Tag: Assassin’s Creed Rogue

  • Why Coordinates Matter In Assassin’s Creed Rogue

    Assassin’s Creed Rogue uses a simple X and Y coordinate grid on the world map to help you track down treasure, Templar relics, blueprints, and other points of interest across the North Atlantic, River Valley, and New York. If you are chasing buried treasure from Templar maps or aiming to optimize your ship upgrades, learning to read and use coordinates saves time and frustration. Unlike vague “somewhere on this island” directions, coordinates let you set a marker on the exact spot, sail straight there, and get on with the fun. The map reticle displays live X and Y numbers as you move it around, so you can match any coordinate pair you find in game or in a guide. (Stea

    How Coordinates Work On The Map

    Open your world map and move the cursor. You will see the coordinate pair update in real time, which is your key to lining up any target. You do not need to place a waypoint just to view them. Slide the reticle until the numbers match what you are looking for, then drop a custom marker. This is the fastest way to use information from treasure maps or blueprints.

    A quick note on format. Rogue’s grid uses positive and negative values, for example 685, -575 or 134, -739. Do not let the minus sign throw you off. It simply indicates direction on the game’s internal grid. If your numbers are close but not perfect, zoom the map in further and make micro adjustments until you hit the exact pair. You will often find that the dig spot or chest is within a few steps of that marker. Guides and community posts also show many real examples with negative values, so you know you are reading them correctly.

    Using Coordinates For Templar Maps And Buried Treasure

    Templar maps are collectible drawings that lead you to buried relics. Each map includes two key pieces of information. First, there is a coordinate pair. Second, there is a sketch of the local terrain near the dig site. The reliable way to use them is a two step process.

    1. Match the numbers, then match the picture. Open the world map, move the reticle until the X and Y match the map’s coordinates, and set a marker. Sail there, then open the map drawing and compare landmarks like rocks, shipwreck ribs, trees, or walls to place yourself in the right spot. Several players note that some map coordinates can be a few ticks off, so rely on the sketch to confirm the precise dig circle if you do not see the prompt immediately.
    2. Use the Templar Map tool quickly. On consoles, you can cycle to the Templar Map tool with the right direction on the D pad, then press the button shown on screen to open the drawing and its coordinates while you are on location. After you line up the scene, press the interact button at the correct spot to dig. This keeps everything in one flow without diving back into menus.

    If you want concrete references, many walkthroughs list the exact pairs for relics and show what the matching terrain looks like. Those examples are helpful when you are still getting a feel for the grid.

    Finding Ship Blueprints With Coordinates

    Blueprints upgrade the Morrigan’s firepower and defenses. While some appear in chests or activities marked on the map after synchronization, many blueprint locations are best confirmed with coordinates, especially if you prefer to track them all while free roaming. A reliable list of blueprint locations includes coordinate pairs in River Valley and New York, such as Elite Explosive Shot at 577, -300 in Rivière Aurifère and Elite Round Shot in New York at 504, -348. If you reach the coordinates and do not see an icon, it often means you need to collect a related treasure map first or progress the story so the item becomes visible. The coordinate will still guide you to the correct area.

    Coordinates Across Regions

    Rogue splits exploration into three regions. The grid works the same everywhere, but island names, forts, and terrain change how you read the final approach.

    North Atlantic. Ice fields, shipwrecks, and rugged coastlines dominate these waters. Treasure maps in this region frequently point to beaches near wrecked hulls, which makes the sketches easy to match. If your marker sits on open water, look for a small cove or ice floe with a stranded hull nearby, then compare ribs and masts to your drawing. Guides that list North Atlantic examples often show dig spots framed by wreckage at coordinates like 134, -739 or 724, 176.

    River Valley. Forested trails, cliffs, and waterways create more vertical puzzles. When you arrive at the coordinate marker, check elevation. A sketch might show two trees, a gravestone, or a cliff opening, and your dig spot could be a ledge above you, not the shoreline at your feet. Having the marker correct is half the job, then the sketch tells you which height to search. Many River Valley relics demonstrate this idea with coordinate pairs like 788, -549 or 529, -777.

