As you approach the warehouse where Church is locked up, there will be several Redcoats stationed at the docks. To avoid getting seen by them climb onto the roof of the warehouse and then jump down and Interact with the door to trigger the next part. The Redcoat guard with the key to unlock the door is on the south side of the warehouse. You'll need to Pickpocket him to get that key! As you turn the corner, there will be a roaming Redcoat across from you. Quickly hide in the nearby bushes as he walks away and then use a hidden assassination on him.
Now approach the Redcoat on the dock and Pickpocket him. If you get way too close, he will turn around and ruin your objective. Keep a short distance and follow the onscreen prompt to grab the key. After the cutscene, approach one of the Redcoats either the one on the left or the right and kill him first before you reach Cutter.
If you attempt to kill Cutter first, you will be detected! Charles will take care of the second Redcoat, so walk up to Cutter and eliminate him to complete the mission. Assassin's Creed 3 Wiki Guide. With that done, you still have three groups of two soldiers to deal with. Poison one soldier in each group near the powder, hopping back overboard in between each poisoning to let the groups reset.
If you have extra poison, feel free to try and nab the last group on the eastern edge of the ship, as well. Use the boxes and perform corner kills if possible, whistling to draw your foes towards you. Keep in mind that these soldiers may not return to their normal positions if they become alert to your presence now that their partners are dead. Air assassinate Pitcairn without being detected. Cross the battlefield without taking damage.
Limit regular kills to three or fewer. You need to time your movements so that Connor avoids enemy fire, obviously. The path should be fairly simple to follow.
You can probably do it without killing any of them, but you have some leeway if you feel like covering your back. Although it looks like you can head either left or right here, only the left path will let you air assassinate Pitcairn.
The path is, again, not very complicated: stick to the shrubbery, watch the guards patrolling, and avoid them or kill them, as you see fit. Get atop it and hit Pitcairn with the air assassination to end the mission.
Do not tackle or shove anyone. Perform a successful static eavesdrop. Perform a successful mobile eavesdrop. The mobile eavesdrop that follows is quite a bit more difficult. You need to stay within range of the two men without raising their suspicions. Use whatever crowds you can to stay inconspicuous and hide behind corners. Head up into these trees to get your first eavesdrop done.
Not shoving anyone here is pretty tough, since all it takes is a bit of contact to do so, and Hickey will be scattering money in his wake to make crowds form. The best place to catch him is early in the route, after he attempts to lose you by cutting you off with a horse-drawn carriage. The firing line will knock you down and usually force you to reset, but if you play from the last checkpoint, you can take a left at the market instead of following Hickey directly, then cut him off as he comes out of the alleyway nearby.
Limit prison guard deaths to one or fewer. Reach Hickey in less than two minutes. The man you need to pickpocket winds up standing in the doorway of an open cell on the wall to the right of Connor when you reach the top of the stairs and turn.
Run into that cell and wait for him to approach, then very discreetly pickpocket him. Hide here to pickpocket your target. Get into the fight that Weems suggests, then pickpocket the warden when he stands in front of your cell. Use the key to exit the cell, then make your way to the VIP area.
Follow the guard up the stairs, then take a right down the pathway here while his back is turned. Run down the path and take the stairs on the far side of the room. Kill two enemy militia. Well, those tricksy Templars are going to put Connor to death for the crime he was trying to prevent! You have to take him down before he can do so. Fulfilling all of the optional objectives here is pretty difficult on first try. Killing the militiamen will generally allow Hickey to reach Washington and kill the bodyguards, if not Washington, as well.
Just run right into him and bump him. That should get his attention and force him to turn and attack you. Start attempting to lure him backwards away from Washington, then turn to kill any nearby militiamen. When you do that, turn your focus back to Hickey and wear him down. Another short trip to the present day as Desmond attempts to track down another power source.
Get off the metro and head to the ticket station. The civilians are mostly too busy having a good time to care, but the security guards will spot you from a mile away.
Desmond appears to be two feet taller than anyone in Brazil. You can plug it in now, if you wish! Head into the doorway that was opened the last time you put a battery in, climb the stairs, and then drop to the lowest level of the large room beyond and look for a door in the middle of that room.
