Walkthrough

Black Flag Resynced Walkthrough

Use the Black Flag Resynced Walkthrough to search the current sequence, memory, objective, and mission-area route checks before replaying or pushing the story. Confirm the active objective in your save, then open combat, stealth, naval, parkour, or map help when that system is the blocker.

  • Sequence: use the sequence and memory filters when those labels are available.
  • Mission: search a numbered route or mission title before replaying.
  • Objective: read the current optional objective tracker before moving.
  • Handoff: open Combat, Stealth, Parkour, Naval, Map, or Jackdaw when the mission reveals the blocker.

Objective → blocker → recovery

Recover the memory step you can see in the save

Search the strongest clue you have—sequence, memory, objective, or area. This board then separates the story route from the system that can actually fail the attempt.

01Read the objective

Use the text currently visible in the save, not a guessed mission title.

02Name the failure system

Stealth, combat, parkour, and naval failures need different recoveries.

03Separate optional goals

Finish the memory first; replay the full-sync objective only after the route is stable.

Showing 18 recovery routes; 21 mission checks are searchable.

Retry protocol

Change the recovery step, not the whole memory

  1. Write down the last visible objective.
  2. Retry the system route with one safer adjustment.
  3. Only then chase optional full-sync requirements.
Open guide routes
09: The Spanish Commander mission route visualStealth blocker

Use the visible objective · Optional goal needs confirmation

09: The Spanish Commander

Assassin contract: follow the live marker to the central-yard compound, use the cabinet pause to choose a tree or haystack route, and verify the stay-out-of-combat result.

Area
Central-yard compound (follow the active target marker)
Route state
Needs current-build check
13: The Pirate Captain mission route visualStealth blocker

Use the visible objective · Optional goal needs confirmation

13: The Pirate Captain

Assassin contract: identify The Pirate Captain on Nassau's shared board, then use the northwestern swamp marker and a short vegetation route rather than the Outlaws approach.

Area
Northwestern Nassau swamp (classic target-area lead)
Route state
Needs current-build check
15: Tomb Raiders mission route visualStealth blocker

Use the visible objective · Optional goal needs confirmation

15: Tomb Raiders

Assassin contract: reach the marked target in Pinos Isle's main Mayan temple, map the temple sightlines and visible-body risk, then verify the separate optional result.

Area
Pinos Isle main Mayan temple (classic route lead)
Route state
Needs current-build check
The Guard Post mission route visualStealth blocker

Use the visible objective · Optional goal needs confirmation

The Guard Post

Kingston assassin contract: use the current target marker, a north-side rock-platform approach, and separate proof for the kill and any live stealth bonus.

Area
Northwest Kingston
Route state
Needs current-build check
The Judge mission route visualStealth blocker

Use the visible objective · Optional goal needs confirmation

The Judge

Kingston assassin contract: follow the active marker to Port Royal, use the east-side bush or a covered rooftop as an approach choice, and verify the base payout.

Area
Port Royal, southern Kingston
Route state
Needs current-build check
06: Contraband mission route visualNaval blocker

Use the visible objective · Optional goal needs confirmation

06: Contraband

Chinchorro naval contract: sink one Spanish frigate and two Spanish brigs, check each class counter, and keep an open-water retreat lane.

Area
Chinchorro waters
Route state
Needs current-build check
A Spanish Plague mission route visualNaval blocker

Use the visible objective · Optional goal needs confirmation

A Spanish Plague

Fort Eleuthera naval contract: sink three qualifying Spanish gunboats, check the counter after each ship, and keep a clear disengage lane.

Area
Eleuthera waters
Route state
Needs current-build check
Silk on the Waves mission route visualNaval blocker

Use the visible objective · Optional goal needs confirmation

Silk on the Waves

Gibara naval contract: compare the brief's Silk requirement with the cargo hold first, then deliver only if the live counter shows a shortfall.

