Assassin's Creed Freedom Cry

Assassin's Creed Freedom Cry

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All Achievements Assassin's Creed Freedom Cry
By Oba Femi and 1 collaborators
All Achievements Assassin's Creed Freedom Cry
   
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Tips & Strategies
  • Free as many slaves and Maroons as possible; this will allow you to upgrade your character and access better weaponry.
  • Throw a smoke bomb on the ground then run and dive into a bush or hay cart to escape combat.
  • When upgrading the Experto Crede, upgrade the Mortars first. This will allow you to cripple ships before they get in range to attack, allowing you to plunder them to get resources to make further upgrades.
In this stage you'll play the game casually, freeing Slaves and Maroons when required to play the next mission. When you get time to free the Slaves and Maroons, find some time to get Bronze Killer Killer and Bronze Silence, Fool! If you stick to this, you should earn the following achievements:

  • Liberation Day
    Free your first slave.
  • Firepower
    Kill 5 guards at once with a blunderbuss.
  • His Word Was “Perhaps”
    Freedom Cry - Complete all missions
  • Silence, Fool!
    Kill a guard ringing a bell.
  • Killer Killer
    Harpoon a killer whale.
Liberation Day
In Memory 2 - A Common Enemy, after washing ashore at Port-au-Prince during a cinematic sequence, an overseer is in pursuit of a female slave. To unlock this trophy, pick up the Rusty Machete and kill the Overseer. Another cinematic sequence will then start, and once it has finished, the trophy will unlock.
Firepower
The achievement is best obtained in Port-au-Prince in Saint Domingue, as lots of overseers and jailers are present here. Attack one, and run around until more begin to follow. After five or more begin to chase, gain some distance and aim the Blunderbuss using L2 and when the enemy groups up and gets really close, fire with R2 . Alternatively, you can fire with Triangle though make sure to be facing the enemy.

Firepower video guide
His Word Was “Perhaps”
This trophy is unlocked by completing all missions.

After completing Memory 9 - de Fayet's last stand, the achievement will pop.
Silence, Fool!
To obtain this achievement, you must kill a guard who is currently ringing an alarm bell.

An easy way to do this is to go to a plantation, and sneak near an alarm bell. Stand in plain sight, and while some overseers may attack, one will always run towards the alarm bell. Once you have heard the bell at least once, sprint towards the overseer ringing the bell and kill them, and the achievement will pop.

Silence, Fool! video guide
Killer Killer
After liberating the plantation at Tortuga, a Killer Whale icon will appear at (336,372). Sail the Experto Crede towards this coordinate, and you will see a light blue patch of see. A prompt should appear asking you to press Up, whereupon you will look at the Killer Whale swimming.

Stop the ship using Circle in the blue patch, and if done correctly, a prompt should appear in the top right of the screen asking you to hold Circle to begin harpooning. A harpooning mini-game will then begin. Look for the Killer Whale swimming in the water and throw the harpoons at it to drain its health and kill it. The harpoons are aimed by holding L2 and are thrown by pressing R2. Be careful not to allow the Killer Whale to attack you, as you will lose health.

Killer Killer video guide
After completing the game, replay each memory to get 100% synchronization on each by completing the optional objectives, this will get you the following:

  • His Own Medicine
    Disarm the Gouverneur and kill him with the branding iron.
  • His Full Attention
    Achieve 100% synchronization
His Own Medicine
In Memory 9 - de Fayet's last stand, you must disarm the Gouverneur and kill him with the branding iron.

To get this achievement, locate the Gouverneur in his compound, and begin to pursue him. Many guards will attempt to attack you, but throw smoke bombs on the ground so you can continue your pursuit. When the Gouverneur gets to the beach, there will be many enemies. Throw a smoke bomb on the ground, and use you blunderbuss to kill many (Taking care not to kill the Gouverneur) of the overseers. Equip the machete, and one by one kill the overseers and jailers attacking you, throwing a smoke bomb every now and often to even the fight. After they are killed, equip your fists and go near the Gouverneur. When he attacks you, parry his attacks by pressing Circle and disarm him by pressing Cross. If done correctly, you will now be holding the branding iron. Proceed to kill the Gouverner using only the iron, and while the cinematic plays, the achievement will pop.
His Full Attention
In each of the memories (Which can be found on the menu by pressing Options/ESC), there are optional objectives that must be completed to obtain 100% synchronization in the individual mission (Memory 2 - A common enemy has no optional objectives).

