Tourism Visas Spain

Corsairs - GPK Passing quest lines (all nations). Important information on corsairs city of lost ships Dutch national storyline

The topic will describe walkthroughs for all the “nations” presented in the game, including walkthroughs for pirates.

French Ruler:

Spoiler

Having received a patent, sail to Tortuga, there at the residence you need to talk with Bertrand d'Ogeron about working for the benefit of France...

Task one. Deliver Pierre Legrand to Le Marne Bay on the island of Martinique.
The first task is to escort the French privateer Pierre Legrand, who captured a military galleon with rich booty on a lugger and now wants to quietly return to France. In Martinique, he will board a regular ship that goes to France, but since he is sitting on a pile of gold, he needs an escort.
After receiving our first task, we go to the tavern, talk to Pierre, he will become our passenger. Now we are sailing to the island of Martinique, Le Marne Bay. Five thugs who need Legrand's gold will be waiting for us on the shore. We enter the battle and try with all our might to save the life of our ward.

After you kill all the thugs, you will be paid the promised reward, which will be 20,000 piastres. Having wished Pierre a successful journey home, we sail to the Governor General. Arriving in Tortuga and talking with Bertrand, he will ask you not to disappear for long...

If Pierre dies, or we kill him ourselves, for the purpose of profit (He has: 1,000,000 gold, Tanat, a four-barreled pistol, a good telescope, a Dutch cuirass and other goodies...).
So, if Pierre did die, then sailing to Tortuga and reporting on the outcome of the task, Bertrand d'Ogeron will ask to give back the money that was with our ward, but not 1,000,000, but 1,200,000 piastres. The task will be completed!

Task two. Delivery of d'Ogeron's letter to the island of Curacao.
The second task that will be issued by the French Governor General will be to deliver an important letter to the Governor General of Curacao, Peter Stavesant. We set course for Curacao, the reward for completing the mission depends on our speed. Having arrived in Curacao, we go to the residence to give the letter. We will be mistaken for a pirate who killed the messenger d'Ogeron and put behind bars... After spending some time in prison, a jailer will approach us, from a conversation with whom there will be a chance of release, he says that his father-in-law is one of the officers of Stavesant (Governor General of Curasay ).In return, they take part of the gold from you. After a while, Stevezent himself comes, who will free us. The Governor-General will wish you a safe journey back to Tortuga, but will warn that there is something crazy going on near the island...
You can sail to Tortuga and finish the quest, but there is another option:
Let's go to the tavern and ask the tavernkeeper about the incident that happened to us, he will explain to us what's what and point out two strange types sitting at the table... Approaching them, the conversation will not work out, but we find out that some kind of meeting is scheduled in Palm Beach Bay. They will immediately run out of the tavern, and we will follow them, run after them from location to location and, having reached the bay, we will overhear their conversation about the galleon. When they see us again, they will not be happy, but from the dialogue they will be able to learn useful information. We run back to the city, board the ship and go out to sea, the same galleon will be waiting for us at sea. The team will not consist of pirates, but of Spanish soldiers. The captain of the ship, a Spanish officer, will say that he has already sunk 20 ships in the vicinity of the island. We kill him, if you search him, you can find a couple of goodies...
Now we return to Stavesent and tell everything. Stevezant will pay us a reward for the sunken galleon in the amount of 20,000 piastres.
We return to Tortuga and tell d’Ogeron about everything.
Mission completed!

Task three. Find a way to bring Donna Anna to Tortuga
The Governor General wants us to bring his beloved, the wife of the commandant of Havana, Don José Ramerise de Leyva, to Tortuga. D'Ogerona will give his ring, which must be given to Donna Anna, as well as Escorial's Spanish trade license for a period of 60 days. We go to the port, go out to sea and sail to Havana.
Upon Arriving in Havana, we immediately go to the tavern and talk to the waitress, give her 500 gold and she agrees to take the ring to Donna Anna. We wait until the next morning right in the tavern (we spend the night) and approach it again, take the letter from the commandant’s wife and give 500 gold. Next, you should wait until nightfall and enter the house of the commandant of Havana, the door will not be locked...
The Commandant himself, her husband, will be waiting for us in the house, and not alone, but with a couple of bodyguards. After a short dialogue, we kill everyone (this will not be easy), and go up to the 2nd floor, where Donna is waiting for us, we inform her that her husband is dead and she should come with us. Now we make our way to our ship and sail back to Tortuga!
d "Ogeron, in joy, gives us 25,000 piastres and asks us to leave him... He has no time for Administrative issues now

Task four. Escort of the battleship Soleil Royal to Guadeloupe.
The fourth task is to escort the first class battleship "Sulay Royal" to the island of Dominica.
This is a task of increased importance! They say that several Spanish galleons, under the command of Juano Galeno, are already hunting for the ship.
Near Dominica, the ship should join the Guadeloupe Island squadron. We go to the port office and take command of the Soleil Royal. Now we go to Dominica. Off the coast of Dominica, 4 Spanish galleons will be waiting for us and not a hint of the French squadron! It is necessary to sink the Spaniards, while the Souley Royal must remain safe and sound!
After the sinking of Juano Galeno's squadron, we need to go to Guadeloupe and find out why we were not met by the promised squadron.
The governor of Basse-Terre will say that he received a letter about the nomination of our squadron only yesterday and did not have time to prepare anything, he will take the royal manovar and thank him for what he has done.
We return to the Governor General and tell about everything that happened to our squadron, we will receive 28,000 zlotys as a reward.…

Task Five. Revenge of Donna Anna.
After you have received the task from d'Ogeron, we go to the next room, Donna Anna is already waiting for us there. She fills us in on all the details. Next we go to Havana. You can buy a patent and calmly go into the city, or you can at night, through the jungle .
It’s better not to go to the tavern, there will be an ambush waiting for you there. Upon arrival in Havana, we go to the house of Iness de Las Sierras. We go into the house and ask Donna Anna’s friend about the details... Relatives of the murdered Don Jose are hunting for the escaped Donna; they went into the jungle in order to negotiate with the smugglers so that they would secretly deliver them to Tortuga. We go into the jungle and find Don’s relatives at the Mayak location. After a short conversation, we kill them. Now we sail to Tortuga and report everything to Ogeron. From him we receive 5,000 piastres, then we go to Donna and listen to her gratitude.

Task six. Deliver the letter to filibuster François Olonay.
After receiving the task (to deliver a letter to François Ohlone), we set course for Guadeloupe, where Jean David, better known as François Ohlone, settled...
Near Guadeloupe we will be subject to attack by a Spanish warship... Having defeated the ship, we moor at the port and go to the house of the French filibuster, which is located almost opposite the residence. He will not be very happy, but having learned the purpose of your visit, he will immediately change his attitude...
Then there are 2 continuations:
First - Refuse to attack Kumana and receive the promised reward of 10,000 gold.
Second - Agree to attack Cuman (there is one condition - there can only be one of you in the squadron, that is, your ship).
The squadron will include ours and 3 other ships, a frigate and two corvettes. We are sailing to Kumana. After storming the local fort, we go to its governor and demand money from him. After receiving, you can take your share (50,000 - a quarter) or take everything (200,000) for yourself, but then you will need to deal with Francois and others.
Now we sail to Tortuga and report to the Governor General...