Area
Gibara
Route state
Needs current-build check
10: The Realities of War mission route visualNaval blocker

Use the visible objective · Optional goal needs confirmation

10: The Realities of War

The Realities of War is a two-wave naval contract, not a story memory. Use the live objective to separate the opening brig group from the later Man o' War wave; the route's key decis…

Area
Conttoyor contract waters (follow the active marker)
Route state
Needs current-build check
16: A Last Drink for the Road mission route visualNaval blocker

Use the visible objective · Optional goal needs confirmation

16: A Last Drink for the Road

A Last Drink for the Road is an Arroyos contract with a moving escape state: reach the marked associate quickly, then switch from rooftops to the waterfront if he boards his ship. It…

Area
Arroyos village, rooftops, and the target's ship
Route state
Needs current-build check
A Slaver's Business — Andreas Island Assassin Contract mission route visualCombat blocker

Use the visible objective · Optional goal needs confirmation

A Slaver's Business — Andreas Island Assassin Contract

A Slaver's Business starts at the Andreas Island pigeon coop. Identify the marked target while he is talking with enslaved people, then enter a stalking zone before the final strike …

Area
Andreas Island pigeon coop and the target's conversation area
Route state
Needs current-build check
No More Taxes — Havana Assassin Contract mission route visualCombat blocker

Use the visible objective · Optional goal needs confirmation

No More Taxes — Havana Assassin Contract

No More Taxes begins at Havana's northern pigeon coop. The target holds the center of a restricted block; use a covered descent and a real hiding-spot strike when the optional 500-Re…

Area
Havana northern pigeon coop and central restricted yard
Route state
Needs current-build check
Sequence 02 – Memory 03: Mister Walpole, I Presume? mission route visualStory route

Sequence 02 · Memory 03

Sequence 02 – Memory 03: Mister Walpole, I Presume?

Mister Walpole, I Presume? moves from a Havana terrace pistol lesson to hidden-blade training and a Governor scene. Its two optional checks happen at different points: Rogers's timed…

Area
Havana terrace and training grounds
Route state
Needs current-build check
Sequence 05 – Memory 02: Traveling Salesman mission route visualStealth blocker

Sequence 05 · Memory 02

Sequence 05 – Memory 02: Traveling Salesman

Traveling Salesman follows Prins and Torres through Havana, switches into eavesdropping, then ends with a guard fight and a pursuit of Kidd. Its optional counters are specific: kill …

Area
Havana rooftops and manor route
Route state
Needs current-build check
Sequence 09 – Memory 01: Imagine the Surprise mission route visualStealth blocker

Sequence 09 · Memory 01

Sequence 09 – Memory 01: Imagine the Surprise

A Kingston plantation memory built around a target tail, two alarm-bell sabotages, and a limited window for the four-brute optional condition. Do the finite cleanup before committing…

Area
Kingston plantation
Route state
Needs current-build check
The Twin Dilemma — Grand Cayman Assassin Contract mission route visualCombat blocker

Use the visible objective · Optional goal needs confirmation

The Twin Dilemma — Grand Cayman Assassin Contract

The Twin Dilemma starts at Grand Cayman's western pigeon coop and ends with two targets outside the tavern. Keep them together for the optional double-assassination payout instead of…

Area
Grand Cayman western pigeon coop and tavern frontage
Route state
Needs current-build check
Unlicensed Dealer — Havana Assassin Contract mission route visualParkour blocker

Use the visible objective · Optional goal needs confirmation

Unlicensed Dealer — Havana Assassin Contract

The Unlicensed Dealer contract starts at Havana's southern pigeon coop. Locate the moving target from a lower rooftop, then decide whether a safe hiding-spot ambush is still availabl…

Area
Havana southern pigeon coop and central restricted block
Route state
Needs current-build check
Abstergo Entertainment – Intermission 4 mission route visualStory route

Use the visible objective · Optional goal needs confirmation

Abstergo Entertainment – Intermission 4

Use Abstergo Entertainment – Intermission 4 to plan the missions route in Black Flag Resynced.

