Assassin's Creed IV Black Flag. Storyline Assassins creed black flag walkthrough in Russian




I.m. Bonavista

Memory 1. Edward Canway

Edward Canway is on the deck of a ship during a storm. The helmsman is killed, the first thing to do is take a seat at the helm and figure out the controls. Scheme for maneuvering in battle: fire a salvo from your own side and do not expose yourself to someone else’s. A useful maneuver is to line up enemy ships relative to your shot. We destroy enemy ships.

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

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

After the assassin we caught up with starts shooting back, the task of “catching up” will be replaced by the task of “killing”, which will not be difficult with minimal skill. After searching the corpse, we take the documents, dress up as the murdered Duncan Walpole and look for a way to get to the Governor of Havana, Laureano Torres y Ayala.

Objective: get to Havana. Earlier (at the synchronization point) we discovered a ship in coastal waters. Upon a quick inspection, we understand that the ship is civilian; on the shore, the owner and crew were captured by armed soldiers, and it would be somewhat reckless to attack them head-on. Hiding in the bushes, passing through an open area out of sight of the guards, we eliminate the guard soldiers one by one, calling them with a whistle (key “E”) - this skill will be indispensable throughout the game. As a result, a separate trinity will remain and you can sneak up from behind and destroy the latter. (The safer option is to lure one into the bushes, appearing in an open area while the other two are looking away, and then finish off the remaining pair).

The rescued merchant (Steed Bonnet), whose incessant cries of “Take my sugar!” accompanied our entire operation to neutralize the guards, offered Duncan Walpole (as Edward introduced himself to the merchant) to work as a captain to Havana. There are no boats, we get to the schooner by swimming. The ship is civilian, that is, unarmed, and we have no chance in any battle. Therefore, carefully, avoiding reefs and shoals, at the maximum speed possible for our control technology (Shift for acceleration), we move towards the final point in the plot - Havana.

"Abstergo", present day

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

II. Havana, Cuba

Memory 1. Bustling Havana

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

Bonnet manages to disappear from sight, but standard synchronization on the nearest tower will help find Steed, whose bag was taken by the criminal (at the same time, fix other available bonuses - treasures, shops, guild buildings). We can catch up and kill the thief, search him (“E”) and hide from the soldiers. The additional task is a little more difficult: catch up with the thief, preventing him from climbing the building (otherwise the additional mission will be impossible) and neutralize him without killing him (“E”).

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

Memory 2. What about my sugar?

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

Using “eagle vision” (“V”) we identify guards (highlighted in yellow), tracking whom will lead us to the intended goal. We begin the pursuit, trying not to catch the patrol's eye. We go around the blocks that we cannot pass through and watch for the guards we are looking for from the opposite side. When the guards slow down, we hire standing dancers (under the sign of a blue flower) for ease of completing the mission (by hiding among the “harem” we can remain unnoticed) and to complete an additional task.

Hiding in the middle of the camp we hired, we eavesdrop on the conversation of the guards. We find out that our next target is Captain Mendos, who is in charge of the execution in the square. The easiest way to seize the key we need from him is to lie in wait when the captain leaves the “red” zone. We follow him unnoticed, searching his pockets (“E”).

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

Memory 3. Mr. Walpole, I presume?

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

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

Memory 4. His name is the Sage

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

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

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

Memory 5. Claims?

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

Under cover of night we make our way to the Templar base, hiding in the bushes. From the bushes, according to the proven pattern, we call with a whistle and kill three guards (at the same time we also complete an additional task). With “eagle vision” we identify the keeper of the key, in a similar way we call him and “clean” his pockets.

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

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

Memory 6. Silver Fleet

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

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

We get out onto the deck through the hatch. The flotilla consists of five ships, each of which contains captured pirates. Although 18 people are enough for a team, for humane reasons and to carry out an additional mission we will release 23 (in the future, losses among crew members are possible). Moving between ships along the masts or by swimming, eliminating the guards using standard methods or passing secretly, we free the pirates. And only after this (otherwise failure of the mission!) we capture the marked ship (special attention to the captain - the most dangerous, especially in close combat) and take the helm.

We raise all sails and escape from the pursuit of the enemy flotilla - we have captured the fastest ship. The advantage in firepower is not on our side, so we leave at maximum speed, firing back whenever possible. We are closely monitoring the “rogue wave”, which, most likely, will cope with the destruction of the enemy much better than us. We turn our nose to the wave in time, avoiding hurricanes that can cause damage in the area highlighted in yellow on the minimap.

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

III. Nassau, Bahamas

Memory 1. That Captain Tyro

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

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

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

Memory 2. Recruiting recruits

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

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

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

Memory 3. Trophies and loot

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

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

We return to the port of Salt Cay, where we upgrade the Jackdaw by purchasing hull armor.

Memory 4. Raise Black Jack

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

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

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

Memory 5. Sugar cane harvest

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

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

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

Then we go around the plantation, looking around the surroundings with “eagle vision”, until we find the keeper of the key to the warehouse. We move secretly, if we are suddenly noticed, we run away (not to get into skirmishes is the second additional task). We get the key, go to the warehouse and clean everything up.

Memory 6: Proper Defense

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

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

We follow the ship with full sails, staying out of its visibility zone and not getting involved in skirmishes with other enemy ships until our pirate allies attack the galleon from the flanks. We line up close to it “at the tail” - the galleon’s heavy guns have a “dead” zone near the stern. If the maneuver is not immediately successful, we move away from the shots of the enemy’s clumsy mortars (“yellow” zone - aiming zone) - our speed allows us to do this - and repeat the maneuver.

Soon, eight warships will arrive to assist the galleon. We shoot this squadron, not paying attention to the galleon (it will stop shooting at us). For more fun, we do two additional tasks along the way. First, we send two ships to the bottom with heavy cannonballs (a “heavy” shot is a regular shot “without aiming”). Secondly, having knocked out a couple of “babies” to minimum health, we maneuver them, placing them in a line and simultaneously sending them to the bottom with one “regular” shot. The main thing is not to confuse which ships to destroy in what way.

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

Memory 7. The only crazy person

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

We go through the jungle (for additional tasks - we do not enter into open skirmishes - incognito mode) long, but simple: there are a lot of guards, even more bushes. We follow the enemy on the minimap, whistle, kill. We go around the sniper through the bushes, following the direction of his gaze. If possible, we also try (here there is no need for this) to pass through the settlement secretly - there are a lot of guards there, but “whistles” are not forbidden. As an option, we set fire to barrels in the center of the village and walk to the coast while the guards admire the fireworks.

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

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

"Abstergo", present day

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

We merge the file with the contact, return to our office for the next “total recall”.

IV. Great Inagua

Memory 1. Old Bay

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

Maya stelae_xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Memory 2. Nothing is true...

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

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

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

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

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

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

Memory 3. Sage's Secret

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

Memory 4. Capture and numerical superiority

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

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

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

V. Nassau, Bahamas

Memory 1. Forts

First, let's upgrade the ship with mortars - we will need them not only when capturing a fort with gold reserves and the Templar Torres, who has the information we need.

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

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

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

Memory 2. Salesman

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

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

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

Memory 3. Not a man

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

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

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

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

VI. Nassau, Bahamas

Memory 1. Diving for medicine

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

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

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

Flashback 2. Devil's Advocate

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

We go out to sea to help him, bypassing enemy ships along the way and picking up pirates overboard (we pick up five - the additional mission is completed). We continue to move towards “Queen Anne’s Revenge” - a comrade’s ship (“blue” in the “green” zone).

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

We stay at a distance sufficient to avoid hits from enemy mortars. We ourselves fire at the galleon to its minimum “health” and begin boarding. We kill the captain (additional mission) in any way that gives us pleasure: with blades, with a dart.

Flashback 3. Siege of Charleston

There is still no medicine, the governor is playing for time, Edward asks Blackbeard for a day to resolve the issue. Don’t forget to upgrade and replenish your supplies of consumable ammunition (although there are plenty of reminders on this topic in the game).

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

Objective: break the next bell. We eliminate the security: we track movements, in the style of a machine gun, we put everyone to sleep with sleeping darts, we jump off and finish them off, starting with the first ones who wake up. You can follow the standard: whistle and kill, but in any case we follow the red bell icon (the enemy is about to sound the alarm).

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

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

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

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

"Abstergo", present day

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

VII. Nassau, Bahamas

Memory 1. We demand negotiations

We follow the delegation of Governor Woods Rogers. We fix the governor with “eagle vision”, follow him at a safe distance to the fort, passing the streets with guards (we “see” through the walls too!). We go around the fort on the left side, where we cut out oncoming soldiers, where we shoot patrolmen on the walls. At the cliff we climb up the fort wall along the ledges and beams. We perform the additional task of killing three guards “hanging on a ledge” slowly, if possible, “pulling” off the wall or throwing off shooters who carelessly approached the edge.

We “clean out” the guards from the top, jump into the courtyard, where less than a dozen pathetic guards will remain on our way. We track the movement of the patrols, get close to the bell and, even if we are noticed, we clear out the guards, preventing them from ringing the bell, and cut the bell rope (second additional task). All that remains is to pick up the scroll with the “Chamberlain Plan” placed on a barrel near the negotiation house.

Flashback 2. Gunpowder Plot

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

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

Memory 3. The commander is forever eighty-six

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

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

Listening to the final curses...

Memory 4. Firebrand

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

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

After blowing up our “Royal Phoenix” (don’t get into the affected area!), we leave the enemy blockade. Mortar Armageddon is not a hindrance to us; we maneuver without being distracted by the source of danger.

The Jackdaw may not survive without damage, but the control point is not so far away...

VIII. Great Inagua

Memory 1. Don't be careful

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

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

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

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

Flashback 2: Braggart Bastards

Let's upgrade (repetition is the mother of learning!), take an improved ram for one of the additional missions. For the second additional mission we capture the fort. We go out to sea in search of a ship of the Royal African Company involved in the disappearance of the Sage.

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

We pull together the enemy ships and bring them into the zone of destruction by the fort’s guns until one of them is sunk (additional task). We are looking for the “Royal African Pearl”, the fort probably hit it, but could not sink it. We ram (additional task), and begin boarding if there is sufficient damage to the enemy ship. There are only a couple of officers and 15 crew members on the deck of the Pearl.

At that time, the authorities did not like them, hence the revolt, and captains Edward and Vane were removed from the Jackdaw onto a damaged, smoldering ship.

Memory 3. Landed on a desert island

The ship washed up on a desert island. Vane is also “nailed” - he begins to go crazy, run from Edward, see him as an enemy.

Let's synchronize. First we try to find Wayne, then catch him. Along the way, we complete one of the additional tasks: we obtain the skins of three animals, or rather, only three animals! cat family. We get closer to Wayne, he begins to shoot back and use grenades.

