty weapon. In addition to the sighting fire, there is a so-called "shotchidka shot" - they can be used, if you simply bring the camera to the target and click once a button F ". But the consumption of ammunition with such shooting significantly increases due to the fact that Edward can start shooting from two hands.


After you like 6 mannequins, immediately go to Rogers, who will give you a task where it will be necessary to hit all the goals for 22 seconds. I advise you not to shoot the off town, but to make sighting shots with our guidance.


As soon as you finish with the test, speak with Ducass and go beyond them. Our circus performance will continue ... After receiving hidden blades, we will be asked to demonstrate our "Assassin skills" in all its glory.
1. To kill the goal nearby go to any mannequin and kill with pressing "LKM".
2. Next, take into a stack of hay and gently drag innocently standing next to the enemy.
3. Inciable murders can also be made mixed with the crowd or from the corner. Stand between the builders group and kill the nearest mannequin.
4. Demonstrate them murder in the air. To do this, climb the roof of any building and jump in the fatal speedkyle. To Edward jumped on someone you need - the goal should be highlighted.
5. And the last ... Kill the enemy on the run: Holding SHIFTClick once "LKM".

After enthusiastic oh, and Akh, proceed to the veranda, where to meet Laureano Torres and Isyal. In the process of obtaining further briefing, do not forget to perform the conditions for 100% synchronization and clean their pockets (holding down the "E" button by default). You can safely and without looking around - they will not notice anything, but better, of course, to proceed at once, as soon as their conversation begins at the table with cards.

The man who is called the sage


The task: In anticipation of his award, Edward should meet with the Templars near the docks. Secondary task: Attack the sage from above. Use a pistol in battle. Mission is very short. Try not to give the enemy to attack Torres and be the most active. To perform the first condition for 100% synchronization, during the battle, press F "To shoot the cavity. Pay special attention to snipers that stand on the roof - also shoot them out of the gun. After a short harness, the sage will try to escape from us and we will need to jump on it from above. To do this, at the very beginning of the chase, climb the beams at the upstream and guess the moment while he does not go down during the chase. Once you will prescribe the button above it. "E" And Edward jump on him.

Have complaints?


The task: An unhappy award size Edward decides to penetrate the camp Torres and save the one who is called the sage. Secondary task: Avoid skirmishes. Kill the guard from the surveillance zone 3 times. To fulfill a mission with 100% synchronization - eliminate opponents quietly - you can, raise panic among them - it is impossible. Immediately jump over the fence and proceed to the murder of the guards from the surveillance zone, along the simple - from the bushes (from the stack of murder will not be counted). Also, do not forget that the guardians have a very musical ear and our whistles will come quite quickly. At the first stage, you can immediately drag into the bushes at once - the one who patrols and goes in a circle, make a whistle. His comrade, who stands on the spot, can be dragged without lining in the bushes. As soon as you figure it out, run on the left side of the plantation and move past the guard standing near the wagon with hay. (At your request, it can be pulled in the hay). Now take advantage of eagle vision - "V" - And we define the keeper of the key - it is also told by a whistle and we sweep your pockets.


After that, climb the wall and eliminate the patroling guard in any way - from the bushes or just pull from the wall. Next, I advise you to keep all the time of the left edge. On this path, we will fall only one alone standing at the wagon, make a whistle and kill us.


We open two ways ahead - one at the top, the other at the bottom. I do not advise you to pass at the top - if you are sleeping sniper, and it really sees better all the others, then you will dispel synchronization. Therefore, take the left and pass by a hammock. Patrol guard podkarante behind the cabinet.


Immediately hurt in the bushes and watching the run again on the left edge - take closer to the wall. We climb on a tree and jump into the courtyard from the branch. We look at the roller, we get in the tambourine.

Silver fleet


The task: Edward, chained in the thrum of the Spanish ship, decides that escape will noticeably improve his life. Secondary task: Release 23 pirates. Kill 3 guards from around the corner At the very beginning of this mission, we provide the ability to fulfill the condition for 100% synchronization. Miss the guards whistle and twist from the corner. Advale on all the way we will help us in every way and manifest initiative.