Area
Area needs confirmation
Route state
Needs current-build check

Mission route

Search by sequence, memory, objective, or location

The walkthrough lookup separates sequence and memory labels from numbered missions, intermissions, area checks, and system blockers. Use the exact clue shown in your save rather than assuming every route follows the same format.

NeedSearchOpen next
Main mission helpSequence or memory nameCombat, Stealth, or Naval
Optional objectiveObjective wordingReplay after reading the current tracker
Region cleanupLocation or cityMap and Collectibles
Ship missionNaval term or JackdawJackdaw Upgrades

Route coverage

Choose the mission check that matches your save

Start from the strongest label visible in the objective tracker. Sequence and memory filters work for entries with those labels; numbered routes and intermissions remain searchable by title.

What you seeUse in the lookupSafe next move
Sequence and memoryChoose the matching sequence or memory filterRead the objective before starting the replay
Numbered missionSearch the number and mission titleConfirm the current mission area and blocker
IntermissionSearch Intermission or AbstergoCheck the active objective before leaving the section
Optional objectiveSearch the mission, then read the current trackerRestart early when stealth, combat, or timing breaks full sync
No exact title matchSearch the location, character, or route typeOpen the matching system guide and follow the objective in your save

Patch-safe replay

Protect full sync when a memory behaves differently

A live update can change the feel of a route without changing the story objective. Separate finishing the memory from retrying the optional condition, then change only the system that failed.

Current update 1.0.7 is a retest cue Use the official patch notice to decide when to recheck a stubborn route; use the current objective and save for the actual result.
Next handoff Open the system owner Do not restart the whole story when one stealth, combat, or naval condition is the blocker.
What failedFirst recoveryReplay handoff
Stealth or tailingFind the last safe break pointStealth, then Walkthrough
Combat or boardingFinish the objective before restartingCombat or Naval
Parkour or shantyReopen the route line and camera angleParkour or Sea Shanties
Optional objectiveRead the exact tracker wordingReplay the memory with one goal

Full-sync recovery

How do you recover a failed optional objective without restarting blindly?

Finish the story objective and the optional condition as separate jobs. The exact wording in the current tracker tells you whether to replay the memory, change the approach, or open a focused system guide.

Failure shown in the saveFirst recoveryFocused handoff
Stealth or tailing conditionReturn to the last safe break pointStealth
Combat, boarding, or tool conditionKeep the objective route and change one fight variableCombat
Naval objectiveCheck ship state and opening approachNaval / Jackdaw
Parkour, shanty, or movement conditionReopen the route line and camera angleParkour / Sea Shanties
Objective wording is unclearSearch the sequence, memory, or location labelWalkthrough result before replaying

Replay preparation card

Record the memory state before chasing full sync again

A replay is safer when the story objective, optional condition, last safe checkpoint, and recovery tool are written together. This keeps a completed memory from being confused with an unfinished optional route.

  1. Read the current objective and optional condition before launching the replay; do not rely on a remembered guide title alone.
  2. Prepare one recovery tool and one fallback route. A failed stealth attempt may need a safe break point, while a naval condition may need repair or a changed opening.
  3. Finish the visible story objective first when the save is unstable, then replay the optional condition with the correct system page open.
  4. Keep the result in the card: completed, partial, or needs current-build confirmation. That status is more useful than repeating the same route without a new test.
Card fieldExample noteWhy it matters
Story objectiveThe exact line visible in the current trackerConfirms that the replay is on the intended memory
Optional conditionNo detection, a parkour action, a target method, or a naval requirementPrevents a successful story clear from being counted as full sync
Last safe checkpointThe break point before the alert, fight, jump, or sea exchangeGives the retry a recovery point instead of a blind restart
System preparationObserve, smoke, rope dart, ship lane, ammunition, or display targetConnects the condition to the tool that can actually protect it
Stop signalObjective complete, counter updated, reward shown, or platform profile changedTells you when the route is finished and the next handoff can begin

Mission recovery expertise

Use Resynced's ground systems to recover a memory instead of forcing the old route

Observe can identify objectives and tag threats before movement starts; crouch-anywhere stealth changes where a route can pause; and Ubisoft says losing distance in a tailing or eavesdropping mission no longer automatically ends the mission. When combat adapts to repeated parries or kicks, change the pattern instead of repeating the same input.

