Locations

Black Flag Resynced Locations

Start with both the place and the unfinished job: a city contract, island pickup family, fort approach, and underwater wreck need different first checks. Use the place-by-task router to choose the matching handoff, then search the location index when you have a name or coordinate.

  • City: protect the active memory, group rooftop work, or identify the clue before sailing.
  • Island: check story access, close one pickup family, or separate map pickup from destination.
  • Fort: prepare the naval approach and keep its land rewards separate.
  • Water / wreck: identify the marker type and safe return before a contract or dive.

Place → nearby work

Arrive at a place with a plan for what belongs there

Locations are not just names on a map. This hub tells you whether you are entering a city, island, fort, or wreck and which nearby work is worth bundling into the same trip.

CityMove through the rooftops

Viewpoints, shanties, fragments, chests, and story markers.

IslandClear the shore packet

Treasure, hunting, stelae, small settlements, and beaches.

FortPrepare before landing

Open Naval and Jackdaw routes before committing to the approach.

WreckDive once, leave complete

Pair underwater collectibles, chests, and treasure checks.

Place × player job

Start with where you are, then choose the work

Changing place type changes the first check; changing the job changes the proof and the next route. This selector organizes a trip but never reads the save.

1 · Place type
2 · What are you trying to finish?

City / rooftops · Collect or clear

Sweep by movement level

Sync a city viewpoint, finish the rooftop chase or fragment while already above street level, then drop once for street and shore markers. Avoid starting a moving shanty sheet just before leaving the roofs.

Leave whenCheck the named collectible family or local counter before leaving; do not use a changed city map icon as proof for every pickup type.

Group city pickup families

Showing 18 route hubs; 24 locations are searchable.

Havana location visual

Cities

Havana

Start with rooftops, viewpoints, shanties, and mission markers.

Coordinate
214, 582
Nearby route work
No linked route checks yet
Kingston location visual

Cities

Kingston

Start with rooftops, viewpoints, shanties, and mission markers.

Coordinate
617, 167
Nearby route work
No linked route checks yet
Nassau location visual

Cities

Nassau

Start with rooftops, viewpoints, shanties, and mission markers.

Coordinate
598, 757
Nearby route work
No linked route checks yet
Fort Charles location visual

Forts

Fort Charles

Prepare the Jackdaw before treating the fort as a normal location stop.

Coordinate
Marker needs confirmation
Nearby route work
1 Assassin Contracts · 1 Treasure Chests
Abaco Island location visual

Islands

Abaco Island

Build a beach, treasure, hunting, and puzzle sweep before leaving.

Coordinate
582, 808
Nearby route work
9 Treasure Maps · 6 Cadavers · 5 Treasure Chests · 3 Manuscripts · 1 Animus Fragments
Cape Bonavista location visual

Islands

Cape Bonavista

Build a beach, treasure, hunting, and puzzle sweep before leaving.

Coordinate
155, 591
Nearby route work
No linked route checks yet
Cat Island location visual

Islands

Cat Island

Build a beach, treasure, hunting, and puzzle sweep before leaving.

Coordinate
707, 666
Nearby route work
1 Animus Fragments · 1 Mayan Stelae · 1 Sea Shanties · 1 Treasure Chests · 1 Viewpoints
Crooked Island location visual

Islands

Crooked Island

Build a beach, treasure, hunting, and puzzle sweep before leaving.

Coordinate
778, 521
Nearby route work
2 Assassin Contracts · 1 Animus Fragments · 1 Secrets · 1 Treasure Chests · 1 Treasure Maps
Cuba location visual

Islands

Cuba

Build a beach, treasure, hunting, and puzzle sweep before leaving.

Coordinate
Marker needs confirmation
Nearby route work
No linked route checks yet
Eleuthera location visual

Islands

Eleuthera

Build a beach, treasure, hunting, and puzzle sweep before leaving.

Coordinate
726, 784
Nearby route work
2 Naval Contracts · 1 Animus Fragments · 1 Legendary Ships · 1 Treasure Chests · 1 Treasure Maps
Grand Cayman location visual

Islands

Grand Cayman

Build a beach, treasure, hunting, and puzzle sweep before leaving.

Coordinate
392, 325
Nearby route work
3 Treasure Maps · 2 Assassin Contracts · 1 Animus Fragments · 1 Secrets · 1 Mayan Stelae
Great Inagua location visual

Islands

Great Inagua

Build a beach, treasure, hunting, and puzzle sweep before leaving.

Coordinate
Use the active hideout, ship-menu, or local-family marker
Nearby route work
8 Treasure Maps · 3 Cadavers · 2 Assassin Contracts · 2 Treasure Chests · 1 Animus Fragments
Isla Providencia location visual

Islands

Isla Providencia

Build a beach, treasure, hunting, and puzzle sweep before leaving.