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

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

IX. Great Inagua

Memory 1. Imagine my amazement

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

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

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

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

Memory 2: Trust is earned

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

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

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

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

X. Misterios

Flashback 1: Black Bart's Gambit

The Sage sends Edward into the mouth of the Portuguese fleet, giving him a map of the location. We complete the entire mission in incognito mode. We replenish our supplies of ammunition (darts, of course, darts) and go out to the open sea in search of a Portuguese ship.

We carry out the additional task “avoid open battles”. By dusk we are looking for the Portuguese in order to steal his flag and disguise ourselves as our own. Swimming, diving for stealth, we get to the ship, swim behind it, climb up the side and, having tracked the routes of the guards on the deck, fly up to the masts, where we eliminate the guard-shooters. We cut off the Portuguese flag, swim, dive again, and return to the helm of the Jackdaw.

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

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

We grab onto the illuminated rope and fly aboard the galleon. As an additional task, you can kill the captain in flight, but calculating the flight path, the time of the jump and releasing the rope is quite complicated. We take control of the ship. We leave on the flagship, having shot the enemy ships (there will be no problems - the galleon’s power is enough).

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

Flashback 2: Murder and Mayhem

Preventing the Templars from searching for the Observatory, we are looking for our “old friend” Hornigold, or rather, first his namesake ship “Benjamin”. Until the ship is found, we do not enter into battle (additional mission), even if we cannot avoid the “yellow” detection zone, we hide behind the rocks from enemy ships. The minimap and maneuvers are our main weapons.

The ship has been discovered (we fix it with a telescope - “E”), we hit it with all our guns until it lands on the shore and the crew disembarks. Enemy soldiers are scattered in the ruins on the rocks to the right and left. We clear out the “rightists”, through the trees hanging over the gap, we move to the second ruins, where Benjamin Hornigold is located on the upper platform of the tower. We whistle and kill the soldiers at the bottom, get close to the platform and dive at the Templar from the towering wall.

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

Memory 3. Observatory

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

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

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

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

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

"Abstergo", present day

Olivier has disappeared (deteriorated?), the employees are under lock and key, we are locked in a closet. And in reality we are almost in prison. We receive from the IT specialist John third-level access to freedom, among other things. We “break” a couple of video control panels (the codes contain only 3, 7 and 5 instead of the Queen of Spades).

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

XI. Port Royal, Jamaica

Memory 1. Execution without death

We “sit” under escort, noisily shaking the bars of the cage until the distracted sentries are “removed” by the first-generation assassin, Comrade A Tabai, and free us.

We make our way to the rescue of our friends to the entrance to the prison, along the way we thin out the ranks of the guards (there are about 20 of them in the yard), some from the bushes, some we lure in with a whistle. As one of the additional tasks, we cut off three signal bells. As the second we visit “two old friends”, one of them is already dead in the courtyard, but this is not important to us, the second is inside the prison (we will visit when we get there). Having made our way closer to the entrance, we can go for a breakthrough in a frontal attack.

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

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

Memory 2. Delirium

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

Memory 3. ...Everything is allowed

Let's follow A Tabai. We replenish the arsenal with a boarding grapple (required to complete additional missions). The first additional task is to “hang” two guards. We lure them to the trees, from the branch, by pressing and holding “F”, we jump off and pull them in (“S”). The second is to simply “pull” three guards (“F”).

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

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

XII. Il-a-Vash

Memory 1. No longer a governor

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

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

We go to the governor's residence, avoiding meeting him (no one knows us except Woods). We monitor the governor’s movements after he gives his speech. Along Rogers' route there is a shop from which we will finish off the Templar by completing the second additional task.

We escape from the forbidden (“red”) zone to the assassins’ office.

Flashback 2. Royal Failure

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

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

Let's start localizing Roberts. With “Eagle Vision” we find him, he is hiding on board his ship “Royal Luck”, we proceed to the pursuit, taking a place at the helm of the “Jackdaw”. We fire at the enemy ship with mortars, dodging powder barrels and mortar salvos. It’s better to knock out an enemy ship before it leaves the strait - less hassle with other opponents.

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

With a corpse on our shoulders we walk after the next victim...

Flashback 3. Bad Blood

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

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

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

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

Memory 4. Eternal Thorn

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

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

In the caves there is a local armageddon: flashes, roar, flames, slabs “walking” up and down. We continue moving along these slab-pillars, “cleaning” the area from a couple of enemies, then along the tops: ledges, a beam, from a falling platform, somewhat reminiscent of a forgotten stack of lumber, we jump into the continuation of the corridor.

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

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

"Abstergo", present day

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

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

Epilogue. Great Inagua

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

Assassin's Creed 4. Walkthrough

general information

The entire game represents the memories of distant ancestors, relived using a special Animus device. The main character relives all these memories of past centuries in order to synchronize his memory with the memory of his ancestors.

Memories are divided into sequences (parts) and individual events (missions). Almost every mission has additional tasks. If you complete all the instructions, then a separate section of memory will be 100% synchronized. If this was not done the first time, then you can always return to the completed mission by entering the menu and selecting the appropriate line.


The protagonist of Assassin's Creed 4, Edward Kenway, is a young British man with a "thirst for danger and adventure" who turns from privateer to pirate, and soon finds himself drawn into the war between the Assassins and the Templars. The case takes place at the dawn of the 18th century (Golden Age of Piracy) on the islands of the Caribbean. In the game you can meet the famous pirates Blackbeard and Charles Vane.

Assassin's Creed 4 Black Flag
System requirements

On October 3, Ubisoft officially announced the system requirements for the PC version of Assassin's Creed 4: Black Flag.


Minimum configuration
Operating system: Windows Vista SP1 or SP Windows 7 or Windows 8 (32/64bit);
Processor: Intel Core 2 Quad Q8400 2.6 GHz or AMD Athlon II X4 620 2.6 GHz;
Video card: NVIDIA GeForce GTX 260 or AMD Radeon HD 4870 (512 MB video memory with Shader Model 4.0);
RAM: 2 GB;

Recommended Configuration
Operating system: Windows Vista SP2 or Windows 7 SP1 or Windows 8 (32/64bit);
Processor: Intel Core i5 2400S 2.5 GHz or AMD Phenom II X4 940 3.0 GHz;
Video card: NVIDIA GeForce GTX 470 or AMD Radeon HD 5850 (1024 MB video memory, shaders 5.0);
RAM: 4 GB.
Free hard disk space: 30 GB.

Video cards supported by the game at release: NVIDIA GeForce GTX 260, GT400, GT500, GT600, GT700 or AMD Radeon HD4870 and HD5000, HD6000, HD7000 series.

Passing levels. Cape Bonavista. June 1715

1.1. Edward Kenway
Memory 01. Edward Kenway (Assassins Creed IV walkthrough)


Reach the ship's whell

We find ourselves on board a ship during a storm. Let's get used to controlling the main character; it's standard for action games. We approach the ship's helm.

Sink enemy ships

Now we control the ship. There are several English ships around us, we need to sink them. By looking at the left or right side and holding down the right mouse button, we see the trajectory of how the cannonballs will fly after the shot. We control the trajectory by moving the mouse, then press the left button to fire. Having broken several small ships, we enter into battle with a large ship.

Reach the shore

After the victory, we see that the ammunition on the ship caught fire, we jump into the water, our ship explodes and goes to the bottom. We swim among the debris towards the sandy shore.

Find the assassin

Besides us, another person in strange clothes survived. We run after the assassin along the path to the top, he quickly disappears from sight. At the top we climb along the side wall of a wooden building, on the upper cliff we climb another building. We climb onto the topmost building, on its right edge, and perform synchronization (key E). Now all objects are visible on the map of the surrounding area. We jump down from the tower into a pile of palm leaves.

Below we continue to catch up with the killer along the stream bed. He shoots at us, ordering us to stop. After this, our task changes.

Kill the assassin

We catch up with the assassin and kill him in close combat. We take his clothes for ourselves, and also find out his task. Now we will carry it out.



Find a way to Havana

There is a cliff ahead, we climb a tree on the edge of the cliff, and carry out another synchronization. We jump down into the lake.

We enter under the waterfall and in a secret cave we find a chest with zloty.

We go down to the coast into the red zone. Below we see the remains of the British who survived the naval battle. They captured a merchant in an attempt to get his ship.

Free the merchant

We jump down and move silently through the bushes. We get to the soldiers and engage in battle with them.

On the shore we examine the skeleton of a pirate and find a treasure map.

Reach the ship's whell

After the victory, we sail with the merchant to his ship.

Sail out of the bay

We control the ship, guide it to the goal, trying not to catch the rocks. At the end of the path, quickly press the “2” key to see a diving whale in close-up.

1.2. Abstergo. Nowadays
Assassins Creed 4. Abstergo


Leaving virtual reality. We passed the test and now we are being hired by Abstergo. We follow the girl and get acquainted with our workplace. Our global task: to synchronize the entire memory of the pirate Edward Kenway using a special device - the animus, which allows, using DNA alone, to restore the memory of all the ancestors of a certain person. At the workplace, we sit down at the monitor and return to other people’s memories.

Episode 02. Havana, Cuba. July 1715

2.1. Lively Havana
Memory 01. Lively Havana (Assassin's Creed IV walkthrough)


Follow Stede Bonnet

We follow the merchant through the town of Havana. We get to the gun shop and buy a British saber. You can also buy a smoke bomb.

While we were shopping, the merchant had already disappeared from sight. To find it, we climb to the top of the tall yellow tower. Here at the top on one of the sides you can take a crystal fragment. We synchronize at the top and jump down.

Catch and loot the pickpocket

Downstairs, a merchant was robbed by a pickpocket. We run after the thief and catch him.

Having killed the pickpocket, we take everything he stole. After which we hide from the soldiers.

Returning to the merchant, we follow him to the tavern.

Beat up the attackers

A fight breaks out in the tavern. We beat all attackers hand-to-hand. After the victory, security appears and attacks all the instigators of the fight.

To completely complete the task, you need to leave the area marked in red on the map without the soldiers noticing.

2.2. And my sugar?
Memory 02. …And My Sugar? (Assassin's Creed 4 in Russia)


Chase the guards (tail the guards)

We follow the two guards, who are highlighted in yellow. When the guards turn around, we approach ordinary people to blend in with the crowd.

The guards will enter the area where non-military people are prohibited from entering. It’s better not to climb onto the roof, there are guards there too. We go around such a block in the neighboring yard, waiting for the guards on the other side. We go around the second quarter in the same way.

Eavesdrop on the conversation

Once on the main road, the guards will walk slower and start talking. We need to stay within earshot, but not in their sight. We go out to the square and see the execution of a man. A captain of Spanish soldiers takes part in the execution. He should have our stolen property.

Steal the Captain's key

We wait for the captain to leave the zone forbidden to us and begin to walk around the square. At this time, we approach him from behind almost point blank and stealthily steal from him (press and hold the “E” key).

