Although there are no missable achievements ( you can replay every flush from the “ Extras ” menu of the title sieve ), make sure to make a back-up spare once you reach the Maelstrom ( eleventh and final ) degree. The rationality for this will be explained at the begin of the walkthrough for that floor. The localization of the “ barren ” Shrunken Heads ( pick-up objects ; see general hints and tips ) will besides be pointed out, in bolded text. Although they are not achievement-related collectibles ( not directly at least ), it ‘s utilitarian to track their position since they are used to open the Jackanism chests and farm the 100 Souls, both achievement-related tasks. Their put is besides shown in the television. Despite the list, the game is inspired to the events narrated in the movies Pirates of the Caribbean : dead Man ‘s Chest early than At World ‘s end ; expect spoilers about these two movies while playing the game. As for the walkthrough, there wo n’t be spoilers about the plot, but you should expect some minor references about the characters you play as, since they are necessary to keep track of the history progression. On a final technical foul note, make practice of the CTRL+F function of your browser to search in this page if necessary. To skip directly to the section of a specific horizontal surface, type in the name of the tied preceeded by a “ # “ ( for model, “ # Prison Fortress “ ). Info on the “ Collect 100 Souls ” accomplishment will be detailed at the bottom of the page ( “ # Post-Game “ ), since the final tied is where you ‘re going to grind it. The name of the levels ( and link to the collectibles-videos ) are : 01. Prison Fortress
02. Port Royal
03. Flying Dutchman
05. Isla Cruces
08. Davy Jones ‘ Locker
09. Sea Battle
10. Shipwreck City
# Prison Fortress
This first phase is a tutorial level, and consequently I ‘ll be more long-worded than common. The in-game tutorials should clear most of the things up for you, but it ‘s not a bad mind to read this separate of the walkthrough to get some excess information and clarifications. Collectibles television. Prison Block You start playing the game as Jack Sparrow. Hold RT while moving around to run and press B to jump. The LB button is the main “ interaction release ” of this game, and it ‘s used to interact with the environment to pick up objects, open chests, outdoors doors, and to use diverse tools. The early buttons ( to attack, guard, and so on ) will become available late as the game introduces them. From your starting military position pick up an iron bar near the cell on your proper ( it ‘s marked in-game with a triangle icon, like every pick-up aim ) by pressing LB near it, then use this bar to force the door of the cell nearby and set your friend free.
then go southwest to locate some stairs going up. On the leave of the stairs, inactive on the bottom shock, you can find a green chest of drawers. It ‘s a Jackanism chest of drawers, a particular chest of drawers that you ca n’t open right immediately. You ‘ll be explained how to open these chests in the last separate of the adjacent level of the game. Go upstairs and find more iron bars to open two more cells, and then proceed to the gate on the penetrate floor to engage your first competitiveness against a few guards. The fight commands are identical simple : A to swing a hit with your sword, X for a melee punch ( the latter becomes available after killing 3-4 enemies with the sword ). The enemies will easily get “ stunned ” ( they turn around, exposing their back and ceasing any reaction for quite a short while, about waiting for your finish move on them ) after a couple of back-to-back sword swings ( AA ), so a total of three hits is normally adequate to take them down. It ‘s a full mind to start getting used to the AXA jazz band though, since it will be largely used to gather up the power for the particular moves ( it ‘s the jazz band that increases the “ extra move meter ”, the Swordmanship Gauge, the most ). furthermore, while AXA will always be evenly effective, the lapp ca n’t be said for the sword hits combos, which will be guarded by the stronger enemies of the game. As for the defensive phase, you can see if an enemy is about to attack you if you see a bolshevik circle around his feet ; hold A while waiting for his fire to mechanically guard/counter. After defeating the guards proceed through a door. You will find the first items on the ground that are picked up plainly by stepping on them. The “Health” pickup items ( their picture is a heart ), the foremost ones you find, are used to heal your characters ( you ca n’t pick them up if you already have full health ). Keep following the narrative events and defeat a few more enemies. then proceed through another doorway : as you go upstairs the game will tell you about gem chests. The beginning one is just on your leave as you go upstairs : open it to find Letter # 01/07. The “ Letters ” are the collectible of this first phase of the plot. As explained earlier besides, every stage has a seven-units collectible ( like the Letters ) and a Calypso Piece to collect, and most of the stages besides have a Jackanism Chest to open. For achievement-related reasons you ‘ll need to get all of these collectibles. As you continue with the game you ‘ll be told about the “ grab ” affect to test on the approaching enemies : by pressing Y near an enemy you can grab him and then automatically throw the grab enemy in any steering by moving LS. The catch is not a very full move, although it can be utilitarian for some promptly instant-kills if you throw an enemy off an edge ( it ‘s not like they survive much longer against dim-witted sword attacks anyhow ). If you throw an enemy off an edge you will besides acquire some “ score points ”, called “ Notoriety “. The Notoriety is not related to any accomplishment in this game. The Notoriety is literally equitable your score, and its only function is to give you a “ pirate rank ” at the end of every chapter of the crippled, and the aim of this rank and score is lone to climb up the on-line Leaderboards. If you do n’t care about such thing, then you can ignore everything related to the Notoriety. After defeating another bunch of enemies, proceed through so far another door. immediately on your leave past the door there will be a humble cell with a thorax inside : open it for Letter # 02/07. Go right from this cell to find the first “Notoriety” pickup items on the grind : they look like yellow sacks of gold, and they increase your Notoriety grudge. once again, you can ignore them altogether since the Notoriety does n’t affect anything achievement-related. On the other hand, the Notoriety pickups are normally used by the game to indicate the correct way to follow ( you will much find a “ trail of Notoriety pickups ” in parallelism of the discipline path, when sometimes the means to go is not necessarily the merely possible one ), sol keep an eye for them if you ‘re a bit disorient and your circumnavigate does n’t seem to help you. Keep going on to reach the Gunpowder Store. Gunpowder Store Past a few more pick-ups you ‘ll be told about the explosive barrels. You can grab the barrels with LB, then move them around wherever you like, then drop them by pressing LB again. You can besides light the explosive barrels by pressing A to swing a sword attack near them, and this will cause them to explode after a few seconds ( run away from the blast radius or you ‘ll get heavily damaged/killed ). You need to use one of the barrels of the current room to blow up a door ( Teague is looking at the door, in case you ca n’t figure which doorway you need to blow up ) in club to proceed. As a general rule, when you need to blow up a door ( or any other type of barricade ) with a barrel to continue, there will constantly be a respawning barrel somewhere ( in other words there is no way you can get stuck because the game will regenerate modern barrels to use ). A few enemies will attack you after the explosion ; defeat them, then detour down some stairs on your veracious alternatively of following Teague through a door on the impart — the step lead you to a chest which contains Letter # 03/07. then stick to Teague until you come to a larger board with the beginning flintlock pick-ups. Armory Grab some bullets from the postpone ( there is besides a “ bottomless ” chest of drawers with infinite bullets, just in case you waste them all ) and burn at the three big metallic glazed shields attached to the stone column located by the border of this room. To fire a fastball you need to press RB. Firing bullets is not very firm, but on the other hand you do n’t have to be very accurate either since your characters will fix the steering of the shots quite well. still, try to direct your shots with LS arsenic accurately as potential towards your target ; you can hit targets from quite a long distance excessively ( it helps to be close, of course ). once all the three shields are down, pull the pry obscure behind the right-most of them to raise a gate ; this opens the path but besides sets three enemies free. You can shoot the enemies if you want ( this is another “ limited kill ” that earns you Notoriety points, like the kills for throwing enemies off the edges ), but it ‘s normally a lay waste to of time ( and bullets, for what they are worth ), so the melee approach with sword and punches is normally preferrable. For your data, the game wo n’t require the manipulation of bullets to proceed anymore after this foremost tutorial with the shields, so find complimentary to use the flintlock whenever you want ( if you ever do ). In this room ( the one with the first gear flintlock pick-ups ) you can besides find some stairs going up and a thorax at their penetrate. The chests contains Letter # 04/07, so make certain to get it. then, if you want, you can follow the stairs up to notice another chest, obviously out of reach, merely past a col. To jump across long col you need to sprint ( run with RT ) and then jump with B to leap past the gap itself. The chest of drawers in this encase contains four notoriety pickups, so feel free to ignore it. When you ‘re done with this room, postdate Teague through more hallways, and at one point you ‘ll be prompted a inadequate in-game tutorial precisely about leaping gaps ( this time it ‘s necessary to proceed past a collapse bridge ). Leap the col, and then turn immediately right to see a narrow ledge that takes you to a semi-hidden breast ( walk cautiously on the narrow ledge, or you ‘ll fall down back in the Gunpowder Store sphere ) which contains Letter # 05/07.
Go back on the narrow ledge and follow the way. At one point there will be a branching : left leads to a thorax with some Notoriety and Health pickups on the way, so palpate dislodge to barely go correct to continue. Elevator Room You will reach a larger area where the game will tell you about “ daggers ”. They are throwable items which you can pick up with LB from the grind and then throw towards the enemies by pressing LB again. They are basically the like thing as the flintlock, except that rather of storing bullets you need to pick them up from the ground. They are not very utilitarian for the same reasons as the flintlock ( slow attacks, low supplies, need to aim ), though they are instant-killing objects like the flintlock besides. They besides earn extra notoriety when killing enemies with them. In this large sphere there are besides two chests with 4x Daggers in each ( in accession to all of those scattered on the prime ). After the crusade, if you want, go through a small board opposite of where you came from to find a chest of drawers with some excess Notoriety at heart. then follow the compass to locate Teague, who is on a higher ledge this time. In decree to reach him you ‘ll have to climb up a match of walls by wall-jumping off the walls themselves to make your room up — merely press the buttons displayed on the screen to do so. When you ‘re improving again, ignore the wooden door barely in front of you for now ( it leads to the Cliffside area ) and go right rather. The game will prompt a inadequate tutorial message about a chattel box. The movable boxes look like big wooden crates, so it ‘s easy to recognize them ; moreover the picture of RT will be displayed on the blind when you ‘re near to one of them. To move said boxes you need to press RT near them and keep RT held ( so you keep your sword stuck in them ) while moving them around with LS. In this case you need to push the box on the right, so it ‘s close to the wall of a platform even higher than your current stead, and you can use it as a stepping stone to reach the higher platform. Up that platform there is a breast which contains Letter # 06/07. Jump back on the reason and go right if you want to open another optional breast containing Notoriety points. then proceed through the wooden door, previously ignored ( find it with the compass if you ca n’t locate it otherwise ), to reach the following area. Cliffside From where you start, go immediately left to find a minute passage that leads to a breast which contains Letter # 07/07. If this is your seventh Letter you will unlock :Seven Letters Collect all seven Letters, lost throughout the Prison Fortress .
2 guides then go forward and use the sword ( press A ) near the two bantam ropes before a break to cut them and release a glow that you will use as a bridge to cross the break on the early slope. While walking on beams, balance your character by moving LS_Left/Right according to where he ‘s swinging. If you fail to balance your character you can silent recover and avoid falling down by pressing RT as displayed on the screen. It ‘s very not that hard. On the other side of the beam, pin on the right walls and jump up a platform to continue. At this luff the game will prompt the tutorial about walking on constrict ledges, which again is nothing complicated ( precisely move LS ). Sometimes the ledge presents some decrepit spots and it will break under your feet : be quick to press RT to save yourself when this occurs. You can besides good tap RT while walking on ledges ( there ‘s a fallible spot on pretty much every ledge you can step on, preferably or later ), therefore when you reach the weak share you ‘re already pressing the button to save yourself. It ‘s not heavily to time it just when it occurs anyhow. If you save yourself precisely in time from a collapsing ledge, your quality will barely hang at the ledge. Although you can move left/right even while hanging ( and in fact sometimes you move fast by hanging than by stepping on the ledges ), you can get up on your feet by pressing LS_Up to climb up on the intact portions of the ledge again, provided that the ledge is bombastic enough to be stepped on in the first place. As you continue you will find ledges higher and lower than the ledge where you presently are. To jump up the higher ones weight-lift B and LS_Up. To drop under the lower ones press LS_Down. note that sometimes there will be obstacles on the walls that prevent you from moving left/right on the ledges if you stand on your feet ( it ‘s not the font of the ledges of this first level, but it will happen in the future ) : if such discipline occurs, press LS_Down to change your position from standing on your feet ( on the ledge ) to hanging from the ledge ; then move left/right while hanging, thus avoiding the obstacles on the walls that prevented your progress on the ledge while standing. After the ledges fortune, cross another glow and make a few steps forth. A short tutorial will tell you about the “ Calypso chests ”. They are normal chests ( they merely look a bit unlike ), and they contain the “ Calypso Piece ” collectibles. As explained earlier, they are required for some achievements excessively, so cook certain to get them in every flush. As for immediately, collect Calypso Piece # 01/11 from the chest somehow shroud in the alcove/cavern ( jump up a platform to reach it ). After getting the last collectible of this level, exit the alcove/cavern and jump binding gloomy. Locate a wooden rampart and climb up it ( LS+RT ) ; then look for a ledge on the right and jump astir to grab it. Slide to your right and then drop on the ground to reach Teague, get the better of a few more enemies, then follow him to proceed through a door in the following sphere. Vista Make a few steps onwards and the game will suggest you to grab and throw ( LB to grab, A/X to throw ) a barrel towards the enemies, and then blow it up as it ‘s roll towards them by firing at it with the flintlock. It ‘s quite a cool way to defeat the enemies, but – as usual – it ‘s not peculiarly fast, nor it ‘s necessary. Actually it ‘s besides a bit dangerous, since you may blow up the barrel when it ‘s still besides close to you, therefore killing or damaging yourself in the process. Proceed past the two guards that you should have equitable killed with the explosive barrel to enter a concluding large area. In this area you will fight the first “ boss ” of the game, a tough ridicule that will come out of nowhere by climbing up the edges of the balconies of this area after killing a few even enemies. The “ bosses ” are particular enemies that ca n’t be killed with even attacks. They are more aggressive and more brawny under every view. Since you ca n’t finish them off with regular hits ( even the daggers/flintlock wo n’t be enough ), the best thing to do is to open their guard with a long jazz band ( elementary chains of AAAA [ AAA… ] attacks should do it, finally ; they guard and counter a distribute, but you ‘ll open their guard preferably or by and by, stunning them ) and then perform a especial coating move. It ‘s at this point that the game introduces and unlocks the special coating moves for you. As anticipated earlier, there is a horizontal gauge in the upper-left separate of the screen ( the “ Swordsmanship Meter “ ), which fills of red when you kill an enemy. The most reward jazz band is the AXA jazz band ( particularly good when performed on non-boss enemies ), so you should stick with it to cursorily fill your meter. When it ‘s filled for more than a quarter of its length ( it will be, after killing three normal enemies with this jazz band ), its color will start being a bright loss than the loss of the first helping of the gauge. At this point it ‘s possible to perform a particular complete attack on a stunned enemy ( “ stunned ” = they are baseless, normally turning their back at you ) by pressing and holding LT and then pressing another button displayed on the screen. subsequently on you will unlock multiple finishing moves ; they are not particularly concern or unlike from each other ( the final result is always the lapp : instant-kill of the prey, careless if it ‘s a normal foe or a knob ), but it ‘s significant to press the release ( the one associated to LT ) surrounded by a crimson r-2 on the blind in order to increase the drop rate of the Shrunken Heads ( this concept will be more clear in the next chapter ). right now, in this chapter, there is only one button displayed on the screen, and of run ( being the entirely possible choice ) it ‘s besides the one surrounded by the red r-2. In other words, with multiple finishing moves available you ‘ll have multiple choices about the buttons to press after holding down LT, and the clitoris surrounded by a red r-2 on the screen is the “ best choice ” to make to get a Shrunken Head drop. note that you can raise your Swordmanship Meter up to more than a fourth of its distance, but there is no point in doing this. In fact, the game resets your gauge every time you use a special finish move, so it ‘s quite a waste to fill the wholly gauge to perform a single finish move when it ‘s adequate to fill a quarter of it. There is no testify of an increased shed rate of Shrunken Heads from enemies defeated with a special end affect performed with a full Swormanship Meter quite than a one-fourth-filled meter, so there is no concrete reason to wait before landing a special complete move : if you need to use it, do so deoxyadenosine monophosphate soon as you can. so, to proceed with the floor, build up your Swordmanship Meter by defeating unconstipated enemies ( they keep respawning endlessly ), possibly with AXA jazz band, and then keep attacking the emboss ( when he spawns ) with a long ton of regular sword attacks ( button-mash A ) until you finally break his guard and stun him. When this happens, the LT release will appear on the screen, confirming that you ‘re ready to finish him off with a special move. Do sol, then mop up the minions to clear the area. last go through the wooden door where Teague has headed ( follow the compass as common if you get lost ), follow the hallways and proceed through yet another doorway to the Bridge Duel area. At this bespeak you will unlock :Jack’s second finish move Unlock Jack ‘s second ending move by escaping from the Prison Fortress .
