Conquest of America. Assassin's Creed III




SEQUENCE 3
Lost and found

Memory 1
Prisoner

Task: A man was arrested for stealing food. Show some compassion for the poor guy. 100% S - Steal the key from the guard's pocket. New armor items have become available at the forge - AZAP'S BRACE. Now let's start recruiting new recruits. Let's go to ZhM. If you want to do everything quietly, then climb onto the roof of the house closest to the green area. Eagle Sense - V- define your goal. Don't forget that guard escort routes often run along rooftops. Choose a moment when the captain is not looking in our direction and we go down closer to him on the rope. On the left side of the building on which we are standing, below, there is a small group of talking people - go down to them. When the captain reaches you, wait until he turns away and steal the key - Space when walking. After the theft is complete, you can run straight to the pier. If you're not too lazy, you can swim a little.



Let's run to the next NF. One of the unique features of the game allows Ezio to appoint the Commander of the new base himself. Remember that once an Assassin is assigned as a base commander, he will forever remain tied to that base, so take this into account when assigning. Base commanders can achieve the rank of Master Assassin by completing a number of unique missions with you. Once assigned, talk to the student and proceed to the next memory.

Memory 2
The Watchman, Part I

Task: This student is concerned about some suspicious activity in the area. Listen to him. 100% S - Use your signal at least 1 time. Let's run to ZhM. To perform synchronization, you must kill at least one Templar using an assassin call - T. Let's get started. One Byzantine is located below, the second is on the ledge of the roof (on which we are standing), and the third is located on the neighboring building (and slightly higher than the second). We call our assassin on the third Templar, kill the second with a hidden blade, and finish off the bottom one with a speed kill.

Next, using Eagle Sense, examine the area for suspicious activity. We approach the corpse on the bench, then to the pool of blood.

Memory 3
Guild contracts

Task: Send your student on a contract assignment to gain experience. Now we will get acquainted with the mini-game “Defense of the Mediterranean”. It will allow us to send an assassin on missions in various cities of the region in order to undermine the position of the Templars there and ultimately completely free the city from their influence. When the city is recaptured from the Templars, the Assassins can establish their permanent base there and gain access to the city's development opportunities. Templar agents will try to retake their lost cities and may even launch a massive attack if you do not strengthen your influence in the captured cities. Defense consists of several stages.
1. Choose a city. In this example, one city is available - Bursa. In the future there will be much more cities. When choosing a city, pay attention to the number of contracts and the percentage level of its capture by the Templars.


2. Select a mission. Now we have only one mission available to us - The Little Prince. On the field on the right, pay attention to the difficulty level indicators - 3 out of 6, the experience gained after successful completion - +13500, the mission completion time indicator - unknown, and the reward - -15% control of the Templars in this city.


3. Selecting assassin(s) to complete the mission. At this stage, it depends on us whether the mission will be successful, or whether we will fail it and our agent will die. In order to correctly distribute forces to fulfill a contract, pay attention to the indicator - the probability of success. If, when choosing an assassin, the indicator calculates a 100% completion forecast, then you can safely send him on this mission. If this percentage is significantly lower, I can say with greater confidence that you sent him to his death. You can send several assassins on a mission, increasing the success of the mission. I advise you to send one (or more) experienced assassin and one beginner on difficult missions. This way, the new recruit will gain experience much faster.



4. And the final stage is mission confirmation. At any stage, you can cancel any of your actions; after confirming the mission, you can’t change anything.
After completing the training, we run to the beginning of the fragment.

Memory 4
Bomb making

Task: Now the Assassins control the Imperial northern base, and Yusuf has calmed down a little. Learn more about how to make bombs before moving on Now let's study the technology of making our own bombs. There are three classes of bombs: lethal, tactical And diversionary. Each class has its own characteristics. For example, the flying type of bombs is used to kill. A tactical bomb is used primarily to disrupt an enemy attack. A sabotage bomb is used to distract attention. To make bombs, loot corpses and caches of bombs to pick up casings, gunpowder and find the filling for the bombs. The bomb making process consists of several stages.

1. We select the class of bomb we need. For an example of creation, we select a lethal class.


2. The first thing we can choose from is the bomb body. In the description for each case, you can familiarize yourself with their key features. Some bombs will bounce and explode 3 seconds after the first bounce from the ground, and some will explode immediately after touching a hard surface. For now we are choosing a housing with a fuse.


3. After selecting the body, let's proceed to choosing gunpowder. Three types of powder are available. Differences in bomb radius.


4. We select the key component - the filling of our bomb. At this stage, you can make a bomb of explosive or, for example, poisonous nature.


5. At this stage, we can test the result of our efforts.


6. And if we are satisfied with the assembled bomb, we can put it on the “conveyor” and create two more pieces without resorting to this editor.


After training, on Yusuf’s advice, go to the market to Master Piri and find out where Paul’s shop was located.

Memory 5
Familiar face

Task: The site of Paul's former store may hold clues as to the location of Masyaf's keys. Carefully inspect this area this area and look for secrets Fate once again brings us together with Sofia. Taking advantage of her generosity, inspect the next room with Eagle Sense.

Memory 6
Basilica Cistern

Task: Through a secret door in Sofia's store, Ezio entered an underground tank in which the Templars were in charge. Carefully inspect the tank, but be careful... 100% S - Stay undetected. Achieving synchronization will not be easy. But bombs will help us a lot with this. So let's get started. We jump along the beams to the right column with scaffolding and from it to the ZhM. Let's go down and collect some bombs for ourselves. During the passage, all three classes were used, the composition can be seen below:


After we've stuffed our pockets full of bombs, we'll start walking through the halls. There will be plenty of guards, so immediately starting to go downstairs is pure suicide. We kill the Byzantine closest to us and climb up through the forests. From above, the commander’s route of movement is perfectly observed.


Next, jump to the nearest canopy and get ready to throw bombs. I advise you to carry out the attack in three stages. At the first stage, when the commander approaches, throw a decoy bomb. After everyone has gathered in one place, throw a smoke bomb (this will delay for a moment those who have already examined the place and buy yourself some time for the third stage). As soon as you figure out the rebound of the bomb, throw a lethal bomb into the general pile. When the smoke clears everyone will be dead. Let's jump further along the top. Having the key, we need to break through two guards - we can use a sound bomb a little further from their post. We jump onto the boxes and through the door.


In the next room, be sure to replenish your supply of bombs and run on. Let's try to walk quietly here too. Jump onto the first beam and prepare the bombs. We will act in the same way as in the first room, in three stages: first, a decoy bomb, then we throw a smoke bomb and finish off with a lethal one. After this attack, only two Byzantines remained alive, and they are working with a hammer. Finish them off and climb up the ledges of the column, where you can pull another Templar down.


Climb the stone stairs, kill the Byzantine with a hidden blade, two more Templars can be poisoned with poisonous darts. And at the end of our wanderings in this room we finish off the commander. If there are darts left, you can kill him from a distance, or wait until he is not looking in our direction and along the awnings you can jump to him and kill him with a speed kill from the air. In the next room, be sure to replenish your supply of bombs and kill the Templar at the far gate, you can use bombs.



In the next room, identify the captain with Eagle Sense and you can use it like our favorite bombs, in three stages, or move along the upper beams to the side opposite from us and poison the captain with a dart.


All that remains is to identify the secret door in the last room with Eagle Sense and pick up the key to the library in Masyaf.

Memory 7
One good turn deserves another

Task: Having found one of Masyaf's keys and a map of Constantinople, completely dotted with strange symbols, Ezio decided to return to Sofia's shop and show her his finds. Not knowing the true goals and our secret struggle, Sofia agrees to help in exchange for ancient books that should lead to other keys to Altair's library.

Memory 8
Mentor's Guardian

Task: Masyaf was attacked by the Templar Crusaders. Fight your way to the fortress and save Al Mualim. 100% S - Rescue all civilians under threat To synchronize, help all your comrades in battle. After the cutscene, climb up the ledges on the right, throw off the Templar and jump into the haystack. Without getting out of the stack, kill two enemies and run to the left. Climb up the ledges to the roof. It offers a beautiful view and the opportunity to perform a speed kill.


Memory 9
Gypsy curse

Task: A group of Byzantine Templars stole a chest of gypsy gold. Poison everyone who dares to touch the chest and make it seem like the chest is cursed. 100% S - Poison the guards carrying the stolen chest from the crowd of gypsies. The task is not difficult, get to the blue marker by hiring a group of gypsies, I advise you not to get involved in battle, but to act silently. Next, follow the guards with the chest and try not to leave the “gypsy circle”. As soon as you reach the guard holding the chest (he is still marked KM), go closer to him with the gypsies and pierce him with a poisoned click. After this, move your group some distance away. Repeat the killing operation until the chest is in your hands.

Flashback 10
The Watchman, Part II

Task: One of our base commanders has obtained information about a former assassin known as the Watcher. It's time to deal with this traitor. 100% S - Find prisoners while remaining undetected. We learn from our student about the capture of the assassins. We run towards the blue markers. You cannot get involved in a fight, all kinds of murders must be quiet, otherwise you will disrupt the synchronization. There will be a guard next to each captured assassin. I advise you not to get involved in battle with them, but to set a group of thieves on them - they are located not far from each blue marker.


We learn about Vali's next trick and run to the ZhM. Along the way, you can help our assassins in the battle near the tower where we trained somersaults. We run after Vali and watch his death.
Part 1.
Nowadays.

After listening to the story on behalf of Desmond’s father that the culminating notorious date of 12/21/12 is approaching, we leave the van and head to the cave. The main character uses the Apple of Eden and opens the passage. We continue to move deeper into the cave until we find ourselves at the Animus training field.

Repetition of what has been learned.

Updating the Animus firmware is a reason for training. The controls have remained virtually unchanged since the previous parts, but climbing has become much easier. Now you don’t need to press additional buttons to do this. It is still recommended to use a controller, along with the traditional PC mouse + keyboard combination. We quickly run forward and climb the ledges. We kill two enemies in the air and get to the exit.

Deadly number.

Playing as Haytham Kenway's ancestor, we move forward. We go through the door and find ourselves at the ball. We go into the hall of the opera house and take our place on the left. After talking with an ally, we activate Eagle Vision and find the target on the balcony on the right at the far end. We move to the left, go into a small room and climb up. We move along the ledge to the right (occasionally up). We find ourselves on the bed, which is opposite the one where the target is located. We go backstage, having previously picked the lock on the door. We rotate each of the master keys until a characteristic click is heard and quickly press the corresponding button to complete the hack. We jump onto unstable scenery that constantly falls down. But this will not stop us from reaching the right place and dealing with the enemy. We take his amulet and leave the building, pushing aside the panicking crowd.

Journey to a new world.