Memory 1 - The calm before the storm
  • Locate the Templar Admiral's ship using the SPYGLASS - Hold R1 and look at the ship named the Man o' War
  • Use the mortar to surprise the templar fleet - Hold L1 , aim at a Templar ship and fire by pressing R1





Memory 3 - Laying the First Brick
  • Perform an air assassination from a height of 10 meters - When in the cave, walk to the right, where there will be a long drop. Equip either the hidden blades or the machete, stand near the edge and press Square
  • Push an overseer into the water - Carry on from where you assassinated the overseer, walk forwards until you get to a wooden structure, and hang on a ledge and shimmy near an overseer. When the overseer gets near you, press Square to throw them into the water





Memory 4 - A Ship of His Own
  • Use Bastienne's Girls to distract the guards - Within the restricted area on the right half, the minimap will display a blue flower symbol. Walk to it, find the Dancers, and press Circle. Staying hidden go near a guard, and press L1
  • Distract 4 guards with firecrackers - The guards you distract at the start of the level do not count. When nearby groups of guards, throw firecrackers by pressing Triangle and run off or hide. Once you distract four, the objective will be complete





Memory 5 - Lifting the Veil
  • Kill the overseer who led the slaves - After you exit the slave pen, get hide in a nearby bush and activate eagle vision by pressing Left Stick, wherupon the overseer will be highlighted in yellow rather than red. When you get a chance, kill him to complete the objective
  • Liberate the slaves from the slave barracks - After you have finished eavesdropping on the Gouverner and sabotaging the alarm bells, stealth no longer matters. Pick up a sabre by walking to one near a dead body and press Circle (Climbing will drop it), and run to the pens and kill the guards. After this, liberate the slaves. Slaves liberated here will contribute to obtaining the Seeds of independence achievement





Memory 6 - A scientific inquiry
  • Complete all 5 investigations - After finishing eavesdropping on the Harbourmaster, 5 investigation areas will pop up in Port-au-Prince. Though you can end the mission after completing 3 of them, carry on and complete all 5
  • Do not kill anyone while investigating - It is fine to kill at the start of the level so as to clear a path to eavesdrop on the Harbourmaster, but after that, equip your fists, and do not attack anyone. To stop yourself being attacked, equip Sleep Darts and fire them at the overseers. If something goes wrong, reload the checkpoint. Two of the investigations involve looting a note or a key off someone. Rather than killing them loot them by holding Circle next to them when they are not looking. If they are running, run after them and press Circle to tackle them to the ground.





Memory 7 - Planting the seeds
  • Sink the pirate schooners before sinking the brig - Destroy the small ships with mortar fire and cannons before engaging the larger one. The schooners have a relatively low health bar.
  • Destroy the pirate flotilla in 6 minutes - Providing you do not flee or stall, this should be relatively easy. The game does not provide a timer however, so if it helps, use an external device such as a timer or a phone





Memory 8 - Down with the ship
  • Take less than 50% damage during the naval fight - Keep your distance, and use the mortars to destroy two of the ships. After the remaining one attacks the slave ship, fire mortars at that and if it goes close, use cannon volleys or heavy fire
  • Liberate 15 slaves - When onboard the slave ship, walk past all the slave beds, and if it allows it, press Circle to activate a quick time event. If it is done successfully, you can move on to the next. If not, repeat it. This must be done in a time limit before a cinematic begins.





Memory 9 - de Fayet's last stand
  • Kill 5 guards with the blunderbuss - Approach the main gate of the compound, whereupon a cinematic will play. After this, the guards at the gate will spot you. Aim and fire the blunderbuss at them, then run an reload. Run back and kill some of the remaining ones quickly until the objective is complete
  • Kill de Fayet with the branding iron - See His Own Medicine.

Mop up the rest of the remaining trophies.