1 template Bridge Duel This chapter is n’t finished quite however though. There is still a “ duel ” to win before advancing with the history. Duels are quite simple : your independent attacks are performed with LS. You can attack with LS_Up, LS_Forward ( right/left ), LS_Down. The enemy can parry your attacks, so it ‘s a thoroughly mind to alternate between upper and lower attacks to increase the chances of “ surprise ” the opponent and hit him/her. The “ jab ” fire ( LS_Forward ) always ends a jazz band of your attacks, so you should normally do something like LS_Up twice, LS_Down, then LS_Forward. This is good an exercise of run, barely batch around with the jazz band of LS_Up and LS_Down however you like to “ confuse ” the adversary, and then ( when you feel like it ) perform a LS_Forward approach to end the jazz band with a strike that ( if you ‘ve been performing a jazz band before landing it ) should strike alternatively of missing/being parried like most of the LS_Up and LS_Down attacks. It ‘s quite a random process, so equitable keep assail. In addition to the umbrage there is besides the defense, which works precisely the same way as the discourtesy. You know where the foe will attack you because there are three circles ( at three different heights ) that will activate in parallelism of where the enemy is about to attack ( if the amphetamine traffic circle glows then you should press LS_Up to parry his amphetamine reach, and so on ). The crippled besides tells you that you can “ counter ” ( stop being attacked by the foe and start your own offensive ) by pressing X/B/Y just after a successful parry assail ; this besides consumes your Swordmanship Meter ( it requires at least half the gauge to work ), but it ‘s somehow utilitarian to stop being the victim and start being the one to attack. Note that you do n’t have to use X/B/Y to counter “ formally ” like the game suggests : you can plainly wait for the foe to stop his jazz band and then start your own jazz band, saving the Swordmanship Meter for the unsavory phase ( as you will learn in the next duel ) ; this is the most advisable overture ( the enemies, on the contrary, will immediately defend consuming their meter and will never use it to attack ). Beware that you will lose your Swordmanship Meter if you get hit. After winning the first base duel another one will start ( after a few scenes ). The game nowadays teaches you the death things about duels. The first feature is a “ traverse sword ” minigame where you need to press LB/RB ( tap them both alternatively and endlessly ) to win and land consistent damage on the opposition. This randomly occurs when both you and your enemy attack at once, and there ‘s no room to trigger it on purpose other than attacking and waiting for the opponent to do the like thing against you. Another manner of triggering it is by unintentionally passing by a special part of the duel zone where an external event will make you or your opposition use the environment at his own advantage ( this will be seen in the future duels ). In addition to all this there are besides some special moves that you can throw in your combos by pressing A. To land such attack you must inaugural build up your “ Swordmanship Meter ”, which in the encase of Duels is increased by parrying. once your gauge is at least half-full, wardrobe A in the in-between of a jazz band ( it ‘s enough to use LS_Up once and then A correct away ) to attack the opponent and deal massive damage with a hit that besides ca n’t be parried. Each of these attacks deplenishes half of your Swordmanship Meter ( if you have more than half, but less than a full gauge, you will consume it all ). The mechanics of the duels look more complicate in these two tutorial duels than they actually are, specially due to the actions that the game forces you to make to teach you the basics of the duels. You ‘ll have a a lot easier prison term against the enemies in the next duels, where you can just spam random attacks with LS, waiting to build up the Swordmanship Meter in the defensive phases, and then attacking with A to promptly deplete the foe ‘s health. I good want to underline one last time that the best thing to do is to conserve your Swordmanship Meter lone to attack, since landing hits is harder than guard, and consequently the Swordmanship Meter should be used to attack and not to guard. After the second duel some more scenes will trigger, and you will finally make your evasion from this showery darkness position .
# Port Royal
Collectibles video. Beckett’s Dock If you take a look at the upper-right corner of the filmdom you will notice that there is a green-filled r-2 : you have one out of three “ Jackanism Gauges ” filled by default option, but you ca n’t quite use them good now. As a matter of fact, the other thing that you should notice is that Jack is n’t holding a sword at the moment, and his A-button attacks are now ( temporarily ) kicks rather of sword swings. There ‘s no way to start holding the sword again : the game has fixed portions of the report where you can hold your sword, while during other portions you wo n’t be given the sword and you ‘ll have to do without it. Go down the piers and follow the compass to find the charwoman you ‘re looking for. After the scenes, keep following the compass to find and remove ( press LB near them ) the five yellow “ wanted ” posters of Will attached to the walls here and there. When it ‘s all done it ‘s time to hunt down the three collectibles of this area. Looking at the house where you met up with Tia Dalma from the piers, go left to find a chest of drawers near a recess ( as far South as you can go ) which contains an iron stripe. Grab it, then locate three wooden doors a bite more north of this thorax ( they are on the West slope of the street ). Two of these wooden doors will open just by pressing LB near them, while the middle one needs to have its lock forced with the iron bar to open. Do so to access the first Periwig # 01/07 ( Periwigs are the collectibles of this chapter ). then go upstairs, precisely near where you met with Tia Dalma, and locate a rope. Climb up it ( climbing up ropes is a bit crafty : status yourself so you are holding LS_Up while going towards the lasso, then weight-lift B to jump and grab it ) to reach a platform where another chest is ; it has Periwig # 02/07. Jump back on the level of the street and go correct ( North ) now. At one point there will be a rock bridge leading right ; before proceeding on the bridge check your exit side to find a ladder near a wall. Climb up the ladder to reach a thorax with some Notoriety pickups. then, from this last chest, chute up the ledge on the right wall and follow it to the right to reach however another platform with a thorax, which contains the third Periwig # 03/07. When it ‘s all done, and after removing the five posters, cross the stone bridge to the properly. Bridge to Main Street Past the bridge a few guards will attack you. Without a sword, your best stake are kick attacks : just tap A near the enemies to cursorily defeat them. then follow the grok to go through a gate on the leave and reach the adjacent sphere. Main Street Stick to the right side of the street and walk ahead to find a r-2 to climb up ( it ‘s hanging from a build on the right side ). Do so to reach a balcony where you will find Periwig # 04/07. In this area ( besides in the next ones ) there are besides ten more posters of Will, optional collectibles unrelated to the achievements. Feel free to ignore them — their only determination ( other than a matter of personal idea of “ completion ” of a game ) is to boost your Notoriety score. As for the story progression, follow the circumnavigate to find a serviceman standing near the wall of a build, on the impart side of the street ( further on from the r-2 ), and speak with him by pressing LB when this push button is prompted on the screen. Your journal will pop-up alternatively of triggering a more authoritative dialogue ; the new job is to reach the Tavern Square area ( the wooden doors leading there are just near this Velasquez guy you equitable spoke with ). Tavern Square A bombastic fight will trigger here, and this time you can use your sword again. This means that for the first time you ‘re able to use the Jackanism move/attack. The machinist is dim-witted : iron LT+RT+A at once to “ activate Jackanism modality ”, so to speak. Doing this will trigger a large-radius blast that will instantaneously kill the enemies near you. The explosion can besides blow up explosive barrels ( so you should never activate the Jackanism mode when such dangers are near you ) and open the Jackanism chests, provided that you ‘re activating Jackanism mode with 3/3 “ Jackanism Gauges ” ( those three green gauges displayed in the upper-right separate of the screen door ). After activating Jackanism mode, for a few seconds Jack ‘s sword will glow greens, and you will immediately kill every enemy ( even bosses ) with a single sword strike. furthermore, as you kill the enemies on the screen you will read “ Soul XXX/100 “ : this is a counter that tells your progress through the Collect 100 Souls accomplishment ( get the reference book from the movie Dead Man ‘s Chest ? ). As you can imagine, your ultimate goal is to collect 100 of them to unlock the accomplishment. For this cause, it ‘s a identical good idea to try your best to kill as many enemies as possible with the green-lit sword ( i.e. during Jackanism mood ). note that the enemies killed while activating Jackanism mode ( those involved in the blast when you activate it ) do NOT count angstrom collected souls. only those hit by your green-lit sword reckon. This is why you should try your best to activate Jackanism mode aside from enemies : the less you kill with the savage, the more you can kill with the sword, and the better it is for your progress through the accomplishment. To collect Jackanism Gauges you need to pick up the Shrunken Head items. These items ( click here for a picture of them ) can be occasionally dropped by enemies killed with a special end move ( the moves performed after stunning the enemies, which consume the Swordmanship Meter, etc. ), and as anticipated earlier you should try to hit the button that has a crimson lap on the screen ( at this degree Jack has two different finishing moves, so you will start noticing the multiple choices when performing finishing moves ), since it seems to have a better drop rate of Shrunken Heads. Activating Jackanism manner will consume all your Jackanism gauges, but the more gauges you have, the longer the Jackanism mode will last. Whether it ‘s more commodious to get more gauges ( thus having a single but longer Jackanism mode ) or to use every gauge adenine soon as possible ( frankincense activating Jackanism manner multiple times but for shorter amounts of time each time ) depends on the site : if you ‘re in a context where a draw of enemies spawn promptly, then it ‘s probably better to get 2/3 or 3/3 Jackanism gauges first and then consume them all in all for an extend Jackanism mode ; if the enemies spawn less frequently then it ‘s better to use individual Jackanism modes with every Jackanism gauge you get, a soon as you get it. Jackanism mood lasts about 5 seconds for each Jackanism gauge you use when activating it. In any case, constantly do your best to harvest as many Souls as possible, but do n’t try besides hard to grind this accomplishment on your regular playthrough : there are good spots in some levels that make it easier for you to farm Souls. In fact, try to conserve your Shrunken Heads to open the Jackanism chests of every level, and then equitable collect the extra Souls with the remaining ones. When all the fights are over ( there will be some “ soldier ” enemies at one steer ; one of them will wear a grey coat rather of a red coating, and he ‘s a boss that has to be defeated with a particular finish up affect ) address with the bartender somewhere in this square. then go up the stairs in this area and follow the path on a ledge to find and reach a rope for hanging people ; press A near it to cut it a bite and then make your room back to Main Street. Main Street Follow the compass to find the wooden doors leading to the Blacksmiths area. Blacksmiths A duel will trigger here ; win it to continue. Warehouse Docks speak with the two guys standing near your starting position, on the leave. then walk down the way to trigger a fight against a few red-coat enemies — you do n’t have the sword again, so stick with normal kicks to win. Go down the wooden pier after the fight, and open the chest of drawers here to get an cast-iron bar. Go back on the path/street and proceed to your right ( coming from the pier ) to reach a dead end with a thorax containing Periwig # 05/07. then take the path going left and defeat another lonely enemy. Before this enemy there is besides ( on the impart as you go ) a wooden social organization. You can sneak below this structure to reach a complimentary Shrunken Head floating on the grate ( it ‘s the one shown in the sample picture I previously linked ). Get it, then check the right side of the street to find a passage leading to a lock gate : use the iron bar to open it, then proceed through a little tunnel to reach more enemies. One of them is dressed in grey and is a sort of bos : defeat the other enemies inaugural, then kill him with a long serial of kicks ( keep attack, he ‘ll finally go down ) and/or with shots from your flintlock — there is no better time to use it than when you are swordless against these “ bosses ”, which *can* be killed with the bullets unlike the bosses that fought when you are using the sword. When the enemies are all dead, your job will be to come back and address with Will in the previous and more open area of the docks ; before doing so, check the right side of the area where you fought the last batch of enemies to find a small wooden step leading you to Periwig # 06/07. After getting it, go back through the burrow and address with Will to trigger some scenes and end up in the final area of this chapter. Fort If you prefer, watch the video from 2:32 for a promptly guide of this area ( not merely collectibles, besides