With that done, return down the stairwell you climbed up from to see another cutscene. The battery will have opened up a new chamber on the right side of the main hall. Feel free to explore to get some more backstory. Ah, winter in New England. Horses are largely immune to snow-related travel impediments, so use your pony to get around quickly in the snow should you need to.
Of course, with New York available to you, you might wish to simply head there and start mapping out the new city. The northernmost district will be the toughest to clear at this point, since there are so few vantage points in it, but it is possible to recruit the Assassin there if you ride around and look for all of the Liberation missions. Catch the cart driver within 30 seconds. Do not hide in the hay cart while following the convoy. Kill three camp guards without being detected. Well, this is unexpected: Connor and his father teaming up to achieve a common goal.
The cart driver should be easily caught within the time limit if you give a spirited chase. From there, your goal is to track the soldiers that move in front of you, without hiding in the haywagon. Stick close to this building for a few easy kills. When you reach said camp, your goal will be to kill three camp guards without being detected. With the first guard taken care of, hop out of the cart and into the brush nearby. Follow them and quietly assassinate the guard near the boxes.
With that done, stick to the brush along the road and follow the guards. Use your normal weapons on the guards that are beating on Haytham; the tougher enemies can be defeated with poison. Regardless, kill all of the enemies to complete the mission. Hide here to nab the uniform without being spotted. Follow Haytham along the rooftops to the church.
Find the guard while maintaining a low profile so as to not attract unwanted attention. To steal the clothes without being detected, look for a set of tall boxes in the street near where the guard patrols.
They form a little alcove that will largely protect you from view; hide back here, whistle the guard over, and kill him with a corner kill. Do not take any fire damage. The opening fight here can be difficult, since your objective is to keep Haytham above half health. Stay close to him and use your smoke bombs to stun all nearby enemies, then get your blades into them while they reel.
After that, follow the dots and escape. Achieve a minimum kill streak of three kills or higher. Ah, another chance to show off your ship on the high seas. And those tight spots come pretty much immediately, as you find yourself maneuvering the Aquila through some tight island canals. Attempting to both limit environmental damage and stay within meters of the ship will take some doing, then. Use full sail whenever you have a bit of clear space in front of the boat, but switch to half when you need to maneuver.
There's no shortage of enemies here, so keep killing 'em until you get your killstreak. When you catch up to the ship - surprise! The escorts can be eliminated with your swivel guns, so start taking them out first. The man-o-war requires you to use chain shot to destroy its masts; switch your cannons out for the new ammo before firing on it.
Tackle the target from above. Use two guards as human shields. Your optional objective is to use two soldiers as human shields, so be on the lookout for the yellow triangles above the officers nearby and quickly grab a soldier when they appear.
Be sure to leave the gunmen alive while killing the rest of the soldiers. The second bonus objective, to tackle the escaped officer from above, is a bit trickier. Be on the lookout for stairs leading to second-story doors; these are your best bet for hitting the soldier from above.
Do not touch the ground. Stop Patriot messengers within three minutes. Time to kill some soldiers. Your goal is to eliminate the messengers that are heading towards your village with orders for the army to destroy it. Optionally, you need to do so within three minutes and without touching the ground. This will be a lot easier if you have Ellen back at your homestead make you a double holster so that you can fire two pistols before having to reload, or you can purchase a double-barrel pistol from a shop.
Or both! Anyway, follow the path out of Valley Forge, using your bow or gun on the first messenger by the side of the road. The group of three messengers ahead of him will be a bit more difficult to deal with, but the easiest way to proceed is to shoot the rearmost soldier, use your other pistol on the soldier in the middle, and then wait for the lead soldier to get off his horse before poisoning him. That will give you time to reload your pistols or get a shot off with your bow.
Reload again and head down the road to catch the last messenger. Shoot him and head for your village. Your next goal will be to stop the attack on the soldiers nearby by your misguided compatriots. Neutralize eight platoons with a single cannonball. Kill two platoons with a single cannonball. Prevent three patriot executions. Up for a bit of cannoneering? The British, in the face of certain death, will slowly walk up in platoons and stand right in front of you, waiting their turn for a cannonball.
We got our achievement for aiming the cannon right…about…here. Your optional objectives here are to kill eight platoons with a single cannonball on top of killing two platoons with one cannonball.
