Assassin's Creed III Formatted FAQ/Walkthrough
Table of Contents
- Assassin's Creed III - FAQ/Walkthrough
- Introduction
- Gameplay
- Walkthrough
- Side Quests
- The Homestead Missions
- The Underground
- Naval Basics & Missions
- Hunting (In-Depth)
- Crafting
- Crafting Recipes
- Sending Convoys
- Equipment & Weapons
- Shops
- Enemy Archetypes
- Multiplayer
- Trophies & Achievements
- Contact Information
- Version History
- Copyright & Disclaimer
Assassin's Creed III - FAQ/Walkthrough
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Author: Krystal K. - krystalnexus [at] yahoo [dot] com |
Current Version: Ver 1.52 - Jan. 24, 2014
Introduction
First of all, thanks for reading my FAQ.
This guide is intended to walk you through the gameplay, while finding all secrets and collectibles. It includes all side quests, such as Liberation Missions and Forts; Homestead Missions, puzzle solutions for the Underground fast travel network, naval basics and missions, hunting and crafting information, including convoys tips and strategies; equipment stats and capacity upgrades, and multiplayer info.
If you want me to add something or notice a mistake, please email me at the above address with the correct information.
Donation Info
Firstly, thanks to everyone who takes the time to read this. If you find yourself using my guide and found it to be handy, please consider sending a donation to support the time and effort I have put forth to make a comprehensive and useful guide.
If you DO wish to donate anything:
- Send a GIFT through Paypal to krystalnexus(at)yahoo(dot)com
- Send an Amazon Gift Card to the above email
Thanks again for your time. I in no way want you to feel obligated to donate, your support via emails is always appreciated though.
Gameplay
Controls
With a few changes from previous games, mostly cutting out having to hold R1/RT ALL THE DAMN TIME, the controls have not changed significantly and the game will introduce the use of all controls through gameplay tutorials.
PS3 | Xbox 360 | Standard | Battle |
---|---|---|---|
L Analog | L Stick | Character Movement | Character Movement |
Kill Streak Aiming | |||
R Analog | R Stick | Camera Movement | Camera Movement |
D-Pad | D-Pad | Quick Inventory | Quick Inventory |
X | A | - | - |
O | B | Interact | Counter |
Release/Drop | |||
Square | X | Primary Attack | Primary Attack |
Triangle | Y | Secondary Attack | Secondary Attack |
R1 | RT | Run & Climb | Exit Combat Mode |
R1 + X | RT + A | Manual Jump | - |
Back Eject | - | ||
R1 + O | RT + B | Tackle | - |
L1 | LT | Precision Aim | - |
R2 | RB | Weapons & Tools Menu | Reload Firearm |
L2 | LB | Assassin Menu | - |
L2 + Square | LB + X | Assassin Guild | - |
R3 | R3 | Reset Camera | Reset Camera |
L3 | L3 | Eagle Vision | Eagle Vision |
Start | Start | Pause | Pause |
Select | Back | Opens Map | - |
See the Naval Basics & Missions section for controls on the ship.
Game Objectives
As with the previous games in the series, AC III begins with some linear events that will introduce the player to basic gameplay controls. For seasoned players this should be a refresher course and a low difficulty introduction for new players. After a few linear chapters, the sandbox style gameplay will open up and allow the player multiple options.
Main Memories
- Like the previous games, AC III is split up into sequences made up of memories. In order to progress, the player must complete the main memories (marked with an exclamation point) to progress the story. These memories are the core of the games story, but there is a lot of Side Quests that the player can do to get the full game experience.
Secondary Memories
- Secondary Memories are events that are optional and are made up of all game Side Quests. These will flesh out the gameplay and make the players experience that much more enjoyable.
Full Synch & Memory Replay
- All memories have Full Synchronization conditions that the player must fulfill in order to get the "Full Synchronization" and 100% the DNA Tracker. If the player does not complete the optional objectives, or only complete a few of them, they will receive a percent equal to their achievements. No worries! The player can always replay a memory by selecting it from the DNA Tracker to retry the objective.
Health & Desynchronization
Connor's health is indicated by the circular gauge on the bottom left of the screen. When damage is taken, Connor will regenerate the health back fairly quickly. The exception to this is if the player is engaged in combat, where they will need to finish combat and return to low profile to restore health.
Desynch occurs under certain conditions and will cause the player to have to replay the sequence from the last checkpoint.
- Death
- Fail an objective such as losing a target or not following an ally
- Running out of bound (indicated with the fractured Animus visual)
- Acting against the Assassin code, such as killing allies or civilians, etc.
Movement & Navigation
Due to the game covering most of the basic movement controls in the tutorial chapters, I am only going to cover advanced information or controls that are not covered in the control section above; this will mostly cover new game features.
Freerunning Through Trees
- Although intimidating at first, once the player learns the visual signs for freerunning through trees they will find that it is easy and quite fluid. Unlike normal freerunning in the previous games or freerunning in town, where paths tend to end abruptly with nowhere to go, tree paths tend to link to each other seamlessly to reach cliff sides or bent trees leading back to the ground. The following are a bullet point set of tips:
- Bent trees with a stump at its base or rock outcroppings that create a ramp usually signify a freerunning course
- Although most tree trunks can't be climbed, some trees have small branches up its trunk that create hand-holds for Connor
- Some larger trees with v-shaped notches can be used to climb to a higher section
- Other small v-shaped notches must simply be jumped through
- Trees with branches on both sides of the trunk can be quickly passed around the trunk by holding R1/RT
- Thin branches can be swung across in most cases
- Many of the viewpoints in the Frontier are in huge trees. These are all the same model and are climbed the same way
- Bent trees with a stump at its base or rock outcroppings that create a ramp usually signify a freerunning course
Fast Travel Networks
- Fast Travel has been greatly improved by the ability to simply hit Select/Back to bring up the map and then select any of the following locations with X/A:
- Zone Lines (Boston = Frontier = Davenport = New York)
- Fast Travel Icons (The Underground network in cities and a select few places of importance, such as the Davenport manor and villages on the Frontier)
- Harbormasters
- Liberated Forts
- Zone Lines (Boston = Frontier = Davenport = New York)
Swimming
- Although the player will rarely spend time in the water, swimming is an older feature that returns in AC III. Controls are limited to R1/RT swimming faster, O/B to dive, and the L stick to navigate direction.
Horseback Riding
- When the player is on the Frontier or in Davenport, the horse is the best means of travel.
PS3 | Xbox 360 | Command |
---|---|---|
X | A | Mount |
Rear Up (Not Galloping) | ||
O | B | Dismount |
L Analog | L Stick | Trot |
R1 | RT | Gallop |
R1 + O | RT + O | Leap Off |
R1 + X | RT + X | Spur Horse (Frontier) |
R1 + Square | RT + X | Assassinate |
Social Interactions
There are many different aspects of city life, one of which is its citizens. Starting in Sequence 02 the player will have to interact with NPC's around the cities, some of which benefit the player while others present problems.
Civilians
- Making up the majority of a city the civilian NPC's offer blending spots for the players use and occasionally grab aggressive guards (Vigilantes). In Sequence 06, when the player helps Stephane Chapeau, they will also be able to cause angry groups of civilians to riot and cause a distraction.
Orphans
- Orphans are the AC III version of beggars, as they create a nuisance and bring attention to the players position.
- If the player does not need to be stealthy, they can simply run past and ignore them
- If the player needs to get past them undetected, they can use the Throw Money tool to end their unwanted attention
- Note that also drawing a weapon can momentarily make them pause
- If the player does not need to be stealthy, they can simply run past and ignore them
Guards & Patrols
- Marked by red dots on the map, these are the potential hostiles and may engage in combat with the player depending on the condition and notoriety (see below).
Allies
- Marked by a blue hexagon, these are NPC's are usually followed or following the player through the city. Using O/B, to command them to follow or wait, the player can make their way to any waypoint or objective marker. Note that an ally can be commanded to hide in a suitable spot by using precision mode (L1/LT) to target the spot and pressing O/B.
Vendors, Interactive Conversations & Event NPC's
- Vendors and Event NPC's are usually surrounded by a white glow effect, the same that appears on doors and other objects, identifying them as NPC's the player interact with. Approach the individual and press O/B to interact with them. If the NPC is a starting point for a memory, the memory's title will be displayed on screen.
Notoriety & Stealth
Notoriety
- Notoriety returns with the game giving very little in-game information on it except for how to lower it. In general, it is always good to keep notoriety low to ease movement through the cities and prevent excessive amounts of battle. Note that different weather conditions will not only cause poor visibility for the player, but also for potential hostiles.
- Incognito: Potential hostiles will ignore Connor unless he performs and illegal action, such as pickpocket or killing someone in plain sight.
- Level 1: Potential hostiles will see Connor, but only investigate if the yellow arrow fills (high profile actions make this increase faster).
- Level 2: Potential hostiles will investigate Connor and attack when the red arrow fills (high profile actions make this increase faster).
- Notorious: Potential hostiles will attack on sight.
- Incognito: Potential hostiles will ignore Connor unless he performs and illegal action, such as pickpocket or killing someone in plain sight.
- In the cities notoriety is increased when the player performs illegal actions in front of civilians or directly attack guards. In order to decrease notoriety, Connor will need to do one of the following:
- Bribe a Printing Shops for £400 (marked on the map) - decreases full notoriety
- Bribe a Town Crier for £30-50 (marked on the map) - decreases up to 2 levels of notoriety
- Tear down posters (not marked on the map) - decreases up to 1 level of notoriety
- Bribe a Printing Shops for £400 (marked on the map) - decreases full notoriety
Blending
- Whenever the player stands in close proximity to two or more civilians they will automatically blend in with the crowd and take on their behavior. While in "blend" the player is immune to being seen by enemy troops or suspicious individuals. As long as the hostiles are not in open conflict with the player, they can hide to prevent detection.
Hiding Places & Stalking Areas
- There are many places in the cities and Frontier to hide from view. Previous players will be aware of hay carts as easy to see places to hide and avoid detection, but there are some new features. In many areas of the Frontier, and even in some places in the city, the player will notice tall brush or grass that when entered will cause the player to crouch and serve as cover. Other new hiding places include: convoy carts, clothed over vending stations on the sides of buildings, benches, and wells.
Corner Cover
- If the player leans against any flat wall they will enter cover behind it. From this position, the play will gain the ability to Whistle (O/B) and call over a guard and corner assassinate them. This also allows the player to keep a target in view around corners when following them without being detected.
Breaking Line of Sight
- If for some reason the player is engaged in combat and wish to escape, AC III has added a new feature of open windows and doors that can be used to cut through a building and lose their pursuers. There is no need to navigate the interiors, as the AI will take over until the player reaches the other side.
Assassination & Combat
Depending on the individual, players will find themselves either engaging in combat a lot or a little. The basis for all combat is based on high profile or low profile actions against enemies. Note that the new gameplay feature to AC III allows a player to run straight up to an enemy, perform an assassination, and continue running.
- High Profile assassinations have a much larger range of actions then low profile assassinations, but also put the player in a position to be seen and engaged in open conflict. This should only be used if there are no other targets around or the player doesn't mind engaging in combat.
Types of Assassinations:
- Standard Assassinations - performed on the same level as the target
- Double Assassinations - performed on the same level as two targets in close proximity
- Air Assassinations - performed from above the target
- Ledge Assassination - performed while hanging from a ledge below the target
- Hiding Assassination - performed while in a hiding place, such as a hay cart
- Corner Assassination - performed from a cover position on a flat-wall corner
- Stalking Zone Assassination - performed while hiding in a stalking zone
Aside from assassinations, the player can perform a multitude of non-lethal attacks using the same combination of locations. In addition, the player can tackle couriers or escaping targets by holding R1/RT and pressing O/B while in range.
If the player is engaged in open conflict they can choose to run, by holding R1/RT to disable combat mode, or engage in battle. For combat controls, see the Controls section above for all available commands in battle. What the game fails to highlight is Kill Streaks, countering grabs, and using the environment to take out an opponent.
Kill Streaks
- Kill streaks are a combat technique that result in chaining enemy deaths together from one to another, allowing the player to get instant kills without having to fight every soldier individually. In order to start a kill streak the player must succeed in defeating an enemy via a combo attack or counter kill. During the animation of the soldiers death, hold the L stick in the direction of the next soldier you'd like to kill and press Square/X again. This can be done until there are no targets left or a players chain is broken by an enemy immune to counter kills or they are hit with an attack.
Escaping Enemy Grabs
- Once in a while an enemy behind the player will grab the character and hold them up while the other enemies attack. If you quickly press Square/X you can counter and toss the enemy, but if you fail you'll need to repeatedly press the button to wrestle free.
Environment Kills
- If the player or the enemy finds themselves in a position near an environmental structure, such as a wall or ledge, the character can use the environment to dispatch an enemy faster than straight attacks.
Firing Lines
- Introduced in the game briefly, the general idea is that enemies with muskets may stand in the back and fire at the player. When a yellow arrow appears over a target they are prepped for attack. In order to use a human shield, walk or run up to an enemy and press X/A to hide behind them. This is great for instantly killing enemies that are immune to counter kills.
Walkthrough
When you create a new game, William Miles will introduce the story of Assassin's Creed and Desmond Miles, presenting information from the previous games and the possible future if the Templars are allowed to complete their mission.
Sequence 01
This is the tutorial chapter that will refresh you on the basics of gameplay and introduce any new features.
Memory 1: Refresher Course
After exiting the truck follow Shaun Hastings, Rebecca Crane, and William into the cave for a cutscene and then continue to another to open the Grand Temple. Continue into the temple for another cutscene to activate the temple's inner workings to learn about a key that is needed to proceed. Desmond will faint, due to Juno, and re-enter the Animus, where you'll get a "software update".
Running
- Holding R1/RT run forward, up the walls, to the objective marker.
Climbing
- Hold R1/RT to begin a climb up a wall and grab onto an available ledge and then navigate with the L stick (you can release R1/RT) to the next objective marker.
Freerunning & Optional Objectives
- Holding R1/RT freerun through the area until Rebecca mentions optional objectives. Similar to previous games, optional objectives do not need to be met to complete a section of the game, but will count against your sync percentage if you do not complete them.
Air Assassinations
- When you are on a ledge above an enemy, walk to the ledges edge and press Square/X to perform an air assassination. Do this to both the Templar enemies and continue forward.
Jumping
- In some cases the game will not continue to freerun, for example there is no ledge within reach to continue to hop to. In these cases you will manually need to jump off by holding R1/RT and pressing X/A while pushing the L stick in the direction you'd like to jump. Jump forward now and slide down to a fenced area and freerun over the fence and across the beams to manually jump to the next area.
Continue toward the objective marker, over the houses and manually jump off into the archway to reach the objective and receive the trophy/achievement Rude Awakening. Walk forward, in your new disguise, and enter the Theatre Royal area by pressing O/B.
Memory 2: A Deadly Performance
Desmond will receive a notice that there is a new email. You can leave the Animus at any time to see what is going on in the real world and talk to your allies. To access emails, check the computer on the other side of the area across from the Animus.
Rebecca's email will notify you of the changes the game developers have implement via an email about the "software" update.
As you enter the lobby, the attendant will announce that you need to find your seat to continue. You cannot run in public places, where it would seem odd and draw attention to yourself, but you can walk faster by holding X/A. Enter the auditorium, walk to your aisle and use the L stick to scoot past the people and take your seat to learn that you are Haytham Kenway and meet Reginald Birch.
As the performance gets underway, press L3/down on the L stick to activate Eagle Vision and look in the upper right to find your target in gold. The game requires a precise spot to look at, so if the game is not triggering a scene you will need to move the camera around. When you stand, scoot left to exit the aisle.
Head around the pillar and climb the nearby ladder to shimmy your way across the ledges to the right, while slowly making your way up to an empty box. Inside, follow the onscreen prompts to pick the lock and enter the backstage.
Picking locks is not something that can be done quickly or under pressure. After using the L stick, rotate the R stick SLOWLY to find the correct position of the lockpick, indicated by the change in your characters hand positions, and then hit R1/RT repeated. Note that you cannot release either stick's position or you will have to start again.
Head backstage, jump to the cloud, and then shimmy across the ledges to your left. Climb the ladder and use the ledges to your right to shimmy left across a moon and into your target's box and assassinate him. Now follow the waypoints, while holding X/A, to reach the exit for a cutscene.
Memory 3: Journey to the New World
Optional Objectives | Limit health loss to 10% |
---|---|
Rescue James within 40 seconds |
Instead of heading directly to the upper deck, take a second to interact with the NPC's for optional dialog and even play two different types of minigames, Fanorona and Nine Men's Morris, with the sailors (rules are displayed before entering the game). Note that these games appear in many places throughout the game, so don't feel obligated to play now.
Objects or people that you can interact with are highlighted in white. Walk up to the object/person and hit O/B to interact with them.
When you are ready, head to the upper deck and talk to the Providence's captain to learn more about the trouble you have put him through. Head up the rigging, ropes, of the ship and learn your way around to find the quick ways about the ships masts before you head toward some men plotting something on the deck.
This is the fight that the first optional objective is hinting toward, as you will fight three rounds with the men. To do so without losing 10% of your life, use O/B to deflect attacks and counter with Square/X to attack. When the sailor pulls a knife, hit O/B to deflect and then X/A to disarm him.
Note that if you do fail, you can always restart by pausing the game and selecting Reload Last Checkpoint or replay the memory later.
When the fight is completed, follow the captain to his quarters and then return to your own to interact with the desk.
The next day, talk to the 3 NPC's (marked on the mini-map with speaker-like icons and listen to the chatter on the lower deck to learn more about the dynamics going on and meet Louis Mills. Make your way toward the waypoint NPC, who directs you to the cook and doctor. Talk to either, who direct you to James, and then talk to him. When you have control, feel free to talk to the captain and Louis Mills (if you didn't talk to him earlier) and then head for the stern of the ship. After the scene with the barrels being thrown overboard, head downstairs and enter the green field and use Eagle Vision to single out a barrel that you can analyze and then return to your quarters.
On day 33, you will be sent downstairs where you will enter combat with Mills. Unlike the previous game where you could guard and counter, Assassin's Creed III has revamped the combat. Notice the red dot over the enemies head and that an action triangle appears when he goes in for an attack. Use this to know when to hit O/B to block the attack and then X/A (to disarm) or Square/X (to counter kill). When Mills is defeated, watch the cutscene.
When you have control again, you will need to secure the rigging by approaching the waypoints and interacting with the ropes. Once you have completed that, you will need to climb the foremast to deploy the sail. Unfortunately a lightning strike breaks the mast and James is in danger of falling to his death. This is the second optional objective: rush along the broken mast to James and you will automatically save him.
On day 72, talk to the captain on the upper deck and climb the mast for your first sight of Boston in the mid 1700's and the Ubisoft title introduction.
Sequence 02
Memory 1: Welcome to Boston
You exit the boat on Boston's dock and meet Charles Lee, who you will need to follow. When Charles runs off, take a moment to explore the city docks, pet animals, bump people into the ocean, and learn your way around as you test the controls.
Head for the waypoint to meet Benjamin Franklin and learn about the Almanac pages. Talk to the man outside the General Store, not the one offering the minigame, for the first Side Quests in the game; a Courier Missions. Deliver the four letters to the people marked on your map and gain £500.
You can only gather four of the MANY Almanac pages, so ignoring this for now and focusing on it after Sequence 05 is a better idea.
Return to the General Store to buy the Normal Sword and Flintlock Pistol. Exit the store and head across the street and mount a horse by hitting X/A and then follow Lee to the Green Dragon Tavern.
Memory 2: A Favor & Johnson's Errand
A Favor
Enter the tavern and follow Lee upstairs to meet William Johnson and receive your next memory. After you gain control again, talk to William for some more in-depth dialog and then leave the tavern.
Johnson's Errand
Optional Objectives | Kill 10 mercenaries with firearms |
---|---|
Do not let Hickey or Lee lose more than half their health |
You will be transported to the countryside near your next objective, but if you look at your mini-map you will see that there are two available conversations. One of these is a really "interesting" conversation with Benjamin Franklin, followed by a more serious conversation, at the General Store and the other is William at the tavern, which you can ignore.
When you're ready, head to the waypoint and talk to Thomas Hickey to start the memory. Follow the on screen prompts to shoot the man on the hill bank and then head up. Grab a musket from the rack and shoot one of the gate guards as Lee and Hickey take out the others. Drop your current musket and grab a new one off the rack to conserve ammo and kill the men practicing nearby.
Dropping your current musket and picking up another not only saves ammo, but reload time. They are not permanent weapons, so drop and replace them as needed.
After the cutscene you will be standing outside the gate with instructions to shoot the explosive barrel. Aim with L1/LT and then hit Triangle/Y to shoot the barrels and burst open the gate. Head inside while reloading your weapon, interact with the chest on the bottom level, and fight more men. Afterwards, loot the bodies by holding O/B over a corpse and then follow Lee and Hickey through the area while killing more men.
You can aim and fire at mercenaries on the roofs or simply walk close enough that they become outlined in white and then fire. Either method works, but aiming allows you to be in some cover when you fire.
When you have defeated all the mercenaries, walk up to the carriage for a cutscene.
Memory 3: Next on the List & The Surgeon
Next on the List
Talk to Lee in the tavern to start this memory and then leave the tavern to automatically be transported to Benjamin Church's house.
The Surgeon
Optional Objectives | Eavesdrop on a moving group of guards |
---|---|
Do not fail a single eavesdrop | |
Remain undetected during the whole warehouse infiltration |
Talk to Lee outside Benjamin Church's house to start this memory. When you have control, head for the orange markers and enter the field of area for eavesdropping. As the game indicates, people may become suspicious if you simply stand around, so walk between any two people to blend in and keep the yellow arrow from filling up.
When you have control again, head for the waypoint at the top of a church steeple to get your first viewpoint by hitting O/B to synchronize it. Once the impressive shot of Boston has completed, hold R1/RT and manually jump forward with X/A to perform a leap of faith. Continue to the green area and find many more eavesdropping spots. When you have to eavesdrop on the moving guards, blend into a group ahead of them and wait for them to pass before following at a safe distance.
You can now proceed to the next green highlighted area, which contains the restricted red zone where enemies will attack you on sight. Walk to the right side of the restricted area and find a cart of hay. There is a patrolling group of guards that walks past this haystack and down an alley that you will want to follow, at a distance. When they exit the alley, hug the wall of the nearby building on your left and assassinate the guard around the corner. You can now fast walk to the boxes next to the warehouse and go up and over to the warehouse door and press O/B for a cutscene.
You will now need to pickpocket the key from three potential people. The two by the docks are surrounded by others, but the one to the west is on a rooftop alone. Walk west to a ladder and climb up, avoiding the two guards detection to your right. The guard's back should be turned away from you so jump over the fence and take him down with Square/X and loot him for the key. Now return to Charles and enter the warehouse.
Silas Thatcher will dispatch his man servant, Cutter, to deal with Church. You must quietly take out the guard on the left by approaching with your hidden blade and assassinating him, Lee will take care of the other, and then rush in and finish Cutter.
Memory 4: The Soldier
Optional Objectives | Limit detection time to a cumulative total of 15 seconds |
---|---|
Perform a Kill Streak of three sequential deaths | |
Prevent Snitches from calling reinforcements |
Enter the Green Dragon Tavern to learn more about Silas from Church and then be transported to the memory start position. Talk to Lee, against the wall, and then follow him to John Pitcairn and Edward Braddock.
When the cutscene is over follow the guard patrol from a distance, taking cues from Lee on hiding places to stay out of sight. When Lee runs in and distracts the patrol into a back alley, follow closely for a cutscene and a fight.
In order to get the full sync for this memory you will need to take out the snitches first. Start by holding R1/RT to take Haytham out of combat mode and position yourself next to a snitch, marked with a red hexagon on their head. There are a total of three, but Lee and John usually take out the other two. Once all snitches are dead, start a kill streak with a couther kill and during the kill animation hold in the direction of your next target on the L stick and hit Square/X to link the attacks together. Do this at least three times successfully for the optional objective and then approach Braddock.
Remember that if you fail you can Restart the Last Checkpoint to begin the battle again.
Memory 5: Infiltrating Southgate
Optional Objectives | Find and kill the General |
---|---|
Perform three stealth assassinations from a corner spot | |
Avoid firing line damage |
Head into the tavern and talk to the four men at the table for more in-depth information about the characters in the game. When ready, talk to Lee for a cutscene to learn the battle strategy.
When you have control, head down the roof, grab the gun, and run across the wire to the other side of the street as the patrol passes below. When you're ready, shoot an enemy and then hit Square/X to perform an air assassination and enter the battle. Defeat all the enemies for a cutscene and continue on.
The next section is completed by giving orders to your allies with L2/LB when a yellow arrow appears over the enemies head. After killing the second set of guards, the first that you commanded the attack, a guard dog will come around the corner of the house and draw attention to your men; kill the dog and the guard that investigates. The next set of enemies will be by the corn crops on your right and then take out the final, large, set of enemies in front of the fort and continue to a cutscene.
Inside the fort, head straight for the two men by the archway and then walk along the wall to the right, past some horses, and into a hay cart where you can assassinate the general (marked with a red hexagon). Now follow the wall around the other side to the first set of captives and hide in the tall brush to assassinate the guard and free the captives.
Head north to a hay cart next to some high brush and hop inside. Wait for the guard that patrols the area to walk by and assassinate him from the cart to release the nearby captives.
Follow the path east, on the north side of a stone wall, and wait around the corner to perform the first of three corner assassinations. Follow the dock to the end of the path and climb up the ships side and take cover directly behind the boxes to your right to corner assassinate the next guard that walks by. Move up to the next set of crates and whistle from cover to draw the guard back and kill him with a corner assassination and then free the captives.
With everyone dead, it is time to learn about firing lines and how to avoid them. The first firing line is basically a tutorial in which you learn that pressing X/A on a guard when the firing line has yellow arrows over their head will use them as a meat shield. Advance toward the north gate, and grab one of the guards nearby to avoid the lines fire and then rush in to kill an enemy and break the line. You will now need to finish off the rest of the line before you head around the back and approach Silas and another line. Kill Silas for the memory end, but be sure to avoid line fire.
The massive amount of enemies at the gate allows you to reach a very high kill streak.
