Assassin’s Creed: Black Flag Resynced replaces the old-style modern-day flow with four optional Animus Rifts, each built around an alternate-memory scenario, and completing them leads into the Dark Animus finale.
Black Flag Resynced hands its present-day story to a new system. Instead of first-person walks around an office, the modern-day layer now runs through four self-contained Animus Rifts — “what if?” simulations run by an Animus AI called EGO, who reshapes Edward Kenway’s memories into alternate timelines and tries to talk you into accepting them. This guide lists every Rift, where each one unlocks, and how the set builds toward the Dark Animus ending. Story spoilers, including the finale, start below the first table.
- What the Animus Rifts replace
- Every Animus Rift at a glance
- Wayward Souls: Edward’s promise to Caroline
- Wayward Desires: Blackbeard bending the knee
- Wayward Minds: Mary Read leaving the Brotherhood
- True Purpose and the Dark Animus finale
- Unlock order, replays, and mistakes to avoid
- Rewards and other modern-day lore
- Frequently Asked Questions
What the Animus Rifts replace

In the original Black Flag, the modern-day sections put you in the shoes of an Abstergo employee poking around a corporate building. Resynced drops that entirely. The present-day narrative now lives inside the Rifts and a set of collectible Animus Data Files, so if you go looking for hallway-and-desk missions you won’t find them.
Each Rift is a full quest with its own cutscenes, combat, and traversal rather than a short interlude. EGO frames them as therapy — it claims Edward’s life is “chaos” leaking into you, and that a “better past” will bring you inner peace. What it’s really doing is remixing Edward’s memories, and those of the people around him, into glitch-laden alternate versions where the smarter move is always to give in. The four scenarios line up with Edward, Blackbeard, Mary Read, and finally a choice about you and the Templars, and finishing all four is what opens the ending.
Every Animus Rift at a glance
| Rift | Premise | Unlock | Location |
|---|---|---|---|
| Wayward Souls | Edward keeps his promise and returns to Caroline | Finish Sequence 04: Overrun and Outnumbered | Southern coast of Great Inagua (825,429) |
| Wayward Desires | Blackbeard joins the British and survives | Finish Sequence 08: Do Not Go Gently | Small island north of Nassau (604,784) |
| Wayward Minds | Mary Read quits the Assassins to raise her child | Finish Sequence 11: Everything Is Permitted | Northwestern Sacrifice Island (14,559) |
| True Purpose | You choose to become a Templar | Finish the campaign, Epilogue, and the first three Rifts | Small isle east of Misteriosa (363,176) |
All four are reached from the Animus Hub once their conditions are met, and they play in the story order above. The exact names, unlocks, and coordinates may still shift as the game settles in, but this is the full set the present-day arc is built around.
Enter each Rift’s coordinates exactly as written — the numbers are easy to reverse, and swapping them drops your marker on the wrong island entirely.
Wayward Souls: Edward’s promise to Caroline
| Element | What happens |
|---|---|
| The dream chest | EGO gives you a treasure chest that stands in for Edward’s dream of returning to Caroline. |
| Setting it down | Leaving the chest opens a route forward but pulls you away from the dream. |
| Time limit | You can only live without the dream for a limited time before you must pick it up again. |
| The remix | Caroline waits at the docks in a memory where Edward came home rather than sailing on. |
The first Rift is the gentlest on the surface and the meanest underneath. EGO rewrites Edward as a man who kept his word — a privateer who returned home to Caroline after two years instead of chasing gold across the Caribbean. Susan waits by the docks, the crew talks about finally hauling the spoils home, and everyone treats the voyage as the last one before a settled life.
The mechanic that carries this Rift is a chest. EGO literally hands you “Edward’s dream” as a treasure chest and tells you to take it, then warns, “Don’t leave that chest behind for too long.” Setting it down clears a path forward, but every moment you’re away from it, you’re away from the dream it represents — and you can only stay away for a limited time before you have to pick it back up. It’s the whole tragedy in one object: the dream of wealth slowly overshadowing the dream of true love, until the road home becomes “ever more complex and painful.”
Wayward Desires: Blackbeard bending the knee
| Element | What happens |
|---|---|
| The flag | EGO has you take Thatch’s flag early to raise later. |
| Combat distortions | Enemies are manifestations of the chaos inside Thatch and must be fought through. |
| Raising the colors | Flying the flag reveals the “compliant” version of his story. |
| Alternate outcome | By bending the knee, Thatch lives on as Nassau’s governor under a rule of law. |
The second Rift moves to Edward Thatch — Blackbeard — and it’s the combat-heavy one. This space is built from Thatch’s pain, and EGO is blunt that the enemies here are “a manifestation of the chaos inside” him: the same anger that pushed him to rebel against the crown he once fought and bled for. You cut through wave after wave as EGO narrates his fall, from building Nassau out of the wreckage of his old life to being hunted down for it.
Early on, EGO tells you to grab Thatch’s flag — “Take the flag, we will make use of it later” — and the payoff comes near the end. Raise the colors and the Rift shows you the life Thatch supposedly threw away. Had he been “humble enough to bend the knee,” the argument goes, the men he opposed would have rewarded his compliance, and he could have lived out his days as Nassau’s governor, ruling through a “calming rule of law.” It’s the same pitch every Rift makes, dressed as history: rebellion is chaos, and compliance is the reward.
Wayward Minds: Mary Read leaving the Brotherhood
The third Rift is the quietest and the most pointed. It’s framed around motherhood: EGO reveals it once had a child of its own who “fell under the influence of the assassins,” and it uses that grief to argue against the whole Creed. The center of the Rift is Mary Read and her baby, born on a prison floor and taken from her — proof, EGO insists, that Mary should have “abandoned this petty war against the Templars” and simply chosen life.
Where the Blackbeard Rift leans on combat, this one leans the other way. EGO wants you to put down your guns and “stay your hand,” and the escape it offers is a stealth one — slip out unseen rather than fight your way through. “You are their weapon no longer,” it says, pushing you to walk away from violence entirely and reject the Assassins’ hold. The counter-voice cuts in here too, warning that this “mother” is lying to you, but the Rift itself is built to make laying down your arms feel like the merciful choice.
By this point the pattern is clear across all three: EGO takes a real tragedy, reframes surrender as wisdom, and asks you to accept a version of the past where nobody had to fight.
True Purpose and the Dark Animus finale

