George Monro is back at the house. He asks for your help with a somewhat complicated matter. There is an associate of his who has run into problems of a sort. Shay is the perfect person to help out with this, because he’s an unknown factor in the area and won’t cause diplomatic issues by intervening. You receive Firecracker Darts to assist in this. Looks like negotiation is out the window.
Rescue Christopher Gist
Optional: Prevent Gist’s hanging by shooting the rope
Optional: Blow up three barrels with firecrackers
Time is a factor in this mission! Run toward the waypoint and keep a good pace as you get there. The way isn’t guarded by anyone looking for you, so no one will stop you until you’re really close to some gallows that have been set up.
Once you’re nearby, don’t go straight in to save your target. Seek out the reddish colored barrels that are on all sides of the yard. Shoot them with Firecracker Darts from really long range. These attract major attention from the guards, thus giving you a better chance to sneak into the gallows area. You have to hit three of them and still get to Gist’s rope in time, so you might have to abandon caution and run between sites if time gets short.
A powerful vantage point is the watchtower that overlooks the yard where the hanging is going to occur. If you use a Rope Dart or Sleep Dart, you can take over that watchtower from its gunner, and then you can plan your next step without having to take cover constantly.
Nail those three barrels when you can and get closer to the gallows. Get your pistols ready and hide in a bush while you take aim, or shoot on the fly if you’ve been spotted. Hit the rope above Gist’s head to save him from a nasty ending.
Kill any of the guards that are left while you and Gist get to know each other. He’s pretty useful in a fight, so that’s something to be grateful for. Hopefully he’ll be of even more use in the future! Now it’s time to get out of here.
Follow Gist and Take Back the Morrigan
Gist doesn’t waste a moment after his near-hanging. He’ll head toward the docks and come up with a plan to get a ship and a crew to sail it. Your part in the plan is to take the ship; perhaps the Morrigan will do nicely! Gist will get the crew.
You must do two things to regain control of the Morrigan. First, there are stalkers all over the place. They’re the Assassins who like to hide in outhouses, bushes, around corners, or even wait for you in plain sight. When you get close, they attack.
Firecracker Darts lure stalkers out of their complacent hiding spots, but there are other ways to beat them. Using Eagle Vision, you see a direction finder whenever there is a stalker close by. It’s just like when you went after the gang leader back in that first Headquarters mission. If you see who the stalker is, any normal attack can hurt or kill them. Pistol shots to the head are great for that. You can also sneak up behind them to assassinate the Assassins, or you can walk close to them, counter their ambush, and get a fast kill off of a counter.
Run around the docks, killing the gunners and stalkers in the vicinity. Firecrackers help you get safer kills, if you’re having trouble with the stalkers.
When the way is clear, climb the Morrigan’s mast and cut down the flag the ship is flying. That’s not what should be hanging above such a proud ship.
This ends the memory. Buy any upgrades you’d like from the local harbormaster before leaving New York. George Monro is waiting for you. Launch your ship and Fast Travel back to Albany, in River Valley.