Sequence 03
Memory 1: Unconvinced
Optional Objectives | Limit health loss to 50% |
---|---|
Use two breakable objects in a fight |
Enter the Green Dragon Tavern for a quick conversation with Lee and then either ride to the next objective or select it on the map to Fast Travel there and walk through the gate to reach the Frontier.
Hit R2/RB and select the Horse Whistle tool to equip it and press Triangle/Y to call your horse. There are no viewpoints in the Frontier, so you will need to uncover the map yourself as you play through the game. For now, head to the objective marker to find and talk to Lee.
Follow Lee on horseback to a cutscene and then follow the snowy trail up the hill to find the woman. When the cutscene ends, follow the woman as she jumps from tree to tree until you reach a camp where wolves attack.
Wolves stalk the player on the Frontier and sometimes attack. Their distance keeps them out of the players normal combat mode, so you will be forced to use QTE's to deal with them when they jump in for an attack or shoot them with the pistol as they circle the area.
The QTE's usually start with O/B to guard, followed by X/A, Square/X, or Triangle/Y. If you fail, the wolves will pounce on you and attack; press Square/X rapidly to fend off the attack. They eat up a large percent of the player's life and one encounter can cause a fail of the optional objective above.
Hit L3 and scan the area to find a tree fort and advance toward it to set the woman running again. Once again, follow her until you get a cutscene and learn Kaniehtí:io's name. After the cutscene, head forward for another scene. When you have control, leap of faith into the hay cart below and enter the tavern.
Blend in with the tavern patrons at the bar and the ones by the window as you eavesdrop on the guards and then head for the exit to start a fight. In order to meet the optional objectives, you must throw enemies into the tables and chairs by pressing O/B twice, while using the L stick to aim, to counter and throw an enemy into an object. Once the objective is met, finish off the fight with counter kills and kill streak them together.
Memory 2: Execution is Everything
Optional Objectives | Do not kill any guards |
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Sabotage two cannons |
Hop on a mount and head for the objective point in the hills to meet up with Ziio. When you have control, walk down to the road and jump into the back of the moving cart and make your way into the fort. When the cart stops, hop into the foliage nearby and wait for the guard to walk away and jump into the hay, walk across to the left, and climb the ladder. Walk to where the crows are and hop down into the hay cart and wait for the nearby guard to turn its back and run along the tents and enter the high brush nearby to eavesdrop.
When the guards begin to move around the corner and out of range, drop down into the brush below and then go up and over the building to the other side where you can get onto a platform and get back in the hay cart from earlier. As the guards get out of range, wait for the nearby guards back to be turned and run across the path to some brush, in order to stay in the eavesdrop range.
When the eavesdropping is complete, use a non-lethal attack on the guard outside the tent (you may need to switch to your fists by holding R2/RB and selecting them with the L stick or down on the D-Pad) and then steal the map.
Exit the tent to the left and enter the brush to observe the guard nearby. Wait for the guard to move to the right and rush in and perform a non-lethal attack and hop down to disable the cannon by holding O/B.
Hop over the stone wall in front of the cannon and walk along the bank, hugging the fort, until you reach another stone wall and the second cannon. Wait for the patrolling guard to walk away and then run in and quickly disable the second cannon and jump back over the stone wall. You can now jump into the ocean and swim your way back to Ziio.
Memory 3: The Braddock Expedition
Optional Objectives | Kill two soldiers without triggering open conflict |
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Destroy three powder carts |
Return to the Wright Tavern in Concord to start the memory and then automatically travel on horseback to meet up with Ziio. Talk to her and when you have control again, turn right behind your allies and go over a log and into a pile of hay with brush and a guard nearby. Stealth kill the guard and then whistle to draw another guard, even if it is the marked guard, to the hay stack and stealth kill them as well. You can now trample through the camp and openly kill the rest of the soldiers with help from your allies.
When you have control, follow the waypoints to Braddock's position for a cutscene and then chase after him. As you chase him on horseback, you will need to shoot three powder carts as they come into range, but beware of shooting too early and killing a troop instead. The first cart is almost right away as you turn left onto the path and ride past a group of soldiers, make sure you are not holding X/A or Haytham will not fire and reload ASAP after firing by pressing Triangle/Y again. The second is directly on the path, just after cutting through the trees and the third is on the left hand side of the path a little ways farther down the path. Continue to chase him for a cutscene and then chase him on foot and kill him however you want.
Return to the Green Dragon Tavern for a cutscene and the end of Sequence 03.
Sequence 04
Back in the real world, you and your companions will discuss the new twist in Haytham's story and William and Desmond will once again be at odds. When you have control, talk to Shaun to learn more about how Haytham became a Templar and then check out any emails you haven't read. When you are ready, re-enter the Animus.
As you wait for the game to load, Ziio will tell the story of how Haytham and she conceived a child that she fears will one day follow her father into the darkness of the Templar's desire to rule the world.
When you have control again you will be playing Connor Kenway (aka Ratonhnhaké:ton), the son of Haytham and Ziio, in the Kanién:keh Nation Territory.
Memory 1: Hide and Seek
Optional Objectives | Find all the children without making a mistake |
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Find all the children within four minutes |
Follow Kanen'tó:kon and his friends through the village and out into the forest for a cutscene. When you have control, analyze the clue by pressing O/B and you will notice that the three search area will appear. As you find more clues, easily found and marked when in Eagle Vision, the search zones will shrink until they target the individual on the spot. Run around collecting clues, while avoiding accidently jumping in a pile of branches, until a child's position is pinpointed and then go collect them.
Once all boys are found, it is your turn to hide. Run away from your starting position in any direction and find a hiding spot before time wears down, where you hide does not matter. After the cutscene, with some familiar faces, return to your village and cut through the house on your left, moving the obstacle by rapidly pressing O/B, and follow the waypoints under another obstacle to examine the house with O/B. When you gain control again, head around the rocks to your right and enter the house to try and help your mother free.
Memory 2: Feathers and Trees
Optional Objectives | Do not touch the ground or water |
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Find three more feathers |
Talk to your friend and then run up the tree stump. This tutorial section is designed to introduce you to the Native American abilities that Connor has learned through the years. Follow the path to a tree and then hit X/A in the V-shaped tree to climb up farther for a cutscene.
When you have control again, follow the trees route through the forest, across the water, and up to the next. Take your time as you learn what you can and can't do while freerunning in trees and don't be afraid to stand on the rocks that do NOT count as ground. When you reach the river, Kanen'tó:kon will fall in and you will need to turn around and help him back up with O/B.
Continue to a cutscene then head across the branches and jump onto the cliff and climb up, note that sometime the game acts buggy and counts this as ground and other times it does not. Climb the cliff face and interact with the feather to fall to the ground.
It is now safe to touch the ground, so head east a little and climb a tree with spiked branches around its base to the first of the three optional feathers. Go back to the pile of branches where you fell and head northeast a little to a bent tree to get up into the tree branches and across to the second feather. The final feather is to the northwest.
Memory 3: Hunting Lessons
Optional Objectives | Hunt and skin three different types of animals |
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Combine bait and a snare to catch an animal | |
Air assassinate two animals |
It's time to learn how to use your new weapons as well as how to hunt and skin animals for profit and quests. The first bit of this tutorial is easily followed by reading the on screen prompts.
Tips:
- Stand away from the animals at a distance, hold Triangle/Y for a while to aim and then let go to kill the animal.
- Use Eagle Vision to find the clues needed to help progress through the section
After skinning the deer and checking your snares, it is time to complete the optional objectives. Head to the rocks in the green area and use this to climb into the trees. Wait for an animal to walk below you or throw bait to lure them and hit Square/X to air assassinate them. Do this twice, hopefully with two different animal types, and then find a place to set a snare. In order to complete the objective, take a step back and throw some bait on it as well. Make sure you kill three types of enemies before you skin 5 animals or you will automatically fail.
The hare is usually the most annoying, since the foxes run it off into the cliffs, find a clue that locates it and sneak up and shoot it with your bow from a distance.
When you have completed all the objectives, head to the waypoint and evade the bear with the on screen prompts and get outside the red zone and return to the village.
Memory 4: Something to Remember
Optional Objectives | Make no more than two collisions |
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Head to the village and talk to the Clan Mother and follow the waypoint to a cutscene. When you have control again you will be an eagle soaring through the sky. Get used to the controls quick because you need to avoid trees and rocks to get the optional objective completed. Do not fear to deviate from the burning eagle's path to get around obstacles easier.
Sequence 05
Connor narrates his journey since leaving the village and then you gain control in a mountain pass.
Instead of heading forward, turn around and dive into the river below to swim to shore near a man. He will indicate where the New England Hunting Society is and you should also unlock the Hunting Society Membership from The Hunting Society in the Clubs section, see Side Quests for other clubs. You can also access many more Side Quests available, so check out that section if you want to work on it now.
You also have access to much of the map and can spend time gathering feathers, getting viewpoints, Attacking Convoys and more. Note that it is a good idea to kill animals you come across for The Hunting Society and for trading for cash, you will be surprised how much money you can make.
Sequence 05 marks the beginning for most Side Quests, including:
- Clubs (Challenges & Missions)
- Citizen Missions such as Courier Missions, Delivery Requests, and Assassination Contracts
- Liberating Forts
- The Homestead Missions
You can also start to explore the following gameplay features:
- Unlock Fast Travel in Boston via The Underground
Also note that all Collectibles in the Frontier and Boston are now available, as well as the ones in Davenport when you reach the location.
Check for new sidequests frequently in all zones from now on
If you have not read up on Sending Convoys, do so now. They will become your main source of money.
Memory 1: A Boorish Man
Optional Objectives | Limit health loss to 50% |
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When you are ready, enter Davenport Homestead, via Fast Travel, and enter the manor in the northeast, marked with an objective. The man, Achilles Davenport, will not let you inside. Follow the waypoints to the stables to set up camp for the night and then return to the front door the next day. Since the man still won't let you in, try the backdoor this time. When that doesn't work, climb to the balcony door to encounter the man again before you return to the stables.
The only optional objective takes place during the battle at night. Keep to counter kills to be safe or try and get a kill streak and take a tiny bit of damage. Either way, finish off the enemies and head to the manor and talk to Davenport. When you have control again, follow Davenport into the hidden passage and officially begin your training.
Memory 2: Archilles Errand & A Trip to Boston
Archilles Errand
Head outside the mansion and talk to Achilles by the cart to start this memory. When you arrive in Boston, follow Archilles to a cutscene and when you have control, you can either head to the General Store or work on gathering pages from the Almanac, finding chests, and getting Viewpoints.
A Trip to Boston
Optional Objectives | Escape within 80 seconds |
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At the General Store, talk to the shopkeeper to receive your supplies and then leave.
The General Store also offers maps to most of the collectibles in the game. Buy them if you have the money.
Head to the waypoint to talk to Achilles and then follow him through the streets for a cutscene. When you have control again, follow Haythem's accomplice through the alley at a safe distance. When he turns down the alley to the left, walk to the corner and take cover and slowly follow him to the rooftop. When you reach the roof, take cover behind the chimney until his icon turns red, instead of orange, and then rush in to kill him before he fires on the crowd below.
When you resume control you will need to escape the area quickly. Head straight along the rooftop you are on toward the end and use the tree branches to jump to the next roof. Continue forward along this rooftop to the end where some crows on the right will mark a Leap of Faith to safety.
Memory 3: Boston's Most Wanted & Lying Low
Boston's Most Wanted
Optional Objectives | Do not raise your Notoriety to level 3 |
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Your notoriety will be at level 3 when you exit the last memory and you will need to make your way to the objective while being careful to avoid detection. You could always rush through and then hop in the hay cart at your destination, but that is just too easy. When you reach the objective Samuel Adams will introduce himself and teach you how to lower notoriety.
From your starting position, hop into the water and swim to the guard near the dock to stealth kill him by pulling him down into the water. Hug the left wall, blending in with the citizens and slowly make your way to the poster across the way and tear it down before all your cover runs away. Your notoriety will drop to 2 and you can now breathe a little easier.
From the first poster, go around the boxes with a ladder and hop into the hay cart on the either side to assassinate the guard nearby. You can now run across the street, along the building, and hide against the fence until the patrol walks by. Once the patrol passes, totally oblivious to you, talk to Adams to learn the second way to drop notoriety, paying off the town criers to spread word that contradicts the truth and misleading your enemies.
You will now need to make your way to the Print Shop, but don't be fooled by the lowering of notoriety, as enemies will still pursue you. Take back alleys, to avoid stationary guards, and use the citizens to blend in and avoid patrolling units. When you reach the building with the waypoint in the middle and surrounded by guards, climb over the building and drop into the center (the AI can run past guards with no worry and Adams will not get too far out of range) and head into the tunnels.
Lying Low
Inside the tunnels, head east and then take the first available left twice and then take a right at the three way intersection. Make sure to light the lamps as you go through and if you get lost, simply follow the rats.
When you exit, head to the waypoint and defeat the two guards blocking your entrance to the Print Shop to learn the third, and final, method of lowering notoriety. Now follow Adams to the docks to finish the cutscene and gain freedom. You can now talk to the harbormaster to return to Davenport Homestead or travel around Boston a little more first.
If you completed all The Frontiersmen mission except the two in Boston, you can start those now. You should also be able to gather any Almanac pages Trinkets, and treasure.
Memory 4: The Lost Son's Return & River Rescue
The Lost Son's Return
Return to the manor in Davenport and talk to Achilles to complete the River Rescue portion of the memory. After the cutscene, head outside and talk to the panicked man to begin River Rescue.
River Rescue
Optional Objectives | Do not touch the water while rescuing Terry |
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Follow Godfrey through the snowy landscape until you get a cutscene and then run across the rocks to follow Terry downstream. Move quickly and stick to the shoreline or the branches that go across the water, but do not fall in. When you reach a big tree that juts out into the water with four branches coming off the left side, jump to the end and then into the water to save Terry.
You can jump into the water for a cutscene if Terry's log is passing at this point. If he has already floated by, you will need to restart the checkpoint, as you will not get the scene and hit the water without saving Terry.
You can now take a second to recruit Lance through The Homestead Missions or continue through the main story.
Memory 5: Training Begins & The Hard Way
Training Begins
Fast travel to the harbor and talk to Achilles for a cutscene and meet Robert Faulkner. When you have control, return to Achilles and follow the tutorial to create a convoy. After the cutscene, you can head to the objective marker or return to the manor and check out the ledger to learn about Crafting.
You will also unlock the next The Homestead Missions, with Warren & Prudence in the Frontier, and another Godfrey & Terry one in Davenport. There also some interactive conversations marked in Davenport that are worth listening to.
The Hard Way
Optional Objectives | Sustain no damage before you reach Martha's Vineyard |
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Use the swivel gun to destroy two ships | |
Successfully brace during an attack on three occasions |
When you're ready, talk to Faulkner and select the objective marker on the naval map. After the cutscene, head to the mast and follow the prompts to learn the basics of naval travel.
Tips:
- Follow the ship in front of you around the rocks and give them plenty of room.
- Don't be afraid to put the sails at half sail by pressing O/B to slow down in rogue winds or around tight turns
When you reach the Vineyard, watch the cutscene to meet Amanda Bailey, David Clutterbuck, Richard Clutterbuck, and Nicholas Biddle. When you have control again, return to the helm and learn how to use your guns (R1/RT for the cannons and L1/LT for the swivel gun). When you encounter the ambush, focus on taking out three of the small ships with the swivel gun while bracing for impact (hit Square/X when the water between the two ships turns red). Make sure you complete the optional objectives before moving on.
DO NOT FORGET TO STEER
Sequence 06
Back in the real world, Shaun has found another power source in Manhattan and Desmond is the man for the job. When you gain control, follow the linear free running path and slide under the gap in the metal door to reach outside. Turn right and jump to the yellow structure and climb to the top of the crane above. Jump to the girders and run across the outside of the building until you reach a dead end and then use the red support and some wires to continue.
Head to the right, under a wire spindle, and continue along the semi-obvious path until you reach the roof. Climb the mechanical arm to jump across to the lit crane and climb it, as Rebecca suggest. See the blinked red lights, that is our objective. Perform a leap of faith off the crane and when Rebecca says, press any key to trigger the parachute and meet Daniel Cross.
Back at the Grand Temple, talk to Rebecca, Shaun, William, and check your messages. After a quick check up for conversations, turn away from the Animus and head across the gap to the left and up the stairs for a cutscene with Juno. After the scene, climb up the chamber via the stairs and structure core until you reach another cutscene and then place the power supply.
Head for the newly opened door to continue your understanding of the first civilization. Climb the broken stairs to learn how and why Minerva began to contact the Assassins. Remembering how Juno seized control of him to kill Lucy Stillman, Desmond then warns that whatever lies behind the door benefits Juno. You can now return to the Animus.
Memory 1: On Johnson's Trail
Optional Objectives | Stay below Notoriety level 2 |
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Use firearms no more than 6 times | |
Use powder kegs to blow up 3 caches of smuggled cargo |
Before starting up memory 1, take a bit of time to complete any Side Quests that have opened up. Note that with the pistol you can now complete The Underground in Boston.
When you're ready, head to Boston and talk to Adams, who is having an intense conversation with Paul Revere. Follow Adams through the streets while discussing slavery and after the cutscene help the man defeat the loyalist. If you want to get the optional objective, lower your notoriety through a poster or bride a town crier before you set off to the next waypoint.
If you pass the tax collectors, leave them be. This is a side event that you can complete later, since doing so now will raise your notoriety. Enter the building to meet up with William Molineux and the man you saved, Stephane Chapheau. With no worry about your notoriety, you can choose to take out the tax collectors and smugglers now or wait til later. Either way, make your way to the waypoints while avoiding detection, if possible.
Start by heading to the waypoint on the far east side, taking a long path around the area near the fortress. Kill the two guards by the ship and then move forward, using the wall as cover from the patrolling guards on the other side. When it's clear, shoot the explosive barrel next to the waypoint (make sure you are not shooting a waypointed barrel, as the game is stupid and waypoints the barrels so you can find them, but they are NOT the targets). Get out of the area quickly or fight the guards that come to investigate.
The second cargo does not have an explosive barrel next to it, so you will need to pick one up and drop it nearby and then shoot it. Do the same for the finally cargo and you can move on to tax collectors and smugglers (now marked on the map). You only need to defeat two each, so pick and choose the best group based on the additional soldiers that may join the fray.
Memory 2: The Angry Chef
Optional Objectives | Limit time spent in a single session of open conflict to no more than 15 seconds |
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Limit Chapheau's health loss to no more than 50% | |
Perform 5 low profile assassinations |
Equip your hidden blade and follow Stephane until you see two guards ahead. Rush forward and stand behind the farthest and when the other turns quickly assassinate the one nearest you and then the other before battle starts. Continue to follow Stephane, ignore the troops engaged by the citizens, and then use the same tactic for the two guards by the cemetery.
The next fight is a little more difficult and almost impossible to avoid open conflict. Focus on taking out two with your hidden blade and the rest quickly will counter kills and kill streaks, make sure to assassinate the Grenadier to help shorten the battle. As Stephane turns left onto the main street, two soldiers will approach that you should kill before Stephane baits them into a fight. Continue following Stephane and when he turns right down an alley rush ahead for one more set of assassinations.
After the cutscene, follow the onscreen instructions to direct Stephane in to assassinate the target.
You now have access to Liberation Missions (Assassin recruitment) and Assassin Abilities.
Memory 3: The Tea Party
Optional Objectives | Dump 10 crates of tea in the water |
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Throw three redcoats into the water | |
Perform a musket air assassination |
Head to the mission marker for a cutscene and when you have control rush in and kill the 15 targets; there is no need to stealth. Once you have completed that the main part of the memory will begin.
Paul Revere and William Molineux will both occupy their own ship, connected by a plank. You objective is to hold out until enough tea has been thrown into the water, indicated in the upper left corner or your screen, while waves of enemies attack both ships. In order to achieve the optional objectives, you will need to pick up the tea crates on the boats by pressing O/B and toss them into the water with X/A.
Start the battle by throwing as much tea overboard as you can before you are engaged in combat and then kill the enemies around you. Complete the tea throwing and then move on to the objectives regarding the redcoats. In order to throw men into the water, head down onto the docks when they arrive and kick, punch, or counter throw then off the dock and into the water. The final objective is easy to complete, but can be confusing if you try to climb the rigging and therefore drop the musket. Grab any musket off the ground, hop up on the ships railings, and air assassinate a redcoat as they approach the ship.
Once all objectives have been completed, focus on protecting Paul and William, as they have been taking significant damage while you were throwing tea around.
Don't forget that you can call on your Assassin recruits to help out in battle.
Congratulations! You have just taken part in a major event in American history. Watch the cutscenes and complete the memory.
Memory 4: Hostile Negotiations
Head to Davenport and talk the Achilles by the stables for this cutscene and then fast travel to the Frontier.
Hostile Negotiations
Optional Objectives | Reach Johnson undetected |
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Kill Johnson before a single Native American is killed | |
Perform a swan dive to escape |
Talk to Kanen'tó:kon by the Davenport exit to start this memory. Getting to Johnson undetected is significantly more difficult than simply charging in, but it is also much more fun and rewarding.
Start by walking down the cliff and jumping to the V-shaped tree and following the freerun path to the riverbank, make sure you take the right path to a high rock that overlooks the water with a log and guard on the far bank. Wait for the guard to walk away and then swim across to the rocks on the right side of the riverbank, note that the reed act as stalking zones, so use them to hide if needed. When the guard walks off to the left, jump up the rocks and head right up the ledges.
Continue forward, climbing up the stone ledges and cliff side to reach a log suspended above. Cross the log to a ledge and then jump to another ledge with a second suspended log and cross it. Climb the wall directly in front of you and follow the path right and up the cliff where you will need to be careful of a guard. Wait for him to walk away and then get up and rush across to the high brush. You can then assassinate him silently when his back is turned.
Continue left, past a guard on the cliff that you can choose to kick off, and head for a bent tree that leads to another freerun path through the trees to the other side of the cliff. Be careful as you jump to the other side, as there are guards in the area, and use the stalking zones to reach Johnson's house for a cutscene.
After the cutscene you will need to be quick, as the new objective to save all the Native American people will pop up. From the stalking area, rush to the V-shaped tree, across the freerun path to the roof, and air assassinate Johnson. When you have control again run down the hillside, a little to the left, and perform a leap of faith into the water below to finish the last objective. Swim toward the far shore and the sequence should end.
Sequence 07
Memory 1: The Midnight Raid
Optional Objectives | Do not trigger open conflict |
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Reach Prescott's house within 2 minutes |
Head to the objective marker in Boston to meet William Dawes Jr. and Robert Newman and form a plan. When you have control again you will be in the Frontier, sharing a horse with Revere.
Directions:
- Head right a little to get on the main path and follow it.
- When you come across your first set of redcoats, veer left along the split.
- Directly across the main road is a faint smaller road that goes behind the house.
- Veer right at the split behind the house and continue southwest.
- When Revere mentions going on foot, get off the horse and take the right path behind the field with the scarecrow.
- Wait for the redcoats to move off toward the west and then head for the front door of the smaller house with a lantern lit outside and press O/B.
- Continue west to the main path and when you reach the split with redcoats hop into the field and go around.
- Despite Revere's directions, go right for a second and then take a left to the shallow riverbank crossing.
- Knock on the door of the second house on the left.
- Follow the northern riverbank road to a bridge and wait for the redcoats to cross and go south (do not cross if they are headed into town).
- Cross the bridge and knock on the first house on your left.
- After the cutscene, turn around 180 degrees and pass behind the farm on your left, before the bridge, and follow the small path to the main road.
- Head right along the main road until you encounter more enemies and a small road that goes down the hill and across the water.
- Turn right on the main road and then turn left past the house and up to the mansion and knock to meet Samuel Prescott, who makes an impression.
- Now follow the normal waypoints to the final destination.
Memory 2: Lexington and Concord
Optional Objectives | Rescue the civilian hostages |
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Kill a group of regulars with a single order 7 times |
Talk to John Parker in the Frontier to start this memory and then mount a horse on the right side of the road. Follow the waypoints, sprinting your horse when possible, and continue to Concord. When the citizens announce that they are taking hostages, take a left behind the house to a stone bridge and defeat the redcoats to save the hostages. Mount your horse, turn around, and continue through the waypoints for a cutscene with James Barrett.
After the cutscene, Connor will have to control three firing lines by rushing between them and issuing the fire order (O/B) on advancing troops.
Tips:
- Watch the mini-map carefully to determine which area is in need of your attention
- Red dots = moving soldiers
- Red hexagons = those in firing range
- Flashing red hexagons = those firing on the Patriots
The object is to fire on the soldiers as soon as they get in range and before they get a chance to fire on your units. You need to defeat 130 redcoats before losing all your own units. Return to Barret once you have won to complete the memory.
Memory 3: Conflict Looms
Optional Objectives | Cross Charlestown without taking damage |
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Air Assassinate a Grenadier | |
Remain undetected while on the ships |
Talk to the soldier in the Frontier to start this memory and be transported to Bunker Hill. Follow the soldier on horseback and then talk to Israel Putnam. When you have control again, run down the hill into town and climb up the side of the first building to the roof. You must run across the buildings, quickly, to reach the docks without taking any damage from the ships.
Eastern Ship (on the left):
- Swim to the far side of the ship and climb up the small ledges that form a ladder to a deck lever ledge that a soldier stops at and faces his back to you. When it is clear of the Grenadier's view, assassinate the soldier by pulling him down.
- Drop back down on the side of the ship and make your way to the bow, where three soldiers stand. Climb up high enough so that two hands are on the railing behind the single soldier and assassinate him when the Grenadier begins to walk to the back of the ship.
- Wait for the Grenadier to begin his walk toward the stern of the ship and then hop onboard and fast walk to the two soldiers and assassinate them QUICKLY (running and assassinating will draw the attention of the Grenadier).
- Return to the stern of the ship and climb the up to the railing to watch the patrol that walks around the crates and stops at the wheel. When he passes the crates on the far side, hop up and take cover on the crates and whistle him over for a corner assassination.
- You can now climb the mast and kill the Grenadier with an air assassination.
- Plant the bomb and jump off the ship.
Note that this section can be buggy and you are easily detected when performing an air assassination on the Grenadier, EVEN IF YOU ARE BEHIND COVER WHEN YOU LAND.
