Assassin's Creed Rogue

Welcome to the walkthrough for Assassin's Creed Rogue. The amount of time spent on this game depends solely on how quickly you feel like completing certain objectives and can vary from person to person, but it generally won't take too long since the objectives are very apparent.

The story for this game is short compared to most other Assassin's Creed games with only six sequences with few memories composing each of them. There are two optional objectives that must be completed for almost all memories in order to obtain a trophy, and these are covered along with listings of what these objectives are. If you find that you can finish a memory in a different way than the walkthrough provides, feel free to go about it whichever way you see fit.

Like most games in the series, there are many trophies that come along with completing nearly everything. It's therefore a good idea to set a goal of 100% completion (at least, until you're nearly finished with the trophies) and just do everything. More information on what specifically needs to be done can be found on the third page of the walkthrough.

For earning all other trophies, you'll earn a platinum trophy. Having a platinum is always nice, but this one even comes with a clever name.

Platinum Trophy

Unlock all other trophies

Platinum Trophy

There are not a lot of tips to provide for this game, as the controls are simple and your tasks are straight-forward. However, it is good to know that you should focus on completing the story when you can in order to unlock more things to do and weapons to use. This will prevent you from having to wait on one thing with nothing to do since you've done everything else you could in a particular moment.

When unlocked, the rope dart can sometimes be more useful than using pistols or other dart types. It can be used to throw enemies on their backs with a few cn_T taps, which allows you to kill them instantly (useful for captains, leaders, and other tough enemies). You can also pull enemies from rooftops with it, which is particularly useful against snipers and those who would try to jump down on you from above. Finally, the rope dart is the perfect hunting tool. It kills all animals instantly regardless of what they are, and if you're spamming cn_T when in a hunting ground, you'll be able to kill far more than usual since you'll be immediately killing anything within a wide radius.

As for the walkthrough itself, it's a good idea to keep an eye on the miscellaneous trophies page so you can work on those as you play through the game instead of having to finish them all later.

There are lots of things to complete and upgrade in the game, and it's best to understand what and when it's best to do so in order to avoid wasting time.

General Progress

As you complete more of the game, you'll unlock the below trophies. These are for doing something in several locations and thus aren't tied to a specific spot, so they're listed here. Assuming your goal is in-game 100% on top of the trophies themselves, you should have no trouble earning these whatsoever.

Cartographer

Visit every location in the game

Cartographer
1 guide

Capture all Gang HQs

Capture all Gang HQs

Capture all Gang HQs

For the Empire!

Capture all forts

For the Empire!

I'll take that

Capture all settlements

I'll take that

King of the Hill

Complete all Native hills and Ice Caves

King of the Hill

Memory collector

Collect all animus fragments

Memory collector

Property Tycoon

Complete all renovations

Property Tycoon

Morrigan Upgrades

After Sequence 1-3, you'll be able to upgrade most components of the Morrigan that aren't locked behind story progression. Most upgrades' final forms require blueprints, which can be found in chests throughout the world. Stronger upgrades require more materials and pounds and you can see the exact requirements in your menus. There are three types of upgrades: Weapons and Armour, Storage, and Harpooning.

Harpooning should be the least of your worries in the early game and only affects how good you are at harpooning sea animals you find while sailing. Ignore those unless you find yourself having a lot of excess material and can afford to upgrade these without much of a loss, because these are still important later on. They are cheap upgrades, however, so if you don't like looking at them being incomplete then by all means go ahead and max out your harpooning department.

The majority of the early game upgrades should be focused on Weapons and Armour. You obviously need more health for your ship and stronger attacks to survive in stronger waters, so upgrading these is always a priority over the others. The puckle gun, when upgraded to maximum potential, is surprisingly powerful despite its small appearance.

Storage upgrades should be obtained when you consider getting them to be more convenient for you. After all, if your puckle gun is the most powerful it can be, how will you see its real strength if you can barely fire the thing before reloading? Above all else, the two most important storage upgrades are the crew's quarters and cargo storage. Cargo storage is the better of the two, because you can't upgrade something if you don't have the space to hold the materials required to upgrade it.

You will be required to obtain every single upgrade for the Morrigan, so here's all of the totals required for every upgrade and when you'll be able to start working on them if applicable. Tobacco can be sold the moment you get it, as that's what it's used for.

Weapons and Armour
UpgradeCostResourcesStory PrerequisiteBlueprint Location
Hull Armour£25700660 Metal
450 Wood
---Genessee, Lac Eternel, River Valley
Broadside Cannons£51200890 Metal---Aarushi, Fort Blanc, River Valley
Front Carronades£500080 Metal------
Heavy Shot£18900445 Metal---The Sapphire, Fort Baie Rouge, North Atlantic
Mortar£45000600 MetalSequence 3-3HMS Miranda, Fort Baie Rouge, North Atlantic
Burning Oil Strength£1350090 Metal
30 Wood
Sequence 2-1Otetiani, Fort Soleil, River Valley
Icebreaker Ram£30000420 Metal
400 Wood
Sequence 2-1Fogo, Fort Baie Rouge, North Atlantic
Round Shot Strength£27900650 Metal---East Village, New York
Puckle Gun Strength£18700370 MetalSequence 2-1Lower Manhattan, New York
Explosive Shot Strength£20000360 Metal---Rivière Aurifère, Fort Blanc, River Valley
Storage
UpgradeCostResourcesStory PrerequisiteBlueprint Location
Puckle Gun Cylinder£14500300 MetalSequence 2-1Nerepis, Halifax, North Atlantic
Heavy Shot Storage£6000240 Wood---Pearl Island, Fort Louis, North Atlantic
Mortar Storage£7800240 WoodSequence 3-3Terra Nova, Fort Louis, North Atlantic
Burning Oil Storage£6900240 WoodSequence 2-1Gros Morne, Fort Baie Rouge, North Atlantic
Crew's Quarters£4300180 Cloth
150 Wood
------
Cargo Storage£5000210 Cloth
190 Wood
------
Harpooning
UpgradeCostResourcesStory PrerequisiteBlueprint Location
Rowboat Armour£2400150 Wood------
Harpoon Strength£5000100 Wood------
Harpoon Storage£2600120 Wood------

Phantom Queen

Fully Upgrade the Morrigan

Phantom Queen

Shay Upgrades

The categories in the Shay Upgrades section of the menu lists over the available swords, pistols, and outfits in the game. All have varying stats at varying costs, and some are only available through uPlay. Some outfits also provide a small bonus, but none are overly superior to the other and can be best utilized in certain scenarios. As for swords and pistols, there are some that are far better than others; you might only want to buy some of the worse weapons just to increase your completion percentage of this category.

Crafting

This is where Shay's actual upgrades are, which are attained by hunting. Unlike the upgrades for the Morrigan, these don't usually overlap in resources and are mostly dependent on one or two types of animals. Because of that, a chart of totals would be very long, since even similar upgrades like those for health use different skins for each tier. Just about all the crafting upgrades are equally useful and visibly beneficial, but health should take highest priority. As mentioned on the previous page, the rope dart is the perfect tool for hunting.

There are some Abstergo Challenges related to killing all types of animals yourself, both land and sea. When you accomplish these challenges, feel free to just buy the rest of the materials you need from a shop somewhere if you don't feel like hunting yourself. You'll soon have more money than you know what to do with after you renovate buildings.

You'll not only want to obtain all these upgrades because of their usefulness, but for also completing two Abstergo Challenges. There's a trophy related to harpooning a narwhal specifically.