Sneak to the fort lockup

The best way to enter the fort is from the open sea. We go to the pier on the right, jump into the water, swim around the fort at a safe distance, and swim up to the wall with boards and poles. We climb up along the boards and collect a crystal fragment along the way. At the top of the fort wall, we crawl along the wall to the left. One of the soldiers looks ahead, but he won't see us. We follow the minimap when the second, more mobile guard leaves, at this time we climb over the fence and quickly run up to the illuminated wooden door into the building. Inside we take our bag with the artifact.

Meet Stede Bonnet

All that remains is to jump back into the water and swim to the pier. There we approach the merchant and give him his bag.

2.3. Mr. Walpole, I presume?
Memory 03. Mister Walpole, I Presume? (Assassins Creed 4)


Reach the terrace

We approach the closed gates at the governor's residence. Thanks to our suit, the guards allow us inside. We walk along the terrace and meet two Templars practicing shooting.

Shoot the targets

Having accepted the invitation, we practice shooting together with the Templars. We simply shoot the marked targets, following the instructions.

Perform various Assassinations

We follow the Templars. We are handed hidden blades for our wrists. Now we are undergoing training on how to use them. The first time we simply kill the dummy at point blank range. The second time, we first hide in a haystack from behind, and then secretly attack from there. The third time we lean against the corner of the building and strike from around the corner. In the fourth exercise, we run into the dummy with a running start and pierce it with blades. In the fifth, we climb onto the roof of the building and jump on top of any remaining mannequin.

Follow your hosts

2.4. The Man Called the Sage
Memory 04. A Man They Call The Sage (Assassin's Creed 4 game guide)


Follow the Templars

We talk with Rogers at the docks. The Templars have captured a man called the Sage, whose blood is the key to the observatory. Now the Templars are transporting him to their base under guard. We walk around the city, following the procession of the Templars.

Defend the Templars

Suddenly, assassins attack from all sides. We enter into battle with them. You need to stay close to old man Torres, they are trying to kill him first.

Catch the Sage

After the victory, there is a new problem - the prisoner Sage escapes from custody. We run after him across the rooftops. Although you can run down the street and catch him when he comes down, it will be easier.

2.5. Figuring out what's going on
Memory 05. Claiming What’s Due (Walkthrough of Assassins Creed 4 on PC)


Find the warden (locate the warden)

We decide to free the Sage, imprisoned in the Templar estate, to receive a greater reward. At night we arrive at a plantation near the walls of the estate. We silently move forward, hiding in the bushes. First, it is better to walk along the right edge, going around the wooden hut. We approach the stairs to the estate.

Loot the key

We find the guard who has the key to the prison. While remaining in the bushes, we approach the guard closer and whistle (E key) to lure him into the bushes. When the enemy is highlighted in white, simply press the left mouse button to silently kill.

Free the Sage

We quietly approach the prison doors and open them. But inside we are ambushed.

The Templars discover our disguise and hand us over to a ship with captured pirates.

2.6. Treasure fleet
Memory 06. The Treasure Fleet (Assassins Creed 4 on xbox)


Get to your things (reach your gear)

Once on the prison ship, together with the black man we remove the shackles from our feet and begin a riot. The partner approaches the left corner of the door, we stand on the right, whistle, and hit the guard who approaches.

Free 18 pirates (recruit pirates: 0/18)

Having climbed up, we see that we are sailing on one of five ships. There are captured pirates on every ship, you need to free them. They are displayed on the map with special black icons, we navigate by them. It is not necessary to kill enemies; you can pass unnoticed.

Kill the captain

After going around all the ships with prisoners, we move to the small central ship. On it we need to kill the captain of this entire fleet. It is better to sneak up on the captain from behind and kill him unnoticed, since in close combat he is much stronger than the main character.

Escape the fleet

The fastest ship in the flotilla has been captured, and now we need to use it to sail away from the other ships. At first, we sail forward without looking back, since much larger ships are pursuing us from behind, capable of destroying us in one salvo.

A rogue wave is approaching ahead. To get as little damage as possible from it, we turn our nose towards it and remove all the sails. We are waiting for the wave to pass by. Further along the path we see three tornadoes. We go around the first one on the right, but we must avoid getting into the yellow zone shown on the map. Then we need to go straight between the second and third tornado (it won’t work any other way, the wind blows us right to this place). At the end we go through another big wave and the mission is completed.

Episode 03. Nassau, Bahamas. September 1715

3.1. This is Captain Tyro
Memory 01. This Tyro Captain (Assassin's Creed 4)


Sail to Abaco Island

We sail to the green target. Along the way, you can collect floating boxes with resources, just swim up to them and press space. You can also find drowning sailors. We look at the map more often in search of corresponding icons.

Having sailed to the island, we remove all the sails. To move away from the helm, hold down the “S” key. We jump off the ship and swim to land.

Wild hunting (hunting wildlife: iguanas 0/2, ocelots 0/2)

On the island we need to get meat and skins of wild animals. A couple of skins of local lizards - iguanas, and a pair of skins of ocelots, similar to leopards, will be enough.

Before hunting, you can completely clear this small island so as not to return here again. There is only one high point, three crystals, a chest, a map and a note in a bottle. To collect crystals, you will first have to climb neighboring trees and jump from them to higher ones.

Iguanas are inactive and easy to kill even in hand-to-hand combat. But to catch ocelots you will have to attack, jumping from trees, or hiding in the bushes, like in an ambush. Ocelots are lured by whistling in the same way as people. (If you kill the ocelot unnoticed with a hidden blade, then you will complete one of Abstergo's tests).

Having collected the necessary animal skins, we enter the crafting menu and create improved clothing: a holster and armbands.

To quickly return to the ship, go to the boat symbol on the map. We sail further by ship to our destination, ending up in the English settlement of Nassau.

3.2. New vacancies
Memory 02. Now Hiring (Assassins Creed 4)


Recruit pirates: 0/15

We go to the tavern and talk with Adevale. We need to rescue the pirates from captivity. Four points appear in the city where there are pirates. We go north, we enter into a fight between pirates and British soldiers. While the enemies are not distracted by us, we can silently kill them by running in with the left mouse button held down.

In the center of the city, four guards stand on a hill, they can be bypassed, and two more are holding captive pirates at gunpoint. We climb onto the house, jump off it and in the fall kill two soldiers at once.

In the south of the city, on the second floor, only one soldier is holding two pirates. We climb up the wall behind the soldier and throw him down over the railing.

In the east of the city you will have to climb into the fort and rescue the pirates from there.

Reach the gallows

Having collected the required number of pirates, we see a new point on the map, where a public execution of a pirate takes place. We run there, kill the soldiers and free the pirate.

We return to the tavern with the full team.

3.3. Prizes and robberies
Memory 03. Prizes and Plunder (Assassin's Creed 4: Black Flag. Walkthrough)


Incapacitate a schooner

With a new team we go to sea to engage in pirate fishing. We examine the ships around with a spyglass (key “E”), so we can see exactly what resources are on the ship.

We look for the nearest small ship and begin to attack it with cannons. When the yellow bar of the ship’s health disappears, only the red one remains, we swim close to the ship and hold down the “S” key, after which the team will begin boarding.

We defeat five enemies on someone else's ship - the boarding is won. After the victory, we take all its resources from the ship.

Buy hull armor (buy Intermediate hull)

Having collected resources, we sail to the pirate port of Salt Cay, where you can improve your ship. We moor and buy a highlighted upgrade in the store.

3.4. Raise the black flag!
Memory 04. Raise the Black Flag (Assassins Creed 4)


Capture 70 units of metal (metal plundered: 0/70)

We go to sea again, but now we need metal. We are looking for ships only with this resource.

Talk to the local officer

We were put on the wanted list. To get rid of a bad reputation, we sail to the port of Salt Cay. There we come to an agreement with the local officer, and all charges of piracy are dropped from us.

Buy broadside cannons

In the Salt Cay store we buy another improvement.

3.5. Sugarcane and its profitability
Memory 05. Sugarcane And Its Yields (Assassins Creed 4)


On Andreas Island we follow the pirate, he shows us the current goal.

Tail the agent

We go along the left edge in the bushes. We wait for the agent to talk to the soldiers, then we follow him to the coast. We see how the agent boards the ship. Immediately after this, in 40 seconds we run to our ship. The fastest way is to jump from the palm tree and run along the wooden wall in the water leading straight to the ship.

Chase the agent's ship

On our ship we are pursuing the agent's ship. Fog has fallen on the sea, so you can remain unnoticed, you just need to avoid swimming into the enemy’s visibility zones (marked in yellow on the map). The agent lands on the island, we land there, but a little to the right.

Listen to the conversation (eavesdrop on the conversation)

In 40 seconds we reach the agent who has come onto land on foot. We follow him, hiding in the bushes and reed fields. We eavesdrop on the conversation to the end. Let's find out where the resources of the Cat Island plantation are stored.

Locate the key holder

Now you can act as you wish. We walk unnoticed through the fields, turn on eagle vision to find the guard carrying the key.

Loot the warehouse

We take the key from the security guard and quietly approach the entrance to the warehouse. Our sailors are removing all useful resources from the warehouse.

3.6. Self-defense
Memory 06. Proper Defenses (Assassins Creed 4)


Locate the ship (locate the “EI Acrca Del Maestro”)

On the island of Salt Lagoon we talk with the pirates. We are on the trail of one of the Templars. He is sailing on a large Manowar-class ship. There is no point in attacking him yet, but you can trace his path. We sail across the sea, looking through a spyglass for the largest ship.

Tail the ship

We float unnoticed after Menovar, but do not fall into the enemy’s visibility zone, marked in yellow on the map.

Avoid the mortar fire

Our pirate allies are attacking from the flanks. We catch up with the ship and also try to attack. But the giant ship begins to fire at us with mortars. When it is aimed, yellow circles appear on the water; we quickly swim away to the side so as not to receive serious damage.

Avoid mortar fire (sink the Spanish ships: 0/8)

Eight small schooners sail to help the menowar. We need to destroy all these small ships.

All the schooners were sunk, but the main ship escaped and moored at the island of Great Inagua. We cannot enter the port after him.

3.7. Lonely psycho
Memory 07. A Single Madman (Assassins Creed 4)


Reach the jungle's exit

We sail to the southern coast of the island of Great Inagua. Alone we land on the shore and climb up the stone buildings. First, we grab the ledges. A little higher you will have to jump on wooden poles over the abyss and climb hanging ladders. One of the bridges breaks right under our feet, but we still manage to climb up.

We enter the jungle. There is a narrow path here, patrolled by many soldiers. We hide in the bushes, run along the branches from above, and just in time attack the unwary enemies from behind. At the checkpoint with a sniper, it is better to quietly pass through the bushes on the left. So we get to the settlement.

There are a lot of guards in the village; it can take a very long time to eliminate them one by one. But you can go unnoticed faster: we make our way to the center of the village, set fire to a barrel of gunpowder, and run further back. The barrel will explode, and all the soldiers of the village will come running to the explosion. At this time, we run forward along the edge of the village, while everyone is distracted and no one sees.