history progress ) ; otherwise stick with the following textbook. In this last wide-eyed sphere there will be a continuous fight against a fortune of enemies. It ‘s besides the first time that you can control two characters at once. The moves among the characters are very exchangeable, except that Jack Sparrow is the entirely one who can gather Shrunken Heads and use Jackanism Attacks. To switch between your characters use the D-Pad_Left/Right. If you stick close to the other playable characters you may occasionally perform ( this automatically happens, if it happens ) a couple attack where you fight back-to-back to kick the enemies away ; nothing particularly important ( here is a picture of Will kick down an enemy as he leans on Jack ‘s binding ; this is what I ‘m talking about ). Whenever possible, since he has more moves ( specially Jackanism ), Jack Sparrow is obviously the best combatant to control. The important ( and kinda annoying ) thing about multiple characters at once is that you must keep them all alive, and the characters controlled by the plot are not much smarter than the enemies controlled by the game. Make certain to always keep an center at the other characters ‘ life gauge, and switch to them to save them from dangerous situations when necessity. actually, the most important thing is to do everything deoxyadenosine monophosphate quickly as possible : the longer these multi-characters fights last, the higher the hazard of a KO on the characters that you ‘re not presently controlling. This first position will be peculiarly hard to keep under command, but it ‘s in truth the alone site where you may experience a game over due to the massive total of optional things to do while being harassed ( along with a dumb companion ) by so many enemies. With this being said, let ‘s explore this area to do everything related to the history events and collectibles ; beware since nowadays that there is a Jackanism breast to open hera, therefore try to avoid using Jackanism mode to save your gauges to open it ( you need 3/3 gauges to open the Jackanism chest of drawers ). I will refer to the in-game map ( in your Journal ; open it with Back ) for references. From your starting place ( East ) you have two cells to explore on the exit and right, but they are both presently unavailable, and in order to access them you ‘ll need to pull the levers besides required to proceed with the story. merely behind you, near the boastfully wooden gate, there is a free Shrunken Head. Southeast there is another loose Shrunken Head to collect ; a one-third one is available on the impale in the middle of this area. just near the Shrunken Head located Southeast there is a wall you can climb up ( it ‘s a wooden wall, or something like that ) : do indeed and follow the ledges beginning and then the way up some scaffolds. You ‘ll need to hang from the ledge at one point to proceed further mighty ( there is an obstacle on the wall near the ledge, so you ca n’t just slide with your back at the wall and your feet on the ledge ). You ‘ll besides need to cross a beam, and then go up more ledges ( jump up the higher ones when necessary ) to ultimately reach the city walls where the beginning pry is. Pay attention to your early character ‘s health while detouring up the walls, since he wo n’t follow you up here and the risk of getting him killed is high. This lever opens the cells that were originally on your leave, where the Calypso Piece of this chapter is ; it besides sets free a few more enemies. After pulling this first pry return on the ground ( merely jump down ; you ‘ll take some wrong, but at least you wo n’t waste time ) and go collecting the Calypso Piece # 02/11. Head Northeast to find some stables, and explore them to find a Shrunken Head in a corner ( the Northwest corner of the stable ) and some chests ; one of them contains a flintlock bullet train and even another Shrunken Head. good South of the stables ( outside of them ) there is a scaffolding with a lasso nearby. Climb up the lasso and follow the scaffoldings with random pickups to finally reach a scaffolding with Periwig # 07/07. If this is your one-seventh Periwig you will unlock :Seven Periwigs Collect the seven Periwigs hidden around Port Royal .
1 guide At this indicate you can go towards the rock step located Southwest. At their bed you will find the Jackanism breast of this chapter : gather three Jackanism gauges by collecting the necessary Shrunken Heads ( you should have 3/3 gauges by now ) and activate Jackanism modality near the breast to break it assailable and unlock :Port Royal Treasure Open the Jackanism breast in Port Royal, and unlock bonus material in the Treasure Trove .
1 template last, go up the stone step and then proceed all the direction to the correctly ( on the walls ) to find the second gear lever to pull. This one opens the other cells on the grate. note that up these city walls, on the forget side, there is besides the last of the rid Shrunken Heads available in this sphere. anyhow, restitution on the bed flat and explore the cells on the East side ( those North of the gate where you came from ) to find two more levers to pull : do so to raise two more gates. At this point you need to go up the city walls again ( go up the rock stairs Southwest ). At the top of the stairs, go left ( towards where the last Shrunken Head mentioned was ) to find a barrel with some total darkness vegetable oil inside ( you can see it leaking from the barrel itself ). Approach the barrel and soak your sword into it ( press LB near the barrel ) to set your sword temporarily on arouse ( it looks like a Jackanism-mode sword, except it glows red alternatively of green, but it has nothing to do with collecting Souls and it besides wo n’t instant-kill the enemies ). Quickly reach a couple of random cannons ( those up the city walls themselves ) and iron A to fire two cannon shots, as requested by the game. When it ‘s all done, go rear on the establish again and defeat the two bosses ( grey-coat enemies ) spawned from the cells if you did n’t do therefore early. While you ‘re here you might vitamin a well get the death “ free ” Shrunken Heads ( if you have n’t already picked up and consumed them all ) here and there ( those written in the former paragraph ) to get some extra Souls from the remaining enemies. When you feel like this area has nothing else to offer you, head all the way West with both of your characters. Approach the bell near the edge of the sphere ( far West ), and when both of your characters will be there you will ultimately end this chapter. You will besides unlock :Will’s second finish move Unlock Will ‘s second gear finish move by saving Chevalle and leaving Port Royal .
1 lead At this degree you can quit to the title screen for a moment and check the “ Extras ” ( last choice ) to find the “ Replay Level ” feature. Select the Prison Fortress, and replay equitable the beginning to find again and open the Jackanism chest of this stage, thus unlock :Prison Fortress Treasure Open the Jackanism thorax in the Prison Fortress, and unlock bonus fabric in the Treasure Trove .
1 template note : by default option you start with arsenic many full Jackanism Gauges as you had when you quit fib modality to return to the title screen. If you do n’t have 3/3 Jackanism Gauges, plainly come back another time. After clearing the game you will besides find three Shrunken Heads available to pick up correct next to the Jackanism thorax of the Prison Fortress, ready to be used to open the chest of drawers .
# Flying Dutchman
There is no Jackanism chest in this degree. Collectibles video recording. Dutchman Deck The chapter starts with a large fight where you can control three characters at once. This multi-characters incision will end ampere soon as you defeat the “ hammerhead shark ” knob ( grey/silver in tinge ) ( his real number diagnose is Maccus ). notice that Jack is fighting against Davy Jones, but he ca n’t defeat him. once Maccus is defeated, you will start controlling Will and Will alone. As Will, approach the side of the ship close to the other ship, and in detail approach the rig ( the ropes ) on the side of the embark and weigh LB at its base as suggested by the in-game message. Climb up the rigging, then use a part of the mast as a radio beam to reach the early embark. once you reach the other transport ‘s mast, locate a lasso ( on your right as you arrive on the mast ) and use it to climb down to the tied of the ship deck. On the Flying Dutchman you can find three types of enemies. First, the regular enemies, which fight back with swords as usual ; these enemies normally must be defeated to proceed. Second, there are some swordless enemies that are operating cannons ( two per cannon for a sum of eight cannons ) ; you can defeat them with a individual sword swing, since they ca n’t guard against your attacks — stopping the cannons by defeating these enemies is like scratching Will ‘s posters in the previous chapter of the game : it ‘s precisely an optional tax that you can ignore. Third, some enemies will be found embedeed within the walls of the department of the interior of the transport ; they are known as “ grabbers ”. To defeat these final enemies you need to approach them first ; they will try to grab you, and a Y-button picture will prompt on the screen. Tap Y and they should stop their attack for a consequence, setting you free from their grab again. At this point you can hit them once ( urge X/A ) to stun them ; if you pay attention and approach them carefully you can besides hit them directly without having to escape their grapple move beginning. then, after stunning them, press Y near them and tap Y repeatedly to finally pull them off the walls, eliminating them for good. You can ignore these enemies completely if you want ; do this just if you feel like killing them for some reason. After defeating the first group of enemies, locate a barrel where you can soak and “ fall ” your sword, then use it to burn a nearby door. After it finishes burning you can open it and proceed to the following area. Dutchman Gun Deck / Dutchman Hold There will be a bunch of rooms, one after another, with all kinds of enemies and besides easy-to-spot collectibles ( the local collectibles are ocean shells by the way ). – In the first base room there are no enemies and Nautilus Shell # 01/07
– Go downstairs to find more enemies and Nautilus Shell # 02/07
– Go through a doorway to entree the third room, where you besides find Nautilus Shell # 03/07
– Go through another door to reach another room with Nautilus Shell # 04/07. In this room a larger fight will trigger after the default enemies found when you arrive ; the enemies will come from the floor/walls for quite a while, but they are not infinite : keep defeating them and finally they will stop spawning
– From the last room you can open another door but besides go downstairs. Go downstairs first ( into the “ Dutchman Hold ” area ), and get Calypso Piece # 03/11
– Go back upstairs from the concluding collectible and this clock proceed through the future door. You ‘ll find yourself in a board with a bigger stairway leading downwards, but upstairs there is besides a ladder to climb up. Do so to reach the Organ Room Organ Room – paper nautilus Shell # 05/07 is equitable on your leave as you arrive
– base on balls towards the organ and a crowd of enemies will spawn. Defeat them all, then approach the organ to trigger a cutscene. When it ‘s over, climb down the former ladder to return in the former sphere Dutchman Gun Deck / Dutchman Hold – Some new enemies have spawned here, and one of them is a hammerhead-shark-looking bos. Use a limited eat up motion to defeat him
– Go down the long stairway ( previously ignored ) to reach another “ Dutchman Hold ” area, and fight another boastfully group of enemies. There is another knob among them, though this time his count is a act different ( his head is like … split in two halves ? ). Defeat him angstrom well
– The bosses will both drop a “ music sheet “, a key detail, when defeated. You need both the music sheets to continue
– still in this Dutchman Hold area ( downstairs ), look behind the crates/boxes below the stairway itself to find Nautilus Shell # 06/07
– return to the Organ Room when it ‘s all done Organ Room – approach the organ. now that you have the music sheets you can play it. There will be twelve groups of keys that you can press, each associated with a symbol. You need to play only the groups of keys associated with the symbols drawn on the music sheets of course, and besides in the adjust order. The discipline keys to play will look like this : adam X X 3
1 X X X
4 X 2 X note that if you fail to play the grudge successfully four enemies will spawn, and you ‘ll need to defeat them to try again. – After playing the organ correctly, a key will spawn in the middle of the board : catch it to continue At this point there is an optional thing to do before continuing with the report to end this chapter : go down the ladder to return to the previous area, and then reach the Dutchman Hold again ( down the long stairway ) to find a new group of enemies, with another knob among them. This fourth dimension the bos can be recognized for his sword, which looks like a bantam adhere with a distribute of horizontal “ scales ” ( it ‘s like a spinal column ). Defeat him to get an optional music sheet.
now return to the Organ Room and play the modern score : 4 X 1 X
X 3 X X
X X X 2 The last Nautilus Shell # 07/07 will come out of the floor like the former story-related samara. If this is your seventh Nautilus Shell you will unlock :Seven Nautilus Shells Collect the seven Nautilus shells, scattered throughout the Flying Dutchman .
1 template now all you have to do is finishing this chapter : locate a small door on the left of the run that links the Organ Room with the lower floor ( looking at the ladder from the Organ Room, it ‘s on the entrust of the run itself ) and go through it to return on the Dutchman Deck, therefore triggering some scenes that will complete this level. You will besides unlock :Will’s third finish move Unlock Will ‘s third finish up move by stealing the identify from the Flying Dutchman .
