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The Boarding of the Black Ivory

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This article contains content from pre-release sources that may or may not be reflective of canon upon release. This article therefore likely contains spoilers.

The Boarding of the Black Ivory was a genetic memory.[1]

Description[edit | edit source]

Plowing through Caribbean waters aboard the Jackdaw, Edward and Adéwalé are in pursuit of the Black Ivory, a ship of the Royal African Company. The infamous ship carries hundreds of slaves in its cargo hold. The chase has been going on for hours, and Edward and Adéwalé await the right moment to storm the ship and free its prisoners.

Intro[edit | edit source]

A spray of saltwater fills the air from the Jackdaw's mighty bow as she cuts through the sea, and one of the crew shouts, "With this wind, we should reach them lily-livered scallywags before dawn." The darkness of the night will help with the boarding.

Key objectives[edit | edit source]

The crew of the Black Ivory is prepared to resist boarding, and their captain, Tom Phillips, is on the deck, barking orders. Boarding the ship shouldn't be too difficult.

As the Jackdaw pulls alongside the enemy vessel, the men begin to sing as they get into position for the assault. The pirate song, a hymn of freedom, reaches the ship's holds, and soon, the muffled sound of the voices of dozens of slaves echoes through the Black Ivory. Though superior in number, it is with terror on their faces that the hired men of the Royal African Company draw their rifles and swords.

Challenges
  • Musket Shots: As the two vessels come alongside, the men of the Royal African Company open fire on the Jackdaw. All the Witnesses on the main deck must make a Reaction check.
  • Jump from the Rigging: A spectacular way to board the enemy ship is to jump holding a line from the Jackdaw's masts towards the Black Ivory's main deck.
  • Gangplanks: As soon as the two ships are abreast, the crew throws out planks connecting the two ships.
Weaknesses
  • Ram the Black Ivory (major): If the Witnesses decide to ram the Black Ivory with the Jackdaw, they overcome any Challenge made to complete the Boarding! Key Objective. However, this damages the Black Ivory and from now on any Approach check made to maneuver the ship requires 1 additional Raise.

Once the boarding of the Black Ivory has begun, the battle becomes bloody. The ferocity and experience of the pirate crew faces the numerical superiority of the Royal African Company. Suddenly, lights illuminate the dark ocean in the distance. The unmistakable sound of a cannon volley fills the air. Plumes of water from the missed shots splash the deck of both ships. They were damned close, making it immediately clear that a new enemy is closing in! The approaching enemy vessel is His Majesty's Hired Vessel Royal Bounty, a British privateer with tremendous firepower. Its captain, "Keelhauling" Jeff, is a Templar who hunts down pirates threatening the British slave trade. Aware of the movements of the Assassin Brotherhood in the Caribbean Sea, he has used the Black Ivory as bait in order to eliminate Edward Kenway and Adéwalé once and for all. The Witnesses must quickly seize the Black Ivory before the guns of the Royal Bounty shred both ships to pieces.

Challenges
  • Revive the Crew Spirit: After a moment of uncertainty, the fighting resumes. The sound of swords and pistol shots, shouts of encouragement and curses fill the silence of the night again, but a sense of grim fatalism envelops all the combatants. Raising the spirits of the Witnesses' crew requires the Witnesses to make an Approach check with 1 Raise.
  • Fighting the Mariners: Despite a shattered morale, the sailors of the Black Ivory fight on, as they have little alternative. The Witnesses must make at least 2 separate Approach checks to break their spirit. If the Revive the Crew Spirit Challenge was successfully overcome, any Approach check made to complete this Challenge has 1 Free Raise.
Weaknesses
  • Break the Chains (major): If the slaves in the hold are freed while the assault on the Black Ivory is still underway, the ship's crew will be quickly overwhelmed, leading to their surrender in short order. In this case, the Witnesses achieve the current Key Objective.

Once the Witnesses have taken control of the Black Ivory, dealing with the Royal Bounty becomes the pressing concern. Using both the Jackdaw and the Black Ivory, it may be possible to deal with the superior firepower of the new threat. You see the Black Ivory's captain, Tom Phillips, holding off two pirates with his cutlass and pistol, held in his offhand like a club. You watch him as he begins barking the first few words of what surely would have been a biting challenge before they choke in his throat. Behind him, one of his men hits him on the head with a gaff, knocking him unconscious—the surviving crew members of the Black Ivory have had enough of the bloodshed. The battle is over! However, your celebrations are interrupted by yet more cannon shots, fired high, shearing away the Jackdaw's nest.