Further, you will be delivered to free all hostages. Fully your choices in which way you will go through to battle or try to go through the stealth. But in any case, do not free hostages until you have a majority of enemy forces. On this Epape, I can show how you can go through all the ships without getting involved in the open battle with the opponent.
1. Ship. Three closest patrols can be killed because of the corner hiding behind the shipboxes. After that, I advise you to descend from the right side and reset one more from karma.



Next, go back to the previous place and please the moment that the long-range patrols start moving to the left. As soon as they turn, come quickly to the immediate guards for you and kill hidden blades. After that, not bag, approach the patrol and repeat the procedure. Well, do not forget to eliminate looking at the top, to do this, use a quick lift to the mast.


After these simple operations, free the captured pirates and go to the next ship.

2. Ship. Climb on the right side and tighten the guard that stands at the edge into the water. After that, wait until the patrol passes by you, get out quickly on the deck and following them imperceptibly eliminate hidden blades. Next, kill standing around the helm of another enemy.



After that, descend from any board of the ship and eliminate the patrol guard by pulling it into the water. We finish the latter by following the back and release the hostages. Go to the next ship.

3. Ship. As soon as they hurt on the karma - paint the first guard in the water. The second patrols under the very nose, wait until it goes to the right (if you try to kill when it goes left you can notice), get out of the deck and follow the quiet kill it. Go back again and on the protrusions to believe for the next guard standing near the edge.


Next, jump for the steering wheel and make a double murder. After that, I advise you to free up hostages ignoring the remaining opponents.


4. Ship. Starting advise again with karma. For a box with a commodity cost two - kill with a double murder on top, then immediately run and hide behind the far box. Two corpses will be interested in patrol - it is just very good to kill because of the corner.


A little away will see the guard patrolling on their own route. You can go behind him, getting up from the edge of the side and when he returns to tighten into the water. After that, climb the boats covered with an awning and make a double murder in the air. Next, you can safely kill someone who goes on the nose of the ship and achieve the remaining double speedkill. We climb into the hatch.



We continue to pass the mission to stealth. The patrol whistle does not work, therefore, as soon as it turns away from us, run behind it and kill the hidden blade. The second guard can be dragged from behind the corner. The third patrols two cabins - stand up for the column and podkaraut it from behind the corner. You can safely approach the trip and kill double murder. Light the last pirates and choose out.



Our last goal in this mission will be marked with a red marker. Jump on the rope and make speedkill on the captain. Get up for the steering wheel and try to snatch off the battlefield - take the course on a green marker to which a little more than 2 km. On the way, we will have to survive the wave-killers for two times - they can cause a huge damage. In order to survive them safely, turn the ship to the nose to them. If you do not succeed in time to do it, press and hold "SPACE"To order your team to get ready and thereby reduce damage. In addition to the killers, there will be more hurrices who do not even advise on the way - on the mini-card, pay attention to their lesion zone - it is highlighted with yellow.

Achievement "According to the instructions" (English by The Book) in Assassin's Creed 4: Black Flag opens after all additional conditions are fulfilled in all memories, except. In total, AC4 will have 78 additional tasks that differ from each other by duration and complexity of execution. After passing the main plot, all tasks with incomplete additional conditions are displayed in the "Progress Sensor" (key). When re-passing, the tasks do not need to perform already counted conditions marked with yellow.

Simplify the execution of some tasks help the control points of the preservation, which the game creates automatically when the intermediate marks is reached in the tasks. If this or that condition suddenly fails, then loading the preservation from the control point will repeat the passage of a failed segment. Part of the progress will be lost, but this will not allow the task from the very beginning. To use the control preservation during the passage of tasks, you need to open the main menu (key), select the "Download" option and "Download from the last save point".

Passing additional tasks with full synchronization in Assassin's Creed IV: Black Flag:

Part 02.

