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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 › Primer

Escaping Combat

It doesn’t take a great deal of provocation to incite many of Kenway’s potential adversaries to violence. When conflict begins, fighting can be a valid strategy – but flight is often a more sensible solution.

  • The first step to escaping is naturally to turn tail and run, moving Kenway out of sight of his chasing opponents. At this stage, the Throw Money ability and Smoke Bombs can be highly effective.
  • Once you move out of view, a yellow circle on the mini-map ()represents the area where Kenway’s opponents will actively search for him. If you can move out of this zone without attracting further attention, or find a secluded place of refuge (such as a hiding place or a Stalking Zone) without being seen, the hostiles will eventually give up the chase. If Kenway is spotted by an alert opponent, however, the circle will be reset to his current location – prolonging the pursuit.

    06

  • Using free run courses and taking to the rooftops can be an effective way to put distance between Kenway and the soldiers on his tail, but marksmen posted on buildings or nearby towers may spot him from a long distance. Pay these a wide berth if you can. From an elevated position, a Leap of Faith into a hiding place often works well to end a chase.
  • If you are close to a large expanse of water, taking a plunge and swimming away from the shore is an easy way to escape. If your adversaries open fire, dive beneath the surface immediately.

Chase Breakers

In certain urban areas (particularly Kingston and Havana), you will find open doorways or windows marked by small blue-white icons () on the mini-map. These Chase Breakers – also known as “pass-throughs” – can be used to put distance (and solid walls) between Kenway and pursuing hostiles, as they will be forced to take the long route to reach their quarry.

Lifts

Lifts serve a similar purpose as Chase Breakers, but offer a rapid journey to a higher elevation. Whenever you see a rope attached to some form of counterweight above (as pictured here), simply run Kenway towards the rope. He will cut it automatically, grabbing the free end to be propelled to a surface above. Any hostiles in pursuit will be forced to climb, offering valuable seconds to hide or move out of range.

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