Black Flag Memory Reset · Story Walkthrough#
Table of Contents#
| # |
Section |
Content |
| 1 |
Story skeleton |
A four-act structure across ten years of piracy |
| 2 |
Early game |
From privateer to the pirate republic |
| 3 |
Mid game |
Nassau’s predicament and picking sides |
| 4 |
Late game |
The Observatory and the Sage |
| 5 |
New chapters |
A World Without Gold and two new side lines |
| 6 |
Epilogue and structural changes |
Where the modern day went |
The Story Skeleton#
The main story advances in Sequences, each built around one shift in Edward’s identity. The original story is largely untouched in the remake, which only adds scenes and dialogue — the original writer returned to pen new conversations between Edward and his wife Caroline.
| Act |
Rough location |
Core conflict |
| Act one |
Sequences 1 to 3 |
Starting from nothing, buying your way into the pirate circle through betrayal and alliances |
| Act two |
Sequences 4 to 7 |
The golden age of the pirate republic draws to a close |
| Act three |
Sequences 8 to 11 |
Drawn into the old feud between Assassins and Templars, chasing the Observatory |
| Endgame |
After Sequence 11 and the epilogue |
Letting go of obsession, returning to family and stronghold |
Pacing Notes for the Remake#
Most main quest objectives stay as they were; the changes concentrate in two spots: some missions trim the follow-the-target stretches, and being spotted in tailing and eavesdropping missions no longer fails synchronization — the target shifts to combat, a chase, or continued investigation elsewhere. The overall pacing is smoother than the original, but no core story was replaced.
Early Game: From Privateer to the Pirate Republic#
| Stage |
Key events |
What you do |
| Shipwrecked |
Edward infiltrates Havana under a false identity and takes his target’s identity after killing him |
Complete the prologue tutorial and get your first ship |
| Alliances |
Meet Blackbeard, Benjamin Hornigold, and others |
Open up the starting sea’s viewpoints and fortress |
| Foothold |
Take part in founding and defending the pirate republic of Nassau |
Bank wood and metal from boarding actions and upgrade your ship |
The quests here are mostly tutorial-oriented and enemy ships are low-level — the best window for farming materials and learning naval combat.
Mid Game: Nassau’s Predicament and Picking Sides#
Nassau lives off plunder, and with the Templars and the Royal Navy squeezing it at the same time, the city soon cannot hold. During this stretch Edward runs errands for every faction while slowly realizing he has been everyone’s tool all along.
| Key beat |
Notes |
| Sequence 4 |
Kenway’s Fleet opens; after completing “This Old Cove”, the two new officers’ quests appear in the world |
| Sequences 5 to 7 |
Faction relations sour across the board; several strongholds and sea areas must be taken by force |
| Sequence 8 |
The Blackbeard’s Treasure side line opens, tied to Edward’s daughter Jenny |
Late Game: The Observatory and the Sage#
The second half hands the narrative to the Observatory — a First Civilization stargazing facility — and the Templars’ contest for it. Bartholomew Roberts appears as the Sage, both a legend of the seas and the key to the entire Templar thread.
| Key beat |
Notes |
| Sequence 9 |
Stede Bonnet’s quest line opens, ending on the mysterious island |
| Sequence 11 |
Tobias “Deadman” Smith joins; A World Without Gold opens after Sequence 11 |
| Epilogue |
The last of the four Rifts opens after completing the epilogue |
New Chapter: A World Without Gold#
This is the remake’s largest piece of new narrative, part of the roughly six hours of new content per official statements.
| Item |
Notes |
| Type |
An endgame chapter, a closing stretch independent of the main story |
| Size |
Eight missions |
| Theme |
Edward hunts the pirate hunter Robert Maynard |
| Unlock |
After Sequence 11, head to Great Inagua |
| Extra |
“Deadman” Smith joins during this line; finishing it unlocks the Jackdaw’s double broadside fire |
| Controversy |
Some reviews feel it pulls Edward’s arc backward a little; it is optional, so players in a hurry to wrap up can skip it |
The Two New Side Lines#
| Side line |
Unlock |
Content |
| Blackbeard’s Treasure |
Sequence 8 |
A treasure-hunting line with story ties to Edward’s daughter Jenny |
| Stede Bonnet |
Sequence 9 |
Expands an ending the original covered in a single line of dialogue into a full personal conclusion; widely considered the best new content |
Epilogue and Structural Changes#
| Change |
Notes |
| Modern day |
The original’s playable Abstergo office segments are removed wholesale, replaced by the Animus Hub and four optional Rifts |
| Rifts |
Four what-if shorts centered on Edward, Blackbeard, James Kidd, and others, each with money and trade good rewards |
| Scene additions |
Caroline gets more screen time; Blackbeard and Bonnet both receive new material |
| Not included |
Freedom Cry and Aveline-related content are not part of this game |
Pacing Recommendations#
| Stage |
Recommendation |
| Sequences 1 to 4 |
No need to rush the story; take the starting sea and both fortresses first |
| Sequences 5 to 9 |
Alternate main story and officer quest lines, raising your naval power alongside |
| After Sequence 10 |
Clear remaining contracts and collectibles, then enter the endgame chapter |
| Post-game |
The endgame chapter, legendary ships, and stronghold building are the densest content |
Finishing the story is not the same as finishing the game — the densest content comes after the credits: the endgame chapter, four legendary ships, and Great Inagua’s development and full collection all wait here. See the endgame guide and the collectibles guide for the arrangements.