Additional instructions:
Limit of lost health: 10% (during the first fight with sailors)
Rescue James within the given time (after the mast collapses)

On the ship "Providence" we are going to the distant continent - America, namely to the city of Boston, where we will find like-minded people for our great cause. Let's take a walk to the upper deck and meet aggressive sailors. We should teach them a lesson. To do this, hold down the counterattack button and parry the enemy’s attacks three times. We carry out a series of quick strikes. With the next opponent, quickly press the counterattack button and also quickly press the strike button. This will knock out your opponent. Let's repeat this action again to finish off the previous impudent one. The sailor pulled out a knife, as soon as he is about to strike, press the counterattack button, and then the button indicated on the screen. By doing this we will disarm our opponent. Let's follow the captain who appears. He will ask for a favor: to find out what is going on on the ship. We return to the cabin and interact with the table.

The captain says it's time to act. Let's talk to the sailor who sends us to the cook and the doctor. Cook, in turn, will direct us to James. We go up to the helm. Someone is throwing barrels of food over the side. We go down to the lower deck and head to the green area on the mini-map. Activate Eagle Vision to see the clue on the barrel. We return to the cabin.

Let's talk with the captain, and then we will be sent to the lower deck due to the attack of the enemy ship. Below, Mills says that it was he who started this whole mess in order to get even with us for what we did in the theater. We counterattack and deliver quick strikes to deal with the enemy. We climb up and secure the gear at the points indicated by the marker. We climb onto the mast and lower the sails. Next, we help James; getting to it won't be difficult.

We go upstairs and talk to the captain. After 72 days, we successfully moored to the shores of America! We climb up to the highest mast.

Part 2.
Boston, 1755.

Welcome to Boston.
Charles Lee meets us, after which we follow him. He wants us to train him. We get to a shop with mixed goods. Near the entrance we meet Benjamin Franklin, who asks for help (it is his face that is depicted on hundred dollar bills). We go inside and buy a saber and a pistol from the merchant. We go outside, where Lee and the horses are already waiting for us. Let's saddle the one that is intended for us and go to the Green Dragon.
Having arrived at the place, we dismount and enter the building. We follow Charles upstairs and meet William Johnson, an expert on the local lands. He is one of our future like-minded people. William reports that his notes were stolen by robbers.

Johnson's order.

Additional instructions:
Shoot 10 mercenaries
Don't let Hikki and Lee lose more than half their health

We leave the building and communicate with William’s assistant, Thomas Hickey. He has already found the kidnappers, all that remains is to help him take what belongs to Johnson. We fire at the sentinel. We climb up to his position and help the allies deal with the enemies at the entrance to the camp. To achieve one hundred percent synchronization, you need to shoot nine more enemies. Having cleared the point, few enemies are hiding behind the gate. We destroy the powder keg with a targeted shot and go inside. We take the box and deal with the opponents.

It's time to leave the camp. We accompany Hiki all the way; we must not allow his health to decrease by more than fifty percent. We search the bodies after the murder to get some bullets and some money. We shoot enemies on the roofs with targeted fire. It is advisable to get closer to them, otherwise the pistol's firepower will not be enough to kill them with one shot.
We show William the amulet.

Additional instructions:
Stay unnoticed
Eavesdrop on the conversation of patrol officers (and not just local residents)
Eavesdrop on all conversations without being noticed

We communicate with Charles and together decide to free the slaves. We go outside and approach Church’s house. No one answered the knock on the door, so the bolder Charles knocks down the door. There is no one inside, so we cut off part of the canvas and get to the orange marker. Being in a fenced area, we eavesdrop on the neighbors' conversation. If they notice us, then we quickly blend in with the crowd and avoid detection. Next, we get to the green area, where we will find many orange targets - gossipers and similarly eavesdrop on their conversations. Meanwhile, the green area will become narrower. We reach the restricted area along the roofs and try to enter the barn. You will need a key, which can be stolen from any of the captains marked with an orange marker. The easiest way to do this is for those who are not always watched by guards. We enter the barn and watch the conversation. Then we eliminate three enemies, sneaking up on them with a hidden blade, and free Church.

Additional instructions:
Do not exceed the detection time limit (the easiest way is to take cover behind buildings)
Get three consecutive multi-kills (the Hidden Blade is ideal for this)
Don't let the informers call for reinforcements (watch the mini-map to track the retreating enemy)

We follow Charles to Pitcairn. An attempt to free him from the clutches of General Braddock was unsuccessful. We move behind a group of soldiers, trying not to catch their eye at all. Lee will distract them with a daring act, let's catch up with him. We deal with nine guards and free Pitcairn, who will “play” in our team.

Breaking into Southgate.

Additional instructions:
Find and kill the general
Perform three consecutive stealth kills around a corner
Don't take damage from a chain of fire

We set off to carry out a simple plan to penetrate the fort. We attack the convoy directly from the roof and destroy thirteen guards. After changing clothes, we head to the fort. Along the way, the guards will develop suspicions; we will quickly neutralize them by giving orders to our allies. Having arrived at the place, we free the captive.

We go forward to the intersection, then turn right. Let's go to the end and find the general. Let's hide in the hay cart and, when he approaches us, press the strike button. To get three kills from around the corner, you need to hug the corner of a tent or other tall objects and use a stealth blade to destroy enemies that come close. You can use a whistle to lure them.

We release prisoners in three places. But before that, we deal with the vigilant officers when they are left alone. Or we just wait for them to leave.

We grab the enemy and escape from four shots. We deal with the enemies and get to Cyrus. We destroy everyone in the same way.

Part 3.
Boston, 1755.

After talking with Charles, we go to the frontier and get to Lexington.

In my opinion.

Additional instructions:
The limit of lost health is 50% (when fighting with wolves you need to press the first two buttons in time)
Use destructible objects in battle (in a tavern we stand so that there are tables behind us and then after a counterattack the enemies will break the interior items with their bodies)

Together with Charles, we go in search of the mysterious woman whom we freed earlier. We follow Lee on horseback and discover a recently extinguished fire. We move upward along a thick continuous trail. Charles kills the attacking wolf, we run after the woman. The time has come to face the beasts face to face. We quickly press the appropriate buttons to deal with the bloodthirsty wolves on the fly. We activate Eagle Vision to detect the woman (she is on the wooden platform above). We continue the pursuit and when the stranger descends to the ground, we will be able to overtake her. The woman’s name is Gadzidzio, we show her the amulet. She does not want to talk about the signs depicted on it, but asks to climb the hill.

From above we observe the camp in which Bulldog (Braddock) commands. To deal with him, you must first find him. We dive into the haystack below and, having reached the tavern, go inside. Let's go right and press against the counter. Having overheard the first conversation, go left. We stand at the window and eavesdrop on the second conversation. We return to the counter and listen to the end of the conversation. We are heading towards the exit, but the drunken guards will not let us leave. In hand-to-hand combat we deal with eight opponents.

Execution is everything.

Additional instructions:
Do not kill the guards (after listening to the conversation, use only hand-to-hand combat)
Damage two guns

We meet with Dzio not far from the camp. The easiest way to get inside unnoticed is by cart, which is just passing to our left. Having penetrated the camp, the cart will soon stop. Let's get out of it and go right down the grass. We disable the first cannon without catching the eyes of the enemies. We return to the cart and go along the left side. We go to the white area on the mini-map and start listening to the conversation. When the enemies move away a little, it is best to immediately climb onto the roof. And jump on the other side onto the grass. Before we get into the tent, we will stun the guard from behind without using a weapon. We take the map and disable the second cannon. From here we go down, leave the camp through a side passage and get to Gadzidza.

Braddock Expedition.

Additional instructions:
Kill two militias without attracting attention
Destroy the wagons with gunpowder (we purchase cartridges in advance!)

Together with like-minded people we go north, where we will meet Dzio and her tribe. Let's go right and enter the red zone. Let's hide in a haystack and deal with the enemy. A little further there is another haystack. We'll get there along the grass and deal with the guard in the same way. Now we can kill everyone else.

We change clothes and get to Braddock on horseback. He decided to escape from us, taking advantage of the French attack. We give chase, shooting at powder kegs on carts along the way. Having overtaken the general, he runs away again. We select a blade, catch up with the target and deal with it.

Having found nothing interesting in the cave, we return to our allies. We are conducting the oath of office for Charles. From now on he is a Templar.

Part 4.
Ganadazedon, 1760.
Peekaboo.

Additional instructions:
Find all the children without making a single mistake
Find all the children in four minutes

We play as Radunhageida (the main character, later Connor). We follow other children into the forest. Let's play hide and seek. We pull out a short stick and we drive accordingly. Having counted to one hundred, we begin the search. Let's study the clue right in front of us. There are three green areas on the minimap. With each clue learned, the diameter of these circles decreases. The clues are highlighted long before they are approached, so it will not be difficult to find all the children. They mostly hide in stacks.

We return to the tree and draw lots again. We choose any of the available places where we can hide. We are attacked by enemies, one of whom is Charles Lee. They ask for a message for our tribe. We get to the village, which is engulfed in flames. Through the barn we get to the hut where our mother (Gadzidzio) is located. Let's go around on the right side. An attempt to save her will not be successful.

Feathers and trees.
Additional instructions:

Do not touch the ground or water
Find three feathers (they are all marked on the map, you just need to wander around the forest a little)
Rhoda asked to collect feathers. We climb onto a thin tree and from there along a branch to the next one. It's quite easy to climb up. The main thing is to look in the right direction and hold the run button. We follow the branches to the river and at the same time keep an eye on our partner. He almost falls into the river, we will need to help him. We climb up the rocks to the bird's nest. Having obtained the feather, we fall down, but successfully land in a haystack. The map shows the locations of three more feathers, which you need to climb up trees with small pegs.

Hunting lessons.

Additional instructions:
Get three animals of different species (hare, fox, deer)
Place a trap with bait to catch the animal (it is advisable to generously cover the place where we set the trap with bait)
Kill two animals in the air (you must attack while on a hill (tree, cobblestone))

We get to the green area, shoot the hare with a bow and skin his body. We study the clue near the tree and, choosing a trap from the arsenal, set it. We go to the next larger green area. We study the clue (a bush with red berries). Hiding in the grass, we get as close to the deer as possible. We select bait from the arsenal. The deer will smell the scent and run towards us. We attack him, kill him and skin him. We could also kill him with an arrow, but in this case we will get meat instead of skin. We return to the traps and check them for the presence of prey.
It is necessary to obtain the meat of five animals. Once the meter is full, we will no longer be able to continue the hunt and, accordingly, additional tasks not completed will be failed. We return to Ganadogon, who is running away from the bear in fear. We press the appropriate buttons to evade the beast. Let's return to the village. During the battle with the bear, we lost all our prey, but our capable student managed to provide us with a hearty dinner.

There will be something to remember.

Additional instructions:
Avoid mid-air collisions
We go into the tent behind Rhoda. We get the Apple of Eden in our hands and move to the Nexus. We take on the body of a bird and fly forward, avoiding collisions with various obstacles. You can change the flight left-right, up-down.

Part 5.
Frontier, 1769.

Radunhagade left the village to get answers to his questions. We get to the Davenport estate. You can move to a point instantly through the global map.

Rude.