Unicorn Slayer

Harpoon a Narwhal

Unicorn Slayer

Naval Campaign

You'll technically unlock the naval campaign after Sequence 3-2, but will be formally introduced to it at the end of Sequence 3-3. This side game is very simple; use ships that you've captured while sailing to complete a set of small missions that are based on waiting. The routes to the missions themselves can be secured through a quick little skirmish and it's highly recommended that you do so in order to raise your success rate and decrease any damage your ship might take. As you board stronger ships, consider whether you want to add them to your fleet or not; you'll want some high quality ships like Men o' War, but smaller ships are also quite useful since they travel faster than Men o' War do.

You can unlock a ton of strong weapons and other items through the naval campaign. Since it doesn't require much action on your part it's easy to forget, but you should aim to finish all of the missions for the great rewards they yield. Progress in the naval campaign can be stopped if you're not far enough into the main story yet, so keep going through it if you're at the end of the naval campaign for the time being.

The trophy related to the naval campaign only asks you to finish half of it, but you'll want to finish all of it for an Abstergo Challenge, not to mention the great weapons you'll earn along the way.

Globe Trotter

Complete 17 story missions in the Naval Campaign

Globe Trotter

With this initial sequence you'll be introduced to the assassin brotherhood of the New York/North American colony area. If you're having trouble understanding what you need to do for the optional objectives for each memory, you can consult the playlist link here for videos on this sequence.

Assassin's Creed Rogue | Sequence 1

Sequence 1-1: The Way the Wind Blows

  • Remain undetected by British guards
  • Kill all British guards

When you start the game for the first time, you'll hear Shay Cormac talk about his past before you're sent into it. Your first objective is to kill the assassin in the distance, but for this place we'll instead go through all of the collectibles here so you don't have to come back later. Walk to the northern ledge and cn_O drop off to find a (1/5) Treasure Chest, then climb back up into the trees and make your way west to a log just above the assassin. Walk to the north to reach a high area with a tree next to a pile of leaves; you'll want to cn_X climb the tree and jump from its branches into the leaves to get a (1/3) Animus Fragment. With this, jump down onto the assassin.

Shay's friend Liam will move out of the way before Shay can pounce on him and they'll start to return to the camp they're protecting. Before you take off, look to the ship wreckage right next to you and pick up the (2/3) Animus Fragment here as well. At this point, you should also see another (2/5) Treasure Chest on your mini-map as well. Open it up before running up the branch leading to the rock above the chest. The third (3/5) Treasure Chest is just past this branch, but something different is in the trees. Use cn_LSc Eagle Vision to locate a floating piece of paper in the trees, then climb your way up to it. The (1/1) Sea Shanty will float away from you when you get too close so you'll have to chase it down. As you climbed that tree, another (2/3) Animus Fragment will have been marked on the mini-map. Do what you did before with the first one and collect it.

Next, run up the tree branches to the west and reach the eagle icon on the mini-map to synchronize with the (1/1) Viewpoint and reveal your surroundings. With this being the only sync point for Port-Menier, all of the map here will be revealed, as well as the surrounding area on the cn_select map of the North Atlantic. Jump into the leaves below and you'll be right next to a new icon, a (1/2) Templar Map. The treasure related to this map is actually here at Port-Menier; press cn_right to select the map tool and then press cn_T to bring the map up. You'll be looking for a funky pair of trees just to the west of where you found this map and you can dig it up when you get close to it. Also nearby is a (1/1) Viking Sword just lying in the snow. Once you have these, continue on with Liam towards the camp.

Upon reaching Captain Chevalier's camp, it's revealed that the camp was attacked while Shay and Liam were away. Shay will talk back to the captain, resulting in a fistfight breaking out between the two. This will teach you how the combat works; just follow the prompts on screen and you'll eventually be stopped by Liam before you pummel the captain too much. Liam and Shay will head after the smugglers taken prisoner by the British with some new swords, but before you head into enemy territory, open the (4/5) Treasure Chest by the camp.

There are generally two objectives per memory, and one of them is to kill all the enemies without being detected. Drop down on one of them, then sneak up on the other, who is harassing one of the smugglers. Walk towards the other soldiers and enter the grass, then cn_R2 stand upright until half of the walking soldier's detection meter has risen. It'll flash once it reaches the halfway point, signaling to you that he's going to start looking for you. Simply stop standing and hide in the grass until he comes close so you can assassinate him. Finally, walk behind the two soldiers warming their hands by the fire and perform a double-assassination to have done everything completely incognito. Then grab the remaining (2/2) Templar Map and (5/5) Treasure Chest on the beach. Upon doing so, you'll get a notification saying that everything to be done here has been done and you'll get a trophy for your efforts. You'll be clearing out just about every single location in the game, so get used to finding a lot of stuff.

Owned

Complete every activity in a single location

Owned

Free all of the smugglers and board the ship docked on the beach, the Morrigan. Try to remain undetected by killing the soldier to the left of the wheel, followed by the one looking over to the right. Then get the guard standing by the mast below and wait for the only walking soldier to either find him or reach you so you can take him out as well. Now all that's left to do is kill the other guards (whose backs are turned) and you'll finish both optional objectives.

Now that the British are done with, Shay will claim the Morrigan for himself. It's hot garbage at the moment but you'll be making it into a fine ship over the course of the game. Speed the boat up and sail towards Captain Chevalier's ship. An iceberg in the water will have a slight blue glow to it; cn_R2 shoot it with your frontal cannons to break it apart to find some supplies and an Animus Fragment inside. There are lots of fragments and chests not tied to any single location but are instead put into the category of "Uncharted". Since this one is right on the coast of Port-Menier, you may as well get it now instead of having to backtrack.

The captain's ship will be under attack when you get to it. Sink all enemy ships with either your frontal or side cannons by moving the camera to the left or right to select the side cannons. You can also ram ships to inflict damage, but you won't really need to right now.

Present Day 1: A Rude Awakening

When you finish the first memory, you'll be awakened by a woman named Violet da Costa in an Abstergo facility, who will order you to get to Melanie Lemay on the same floor. It appears that your dabbling with Shay's memories has caused a virus throughout the entire facility. Even though they're the cause of this mess, a man by the name of Otso Berg will insist that Shay's memories be processed. You'll be directed to fix the main power supply in the building by completing a simple sphere puzzle; just light up each segment of the core with one beam each and you'll reinstate all the power into the building.

After doing this, a file will be shot from the computer into your little tablet, which you might not have been given permission to see. Despite this, you'll be asked to repair any screwy computer you come across. You'll want to fix all of them at some point, but you don't need to do any of that right now, especially since you can't get to all 20 at the moment. There are also 20 tablets just like yours spread across the building with even more little pieces of information, or "lore", which you can pick up as well. You can find un-fixed computers on your map, but tablets are going to be more hidden should you choose to look for them.

Return to your desk to continue with Shay's memories.

Did I do that?

Complete Present 1

Did I do that?

Sequence 1-2: Lessons and Revelations

  • Remain undetected during Hope's lesson
  • Complete Liam's lesson in under 40 seconds

Shay and Liam will return to their mentor, Achilles Davenport, in New York. Another assassin by the name of Adéwalé will be here at the same time to catch up with Achilles, so you'll be sent on three paths by two of your superiors and Liam for three lessons on basic assassin training. When you go to Liam, you'll learn about using pistols. Fire at the target dummies and then run Liam's six-target course around the area, which needs to be completed in 40 seconds or less for higher synchronization. It's a good idea to just run the course and get used to cn_L1 reloading while running so you can move faster, then reload the most recent checkpoint so you know where to go and can finish within the time given. You'll very likely have only a few seconds of spare time even after you know where you're supposed to go.