Task seven. Rescue Roca the Brazilian from prison in Santiago.
The goal of the task is to rescue Roca the Brazilian from prison in Santiago. To get into the city we will be given a trade license. We sail to Santiago, upon arrival we go to the tavern and ask the tavern keeper. Having received a vague answer, we go to the church and talk to the holy father, he says that the Inquisition is located right under the church (Entrance under the stairs)...
We leave the church, look under the stairs and find a door. We go there and find ourselves in the Inquisition. We find Rock there, talk to him and make our way through the crowds of enemies. Arriving at Tortuga, Bertrand will admire the work we have done and will give 30,000 piastres, do not forget to talk to Rock, he has something for you

Task eight. Place yourself at the disposal of the Marquis of Bonrepos.
Immediately after receiving the task, we sail to Basse-Terre (Guadeloupe). When we arrived in Basse-Terre we went straight to the residence and talked with the marquis. He gives the task to persuade Henry Morgan (he is in Jamaica), Jackman (the governor of Bermuda) and Morris (he is in Trinidad and Tobago) not to participate in the war against Holland.
First we sail to Bermuda, to Jackman, he didn’t even think about getting involved in this matter. Then we sail to John Morris, to Trinidad and Tobago, he does not want to attack the Dutch and agrees not to do this if we perform one favor for him - we deliver him Captain Gay’s logbook. Well, now we're sailing to Jamaica. In Jamaica, we go to a tavern and ask the innkeeper about Captain Gay, and we find out that he rents a room in this very tavern. We go upstairs, kill Gay, search the corpse and take the magazine! Right there in Jamaica we go to Henry Morgan, but his servant will say that he is in his house in Antigua and that his house there is always closed. Then we sail to Morris and give him Gay’s Logbook, in return he agrees not to attack the Dutch. Now we are sailing to Antigua, straight to Morgan. Arriving in Antigua, we discover that the door to Morgan's house is indeed closed, we go around the house and discover a passage into the dungeon. we go down there and go through them to Morgan's house. We go to his house and talk about non-aggression against the Dutch. For non-aggression he will demand 250,000 piastres. We have nothing else to do, so we give him the money. The task is completed, we sail to the Marquis of Bonrepo, and from him to Tortuga...

Task nine. Repelling the Spanish attack on Port-au-Prince.
In this task, you will be appointed commander of the corral detachment and will be given the Souley Royal at our disposal.
The main task will be to repel the attack of the Spanish squadron on Port-au-Prince. But the royal manovar needs to stay afloat, otherwise the mission will fail. We sail to Port-au-Prince, fight off the Spaniards (a fleet of 6 ships near Port-au-Prince), when we sank the enemy, we go to Tortuga and... We receive a meager reward =(

Task ten. Capture of Santo Domingo.
Retaliatory attack on the Spaniards. The goal is to capture Santo Domingo and transfer it to France.
We sail to Hispaniola, destroy the fort, and land troops. After you storm the city, go to the governor and declare this colony the possession of France. We return to Tortuga and receive a reward!

Task eleven. Capture of Santa Catalina.
Another mission to capture the city! This time we need to capture Santa Catalina and proclaim it a French colony.
Santa Catalina is located on Main. We sail to it, destroy the fort, land troops, kill everyone, go to the governor and say that the colony is now French!
We return to Governor General Bertrand d'Ogeron and talk about increasing French possessions. The Sun King Louis XIV himself learned about us. Now it’s worth going back to Guadeloupe to the Marquis of Bonrepos.

Continuation of the Eleventh Task
Sail to Guadeloupe, meet with the Marquis of Bonrepos at the residence. After talking with him, your reputation in the colonies of France increases. Now you can go to Bertrand d'Ogeron, who will inform you that we have been elevated to the rank of Admiral of the French Fleet!


Spanish Line:

Spoiler

Having received a patent, sail to Havana, there at the residence you need to talk with Francisco Oregon y Gascon about working for the benefit of Spain...

Task one. Release three Spanish citizens.
The first task is to free three Spanish citizens who were captured by Henry Morgan. Morgan demands 500,000 piastres for their release. We need to enter the Port Royal prison and free the prisoners. We are given 1 month for this. We sail to Jamaica, moor in the outskirts of the city (for example, in Portland Bay), and land in the jungle. We go to the fort, if there is a Trade License, we simply pass by the British, if not, we chop them down... in the prison we free the Spaniards. We go to the ship and sail to Havana. Upon arrival in Havana, we go to Oregon and receive 50,000 for the task.

Task two. Work for the Holy Inquisition.
A high-ranking Jesuit, Antonio de Suosa, arrived in the archipelago.
You will work for him.
We leave for Santiago, having arrived in Santiago we go to the representation of the Holy Inquisition on the archipelago. It is located under the church, the entrance is under the stairs. We find Antonio and take the task from him.
The task is this: you need to collect an indulgence, which amounts to 50,000 gold from three Florentine merchants: Joao Ilhayo, Joseph Nunen and Jacob Lopez de Fonseca, if they refuse, you will have to kill them. All three live in Curacao.
We sail to Curacao, upon arrival in Curacao we immediately go to the owner of the tavern and ask him about these three. From him we learn that Joao Ilhayo and Jacob Lopez de Fonseca Joseph Nunen run a store, and Joseph Nunen is a moneylender, and not a very decent one at that. Let's go to the store first. In a conversation with Joao, we learn that he does not have the sum of 50,000 piastres, moreover, he also does not know where his companion Yakov Lopez is. He offers us a deal: if we find his companion, their families will collect 100,000 and can buy forgiveness.
We are sailing to Panama, because... it was there that his companion went. Once in Panama, let's go to a local store and ask the seller about Jacob Lopez. He will say that Yakov promised to come to him a month ago, but never came... Now we need to search the whole city. In one of the remote houses, we will run into suspicious characters, having killed them, we will go up to the second floor, where we will find the missing man .
He will ask you to find for him the Gospel of Judas Iscariot. The last time the thief of this book was seen was in Bermuda, but he went to the shipyard and disappeared. We sail to Bermuda, upon arrival we go to the shipyard to see Master Alexus. He will say that this thief entered the door that is on the right and will open it for us. Having entered the dungeon, a bunch of dead people will rush at us, we will kill them and search this strange place. In one of the chests, we will find a whole treasure, consisting of several decent blades, including combat claws and thanat, a couple of pistols, a blunderbuss, jewelry and a couple of idols, including a rat god, and the Gospel of course!
Now we return to Curacao to Joao Ilhayo. From him we receive indulgence. we also give away the book and get a bonus for it
Now we go to the Pawnbroker. You won't be able to talk to him. We go to the tavern and ask the waitress. She will say that the moneylender's son left yesterday on a pirate lugger for Fort Orange. Fort Orange is located in the jungles of Jamaica. We sail to Jamaica, along the way we find and board a ship with the son of a moneylender. We take him prisoner. We return to the moneylender and take the indulgence.
The task is completed - we sail to Antonio De Souza, collect the reward, sail to the Governor General of Havana and hand over the task to him.

Task three. Capture Rock the Brazilian.
The third task is to capture Rock the Brazilian and hand him over to the Inquisition.
He lives in Tortuga, and we are sailing there. We make our way into the city and immediately go to the tavern for information. We learn that he is not in Tortuga now, he is piracy near Maracaibo. We sail to Maracaibo, and off the coast of the island we find Rock on his corvette. We board the ship and then take it prisoner. We're taking him to Antonio de Suosa. He will send us to Oregon-Gascon, and he will torture the Brazilian. After talking with Gascon, we take our leave and swim and rest for a few days. Then we go to Oregon and receive the task of finding the treasures of the Brazilian rock, which are located in Cuba, Hispaniola and near Belize.
Treasure in Cuba : we sail to Ana Maria Bay, moor, then turn left, and then straight, go into the cave and search the chest, in which we find 150,000 gold and several idols.
Treasure on Hispaniola : We sail to Samana Bay, go straight and find a well, which serves as the entrance to the cave, and find a chest with treasure there.
Treasure in Belize (Main) : We dock at the port, go out of the city gates, turn left, then right, go into the cave and search the chest, which will contain 150,000 gold.
Now we return to the Governor-General of Oregon-Gascon and hand over the money, as a reward we receive the 5th part (100,000 piastres). Task Completed.

