How to Find the Yarmouth Templar Map Chest in Assassin’s Creed Rogue

If you sail into Yarmouth and get the on-screen hint to “check your Templar maps,” you’re not imagining things. The game does ping that message in this corner of the North Atlantic. Here’s the important part: there is no Templar relic dig site located inside Yarmouth itself. That pop-up is your proximity nudge for a nearby North Atlantic relic that corresponds to a Templar map you’ve collected elsewhere. You can only dig once you own the specific map for that relic.

Where Yarmouth Is, and Why It Confuses Players

Yarmouth sits on the southwest edge of the North Atlantic world. If you’re hunting by coordinates, the settlement’s renovation marker sits at around (193, 896), which makes it a handy fast-travel anchor while you check surrounding coastlines and islands. The confusion comes from the generic “Templar map nearby” hint that sometimes triggers when you’re close to several possible North Atlantic relic zones, even if the actual dig is in the next bay or on a different isle.

Quick Answer

You won’t unearth a relic inside Yarmouth. To find the chest the game is hinting at, open your Templar Maps inventory and identify which North Atlantic map(s) you currently own. Sail to the coordinate pair shown on that map, then match the sketch to the exact landmark and dig. You cannot dig without first acquiring that specific Templar map.

Step-by-Step: Turning the Yarmouth Hint into a Successful Dig

  1. Dock at Yarmouth for a safe starting point. Use it as your staging area while you check your maps and plan a short sail. The location is easy to reach and includes a renovation for passive income if you haven’t done it yet.
  2. Open your Templar Maps. Look for any North Atlantic map you currently possess. The paper will list a coordinate pair and a small sketch of the exact shoreline or landmark where the X is. If you do not see a North Atlantic map in your inventory, you’re missing it and need to pick one up first.
  3. Sail directly to the map’s coordinates, not the Yarmouth coast. When you reach the correct grid square, use the sketch to line up visual cues like bent trees, broken hulls, waterfalls, cave mouths, or rock arches. Stand on the exact ground from the drawing and dig.
  4. If the sketch doesn’t match your surroundings, you’re at the wrong spot. Re-check that you are in the North Atlantic world map and that your coordinate pair is correct. Some in-game prompts around Yarmouth fire early or a little wide, which is why homing in by coordinates is more reliable than chasing the pop-up.

North Atlantic Templar Maps That Often “Ping” Near Yarmouth

If you’re getting that hint in Yarmouth, the nearby relic is usually one of the standard North Atlantic Templar digs. Cross-reference what you own with this list to decide where to sail next:

  • Anticosti map → dig at HMS Miranda shipwreck (724, 176)
  • Halifax map → dig at Glace Bay (428, 757)
  • Port-aux-Basques map → dig at Uncharted River Valley shore (252, 624)
  • St. Anthony map → dig at Terra Nova (784, 480)
  • St. John’s map → dig at Sleepy Hollow, River Valley (554, 899)
  • Port Menier map #1 → dig at Port Menier (300, 143)
  • Port Menier map #2 → dig at Harbour Deep (591, 347)
  • The Sapphire map → dig at Nerepis (134, 739)
  • Sept-Îles map → dig at East Village, New York (721, 270)

Each line above follows the same loop you’ll perform in game: grab the map at the first location, sail to the second coordinate, match the sketch, and dig. If you own any of these North Atlantic maps, that’s the chest your Yarmouth hint is pointing you toward.

How to Get the North Atlantic Templar Maps You Might Be Missing

Still seeing the Yarmouth nudge but nothing to dig? Then you likely don’t have the relevant paper yet. These maps are found as pick-ups across settlements and shipwrecks. For example, you can grab Templar maps at Anticosti (192, 150), Halifax (325, 836), Port-aux-Basques (445, 615), St. Anthony (588, 231), St. John’s (867, 638), Port Menier (302, 140 and 306, 146), The Sapphire (914, 340), and Sept-Îles (069, 043). Once one of these is in your inventory, the matching relic becomes diggable at its linked coordinates.

Reading the Sketch: Landmark Cues That Mean You’re On Top of the X

Templar sketches are very literal. When the drawing shows a bent tree at a split in the rocks, stand where that bend frames the gap. When it shows a washed-up hull, check both ends of the ribs, not just the center. And when the sketch features a waterfall or cave lip, approach from the angle drawn, not from above. Players often report that relying on the drawing beats chasing coordinate decimals, since the X in the sketch is always right even if your map marker feels slightly off.

Troubleshooting the “Yarmouth Templar Map” Pop-Up

If you keep getting the message at Yarmouth and nothing seems to match:

  • Verify you can actually dig. If you don’t own the matching paper, the game will still tease you. You can’t dig any relic without its map.
  • Leave and re-enter the area. The hint can linger after you sail past a true relic zone. Resetting your position clears false positives.
  • Confirm the world space. A few North Atlantic maps point you to River Valley or New York for the actual dig, and vice versa. Don’t stay glued to the Yarmouth shore if the paper says otherwise.

Extra Loot While You’re Here

Yarmouth is still worth a stop. You can renovate the local site for passive income at approximately (193, 896), and there is also a Viking Sword fragment in the Yarmouth area that many completionists pair with their relic runs. If you’re sweeping the region, grab both before you shove off.

Recommended Route From Yarmouth

If you already hold a couple of North Atlantic papers, a clean route from Yarmouth is to sail east-northeast and knock out any of the following in one loop depending on your inventory: Glace Bay, Harbour Deep, Nerepis, then swing south toward Port Menier and the HMS Miranda wreck. Dock, match the sketch, dig, and move. This keeps your sail times short and lets you leverage the Yarmouth fast-travel point as a pit stop until the Templar armor vault is calling your name.

FAQ: “Do I really need all the maps for the armor?”

Yes. There are 24 Templar relics total and the vault only opens when you’ve dug them all. Each dig requires its corresponding paper; no paper, no shovel. If Yarmouth’s hint brought you here, use the lists above to find which map you’re missing and chart the next hop.