Hope will ask you to kill dummies she's set up in four different ways. You need to air assassinate one, kill one from a pile of leaves, kill one from the bushes (a few are surrounded by them), and then kill one as you sprint towards it. This is all very easy to do, but you need to make sure you're not spotted by two fellow assassins that are looking out for you. Being seen is fine as long as the detection circle above their heads doesn't fill up all the way. If you do end up getting caught, then you can just reload the checkpoint.

Your last instructor, Kesegowaase, will show you how to hunt and the benefits of doing so. Follow him along tree branches to the general proximity of an eastern elk and air assassinate it for the kill. Skin the elk and enter the crafting menus to create pistol holsters so Shay can hold his own pistols whenever he gets his own pair.

Luckily for you, Achilles will give you two when you go to see him after you're done. Adéwalé will head off as you meet up with Achilles, who will tell you about what they were talking about.

Sequence 1-3: Tinker Sailor Soldier Spy

  • Do not lose more than 50% health during boarding
  • Sink the ships within three minutes

Sail with Liam to Captain Chevalier at a nearby fort and take off for Anticosti. On the way there, look for an English schooner. Wear its health down to the small increment of red left at the end, which indicates that you can board the ship to take its resources. When you board, you'll enter your first actual combat situation for the game; you might not be too used to it yet, but you'll want to understand how fast you need to cn_Ocn_S counter-attack so you don't take any damage yourself. One of the mission constraints takes place here and maintaining health above 50% refers to Shay, not the Morrigan.

From the ship, you'll earn 30 units of metal. Sail on to the fishing village of Percé and borrow some pounds to improve the Morrigan's hull armor and broadside cannons, then head for Anticosti once more. On the way there, you'll be interrupted by five weak English gunboats who've shot down fishing ships right in front of your eyes. Try to sink them all in less than three minutes by using both a set of side cannons and the frontal cannons. Gunboats are too weak and insignificant to be boarded, so just focus on blowing them apart.

Upon reaching Anticosti you'll meet a spy named Le Chasseur who's found the location of the manuscript that the assassins are after. A Lawrence Washington has sent the man who was last seen having it out to retrieve it, so that name serves as the next lead to finding it. After this memory, you'll be able to start upgrading the Morrigan into a proper ship.

Note: After this memory, you may want to take the time to explore the North Atlantic's various locations and upgrade your ship as much as you desire before moving on. You can, at the very least, stop at some locations and walk around until you're able to fast travel back there whenever you want. You'll be able to reach most of the North Atlantic map save for most of the Fort Baie-Rouge area, which is available after Sequence 2-1.

Sequence 1-4: By Invitation Only

  • Kill Washington while blended
  • Make enemies berserk with the air rifle (4x)

Travel into North America with Liam and the Morrigan to take off after Washington. Locate the shipment he's having brought in from elsewhere and trail it all the way to a blockade; when you reach that, dock the Morrigan and follow the ship on foot until you arrive at the outskirts of Lawrence's estate. Kill anyone in your way as you approach the ship when it docks and take the cargo, which happens to be an air rifle. You can use it to shoot darts and firecrackers, and is a very useful tool in almost all situations. It's particularly helpful for hunting.

Now that you've got the air rifle, set it to fire berserk darts and shoot it at any unsuspecting soldiers. You want to hit at least four enemies with these darts and you can hold five at a time at the moment. Beserked enemies will kill everyone around them, whereas sleep darts obviously put people to sleep. If you run out of either type of dart, loot bodies to find more, but remember to use berserk darts until you fulfill the memory constraint.

Head into Washington's garden party and use Eagle Vision to look for Lawrence himself. After he asks his brother to get some special drinks out for the guests, it'll be your time to assassinate the sickly man. To do so while blended, start by running out towards the fountain and getting in the bushes between where you start your assassination and the fountain itself. If one of the two heavily-armed soldiers hasn't spotted you, cn_R2 stand up in the bushes until one of them walks over to you. Do this to take care of these two guys, then look for a nearby ladder leading to the roof so you can take care of a sniper. Jump from here into a bale of leaves between the building he's on and another building next to it.

From the leaves, move into some bushes and kill anyone necessary to safely reach a bench with an open seat very close to you. Sit at the bench with your two new friends until Lawrence comes along; when he starts to talk to the three of you, make your kill to end the sequence.

Lawrence won't seem to mind so much that he's been killed. Apparently the Templars are already getting things done without him, but being free from his sickness was probably factoring into his relief as well.

Halcyon days

Complete sequence 1

Halcyon days

With Lawrence Washington dead, the assassins stand a far better chance at taking the manuscript and box from the Templars due to their discombobulated leadership.

Assassin's Creed Rogue | Sequence 2

Sequence 2-1: One Little Victory

  • Kill Smith with an air assassination
  • Destroy three gunboats with the Puckle gun

When you reach St. John's, Chevalier and Le Chasseur will inform you that Samuel Smith has the box after a trip to Europe and is in the general area. The spy will also tell Shay that he's gotten a gun for the Morrigan from a Master Puckle. Chase after him with Liam and Chevalier until Smith uses his ship to break through heavy ice, then use the icebreaker ram that's also been installed to follow him through.

When you've carved through the ice, four ships will attack you. Allow the largest one to ram you (it's harder to not be rammed than to be rammed) to cause a reverse boarding; defat ten of the enemy crew to save your ship and force their surrender for a trophy

Defence First

Survive a Reverse-Boarding

Defence First

Afterwards, use only the puckle gun to fire shots at the three little gunboats swimming around. When you've done that, follow Smith to Terra Nova and take out the initial soldiers protecting the camp. Climb up the sniper tower and traverse some trees and other high places to get right above Smith for an air assassination, completing the second optional objective.

With Smith defeated, Shay will recover the box and return to the Morrigan. You'll unlock a whole new set of upgrades for the Morrigan now that you have the Puckle gun and ram; Shay has also picked up on the Templar's tactics of setting oil on fire in the water, so you'll now be able to do that too.

Sequence 2-2: We the People

  • Sneak into the congress undetected
  • Kill Wardrop with an air assassination

Hope and Liam have learned that there's a congress in session about George Washington's troops firing on the French. Additionally, since Lawrence has been killed, his associate James Wardrop has risen to take his place. He also coincidentally holds the manuscript and should be at the congress.

You'll want to sneak into the congress without being detected. Dive into the water below and use the standing-in-grass technique to lure and eliminate any soldiers you deem necessary to kill in order to reach the congress. It's not too far away, so this shouldn't take long. You'll catch Benjamin Franklin giving a speech with another Templar by the name of Johnson with Wardrop far from sight. Apparently, the box comes from ancient Egypt, and Franklin has been given the chance to run tests on it. Johnson will send a soldier to tell Wardrop to hand the manuscript over, and you'll need to chase after him.

When you run after the soldier, just shoot him with your twin pistols to slow him down. This will attract the attention of the four soldiers up the road, but they surely won't be too tough to defeat. When the lobster lays dead, run along the southern edge of the fort that Wardrop is protecting himself in. Take this path all the way up to the southeast corner of the fortress, then use eagle vision to identify your target.

Eliminate soldiers in your way as you progress towards the northeast corner of the fort and wait there for Wardrop to get within air assassinating range. He occasionally makes stops here. Wardrop's last words are a claim that the colonies will fall apart without the Templars to protect them against the French.

When you take the manuscript from him, you'll need to leave the fort quickly and have to evacuate the red area on your mini-map. Climb up the wooden siding north of where you killed Wardrop and drop off the top of the wall; it'll only chip one health bar away from you, and you'll be within running distance of leaving the area.