Western Ship (on the right):
While the previous ship was about killing everyone, this one is about killing no one.
- Swim to the port side (where the inactive canons are) and climb up the laddered ledges in the same place you pulled the first soldier down on the other ship.
- There is one officer patrolling the deck and one at the bow. Wait for the one at the bow to turn around and the one on the deck to pass and then hop up the side of the ship and FAST WALK to the barrels on the far side of the mast.
- Light the barrels and fast walk to a ledge and jump off.
At least one officer will see you, but DO NOT RUN. Instead, calmly fast walk to the barrels and ledge before the red triangle fills.
Climb back onboard either ship to the crow's nest to fly the American Flag.
Memory 4: Battle of Bunker Hill
Optional Objectives | Cross the battlefield without taking damage |
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Limit regular kills to 4 | |
Air assassinate Pitcairn without being detected |
This memory will start right after you finish the previous one. Back on land, hop on your horse and follow the soldier to Putnam and listen to his speech for a cutscene.
When you have control you will need to rush from cover position to cover position between the enemy fire. Listen to your troops, who warn you, and when the fire ends rush to the next position.
Start by hopping over the wall and heading to the waypoint for the first cover spot. When clear, hop around the corner and drop down to the next cover spot on the left. The next spot is on your right and a good distance away, so rush in as soon as the English muzzle fire in the distance ends. Head to the right side of this cover spot and wait again to rush down the hill to more cover. Now make your way to the left, using cover, to head down the path on the side of the British troops to the waypoint.
There is a set of rocks to the right of the path that say "Freerun!", so use these to go up and over the troops on the path below until you reach the cliffs and climb up.
Use the high brush to stalk toward the camp and follow it left, where a gap and a patrolling soldier lie. Wait for the patrol to walk by and away and then pass to the brush on the other side. Move forward a bit and when the soldier passes by again, assassinate him. Continue to stalk around the outskirt behind the tents until you reach another gap and look left to see an Officer patrolling nearby. Wait for his back to turn and fast walk across the gap toward his camp.
Take position behind the far tent and then corner assassinate him as he walks by. Walk down the path and use the V-shaped tree to freerun up and above Pitcairn, via the flag pole, for the air assassination.
Note that troops may see you at the last second, just before you stab Pitcairn and screw up your 100%. If you see the red lettering in the upper corner to signify failure, quickly pause and restart from the last checkpoint.
Sequence 08
Back at the manor Achilles will introduce you to Benjamin Tallmadge, after a short quarrel, who has information on the conspiracy to assassinate George Washington. You're objective is to track down Thomas Hickey, the man whose name is assigned to the conspiracy, in New York and get any information you can before dealing with him.
Memory 1: Something on the Side
Optional Objectives | Perform a successful static eavesdrop |
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Perform a successful mobile eavesdrop | |
So not tackle or shove anyone |
This mission will start when you arrive in New York and mount your horse. Follow your guide through the streets, learning about Hickey, and then watch the cutscene with the counterfeiter. You need to tail the counterfeiter through the streets of New York without being detected. Use the blending spots and take cover on corners as he heads around buildings, he will turn around and walk back the way he came straight into you if you are not careful.
When you reach a back alley with a set of wooden stairs and the counterfeiter stops to talk with other people, you will need to eavesdrop on him without the exiting accomplices seeing you. Head up the wooden stairs nearby and eavesdrop from above and when he continues onward you can drop down and follow him. Continue to use blend locations and corners, being careful when he avoids some patriots by dropping into a well, until he meets up with another friend.
Stay out of sight at the back of the eavesdrop circle and blend in if needed. When the two head down an alley with some orphans, who will draw attention to you, use the crates to jump up on the awnings and signs as they advance forward. Finally, the two will stop at a wooden structure for one last look behind them before entering a building.
After the cutscene, you will need to chase Hickey through the streets and tackle him. Although this may sound easy, the optional objective of not shoving people will make this much more difficult. Start by avoiding the troops and citizens as you run left into the alley. When Hickey turns right toward the main road full of people he will throw money and cause the people to get in your way. Instead of following him, head straight and take the first right.
In some cases the AI will get stuck in the crowd of citizens and you can simply wait for him to get out of the crowd and then tackle him.
Continue to follow him, being careful of people and using alternate paths if a large crowd is ahead (you will probably want to play through without worry of the objective for a bit to learn where the crowds are and then restart the checkpoint when you feel you have learned enough). When Hickey runs past a set of four guards that are aggressive, turn left into the red walled courtyard and follow it around to the first right, where you can tackle Hickey as he enters the pathway from the right.
Memory 2: Bridewell Prison
Optional Objectives | Limit prison guard deaths to 2 |
---|---|
Reach Hickey within 2 minutes |
When you have control, walk into the eavesdrop circle and listen to the men discuss the possible escape. When they have completed their conversation, sleep to pass the time. The next day, follow the guard through the prison to the bottom floor and use Eagle Vision to locate and interact with Mason Locke Weems. Don't worry about the game, you will not actually play all the way through it, and watch the cutscene that follows.
Head all the way to the upper floor and find Finch talking to other prisoners. You will need to pickpocket him from a blend spot and without the guards detecting you. This can be done at his first locations, but the best place is to steal from him after he walks down the first set or stairs. Once you successfully have the key, return to your cell as instructed.
Head outside the cell, when available, and go downstairs to talk to Weems again. You will need to pick a fight with one of the three marked prisoners and then defeat all of the prisoners that attack. The prisoners are immune to counter kills, so you will need to do a counter disarm (O/B then X/A). Continue to tap X/A until the fall to the ground and then finish them with a stomp (Square/X). If you do not get the finisher off before you are attacked again then the prisoner will continue to get back up.
From the cell, wait for the Warden to stop outside your cell and turn around and then pickpocket him to open the door. Follow the Warden, taking cover at the corner, and then head up the stairs and right to talk to Weems.
Fast walk into the room and perform a running assassination on the guard before he heads up the steps. Now Fast Walk upstairs and take a right. Watch the patrol in the center walkway and make sure he is not facing you before fast walking up the stairs and turning left to reach Hickey's cell (no worries about the guard as you can make it up the steps and to the cell before you are fully detected).
Memory 3: Public Execution
Optional Objectives | Washington's bodyguards must survive |
---|---|
Kill 2 Militia |
Once again, this memory will start right away with a long cinematic. As you approach your destination through the crowds of people, watch your surroundings for some surprise appearances and then follow the on screen prompt to gain a weapon and chase Hickey.
In order to get the optional objectives, you will need to replay this section many times (due to stupid AI and unlucky coinsidences).
The following methods are submitted by users via email
Method 1:
- Rush in and tackle Hickey and then head to the guards and you can fight the militia as you prevent Hickey from reaching the guards.
Method 2:
- Attack Hickey once to get him to engage in combat with you and leave Washington's guards alone. Then engage in combat with the militia that engage you while keeping yourself between Hickey and Washington.
Sequence 09
Shaun has managed to find another power supply in Brazil it seems and Desmond is the man for the job, because no one else has a chance in hell. Head through the subway, following the crowd of people, and then watch the cutscene.
When you have control, head for the door with the bright green light above it and hide in the high brush to avoid security. Watch the patrols pattern and notice that the one patrol stops with his back to the far brush. Make your way behind him for a stealth attack while his buddy is gone and then head for the brush on the opposite side. When the other guard goes to examine his mate, make your way up the stairs on the left (past the kissing couple) and blend in with the crowd.
Make your way from group to group as you head to the other side of the concourse and enter the bathroom to bypass the checkpoint. On the other side, blend in with the crowd standing nearby and move from group to group as you head toward the VIP section. When you reach the men leaning against the wall, head directly across the way and enter the doorway to go down a corridor and around the obstacles to reach the stairwell.
Head up the stairs and along the corridor, using the blend spots to avoid the one guard that patrols up and down the hall, and enter the room at the end. Head to the V-shaped support and walk along the catwalk above the crowd and across to the other side. Head into the hall and walk toward the next room for a cutscene. Chase after Cross, ignoring security, until you reach the courtyard with the high brush and defeat him in hand-to-hand combat. When you have control again, follow the signs that say METRO to reach the train and escape.
Back at the Grand Temple, head through the door by the Animus and climb up the broken stairs to the top floor. Enter the large room and look right to spot Juno and then head down to the lowest floor where you can enter a small room. Using the rubble, climb up the wall twice to reach Juno and place the power supply. Drop back down into the main hall for a scene and examine the new path for 2 more first civilization scenes (use the orange structures to climb up and progress as far as possible).
Memory 1: Missing Supplies
Optional Objectives | Catch the cart driver within 30 seconds |
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Do not hide in the hay cart while following the convoy | |
Kill three camp guards without being detected |
Head to the objective marker in the Frontier to talk to Washington. If you plan to complete The Frontiersmen challenges, make sure you go northwest and talk to Washington outside his house until he has nothing more to say...for now. You can also talk to the Marquis de Lafayette to learn how his passage to America was.
When you're ready, head to the waypoint south of the fort to the small chapel for an interesting cutscene. When you have control, examine the clue of debris outside and follow the path up to the right for another clue on the main road. Continue along the path to a broken cart and then chase the cart driver and tackle him before time wears out for the optional objective.
Head for the waypoint and run behind the carriage and up the rocks on the far side of the path. Walk along the outside of the circle, ignoring the men facing the road, and follow the cart. Do not worry about the man on the other side of the road that sees you fro a second and continue to a pile of hay where you can assassinate a man. After the cart passes by the eavesdropping should end and Connor will be in the hay cart.
Wait for the guard on the left side to approach the hay cart and assassinate him and then hop out and follow the men up the stairs. Follow through the stalking area and enter the empty shelter on your left and hide behind the side of the door to continue eavesdropping. When the men begin to walk left along the path, stand to the left of the guard by the crates and assassinate him (if you are not standing in the correct spot you will drag him into view). Take cover on the boxes and wait for the men to move on and then corner assassinate the next guard leaning against some boxes. Now fallow the men via the high brush to the final cabin.
Despite your desire to sit back and watch your "ally" get beaten, head in for a fight and defeat the mercenaries to end the memory.
Memory 2: Father and Son
Optional Objectives | Do not get detected while stealing the mercenary outfit |
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In New York, head to the objective marker to start this mission (note that you can't sit or the O/B option will disappear). When you have control, follow Haytham over the rooftops for a cutscene and then continue to follow him again. When you have control, head down the street to the docks and wait for your target to walk away from the hay cart and rush in for a silent kill. Loot the body and end the memory.
Memory 3: The Foam and the Flames
Optional Objectives | Limit Haytham's health loss to 50% |
---|---|
So not take any fire damage |
Follow Haytham for an enlightening scene and then engage in battle. Focus on linking the weak enemies together for a kill streak and save the big guys for last as you try to stay near Haytham and take on the enemies that target him.
As you escape, follow Haytham and be careful of running too fast and into flames. When your path crumbles below you, continue up to a waypoint for a cutscene.
Memory 4: A Bitter End
Optional Objectives | Limit environmental damage to 20% |
---|---|
Stay within 500 meters of the schooner | |
Achieve a minimum kill streak of 3 |
Though the objective, board the ship in pursuit of Church. Stay at half sail to slow the ship and improve steering around the rocky ledges and limit damage until you reach the cove and the ship. When you have control again, combine half sail and full sail to stay within 500m of the enemy vessel. Note that you should stay at full sail unless you can't make a turn and need to lower speed or encounter rogue winds.
When the ship heads through a small pass you will need to navigate around the right side for a surprise attack. In order to complete this memory you need to disable Church's ship by using Chain Shot ammunition (switch by holding R2/RB and selecting the shot or use the d-pad to switch). Once Church's ship is disabled you can change to normal canon shot and defeat the other ships before boarding the Man-of-War.
The final optional objective is to get a kill streak of 3 before killing all three of the marked Officers. Head for the stern first and kill the Officer and then work on the lower crew, if your crew has not killed most of them. If you do not get the kill streak here, look for more groups of lower archetype enemies that are not immune to kill streaks and counter kills and try and kill them. When you have the streak, finish off any Officers still alive and make your way to the waypoint to end the Sequence.
Sequence 10
Before you go on to the main memories, take a moment to check up on all cities for Side Quests. You can also get new conversations with Washington on the Frontier, and other conversations elsewhere.
Memory 1: Alternate Methods
Optional Objectives | Use 2 guards as human shields |
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Tackle the target from above |
When you're ready, head to New York and talk to Haytham on the street to follow him through the burned part of town. When the battle begins, air assassinate an enemy to get down safely and make sure your camera stays looking at the firing line in the back of the area and you have at least one enemy around you to grab with X/A when the yellow arrows announce they are going to fire. Once you have completed the optional objective, kill off any remaining soldiers for a cutscene.
When the chase begins, follow the target onto the main street and follow him down the right hand side to avoid the soldiers. When the target turns right down an alley, continue straight and take the first right to cut him off. If you are going for the optional objective, use the wagon on the far wall to swing on the lamppost and then tackle him from the beam (R1/RT and O/B). If the soldiers are causing targeting issues, use the swinging beam to go around the corner to another beam and try to tackle him from there.
With your gun aimed at the man's back, push him onward until you reach the waypoint.
Memory 2: Broken Trust
Optional Objectives | Do not touch the ground |
---|---|
Stop the Patriot messengers within 2 minutes | |
Stop the Kanien'keha:ka with non-lethal methods |
Before you start this mission, buy and equip the Double-Barrel Pistol.
Head to Valley Forge and talk to Haytham to begin this memory. When the cutscene is over, ride to the waypoint to begin the counter and ride along the path. You need to reach the village quickly while killing messengers, but not touch the ground either. Follow the path until you cross the first messenger tending to his horse and run over him. Continue along the path until you come across three more messengers and assassinate the rear by hitting Square/Y, you will automatically mount his horse, and then shoot the other two. Once again, follow the path until you come across the next messenger and spur your horse to catch up to him and shoot him twice.
With the timed objective complete, head for the village and avoid any guards and restricted zones for a cutscene. Make sure your fists are your primary weapon and Smoke Bombs as your secondary (only needed if you are detected). Exit the village and run up behind each villager and incapacitate them one by one, making sure you work from the farthest back rather than left to right or right to left.
Memory 3: Battle of Monmouth
Optional Objectives | Neutralize a platoon with a single cannonball 8 times |
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Kill 2 platoons simultaneously with a single cannonball | |
Prevent 3 Patriot executions |
Once again you will be left in charge of troops to prevent the advance of Loyalist troops while outlasting the timer. Using the cannon, use the L stick to aim, X/A to fire, and the R stick to pan your camera. Your main targets should be those with red hexagons on their head, as they are stopped and ready to fire, and then dealing with the others in rest periods. In general the left side of your screen is going to be your main focus with the right side only needing attention once in a while.
To achieve the optional objective of killing 2 platoons simultaneously with one cannonball you will want to fire a cannonball between two groups of troops and get a little lucky. Once you have achieved this, focus on outlasting the timer to end the battle.
As you retreat, you will need to prevent three executions of Patriot soldiers. Run across the stream and past the General Store and look to the left side of the area to see the first execution and run in and running assassinate or shoot a target to stop the execution (you do not need to kill everyone). Continue around the right side of the white house, past the red barn, and hop over the fence of the next house to find the second firing line. Continue on and just past the corn crops is your final firing line that you will need to distract before continuing to end the sequence.
Sequence 11
Apparently Dad didn't do a good job of getting the final power source and now you will have to go in and save the day. Breaking into the facility you once escaped with the help of Lucy is probably a bad idea, but Desmond sure doesn't care. Walk down the main hall toward the security guards for a cutscene and a fight. Without the HUD to display when the enemies are going to attack, watch for them to advance and try to get a counter kill to start the kill streak that will likely finish off the rest.
Head to the elevator and when you have control again climb the ledges along the glass windowed wall and then shimmy up to the left and pull down the guard. Climb up, defeat the other two guards, and head down the hall to the left into a conference room and out the other side. Ignore the stairs going down and follow the path right. Use the broken window to enter the next building and enter the room on your left.
After the cutscene, run after Cross and kill the two guards in the hall before following further for another scene. Hop through the broken window and use the support beams to cross the area and then jump down to the lower level. Take out the guards if you wish, but climb back up on top of the glass cubicles and use Eagle Vision to find and assassinate Cross.
After the first scene with cross in Desmond's favorite room from Assassin's Creed, you can use Eagle Vision to see all of Subject 16's writings still visible.
Desmond now has a gun that you can happily use endlessly as you walk down the halls to Warren Vidic's office. Once all guards are defeated, the secretary will open the door. Enter for a cutscene.
Honestly... that was anticlimactic for the evil bastard that is Vidic, wasn't it? Make your way out of the building and return to the Grand Temple where you can enter the power source.
If you forgot where the next input was, head to the broken staircase on the right side of the temple and climb the glowing orange structures to the top floor.
Talk to your companions and check your emails before re-entering the Animus.
Memory 1: Battle of the Chesapeake
Optional Objectives | Destroy 3 ships with a single broadside |
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Destroy 2 frigates by firing on their powder stores | |
Counter Kill 5 enemies |
This memory starts by talking to Faulkner at the Davenport harbor (or any harbormaster) and selecting the objective marker from the naval map. After the cutscene, you will engage in a battle with a large amount of clustered ships that present the best opportunity to complete your first optional objective. You will need to turn your ship to allow for a broadside attack and release a barrage of fire into the clutter. If you fail to defeat three ships, restart the checkpoint and try again.
With the first optional objective out of the way, defeat the fleet until three frigates appear. One of the ships already has its weakness exposed and can be shot with the swivel gun, the other you will need to break open by using broadside cannonfire. Note that it takes some luck to get enough damage to pop open the hull, but not defeat the whole ship, so you do not want the second try to be the last frigate.
After defeating all frigates, sail to the green zone where you are attacked again with no way to defend yourself except to ram the shop on its broadside. Turn straight into the ships path and ram it to board. start by counter killing 5 enemies as you make your way through the ship and then rush in and assassinate the marked Officers and escaping with your life.
Memory 2: Lee's Last Stand
Optional Objectives | Reach the signal tower within 3 minutes |
---|---|
Remain undetected on the way to the signal fire | |
Limit health loss to 50% |
Head into the underground of New York and make your way to the objective point to begin this memory. Start by killing the guard with a stealth assassination and then climb the wooden shack directly in front of you to climb a ladder. Run right across the two flat roofed buildings to a smaller building and turn left and jump across to the flat roof on the other side.
Continue forward, sticking to the right side of the building, and jump to the tree branch to the next building. Run to the opposite corner of the roof to a beam and jump to the v-shaped tree and freerun to the balcony with a railing and jump over to land in a hay cart.
A guard patrols this area and can be killed from the cart. Wait for his return, if needed, and assassinate him. Rush to the tower and climb up, ignoring the meters. If you are getting caught, try to use the corners of the buildings to break line of sight as you make your way up and distributing the attention per guard. When you reach the top, light the signal and prepare for a fight when you reach the waypoint.
The object of this fight is to fling your opponent into objects around the area by standing with your back to them and counter throwing (O/B) your opponent into them 3 times. This will end the sequence and push you into the next straight away.
Sequence 12
Memory 1: Laid to Rest
Optional Objectives | Limit regular kills to 15 |
---|---|
Kill the HMS Jersey's captain | |
Escape the HMS Jersey without entering open conflict |
Make sure you have Poison Darts if you want to 100% this mission.
Using skills like Marksman to stay out of conflict, but kill enemies, does not count toward your kill count.
Calmly walk to the waypoint for a cutscene and then defeat all the mercenaries on the street and graveyard. With your notoriety maxed, exit the graveyard on the east side and follow the road straight, yet oddly easy, to the docks and hop in the water. Swim to the HMS Jersey and aim for the post on the right side of the stairs, avoiding the guards, and climb up and around the right side of the building.
When you reach the top of the building, wait for the soldier to walk over and stealth kill him from the fencing. Head to the stairs and take cover on the corner and wait for the guard to appear and when he walks away, run down the stairs and jump off the right side of the ship where there is no fencing to a beam and go around the corner to hop up and eavesdrop on a conversation.
Continue across the beams and hop up to ledge assassinate the last "regular" enemy and shimmy all the way along the side of the ship and climb up near the back corner of the ship. Wait for the guard patrolling the front and back of the captain's cabin to walk away and hop onboard and take position behind the crates for cover as you eavesdrop.
From cover, equip your poison darts and wait for the captain to walk up the stairs and use L1/LT aim mode to fire a dart at him before re-entering cover. Wait for the men to check what happened and when the coast is clear, jump into the water.
Memory 2: Chasing Lee
Optional Objectives | Stay within 50m of Lee |
---|---|
Do not shove anyone during the chase | |
Do not take any fire damage |
Head to Boston and enter the Green Dragon Tavern to start this memory and then head to the waypoint and use Eagle Vision to find Lee. This is easy if you don't care about the optional objectives, but with them it can be annoying.
Start by swerving left around the explosive barrel and the swerve right to climb up the wagon and manual jump off the other side (R1/RT and X/A). For the next set of guards, swerve right around some boxes and then back right on the other side behind them. There are four guards on your right and many civilians in the area, so swerve right around the civilians and then bank left and climb up and over the set of barrels to avoid the guards pushing you back and continue. The final set of guards can easily be avoided with a corner jump and then rush after Lee across a small boat and then up into the under constructed ocean liner.
Slide under the beams and when the ceiling collapses run up the ramp to the right and climb to a beam on Connor's left to swing across the two ropes to the other side. Once again the ceiling will collapse and open a new path to the right to continue and then swerve left to follow Lee along the outskirts of the ship. When you reach the dead end, use the rope to propel up and then follow Lee. Follow the waypoints to end Connor's story.
December 20, 2012
With amulet in hand, take a second to check the final emails sent your way and then approach the Grand Temple door.
Watch the credits and then proceed to the Epilogue, where you can work on completing 100% DNA Tracker.
Side Quests
Learning from past mistakes, Ubisoft has tried to take the favorite quests from past games and present them in new way. They have also added whole new game features to try and increase the feel of an open world in the late 1700's, such as hunting and trading. The following sections will cover most of the side quests available in game.
Mini-Games
Fandrona
Locations | |
---|---|
Intermediate | New York (northern tavern) |
Expert | Davenport Manor |
New York (SW + center tavern) |
Tips & Tactics:
- The opening move is critical as it may weaken the player's lines and allow the AI to take a large chunk of their pieces. There are four opening moves available: a vertical, a horizontal, and two diagonal. The diagonal moves will lead to longer games, with it taking longer to clear the board. On the other hand, the vertical move will weaken the players lines and lead to shorter games.
- Sometimes it's better for the player to end a move in a safe place, rather than weakening their lines to get more enemy pieces and leaving themselves open to counter moves.
- When the board begins to clear out, try to keep all pieces in the middle of the board where there is more tactical moves available.
- Sometimes it can be useful to sacrifice a piece by forcing the AI to move toward the outside with a "move away" capture move.
Six/Nine/Twelve Men's Morris
Locations | |
---|---|
Beginner | Boston (south tavern) |
Intermediate | Frontier (all taverns) |
New York (east tavern) | |
Boston (center tavern) | |
Expert | New York (south tavern) |
Boston (north tavern) | |
Davenport Tavern |
Tips & Tactics:
- Place pieces at intersections where they get the most movement.
- Try to create two mills so that the AI can only block one, allowing the other to be created and instantly removing an enemy piece.
Bowls
Locations | |
---|---|
Intermediate | Outside Davenport Tavern |
New York (Washington in the SW) |
Tips & Tactics:
- Use the different angle tosses to push away the other player's bowls (straight shot) or loft them to land them close to the Jack.
- When the player selects a placement to throw a blue area will radiate from the selection. This represents the area where the bowl may land; the smaller the better.
- Try to land a bowl between Connor and the Jack so that if the AI hits the bowl the Jack will also move away from his bowl.
- Don't be afraid to hit the opponents bowl away from the Jack.
Checkers
Locations | |
---|---|
Intermediate | Davenport Harbor |
Tips & Tactics:
- Use the required mandatory capture moves to manipulate an opponent into positions that are to their disadvantage.
- The pieces on the borders have limited movement. Try to keep all pieces in the center and the AI's pieces against the walls.
- Don't be afraid to sacrifice a piece or two to obtain a king. The tactical movement ability is much more important than being down a piece or two.
Citizen Missions
The most simplistic of the sidequests, citizen missions are designed to be accepted when they appear and completed over time as the player completes other memories and missions such as completing Courier Missions, Assassination Contracts and Liberation Missions all at once, since they all require you to travel across the expanse of a city.
Courier Missions
Courier Missions have been around since Assassin's Creed's beginning. They have had minor changed over time, but the overall concept is the same. Accept a mission for a citizen, deliver the letters to their recipients, and collect money. In this case, upon delivery of the last letter Connor will receive £500.
Mission | Unlock Requirement |
---|---|
Central Boston Letters | Sequence 02 |
Frontier Letters | Sequence 05 |
North Boston Letters | Sequence 05, Memory 3 |
East New York Letters | Sequence 09, Memory 1 |
Delivery Requests
Delivery Requests are new to the franchise, as they directly relate to the new hunting and crafting system. When accepted, Connor will receive a list of five different items, varying in the required amount. After collecting all items, return to the marked citizen and turn in the request for £1,000.
Note that many of the items required can only be obtained through Crafting and while the reward sounds great in the beginning of the game, it is not worth completing unless you are going for 100% game completion.
