
Assassin's Creed Black Flag Resynced: every island's secrets and chests, all 30 of them
Thirty locations across the West Indies with their secrets, chests and taverns, plus the four ultimate ship plans and the trinket that makes you effectively immortal. Indexed by island name.
06/09/2026 · 4 min read
Black Flag Resynced gives you an ocean and expects you to notice things in it. Chests sit inside geometry that reads as scenery, taverns hide behind a building you sail past, and several of the best items in the game are on islands the story never sends you to.
Thirty locations, indexed by name. Find the one you are anchored off.
The West Indies, island by island
| Location | What is there |
|---|---|
| Abaco Island | Secrets, chests and a tavern |
| Ambergris Key | A secret location most players never find |
| Andreas Island | Secrets and chests |
| Arroyos | Secrets and chests |
| Black Island | Secrets and chests |
| Black Trench | A secret chest with its own full route |
| Bonavista Island | A full 100% secret collectibles sweep |
| Caracol | Secrets and chests |
| Cat Island | Secrets, chests and a tavern |
| Cayman Sound | Secrets and chests |
| Corozal | Secrets and chests |
| Crooked Island | A full 100% secret collectibles sweep |
| Cumberlands | Secrets and chests |
| Florida | Secrets, chests and a tavern |
| Grand Cayman | Secrets and chests |
| Île à Vache | Secrets and chests |
| Jiguay | Secrets and chests |
| Matanzas | Secrets, chests, a tavern and a warehouse |
| Misteriosa | Secrets and chests |
| Mystery Island | Secrets and chests |
| New Bone Island | Secrets and chests |
| Pinos Isle | Secrets and chests |
| Port Royal | Secrets and chests |
| Sacrifice Island | Secrets and chests |
| Salt Key Bank | Secrets and chests |
| Salt Lagoon | Secrets, chests and a tavern |
| San Juan | Secrets and chests |
| Santanillas | Secrets and chests |
| Tortuga | Secrets and chests |
| Tulum | Secrets and chests |
The things worth going out of your way for
These sit on the list above and deserve naming separately, because they change how the rest of the game plays rather than adding to a counter.
The trinket that makes you effectively immortal. It exists, it is on an island, and it is not part of any quest line. Getting it early rewrites the difficulty of everything after it.
Narwhal's Horn, a rare trinket you can have far earlier than intended.
Four ultimate ship plans, each hidden rather than bought:
| Plan | Why it matters |
|---|---|
| Ultimate Armored Hull IV | The single biggest survivability jump for the Jackdaw |
| Ultimate Harpoon III | Turns hunting from a chore into a supply line |
| Ultimate Heavy Shot Strength | Damage against the ships that outclass you |
Diving for Medicines, which holds seven chests rather than the one the quest implies. Most players take the quest reward and leave the rest of them underwater.
The Matanzas warehouse, which is its own small problem and has its own guide.
The Sage's buried secret, a puzzle rather than a search.
Secrets that are not on any island
Some of what people miss is systems rather than places. There are combat moves, tools and naval upgrades available far earlier than most players find them, and a run that picks those up in the first few hours plays like a different game.
The trophies, and the one that will catch you
| Trophy | Note |
|---|---|
| Hangover | Highly missable. Deal with it when you meet it |
| Ed the Diver | Can be done far earlier than expected |
| Backs to the Walls | Combat |
| Double Tap | Combat |
| Gun Kata | Combat, and there is an easy method |
| Articles of Agreement | Progression |
| Davy Jones' Locker | Naval |
Hangover is the only one on this list that can be lost. The other six wait for you. If you take one thing from this page besides the island index, take that.
How to sweep the map without wasting a week
- Get the ship plans first. Ultimate Armored Hull IV in particular turns the dangerous half of the map into the easy half, and every island after it costs less.
- Then take the islands in sailing order rather than in list order. The list above is alphabetical because that is how you search it. It is a poor route.
- Do the taverns as you pass them. Five locations have one, and a tavern is a fast travel point, so having them early pays for itself.
- Leave Black Trench and Ambergris Key for a deliberate trip. Both are out of the way and both are worth the trip.
- Watch for Hangover the whole time.
Each island above has its own route video named for the island, so the fastest way to use this page is to look up where you are standing rather than to plan the whole map at once.







