Assassin's Creed 4 Walkthrough: How to Complete Sequences 04, 05 and 06

Assassin's Creed 4 Walkthrough: How to Complete Sequences 04, 05 and 06

Welcome to Part Two of our Assassin's Creed 4 Black Flag walkthrough. In this section, we're covering how to successfully beat sequences 04, 05 and 06.

Sequence 04

Memory 01: This Old Cave

Oh look! You're back in Abstergo. Follow the girl to the elevator, then head up to the head honcho's office. Speak to him for a short time, then get back in the elevator and follow the prompts down to your floor and into your colleague's office. Access their computer and open the tutorial.

Now instead of being an assassin, you get to be a computer hacker! Use the left analog stick to move the data down to the green line, then left or right to initiate another cut scene. With the computer successfully hacked, head back to the elevator and down to the lobby to meet the courier.

Talk to the courier, then head back to the elevator and up to your floor. Walk into your office and access the computer to get back to the assassinating!

Follow James Kidd back into the jungle. After a short cut scene, it's time to investigate the Mayan Stela! Climb to the very top to interact with the object. Continue to follow Kidd as you make your way unto the mansion.

Head back out of the mansion, through the cave and return to the dock to meet up with Kidd once again and complete the mission.

Memory 02: Nothing is True...

Sidebar: Optional Objectives

  • Knock out assassins (3)
  • Loot treasure chests (4)

Head back to the trusty Jackdaw and take the wheel to begin your next mission! As soon as you get underway, you'll need to make a trip to the captain's cabin. Don't forget that you can upgrade and customize your ship from the cabin as well. If you haven't done so yet, it may just be time!

Examine the Fleet map, then head back to the wheel and on to the next location on the map. Feel free to take down naval bases or plunder ships long the way, but if you're looking for a shorter trip, head to the closest point to the new location that you've already visited. You'll be able to "fast travel" to that destination, cutting your travel time significantly.

When you arrive at final the destination, the first order of business is to locate James Kidd. This island is full of assassins, and if you're spotted, it's gamer over. Take a look at the wall to your right. You should see a large, vertical crack. You can use that to scale the wall and reach the upper section. You're in a restricted area again, so you'll need to proceed with caution.

Duck into the heavy brush just ahead and move in close to the assassin. There are two assassins here, but one moves off to the right. Wait until he does, then whistle like only you can to get the attention of the remaining assassin. Knock him out when he gets close, then wait for the other assassin to approach. Use the same tactic of whistling to get his attention, then knocking him out. Once again, don't forget to loot the bodies!

Move ahead into the next portion of heavy brush. Climb the post here to reach another synchronization point. Jump off and into the water, then swim to just behind the next assassin. Get out of the water and wait in the brush behind the assassin until the female patrolling assassin is stationary on the far right. Whistle to get the assassin's attention, then knock him out. This fulfills one of the optional objectives, but you're not quite done yet. Wait until the female assassin starts walking by again, then whistle to get her attention and give her the knock out treatment.

Continue to the left and toward the location of James Kidd. Move into the next batch of brush, behind the rock, and position yourself behind the assassin. Wait for the next female assassin to walk away, then take out the assassin immediately in front of you. Once again, wait for the lady to return and take her out as well. You won't be getting any dates on this mission, but key is not to be seen by any of the assassins.

With both assassins dead, you still can't just proceed ahead. There are too many other assassins just waiting for you to show your face. Instead, head back to where you took out the assassins after getting out of the water. Move into the brush closest to the remaining assassin on the far right. If you're at the edge of the brush you can whistle to get his attention. Whistle away, then take him down when he approaches.

Run across, past the bushes and into the next set of bushes ahead. Two more assassins are standing under a tree in front of you. Do not try to engage both assassins at once. Instead, more to the edge of the brush, just before the tree. From here you can whistle and attract the attention of only one assassin. Do your best spy impression and take him down.

More around the back side of the tree, but remain in the brush. You're not quite ready to be seen. Head across into the next batch of brush and move close enough to the remaining assassin to get his attention with a whistle. Take him down, then proceed to the first two location markers. You don't have to worry about the assassins until you reach the second location marker.