Sequence 2-3: Fiat Lux

  • Do not get detected
  • Do not swim

You'll find Ben Franklin in Sleepy Hollow, with a surprising lack of lightning rods. Hope will help him set up his experiment as you help track the forfeited equipment back to its proper owner. When you start to look for the man with Franklin's materials near the market, look instead towards the wooden bridge nearby and shoot a berserk dart at one of the four soldiers surrounding the entrance. You'll want two of them to die by the hands of their fellows.

During this skirmish the guy you're looking for will likely drop the box he's holding to observe the fight. That's alright, as he'll start on his path towards the warehouse without the box. With two soldiers remaining along the bridge's entrance, wait for the guy you're tailing to be far enough away before you sprint at the two near the bridge for a double-assassination. Now you'll be able to follow your target all the way to the warehouse without being detected.

Sneak into the warehouse without being caught by killing anyone in your way and retrieve the lightning rods in the chest that's already here. If you did all of this without being detected, then the first optional objective will be complete and you'll be free to attack enemies as you return to Franklin, as long as you don't swim. There's a pulley that lets you zip straight across the water directly on the western path to Franklin's place, but if you don't want to use it then there's a bridge north of it. You can alternatively just go back the way you came in.

Observe the results of Franklin's test and Shay will point out a blip on a map as Lisbon, Portugal.

Sequence 2-4: Kyrie Eleison

Since Shay is most familiar with Lisbon than anyone else in this brotherhood, Achilles will send him off to Portugal to find the First Civilization temple and recover the Piece of Eden from within. He'll make it to a church in the year 1755.

When inside the church, scale the windows in front of Shay when you gain control of him and work your way up to a circular object in the wall; you may want to use eagle vision to spot it. Shove the hidden blade into it and do the same with two more on the sides of the church. Between these two is a chandelier near a golden fence. The final lock is above that fence, which you can climb by using the rungs in the middle. After turning all four locks, the door to the temple will open.

After Shay touches the artifact, escape Lisbon after you find out what it does so you can report back to Achilles.

Sequence 2-5: Freewill

  • Do not take any damage
  • Do not kill anyone

Shay, knowing the potential of the object inside the site and connecting it with the Haiti earthquake, believes that he needs to steal the manuscript so this can never happen again. After being tossed out of the mansion, sneak back in. It's very easy to not be caught. You'll be tossed out of the mansion yet again, and dozens of assassins will come looking for you. As you escape, you'll want to remain untouched and not kill anyone.

You should automatically be unarmed; if not, set yourself to be. All attacks (except guns, of course) that you perform will not kill assassins, despite how brutal they may be. It's best if you remain undetected, although remaining hidden isn't an objective. When you gain control of Shay, wait for two assassins to check the long stretch of shrubbery you're hiding in and knock them out before moving upwards (ignoring Chevalier's mortar fire entirely) towards the objective marker. Use the bush-standing trick when you have to and stay as safe as possible so as to avoid damage to yourself.

When you reach a certain point, you'll be blocked out of where you previously were by a bunch of boulders. Sneak through here as Hope tosses smoke bombs down at you to get through to the final area. When you get close to the cliff at the objective marker, an assassin will pounce on you from above. Quickly cn_O counter it and knock him out to prevent being hurt, then run to the cliffside.

The assassins and Shay will say some abrupt goodbyes before the latter gets knocked off and knocked out.

The end of youth

Complete sequence 2

The end of youth

Incomplete Memory: RGVjb25zdHJ1Y3RlZA0K

This memory was tossed in your way after the end of the previous memory. Follow and kill three soldiers to prevent a threat against Ben Franklin and learn a little bit about what this fractured memory is about.

Present Day 2: Damage Control

With this part of Shay's story sorted out, Violet will ask you to head to Otso Berg's office before going down to the floor below to restore power to the servers down there. Otso is pretty interested in Shay for some reason.

He's not dead, is he?

Complete Present 2

He's not dead, is he?

Sequence 3 is the turning point of the story and focuses on Shay's recovery. There are four memories, like Sequence 1, and it should not take very long to complete.

Assassin's Creed Rogue | Sequence 3

Sequence 3-1: The Color of Right

  • Do not get stunned by smoke
  • Do not get shot

Shay will awaken in a house in New York thanks to the kindness of Barry and Cassidy Finnegan. When a ruckus erupts downstairs, follow them down to check it out and defend their household from gang members. After you do this, the couple will give you your gear back and Cassidy will pull out her late son's clothes for you to wear.

Leave the house and a gang member will start mouthing off. Chase him down, but avoid the smoke he throws whenever possible. You don't need to stay directly on his tail; waiting for smoke to clear or finding a long way around is perfectly acceptable here. You'll find two more gang members near the one you were chasing, and one of them will tell you where their boss is hiding out.

Run on over to the gang hideout just a few seconds away and set your sights on the flag and the gang boss, whose whereabouts are currently unknown. You should try to wipe all three snipers out, preferably with berserk darts so you can take advantage of their long range attacks to kill other gang members. The snipers' absence will give you a far better chance at finding the gang boss and killing him without being shot, especially since the run-of-the-mill soldier doesn't really shoot all that much. Take the boss out with weapons of your choosing and take their flag down to stop their influence on this district of New York.

A man named Colonel Monro will introduce himself to you and will thank you for clearing out the hideout. He'll then show you how the small economic system works around town with renovations and the like, providing Shay with a steady flow of income when more renovations are made. When the two of you separate, the memory will end; consider helping out the rest of New York to give yourself a better cash flow sooner rather than later.

You are now free to complete just about everything in New York. It's highly suggested you do so in order to increase your flow of income.

Sequence 3-2: A Long Walk and a Short Drop

  • Prevent Gist's hanging by shooting the rope
  • Blow up three barrels with firecrackers

After letting the Finnegan know that you're alright, Colonel Monro will ask you to save a friend of his from being hanged by other gang members, Christopher Gist. You have a three-minute timer to do this, so rush over to the fort and try to shoot the rope he's being hanged from when you have the opportunity to do so. After freeing him, take care of any surrounding enemies and follow him to the ledge with your sights on the Morrigan, where you'll see a stalker run from the bushes into a shed. Lure her out with one of your firecracker darts and kill her, then look around the fort you saved Gist from and around the docks for at least three red explosive barrels; shoot these with the firecracker darts to really make some noise and fulfill the other optional objective.

After you've gotten that out of the way, run around the dock area and hunt down the remaining stalkers waiting to strike you down. They're incredibly easy to defeat for whatever reason. To end the mission, climb to the mast of the Morrigan and cut down your old assassin flag. Gist will ask to be your first mate with his impressively dramatic voice and the two of you will set sail for Monro in Albany to report back.

Note: After this memory, you'll be able to equip outfits and customize the Morrigan's appearance. Some outfits and items are only made available through uPlay.

Sequence 3-3: Circumstances

  • Hang the key holder using the rope dart
  • Kill Le Chasseur without taking any damage

The united trio sets their sights on a French fort up north, where their enemies are creating a poison gas. Gist will suggest that they stop to take some supplies from an outpost along the way to provide the Morrigan with something special. When you reach the outpost, run towards the large log wall the French have placed around the place and use a tree to climb up onto the roof of a building past the wall. Continue running along the tree branches until you're directly above the guy holding the key to the warehouse here (find him with eagle vision), use the rope dart on him, and drop from the branch to hang him.