  1. Cheerful Havana
    • Grab pocket: After examining the surroundings from the point of review on the church, we descend down, we help the sidder Bonnet to return the stolen wallet. We catch a pickpocket on the run, pressing the [E] key near the target, we beat once with the foot and throwing the thumb pockets with the [E] key. If the pocket perits, the condition will not be counted.
    • Get away from the fight, throwing smoke bombs: In the tavern, they fight off the provocateurs when guards will appear on the verge of establishment, choose a smoke bomb in the inventory and throw in the crowd of Spanish soldiers until they come to themselves, hide in the narrow streets of the city.
  2. What about my sugar?
    • Hire dancers and distract the guard: When the persecuted goals stopped in the midst of a busy street, hire the dancers with the [E] key, we get to the scaffold, mixed with the crowd, we continue to pursue the captain, imperceptibly penetrate into the courtyard, at the entrance distract the guard with the help of dancers and we take the key from the pocket, leaving the victim and pressing the [E] key.
    • Avoid Scheck: During the persecution of goals, no one attacked and do not raise the alarm, penetrate the fort on the wall, from the point of the review.
  3. Mr. Walpol, I suppose?
    • Pass Roger Rifle Test: In the estate of Laureano Torres, we accept the challenge Julien Duceas and Woods Rogers, take away guns, aims the [PCM] key and shoot six targets-stuffed key [LKM]. After training attempts, we agree to re-pass the test and hit all the goals in 22 seconds.
    • Rob all the Templar: At a meeting with Laureano Torres, behind a round table, we pass dedication to the Templars and we sweep the pockets of all those present with the [E] key.
  4. The man who is called the sage
    • Attack the wiser from above: We go through the streets of Havana, fought off the assassins. When the sage tries to escape, running after him on the roofs of the houses. As soon as he goes down to the ground, we are successful to the edge of the roof and jump on top of it. For the jump, the [W] + keys should be clamped, and the [E] key is pressed several times, while the sage figure should be highlighted with a white circuit that appears automatically when you hover on the target on the middle distance. It is possible to take a jump in the free mode on ordinary guards, jumping on them with roofs of houses.
    • Use a gun in battle: At the moments of assassins attacks, they fight off the raiders with shots from a pistol (key [F]).
  5. Have complaints?
    • Avoid Scheck: During the lying around the fields, I do not raise the alarm and the mines get to the goal.
    • : Jump in a sugar cane, attract the guards whistle and closely with bare hands.
  6. Silver fleet
    • Free 23 pirate: We go around all the ships and free the prisoners of pirates.
    • Kill the guards from behind the corner (3/3): Hessed around the corner, calling the guards whistle and twist the left mouse button.

Part 03.