The former objective is easy; laying down a cannonball in the middle of a platoon will knock it out without any trouble. We had luck with the leftmost line of soldiers to Connor. Nailing a couple of half-strength ones seems to do the trick. The first execution is in the town square. Another execution can be foiled in the yard of a house nearby, and the last one is on the right side of the row as you get closer to the battlefield ahead.
Time to head into the belly of the whale, as Desmond attempts to infiltrate the Abstergo building to find his father. Climb out of the elevator shaft and start working your way through the guards.
The Break Defense option is a great choice in most of these fights, as it almost always connects and will net you some cheap kills by throwing enemies into walls or off railings. Even without your HUD, you can still use human shields. Follow him back out the door and down to the room with the dozens of Animuses. If the guards below trouble you, simply drop to the floor and take them out before climbing back up and killing Cross.
Head up to the fifth floor and start killing more guards. Leave the building after dealing with him and get back to the cave.
Feel free to insert the power source before returning to Connor. Destroy three ships using only one broadside. Destroy two frigates by firing on their powder stores. Counter kill five enemies. The first fleet action here will see you fending off Loyalist ships, with an optional objective to destroy three of them in a single broadside.
Mop up the rest of the enemies and head to the next encounter. Look for these white circles to indicate the powder stores. Just try not to get this close before blowing them. Your objective here will be to destroy two of the frigates by firing on their powder stores. Lastly, ram and board the man-o-war. Five counter kills should be easy to come by if you focus on the weakest enemies here. Hit your counter button when they attack you, and quickly follow up by mashing your own attack button.
The tougher foes will be more difficult to counter attack, so focus on the swabbies and get your kills. With that done, rush after the captain of the shift, ignoring anyone else in your way if you can. When you catch up with him, hit everyone with a smoke bomb and kill the captain, then return to the Aquila to finish the mission off. Reach the signal tower within three minutes.
After getting into the military district, you have to reach the signal tower within three minutes without being spotted and while remaining above half-health. Bring a full load of poison along for this one. Sometimes the game will restore you with an incorrect amount of poison, which can be frustrating, but not entirely crippling. From there, take to the rooftops and head towards the green marker on your HUD. There are two rooftop guards nearby, facing away from each other.
You can sneak up behind one for a silent kill, if you like, or you can use poison on one and simply run past. Enemies will stay in the red zone of their awareness for a good while before they become fully alert and desynchronize you, so take advantage of that by running up to anyone who sees you and low-profile assassinating them.
Follow the rooftops towards the tower, where one last rooftop sniper awaits you. Kill him, then look below for a haycart in the open area near the tower. There are a couple of guards patrolling the area that you can eliminate with whistles and hiding spot assassinations. Do so, then check the other two guards that are patrolling near the tower. Sneak up behind them, kill them both, and climb the tower before time runs out.
What follows is a quick fight between a concussed Connor and his father. Regardless, get the counters set up to finish off Haytham. Escape the HMS Jersey without entering into open conflict. For now, ignore this and just head to the indicated location with Sam to trigger the next objective. Once you enter the restricted area, he will gain a level 2 notoriety but you'll still achieve the optional objective, so no need to worry. There are three areas that have smuggled crates. All of them are guarded, so approach them and eliminate all enemies in your own way.
To get both optional objectives, simply pick up a powder keg red barrels , and place it next to the cargo. Shoot the keg with the pistol. Do this for all three smuggled crates. Now the easiest thing to do is not use firearms from here on out. Don't worry about your notoriety too much. Eliminate the indicated targets to complete the memory. While this memory is fairly easy to complete, getting fully synchronisation can sometimes be a bit annoying.
This is because you're going to have to do all the hard work for the angry chef, aka Stephane. You'll have to encounter and kill six sets of enemies Redcoats , while keeping open conflict to less than 15 seconds each time the timer resets every time conflict ends. You need to ensure that Stephane doesn't engage in combat for more than one group of Redcoats. What you want to do is get ahead of Stephane and locate the first two Redcoats near the haystack cart. Use quick low profile assassinations to take them out.
Even if you perform one from the front, for this memory it will not count. The next set of Redcoats is further down the street. You'll see that they are distracted by a group of citizens, so walk behind the nearest redcoat and perform another low profile assassination. Then take down the other two Redcoats quickly.
