Sequence 04 Walkthrough
Last updated: July 2026
Sequence 04 in Assassin's Creed Black Flag Resynced widens Edward Kenway's playground across the full Caribbean map, introducing fort assaults, Templar key hunts, and the Assassin bureau network that structures optional contracts. By this point you should be comfortable with parry combat, rope dart assassinations, and intermediate Jackdaw upgrades. The remake scatters additional synchronization chests near newly highlighted fast-travel locations, encouraging exploration without mandatory backtracking. This walkthrough page covers each memory while recommending exploration beats that feed into later story revelations about the Sage and First Civilization sites.
Memory 1: Unmanned — Charting the Frontier
Edward pushes beyond Nassau's immediate waters to chart unsettled islands and establish supply caches. Memory 1 is exploration-focused with light combat against scavenger camps. Clear each camp to unlock viewpoints that reveal map fog—viewpoints remain the primary synchronization method for geography in Resynced, now with faster climbing animations. Dive to shipwrecks marked with sonar pings; wreck interiors contain designer treasure worth thousands of reales.
Exploration Priorities
- Sync all viewpoints in the northern Bahamas before sailing south toward Kingston.
- Harpoon a white whale if the event spawns nearby for a unique crafting material.
- Collect three sea shanties to unlock additional crew songs during travel.
- Visit the Assassin bureau icon when it appears on the map to unlock contract tiers.
- Use the world map guide to plan efficient sailing routes between objectives.
Memory 2: Fort Assault Tutorial
Sequence 04 introduces land-based fort captures—a hybrid of naval bombardment and on-foot combat. Sail the Jackdaw within range of the fort's coastal batteries and open fire with mortars to destroy outer defenses. Resynced allows direct fort wall breaches if your hull is upgraded enough to tank cannon fire—risky but faster than the standard approach. Once guards are weakened, beach the ship and climb the fort walls.
Capturing the Fort
Inside the fort, destroy the powder reserves marked with objective icons while fighting garrison soldiers. Officers call reinforcements if not eliminated quickly—rope dart or sleep darts work well. The commander waits on the central platform; air assassinate or duel using perfect parries to minimize damage. Capturing the fort reduces regional naval patrol levels permanently and unlocks a fast-travel harbor.
- Optional sync: capture the fort without dying—use medicine consumables crafted from herbs.
- Destroy all flag poles if a bonus objective appears for extra reales.
- Assign naval officers with mortar perks before the assault for weaker wall health.
- After capture, loot the fort treasury chest for plans and upgrade schematics.
Memory 3: Templar Hunt — The Sage Lead
Main story progression in Sequence 04 pivots toward locating a man known as the Sage—a recurring figure tied to First Civilization temples. Edward attends a social gathering in Kingston disguised among merchants. Blend mechanics matter here: match walking speed with NPC groups and avoid sprinting near guards. Inside the manor, eavesdrop on conversations by sitting on benches within earshot. Resynced highlights eavesdrop zones with a subtle audio waveform UI so you know when you are in range.
Stealth Social Infiltration
- Use Observe mode before entering to tag all guard patrols in the courtyard.
- If detected, smoke bombs create escape corridors without failing story progress.
- Pickpocket the invitation letter if you missed the optional objective during the approach sail.
- After the eavesdrop, tail the target through crowded streets—stay within the gold distance ring.
- See stealth tools for berbice sugar traps that disable pursuit dogs in Kingston.
Memory 4: Bureau Contracts and Open Ending
Sequence 04 closes by activating multiple Assassin bureau contracts across the expanded map. Edward is not yet an Assassin, but he profits from their intelligence network. Accept tier-two contracts recommending dual objectives: kill a Templar envoy and steal naval maps. These missions are open-ended—complete them in any order before returning to the bureau for the sequence finale cutscene. Resynced tracks contract completion on the pause map with gold checkmarks.
Mid-Game Progression Recommendations
Before leaving Sequence 04, ensure the Jackdaw has tier-three cannons, at least one elite officer assigned, and Edward carries upgraded dual pistols. Fight a legendary ship if your hull rating exceeds the recommended threshold—legendary rewards include unique sail cosmetics and massive reales dumps. Read enemy types to learn how elite brutes and agile scouts differ in Resynced's adaptive AI, because bureau contracts in Spanish forts mix both archetypes.
- Complete synchronization objectives on any replayed memories while contracts refresh.
- Upgrade health capacity via animal crafting at the general store.
- Initiate Kenway Fleet missions for passive income during long sailing sessions.
- Scan the horizon for convoy trade ships—rich targets for naval combat practice.
- Save a manual slot before starting Sequence 05 when it releases in future wiki updates.
Sequence 04 completes the early-game arc covered by this wiki section. Edward now commands respect among pirates, possesses leads on the Sage, and sails a battle-tested Jackdaw across a fully unlocked Caribbean. Continue side content, fort captures, and collectible hunts to power up before later memories escalate toward Templar grandmaster confrontations and First Civilization revelations.
Frequently Asked Questions
When does the full map open?
Sequence 04 Memory 1 removes most fog-of-war restrictions after syncing viewpoints. Kingston, Great Inagua, and southern territories become accessible.
What are Assassin bureaus?
Bureaus are hidden Assassin offices that offer contract missions. Edward uses them for profit before officially joining the Brotherhood later in the story.
Who is the Sage?
The Sage is a reincarnated figure connected to the First Civilization. Sequence 04 introduces the concept without fully revealing the character's identity—avoid spoilers if you want surprises.
Should I capture forts before story missions?
Fort captures are optional but reduce patrol difficulty and unlock harbors. Capturing two forts before Memory 3 makes Kingston approach sails safer.
What level should my Jackdaw be entering Sequence 04?
Aim for hull tier three and broadside tier two minimum. Legendary ships are optional challenges requiring tier four or higher.