Man, the New York underground in Assassin's Creed 3 is basically the definition of a love-hate relationship. You’re down there, squinting at some damp brick wall, wondering if you’ve passed this specific rat three times already. It's dark. It's claustrophobic. Honestly, it’s one of the most polarizing pieces of level design Ubisoft ever shoved into a Triple-A title.
But if you want to get 100% synchronization or just stop running across the entire map for every mission, you have to deal with it.
The New York underground is a massive subterranean labyrinth designed to act as a fast-travel system. Back in 1776, apparently, New York was just a series of interconnected tunnels and sewers that somehow linked the North District to the South District. In the game, Connor Kenway has to explore these tunnels manually to unlock fast-travel points. It sounds simple. It is not.
The Problem with Navigation in the New York Underground
Most players hit the New York section of the game and immediately feel the shift in pace. Boston’s tunnels were training wheels. New York is the marathon. The map is covered in a "fog of war" that only clears as you walk, but since you're in a three-dimensional maze with multiple elevations, the 2D mini-map is almost useless.
You'll find yourself hitting dead ends constantly.
One of the biggest frustrations is the lighting. You carry a lantern, but it has a limited fuel gauge—sorta. If you run or jump, Connor drops it. If you walk through water, it goes out. You find yourself constantly backtracking to those little wall-mounted oil stations just to see five feet in front of your face. It's a slow, deliberate pace that feels completely at odds with the "parkour across rooftops" vibe of the rest of the game.
Why the Lantern Mechanics Drive People Crazy
Actually, let's talk about that lantern. It’s a core mechanic down there, but it feels like a chore. You need it to light the torches that stay lit permanently, marking your path. Think of it like Hansel and Gretel, but with fire instead of breadcrumbs. If you aren't lighting every torch you see, you are doing it wrong.
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Seriously. Light every single one.
The tunnels are full of "illusory" paths. You’ll see a gate that looks like it should open, but the lever is on the other side. To get there, you might have to loop around three different rooms, climb a ladder, jump across a gap you didn't see because it was too dark, and then drop down behind the gate. It’s less about being an assassin and more about being a 18th-century plumber.
Finding the New York Fast Travel Locations
There are 11 fast-travel stations in the New York underground. Finding them is the only way to make the late-game slog bearable. When you’re trying to wrap up the DLC or finish the main story, being able to pop from the Brewery to the Trinity Church is a godsend.
Here is the thing about these locations: they aren't just "there." Every single one is a puzzle. Usually, it involves a "Magic Lantern" puzzle where you have to align lenses or find a specific code hidden in a nearby room.
- South District: This area is a mess. You’ve got the Old Dutch Church and the South Market. The South Market entrance is particularly annoying because it’s tucked away in a corner that looks exactly like four other corners.
- North District: This is where you find the Upper West Side and the North Church. These feel slightly more linear, but the verticality is ramped up. You’ll be doing a lot more climbing on wooden scaffolding that looks like it’s about to collapse.
- The Middle: Places like the Trinity Church and the Brewery act as your central hubs. If you unlock nothing else, unlock these. They save you literal miles of sprinting through the burnt-out ruins of the city above.
The Infamous Magic Lantern Puzzles
Ubisoft decided that just finding the door wasn't enough. You have to "unlock" the exit. This usually involves a projector-style puzzle. You’ll find a note nearby—often a snippet of a Mason-related diary—that gives you a clue.
The clues are usually symbolic. You might see a reference to a "Scale of Justice" or a "Cross." You have to rotate the glass slides in the lantern so the shadows match the instructions. It’s not Hard with a capital H, but it’s definitely a momentum killer. If you’re stuck, look at the symbols: the Eagle usually goes at the top, and the Mason symbol (the square and compass) usually goes at the bottom.
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But check the notes. They change.
Tactics for Not Getting Lost
If you want to keep your sanity, stop trying to find the exits directly. Instead, follow the rats. No, seriously. In many parts of the New York underground, the rats are programmed to scurry toward the main paths. If you see a swarm of them running in one direction, follow them. It’s a subtle piece of environmental storytelling that most people miss because they’re too busy swearing at a locked gate.
Also, use your "Eagle Vision." It’s easy to forget it works underground. It highlights the interactive objects—levers, breakable walls, and those crucial oil refills—in bright gold. If a room looks like a dead end, pop Eagle Vision. You’ll likely see a faint outline of a door that can be blown up with a nearby powder keg.
Breakable Walls and Hidden Entrances
Speaking of powder kegs, the New York underground is one of the few places in AC3 where the environment is somewhat destructible. You’ll find wooden barricades and weak brick walls. If you see a red barrel, don’t just walk past it. Pick it up. Carry it to that suspicious-looking wall. Shoot it.
Boom. New path.
It’s also worth noting that some entrances can only be accessed from the outside first. If you’re looking at a map and can’t find a way to a specific fast-travel icon from inside the tunnels, go back to the surface. Sometimes the "entrance" is a well or a hidden cellar door that Connor has to open from the street level before it shows up as a valid path in the labyrinth.
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Is it Even Worth the Effort?
Honestly? It depends on how you play.
If you’re a "main story only" kind of person, you can probably skip 80% of the underground. You’ll spend more time looking for the exits than you would have spent just running across the rooftops. The parkour in AC3 is fast enough that the underground is often a net loss on time if you aren't efficient.
However, if you're going for the "Completionistist" trophy or want to finish all the side missions, it's mandatory. The New York underground is also one of the best places to find collectibles and chests that contain the recipes for high-level crafting. You want the best naval upgrades or better weapons? You’re going into the dirt.
Common Misconceptions About the Tunnels
People think the underground is randomized. It’s not. The layout is fixed. The reason it feels random is the lack of landmarks. Every hallway is "Dark Grey Stone A" or "Damp Wood B."
Another myth is that there are enemies down there. There aren't. Aside from a few scripted moments or rats, the New York underground is eerie because it’s empty. It’s just you and the sound of dripping water. This makes it a great place to hide if you have a high notoriety level on the surface and need to let it cool down without being chased by a hundred Redcoats.
Actionable Steps for Your Next Run
If you're jumping back into the Remastered version or playing for the first time, do this:
- Clear the Fog Early: Don't wait until the end of the game to explore. Do it as soon as you arrive in New York. It makes the rest of the city missions way less of a headache.
- The "Right-Hand Rule": This is a classic maze trick. Keep your hand on the right-side wall and never let go. You will eventually hit every room and every exit. It takes longer, but you’ll never get truly lost.
- Carry the Lantern, but Use the Map: Check your map every 30 seconds. Look for the "V" shapes that indicate stairs or ladders.
- Ignite Everything: Torches are your checkpoints. If you die or get turned around, a lit torch tells you exactly where you've already been.
- Look Up: A lot of the exits in New York aren't doors; they're manholes. If you're standing on the map icon and see nothing, look at the ceiling for a ladder or a series of handholds.
The New York underground is a relic of a time when game developers thought "more content" meant "more space to get lost in." It’s frustrating, it’s dark, and it’s arguably the weakest part of Assassin's Creed 3. But once you crack the logic of the tunnels, there’s a weird, gothic satisfaction in mapping out the bowels of the city.
Just don't forget to refill your oil.