Additional instructions:
The limit of lost health is no more than 50%
After persistently knocking on the door, they finally open it for us, but they refuse to help. It started to rain, so we’ll get to a stable nearby and take shelter there.

The next morning we will try again to ask for help, this time the assassin does not open the door at all. Let's go to the back door, the owner of the estate leans out of the window and again asks to leave his property. We climb onto the balcony and are rudely refused. We return to the stables.

At night we discover unknown people trying to disturb the peace of the old man. We deal with the enemies, and then Achilles appears and helps us escape from the clutches of the leader. Having gained respect, we go into the estate and communicate with the old man. After listening to the story, we follow him into the secret basement.

Achilles's order.

Additional instructions:
Hide within a given time
We jump into the carriage and together with our mentor we go to the city. We follow Achilles and then go to the mixed goods store. From now on our names are Connor. We “unfasten” the coins to the merchant and ask them to deliver the tools to the van near the town hall. Let's return to Achilles. Let's find out what's going on. Among the crowd we notice Father Haytham. Let's follow his accomplice into the alley. We don’t come close, but we try not to lose sight of it for long. When he climbs onto the roof, we need to stay close, since in a limited time we have to deal with the enemy before he fires a shot. We hide from the guards by first exiting the red and then the orange areas on the mini-map.

Particularly dangerous.

Additional instructions:
Fame must not be higher than level 3

The wanted level has increased noticeably and now every time we meet guards, they will immediately want to kill us. We get to Samuel, who will help us get rid of this “bad reputation”. On his advice, we run around the city and tear down posters. A couple is enough for the first time, then we return to Sam. He introduces us to Silas, a local herald who, for a reasonable fee, will convince the crowd of anything. We accompany Samuel to the tunnel system through the alleys so as not to encounter the guards again.

Lay low.

We get out on the other side. The path is fairly predictable if you look at the mini-map, and Sam's comments and the running rats will point you in the right direction. We pick the lock the same way we did before. We rotate the two master keys alternately until a characteristic click is heard and, without releasing the fixed position, we make sudden movements.

Fighting the press.

Another way to get rid of a “bad reputation” is to visit a printer. He will do everything in the best possible way. We follow Sam to the pier. We communicate with the captain (anchor sign on the mini-map) and select the Davenport estate on the global map.

Return of the Prodigal Son.

Returning to Achilles, Connor expresses his dissatisfaction with him. But nevertheless we receive an assassin kit from the teacher.
Rescue on the river.
Additional instructions:
When saving Terry, do not touch the water (when the camera rises, you need to jump not into the water, but onto a log)

An unknown person knocks on the window, we go outside and find out about what happened. We follow Godfrey, who did not really explain anything. Having reached the river, we see a man on a log being carried away by the current. We jump over stones, branches and fallen trees. Terry and Godfrey decided to set up a sawmill nearby; their work would be very useful for repairing the estate.

Start date.

We get to the hut on the shore, as our teacher asked. Here we meet Robert Faulkner, who will help us repair the Aquila ship. First you need to get materials. Let's return to Achilles. He gives us a ledger (accounting book) in which we can distribute materials and direct them to the necessary buildings. We carry out the actions shown on the screen. We study the section “Stocks”, “Craft” and “Trade”.

We are not looking for easy ways.

Additional instructions:
The ship must not be damaged (use only half of the sails to avoid hitting reefs)
Withstand three attacks (we dodge the frigate's shots by pressing the corresponding button when we see a red stream of light directed at us)
Shoot two enemy ships with a falconet

We meet with Robert at the repaired ship and go to Martha's Vineyard, where we can buy cannons and hire gunners. We approach the helm to begin steering the ship. We raise half the sails, and then all the sails. The more of them raised, the faster the ship moves and the less controllable it is. When the storm gets stronger, we, of course, leave only half the sails to keep the ship in the right direction.

We moor at the pier. There is a small skirmish at the tavern as Connor tries to find out from the Templars about the whereabouts of Charles Lee. We buy guns, hire familiar gunners and return to the ship. We sail to the destroyed ship for training. We look in the direction where we want to shoot. Thus, we destroy two ships on opposite sides of us. Then, from the falconette, we fire a targeted shot at the barrels of gunpowder. We return to Achilles, and along the way we shoot at enemy ships attacking us. First there will be three small ones, then one frigate. We are not in a hurry to attack him; first we will dodge the cannon shots.

Part 6.
Nowadays.

Sean reports that he has found a power source in a Manhattan penthouse. We are thrown into a nearby building, from where we begin to climb up to the highest point of the crane. Then we jump down from there, quickly press any button and open the parachute. We land at the helipad. We take away the energy source, and a former assassin immediately appears, now working for the Templars. We neutralize it and return to the Animus.

Davenport Manor, 1773.
On Johnson's trail.

Additional instructions:
Do not exceed the second level of fame
Do not exceed six shots while destroying contraband in the port

Ganadogan arrives at the estate and reports that all residents of the village are asked to leave their homes, since these lands were bought by the Confederacy. We also find out the name of the person behind all this - William Johnson. We take the ship to Boston and meet with Samuel. We follow him, and along the way we encounter another injustice. We help the resident deal with the guards who disturb the peace of conscientious payers. Let's catch up with Sam.

After the meeting we head to the port. We look for contraband in restricted areas and throw powder kegs lying nearby to them. We shoot at them to destroy them. The pistol and its ammunition can be taken from the bodies of killed enemies. Next, we deal with three groups of tax collectors snooping around the city.

The cook is angry.

Additional instructions:
Do not engage in collisions for more than 15 seconds
Shafo's lost health limit: 30%
Get five stealth kills

Enraged, Stefan goes in search of the robbers. We accompany him all the way. It is advisable to go ahead of him in order to have time to neutralize the guards unnoticed. We actively use firearms to deal with a group of enemies quickly and effectively. At the end we use the gunner to destroy the captain of the guard.

Tea party.

Additional instructions:
Throw ten boxes of tea into the water
Throw three British soldiers into the water (we try to counterattack when their backs are to the side)
Perform one kill with a musket in the air (the musket can be obtained from enemies, we jump on them directly from the side and attack in the air)

We find out from Samuel the plan for further action. We arrive at the port, where we deal with fifteen guards. Let's start unloading the tea into the water. Our task is to hold out until all the tea is unloaded. We actively help our allies fight off enemies. First of all, we will unload ten boxes. Do not forget that the allied forces may be exhausted and then you will have to protect Shafo and Sam. If you do not do this, the task will fail.

Aggressive negotiations.

Additional instructions:
Prevent more than one Indian from being killed
Get close to Johnson unnoticed (it's easiest to attack the target from the roof)
Swallow dive and escape the chase (having dealt with Johnson, we run down the clearing and dive into the water)

We return to the Davenport estate and communicate with Achilles. Soon Ganadogan arrives at the house and reports that Johnson is again trying to buy the land on which the village is located. We get to the frontier and meet with Ganadogan. Let's jump down on the right side, finding a lower place in order to lose as little health as possible. It's much easier to get to Johnson on the Hill from here. We avoid the guards by choosing a route through the mini-map. We climb onto the roof and, choosing a blade, deal with the enemy in a jump. We are hiding from the guards.

Part 7.
Davenport Manor, 1775.
Midnight ride.

Additional instructions:
Do not engage in open conflict
Get to Prescott in two minutes
We go to Boston to meet with Paul Revere and his colleagues. Together we go to the frontier. We move from one green area to another until we find the houses of the militia. Also, if you get confused, you can always ask your partner to show you the right path. Arriving at the third house, we were almost caught. We leave the danger zone and get to Prescott. Then we will visit Hancock and Adams and also warn them about the approaching British army.

Lexington and Concord.

Additional instructions:
Destroy each of seven groups of soldiers with one order
Rescue the hostages (we follow the mini-map on the way to the farm in order to spot residents in need of protection in time)

Pitcairn's army launched an offensive. They outnumber us and therefore our fighters retreated together. We get to Barrett's farm and begin commanding the troops. There are only three groups: in the center in front of the bridge, on the right and, respectively, on the left. We follow the mini-map and run in the direction from which the enemies are advancing fastest. We give the order to fire only when the enemy troops have gotten to a sufficient distance. We should also take into account that there are no losses in our ranks, and if there are, we are waiting for reinforcements. This is more relevant for completing an additional assignment. After finishing the fight, we communicate with James Barrett.

War is coming.

Additional instructions:
Walk through Charlestown without taking damage (it's best to run without stopping)
Kill a grenadier from the air (the grenadier is in the left ship)
Remain undetected on ships

We go to Bunker Hill, where we will meet with Israel Putnam. But the scout leads us to Breeds. A fierce battle is taking place here. The general intends to leave the battlefield. We run to the ships to stop the shelling from the sea. First, let's swim to the left ship. It's best to approach from the back. We quietly neutralize the guard at the back of the ship. Then we climb onto the mast and destroy the grenadier in a jump. We set fire to the powder keg and quickly jump into the water. We do the same with the second ship. All that remains is to replace the flags at the tops of the masts.

Battle of Bunker Hill.

Additional instructions:
Kill Pitcairn in the air without being noticed
Make your way across the battlefield without taking damage
Don't kill more than four English soldiers unnecessarily

Having reached the shore, we sit in the saddle and follow the patriot. We run from cover to cover, choosing the moment. We monitor the enemy troops, as soon as the outbreak has passed, we can run! We climb up the rock and follow the thick grass on the left. We try not to tear ourselves away from it, since guards are constantly patrolling here. Having reached the tents, we will go to the end and climb up the long tree. Let's jump over to the next tree on the right. Let's climb even higher and walk along a long branch. Let's jump over to the flag holder and from here we can easily jump onto Pitcairn's head.

Part 8.
Davenport Manor, 1776.
Something foreign.

Additional instructions:
Do not push or knock anyone down (we walk when we see a crowd)
Successfully eavesdrop on a conversation while standing still
Successfully eavesdrop on a conversation while walking (you cannot climb onto the roof)

In Achilles's house we communicate with his friend. We're going to the frontier, and from there we'll get to New York. Let's saddle the horse and follow the agent to the market. We witness an attempt to purchase goods with counterfeit money. Let's follow the counterfeiter. We keep our distance so that if something happens we have time to hide around the corner. We eavesdrop on the conversation while in the appropriate zone. We continue the pursuit, eavesdropping on the next conversation as we move along the alley. The counterfeiters will stop exactly twice: the first time we can easily hide among the people, and the second time literally a meter away from them behind cover on the right, so we don’t lag behind! They will turn right and find themselves in their lair.

Bursting inside, we find Thomas Hickey. So, we begin the pursuit, we turn into the alley on the left. Now we run not after Thomas, but straight! This way we can cut him off and catch him quickly.

Bridewell Prison.