  1. Newly-made captain
    • Install Iguanu: We store cartridges, go on the hunt to Abaco Island, we find Iguanu, aim in the right mouse button and shoot from the distance from the pistol left mouse button.
    • Write Ocelot in the air: We climb on a tree in the central or eastern part of the island, waiting for the appearance of Ocelot and temper the animal with hidden blades.
  2. Opened set
    • Kill the guard, disarming it (3/3): Fight with the guards start without weapons, with empty hands by pressing the key. During the enemy attack, first block the punch with the [E] key, then we take a weapon with the [SPACE] key and finished the disarmed enemy.
    • Save the pirate by interrupting the rope of the bullet: Touching the scaffold from the bushes or flag to the scaffold, and shoot a gun and shoot along the rope to save the captain from inglorious death.
  3. Robbery and robbery
    • Kill sailors from falconeta (3/3): With Aabordge, the schoons approach falconetas in the side, press the [E] key and begin to shoot the crew of the enemy ship. It is important to shoot aptive, since the number of shells is limited.
    • Steal rum (20): After the board, we take all the valuable cargo from the schooner and.
  4. Under the black flag
    • Rob the hunter for pirates: They attack trading ships, increase the level of fame and wait for the appearance of hunters for pirates. Capture a ship with red sails and take all the contents of the tricks. The higher the level of fame, the stronger ships go on the hunt for Edward Kenueem.
    • Steal sugar (30): Find a hunter on pirates with sugar on board and after victory we take the goods. If sugar is not enough or not at all, we capture other ships. To learn about the contents of the holds to the fight allows a pickle tube (clamp the [E] key). When visiting the ship, it shows the level of the ship and transported goods.
  5. Vintage sugarcane
    • Avoid Scheck: During the surveillance behind the linear ship of the attorney by avoiding the skirmishes with patrol enemy ships guarding troubled water. If the anxiety indicator of enemy patrol ships turns into a red color, the battle will begin and the condition will be failed.
    • : We get to the attorney on the island of Kat-Island, listening to the conversation, silently make your way through the cane fields. While searching the key from the barn, we get rid of the guards and cut off the languages \u200b\u200bin the bells. If you act neatly, the mass massacre can be avoided, limiting only by two victims.
  6. Good defense
    • Surface two boats with one volley on the side gun: We find a linear ship "La Ark-del Maestro," follow him on the heels, kept at a distance and try not to come across the eyes to the enemy ships. We leave for mortar attacks, waiting for the emergence of enemy reinforcement. We approach the close distance to the schunam. When several Schun go on one trajectory and stood with each other, shoot heavy nuclei. One volley usually grabs to destroy several ships at once.
    • Sleep the ships with heavy nuclei: To obtain 100% synchronization, you must, buying a captain in the cabin the ability to shoot heavy nuclei. For the shot, heavy nuclei turn the camera towards the side of the "Galka" and press the left mouse button. If you first start aimed with the right mouse button, the shot will be made by ordinary cores, which does not match the conditions.
  7. Lonely madman
    • Avoid Scheck: Before the release from the jungle, we do not raise the trouble, if you enter into battle at least with one opponent, the condition of obtaining complete synchronization will be failed.
    • Kill Ducassa in the air: We get to the harbor by the open paths, jump into the water and swim to the linear ship, imperceptibly climb on the mast and kill Julien Ducass to jump with hidden blades.

Part 04.

  1. Nothing true ...
    • Knock Assassins (3/3): Wetly make their way to the ruins of Maya, along the way, attract the attention of assassins by a whistle and conduct suffocating techniques with bare hands. For 100% synchronization, weapons cannot be applied.
    • Take treasures from chests (4/4): During the search for James Kidd, we look at the coast, the jungle and ruins, find the chests and take all the treasures. Chests are marked on a global map.
  2. Terrible mystery of the wiser
    • Fuck the guards with darts (8/8): Go down to the coast, we clean the territory, shoot enemies from the oven and screw the paralyzed bodies with their legs.
    • Use the poison of Berrinka guard (2/2): Periodically, instead of darts with sleeping pills, we use the poison of the berserka to burst enemies and not waste shells. Do not seek poisoned, they die themselves. Reserves of darts are replenished with the inspection of tel.

Part 05.

  1. Forty
    • Damage the fort Shot from Morty: Before attacking the fort in the captain's cabin we buy. Morty cores will allow attacking enemy ships and buildings from a huge distance. For the shot from the mortar, you clamp the [Q] key, we carry the sight to the target and press the left mouse button. One shot will be enough to fulfill the condition.
    • Kill the officer on the run: When capturing the fort, after the destruction of the fortifications, run into the courtyard, among the battleings we find an officer and run on the run by hidden blades by pressing the [E] key closer.
  2. Wandering trader
    • Kill Kanonirov (4/4): Pursuing Laurens Prince and Torres, moving around the roofs of houses, we kill all the shooters - you can not miss any. It is important to do it carefully not to attract attention to others and not raise anxiety. From a large distance, kill the shooters on the roofs better than throwing knives, darts with sleeping pills only to take place in order and need to be finished. Near the hidden blades work fine.
    • Kill the guard, stunning smoke bombs (5/5): Periodically descend from the roofs to the ground, we kill the guards that block the road into protected areas, or arrange a mass massacre in the cemetery at the last stage of persecution, using a smoke bomb and hidden blades.
  3. Men's friendship
    • Apply a poison of the Berserka on the rumble (2/2): On the reed fields, we find the soldiers of the soldiers, shoot on them from the brass tube of the Berserka poison, look at the dance with axes.
    • While tunication with darts (2/2): We repeat the same with the arrows on the towers, only this time we use darts with sleeping pills (the soldiers can not be achieved).

