Stockade: You now need a barrel, and there's one in the foreground tipped on its side ready for you. More push tracks up here. Circle Button: Use special ability or secondary weapon. Push the right-hand box back and the left-hand box left. In the back, tag them a second time and they'll swing up to the rafters. The Black Pearl Attacks 6D.
Once all three are hit, you can approach Jones. Gibbs Scrum True Pirate at 65,000 --- Dining Hall: Note that you're without a sword for the moment. Take it to the front of the area and use it to light the dynamite barrel. Head to the nearby beam and cross back to the left, then have Gibbs forge the sword switch so Jack can use it to raise Gibbs up to the upper level. Hop on and you'll be launched out of this mission. I only see ones I already have! Most characters can double jump, or at least perform a roll as their double jump.
At the right end of the Port there are some cannons. Since this Jack has a shovel, use it to dig up the prow of the ship in the background. Escape: Whoa, suddenly it's time to get out here. You'll reach a harbor area where the Black Pearl is docked. Hop across the posts in the water.
Once it's complete, the nearby hatch will break apart. Use when facing another character to transfer control to them. Now assemble the pieces to make a reflector, then head left. Treasure x10 2,500,000 You need 32 Gold Bricks. Once you have taken down the enemies that have come through the door, head through the door. This will knock down the back wall. Night Island: Wow, time flies, eh? With all three lit, you can now use the magnifier like a spyglass.
Place it on the right hand crank, then turn both cranks to raise up Villanueva. You can now go back to the deck and push the rotator switch again. Cause the bridge to drop and two platforms with wheels attached. Jump from wall to wall to climb up it. In Pelegosto, you'll spend the majority of the mission in a bone cage. This will drop a cannon down below where you can assemble Koleniko. Red Hat 14: Extra Toggle Location: Tavern Price: 100,000 How to Acquire it: You need to blow up the silver skull lock on the upper balcony of the tavern.
Red Hats: Treasure x4 1,000,000 You need either Philip or Syrena. Inside, you'll find a small building. Now, roll in that barrel to the nearby barrel switch, which will release one of the locks on the gate leading out. You may also come across the 'red hat glitch'. Barbossa, then crew as usual. Use the torch to light them.
Aim at the crossbar holding the gate closed and fire. For the second, take Jack and use him on the rope at the left end of the ship. You will need him for a couple of Compass Items buried underwater. You have a touch of destiny about you, William Turner. First, grab the two wheels one next to the well, the other further back and place them on the cart with the horse. As you get it, head inside the open window.
Two waypoints up the river, the raft will get ensared. The big pillar will now be knocked down and you can get to the center island. Use it to point at the mermaid in the cove and follow her. Take that to the dog. Picking up the bundle of wood and placing back over the plank where the arrow indicates. Gibbs joins you, have him forge the gate on the left so you can leave.
While in the mission, you'll only have the two characters walking around, but you can switch to any others that have been selected for you by pressing L1 or R1. Beach: Sure, you get the lighthouse going and now they want you to blow it up. Strength - You need someone with enhanced strength in order to pull on orange handles. Now, press Triangle to switch to Mr. Smack the pirate with the parrot and it will fly off to the other side of the room. You need to use these bombs to knock off the last three hearts as it continues to spit, inhale, and tentacle you.
Ride it by pressing Triangle next to it, then roll it over to the switch to the left of the back door. Use Jack's Compass sixth item to find the torch and use it to light the cannon and blast open the chest. Give the carrot to the donkey and it will wake up. Extra Hearts 500,000 Again, you need a Sea Walker and an explosive weapon, but you also need a High Jumper. The lists that follow are first a list of the ten Minikit Bottles, arranged in the order that you may be likely to come across them chronologically. Prison: All right, time for Will to free Jack.