An assassin is on patrol just around the corner. Move over to the corner and wait for him to walk to the far side. If you can't see hi visually, watch the radar instead. When he moves away, walk forward and hide in the brush on the right. Wait for him to return, then whistle when he gets close to get his attention. Take him out, then move forward into the bushes on the left.

There are three more assassins in this general area. Now you could be all stealthy and take them out, but that's not necessary in this situation. Instead, move as far to the left as you can while still remaining in the brush. When the closest assassin starts moving to the right to meet up with the other two, quickly run up the stairs to the left, then hide in the brush on the right at the top of the stairs.

Climb up the tree and run across the branches to the platform ahead. Continue across the trees, then drop down into the brush below on the other side. Move over to the location marker and wait in the brush by the stone entrance. When the assassin closest to you moves back toward the group, run through the entrance and hide in the brush just beyond.

As you move ahead in the brush, there's one assassin near the stone steps. He never looks your direction, but despite how close he is to you, he's not close enough to hear you whistle. Guess he's deaf in one ear. Head up the stairs and into the brush at the top. From here, you're close enough to whistle and get his attention. Do what you do and take him down.

Head back up the stairs to find three more assassins. Wait until two move away, then hide in the brush near the remaining assassin. You'll never guess what you're about to do next. That's right, wait until the two assassins are clear, then whistle and take down the assassin near the brush. Wait for the second assassin to move close and do the same to him.

The third assassin doesn't move and doesn't look in your direction. She's clearly a top notch look out. Walk over to the brush just behind her and you know the drill. Whistle and take her down. Hit the chest just ahead, then move forward into the brush just behind yet another assassin. Do what you do, then run forward to jump over to the white stone just below.

Quickly run to the left onto the next path, and hide behind the stone structure. Wait for one of the assassins to move away, then hide in the brush behind the other assassin. When the first assassin is clear, whistle and go to work, then do the same to the other assassin.

Now, this is where it gets a bit tricky. Straight ahead is a series of branches that allows you to get to the stone structure ahead. However, there's a patrolling assassin with a gun on the same structure you're heading for. In addition, there's another patrolling assassin just to the left of the guard, that's difficult to see visually (use your radar).

You need to wait until the gunman and the other assassin both move away before you make your move. When you move, you need to be quick. The gunman has a three point patrol and only faces your direction at one point during the patrol. Wait until he faces you, then make sure the other assassin is as north as their patrol takes them, and make a run for it. As soon as you reach the platform, there's brush to the immediate left that you can hide in.

Wait in the brush until the coast is clear again, then head under the branch to the right and into the brush just beyond. Continue in this direction, moving from brush to brush until you climb up the small rock formation. Hide in the brush at the top and use your Eagle Vision to spot James Kidd just ahead. Walk over to James to watch another cut scene and complete the mission!

Memory 03: The Sage's Buried Secret

Follow James Kidd until the bridge collapses before you. Unfortunately, you can't bring out your best Indiana Jones impression and jump the chasm. Instead, you need to make your way to the door mechanism by climbing up the stone-like ramp on the wall to your left. Use the vine to work your way around to the other vines that protrude from the stone structure. Some of the stones will give away as you approach, but Edward won't fall, he's too cool for that.

Swing over to the platform to open the door, then follow Kidd once more. You'll need to use the stone figures on the left side to reach the top of the area and continue to follow Kidd. Then it's time to take swimming lessons and dive into the water below. You need to make it to the first air pocket, which isn't much effort. You have plenty of time, so don't worry if you're not swimming as fast as you'd like.

After the first air pocket, follow Kidd again to reach the temple. You'll need to climb up the temple wall, then make your way around to the left side. This time Kidd follows you as you weave left and right making your way to the top of the temple.

When you reach the top, head up the stairs to find a puzzle waiting at the top. Climb up the blue stone face on the left, then move around to the other stone face further to the left. Stand on top of it to raise the blue stone face. Kidd does the same with the green face on the other side.