Special
Until this Key Objective is completed, at the end of each Approach check, the Witnesses must make an additional Reaction check due to the Royal Bounty's superior firepower.
Challenges
  • Take Position: It is necessary to bring the two ships into a favorable position, for example by flanking the enemy ship and moving out of the line of fire of its cannons. This requires at least 2 separate Approach checks with 1 Raise.
  • Fire Away: If both ships are in position, a well-aimed salvo of gunfire from both vessels may prove enough to inflict significant damage to the Royal Bounty. If the previous Challenge was completed successfully, any Approach check made to complete this Challenge has 1 Free Raise.
Weaknesses
  • Eagle Vision (minor): Thanks to the supernatural capabilities of the Assassins, the Witnesses can anticipate where cannon volleys will hit. If they employ their Eagle Vision Skill, the Witnesses can face the Take Position Challenge with no Raise.

The Witnesses have reached the enemy ship. It's time to eliminate the Templar threat once and for all.

As the vessels cut through the water and get closer and closer to the enemy ship, you see a glow. For a moment, you wonder what strange new weapon this might be. Has the Royal Bounty caught fire? But no, it's a golden glow enveloping a figure on the English vessel. What if the Templar Captain has got his hands on a Piece of Eden?

Challenges
  • Jump from the Rigging: The only way to get aboard the Royal Bounty is to jump holding a line from the masts and launch towards the enemy deck.
  • Force Shield: The shield around Captain Jeff is an Isu marvel. It is seemingly impenetrable, requiring at least 3 separate Approach checks with 1 Raise.
  • Killing Blow: Once the force shield is eliminated, it is time to end the Templar.
Weaknesses
  • Powder Keg (minor): Detonating a keg of gunpowder at the right moment can overcome the Force Shield Challenge.

Behind the scenes[edit | edit source]

Notables NPCs[edit | edit source]

Captain Tom Phillips is an old sea dog, capable and charismatic. After a career in the British Navy, he decided to work in the much more lucrative business hauling human flesh. He cares little about the nature of his cargo or the safety of his crew. He only cares about putting aside enough money to live out his old age peacefully. Peacefully and with a lot of gold.

Lord Jeffrey Bloodworth is an unscrupulous English nobleman with a single-minded interest in hunting piracy to extinction and becoming as beneficial as possible to the Templar cause. He is a decent fencer and compensates for his lack of charisma and leadership with cruelty and ferocity. Captain Jeff is making a name for himself thanks to his habit of keelhauling any prisoner captured. He recently found a marvelous item among the spoils of a pirate vessel. The treasure was a Ring of Eden, and its protective power helped him defeat any enemy he faced.

Piece of Eden[edit | edit source]

Known Owners: Unknown pirate, Captain "Keelhauling" Jeff
Current Status: Unknown

Crafted by Idun, an esteemed member of the Æsir lineage of the Isu, the Rings of Eden were a revolutionary invention that harnessed the power of electromagnetic fields. These remarkable rings possessed the ability to deflect projectiles with precision while also effectively neutralizing energy-based weapon discharges. However, wearing the Rings did not provide absolute immunity, and the Isu often employed them alongside shielding devices for enhanced protection and defense.

While wearing this ring, you gain the ability to protect yourself with an energy shield.

References[edit | edit source]

Assassin's Creed Roleplaying Game sequences
Animus Handbook
The Nanban Trade - Two Friends in Need! - Sabotaging the Abstergo Research Lab - Face the Writhing Dread - Memory Glitch
Legacy of the Brotherhood
The Forge of Fate - Echoes of Betrayal - The House of Folly - The Cursed Treasure - The "Bearing Heaven" Temple - Templar Raid at Ginestra Florita - The Lost Box - The Boarding of the Black Ivory - The Battle of the Wabash - The Lost Jewel - Alice's Return
Forging History
The Sword of Mars
Chapter 1. The Lost Key
Lugers & Ballerinas - Warfare at the Abbey - The First Conspiracy - Of Wolves and Men
Chapter 2. Science and History
For the Benefit of All - Houston City Shuffle - A Game of Cat and Mouse - Big Trouble in Glastonbury Abbey
Chapter 3. The Sword of Kings
A Knight's Quest - The Round Table - Abstergo Raid! - Glastonbury Festival
The Champions of Eden
Chapter 1. Blood Prints
The Mansion Massacre - From Dusk Till Dawn - The Wolf Among Us
Chapter 2. Painted in History
Howling at the Fire - Hackney Diamonds
Chapter 3. Rest in Pieces
The Great Egyptian Discovery - Fulfill your Destiny
Lost in Time
Chapter 1. Regina in Wonderland
Save Regina - Sands of War
Chapter 2. Down the Rabbit Hole
Down the Rabbit Hole
Chapter 3. The Mother of Wisdom's Playground
Of Isu and Men - Mother of Wisdom