Additional instructions:
Don't kill more than one guard
Kill Hickey in two minutes
They catch us and, having stunned us, put us in a cell. We approach the wall to eavesdrop on the prisoners' conversation. Let's go to bed.
The next day we go down for a walk, accompanied by a security guard. Turn on Eagle Vision and look for the yellow target. Mason is sitting at the gaming table. We lay out the chips and at the same time learn useful information. We go upstairs and steal the key from Finch. We return to the cell. At night we try to open the cell door, but in fact the key does not fit into this lock at all. In the morning we find out from Mason that the key is intended to be replaced with an original one, which can be taken to the warden. We attack the prisoners, and then deal with everyone. We operate only one combination of Counterstrike + Break through the defense. We also deliver a lot of short blows to quickly neutralize opponents.

We escape from captivity and, avoiding the guards, go upstairs, where Mason is waiting for us. It opens access to more spacious chambers. As soon as we exit into the large room, we immediately turn right. We will go up the stairs to the very top and, when the guards leave, we will enter the cell.

Public execution.

Additional instructions:
Washington's bodyguards must survive (we catch up with Hickey as quickly as possible and push him)
Kill enemy militias

We are being led to execution. We will be hanged without trial. We make our way through the crowd to the gallows. After a short speech from Charles, the noose begins to tightly squeeze his neck. We quickly signal to the allies to release us. Slowing down, we catch up with Hickey and push him so that his attention is directed towards us. We parry his attacks and simply push him away. We deal with the two guards and finish off Hiki.
We follow Achilles and after the conversation, we go into the hall.

Part 9.
Nowadays.

A second source of energy has been found - in Brazil. We rise higher to establish a connection with Rebecca. It’s not that easy to get into the stadium - you need a ticket. On the right there is an open door leading to the courtyard. We follow the guard through the grass and then sneak through the nearest door inside. We move along the corridor, continue to bypass the security on the right side (toilets, small utility rooms). Having climbed up thanks to our acrobatic abilities, we follow the guard. We can stun him from behind and go into the box. We will cross the metal structure to the opposite side. If you activate Eagle Vision, you can easily spot the red target behind the huge glass in the VIP area. We get there and encounter an unknown killer who carried out a bloody massacre and is trying to escape with the artifact. We rush after him, and the chase ends in the courtyard. We deal with the guards and the killer himself. We attack him in the same way as we previously attacked prisoners in prison - Counterstrike + Break through the defense. We take the energy source and rush to the subway at full speed.

Davenport Manor, 1777.

Lost cargo.
Additional instructions:
Catch the driver in thirty seconds
Don't hide in the hay while following a caravan
Kill three patrolmen without being noticed
We leave the estate and go to Valley Forge to carry out justice on our own. The commander reports treason, which is accompanied by the theft of goods. We get to an abandoned church. Upon entering, Haytham attacks us. Surely, if he wanted to kill us, he would have done it. After talking with him, together we begin the search for Benjamin Church.

We leave the church and study the first clue - broken boxes with provisions. We go further along the path and get out onto the road. An enemy squad is patrolling here. Ignoring them or dealing with them is a matter of taste. We study the tracks of the cart on the road. In the last small area we can easily find the cart and driver. We catch up with the fugitive and throw him to the ground. Haytham kills the driver and gives us new orders.

We catch up with the caravan and follow it. We move first to the left, then to the right, so as not to catch the eye of the guards. Moreover, you cannot leave the eavesdropping zone. Once in the hay, we wait until the guard approaches us, and then we will deal with him. Similarly, we destroy two more who will meet along the way. The mercenaries captured Haytham, we help him and deal with thirteen opponents.

Father and son.

Additional instructions:
Steal a mercenary's clothes without getting caught
We meet with Haytham in New York. We follow him along the rooftops to the place where Benjamin Church is hiding. Since the guards at the gate have changed, we will not be able to get inside. We get to the mercenary and quietly kill him when he is near the boxes. We quickly change into his uniform and, returning to our father, we go together to Church’s lair.

Foam and flame.

Additional instructions:
Don't take fire damage
Haytham's health limit: 50%
We fall into the prepared trap and deal with the enemies. As soon as we see that my father’s health is rapidly deteriorating, we help him. The mercenaries fired at the explosive substance, and so the brewery was engulfed in fire. We climb up, along the beams that have not yet been touched by the fire, we move to the other side. We continue to rise higher and higher. We help Haytham and together we make our way to the exit.

Bitter result.

Additional instructions:
Limit of damage received from the environment: 20%
The distance to the schooner should not exceed more than 500

We meet with our father at the pier and set off in pursuit of Church. We catch up with the ship "Greeting", but there is no one on board. Meanwhile, from the other side, the line escort begins to fire at us. We chase him, trying to keep up by more than 500. We maneuver among the rocks with half the sails. Next, in open battle we destroy five small ships, but do not attack the line escort. Once we have dealt with the ships, we select the nipples from the list of equipment and shoot the main enemy.

We're going to board. First of all, let's kill three sailors in a row (they are the easiest). Then marked targets on the mini map. We go down to the lower deck and finish off Church.

Part 10.
Davenport Manor, 1778.

Alternative methods.
Additional instructions:
Use guards as human shields twice
Pounce on the target from above
We go to New York to meet with Haytham. Together we go in search of loyalist commanders. We follow our father and climb to the very top. We jump onto the heads of the enemies. We get closer to the shooters (yellow targets) to provoke them. As soon as they are ready to shoot, we grab the nearest guard and use him as a human shield. Having destroyed everyone, we capture the shooters. One of them manages to escape. We give chase. It is not at all necessary to follow on the heels of the fugitive. Without turning into an alley, you can lie in wait for him, first climb to a height and attack. We escort the prisoner to the interrogation room. We push him periodically, otherwise he won’t budge.

Loyal trust.

Additional instructions:
Do not touch the ground (we move and attack only while in the saddle)
Intercept all Patriot messengers in three minutes
Neutralize ganyageha using bloodless methods

Having learned the contents of Washington’s note, we rush towards the village. We follow the green zone on the mini-map and simultaneously destroy the marked enemies. It is best to use a firearm. Having dealt with him, we go around numerous troops and get to the village. We inform the elder that enemies are approaching them. Rhoda, in turn, wonders why we're not with Charles Lee.

We leave the village, and the hunt for the Ganyageha warriors begins. We try to sneak up on them from behind and attack without using weapons. Then we get to Ganadogan. Charles has wrapped his mind in lies and now he thinks we are going to destroy the village. We press the appropriate button and do what we have to do.

Battle of Monmouth.

Additional instructions:
Neutralize each of eight platoons of soldiers with one cannonball
Kill two platoons of soldiers with one core (we shoot strictly between two platoons)
Prevent three executions of Patriot leaders

We meet with the commander-in-chief and begin to hold the defense. We have only one gun at our disposal. We destroy the approaching enemies - right, left and center. The enemy forces are superior to ours, so we will have to retreat. We move to a safe place from one control point to another. At the same time, we stop the executions by running up and starting to attack.

Part 11.
Nowadays.

Abstergo captured our father. In return, the Templars demand, of course, the Apple. We go to their laboratory, where everyone is already aware of our arrival. We go straight, then we enter into a fight with the guards. Having killed everyone, we take the elevator up, but we won’t have time to reach the desired floor. We climb up the elevator shaft to the fourth floor and deal with the enemies. We continue to walk along the corridors and bridges. Let's go through the doors into the room on the left and meet with Cross. When he gets stuck, we give chase. We overtake and kill with a blade.

We take the elevator to the fifth floor. We head to Vidik's office. Along the way we shoot numerous guards with a pistol. Then the doors will open and we can go into the office. Using the Apple, we manipulate the guards and force them to kill themselves and Vidik. We free the father, take the third artifact and return to the shelter, simultaneously releasing the energy of the Apple.

Davenport Manor, 1781.

Battle of the Chesapeake.
Additional instructions:
Destroy three ships with one broadside
Sink two frigates by hitting them in their powder holds
Kill five enemies with a counterattack

The last meeting with Achilles, the last instruction from our teacher... We set off on the ship to the Chesapeake Bay. Under the command of the admiral we enter the battle. We already fought at sea before, nothing has changed since then. We hit enemies with onboard fire. We will destroy a couple of frigates from the falconette, shooting at the gunpowder on their sides. In the final battle, a huge linear escort awaits us. But we won’t compare guns with him, we’ll collide directly and board him.

We deal with the sailors, killing five in a counterattack. The main target is the captain, marked on the mini-map. We shoot at the powder barrels and quickly jump off the ship. The Admiral was pleased with our outstanding abilities. He kept his promise and therefore will do what we asked.

Lee's last battle.

Additional instructions:
Reach the signal tower in three minutes
Remain undetected on the way to the signal fire
Lost Health Limit: 50%

We pull the guard into the well. The best way to reach the tower is through the rooftops. But even here you should be wary of lonely, but very vigilant guards. We give a signal to the admiral, and the shelling begins. How bad is it that we find ourselves in the center of events at the wrong time? After the explosion, Connor is shell-shocked. We get to Haytham and begin the battle. We stand with our backs to improvised objects, such as barrels and wooden tables. We carry out several parrying strikes. We finish off the father by plunging a hidden blade into his head when he begins to choke us.

Part 12.
New York, 1782.
Rest in peace.

Additional instructions:
Do not kill more than fifteen English soldiers
Get off the ship without engaging in combat
Kill the Jersey captain

We are approaching Charles Lee. After the conversation, we escape from the clutches of the guards. We do not abuse murders. We destroy only those mercenaries who are marked on the mini-map. It is advisable to run away from the others. We find out from the latter about the whereabouts of Charles. We go to the ferry and swim to the Jersey. We climb up the rope. We move to the left, climb higher, then to the right and thus climb on board. We sneak past the soldier to the marked point. We climb to the window to eavesdrop on the captain's conversation. Let's go right to the captain's cabin. After listening to the conversation, you will need to kill him. First, let's deal with the witnesses, and only then with the target itself. Let's jump into the water and automatically find ourselves on the pier.

Chasing Lee.

Additional instructions:
Do not move more than 50 away from Lee
Don't push anyone during a chase
Take no damage from fire

We go to Boston to the Green Dragon Tavern. We find out from the mercenary about the whereabouts of Charles. We get to the harbor in the green area. We climb higher to increase the view. We activate Eagle Vision and track the yellow target. Now the chase begins, which will make you sweat. At least I managed to complete it with all the additional instructions on only the ninth attempt. So, we run forward and stop in front of the barrels. We continue running after the explosion. We go around the first guards on the right. The second shooting chain - jumping from the left. We get to the burning model of the ship. We slide from below, then climb up the wall to the right. We jump onto the hanging ropes on the left. We get out through the window. We jump further and further and find ourselves at the bottom. We slip and climb up the mechanism. The enemy flew around the corner. Let's wait a little until the mechanism returns to us, and perform a similar action. We are catching up with Charles, but we are no longer able to fight him. Finally we manage to shoot, after which he disappears.

We slowly move towards the pier. Then we still slowly get to the tavern, where we will get even with Charles Lee.

Nowadays.