Collectibles television. Faithful Bride start by defeating all the enemies around you. In this first area there is a Jackanism thorax ( from the get down, go forward to find it near the wall of a construction ; it ‘s not identical visible, but it ‘s there, merely near a large suspend barrel ), but you may not have 3/3 Jackanism Gauges even. You will return to this first area late for story-related reasons, so do n’t worry about farming the Shrunken Heads now — you ‘ll get more than enough from common chests to fill the gauge and have it cook for when you ‘ll come back here. public speaking of which, if you go impart from the Jackanism chest you can find a breast in a barely-lit alcove, containing a Shrunken Head. Proceed onwards ; the game will tell you about some “ grenades ” ( or “ grenados ”, as they ‘re called in-game ) that you can pick up and throw against the enemies ( the long you hold LB before throwing them, the farther you will throw them ). They are not identical crucial items, barely another extra tad of the combat organization. You can find one of these grenades in a chest on the leave as you continue. note that some of the local enemies will attack you from afar with their gunshots : reach them a soon as possible to stop them. Continue on the alone possible way, towards some enemies firing shots at you. On the right as you go there will be some scaffoldings that you can climb up with the ladder near them. Do so, then jump a match of gaps ( follow the “ chase of the pickups ” ) to reach a wooden balcony. On the correctly side of the balcony there is the first “ local ” collectible : Pirate Flag # 01/07. Jump back on the labor and follow the streets to the right side. At one bespeak there will be a rampart ( with two enemies before it ; defeat them ) that you can climb by jumping. Do indeed to reach the following sphere. Piggery Defeat a couple of more enemies as they come at you. then grab one of the several barrels available and space it near the door of the wooden hovel located on the leave of the pigs pen. Light the barrel and let it burst-open the reside. After the explosion, check inside the reside to find Pirate Flag # 02/07. Near the reside there is besides an cast-iron banish. Use it to force the wooden doors opposite the pigs pen ( alternatively you can besides blow up these doors vitamin a well with another barrel ; it ‘s the like, very ) and reach the adjacent area. Giselle’s House A short multi-character fight triggers here ( you fight along with Will ), but you ‘ll be back in control of Jack Sparrow alone after defeating a few enemies. get the better of a few more enemies as Jack Sparrow alone, then take a look at this area. First of all, on the leave side, near a corner, there is a breast containing a Shrunken Head. Up a scaffold you should easily notice Pirate Flag # 03/07 — merely climb up the r-2 near the scaffolding to reach it. then, from this last collectible, reach the good end of the scaffold and jump to grab the ledge of the wall behind you. Follow the ledge and walls aaaaall the way right to find, finally, Pirate Flag # 04/07 inside a breast, along with a Shrunken Head ( on the room you will besides find another thorax with many-sided items ). Jump back on the earth after getting said items, and locate again the rope that you previously climbed. Looking at the lasso, the scaffolding with the third base Flag was on the right side ; go left from the lasso to reach a benighted small alley where, on the entrust side, is a semi-hidden large box that you can drag around. Do so, and drag the box towards the bottom-right side of your screen, until it ‘s in position to let you reach the wooden balcony where you should have noticed a Notoriety pickup. Climb up this balcony and explore it to find another breast, which this time contains Calypso Piece # 04/11. When it ‘s all done leap binding on the grate again and proceed left. At one point you will find two enemies near a barrel. Defeat them beginning, then use the barrel to blow up the wooden doors behind where the enemies were waiting for you. alternatively, there is besides an iron barroom that can be used to force the same doors ( the iron bar is on the labor near where the enemies were ). Behind these doors you will find a chest containing many-sided objects, and on its justly there will be Pirate Flag # 05/07. Continue to the next area. Twelve Daggers precisely as you enter this new helping of Tortuga, go left to find some stairs with the common “ trail ” of pickups ; the final of them is a Shrunken Head. back on the street, move onwards and talk with Will ( follow the compass to find him ) to trigger some fib events. Note that you could have proceeded far, beyond Will, in the Back Alley and Scarlett ‘s House areas, but the visitable portions of these areas are presently limited, so lashkar-e-taiba ‘s leave their exploration for belated. After speaking with Will you will end up in a tavern, in cooperative with Will and Elizabeth, both without a sword. Teach a kick-in-the-nuts example to all the enemies inside the tavern, and more scenes will trigger, taking you outside again. Piggery / Faithful Bride You restart in the Piggery and you have to make your way back to the beginning of this chapter ( “ Faithful Bride ” area ), fighting the enemies found on the way, as Jack Sparrow ( the sword is enabled again ) alone. You should have the Jackanism gauges necessary to open the Jackanism chest, if you skipped it at first — open it to unlock :Tortuga Treasure Open the Jackanism chest of drawers of Tortuga, and unlock bonus material in the Treasure Trove .
1 guide From the Jackanism thorax, go left and look for a break wooden wall. The wall you ‘re looking for is just before the modest illuminated alcove where you should have obtained the first Shrunken Head, earlier. Before the events in the tavern there was a man “ guard ” the wall, but nowadays he ‘s not there anymore : sword-climb the rampart to reach a ledge that, after some sliding and balconies, will finally take you to the Back Alley area — drop off the ledge to land. Back Alley good near where you should have landed, on your right field, there is a chest containing Pirate Flag # 06/07 and another Shrunken Head. You could have reached this thorax earlier besides, but nevermind it. From this breast, follow the alley going left ( if you go right you will backtrack to the Twelve Daggers area ) to reach the last sphere. Scarlett’s House Be careful when the enemies throw a bunch of barrels at you : they will explode mechanically, and you want to be far from them when this happens to avoid a game over.
After defeating a few more enemies, locate another break rampart to climb up. Cross a couple of beams and drop down past a fence/wall to follow the history events and besides reach a breast ( the thorax is behind you, in a small wooden area, just after landing on the anchor again ) which contains another Shrunken Head and Pirate Flag # 07/07. If this is your seventh Flag you will unlock :Seven Pirate Flags Collect the seven Pirate Flags of Tortuga, hidden in chests and privy areas .
1 guide motion on to reach the final area. Mistress Ching’s precisely follow the way and the history events to complete this chapter. Climb up a lasso and rise across a few balconies to follow Villanueva. then win a sum of three back-to-back duels ( the survive one feels a bit harder than usual since the enemy is quite defensive, but you will finally win ; when fight, expect an Up, Down, Up, Down, up, Up jazz band ) to complete this chapter. You will besides unlock :Elizabeth’s second finish move Unlock Elizabeth ‘s second base eat up move by locating Mistress Ching and Villanueva in Tortuga .
# Isla Cruces
Collectibles video. Beach You start with Will in a beach area that has a Jackanism chest of drawers ( near the trees on the right ). Ignore it for now, and sprint advancing to trigger a cutscene. Follow the path ahead and stick to the left walls to avoid passing between the two skeleton dart-traps on the way. Defeat the enemies on the way until you come to an area that has a bunch of trees and skeleton traps to avoid. From where you come, considering the trees as path-splitters you want to take these turns : right ; right ; left ; second turn on the leave ( check the collectibles video if necessity ). At this point you should see a lead of Notoriety pickups on the ground ; follow it to reach a dead end where you can climb up a rock wall to finally reach a lever. Pull the lever, then turn around and jump back on the ground level. After landing with your feet on the ground again, take these turns to continue : right ; mighty ; left, left. now you can continue towards a cave ( there ‘s another trail of Notoriety indicating the direction ), but make indisputable to grab Paprika Tin # 01/07 on the right equitable ahead entering the cave. Follow the passage through the cave, defeating the enemies as you go. Since you have pulled the previous lever, the two skeleton dart-traps by the edge of a cliff will face diametric directions, which means you can pass between them without triggering the trap. Jump the gap, then make your way to the right as you hang at the edge of the rocky wall. Pirate Pass Defeat the two enemies when you arrive, then locate another lever to pull near the adjacent border of the cliff. Pull it to trigger a timed mechanism that retreats three rocks from a rocky wall, therefore opening the way. immediately turn around and backtrack. On your leave as you backtrack there will be some vines to climb up ; do so, and quickly continue on the tree-beam. Follow the direction on the upper berth ledges and rise to hang at the next edges ; if you did everything promptly enough, the three rocks coming out of the walls on your room should still be inside the rough wall, and so you ‘ll be able to make it to the early end of this sphere. After landing again you will be near four levers. Three of them are near the wall, one after another ; the one-fourth one is in the center of the area. Ignore the one-fourth one for now, and call the early three levers “ 1, 2, 3 ” from left to right as you face them. You want to pull them in this order to solve the puzzle : 1 ; 1 ; 2 ; 3. When it ‘s done, the wooden gears on the nearby wall should be aligned correctly. At this point you can pull the fourth lever, which will summon a bomb calorimeter that will go through the wooden gears and ultimately explode near the rock candy barrier that is blocking your path. Before proceeding through the now-open path, make sure to open the thorax on the correctly side of this area to find Paprika Tin # 02/07. Clearing In the next open area you will find a crowd of chests and enemies. The chests are full of bomb calorimeter that will detonate soon after opening the chests, except for one of them which you want to open to continue with the story. The correct thorax is the irregular one on the right ( the first one on the mighty is near some trees ; the following one on the right, the correct one, will be near the rock wall ). Some cutscenes will trigger, and you ‘ll change the master character. Cliff Top As Elizabeth, immediately turn around from where you start to find a chest of drawers which contains Paprika Tin # 03/07. then continue on the way, defeating all the enemies you come across. You will join a three-characters fight along with Pintel and Ragetti. Defeat all the enemies that spawn, until the usual boss finally spawns excessively. Defeat him and the remaining enemies, so a cutscene triggers. Follow Pintel and Ragetti down the cliff, run-jumping and wall-climbing when necessary. After climbing bet on up with some vines there will be an enemy in front of you, a cave on your justly and a chest on your leave. Defeat the enemy, then open the breast to find Paprika Tin # 04/07. Go through the cave future, and jump depressed to the lower level. On the establish there will be more enemies, angstrom well as Paprika Tin # 05/07 ( near the left wall ). On the right side of the lower charge of the cave there is besides a lever : make certain to pull it, so you trigger a time mechanism that opens a door in the nearby Beach area. Hurry up and exit the cave, then quickly jump down to return in the Beach area. Beach cursorily locate the gate that you opened with the last lever ( with your back at the cave where you equitable exited, it ‘s on your right ), then enter the cave. Inside you will find some vines to climb up on the exit. Do so and you will reach the chest containing the Calypso Piece # 05/11 of this degree. now that it ‘s done, jump down on the shore and contend aboard with Pintel and Ragetti again, defeating a bunch together of enemies and then the approaching boss until the struggle is finally over. Some cutscenes will trigger, and you ‘ll take restraint of Jack. There will be three duels in a quarrel ( Will, Will, Norrington ). By now you should know how to deal with them. Win the three duels to trigger more scenes and end up in the future area. Crash Site now you play as Jack. Defeat the savage nearby, then take a expect at the path : there is a lower path, but besides an upper path with a Shrunken Head on the left and Paprika Tin # 06/07 a few steps ahead of the Shrunken Head. Get them both, then jump down on the lower level. Continue by climbing up some vines to finally reach upper ledges again. Proceed in the adjacent area, and defeat the many enemies that will spawn ( possibly avoid to use the Jackanism Sword manner, since there is merely two more “ dislodge ” Shrunken Heads before the Jackanism chest ). There is a chest on the good side of the open area which contains another Shrunken Head. Ahead of you there is a blocked passing with a barrel nearby ; light the barrel to blow up the barricade and open the direction. Before proceeding through the passage, make sure to access the belittled blue alcove on the leave side, where another chest is : it contains Paprika Tin # 07/07 and another Shrunken Head. If this is your seventh Paprika Tin you will unlock :Seven Paprika Tins Collect the seven Paprika tins of Isla Cruces .
1 guide now continue through the cave to end up in another assailable area. Coconut Cliff There is a pitchfork as you access this sphere ; if you go right you will reach a lever that opens a clock gate, but you do n’t want to go there so far. rather, take the way on the bequeath and climb up the ledges all the direction to the top to reach a close up gate. Facing the close gate, jump toss off on the right to find a thin corner ( green colored ) : press A when this push button is prompted on the screen, so you cut it down, creating a shortcut to the lever. Cross the fallen tree beam ( the shortcut ) and go pull the pry ; immediately turn around and backtrack using the shortcut again to make it through the gate before it closes again. Continue through more caves until you finally exit back to open air again. Use the rope on the right side to zipline back to the shore level. Beach After the scenes it ‘s ultimately time to get the Jackanism chest. Facing the ocean from the land, go left and search around the left-most trees to find it ; if you did n’t consume your Jackanism gauge you should be more than ready to open it, thus unlock :Isla Cruces Treasure Open the Jackanism thorax in Isla Cruces, and unlock bonus corporeal in the Treasure Trove .
1 guide Defeat the enemies upon the arrival of the common foreman ; defeat him besides and then mop up the target to complete this chapter. You will besides unlock :Elizabeth’s third finish move Unlock Elizabeth ‘s one-third finish move by surviving Isla Cruces .
1 guidebookWill’s fourth finish move Unlock Will ‘s fourth eat up move by surviving Isla Cruces .
Collectibles video. Black Pearl Deck You start as Will, and you need to take down the enemies coming at you ( there are two other characters fighting other enemies on the ship, but they are not in your team ). From your starting position, on the end of the ship in front of you there are two enemies that you ca n’t target at first. once all the enemies on the main level of the transport have been defeated they will come at you, allowing you to reach that slope of the ship, where a barrel filled with oil is. Sink your sword into it, so your sword is on arouse ; then locate the cannon ( on the forget side of the ship, from your starting placement ) — there is three of them, and you need to shoot a cannon ball with each of them. After firing the first cannon ball, more enemies will spawn, and once again there will be some enemies on the independent charge of the deck and other enemies ( including a boss ) guarding the access to the oil barrel. Defeat them all, then use the barrel to put your sword on fire again, so you can shoot the irregular cannon ball. Before doing this process one concluding time with the last cannon ball, loot the chests on the transport. There is a breast just in front of your starting position that contains Rum Bottle # 01/07. On the end of the ship opposite where the oil barrel is, up some stairs, there is another breast, containing Rum Bottle # 02/07. once you ‘ve got both the collectibles you can shoot the third cannon ball. A cutscene will trigger, and the Kraken will attack your ship with its colossus tentacles. In order to proceed you need to damage the tentacles themselves. ordinary attacks wo n’t do it ; you need to use some bombs ( grenados ), which are found in inexhaustible issue inside a respawning breast just behind where you will restart. once you have the bombard, throw it against the tentacles ; if it lands on the grate near adequate to the tentacles it will damage the Kraken a bite and the tentacles will retreat, allowing you to continue. When this is done, and so the way is clear, reach the barrels ahead and locate the lone barrel out of the net that contains a bunch of other barrels. Grab it with LB, then drop it near the other barrels ( press LB again ), within the rate of the net income, to advance with the history. Black Pearl Hold now you play as Jack. Behind you and on your properly there is a Shrunken Head that you want to pick up. Do so, then locate the nearby chest of drawers which contains a pair of fail ( the chest of drawers will continue to respawn bombs as you throw and blow them up ). The tentacle on your way is more bouncy than the previous tentacles with Will, and therefore you will need to blow it up with multiple bombs ( three should do it ). Once you notice a message saying that you should move on ( the message appears in the bottom-center part of the riddle ) you have confirm that the room is clear : even though the tentacle will calm move around in front of you, it ‘s now possible to go past it. immediately past the tentacle, in movement of you, there will be a chest ; open it to find and get Rum Bottle # 03/07. Proceed to the right to find another breast with respawning bombs ; grab one and make a few steps onwards. Before proceeding further to the leave side, check near the rampart on the right to find another Shrunken Head. now continue to the leave ; if you look on your correctly as you go you will see a cannon, but you ca n’t use it yet. Continue, and watch out for another tentacle that will break through a fence. Once the fence is broken, toss the bombard that you previously got against the tentacle, so it blows up and retreats. Advance forward a act, and look out for an oil barrel on your forget. If you want you can sink your sword into it, then backtrack to the cannon and inject a cannon ball at the remaining tentacles, therefore clearing the way. alternatively you can besides use the previous bombs to clear the manner ( there is besides an explosive barrel, for a third method acting ). The cannon fritter is the quickest choice, but do as you please. Keep going on and you will reach a larger room. As you approach some stairs ( leading upwards ), another tentacle will attack you. Facing the tentacle, somewhere behind you there is a breast that contains more respawning bombard. Use one of them to damage and push off the tentacle. besides facing the tentacle, on the left side of the board there is the Jackanism thorax of this chapter. You can find a third base Shrunken Head, along with Rum Bottle # 04/07, in the chest located at the bottom of the stairs ( beyond the point where the tentacle attacked ) — go outdoors that chest and get its content, so you are ready to open the Jackanism thorax to unlock :The Kraken Treasure Open the Jackanism chest in the Black Pearl, and unlock bonus material in the Treasure Trove .
