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After defeating the Fort and capturing it, a lone British Brute can be found guarding a ramp, apparently oblivious to the fact that he no longer works there. The defensive walls of the fort leading into the gates never seem to get repaired, though all the other corner Towers do, so Serranilla isn't a place you want to lure ships to and lead them to their doom.
After defeating the Fort and capturing it, a lone British Brute can be found guarding a ramp, apparently oblivious to the fact that he no longer works there. The defensive walls of the fort leading into the gates never seem to get repaired, though all the other corner Towers do, so Serranilla isn't a place you want to lure ships to and lead them to their doom.
[[Category:Forts]]
[[Category:Forts]]
[[Category:Landmarks]]

Revision as of 20:11, 7 December 2013

Serranilla 

Serranilla was one of the ten Forts that Edward Kenway liberated from the control of his foes. As usual the side objectives for this fort are two Chests, two Animus Fragments, and a naval contract, it is located in the south-western of the West-Indies. It's defenses consisted of 7 towers and the standard mortar. It is not uncommon for nearby brigs to come an help defend the fort against Edward Kenway and the Jackdaw.

Fighting the Fort

The fort is built into the side of an island so you can go to the other side of the island to regather your wits and heal up, or go around and hit the fort from the other side. You just simply have to do the same thing you do every other fort, destroy Towers, kill Officers, break into the War Room, and plug the Commander, or cut him down.

Naval Contract

The Naval Contract in Serranilla is called The Final Contract (Can't be any more clear on when you unlock it) which is unlocked after completing all of the other Contracts, in the Contract Milo Van Der Graaff, a now former honest buisness man and your unknown provider of contracts, is sailing away from the West-Indies forever because of some bad trade. You are being tasked to find his ship, a Man O' War known as The Hollander, and safely escort him out of the West-Indies. When you find him, which isn't hard seeing as he's captaining a huge Man O' War, you will find him at 25% health being attacked by Gunboats (which is really depressing when you look at the size of his ship) your job is the fight them off and defeat all the waves of Royal and Spanish Navy ships that attack him, the third wave having a Mon O' War, Mr. Van Der Graaff will leave the West-Indies and you will never hear from him again, but in return you get golden flintlocks.

Oddities

After defeating the Fort and capturing it, a lone British Brute can be found guarding a ramp, apparently oblivious to the fact that he no longer works there. The defensive walls of the fort leading into the gates never seem to get repaired, though all the other corner Towers do, so Serranilla isn't a place you want to lure ships to and lead them to their doom.