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Assassin's Creed III Formatted FAQ/Walkthrough

by Krystal109
  Updated to v1.52 on

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

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

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

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.

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

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
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
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
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
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
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

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%

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

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

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

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
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
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
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
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
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
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
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
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
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
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
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

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
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
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
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
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:



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

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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.

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Copyright © 2012-2014 Krystal109. All rights reserved.


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