The third set of Redcoats are located by a graveyard. Don't wait for Stephane, just get ahead and use low profile assassinations on them. The fourth set of Redcoats are standing in front of the nearby building, just past the graveyard. Eliminate the remaining enemies quickly. The fifth set of Redcoats are on the other side of the street. Follow Stephane, then look for two Redcoats that are marching on the street. Perform a low profile assassination on one of them from behind and then shoot the second guy.
The final set of the Redcoats are in the next alleyway. Eliminate them to trigger the next set of cutscenes. You'll now be able to go and liberate more of Boston and gain more Assassins if you wish. I personally did just to make the next memory easier. You're also able to send your Assassins off on missions. There's more information about them on the Assassins page. Starting off, there are 15 enemies guarding the ship.
Take them out. Once you're on the ship, be ready for the tea party. The memory will end once crates of tea have been thrown from the ships. If either one of your associates dies, you'll desync, so just be aware of their health. By the time I did this memory, I had two Assassins that I called to help ensure that I could throw the crates off and not have anyone die.
Having these as backups were incredibly useful. After this memory, head back to the Homestead and speak with Achilles. Another cutscene then occurs with Kanen'to:kon that triggers the next memory. Take note that these post-mission cutscenes are not available during replay. Memory IV - Hostile Negotiations. This entire memory can be done very quickly with a bit of stealth. At the start, head down to the water below. Use the swamp grass to stay hidden from the soldiers watching the lake.
To get to Johnson, we're going to take a longer route of the restricted area. What you want to do is go around the area anticlockwise until you're at the northwest of the area. You want to infiltrate the restricted area from the north as it's easier. Eventually you'll have to climb up some rocks, and if there are any enemies in your way, take them out.
There's no need to rush getting to where you need to be. You want to get to the location seen in the picture below. When you get to here, you'll get a cutscene. By watching the whole cinematic, you will be at the location you placed yourself. After the cutscene, you need to quickly make your way over to Johnson.
Here are the two methods for going for all optional objectives, even if you did skip the cutscene. You need to ensure that you target Johnson, otherwise Connor will assassinate the wrong person. If that happens, allow Connor to be killed or reload the checkpoint to give these optional objectives another go.
After the cutscene with Johnson, you need to escape quickly. Take the path down the hill, and look for the rocks with a set of crows on it. You're going to perform a Leap of Faith aka the swan dive into the water to complete the memory and sequence. Tea is for Englishmen Complete Sequence 6. Memory I - The Midnight Ride. On your first playthrough, the memory starts in Central Boston.
On replay, the memory begins in the Frontier. As long as you don't alert Redcoats during the memory, you'll achieve the objective for not triggering open conflict without any issues. To start, follow the dirt road in front of you, then take a left at the fork in the road you'll see a group of Redcoats marching to the right.
Go to behind the first houses, and continue up the dirt path to another set of houses. The first house you need to go to has a couple of enemies in front of it.
Dismount from your horse, wait for them to leave and then approach the house. When you're back in control, get back on your horse and ride straight out of town. Continue along the path between the corn fields. If you're unsure of where to go, use the prompt to ask Paul for directions. Cross the river to the left side. The house you're aft er is the first on the left.
After informing these men, head in the direction of the indicator, but don't cross the river. Stay on the path you're on until you see a bridge. There are some Redcoats on this bridge. Wait for them to cross, and then gallop over the bridge.
Approach the first house on the left to trigger the next section, and next optional objective. You need to reach Prescott within two minutes, so after the cutscene, make a right on the dirt path and run past the enemies.
Leaving this path runs the risk of the enemies shooting you off your horse, so if you decide to take a shortcut through the wheat field, prepare for this to happen. If you stay on the path, Paul will say "All Clear" to say that the enemies are far enough away. Stay on the path, and follow Paul's directions to Prescott's home. This memory starts with you being given two minutes to escape Lexington and head to Concord. You really don't need a horse at the start if you're going for all the optional objectives.
As you start running, you'll be given an indication of a civilian hostage. Perform a running assassination at the Redcoats and take out any enemies until the objective is completed. You can get high-tail it out of Lexington, either by running or now mounting a horse.
After a cutscene, you'll need to take the lead at holding back a lot of Redcoats with groups of patriot shooters. When you get to a group, you can order them to fire. Taking out 7 groups for the optional objective really isn't that hard to do. You have three sections that you need to give orders to, so move between them, telling them to fire every time.