Lexington Request - Sequence 05 | |
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Items Required | Notes |
Beaver Teeth x5 | Drops from a Beaver in Black Creek, Valley Forge, Concord, Davenport, Diamond Basin, Packanack |
Bear Pelt x3 | Drops from a Bear in John's Town, Packanack |
Bobcat Pelt x3 | Drops from a Bobcat in Black Creek, Great Piece Hills, Packanack |
Cougar Pelt x3 | Drops from a Cougar in Kanien:keh, Diamond Basin, Scotch Plains |
Wolf Pelt x5 | Drops from a Wolf in Davenport, Diamond Basin, Great Piece Hills, Troy's Wood |
Troy's Wood Request - Sequence 05 | |
Items Required | Notes |
Bear Claws x3 | Drops from a Bear in John's Town, Packanack |
Bobcat Claws x3 | Drops from a Bobcat in Black Creek, Great Piece Hills, Packanack |
Wolf Fangs x3 | Drops from a Wolf in Davenport, Diamond Basin, Great Piece Hills, Troy's Wood |
Cougar Fangs x2 | Drops from a Cougar in Kanien:keh, Diamond Basin, Scotch Plains |
Elk Antlers x3 | Drops from an Elk in Black Creek, John's Town, Valley Forge, Monmouth, Great Piece Hills, Troy's Wood |
Central Boston Request - Sequence 05, Memory 3 | |
Items Required | Notes |
Paper x3 | Requires Tailor (1) and Woodworker (2) - Flax (Farmer) & Oak Lumber (Lumberer) |
Hair Accessory x2 | Requires Tailor (1) - Deer Tail (Hunting) & Sewing Threads (Material) |
Toy Dolls x2 | Requires Tailor (2) - Dyes (Material) & Wool (Farmer) |
Golden Rings x1 | Requires Blacksmith (4) - Gold Ore (Miner) |
Soap x2 | Requires Innkeeper (1) - Bear Grease (Hunting), Charcoal (Lumberer) & Rosemary (Huntress) |
South Boston Request - Sequence 06, Memory 2 | |
Items Required | Notes |
Raccoon Pelt x5 | Drops from a Raccoon in Valley Forge, Concord, Monmouth, Davenport, Scotch Plains, Lexington |
Deer Pelt x5 | Drops from a Deer in Kanien:keh, Concord, Davenport, Diamond Basin, Scotch Plains, Troy's Wood, Lexington |
Beaver Pelt x5 | Drops from a Beaver in Black Creek, Valley Forge, Concord, Davenport, Diamond Basin, Packanack |
Buttons x2 | Requires Woodworker (2) - Hickory Lumber (Lumberer) |
Fox Pelt x3 | Drops from a Fox in Kanien:keh, John's Town, Monmouth, Davenport, Lexington |
Valley Forge Request - Sequence 09 | |
Items Required | Notes |
Bear Grease x1 | Drops from a Bear in John's Town, Packanack |
Deer Marrow x3 | Drops from a Deer in Kanien:keh, Concord, Davenport, Diamond Basin, Scotch Plains, Troy's Wood, Lexington |
Rabbit's Foot x5 | Drops from a Hare in all hunting zones, except Diamond Basin |
Elk Heart x1 | Drops from an Elk in Black Creek, John's Town, Valley Forge, Monmouth, Great Piece Hills, Troy's Wood |
Fox Tail x1 | Drops from a Fox in Kanien:keh, John's Town, Monmouth, Davenport, Lexington |
West New York Request - Sequence 09 | |
Items Required | Notes |
Salt x1 | Requires Innkeeper (1) - Rock Salt (Miner) |
Venison x5 | Drops from a Deer in Kanien:keh, Concord, Davenport, Diamond Basin, Scotch Plains, Troy's Wood, Lexington |
Hare Meat x5 | Drops from a Hare in all hunting zones, except Diamond Basin |
Elk Meat x5 | Drops from an Elk in Black Creek, John's Town, Valley Forge, Monmouth, Great Piece Hills, Troy's Wood |
Bread x2 | Requires Innkeeper (1) - Eggs (Farmer), Flour (Material) & Milk (Farmer) |
East New York Request - Sequence 09 | |
Items Required | Notes |
Ales x3 | Requires Innkeeper (1) - Barley (Farmer) & Barrels (Material) |
Ciders x2 | Requires Innkeeper (1) - Apples (Farmer) & Barrels (Material) |
Spirits x2 | Requires Innkeeper (1) - Barley (Farmer), Barrels (Material) & Rye (Farmer) |
Tea x2 | Requires Innkeeper (1) - Honey (Farmer) & Rosemary (Huntress) |
Deer Jerkey x2 | Requires Innkeeper (1) - Rock Salt (Miner) & Venison (Hunting) |
North New York Request - Sequence 09 | |
Items Required | Notes |
Cough Syrup x1 | Requires Doctor (2) - Glass Bottles (Material) & Honey (Farmer) |
Eye Drops x1 | Requires Doctor (3) - Glass Bottles (Material) & Rosemary (Huntress) |
Pomade x1 | Requires Doctor (1) - Bear Grease (Hunting) & Deer Marrow (Hunting) |
All-Purpose Remedy x1 | Requires Doctor (2) - Glass Bottles (Material) & St. John's Wort (Huntress) |
Stomachache Medicine x1 | Requires Doctor (1) - Catnip (Huntress), Charcoal (Lumberer) & Glass Bottles (Material) |
Assassination Contracts
Similar to the Courier Missions, these missions require the player to kill set targets instead of delivering a letter. Each mission will give the player five Templar targets that they must kill to receive the £2,000 reward.
Mission | Unlock Requirement |
---|---|
Frontier Contracts | Sequence 05, Memory 3 |
Boston's Contracts | Sequence 06 |
New York's Contracts | Sequence 09, Memory 1 |
Tips:
- Each target not only has a decent sum of money on them, but they also have a resource or trade item as well
- Try to kill the target when they are alone to avoid large battles
- Mercenaries will attack these units and sometimes kill them
Clubs
Like the guilds and factions in previous games, these allow the player to complete missions and challenges for bonus rewards. They first become available at the start of Sequence 05, but some requirements must be met before they officially unlock (see the individual club sections for more info).
Once Connor has received an invitation to join a club, the first tier of Challenges for that club will become available for viewing in the Logbook.
The Hunting Society
A Hunting Society representative will approach Connor if he has hunted and skinned one animal, unlocking the first tier of challenges and filling in The Hunting Society Membership on the DNA Tracker. The hunting cabins will now appear on the map (as long as the area has been uncovered) and the player can now visit these cabins to accept missions in a linear progression.
The Hunting Society is the only club that gives rewards, in the form of Native American memento's, which can be viewed in an upstairs room of The Homestead.
Quest | Requirements | Rewards |
---|---|---|
Hunting Challenges 1 | Kill 5 deer. | - |
Kill a wolf. | ||
Skin 10 animals. | ||
Trade hunting spoils worth £500. | ||
Use bait with a snare to capture five animals. | ||
Kill a bear with the Hidden Blade. | ||
Hunting Challenges 2 | Stealth kill 5 animals while using Bait. | - |
Skin 25 animals. | ||
Kill 10 animals with the Hidden Blade. | ||
Capture 20 animals with snares. | ||
Kill 15 animals with the Bow. | ||
Hunting Challenges 3 | Skin every species of animal. | - |
Kill 5 animals from horseback. | ||
Trade hunting spoils worth a total of £2000. | ||
Complete your hunting map. | ||
Have collected 50 undamaged pelts. | ||
The Man-Eater | Head to the marker in Packanack and use Eagle Sense to analyze the clues, enter the cave, pick up the marked corpse and drop it by the marked area to lure the bear out and defeat it. | Bear Memento |
Feline Feet | Head to the in Black Creek and use Eagle Sense to analyze the clues and find the Bobcat. You will need to kill the Bobcat before it gets away; if you fail, you will need to restart by exit and re-entering the Animus or run a significant distance away. | Bobcat Memento |
The Patriarch | Head to the marker in Diamond Basin and use Eagle Vision to find the golden Elk. Use bait to draw it close to some high brush or below a branch to kill it with your hands. | Deer Memento |
The Pack Leader | Head to the marker in ??? and hide in the trees to safely shoot and kill the three marked wolves to draw out their leader and kill it as well. | Wolf Memento |
Acute Cat | Head to the marker in Kanien:keh and find the cougar in the mountain pass and kill it (you will need to approach from the village to climb the cliff side). | Cougar Memento |
The Elk Bachelor | Head to the hunting society marker in Valley Forge and kill the Elk. | Elk Memento |
The Frontiersmen
The Frontiersmen can be visited at any of the camps marked on the map at the start of Sequence 05. The player will need to accept the first mission to unlock the clubs challenges in a linear progression. All missions, except the Boston ones, can be completed in Sequence 05.
Quest | Requirements |
---|---|
Frontiersmen Challenges 1 | Perform 10 Leaps of Faith. |
Discover 5 Underground network entrances. | |
Reach 5 high points (Viewpoints). | |
Discover the location of all 7 forts. | |
Explore the canopy by traveling 100m through the trees. | |
Collect 5 feathers. | |
Frontiersmen Challenges 2 | Dive into water from a height of 50 meters. |
Complete an Almanac. | |
Climb for a total of 1500m. | |
Discover the location of every trading post in the Frontier. | |
Listen to all of Washington's conversations. | |
Frontiersmen Challenges 3 | Reveal all of Boston's map. |
Reveal all of New York's map. | |
Reveal the whole Frontier map. | |
Reveal all the Viewpoints. | |
Discover all of the Underground Network entrances in New York and Boston. | |
Visit every Tavern in the Frontier, New York, and Boston. | |
The Boy Who Cried Wolf | Head to the marker in Great Piece Hills to use Eagle Vision to analyze the clues and kill the wolf. |
The Sasquatch | Head to the marker in Black Creek and enter the cave on the right-hand side of the waterfall to find the Sasquatch. |
The Haunted Lighthouse | Head to the marked green area in Great Piece Hills and climb to the top of the lighthouse to find the fake ghost. |
The Headless Horseman | Head to the marker in Troy's Wood to use Eagle Vision to find and analyze one of the corpses |
Monster of the Sea | Head to the four markers on the map and eavesdrop on three of the conversations, by using citizens or climbing roofs/trees, and then talk to the widow in the graveyard. Now head to the next marker to use Eagle Vision and examine the diving gear. |
Unidentified Flying Object | Head to the marker in southwest Boston and use Eagle Vision to locate the clue in a tree and then use the outhouse to analyze the umbrella. |
Boston Brawlers
A Boston Brawlers representative will visit Connor after he has beaten an enemy with his fists only, unlocking the first tier of challenges and the first mission. Note that only the first mission can be completed in Sequence 05 and the rest will need to wait until the player reaches New York.
Quest | Requirements |
---|---|
Brawler Challenges 1 | Disarm 5 enemies. |
Kill 5 enemies affected by a Smoke Bomb within 10 seconds | |
Kill 25 enemies with your Hidden Blades. | |
Stealth kill 10 enemies without being detected. | |
Kill 10 Officers. | |
Achieve a 5 enemy kill streak. | |
Brawler Challenges 2 | Fight and kill 10 Grenadiers. |
Kill an enemy with every type of weapon. | |
Perform 5 double assassinations. | |
Have your recruits assist you in combat 10 times. | |
Liberate 3 forts. | |
Brawler Challenges 3 | Achieve a 7 enemy Kill Streak. |
Use the Rope Dart to perform a Predator move 5 times. | |
Own every weapon available in the stores. | |
Disarm and kill 10 Jagers with their own weapon. | |
Defend yourself from a firing line by using a human shield 10 times. | |
Peter Bunyon | Head to the marker in Troy's Wood in the Frontier to defeat Peter and his friends. |
The Sailor | Head to the marker in New York to fight and defeat the sailor with counter disarms followed swiftly by punches. |
The Smuggler | Head to the marker in Boston to defeat 2 smugglers with counter disarms and counter throws followed by punches. |
The Stinger | Head to the marker in Diamond Basin in the Frontier to defeat the stinger with counter disarms followed by punches. |
The Ropebeater | Head to the marker in Boston to defeat the ropebeater by counter throwing him into tables and barrels (see below). |
The Merchant | Head to the marker in New York to defeat the merchant with counter throws and defense break attacks followed by punches. |
The Tournament | Return to Harold Ring in Boston to take part in four rounds of combat. All enemies are weak to counter disarms and defense breaks, so stick to those to defeat them. |
Tips:
- For The Ropebeater, stand with your back to a table or barrel and then tap O/B to throw him into the object and cause damage. Repeat until defeated.
The Thief's Club
A Thief Club representative will visit Connor after he has pickpocketed £100, unlocking the first tier of challenges.
Quest | Requirements |
---|---|
Thief Challenges 1 | Loot 10 dead bodies. |
Perform an Air Assassination 25 times. | |
Catch a courier. | |
Pickpocket £200. | |
Kill an enemy from a hiding place 25 times. | |
Thief Challenges 2 | Escape from open conflict by using blending or hiding 10 times. |
Steal everything a guard owns three times. | |
Lure away a guard dog using bait three times. | |
Perform 30 stealth kills without being detected. | |
Steal everything a rich citizen owns without being detected. | |
Thief Challenges 3 | Poison 5 enemies. |
Find and empty the 10 chests in New York. | |
Win £500 by playing minigames. | |
Pickpocket or loot £1,500. | |
Successfully attack and loot a convoy 3 times. |
Liberating Forts
There are a total of 7 forts in AC III that the player can liberate: 3 are in the Frontier, 2 are in each city (Boston and New York). Each fort is marked by a large red restricted zone that will cause open conflict if seen. Although there is no memory directly related to the forts, liberating them is required for 100% synchronization and the treasure within. Liberating a fort also has the added bonus of reducing taxes on convoys, the primary source of income in the game, and becoming a fast travel location.
To liberate a fort, Connor must kill the fort captain and ignite the power reserve before lowering the flag and replacing it with a patriot flag. While players can rush in and kill all the inhabitants to complete this task, the following guide will detail the stealthy method.
Name | Region | Location |
---|---|---|
Fort St-Mathieu | Frontier | South, near the New York entrance |
Fort Monmouth | Frontier | Southwest corner of the map, west of the Harbormaster |
Fort Duquesne | Frontier | Northwest area of the map, north of Valley Forge |
Fort Hill | Boston | Eastern area of the city |
Fort Independence | Boston | Southwest area of the city, by the Boston Commons |
Fort Washington | New York | West area of the city, near the docks |
Fort Division | New York | Northwest area of the city, near the Frontier exit |
Tips:
- Although many forts are available when the player gains access to the area, the limited arsenal of Connor may require them to postpone the liberation until later.
- The player must complete all three steps to liberate the fort before leaving the area or the fort will be reset to its original state.
- If the player wants to take a direct approach, rather than a stealthy one, killing the Captain quickly can cause some of his subordinates to run off.
- Weather changes the visibility of the redcoats. Taking a fort in rain or winter can be to the player's advantage.
Liberation Missions
Liberation Missions, more rightly called Assassin Recruitment, are automatically unlocked in Sequence 06 when the player assists Stephane Chapheau. From that point on the player can complete liberation missions in each district of a city to gain an assassin recruit and the unique Assassin Abilities they possess and use the Assassin Guild to gain money and level up recruits.
Like Assassin Signal's from the previous games, when your recruits are not on a mission the player can use their abilities by selecting it from the Assassin Recruit menu (hold L2/LB) and then tap L2/LB to use that ability and consume a certain number of "tokens".
General Tips:
- Use the Liberations Missions filter on the map to show the district lines and view any uncovered missions
- If the player fails a mission, run off screen far enough from the event start and then return
- Once the player has completed any SINGLE mission, the recruit will appear on the map and is available for conversation. In general, there are two conversations with each recruit before completing the final liberation missions. If the player wants to know more about their recruits, make sure to check on them once in a while before completing all missions in the zone.
South Boston | |
---|---|
Defeat Escorts | The player must defeat four escorts to free two conscripts. The best tactic is to run in and get a double assassinate before finishing off the final two escorts. The mission is failed if both conscripts are defeated. |
Kill Conscription Agents | The player must defeat a conscription agent on horseback as he chases after a civilian. As you approach the area, use the tool to call your horse and then rush and spur your horse to stay in range. Once in range, use Square/X to assassinate the enemy from horseback. |
Martial Law | Approach your contact in the south section of the district for a cutscene. When you have control, sneak around the north side of the restricted area to a hay cart and assassinate the guard next to it. You can then use the crowd and stalking area to approach the man addressing everyone and use the marksman skill by targeting him and hitting L2/LB. |
North Boston | |
Protect Merchant | The player must defeat the men harassing the merchants around town without letting the Grenadier escape. The best strategy for this is to target the man in charge, at the front and center of the group, and rush in for a high profile assassination. Once defeated, the player can decide whether to fight or flee the remaining mercenaries. |
Free Captives | Similar to the missions where Haythem had to free the captives, the player must defeat the enemies guarding the captives to free them. |
Gangs of Boston | Talk to your contact at the tavern and then approach the restricted area to the north. Equip and trigger the Bodyguard ability and calmly walk to the Templar leader and assassinate them. |
North New York | |
Beat Up Merchant | The player must defeat the two marked merchants to enable the starving children to steal some food. |
Defend Farmer | The player must stay within the blue circle while defeating incoming redcoats to protect the farmer. Stick close to the farmer and make sure to distract any enemies that approach him. If the farmer dies, the player will fail the mission and have to leave and return. |
Prevent Evictions | The player must choose to defeat or pay off the bailiff that has come to evict the citizens. If the player chooses to defeat them, make sure to loot the corpses for some money and high value items, but if the player chooses to pay them off, they can follow the bailiff until he separates from the guards and take him down to retrieve the money and items. |
Hoarding Provisions | Find your contact in the northwest section of New York and then approach the restricted zone from then east. Use the nearby stalking zone to hide and activate the lure ability to draw the sentries away for easy access to the Templar leader. |
West New York | |
Burn Infected Blankets | There are two different types of encounters for this mission; the first will require the player to defeat a small group of Templars and the other will either be unattended or have a civilian guarding it. Either way, clear the path and then burn the blankets by hitting O/B. |
Put Down Rabid Dogs | The player must kill rabid dogs that bark constantly at the player. |
Carry Sick Civilians | The player must pick up and carry the civilians to a nearby clinic. This is best done when you are Incognito, to avoid conflict. |
Protect the Clinic | Approach the contact near the clinic and prepare for an attack. Use the Ambush ability, as well as powder keys, to protect the clinic from waves of redcoats from the north, east, and west. |
East New York | |
Beat up the Officer | The player must defeat three escorts to automatically subdue the Officer. |
Prevent an Execution | The player must rush in and defeat the redcoats before they shoot the citizens. Use Smoke Bombs or recruits to complete this quickly. |
Plant False Documents | The player must plant documents on a snitch by "pickpocketing" them. Note that you can get a full pickpocket off by running in and holding the button to end the event before you are discovered. |
Assassin Abilities
Assassinate | |
---|---|
District | Boston Central (Story Memory) |
Recruit | Stephane Chapeau |
Tokens Used | 1 |
Notes | Assassinate will call a recruit to kill any targeted individual and engage in conflict with any other enemies that appear due to open conflict. |
Riot | |
District | Boston Central (Story Memory) |
Recruit | Stephane Chapeau |
Tokens Used | 1 |
Notes | Riot is mostly used for diversion by creating an angry mob from the surrounding citizens and occupying the attention of nearby guards. |
Marksman | |
District | Boston South |
Recruit | Clipper Wilkinson |
Tokens Used | All |
Notes | Marksman is by far the best ability available in AC III. When used on a target, all available assassins will fire into the field and kill up to 5 targets. If this causes open conflict, they will then engage in battle. |
Bodyguard | |
District | Boston North |
Recruit | Duncan Little |
Tokens Used | All |
Notes | Bodyguard is best used to avoid detection by summoning all available assassins to walk along Connor and protect him from any guards that see him by killing them and retreating away. The skill stays into effect until all recruits have killed an opponent or you dispatch them by hitting O/B. |
Lure | |
District | New York North |
Recruit | Deborah "Dobby" Carter |
Tokens Used | 1 |
Notes | Lure is another diversion tactic used by having a recruit pickpocket an opponent and then flee from the scene, luring all guards in the vicinity into a chase and letting you walk by freely. |
Ambush | |
District | New York North |
Recruit | Jamie Colley |
Tokens Used | 1 |
Notes | Ambush works similar to Trip Mines, except that a recruit will run in and assassinate the opponent when they enter the abilities effect area. Although not overly useful as an offensive ability, they are great for defense or diversion. |
Covert Escort | |
District | New York East |
Recruit | Jacob Zenger |
Tokens Used | 2 |
Notes | Covert Escort is a great skill that allows Connor to acts as a hostage while being escorted by recruits dressed as redcoats. This is great for getting past sentries and avoiding detection, but the effect is broken upon combat. |
Assassin Guild
Each recruit the player obtains through liberation missions can take part in the Assassin Guild missions to level up, as well as granting a monetary and item rewards. Access the menu by holding L2/LB and pressing Square/X to access the Assassin Guild map. There are a total of 14 colonies that recruits can be sent to on missions, each with its own difficulty and missions.
When selecting a colony and missions, there are four things the player should be aware of:
- Assistance: The bonus applied to the base Success Rate of each missions based on the number of adjacent colonies conquered.
- Time: The ACTIVE game time required to complete the mission.
- Difficulty: A general estimation, in stars, of the difficulty of each mission.
- Rewards: The rewards received, if victorious.
After choosing a colony and missions the player will be asked to assign a recruit to take part, with up to three being able to take part per mission. Upon assigning a recruit the success rate will be displayed with the probability of the missions success. The lower the success rate, the more likely the recruit(s) will fail and be injured, resulting in the recruit being unavailable for a while. In order to improve the success rate, the player can assign multiple recruits.
The success rate for each contract is based on its individual difficulty:
Difficulty | Success Rate |
---|---|
* | 75% |
** | 25% |
*** | 0% |
The success rate is then affected by two factors: the level of the recruit assigned to the contract and any Assistance bonuses.
Assassin Level Bonus | Assistance Bonus | ||||
---|---|---|---|---|---|
Level | Bonus | Level | Bonus | Difficulty | Bonus |
0 | +2% | 6 | +30% | * | +10% |
1 | +5% | 7 | +35% | ** | +15% |
2 | +10% | 8 | +40% | *** | +25% |
3 | +15% | 9 | +45% | ||
4 | +20% | 10 | +50% | ||
5 | +25% | 11 | +55% |
Whenever the player conquers a colony by completing the initial six contracts, they will receive an Assistance bonus to all contracts in neighboring colonies. By using this system the player can conquer difficult colonies much easier.
Colony | Difficulty | Adjacent Colonies |
---|---|---|
Quebec | * | New Hampshire + Massachusetts |
New Hampshire | * | Quebec + Massachusetts |
Massachusetts | *** | New Hampshire + Quebec + Rhode Island |
Rhode Island | * | Connecticut + Massachusetts |
Connecticut | ** | Rhode Island + New York |
New York | *** | Connecticut + Pennsylvania |
Pennsylvania | *** | Maryland + New York + New Jersey + Delaware |
New Jersey | ** | New York + Delaware + Pennsylvania |
Delaware | ** | New Jersey + Pennsylvania + Maryland |
Maryland | ** | Virginia + Pennsylvania + Delaware |
Virginia | *** | Maryland + North Carolina |
North Carolina | ** | South Carolina + Virginia |
South Carolina | * | North Carolina + Georgia |
Georgia | * | South Carolina |
Recruits can be leveled up to 11 through the Assassin Guild missions or by calling them into the field with tokens. If the player calls the recruit into the field they will gain about 10XP a kill or ability use, while each assassin contract gives the recruit about 40-60XP depending on the contract and time taken.
While both of these methods are viable for leveling up, which one the player prefers to use will depend on play style. If the player wishes to call recruits into battle, the best place to do this would be inside an enemy occupied fort with large groups of enemies (leaving and re-entering without liberating the fort to respawn the enemies). If the player rarely uses their recruits, it makes much more sense to use the guild to level them up.
As the player levels up their recruits they will gain new fighting capabilities used when summoned.
Level | Rank | XP | Moves Learned |
---|---|---|---|
1 | Private | 100 | Combo Kill, Air Assassination, Weapon Swipe |
2 | Corporal | 200 | Double Assassination, Backstab, Duckfoot Pistol |
3 | Sergeant | 300 | Ground Kill, Improved Assassination, Counter Disarm |
4 | Officer Cadet | 400 | Human Shield, Improved Combo Kill, Loot |
5 | Lieutenant | 500 | Improved Pistol, Counter Throw, New Melee Weapon |
6 | Captain | 600 | Special Counter, Resist Combo Kill |
7 | Major | 700 | Improved Assassination, Counter Kill |
8 | Colonel | 800 | Double Barrel Pistol |
9 | General | 900 | Improved Combo Kill, Resist Combo |
10 | Field Marshal | 1,000 | Parry Reversal, Smoke Bomb |
11 | Assassin | 1,100 | New Weapon, Signature Move |
The Homestead Missions
Like the previous Assassin's Creed games, the player will have control of a manor where their equipment, rewards, and other achievements will be displayed. New to Assassin's Creed III, the player will now be able to recruit characters to live in the Davenport Homestead and crate good that can be traded to the shops in Boston, New York, and the Frontier.
Achilles & Timothy
Achilles and Father Timothy are the only NPC's that reside on The Homestead that do not either produce or craft items.
Achilles - The Housekeeper
Mission Title | Unlock | Requirement |
---|---|---|
Encyclopedia of the Common Man | Sequence 06 | Head to the marker inside the Davenport manor to talk to Achilles (See Below) |
Manor Mysteries 1 | Sequence 07 | Head to the marker inside the Davneport manor to talk to Achilles and then head to the waypoint to talk to Norris. Follow him to the cave entrance and shoot the barrel to open the entrance. Follow the waypoints to the chest and pick it open. You now have 2 minutes to escape via the ledge on the wall behind you as the cave collapses. |
Manor Mysteries 2 | Sequence 09 | Head to the marker inside the Davenport manor to talk to Achilles and then fast travel to the marker in New York. Head to the waypoint and climb the building to retrieve the painting and then return to Achilles. |
Legacy | Sequence 11 | Head to the marker inside the Davenport manor to find Achilles dead and then talk to Father Timothy. |
Achilles' Painting | Sequence 11 | Head to the marker inside the Davenport manor to inspect the painting and place it. |
Your goal is to create a record of activities for all the individuals that live on the Davenport Homestead. In order to do this you need to "scan" the individuals during the activity you want to record by holding L1/LT. An action can only be recorded once and you need to complete three scans.
Tips:
- You can tell if the individuals are doing something recordable by using Eagle Vision (gold = recordable)
- Most of the outdoor events will only occur in spring, as winter is unseasonable for some careers to work outdoors
- Check on the inhabitants before and after any The Homestead Missions, as well as any time you are running through the area.