With the blue and green stone faces now elevated, interact with the lever in the middle to rotate the ground until the blue stone slabs are directly under the blue stone face. At this point, climb back up the stone you just stood on to raise the blue face, then move over to the blue stone face to lower it back to the ground, on top of the corresponding blue slab.

A larger stone face is revealed in the background, but you're not done yet, that would be too easy. Rotate the ground once more, this time moving the red stone face over to the location the blue stone face once resided at. Climb the red face and scurry over to the face on the left to raise the red face, just like you did with the blue face a moment ago.

Follow the same process to rotate the ground and lower the green and red stone faces onto the corresponding color on the ground. When all three stone faces are on the ground, the larger stone face is fully revealed, rewarding you with another fabulous cut scene and completing the mission.

Memory 04: Overrun And Outnumbered

Sidebar: Optional Objectives

  • Use sleep darts on guards (8)
  • Use berserk darts on guards (2)

Follow Kidd again to initiate another cut scene and obtain the blowpipe weapon! Take down the guard just ahead with a sleep dart, then jump down into the cover below. There's a patrolling guard above, so pay close attention to him and move to the next section of brush when he's looking the other way.

When the coast is clear, head to the wall on your right and climb up to find a soldier guarding a prisoner just beyond the wall. From the top of the wall, tag the guard with a sleeping dart. Drop down and free the prisoner, then climb the wall just ahead and take out the patrolling century just to the left.

Head to the stone structure on the left. Lean on the wall and whistle to get the attention of one guard. Take him down, then use sleeping or berserk darts on the remaining guards here. As a general practice, use berserk darts when there are three or more guards, and sleeping darts when there are only one or two guards.

Once all of the guards are incapacitated, loot the bodies and free the prisoners (including the loan prisoner in the structure to the west). Head east to find several more guards waiting for you. Shoot three with sleeping darts and one or two with berserk darts to complete your optional objectives and incapacitate the guards ahead. When the guards are sleeping, you won't have much time before they awake, so move quickly to free the prisoners.

There's another guard to the left. Take him out with a sleeping dart and free the prisoners he's guarding as well. Access the viewpoint just ahead, then continue to the north. There's a guard patrolling the ramp just ahead. Take him down with a sleeping dart, then knock him out and loot the body. Two more guards are just ahead, sleeping darts are the order of the day here, followed by a round of knock outs.

Climb the tree just to the south to find a friendly at the top. Take out the guard to the west with a sleeping dart, then head down to knock him out and free the next prisoner. Head back to the guard tower with the friendly, but don't climb up. Instead, hide in the brush right next to it and use a berserker dart on the armed guard at the top of the tower to the south. While he's berserk, he should shoot several of the other guards, clearing a path for you.

Head to the hut just west of your position and climb out on the tree just south of the hut. Take down any guards that still remain down below, then jump down and free the prisoner below. Climb up to the area with the guard tower, and look south to find another guard tower. Use a sleeping dart to take down the guard, then quickly free the prisoners, jump down to the ground, run over t the adjacent guard tower and knock out the sleeping guard.

There are two more guards on the ground just ahead. Take them out with sleeping darts, jump down and knock them out as well. Free the prisoners then head south to find another patrolling guard. Hide in the brush close by and whistle to get his attention. Take him out then use sleep darts on the guards ahead, allowing you to free the last set of prisoners and complete the mission.

Memory 01: The Fort

Sidebar: Optional Objectives

  • Use the mortar to damage the fort
  • Use a running assassination to kill the officer

Head back to the Jackdaw and set sail. It's time to be a pirate again and your next destination is Nassau. Feel free to raid and pillage as you please on the way to Nassau, or simply use fast travel to get there quickly.

When you arrive at Nassau, you'll watch a short cut scene, then it's time to head back to the ship and out to the open waters again. If you have not done so yet, upgrade the Jackdaw with mortars. You will need them for the upcoming mission.