Task four. Investigation into the murder of the commandant of Havana, José Ramírez de Leyva.
The purpose of the assignment is to investigate and find out who is responsible for the death of the commandant of Havana, Don José Ramirez de Leyva.
First, we will visit the house of the murdered commandant, it is located opposite the residence, we will go up to the second floor and search the room, we will find an unfinished letter belonging to Donna Anna.
Then we go to the tavern and ask the waitress. She will tell you that she recently gave a letter to the wife of the commandant of Havana from an unknown person, apparently a ladrone (that’s what the Spaniards call Filibusters).
We go to Oregon and Gascon and tell everything we learned. Afterwards he will give us a French trade license and send us to Tortuga. Upon arrival, we go to the Tavern and ask the local bartender. He says that d'Ogeron has a Spanish flu, her name is Donna Anna. And that one of the Filibusters, Henri d'Estre, will bring her to him. We leave the tavern and go to the house of Henri d'Estrée. We go into his house, his servant will meet us there and say that the owner is talking in front of the house. We leave the house and follow the runaway. Then he will stop and ask why we are chasing him and We find out that this is Henri d'Estrée. We kill him. Now we boldly sail to Havana, to Francisco Oregon y Gascon and receive a reward.

Task five. Business trip to Santiago
After receiving the assignment, we will be sent to the Governor of Santiago, Jose Sancho Jimenez.
We sail to Santiago and upon arrival immediately go to the residence. There we receive an assignment from the governor.
It consists of the destruction of the pirate settlement of La Vega (Hispaniola). We sail to Hispaniola and moor at La Vega. Let's go through one location. The assault will begin. We kill everyone and go to the city. Now we kill everyone in the city. We go to the local residence and kill Edward Mansfield. We leave the residence and go straight to our ship. We are sailing to Santiago. We report on the completion to Jose Jimenez and receive a reward. Now we sail to Havana, to Oregon and Gascon and tell him everything. Task Completed.

Task six. Interception of the messenger of the Governor-General of Holland.
We need to intercept the message of the French Governor-General Bertrand d'Ogeron to the Dutch Governor-General Peter Stevezant. We are given a French trade license. We sail to Tortuga. Upon arrival, we go to the head of the port authority. We show him the license and ask him to say when the Dutch ship will appear. He says that he will send a messenger to you as soon as the ship arrives. We go to the tavern and spend the night there for several days. Then we go down to the tavern and that same messenger approaches us. Next, we deceive the messenger into the tavern room and take away the armor. We sail to Havana, give it back I will report to the Governor General and receive the reward. The task is completed.

Task seven: Provide assistance to Manoel Rivero Pardal.
After receiving it, we quickly sail to the island of Antugua, the Spanish corsair Munoel Rivero Pardal is hunting for English merchant ships. The French Freebooters, led by Moses Vauclein, set out to intercept him. We sail to the shores of Antigua as quickly as possible. And upon arrival (somewhere near the bay) we enter into battle. We save Perdal and send him to the Ladronovs. After you sink all the Ladron ships, the task will be completed and you can safely go to Havana for a reward and a well-deserved rest...

Task eight. Defense of Cumana from an attack by a joint Franco-English squadron of pirates.
The purpose of the task is very clear: To protect the Spanish colony of Cumana from the attack of the Franco-English squadron of pirates led by Captain Answell.
We sail to Kumana and near Kumana we meet the enemy in battle. You have to defeat 8 ships.
After the destruction of the squadron, we sail to Havana and report on the execution to the Governor General. We receive a reward. The task is completed.

Task nine. Business trip to Porto Belo.
After receiving the task from the Governor General, we sail to the Governor of Porto Belo. He will bring us up to date.
The task is to escort 4 galleons loaded with gold to the uninhabited island of Cayman, where the squadron must be handed over to the powerful Spanish fleet heading to the old world.
Receives the squadron from the governor of Porto Belo and sails to Cayman. Arriving at Cayman, not the promised Spanish ships will be waiting for us, but pirate ships! Killing the pirates (while keeping the Galleons safe and sound). We sail to Havana and tell the Governor-General about everything. We receive a reward. The task is completed.

Task ten. Protecting Maracaibo from possible invasion.
Our task is to protect Maracaibo from possible enemy attacks. We are sailing to Maracaibo. Upon arrival, we go to the governor. After talking with him, we go outside. A Spanish officer runs up to us and says that the city was attacked by an English pirate squadron. Then we go to the governor again, he will order to begin repelling the attack. We go out to sea and sink all the ships (8 ships, but the fort will help us). Then we dock, go to the governor and report on completion and receive a reward.
Next we sail to Cuba and tell the Governor General about our success. The task is completed.

Task eleven. The ruin of the Dutch colonies.
The task is quite difficult. The goal is to destroy Willemstad (Curacao) and Marigot (San Martin).
This is a punishment for the Dutch for financing the French in the war with Spain.
In Vilemstad the fort is simpler.
We sail one by one, first to one fort, then to another, destroy them and storm them.
After this, we sail to the Governor General in Havana and report.
We receive the reward and go to rest.

Task twelfth. Capture of Port-au-Prince.
Our task is to make the island of Hispaniola completely Spanish.
To do this, you need to capture and transfer Port-au-Prince to Spanish possession.
The fort is good, so get ready.
We sail to Port-au-Prince, first we destroy the fort, then we storm it. Next we go to the residence and announce that from now on Port-au-Prince is a Spanish colony. Now we sail to Governor General Francisco Oregon y Gascon and say that from now on Hispaniola is completely Spanish. This is where the Tasks end, we are told to continue to do everything in the Interests of Spain, but on our own.


Dutch Line:

Spoiler

Having received a patent, sail to Vilemstad, there at the residence you need to talk with Peter Stevezan about working for the benefit of Holland...

Task one. Deliver the head of the Jansenists, Chumakeiro, to Willemstad.
The first task is to deliver the head of the Jansenist community, Aaron Mendez Chumaqueiro, from Marigo (San Martin) to Willemstad (Curacao).
Having arrived in Marigot, we go to the tavern and ask its owner about Chumakeiro. He says that they were already interested in Chumakeiro today... And he says that he rents a house to the right of the residence. Let's go to his house. We find several pirates in the house. We kill them and go up to the 2nd floor. We listen to his gratitude for the rescue and go to the ship. We sail to Vilemstad.
Upon arrival in Vilemstad, we go to the residence, where Chumakeiro thanks us financially, then we go to the Governor General and hand in the task. The task is completed.

Task two. Purchase a shipment of goods to Fort Orange and deliver it to Willemstad.
The task is as follows:
Buy coffee, ebony, mahogany and sandalwood for Curacao in Fort Orange.
We will be given special papers to purchase goods at a special price and a certain amount of money.
All this together will weigh 6800 centners. All this must be brought no earlier than in 2 months.
We sail to Jamaica, moor at some beach (for example, Cape Negril) and go through the jungle to Fort Orange.
First, we go to the residence and show the papers to receive a discount. Now we go to the store and buy the necessary goods.
Well, now we go to the ship and sail to Vilemstad.
Then we go to Stavesent and hand in the task.
The task is completed.