Inhabitant | Activities |
---|---|
Big Dave (Blacksmith) | Sharpening Tools, Splitting Logs w/ Lumberers, Unloading Cart, Forging Metal, Horseshoeing, ect. |
Lyle White (Doctor) | With a Client, Picking Herbs, Reading Newspaper, Playing Bowls, Taking Measurements w/ Ellen |
Warren & Prudence (Farmer) | Feeding Chickens, Shoveling Hay, Making Butter, Milking Cows, Plowing Field, etc. |
Myriam (Huntress) | Roasting Hare, Sharpening Tools, Skinning a Deer, Setting a Trap, Cleaning a Musket |
Oliver & Corrine (Innkeepers) | Butchering a Pig, Changing Bottles or Kegs, Idle at Bar, Roasting a Deer, etc. |
Godfrey & Terry (Lumberers) | Sawing, Sharpening Tools, Splitting Logs, Unloading Cart, Playing Bowls |
Norris (Miner) | Mining, Filling a Lantern, Repairing a Beam, Sharpening Tools, Sifting Rocks |
Ellen (Tailor) | With a Client, Trading Pelts, Sewing, Taking Measurements |
Lance (Woodworker) | With a Client, Inspecting the Fence, Repairing a Beam, Checking Chair, Sharpening Tools, etc. |
Father Timothy - The Priest
Mission Title | Unlock | Requirement |
---|---|---|
Finding his Flock | Sequence 09 | Head to the marker in Davenport to start this mission and then give Timothy £1,000 |
The Wedding | Sequence 09 | Head to the marker in Davenport to start this mission and then follow Timothy. When you have control, talk to Norris at the manor and head upstairs to analyze the clues. Head to the green zone and find Myriam in the tree and chase her down. Make sure to talk to everyone in the tavern. |
Artisans
Artisans are residents of The Homestead that craft items through the Crafting system. In order to create high level items, the player must complete missions for the residents.
Lance - The Woodworker
Mission Title | Unlock | Requirement |
---|---|---|
The Whittler's Weapon | Sequence 05 | Head to the marker in Davneport to start this mission and defeat the thugs to help him off the cliffside. |
Tools of the Trade | Sequence 09 | Head to the marker in Davenport to start this mission and then fast travel to the marker in Boston. Talk to Lance and follow him to the shop. Talk to the new owner and your apprentice and then follow Patrick to the tools location and loot the chest. |
Thousand-Pound Idea | Sequence 10 | Head to the marker in Davenport to start this mission and head to New York to retrieve the three pieces of plans and then return the plans to Lance. |
Oliver & Corinne - The Innkeepers
Mission Title | Unlock | Requirement |
---|---|---|
Room at the Inn | Sequence 07 | Head to the marker in Davenport to start this mission and then give Oliver £1,000 |
Big Dave - The Blacksmith
Mission Title | Unlock | Requirement |
---|---|---|
Deserter | Sequence 08 | Head to the marker in the Frontier and defeat the redcoats beating Dave up. When only one is left alive, wait for Dave to elbow the redcoat and then pull the trigger. |
The Proper Tools | Sequence 09 | Head to the marker in Davenport to start this mission and then head to New York to buy the Ebony Hammer and Hardended Steel Head from the General Store. Exit for a scene and return to Big Dave with the tools. |
An Eye for Trouble | Sequence 09 | Head to the marker in Davenport to start this mission and then chase down the scout before returning to Big Dave. |
The Comeback | Sequence 10 | Head to the marker in Davenport to start this mission and then follow him to the defensive point where you'll need to defeat two waves of redcoats. |
Lyle - The Doctor
Lyle is automatically recruited as part of Warren & Prudence's missions (See Happy Expectations below)
Mission Title | Unlock | Requirement |
---|---|---|
Get Me a Doctor | Sequence 09 | Head to the marker in Davenport to start this mission and mount a horse. Follow the waypoints to get Dr. Lyle and Warren and then return to Prudence. |
Slander | Sequence 09 | Head to the marker in Davenport to start this mission and follow Lyle before fast traveling to the marker in Boston. Head to each green zone and locate the paper boys by using Eagle Vision and bribe them. Now locate the overseer to pickpocket or beat him up. |
Wait Times | Sequence 11 | Head to the marker in Davenport to start this mission and then rush over to Diana and return to Lyle. You'll then have to run from patient to patient and treat their wounds. |
Ellen - The Tailor
Mission Title | Unlock | Requirement |
---|---|---|
Cutting Ties | Sequence 09 | Head to the marker in New York to start this mission and follow the girl to beat up an abusive husband. |
Silk Errand | Sequence 09 | Head to the marker in Davenport to start this mission and then fast travel to the waypoint in New York. Use Eagle Vision to examine the clue and retrieve the silk and return to Ellen. |
The Final Straw | Sequence 09 | Head to the marker in Davenport to start this mission and follow the men to Ellen's house and prevent the men from breaking in. |
Harvesters
Harvesters are residents of The Homestead that sell items through the Storhouse. In order to gain a larger selection of goods per harvester, the player must complete missions for the residents.
Godfrey & Terry - The Lumberers
Mission Title | Unlock | Requirement |
---|---|---|
River Rescue | Sequence 05 (story mission) | See Sequence 05, Memory 4 |
Burglar on the Homestead | Sequence 05 | Head to the marker in Davenport to start the mission and then chase the thief down and kill him. |
The Fight | Sequence 06 | Head to the marker in Davenport to start the mission and then follow the children. Use the L and R stick to prevent the cursors from reaching the center, stay between them, and slowly move them to the outskirts. Talk to both men afterwards. |
Bowls Beginner | Sequence 07 | Head to the marker in Davenport to start the mission and play a game of Bowls, win or lose (see Mini-Games). |
Warren & Prudence - The Farmers
Mission Title | Unlock | Requirement |
---|---|---|
Abused | Sequence 05 | Head to the marker in Lexington (Frontier) to start this mission and defeat the Loyalists that are abusing the couple. |
Prudence's Primrose | Sequence 06 | Head to the marker in Davenport to start this mission and then head to the waypoint. Search the green area with Eagle Vision to find all clues and defeat the bear. |
Happy Expectations | Sequence 07 | Head to the marker in Davenport to start this mission and then head to Boston. Head to the marker in Boston to talk to the apprentice and then follow the waypoint to save the doctor from a beating. |
Pig Herder | Sequence 07 | Head to the marker in Davenport to start this mission and then herd the pigs into the pen by walking behind or dashing in front of them to change direction. |
Myriam - The Huntress
Mission Title | Unlock | Requirement |
---|---|---|
Silent Hunter | Sequence 06 | Head to the marker in Davenport to start this mission and carry her home. You'll need to deal with the poachers via a tutorial about the Rope Darts, so head to the waypoint and follow the on screen prompts. |
White Trophy | Sequence 06 | Head to the marker in Davenport to start this mission and use Eagle Vision in the green zone to track down the cougar. Chase it through the area, talk to Norris, and advance into the cave to become a decoy. |
Fool Me Once... | Sequence 09 | Head to the marker in Davenport to start this mission and then talk to Myriam. Defeat the marked wolves and head to the waypoint and run through the trees to defeat the assailant. |
Norris - The Miner
Mission Title | Unlock | Requirement |
---|---|---|
The Brawler | Sequence 06 | Head to the marker in Boston to start this mission and save Norris. |
Norris Goes Courting | Sequence 07 | Head to the marker in Davenport to start this mission and then talk to Prudence on her farm. Follow the waypoints to the high cliff and gather the flowers before returning to Norris to complete the memory. |
Norris Tries Again | Sequence 07 | Head to the marker in Davenport to start this missions and then go to the green zone and inspect the clue at Myriam's camp and return to Norris. Be careful that Myriam does not see you. If she does, exit the red zone before time wears out. |
Raw Materials | Sequence 08 | Head to the marker in Davenport to start this mission and then meet him in the Frontier. While Norris plans the explosives in the mine, protect him from three waves of redcoats. |
The Underground
Although the underground consists of a whole zone to explore, the zone is only used to uncover multiple fast travel locations above ground for quick transport around town. This means that once you have uncovered all exits, there is no need to visit the underground again.
Boston Underground
Crown Coffee House | South Commons | Boston Gate | |
---|---|---|---|
Top | Globe | Crown | Assassin Sign |
Left | Cross | Feather | Female Sign |
Right | Helm/Wheel | DaVinci Man | Male Sign |
Bottom | Scales | Assassin Sign | Scales |
New York Underground
North Dutch Church | St. Paul's Chapel | Trinity Church | |
---|---|---|---|
Top | Triangle | Sun | Triangle |
Left | Cross | Male Sign | Eagle |
Right | Scales | Assassin Sign | Crown |
Bottom | Jester | Scales | Assassin Sign |
Naval Basics & Missions
During Sequence 06, Connor gains access to the Aquila and all nautical expeditions that come along with it. In order to excel at the naval battles, the player must first master the handling and firing of the ship.
PS3 | Xbox360 | Command |
---|---|---|
L Analog | L Stick | Ship Steering |
R Analog | R Stick | Camera Movement |
X | A | Increase Speed |
O | B | Decrease Speed |
Square | X | Brace for Impact |
L1 | LT | Fire Swivel Gun (Hold and Release) |
R1 | RT | Fire Cannons (Hold and Release) |
R2 & D-Pad | RB & D-Pad | Change Ammo Type |
Tips:
- Sailing at Full Sail makes the ship faster, but will reduce maneuverability.
- Sailing at Half Sail allows the player to make tight turns in the open sea or around obstacles.
- Rogue Winds will push a ship at Full Sail into obstacles, even if the player steers completely in the opposite directions. To counteract this, the player should sail at Half Sail or alternate between the two.
- The mini-map shows the direction of the wind. Use the indicator to help the Aquila maintain a high speed by always sailing with or across it, rather than against it.
- Try to avoid approaching ships directly at their sides, where you are vulnerable to broadsides.
- Try to keep the majority of enemy ships on one side of the Aquila, but note that they can be fired independently and have their own timers.
- Holding R1/RT longer will narrow the attack broadside attack and make it more powerful.
- The small and medium sized boats are the best to use the swivel gun on, as they die in 1-3 hits.
There are four types of enemy vessels that the player will need to engage in battle with over the multiple memories:
Ship | Notes |
---|---|
Gunboat | Smallest enemy vessels that do low damage unless in groups |
These are low priority and can be taken out with once swivel gun shot as you reload the cannons | |
Schooner | Attack you head on with grapeshot and are fast and highly maneuverable |
These should be taken out quickly with a broadside or three swivel gun shots | |
Frigate | Fires often and poses an extreme threat as it circles the Aquila |
Ram or fire a broadside at their bow to expose their weak point | |
Man-of-War | The largest enemy vessel, these are rare and exclusive to only certain memories |
Use heat shot or chain shot to limit its maneuverability | |
Ram or fire a broadside at their bow to expose their weak point |
There are two types of nautical missions: the Naval Missions tell a side-story that runs concurrent the main story and the Privateer Missions are short memories where the Aquila must complete a variety of smaller objectives. Additionally, the Captain Kidd Missions are accessed through the naval map and usually take place on islands or area outside of the normal game setting.
Naval Missions
The Chase
Unlock: Complete Sequence 05
Optional Objectives | Limit the ship's damage to 50% |
---|---|
Use a mine to eliminate a gunboat | |
Limit damage from the fort's mortars to 50% |
Sail for the green zone to encounter the first set of enemy ships that attack your ally. The key to the optional objective is to be quick and use your cannon and swivel fire effectively. Start with a broadside on groups and use the swivel to take out individual shots between reloads. When there are no more enemy targets, use the swivel gun to shoot the mines and clear a path for yourself and your ally.
Your ally boat can be very stupid, so it is always a good idea to take out all sets of mines and you pass through the narrow passage. An added bonus to shooting every set of mines is that a gunboat is parked nearby a set and will complete the second optional objective.
When you reach the ocean again, you will encounter a fort that fires on your ship. You will need to use the broadside cannons on the three towers while avoiding their fire. Sail at full sail to move out of mortar range and don't be afraid to cut back to half sail and veer away from the mortar fire. Keep moving to avoid mortar damage and you should have no issue completing the optional objective (there is a checkpoint directly before you engage the fort if you fail).
The Rescue
Unlock: Complete Sequence 06 and The Chase
Optional Objectives | Limit damage from Rogue Waves to 25% |
---|---|
Make no more than two missed shots | |
Destroy two Frigates by firing at their Weak Point |
This mission will probably be your first encounter with Rogue Waves, which can cause serious damage if not avoided. The mission starts with a series of waypoints that you'll need to follow up to the crow's nest to identify the ship in trouble before you return to the wheel and get underway. As you make your way to the ship in trouble, you'll need to switch between half sail and full sail as rogue winds push you around. Additionally, you will need to counter rogue waves as you make your way across the rough seas by bracing for impact.
When you finally engage in battle, you will need to make your shots count and make sure not to miss. For the smaller ships you'll need to get in close or use the swivel gun, while making sure that the larger ships are moving into your fire, rather than away. When you engage the frigates, focus your broadside on their bow to expose their weak points. If you are doing too much damage without exposing their power stores, try and ram the bow to do the small damage directly on the weak point.
French Involvement
Unlock: Complete Sequence 07 and The Rescue
Optional Objectives | Limit damage to La Belladonna to 50% |
---|---|
Sink more enemies than La Belladonna | |
Kill the Officer within one minute |
The trick to this mission is to stay between La Belladonna and the attacking fleet. This tactic allows you to take care of two optional objectives at once: protect the ship from damage and prevent it from destroying more ships than you. Focus on taking out the smaller ships that are defeated easily before you focus on the large ones. The worst situation you could get in is that you are circling La Belladonna with the Man-of-War so that it has a straight shot at La Belladonna. Keep this up until you disable the Man-of-War and board the ship.
On the deck, pursue the Officer and avoid all other enemies and fire by using the crates to go up and over. If you encounter the Officer with other enemies nearby, start a kill streak with a counter kill or perform a double weapon swipe to knock him to the ground and finish him off.
Biddle's Hideout
Unlock: Complete Sequence 08 and French Involvement
Optional Objectives | Take out the Man-of-War within 3 minutes |
---|---|
Destroy the Randolph's mast with a single broadside | |
Kill only Biddle |
As your approach the green zone, the Randolph will fire on the Aquila and then retreat. Focus on following the ship and do not waste time trying to return fire. If you are planning on completing the optional objectives you will probably want to purchase the extra cannon, heat shot, and improved rudder to quicken the fight. Focus on taking out the Man-of-War and then get close to the Aquila so that you can be 100% sure the chain shot will destroy the mast.
Once you have boarded the Randolph, rush straight for the stern to Biddle's position and use counter disarms and weapon swipe to dwindle his life down and follow him below. Once you encounter Biddle again in the lower decks, position Connor in front of the barrels and counter throw Biddle into them when he attacks. Do this three times, while making sure to prevent him from drawing his pistol on Connor, to end the battle.
Privateer Missions
Much shorter than Naval Missions, these battles are short and intense, but completing them lowers the risk rate for trade routes.
Saint-Augustine Contracts
Unlock: Complete Sequence 05
Mission | Optional Objectives | Notes |
---|---|---|
Henderson in Distress | Limit ally health loss to 50% | Steer directly for the first group of enemies to draw their attention away from the Henderson and then take out the first wave. When the second wave arrives, try to stay between the Henderson and the Aquila to prevent it from taking too much damage. |
Paving the Way | Destroy three ships by ramming them | Taking out the optional objective asap is preferred over having to chance the final boat around in an endless loop. Once you have completed the optional objective, finish off the rest of the enemies any way you see fit. |
Dread of Night | Limit environmental damage to 25% | Ignore firing as you steer around the environmental obstacles and chase the Saint James. When you finally engage in combat, break away and fire from both sides of the ship until all enemies are on one side and then finish them off. |
Louisburg Contracts
Unlock: Sequence 06 and the above missions
Mission | Optional Objectives | Notes |
---|---|---|
Troubled Waters | Limit damage taken to 50% | In order to prevent damage, make sure to brace for rogue waves and enemy fire. The trick is to make sure that you do not fire into a wave or below the ship, as it is raised by a wave. Take your time and make sure you do not get ambushed. |
Raiding the Prospector | Sink the fleet within 1:30 | The Piercing Rounds are a definite benefit in this mission, but it also involves making every shot count by firing on something. As you exit the rocks, aim to the right as you veer left to shoot the Prospector's fleet and finish off any small ships with the swivel gun while you reload. By now the second wave should be entering on your left, so repeat this process and then clean up any extra boats left. Like frigates, the Prospector can be taken out quickly if you reveal its weak point by shooting at the bow. |
One of a Kind | Sink a frigate | At first you'll be limited to the narrow channel, but once you reach the open sea you should focus on taking out a frigate. Once you have completed the optional objective, protect yourself to finish the mission. |
The Bahamas Contracts
Unlock: Sequence 07
Mission | Optional Objectives | Notes |
---|---|---|
Blistering Dawn | Limit damage taken to 25% | Take care of the schooners quickly and then focus on the frigates. Nothing special here. |
A Call for Help | Limit ally health loss to 75% | When navigating around the rocks, don't be afraid to go to full stop to make a turn safely before returning to half sail. In order to get the optional objective, rush right into the middle of the fight to draw the enemy fire away from the Independence. |
Search for the Somerset | Limit environmental damage to 25% | Nothing special on this one, since the optional objective is related to environmental damage. |
Virgin Islands Contracts
Unlock: Sequence 08 and the above missions
Mission | Optional Objectives | Notes |
---|---|---|
The Sea Wolves | Complete with no more than 4 ally casualties | The eight merchant ships you must escort will likely get in your way and block your line of fire. Keep tabs on their positions to avoid ramming them and make sure you take out the frigate asap. |
A Midnight Engagement | Limit environmental damage to 25% | If you take the long route, to the right of the rocks, you'll get two chances to broadside the Greyhound. If you are using the extra cannons upgrade, you should sink the ship within this period of time and be able to focus on the rest of the fleet. |
The Giant and the Storm | Sink all ships by firing on the powder stores | Take out the first wave quickly to avoid taking a lot of damage and when the Orpheus and the two frigates show up, ram their bow to expose their weak points. |
Captain Kidd Missions
Available in Sequence 06, when the player receives the Aquila, Peg Leg will request that they find "Trinkets" located throughout the world. Once the player has reach a certain milestone of trinkets, the naval missions will be accessible on the naval map.
Fort Wolcott
Unlock: Complete Sequence 05 and receive Dead Man's Letter 1 (turn in a trinket)
Optional Objectives | Perform 3 ledge assassinations |
---|---|
Limit health loss to 33% | |
Achieve a minimum kill streak of 3 | |
Complete all the constraints in one playthrough |
After the cutscene, climb the tower to ledge assassinate your first guard and then climb up for a cutscene. Head around the boxes and use the wall for cover to whistle and corner assassinate the next guard before moving on. Walk to the balcony edge and hop up and air assassinate the guard below. Under the balcony you just jumped down from is a cannon. Using the right wall, hugging the pillar support on the right, jump up to a ledge and shimmy around to reach a £1250. Now drop down and move into the next area.
Use the boxes to reach the upper level and move on into a room with a patrolling guard. Wait for the guard to walk away and then jump into the hay below to stealth assassinate him. The other guard in the room, who patrols the back section of the area, can be snuck up and assassinated. Once you are clear, find the boxes at the back of the area and carefully climb up to ledge assassinate another guard. Follow the linar path across the upper area of the room, back ejecting across the pots to reach the next area.
Use the window fixtures and chandeliers to cross the next few room, ignoring the soldiers, until your reach the dormitory. Grab the £1,500 from the chest near the third bed and then jump into the next room. Jump across to the beam and then to the guard to ledge assassinate him, completing the optional objective and continue to the next room.
Start by killing the guard next to you, when the other guard on the upper level is walking away, and then kill the other guard on the upper level. Carefully drop down to the bottom floor and rush the two men to perform a double assassination and avoid detection. Grab the £2,000 from one cell and then get the map in the northeast one to proceed.
After the cutscene, defeat the Grenadier by using weapon swipes and guard breaks and then proceed up the ramp nearby to the roof. You'll want to avoid flame damage, as this will cause you to fail the optional objective, as you make your way through the rooms on your way out and when you run into the room full of guards you'll want to perform a kill streak of 3. After the cutscene, veer left and up the ramp and follow the path to exit the fort.
.
Dead Chest's Treasure
Unlock: Receive Dead Man's Letter 2 (turn in 6 trinkets)
Optional Objectives | Perform 3 running assassinations |
---|---|
Stay within 40m of your target | |
Kill the target before he reaches the cave | |
Complete all the constraints in one playthrough |
This is by far the most annoying of the naval missions, since you have to be quick and accurate. Start by following the path and looting a chest of £3,000 before you approach the cliffs and climb up. Keep following the path until you reach the shipwreck and a cutscene.
This is where the annoyance begins and where you will have to start from if you fail the optional objectives. Because the section requires you to constantly run, a walkthrough of what to do is almost impossible. What I will tell you is that you need to run assassinate every guard you pass or you'll fail that objective and that the only place where the scavenger frequently gets out of range at is the part directly after the double assassination. My advice is to play through once to learn where the enemies are, and then restart and run through it again. When you manage to get past the double assassination, stick to the right side of the ships stern to keep the scavenger in range and when the mast crumbles you'll need to spam Square on the other side to air assassinate the man before he runs out of range.
The Ghost Ship
Unlock: Receive Dead Man's Letter 3 (turn in 14 trinkets)
Optional Objectives | Do not fall into the water |
---|---|
Reach the Octavius within 1 min | |
Complete all the constraints in one playthrough |
If you want the money then you may fail the optional objective of reaching the Octavius quickly. That being said, you can always replay the mission to get the money later.
Follow the path for a cutscene and then slide down the slope to the area below and grab the £??? behind the tent. The path you'll need to follow lies to the left of the tent, up a small cliff and across the icebergs. When you reach the other side, with the lowered wooden beams, the stop will stop and you are clear to slow up. Grab the £??? behind the set of tents in the area and climb up the cliffs of ice to reach the mast and the Octavius.
Instead of heading down into the ship, jump on the banisters on the other ship and look down to spot another chest below with £???. There is another chest on the stern of the ship with £1,000 that you should get before dropping into the ships hold and reach the captain's quarters and gather the map.
As you leave, the Octavius will sink into the icy water below. Start by sliding under the beams and turn right to go under some clothes and up a set of boxes. When the floor collapses, run straight across the area and turn left to another cutscene. Climb the wall directly in front of you to the top and climb up before you turn around and jump to the dangling ropes and make your way to the other side and climb up to a back eject. Climb up again and then traverse to the right and climb up the frame of the door to reach the open air and the end of the mission.
The Mad Doctor's Castle
Unlock: Receive Dead Man's Letter 4 (turn in all 24 trinkets)
Optional Objectives | Solve the riddle within 1 min |
---|---|
Reach the assailant's location within 1 min | |
Complete all the constraints in one playthrough |
Start by heading down the corridor and under the beams to reach a large room and then use the bright blue lit ramp to climb across the framework, up the pillar, and across the chandelier to reach the upper level. Take a second to open the chest with £??? before you squeeze through the broken door and use the pole to get to the lower level.
Turn around for a chest with £??? and then slide under the ramp to reach the museum. Before doing anything, locate the stuffed bear to know where it is and then you can analyze the clues in the room. When you have analyzed all clues a cutscene will trigger and the time will start to tick down. You need to reach the upper balcony in 1 minute to complete the optional objective.
Run to the stuffed bear and climb it and jump across the beams to your right to reach the first balcony. Run to the other side, jump to the horns, and climb across the hanging aviary to back eject to another. This aviary can be climbed up to reach a beam, where you can rump across to another beam to the east. Face the waypoint and jump to the waypoint.
Before you do anything else, turn right and climb up the display case and grab the framework to back eject to a beam above and reach a chest with £2,500. You can now drop down and examine the clues to find the secret entrance.
In the next room you will need to climb the pipe organ to head across some beams, but make sure you drop to the area below the V-shaped beams to slide under the left side of the ramp and the far side to reach a chest with £2,000. Once you have grabbed the chest, use the ramp to get up and continue to the bedroom, where you'll need to head through a small alcove and interact with a painting peephole to return to the main room.
Examine all the clues for a cutscene and then you'll have a minute to figure out the puzzle. If you haven't noticed already, there is a cabinet full of watches that all have the time set to 5:50 (the answer). Head to the large clock and move the hour and minute hand to correspond with the time to proceed and finish the level.
Oak Island
Unlock: Complete all previous missions
Optional Objectives | Solve the riddle within 5 min |
---|---|
Do not use any ranged weapons against animals | |
Limit health loss to 30% |
Follow Faulkner until the area opens up and four green zones appear on the map. Your objective is to find each clue and then solve a riddle of moving a diagram on the ground to line up with features in the environment. The trick is to first find the clue by heading to a green zone and using Eagle Vision to highlight the point of interest in white. Once you anazlye the clue, line the circles of the diagram up with the other white features, such as rocks and trees. Do this quickly four times to complete the first optional objective.
You can now approach the clue, but as you do you will be attacked by wolves and the two new optional objectives will pop up. In order to do this, you will need to be quick with your QTE presses, as you can not fire on the wolves. All combos will always start with O/B and be followed by one of the three other buttons. This is about timing and luck as to the QTE's.
Once the wolves are beaten, examine the clue and then fire on the barrels to reveal the entrance. Leap of Faith into the water below and swim to land, where you can cross the stalagmites and climb the far wall up. Climb up and then shimmy left to an opening where Connor can position his feet and then monkey bars it across the cavern to another wall that Connor must climb. As the game indicates, perform a Back Eject and then run along the logs and jump to a platform with a small gap. Slide under and the climb up the broken ladder, shimmy left, and climb up another ladder. Continue forward to a cutscene and then rush out of the cavern as it collapses.
Hunting (In-Depth)
Both the Frontier and The Homestead allow Connor to hunt animals for valuable resources used to generate money or for Crafting. In order to view the hunting map, bring up the main map with Select/Back and use the D-Pad to select the correct view mode. The player can then scan through the various hunting zones, Frontier only, with the L stick. Each zone, outlined in white borders, displays the zone name as well as what animals can be found in that zone.
Tips:
- If the player examines clues, it can increase the spawn rate of the identified animals and also marks the main target.