With the key holder dead, protect the alarm bell nearby at all costs so reinforcements don't come at you. Loot the warehouse when it's safe to do so, then return to the captain's cabin and buy the mortar to give the Morrigan a big advantage. Take your new toy to the fort that Monro mentioned earlier and use it to inflict damage on its three towers. You can also damage towers by firing cannons or the Puckle gun at them, but remember that you're likely being attacked by other ships and are also under mortar fire.

When the fort's towers have fallen, you'll be able to dock and start your siege. Kill the two lookouts in sniper towers here and fight your way to the door in the back to find a familiar face, Le Chasseur. To kill him without being hit, try to block his attacks and then cn_X slam him into one of three objects in the room. This will inflict a lot of damage to him, making the fight shorter and therefore less dangerous. To get your last few hits in, you'll need to use cn_X again after blocking his attacks. If you get hit at all during this fight, you can just reload the checkpoint to try again.

The fort will become English territory once you've killed Le Chasseur and all of the map in this region that isn't blocked by viewpoints will reveal itself.

Note: After finishing this memory, you'll be introduced to the naval campaign side-game. You'll want to complete as much of this as possible, and it also requires an internet connection. More on this is on the third page of the walkthrough.

You can also earn the Ninja trophy for getting to the warehouse completely undetected. It's easier to get it here than in other outposts because you'll only be asked to reach the warehouse undetected instead of reaching it and leaving the area.

Ninja

Complete an Outpost without getting detected

Ninja

Sequence 3-4: Keep Your Friends Close

  • Kill three guards with a single grenade
  • Put ten guards to sleep

After speaking with the colonel, find Ben Franklin and receive the prototype grenade launcher. Then return to Colonel Monro, who has identified a hideout in which the gangs have been making poisonous gases. As of now they can only produce gas that induces sleep, but they'll soon create something far worse. Infiltrate the hideout with your new weapon and look for the gas tank in the middle of the area; three enemies will occasionally stand next to each other here, and you'll want to switch to the shrapnel grenade in order to kill all three at once for the optional objective.

After they're taken care of, focus on putting ten enemies to sleep. You can use both sleep grenades and sleep darts to get this done, so you should have no issues with this given that there are ammo crates everywhere here. Once you've put ten people to rest, Blow up the tanks in whichever order you see fit and leave the area quickly so as to not get caught in the overall explosion.

Making new friends

Complete sequence 3

Making new friends

After finishing Sequence 3, Colonel Monro will send Shay a present for him to safeguard. Along with this gift is the news that Monro has been sent into a battle that he knows he cannot win.

Assassin's Creed Rogue | Sequence 4

Sequence 4-1: Honour and Loyalty

  • Do not take damage
  • Do not get detected

The Templar Jack Weeks will welcome Shay to where Colonel Monro has been sent into battle. Chase off after the colonel and fend off several stalkers; you'll want to locate Monro without taking any damage to fulfill the optional objective, so use eagle vision to locate enemies and use the rope dart and other darts to neutralize them if you have to. Fight off the enemies surrounding Monro's men and speak to him about how things are between them.

After a bit more walking through the valley, Kesegowaase will spot Shay and send his men down to attack Monro's forces. Kill all of these men as well, then climb up towards where Kesegowaase was. At the viewpoint, you'll be tasked with killing nine snipers without being detected by anyone, even stalkers in the area. This is fortunately easier than it sounds, so long as you have enough sleep and berserk darts.

Air assassinate the first sniper on your left, then do the same for two more snipers along the cliffs. When you get to the one at the end, use eagle vision to identify a stalker in the bushes near you and put him to sleep so you can take out this fourth sniper. Kill the sleeping stalker, then inject as many snipers across the way with berserk poison as you can. This not only helps the snipers kill each other, but the poison will eventually kill them as well. If any snipers survive this, then be extremely cautious of stalkers as you try to get close enough to the final sniper.

Once you kill the last of the snipers, take out three final enemies that threaten Monro and his men, then dash towards the Morrigan to end the memory.

Sequence 4-2: Armour and Sword

Now that the assassins know that Shay is alive, he'll give the manuscript to Monro since he's now the bigger target of the two of them. For this memory, you'll just be recruiting the help of the English and some natives to join you against Kesegowaase. Start off by running to the riverboat and use it to quickly cross to the other side of the river, then run over to the English and help them out of a scuffle with some enemies.

Once you've gotten their help, cross the river here and stealthily rescue at least 12 villagers. You need to be careful about the enemies that appear as snipers on the mini-map, because they'll kill villagers if you get too close. After you save all of them, the elder will ask you to walk with her to a closed-off set of armor that requires seven locks to open. These are hidden in seven totems around the two main maps, and you'll want to come back here when you have all seven.

Sequence 4-3: Scars

  • Stay out of combat
  • Kill Kesegowaase using a Puckle gun

Time to save Monro once again, this time from Kesegowaase himself. Sail to where he's landed and quietly run up to the fort that Monro is fighting in without being detected. When you get to the fort unnoticed, you'll fulfill the first optional objective and will be able to engage enemies again, which you'll have to do in order to save Monro's troops.

After killing 12 of them, Kesegowaase himself will come down to fight you alongside dozens more of his men. Ignore them if you can and rush up to the northwestern Puckle gun; this will give you the best position to fire it at him to kill him for the second objective. When he dies, he'll tell you that Liam is already after Colonel Monro, who has set for the Morrigan. Quickly catch up to Monro and try to save him once again.

Picking teams

Complete sequence 4

Picking teams

After this memory, Shay will become an official Templar through a ritual held by the Grand Master Templar of the Colonial Rite.

Present Day 3: High Places

Out of the Animus once more, take the elevator upstairs to Melanie Lemay's office. She'll tell you about the man who used to work in this office, Olivier Garneau, before he mysteriously vanished in Chicago. After she's done lamenting over her lost friend, reboot the server on her floor and return to your Animus.

A worthy cause

Complete Present 3

A worthy cause

Incomplete Memory: UHJvdGVjdGlvbg0K

  • Kill criminals with air assassinations (x3)
  • Kill all criminals before time runs out

Upon returning to the Paris memory sequence, you'll find that Ben Franklin is being harassed by four hooligans, arranged in two pairs. Air assassinate both pairs and locate three more of the thugs trying to kill him on his way back to his house here. When he enters his house to check on his family, run around and look for five more criminals. Kill all of them before the time you're given to ensure absolute safety for the colonial ambassador.

To return the favor, Franklin will offer to help Shay into the Royal Palace so he can meet his business associate.

Sequence 5 is very short. You'll be taking care of another of Shay's enemies as he and the other Templars aim to stop Achilles.

Assassin's Creed Rogue | Sequence 5

Sequence 5-1: Men o' War

  • Sink ten ships with mortars
  • Take no damage from fireships

Captain Cook has confirmed that an English fleet is headed towards Louisbourg, right into an ambush. Cook will offer to let you pirate his Man-o-War to stop the strike. When ships come towards you, simply use Cook's infinite supply of mortars to take them down from a distance. It's very, very simple.

Adéwalé himself seems to be leading this attack and will send fireships at you; do not let them hit you at all costs, and use your front carronades as a backup just in case they get too close for mortar fire. Continue sinking French vessels until more English arrive to provide support, driving them off for good.

Sequence 5-2: Bravado

  • Do not let the Morrigan get hit by mortar fire
  • Do not kill anyone except Adéwalé

Note: Try to have a nearly fully upgraded Morrigan and have several sleep darts at the ready. Attacking people unarmed and using berserk darts does not work to fulfill the second optional objective.