1 lead interim you will have noticed that some enemies spawned as you defeated the tentacle ; there is precisely a few of them, so rack up a few Souls by killing them all with the Jackanism might. When they are all done for, go upstairs. Black Pearl Gun Deck Follow the way and a short cutscene will show another massive tentacle attack. In holy order to cross the area you need to time your movements. In particular, the first beam in front of you can be walked-on entirely if you wait until the tentacle attacks the beam itself and then retreats, giving you an open to quickly cross the beam before the following attack. After crossing the inaugural beam, you will notice that the moment beam is larger and continuously attacked by a tentacle. In order to cross it you want to drop and hang from its edge ( approach the edge and go towards it with LS_Up ) and then move to the exit side past the tentacle while inactive hanging at the edge, therefore avoiding reach with the Kraken. The third beam is like the first one : time your movements to get through when the tentacle is not attacking.
Read more: Best Free PC Windows Games_
fair as you cross the third gear beam there will be a chest on your correct ; open it to get Rum Bottle # 05/07. Keep going on and more enemies will spawn. somewhere on the right side there is an petroleum barrel — sink your sword into it, then locate and use cannon on the upper-left part of this deck, therefore shooting the future sic of tentacles that are on your way. Defeat the enemies if you want. then, in order to proceed, run-jump towards the broken floor on the right side past a gap. You should land and hang by the edge of the floor itself ; get up afterwards. On your correct there will be a breast with respawning bombs ; use one of them to nuke down the stopping point tentacle on your way. Before taking the stairs that ultimately end this section of the chapter, make sure to run-jump on the piece of floor on the side of the room opposite the last breast with respawning bombs, where you should easily spot the chest incorporate Calypso Piece # 06/11. then jump spinal column and go upstairs ( notice that the jumpstart back is a bit catchy, and you may end up falling down because Jack will jump in the incorrectly commission if you do n’t attempt the run-jump near adequate to the break floor on the leave. If this happens, you will fall just about where you started the partially with Jack, and you ‘ll have to make your room back here ). Black Pearl Deck The stopping point part is played as Elizabeth. Sink the sword in the petroleum barrel near your starting position, and then follow the lone potential path ( to the correct, upstairs ). You will naturally come across a thorax, on your left as you go ; it contains Rum Bottle # 06/07. After looting it, continue to follow the direction around to find a cannon : use your fire-lit sword to shoot a cannon testis at the tentacles ahead. once the tentacles retreat, proceed onwards to find a respawning barrel near a chest of drawers that contains Rum Bottle # 07/07. If this is your seventh Rum Bottle you will unlock :Seven Bottles of Rum Collect the seven bottles of Rum ( hidden in the Black Pearl ) during the Kraken ‘s assail .
1 guide now grab the barrel and bring it upstairs, near the next tentacles ( ignore the tentacles that are tormenting the other character in the middle of the ship, they ca n’t be defeated ). place it deoxyadenosine monophosphate conclude as possible to the tentacles, then weight-lift A near it to blow it up ( get away from the explosion roll before it bursts of course ). This will remove the final tentacles on your way, allowing you to proceed around some flames. Stick to the leave side to reach the rig of the transport ( near where the tentacles come from ), then crush LB when prompted to climb up the riggings themselves. You will reach the acme of a ship mast. From hera, walk on one of the two “ beams ” ( the discipline one has a vertical lasso at its end ) to reach a lasso ; press LB when prompted to trigger a scene. After the fit you ‘ll be on a beam again. Cross the beam ahead of you to reach a mast, then press B to zipline to the other side, reaching a lower mast. After landing, walk on the beam on the right field side and iron RT when prompted to measuredly get off the beam and use your sword to slide down by ripping a black curtain. You will land on however another air : walk forth to reach a solid mast, then proceed on the end glow ahead to reach a rope ; press LB near it to end this chapter. You will besides unlock :Jack’s third finish move Unlock Jack ‘s third base coating motion by surviving the Kraken ‘s attack .
This tied is full of fights, most of which are compulsory in order to proceed. Make indisputable to eliminate all the enemies as you find them on your way, both those on the street level and those on the balconies. There is no Jackanism chest in this level. Collectibles television. Red Lantern District Make a general slaughter of the enemies you come across, and go down the first street ahead. The street makes a turn justly at one item ; follow it, and look on your right after the turn to find a ladder. Climb up it to reach a wooden balcony, then follow the balcony to the left and run-jump on another wooden balcony. here you will find a thorax containing Sea Chart # 01/07. Proceed right and open the area from all the enemies that will spawn. At one point you ‘ll have to fight along with Elizabeth and Barbossa. After this part some cutscenes will trigger, and you ‘ll have to find a manner around a obstruct gate. In club to continue you need to reach the wooden balconies ( there are many ladders to get up there ) and follow them to finally make a hanker derail on a balcony that you could n’t reach with a run. Defeat the enemies up hera, then jump down and continue to the next area. Courtyard As you go on, at one orient you ‘ll have to drop down to the lower level. Do so, and immediately turn around after landing to see a big wooden box. Facing the nearby stone wall, you want to drag the box to the correct, near a scaffold with a breast on it. Get on the scaffold by jumping on the box itself, and open the chest to find Sea Chart # 02/07. then jumpstart and use the nearby r-2 to zipline to the inverse side of the area. After the tease, jump down on the lower level, where a crowd of enemies are. One of them, standing near a chest, is a knob. You can ignore them all, but make sure to loot the thorax guarded by the “ boss ”, since it contains Sea Chart # 03/07. After getting this detail you can jump back up the wooden balconies where you landed after the zipline tease, and then hop onto more balconies to reach the next area. Market Street jump on the street level again, and take the way to the right to finally reach a close gate with a lever on the right side. Pull the lever, so Barbossa and Elizabeth join you again. Another large fighting separate will start now, and you need to defeat everyone in order to proceed. once all the active is over, refund to the gate where Elizabeth and Barbossa came from ( it ‘s an easy reference book point to understand where to go now ), which is now closed, and backtrack towards where the latest active took place. As you go there will be two ladders in front of you : one on your left allows you to backtrack to where you in the first place came from ( the Courtyard area ) ; another one on your correct allows you to go up the common wooden balcony ( you credibly climbed up this one to defeat a few enemies in the former fights ). For address, the correct ladder takes you to a balcony with a thorax that contains two fail ( the breast is on the leave ) and has a ledge on the good. After climbing up the run, go right to walk on the ledges of the nearby build. Walk deoxyadenosine monophosphate far as you can, then jump on the face-to-face building ‘s ledge to continue further on some other ledges. Keep following the ledges around, jumping on the amphetamine ledges when necessary, so you can reach a higher wooden balcony that has a breast on it. The chest of drawers contains the adjacent Sea Chart # 04/07. From here you can use the nearby zipline to return to the main area more quickly, landing on a balcony. Follow the balconies around with the common long jumps when necessity, so you can continue in the following areas. As you go on you will drop down a wooden platform, and there will be a crimson barrel in front man of you ( on the street degree ). once you see it, immediately turn around and check under the chopine where you came from to find a chest of drawers ; it contains Sea Chart # 05/07. Follow the path from here to reach the adjacent area. Shrine Jump down to the steet tied again ; there are enemies on some the scaffoldings and platforms, but you can ignore them this meter. You may besides notice a long trail of ledges near the pit walls, but it ‘s the long way to the following address. There is a much better ( shorter ) route to take : from where you land, go left and check a corner of the square ( the leave one from where you landed ) to find a wooden crate/box under a chopine. Drag it backwards and to the correct, therefore revealing a thorax hidden behind it — open it to find Sea Chart # 06/07. After getting the collectible, side the box so you can use it as a stepping stone to jump on the platform under which the box primitively was, and then continue from this chopine to advance to the following area. The many ledges around the public square would have taken you just on the platform above the box. Bath House Make your means through the enemies, following the only potential path. At one steer there wil be two enemies on a balcony in front of you, which you can reach and defeat by run-jumping from where you came. Do so, and take note of the run on the like balcony of where the enemies were ( the run is on your mighty ). Do n’t go up the ladder even though : jump toss off on the street charge and check under the platform where you came from to find a chest containing Sea Chart # 07/07. If this is your seventh Sea Chart you will unlock :Seven Sea Charts Collect the seven Sea Charts from the streets of Singapore .
1 guide Facing this last chest of drawers, go right to find a close gate with a lever nearby. Pull the lever to open the gate, then go through it to find an alley with a thorax on the right side ( nothing limited here ) and another breast on the left. The chest of drawers on the left contains Calypso Piece # 07/11. once you have it, there is an optional collectible if you want. From where you came from, the lever and gate with the last chests was on the left. If you headed to the right you would have found a bunch of enemies guarding a breast ( the boss among them is the closest one to the thorax ). The chest is a bit special, since it ‘s the “ Sao Feng ‘s thorax ”. It ‘s worth +500 Notoriety points right as you open it, and an extra six Notoriety bags. Of course this is wholly optional and unrelated to achievements, like Will ‘s posters in Port Royal or the cannons stopped on the Flying Dutchman. immediately there is truly nothing more in this level : go up a ladder to return on the platform above the chest with the survive Sea Chart, then jump on the balcony with those two enemies and go up the run that I previously told you to ignore. Defeat another foe up hera, then zipline down a rope to trigger a cutscene. You ‘ll end up in a large room full of enemies. There are four allies, but two of them ( Elizabeth and Barbossa ) are fighting against two immortal enemies, and are immortal in their turning. The allies you have to worry about are Pintel and Ragetti. In this fix you want to immediately locate two black-dressed female enemies. They are bosses, and you want to take them out american samoa quickly as possible, before the enemies can overcome you with their large total. Once the bosses are both down, defeat the remaining enemies to trigger more scenes. Waterways In the last depart of this chapter you need to fight through a bunch together of soldiers to make your manner to a ship. You can actually skip the contend, and it ‘s advisable to do sol ( there is a lot of enemies, and you can easily run past them and scantily get hit by equitable a few of them ). There is only one direction to go, so you should have no problems continuing ( at one sharpen it seems like there is a crotch, either forward/left or to the right ; both the path actually go around the building in front of the fork, so either way will take you to the address ). Once you can see the ship you will find the survive three enemies ; one of them is a boss, and you can recognize him since he ‘s unlike from the other soldiers ( he ‘s wearing a long coat alternatively of the typical uniform like the rest of the enemies encountered astir to this point ). Defeat him and take down the minions that spawned along with him ; the enemies left behind you wo n’t reach you, and the chapter will end. You will besides unlock :Elizabeth’s fourth finish move Unlock Elizabeth ‘s one-fourth finish move by exploring and escaping from Singapore .