Task three. Obtain information about the British plans in connection with the trade war.
We need to deliver a letter to the head of the Buccaneers. We are sailing to Hispaniola. Upon arrival in La Vega, we go to the residence.
The head of La Vega knows nothing about Madiford’s plans, but last week, an envoy from the English Governor-General approached Mansfield with persuasion to attack Curacao, but the pirate refused.
Next we sail to Port Royal. You can buy a trade license and easily go there, or you can sneak into the city through the jungle!
We look for Morgan's house and go into it. His secretary will say that Henry is now in his house in Antigua and that the door of that house is always closed.
Now we sail to Antigua, make our way into the city and find Morgan’s house. The door is closed. We go around the house and on the other side of the house we find a descent into the catacombs. We go down and find the entrance to Morgan's house. Morgan agrees to help if we do him one favor: He thinks that his companion Pierre Picardie is hiding loot from him... We take this task and sail to Tortuga.
In Tortuga we go to the Store, Shipyard, Tavern, Brothel and to the Moneylender, ask everyone and find out that he was throwing away money.
Now we sail to Antigua again, make our way to Morgan and tell him everything.
Morgan says that he is not in the know, but he knows that an English officer is in the local prison (for a drunken brawl).
We rush to prison (he should be executed tomorrow), interrupt the guards, and release him for information. He says that the British are planning to capture Fort Orange.
Now we sail to Vilemstad and report the situation to Stavesend. We receive a reward. The task is completed.

Task four. Defend Fort Orange from an impending British attack.
After receiving the task, we sail to Jamaica as quickly as possible. An English squadron of 3 ships will sail in the vicinity of the island. We're sinking the squadron. We land in the bay (near which the squadron was). We will kill the landing party in the bay and at the next location. That's it, Fort Orange is saved - we boldly return to Stavesent for the reward.

Task five. Escort three flutes to the La Vega settlement and back.
You need to escort 3 Flutes with goods to La Vega and back.
Having sailed to La Vega, we learn that the Spaniards killed half of the population of La Vega, including Edward Mansfield.
We carry out trading operations and are on our way. A Spanish squadron will be waiting for you near La Vega, we will sink it to Vilemstad. The more Flutes left afloat, the greater the reward. We tell everything to Stavesent. The task is completed.

Task six. Revenge for Mansfield's death.
After receiving the task, we sail to Jamaica and there we go to the residence of Henry Morgan. We ask him about the attack on La Vega and learn that it was organized by the governor of Santiago, Jose Sancho Jimenez. We are sailing to Santiago. We go to the Tavern and ask the bartender about Jose Sancho, he tells us everything, but at the last question he begins to suspect us, then Spanish officers enter the tavern. We kill the soldiers and run to the ship (it is better to moor at the lighthouse or in one of the bays). Now to Jamaica, we tell everything to Morgan. The British will storm Santiago, but we have completed the task and can sail to Vilemstad for a reward.

Task seven. Deliver a secret dispatch to the governor of Tortuga, Bertrand d'Ogeron.
Let's take the task and finish it. We are heading for Tortuga. Upon arrival, we go to Bertrand d'Ogeron and give him the message. He asks to come for an answer in 2 hours. After 2 hours, we go to Bertrand d'Ogeron again. We take the answer and go to sail, but a man meets us at the port and says that Stavesend’s messenger is waiting for us at the tavern. Having risen to the 2nd floor of the tavern, they stun us and take away our armor. Having woken up, we go to Bertrand d'Ogeron. He says to go to the port office and find out what ships were sailing in the near future. We go to the port office and find out that the Brig "La Rochelle" recently left the port and it is sailing to Puerto Rico. Near Puerto Rico Rico we board the Brig and learn from the captain that the man who stole the package moved to the Spanish Galleon "Isabella" and is on his way to Santa Catalina (Main). Now we need to catch up with the "Isabella". When we overtook the "Isabella" we board her and take the armor from the captain.
Now you can sail to Vilemstad with peace of mind, give the additional armor to Stavesent and receive a reward.

Task eight. Book for Aaron Mendez Chumaqueiro.
After you have accepted this task, go to Aaron Mendez Chumaqueiro. His house is in Vilemstad, not far from the residence.
He wants to get his hands on a book that is important to the Jansenist society.
We sail to Bermuda and ask Jackman.
Next we sail to Martinique and go to a local brothel.
In it we ask all the girls and one of them will say that the man who wanted to sell the book is called Laurent de Graf, and that he lives in Tortuga.
In the Tortuga tavern we learn that he went to Cartagena. We sail there, not far from Cartagena. Laurent is fighting the Spaniards. We help Laurent fight them off. Then we send a boat to his ship and buy a treasure map from him for 235,000 piastres.
The treasure is hidden on Turks Island. We're sailing to Turks. We find the Grotto on the island and search it. There will be that same book, and a couple more goodies
Well, now we return to Aaron Mendez Chumakeiro, we receive a reward from him, now we hand over the task to Stavesend. The task is completed.

Task nine. Capture four first class battleships.
The purpose of this: the task is to capture 4 Manowars and transfer them to the Dutch crown.
In general, look wherever you want, but so that they are
They are found in Large Military Patrols and in Large Trade Squadrons...
In general, good luck in your search

Task ten. Repel the attack of the Spanish squadron on Curacao.
Willemstad must be protected from the Spanish invaders. The Spaniards will have 8 ships.
Set sail, defeat the villains, complete the mission and receive your reward.

Continuation of the tenth task (Task eleven). Repel the Spanish attack on San Martin.
Similar to the previous task.
As soon as you defend Curacao, upon arriving at Stavezent, we learn that the Spaniards also want to capture Marigot (San Martin).
We sail to Marigot and fight off the attack.
Now you can patch up the ships and go to Stavesent for your reward...

Task twelfth. Capture of Maracaibo.
In this task you need to capture Maracaibo (Main).
We hit the road straight to Maracaibo.
We destroy the fort, land troops, and declare the colony the possession of Holland. We return to Stevezent and say that Maracaibo is now a colony of the United Republics, we get 300,000. This is where the tasks end.


Pirate Line:

Spoiler

We go to Jackman (the governor of Bermuda) and ask if he needs any help. He says he doesn't need help. But he says that he knows Captain Goodley, who is currently in Puerto Principe (Pirate settlement in Cuba) in need of help. We sail to Puerto Principe and go to the tavern, Goodley will be there. He says that he needs to take a certain John Bolton from Puerto Principe to Port Royal, to Henry Morgan. We agree. We go to the port and there we meet John Bolton. We take him as a passenger and sail to Port Royal. Upon arrival, we take Bolton to Morgan's house (it is located to the left of the port). On the way, we are stopped by a patrol and accused of having connections with pirates. We are sent to prison. There Henry Morgan comes to us, who paid a ransom for us. He says that he is waiting for us in his house. Let's go to his house...