Part 06.

  1. Diving of medicines
    • Take treasures from chests (3/3): Go down in a diving bell to San Ignacio debris, inspect the remains of the ships, take the treasures from the chests.
    • Do not get into the teeth shark: Together with the medicine, we swim from the underwater cave to open space, make your way by sharks, hiding in minutes of danger in algae, we swim to the diving bell and rose to the surface to the "Galk". In the last cave, you can find a special body to improve the ship, so do not rush to leave the place ahead of time.
  2. Devil's Advocate
    • Save the survivors (5/5): We follow the heels for the "revenge of the Queen Anna", from time to time, from time to water, we catch the sailors on the rafts with the [Space] key. Toning sailors are celebrated on a mini-card by special icons in the form of a swimming man.
    • Kill the guard, stunning smoke bombs (3/3): We find a moored three-volume frigate of black beard at the Island of the Mayaguan, we help to defeat opponents, in battle actively use smoke bombs and hidden blades.
  3. Osada Charleston
    • While crocodiles with darts (3/3): I make my way on the marshes after the boat, shoot crocodiles in water with sleeping pill darts.
    • Refresh crocodile: Ambassador to the scalp to kill the crocodile and tear off the skin.

Part 07.

  1. We demand negotiations
    • Damage the signal bell: Penetrate imperceptible to the fortress, where Woods Rogers and Commodore Chamberlain were hidden for negotiations, sneak into the signal bells, cut off the language.
    • Kill the guards with a ledge (3/3): We climb on the wall to the upper level of the fortress, we note the eagle vision of the hourly, patrolling the territory around the perimeter, waiting for it when they are at the edge, at this moment we grab the sacrifice for the Kaftan and discard down the left mouse button.
  2. Powder plot
    • Kill 4 guards in one kill series: We find a protected area, provoke several guards, when the battle is started, blocking the enemies with the [E] key, we spend the counterpart with the left mouse button and quickly switch to the adjacent targets [W], [A], [S], [D]. The last enemy can be killed with a pistol key [F]. The series of four consecutive murders will be enough to fulfill the condition for 100% synchronization. If the squad has an officer, throat or dexter, then a series of murders should be started with them.
    • Use roasting darts (10/10): Standing with darts with poisoner poison, run throughout Nassau and shoot guards with louds from the oven.
  3. Get rid of commodore
    • Kill the guard from the surveillance zone (3/3): Touch the guards from the back, we drag into the bushes and finish hidden blades. Whistle will help attract the attention of enemies and facilitate the passage of the task.
    • Kill Chamberlain in the air: We get to the berth with a linear ship, we climb imperceptibly on the cables on the mast and temper the commodore in the jump.
  4. Brander
    • Sleise the ship using the Mortira (3/3): accompany the "Royal Phoenix", as soon as enemy schunons appear on the horizon, open fire from the Mortira. For aiming, use the [Q] key, and for the shot of the mortar, the left mouse button.
    • Skift the ship using powder barrels: We collect around yourself more enemy shhun, turn the camera to the stern of the ship and begin to discharge the marked barrels with gunpowder in water to sink pursuers.

Part 08.