# Davy Jones’ Locker
Through this solid charge you will not be able to rely on your compass, which will endlessly spin in all directions without giving you any actual reading. The collectibles television will besides guide you through this floor, so feel exempt to follow it if you need to know the way more easily. Collectibles video recording. Dunes of Delirium Expanse In the beginning large area where you start there are three chests ( and a bunch of enemies ). The chest close to you has a Shrunken Head inside. Another one, farther on near a wooden pole of some kind, contains the first of the collectibles of this place — it ‘s Skull # 01/07. A third chest of drawers, all the means to the left near a rock wall, contains another Shrunken Head. You will notice a couple of skeletons tied up at two small poles here and there in the middle of the backbone. If you hit them, they will spin about and point their arm towards the correct focus to take. If you take the incorrectly management, a ambush will spawn from the land and will hit you — two hits of these traps and you ‘re dead. now that you know the danger, the decline path to take is the one in the bottom-left separate of the area, referring to it from the starting placement of Jack. In other words, if you face the rock rampart near which there was the third chest ( the second one with a Shrunken Head ) the right path is one of the two on the exit, and specifically the one close to the rock rampart. The skeletons will help you confirming the adjust direction ( or barely watch the video, truly ). L iars’ Graveyard In this area there are besides multiple paths and skeletons indicating the way to go, but would you trust their indications in an area with this name ? Of naturally not. From where you start, go right to step inwardly a giant animal ‘s rib batting cage skeleton. here you will find a breast which contains Skull # 02/07, equally well as so far another Shrunken Head. Turn around and go all the way forward ( from where you came, it ‘s the path to the left ), ignoring the way further on the right past the breast that you opened, and besides ignoring the path that from your master military position was ahead of you ( these two are the paths indicated by the skeletons ; you ‘ll just walk into a trap if you go there alternatively of impart ). The Stormy Ship Go on and examine the wheel that a man is controlling ( press LB when prompted ). After a few instants, the man will be wiped out by the tip ; while you wait for this event, open the chest of drawers near the wheel to find another Shrunken Head and Skull # 03/07. A bunch together of enemies will spawn once the wind takes the plagiarist with it : defeat them all, including the boss among them. then return to the steering wheel, which you can nowadays examine with LB again : do indeed ( only one side of the wheel will work, specifically the one inverse the breast with the survive collectible ) to exit to the next area. Canyon of Forsaken Ships This is a more classical area. Go through a cave and then proceed to the left past a belittled bridge. Jump up a ledge where an foe is, then sword-jump and climb up a match of walls to continue. As you go through some caves you will end up near a zipline : use it to cross to the other side of the canyon. After landing, run-jump on the next ledges. Continue onwards, and ignore the beginning cave you see on your left. alternatively, proceed further on, towards an foe, to reach a thorax that contains Skull # 04/07. Turn round and go through the cave that you merely ignored. After exiting the former tunnel, continue and cross a beam to enter another passage in the mountains. Cliffs of Insanity At this charge you will see some ledges and beams ( two ) on your right. On your entrust, below you, there is a ledge where you can jump. Do so ( jump down the ledge on the left ) to land near an foe and a chest. The chest of drawers contains Calypso Piece # 08/11. In order to make your way back you need to climb to the former ledge with some small edges near the rock wall. once you get back on the former ledge, you can continue to the right ( where the two long beams are ). Of the two beams, the one you want to take is the second one you come across. The first gear one takes you to a ledge from where you can run-jump to another ledge from where you can access a zipline that takes you to the ledge where the breast with the last Calypso Piece was ; of course you want to ignore this way since we already took a shortcut for that zone, and entirely proceed to cross the second balance beam so you can reach a door ( somehow embedded within the rocky wall ) that will take you to the adjacent area. Fiddler’s Green In the middle of this area there is a construction, a tavern. It ‘s useful to refer to the entrance of the tavern to give some directions here. In particular, I will randomly refer to the back of the tavern as “ North ”, its anterior separate ( where the capture is ) as “ South ”, and its sides as West and East. You come from South/Southwest. First of all, go North to find a man standing still ; speak with him and he will give you a secondary deputation ( “ Grog-rot Quest ” ). This quest must be completed to obtain one of the Skulls ( the sixth ). As for nowadays, ignore the rest of the away and record inside the tavern. Fiddler’s Green Tavern On the right side as you enter there is a breast : open it to get the “ Empty Stein “ detail. Take a spirit around you, and you ‘ll see three barrels : one near the entrance ; one on the correct side ; another one on the leftover side, near the buffet. You want to approach the barrels near the entrance and near the rejoinder and press LB near them to fill the Stein. You want to fill the Stein with each of these barrels ( near the capture and near the counter ; not the one on the correct side ) once. You will receive a message ( bottom-center of the screen ) saying that “ The Stein is half-filled ” after filling it with one barrel ‘s capacity, and “ Stein is immediately full ” after filling it with two barrels ‘ content. You may fill the Stein with the like barrel doubly, but you want to mix up the Stein with the two barrels mentioned earlier ( even ). Once it ‘s done, you ‘re ready to complete the quest for the guy outside, but first permit ‘s finish the things inside the tavern while we ‘re here. talk with the bartender, who will give you a story-related quest. The tavern will rise up in a crusade : kick everyone you-know-where to continue. To exit the tavern, climb up the rope near where you found yourself when you entered. Fiddler’s Green You will notice that in front of the exit of the tavern there is a newly chest. overture it, and a crowd of chests will open, one after another, each containing the following chest, in a matryoshka style. The last one of them, however, does n’t contain another breast, but Bottle of Rum # 01/05 ( the five bottles are the request of the bartender, necessary to advance with the story ). If you are not fast enough, the chests will mechanically retreat, but you can constantly open them again. After getting this first trophy, examine the first breast again and a new set of matryoshka-chests will spawn, this time on the face-to-face side ( towards “ East ” ) of the beginning fourth dimension ; the loot will be Skull # 05/07. If you look behind some rocks to the “ South ” you will find Bottle of Rum # 02/05. You can find two more of these bottles near the walls of the tavern : Bottle of Rum # 03/05 near the East wall, Bottle of Rum # 04/05 near the Northwest wall. Reach the guy behind the tavern, and speak with him to complete the previous bay. now a new thorax has spawned near the Southwest corner of the tavern ( calm outside of it ) : strive and open it to find Skull # 06/07, the anticipate prize. The last Bottle of Rum # 05/05 is placed behind the rocks far North ( those near the guy who committed the optional pursuit that you just completed ). Before returning the bottles, go Northwest to find besides the Jackanism breast of this floor, in the center of the sand. You should have more than adequate Jackanism gauges to open it, thus unlock :Davy Jones’ Locker Treasure Open the Jackanism thorax of Davy Jones ‘ Locker, and unlock bonus material in the Treasure Trove .
1 scout rejoinder in the tavern. Fiddler’s Green Tavern speak with the bartender to report the quest of the bottles of rum. passing back outside. Fiddler’s Green Stand under the belittled wooden arch-door which is located near the matryoshka-chest. now you can press LB while standing under it, frankincense triggering some scenes and a duel. Defeat Black Bart in the duel a couple of times to continue. Sea of the Dead In this final department you have to fight in cooperative with Will and Elizabeth. Go forward to the other conclusion of the embark, where Will is ; up some stairs you will find a breast containing Skull # 07/07. If this is your seventh Skull you will unlock :Seven Skulls Collect the seven Skulls hide throughout Davy Jones ‘ Locker .
1 guidebook immediately defeat all the enemies, including the three bosses among them ( they have a more “ elegant ” courtship than the common enemies, normally a farseeing crimson coat with a belt on the chest of drawers ), to complete this chapter. You will besides unlock the death story-related accomplishment of the game :Jack’s fourth finish move Unlock Jack ‘s fourth complete move by escaping from Davy Jones ‘ Locker .
# Sea Battle
There is no Jackanism chest in this floor. Collectibles video recording. Black Pearl Deck You start where you left, on board of your ship in a cooperative fight with Jack, Will and Elizabeth. Defeat all the enemies ; as usual there will be some sort of bosses among them. The bosses all have semi-bald hair and a ponytail, but in fact they can besides be defeated with unconstipated hits ( they good have more health than even enemies ). The best thing to do is try to quick-kill them all with the AXA jazz band ; if they get up again, they are bosses. finally you ‘ll take them all down, advancing with the report. Next you will fight a duel against Sao Feng. He likes to spam the Down, Down, Up, Down, up, Up ( and its opposition ) jazz band, so be ready to guard against it. Win the competitiveness to continue. Dutchman Hold You restart with Elizabeth. Open the gate in front of you with LB, then go leave into a large board with a stairway ( you will credibly notice a thorax behind a seaweed-locked cell ; ignore it for now. You may besides notice a guy in a cellular telephone with a barrel on the right of where you started ; ignore him, you ca n’t shoot the barrel to blow it up and you ca n’t get inside ). Defeat the enemies that spawn, then look on the left of the boxes under the stairs to find a chest containing the first collectible of this tied : it ‘s Tarot Card # 01/07. In this lapp room, opposite the step, there is a bluejacket that you can set spare ( he ‘s homo, he does n’t look like a “ grabber ” ) ; Sailors are the “ secondary collectible ” of this chapter, unrelated to achievements, so you can ignore them like the Will ‘s posters back in Port Royal and the other exchangeable examples. Before going upstairs you may besides want to pull the grabber out of the rampart on the right of the stairway, since he will drop some items among which besides the “ Heart ” ( healing item pickups ). Go upstairs and defeat a couple of more enemies ; there is another grabber to pull out of the wall if you want, and the second Sailor is on the like wall as it. Climb up a ladder to reach the Organ Room. Organ Room There is a breast on the exit and right side of the room ; open the one on the leave to grab a copulate of healing items, then loot the one on the right to find Tarot Card # 02/07. Approach the swords in the middle of the board and bid LB to grab them. Sink your new sword in the nearby oil barrel, then go to the early side of the room to find an crusted desk ( it ‘s near the chest of drawers with the last collectible ). Use your fire-embedded sword to clear the desk, frankincense revealing a music sheet ; choice it up. now reach the harmonium in this room and play the score you barely got. The discipline keys will are disposed like this : ten 2 X X
4 3 X X
1 X X X After successfully playing the score, some enemies will spawn and you ‘ll be locked in this room. Defeat the boss ( Maccus the shark-head ) among them, then kill the other ones to re-open the passage to the ladder you used to climb up ; once it ‘s done, startle back down. Dutchman Hold There are enemies here besides, and you need to defeat them all ( including a few respawns ) to re-unlock the doorway to continue. Backtrack to the cells where you started this chapter. There will be an open door now at the end of the hallway near the cells ; go through there and continue. walk in the adjacent area of cells to trigger the spawn of another boss. Defeat him, and he will drop an cast-iron bar. In the lapp board as the last knob there is besides another Sailor, the one-third one, that you can set free — pull him off the wall, then grab the iron legal profession. Check the cells near where the last bos spawned. One of them is locked and the lock is covered with seaweed ; you ca n’t do anything about it even. The rest of the cells are locked with a simple interlock, dislodge from seaweed ; use the cast-iron bar to open them all ( more iron bars will be found inside the cells you open, so you never run out of them ), frankincense setting free random guys ( this is necessary to proceed ) and gaining access to two chests that contain Tarot Card # 03/07 and Tarot Card # 04/07. In the same room as one of the last collectibles there is besides a respawning explosive barrel. Grab it, then use it to blow up the seaweed from the survive cell of this room ( you ‘ll have to use the iron bar after removing the seaweed from the engage with the explosion ). Once it ‘s unfold, get inside to find a freak-guy sit on a table. If you speak with him, he will give you a secondary deputation ( “ Find Jericho ‘s Bottle of Rum ” ), which we ‘ll complete soon. Grab another iron bar and mind spinal column to the former room ( the board where your cell was ). immediately on your leave as you return hera there is the cell with a guy sitting on the grate, adjacent to an explosive barrel. Open the interlock of his cell to set him spare ( at this point you should read a message telling you to reach the main deck ; if that ‘s not the case, there is distillery person trapped in one of the cells in the other board ), then grab the explosive barrel inside his cell. Use the barrel to finally blow up the seaweed off the lock of the other cell adjacent to your first cell, and then break inside with the usual iron banish. At this point you can loot the chest inside, which contains yet another Tarot Card # 05/07. When it ‘s all done, go back to the room with the many cells, and nowadays locate ( on the bottom-right corner of the room, as you enter ) a door which was previously locked. If you set all the pirates free it will now be unlocked, allowing you to go up some stairs ( watch out for a grabber-freak on the right wall as you reach the stairs ) ; do sol. Dutchman Gun Deck Follow the room around ( there is another monster in the wall on the leave as you go ). Some enemies will attack you ; you will see a thorax merely on your way — open it to get Tarot Card # 06/07. Go around the boxes to reach the upper-right corner of this board where a movable crate is. It ‘s a bite blended in the rest of the garbage up hera, but if you approach it you will see the RT button prompting on the screen. Once you find it, pull it left to reveal an oil barrel behind it. Put your sword on fire, then reach the upper-left recess of this room to find a door with a seaweed lock : burn the seaweed with your sword, then enter the adjacent board. In the future room there will be the common massive fight with a boss ( “ Penrod ”, who looks bigger than the others ; he has big pinch arms and a crustaceous head ) ; note that you fight in cooperative with two early random characters, thus watch out for their health excessively. When the fight is over, take your meter to open the chests in this room. One in the middle of the room, near a column, contains Tarot Card # 07/07. If this is your one-seventh Tarot Card you will unlock :Seven Tarot Cards Collect the seven Tarot cards lost around the Flying Dutchman .
1 guide In this lapp board, on inverse walls, there are besides the fourthly and fifth Sailors to set release. Continue in the adjacent room, and defeat a match of more enemies ( plus two more respawns ). In one of the walls of this room, near the next step that you will climb up to continue ( ignore them for now ), there is another grabber. Make certain to pull him out of the wall, since he ‘s the one that will drop Jericho’s Bottle of Rum, the key detail required for the optional quest aforementioned. In this room there is the sixth Sailor besides, if you care about it. After getting the “ bottle ”, backtrack to the previous rooms, and revert downstairs. Dutchman Hold Enter the cell with the ridicule sitting on the table ( Jericho ) and hand over the bottle that you barely collected. He will reward you with Calypso Piece # 09/11. Return upstairs. Dutchman Gun Deck Climb up the stairs that you previously ignored. In the next room there is the final Sailor to set unblock. There are besides two doors, both leading to the last area of this chapter — take either of them to continue. On a side note, it ‘s besides possible to cut two ropes that are around a crowd of boxes. If you do indeed, the boxes will collapse on the stairs that you climbed up to come up here, frankincense blocking the way back. The only positive thing about this is that you get +75 Notoriety points added to your sexual conquest. Dutchman Deck Defeat the enemies, specially the two bosses ( they look different and wield dented swords ). Once they ‘re both dead you ‘ll have to “ free your crew ”. First of all, finish off the remaining enemies, including a couple of redcoats. then go up the small stairs somewhere on the deck to reach the amphetamine levels and set free the two crew members tied up at the masts of the ship ( approach their ropes from behind and press A when prompted ). last, approach the lasso near the bicycle of the ship ( it ‘s by one side of the transport ) and press LB as prompted to complete this chapter. You will not unlock the usual story-related accomplishment this meter .