Once you've killed Redcoats, this section is done. Approach Barrett to finish this memory. You'll have a post-memory cutscene with Sam in Philadelphia, listening to George Washington. Once that's over, approach Sam to speak with him. This cutscene isn't available in replay.
On your first playthrough, the memory starts in the Frontier, near Great Piece Hills. On replay, the memory begins at the Charlestown entrance. At the start of the memory, follow the Patriot to Bunker Hill. Approach Putnam to start the memory properly. You'll need to immediately start running through the town as cannonballs are being fired at Charlestown.
Keep moving to avoid getting hit. When you reach a fiery dead end, turn right into an alley and head towards the harbour. Jump into the water. If you didn't take any damage, you'll have completed the first optional objective. Remaining undetected while on ships takes a bit of foreplanning and patience.
Firstly, looking at the ships, you're going to swim to the back of the left side. There are a total of six enemies on this ship - 5 normal enemies and one Grenadier. Now it's time to air assassinate the Grenadier. When the chance arises, climb up the side of the ship until your above the Grenadier.
Wait on one of the masts for him to come into a position to be able to assassinate him. Now go light the fuse on the ship. You'll have a couple of seconds to dive into the water. Time for the second ship, which is a lot easier than the first one. The second ship has two roaming Captains and several Redcoats soldiers. Head to the ledge where the roaming Captain is patrolling. Use a ledge kill on him to clear him out. Do not assassinate the other Captain.
Instead, just wait for him to move away and then climb onboard and approach the middle of the ship and ignite it. Then immediately dive into the water from the side you climbed on. With the second ship cleared of enemies, climb back onboard and up to the top. Interact with it to place a flag. Dive back down to the water and swim away to complete the memory. I had a lot of issues with getting the game to acknowledge that I had achieved the optional objective for reaching Pitcairn undetected.
If you fail an optional objective restart the memory, not the checkpoint. Also, do not skip cutscenes. Head to the top of the hill, and once Putnam has finished talking, approach him to start the memory. Crossing the battlefield isn't too difficult if you pay attention to the gunfire in the distance. Don't pay attention to anything else, as it'll cost you. What you want to do is stay in cover and look to the field where all the enemies are.
When they all fire their muskets, the distance will light up with gunfire. Immediately after this is when you should run to the next bit of cover. Continue this until you reach the other side of the battlefield. The easiest way to get across is to stick to cover on the left side. Once you're across and safe, it's time to do a bit of tree freerunning. Then climb the rocks to trigger the next section. For this area, you're going to use the bushes to stay hidden.
The most enemies you'll be wanting to kill is 2 though we'll be aiming for 1, a Captain. Any more than that is unneeded. Stick to the left side, going all the way around the camp. There is a Captain at the other end of the hill. Position yourself by a tent to perform a corner kill.
Now to air assassinate Pitcairn. You'll be able to run up to the tree that sticking out. Jump to the tree that's on it's right, and then onto the flagpole. Target Pitcairn and perform your assassination.
This sequence will play one memory after the other without any pause. At the start of the memory, mount the horse and follow your informant to the marketplace. For the first part of the memory, you'll just have to follow your tail. Stick to the ground, and use the usual tactics to take out of his sight.
Halfway through the tail, your tail will be bothered by a Patriot soldier. Blend in with the nearby crowd, as after this he will turn around and walk towards you. Continue to tail him until he meets up with two others. This will start an eavesdrop you need to complete. Luckily for you, they don't move, and completing this successfully will complete the static eavesdrop optional objective.
To complete the eavesdrop, c limb up the nearby stairwell and jump towards the tree branch. After the eavesdrop, continue following the man. When he meets up with his next partner, stay close and blend from person to person. The two men will rarely turn around, so follow them until they reach the end of the alley. Continue to follow the man to the next area to trigger a cutscene. Now you'll need to chase after Hickey.
You will need to be careful if you want to complete the optional objective of not tackling or shoving anyone. When turning in corners, slow down to avoid shoving anyone, and just keep your eyes on Hickey.
You should be able to tackle him when he gets the market. Tackling him will complete the memory. Memory II - Bridewell Prison. All of the optional objectives occur during the second half of the mission, so don't worry about them for now. When the memory begins, move towards eavesdrop area, and listen to the conversation next door. Once the men are done, go to sleep to continue.