Your objective is simple. Capture the fort. To do this and complete the optional objective at the same time, fire mortar shots from about 400 meters away to damage the fort. You want to aim for the two large cylindrical towers on either side of the fort. Destroy those and you'll be able to move in for the kill.

As you engage in battle, ships will also attack. Ignore the ships and focus on the fort. With the fort destroyed, it doesn't take much effort to get ahead of the ships long enough to dock at the fort and initiate the raid. If the fort is down and the Jackdaw has plenty of health, feel free to take on the ships as well. If not, focus exclusively on the fort.

When you get closer, move parallel to the fort, traveling at a fast speed, and use your heavy shots to inflict damage on the two towers. If you need to make more than one pass, come to a complete stop so you can turn around as quickly as possible, then immediately move back to a faster speed.

Once the fort's defenses are taken out, dock and head into the fort on foot. Run up the stairs, then climb the wall. Ignore the battle going on and head straight for the location marker, which leads you to the officer. You need to take him out, but he won't see you coming. You can shoot him from a distance, climb the wall nearby for an aerial assassination, or run up to engage in close combat with a running assassination. Using your gun from a distance, or an aerial assassination is the easiest approach, but the running assassination grants you the second optional objective.

With the officer dead, you must now reach the war room. Climb the wall to the west of the Captain to find your crew handily taking care of the guards. With an easy path to the war room, open the door to watch another cut scene and complete the mission.

Memory 02: Traveling Salesman

Sidebar: Optional Objectives

  • Kill gunners (4)
  • Kill guards stunned by smoke bombs (5)

Your next objective is Kingston. Head back to the ship and set sail for your next destination. On the way you'll have to pass by a fort. If your ship is heavily upgraded, feel free to take on the fort, but if not sail as far west of the fort as you can. You'll pass by one of the ships guarding the fort, but if you remain at travelling speed, you won't have any trouble getting by while avoiding a fight.

When you arrive in Kingston head to the mission location and speak to Adéwalé to begin the mission. Tail Prins and Torres until they enter the heavily guarded corridor. At this point, climb the wall and stand on the roof of the hut just above. Make sure to keep both men in your sights so you don't lose them. Use Eagle Vision to keep a closer eye on them if need be.

Jump over to the tree, then climb up until you can use the branches to jump over to the horizontal poles extending from the structure ahead. Head over the roof of the building as the two men continue to move. Move from rooftop to rooftop, until it's necessary to jump back down to the ground to continue your pursuit.

At this point, the men stop just beyond a nearby tree. Hide behind the tree until the men continue to move. When they stop again, climb up to the rooftop of the nearby hut. Continue to follow the men, moving from rooftop to rooftop until you see a gunman perched at the top of a roof. Assassinate him from behind, then continue your rooftop adventures until the men move away once more.

You should see a stack of brush down below, near two guards. Dive into the brush, then move through the fencing ahead and hide in the brush just beyond. Stay close enough to eavesdrop on the conversation. To do so you'll need to climb up the building to the left and take out the guard on the roof. As the men continue to walk, you also need to hide in carts and assassinate the guards that stand nearby until they finally stop at a clearly near some brush.

Hide in the brush until the guards attack. To complete the optional objective, toss a smoke bomb as soon as they attack and only kill the men while the smoke bomb is active. You may have to toss two or three smoke bombs to get the job done.

Once the guards are down, you need to chase down Kidd. Follow his exact path and you'll have no trouble tackling him. For a "Kidd", he's not all that fast. Catch Kidd and the mission is complete!

Memory 03: Unmanned

Sidebar: Optional Objectives

  • Use berserk darts on brutes (2)
  • Use sleep darts on gunners (2)

Head to the windmill, climb to the top and speak with Kidd to start the next mission. Move to the right to synchronize the area, then drop down into the cart full of hay below. Your objective is to disable the three alarm bells.

Duck into the heavy brush just ahead and wait for the guards to move away. Once they do, move to the left toward the bell. Wait for the first guard on the left to separate himself from the other guards. Take him down while remaining hidden in the brush, then wait for the guard to the far left to move close to the brush you're hiding in. Take him down as well, then move as close as you can get to the bell while staying in the brush.