  1. Not knowing pity
    • Kill the guards (4/4): Pursuing a spy, hiding among people and vegetation, so as not to attract attention, on the way we kill the guards.
    • Pull the linear ship with heavy nuclei (1/1): We leave on the ship into the bay, attack the linear ship. To perform the synchronization conditions, a victorious shot should be made heavy nuclei. Improvement is bought in Captain cabin.
  2. Self-love fools
    • Apply the damage "Royal Africa" \u200b\u200bimproved ram: Pursuing a fugitive, we cleaned the path from the barrels with gunpowder, go out into the bay and come closer with the goal. Cut the improved ram in the board of the ship. One touch will be enough to ensure that the condition is counted. No need to stir the ship. Superior ram sold in the captain's cabin on the "Galk".
    • Use tools in Fort to Slow Ship: Together with the "Royal Africa" \u200b\u200bin the bay there will be several enemy ships, we try to lure the enemies under the shooters of the fort. As soon as the shells board at least one ship, the synchronization condition will be performed. Usually there is enough pairs of shots so that the ship will go to the bottom.
  3. On an uninhabited island
    • Refresh animals (3/3): In search of Wayne, we make my way through the jungle, we kill animals along the way and tear the skins.
    • Kill Wayne in the air: We take away from the shots and bombs of Wayne behind the stone plates, we go around the ancient building on the right side, we climb on the collapsed arches and the wall to the very top of the review point, from where you jump on Wayne and try to bring a friend to feelings.

Part 09.

  1. You just imagine
    • Killite bully (4/4): During the search, Hornigold and Rogers on the first farm kills three throat, we kill the latter in the docks, where the traitors will go later, after being their eagle vision.
    • Damage the signal bells (2/2): We make our way through the plantation of sugar cane, we find signal bells and are imperceptibly outlined.
  2. Trust deserved
    • Make a double murder of Kokrem and Berjes: Return to the lower village in the Portuguese camp on Principe, wait for the former pirates to collect the team for sailing to the task. The blow can be applied from the back on the running two hidden blade or jump from the roof of the house, next to which they will be held at the very beginning of the path.
    • Free pirates (2/2): Carefully make your way on the top of the Portuguese camp, save the pirates of the sage from the execution. First you get rid of the officer, then you are quietly killing the shooters so that they do not have time to bring the sentence.

Part 10.

  1. Gambit black beard
    • Avoid Scheck: Find the Portuguese ship, we carry the flag, float the flag on the entire flag across the entire marine base, never raising the alarm.
    • Use the tarzanka to kill the captain: Before capturing a linear ship with a crystal phial on board, at the exit from the Portuguese sea base, we climb on the tower, cling to the tarzanka and kill the captain of the ship hidden blades. It is important to correctly calculate the time for the jump so that the captain is near the Captain cabin, then Edward landed him on his head. If there are sleeping darts in stock, then you can first immove the soldier's nearest to the tower standing on the deck of the ship, and then kill the captain with a jump from Tarzanka. The jump is performed with the left mouse button at the moment when the figure of the captain for moments is highlighted in a white contour. In the case of failure, you should download the game from the control point, then you do not have to go to the task from the very beginning. Or jump overboard and repeat the action again if an alarm was not raised after the jump.
  2. Murder and chaos
    • Find Hornigold by avoiding the shacks: Going to search for Hornigold, we find the traitor's ship near the rocks, southeast of Santanilla. Under rapprochement, with the goal, carefully bypass patrol ships, with whom they do not enter the battle and do not raise the alarm.
    • Kill Hornigold in the air: When a pretty shabby "Benjamin" approaches the island, planted on the shore, imperceptibly make their way through enemy rows, climb the hill, and then kill Hornigold to the tower with a viewing point and in the jump.
  3. Observatory
    • Define guards from surveillance zone (5/5): We remove the weapon (key), carefully make your way through the jungle, carefully study the situation with eagle vision, running around the branches of trees over the keepers heads, descend on the opposite side of the first seek and consistently blow every keeper from the back. You need to sneak out only when they are still sitting in the bushes.
    • Neutralize all keepers, being without weapons: After neutralizing the five keepers from the surveillance zone, the remaining can be neutralized with the help of sleeping darts and pins under the ass.

Part 11.