Black Mark
Upon arrival at the residence, we receive an assignment from Morgan to hand over a black mark to Edward Lowe, who lives in Martinique (In Le Francois).
We sail to Martinique and dock in Le Francois.
We go to the tavern and ask about Lowe, they tell us that he lives in a house covered with boards, to the right of the tavern. Let's go to Lowe's house. Upon arrival, we say that you have a Black Mark for him from Henry Morgan.
But Lowe says that he has settled all issues regarding this with Morgan and says to give the mark to Morgan. Well, let's sail back to Morgan. Morgan says we've been fooled. And this time he asks to simply kill Lowe without any marks (that would be right away). We are sailing again to Martinique. We go to Lowe's house and find that he is not there. We go to the tavern and ask the bartender about Lowe. He says that Lowe really left, but the bartender doesn’t know where.
We go to the store and ask the merchant about Lowe, he says that Lowe was interested in where he could get a ship, the merchant naturally sent him to the shipyard. The nearest shipyard is in Fort-de-France. That's where we're sailing.
In Fort-de-France, the first thing we do is go to the shipyard and find out about Lowe. Lowe actually wanted to buy a ship, namely the brig. But Lowe didn’t have enough money for him and Lowe went to the moneylender, but the shipyard owner never saw Lowe again. Let's go to the Moneylender. The moneylender says that Lowe came to him, but the moneylender suspected him of being a swindler and did not give him any money. Low Moneylender doesn’t know where he went.
Now we go to the port office and ask its owner about Lowe. When asked for what purpose we are interested in Edward Lowe, we answer that Lowe is our close friend and we must inform him about his mother’s serious illness, but we just can’t catch up with Edward. The head of the port department believes us and says that Lowe boarded a ship that went to Bermuda.
We sail to Bermuda and upon arrival we head to the Tavern. The tavern owner says Lowe was here and was interested in the local shipyard. Let's go to the Shipyard. We talk with Alexus (the owner of the shipyard in Bermuda) about Lowe, and to Alexus’ question about who Lowe is to us, we answer that we want to catch up with him in order to settle scores with him. Alexus says that Lowe forged Jackman's signature, and Alexus gave Lowe a ship - the Brig "Sea Wolf" - a unique ship built specifically for Jackman.
We go to Jackman, he only asks that when we kill Lowe, we tell him Jackman’s greetings. It is unknown where Lowe went. We begin asking everyone in the Archipelagos for the latest news, until we learn that attacks on mail ships have become more frequent near Kumana (Main). Thinking that this is Low, we are sailing to the shores of Cumana. To appear as a weak enemy, you need to go on a “hunt” without a squadron and on a ship no higher than 6th class. Then we sail to the shores of Trinidad and Tobago, where we will meet Lowe on the Brig "Sea Wolf". We board him and kill Lowe. We get a decent boat.
We sail to Morgan, hand in the task.

Pearl fisheries
Morgan wants to rob the pearl divers, who will be collecting pearls for a whole month on Turks Island, North Bay.
You need to get at least 500 large and 1000 small pearls. We divide the profit in half.
Actually we are sailing to Turks in Northern Bay. There we will find many Tartans. You need to collect pearls from them. To do this, we swim up to each one and the pearls automatically appear in your inverter. We collect the required amount and sail to Morgan.
We give Morgan the promised half. You can sell your half at a profit.

Head hunter
When we leave Morgan's residence, Goodley will meet us and offer to work as a bounty hunter. We agree. Our target is a certain John Avory, he was last seen in Vilemstad (Curacao). We sail to Vilemstad. Upon arrival, we immediately go to the moneylender and ask him about Avory. He says that Avory was indeed in Vilemstad, but should now be in Trinidad and Tobago. We sail to Port of Spain and upon arrival we go to the moneylender. He says that Avory worked for him, but then sailed to Maracaibo. We sail to Maracaibo (Main). In Maracaibo we go again to the moneylender, he says that Avory was in the city, but has now gone to Port-au-Prince (Hispaniola). Well, let's head there. Upon arrival, the first thing we do is go to the tavern and ask the bartender, then we go to the moneylender. He says that Avory worked for him, but he doesn’t know where he went next.
There is an assumption that in Vilemstad, a moneylender was robbed there. We sail to Vilemstad. There we go to the local moneylender and ask him about what happened. 50,000 piastres were stolen from a moneylender and he hired Avory to find the robber.
The moneylender also promised us 5,000 piastres if we were the first to return the money to him. From the moneylender we learn that Avory has gone to Bermuda. We are heading there. Upon arrival, we go to the tavern and learn from the bartender that Avory is now in Bermuda, namely in the house of Orry Bruce. Let's visit Orry's house. There we find Orry Bruce and John Avory. We interfere in their conversation, after which we kill them both.
Now we sail to Vilemstad and give the money to the moneylender. Then we sail to Port Royal, upon arrival we go to the tavern and report to Goodley about the completion, receive a reward and go to Morgan.
This is where the fun begins...
From Morgan we learn that John Avory was his confidant. We say it was Goodley's order. Morgan calls Goodley, who comes and says that he did not give any order.
Morgan says that the battle will judge us, whoever wins will tell the truth. We kill Goodley. We assure Morgan that this will not happen again. The task is completed.

Double
We need to go to Bermuda and tell Jackman about Goodley's death.
Upon arrival in Bermuda, we go to Jackman. Seeing us, he is very surprised and says that we captured and handed over to the Spaniards the pirate captain Sid Bonnet.
Jackman directs us to Cozumel Bay. John Leeds dropped anchor there on the frigate Antwerp, you need to talk to him.
Upon arrival at the bay, we take a boat (function) to the ship of John Leeds.
There we talk to him and find out that he sank a corvette, the captain of the corvette was like two peas in a pod like us. Now we need to deal with the double. We land in the bay. In the bay we destroy the first batch of soldiers from the corvette. We go further and meet their captain, really one on one like us. We kill him. Now we sail to Jackman and tell him everything. We sail from him to Morgan, tell him about what happened. The task is completed.

"Admiral" Richard Sawkins
catch up with the pirate Steve Linnaeus, who was sent by Morgan to La Vega (Hispaniola) to find out a series of oddities that have been happening lately in the Brotherhood of the Coast. That's where we're sailing.
Upon arrival, we go to the owner of the tavern and ask him about Linnaeus. He says that Lineus has not appeared here in the near future, but one of his friends recently went to sea. We go out to sea and send a boat to Steve’s friend’s ship. There we question him and find out that Steve’s ship is being sold at the Santo Domingo Shipyard. We leave for Santo Domingo. Upon arrival, we immediately go to the owner of the shipyard. He says that the purchase of "Swallow" was very profitable. He says that he does not know the name of the seller, but his servant saw him go to sea on the frigate Leon. We sail from the island and go to the global map. We see a ship with purple sails. This is the frigate Leon. We attack him and take him on board. The ship's captain offers to go over to the side of his admiral, Richard Sawkins. He also tells us that Lynaeus is dead. We kill the captain.
Now we are sailing to Henry Morgan with a report.
After hearing this, Morgan will send us to Puerto Principe, where Soukins is planning some kind of operation against Spain. It needs to be disrupted, it will damage Sawkins' reputation among the pirates.
We are heading for Puerto Principe. Upon arrival, we go to the tavern and ask the tavern owner about Soukins’ operation.
He replies that Soukins is indeed planning something, but is keeping everything in the deepest secret.
We go into Soukins' house, take the papers from the table and run out of the settlement.
The documents contain information that the Spanish battleship (ship of the line) will transport jewelry from the New World to Spain.
Now you need to sail to San Martin as quickly as possible and intercept the Battleship with the jewelry, and do it faster than Sawkins.
Let's sail there. We sink or board the Battleship (It’s better to board, because there will be a lot of jewelry in the chest of the captain’s cabin).
Now we go to Morgan and hand in the task.

Attention: After going to Panama, you will not be able to continue, finish, or start playing as Nations.