The mystery is solved! Now Desmond knows where the key is. We dig it out and return to the shelter. Let's turn left and go into a room with multi-level devices. We climb up the metal beams and install the first energy source. A passage opened to the right of the Animus. Let's walk along it and go up the steep stairs. On the opposite side we will see a place where we should plug in the energy source. Let's go parallel to that side, then turn right and slide down. Let's turn right twice and then again to get through the passage into the room. Let's climb the walls and install the artifact. Let's return to the Animus. Let's go a little further and turn right. Let's go upstairs and climb the pillars to the passage in the corner. From there we jump onto the horizontal bars and, once on the other side, we again move along the pillars and install the last artifact. Let's return to the Animus and finally approach the transparent wall. It's time to make a choice. Let's watch the final video.

Part 1.

Nowadays.

After listening to the story on behalf of Desmond’s father that the culminating notorious date of 12/21/12 is approaching, we leave the van and head to the cave. The main character uses the Apple of Eden and opens the passage. We continue to move deeper into the cave until we find ourselves at the Animus training field.

Repetition of what has been learned.

Updating the Animus firmware is a reason for training. The controls have remained virtually unchanged since the previous parts, but climbing has become much easier. Now you don’t need to press additional buttons to do this. It is still recommended to use a controller, along with the traditional PC mouse + keyboard combination. We quickly run forward and climb the ledges. We kill two enemies in the air and get to the exit.

Deadly number.

Playing as Haytham Kenway's ancestor, we move forward. We go through the door and find ourselves at the ball. We go into the hall of the opera house and take our place on the left. After talking with an ally, we activate Eagle Vision and find the target on the balcony on the right at the far end. We move to the left, go into a small room and climb up. We move along the ledge to the right (occasionally up). We find ourselves on the bed, which is opposite the one where the target is located. We go backstage, having previously picked the lock on the door. We rotate each of the master keys until a characteristic click is heard and quickly press the corresponding button to complete the hack. We jump onto unstable scenery that constantly falls down. But this will not stop us from reaching the right place and dealing with the enemy. We take his amulet and leave the building, pushing aside the panicking crowd.

Journey to a new world.

Additional instructions:

Limit of lost health: 10% (during the first fight with sailors)
- Rescue James within the given time (after the mast collapses)

On the ship "Providence" we are going to the distant continent - America, namely to the city of Boston, where we will find like-minded people for our great cause. Let's take a walk to the upper deck and meet aggressive sailors. We should teach them a lesson. To do this, hold down the counterattack button and parry the enemy’s attacks three times. We carry out a series of quick strikes. With the next opponent, quickly press the counterattack button and also quickly press the strike button. This will knock out your opponent. Let's repeat this action again to finish off the previous impudent one. The sailor pulled out a knife, as soon as he is about to strike, press the counterattack button, and then the button indicated on the screen. By doing this we will disarm our opponent. Let's follow the captain who appears. He will ask for a favor: to find out what is going on on the ship. We return to the cabin and interact with the table.

The captain says it's time to act. Let's talk to the sailor who sends us to the cook and the doctor. Cook, in turn, will direct us to James. We go up to the helm. Someone is throwing barrels of food over the side. We go down to the lower deck and head to the green area on the mini-map. Activate Eagle Vision to see the clue on the barrel. We return to the cabin.

Let's talk with the captain, and then we will be sent to the lower deck due to the attack of the enemy ship. Below, Mills says that it was he who started this whole mess in order to get even with us for what we did in the theater. We counterattack and deliver quick strikes to deal with the enemy. We climb up and secure the gear at the points indicated by the marker. We climb onto the mast and lower the sails. Next, we help James; getting to it won't be difficult.

We go upstairs and talk to the captain. After 72 days, we successfully moored to the shores of America! We climb up to the highest mast.

Part 2.

Boston, 1755.

Welcome to Boston.

Charles Lee meets us, after which we follow him. He wants us to train him. We get to a shop with mixed goods. Near the entrance we meet Benjamin Franklin, who asks for help (it is his face that is depicted on hundred dollar bills). We go inside and buy a saber and a pistol from the merchant. We go outside, where Lee and the horses are already waiting for us. Let's saddle the one that is intended for us and go to the Green Dragon.

Having arrived at the place, we dismount and enter the building. We follow Charles upstairs and meet William Johnson, an expert on the local lands. He is one of our future like-minded people. William reports that his notes were stolen by robbers.

Johnson's order.

Additional instructions:

Shoot 10 mercenaries
- Don't let Hikki and Lee lose more than half their health

We leave the building and communicate with William’s assistant, Thomas Hickey. He has already found the kidnappers, all that remains is to help him take what belongs to Johnson. We fire at the sentinel. We climb up to his position and help the allies deal with the enemies at the entrance to the camp. To achieve one hundred percent synchronization, you need to shoot nine more enemies. Having cleared the point, few enemies are hiding behind the gate. We destroy the powder keg with a targeted shot and go inside. We take the box and deal with the opponents.

It's time to leave the camp. We accompany Hiki all the way; we must not allow his health to decrease by more than fifty percent. We search the bodies after the murder to get some bullets and some money. We shoot enemies on the roofs with targeted fire. It is advisable to get closer to them, otherwise the pistol's firepower will not be enough to kill them with one shot.

We show William the amulet.

Doctor.

Additional instructions:

Stay unnoticed
- Eavesdrop on the conversation of patrol officers (and not just local residents)
- Eavesdrop on all conversations without being noticed

We communicate with Charles and together decide to free the slaves. We go outside and approach Church’s house. No one answered the knock on the door, so the bolder Charles knocks down the door. There is no one inside, so we cut off part of the canvas and get to the orange marker. Being in a fenced area, we eavesdrop on the neighbors' conversation. If they notice us, then we quickly blend in with the crowd and avoid detection. Next, we get to the green area, where we will find many orange targets - gossipers and similarly eavesdrop on their conversations. Meanwhile, the green area will become narrower. We reach the restricted area along the roofs and try to enter the barn. You will need a key, which can be stolen from any of the captains marked with an orange marker. The easiest way to do this is for those who are not always watched by guards. We enter the barn and watch the conversation. Then we eliminate three enemies, sneaking up on them with a hidden blade, and free Church.

Soldier.

Additional instructions:

Do not exceed the detection time limit (the easiest way is to take cover behind buildings)
- Perform three consecutive multi-kills (the hidden blade is ideal for this)
- Prevent the informers from calling for reinforcements (watch the mini-map to track the retreating enemy)

We follow Charles to Pitcairn. An attempt to free him from the clutches of General Braddock was unsuccessful. We move behind a group of soldiers, trying not to catch their eye at all. Lee will distract them with a daring act, let's catch up with him. We deal with nine guards and free Pitcairn, who will “play” in our team.

Breaking into Southgate.

Additional instructions:

Find and kill the general
- Perform three consecutive stealth kills around a corner
- Do not take damage from the chain of fire

We set off to carry out a simple plan to penetrate the fort. We attack the convoy directly from the roof and destroy thirteen guards. After changing clothes, we head to the fort. Along the way, the guards will develop suspicions; we will quickly neutralize them by giving orders to our allies. Having arrived at the place, we free the captive.

We go forward to the intersection, then turn right. Let's go to the end and find the general. Let's hide in the hay cart and, when he approaches us, press the strike button. To get three kills from around the corner, you need to hug the corner of a tent or other tall objects and use a stealth blade to destroy enemies that come close. You can use a whistle to lure them.

We release prisoners in three places. But before that, we deal with the vigilant officers when they are left alone. Or we just wait for them to leave.

We grab the enemy and escape from four shots. We deal with the enemies and get to Cyrus. We destroy everyone in the same way.

Part 3.

Boston, 1755.

After talking with Charles, we go to the frontier and get to Lexington.

In my opinion.

Additional instructions:

The limit of lost health is 50% (when fighting with wolves you need to press the first two buttons in time)
- Use destructible objects in battle (in a tavern we stand so that there are tables behind us and then after a counterattack the enemies will break the interior items with their bodies)

Together with Charles, we go in search of the mysterious woman whom we freed earlier. We follow Lee on horseback and discover a recently extinguished fire. We move upward along a thick continuous trail. Charles kills the attacking wolf, we run after the woman. The time has come to face the beasts face to face. We quickly press the appropriate buttons to deal with the bloodthirsty wolves on the fly. We activate Eagle Vision to detect the woman (she is on the wooden platform above). We continue the pursuit and when the stranger descends to the ground, we will be able to overtake her. The woman’s name is Gadzidzio, we show her the amulet. She does not want to talk about the signs depicted on it, but asks to climb the hill.

From above we observe the camp in which Bulldog (Braddock) commands. To deal with him, you must first find him. We dive into the haystack below and, having reached the tavern, go inside. Let's go right and press against the counter. Having overheard the first conversation, go left. We stand at the window and eavesdrop on the second conversation. We return to the counter and listen to the end of the conversation. We are heading towards the exit, but the drunken guards will not let us leave. In hand-to-hand combat we deal with eight opponents.

Execution is everything.

Additional instructions:

Do not kill the guards (after listening to the conversation, use only hand-to-hand combat)
- Damage two guns

We meet with Dzio not far from the camp. The easiest way to get inside unnoticed is by cart, which is just passing to our left. Having penetrated the camp, the cart will soon stop. Let's get out of it and go right down the grass. We disable the first cannon without catching the eyes of the enemies. We return to the cart and go along the left side. We go to the white area on the mini-map and start listening to the conversation. When the enemies move away a little, it is best to immediately climb onto the roof. And jump on the other side onto the grass. Before we get into the tent, we will stun the guard from behind without using a weapon. We take the map and disable the second cannon. From here we go down, leave the camp through a side passage and get to Gadzidza.

Braddock Expedition.

Additional instructions:

Kill two militias without attracting attention
- Destroy the carts with gunpowder (we purchase cartridges in advance!)

Together with like-minded people we go north, where we will meet Dzio and her tribe. Let's go right and enter the red zone. Let's hide in a haystack and deal with the enemy. A little further there is another haystack. We'll get there along the grass and deal with the guard in the same way. Now we can kill everyone else.

We change clothes and get to Braddock on horseback. He decided to escape from us, taking advantage of the French attack. We give chase, shooting at powder kegs on carts along the way. Having overtaken the general, he runs away again. We select a blade, catch up with the target and deal with it.

Having found nothing interesting in the cave, we return to our allies. We are conducting the oath of office for Charles. From now on he is a Templar.

Part 4.

Ganadazedon, 1760.

Peekaboo.

Additional instructions:

Find all the children without making a single mistake
- Find all the children in four minutes

We play as Radunhageida (the main character, later Connor). We follow other children into the forest. Let's play hide and seek. We pull out a short stick and we drive accordingly. Having counted to one hundred, we begin the search. Let's study the clue right in front of us. There are three green areas on the minimap. With each clue learned, the diameter of these circles decreases. The clues are highlighted long before they are approached, so it will not be difficult to find all the children. They mostly hide in stacks.

We return to the tree and draw lots again. We choose any of the available places where we can hide. We are attacked by enemies, one of whom is Charles Lee. They ask for a message for our tribe. We get to the village, which is engulfed in flames. Through the barn we get to the hut where our mother (Gadzidzio) is located. Let's go around on the right side. An attempt to save her will not be successful.