  1. Suffering worse than death
    • Damage the signal bells (3/3): Carefully make your way through the prison territory, you are imperceptible to get rid of the guards, after stripping, we cut off the languages \u200b\u200bfrom the signal bells.
    • Give old friends (2/2): The first old friend, Jack Rekhem, sitting in a cell suspended to the post to the right of the central gate of the prison; The remains of the sorvi heads are blown away by all winds. The second old friend, Charles Wayne, miraculously survived on the uninhabited island and sits in one of the cameras in prison (in the first large hall from the entrance). To interact with friends, it is enough to approach the close distance and press the [E] key. Jack Rekhem's skeleton needs to be inspected immediately, the interaction button disappears on the back path.
  2. …Everything is allowed
    • Hang the guards with Shengiao (2/2): We run towards the shore marked with a marker, we climb on the branches of trees, highlight the target with a white contour, tilting the camera forward or backward, clamp the [F] key, and then press the [S] key to hang the sacrifice using Shengiao.
    • Attract the guards using Shengiao (3/3): On the way to the bank of the Attack of Spanish soldiers at close range of Shengiao, we allocate the goal and press the [F] key.

Part 12.

  1. End of the governor
    • Kill the diplomat, hiding in the haystack: In the market we find the eagle vision of the Italian diplomat, we immediately get rid of the two bodyguards, going back and at the same time killing both hidden blades. Further act on ahead: we leave the goal one, we run to the first guarded yard, climb the roof of the house, we jump into the stack of the village, wait for the appearance of a diplomat, we kill and take clothing.
    • Kill Rogers from the bench: From the front entrance we go to the left, sit down on the bench at the visor at home and wait for the approach of the former governor to the bugs, and then press the left mouse button and temper the target.
  2. Royal Failure
    • Kill the guard by an explosion of barrels with gunpowder (8/8): opposite the road to the hill hiding in the bushes, waiting for 40 seconds the appearance of an enemy squad out of five people, who comes from the main camp. When the guards stop near the barrels with gunpowder lying on the road, shoot one of them from the pistol. With the right calculation, seven people can be killed at once. Another broken barrels take place near the signaling bell on the right side of the road to the hill. I hide in the bushes, we wait for the patrol and shoot a pistol on a barrel at the time of the guards approaching.
    • Kill Roberts with Shengiao: Pursuing "Royal Goodness", stop and go to the board. When the ships face sides, climb on the mast of the enemy ship, find Roberts among the soldiers, stop over it, in the inventory we switch to Shengiao (key). And as soon as the body contour is painted with white, we run the Shengiao key [F] and hang the [S] key.
  3. Bad blood
    • Avoid Scheck: Before the task, we replenish the reserves of darts, we find Laureano Torres with your retinue behind the fountain in the courtyard of the cathedral, pursue the goal on the roofs, we cleaned the way from the canonirov with the help of sleeping darts. Immediately penetrate the fort in the northwestern wall and branches of trees. Climbing begins on the side of the tower with a viewing point.
    • Use the guards like a live shield (2/2): Before the shooting of El Tibouron, we grab the guard for the shake of the [SPACE] key and how the live shield is covered with bullets. Kill El Tibouron in AC4 will help shots in the head of the gun. New guards appear in the courtyard after serious wounds of the commander.
  4. Eternal zanose
    • Liberate hostages (7/7): On the way to the Observatory we save the keepers from the execution, we unleash your hands and free. Opposite each group of hostages there is a canonir with a gun so as not to provoke a massive murder, the attacks start with sleeping pyline darts. First we sleep the canonir, and then we paint with the remaining guards. All three hostages are within the red protected area: at the entrance to the cave - two hostages, on the lower yarus of the cave - two, on the upper tier - three.
    • Kill the guard by protecting the observatory (4/4): during the battle on the observation deck in the observatory, block the enemy attacks with the [E] key, then clamp one of the [W], [A], [S] or [D] keys to select the direction of the victim movement and press the [E] key. To push the victim in the selected direction. To perform the conditions, push the guards in the solar walls appearing from the slots in the floor.