- The weapon used to kill an animal will determine the quality of the pelt. The best weapons are the Hidden Blade, Poison Darts, Bow, and Snares.
- Examining a clue will also uncover an animal in a zone. If you are trying to fill your hunting map by identifying every animal in a zone, examine some clues.
Hunting Regions
Name | Animals |
---|---|
Black Creek | Bobcat, Elk, Hare, Beaver |
Kanièn:keh | Fox, Deer, Hare, Cougar |
John's Town | Bear, Fox, Elk, Hare |
Valley Forge | Elk, Hare, Raccoon, Beaver |
Concord | Raccoon, Hare, Beaver, Deer |
Monmouth | Hare, Raccoon, Elk, Fox |
Davenport Homestead | Elk, Deer, Fox, Beaver, Raccoon, Wolf, Hare |
Diamond Basin | Deer, Wolf, Cougar, Beaver |
Great Piece Hills | Bobcat, Hare, Wolf, Elk |
Packanack | Bear, Bobcat, Hare, Beaver |
Scotch Plains | Raccoon, Deer, Hare, Cougar |
Troy's Wood | Wolf, Hare, Deer, Elk |
Lexington | Hare, Raccoon, Deer, Fox |
Hunting Resources
The following is a list of all available drops, per animal. Note that the pelt quality is based on the weapon used.
Fox
Fox Pelt
Fox Tail
Damages Fox Pelt
Bear
Bear Pelt
Bear Grease
Bear Claws
Damaged Bear Pelt
Cougar
Cougar Fangs
Cougar Pelt
Damaged Cougar Pelt
Wolf
Wolf Fangs
Wolf Pelt
Damaged Wolf Pelt
Bobcat
Bobcat Claws
Bobcat Pelt
Damaged Bobcat Pelt
Hare
Hare Pelt
Hare Meat
Rabbit's Foot
Damaged Hare Pelt
Beaver
Beaver Pelt
Beaver Teeth
Castoreum
Damaged Beaver Pelt
Raccoon
Raccoon Pelt
Damaged Raccoon Pelt
Deer
Deer Heart
Deer Marrow
Venison
Deer Tail
Deer Pelt
Damaged Deer Pelt
Elk
Elk Pelt
Elk Antlers
Elk Heart
Elk Meat
Damaged Elk Pelt
Crafting
Crafting is the primary way of obtaining money in the game, but requires different resources to create items.
Gathering Resources
There are four major ways to gain items:
- Completing Assassin Guild Contracts
- Hunting: see Hunting (In-Depth)
- Looting & Pickpocketing
- Harvesters
Looting & Pickpocketing
Connor can pickpocket every guard and civilian to obtain resources. Each target carries at least two items, but the probability of being detected increases with each one - unless action are taken to hide, such as blending. Items obtained from civilians depends on a class system, with the wealthier the target the better the items obtained. The player can identify the better targets by observing their attire; rags for the poor and regalia for the rich. While guards are the hardest to pickpocket, they only offer consumables and are best looted after they are deceased.
The following tables indicate what targets drop, with a grouping system:
Pickpocket Rewards | ||||
---|---|---|---|---|
Target | Reward #1 | Reward #2 | Reward #3 | Reward #4 |
Civilian: Poor | Group 1 | Group 1 | £1-5 (50%) | - |
Civilian: Average | £8-15 | Group 2 | £8-15 (50%) | - |
Civilian: Rich | £8-15 | Group 3 | £30-50 | Crafting Item (50%) |
Guards | Consumable | Cartridges x3 | £8-15 | Cartridges x3 |
Reward Grouping | |||||
---|---|---|---|---|---|
Group 1 | Group 2 | Group 3 | Crafting | Consumables | |
Chicken Feathers | Beeswax | Apples | Stomachache Medicine | Toy Dolls | Smoke Bomb |
Charcoal | Butter | Honey | Snakebite Antidote | Cold Medicine | Rope Dart |
Oak Bark | Fresh Water | Eggs | Hair Accessory | Skin Irritation Remedy | Arrow x6 |
Sand | Milk | Caraway | Paper | Ales | Trip Mine |
-C | Bee Balm | Rosemary | Digestive Tonic | Spirits | Poisoned Dart |
Catnip | Roses | All-Purpose Remedy | Golden Rings | -B | |
Lavender | Glass Bottles | Deer Jerkey | Tea | ||
Sage | Flax | Cough Syrup | Buttons | ||
Snakeroot | Hog Lard | Bread | Soap | ||
Clay | Vegetables | Ciders | Pomade | ||
Wheat | Eye Drops | ||||
Madder | |||||
Barley | |||||
Rye | |||||
Wool | |||||
Salt |
Stockpile from Harvesters
Once the player has recruited Harvesters, Connor can access the goods they produce by checking the Stockpile in the Accounting Book at any General Store or the Davenport Mansion. Connor can hold a maximum of 10 units per item, counted separate from his personal inventory, and it takes 2 minutes per item purchased to regenerate in the Stockpile.
Warren & Prudence - The Farmers | Myriam - The Huntress | Godfrey & Terry - The Lumberers | Norris - The Miner | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Level | Resources | Cost | Level | Resources | Cost | Level | Resources | Cost | Level | Resources | Cost |
1 | Beeswax | 2 | 1 | Catnip | 3 | 1 | Charcoal | 5 | 1 | Clay | 8 |
Eggs | 5 | Snakeroot | 5 | Oak Bark | 3 | Iron Ore | 12 | ||||
Honey | 5 | Beaver Pelt | 160 | Oak Lumber | 8 | Sand | 3 | ||||
Milk | 4 | Deer Pelt | 120 | 2 | Ash Lumber | 12 | 2 | Copper Ore | 15 | ||
2 | Apples | 6 | Hare Meat | 20 | Kindling | 5 | Limestone | 10 | |||
Fresh Water | 5 | Hare Pelt | 30 | Walnut Lumber | 10 | Rock Salts | 8 | ||||
Vegetables | 8 | 2 | Rosemary | 7 | 3 | Pine Lumber | 15 | 3 | Lead Ore | 16 | |
Wool | 10 | St. John's Wort | 9 | Spruce Lumber | 16 | Sulfur | 22 | ||||
3 | Cow Hide | 15 | Fox Pelt | 100 | 4 | Hickory Lumber | 30 | 4 | Gold Ore | 35 | |
Pork | 17 | 3 | Madder | 9 | Maple Lumber | 27 | Silver Ore | 32 | |||
Poultry Meat | 16 | Bear Pelt | 240 | Rosewood Lumber | 32 | ||||||
4 | Barley | 25 | Wolf Pelt | 130 | |||||||
Flax | 27 | ||||||||||
Rye | 30 | ||||||||||
Wheat | 24 |
Gathering Recipes
Crafting Recipes reveal the ingredients needed to craft each item. There is one recipe for each item craftable in the game, but they are not required to craft. Using the tables below, you can blind craft to create items you desire.The most common way of obtaining recipes is by finding them within chests in Boston, New York, and the Frontier.
The other way to obtain recipes is by completing game progression and optional objectives, such as:
Recipe | Unlock Condition |
---|---|
Twin Holsters | Complete Sequence 05 |
Consumables | Complete Sequence 03-06 |
Small Saddle Bags | Complete Sequence 09 |
Medium Saddle Bags | Complete Sequence 10 |
Large Saddle Bags | Complete Sequence 12 |
Benjamin Franklin Inventions | Collect all Almanac Pages |
Pouch Upgrades | Complete The Homestead Missions |
Crafting Recipes
Although not indicated, all Pelts can be obtained through hunting as well as through the Stockpile via the Huntress.
Consumables
Arrow
Artisan(s) | Blacksmith (1) |
Woodworker (1) | |
Ingredients | Iron Ore (Miner) |
Kindling (Lumberer) | |
Cost | 10 |
Bait
Artisan(s) | Innkeeper (1) |
Ingredients | Hare Meat (Huntress) |
Poultry Meat (Farmer) | |
Vegetables (Farmer) | |
Cost | 5 |
Cartridge
Artisan(s) | Blacksmith (1) |
Ingredients | Lead Ore (Miner) |
Cost | 15 |
Poisoned Dart
Artisan(s) | Blacksmith (1) |
Doctor (2) | |
Ingredients | Lead Ore (Miner) |
Sulfur (Miner) | |
Cost | 225 |
Rope Dart
Artisan(s) | Blacksmith (2) |
Tailor (1) | |
Ingredients | Cow Hide (Farmer) |
Flax (Farmer) | |
Weapon Blades (Materials) | |
Cost | 125 |
Smoke Bomb
Artisan(s) | Blacksmith (3) |
Ingredients | Black Powder (Materials) |
Clay (Miner) | |
Dyes (Materials) | |
Cost | 50 |
Snare
Artisan(s) | Woodworker (2) |
Ingredients | Cow Hide (Farmer) |
Kindling (Lumberer) | |
Cost | 15 |
Trip Mine
Artisan(s) | Blacksmith (4) |
Ingredients | Black Powder (Materials) |
Clay (Miner) | |
Flints (Materials) | |
Cost | 150 |
Inventions
Busybody
Artisan(s) | Blacksmith (2) |
Ingredients | Lead Ore (Miner) |
Sand (Miner) |
Electrostatic Generator
Artisan(s) | Blacksmith (4) |
Doctor (3) | |
Ingredients | Copper Ore (Miner) |
Iron Ore (Miner) | |
Sand (Miner) |
Franklin Stove
Artisan(s) | Blacksmith (3) |
Ingredients | Iron Ore (Miner) |
Silver Ore (Miner) |
Glass Armonica
Artisan(s) | Blacksmith (4) |
Ingredients | Charcoal (Lumberer) |
Sand (Miner) |
Joseph Priestley Soda Apparatus
Artisan(s) | Innkeeper (1) |
Ingredients | Fresh Water (Farmer) |
Glass Bottles (Materials) |
Kite and Key
Artisan(s) | Tailor (2) |
Ingredients | Kindling (Lumberer) |
Linsey-Woolsey (Materials) |
Leyden Jar
Artisan(s) | Blacksmith (2) |
Ingredients | Copper Ore (Miner) |
Fresh Water (Farmer) | |
Glass Bottles (Materials) |
Orrery
Artisan(s) | Blacksmith (1) |
Woodworker (2) | |
Ingredients | Copper Ore (Miner) |
Rosewood Lumber (Lumberer) |
Watt Steam Engine
Artisan(s) | Blacksmith (3) |
Ingredients | Fresh Water (Farmer) |
Iron Ore (Miner) |
Special Items
"Broken Sword" Knife
Artisan(s) | Blacksmith (2) |
Ingredients | Special Iron Ingot (Norris' quest) |
Weapon Blades (Materials) |
Cartridge Pouch 1
Artisan(s) | Tailor (1) |
Ingredients | Hare Pelt (Huntress) |
Cartridge Pouch 2
Artisan(s) | Tailor (2) |
Ingredients | Deer Pelt (Huntress) |
Sewing Threads (Materials) |
Cartridge Pouch 3
Artisan(s) | Tailor (3) |
Ingredients | Fox Pelt (Huntress) |
Sewing Threads (Materials) |
English Flintlock Pistol
Artisan(s) | Blacksmith (2) |
Woodworker (2) | |
Ingredients | Flints (Materials) |
Oak Lumber (Lumberer) | |
Special Iron Ingot (Norris' quest) |
French Coat Pistol
Artisan(s) | Blacksmith (2) |
Ingredients | Flints (Materials) |
Iron Ore (Miner) | |
Special Iron Ingot (Norris' quest) |
Iron Blade War Club
Artisan(s) | Blacksmith (1) |
Woodworker (2) | |
Ingredients | Ash Lumber (Lumberer) |
Special Iron Ingot (Norris' quest) |
Italian Flintlock
Artisan(s) | Blacksmith (3) |
Woodworker (3) | |
Ingredients | Flints (Materials) |
Maple Lumber (Lumberer) | |
Special Iron Ingot (Norris' quest) |
Land Convoy
Artisan(s) | Woodworker (1) |
Ingredients | Oak Bark (Lumberer) |
Oak Lumber (Lumberer) |
Land Convoy Capacity Upgrade
Artisan(s) | Woodworker (1) |
Ingredients | Kindling (Lumberer) |
Pine Lumber (Lumberer) |
Lincoln's Sword (Replica)
Artisan(s) | Blacksmith (4) |
Ingredients | Silver Ore (Miner) |
Special Iron Ingot (Norris' quest) |
Naval Axe
Artisan(s) | Blacksmith (3) |
Woodworker (3) | |
Ingredients | Hickory Lumber (Lumberer) |
Special Iron Ingot (Norris' quest) |
Naval Convoy
Artisan(s) | Woodworker (2) |
Ingredients | Bear Grease (Hunting) |
Oak Bark (Lumberer) | |
Spruce Lumber (Lumberer) |
Naval Convoy Capacity Upgrade
Artisan(s) | Woodworker (3) |
Ingredients | Kindling (Lumberer) |
Maple Lumber (Lumberer) |
Naval Duckfoot
Artisan(s) | Blacksmith (3) |
Ingredients | Flints (Materials) |
Lead Ore (Miner) | |
Special Iron Ingot (Norris' quest) |
Poison Dart Pouch Upgrade
Artisan(s) | Tailor (1) |
Ingredients | Beaver Pelt (Huntress) |
Hare Pelt (Huntress) | |
Sewing Threads (Materials) |
Quiver 1
Artisan(s) | Tailor (1) |
Woodworker (2) | |
Ingredients | Ash Lumber (Lumberer) |
Cow Hide (Farmer) |
Rope Dart Pouch 1
Artisan(s) | Tailor (1) |
Ingredients | Hare Pelt (Huntress) |
Sewing Threads (Materials) |
Royal Navy Sea Service Flintlock
Artisan(s) | Blacksmith (4) |
Ingredients | Flints (Materials) |
Gold Ore (Miner) | |
Special Iron Ingot (Norris' quest) |
Royal Pistol
Artisan(s) | Blacksmith (3) |
Ingredients | Flints (Materials) |
Silver Ore (Miner) | |
Special Iron Ingot (Norris' quest) |
Saddle Bags Large
Artisan(s) | Blacksmith (4) |
Tailor (3) | |
Ingredients | Gold Ore (Miner) |
Sewing Threads (Materials) |
Saddle Bags Medium
Artisan(s) | Blacksmith (4) |
Tailor (3) | |
Ingredients | Silver Ore (Miner) |
Sewing Threads (Materials) |
Saddle Bags Small
Artisan(s) | Blacksmith (4) |
Tailor (3) | |
Ingredients | Copper Ore (Miner) |
Sewing Threads (Materials) |
Smoke Bomb Pouch Upgrade
Artisan(s) | Tailor (1) |
Ingredients | Cow Hide (Farmer) |
Sewing Threads (Materials) |
Snare Pouch 1
Artisan(s) | Tailor (1) |
Ingredients | Wolf Pelt (Huntress) |
Sewing Threads (Materials) |
Trip Mine Pouch 1
Artisan(s) | Tailor (2) |
Ingredients | Cow Hide (Farmer) |
Fox Pelt (Huntress) | |
Sewing Threads (Materials) |
Twin Holsters
Artisan(s) | Tailor (2) |
Ingredients | Rosewood Lumber (Lumberer) |
Wolf Pelt (Huntress) |
War Tomahawk
Artisan(s) | Blacksmith (2) |
Ingredients | Special Iron Ingot (Norris' quest) |
Washington's Battle Sword (Replica)
Artisan(s) | Blacksmith (4) |
Ingredients | Silver Ore (Miner) |
Special Iron Ingot (Norris' quest) |
Materials
Barrels
Artisan(s) | Woodworker (1) |
Ingredients | Oak Lumber (Lumberer) |
Cost | 35 |
Belt Buckles
Artisan(s) | Blacksmith (2) |
Ingredients | Copper Ore (Miner) |
Cost | 40 |
Black Powder
Artisan(s) | Blacksmith (3) |
Ingredients | Lead Ore (Miner) |
Rock Salt (Miner) | |
Sulfur (Miner) | |
Cost | 75 |
Buttons
Artisan(s) | Woodworker (2) |
Ingredients | Hickory Lumber (Lumberer) |
Cost | 55 |
Candles
Artisan(s) | Tailor (1) |
Ingredients | Beeswax (Farmer) |
Cost | 27 |
Disinfectant
Artisan(s) | Doctor (1) |
Ingredients | Apples (Farmer) |
Cost | 31 |
Dyes
Artisan(s) | Tailor (2) |
Ingredients | Vegetables (Farmer) |
Cost | 35 |
Flints
Artisan(s) | Blacksmith (2) |
Ingredients | Iron Ore (Miner) |
Lead Ore (Miner) | |
Limestone (Miner) | |
Cost | 65 |
Flour
Artisan(s) | Innkeeper (1) |
Ingredients | Wheat (Farmer) |
Cost | 50 |
Glass Bottles
Artisan(s) | Blacksmith (1) |
Ingredients | Sand (Miner) |
Cost | 30 |
Inks
Artisan(s) | Tailor (2) |
Woodworker (3) | |
Ingredients | Madder (Huntress) |
Cost | 35 |
Linsey-Woolsey
Artisan(s) | Tailor (1) |
Ingredients | Flax (Farmer) |
Wool (Farmer) | |
Cost | 65 |
Nails
Artisan(s) | Blacksmith (1) |
Ingredients | Iron Ore (Miner) |
Cost | 40 |
Paper
Artisan(s) | Tailor (1) |
Woodworker (2) | |
Ingredients | Flax (Farmer) |
Oak Bark (Lumberer) | |
Cost | 55 |
Sewing Threads
Artisan(s) | Tailor (1) |
Ingredients | Wool (Farmer) |
Cost | 35 |
Weapon Blades
Artisan(s) | Blacksmith (2) |
Ingredients | Charcoal (Lumberer) |
Iron Ore (Miner) | |
Cost | 45 |
Weapon Handles
Artisan(s) | Woodworker (2) |
Ingredients | Maple Lumber (Lumberer) |
Cost | 55 |
Alcohol
Ales
Artisan(s) | Innkeeper (1) |
Ingredients | Barley (Farmer) |
Barrels (Materials) | |
Cost | 125 |
Ciders
Artisan(s) | Innkeeper (1) |
Ingredients | Apples (Farmer) |
Barrels (Materials) | |
Cost | 106 |
Spirits
Artisan(s) | Innkeeper (1) |
Ingredients | Barley (Farmer) |
Barrels (Materials) | |
Rye (Farmer) | |
Cost | 155 |
Clothing
Belts
Artisan(s) | Tailor (1) |
Ingredients | Belt Buckles (Materials) |
Cow Hide (Farmer) | |
Cost | 120 |
Boots
Artisan(s) | Tailor (2) |
Ingredients | Belt Buckles (Materials) |
Fox Pelt (Huntress) | |
Cost | 170 |
Clothing
Artisan(s) | Tailor (1) |
Ingredients | Buttons (Materials) |
Linsey-Woolsey (Materials) | |
Cost | 210 |
Coonskin Hat
Artisan(s) | Tailor (2) |
Ingredients | Raccoon Pelt (Huntress) |
Sewing Threads (Materials) | |
Cost | 145 |
Fine Clothing
Artisan(s) | Tailor (3) |
Ingredients | Buttons (Materials) |
Linsey-Woolsey (Materials) | |
Wolf Pelt (Huntress) | |
Cost | 305 |
Fine Hat
Artisan(s) | Tailor (3) |
Ingredients | Beaver Pelt (Huntress) |
Hare Pelt (Huntress) | |
Cost | 165 |
Fine Shoes
Artisan(s) | Tailor (3) |
Ingredients | Beaver Pelt (Huntress) |
Belt Buckles (Materials) | |
Cost | 215 |
Fox Tail Scarf
Artisan(s) | Tailor (2) |
Ingredients | Fox Tail (Hunting) |
Sewing Threads (Materials) | |
Cost | 125 |
Hats
Artisan(s) | Tailor (2) |
Ingredients | Beaver Pelt (Huntress) |
Cost | 135 |
Moccasins
Artisan(s) | Tailor (2) |
Ingredients | Elk Pelt (Hunting) |
Sewing Threads (Materials) | |
Cost | 185 |
Quilts
Artisan(s) | Tailor (2) |
Ingredients | Dyes (Materials) |
Linsey-Woolsey (Materials) | |
Sewing Threads (Materials) | |
Cost | 265 |
Shoes
Artisan(s) | Tailor (1) |
Ingredients | Belt Buckles (Materials) |
Hare Pelt (Hunting) | |
Cost | 120 |
Tool Belts
Artisan(s) | Tailor (2) |
Woodworker (1) | |
Ingredients | Belt Buckles (Materials) |
Cow Hide (Farmer) | |
Nails (Materials) | |
Cost | 175 |
Wigs
Artisan(s) | Tailor (2) |
Ingredients | Dyes (Materials) |
Sewing Threads (Materials) | |
Wool (Farmer) | |
Cost | 185 |
Food
Bread
Artisan(s) | Innkeeper (1) |
Ingredients | Eggs (Farmer) |
Flour (Materials) | |
Milk (Farmer) | |
Cost | 124 |
Deer Jerkey
Artisan(s) | Innkeeper (1) |
Ingredients | Rock Salt (Miner) |
Venison (Hunting) | |
Cost | 120 |
Deer Marrow Soup
Artisan(s) | Innkeeper (1) |
Ingredients | Deer Marrow (Hunting) |
Fresh Water (Farmer) | |
Vegetables (Farmer) | |
Cost | 55 |
Jugged Hare
Artisan(s) | Innkeeper (1) |
Ingredients | Hare Meat (Huntress) |
Vegetables (Farmer) | |
Cost | 58 |
Meat Pies
Artisan(s) | Innkeeper (1) |
Ingredients | Flour (Materials) |
Hare Meat (Huntress) | |
Pork (Farmer) | |
Cost | 142 |
Salt
Artisan(s) | Innkeeper (1) |
Ingredients | Rock Salt (Miner) |
Cost | 35 |
Salted Elk Meat
Artisan(s) | Innkeeper (1) |
Ingredients | Elk Meat (Hunting) |
Rock Salt (Miner) | |
Cost | 130 |
Shepherd's Pie
Artisan(s) | Innkeeper (1) |
Ingredients | Pork (Farmer) |
Poultry Meat (Farmer) | |
Vegetables (Farmer) | |
Cost | 81 |
Smoked Elk Meat
Artisan(s) | Innkeeper (1) |
Ingredients | Elk Meat (Hunting) |
Maple Lumber (Lumberer) | |
Cost | 97 |
Tea
Artisan(s) | Innkeeper (1) |
Ingredients | Honey (Farmer) |
Rosemary (Huntress) | |
Cost | 52 |
Venison Heart
Artisan(s) | Innkeeper (1) |
Ingredients | Deer Heart (Hunting) |
Vegetables (Farmer) | |
Cost | 53 |
Medication
All-Purpose Remedy
Artisan(s) | Doctor (2) |
Ingredients | Glass Bottles (Materials) |
St. John's Wort (Huntress) | |
Cost | 119 |
Bandages
Artisan(s) | Doctor (1) |
Tailor (1) | |
Ingredients | Disinfectant (Materials) |
Linsey-Woolsey (Materials) | |
Cost | 226 |
Cold Medicine
Artisan(s) | Doctor (1) |
Ingredients | Barley (Farmer) |
Catnip (Huntress) | |
Glass Bottles (Materials) | |
Cost | 123 |
Cough Syrup
Artisan(s) | Doctor (2) |
Ingredients | Glass Bottles (Materials) |
Honey (Farmer) | |
Cost | 115 |
Daffy's Elixir
Artisan(s) | Doctor (2) |
Ingredients | Barley (Farmer) |
Glass Bottles (Materials) | |
Rye (Farmer) | |
Cost | 165 |
Digestive Tonic
Artisan(s) | Doctor (2) |
Ingredients | Flax (Farmer) |
Glass Bottles (Materials) | |
Cost | 137 |
Eye Drops
Artisan(s) | Doctor (3) |
Ingredients | Glass Bottles (Materials) |
Rosemary (Huntress) | |
Cost | 132 |
Hysteria Medicine
Artisan(s) | Doctor (4) |
Ingredients | Castoreum (Hunting) |
Glass Bottles (Materials) | |
Cost | 155 |
Insect Repellent
Artisan(s) | Doctor (1) |
Ingredients | Catnip (Huntress) |
Glass Bottles (Materials) | |
Cost | 98 |
Medical Charts
Artisan(s) | Doctor (4) |
Ingredients | Inks (Materials) |
Paper (Materials) | |
Cost | 225 |
Medical Equipment
Artisan(s) | Blacksmith (2) |
Doctor (4) | |
Ingredients | Disinfectant (Materials) |
Iron Ore (Miner) | |
Cost | 208 |
Poisons
Artisan(s) | Doctor (2) |
Ingredients | Glass Bottles (Materials) |
Sulfur (Miner) | |
Cost | 132 |
Pomade
Artisan(s) | Doctor (1) |
Ingredients | Bear Grease (Hunting) |
Deer Marrow (Hunting) | |
Cost | 107 |
Skin Irritation Remedy
Artisan(s) | Doctor (3) |
Ingredients | Glass Bottles (Materials) |
Rosemary (Huntress) | |
St. John's Wort (Huntress) | |
Cost | 141 |
Snakebite Antidote
Artisan(s) | Doctor (2) |
Ingredients | Glass Bottles (Materials) |
Snakeroot (Huntress) | |
Cost | 115 |
Soap
Artisan(s) | Innkeeper (1) |
Ingredients | Bear Grease (Hunting) |
Charcoal (Lumberer) | |
Rosemary (Huntress) | |
Cost | 62 |
Stiffness Remedy
Artisan(s) | Doctor (3) |
Ingredients | Elk Antlers (Hunting) |
Elk Heart (Hunting) | |
Cost | 85 |
Stomachache Medicine
Artisan(s) | Doctor (1) |
Ingredients | Catnip (Huntress) |
Charcoal (Lumberer) | |
Glass Bottles (Materials) | |
Cost | 103 |
Metalwork
Brass Rings
Artisan(s) | Blacksmith (3) |
Ingredients | Copper Ore (Miner) |
Fresh Water (Farmer) | |
Cost | 85 |
Golden Rings
Artisan(s) | Blacksmith (4) |
Ingredients | Gold Ore (Miner) |
Cost | 120 |
Lanterns
Artisan(s) | Blacksmith (2) |
Tailor (1) | |
Ingredients | Candles (Materials) |
Iron Ore (Miner) | |
Cost | 159 |
Mining Tools
Artisan(s) | Blacksmith (1) |
Woodworker (1) | |
Ingredients | Iron Ore (Miner) |
Maple Lumber (Lumberer) | |
Cost | 119 |
Plows
Artisan(s) | Blacksmith (1) |
Woodworker (1) | |
Ingredients | Iron Ore (Miner) |
Walnut Lumber (Lumberer) | |
Cost | 102 |
Silver Rings
Artisan(s) | Blacksmith (3) |
Ingredients | Silver Ore (Miner) |
Cost | 102 |
Woodworking Tools
Artisan(s) | Blacksmith (1) |
Woodworker (1) | |
Ingredients | Hickory Lumber (Lumberer) |
Iron Ore (Miner) | |
Cost | 122 |
Miscellaneous
Bear Pendant
Artisan(s) | Blacksmith (4) |
Tailor (3) | |
Ingredients | Bear Claws (Hunting) |
Elk Pelt (Hunting) | |
Gold Ore (Miner) | |
Cost | 260 |
Bear Rugs
Artisan(s) | Tailor (3) |
Ingredients | Bear Pelt (Huntress) |
Cost | 190 |
Beaver Tooth Knife
Artisan(s) | Woodworker (1) |
Ingredients | Ash Lumber (Lumberer) |
Beaver Teeth (Hunting) | |
Cost | 57 |
Blankets
Artisan(s) | Tailor (2) |
Ingredients | Linsey-Woolsey (Materials) |
Cost | 145 |
Bobcat Pendant
Artisan(s) | Blacksmith (3) |
Ingredients | Bobcat Claws (Materials) |
Copper Ore (Miner) | |
Cost | 90 |
Bricks
Artisan(s) | Woodworker (1) |
Ingredients | Clay (Miner) |
Cost | 48 |
Cougar Pendant
Artisan(s) | Blacksmith (3) |
Ingredients | Copper Ore (Miner) |
Cougar Fangs (Hunting) | |
Cost | 90 |
Glass Windows
Artisan(s) | Blacksmith (1) |
Woodworker (2) | |
Ingredients | Pine Lumber (Lumberer) |
Sand (Miner) | |
Cost | 113 |
Hair Accessory
Artisan(s) | Tailor (1) |
Ingredients | Deer Tail (Hunting) |
Sewing Threads (Materials) | |
Cost | 103 |
Mounted Elk Antlers
Artisan(s) | Woodworker (2) |
Ingredients | Beeswax (Farmer) |
Elk Antlers (Hunting) | |
Spruce Lumber (Lumberer) | |
Cost | 100 |
Playing Cards
Artisan(s) | Innkeeper (1) |
Ingredients | Dyes (Materials) |
Paper (Materials) | |
Cost | 180 |
Rabbit Foot Charm
Artisan(s) | Blacksmith (3) |
Ingredients | Rabbit's Foot (Hunting) |
Silver Ore (Miner) | |
Cost | 104 |
Toy Dolls
Artisan(s) | Tailor (2) |
Ingredients | Dyes (Materials) |
Wool (Farmer) | |
Cost | 125 |
Water Drum
Artisan(s) | Woodworker (3) |
Ingredients | Ash Lumber (Lumberer) |
Bear Grease (Hunting) | |
Elk Pelt (Hunting) | |
Cost | 162 |
Wolf Pendant
Artisan(s) | Blacksmith (4) |
Tailor (2) | |
Ingredients | Elk Pelt (Hunting) |
Silver Ore (Miner) | |
Wolf Fangs (Hunting) | |
Cost | 210 |
War Supplies
Ammunition
Artisan(s) | Blacksmith (3) |
Ingredients | Black Powder (Materials) |
Iron Ore (Miner) | |
Cost | 182 |
Artillery
Artisan(s) | Blacksmith (4) |
Woodworker (3) | |
Ingredients | Flints (Materials) |
Iron Ore (Miner) | |
Oak Lumber (Lumberer) | |
Cost | 260 |
Firearms
Artisan(s) | Blacksmith (3) |
Ingredients | Flints (Materials) |
Iron Ore (Miner) | |
Weapon Handles (Materials) | |
Cost | 252 |
Horseshoes
Artisan(s) | Blacksmith (1) |
Ingredients | Iron Ore (Miner) |
Nails (Materials) | |
Cost | 117 |
Officer Swords
Artisan(s) | Blacksmith (4) |
Ingredients | Silver Ore (Miner) |
Weapon Blades (Materials) | |
Weapon Handles (Materials) | |
Cost | 267 |
Saddles
Artisan(s) | Tailor (3) |
Ingredients | Beaver Pelt (Huntress) |
Cow Hide (Farmer) | |
Cost | 165 |
Ship Masts
Artisan(s) | Woodworker (1) |
Ingredients | Spruce Lumber (Lumberer) |
Cost | 56 |
Ship Sails
Artisan(s) | Tailor (2) |
Ingredients | Linsey-Woolsey (Materials) |
Sewing Threads (Materials | |
Cost | 205 |
Swords
Artisan(s) | Blacksmith (3) |
Ingredients | Weapon Blades (Materials) |
Weapon Handles (Materials) | |
Cost | 220 |
Woodworks
Buckles
Artisan(s) | Woodworker (1) |
Ingredients | Pine Lumber (Lumberer) |
Cost | 55 |
Crates
Artisan(s) | Woodworker (1) |
Ingredients | Walnut Lumber (Lumberer) |
Cost | 50 |
Fine Furniture
Artisan(s) | Woodworker (3) |
Ingredients | Hickory Lumber (Lumberer) |
Pine Lumber (Lumberer) | |
Walnut Lumber (Lumberer) | |
Cost | 125 |
Fishing Rods
Artisan(s) | Woodworker (1) |
Ingredients | Sewing Threads (Materials) |
Spruce Lumber (Lumberer) | |
Cost | 116 |
Furniture
Artisan(s) | Woodworker (2) |
Ingredients | Pine Lumber (Lumberer) |
Walnut Lumber (Lumberer) | |
Cost | 80 |
Torches
Artisan(s) | Blacksmith (3) |
Woodworker (1) | |
Ingredients | Black Powder (Materials) |
Pine Lumber (Lumberer) | |
Cost | 206 |
Sending Convoys
Convoys enable Connor to sell resources and crafted items via land and naval convoys to obtain a large amount of money.