    New York. City blocks make line of sight cleaner. If a blueprint is tied to coordinates here, the sketch will usually highlight a roofline, alley, or yard. Your marker might land in a street, but the item could be inside a courtyard or on a rooftop that aligns with the drawing. A curated list with New York blueprint coordinates is handy when you want to sweep the city efficiently. (

    Fast, Practical Workflow For Any Coordinate

    Here is a no fuss loop that works anywhere in Rogue.

    Open map, match numbers, set marker. Use the reticle to match the exact coordinate pair. Drop a custom marker so your compass and sailing path point cleanly toward it. You will sail straighter lines and save resources by skipping unnecessary detours.

    Sync viewpoints near your marker. If you have a viewpoint within range, fast travel to it and run the final stretch. This skips hazardous ice fields and patrols. If you are in the North Atlantic, approaching from open water can be slower than hopping to a nearby shore viewpoint and closing the last 300 meters on foot. Many treasure and blueprint guides assume you have unlocked local viewpoints for quick access.

    Use the drawing to nail the final meters. When the numbers are right but the dig prompt is missing, rotate slowly and compare the on screen scene to the sketch. Piles of stones, fence posts, or a ship’s ribs are your anchors. Community tips call out that some Templar maps can be a few units off, so the terrain sketch is your tiebreaker.

    Recheck elevation and interiors. In cities and cliffy zones, the correct X and Y might put you under or over the actual prize. Scan rooftops, balconies, caves, and gravesites shown in the sketch. The coordinate gets you there, the drawing gets you exact.

    Troubleshooting When Coordinates Seem “Wrong”

    If you follow a coordinate pair and nothing shows, run these quick checks.

    Story gating. A few activities or icons do not appear until you pass specific sequences. If a guide mentions an icon that you cannot see at the right numbers, move the plot forward and return. Community threads note this specifically for certain side activities and DLC hooks.

    Treasure map vs. world icon. Blueprints tied to buried treasure usually need the matching treasure map before an icon appears. If you are standing at the coordinates and the chest icon is missing, open your Templar map tool and use the drawing to dig. The reward is still there even if the map icon is not.

    Coordinate drift. A handful of players have reported coordinate pairs that are slightly off. This is where the sketch saves the day. Stand at the matched numbers, look for the unique landmark in the drawing, and shift a few steps until you see the interact prompt.

    Extra Tips To Make Coordinates Work Harder For You

    Mark first, sail second. It is tempting to chase a general direction, but dropping a marker on the exact coordinates lets your compass guide you cleanly, which keeps you out of unnecessary ship fights and storms. If you prefer minimal HUD, you can still use the map reticle to set up a clean run before you hide the interface again.

    Zoom and grid discipline. The closer you zoom on the map, the easier it is to hit exact values. When you are within five to ten units, tiny reticle nudges and another tap of zoom will usually lock in the exact pair.

    Use region context. In the North Atlantic, scan wrecks and beaches first. In River Valley, check cliff paths and caves. In New York, look up to roofs and into courtyards. Many walkthrough examples reinforce these patterns so you develop a quick visual instinct for each region.

    Keep a running list. If you like to optimize, jot down coordinate pairs for blueprints you have not grabbed yet, or star them in a guide. Then sweep a whole region in one loop. Seeing a string of numbers like 500, -608 and 555, -491 close together in New York tells you to grab both in one pass.

    Treat coordinates as the skeleton and sketches as the muscle. The number pair gets you on site. The drawing lets you dig, open, or pick up the prize without wandering. When both line up, you rarely spend more than a minute at any target. If one feels off, trust the sketch. It is usually right even if the numbers are slightly imperfect.

    Mastering the grid turns Rogue’s collectible hunt from guesswork into a satisfying scavenger trail. Once you are comfortable matching pairs and reading the terrain sketches, you will tighten your routes, fill out upgrades earlier, and spend more time sailing and fighting, which is what the Morrigan is built for.

  • 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.