With Cook's help once again, you now know the general location of where Adéwalé is. Sail the Morrigan past the sight of several ships ahead of you and dock at a shore just behind them so you can find out where exactly Adéwalé is instead of an approximate area. Make your way through the entire settlement full of soldiers, where you'll see the old assassin run off to his ship. The Morrigan will pull up right behind him, allowing you to jump onboard to take off after him. Try to stay right on his tail so as to avoid being hit by the Experto Crede's mortars and try to incapacitate the ship as soon as you can.

Adéwalé and his men will leave their wrecked ship and run inland for a final stand. Dock and run past the house you see immediately on your left, then climb up a tree that leads to a branch sticking out near a climbable rock ledge. This will lead to a sniper tower; put the sniper to sleep with a sleep dart and jump past him onto a log towards the next ledge and rock wall, then put the others around you up here to sleep as well. You should now have a pretty solid plan of how to drop down to Adéwalé, who is defending the legacy of the late father of Haytham Kenway. Shoot more sleep darts at any soldiers unfortunate enough to look in your direction and merely walk behind Adéwalé to stab him with your hidden blade when he isn't looking for an easy kill. If he runs off, then switch to your pistols and get ready to shoot him twice as soon as he's in range of you.

The story wraps up here, both for Shay and for the unnamed Abstergo employee. The first four memories are surprisingly simple for the end of the game, which you can see by the shorter memory details on this page.

Assassin's Creed Rogue | Sequence 6

Sequence 6-1: The Heist

  • Loot every chest in the fort
  • Lockpick two doors

The French have become a far weaker annoyance on the English's mind, but they still aren't addressing the criminals that plague New York. This should be changed. You and Jack Weeks will be impersonating some criminals and causing havoc to force the law down upon them, but first you'll need some outfits. Chase two criminals down the street and use any means you have to stop them so you can kill them, or just kill them directly if you can. No need to loot their body for their clothes; Jack has that covered.

The plan is for you to rob the soldiers' pay being held in the fort and cut down the fort's flag, signaling Jack to free the criminals locked up inside. You'll want to approach every single door that has chests behind it and pick the lock on at least two of them; you can blow up the rest with shrapnel grenades if you have enough. If you don't want to use any grenades, you can lockpick every door as you loot every single chest in the general order that you come across them and still have plenty of time to cut down the flag when you're done.

Jack will let the prisoners out, which means that you should leave before things get too crazy. Leave the area and become anonymous to finish the memory.

Sequence 6-2: Caress of Steel

  • Do not get damaged by the poison clouds
  • Stay out of combat

At the start of this memory, Haytham will force Hope's location out of a criminal. Travel with him to the large building and wipe out the handful of enemies behind a barricade, then climb up to the buildings roof to spot her. She'll spot you as well, but only after she gives the box to Liam. When you've fallen down into the room she's in, she'll turn on some poisonous gas and remove your gas mask. Whatever you do, do not touch the floor that this gas spreads throughout; look behind you to the left and start here to crawl across the entire room to escape.

On a balcony, Hope will poison you directly with a serum that will stop your heart if you stop moving. You'll have to keep moving constantly in order to maintain health, but that's not too big of a deal if you've made several health upgrades. Avoid conflict at all costs when you drop down and make your way to the staircase at the end of the courtyard here, then climb up them and go across some tree branches to get to a wooden structure. When you get to Hope, the second optional objective will complete.

The best way to kill Hope is through gunshots. Try to stop and shoot her twice when you're close enough; you may have more luck doing so when she's directly in front of you, which is coincidentally when the most recent checkpoint is loaded. You can always just chase her down, avoiding her toxic gas that she occasionally spreads and moving constantly to keep up and increase your heart rate. Whichever way you go about it, you'll find the antidote to the poison afflicting you on Hope, so get to her however you can.

Sequence 6-3: No Laws But Our Own

  • Avoid open conflict
  • Do not kill any guards

There's just one last assassin from Achilles' brotherhood aside from Liam, and that's Chevalier. His exact whereabouts are contained in a map in a nearby fort. Avoid getting into fights and try to kill as many guards as you can to make your escape far, far easier. When you think you've gotten almost everyone, take the map from the fort leader and quickly leave the way you came in to return to the Morrigan; enemy ships will start firing mortars at her, so you'll want to steer her out of harm's way. Doing so will end the mission, and Captain Cook will start decoding the map.

Sequence 6-4: Cold Fire

  • Do not collide with any icebergs
  • Do not take any damage

Now that you know where Chevalier is headed, you can cut him off before he reaches his destination. Look around for his fleet and sink it, then locate his own ship, the Gerfault, and incapacitate it without touching any icebergs. This is easily done by using your front carronades to destroy icebergs when they're in front of you. Once you start to board the Gerfault, Try to use your Puckle gun to smack Chevalier right in the face if you can. This is fairly hard to do, however, but it does help you complete the second optional objective far more easily. If you can't seem to hit him with the Puckle gun, then you'll have to climb aboard and kill him without taking damage from anyone at all. Just reload the checkpoint if you get hurt.

Sequence 6-5: Non Nobis Domine

  • Do not hit energy beam walls
  • Do not get shot by Liam

There's nothing in the way between you and Achilles now. Sail to the precursor site with Haytham and infiltrate the site, killing any soldiers that get in your way. Some energy beams will appear to block you off later into the cave; these damage you, so time your jumps and movement correctly and you'll soon find yourself in the same room as Liam and Achilles. They'll stumble into the same type of object Shay touched in Lisbon, which leads to the same effects. Haytham will chase after Achilles as he escapes while you go after Liam.

When following Liam, dodge the energy beams that shoot out of cracks in the ground until Liam starts firing his pistol at you (reload the most recent checkpoint if you run into the beams). Duck behind cover when you can and check every once in a while to see if you're able to shoot him from your position. If not, continue advancing behind cover without being shot and chasing him down until the two of you inevitably drop off a ledge together.

After you finish business with Liam, Shay and Haytham will decide what to do with Achilles before sailing off with the manuscript. Haytham will then ask Shay to look for the box, no matter how long it takes.

Brotherhood broken

Complete sequence 6

Brotherhood broken

Present Day 4: Understanding

With Shay's story complete, Otso Berg and Violet da Costa will send you down to the newly accessible basement. It's a long walk until you reach the servers down there. When you repair it, you'll then be asked to upload the results of your Animus sessions to the assassin network, which Abstergo somehow has easy access to. Doing so will send a message to them that assassins can change sides very easily, whereas Templars have very few traitorous members. Return to your desk and fire up the last piece of the fragmented memory you've been jumping in and out of. This one is finally stable, as you've completed everything of importance in Shay's life up to the point where this next memory takes place.

Sending a message

Complete Present 4

Sending a message

Incomplete Memory: QXNzYXNzaW5hdGIvbg0K

Ben Franklin will grant Shay access to the Royal Palace courtyard. Once he leaves to do his business with the court, infiltrate the palace by climbing into a window on the left side, then slither through crowds and soldiers until you find the man you're looking for: Charles Dorian. Locate him in the hall after you pass a pair of children whose parents are around the palace somewhere. Have a sharp conversation with him and take what he's got on his person to end Shay's tale for good.

No page unturned

Complete the final glitched memory

No page unturned

Achieve full synchronization

Achieve 100% synchronization in all main missions

Achieve full synchronization

After the credits roll for a minute or two, you'll be sent back to the perspective of the employee. Now that you understand the Templar-Assassin conflict, the people you've been working for at Abstergo will "offer" you the chance to become a Templar yourself. The rest of the credits roll shortly afterwards. Ubisoft credits are notoriously long, as they deem it necessary to include every single person who worked on every single translation of the game, of which there are at least six. You mustn't quit, but you should be able to skip them by holding cn_O, or otherwise sit back and do something else for a half hour before the game saves and pops this trophy.

