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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 9: de Fayets Last Stand

Optional Objectives
  • Kill de Fayet with the branding iron.
  • Kill five guards with the blunderbuss.

A Means to an End

You start on the docks of Port-au-Prince and your objective takes you to the governor’s manor just outside the center of town. Taking out the governor and getting both Optionals is easier done than said, which means taking out the tyrant and achieving 100 percent synchronization will be a cakewalk—if you follow our lead.

Start by selecting your fists as your primary weapon and equipping the blunderbuss as your secondary. Aside from the five guards you’re going to eliminate with your gun, you’ll have no reason to start fighting until it’s time to put de Fayet in a hole.

Head toward the governor’s manor. When you arrive on the street where the manor is, you see a jailer who is in desperate need of a minor case of unconsciousness. Knock him out and then head to the manor’s front gates.

Six guards stand watch to prevent people like you from entering. Walk toward them until a cinematic showing de Fayet behaving like the swine he is plays.

Now pull out your blunderbuss, quickly aim it at the group of guards and pull the trigger. This should net you the “Kill five guards ...” Optional.

Achievement Unlocked

Shooting all five guards with the blunderbuss lands you the “Firepower” achievement.

The Final Stretch

After firing on the guards, de Fayet runs straight toward you, but not to fight; he’s taking off like a coward toward the fort on the southeast corner of Port-au-Prince. Knowing his destination, we can beat him there and set up an ambush for the gutless murderer. Be aware that a whole host of guards will be on your tail while you’re running, so don’t stop for anything and feel free to drop smoke bombs as you go to slow down your pursuers .

From where you shot the guards, take a right and then another immediate right onto the road just before the plaza, continuing past the auction stage on your right side.

Ignore the guards that pop out in front of the large tree ahead and keep moving.

Take a left into the alleyway between the white house on the left and the house next to it, with the stack of crates and barrels leaning against its side.

Run toward the bushes surrounding the tree ahead, then jump onto the shed to your right.

Run across the clothesline into the tree and climb onto the roof of the building directly in front of you.

On the roof, turn left and jump to the roof of the building below the one you are standing on.

Head toward the yellow building ahead and climb onto its roof.

Take out the gunman on the far end of the roof.

Turn and face west toward the fort below you (the governor should be inside it now, so you can use the waypoint he is marked with to point you in the fort’s direction), pull out your berserk darts and shoot the guard in the fort closest to you. If you are quick enough, you can also aim at the big, axe-wielding guard, who is standing near the fire pit, and tag him with a berserk dart too. If you’re not quick enough, he’ll move over to inspect the guard you just tagged with a dart, at which point you can go ahead and tag him then.

Sit back and wait for the guards you shot with berserk darts to turn on their allies and thin the number of soldiers that are in the fort.

Controlled Chaos

Usually using berserk darts makes for a very chaotic and dangerous situation if you’re trying to avoid unwanted deaths or are wanting to kill in a specific way, but in this case, there are enough guards around to keep the two guards you shot with darts busy until they are either killed or the berserk dart’s effect wears off. In the five times we tried this method the guards we shot never even got near the governor.

Once the guards are done with their rampage, jump down onto the roof of the building in the fort below you. Take care not to enter the governor’s line of sight by staying on the side of the roof nearest the building you just leaped from.

If there are any guards remaining, quickly shoot them with sleeping darts.

Now that the guards are knocked out, jump off the roof and approach the governor while still keeping your fists as your primary weapons.

When the governor strikes at you, counter and then disarm (A button for the Xbox, X for PlayStation and E for PC)him to steal his branding iron. Wait for him to attack again. Counter and kill him to get your final Optional Objective.

Congratulations! You just completed Freedom Cry and, if you’ve been following our guidance on getting the optional objectives, you achieved 100 percent synchronization, which rewards you with the secret blunderbuss, the Dragoon.

The Fine Print

Reaching 100 percent synchronization does not mean freeing 500 slaves, visiting all locations in the West-Indies, or opening all treasure chests; it simply refers to completing all the Optional Objectives.

Achievement Unlocked

For achieving 100 percent synchronization, killing de Fayet with his own branding iron, and for completing the game, you unlock three of the DLC’s six achievements: “His Full Attention,” “His Own Medicine,” and “His Word Was ‘Perhaps.’”

Loose Ends

After the final cinematic ends and the credits roll, you’ll be loaded back into Port-au-Prince to do as you see fit. If there are any areas you haven’t finished, treasures you haven’t looted, or slaves you haven’t freed, get back out there and finish your work! You need only one more achievement now, after all. If you’re looking for any additional details, you can head over to the “Extras” section of the guide to find information about every location and item in the game.

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