Wait for the soldier guarding the bell to return, then whistle to get his attention and do your best impression of an assassin. With those guards down, you should see a single guard just beyond the bell and to the left. Shoot a berserk dart into him to draw over the other guards. Shoot two more berserk darts into the soldiers holding axes. This fulfills the optional objective of using darts on the brutes.

While the berserker brutes are causing a commotion, use a sleeping dart on the gunman in the tower to your left. When the commotion is over, there will be a handful of guards remaining, leaving very few eyes on the bell tower. Wait until those eyes are looking away, then move in an sabotage the bell.

Duck back into the brush and head to the left of the tower to find one last guard. Whistle to get his attention, then take him down and continue moving toward the next bell. The bell is near a small house. You need to approach the house from the left side. Hide in the brush to the left of the house and wait for the guards to look the other way. Climb to the top of the house and use sleeping darts to disable the guards. Sabotage the bell, then move toward the third and final bell.

The path to the bell is fairly clear if you move from brush to brush. When you get close, target the brute (axe wielder) with a berserk dart to draw the others over. Wait until the smoke clears from the battle, then take out any remaining guards with sleeping darts. Keep an eye on the soldier in the watch tower, and hit him with a sleeping dart if need be. With the third bell down, head to the new location marker to meet up with Kidd.

After the brief cut scene, quickly move up to the brush on the left, just inside the grounds. Wait for the guard to come down the stairs, then whistle and take him down. Move forward into the hay cart and whistle again when the guard approaches. Take him out then climb up to the roof of the house and synchronize.

Turn around and head for the crate of brush just ahead to the left. There's one guard close to you and another on the far side. Wait until the guard on far side is looking away, then run toward the closer guard and assassinate him. Move to the far left side of the roof and look down. Just beyond the gate is a single guard. Assassinate him, then move into the brush just ahead.

Your target is Laurens Prins. Activate Eagle Vision and look toward the gazebo on the right to find him. Move toward him, staying in the brush. The only guard left to worry about is the one on the roof to your right. As long as he is not looking in your direction, you can move about freely. Wait until Prins is facing the other direction, then run up and assassinate him!

Now it's time to put on your track shoes, because after a short cut scene, you need to run out of the mansion grounds and into town. Don't worry about attacking anyone, just run. Once you're back in town, get a little bit ahead of the guards chasing you and duck into some brush to lose them.

With the guards out of the way, it's time to meet up with Kidd over by the windmill. Did you know he's actually a she?

Sequence 06

Memory 01: Diving for Medicines

Sidebar: Optional Objectives

  • Loot treasure chests (3)
  • Avoid being attacked by a shark

Return to the ship and set sail for open sea. Your next destination is Nassau. Use fast travel to get there, or take your time and plunder a few ships along the way.

When you arrive in Nassau, follow Blackbeard. You need to purchase a diving bell if you haven't already. They run 5,000R from any merchant, or from the Jackdaw upgrades in the captain's cabin. Once you have the diving bell, fast travel to Salt Key Bank or Havana to cut your travel time to the mission location.

Meet up with Blackbeard's ship for another cut scene, then sail just a bit farther to reach the ship wreck. Dock to initiate the diving bell sequence. Swim over to the ship, but watch out for jellyfish. If you touch one, it inflicts damage, just like real life... almost.

When you reach the ship, interact with the hull and dive in to find the chest with the medicines. Once you open the chest, the place crashes down on you and you need to swim through the cave to get out. When you reach the air pocket, lunge up to replenish your air supply.

Keep swimming until you reach the current. Move left or right to avoid the rock pillars, then move left when you reach the fork. Your next obstacle requires you to avoid being eaten by sharks. Sounds easy right? Unfortunately, the sharks don't appear on your radar, so you'll have to use visual cues to know when to swim forward and when to stay put.

If the sharks are alerted to your presence, hide in the seaweed below until they pass. Move from seaweed patch to seaweed patch until you make it to the dive bell.

