Where is waterfront in assassins creed 3




















Do not get in too close, but use the Fast Walk option as they walk around and talk. After a few seconds of them babbling, the "moving group" optional objective is complete.

For the last set of eavesdrop-ees, navigate towards the next area and you'll appraoch a nice little courtyard with two civilians talking. Sit on the nearby benches and listen in on the gossip. When the convo ends, the " do not fail a single eavesdrop " optional objective is complete!

The southern-most part of the area is not as fully guarded and only contains one Redcoat which you can use a Corner Kill - see screencap above while the rest are patrolled outside the warehouse or on the docks.

As you approach the warehouse where Church is locked up, there will be several Redcoats stationed at the docks. To avoid getting seen by them climb onto the roof of the warehouse and then jump down and Interact with the door to trigger the next part. The Redcoat guard with the key to unlock the door is on the south side of the warehouse. You'll need to Pickpocket him to get that key!

As you turn the corner, there will be a roaming Redcoat across from you. Quickly hide in the nearby bushes as he walks away and then use a hidden assassination on him. Ed: The gameplay commentary in the video below is mostly for video gamers, though it reminded me of getting through Hanover St. The gameplay video preview below is PEGI for violence!

A brave young warrior fights to save his homeland. But what begins as a struggle over territory turns into an extraordinary journey that will transform him into a Master Assassin—and will forever change the destiny of a nation. You are Connor, warrior son of a Native American mother and British father. As the colonies draw closer to revolution, you will dedicate your life to the freedom of your clan —becoming the spark that ignites the revolution into full blaze.

Your crusade will take you through blood-soaked battlefields to crowded city streets, to perilous wilderness and beyond. The smaller guns, controlled with the left trigger, are more precise than cannon fire, but have a much more limited range. Actually defeating the ship is a bit more complicated. It will be using its cannons against you, and is pretty good at maneuvering itself into position. You can take more damage than it can, though, and you can ready up your cannons and maneuver your own ship at the same time.

Use your full sails to gain on it when it draws away, and switch to half sails to come around for a fusillade. Just remember to depress the trigger to prepare to fire, then let go of the trigger to actually fire the cannons, but issue the order just before your targeting field starts to intersect the enemy. That will allow for travel time and the delay in firing, ensuring that the bulk of your shot will hit the target instead of the water.

Ah, a modern-day interlude! Follow the lit-up sections of the path, find the crane at the top of the building, and jump! You have to trigger your parachute when your handler radios you, which will occur around a second after your leap. With a little maneuvering, you should find yourself looking to make a leap of faith.

With the artifact in hand, head back to base and check your email and talk to your compatriots. Before you head back to Connor, head into the reactor room at the top of the lit stairs that your father paces.

If you go up to the second floor here, you can find a path leading up to a metal beam. Follow it, moving around the cylinder in the path, and up to the third floor. Here you can place the artifact and put more power into the facility, which opens a new chamber near the Animus chair. There are many new tasks and side missions available to you. Here are a few of them:. This will introduce you to Myriam and let you practice a bit with the new rope dart weapon.

Completing Homestead Missions will unlock new crafters for your homestead, as well as level them up and allow them to create better items, including new weapons and pouches.

Achilles will ask you to help compile the Encyclopedia of the Common Man by examining people aiming at them with the left trigger around the homestead. Naval missions are available at your ship, as well as a ship upgrade interface in the book next to the captain.

Peg Leg has rumors of a great treasure left by Captain Kidd, but he wants you to find trinkets for him before he gives them up. These are marked on the map with goblet icons. You can buy a map to reveal their locations at a general store. The Frontiersman challenges are available at a Frontiersman camp in the Frontier section of the map. Or, you can just resume the main quest. Up to you! Stay below notoriety level 2. Limit firearm use to five shots or lower.

Use three powder kegs to destroy smuggled cargo. The first little skirmish here will unlock Liberation Missions for Connor, the first form of which are scattered tax collectors that you can dispatch.

Ignore them for the moment. Look for these powder kegs, place them near the tea, then shoot them. Your optional objectives are to use powder kegs to do so and limiting the amount of times you fire a weapon. Neither objective is particularly difficult. One of the tea stacks is practically unguarded, so you can simply drop a nearby keg at its feet and shoot it to destroy it.