We get to the water. You can swim secretly underwater to avoid being caught by the guards. We climb onto the huge ship from the far side. On the deck we silently eliminate the guards one by one. Lastly, we kill the Templar Du Cass in a black hat, specializing in firearms.

3.8. Abstergo. Our days
Assassins Creed 4: Black Flag walkthrough


We leave the animus and return to real life. We follow secretary Melanie into the elevator. We go up to the top floor and talk to boss Olivier.

We take the elevator down. An IT department employee, through headphones, invites us to obtain secret files from the computers of other Abstergo employees. We get to the marked computer.

To crack the code, we perform a small puzzle: we draw a line along the grooves on the surface of the ball; the line stops only when it reaches a dead end; choose a path for the line such that it goes along any green groove.

After hacking the computer, we get a video about the death of Desmond Miles, the previous hero of the game. You can also hack all neighboring computers in the room to get additional content.

We also notice that in the Abstergo office there are secret items in the form of white stickers with barcodes (Sticky Note). If possible, we find and collect them.

We go down to the ground floor and talk with a specialist from the IT department. We return to our workplace.

Episode 04. Great Inagua. March 1716

4.1. Old Bay
Memory 01. The Old Cove (Assassins Creed IV)


Follow James Kidd

We follow Kidd through the jungle and enter the cave. Inside we find an ancient Mayan stele. We climb to the top of the stone statue.

We solve the puzzle: we manipulate the drawn lines and shapes, move and rotate this drawing, trying to combine it with the location of real objects. In this case, move the circle to the round post, then rotate the pattern to place the two squares directly under the square stones.

Having solved the riddle, we find the place where the treasure is buried. We dig up a Mayan artifact. James gives us a map showing the location of all such Mayan sites.

We follow Kidd further and find the Templar key. Through a secret cave we go out to the captured Templar mansion. Inside we find a map of the approximate location of all the assassins in this region. We use the key on the grate, behind which hangs a skeleton in Templar armor. You need to find four more keys to get this costume.

Talk to James Kidd (meet with James Kidd)

Having examined the estate, we appropriate it for ourselves. Now you can return here and improve this place. We go outside and run to the coast to talk with Kidd. He wants to go to one of the assassins' lairs.

4.2. Nothing is true
Memory 02. Nothing is True… (Assassins Creed IV)


Enter the captain's cabin

We speak with Adevale. We go to our cabin and study the map inside it. (Here you need to connect to the game server). We skip this part of the training and leave the cabin. We sail to the southwestern corner of the global map, there we take the main mission.

Find James Kidd

We land on the tropical coast of Tulum. Assassins live here. They are more attentive than ordinary soldiers, so you should be careful. And this is the first really difficult mission: here you need to remain unnoticed without fail. You cannot kill enemies, only put them to sleep or stun. If we are noticed, the mission will fail.

We pass along the coast, stunning the assassins from the bushes.

In the jungle we come out into a clearing. There are four assassins below, but only one girl walks from side to side, the rest are motionless. We sit in the bushes, wait for the girl to go to the right, at this time we run to the left, climb onto the ledge. There are three assassins on the hill. Hiding in the bushes, we eliminate them by attacking from behind. Near the cliff we attack the fourth assassin from behind.

(You can first hold down the left button and then approach the enemy, this will be more convenient). (When attacking from behind, you cannot press the run button, otherwise the hero will not strangle the enemy, but will deliver loud blows, after which they will notice us).

From here we jump diagonally to the next hill with a stone arch. We wait until the mobile enemy moves away and the sniper on the next platform turns away, after which we quietly stun the girl near the bushes, and then immediately stun the mobile enemy near the cliff. If the sniper notices, you can have time to hide behind a tree ahead.

We wait for the sniper to turn away, at which time we quickly run forward, jump over the branches, jump onto the platform, sneak up from behind and eliminate the sniper. Now there are only three enemies left ahead on the hill, we go around them through the bushes on the right. At the top of the hill at the gate of the tomb we meet Dames Kidd.

Assassins suddenly attack from behind, but do not kill him. It turns out Kidd is part of the brotherhood of assassins. We exchange information with them, and then go inside the Mayan tomb.

4.3. Sage's Buried Secret
Memory 03. The Sage's Buried Secret (Assassins Creed IV)


Follow James Kidd

Inside we jump over obstacles following Kidd. When the bridge collapses, turn left, climb onto the wall and crawl forward along the vines. Then we swim underwater in underground caves. We reach the temple and climb to its top.

Solve the statue puzzle

At the top we see a circle with three colored sections and statues on them. You need to arrange the statues into sectors of the corresponding colors. We approach the wheel in the center, turn the stones so that the blue statue is at the left column. We move away from the wheel, climb onto the left column, and stand on the colorless statue on the left. This will cause the blue statue to rise to the top. We twist the stones, bring the blue sector under the blue statue. We climb along the column onto the blue statue, it lowers. Then, in the same way, we raise the red statue, and put the red and green statues in place.

Having solved the puzzle, we see a statue of a man’s head, very similar to the head of the pirate Sage.

4.4. Overflow and excess
Memory 04. Overrun And Outnumbered (Assassins Creed IV)


Free the prisoners: 0/14

At the exit from the temple we see that we are surrounded by British soldiers. We get a new weapon from the assassin - dart tube(blowpipe).

Enemies hold hostages in small groups of one, two assassins. We consistently go around all the points on the map, killing enemies. By freeing the assassins, we replenish the ammunition supply of darts, so that you can use them very often.

After defeating the soldiers, we quickly move to Nassau. We speak with Kidd, he talks about the activities of the assassins, and he also shows us how to receive additional missions - murder contracts. Also on the island underground you can see a golden door, to open which you need to find all the Mayan artifacts.


MEMORY 4
Old-old Bay


Exercise: Edward explores his new hideout on Great Inagua... and discovers something strange. Secondary task: Absent. Follow James Kidd and solve one of the mysteries from the lost Mayan civilization. Climb the stele and use your eagle vision to position the selected objects correctly. Once you find the hidden treasure, all the steles will appear on the world map. Next follow Kidd towards the estate (if you bought a figurine of Blackbeard or Edward, included with the DLC, this is where you will find a couple of chests with a suit, sail and weapons). Approaching the table, we watch a video in which we receive a reprimand and open access to all assassin contracts on our map.

Nothing is true...


Exercise: Finding himself among those who would not welcome his presence, Edward stealthily makes his way through the Assassin village and finds Master James Kidd. Secondary task: Knock out three assassins. Loot 4 chests. There are few chests on the island, so before talking to Kidd, be sure to fulfill the condition for 100% synchronization. After getting off the ship, immediately change your weapon to hand-to-hand combat and do not change it throughout the entire mission - you cannot kill assassins. We run to the left to the closest point for synchronization to open the map and see all the treasures available in our radius. Our path will be blocked by assassins - all of them can be easily eliminated from hiding. Don't forget to use the whistle. One of the closest chests is on the southern coast. Before running to the green marker, be sure to empty this chest. Take it to the left. The Assassin who patrols the beach and walks near the wall of ship planks can be bypassed from the sea. Next, jump into the water and go around the rock on the other side. As soon as you spot the chest, don’t rush headlong, but watch the assassin walking back and forth. Find the right moment and steal the contents. Only after this can you safely run to the green marker in this area. Along the way we will come across several assassins - we can go around along the top. Now the task will be a little more difficult, because this next chest will be guarded by more eyes, but you can still pass unnoticed without much effort. As soon as you enter a clearing with a bunch of assassins, pay attention to the patrol routes and where the treasured chest is located - we need to go higher. Hide in the vegetation and as soon as everyone has dispersed, run to the stairs on the left, then climb the wall and hide in the bushes.


There will be four assassins wandering around here - all of them can be stunned from cover. This is where we find our chest.


We run further along the top. Before jumping onto the tree, pay attention to the sniper who can burn us, so wait until he turns away and jump over.


Ahead you will see three assassins, one of whom is wandering. Dive into the bushes and run out of them under the tree on the right. This way you can easily bypass this mini guard post. You will immediately see Kidd next to the temple, but do not go to him yet until you have cleared the chest, which is located near the Mayan stele. Once you're done, come back and talk to James.


The Sage's terrible secret


Exercise: Edward and James search the Mayan temple to find out who the Sage is. Secondary task: Absent. The mission is simple, the riddle at the end is easy. Run after James all the time, listening to his advice from time to time along the entire path. As soon as you get to the temple, you will need to place the figures in their places. Focus on the colors: red figure, on the red zone of the circle, blue - on blue, green - on green. The lever in the center allows you to rotate the central field, and the colorless pieces at the edges allow you to pick up pieces from the colored circle. As soon as you put everything in its place, the gate will open. We watch the video and complete the mission.


Numerical superiority


Exercise: Edward must save his team and several assassins who were captured by slave traders who arrived in Tulum. Secondary task: Put eight guards to sleep with darts. Use Berserker Poison on a guard twice Coming out of the cave, we learn that both the assassins and our team are in trouble. We get new weapons - blowpipe. It is a very effective weapon, hitting the enemy from a distance. Along with it, you have access to darts with sleeping pills or berserker poison. You can buy darts from shops or craft them from existing items. A sleeping dart puts the enemy to sleep for a few seconds. Using the mouse wheel or button "6" select it, aim while holding "PCM" and shoot "LKM". The “offhand shooting” mode also works - by pressing a button "F" to quickly hit the selected enemy. There are enough opponents, so it will not be difficult to fulfill the condition. I'll give you just a few tips:
1. To avoid losing hostages, complete the mission in stealth mode.
2. First of all, eliminate the gunners - only they can shoot the hostages.
3. Was someone put to sleep? Be sure to then come up and finish him off with your foot so that he doesn’t get up.
4. Use darts with berserker poison on strong opponents so that they can cripple their fellow tribesmen.
5. After the berserker's poison takes effect, the victim dies.
6. Do not release the last hostages until you have met all the conditions for 100% synchronization.
Afterwards, we watch the final video, discover all the murder contracts on the map and complete this interesting memory.
7. By freeing assassins, you replenish your supply of darts.

After watching the video, use the movement keys to get to the end of the ship and take the steering wheel. Now our task is to sink enemy ships. We turn the camera to see the location of the enemy. Having approached them so that the guns can hit them sufficiently, we turn the mouse and look over the side of the ship, aim with the right mouse button and fire with the left. Using the mini-map, we catch the remaining ships and destroy them.

There are burning barrels of gunpowder on the deck. The explosion was to be expected. Let's watch Edward's memory. Waking up, Ed floats to the surface. Follow the objective marker to swim ashore. The next cutscene will begin. Chase the fleeing assassin. After running across the wooden bridge, climb the fortification with flowers to the very top and jump over the vine to the other side. Here is the first tower. Go upstairs and synchronize.