Templar then; Templar now

Complete the game

Templar then; Templar now

Abstergo Challenges are a set of 70 tasks that you can complete in order to earn in-game cheats. Some of these cheats are related to trophies, and you'll need to complete at least 65 of them for one of those cheats. Fortunately, most of these challenges are very straight-forward; you'll either earn them by simply playing the game or they're just easy to do when you go out of your way to do them. A few may be confusing or have a workaround, so here's some information on those.

  • Lone Wolf ΔΔΔ: Hang five enemies using rope darts.
    • From a tree branch or similar high area, use the rope dart on someone when shown that you can hang them.
  • Trapper Δ: Pet five dogs.
    • You can pet the same dog five times.
  • Warrior ΔΔΔ: Disarm and kill three agile guards with their own weapons.
    • Agile guards are the guys who have no hat and use little shiv-like knives. Go unarmed and cn_X disarm them after you block their attack, then cn_T chuck their knife back at them.
  • Financier ΔΔΔ: Possess £150,000.
    • You need to have this much money on you at once. This is probably something you'll achieve in the very late-game, so don't worry about it.
  • Performance ΔΔΔ: Get 100% of total synchronization.
    • As long as you're trying to do literally everything the game has to offer, you should have very few issues with reaching this save for a particular ship battle. You probably won't have to reach 100% to get your 65th Abstergo Challenge, however, so going as far as this is up to you.

Finishing half of the Abstergo Challenges will give you a trophy, but remember that you need to finish nearly all of them.

Dedicated Employee

Complete 35 Abstergo Challenges

Dedicated Employee

The Hunted cheat ensures that hunter ships are always after you when at sea. Defeat ten ships while it's on for a trophy. You can find weak ships in the southern end of the North Atlantic, and gunboats count as well.

Hunt the hunted

Sink 10 ships in North Atlantic without dying while only the HUNTED cheat is active.

Hunt the hunted

With the Endurance cheat, you'll want to kill 30 guards without dying. This is the easiest of the four cheat-related trophies because you can obviously kill guards without being in combat. The cheat itself prevents your health from regenerating, but that shouldn't be a problem. Simply fast travel to a safe area where the enemies are very spread out and kill 30; you can respawn soldiers in the same location by fast traveling back to where you are.

Killing Machine

Kill 30 guards without dying while only the ENDURANCE cheat is active.

Killing Machine
1 guide

The Endurance cheat is also required for defeating 10 ships at sea. This is also very easy with a fully upgraded Morrigan. As with Hunt the hunted, you can find weak ships in the southern end of the North Atlantic. Gunboats count for this, making it even easier. You cannot do this at the same time as Hunt the hunted, as both trophies require only the one cheat to be on.

I ENDURE

Sink 10 ships in North Atlantic without dying while only the ENDURANCE cheat is active.

I ENDURE

The last of the cheats you'll get that has relation to a trophy is the Veterans cheat, which upgrades all enemies to be even stronger. You'll want to loot ten supply camps found in River Valley, and you are allowed to die as you rack up this total. Since you're allowed to die, the trophy should not pose any immediate problems aside from being hit while in combat, which is avoidable by your own actions.

Supplier

Take over 10 large supply camps while only the VETERANS cheat is active.

Supplier
1 guide

There are some side missions that you may come across in the game, and some sets of collectibles lead to a nice reward. You can find information on those here.

Secondary Memories

There are several Assassin Interception missions that appear as you play Sequence 3. For these, you need to capture a pigeon with the plans of the assassination still tied to its leg, then find the assassination target. After you've found them, locate and kill the assassins in the area that have been sent to kill them. If you don't kill them all in the time shown, then you'll want to return to the target and defend them against the remaining assassins.

Assassin's Creed Rogue | Assassin Interceptions

This war of mine

Complete all assassin interceptions

This war of mine

Later into the game, you'll find four ships that far surpass every other in terms of difficulty. These are legendary ships, and you'll want to defat all four of these as well. It's a very straight-forward task and you should only aim to fight one when the Morrigan is fully upgraded, but the last battle gives everyone a lot of trouble. One solution to this is to properly defeat the first three ships, then use cheats on the fourth to defeat the Storm Fortress. Once you win that battle, leave the Animus to return to Abstergo, which will not only make the trophy pop but will also save the victory of the battle, even though you used cheats.

Master of the North Atlantic

All legendary battles completed

Master of the North Atlantic
3 guides

There are also a bunch of hunting missions in the more rural areas of the North Atlantic and River Valley maps. These aren't required for completing locations and are only necessary for raising your in-game completion, but they're incredibly easy to complete since the rope dart kills animals instantly without being subtracted from your inventory.

Collectible Rewards

Scattered around the world are seven keys which you must collect by lining up a set of lines along seven totems. When you have all seven, go to Orenda in River Valley to open up the locked door and pick up the Native Armor.

Ancient Hero

Get the Native Armor

Ancient Hero

There are viking swords located in several places as well, and when you get all of those you'll be pointed towards Pearl Island in the North Atlantic. You'll be able to get a set of Viking Armor here once you dig it up.

There are 20 Templar crosses lying around, which have been placed there by a previous Templar, James Gunn. These only appear if you've got the DLC for it, and lead to a tomb in Fort de Sable.

Fort de Sable

Note: If you have this DLC, you should only come here when you've found all of the James Gunn Crosses.

This mission is DLC and isn't part of the standard editions of the game, although you're not missing out on much if you don't have it. When you arrive on the coast of Fort de Sable, you'll see that you need to loot four chests. There are actually three more standard chests as well, so you may as well loot those since you're here. Fight up the slopes and through a barely populated campsite until you find one of three (1/3) Treasure Chests. After that, continue scaling the hill until you reach the top to synchronize with the (1/1) Viewpoint, then drop down and kill the soldiers in the area around where you land. There should be a symbol on your mini-map if you've found the 20 James Gun Crosses that tells you that you'll be able to retrieve Sir James Gunn's Armour from inside the building.

After that, go for the four chests pinned with green circles from west to east. You'll find the second standard (2/3) Treasure Chest next to the third objective chest if you're going in the suggested order, and you'll find the last (3/3) Treasure Chest a little north of the final chest. As for the rewards you get from the four chests, you'll receive a sword set, sails, wheel, and outfit for your troubles.

Across the course of the game you'll find a couple dozen Templar maps that lead to a treasure. The maps themselves give coordinates of a location and a picture of where exactly the treasure is buried; pictures of the in-game spot are below, along with videos if you prefer to watch rather than read. Treasures cannot be found unless you have the map for them, which you can bring up with cn_dpad.

You need to get all 24 Templar Relics to open a vault at the shipwreck of The Sapphire in the North Atlantic to get a set of Templar armor and the trophy that comes with it. You should probably only focus on these maps after you can fast travel everywhere to make things easier.

Assassin's Creed Rogue | Templar Maps

New York (517, -227)

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This relic is in King's Farm, but you'll want to use the Templar HQ in East Village to get there faster. It's along the northern coast of the lake.

New York (721, -270)

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Fast travel to the viewpoint in East Village and head to the northeast corner of the region so you're near the coast.

River Valley (052, -724)

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This relic is on the coast of Black Ridge. Look to the northwest for the dig site.