Trek to Panama
Henry Morgan invites us to take part in a trip to Panama.
His plan is this: Capture Porto Belo and attack Panama by land.
We will need to leave our squadron at the port authority.
Morgan gives us 20 days to prepare.
After 20 days we come to Morgan.
By this time, Morgan had already assembled a squadron of 5 1st class ships.
Now we sail to Porto Belo and capture it.
After taking the city, we go to the city governor.
From him we learn that the Spaniards knew about Morgan’s plan and were surprised that we took the city. He also says that we will die in the jungle on the way to Panama.
We tell all this to Morgan who came.
Morgan believes that Richard Sawkins secretly leaked information to the Spanish.
But it’s too late to abandon the plan. Morgan suggests splitting up.
We will lead the second squad, which will include Sawkins.
We need to land in the Gulf of Darien and go to Panama.
On the way, you need to shoot Soukins, and do it unnoticed, otherwise his part of the team will rebel. We land in the Gulf of Darien. Sawkins comes up to us and says that he is ready for the upcoming operation.
We're going to Panama. On the way we will be attacked by the Spaniards and the local population. We are taking our last stand at the city walls. Morgan will join us there and give us the task of finding the governor of Panama.
We go to the governor's house and find him in one of the rooms. He says that the gold of Escorial is in a chest in the same room, but the key is with the city commandant. He took part in the battles and probably died. Let's go look for the key.
We leave the residence and meet Morgan. He says to look for the key, and he will go interrogate the governor.
We go to the local Fort and find the key on the commandant's desk.
We return to the residence. We return to the residence and open the chest... There will be escorial gold, namely 50,000,000 (Fifty million) piastres. At this moment Morgan comes up and asks to give him the gold. He says that he will collect all the loot and in the evening he will divide everything according to the laws of the Coastal Brotherhood.
Morgan says the governor also mentioned a chest that is located on the outside of the fort. And he sends us to check the chest.
We go to the fort, there will be a narrow path leading behind the fort. We walk along it and see a chest, but there is nothing valuable there.
We return to the city.
At the entrance to the city, a sailor approaches us and says that Morgan collected gold from everyone, loaded it onto a galleon standing in the port, and secretly left Panama in an unknown direction.
The sailors remain in the city and continue to rob it, so we go to the ship ourselves.
We set sail and head for Port Royal. Upon arrival, we go to Morgan's house. Morgan's secretary says that Morgan himself is in London and will arrive only in a year. Well, we've been hanging out somewhere for a year. A year later we come to the residence and demand our share.
We return a year ago to Morgan and demand our share of the spoils. However, Morgan says that the Brotherhood of the Shore is over,
that soon the countries would stop fighting and destroy the pirates, but Morgan bought himself and all members of the brotherhood forgiveness from the English crown with escorial gold. End

Corsairs: City of Lost Ships (CC)

Corsairs: City of Lost Ships" is a new game in the Corsairs line, a continuation of Corsairs: Return of the Legend, which was developed jointly by the Seaward.ru studio and the Akella company as an alternative take on the famous trilogy about pirates.
In "City of Lost Ships" the creators of "KVL" implemented everything that, due to time restrictions, did not find a place in "Return of the Legend".
Mystical motifs in the game’s plot deservedly received more attention: now two full-fledged locations are allocated to the mysterious and otherworldly.
The first is the City of Lost Ships itself. The ominous pier, where ships lost in the Caribbean end up, has accumulated countless treasures over the years. Courage alone is not enough to take them away from the dead.
The second is the golden capital of the Aztecs, Tenochtitlan. Here, as you know, there is also something to profit from. Between the pirate and his comfortable old age stand only mythical creatures from the dark beliefs of a South American tribe.
You might think that this is no longer possible, but “KVL” has really become bigger, more beautiful and more interesting!

Life in the city

Cities are the hub of all life in the Caribbean. In cities, you can repair your ships, hire officers and sailors, buy and sell goods, as well as enter the service of the governor, enter into a contract to escort a ship, and much more. You can always find out the latest news from city residents.

Usually in any city there is:

port

residence

shop

shipyard

moneylender

tavern

port authority

brothel

church

houses of ordinary people

Not far from the city there is a fort, and in it there is a prison

In friendly cities, “quick transitions” work: pressing Enter opens the hero’s command menu, where you can use the arrows to select the desired building.

Residence

The ruler of the city (governor) is in residence and the king's representative - the governor general of all colonies of this nation in the New World - can visit.

Division into governors and governor general

The governor is the mayor of the city and its surroundings, his interests boil down to maintaining order in the district and, of course, strengthening the position of his country as a whole.

The Governor-General is the king's representative in the New World and can visit the various cities of his nation. His interests are much broader than those of ordinary governors. The tasks received from the Governor General are much more complex and responsible. He also promotes the hero in rank.

The Governor-General will not deal with a captain who does not have a letter of marque.

Obtaining a patent for service

For faithful service to the city and completion of a number of tasks of the governor, he can issue the hero a marque patent. The patent opens the way for the hero to the tasks of the Governor General.

The original nation of the hero is not important for obtaining a patent; a patent can also be obtained dishonestly, by skipping the entire routine of bureaucracy, by giving a bribe to a character who can assist in obtaining a patent.

The acquired patent changes the hero's base nation, he is now in the service and can build his career.

Career

Having received a patent, the hero has the title of privateer. For faithful service, the Governor-General may confer a new title:

Commander

Captain


Commodore

Admiral

If the hero loses his patent - and he can only be lost by attacking his own - all titles and achievements are lost. Having received a new patent, the hero will again be an ordinary privateer.

The speed of career growth depends on the quality and timing of tasks.

Brothel

The name speaks for itself. Here a real corsair will always find what he needs. Your reputation will suffer somewhat, but taking a break from military affairs will restore your health. You can please your team, which will clearly increase the morale of the entire crew. Not every city has such establishments. You can try to start a light flirtation with some beauty, and, in case of reciprocity, you can count on receiving some important information from a grateful female heart.

Church

In addition to the churches themselves, there is also the Holy Inquisition, in whose dungeons it is better not to find yourself.

Donations. Increased reputation

Donations to charitable causes increase the hero's reputation, the greater the amount.

Improve health

Knowledge, concentrated over many centuries only in monasteries and church books, allows the holy fathers to perform true miracles of healing. If the hero’s maximum health level has fallen and is not restored on its own, then there is a direct path to bowing to the priests. They will help and heal the body.

Port Authority

Every city where there is a shipyard also has a port authority.

Abandon ship

If the hero has several ships, then he can leave his companions in the port for a while. At the same time, the crew is dismissed, but the companion and the contents of the hold remain unchanged. You can leave up to three ships in one port. Ship parking is paid according to the class of the ship. The higher the class of the vessel, the correspondingly higher the fee for its safety.

Pick up the ship

You can pick up the ship from the head of the port department. It turns out that the hero can have up to sixty ships. But there are only five in the squadron at a time.

Leaving ships for a while is sometimes very beneficial if the mission requires covert penetration on a small ship, and it is a pity to sell your favorite battleship.


Fort and prison

The fort is located outside the city. There is no quick way there. You can get there by leaving the city gates and walking through the jungle.

Every fort has a prison. If the hero has nothing else to do and his worldview protests against finding someone behind bars, he can try to release the prisoners, but this will clearly lead to aggression from the entire considerable garrison of the fort.

Tavern

Here you can find out the latest rumors, hire sailors or officers. Also, the tavernkeeper will always find people who need escort or transportation. Various dark personalities hang around the tavern, ready to sell a map that supposedly can be used to find treasure, there is a smuggler, and of course, in the tavern you can always sit with the regulars over a glass of rum and play cards or dice.

Recruit a crew

In the dialogue with the bartender, you need to choose a line about the sailors. In the hiring interface that opens, you can select a ship from the list and hire or fire sailors. The crew can only be recruited during the day.

Hire an officer

Officer candidates can sit at tables, and all you have to do is ask them, then they will tell you who they are and what they expect. There may not be any officers, but if there are any, they will sit in place throughout the day. If there is not enough money for hiring, you can leave the tavern, earn extra money or borrow from a moneylender, return and hire a suitable officer. You can view its characteristics before hiring by selecting the appropriate replica.


Game of dice

Poker-joker game. Each person has five dice, all five are rolled in turn. You can reroll any number of dice, placing a bet for each, but only once. You need to throw out the maximum result.