Head downstairs, and activate Eagle Vision to find Mason Weems. Speak to him to play a game of Fanorana. You don't need to win this game, so just place the chips where ever you wish to progress the conversation. The next objective is to locate a prisoner upstairs. They have a key, and you need to pickpocket it. Once you have the key, go back to your cell and go to sleep.
After Weems explains that key, you'll need to fight. Approach the targets and beat them up. Now you'll do the second part of the memory. After a cutscene, the Warden will stand in front of the door. Go over and pickpocket him. Once Connor is out of the cell, you want to follow him. The exit is located just past from where the Warden patrols.
When he turns to the right, fast walk past him, go up the stairs and head into the next area to find Mason Weems. Both optional objectives need to be completed here. And while they seem a little daunting, if you have good reflexes, it's not too hard to reach Hickey without killing any guards.
When you enter the VIP area, there's a lone guard walking up the stairs. What you want to do here is walk up the opposite staircase from him. Use the fast walk option, go up the stairs, and keep going until you get to the third floor. Do not stop to hide. If you are quick enough, you'll arouse suspicion, but you won't trigger open conflict. This memory is quite short, but there are a number of cutscenes that cannot be skipped.
To start, walk down the path to the gallows to trigger a set of cutscenes. Just as Connor is about to be executed, call the Assassins. You will have to complete the two optional objectives here. It isn't easy, you need to be quick and there is no room for error here. It took me about 5 tries to get a run where I successfully did the objectives in one run.
After the cutscene, you need to kill two enemy militia along with Hickey. The images below show you the two that you need to kill. Use running assassinations to do this, and make sure to avoid any other NPCs that may get in your way. The following images are taken from the internet. With them dead, run towards Hickey and assassinate him. Only one of Washington's bodyguards needs to survive to complete that optional objective. The aim is to get to Hickey before he strikes the second bodyguard.
Assassinating Hickey to complete the memory and sequence. Caged Wolf Complete Sequence 8. After the memory, Connor and Achilles will be in Philadelphia. Speak with Achilles to trigger the cutscene. This cutscene isn't available during replay. Present Mission II - Stadium. From the train, head up the stairs to the ticket booth for a cutscene. After this, exit the area using the green-lit door. As you exit, there will be two patrolling guards outside.
Using the bushes, get around the yard, keeping an eye on the guards. When they move away from the entrance, head inside. Using the fast walk option, keep heading west. Head into the, and go through this room. Exit into the hall, and turn right. Approach the green-lit door, and exit outside.
Go under the metal door, and then climb over the railings. Jump above the small room, and use the v-shaped bars to get to the other side. Walk upstairs and go into the large hallway. There's a patrolling guard, so you'll need to be aware of him. The exit is at the other end of the hall, so quietly follow this guard, and then run past him into the VIP seating area.
Now exit the area, and a chase will be triggered. Follow Cross as he runs outside to the yard. Take him down and any other enemies that get in your way. Once that's done exit the area and run back to the train station to complete this mission. Daddy Dearest Complete Present - Stadium. In the cave, go to the southeastern stairway. As you get closer, you'll get a cutscene with Juno.
Then head up the broken stairs for another cutscene. At the top of the stairs, follow the path to the other side. You'll find a set of stairs going down.
Jump down to the lowest floor, where you'll find a doorway. Head through and climb up to sets to ledges to the top. This will reveal a new area of the caves for Power Source 3. Head back to the Animus to start Sequence 9. Memory I - Missing Supplies. Note for the Frontiersmen Challenges even if you haven't gotten this far with these challenges, doing this now will help you progress through them quicker.
After the opening cutscene with Washington, you need to talk to him two more times. One of these is a cutscene and the other a walking conversation. Doing this now will save you from having to reload the memory to get this challenge. You'll complete this challenge by talking to Washington post-game completion. At the start of the memory, call for a horse and gallop to the supply warehouse. Walk inside for a cutscene.
Then head outside to examine the destroyed crates in front of the building. Look further down the hill for cart tracks. Keep moving until Connor finds a broken down cart. After this cutscene, you'll need to chase the driver. For the optional objective, you have 30 seconds to catch him, but you should easily be able to catch him within 15 seconds.