  1. Read the exact optional objective before replaying; full-sync progress and mission completion are separate jobs.
  2. Use Observe before entering a guarded space and note the recovery point you will return to if detection rises.
  3. Use the Rope Dart earlier than the classic game expects; Ubisoft lists the Resynced unlock at Sequence 3 rather than the original Sequence 11.
  4. Against advanced enemies, remember that a pistol can break guard while repeated kicks or parries can trigger counters.
  5. If the mission is named in the 1.0.7 quest-fix list, read the current patch note before assuming the route itself is wrong.
Mission failureSystem to usePractical recovery
You cannot find the objectiveObserve and Eagle VisionScan the area, tag the route, then choose a quiet approach
Tailing target gets far awayImproved tailing rulesRecover line of sight and continue; do not restart solely because the distance opened
Stealth breaks in a cityCrouch, light/shadow, smoke, and social stealthBreak sight, reduce visibility, and re-enter from a group, bench, wall, or vegetation
The same parry loop stops workingAdaptive combat and takedownsMix kicks, sweeps, rope darts, pistols, dodge attacks, and heavy strikes
A parkour optional condition failsManual jump and Advanced ParkourUse side/back eject control and a deliberate landing line instead of holding the guided path

Memory replay protocol

Separate story completion, full sync, and route recovery

A mission replay becomes confusing when these three goals are mixed. Finish the required objective first, identify the optional condition separately, and keep a recovery point for the system that failed. This protocol is especially useful when the remake's new tools make an old route shorter or safer.

  1. Screenshot or write the optional objective before starting a replay.
  2. Scan with Observe and identify the point where the route can be safely recovered.
  3. Against adaptive enemies, alternate offense and defense instead of waiting for the same parry window.
  4. If the mission is fixed by the patch, update first and keep the old failure note only as a diagnostic clue.
  5. After success, record the exact memory and condition so the achievement route can reuse the result.
GoalRead firstSuccess signal
Story completionCurrent required objectiveMemory ends and progression saves
Full syncOptional objective wordingThe condition is accepted without sacrificing the story route
Stealth recoveryDetection state and last safe coverYou regain a line without forcing a full restart
Combat recoveryEnemy archetype and repeated attack patternA takedown, guard break, or tool rotation opens the route
Parkour recoveryManual jump/Advanced Parkour setting and camera lineThe same traversal segment completes with a controlled landing
Patch recoveryCurrent quest name in 1.0.7 notesThe live build no longer reproduces the listed blocker

Common Questions

How should I use walkthrough entries?

Search by sequence, memory, location, or objective, then confirm optional objectives in the current build before replaying.

Do walkthrough routes replace in-game objectives?

No. Use them as planning context, then follow the current objective text and optional objective tracker in your save.

What should I search on the walkthrough page?

Search a sequence number, memory name, location, objective phrase, character, or naval term.

When should I leave walkthrough and open another page?

Open Combat, Stealth, Naval, Map, or Collectibles when the blocker is a system or location rather than the mission order.

What should I record before replaying a memory?

Write the current story objective, optional condition, last safe checkpoint, one recovery tool, and the result that will prove the route is complete.

When is a walkthrough route actually complete?

Separate the story clear from full sync: finish the visible objective, confirm any optional condition, and check the memory result, save state, counter, reward, or platform profile before moving on.

How do I separate story clear from optional retry?

Finish the visible memory objective first, then replay the mission for optional or full-sync conditions with the correct recovery system prepared.