Feathers and trees.

Additional instructions:

Do not touch the ground or water
- Find three feathers (they are all marked on the map, you just need to wander around the forest a little)

Rhoda asked to collect feathers. We climb onto a thin tree and from there along a branch to the next one. It's quite easy to climb up. The main thing is to look in the right direction and hold the run button. We follow the branches to the river and at the same time keep an eye on our partner. He almost falls into the river, we will need to help him. We climb up the rocks to the bird's nest. Having obtained the feather, we fall down, but successfully land in a haystack. The map shows the locations of three more feathers, which you need to climb up trees with small pegs.

Hunting lessons.

Additional instructions:

Get three animals of different species (hare, fox, deer)
- Place a trap with bait to catch the animal (it is advisable to generously cover the place where we set the trap with bait)
- Kill two animals in the air (you need to attack while on a hill (tree, cobblestone))

We get to the green area, shoot the hare with a bow and skin his body. We study the clue near the tree and, choosing a trap from the arsenal, set it. We go to the next larger green area. We study the clue (a bush with red berries). Hiding in the grass, we get as close to the deer as possible. We select bait from the arsenal. The deer will smell the scent and run towards us. We attack him, kill him and skin him. We could also kill him with an arrow, but in this case we will get meat instead of skin. We return to the traps and check them for the presence of prey.

It is necessary to obtain the meat of five animals. Once the meter is full, we will no longer be able to continue the hunt and, accordingly, additional tasks not completed will be failed. We return to Ganadogon, who is running away from the bear in fear. We press the appropriate buttons to evade the beast. Let's return to the village. During the battle with the bear, we lost all our prey, but our capable student managed to provide us with a hearty dinner.

There will be something to remember.

Additional instructions:

Avoid mid-air collisions

We go into the tent behind Rhoda. We get the Apple of Eden in our hands and move to the Nexus. We take on the body of a bird and fly forward, avoiding collisions with various obstacles. You can change the flight left-right, up-down.

Part 5.

Frontier, 1769.

Radunhagade left the village to get answers to his questions. We get to the Davenport estate. You can move to a point instantly through the global map.

Rude.

Additional instructions:

The limit of lost health is no more than 50%

After persistently knocking on the door, they finally open it for us, but they refuse to help. It started to rain, so we’ll get to a stable nearby and take shelter there.

The next morning we will try again to ask for help, this time the assassin does not open the door at all. Let's go to the back door, the owner of the estate leans out of the window and again asks to leave his property. We climb onto the balcony and are rudely refused. We return to the stables.

At night we discover unknown people trying to disturb the peace of the old man. We deal with the enemies, and then Achilles appears and helps us escape from the clutches of the leader. Having gained respect, we go into the estate and communicate with the old man. After listening to the story, we follow him into the secret basement.

Achilles's order.

Additional instructions:

Hide within a given time

We jump into the carriage and together with our mentor we go to the city. We follow Achilles and then go to the mixed goods store. From now on our names are Connor. We “unfasten” the coins to the merchant and ask them to deliver the tools to the van near the town hall. Let's return to Achilles. Let's find out what's going on. Among the crowd we notice Father Haytham. Let's follow his accomplice into the alley. We don’t come close, but we try not to lose sight of it for long. When he climbs onto the roof, we need to stay close, since in a limited time we have to deal with the enemy before he fires a shot. We hide from the guards by first exiting the red and then the orange areas on the mini-map.

Particularly dangerous.

Additional instructions:

Fame must not be higher than level 3

The wanted level has increased noticeably and now every time we meet guards, they will immediately want to kill us. We get to Samuel, who will help us get rid of this “bad reputation”. On his advice, we run around the city and tear down posters. A couple is enough for the first time, then we return to Sam. He introduces us to Silas, a local herald who, for a reasonable fee, will convince the crowd of anything. We accompany Samuel to the tunnel system through the alleys so as not to encounter the guards again.

Lay low.

We get out on the other side. The path is fairly predictable if you look at the mini-map, and Sam's comments and the running rats will point you in the right direction. We pick the lock the same way we did before. We rotate the two master keys alternately until a characteristic click is heard and, without releasing the fixed position, we make sudden movements.

Fighting the press.

Another way to get rid of a “bad reputation” is to visit a printer. He will do everything in the best possible way. We follow Sam to the pier. We communicate with the captain (anchor sign on the mini-map) and select the Davenport estate on the global map.

Return of the Prodigal Son.

Returning to Achilles, Connor expresses his dissatisfaction with him. But nevertheless we receive an assassin kit from the teacher.

Rescue on the river.

Additional instructions:

When saving Terry, do not touch the water (when the camera rises, you need to jump not into the water, but onto a log)

An unknown person knocks on the window, we go outside and find out about what happened. We follow Godfrey, who did not really explain anything. Having reached the river, we see a man on a log being carried away by the current. We jump over stones, branches and fallen trees. Terry and Godfrey decided to set up a sawmill nearby; their work would be very useful for repairing the estate.

Start date.

We get to the hut on the shore, as our teacher asked. Here we meet Robert Faulkner, who will help us repair the Aquila ship. First you need to get materials. Let's return to Achilles. He gives us a ledger (accounting book) in which we can distribute materials and direct them to the necessary buildings. We carry out the actions shown on the screen. We study the section “Stocks”, “Craft” and “Trade”.

We are not looking for easy ways.

Additional instructions:

The ship must not be damaged (use only half of the sails to avoid hitting reefs)
- Withstand three attacks (we dodge the frigate’s shots by pressing the corresponding button when we see a red stream of light directed at us)
- Shoot two enemy ships with a falconette

We meet with Robert at the repaired ship and go to Martha's Vineyard, where we can buy cannons and hire gunners. We approach the helm to begin steering the ship. We raise half the sails, and then all the sails. The more of them raised, the faster the ship moves and the less controllable it is. When the storm gets stronger, we, of course, leave only half the sails to keep the ship in the right direction.

We moor at the pier. There is a small skirmish at the tavern as Connor tries to find out from the Templars about the whereabouts of Charles Lee. We buy guns, hire familiar gunners and return to the ship. We sail to the destroyed ship for training. We look in the direction where we want to shoot. Thus, we destroy two ships on opposite sides of us. Then, from the falconette, we fire a targeted shot at the barrels of gunpowder. We return to Achilles, and along the way we shoot at enemy ships attacking us. First there will be three small ones, then one frigate. We are not in a hurry to attack him; first we will dodge the cannon shots.

Part 6.

Nowadays.

Sean reports that he has found a power source in a Manhattan penthouse. We are thrown into a nearby building, from where we begin to climb up to the highest point of the crane. Then we jump down from there, quickly press any button and open the parachute. We land at the helipad. We take away the energy source, and a former assassin immediately appears, now working for the Templars. We neutralize it and return to the Animus.

Davenport Manor, 1773.

On Johnson's trail.

Additional instructions:

Do not exceed the second level of fame
- Do not exceed six shots while destroying contraband in the port

Ganadogan arrives at the estate and reports that all residents of the village are asked to leave their homes, since these lands were bought by the Confederacy. We also find out the name of the person behind all this - William Johnson. We take the ship to Boston and meet with Samuel. We follow him, and along the way we encounter another injustice. We help the resident deal with the guards who disturb the peace of conscientious payers. Let's catch up with Sam.

After the meeting we head to the port. We look for contraband in restricted areas and throw powder kegs lying nearby to them. We shoot at them to destroy them. The pistol and its ammunition can be taken from the bodies of killed enemies. Next, we deal with three groups of tax collectors snooping around the city.

The cook is angry.

Additional instructions:

Do not engage in collisions for more than 15 seconds
- Limit of health lost by Shafo: 30%
- Perform five stealth kills

Enraged, Stefan goes in search of the robbers. We accompany him all the way. It is advisable to go ahead of him in order to have time to neutralize the guards unnoticed. We actively use firearms to deal with a group of enemies quickly and effectively. At the end we use the gunner to destroy the captain of the guard.

Tea party.

Additional instructions:

Throw ten boxes of tea into the water
- Throw three British soldiers into the water (we try to counterattack when they stand with their backs to the side)
- Perform one kill with a musket in the air (the musket can be obtained from enemies, we jump on them directly from the side and attack in the air)

We find out from Samuel the plan for further action. We arrive at the port, where we deal with fifteen guards. Let's start unloading the tea into the water. Our task is to hold out until all the tea is unloaded. We actively help our allies fight off enemies. First of all, we will unload ten boxes. Do not forget that the allied forces may be exhausted and then you will have to protect Shafo and Sam. If you do not do this, the task will fail.

Aggressive negotiations.

Additional instructions:

Prevent more than one Indian from being killed
- Get close to Johnson unnoticed (it’s easiest to attack the target from the roof)
- Dive with a swallow and get away from the chase (having dealt with Johnson, we run down the clearing and dive into the water)

We return to the Davenport estate and communicate with Achilles. Soon Ganadogan arrives at the house and reports that Johnson is again trying to buy the land on which the village is located. We get to the frontier and meet with Ganadogan. Let's jump down on the right side, finding a lower place in order to lose as little health as possible. It's much easier to get to Johnson on the Hill from here. We avoid the guards by choosing a route through the mini-map. We climb onto the roof and, choosing a blade, deal with the enemy in a jump. We are hiding from the guards.

Part 7.

Davenport Manor, 1775.

Midnight ride.

Additional instructions:

Do not engage in open conflict
- Get to Prescott in two minutes

We go to Boston to meet with Paul Revere and his colleagues. Together we go to the frontier. We move from one green area to another until we find the houses of the militia. Also, if you get confused, you can always ask your partner to show you the right path. Arriving at the third house, we were almost caught. We leave the danger zone and get to Prescott. Then we will visit Hancock and Adams and also warn them about the approaching British army.

Lexington and Concord.

Additional instructions:

Destroy each of seven groups of soldiers with one order
- Rescue the hostages (we follow the mini-map on the way to the farm in order to spot residents in need of protection in time)

Pitcairn's army launched an offensive. They outnumber us and therefore our fighters retreated together. We get to Barrett's farm and begin commanding the troops. There are only three groups: in the center in front of the bridge, on the right and, respectively, on the left. We follow the mini-map and run in the direction from which the enemies are advancing fastest. We give the order to fire only when the enemy troops have gotten to a sufficient distance. We should also take into account that there are no losses in our ranks, and if there are, we are waiting for reinforcements. This is more relevant for completing an additional assignment. After finishing the fight, we communicate with James Barrett.

War is coming.

Additional instructions:

Walk through Charlestown without taking damage (it's best to run without stopping)
- Kill the grenadier from the air (the grenadier is in the left ship)
- Remain undetected on ships

We go to Bunker Hill, where we will meet with Israel Putnam. But the scout leads us to Breeds. A fierce battle is taking place here. The general intends to leave the battlefield. We run to the ships to stop the shelling from the sea. First, let's swim to the left ship. It's best to approach from the back. We quietly neutralize the guard at the back of the ship. Then we climb onto the mast and destroy the grenadier in a jump. We set fire to the powder keg and quickly jump into the water. We do the same with the second ship. All that remains is to replace the flags at the tops of the masts.