The other two might be a bit more difficult to get near with the guards afoot; you can either kill them, or run past them, drop the keg, then move far enough away to lose their interest before returning to shoot the powder and destroy the stacks. Try to kill collectors while guard patrols are out of the area; a large fight will be more likely to raise your notoriety. Limit time spent in open conflict - Perform five low profile assassinations. Namely, you need to complete five silent assassinations and not remain in open combat for more than fifteen seconds.

The difficulty lies, of course, in actually getting those accomplishments done. The primary thing to be aware of here is that the 15 second timer appears to reset itself after you leave combat, so you have a little leeway in each individual fight. Two soldiers on the street. Position yourself behind the soldier farthest from Stephane and stab him when Stephane begins yelling.

Stephane should shoot the other one; if not, quickly dispatch him with your own pistol. Three Redcoats are tussling with citizens on the street. Get close to one of them, and when Stephane starts yelling and sends the mob into the group, stab your target.

Two soldiers stand up next to a wall. Again, get behind the farthest one, and stab him when the other heads over to Stephane. Four soldiers in a small square. Ignore the poisoned soldier and try to get three quick, clean low profile kills on the other soldiers. If you miss one, use your pistol. Two soldiers walking in the street. Get behind one of them and assassinate them before Stephane starts talking.

Shoot the remaining one. Start wandering the streets looking for isolated two-man guards; use Stephane to kill one of them, then help him with the remaining soldier. To do so, start wandering into the north and south sections of the city and start running down the tax collectors and other Loyalist miscreants via the large number of quests there. When you clear out the Templar influence on a district, you can head to your contact in the district to pick up a mission to kill off the Templar in charge, thus gaining yourself another Assassin to command.

Dump 10 crates of tea in the water. Throw three redcoats in the water. Perform a musket air assassination. You can call in an assassin or two for the first group of six guards, then call down the whole bunch for the second group of nine guards.

The following fight will be a bit more difficult if you intend to complete the optional objectives, which are: throw ten crates of tea into the water yourself, throw three Redcoats into the water, and perform one musket air assassination.

Get the ten crates done first, by simply picking them up and chucking them over the sides of the two boats here; check your button prompts to see which buttons you need to press to do so. Be sure to protect your companions here. Use your Assassins for assistance if needed. Keep in mind that the two NPCs you need to keep alive are generally competent fighters, but can have some problems if they get surrounded or are attacked by enemy officers.

Lastly, the three water kills. These are best accomplished on the ramps themselves or on the actual ground outside the boats. If you counter with a sword or other large weapon, Connor will usually grab his opponent and fling them backwards, so fight with your back to the water as best you can.

Good luck! Do not let a Native American die. Reach Johnson undetected. Perform a swan dive to escape. Run forward into the water and swim towards your right, avoiding the guards on the shore. Either ledge kill him, or sneak up into the bushes nearby and take him down from there.

The other guard sits on the edge of the cliff, so take him out as well. Head up towards the house where Johnson is holding court, but stick close to the cliffside rather than heading inland. There are plenty of patrolling guard groups, so avoid their site as best you can. You can air assassinate both of them if you like, or poison one and take out the other one from above. Either way, you should have a relatively clear path to the house if, again, you stick to the cliff and approach from the far side.

You need to move quickly now if you want to reach Johnson before he kills one of your people, but resist the urge to run immediately. Instead, wait for the nearby guards to turn their backs, then find the branch path near the house, jump onto its roof, highlight Johnson as a target, then commit to the air assassination. Lastly, you need to escape via a leap of faith as the last objective. Run past them and head towards the cliff. Find the birds that indicate a safe spot to jump and dive off.

Do not trigger open conflict. This is a fairly simple mission, so long as you stay away from patrolling bands of Redcoats. Look for them on your minimap and head off-road and into the woods if they get close. Ride through this copse of trees near the end of the mission to escape unscathed. You need to find three houses here. In the first town, the house you want is the one that the Redcoats are standing in front of; wait for them to walk off before approaching it.