To send a convoy, the player must first have a Land Convoy or Naval Convoy. The player can have a maximum number of each type of convoy, but to increase the profits Capacity Upgrades should be crafted as well. In order to send a convoy, the player must visit an Accounting Book (located at each General Store and the Davenport manor) and select the convoy to fill it with INDIVIDUAL items.
You must enter each item one at a time. This is annoying when you are sending a convoy with the same item multiple times, as you will need to select the item each time you fill a different slot.
What makes convoys more profitable than simply selling the item to the shop yourself is that each shop has a multiplier to increase the worth of the items sold there via convoys. See the following table for multipliers per sequence.
In order to sell items to a store, the store must first be visited to add it to the map and Accounting Book.
Generating Income
There are two ways to generate income via the convoy:
Kill Beavers and Bears for their pelts and convoy those to the shop offering the most.
- The easiest place to get Beaver Pelts is directly northwest of the Davenport Homestead/Frontier border. Enter the Homestead and jump off the cliff straight ahead. Turn northwest and cross the river to find 5-6 Beavers. Once all Beavers are dead, you can leave the general area and return to respawn them.
Use the tables below to craft the best items per sequence and sell them to the shop offering the most money.
Sequence 05 | Crates |
Sequence 06 | Bricks |
Sequence 07 | Ales |
Salted Elk Meat | |
Bread | |
Sequence 08 | Ales |
Salted Elk Meat | |
Bread | |
Sequence 09 | Fine Clothing |
Quilts | |
Swords | |
Sequence 10 | Artillery |
Officer Swords | |
Bear Pendant | |
Sequence 11 | Artillery |
Medical Equipment | |
Sequence 12 | Artillery |
Medical Equipment |
Merchant | 05 | 06 | 07 | 08 | 09 | 10 | 11 | 12 |
---|---|---|---|---|---|---|---|---|
Boston: Hancock's Store No. 5 | 3.8 | 3.7 | 3 | 3 | 3.5 | 3 | 2.8 | 3.5 |
Boston: Elizabeth Murray's Fineries | 3.4 | 3.5 | 3.2 | 3.4 | 3.2 | 3.3 | 3 | 3.6 |
Boston: Child's Still House & Dry Goods | 4.5 | 3.3 | 3.8 | 3.3 | 2.8 | 3.5 | 3.5 | 3.4 |
New York: Rhinelander's Sugars | - | - | - | 3.8 | 4 | 4.7 | 4.5 | 5.2 |
New York: De Lancey's Imports & Goods | - | - | - | 4 | 4.2 | 4 | 4.6 | 5 |
New York: Van Brugh's Spices | - | - | - | 2.7 | 3.8 | 3.2 | 3.6 | 4.8 |
Frontier: The Walking Haberdashery | 3 | 4 | 3.6 | 3 | 3.5 | 4.3 | 3.8 | 4.3 |
Frontier: The Miliner's Wares | 3 | 3.5 | 3.5 | 3.5 | 3 | 4.5 | 3.4 | 4.2 |
Frontier: Murdoch's Barter | 3 | 3.8 | 3.2 | 3 | 3.5 | 3.1 | 3.3 | 4.4 |
Louisburg | - | - | - | - | 5.2 | 4.8 | 4.6 | 6.1 |
The Bahamas | - | - | - | - | 5.1 | 4.7 | 5.2 | 6 |
Saint-Augustine | - | - | - | - | 4.8 | 4.4 | 4.8 | 6.5 |
Virgin Islands | - | - | - | - | 4.7 | 5.2 | 5.3 | 6.3 |
Due to the fact that crafting costs money and significant time to allow the Artisans to cooldown, for less cost, the two methods can be used in conjunction with each other to allow for this.
Additional Factors
Before blindly sending out a convoy, there are a few other things that should be taken into account.
Travel Time
While sending a convoy to New York for £3,000 might seem like a great payout, the travel time of 22 minutes may mean you can make more money from a lower income convoy that returns quicker.
For example:
Merchant | Time | Income | Total |
---|---|---|---|
New York: Van Brugh's Spices | 22 | £3,000 | £3,000 |
Boston: Hancock's Store No.5 | 12 (x2) | £2,100 | £4,200 |
The first merchant the player chooses will determine the base travel time:
Convoy's Base Travel Time | ||||||||
---|---|---|---|---|---|---|---|---|
Boston: Hancock's Store No. 5 | 12 | |||||||
Boston: Elizabeth Murray's Fineries | 12 | |||||||
Boston: Child's Still House & Dry Goods | 12 | |||||||
New York: Rhinelander's Sugars | 22 | |||||||
New York: De Lancey's Imports & Goods | 22 | |||||||
New York: Van Brugh's Spices | 22 | |||||||
Frontier: The Walking Haberdashery | 17 | |||||||
Frontier: The Miliner's Wares | 17 | |||||||
Frontier: Murdoch's Barter | 19 | |||||||
Louisburg | 38 | |||||||
The Bahamas | 35 | |||||||
Saint-Augustine | 32 | |||||||
Virgin Islands | 42 |
If the player sends a convoy to only one merchant, the base travel time will stay the same no matter how many items you send. However, if the player sends one convoy to multiple merchants, the travel time will increase for each merchant.
First Destination | Additional Destination | Add (mins) |
---|---|---|
Boston | Boston | +2 |
New York | +12 | |
Frontier | +7 | |
Frontier (Murdoch's Barter) | +9 | |
New York | Boston | +2 |
New York | +2 | |
Frontier | +2 | |
Frontier | Boston | +2 |
New York | +7 | |
Frontier | +2 | |
Frontier (Murdoch's Barter) | +4 | |
Frontier (Murdoch's Barter) | Boston | +2 |
New York | +5 | |
Frontier | +2 | |
Louisburg | The Bahamas | +2 |
Saint-Augustine | +2 | |
Virgin Islands | +6 | |
The Bahamas | Louisburg | +5 |
Saint-Augustine | +2 | |
Virgin Islands | +9 | |
Saint-Augustine | Louisburg | +8 |
The Bahamas | +5 | |
Virgin Islands | +12 | |
Virgin Islands | Louisburg | +2 |
The Bahamas | +2 | |
Saint-Augustine | +2 |
Risk
Every time you send a convoy there is a risk of that convoy being attacked. The risk is shown on screen before you send out a convoy and is directly related to the number of merchants that convoy is trading with.
- For land convoys, this number can be lowered by completing Liberation Missions within the city the convoy is being sent to. For each district liberated from Templar control, the risk value to the merchants in that town will lower.
- For naval convoys, this number can be lowered by completing Privateer Missions for each route.
See Defending Convoys for more information.
Taxes
Taxes only effect land convoys and are determined by the active forts in each location: Boston, New York, and the Frontier.
Whenever a convoy is sent through a region that has at least one fort under Templar control, a 15% tax is levied on your convoy per fort with a maximum of 30% for Boston and New York and 45% for the Frontier.
Naturally, the only way to lower or obliterate taxes is by Liberating Forts in each area. Do this early to allow your convoys to get 100% of the profits.
Defending Convoys
Even if all Liberation Missions are completed there is still a chance that convoys will be attacked. Like all in game notifications, the player will be notified that a convoy is under attack through the animus' notification in the upper right corner of the HUD. The player then as a set amount of time to reach that convoy and defend it.
Attacks on land convoys will only occur in the Frontier and are marked by a shield symbol on the map. In order to defend a convoy, the player must complete one of the following:
- Approach the marker and defeat all forces attacking it before all allies are defeated.
- Assign assassin recruits via the Assassin Guild to defend it like you would assign them to any other contract.
Attacks on naval convoys are sudden and unstoppable. Despite this, the profit made over time will easily cover the loss of a few convoys here and there.
Equipment & Weapons
Every melee weapon is rated in three categories: Damage, Speed, and Combo.
Damage
- The overall strength of your attack upon a hit. Although it may seem like the most important, it is in fact the lest important due to instant deaths from Counter Kills and Kill Streaks.
Speed
- This is an important trait due to the need to complete an attack before Connor is attacked, breaking his streak. In general, you want a fast weapon that will enable Connor to keep a streak.
Combo
- This trait controls the number of hits required before Connor delivers a finishing blow. Unlike Damage and Speed, lower totals are what you want.
Weapons
Unarmed | ||||
---|---|---|---|---|
Name | Dmg | Spd | Combo | Availability |
Fists | 1 | 5 | 6 | - |
Small Weapons | ||||
Name | Dmg | Spd | Combo | Availability |
Hidden Blade | 1 | 3 | 6 | - |
Stone Tomahawk | 1 | 2 | 5 | Complete Sequence 05 |
Assassin Tomahawk | 3 | 3 | 3 | Sequence 06 |
Iron Tomahawk | 2 | 3 | 3 | Sequence 06 |
Iron Dagger | 3 | 4 | 4 | Sequence 06 |
Stone Dagger | 1 | 3 | 5 | Sequence 06 |
Dirk | 2 | 5 | 3 | Sequence 06 |
War Tomahawk | 5 | 5 | 3 | Crafting |
"Broken Sword" Knife | 5 | 5 | 4 | Crafting |
Heavy Weapons | ||||
Name | Dmg | Spd | Combo | Availability |
Hessian Axe | 2 | 1 | 4 | Sequence 06 |
French Naval Axe | 2 | 3 | 3 | Sequence 06 |
Boarding Axe | 3 | 4 | 3 | Sequence 09 |
Private Boarding Axe | 5 | 4 | 2 | Preorder Bonus |
Naval Axe | 4 | 4 | 2 | Crafting |
Normal Weapons | ||||
Name | Dmg | Spd | Combo | Availability |
Normal Sword | 1 | 2 | 3 | Sequence 06 |
French Rapier | 2 | 1 | 4 | Sequence 06 |
Light Cavalry Saber | 4 | 3 | 5 | Sequence 06 |
Hanger Sword | 3 | 3 | 5 | Sequence 06 |
French Cutlass | 3 | 4 | 5 | Sequence 06 |
Cuttoe Sword | 2 | 2 | 4 | Sequence 06 |
Officer's Sword | 4 | 1 | 4 | Sequence 06 |
Captain Kid's Sawtooth Cutlass | 5 | 4 | 4 | Preorder Bonus |
Washington's Battle Sword (Replica) | 5 | 5 | 5 | Crafting |
Lincoln's Sword (Replica) | 4 | 4 | 4 | Crafting |
Blunt Weapons | ||||
Name | Dmg | Spd | Combo | Availability |
Wooden War Club | 2 | 3 | 3 | Sequence 06 |
Gunstock War Club | 3 | 4 | 2 | Sequence 06 |
Stonehead War Club | 3 | 1 | 2 | Sequence 06 |
Obwanditag's War Club | 5 | 5 | 1 | Preorder Bonus |
Iron Blade War Club | 4 | 5 | 1 | Crafting |
Tools
Tools are equipped to Connor's secondary action (Triangle/Y). Six of the available tools are used in combat, while the others are used in hunting/trapping or other situation. Unlike normal weapons, tools require consumables such as bullets and arrows that need to be bought, looted, or crafted. Note that if the player has crafted Saddle Bags, they can use the Horse Whistle to call their horse and mount it to refill their inventory.
Ranged Weapons | |||||||||
---|---|---|---|---|---|---|---|---|---|
Short Range (0-17m) | Long Range (17-25m) | ||||||||
Name | Sldr/Snch | Off/Scout | Grndr/Jgr | Sldr/Snch | Off/Scout | Grndr/Jgr | Shots | Availability | |
Bow (Reflex Shot) | 1 | 2 | 3 | 2 | 2 | 3 | - | - | |
Bow (Charged Shot) | 1 | 1 | 2 | 1 | 2 | 3 | - | ||
Musket | 1 | 1 | 2 | 1 | 1 | 2 | 1 | Guards/Racks | |
Flintlock Pistol | 1 | 1 | 2 | 2 | 2 | 3 | 1 | Sequence 06 | |
Duckfoot Pistol | 1 | 1 | 2 | 2 | 2 | 3 | 1 | Sequence 06 | |
Double-Barrel Pistol | 1 | 1 | 2 | 2 | 2 | 3 | 2 | Sequence 09 | |
Pitcairn-Putnam Pistols | 1 | 1 | 1 | 1 | 1 | 2 | 1 | Complete Sequence 07 | |
Italian Flintlock | 1 | 1 | 2 | 1 | 1 | 2 | 1 | Crafting | |
Royal Pistol | 1 | 1 | 2 | 1 | 1 | 2 | 2 | Crafting | |
English Flintlock Pistol | 1 | 1 | 1 | 2 | 2 | 3 | 1 | Crafting | |
French Coat Pistol | 1 | 1 | 1 | 2 | 2 | 3 | 2 | Crafting | |
Royal Navy Sea Service Flintlock | 1 | 1 | 1 | 1 | 2 | 3 | 1 | Crafting | |
Naval Duckfoot | 1 | 1 | 1 | 1 | 2 | 3 | 1 | Crafting | |
Pirate Flintlock | 1 | 1 | 1 | 2 | 2 | 3 | 2 | Preorder Bonus | |
Scottish Flintlock | 1 | 1 | 2 | 1 | 1 | 2 | 1 | Preorder Bonus |
Capacity Upgrades
Bow Quiver Capacity & Upgrades | Poison Dart Pouch Capacity & Upgrades | Smoke Bomb Pouch Capacity & Upgrades | ||||||
---|---|---|---|---|---|---|---|---|
Name | # | Available | Name | # | Available | Name | # | Available |
Default Quiver | 8 | - | Default Poison Dart Pouch | 3 | - | Default Smoke Bomb Pouch | 3 | Seq. 06, Memory 03 |
Upgarde 1 | +4 | Crafting | Upgrade 1 | +1 | Crafting | Upgrade 1 | +1 | Crafting |
Upgrade 2 | +4 | Uplay | Upgrade 2 | +1 | Uplay | Upgrade 2 | +1 | Uplay |
Cartridge Pouch Capacity & Upgrades | Rope Dart Pouch Capacity & Upgrades | Trip Mine Bomb Capacity & Upgrades | ||||||
Name | # | Available | Name | # | Available | Name | # | Available |
Default Cartridge Pouch | 8 | - | Default Rope Dart Pouch | 3 | - | Default Pouch | 3 | - |
Upgrade 1 | +8 | Crafting | Upgrade 1 | +1 | Crafting | Upgrade 1 | +1 | Crafting |
Upgrade 2 | +8 | Crafting | Upgrade 2 | +1 | Uplay | Upgrade 2 | +1 | Uplay |
Upgrade 3 | +8 | Crafting | ||||||
Upgrade 4 | +8 | Uplay |
Shops
With the exception of a few events that require the player to visit a certain shop and purchase a specific item, all shops stock the same items. There are three General stores in each location: Boston, New York, and the Frontier. In order to send convoys to a shop, the shop must be visited at least once before it will appear in the Accounting Book.
Peddlers, on the other hand, can be found in carts throughout the city and Frontier. Their inventory is limited to consumables, but they will buy any item in Connor's personal inventory.
General Stores
Category | Item | Cost | Availability | Category | Item | Cost | Availability |
---|---|---|---|---|---|---|---|
Normal Weapons | Normal Sword | 700 | Sequence 06 | Consumables | Arrows | 10 | Sequence 06 |
French Rapier | 3,955 | Sequence 06 | Cartridges | 15 | Sequence 06 | ||
Light Cavalry Saber | 3,500 | Sequence 06 | Rope Darts | 125 | Sequence 06 | ||
Hanger Sword | 1,250 | Sequence 06 | Poison Darts | 225 | Sequence 06 | ||
French Cutlass | 1,575 | Sequence 06 | Trip Mines | 150 | Sequence 06 | ||
Officer's Sword | 5,000 | Sequence 06 | Smoke Bombs | 50 | Sequence 06 | ||
Cuttoe Sword | 4,100 | Sequence 09 | Snares | 15 | Sequence 06 | ||
Blunt Weapons | Gunstock War Club | 6,500 | Sequence 06 | Baits | 5 | Sequence 06 | |
Wooden War Club | 2,650 | Sequence 06 | -D Maps | Frontier - Chests | 3,000 | Sequence 04 | |
Stonehead War Club | 3,850 | Sequence 09 | North Boston - Chests | 1,000 | Sequence 04 | ||
Small Weapons | Assassin Tomahawk | - | Sequence 06 | Central Boston - Chests | 1,500 | Sequence 04 | |
Iron Tomahawk | 2,475 | Sequence 06 | South Boston - Chests | 1,000 | Sequence 04 | ||
Stone Dagger | 450 | Sequence 06 | NY North - Chests | 2,000 | Sequence 04 | ||
Iron Dagger | 2,450 | Sequence 06 | NY East - Chests | 2,500 | Sequence 04 | ||
Dirk | 3,750 | Sequence 06 | NY West - Chests | 2,000 | Sequence 04 | ||
Heavy Weapons | Hessian Axe | 3,650 | Sequence 06 | Black Creek - Feathers | 2,500 | Sequence 04 | |
French Naval Axe | 5,450 | Sequence 06 | John's Town - Feathers | 2,500 | Sequence 04 | ||
Boarding Axe | 7,000 | Sequence 09 | Monmouth - Feathers | 2,500 | Sequence 04 | ||
Firearms | Flintlock Pistol | - | Sequence 06 | Lexington - Feathers | 2,500 | Sequence 04 | |
Duckfoot Pistol | 5,999 | Sequence 06 | Page Map | 5,000 | Sequence 04 | ||
Double-Barrel Pistol | 8,250 | Sequence 09 | Trinket Map | 3,000 | Sequence 04 |
Harbormaster
Starting in Sequence 06, the ledger next to every Harbormaster, including Faulkner, can be used to purchase upgrades for the Aquila. Although extremely expensive, these upgrades can help with completing the naval optional objectives for 100% synchronization.
Upgrade | Cost | Effect |
---|---|---|
Wooden Hull Reinforcements | 13,000 | Increases the ship's resilience, by reducing damage sustained during enemy attacks. |
Extra Cannon | 2,500 | Increases the amount of damage dealt during broadsides. |
Heat Shot | 19,000 | New ammunition: burning cannonballs that are great against Man-of-war vessels. |
Grapeshot | 17,000 | New ammunition: chained cannonballs that break masts and disable a ships movement. |
Improved Rudder | 11,000 | Improves maneuverability. |
Naval Ram | 8,000 | Increases the amount of damage dealt when raming smaller vessels. |
Piercing Round | 9,000 | New ammunition: increases the swivel guns damage. |
Iron Hull Reinforcements | 25,000 | Further increases the ship's defenses after you have bought the Wooden Hull. |
Outfits
These are outfits that change the appearance, not the effectiveness, of Connor's abilities.
Name | Cost | Unlock Condition |
---|---|---|
Assassin Outfit | - | - |
Boston Outfit | 500 | Sequence 06 |
Jamestown Outfit | 1,500 | Sequence 06 |
Charleston Outfit | 3,000 | Sequence 06 |
New York Outfit | 1,000 | Sequence 09 |
Philadelphia Outfit | 2,000 | Sequence 09 |
Baltimore Outfit | 2,500 | Sequence 09 |
Altaïr's Outfit | - | Complete all main missions with all Optional Objectives |
Captain Kidd's Outfit | - | Complete the Oak Island Captain Kidd mission |
Achilles' Original Outfit | - | Complete Achilles' Painting mission |
Kanien'kehá:ka Outfit | - | Collect all Feathers |
Ezio's Outfit | - | Uplay |
Enemy Archetypes
Enemy Attack Weaknesses
Soldier | Scout | Officer | Grenader | Jager | |
---|---|---|---|---|---|
Attack | Weak | Immune | Immune | Weak | Immune |
Combo Kill | Weak | Weak | Weak | Immune | Immune |
Kill Streak | Weak | Weak | Weak | Immune | Immune |
Weapon Swipe | Weak | Immune | Weak | Weak | Immune |
Defense Break | Weak | Weak | Weak | Weak | Immune |
Ranged Attack | Weak | Weak | Weak | Weak | Weak |
Counter Kill | Weak | Weak | Immune | Immune | Immune |
Counter Disarm | Weak | Immune | Weak | Weak | Weak |
Counter Throw | Weak | Weak | Weak | Immune | Immune |
Special Counter | Weak | Weak | Weak | Weak | Weak |
Soldier
The most common archetype for the first half of the game, they are also the weakest enemy.