Battle of Bunker Hill.

Additional instructions:

Kill Pitcairn in the air without being noticed
- Make your way through the battlefield without taking damage
- Do not kill more than four English soldiers unnecessarily

Having reached the shore, we sit in the saddle and follow the patriot. We run from cover to cover, choosing the moment. We monitor the enemy troops, as soon as the outbreak has passed, we can run! We climb up the rock and follow the thick grass on the left. We try not to tear ourselves away from it, since guards are constantly patrolling here. Having reached the tents, we will go to the end and climb up the long tree. Let's jump over to the next tree on the right. Let's climb even higher and walk along a long branch. Let's jump over to the flag holder and from here we can easily jump onto Pitcairn's head.

Part 8.

Davenport Manor, 1776.

Something foreign.

Additional instructions:

Do not push or knock anyone down (we walk when we see a crowd)
- Successfully eavesdrop on a conversation while standing still
- Successfully eavesdrop on a conversation while walking (you cannot climb onto the roof)

In Achilles's house we communicate with his friend. We're going to the frontier, and from there we'll get to New York. Let's saddle the horse and follow the agent to the market. We witness an attempt to purchase goods with counterfeit money. Let's follow the counterfeiter. We keep our distance so that if something happens we have time to hide around the corner. We eavesdrop on the conversation while in the appropriate zone. We continue the pursuit, eavesdropping on the next conversation as we move along the alley. The counterfeiters will stop exactly twice: the first time we can easily hide among the people, and the second time literally a meter away from them behind cover on the right, so we don’t lag behind! They will turn right and find themselves in their lair.

Bursting inside, we find Thomas Hickey. So, we begin the pursuit, we turn into the alley on the left. Now we run not after Thomas, but straight! This way we can cut him off and catch him quickly.

Bridewell Prison.

Additional instructions:

Don't kill more than one guard
- Kill Hiki in two minutes

They catch us and, having stunned us, put us in a cell. We approach the wall to eavesdrop on the prisoners' conversation. Let's go to bed.

The next day we go down for a walk, accompanied by a security guard. Turn on Eagle Vision and look for the yellow target. Mason is sitting at the gaming table. We lay out the chips and at the same time learn useful information. We go upstairs and steal the key from Finch. We return to the cell. At night we try to open the cell door, but in fact the key does not fit into this lock at all. In the morning we find out from Mason that the key is intended to be replaced with an original one, which can be taken to the warden. We attack the prisoners, and then deal with everyone. We operate only one combination of Counterstrike + Break through the defense. We also deliver a lot of short blows to quickly neutralize opponents.

We escape from captivity and, avoiding the guards, go upstairs, where Mason is waiting for us. It opens access to more spacious chambers. As soon as we exit into the large room, we immediately turn right. We will go up the stairs to the very top and, when the guards leave, we will enter the cell.

Public execution.

Additional instructions:

Washington's bodyguards must survive (we catch up with Hickey as quickly as possible and push him)
- Kill enemy militias

We are being led to execution. We will be hanged without trial. We make our way through the crowd to the gallows. After a short speech from Charles, the noose begins to tightly squeeze his neck. We quickly signal to the allies to release us. Slowing down, we catch up with Hickey and push him so that his attention is directed towards us. We parry his attacks and simply push him away. We deal with the two guards and finish off Hiki.

We follow Achilles and after the conversation, we go into the hall.

Part 9.

Nowadays.

A second source of energy has been found - in Brazil. We rise higher to establish a connection with Rebecca. It’s not that easy to get into the stadium - you need a ticket. On the right there is an open door leading to the courtyard. We follow the guard through the grass and then sneak through the nearest door inside. We move along the corridor, continue to bypass the security on the right side (toilets, small utility rooms). Having climbed up thanks to our acrobatic abilities, we follow the guard. We can stun him from behind and go into the box. We will cross the metal structure to the opposite side. If you activate Eagle Vision, you can easily spot the red target behind the huge glass in the VIP area. We get there and encounter an unknown killer who carried out a bloody massacre and is trying to escape with the artifact. We rush after him, and the chase ends in the courtyard. We deal with the guards and the killer himself. We attack him in the same way as we previously attacked prisoners in prison - Counterstrike + Break through the defense. We take the energy source and rush to the subway at full speed.

Davenport Manor, 1777.

Lost cargo.

Additional instructions:

Catch the driver in thirty seconds
- Do not hide in the hay while following the caravan
- Kill three patrolmen without being noticed

We leave the estate and go to Valley Forge to carry out justice on our own. The commander reports treason, which is accompanied by the theft of goods. We get to an abandoned church. Upon entering, Haytham attacks us. Surely, if he wanted to kill us, he would have done it. After talking with him, together we begin the search for Benjamin Church.

We leave the church and study the first clue - broken boxes with provisions. We go further along the path and get out onto the road. An enemy squad is patrolling here. Ignoring them or dealing with them is a matter of taste. We study the tracks of the cart on the road. In the last small area we can easily find the cart and driver. We catch up with the fugitive and throw him to the ground. Haytham kills the driver and gives us new orders.

We catch up with the caravan and follow it. We move first to the left, then to the right, so as not to catch the eye of the guards. Moreover, you cannot leave the eavesdropping zone. Once in the hay, we wait until the guard approaches us, and then we will deal with him. Similarly, we destroy two more who will meet along the way. The mercenaries captured Haytham, we help him and deal with thirteen opponents.

Father and son.

Additional instructions:

Steal a mercenary's clothes without getting caught

We meet with Haytham in New York. We follow him along the rooftops to the place where Benjamin Church is hiding. Since the guards at the gate have changed, we will not be able to get inside. We get to the mercenary and quietly kill him when he is near the boxes. We quickly change into his uniform and, returning to our father, we go together to Church’s lair.

Foam and flame.

Additional instructions:

Don't take fire damage
- Limit of health lost by Haytham: 50%

We fall into the prepared trap and deal with the enemies. As soon as we see that my father’s health is rapidly deteriorating, we help him. The mercenaries fired at the explosive substance, and so the brewery was engulfed in fire. We climb up, along the beams that have not yet been touched by the fire, we move to the other side. We continue to rise higher and higher. We help Haytham and together we make our way to the exit.

Bitter result.

Additional instructions:

Limit of damage received from the environment: 20%
- The distance to the schooner should not exceed more than 500

We meet with our father at the pier and set off in pursuit of Church. We catch up with the ship "Greeting", but there is no one on board. Meanwhile, from the other side, the line escort begins to fire at us. We chase him, trying to keep up by more than 500. We maneuver among the rocks with half the sails. Next, in open battle we destroy five small ships, but do not attack the line escort. Once we have dealt with the ships, we select the nipples from the list of equipment and shoot the main enemy.

We're going to board. First of all, let's kill three sailors in a row (they are the easiest). Then marked targets on the mini map. We go down to the lower deck and finish off Church.

Part 10.

Davenport Manor, 1778.

Alternative methods.

Additional instructions:

Use guards as human shields twice
- Pounce on the target from above

We go to New York to meet with Haytham. Together we go in search of loyalist commanders. We follow our father and climb to the very top. We jump onto the heads of the enemies. We get closer to the shooters (yellow targets) to provoke them. As soon as they are ready to shoot, we grab the nearest guard and use him as a human shield. Having destroyed everyone, we capture the shooters. One of them manages to escape. We give chase. It is not at all necessary to follow on the heels of the fugitive. Without turning into an alley, you can lie in wait for him, first climb to a height and attack. We escort the prisoner to the interrogation room. We push him periodically, otherwise he won’t budge.

Loyal trust.

Additional instructions:

Do not touch the ground (we move and attack only while in the saddle)
- Intercept all patriot messengers in three minutes
- Neutralize ganyageha using bloodless methods

Having learned the contents of Washington’s note, we rush towards the village. We follow the green zone on the mini-map and simultaneously destroy the marked enemies. It is best to use a firearm. Having dealt with him, we go around numerous troops and get to the village. We inform the elder that enemies are approaching them. Rhoda, in turn, wonders why we're not with Charles Lee.

We leave the village, and the hunt for the Ganyageha warriors begins. We try to sneak up on them from behind and attack without using weapons. Then we get to Ganadogan. Charles has wrapped his mind in lies and now he thinks we are going to destroy the village. We press the appropriate button and do what we have to do.

Battle of Monmouth.

Additional instructions:

Neutralize each of eight platoons of soldiers with one cannonball
- Kill two platoons of soldiers with one core (we shoot strictly between two platoons)
- Prevent three executions of Patriot leaders

We meet with the commander-in-chief and begin to hold the defense. We have only one gun at our disposal. We destroy the approaching enemies - right, left and center. The enemy forces are superior to ours, so we will have to retreat. We move to a safe place from one control point to another. At the same time, we stop the executions by running up and starting to attack.

Part 11.

Nowadays.

Abstergo captured our father. In return, the Templars demand, of course, the Apple. We go to their laboratory, where everyone is already aware of our arrival. We go straight, then we enter into a fight with the guards. Having killed everyone, we take the elevator up, but we won’t have time to reach the desired floor. We climb up the elevator shaft to the fourth floor and deal with the enemies. We continue to walk along the corridors and bridges. Let's go through the doors into the room on the left and meet with Cross. When he gets stuck, we give chase. We overtake and kill with a blade.

We take the elevator to the fifth floor. We head to Vidik's office. Along the way we shoot numerous guards with a pistol. Then the doors will open and we can go into the office. Using the Apple, we manipulate the guards and force them to kill themselves and Vidik. We free the father, take the third artifact and return to the shelter, simultaneously releasing the energy of the Apple.

Davenport Manor, 1781.

Battle of the Chesapeake.

Additional instructions:

Destroy three ships with one broadside
- Sink two frigates by hitting them in their powder holds
- Kill five enemies with a counterattack

The last meeting with Achilles, the last instruction from our teacher... We set off on the ship to the Chesapeake Bay. Under the command of the admiral we enter the battle. We already fought at sea before, nothing has changed since then. We hit enemies with onboard fire. We will destroy a couple of frigates from the falconette, shooting at the gunpowder on their sides. In the final battle, a huge linear escort awaits us. But we won’t compare guns with him, we’ll collide directly and board him.

We deal with the sailors, killing five in a counterattack. The main target is the captain, marked on the mini-map. We shoot at the powder barrels and quickly jump off the ship. The Admiral was pleased with our outstanding abilities. He kept his promise and therefore will do what we asked.

Lee's last battle.