# Shipwreck City
Collectibles video recording. South Docks If you turn around from your starting status you will see the Jackanism thorax of this chapter. You may not be able to open it however due to shortage of Jackanism gauges, but that ‘s not a problem since you ‘ll be back here ( for story-related reasons ) to open the thorax former. Go down the street. just about when the street turns right, look for a bearded valet near a build up on the bequeath : he ‘s Sri Sumbhajee, who needs your help. Speaking will him opens a the doorway to a tavern further on — follow the street to reach the future area. Tavern Square Locate a door where you can enter by pressing LB ( it ‘s near a Notoriety pickup ) and get inside. The Cutlass talk with the bartender as suggested by the game. Another story-related quest will start, a well as a crusade in the tavern — do some nuts-kicking and exit bet on outside. Tavern Square Go straight ahead of you to proceed through a passage. Follow the path on some wooden piers, and defeat a couple of enemies to continue through a build up that takes you to the following area. Wooden Docks, The Piers Keep defeating the enemies, descending down a ladder when necessary. Continue on the docks and jump across a copulate of gaps to go on. After the second alternate, on your right there will be a chest of drawers ; open it to find Gold Bar # 01/07. Keep following the path and you will jump on a wrecked embark. On this ship there is a mast you can cut ( press A when prompted ) to create a beam-bridge to cross and proceed. Before doing so, make sure to get the Shrunken Head from the thorax on the leave on this lapp ship. affect on, defeat the enemies on the way, and you will finally reach another wrecked transport. In here there is another semi-hidden Shrunken Head available on the leave english. Go back a spot, and return on the previous piers. You want to locate and climb up some transport rigging close to this last wrecked transport ( the rigging takes up to its masts, and is near to some boxes on one of the piers ). After reaching the top, zipline your direction to the other side of the docks. Continue on more piers and a couple of duels against Ammand the Corsair will trigger — win them both to proceed. West Docks, The Harbor After the duels walk ahead and climb up the r-2 on your way. Get off the rope and go on to find a chest of drawers ( near a statue/column, on the right english ) which contains Gold Bar # 02/07. Go through the inside of another bust up transport to return to a more open area. Market Area immediately as exit the inside of the ship, check on you right to find another breast which contains Gold Bar # 03/07. There are two possible paths you can take from the Market area. One of them takes you to a dead end of the “ Tavern Square ” area where a chest with random stuff is ; you can ignore it now, although late you will use this passage as a shortcut ( there will be a pry that will lower the roadblock that is now hera ). The other path ( where the compass points at ) is where you want to go. Proceed downstairs when necessity, and engage fights with the future enemies ahead, frankincense reaching besides the following area. East Docks, The Inlets Reach the piers. There will be a branching at one point : either ahead ( towards an foe shoot at you ) or to the proper. Go right first, so you can defeat an enemy at the end of the pier. Near this enemy there is a r-2 you can cut ( press A when prompted ) : do so, and a little raft will be released, creating a bridge for you elsewhere. now take the other way ( towards the guy shooting at you ) and proceed thanks to the raft that can be used as stepping stone to cross the gap. After jumping back on the piers, go right ahead proceeding upstairs, so you can cut another lasso to release another batch. then go upstairs and continue on the batch. Cut another icky mast to use as air to proceed far on. Go through a belittled tunnel, and open the chest inside to find a Shrunken Head. Proceed past the thorax ( on the right ) to the next sphere. East Docks, Cliffs of Debris Reach the ship at the end of the piers, and jump on the metallic boundary of the ship to hang at it. Slide all around the ship, then get off the edge at the inaugural pier you come across ( there is another pier further on, but there is nothing to get or see there right immediately ). Continue on more piers to find a cannon on your way. Ignore it at first, and ignore besides the wrecked ship ahead of you. Follow the piers to the leave, and you will reach an oil barrel ; use it to put your sword on fire, then return to the cannon and blast a cannon ball that will knock down the mast of the transport ahead. Use the fall mast as a beam to reach a batch where the chest check Calypso Piece # 10/11 is. backtrack from where you came and return to the petroleum barrel. Jump up the next ship ‘s ledge and follow the ledge to the leave. Get up with your feet on the ledge when necessity, and jump up to the higher ledges. Go all the way to the right, then return on the pier charge when the ledges end. Climb up a ladder to enter a bust up ship. Inside this bust up ship there is a thorax with a Shrunken Head ; die it to reach the adjacent sphere. The Slums Go directly ahead ( follow the compass ) towards a guy with a red jacket and a hat. Before talking to him, attend for a chest of drawers on his leave ( facing him ) and open it to find Gold Bar # 04/07. then speak with the ridicule, who is actually Barnaby, to trigger a contend where Barnaby himself is the only party boss. As you win the fight, a short view will show that a new passage has been opened. Go through it ( it ‘s in a corner near the chest with the last collectible ) and you will return to the previous area. East Docks, The Inlets You may or may not recognize the smudge, but you are precisely about at the piers where you cut the first base r-2 to release a batch. Anyways, ignore the path to the correctly ( which takes you back to the Market Area ) and go down the stairs on the leave to reach the smudge where you cut the first r-2. There is a guy here nowadays, but he ‘s not an foe. Speak with him and he will give you a secondary quest ( “ Salvage loot from East Docks ” ). This request will earn you the last three amber bars, and you will find them all on the way as you follow the path that you previously followed ( jump across the rafts and thus on ). In particular, you will find Gold Bar # 05/07 on the pier on the correct after the first raft ( go right earlier going upstairs ) ; Gold Bar # 06/07 is in the “ East Docks, Cliffs of Debris ” area, on the belittled piers that you access if you keep following the edges of the first gear embark rather of dropping on the foremost piers you come across ; Gold Bar # 07/07, besides in the “ East Docks, Cliffs of Debris ” area, is found on the pier after the edges of the second transport ( the ones you use to go from left to right ). You can besides find an extra Shrunken Head near the chest where the calypso puzzle patch was. If you got all the seven Gold Bars you will unlock :Seven Gold Bars Gold – every commandeer ‘s ambition ! Collect the seven gold bars of Shipwreck City .
1 lead ultimately backtrack to the Market Area and speak with Sri Sumbhajee, who recently moved hera. After the scenes, competitiveness in cooperative with Mistress Ching and Villanueva ( the two bosses here wear long coats of the like color rather of a classical military consistent ). Tavern Square Win the fights, then follow the compass to locate the shortcut passage that leads to Tavern Square. Pull a lever to unlock it, then fight the future bunch of enemies ( two bosses, like earlier ) together with Sri Sumbhajee and Ammand. South Docks Follow the trail of pick-ups that will spawn in front of you after these fights, so you return to the South Docks where you will fight in company of Teague. Ignore the enemies at first, and ultimately go opening the Jackanism chest of drawers at the end of the path ( if you did n’t do so earlier ) to unlock :Shipwreck City Treasure Open the Jackanism chest of drawers in Shipwreck City, and unlock bonus material in the Treasure Trove .
2 guides With the remaining time you have, quickly eliminate the bosses and other enemies with one-shots of your Jackanism Sword attacks, therefore besides collecting some extra Souls. After the battle is over, step on the wooden piers on the leave side of this area ( follow the scope ) to end this level. As in the previous stagecoach, you wo n’t unlock a story-related accomplishment .
disavowal : in this level you will besides need to grind the 100 Souls. If you want to save time, check the Post-Game section to know how to proceed to set up the agrarian of the Souls here in this degree. then, once you have finished farming them all, continue with the last collectibles and complete the plot. besides make a double save of your game ( save on two different slots ), just to be sure. Some people have reported ( there is no testify for the community, but you never know ) that opening the Jackanism chest of Maelstrom will decrease the drop rate of Shrunken Heads. For this reason, if you decide to get the collectibles beginning and then replay Maelstrom to farm the 100 Souls, you may want to have a stand-in spare before opening the Jackanism chest, so you can reload it just to be safe ( or merely for the heck of superstition ). Collectibles video recording. Black Pearl You begin fighting as Will, Elizabeth and Barbossa on the Black Pearl. Defeat a large wave of non-boss enemies first along with their respawns. A fresh spawn wave of enemies triggers afterwards, and there is besides a foreman ( slenderly unlike ; he has a “ pirate captain ” hat ) among them. once the second wave is gone excessively, a third gear one will spawn ; the foreman this is time obviously the crustacean ridicule. A one-fourth and final examination spawn with two bosses ( the fatty and the shark-head ) will end this first gear separate of the chapter. Dutchman Gun Deck The following function is played as Jack, and this is where you start to set-up the agrarian for the 100 Souls ( again, check the Post-Game department if you want to farm them now ). First of all, go downstairs and defeat the enemies before proceeding into the next board. In the following room a short cutscene will show an foe gunning down a crew match of yours. You ca n’t proceed down the hallway in the middle of the room since he will shoot you down excessively. Quickly cross from one side of the room to the other, past the corridor ( between the boxes ) where the cannon aims. then go forward until you find, on your right as you go, a box that looks a bit different from the others ( the tinge is different ) : advertise it adenine ahead as potential, until you ca n’t push it any far ( you will besides receive a confirm message when it ‘s in stead ). now the line of view of the cannon is blocked, and you can safely walk in the corridor in the middle of the board. Do so, and look on your right to find, before the box that you placed on the corridor, another box that you can push fore. Make your be active, so you can access the upper-right side of this room. A park enemy ( the one that was shooting you ) will attack you here — no big share. Before proceeding in the adjacent room, check the upper-left corner of this room to find Dice # 01/07. Reach the future board, and you will see Dice # 02/07 in plain view in front of you. Defeat the enemies of this board, including the knob that you will recognize on batch. then slide down to the lower floor ( watch out for the grabber before the stairs ). Dutchman Hold There is another carom firing at you here. In order to reach the guy shooting at you, make certain to take brood between a cannon shot and the following one ( during the recharge meter ) inside one of the open cells on the sides of the corridor where the guy is shooting. once you reach him, eliminate him. Inside one of the cells you will surely notice Dice # 03/07. In the adjacent room ( the one where Elizabeth started as prisoner in one of the former levels ) you will notice three more cells on your left, and in one of them you will spot a Shrunken Head. You need an iron cake to break the lock in of the third gear cell, which gives entree to the early two cells as well. Ignore these cells ( you do n’t have the iron bar so far ) and continue in the adjacent room, the one with the stairway. In this early room there is a chest on the left which contains, guess what, an iron banish. Backtrack and get the former Shrunken Head. Back in the room with the stairway, you can find another Shrunken Head on the right side of the stairway. On the left side of the stairway you will find a box that you can drag backwards : do sol and you ‘ll be able to access the small area behind it, where you will find the last thorax containing a Calypso Piece # 11/11. If this was your eleventh collected Calypso Piece ( 12th in total ; see general hints and tips if you have doubts ) you will unlock :Eleven Calypso Pieces Find the obscure Calypso assemble on each charge to unlock the fib of Davy Jones and Calypso .
1 template still in the board with the stairway, defeat the enemies that spawned, then go upstairs. here you will find Dice # 04/07 and the final enemies : defeat them besides, so the doorway to the electric organ room opens. Climb up the common ladder to reach it. Organ Room Turn around as you enter ; on your leftover there is a Shrunken Head — fair in time for the last Jackanism chest, located near the organ. Blow it open with the Jackanism Sword move to unlock :The Maelstrom Treasure Open the Jackanism thorax of the Maelstrom, and unlock bonus fabric in the Treasure Trove .
1 guide On your way to the organ some enemies will have spawned ; defeat them all with the remaining Jackanism Sword ability, including the shell-face bos. A second set of enemies ( without a emboss ) will spawn afterwards ; take them all down. At this luff a thorax will come out of the shock in the center of the room : grab it with LB to trigger a picture that will make you exit this target. A duel with Davy Jones will start ; there is immediately one of those LB/RB-tapping minigames, indeed be cook to button-mash these keys to start the battle with some advantage. Expect a desirable opposition — it is the concluding chapter of the crippled after all. Next you will fight a duel as Will vs Davy Jones. Black Pearl Deck After the scenes you will restart in Jack ‘s shoes ( but besides Barbossa ‘s and Elizabeth ‘s ). Run advancing to the side of the embark where the steering wheel is to find, between the two sets of stairs, Dice # 05/07. besides go upstairs to find Dice # 06/07. The final collectible of the game, Dice # 07/07 is on the other side of the ship, on the deck level. If this is your seventh Dice you will unlock :Seven Pirate’s Dice Collect the seven Pirate ‘s dice, lost around the Flying Dutchman and the Black Pearl .
1 lead Defeat the whole draw of enemies that assaulted the ship ; there are no bosses among them, and you can insta-kill those that are attempting to climb up the ship ( the “ respawns ” ) if you push them down before they get on. When the last foe falls, a cutscene will trigger. A couple of more enemies will get on the transport ( ignore them ), and some others will shoot you from afar. Every now and then you will read a message saying that you should take cover because the enemies are trying to shoot you : quite frankly the best thing to do is to go full moon assault without worrying about taking cover — the sooner you end it, the better. Reach the side of the ship with the steering wheel ; you credibly noticed an oil barrel upstairs. Use it to set your sword on fire, then shoot with the two cannons on the left side of the ship. After doing so, reach the other end of the transport to find a breast : open it to find three ( respawning ) grenados. Throw them at the last snipers on the enemy ‘s ship ( they are on the side of the ship close to the breast with the grenados ). A concluding large three-characters fight will trigger. Again, you can push down the “ respawn ” enemies that are attempting to climb up and get on board if you want. otherwise plainly defeat them all the previous fashion room. They seem endless, but you will finally take them all devour ( there are no bosses among them ), frankincense completing this game ‘s fib. The concluding scenes will trigger, and then the credits will roll ; you can press Start to skip them, frankincense reaching the concluding score pill for the last level .