Results in ascending order:

one pair (2)

two pairs (2+2)

triad (3)

full (3+2)

bob (4)

straight (dice in a row)

poker (5)

If the result is the same, then the one with the higher combination wins.

Controls: click on the glass - roll the dice, click on the dice - to re-roll (there should be money for the bet), click on the portrait - pass the move (when re-roll is not needed).

Card game

The rules are simple. Game "Twenty One". There are 36 cards in the deck, from aces to sixes. Ace - 11 points, king - 4, queen - 3, jack - 2, the rest according to their value. You need to score 21 points. One card at a time is dealt, then the missing ones are collected (click on the deck). The move is transmitted by clicking on the opponent’s silhouette in the upper right corner of the window. If you overdo it, the game ends. Each new card is a bet. You can start the game if you have money for at least three bets. Repeat the game - click on the deck, exit - cross or Esc.


Brawls and duels

In a tavern you can run into a fight or become its initiator. There are several ways to develop events: this is a brawl right in the tavern, when all the visitors run away, leaving the fighters alone, or a duel outside the city at a certain time, or, if the duelist has his own ship, a ship duel in coastal waters.

Rent the room

In the conversation with the bartender there is a remark about spending the night. You can rent a room until night or until morning. Or you can even sit in the common room or spend the night in a cabin on your ship.

Smuggler

Among the regulars of the tavern there may be a smuggler with whom you can negotiate the sale of goods prohibited by the governor. Or, if the hero does not have his own ship, arrange for the smugglers to be transported to another island on the ship.

Having agreed, you need to get to the bay, where the smugglers will be waiting.

Free privateer

Sometimes in a tavern there may be a corsair just like the hero. If he is disposed towards the hero, he can propose a joint business, or serve as an officer, or even join as a companion with his ship. This privateer can be met later in other places, then he may already be more “pumped up”, since he lives in the game and also carries out tasks for governors, robs merchants, etc. If the hero reaches into the bottle in a conversation with a corsair, then a duel may take place.


Important: The player can specify the list and names of privateers himself in the file RESOURCE\INI\texts\russian\HeroDescribe.txt

Diplomat

In pirate settlements, a diplomat sits in the tavern; he can reconcile the hero with the power by reducing the reward on his head, or help with papers.

Reconciliation. Reducing the bounty

A bounty on the head leads to the appearance of hunters for the hero's violent head. Life can become unbearable, since on land and at sea the hero will not be allowed to breathe easy. If the path to settling matters through the governor is already closed, then a diplomat comes to the rescue. For a certain amount, he will gladly solve your problems. Reducing the reward on your head will take some time (from 5 to 15 days), but the agent will ask for an advance payment in full at once.

Trade licenses

Expanding fair trading opportunities requires increasing the number of stores where transactions can be made. But in hostile cities it is quite difficult to trade. Purchasing a trade license allows you to freely enter a hostile city and undergo inspection by patrols. A license can also be obtained from the Governor General if his assignments require entering the city of another nation. The license has a validity period of 30, 60 and 90 days. The price of the license depends on the term.

Marque patent

Bypassing the honest process of obtaining a patent from the governor for services to the state, a patent can be obtained from a diplomat by paying the amount required by him.

Ransom of the city

When the hero captures the city for himself and is already tired of fighting off constant sieges, then he has a direct path to a diplomat who, for a fairly large ransom, will settle the differences and the power will abandon attempts to recapture the city.

Shop

Here you can buy and sell any goods. Some items may not be available for sale, meaning they are contraband in that city. But you can buy any goods, although smuggled goods are only in small quantities. Merchants in the store can also give various tasks and sell items.

Buy, sell goods

The item is bought or sold from the ship currently selected in the list.


Double-clicking the mouse or pressing Enter on the rows of the table brings up a form for purchasing/selling a product. Shift + left/right arrows on table rows automatically opens a form with a preset purchase/sale quantity to the maximum. Entering a positive quantity from the keyboard sets the purchase of the product, and a negative quantity (with a minus) sets the sale. Left/right arrows change the quantity by pack, and Shift + left/right arrows change the maximum available. Pressing the Enter key on a form is the same as OK, and Esc is the same as Cancel. While in form mode and scrolling the list in the table with the up/down arrows, you can view the product description under the table cursor. Colors: red - smuggling, blue - import, green - export.

Street vendors

Trading items is possible not only in the store, but also from many street vendors. You can buy an elixir, a new saber, replenish your supply of bullets, or purchase a schematic map - all this can be done from merchants.

Buy, sell items

Items are bought or sold to a merchant from the character, hero or his officer selected in the list.


Double clicking the mouse or Enter on the rows of the table brings up a form for buying/selling an item. Shift + left/right arrows on table rows automatically opens a form with a preset purchase/sale quantity to the maximum. Entering a positive quantity from the keyboard sets the purchase of the item, and a negative (minus) quantity sets the sale. The left/right arrows change the quantity one at a time, and Shift + left/right arrows to the maximum available. Pressing the Enter key on a form is equivalent to "OK", and Esc is equivalent to "Cancel". While in form mode and scrolling the list in the table with the up/down arrows, you can view the description of the item under the table cursor.

Important: There are no items equipped by the character in the list for sale.

Moneylenders

There are moneylenders in the game in almost every city. They can lend the hero a certain amount, depending on the player's rank and reputation, at a certain percentage. At the beginning of the game, this money is a good help for obtaining initial capital.

When the hero has a surplus, he can use it to grow by putting it on deposit for an unlimited period at interest.


Attention! The looting of the city by enemies may lead to the cancellation of deposits from the moneylender (force majeure).

Moneylenders can also give tasks, since they always have work for the corsair - debtors do not pay, borrowers need to deliver chests of gold.

Shipyard

Every port city has a shipyard. If your ship is damaged in battle, then here you can repair it. You can also buy yourself or your companion a new ship.

Buy or sell a ship

To buy a new ship, you need to have an officer who will become the captain. We place the cursor in the left list on an empty slot, then the “Buy” button will become active, select the desired one from the right list of ships at the shipyard and make a transaction if there is enough money. If the cursor in the left column is on an already existing ship of the hero (companion), then it is automatically sold and the sale amount goes towards the purchase amount.

Price difference

Several ships of the same type can be present at the shipyard at the same time, but at different prices. The price depends on the parameters of the ship, and they are unique and different from each other.


The price is also influenced by the skills of the hero himself. The selling price of the hero’s ship depends on its condition (does it need repairs?) and the “cleanliness” of the ship, that is, how the hero got it. Ships obtained by robbery are sold at bargain prices, while a ship honestly bought at a shipyard will still be expensive. Considering the fact that different shipyards have different prices for the same ships, you can make money on such price differences by ferrying ships from city to city.

Important: When selling a ship, the contents of the hold and guns are not taken into account and are not included in the price. Sell ​​them separately.

Repair

During a battle or storm, the ship receives damage. You can eliminate them yourself by purchasing boards and canvas. But fallen masts cannot be repaired this way, and such repairs take a lot of time. Therefore, it is much more convenient to repair ships at the shipyard. To do this, select the ship that needs to be repaired in the left list; if it is damaged, a Repair button will be available.

You can specify the desired percentage of repairs, or it will be limited by the amount of the hero’s cash.

Buy or sell guns

Guns are a commodity and can be purchased, just like in a store, at a shipyard, by choosing the appropriate response in a dialogue with the owner of the shipyard. Before selling, the guns must be removed from the sides of the ship.


Improving ship parameters

The archipelago has a unique shipyard where you can not only repair a ship, but also improve its performance according to the following criteria:

Increase gun caliber

Increase hold capacity

Increase a speed

Increase maneuverability

Add crew space

Increase hull strength

Moreover, you can apply improvements in any combination, but only once each.