When plundering ships, opt to repair your ship instead of lowering your wanted level. This is to spawn extra ships, though these Hunter ships can appear unexpectedly. A quick way to get most of these is to plunder slave ship escorts then liberating the slave ship after. This section will be going over these achievements:

  • Seeds of independence
    Liberate 500 slaves.
  • Mer-man
    Swim a total of 1 nmi.
  • Thug Life
    Plunder 30 ships.
  • Roped In
    Perform 5 air assassinations from a swinging rope.
  • All Aboard!
    Board a ship without losing any crew members.
Seeds of independence
Unlocking this achievement requires you to free 500 slaves. This can be done both in Saint-Domingue and in the Caribbean Sea. Liberating slaves can be done in a variety of ways in various locations, including but not limited to raiding plantations, unlocking cages and killing rescuing injured escapees, each contributing a certain amount of slaves to the resistance.

The rough amount of how much slaves are freed in every way are:
  • Auctioneer (3 slaves)
  • Jail (4 slaves)
  • Convoy (3 slaves)
  • Slave ship (80+ slaves)
  • Injury (1 slave)
  • Punishment (2 slaves)
  • Escape (1 slave)
  • Plantations (30+ slaves)

Early in the game, it is easier to free Slaves within the centre of Port-au-Prince. When better weapons are acquired from the Maroons, raiding plantations becomes a viable option. After Memory 4 - A Ship of his Own is completed, the player can pilot the Experto Crede and destroy the escorts of a Slave Ship allowing it to be boarded, though upgrading armour and weapons is recommended prior to this as the three escort ships can deal plenty of damage.

Whilst liberating slaves, take care, as slaves can be killed in the crossfire, lowering the amount you will free. Whilst raiding plantations, taking a stealthy approach and sabotaging alarm bells is key, as overseers begin killing slaves if one is rung.

To find locations where slaves can be freed, press Touch Pad (or your non playstation equivalent) and look around for map symbols indicating locations where slaves can be freed.
Mer-man
To obtain this trophy, you must swim for 1 Nautical Mile. To do this, either jump of the Experto Crede or a Dock, and begin swimming in a straight line for 10-15 minutes. To speed this up, hold down R2 to swim faster. Once you have swam for 1 nmi, the achievement will pop.

Mer-man video guide
Thug Life
To obtain this achievement, you must board 30 ships and successfully force the enemy to surrender. Depending on the size of the ship, the objectives can range from killing the crew, detonating powder stores and destroying the flag.

To begin, sail into the Caribbean on the Experto Crede, and approach a ship. Fire the mortars at it repeatedly until it gets into range for the cannons, and continually fire volleys (L2 + R2) and heavy cannon fire (R2). Occasionally, prompts will appear on weak areas of the enemy ship, where the swivel cannon can be used on by holding and letting go of the Triangle button.

When the ship is immobilised, its health bar will have a small portion of red, and starts falling apart. At half-sail, approach it and when close, stop and when the prompt appears, hold Circle to begin boarding the ship.

Once the onboard objective is completed, the ship is successfully plundered. You can then repair your ship or bribe the enemy to lower your wanted level.

Thug Life video guide
Roped In
This achievement is unlocked by performed an air assassination from a swinging rope in the Experto Crede.

These can be found along the edges of the starboard and port, and appear as slightly glowing vertical ropes. An easy to find example is near the wheel at the stern. Walk towards it, and you will climb onto the ledge and crouch. At this point, equip the hidden blades. When the enemy ship is pulled close enough, press Left Stick: Up + R2 and you will swing towards the enemy ship. If there is an enemy below, press Square to perform an air assassination.

Once this is done five times (This can be done in multiple boardings), the achievement will pop.

Roped In video guide
All Aboard!
To get this achievement, you must board a ship with a minimum of ten enemies, and not allow any crew members to be killed.

To get this, it is recommended to have freed lots of Maroons and slaves, as you get a larger crew size and better weapons. Begin looking for a small sized ship, then proceed to attack and board it. If you got the right ship, the objective will state to kill 10+ crew. When you board, equip the machete and begin quickly killing enemies and completing other objectives if there are any.

If this is successful, when the option to repair the Experto Crede or bribe the enemy comes up, the achievement should pop.

All Aboard! video guide