At this point you merely need one last accomplishment, the one for collecting 100 Souls. First of all, let ‘s make pass that by “ collect 100 Souls ” the game actually means “ have a sum count of 100 Souls ”. Let ‘s explain what this means nowadays. How the game counts the Souls The entire sum of Souls you have is displayed with a green count that, since the irregular chapter of this game, you will have surely noticed at the end of every chapter and besides at every kill collected with the Jackanism Sword attack, which is the merely manner for Jack to collect “ Souls ”. The total amount of Souls is given by the sum of the Souls acquired ( i.e. the enemies killed with the Jackanism Sword attacks of Jack ) in all the levels. In its turn, the amount of Souls acquired on a specific level is given by the maximum amount of Souls you have collected with a single playthrough on that level. here ‘s the key charge : if you, say, collect 10 Souls on a sealed level, say Port Royal, on your first playthrough, then that level counts as 10 Souls over the total. Let ‘s say you collected 5 other Souls among all the other chapters of the game : this means that your total consider of Souls is now 15. If you replay the Port Royal degree and kill seven more enemies with the Jackanism Sword attacks, then your Souls collected on Port Royal will NOT be 10 ( beginning playthrough ) + 7 ( second playthrough ) = 17. It will still be 10, because that ‘s the soap amount you have collected on Port Royal on a individual playthrough of this specific level. For the lapp rationality, your full Souls collected will still be only 15, not 22. If you, say, play Port Royal a third prison term and kill thirteen more enemies with the Jackanism Sword attacks, then your Souls count for Port Royal will be updated to 13, because that ‘s the soap come you collected in a single playthrough ( the third gear one, in this casing ) on that level. similarly, the sum Souls at this point will be 18 ( 13 in Port Royal + 5 among the other levels ). It ‘s not potential to check the sum of Souls collected on each level ; merely the sum sum of Souls collected among all the stages of the game can be known. This is why in the General hints and tips I told you to take eminence of how many Souls you collected on your first playthroughs. It ‘s not a big deal if you did n’t take notice of them anyhow ; you probably did n’t get more than 6-7 Souls soap on the same level if you did n’t intentionally try to get them ( and since you credibly tried to conserve your Shrunken Heads for the Jackanism chests, this is credibly the event ). Grinding the 100 Souls Given these premises, to rack up a sum of 100 Souls you can do whatever you please, but your best bet is to find a level with easy respawning enemies where you can safely play as Jack to defeat them and farm kills. The best grade to do so is the last one, but there are other options as well. The reason why the last one is the best is elementary : you play only as Jack ( at least the part that interests you ), you are about wholly safe from accidents and you have a lot of quick spawns available ( we ‘ll see how soon ). The other options include Isla Cruces and Port Royal, but I never had a good time with Port Royal myself and honestly I would n’t suggest it. Isla Cruces is a properly option to choose, since you can reach the final partially of the level and lock up Elizabeth and Will in the cave where there was a Calypso Piece ( do n’t make them go up the vines where the chest is ; precisely make them enter the cave and wait until it ‘s locked behind them ), therefore eliminating the problem of worrying about their health, and then take manage of the crowd of enemies that spawn from the ocean to farm Souls. The problem with Isla Cruces is that sometimes the enemies drop the “ grenados ”, and if they are caught in the range of activation of the Jackanism Sword they will blow up, damaging/killing characters, particularly your own Jack. This is a minor risk if you pay attention ( this danger must be considered in every encase ; it ‘s peculiarly bad in this degree since the drops might end in the water and you may not see them very clearly ), then all in all Isla Cruces is indeed a valid second choice. Maelstrom, the perfect setup Video of the grow setup. As for Maelstrom, you want to proceed up to the point where you play as Jack and find the beginning cannon-shooting Englishman ( in the board with the two boxes to push ), and then grind the kills in the room after that. In this room there will be two Englishmen ( common enemies ) and then a continuous respawn of two random members of the Flying Dutchman ‘s crowd. In addition to these common enemies, there is besides a boss, an Englishman with a particularly elegant lawsuit. The setup for this starts in the room with the beginning cannon. In hera you have to push two crates forward to make your way to the cannon-shooter safely. The second box, in particular, will be used to setup the farming summons. From the default position of the box ( the second one ), your goal is to move the box precisely four full times forward. By “ full ” I mean that you hold LS_Forward and keep it held until Jack automatically stops to take a break. This will push the box fair a spot more than enough to let you pass, and that ‘s what you want. besides, to be unclutter of misunderstanding, you start to count the pushes forward from the nonpayment stead of the box, and by this I mean the position where you first enter the room with the cannon. so when you first enter the room ( with the carom shot still alive ) you push the first box forward twice to block his line of shooting, and then you push the second box forward four full times. then you actually proceed to kill the cannon shooter and access the room with the party boss and early enemies. Defeat the two minor Englishmen at first, since they wo n’t respawn. then locate the boss ( the Englishman with elegant suit ) and push him into the room with the boxes ( the previous one, with the cannon ). The best way to do indeed is to repeatedly hit him with the AX jazz band : AX; pause; AX; pause; AX; pause. Make certain to put a “ hesitate ” between an AX and the adjacent one, otherwise you will do the AXA jazz band that stuns him to the establish ; no big share if this happens, you equitable waste some seconds because he has to get up again ( AX, on the contrary, does n’t let him counter and is very quick. After a few AX jazz band he will besides get stunned, but at least it does n’t happen after every assail ). It should n’t be arduous to push him in the former room, where he would normally not go ( he would n’t follow you inside that room, that ‘s why you have to push him in and you ca n’t just lure him there, by the direction ). For the lapp cause, the respawning enemies wo n’t follow you in the room with the boxes/cannon either, so it ‘s gon sodium be you and the boss only. once you have the party boss in the room with the boxes, keep pushing him until you send him all the manner into the hallway that was previously being cannon-shot. This means that you will push him to the point beyond the second box. Keep pushing him a little morsel further, then stun him with an AXA jazz band to buy yourself some clock time. nowadays you want to block the boss. The most obvious thing to do would be to push the second box towards its default position. This is not actually possible, because for some reason Jack wo n’t stick his sword in the box from the side where he would be able to push the box forward towards its default position. The lone way to place the corner in the default option position again would be to pull it backwards from the corridor in the in-between of the room, but then you would get stuck in there besides, so that ‘s not an option either. thankfully there is another way to trap the boss : if you push the box backwards from the side of the room close to the room with the respawning enemies ( the room where the bos in the first place was ), you ‘ll be able to block the party boss in the corridor. It should be enough to drag the box backwards one and a half or two full times. If done correctly, the apparatus should be something like this. If done actually good, not even Jack will be able to reach the boss ( unless you move the box again of naturally ), so obviously the dumb party boss wo n’t be able to reach you either. even if it ‘s not done perfectly, the foreman will try to pass through the enactment between the corner and the wooden pillar near the box ( see photograph ), but he wo n’t have enough space to do so and he wo n’t try to pass through the other side ( it ‘s probably because he is “ attract ” to the room where he came from no-matter-what, and the passage where he goes is the closest to that room ). I ‘m mentioning this therefore you know that if you pushed the box precisely four full times, as suggested, the boss will be perfectly “ framed ”. If you pushed the box a bite less than four full times, the boss will not be perfectly framed, your Jack will be able to reach the bos without moving the box again, but the boss will inactive not find a way through because he will try to pass where the passage is narrower. If you pushed the box more than four full moon times, the foreman may be able to break free from your trap-setup, thus bothering your farming process. Should that happen, of course you can just take your time to set up the box in a more proper position ( push it backwards towards the corridor much enough to close the passage, then frame the foreman again ). Ready, set, go! Once it ‘s all rig, reelect to the room where the other two enemies were and start killing them. Kill them with the AXA jazz band, the fastest one to fill the special move ‘s ( “ Swordmanship ” ) gauge ( three victims are enough to be ready to perform a especial fire ). then pull off the AAAAA [ … ] jazz band until the special finisher is available ; imperativeness and hold LT as prompted, then press the push button ( of the four expose on the screen ) that has a red circle around it. With some luck, the enemies will drop a Shrunken Head. now activate Jackanism Mode and kill them to rack up some kills ( three or four, depending on your timing ). The emboss ca n’t escape your trap, so he wo n’t bother you. The enemies will respawn at a fast rate, so the farming is very optimum here, and basically nothing can go wrong. Regarding the issue of whether you should collect one or three Shrunken Heads before activating Jackanism mood, I ‘d say it ‘s better if you activate Jackanism mode every time you have a single Shrunken Head. The rationality is that the timing of the respawns makes it better to use each Shrunken Head individually. Although the total meter of activation of Jackanism modality with three Shrunken Heads at once is the like as three Shrunken Heads separatedly, you besides have to factor that every clock time an enemy respawns you have dead moments where you ca n’t actually kill anything. now, I do n’t know how to explain it by rights to convince you, but if you try you ‘ll see that you can constantly kill at least 3 enemies, possibly 4, with a individual Shrunken Head ; on the contrary, with 3 Shrunken Heads you will kill from 7 to 10 enemies every time, which is a lower rate of Souls/Shrunken Heads of course. This is all due to the fact that to kill four enemies ( one Shrunken Head ) you need to wait only one respawn of each of them ( assuming there is two of them when you start ), while to kill doubly vitamin a many enemies ( eight ) you do n’t need to wait twice the respawns ( two ), but actually three respawns, which is more “ absolutely ” time wasted. One last tip off to possibly manage to kill 4 enemies with a Shrunken Head more much than 3 is to plan the activation of Jackanism mode according to the respawning rhythm. Long history light, there are two enemies that respawn. From where you enter the room, one respawns from the wall in front of you, and the other one from the labor on the right side. The one on the right respawns more quickly ; let ‘s call him “ the fast one ”. The other one is the slow-respawning monster. What you want to do is this : kill the slow-respawn normally ( AXA jazz band ) and then immediately activate Jackanism Sword, involving the fast-respawning monster in the explosion of Jackanism Sword activation ( therefore killing him a well ). By the time you have control of Jack again the decelerate respawn should be fix to get killed again ( kill him first gear ) ; the fast respawn should be ready to get killed by the time you ‘ve defeated the first one. now both of them will respawn, and they ‘ll be ready to get killed pretty a lot at the same time : promptly defeat them both before the Jackanism Sword power ends ( you may even end up with some fractions of seconds spared ). This last tip is not actually necessity ; after all, the whole process will not take more ( or much more, at worst ) than one hour to get completed even if you good do n’t bother with a perfect strategy. I ‘ve mentioned it barely so you know how to optimize the farming, but feel detached to activate Jackanism Sword randomly and then just kill whatever you see ( possibly first base the slow-respawning ridicule, if he ‘s available ). technically speaking, the grow can be by and large automatized if you ‘re will to do thus : the AAAAA [ … ] jazz band can besides kill the enemies alternatively of the AXA jazz band, and if you hold LT and tap the A clitoris endlessly ( if you have it, you can besides use a turbo restrainer and set the A button to continuous button-mashing ) you will mechanically kill the respawns and use particular finishers on them to get the Shrunken Heads. The merely “ active ” separate of this process at this point becomes the degree where you have to activate Jackanism mood ; as for the rest, it can be entirely automatized. note that it will take more time if you do it this way, since three kills with AXA are enough ( more are required with the AAAAA [ … ] jazz band ) to use a especial finish up travel, and the drop rate of Shrunken Heads seems to be higher if you press LT+[Correct button] ( right = the matchless with a r-2 around it ), and of class if you constantly use LT+A ( in the automatize process ) you will get the right button randomly only 25 % of the clock. Your call, truly ; I would suggest the active operation anyhow — like everything in this game, the oklahoman it ends, the better. The accomplishment will pop-up a soon as you get your hundredth Soul. In case you by chance mess something up, preferably than restarting from scrape ( you have to do everything in one become due to how the Souls are accounted, as explained earlier ) you may want to move to Isla Cruces, which is besides a more enjoyable place for your eyes. Of course it besides depends on how much progress you made : if you collected, say, 30 Souls and then something happened that stopped your farm, then I ‘d say you should restart farming in Maelstrom. If you already got 80 Souls from Maelstrom and need equitable a few more, then it ‘s better if you move to Isla Cruces to farm the remaining few of class. Do n’t expect the drop rate of Shrunken Heads to be particularly senior high school or low : it ‘s random, actually random ; all you need is patience. The enemies do n’t constantly drop Shrunken Heads … As for the rumors that say that if you opened the Jackanism Chest of a level the drop pace of Shrunken Heads of that level will decrease, as mentioned earlier I never had an testify of this report card, nor I ‘ve ever read anyone else confirming this, so do n’t worry if you already opened the Jackanism Chest since it actually does n’t change anything. Should you have suspects of the game glitching on you, merely know that I ‘ve been through a streak of 17 back-to-back non-Shrunken-Head drops while farming the Souls, and before/after that stripe I got a Shrunken Head every two/three kills at most on average. What I ‘m trying to remark one final time is that it ‘s wholly luck-based : do n’t give up, do n’t think you ‘ve been cursed or that the game hates you or that opening the Jackanism chest bugged your write. If you do n’t see immediate results the lone thing you can do is keep trying, possibly turning on some good music to make the time go by firm, and finally the good luck will start compensating the badly time you had up to then. then if you feel like changing I wo n’t stop you from moving to Isla Cruces or Port Royal ; just beware of the dangers of those two levels ( particularly the cooperative parterns and the grenados that may blow up as you activate Jackanism Sword ). When the long grind is finally done ( it took me 50 minutes to go from 26 to 100 ), you will unlock what is likely to be your last accomplishment in the game :Collect 100 Souls Collect one hundred souls from your enemies using the power of the Jackanism sword .
15 guides At this point there should be nothing left for you to do with Pirates of the Caribbean : At World ‘s end.
Read more: Top 10+ Websites to Download Games
Congratulations on your 1,000 G and thanks for read !
Find anything you think is ill-timed with this walkthrough ? Help us fix it by posting in its Walkthrough Thread This walkthrough is the property of TrueAchievements.com. This walkthrough and any contented included may not be reproduced without written permission. TrueAchievements.com and its users have no affiliation with any of this game ‘s creators or copyright holders and any trademarks used herein belong to their respective owners .