Coordinate
565, 539
Nearby route work
9 Treasure Maps · 2 Cadavers · 2 Treasure Chests · 1 Animus Fragments · 1 Legendary Ships
Long Bay location visual

Islands

Long Bay

Build a beach, treasure, hunting, and puzzle sweep before leaving.

Coordinate
565, 539
Nearby route work
5 Treasure Maps · 2 Manuscripts · 2 Treasure Chests · 1 Animus Fragments · 1 Mayan Stelae
Mariguana location visual

Islands

Mariguana

Build a beach, treasure, hunting, and puzzle sweep before leaving.

Coordinate
525, 253
Nearby route work
7 Treasure Maps · 5 Treasure Chests · 2 Cadavers · 1 Animus Fragments · 1 Manuscripts
Matanzas location visual

Islands

Matanzas

Build a beach, treasure, hunting, and puzzle sweep before leaving.

Coordinate
312, 617
Nearby route work
4 Treasure Maps · 2 Mayan Stelae · 2 Jackdaw · 1 Animus Fragments · 1 Cadavers
Misteriosa location visual

Islands

Misteriosa

Build a beach, treasure, hunting, and puzzle sweep before leaving.

Coordinate
271, 178
Nearby route work
8 Treasure Maps · 6 Cadavers · 4 Treasure Chests · 3 Manuscripts · 2 Animus Fragments
Mystery Island location visual

Islands

Mystery Island

Build a beach, treasure, hunting, and puzzle sweep before leaving.

Coordinate
913, 123
Nearby route work
1 Treasure Chests · 1 Secrets

Location types

Use locations as route hubs

A location page should help you decide what else is nearby before you leave the region.

Location typeRoute useOpen next
CitiesRooftops, viewpoints, shanties, fragments, and missionsParkour
IslandsBeach icons, treasure, hunting, and small settlementsMap
FortsNaval power, restricted cleanup, and nearby contractsNaval
ShipwrecksDiving routes, chests, fragments, and treasureCollectibles

Regional route refresh

Use a location as a leave-region decision

A city, island, fort, or water route should answer more than where the marker sits. Before sailing away, use the place hub to decide whether the nearby work belongs to the map, a collectible family, treasure, a contract, or a memory.

Patch-aware action Recheck the anchor, not the whole map When a post-update route feels wrong, verify the place marker first, then retry only the nearby work that depends on it.
Place signalOpen nextLeave only after
City or portMap + Parkour + CollectiblesViewpoints and moving pickups are accounted for
Island or ruinTreasure Maps + Mayan StelaeDig clues and outfit progress are checked
Fort or sea laneNaval + JackdawHull, ammunition, and opening approach are ready
Mission areaWalkthroughThe current objective and optional condition are clear

Location itinerary

What should you clear before leaving Havana, Kingston, or Nassau?

A location page should prevent repeated travel. Use the place type and the work that naturally clusters there, then leave only after the local counter, moving pickup, or mission handoff is clear.

Travel rule Leave with a next waypoint Record the unresolved marker or objective before sailing so a return trip has a reason.
Havana clue split Pick the right destination A local shore dig, an Anotto Bay map and a no-dig docks letter need three different routes. Kingston story gates Separate two portrait returns Check the Sequence 05 and Sequence 12 manor unlocks before re-sweeping Kingston's warehouses and rooftops. Nassau map custody Keep the outfit dig for later Get the warehouse map now, then test the Isla Providencia story gate before sailing for Governor's Outfit. Great Inagua return Keys, hideout, ship menu, or island counter? Route a full key set through the hideout interaction, but keep a Jackdaw purchase and local map counter as separate finish signals. Cape Bonavista split Cave, river or stela? Use the cave map for the southern pool dig; treat the river trinket and Mayan Stela as separate results. Tortuga island chart Beach clue, painting or stone? Take the rowboat-skeleton map on the eastern beach, then clear the western warehouse and pillar separately; dig for Mortar Storage at Matanzas later. Abaco shore and wreck Which result stays on Abaco? Check the crashed-boat letter, palm-side map and two underwater wreck pickups before taking the separate figurehead clue to Salt Lagoon. Cat Island remainder The Rio Grande is not the whole island Use the open marker family to distinguish a moving song sheet from Crimson Sails, the warehouse money chest and the Mayan pillar. Salt Lagoon transfer Which map ends here, which one starts? Finish Abaco's Serpent Figurehead dig by the beach rock, then separately take Salt Lagoon's skeleton map for New Bone and check the wreck chest. Next handoff Open the map around the place Use the location as a hub, then confirm the smallest nearby cluster.
Place on the routeBundle before leavingReason to return
HavanaRooftop movement, viewpoints, shanties, and city collectiblesA missing moving pickup or a later mission marker
KingstonCity icons, viewpoints, contracts, and nearby story checksA memory or counter that unlocks after progression
NassauPort services, local markers, and nearby island cluesA treasure or ship route whose prerequisite is not ready
Great InaguaTemplar keys, the hideout armor interaction, Jackdaw purchases, and local map familiesOnly the record whose own inventory, interaction, ship-menu, or counter proof is still open
Island or ruinBuried clues, stelae, hunting, and beach pickupsA missing coordinate or unconfirmed reward
Fort or sea laneNaval prep, map marker, and exit routeA ship blocker that needs a different upgrade lane