- With no resistances to any of the players attacks, they can be taken out quickly, easily, and from a distance.
- When part of a group soldiers not only are a great way to start a kill streak, but killing them quickly can turn the tide of a battle from dangerous to manageable.
Sniper
Unlike snipers in the previous games, these tend to run in groups as guards on high rooftops in forts designed to let them see everything around them.
- At close range they fight identical to soldiers.
- At range, they will shoot at the player from a safe distance as long as he is in sight.
- Snipers bodies provide an excellent distraction to troops below; simply throw it off and head off while the troops investigate, but beware that you will stand out more if you are in the area while they investigate.
Officer
Officiers often head many patrols and search nearby hiding places to detect Connor.
- Officiers may be immune to Counter Kills, but die in a kill streak. Make sure to start a counter and then kill these when these are in the group.
- Ranged weapons are great for taking care of these guys.
- Officers like to draw their pistols on you. If they do, attack them to break their attack.
Snitch
The Snitch does not fight, but runs away to get more troops, kill these first.
Grenadier
Slower than many troops, they are extremely aggressive.
- These appear primarily in later sequences as patrols and sentries.
- These are immune to Counter Kills and Kill Streaks, so Weapon Swipe or Counter Disarm them to take them out at the start of battle.
- The Slam Attack special is avoidable by rolling with O/B or Weapon Swiping. If the player rolls behind the Grenadier then an instant kill from behind can be employed. Also, if they hit another enemy they will kill them instantly.
Scout
Scouts are not only quick and agile, but have an odd set of resistances.
- Scouts run faster than Connor in a straight out race, so if the player wishes to escape they will need to use other tactics such as breaking line of sight.
- Scouts are immune to almost all attack except Counter Kills and Kill Streaks. Wait for an opening to engage and kill them instantly.
Multiplayer
As the games tutorials will teach you the basics of online play, I will be covering only non-strategic info and lists of challenges and progression.
Controls
PS3 | Xbox 360 | Command |
---|---|---|
L Analog | L Stick | Character Movement |
R Analog | R Stick | Camera Movement |
D-Pad | D-Pad | Taunt, Switch Target (Team Modes), Select Abilty Set (during respawn) |
X | A | Fast Walk, Sprint/Jump |
O | B | Push, Drop, Vault over object |
Square | X | Assassinate, Stun |
Triangle | Y | Use Ability Skill 3 |
L1 | LT | Lock Target |
R1 | R2 | High Profile |
L2 | LB | Use Ability Skill 1 (hold to throw) |
R2 | RB | Use Ability Skill 2 (hold to throw) |
R3 | R3 | Reset Camera |
Start | Start | Pause Menu |
Select | Back | Display extra information (player list, etc) |
Multiplayer Menu
There are various tabs in the main menu of Multiplayer mode that the player can cycle through with R1/RT and L1/LT. Each menu has its own main purpose as follows:
Progression:
- The progression menu will track your progress and check your current level and experience. Note that Abstergo Storyline entries are unlocked by leveling up, while Erudito entries are unlocked by completing Challenges.
Customization:
- The customization menu is where the player can customize their abilities via Ability Sets and the appearance of the characters. The player can also customize your player profile by selecting emblems, pictures, titles, etc.
Home:
- The home menu is where the player accesses the game sessions.
Abtergo Social:
- The social menu will track all info and interactions with your friends.
News and Data:
- As the title indicates, this menu is for any news from Abstergo on updates, etc.
Scoring
Kill Bonuses | ||
---|---|---|
Name | Condition | Score |
Basic | Kill your target from the ground. | +100 |
Aerial | Kill your target from rooftop to ground. | +100 |
Acrobatic | Kill your target while climbing or crouching. | +200 |
Hidden | Kill your target while hidden in a crowd, on a bench or in a haystack. | +300 |
Grab | Kill your target from below while your target is on a rooftop. | +450 |
Contested | Kill your target at the same time your target stuns you. | +100 |
Gun | Kill your target with the Pistol ability. | +100 |
Poison Dart | Kill your target with the Poison Dart ability. | +200 |
Action Bonuses | ||
Name | Condition | Score |
First Blood | Perform the first kill of the session. | +50 |
Execution | Kill your target with the Pistol ability while he or she is running. | +100 |
Mid-Air | Kill a jumping target with the Pistol ability. | +100 |
Chain | Perform two main actions in 10 seconds (kill, escape, stun). | +50 |
Multiple Escape | Escape from 2 or more pursuers at the same time. | +100 |
Close Call | Empty the Escape Timer with your pursuer in a range of 10 meters. | +50 |
Revenge | Kill your previous pursuer before s/he's by another player. | +50 |
Ambush | Kill or stun your target with less than 1 second of line of sight with them. | +100 |
Savior | Kill your target when they're less than 10 meters away from their own target. | +50 |
Poacher | Kill your target while another of their pursuers is in a range of 10 meters. | +50 |
Ground Finish | Perform a finish move on a target killed by another player. | +50 |
Poison | Kill your target with the Poison ability. | +200 |
Grounded | Kill your target while s/he is stunned. | +50 |
Lure | Have an opponent kill or stun a civilian lookalike that you spawned using an ability. | +100 |
Intercepted | A poisoned target is killed by another player. | +50 |
Variety | Earn 5/10/15 different bonuses in a session. | +200/400/600 |
Defense and Escape Bonuses | ||
Name | Condition | Score |
Stun | Stun a pursuer. | +200 |
Honorable Death | Try to stun a pursuer and at the same time your pursuer kills you. | +100 |
Basic Escape | Successfully escape while the Escape Timer is red. | +100 |
Out of Sight | Successfully escape while the Escape Timer is yellow. | +150 |
Hidden | Successfully escape while the Escape Timer is blue. | +200 |
Brutal | Escape on a stun. | +200 |
Approach Bonuses | ||
Name | Condition | Score |
Incognito | Kill your target while your Approach Meter is full. | +350 |
Silent | Kill your target while your Approach Meter is above the Silent threshold. | +250 |
Discreet | Kill your target while your Approach Meter is above the Discreet threshold. | +150 |
Reckless | Kill your target while your Approach Meter is above the Reckless threshold. | +50 |
Focus | Keep the kill or stun button icon displayed above a target or pursuer for 3 secs. | +150 |
Team Bonuses | ||
Name | Condition | Score |
Revive | Help a stunned ally stand up. | +50 |
x2 Multi Kill | 2 kills are performed in a period of 3 seconds by the player or a teammate. | +100 |
x3 Multi Kill | 3 kills are performed in a period of 6 seconds by the player or a teammate. | +250 |
x4 Multi Kill | 4 kills are performed in a period of 9 seconds by the player or a teammate. | +400 |
Knock-Out | Your team stuns 2 pursuers in a period of 3 seconds and you are involved in at least one of them. | +100 |
Assist | A teammate kills/stuns a target/pursuer locked by the player. | +50 |
Assist Stun | Stun a pursuer locked by a teammate. | +50 |
Assist Kill | Kill a target locked by a teammate. | +50 |
Opportunist | Kill a target chased by a teammate. | +50 |
Diversion | A teammate killed the target you were chasing. | +50 |
Rescuer | Stun a pursuer who was chasing a teammate. | +50 |
Rescued | The player's pursuer has been stunned by a teammate. | +50 |
Mode Bonuses | ||
Name | Condition | Score |
Hidden Alone | Manhunt - Earned when the player is hidden (blend, bench, haystack) as a prey. | +10 |
Team Hidden | Manhunt - Earned when the player is hidden with 1 to 3 teammates in range. | +20-50 |
Artifact Stolen | Artifact Assault - Earned when the player steals the opponent's artifact. | +150 |
Artifact Score | Artifact Assault - Earned when the player carries back the opponent's artifact in his/her own base. | +500 |
Support | Artifact Assault - Earned when the player kills/stuns an opponent in a range of 20 meters of a teammate carrying the artifact. | +50 |
Recovery | Artifact Assault - Earned when the player returns a stolen artifact to the player's base by picking it up or killing the carrier. | +50 |
Capture | Domination - Earned when the player captures an enemy-controlled territory. | +250 |
Defense | Domination - Earned when the player kills the last attacker in a territory with the capture gauge below 25% | +50 |
Zone Secured | Domination - Earned when the player refills the capture gauge to 100% | +50 |
Domination | Domination - Earned every 5 seconds when the team owns all the territories. | +50 |
Challenges
Abilities | |||
---|---|---|---|
Name | Condition | Total | Score |
The Apothecary | Use Poison after focusing a target. | x5 | +1,500 |
The Artful | Use Knives to knock down a climbing player. | x5 | +1,000 |
The Chameleon | Perform a stun while in a morphed crowd. | x10 | +750 |
The Cleaner | Use Wipe and kill a target or stun a pursuer. | x5 | +1,000 |
The Clear Sighted | Use Disruption to confuse and kill a target. | x5 | +1,000 |
The Clever | Use Closure to block a pursuer. | x1 | +1,000 |
The Deceiver | Stun a pursuer while using Disguise. | x5 | +1,000 |
The Defensive | Use Animus Shield to block another player's ranged weapon. | x1 | +1,500 |
The Distractor | Use Disruption to confuse and stun a pursuer. | x5 | +1,500 |
The Evader | Use Teleport while less than 10 meters away from a pursuer. | x5 | +1,000 |
The Fierce | Perform a kill or a stun while being poisoned. | x5 | +1,000 |
The Generous | Use a Money Bomb to reveal and kill a blended target. | x5 | +750 |
The Ghost | Use Glimmer to kill a target. | x5 | +750 |
The Herbalist | Poison one target and kill another before the poison takes effect. | x1 | +1,500 |
The Impassive | Use Animus Shield to block a bomb then kill a target or stun a pursuer. | x5 | +1,000 |
The Knife Thrower | Use Knives to slow down and kill a target. | x10 | +750 |
The Liar | Kill a target while using Disguise. | x5 | +750 |
The Magician | Use a Smoke Bomb to stop and stun a pursuer. | x10 | +750 |
The Marauder | Use a Smoke Bomb to stop two or more players. | x5 | +1,500 |
The Master Hunter | Use a Tripwire Bomb to stop and kill a target. | x1 | +1,500 |
The Noble | Use Bodyguard to stun a locked pursuer. | x5 | +1,000 |
The Observant | Use Morph or Mass Morph to reveal and kill a target. | x1 | +1,500 |
The Pistolier | Use the Pistol to kill a jumping or running target. | x5 | +1,000 |
The Precise | Use the Pistol to kill a target from afar. | x5 | +750 |
The Puppet Master | Make another player kill your Decoy or Bodyguard. | x5 | +1,000 |
The Pyrotechnician | Use Firecrackers and kill a blinded target. | x5 | +750 |
The Quick Thinker | Use Wipe to counter a ranged weapon, a Bomb or Teleport. | x1 | +1,500 |
The Shaman | Use Teleport to cross the frontier in team game modes. | x5 | +750 |
The Sly | Use a Tripwire Bomb to stop a pursuer. | x5 | +750 |
The Spiritualist | Use Glimmer to stun a pursuer. | x5 | +1,000 |
The Trapper | Use Closure to block and kill a target. | x1 | +1,000 |
The Trouble Maker | Use a Money Bomb to form a crowd and slow down your pursuer. | x1 | +1,000 |
The Vanquisher | Use Firecrackers and stun a blinded pursuer. | x1 | +1,000 |
Style | |||
Name | Condition | Total | Score |
The Artist | Perform a kill worth at least 700 points. | x5 | +750 |
The Bird of Prey | Earn an Aerial Kill bonus. | x20 | +750 |
The Good Samaritan | Revive a teammate. | x10 | +1,000 |
The Inventive | Kill or stun a target using the environment. | x10 | +750 |
The Killing Machine | Perform 2 kills in less than 7 seconds. | x5 | +1,000 |
The Medium | Kill a target that is close to at least 2 lookalikes. | x10 | +750 |
The Perfectionist | Earn a Greater Variety bonus. | x20 | +1,000 |
The Resourceful | Earn an Extreme Variety bonus. | x5 | +1,500 |
The Serial Killer | Play a game session with every character. | x1 | +2,000 |
The Silent Master | Earn a focus bonus. | x5 | +1,000 |
The Unseen | Earn a Hidden Kill bonus. | x10 | +750 |
The Vengeful | Earn a Ground Finish bonus. | x20 | +750 |
The Versatile | Earn a Variety bonus. | x50 | +750 |
Assassination | |||
Name | Condition | Total | Score |
The Ambitious | Earn the First Blood bonus. | x5 | +750 |
The Audacious | Survive at least 15 seconds while hearing whispers. | x5 | +1,500 |
The Changeling | Trigger a Mass Morph or a Silent Mass Morph. | x10 | +1,000 |
The Competitor | Activate 2 Kill Streaks in a single game session. | x5 | +1,500 |
The Crafty | Perform 2 stuns in less than 7 seconds. | x5 | +1,500 |
The Fighter | Perform 4 stuns without dying. | x1 | +1,000 |
The Gatekeeper | Use a Chase Breaker to escape. | x10 | +1,000 |
The Inquisitor | Taunt then kill or stun another player. | x1 | +1,500 |
The Mass Murderer | Kill 10 targets in a single game session. | x1 | +1,000 |
The Patriot | Score at least 6,000 points in a single game session. | x1 | +1,000 |
The Provoker | Taunt a target you have just stunned or killed. | x10 | +750 |
The Psychic | Trigger an Animus Hack or a Silent Animus Hack. | x5 | +1,500 |
The Runaway | Earn the Multiple Escape bonus. | x1 | +1,500 |
The Sagacious | Stun your pursuer and kill your target within 7 seconds. | x10 | +1,500 |
The Stealth Master | Earn 3 Incognito bonuses in a single game session. | x5 | +1,000 |
The Usurper | Take the lead in the last 20 seconds and keep it until the session ends. | x1 | +1,500 |
The Vigilant | Stun a pursuer who is near 1 teammate. | x20 | +1,000 |
The Wrestler | Stun a pursuer. | x50 | +1,500 |
Modes | |||
Name | Condition | Total | Score |
The Collaborator | Complete 10 sequences in a row in a Wolfpack game session. | x5 | +750 |
The Conqueror | Have all territories captured in Domination for at least 10 seconds. | x1 | +1,500 |
The Conquistador | Capture a zone occupied with at least 2 opponents in Domination. | x5 | +1,000 |
The Cool-Headed | Successfully complete a Sync-Kill in Wolfpack session. | x5 | +1,000 |
The Dark Bear | Win a Wolfpack session playing as the Bear. | x1 | +1,000 |
The Dark Carpenter | Win a Wolfpack session playing as the Carpenter on Virginian Plantation. | x1 | +1,000 |
The Dark Commander | Win a Wolfpack session playing as the Commander. | x1 | +1,000 |
The Dark Hessian | Win a Wolfpack session playing as the Hessian on Fort Wolcott. | x1 | +1,000 |
The Dark Huntsman | Win a Wolfpack session playing as the Huntsman on Animus Core. | x1 | +1,000 |
The Dark Independent | Win a Wolfpack session playing as the Independent. | x1 | +1,000 |
The Dark Lady Maverick | Win a Wolfpack session playing as the Lady Maverick on New York Brewery. | x1 | +1,000 |
The Dark Mountebank | Win a Wolfpack session playing as the Montebank. | x1 | +1,000 |
The Dark Night Stalker | Win a Wolfpack session playing as the Night Stalker on Boston Harbor. | x1 | +1,000 |
The Dark Pioneer | Win a Wolfpack session playing as the Pioneer. | x1 | +1,000 |
The Dark Preacher | Win a Wolfpack session playing as the Preacher. | x1 | +1,000 |
The Dark Robber | Win a Wolfpack session playing as the Robber on Boston North End. | x1 | +1,000 |
The Dark Strong Man | Win a Wolfpack session playing as the Strong Man on Northwest Passage. | x1 | +1,000 |
The Deathless | Stay alive for 60 seconds in Deathmatch. | x10 | +1,000 |
The Enduring | Earn a Multi-Kill bonus in any team mode or Wolfpack. | x25 | +750 |
The Eradicator | Kill a target that is holding the Artifact. | x5 | +1,000 |
The Highwayman | Score an Artifact in an Artifact Assault game session. | x5 | +1,000 |
The Infiltrator | Earn 200 points of Hidden Bonuses in Manhunt. | x10 | +1,000 |
The Punisher | Stun, acquire and kill a pursuer within 10 seconds in an Assassinate game session. | x5 | +1,000 |
The Show-Off | Target an opponent from across the frontier in team game modes. | x10 | +750 |
The Vulture | Kill a target that has just performed a kill in an Assassinate game session. | x5 | +1,000 |
The Wolfpack Leader | Win a Wolfpack session on all maps. | x1 | +1,000 |
Accolades
Action Accolades | |||
---|---|---|---|
Name | Condition | ||
The Drunkard | Was stunned most often. | ||
The Escape Artist | Escaped the most. | ||
The Expert | Had the best single kill score. | ||
The Master | Earned the most incognito bonuses. | ||
The Professional | Had the best kills/death ratio. | ||
The Savage | Had the most contested kills. | ||
The Savior | Revived the most allies. | ||
The Slayer | Had the most kills. | ||
The Stalker | Earned the most Focus bonuses. | ||
The Stunner | Performed the most stuns. | ||
The Unstoppable | Had the longest Kill Streak. | ||
The Vicious | Performed the most Grounded Finishes. | ||
The Wingman | Earned the most Assist Bonuses. | ||
Style Accolades | |||
Name | Condition | ||
The Gargoyle | Spent the most time on rooftops. | ||
The Hacker | Performed the most Animus Hacks. | ||
The Immortal | Stayed alive the longest. | ||
The Improviser | Used the greatest variety of Abilities. | ||
The Mimic | Was morphed or disguised the longest. | ||
The Poisoner | Poisoned the most targets. | ||
The Sacrificial Lamb | The first to die. | ||
The Shadow | Spent the most time hidden. | ||
The Sniper | Had the most Pistol kills. | ||
The Survivor | Died the least. | ||
The Target | Died the most. | ||
The Untouchable | Was never killed. | ||
The Victim | Spent the most time afflicted by Abilities. | ||
The Wanderer | Spent the most time walking. | ||
8+4 Modes Accolades | |||
Name | Condition | ||
The Alpha Wolf | Had the best kill score in Wolfpack. | ||
The Despot | Captured the most territories. | ||
The Elusive | Was acquired the least. | ||
The Glutton | Scored the most Artifacts. | ||
The Lurker | Spent the most time blended with an ally. | ||
The Mole | Got the most Defense bonuses. | ||
The Monster | Score the most Multi-Kills. | ||
The Practicied | Has the most kills without being stunned. | ||
The Sneaker | Was revealed the least by targets. | ||
The Stalwart | Killed the most Artifact thieves. | ||
The Visionary | Revealed the most pursuers. |
Trophies & Achievements
Main Story Milestones | |||
---|---|---|---|
Title | Description | PS3 | Xbox 360 |
Rude Awakening | Enter the Animus at the start of the story | Bronze | 10 |
Mystery Guest | Complete Sequence 01 and Sequence 02 | Bronze | 20 |
How D'ya Like Them Apples | Complete Sequence 03 | Bronze | 20 |
Heroes are Born | Complete Sequence 04 | Bronze | 20 |
The Day the Templars Cried | Complete Sequence 05 | Bronze | 20 |
Criss Cross | Complete the Skyscraper mission as Desmond | Bronze | 20 |
Tea is for Englishmen | Complete Sequence 06 | Silver | 20 |
The Whites of Their Eyes | Complete Sequence 07 | Silver | 20 |
Caged Wolf | Complete Sequence 08 | Bronze | 20 |
Daddy Dearest | Complete the Stadium mission as Desmond | Bronze | 20 |
Two if by Sea | Complete Sequence 09 | Silver | 20 |
Grim Expectations | Complete Sequence 10 | Bronze | 20 |
The End is Nigh | Complete the Abstergo mission as Desmond | Silver | 20 |
Difficult End | Complete Sequence 11 | Bronze | 20 |
The Sum of Truth | Complete Sequence 12 | Gold | 50 |
No Good Deed Goes Unpunished | Open the vault in the Grand Temple and learn Desmond's fate | Silver | 20 |
Fin. | Complete the brief "Epilogue Missions" that follow the end credits | Silver | 30 |
Side Quests & Optional Accomplishments | |||
House Party | Recruit your first artisan on the Homestead | Bronze | 10 |
Monopoly Man | Send at least one convoy to deliver goods to a merchant in all possible destinations: Boston, New York, and the Frontier | Bronze | 10 |
Blowing in the Wind | Retrieve every page of an Almanac | Bronze | 20 |
Patent Not Pending | Craft one of the Franklin-era inventions to decorate the Homestead Manor | Bronze | 10 |
Original Gamer | Win a game of Fanorona, Bowls, and Morris on the Homestead | Bronze | 20 |
A Complete Set | See all optional characters settled at the Homestead | Silver | 20 |
An Extraordinary Man | Complete the Encyclopedia of the Common Man | Bronze | 10 |
Coureur des Bois | Sell an undamaged animal pelt at every General Store in the game | Bronze | 10 |
Magna cum Laude | Train a single recruit to the maximum rank | Bronze | 20 |
By Invitation Only | Be invited to join a club | Bronze | 20 |
In Good Standing | Complete all challenges for a single club | Silver | 30 |
Man of the People | Liberate all districts in Boston or New York | Silver | 20 |
Tumblehome | Obtained once you purchase a first upgrade for the Aquila via the ledger found next to each Harbormaster | Bronze | 10 |
Entrepreneur, not Pirate! | Complete all Privateer Contracts | Bronze | 20 |
All Washed Up | Complete all Naval Missions | Silver | 40 |
Bring Down the House | Obtain a trinket for Peg Leg, then complete Fort Wolcott Memory | Bronze | 20 |
Kidd Gloves | After collecting all 24 trinkets and finishing all other Peg Leg Missions, complete the Oak Island Memory | Bronze | 30 |
Perfectionist | Complete all main story Memories with 100% Synchronization rating | Silver | 50 |
Multitasking | Complete 50% of all DNA Tracker grid entries | Bronze | 20 |
Completionist | Complete all DNA Tracker grid entries | Silver | 50 |
Head in the Cloud | Find all pivots and synch the Animus to the Cloud in the post-story online side quest | Silver | 20 |
Multiplayer | |||
Personalized | Customize your Multiplayer profile and avatar | Bronze | 10 |
Winning Team | Be on the winning team at the end of a Multiplayer game session | Bronze | 20 |
Hunter/Killer | Reach Sequence 10 on a map in Wolfpack mode | Bronze | 20 |
Abstergo Entertainment | Reach Level 20 | Silver | 10 |
The Truth Will Out | Unlock a hacked version of an Abstergo video | Silver | 20 |
Unique Feats | |||
Spit Roast | Assassinate an opponent with a loaded musket and then press Triangle/Y to shoot through the body to kill a second enemy | Bronze | 20 |
Circus Act | Kill 15 guards with a single cannon shot (Battle of Monmouth) | Bronze | 10 |
Prince of Thieves | Loot a convoy without killing any of its guards | Bronze | 10 |
Predator | Hang five enemies by using Rope Darts | Bronze | 10 |
Whit's fur ye'll no go by ye! | Block a firing line 5 times by using a human shield | Bronze | 10 |
Jager Bomb | After reaching maximum Notoriety, hunt and kill 10 Jagers | Bronze | 20 |
Eye Witness | Witness a predator (bear, bobcat, cougar) killing an enemy | Bronze | 10 |
Master Assassin | Get every trophy | Platinum | - |
Contact Information
Firstly, do not contact me about something that can be answered in this guide. Please read the following FAQ before emailing me.
Q) Can you tell me how to get past [fill in the blank]?
A) Almost everything that is not straight forward is in this guide, so try and find it first or figure it out yourself.
Q) Can you explain [fill in the blank] better?
A) Sure, just let me know what is unclear and I will updated this walkthrough.
Q) Your walkthrough is incorrect [fill in the blank]!
A) Let me know what is wrong and I will fix it. Thank You!
Like my FAQs/Walkthroughs? Feel free to check out my other work!
http://www.gamefaqs.com/users/Krystal109/contributions/faqs
Author Name | Krystal109 |
GameFAQs Board Name / PM | Krystal109 |
Web Site / Contact | krystalnexus [at] yahoo [dot] com |
Version History
Current Version
Ver 1.52 - Jan. 24, 2014
- Updated formatting to include new features
Older Versions
Ver 1.51 - Jan. 29, 2012
- Fixed typos to allow for linking
Ver 1.5 - Jan. 03, 2012
- Completed Sections
- Mini-Games
- Liberating Forts
- Liberation Missions/Assassin Guild
- Naval/Privateer/Captain Kidd Missions
- Underground
- Weapons & Equipment
- Crafting
- Sending Convoys
- Shops
- Multiplayer
Ver 1.21 - Nov. 12, 2012
- Forts - Started
- Liberation Missions - In Process
Ver 1.2 - Nov. 9, 2012
- Gameplay Complete
- Mini-Games Started
- Delivery Requests Complete
- The Homestead Missions Complete
- Crafting Started
- Trophies & Achievements Complete
Ver 1.0 - Nov. 5, 2012
- Layout Complete
- Walkthrough Complete
- Gameplay Started
- Side Quests Started
Copyright & Disclaimer
Special Thanks:
- Jason Kowalczyk, David Saylor, Rick, Mister McDonald - emails about the Sequence 8, Memory 3
- Sean Jeans, ArthurMhor - for lots of small fixes that I missed
- Andreas lilleheie - Tips on the Feline Feet quest
- Buddy P. - Tips on Sequence 12, Memory 1
Now for the legal stuff.
This document may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission from the author. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Unauthorized reproduction and distribution of this document, or any portion of it, may result in severe civil and criminal penalties, and will be prosecuted to the maximum extent possible under the law.
All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders, even those not explicitly stated herein.
Copyright © 2012-2014 Krystal109. All rights reserved.
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