Take a Leap of Faith, as it was originally called, into a pile of leaves, then run after the assassin who appears on the horizon. Climb up another wooden structure and run along the tree to jump into the water. There he will lie in wait and shoot Edward. Now Edward is serious. Run after him, not for the purpose of interest, but for the purpose of murder. When he stops, we carry out a series of blows with two swords and the enemy falls to the ground.

After reading a letter found with the assassin Duncan Walpole, Edward learned that he was expected in Havana and was talking about a reward. Walpole is never seen in person, but is recognized by his costume, which is characteristic of the Order. Edward decides to pick up his suit and earn some money.

We climb the tree and jump into the water, synchronizing the point. Get to the place where the enemies are guarding the location. Hidden in the bushes, whistle to nearby enemies to distract them and silently kill/stun them without being noticed. Run from one bush to another, eliminating the enemy and approaching the captured merchant. After talking with him, you need to swim to the ship, then swim out of the bay, maneuvering between rocks and small mounds of sand.

Sequence 2

Memory 1 | Happy Havana

Add. tasks:

- Catch the pickpocket

- Escape the guards by throwing smoke bombs

After an introductory course in Abstergo Entertainment and return to the Animus, follow Steed to the weapons shop. A new friend wants to buy himself a blade, but he won’t forget about us and will lend us a couple of reals to buy a sword. To find the tavern, let's climb onto the church and synchronize the point.

Jumping into the hay, you need to catch the thief. Run after him and when you get close, press [E] to grab him. Afterwards we meet with Steed at the tavern. A cutscene will load.

Now, following the instructions, learn various techniques, and then kill the scoundrels. Guards will flock to everything. We throw a smoke bomb (to select, throw - [F]), rush towards the leak and leave the area, hiding or escaping from pursuit.

Flashback 2 | What about my sugar?

Add. tasks:

- Hire dancers and distract the guards

Unfortunately, the guards confiscated the sugar and took Edward's bag. We need to return the cards. To keep targets in sight, turn on Eagle Vision [V] and aim at the guard. Targets will be marked in yellow, enemies in red. Along the way, hire dancers and follow the guards to blend in with the crowd and not be noticed when the guards turn around.

After the guards enter the restricted area, approach the two soldiers at the post and distract them with the help of dancers. We go straight and climb the stairs; it’s much more convenient to track the target on the roofs. Follow the highlighted targets to the eavesdropping location, jumping from roof to roof and climbing trees. Hire dancers at the location and stay in the area until the conversation ends.

From the conversation it turns out that sugar and other things are kept in a lock. We approach the wooden platform and follow the captain. The best way to get inside is to climb onto the boxes to the left of the main entrance and get inside through the roof. We jump into the hay and wait for the captain. Having taken the key, we get out. You need to get into the fort prison.

You can recruit dancers again, distract the guards at the main entrance and get inside. But there is an easier and shorter way. There is a tree to the left of the entrance. We climb onto it and jump over to the wall of the prison. Along the outside we climb to the left to the wall next to which our marker is located. To do this, you will have to jump onto the windows below, go through them and rise again. There will be a guard standing at the edge; we quickly rise and take him down as we go. Another guard standing nearby might notice this whole thing and begin to suspect. We hide behind the boxes and whistle. When he approaches, grab him and kill him. We interact with the door and take ours. We jump into the water and return to Steed Bonnet.

Flashback 3 | Mr. Walpole, I presume?

Add. tasks:

-Pass Rogers' shooting test

-Pick out the pockets of the Templars

We walk to the terrace of the governor's mansion, listening to the guards' responses about our person, or more precisely about the person of the late Duncan. After watching the video, you can shoot a little. Hit all targets. To achieve 100% synchronization you need to pass a test. The main thing in it is to shoot quickly and accurately. I advise you to start on the left side, because from that point all the targets will be visible.

Talk to the owners and receive hidden blades from Julien Ducasse. Follow them to the training area to show off your talents. We demonstrate various killing techniques, such as killing from cover, from around a corner, in flight, etc. When finished, go to the owners and follow them to the mansion. The next cutscene will activate. Edward gave the artifact to the Master.

Next comes the rite of entry into the Templar Order. They want to find some kind of Observatory. Rumor has it that a tool of incredible power is hidden there. This device will allow the Templars to monitor every person on Earth. Everything will become clear when they meet the Sage. Between rollers, pick out the pockets of three Templars for 100% synchronization.

Flashback 4 | The Man Called the Sage

Add. tasks:

- Use a pistol in battle

- Attack the Sage from above

After meeting with the Templars, find Senor Roberts, i.e. Sage. Only he can find the Observatory. Follow the Templars. When the assassins ambush, defend the target; it is preferable to kill the shooters on the roofs with a pistol. And so on a couple more times until we activate the next cut-scene. The Assassins killed the guards and freed the Sage, who fled. We follow him along the rooftops. For 100% synchronization you need to jump on top of him. Edward gives the runner into the hands of the guards and receives his long-awaited reward from Torres.

Flashback 5 | Any complaints?

Additional tasks:

- Avoid hassles

Eliminate the two nearby guards on the way. Then move along the left side to the stairs, hiding in the vegetation and distracting the guards by whistling. Turn on eagle vision [V] and look for the target. We need a guard who carries the key to the cage. He will go down the stairs and go to the bushes, we immediately kill him and search the body.

We need to free the Sage. Climb the wall, again go along the left side, running from bushes to bushes. There will be a tower ahead. We ignore it and go through the right side to the goal marker.

Entering the courtyard, the Templars, led by Torres, find and dismember Edward.

Flashback 6 | Silver Fleet

Additional tasks:

- Kill 3 enemies from around the corner

- Free 23 pirates

Edward and his black friend are shackled on the ship. Press to release. Proceed to the end of the hold, removing enemies from around the corner by whistling at them. Take your equipment and go up on deck. Let's free the pirates so they can come with us. For complete synchronization, 23 people are needed - that's all.

Free the pirates at the end of the deck by getting rid of the enemies. There will be a rope on the left to fly over to the next ship. Jump onto one of the enemies and clear the deck using combo attacks. Further along the bow of the ship, jump to the next ship. Jump on the ships until you free 23 pirates.

Use the rope to move to the ship, where you need to kill the captain. Then take the steering wheel and steal the ship. We look at the mini-map to determine the position of enemy ships and the desired destination. Use the onboard guns to hit small targets and finish them off with falconette shots as you advance towards the target. There will be rogue waves along the way. You need to keep the bow of the ship level, pointing towards the wave, to avoid significant damage. The entire fleet pursuing us will be sunk and all that will remain is to dodge the typhoons, approaching the green marker.

Sequence 3

Memory 1 | Newly made captain

Add. tasks:

- Shoot the iguana

- Killer ocelot in the air


Before arriving in Nassau, Adevale advised him to stock up on provisions on the island of Abaco. After landing, use the gun to catch the necessary animals and cut off the skin. In the menu you can create some useful things from animal skins. Create an affordable pistol holster and improve Edward's health. Then return to the ship to Adevale and get the second pistol. It is now possible to fire a series of shots by pressing the button one at a time. Swim to the next marker to reach Nassau.

Flashback 2 | Recruitment open

Additional tasks:

-Kill 3 enemies by disarming them

-Save the pirate by breaking the rope with a bullet

Having descended to the ground, go to the bar to meet Adewale and old friends. In these parts you need to recruit a team for Galka, but the royal fleet is roaming everywhere.

Free several groups of pirates and go to the stone fort at the top of the hill to find a gallows. We need to save a pirate who is about to be hanged. Shoot the rope with your pistol. Kill all the guards and return to the tavern.

Flashback 3 | Robbery and robbery

Additional tasks:

-Kill 3 sailors with falconets

-Steal 20 cases of rum

After talking with Thatch and Hornigold, set sail on the ship to learn new things. Take out the Spyglass [E] and find the Schooner. Having approached, one salvo and a shot from a falconet will be enough to board her.

Use chain cannonballs to cause less damage to small ships. Then get close to the ship to begin boarding and use the falconets to the right and left of the steering wheel to shoot the enemy crew. Having killed the entire crew, you will capture the ship and receive its cargo. You can also decide what to do with the ship. At the moment, only repairs to the Jackdaw are available.
Once you have plundered a sufficient number of ships, we will go to the marker. Sailing to Salt Key, anchor near the pier and go to the shop to buy a durable hull for the Jackdaw. Return to the ship.

Flashback 4 | Under the black flag

Additional tasks:

-Rob the pirate hunters

-Steal 30 bags of sugar

Having sailed out to the open sea, take a telescope and find a brig with a sufficient amount of metal on board. Swim up and open fire with the nipples. Try to stay behind the ship to take minimal damage. Board the brig and kill enough crew.

Capture a couple more brigs to get the required amount of metal. Now we have become famous. Jackdaw is now being hunted by Pirate Hunters. To achieve 100% synchronization, board their ship. It is marked with crossed red swords. Then go to Salt Key to reduce your fame by bribing an official. Then get to the captain's cabin and buy the onboard guns.

Flashback 5 | Sugar cane harvest

Additional tasks:

-Avoid hassles

-Damage the signal bells

Swim to the objective marker to land on Andreas Island. Meet Kidd and follow him. Somewhere nearby is Beckford's attorney, who knows about the location of the plantation. Climb the rocks ahead and find him in the camp below. Activate Eagle Vision to mark your target. Follow him to the restricted area. So he lets slip about the plantation.

Run to Jackdaw and grab the steering wheel before time runs out. Follow the schooner carefully. In the restricted area, avoid your ship's visibility to enemy ships to avoid being attacked.
Along the way, Adewale is told about their difficult fate on one of the plantations. Once you reach your destination, dock at Cat Island.

Run along the shore in the direction of the green marker to catch up with the attorney. Hide in the vegetation and eavesdrop on the conversation by following him using this method. Once you reach the warehouse, you need to find the key to get inside. Return to the center of the plantation and turn on your eagle vision, with which you will find the owner of the key and mark the rest of the guards. There you can kill the guard on duty at the bell and damage him. The second bell will be located to the right of the warehouse. After stealing the key, go into the warehouse and rob it.

Flashback 6 | Good defense

Additional tasks:

-Sink two boats with one salvo from your broadside gun

-Sink two ships with heavy cannonballs

Sail to the next island to meet Edward Thatch and James Kidd at the campfire. Thatch suggests stealing a Spanish galleon. Swim to the point where you need to find El Arco del Maestro - a ship of the line. Use the telescope to identify the target. Once you find a galleon, keep a safe distance from it and start chasing it. Also avoid enemy ships in this zone, but if you still don’t succeed, try to hide from your pursuers by throwing barrels of gunpowder.