River Valley (224, -259)

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At Fleur-de-vent, look northeast of the viewpoint on your map for a square-ish location that marks the ruins of a building. The relic is buried next to a coffin.

River Valley (252, -624)

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This relic isn't at an actual location, unlike most others. Look on your map and find the coordinates that point to a small beach southeast of Fort Soleil.

River Valley (515, -206)

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Get to the viewpoint at Coeur-de-l'hiver and go southeast until you've found four tombstones. The relic is next to one of them.

River Valley (529, -777)

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Go to the dock in Greystone and jump along some wooden poles in the water until you reach a fisherman near a campfire. Dig up the relic east of the fire.

River Valley (554, -899)

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Fast travel to the viewpoint at Sleepy Hollow and look around the graveyard just left of the church you're on for a big coffin with the relic buried behind it.

River Valley (574, -285)

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The pair of trees that this relic is buried next to is a bit northwest of the viewpoint at Rivière Aurifere.

River Valley (685, -575)

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This relic is at Twin Snake Path, but way way north of the dock. Sail up towards it to save time and then run north until you've hit the end of the area. Look east for a cave and look around on the ground for the dig site.

River Valley (788, -549)

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For this one, you'll need to go for a long walk north after you get to Lock Cliff's viewpoint. The map isn't that great, so here's what you have to do to get to the relic: Run up the path near a small waterfall, then look for the area in the picture above.

River Valley (876, -054)

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Use the raft at Aarushi to sail across to the island west of there, then walk directly west from the raft to find the relic.

North Atlantic (134, -739)

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In Nerepis, which is in the southwest, look for a little lake and walk along the northern edge of it to find the relic.

North Atlantic (218, -056)

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Head to the viewpoint in Havre-Saint-Pierre and make your way down to the ground where two civilians are digging up a grave. The relic is buried by a cross a little south of them.

North Atlantic (300, -143)

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One map obtained in Port-Menier leads to a treasure buried a few seconds away from it. You've likely gotten this one during Sequence 1 if you followed the directions given in the walkthrough.

North Atlantic (370, -482)

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Dock at Grande-Entrée and go south along the eastern coast until you find the relic.

North Atlantic (428, -757)

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This relic is found at Glace Bay, which is pretty far down south. Fast travel to the viewpoint here and walk backwards along the branch to get to the graveyard shown on the map more quickly.

North Atlantic (487, -305)

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Dock at Gros Morne and look under the ledge with a long branch sticking out, just like in the map. You can reach this one very quickly.

North Atlantic (556, -591)

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Jump from the viewpoint in Burgeo, and you'll land right next to where the relic is buried.

North Atlantic (591, -347)

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The other map in Port-Menier points towards Harbour Deep. Fast travel there and dock your ship; then dig up the treasure at the very island you dock at.

North Atlantic (635, -446)

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This relic is buried out at sea on a small beach, and isn't located at a specific location. Sail to it from the dock at Lewisporte for a quick trip. There's a small ledge with a tree on it a little south of the rowboat on this beach, which is where you'll find the relic.

North Atlantic (724, -176)

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External image

Fast travel to the viewpoint at the HMS Miranda shipwreck and check this map. You'll instantly spot where to look to dig this one up by the immediately recognizable chunk of the Miranda near where the Morrigan is docked.

North Atlantic (784, -480)

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External image

This one is at Terra Nova. You'll have to run back into the cave system here until you reach the stone structure found on the map. It doesn't take that long.

North Atlantic (948, -933)

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External image

From the viewpoint at Pearl Island, look southeast for the rock and tree just like in the map for this relic.

Knight of Yore

Get the Templar Armor

Knight of Yore
1 guide

This page will cover the trophies that don't really fit anywhere else. Some you'll get just by playing the game, while others require a bit more work. None are overly difficult, however.

Looting/Boarding Trophies

From time to time you'll see English prisoner-of-war ships sailing around, which hold 100 POWs each. If you defeat the two ships escorting the POW ship, then you'll be able to board it for a ton of resources and you'll save the prisoners inside. The amount of prisoners remaining depends on how much you damage the ship; try to avoid firing at the POW ship so your cash reward is greater.

One trophy asks you to save at least 300 of these prisoners. The earliest you can do this is after Sequence 1-3, but it'll be easier to do the stronger the Morrigan is. The minimum amount of POW ships you need to board is three, with 100 each of course, but the odds of you not damaging any of your first three ships is going to be all up to how precise you want to be. It usually takes people four POW ships to earn the trophy.

Freedom fighter

Free 300 British Prisoners of War

Freedom fighter
1 guide

During Sequence 3, supply camps will show up on the map. These contain supplies which can be viewed by hovering over them, and are pretty convenient given the small amount of effort you need to put into getting those resources. Looting 20 of these gives you another trophy, and you can find more supply camp locations by paying for tips at a bar in River Valley. This might not be necessary, however, because if you just keep hitting up supply camps then the ones you've previously been to should respawn as a result of a lack of active ones on the map.

Camper

Loot 20 supply camps

Camper

Like supply camps, ship convoys also hold lots of materials, but are found in the North Atlantic. These are a bit harder to spawn, but there's a trick to it that makes it easier. Fast travel to Anticosti or Fort Louis in the North Atlantic map and look around for a set of three ships on the map itself. Then just take it down by either boarding it or sinking and looting it for it to count towards your total. You can quit out of the Animus after you board/sink the convoy to avoid having to escape battle and build up wanted meter, which will make this process that much faster.

What's yours is mine

Loot 20 ship convoys

What's yours is mine
1 guide

Enemy Trophies

When enemies use smoke bombs, put on your gas mask when prompted to prevent being affected by it. You just have to do this 20 times for a trophy, which is very simple and won't be an issue since gas bombs are frequent.

Do not want

Counter 20 smoke bombs successfully using a gas mask

Do not want
1 guide

During Sequence 3, you'll be introduced to stalkers, who wait for you to get close in order to land a strong blow. There are two general types of stalkers: those that attack from your level, and those that jump down from above. Countering and killing stalkers of both types grants two trophies, but you need to be using the hidden blade when you're attacked to do a proper counter-kill. If you're using your sword and dagger, then it won't count for whatever reason.

Stalker killer

Counter-Kill 30 Stalkers

Stalker killer

Denied

Counter 15 air surprise attacks

Denied

When you finish Sequence 3 and get the grenade launcher, you'll be able to tackle these next two trophies, which require you to affect five enemies at once with both the sleep grenade and the berserk grenade. Simply fast travel to the viewpoint in East Village, New York, and fire a firecracker dart into the crowd of British soldiers to the southeast. When they're all clumped together, lob a sleep grenade at them first; that way you can do the same with a berserk grenade without having to worry about them moving around.

Nap time

Put 5 enemies to sleep with a sleep grenade at the same time

Nap time
1 guide

Instant Vikings

Hit 5 enemies with a berserk grenade at the same time

Instant Vikings
1 guide

Other Trophies

Two easier trophies come from sailing, and only require you to break 100 icebergs (the large chunks of ice that cause ripple waves) and to carve through 500 meters of ice sheets.

Smashing

Destroy 100 Ice bergs

Smashing

Ice Breaker

Break through 500 meters of Ice Sheets

Ice Breaker

Finally, by fixing all the computers at Abstergo, you'll get a bunch of lore and a trophy for your efforts. The tablets scattered around the place don't matter for this trophy and you'll only be able to get to all of them after you beat the game, so don't worry about this until you're nearly done with the game. The puzzles aren't too challenging and will only require a few minutes at most when they get more difficult.

Repairman

Repair all computers in Abstergo Entertainment

Repairman

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