Optional Objectives
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Maroon Hideout
Collectibles
- 1 Treasure Chest
- New Weapon—Crude Iron Machete: 5 Speed, 3 Combo, 3 Damage
Both treasures are accessible only after completing Memory 4.
Late to the Party
The overseers seem to have beaten you to the Maroon Hideout and are just wrapping up their business of capturing all of the Maroons. Throw a wrench in their plans, and by “wrench” I mean get stabby.
If you want to get both Optional Objectives, you’re going to have to do so carefully. First start by taking a right and walking to the edge of the cliff. Look over it and you’ll find a single overseer beating one of the Maroons. Air assassinate him to knock out the “Perform an air assassination ...” Optional Objective.
Use the lift at the base of the cliff to pull yourself back up to the entrance.
Head across the bridge, then turn to the left, unequip your sword so you only have your bare hands as a weapon, hop up onto the raised platform and charge the guard sitting near the edge of the cliff. You should give him a good, old-fashioned shove into the water below, landing you the second Optional Objective.
If that didn’t pan out, grab the attention of the other guards in the camp behind you and lure them near a ledge. When they attack, counter their attack and then push the Counter button again during the first counter animation while pushing the analog stick (or keyboard) in the direction of the cliff’s edge. If you’re having a hard time with this method, don’t worry: There are plenty of enemies to throw. Just keep trying until you get it.
The rest of the overseers are fair game—no tricks. Clear them out and then head to the Maroon who was being tormented by the overseer that you air assassinated.
Gotta Go Fast!
After you free the Maroon leader Augistin Dieufort, he’ll spot some overseers attempting to escape the cavern by rowboat. If they make it out to sea, they’ll report the Maroon hideout to their superiors and your rescue attempt will be for naught.
Immediately use the lift to launch up to the level above you.
Head straight until you find a bar sticking out of the side of the wall to the left of the bridge.
Swing across, run up the ramp, climb on the small stack of boxes and run forward to grab a rope and swing to the other side of the cavern.
Head west off the edge of the cliff to jump onto a rock below. Follow the path of rocks and swinging bars until you exit the cavern.
Run straight up the small island to its highest point and Adewale will take care of the rest.
MEMORY END
Port-au-Prince
Set the Captives Free!
To begin Memory 4, you must first free 20 slaves who are willing to become Maroons. Amassing a force of Maroons will yield a second set of awards, just like freeing slaves does. Nearly every time you free slaves they have the potential to join the Maroons. The quickest way to reach 20 Maroons is by raiding the plantations that litter the outskirts of Port-au-Prince.
Plantations function a lot like the warehouses do in Black Flag; the key here is not allowing the overseers to see you or ring any of the bells on the property. These places always have copious amounts of crops and shrubbery to hide in, so staying hidden isn’t a problem; taking out all the guards is.
There are two types of plantations liberation missions: the first requires you to kill a certain number of overseers to free slaves who are under the plantation owner’s “employ.” The second method is pretty much identical to warehouse missions—find the guard who has the key to the slave quarters and then unlock all of their doors.
In the case of this visit to the Est-Bourbon plantation, your job will be to eliminate 20 overseers. Use your eagle vision to mark any nearby guards and pick them off one at a time. Disable bells as you go to give yourself some insurance in case you make a mistake and alert the guards to your presence.
Once you’ve eliminated all 20 overseers, the slaves will run free, adding 30 liberated slaves and 10 new Maroon recruits to your rewards tally.
Trouble All Over
Storming plantations isn’t the only method for freeing slaves. While running around Port-au-Prince proper you’ll find lots of opportunities to free the enslaved. There are several different types of rescue activities that each have their own proper methods of completion. Just read the mission objectives that pop up for each activity to figure out how to complete them. If you want some tips and a more in-depth explanation of each activity, head over to the “Animus Patch Notes” section of this guide.
All Aboard!
Once you’ve added 20 Maroons to the resistance, head toward the next waypoint and speak with Augistin on the roof of the building overlooking Port-au-Prince to initiate Memory 4.