Next, the galleon begins to shoot mortar cannonballs; dodge the yellow circles on the water so as not to fall into the affected area. The Spanish fleet will appear on the horizon. Shoot them from a distance to quickly take out small targets in one volley. To complete the second additional task, you must purchase heavy cores. To use them, shoot in the same way as with onboard guns, just without aiming (offhand). They are not very long-range, but they do much more damage.

Memory 7 | Lonely Madman

Additional tasks:

-Avoid hassles

-Kill Dukas in the air

Jump into the water. Having stepped on the ground, climb the ruins to the very top and follow the marker. Hiding in the bushes, take out the first patrolman. Having passed further, jump from the branch onto the other two. Make your way through the jungle in this way until you reach the camp. Hiding in the bushes, go around the enemy and climb the tree ahead. Further on the path there will be two guards, go around them to the left, hiding in the bushes.

Having reached the city, you will need to find Julien Dukas and kill him. You can get through without killing anyone, just moving around the shelters. Walking along the left side, we jump into the water and swim to the ship. Use [E] to avoid being noticed by the guards on the pier. Swim to the other side of the ship and climb up the lines. By activating Eagle Vision you identify the target. Go down a little lower and get a jump kill.

Nowadays

The authorities invite us to their place. Melanie leads us to the elevator. Go upstairs. At this moment, an IT specialist contacts us. Go to the creative director's office, after the conversation, return to your workplace. The guy from the IT department calls us again and asks us to download one file from a colleague’s computer. Follow the marker and go into the room where you need to log in to the animus. Bypassing the protection is easy, you just need to get on the green path. After hacking, look at the file.

Sequence 4

  • Great Inagua, March 1716

Memory 1 | Old-old Bay

Talk to James Kidd. Follow him through the jungle. He will lead Edward to the site of a cluster of stone formations. We climb in and interact. Place the symbols so that they lie on objects on the ground. Then dig up the treasure.

Follow him further. Edward will find himself in a cave that leads to the estate. On the table there is a map indicating the assassins' camps. There is a suit hanging behind bars on the opposite wall; you can open it by getting the keys while completing the “Hunting the Templars” quests.
After leaving the estate, proceed to the pier to meet with Kidd one last time. It may be that the destination does not have a ship. In this case, load the mission from the checkpoint. Bugs are such a thing.

Flashback 2 | Nothing is true...

Additional tasks:

-Knock out 3 assassins

-Collect 4 treasures from chests

Having arrived on the island, quietly make your way along the shore to our goal. Along the way, you can knock out 3 or more assassins. There will be treasures along the way, but not all of them. You will have to look for one thing in the thick of the enemy. Reach a large concentration of "enemy", quietly make your way to the left and climb the wall. Sneak along the left side, hiding the bodies in the bushes. Having met Kidd near the temple, Edward will meet with the assassins.

Flashback 3 | The Sage's terrible secret

Edward and James decided to search the Mayan temple to find out who the Sage was.

Follow Kidd to the bridge. When it collapses, go around on the left side. To open the door, you need to jump on the red block and lower it onto the platform. Follow your partner further, the next mechanism will be broken.

Jump into the water. Dive [E] and swim after James. The oxygen is not endless, so you will need to surface and then dive again. Get to the base of the temple. Kidd warns Edward about something that will make his head spin. Well, let's see. Climb the wall and go up the stairs.

To pass, you will need to solve the riddle of the statue. The point is to match the colored blocks with the colored platforms. Lift the blue block on the left using the counterweight (the block nearby) by jumping on it. Move the lever to the left so that the ring faces the blue platform towards the blue block. Now jump on this blog and it will drop down onto the platform. 1/3 of the door is open. Then take the lever and turn left again. You need to remove the red block from the platform that doesn’t match the color. Pick it up in the same way as described earlier and pull the lever to the right to match the green colors. Well, all that remains is to compare the red ones. Opening the door, Edward recognizes the face of the Sage in the sculpture of the face.

Flashback 4 | Numerical superiority

Additional tasks:

-Kill 8 guards with darts

-Use berserker poison on 2 guards

We meet with A-Tabai. The maps that Edward gave to the Templars led them to the Assassins' camp. Among the prisoners are Edward's men. Kidd gives us a new weapon - a blowpipe. With its help you can quietly disable the enemy.

Climb the tree and use the new weapon to put the watchman on the tower to sleep. Run to him and finish him off. Below the prisoners are guarded by two guards, use bersek poison on them and look at the spectacle. Search the bodies, perhaps you can find darts with poison there. After freeing a group of people, go along the left side and put the next guard to sleep. Now climb the wall and shoot the guard near the stairs and the lookout guarding the prisoners. You can also spend money on guards on both sides of the prisoners. Put them to sleep too and kill them later.

There are 2 shots left with sleep darts until 100% synchronization. We go along the left side and save another group of prisoners. It is precisely on these two guards that you can use the remaining sleep darts. For freeing you you get a couple more darts. We go to the group under the canopy, they can already be killed in any way. But just be careful. After using berserker poison, you must immediately kill the target, otherwise the guard will start killing prisoners. Free the remaining prisoners.

Sequence 5

  • Nassau, Bahamas, January 1717

Memory 1 | Forts

Additional tasks:

- Damage the fort with a martyr shot

- Kill an officer while running

Templar Torres is going to appropriate the gold from the fort. But for now it sits there, waiting for someone to steal it. Edward and Adevale are about to attack the fort.

To successfully capture a fort, you need to destroy the ship protecting it. Otherwise, you will need to be distracted by him later. Mortar cannonballs will be very useful for this. Fire a couple of salvos at the ship. When approaching, use the nipples and move to the side to inflict more damage with the onboard guns. Having sunk/disabled the ship, proceed to the fort. Also use mortars and airborne guns for destruction. The “speed of movement” mode will help you avoid shelling from enemy mortars; this will make it easier to see the situation. After destroying the fort, climb inside and kill the officer. For 100% synchronization, this must be done while running. Now you can get inside and talk with Master Torres.

Flashback 2 | Traveling Trader

Additional tasks:

- Kill 4 gunners

- Kill 5 guards by stunning them with smoke bombs

Follow Torres and Prince. It is best to follow them along the roofs; at the same time you can kill the gunners (these are the guards marked with arrows). Having reached the place of eavesdropping, you can perform the second additional. exercise. Throw a smoke bomb near the two guards guarding the entrance and kill them. Do the same with the two nearby. And there will only be one left. Choose anyone, I chose the one by the hay cart. Then follow the target, eavesdropping on the conversation, until the cut-scene begins.

Prince noticed the surveillance and sent guards down on Edward. Fight off your enemies and run after Kidd to capture him and prevent him from killing the tasty target that he has been tracking for 2 weeks.

Flashback 3 | Male friendship

Additional tasks:

-Use berserker poison on 2 thugs

-Put 2 gunners to sleep

First you need to disable the bells so that help does not arrive. We jump from the mill and run to the bushes near the camp. Berserker poison can be used on two thugs walking in our direction at once. The next step is to put the 2 gunners on the towers to sleep. Now we need to break the bells, but the guards will prevent us from doing this, so the easiest way will be to kill them and then calmly do our job. We do this with all the bells.

We meet with Kidd at the gate to the estate. Having taken off her disguise, the girl pretends to be wounded and the guards let her inside, where she skillfully deals with them.

Get inside and get to the backyard. Prince will be in the gazebo. After the murder, the Sage will capture the girl, hiding under a different name. She will break free, and the Sage will have time to raise the alarm. We can't handle that many soldiers. I'll have to run. Climb onto the cart, with which you jump onto the tree and run forward. Once outside the walls of the mansion, leave the area and hide. Meet a girl. Edward finds out his friend's name - Mary Reed.

Sequence 6

Memory 1 | Diving for medicine

Additional tasks:

- Take 3 treasures from chests

- Don't get caught in the shark's teeth

The pirates, led by Edward, decided to change the city for the better. First, rid the residents of diseases. Edward suggested looking for medicine at the bottom of the sea in sunken ships. But for this you need a bell to go down to the bottom. Buy a bell from the nearest shop; if you don’t have money, go through a murder contract or sell goods.

Swim to the shipwreck and click to dive underwater. Swim to the chest icon on the mini-map. Find and open everything to achieve 100% synchronization. To replenish your air supply, swim up to the barrels and press [E]. Then open the illuminated hatch and swim to the bottom. There, drop the boards from the chest and take the medicine.

The exit is blocked. We'll have to look for another way. Swim into the cave. Then you can ascend and replenish the air. Further Edward will be carried by the current, dodge the rocks using the movement keys.

Swim to the sharks' habitat, replenish your oxygen and hide in the algae to avoid getting caught in the shark's teeth. Use to quickly swim to the seaweed.
Unfortunately, the medicine found turned out to be spoiled. We need to figure out a quiet way to find a cure, otherwise Edward Thatch will have his own way.

Flashback 2 | Devil's Advocate

Additional tasks:

- Rescue the survivors

- Kill 3 guards by stunning them with smoke bombs

Thatch did something stupid - he attacked the English fleet in search of medicine. Now the team will have to protect Blackbeard from the attack of English warships. Rescue distressed sailors on the way to the zone. Swim into the search area and find Blackbeard's ship, Queen Anne's Revenge. Just head to Mayaguana Island and the ship will be moored near the pier.

Help Blackbeard deal with the English fleet on land. Use smoke bombs and kill the enemy to get 100% synchronization. Then take the helm of Thatch's ship and board the battleship. All that remains is to kill the captain. One of the team found some medicines with Charleston's stamp on them.

Flashback 3 | Siege of Charleston

Add. tasks:

- Put 3 crocodiles to sleep with darts

- Skin the crocodile

Edward offered Thatch his help in obtaining medicine from the residents of Charleston.
Follow the gunboat. Swim around the guard towers. Swim quietly so as not to run into land. At the post, go ashore and damage the bell so that the enemy does not raise the alarm. Return to the ship.

Swim on and board again later. The gunboat stopped and the redcoats boarded the boat. Keep an eye on the boat and stay to the side. Then it will be possible to euthanize two more crocodiles. When the enemy lands, eavesdrop on the conversation. The jackdaw was noticed. The captain runs away. Chase him and kill him. Edward obtained the required amount of medicine. And I also took ingredients for new portions.

Sequence 7

Nowadays

Olivier wants to meet with us to talk about a video based on the materials we found. We meet Melanie at the elevator and go up. We were asked to wait, Olivier wants to talk to Melanie personally. Our IT friend is contacting us again. We follow the marker, at the end of the corridor we go down the stairs. We already have Level 2 access.

Find the control room. Connect and bypass the protection. The point is to match the waves. We switch the numbers in one of the three columns and move to another. It's easy. Connect to the camera in Olivier's office and watch. Their task is to find the Observatory as soon as possible.

Leave the room and go to the window. We won’t be able to get into Olivier’s office through the front door; we’ll use another way - the elevator. Go upstairs and enter the office. Now you need to hack the computer.

