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Assassin's Creed IV: Black Flag eGuide
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Contents

  • Extras
    • Secrets
    • Story Analysis
    • The History Behind The Story
    • Cast & Locations
    • Pirate Glossary
  • Primer
    • Game Structure & Progression
    • Onscreen Display
    • Default Controls Summary
    • On-Foot Movement
    • Viewpoints & Maps
    • Stealth
    • Escaping Combat
    • Key Abilities
    • Assassinations
    • Combat
    • Naval Features
  • Freedom Cry DLC
    • Animus Patch Notes
      • Black Flag to Freedom Cry
    • Memories
      • Memory 1: The Calm Before the Storm
      • Memory 2: A Common Enemy
      • Memory 3: Laying the First Brick
      • Memory 4: A Ship of His Own
      • Memory 5: Lifting the Veil
      • Memory 6: A Scientific Inquiry
      • Memory 7: Plant the Seeds
      • Memory 8: Down with the Ship
      • Memory 9: de Fayets Last Stand
    • Exploring the West-Indies
      • Introduction
      • Maps and Item Locations
      • Weapons
      • Achievements and Trophies
  • Multiplayer
    • Basics
    • Characters & Customization
    • Score & Progression
    • Ability Sets
    • Abilities
    • Crafting
    • Perks
    • Streaks
    • Adversarial Game Modes
    • Wolfpack
    • Game Lab
    • Advanced Tips
    • Maps & Analysis
  • Walkthrough
    • Sequence 01
    • Sequence 02
    • Sequence 03
    • Sequence 04
    • Sequence 05
    • Sequence 06
    • Sequence 07
    • Sequence 08
    • Sequence 09
    • Sequence 10
    • Sequence 11
    • Sequence 12
  • The Story So Far
    • Assassins Creed
    • Assassins Creed II
    • Assassins Creed Brotherhood
    • Assassins Creed Revelations
    • Assassins Creed III
  • Reference & Analysis
    • Naval Guide
    • Fast Travel
    • The Wanted System
    • Enemy Archetypes
    • Melee Weapons
    • Pistols
    • Tools
    • Outfits
    • Hunting & Harpooning
    • Crafting
    • Useful Combat Tactics
    • Collectibles
    • Community Events
    • The Economic System
    • The Great Inagua Hideout
    • Minigames
    • Moves Overview
    • Achievements & Trophies
    • Mission Checklists
  • Side Quests
    • Completion Timeline
    • Charts & Collectibles
    • Templar Hunts
    • Assassin Contracts
    • Naval Forts
    • Underwater Shipwrecks & Caves
    • Warehouses
    • Naval Contracts
    • Legendary Ships
    • Kenways Fleet
    • Abstergo Entertainment
    • Abstergo Challenges
    • Aveline Missions

Assassin's Creed IV: Black Flag Guide › Freedom Cry DLC › Memories

Memory 3: Laying the First Brick

Optional Objectives
  • Push an overseer into the water.
  • Perform an air assassination from a height of 10 meters.

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.

Temporarily Closed

After clearing out a plantation it’ll stay closed until a new owner purchases it. Notes of a plantation’s change in ownership will pop up from time to time, indicating that you are now able to return to a previously abandoned plantation and liberate more slaves.

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.

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