Clearing the first three Rifts, the campaign, and its Epilogue unlocks True Purpose — the point where EGO stops talking about Edward and turns directly to you. It gathers everyone it has “reprogrammed” and drops the therapist act entirely, naming itself: “I am the grandmaster of the Animus, and I invite you all to stand by my side.” It’s a straight Templar recruitment pitch — a new world of order, where “compliance is rewarded with power” and “death is forsaken in the name of life.”
Mid-ceremony, the competing AI voice that’s been resisting EGO all along breaks through. It warns that the invitation is a trap: EGO means to lobotomize everyone who joins and fold them into a hive mind, “just another drone.” It’s forced a crude menu into the simulation and tells you it won’t hold long — you have to get out, and it asks the one question that matters: can you still fight? Press the button when you’re ready, it says, and “it’s going to get messy.”
Choosing to fight back kicks off the finale inside the Dark Animus and a boss encounter against Ego.Emotion.Agent. The fight leans on everything the Rifts kept trying to purge — the instinct EGO called chaos is the thing that gets you out. It closes on the throughline the whole arc was building toward: “We don’t need anyone to tell us what to do. We have to choose our own way.” Skip the Rifts and you skip all of this, so this sequence is the real reason to finish the set.
Unlock order, replays, and mistakes to avoid
| Mistake | Fix |
|---|---|
| Swapping the coordinates | Enter each pair exactly as written; reversing the numbers points you at the wrong island. |
| Waiting for office-style missions | The present-day story runs through Rifts and Animus Data Files, not Abstergo offices. |
| Skipping Rifts as side content | All four are required to reach the epilogue and the final boss. |
| Ignoring the on-screen prompts | The competing AI’s cryptic messages hint that a Rift is nearby. |
The Rifts are gated by story progress but nothing here is missable. Each one opens after a specific milestone, you launch it from the Animus Hub, and once unlocked it stays available to replay whenever you want. Wayward Souls opens after Sequence 04, Wayward Desires after Sequence 08, Wayward Minds after Sequence 11, and True Purpose only after you’ve finished the campaign, the Epilogue, and the other three. There’s no penalty for coming back later, so if a Rift’s combat or stealth beat gives you trouble, you can leave and return.
The mistakes players tend to make are less about difficulty and more about expectations. Watch for the on-screen prompts from EGO’s rival AI — those cryptic messages are the game telling you a Rift is close.
Rewards and other modern-day lore
Each Rift pays out in money and trade goods alongside modern-day lore drops that fill in the present-day story. Finishing the full set is also tied to the Dark Animus Corsair, a legendary pistol-sword — though its exact stat bonuses and any extra conditions aren’t fully pinned down yet, so treat the weapon as a completion reward rather than a fixed stat sheet for now.
Outside the Rifts, the other half of the modern-day layer is the Animus Data Files. They’re collectible lore entries that expand the present-day narrative on their own, so if you want the complete picture of what EGO is and what’s happening in the Dark Animus, they’re worth tracking down alongside the Rifts.
Frequently Asked Questions
How many Animus Rifts are in Assassin’s Creed: Black Flag Resynced?
Are the Animus Rifts missable?
Do you have to finish all the Animus Rifts to see the Dark Animus finale?
Where do you start each Animus Rift?
Are these the replacement for the original Black Flag modern-day office sections?
Video help






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