Regional itinerary

Use each location as a different kind of hub

Cities reward movement planning, forts reward preparation, ports connect to Harbourmasters, and islands mix surface, underwater, and collectible work. The same “nearby checks” label should lead to different actions depending on what Edward is standing beside.

Location typeDo this firstLeave with
CityUse Observe, crouch, rooftops, ziplines, and social stealth to plan movementA clean route for shanties, viewpoints, fragments, and mission markers
Island or jungleCheck climbable flora, beaches, hunting, and shallow dive pointsA short list of surface and underwater work
FortPrepare the Jackdaw, mortar range, repair supply, and a land exitFort captured, morale route understood, and regional points revealed
PortVisit the Harbourmaster before the next long voyageRestocked weapons and a ship lane that matches the next fight
Shipwreck or deep waterDecide between Dive Anywhere and Diving BellOxygen, current, and return route accounted for

Leave-region ledger

Record unresolved work before sailing away

The most expensive location mistake is leaving with a vague memory of what was missing. Use a small ledger with place, activity family, access condition, and next page. The return trip then starts from evidence instead of a second scan of the entire region.

City note Use movement routes, not just names A city entry becomes useful when it records rooftops, ziplines, crowds, and the local marker family that shares the same travel line.
Fort note Capture changes what the region shows After the fort and synchronization are complete, revisit the map before treating the region as fully revealed.
Write downExampleNext page
Place anchorHavana rooftop, Nassau port, Great Inagua beachMap
Activity familyShanty chase, deep chest, stela, fortCollectibles / Treasure Maps / Naval
Access conditionDiving Bell, story objective, officer quest, fort captureWalkthrough / Jackdaw
Proof still missingCounter, reward, marker, or menu stateOwner page for that proof
Return headingSame island cluster or same water lanePathfinder or location hub

Place-type exit check

Leave a location only when its route type has a finish signal

The same checklist does not fit a city, island, fort, or wreck. Match the place to the proof that closes its main risk, then record anything that still belongs to a different page.

  1. Write the place type beside the name; a fort and a city can share a region but require different preparation and proof.
  2. Keep an unresolved stop attached to its access condition, such as a story objective, Diving Bell, hunt chain, or ship upgrade.
  3. Use Map for the anchor, Collectibles for the family counter, Treasure Maps for buried rewards, and Walkthrough for progression gates.
  4. Set the next waypoint before leaving. A location hub is successful when the return trip has one clear reason, not a vague memory of a missing icon.
Place typeMain riskFinish signal before sailing
CityA moving or rooftop pickup sends you back through the districtShanty, viewpoint, movement family, and nearby story marker are either closed or recorded
Island or ruinA beach, puzzle, or buried clue is mistaken for the whole regionMap anchor, treasure or stela route, and local counter agree
Fort or sea laneThe land phase starts with a damaged or underprepared JackdawNaval result, repair state, regional reveal, and exit heading are clear
Shipwreck or diveAccess, oxygen, or return route turns one pickup into a second voyageDive method, underwater reward, and return-to-port plan are recorded
Mission locationStory progression changes what the place exposesCurrent objective is complete or the next memory/optional condition is named

Common Questions

How should I use location pages?

Open a location when you want nearby coordinates, collectible clusters, treasure checks, or mission cleanup tied to one region.

Why are some locations shown as hubs?

Cities, islands, and shipwrecks often collect several nearby route checks, so they work better as route hubs than as single-item pages.

Which location types matter most?

Cities, islands, forts, shipwrecks, warehouses, hunting spots, and diving routes matter because they cluster nearby checks.

Should I clear locations with the map open?

Yes. Use the map to group coordinates, collectibles, treasure, contracts, and mission cleanup before sailing away.

How does the place type change the route?

Cities favor movement and rooftop checks, islands favor beaches and puzzles, forts require a naval and land plan, wrecks require dive access and a return route, and mission locations depend on the current objective.

What should I record before leaving a location?

Keep the place name, unresolved family, access condition, proof still missing, and next waypoint together so a return trip starts from one clear task.

How is a location hub different from one marker?

A hub is a travel decision: it combines the nearby coordinates, collectible families, treasure, mission, or naval checks that belong to the same place.