Note that Revere is not particularly stealthy, so stay far away from the Brits here, lest they spot him. The third house contains a trap for you, so be ready to run. Instead, turn about 45 degrees to the right when you regain control of Connor and head up the hill through a copse of thin white trees. Kill seven groups of regulars with a single order. Rescue one civilian hostage. Look for the red dot on your HUD and ride over to find a few British soldiers escorting their prisoners.

Use poison or your gun on their captain, then quickly dispatch the remainder before resuming your journey. Ride your horse back and forth along the line, issuing the command to fire as often as you can.

Cross Charlestown without taking damage. Air assassinate a grenadier. Remain undetected while on ships. You can start with disabling two warships that threaten to destroy the encampment on Bunker Hill. No bigs. For the first optional objective you need to cross Charlestown without taking damage.

This is easy; simply stay to the right when you enter the town, heading into the backyard of the buildings and sticking close to the memory border. When you see the building on fire in front of you, take another right and head to the harbor. Your new objectives are to light the ships by setting the black powder on them ablaze while remaining undetected and killing a grenadier via an air assassination.

The grenadier is on the ship to the left, so start there. Swim around to the eastern side of the boat and begin from there. If anyone sees you perform the kill, quickly drop into the water to get out of their eyesight.

Leave the pair of soldiers nearby alone for now and take out the other patrolling guards. One of them pauses by the eastern edge of the ship, making for an easy railing kill. The other patrol is at the northern tip, and his route sometimes overlaps with that of the grenadier. Jump off the ship and head back to the southern end of it.

Loot the bodies to check for poison before lighting the powder and heading south. This is the grenadier you need to air assassinate.

The other ship is relatively simple by comparison. There are two officers on patrol and a number of two-soldier groups scattered about. Swim to the northern side of the ship, where the cannons are firing, and head down to its front side near the bowsprit. One of the officers come to a stop near the railing here, so watch his patrol, set up shop near where he pauses, and railing kill him. The two soldiers nearby will probably spot you, but you can drop back into the water before they become alert.

Railing kill him, but be sure the nearby soldiers have their backs turned. With that done, you still have three groups of two soldiers to deal with. Poison one soldier in each group near the powder, hopping back overboard in between each poisoning to let the groups reset.

If you have extra poison, feel free to try and nab the last group on the eastern edge of the ship, as well. Use the boxes and perform corner kills if possible, whistling to draw your foes towards you.

Keep in mind that these soldiers may not return to their normal positions if they become alert to your presence now that their partners are dead. Air assassinate Pitcairn without being detected. Cross the battlefield without taking damage. Limit regular kills to three or fewer. You need to time your movements so that Connor avoids enemy fire, obviously. The path should be fairly simple to follow.

You can probably do it without killing any of them, but you have some leeway if you feel like covering your back.

Although it looks like you can head either left or right here, only the left path will let you air assassinate Pitcairn. The path is, again, not very complicated: stick to the shrubbery, watch the guards patrolling, and avoid them or kill them, as you see fit. Get atop it and hit Pitcairn with the air assassination to end the mission.

Do not tackle or shove anyone. Perform a successful static eavesdrop. Perform a successful mobile eavesdrop. The mobile eavesdrop that follows is quite a bit more difficult.

You need to stay within range of the two men without raising their suspicions. Use whatever crowds you can to stay inconspicuous and hide behind corners. Head up into these trees to get your first eavesdrop done. Not shoving anyone here is pretty tough, since all it takes is a bit of contact to do so, and Hickey will be scattering money in his wake to make crowds form.

The best place to catch him is early in the route, after he attempts to lose you by cutting you off with a horse-drawn carriage. The firing line will knock you down and usually force you to reset, but if you play from the last checkpoint, you can take a left at the market instead of following Hickey directly, then cut him off as he comes out of the alleyway nearby. Limit prison guard deaths to one or fewer.

Reach Hickey in less than two minutes. The man you need to pickpocket winds up standing in the doorway of an open cell on the wall to the right of Connor when you reach the top of the stairs and turn. Run into that cell and wait for him to approach, then very discreetly pickpocket him. Hide here to pickpocket your target. Get into the fight that Weems suggests, then pickpocket the warden when he stands in front of your cell.



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