Again a security system. Use arrows to manage data. Goal: move data from the starting point (left) to the destination (right). Security programs will destroy data if they stumble upon them, in which case you will return to the starting point.
Having finished, we go down to the hall. Stop, only our friend will distract the secretary. After talking with Sean and Rebecca, we return to the workplace, to the Animus.

Memory 1 | We demand negotiations

  • Nassau, Bahamas, July 1718

Additional tasks:

- Kill 3 guards from the ledge

- Damage the signal bell

Woods Rogers arrived in Nassau. Keep an eye on the delegation heading towards the tavern. All the famous pirates will gather there. Then follow them all the way to the fort. At the entrance, hide in the bushes.

Then go around the fortress on the left side and climb up onto the observation tower. There you will be able to perform additional tasks. exercise. Hanging on the wall there are 3 guards who approached the edge.

Now we need to steal Chamberlain's plans. Jump onto the two guards below and go to the opposite side of the fort. There you can go down and hide in the bushes. Then damage the bell unnoticed.

Now all that remains is to pick up the plans. You can do this quietly or loudly. As you can see, I spared no one. After talking with the pirates, Roberts gave them a chance to surrender, or Nassau would be wiped off the face of the Earth.

Flashback 2 | Gunpowder Plot

Add. tasks:

- Kill 4 guards in one kill streak

- Use 10 darts on guard

Edward decided to flee Nassau and blow the blockade to hell. To do this you need resin and gunpowder. Kenway will find gunpowder.
In total you need to steal 4 barrels. You go to one of the zones. Get involved in battle and defeat everyone. Killing 4 guards in one episode is easy. The main thing is that it is not interrupted, so react in time and make counter-attacks. Also, before you hit the thug, stun him and then carry out the decisive blow. Approach the barrel and hold [E] to steal it.
Head to the next area. You should now have 10 darts in total. Just stand on the roof of a house and shoot at the enemy. Once everyone is down, take the barrel and go for the next one. Collect the remaining barrels.

Flashback 3 | Get rid of the commodore

Additional tasks:

- Kill 3 guards from the surveillance zone

- Kill Commodore Chamberlain in the air

Commodore Peter Chamberlain ordered the sinking of the pirate ships. We'll have to stop him.

Follow the guards. At the post, hire dancers and distract the attention of the guards to get through. Then walk across the rooftops to avoid attention in the restricted area. At the Queen's Staircase, put the 2 guards to her left to sleep and go forward. Jump down into the pile of leaves below and follow the guards into the bushes. Here you can complete the additional work. bush assassination missions.

By following the commodore to the ship, it will be possible to kill him. Run into the bushes near the fallen palm tree. Put the guard on the left and center to sleep, quickly climb up the palm tree trunk and jump on the right guard. Effective.

Now swim to the ship and climb up the lines at the stern of the ship. When the target is in the affected area, jump on top of it.

Flashback 4 | Brander

Add. tasks:

- Sink 3 ships with a mortar

- Sink the ship using barrels

Edward and Charles Vane break through the Nagli blockade and escape from Nassau.
Protect the fireship from attacking ships. Hit the furthest ones with a mortar, while simultaneously fulfilling the additional conditions. tasks. When retreating, throw powder kegs to destroy one ship for 100% synchronization. Then get out of the blockade, following the marker.

Sequence 8

Memory 1 | Without knowing pity

  • Great Inagua, October 1718

Add. tasks:

- Kill 4 guards

- Knock out a battleship with heavy cannonballs

Edward heads to North Carolina to convince Blackbeard to return home to Nassau. Titch has no intention of returning and wants to spend the rest of his life here. He also tells Ed that he once captured a ship and there were rumors that the Sage sailed on the Princess.

Edward notices a strange man and decides to follow him. Chase a stranger while hiding in the crowd. Get to the eavesdropping location and follow the target, getting rid of the guards. After going through the arch, hide in the bushes and kill the guard, then run straight into the next bushes and follow the corridor. Take out the last guard and follow to the place where the cut-scene will begin. The stranger will give a signal and the flotilla will attack the island.

Run to your ship "Jackdaw". A battleship appeared on the horizon. Destroy it and board it. Shoot with mortars more often if your ship is poorly modified. To knock out heavy cannonballs, come close to the ship and shoot offhand, simply turning the camera on board and pressing [LMB]. As a result of the boarding, Titch will be killed and Edward will be pushed overboard. Swim to Galka and go out to the open sea.

Flashback 2 | Narcissistic fools

Additional tasks:

- Damage Royal Africa with an improved ram

- Use the cannon in the fort to sink the ship

Edward and Charles go in search of a ship of the Royal African Company to find out something about the ship "Princess".
Swim to the marker and find the ship. He will notice us and start running away. Chase him, shooting at the dropped barrels of gunpowder and avoiding the rocks. Vane's ship will later be disabled. Swim up to it so that the team can transfer to the Jackdaw.

Then board the enemy ship. Swim up to the enemy ship and hit it with its bow, but to do this you must have an upgraded ram. Shoot the ship to a minimum and stay close so that the fort's guns point at you and then sail away. In this case, Royal Africa will be damaged by the fort's guns.
Jack Rackham betrayed Edward and Charles and threw them overboard.

Flashback 3 | On a desert island

Additional tasks:

- Skin 3 animals

- Kill Vane in the air

Edward and Wayne ended up on the island. The second campaign went crazy. He became Edward's enemy. He stole food and ran away.
Run through the jungle to the ruins, on top of which Vane stands. Climb up, and synchronizing the point, jump down and catch up with the fool. At one point, Wayne will completely lose his mind and start shooting Edward with a pistol and throwing bombs. Hide behind the walls. When you reach the wooden structures, go around the barrels lying on them, otherwise you will receive damage from the explosion. Below you can skin a couple of panthers.

Now Vane will settle down near the ruins. You need to go around them to the right, because he will destroy the forests directly ahead. Climb the tower and jump on top of him. If the attempt fails, he can be left alive.

Sequence 9

  • Great Inagua, May 1719
Edward made it home safely, having stolen the schooner alone. And Adewale and Kidd took Jackdaw from Rackham.

Memory 1 | Just imagine

Additional tasks:

- Kill 4 thugs

- Damage 2 bells

Edward learns that the Princess is leaving Kingston and he is heading straight there. Arriving in Kingston, Edward learns that Hornigold and Rogers live nearby, who are also interested in the Sage.

Enter the area and hide in the bushes. Take out the two soldiers and the goon to damage the first bell and move on. There is another one on the right across the road, and one ahead. Choose any one. You can find our “friends” between houses behind the laundry hanging out to dry. You can kill 3 thugs and one more when you get to the eavesdropping site.

Follow Hornigold and Rogers to another camp. There, climb into the hole in the fence and hide in the bushes, there you can kill the thug unnoticed.

Now follow, staying in the eavesdropping zone. Run to the bushes and kill one soldier, quickly run into the barn and climb up from the cart. Then climb out along the tree and jump into the hay. Climb onto the roof of the next barn and approach the pier. Hornigold notices Edward's Jackdaw moored and disappears, releasing the guards on us. Leave the area and hide.

Flashback 2 | Trust is earned

Additional tasks:

- Perform a double kill by killing Burgess and Cockram

- Free two pirates

After sinking several ships off the coast, abandon the helm and go to the island in search of the Sage. Kill a group of soldiers, climb onto a stump, and from it onto a tree to get over the fence. Press [V] to find the Sage in the area. To earn his trust, Edward offers to kill the Templars Burgess and Cockram.

Follow the path, killing or hiding from the guards. Get to the camp where the pirates are being held captive. Sneak around and kill the shooters who are ready to shoot them. But first we need to get rid of the gunners. It will be easy to get rid of the rest of the guards. When you reach the descent, take out the lone guards one by one. Now find the target in the search area and jump down on top of the two.

Sequence 10

  • Misterios, September 1719
Bartholomew Roberts gives Edward the coordinates of the place where he will need help. This is the only way he will tell Edward the location of the Observatory.

Memory 1 | Blackbeard's Gambit

Additional tasks:

- Avoid hassles

- Use the bungee to kill the captain

In search of treasure, the Sage decides to pass by Portuguese ships flying their own flag, stealing it from one of the ships.
We sail into the bay, there we drop the helm and jump into the water. Swim around it on the right side and climb onto the lines closest to you. The soldiers do not look in this direction and you can safely climb up. Kill the gunner and run to the other one. Climb to the very top and remove the flag. Return to Galka.

Sail slowly in search of Nosso Señor. Having identified the ship, you will have to take a walk again and rob the chest. Swim to the shore and run to the passage, hiding in the bushes. Kill the two guards, go forward and hide in the bushes again. Call someone walking nearby with a whistle and drag him into the bushes. Run from bush to bush to the tower and go up, killing the gunner, even better if he notices you and comes down to check. And the thug and one guard remain on the way. If you have darts available, then passing will not be difficult. Unfortunately, I didn't have them. We empty the chest and swim to Galka.

Follow the ship, maneuvering between other ships and disembark to clear the coast. Climb to the second tower and bungee on board, landing right on top of the captain. Calculate so that at the moment of landing the captain is almost under Edward. We capture the ship and sail to the marker, drowning everyone on our way.

Flashback 2 | Murder and Mayhem

Additional tasks:

- Avoid hassles

- Find Hornigold while avoiding confrontations

- Kill Hornigold in the air

Having met Roberts, Edward brought his tail behind him. Hornigold is on board. Edward must track down and kill his longtime friend to prevent him from finding the Observatory.

Swim into the search area and find Benjamin's ship using the spyglass. Also, do not get into the line of sight of enemy ships. Having overtaken the ship, swim to it and ram it. Then finish off with heavy cannonballs and shoot into the zones with falconets.

Hornigold directed the dilapidated ship to the island and landed there with his team. Make your way to the stone structures, to get to the side where Hornigold is located you need to climb over a tree from one side to the other. Then go along the left side and climb onto the tower. Only a moment later, and Edward jumps on Hornigold.

Flashback 3 | Observatory

Additional tasks:

- Defuse all guardians while unarmed

- Neutralize 5 guards from the surveillance zone

Edward and Bartholomew Roberts make their way through the jungle to the entrance to the Observatory. One problem, local residents - Guardians, protect this zone from outsiders.

We run into the zone and hide in the bushes. They are not fools either, so they do the same. Periodically they will get up, look around, and then sit down again. At this moment you can run from bush to bush. Turn on Eagle Vision to tag everyone. There are three of them here. So get to the first one and knock him out. Then climb onto the tree branch and jump on the second one. Another one in the bushes nearby. Run over to him and strangle him. The area has been cleared. Go to the next one. So clear all areas by reaching the Observatory.

Roberts kills the entire expedition, citing that they would go crazy if they saw what was beyond the gate. Take the chest with phials and follow the Sage. Place the chest near the structure with the skull and watch the hologram. There is not a word about loyalty in Bortholomew's code, so he calmly throws Edward into the water.