Memory 02: Devil's Advocate

Sidebar: Optional Objectives

  • Rescue survivors (5)
  • Kill guards stunned by smoke bombs (3)

Fast travel back to Salt Key Banks to be close to the next mission start point. After a short cut scene, you're off to find the Queen Anne's Revenge because Blackbeard has gone a little crazy. Go figure!

You'll find the ship at coordinates 880,542. Stop the Jackdaw near Blackbeard's ship and begin the swim to shore. Your next task is to defend Blackbird. First you have to find him, now you have to defend him. Seems he can't do anything on his own!

If you want to get the optional objective as well, equip your smoke bombs and incapacitate three soldiers while they're stunned by a bomb. Stay close to Blackbeard and make sure he doesn't die. If you simply fight any soldier that comes near him, you won't have much of an issue. Make sure you have your countering down though. If you get attacked by multiple soldiers at once, counters come in handy.

Head to Blackbeard's ship and take the helm. Follow the ship dead ahead, but watch out for mortar fire. If you see yellow water, either move through it at full speed, or stop to avoid it. You want to maneuver behind the ship, then turn so you can use heavy shots. Aim low on the hull and she'll go down without much of a fight. Blackbeard's ship is heavily armed, which comes in handy.

With the ship incapacitated, Blackbeard decides it needs to be rammed. No one ever said he was intelligent. After another short cut scene, jump across to the adjacent ship and run over to the far side of the mast. Just below you should find the captain of the ship. He needs to die by your hand. Assassinate him from above if you can, otherwise jump down and take him in out in a sword fight. Once again, your counter ability comes in handy here as the captain is easily defeat with counters. Defeat the captain to complete the mission.

Memory 03: The Siege of Charles-Towne

Sidebar: Optional Objectives

  • Use sleep darts on the crocodiles
  • Skin a crocodile

Fast travel back to Nassau if you wish to cut your travel time and get right to the next mission. Your mission begins very near to Nassau. When you reach the mission location, you and Blackbeard have a few words, and as always, you inform him that you'll handle it.

Tail the gunboat, but it is imperative that you are not spotted by the gunboat o any other ships. If you're seen, the game is over. The best way to do this is to ignore what your radar says in terms of the land formations. You need precision sailing to get through this unseen, so hold R1 to shift the camera to the chain gun view directly ahead of your ship.

Keep a close eye on the radar so you know where you need to go to avoid being seen by the enemy ships. Again, do not pay attention to the land masses on the radar, use visual cues to determine how close you are to land as you navigate around the watchful eyes of the enemy ships.

When you're clear you automatically dock at the guard post. Jump over to land and use the rooftops to make it over to the post. When you see the guards, use a sleep or berserk dart to incapacitate them. If you don't have either, jump down into the cart of hay below and do it the old fashioned away.

Only two guards remain who have a direct line of sight with the alarm bell that needs sabotaging. Wait until they're not looking toward the bell, then quickly run up and sabotage it. As soon as the bell is down, run back to the Jackdaw and continue tailing the gunboat.

Once again you need to disembark. This time it's to tail the rowboat. Use the crates in the water to run across and avoid the crocodiles. If you have sleep darts, use them on the crocs, then skin them to obtain the optional objective. If you move quickly you'll have plenty of time.

Stay behind the wooden wall, making sure the soldiers in the row boat don't see you through the various holes in the wood. When you reach the larger opening, wait for the row boat to pass, then swing over to the wooden pole and wait until the row boat starts to move again.

Climb the building and wait for the row boat to circle around, then continue to take the high ground, moving from building to building until you have to kill the captain. At this point, don't worry about taking the high ground too much, just avoid the guards and never stop running. Pull out your weapon when you start to get close and tackle him as soon as you're in range. You do not have time to climb all over everything or engage in combat with any of the soldiers. Do nothing but run and avoid the guards until you catch the captain. Take him down to complete the mission!

This article was compiled with help from Prima Games

You can find many more hints and tips, plus strategy guides and over 65,000 cheat codes, unlocks, achievements, trophies, Easter eggs and secrets at Prima Games.

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