Additional instructions:

Reach the signal tower in three minutes
- Remain undetected on the way to the signal fire
- Limit of lost health: 50%

We pull the guard into the well. The best way to reach the tower is through the rooftops. But even here you should be wary of lonely, but very vigilant guards. We give a signal to the admiral, and the shelling begins. How bad is it that we find ourselves in the center of events at the wrong time? After the explosion, Connor is shell-shocked. We get to Haytham and begin the battle. We stand with our backs to improvised objects, such as barrels and wooden tables. We carry out several parrying strikes. We finish off the father by plunging a hidden blade into his head when he begins to choke us.

Part 12.

New York, 1782.

Rest in peace.

Additional instructions:

Do not kill more than fifteen English soldiers
- Get out of the ship without entering into battle
- Kill the captain of the Jersey

We are approaching Charles Lee. After the conversation, we escape from the clutches of the guards. We do not abuse murders. We destroy only those mercenaries who are marked on the mini-map. It is advisable to run away from the others. We find out from the latter about the whereabouts of Charles. We go to the ferry and swim to the Jersey. We climb up the rope. We move to the left, climb higher, then to the right and thus climb on board. We sneak past the soldier to the marked point. We climb to the window to eavesdrop on the captain's conversation. Let's go right to the captain's cabin. After listening to the conversation, you will need to kill him. First, let's deal with the witnesses, and only then with the target itself. Let's jump into the water and automatically find ourselves on the pier.

Chasing Lee.

Additional instructions:

Do not move more than 50 away from Lee
- Do not push anyone during the chase
- Do not take damage from fire

We go to Boston to the Green Dragon Tavern. We find out from the mercenary about the whereabouts of Charles. We get to the harbor in the green area. We climb higher to increase the view. We activate Eagle Vision and track the yellow target. Now the chase begins, which will make you sweat. At least I managed to complete it with all the additional instructions on only the ninth attempt. So, we run forward and stop in front of the barrels. We continue running after the explosion. We go around the first guards on the right. The second shooting chain - jumping from the left. We get to the burning model of the ship. We slide from below, then climb up the wall to the right. We jump onto the hanging ropes on the left. We get out through the window. We jump further and further and find ourselves at the bottom. We slip and climb up the mechanism. The enemy flew around the corner. Let's wait a little until the mechanism returns to us, and perform a similar action. We are catching up with Charles, but we are no longer able to fight him. Finally we manage to shoot, after which he disappears.

We slowly move towards the pier. Then we still slowly get to the tavern, where we will get even with Charles Lee.

Nowadays.

The mystery is solved! Now Desmond knows where the key is. We dig it out and return to the shelter. Let's turn left and go into a room with multi-level devices. We climb up the metal beams and install the first energy source. A passage opened to the right of the Animus. Let's walk along it and go up the steep stairs. On the opposite side we will see a place where we should plug in the energy source. Let's go parallel to that side, then turn right and slide down. Let's turn right twice and then again to get through the passage into the room. Let's climb the walls and install the artifact. Let's return to the Animus. Let's go a little further and turn right. Let's go upstairs and climb the pillars to the passage in the corner. From there we jump onto the horizontal bars and, once on the other side, we again move along the pillars and install the last artifact. Let's return to the Animus and finally approach the transparent wall. It's time to make a choice. Let's watch the final video.

Assassin's Creed 3 allows itself to do the unthinkable. The first minutes we trudge through some secret cave, the walls of which are decorated with luminous drawings of unknown origin, we watch the squabbles of the cross-eyed Desmond Miles with his dad, and exchange routine phrases with the signalmen. Then the upstart is finally put into the Animus (a device that allows you to “awaken” genetic memory), but for some reason the swashbuckling action movie about an Indian and an axe, which we have heard and seen so much about, is in no hurry to begin.

Long "sea" start to the game.

1754, London, Royal Opera House, Covent Garden. Haytham Kenway makes his way to his seat through the crowded rows of seats. Having sat down, he speaks briefly with the overweight man, and a moment later he climbs along the balconies to the VIP guest, in his thoughts turning over the plan for the murder that he is about to commit.

Another ten minutes pass, and we are already sailing on a sailing ship to the New World in the company of dozens of dirty sailors. We sail for a long time, colorfully: board games, rum, quarrels with the vile captain, fights and a real storm in the finale. When the sky finally clears up after bad weather, and you climb onto the mast and see for the first time the majestic panorama of America and the giant game logo, a pleasant warmth spreads through your body.

Only this isn't even the beginning yet.

Riding horses in the game does not cause any inconvenience, but it is still more fun on your own two feet - Connor is a hundred times more agile and in many cases faster. The horse can be “summoned” from anywhere using a special whistle.

Injun Joe's Youth

Assassin's Creed 3 has perhaps the most audacious opening in video game history. It will take a good six hours until you put on the assassin costume for the first time, and if you don’t rush at the speed of a train along the main storyline, then all ten. The rest of the game lasts proportionately long, it is better to sit down for it with at least a week of time left.

We will deliberately omit the details so as not to spoil your pleasure from personal acquaintance with its intricacies of the plot. Let's say briefly: the boy Connor lived in a village ten miles from Boston with his tribe, doing what ordinary Indian children do: scalping, playing hide and seek with his peers, picking berries and hunting rabbits. But soon the usual way of village life changes, and the local healer urgently shows Connor the symbol of the assassins, talks about Destination and, with orders to find a certain Achilles Davenport, kicks him into the forest.

Setting traps for animals. Even if an animal takes the bait, this does not mean that a) the trap will work on time; b) the animal will not be eaten by another animal; c) your prey will not be carried away by other hunters.

This is where our long journey from a stubborn teenager to an equally stubborn man begins. Connor, as if justifying his mighty square jaw, is invariably honest and fair. He knows neither joy nor sadness, nothing can be seen on his face except discontent or righteous anger. We guarantee that if a curvaceous blonde approached Connor in a tavern and offered to treat her to ale, he would answer her something like: “This is not the time to indulge the sinful flesh, miss. Your beauty shines like the scales of a freshly caught trout, but my duty is to fight for freedom and equality so that people in this country can breathe deeply and protect their native village. Thank you for the offer, but I still need to finish my milk and jump in the trees for half an hour. Best wishes"(Alexander Presnyakov’s song “The Wanderer” plays in the background).

Yes, the character turned out to be too straightforward, even somewhat stupid, religiously believing in everything that he was told. It smacks of racism a little (no matter what the disclaimer said before launching the game), but on the other hand, in a world where there are so many cowards, hypocrites and traitors, Connor is seen as the only fireproof constant: no matter what happens, he will not change his principles. Well, he fights great, which is also captivating.

A full-fledged change of seasons has appeared in the game. In winter, Connor has difficulty making his way through the snowdrifts, but in the snow it is much easier to track the animal while hunting.

Dances with Wolves

Assassin's Creed 3 is the world's first game set shortly before the American Revolutionary War, and there are three things to note here.

First of all, you shouldn’t expect complex drama, steely logic and subtle quotes from AC 3. The game constantly tries to put on a serious and dramatic face, but stumbles over banal conventions. The once separated father and son know almost everything about each other, but for many years they don’t even try to get in touch, and then in two minutes they become partners and almost friends. And, let's say, at the very beginning we are climbing along the beams in front of the entire theater, but no one notices the hero.

Instead of killing an unsuspecting target from behind, Connor will first loudly declare his intention, and then chase the victim for another minute. This was done, of course, on purpose to emphasize the integrity of the main character and diversify the missions, but where is the logic? But thanks to such oversights, Assassin’s Creed 3 evokes strong associations with the wonderful series Uncharted, where there are also a lot of conventions, but this only enhances the feeling of a silly, but extremely romantic and even bright adventure. And the entire AC 3 from beginning to end is a real adventure, rest assured.

Further, the authors very carefully wove the centuries-long war between the Assassins and Templars into history: they carefully retell to us the significant events of the era, only according to Ubisoft, famous personalities like George Washington were motivated by slightly different motives, and behind everything, of course, there were two ancient orders.

You can try to board any more or less large ship. By the way, the man in the center is Connor. You won't even recognize him in a captain's dress.

Thirdly, Assassin’s Creed 3’s appearance and capabilities make a lasting impression. Ubisoft did a great job with the environment. Remember the delightful world RedDeadRedemption? So, AC 3 is exactly two heads taller. Here never there is never a dull moment, no matter where you are. Why, sometimes the forest is more interesting than the city: climbing trees and climbing steep cliffs is even more fun than climbing cornices and lampposts, and a pack of wolves in the center of Boston will definitely not attack you.

Every now and then you can stumble upon thinning bushes and crumpled grass - which means a deer was running nearby. We scatter the bait, climb onto a branch and wait patiently, holding a dagger at the ready. Playing the hunter, surprisingly, doesn’t get boring, on the contrary: you even wait for breaks in the plot so that you can go back to your native estate - shoot foxes and solve the affairs of the local residents.

This also has a practical benefit: the more satisfied artisans on your land, the more goods your village will be able to offer to merchants. And money will come in handy here: for sabers with carved handles, new suits, equipment for ships, consumables like sleeping darts and cartridges, and so on.

Now a gaping enemy can be used as a human shield.

Cities have become smaller, but much more detailed. You can walk around virtual Boston or New York (the game also includes Lexington and Concord) for hours, admiring the architecture and absorbing the flavor of those times. In a busy market, sellers vying with each other to praise their goods, guards beat up some poor guy (usually a dark-skinned one), and orphans beg for a coin. Ladies in flowing dresses gossip about stupid men, and stupid men get drunk in loud bars or on the street.

There are a lot of games in Assassin's Creed 3, and all of them are interesting. This is not your run-of-the-mill poker!

In Assassin's Creed 3, you can go to the store for arrows, and stumble upon the rascal Benjamin Franklin, who will immediately give you a heartfelt lecture on why mature women are better than young ones. A prisoner (seemingly) accidentally saved from the clutches of the guards may turn out to be a French prospector who will agree to move into your estate, and then blow up a rock and fall in love with a masculine hunter. And there are a lot of such examples here. The side quests may not have changed much in structure, but they are so well designed that you don’t notice it. Now these are three-four-stage mini-adventures with their own characters and plot reprises.

"Modern scenes" are the main annoying factor in the game. You play and play, getting imbued with the spirit of the era, and then - time! - and again sad Desmond and his even more sad problems.

The combat system has changed little since Revelations. Everything is still built on counterattacks, timely somersaults and lunges. The main and, perhaps, the only serious innovation is the ability to take a weapon in each hand. Well, now, during a duel with a dozen opponents, you have to constantly be distracted by soldiers with guns who are targeting Connor from a safe distance. Fortunately, no one bothers you to pull out your own musket from your belt and shoot the offender in the face.

When you ambush a land caravan at night during the rain, you almost feel like a Predator from the famous film.

Assassin's Creed 3 did for the series what the second part did in its time - it took its ideas to a new level. It's one of the best open world games ever, one of the most complex action games ever made, and simply one of the best looking games of this console generation.

The disadvantages are the abundance of conventions, minor bugs and the excessive length of the series, because of which the adventures of the assassins have become boring to many (however, the third part is the final one in any case). But “many” does not mean “all”. If the listed disadvantages do not scare you, under no circumstances should you pass by.

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