Climb up the blocks. We need to find a way out. He's at the very top. Run to the wall and climb up it, then you will find a path to get to the exit. On the shore, the Sage threatens Edward with Jamaican prison.

Sequence 11

Nowadays

The agent was thrown into the bunker. The system was hacked and while they look for the hacker, we will remain here. An IT nickname contacts us and gives us level 3 access. Welcome to the door. Using the tablet, get to the security room. Hack the computer there. Then follow the marker and hack the cloud server and watch the video, and then the hologram of Minevra\Juno(?). Return back to the Animus.

Memory 1 | Suffering worse than death

  • Port Royal, April 1720

Additional tasks:

- Damage 3 signal bells

- Visit 2 old friends

Edward is brought to trial, where Anne Bonny and Mary Ridd are already sentenced. They are given a deferment due to pregnancy.
Distract the guards by making noise several times. A-Tabai came for Anne and Mary, but also saved Edward in order to get help. We get the assassin's weapon.

There is no condition not to raise the alarm, so just run to look for the bells. We get rid of the guards, after which we can safely damage the bells. It's simple.

The next thing to do is visit old friends, namely Jack and Wayne. The first one, or rather all that is left of him, sits in a cell on the right side of the map. The other is in the prison itself. Run to the marker and open the door inside.

After passing the corridor and reaching the guard, kill her and approach the illuminated cage. There you will find old Wayne humming a song under his breath. Continue along the corridors and free Mary Ridd. Get her to the exit. Then carry the body to the boat.

Flashback 2 | feverish

Edward has visions. Here you just need to do what you are told. Walk/crawl forward. At the moment when you need to kill the highlighted target of the Sage, one time is not enough, you only have to kill two copies of him.

Flashback 3 | ...Everything is allowed

Additional tasks:

- Hang 2 guards with shenbiao

- Attract 3 guards using shenbiao

Edward returns to Tulum to repair the damage he caused to the Assassins 6 years ago. Follow A-Tabay and repel the Spanish attack. Complete additional tasks, then kill 20 soldiers on the shore and the captain on the ship.

Sequence 12

  • Ile-a-Vash, May 1721.

Memory 1 | The end of the governor

Additional tasks:

-Kill a diplomat while hiding in a haystack

-Kill Rogers from the bench

We now have a new quartermaster - Miss Bonnie. The first of three targets is Woods Rogers. Find the diplomat in the green zone. Follow him, at the moment when you need to kill the diplomat, climb the stairs onto the buildings nearby and jump from him into the hay. Then it's just a matter of the blade.

Edward puts on his raincoat and gets to the reception. Go through the guard and immediately turn left and rush towards the bench. Having finished his speech, Rogers will make a circle and pass by Edward, at which point we draw the blade and shed his blood.

Flashback 2 | Royal failure

Additional tasks:

- Kill 8 guards by exploding gunpowder barrels

- Kill Roberts with Shenbiao

Bartholomew Roberts is the second target on the list. Land on the shore and go to the road that leads up the hill. There will be a lot of barrels lying below, so collect the required number of guards and shoot into the barrel. Repeat several times if you fail to put in the required amount the first time.

Go up the hill and find Roberts at the very end of the camp. He decided to run away. Jump into the water after him and climb onto the floating Jackdaw. Pursue royal luck and fire mortars. Once out on the open sea, the Spaniards will help you destroy the ship. But that doesn't mean they won't touch you. Use mortars more actively. After destroying the ship, board it. In the case of Roberts's murder by shenbiao, this refers to hanging. So climb up the mast and hang him up.

Flashback 3 | Bad Blood

Additional tasks:

-Avoid hassles

-Use 2 guards as human shields

Penetrate the search area and find the target. Follow El Tiburon to the fort. On the left side, destroy the trickster near the haystack, the captain and three training soldiers. Now we just climb onto the beams and climb the wall on the other side. There we kill the soldier and jump on top of Torres. But Torres turned out to be not the Torres Edward was expecting. It is a trap.

Now we need to deal with El Tiburon. You won't be able to take him down with regular blows, so you need to shoot him with a pistol until he falls down. Run away from him, reloading the cannon and use the two guards as a human shield, because he also has weapons. Eventually it will crash and you will get 100% synchronization.

Flashback 4 | Eternal thorn

Additional tasks:

- Free 7 hostages

- Kill 4 guards using the Observatory defense

Disembark the ship and head towards the shore. Edward's last victim is Laureano Torres. There, get to the observation room, along the way you can save the hostages. God, so many corpses. Just littered. Now we are looking for hostages. But they are not marked on the map, so just run and look for enemies, there will definitely be prisoners somewhere nearby.

Go further, at the waterfall you need to climb a tree and climb over them to overcome the water. Enter the Observatory. Climb onto the flying blocks and climb onto the platform with two guards on it. Kill them and look to the right. When the platform approaches the moving wall, jump onto it and use it to cross to the other side.

Next, you will find yourself on a platform with energy fields shooting upward from the floor. Stand near them and throw the attacking enemy, pressing [E] (twice), into this field. This needs to be repeated 4 times. Climb the wall and climb to the right, avoiding the energy fields. Climb onto the beam between the two blocks and jump on the Master.

Nowadays

Finally, the IT guy was caught, but he didn’t want to give up. All the evidence pointed to us, but now it is clear who actually hacked. Melanie says the video is ready. Watch it here or on Animus. Return to the car and finish the story.

There is 1 more memory ahead, but it is presented in the form of cut scenes.

Captions. Congratulations, you have completed the game.

The vast territory of the Caribbean, available for exploration in Assassin's Creed 4: Black Flag, holds many secrets and mysteries. And the pirate theme only fuels interest in finding and solving them. The secrets include three types of tasks - bottles with letters and manuscripts. and, from the cage with armor on Great Inagua, are not classified as secrets. Treasure maps allow you to quickly get rich and, bottles with letters tell the fascinating story of the Sage, who in the plot will be chased by the Templars along with Edward Kenway, and reveal details about Juno, her husband and the First Civilization, and manuscripts contain historical material that inspired the developers during creating a game. Markers about the location of items appear on the global map after visiting viewpoints. The remaining three bottles with letters need to be looked for on small islands that do not have the possibility of quick passage, in the middle of the ocean. Information about their location can be obtained from the innkeeper in any tavern by paying 200 reais, then the necessary mark will appear on the map, which would be very difficult to find without them. Most secrets affect completing Abstergo challenges and earning achievements.

Pimm bottle locations in Assassin's Creed 4: Black Flag:

  1. Great Inagua(My name and origin) - The bottle lies on a small island on the southeast side of the island.
  2. Providencia(First thoughts about my condition) - the bottle lies on the shore, next to the viewpoint, in the southern part of the island.
  3. Salt Key Bank(About the place of my birth) - the bottle lies near a rock on the shore in the western part of the island.
  4. Crooked Island(My first vision) - the bottle lies on a small island on the southeast side of the island.
  5. Higuey(My situation is getting worse) - the bottle lies on the shore in front of the entrance to the smugglers' cave.
  6. Misterios(My training) - the bottle lies on the shallows in the eastern part of the island.
  7. Matanzas(Leaving the house) - the bottle lies on the shore near the pier in the northern part of the island.
  8. Tortuga(What the voices said) - the bottle lies on the island in the northern part of the island.
  9. Andreas Island(Incident at sea) - the bottle lies on the coast in the central part of the island.
  10. Corozal(Good place) - the bottle lies on the coast, south of the tavern, in the southwestern part of the island.
  11. Abaco Island(Peter Beckford) - the bottle lies on a small island on the southwestern side of the island.
  12. Santanilla(Arrival of the Templar) - the bottle lies on the island in the northwestern part of the island.
  13. Cumberland Bay(Another frightening vision) - the bottle lies on the coast in the southwestern part of the island.
  14. Cayman Bay(Assassin) - the bottle lies on the coast in the southwestern part of the island.
  15. Florida(Rest and meal) - the bottle lies near the remains of the ship in the middle of the island.
  16. Cape Bonavista(Observatory) - the bottle lies on the coast in the southwestern part of the island.
  17. 798.191 (Departure) - the bottle lies on the shore of the island, southeast of Fort Navassa.
  18. 669.830 (My search) - the bottle lies on the shore of the island, east of Abaco Island.
  19. 144.98 (What it's like to be a "Sage") - the bottle lies on the shore of the island, southeast of Ambergris Key.
  20. Long Bay(Unknowable Mystery) - the bottle lies in the cemetery in the caves in the eastern part of the island.

Manuscript locations in Assassin's Creed 4: Black Flag:

  • Corozal(Cronicas dos Feitos de Guine) - in a chest by the fire in the camp behind the harbor captain's shop in the southern part of the island.
  • Andreas Island(Excerpt from the diary of Vasco da Gama) - in a chest in a camp on the coast, in the central part of the island.
  • Il-a-Vash(Cortes and Malinche) - in a chest by the fire in a camp on the coast in the southern part of the island.
  • Havana:
    • Fleeing Atalanta - in a chest in the guarded courtyard, north of the mixed goods store, at the southern viewpoint.
    • Baby in the womb - in a chest in the guarded courtyard, east of the viewpoint in the city center.
    • Voynich Manuscript - page 33v - in a chest in the guarded courtyard north of the eastern viewpoint near the harbor.
    • Voynich Manuscript - page 34v - in the watchtower in the fortress. Entrance is through a second window without bars, on the outside of the wall.
    • Voynich Manuscript - page 34r - in a chest in the guarded courtyard south of the western viewpoint near the city walls.
    • Voynich Manuscript - page 35r - in a chest in the guarded courtyard near the viewpoint in the northern part of the city.
  • Nassau:
    • Dresden Mayan Codex - in a chest under the fort in the northeastern part of the city (entrance on the shore, on the outside of the wall).
    • World Map (1570) - in a chest in a guarded camp, next to the viewpoint, in the eastern part of the city.
    • "Solaris" from Mundus Subterraneus - in a chest in a protected area, near the viewpoint, in the southeastern part of the island.
    • Tabulae Rudolphinae - in a chest in a protected area, near the viewpoint, in the southern part of the island.
    • Map of Columbus - on the veranda of the estate on the hill, below the viewpoint, in the western part of the city.
  • Kingston:
    • Magellan's ship - in a chest on the deck of a frigate in the bay between the city and the prison in Fort Royal.
    • Aberdeen Bestiary - in a chest in a protected area on the northern coast of Fort Royal, on the opposite bank from the city.
    • Sacred Theory of the Earth - in a chest in the courtyard of the prison in Fort Royal.
    • The message about the magnet is in a chest on a gunboat on the western shore of Fort Royal.
    • Vertumnus, the portrait of today - in a chest by the road, north of the viewpoint in the southwestern part of the city.
    • Introductio Geographica - in a chest under an overhang on the shore, south of the viewpoint in the southeastern part of the city.