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Freedom Cry: achievement, equipment and progression guide

· Games / Assassin’s Creed Freedom Cry

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Freedom Cry: achievement, equipment and progression guide Freedom Cry: achievement checklist One thing worth checking before starting Freedom Cry: the separate game and the Black Flag expansion don't have the same achievement list. The standalone version has12. The expansion has6. Here's what each one actually asks you to do. Shared by the expansion and standalone 1. First rescue. Free one enslaved person. This comes early in the story. Finish the rescue rather than walking away after starting the fight. 2. 500 rescues. Build your liberation total to500. Keep checking your total as you clear liberation activities. A story finish and this total are separate goals. 3. Five guards, one blast. Kill at least five guards with a single blunderbuss shot. Get them together in front of you before firing. Five separate shots won't do it. The chase in Memory9 gives you a practical group to turn and fire into. Some guides disagree about reliable free-roam triggering, so use that mission rather than relying on an unverified alternate spot. 4. The governor's own weapon. In the last mission, take de Fayet's branding iron through a disarm, then kill him with it. Deal with the other attackers without accidentally killing your target. Switch to fists for the disarm, then use the stolen iron. Shooting him skips the thing this achievement needs. 5. Story completion. Finish all nine memories. 6. Full story synchronization. Satisfy every optional mission requirement. Check the memory menu, replay the unfinished ones, and work on the actual missing requirement. This isn't an instruction to collect every chest on the map. Six more in the standalone version 7. Interrupt the alarm. Kill a guard while he is ringing a bell. Wait until the ringing starts; killing him while he is merely running toward it is different. 8. Killer-whale hunt. Finish a killer-whale harpooning encounter. Use the whale hunting marker, not an ordinary naval target. 9. Swimming distance. Accumulate one nautical mile in the water. This measures swimming, not distance sailed aboard your ship. 10. 30 plunders. Loot30 ships. Keep naval cleanup separate from your liberation counter so you know what you still need. 11. Rope assassinations. Complete five aerial kills launched from a swinging rope. Climbing a mast and jumping normally isn't the same action. Look for a target beneath the rope's swing, then use the assassination prompt. 12. A clean boarding. Win a boarding without any crew casualties. Pick an easier opponent rather than turning this into a fight against the strongest ship you can find. Get the required boarding tasks finished promptly. The main thing is not mixing up these goals. Finishing the story, getting full mission synchronization, and reaching the liberation total are three different jobs. --- Freedom Cry: story synchronization checklist For Freedom Cry's full synchronization, these are the extra requirements to check in each memory: 1. Identify the admiral with the spyglass; open the attack with a mortar surprise. 2. No extra requirements. 3. Air-assassinate from ten metres; push an overseer into the water. 4. Distract guards using dancers; attract four guards with firecrackers. 5. Kill the overseer responsible for leading the enslaved people; free those in the barracks. 6. Finish all five investigations; kill nobody during the investigations. 7. Sink the schooners before the brig; defeat the flotilla within six minutes. 8. Lose less than half your ship's health during the naval fight; free fifteen people. 9. Kill five guards using the blunderbuss; kill de Fayet with his branding iron. The last mission has an easy distinction to miss. Its five blunderbuss kills do not have to come from one shot. The separate Firepower achievement does require a single blast. Don't confuse finishing one with finishing the other. --- Freedom Cry: progression and weapons Freedom Cry handles upgrades a little differently. You're not just collecting money and buying the next sword. Liberating people and helping the Maroons unlocks equipment and support, and the two totals have different rewards. Check which total you need instead of assuming they're interchangeable. Liberation milestones - 25: rope-dart pouch. - 50: smoke-bomb pouch. - 75: dart pouch. - 100: ship appearance. - 125: armored ram. - 150: blunderbuss pouch. - 200: firecracker bag. - 300: steel-forged machete. - 400: Portable Cannon. - 500: historical multiplayer-credit reward and achievement. Maroon resistance milestones - 20: core crew. - 25: fighter improvement. - 30: plantation bonus. - 35: ammunition discount. - 40: improved fighters. - 45: increased crew. - 50: improved plantation bonus. - 55: full crew. - 60: strongest fighters. - 70: free ammunition. Those are cumulative milestones, not people you spend like currency. If something is still locked, check the resistance menu and the supplier before assuming the game is broken. Weapons worth understanding The machete is your close-combat weapon. You can still counter and break an enemy's defence, so having a heavier-looking blade doesn't mean you should stop using the combat system. The blunderbuss is where the differences matter. The Precision Shooter trades a wide spread for more reach. The Portable Cannon is the opposite sort of choice: a broad blast at short range. Pick the one that fits what you're trying to do. For a clustered group, spread matters; for a target farther away, range matters. The Mayan machete is found at Fort Matias. The Precision Shooter is at Cumberland Bay. The Dragoon is earned through full synchronization of the nine story memories, not by emptying every treasure chest. Those are different unlock conditions, and mixing them up can waste a lot of time. At sea, remember why you're attacking an escort. You are trying to free the people aboard the transport, not sink their ship. Separate the fight from the transport as much as possible and watch your firing angles. On plantations, being detected can cost lives, so there is a real reason to slow down and plan your approach. --- Freedom Cry: the pickups actually worth making a trip for I wouldn't turn every cash chest into its own post. The equipment finds are the ones to separate from the ordinary money cleanup. These are actual things to collect, not rewards for reaching a liberation milestone. - Mayan machete: Fort Matias, 279, 401, in the sand beside a body. - Precision Shooter: Cumberland Bay, on the camp's table. - Ammo pouches: Scafell Island, 270, 128. Search the southeastern beach; interact with the body beside the stranded whale. - Jackdaw figurehead: Shipwreck, 237, 277. Swim through the northern underwater tunnel. At the other end, look beneath the sunken ship's bow. Watch your air rather than pushing through on an empty breath meter. The machete and gun belong in your equipment check. The figurehead is cosmetic. Keep those goals separate, especially if you're only trying to improve Adéwalé for the remaining missions. For ordinary treasure, clear one visited location at a time and compare its remaining collectible icons before leaving. Don't confuse a chest run with full synchronization: the story's optional objectives and the resistance/liberation requirements are separate jobs. The achievement checklist and the nine-memory objective sheet cover those.

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