(Or both!) The battery will have opened up a new chamber on the right side of the main hall. Assassinating Silas isn’t too difficult in this madness, but avoiding firing line damage can be. You can find three more Assassin recruits here, and it’s a good idea for you to pick them up now, rather than later. Assassin's Creed III Game Guide: Sequence 2.5 Part 1 We’ve been relocated to both sides of the house, but it’s much more common to wind up on a hill to its right side.
Your optional objectives are to use powder kegs to do so and limiting the amount of times you fire a weapon.
Use the boxes and perform corner kills if possible, whistling to draw your foes towards you. It will be using its cannons against you, and is pretty good at maneuvering itself into position. (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. So, avoid them! After the target practice, you’re going to face off against a few British ships, with some optional objectives thrown in for good measure. If you left a guard’s body around, he’ll head over to check it out, allowing you to walk up for the low-profile kill; otherwise he’ll patrol a bit.
Lastly, you’ll need to tail Hickey as he attempts to run from you.
We found it easiest to skirt around to the right side of the camp, wander into view of a couple of the guards, then run backwards to the nearby canyon and hang off of the edge. After riding to Braddock, there’ll be a short horse chase segment, with the optional objective of destroying three explosives carts.
He doesn’t leave the room, so you have as much time as you need. You can take your time with this if you like, but it’s probably best to just go ahead and get all three of the possible Bostonian Assassins available to you before you move on. The stores can be seen as small white targeting circles, but are only on one side of the frigates, meaning that you’ll have to maneuver a bit in order to spot them. You need to stay within range of the two men without raising their suspicions. Now for the two cannons. Head into the doorway that was opened the last time you put a battery in, climb the stairs, and then drop to the lowest level of the large room beyond and look for a door in the middle of that room. Follow Haytham along the rooftops to the church.
If you can’t get past the guards nearby, simply climb a wall leading to the sewer; when you hit the ground, Adams will make his way towards you past the Redcoats.
The large fight early in this mission can be a bit annoying, but it shouldn’t be too bad if you take advantage of your toolbag. You need a javascript enabled browser to watch videos. You need a javascript enabled browser to watch videos. Head up to the fifth floor and start killing more guards. Counter attacks until everyone’s dead, then head to Achilles’ house for a conversation. There are a couple of guards in the area that you’re going to have to eavesdrop on; head towards them, but note the Redcoat that’s patrolling in the area. God only knows how these guys didn’t constantly run around in panic at being told to fight wars like this. You’ll want to time your own movement so that you scramble up the nearby building while both the patrol and the eavesdrop targets are facing away from you. 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. If you simply wait in the brush, your hidden blade icon will turn a brighter shade of blue when he’s close enough to stab, and you’ll pull him into the brush so that his body won’t alert anyone.
When you gain control of Haytham, you’ll be asked to take out two of the nearby guards without being detected. It shouldn’t be too difficult to escape from the building without taking fire damage so long as you move carefully and with consideration to your surroundings. Another short trip to the present day as Desmond attempts to track down another power source. This is a fairly simple mission, so long as you stay away from patrolling bands of Redcoats. When he does, crawl up the ropes to one of the platforms high above the ship’s deck, wait for him to come to a stop below you, and take him out. You’ll be tasked with killing 10 mercenaries with firearms.
Stephane’s on the warpath here, and he’s not going to listen to Connor’s reasoning.
There are two rooftop guards nearby, facing away from each other.