Once you've caught him the memory will move forward to the next objective, which requires you to eavesdrop on a moving convoy. Approach the marker on the map to find this convoy. If you want the optional objective, instead of using the haycart, use the trees to perform the eavesdrop. To the left side of where the convoy starts is a group of large rocks. Climb these and then use the trees, keeping to the left side of the convoy. If you did this correctly, the convoy will stop at its destination, with a haystack beneath Connor.
Dive into this haystack, and kill the guard. To complete the optional objective of killing 3 camp guards undetected, you'll need to be quick. Two of the men are moving, so you will need to keep moving too. As soon as the convoy stops, the next scene will show Connor in the hay cart. Jump out of the cart. Use the bushes to follow the other two enemies. Continue to follow the talking men, stealthily, until they get to their destination.
A fight will be triggered, so kill everyone to complete the memory. Optional Objectives: Do not get detected while stealing the mercenary outfit. Start off by following Haytham via the rooftops. After the cutscene, continue following Haytham to the fort. The guard you need to kill for the outfit is located along the waterfront. Use a corner kill it's the safest way to kill him. You'll need to whistle for his attention.
Loot his body for the outfit. At the start of this memory, follow Haytham to trigger a set of cutscenes, and a battle. During this battle, you'll need to watch Haytham's health. So just be quick killing enemies. After his fight, you'll need to follow Haytham to the top, and then run along the rafters that aren't on fire. It's an easy path to follow to complete this optional objective.
When you get to the top, the memory is complete. During your first playthrough, the memory marker will be at the New York harbour, with Haytham waiting for you. During replay, the memory starts on the Aquila. At the start of the memory, manoeuvre the Aquila without hitting anything. In the next area, you'll spot Church's ship and you'll need to chase it. As long as you avoid hitting anything, you'll easily achieve the optional objectives.
In the next area, you'll be informed of four ships coming to ambush you. Use the Swivel gun to take out the smaller ships or Grape Shot if you have bought that upgrade. It'll eventually come to a complete stop. When it has, sail towards it for the next section of this memory.
There are a number of crew members and three Captains on the ship. Avoid the Captains until you have completed the optional objective for the kill streak of 3. Once that's done, kill the three Captains. Approach the doorway for a cutscene. Assassinate Church to complete the memory and sequence. Two if by Sea Complete Sequence 9.
Memory I - Alternate Methods. Start by following Haytham through the burnt houses. When you get to the top of a building, a cutscene will be triggered. There are several enemies that will attack you. There will be a number of times where you'll be able to use Human Shields, so be aware of when that is possible.
I'm assuming by now that you'll be aware of when to spot that an enemy is shooting at you. Once you've used a Human Shield twice, proceed to kill the remaining enemies. Now you'll need to chase and tackle an enemy. If you're going for the optional objective, it can be a bit tricky. Personally, it took me three attempts to get it done, and if you fail, just reload the checkpoint.
You'll have two chances to tackle the running enemy from above. This guy runs the same path every time, so if you don't think you're going to be able to get the optional objective on your first try, I'd suggest learning the route he takes first. The best place to go for tackling the guy is when he's near his destination. He'll run down an alleyway where there is a large staircase.
After this staircase, there is a set of crates. This is where you're going to want to tackle him. When he runs off, roughly follow him you don't want to be desynced from him being too far away.
Then run ahead of him, past the stairs and climb onto this set of crates. Then he's close enough, tackle him. The image below taken from the internet shows where it's best to complete this optional objective.
Once you've got him, take him to the indicated location. Haytham is waiting for you there. Once there, the memory is completed. The first two objectives to get all of the messengers within 3 minutes while not touching the ground, may take a couple of tries, but once you know what you're doing, it'll become fairly easy. To start, gallop up the hill and follow the path until you approach the first messenger with a downed horse.
Continue galloping down the hill - don't forget to spur your horse - until you reach a group of three messengers. You want to stay far enough away to shoot him. Be sure to move away, just in case you need to reload. There is a risk that you could be pulled off of your horse. Gallop and spur your horse to catch up to the last messenger.
This guy is also galloping on horseback, so you'll need to catch up to him. Now head to the village for the next part of this memory. You just need to run up behind all six of them and choke them.
Once that's done, you'll get a cutscene with Kanento:hon. When prompted, assassinate him to complete the memory.
Circus Act Kill 15 guards with a single cannon shot. You'll start this memory manning a cannon. You'll have two minutes to eliminate as many platoons at possible.
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