Dungeons, caves, grottoes

Dungeons, catacombs, grottoes, caves - they are all found quite often on the islands and the mainland. It is quite rare to find dungeons in the city.

Search for treasures

Most often, treasures are hidden in caves, grottoes, etc. But it is impossible to find it without a map.


Evil spirits

In caves and dungeons where sunlight does not penetrate, you can find artifacts that are best avoided. You can recognize them by otherworldly sounds and a glowing rotating sphere. Activating them leads to the resurrection of the dead, who thirst for the blood of the hero who disturbed their peace.

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The game can be played as three characters: Peter Blood, Ian Stace and Diego Espinosa, each with their own unique storyline.

Storyline for Peter Blood

You appear at Oglethorpe's estate, England. It is January 1, 1665. Servant Jeremy Pitt informs you that Lord Gildoy has been wounded. Enter the house, talk to the servant Andrew James and proceed to the bedroom in the west wing on the second floor. Approach the bed with the dying lord. A servant will appear and report that he has brought everything necessary for treatment. You find yourself in your office. Talk to Andrew James. The second servant, Jeremy Pitt, will appear and report that the royal dragoons are galloping here. He will advise you to take a sword from the balcony and run off to hide. exit the office, take the key from the table on the left and go up to the second floor. Unlock the chest on the balcony and take Brett's sword, pistol and ammo. Soon Captain Gobart will appear and the dragoons will attack you. If you kill him, two more will attack you. You won't be able to kill them all. As soon as they defeat you, you will be captured and, according to the story, thrown into prison.

You will appear at hard labor. April 1, 1665. Jeremy Pitt will inform you that Colonel Bishop wants to see you. Leave the room. Talk to Colonel Bishop. Go door to door and you might find something useful. But do not take a weapon - the guards will take it away from you when they meet you. Exit the plantation and run along the path to the right. You will find yourself on the streets of Bridgetown. Head to the governor's residence. Talk to the governor sitting at the table, go through the door next to him and go up to the second floor to his wife’s bedroom. Talk to Mrs. Steed. Talk to the governor. Tell him that you went to look for Mr. Dan and you need money to buy medicine. Take 1000 piastres. Go out onto the street and turn right. There you will find Mr. Dan's house. Dan himself is not in it, but your competitor is there - Dr. Wacker. He will ask you to come to the tavern the next day for an important conversation. Leave the house and you will meet Mr. Dan. Tell him that you came to get medicine from the governor's wife. He will give it to you completely free of charge. Return to the residence and give the medicine to Mrs. Steed.

You will appear at the tavern the next day. Mr. Vacker is not here. Ask the tavern owner where you can find Dr. Vacker. Head to the tavern room. There you will find Doctor Vacker, who will promise to give you a loan of twenty thousand piastres to help organize your escape. Return to the plantation and find Jeremy Pitt. Tell him that he is the only navigator and the fate of the escape depends on him. After he agrees, you will need to find three slaves: Hagthorpe, Ogle and Nicholas Dyke.

Nicholas Dyke will tell you that Colonel Bishop wants to sell it. Talk to Colonel Bishop. You will find him at his plantation residence. Head to the tavern and have a drink with one of the drunks. He will tell you that an important merchant, a friend of Colonel Bishop, recently arrived in the city. This is probably Vernon. Find his house. Exit the tavern to the right, go past the moneylender's house, the one you need is the next one. Wait for Vernon to go up the stairs and search the chest that is located directly below it. Take everything in it and go outside. Talk to Nicholas Dyke and tell him that the deal will not take place and he can calmly prepare to escape.

Also find a slave in a spotted bandana - Levi's Mower. He will complain of a headache and ask you to bring him some medicine. Return to the city to Mr. Dan's house. He himself is not here now. Go to the second floor and take the medicine in the box next to the scales. Go back and give the medicine to Levis. In exchange, he will give you a light dagger that the guards will not be able to detect.

Now find the one-eyed slave Ned Ogle in one of the houses. Return to the city, find the moneylender's house and pay him the debt of 5,000 piastres.

Talk to Pitt and tell him that you found the weapon and the team.

You will find yourself the next day in your hut. Go to the tavern and talk to Dr. Wacker. Instead of the promised 25,000 piastres, he gave you only 18,000. The rest you need to get somewhere. Go to the moneylender, he has a deal for you. After talking with him, return to the inn and talk to its owner. Give him 500 piastres or he will refuse to talk. Head to the shipyard. Talk to the impostor. Tell him that he is your old debtor.

He will get scared and give 55,000 piastres instead of 30,000, although this will negatively affect your reputation. Now you can either nobly return the money to the moneylender, or keep it for your own needs. Now that you have the required amount in your hands, return to the tavern and talk to the carpenter at one of the tables. Exit the tavern. A soldier will approach you and order you to go to the plantation. Return to the plantation. On the way, Nathaniel Hagthorpe will meet you and inform you that Pitt was captured by guards. After the conversation, you will find yourself at the city gates at night.

Run to the plantation. You will need to quietly sneak past the guards to the edge of the plantation and take the weapon from the chest. Please note that each guard has his own patrol area. The visibility zone in the dark is small, so the main thing is not to pass directly in their path. Get to the longest white building. In the corner of the plantation closest to him you will see a pile of logs and boards. Among them is a chest with weapons. Unfortunately, you will have to be content with only a saber and a few healing potions. Fighting the guards is almost useless. near the colonel's house you will see captured Pitt and two guards near him. See the guards somewhere around the corner and deal with them. Then talk to Pitt. He will say that Natall escaped on your sloop.

Now leave the plantation past the guards, trying not to engage them in battle. Enter the city. kill all the Spanish guards, luring them out one by one, and one lady will come up to you to thank you for saving her. She will tell you that the Spaniards have captured the city. Head to the shipyard. Swim around the side of the shipyard and find your comrades. Swim to the ship. Climb onto it and kill the guards. Then go into the cabin and fight one on one with the captain. The ship is yours. Exit the cabin and talk to Pitt. Talk to the team. Only Ogle will agree to serve you faithfully, the rest will ask you to disembark them at the first port. This is where the uniqueness of Blood's storyline ends.

To start the national storyline in the game, you need to get a marque patent (if you want to go through the pirate line, you need to talk to Morgan in Port Royal). To do this, you need to complete about 10 small orders from the governor of the city belonging to the line you need. Possible options for these tasks are described below.

1) Destroy a gang of thugs in the jungle. Run around the jungle, find a couple of thugs, destroy them, and soon you will come across the head of the gang. Having defeated him, you can return to the governor for a reward.

2) Search for an enemy spy in the city. You need to look for it in houses. As soon as you enter the desired house, you will immediately have a conversation with him, after which the battle will begin. After killing the spy, you can return to the governor for a reward.

3) Destroy the smugglers.

4) Get into the enemy fort (city) and take documents from the messenger. The task is not easy. You will have to make your way under cover of darkness, from the nearest beach through the jungle. Soldiers in the dark see only in front of them and not very far. Therefore, you have a chance to sneak in unnoticed.

Dutch national storyline.

The Governor General of Holland, from whom you will take tasks, is located in the city of Willemstad.

1) The first task is to deliver the head of the Jansenists, Chumakeiro, to Curacao; at the moment he is on the island of San Martin. Arriving on the island, go to the tavernkeeper and ask about Chumaqueiro, he says that he took himself a house, which is located near the governor’s residence. As soon as you enter the house, two people will attack you. After killing them, enter the room on the second floor where Chumakeiro is standing. Now sail to Curacao, where at the residence of Peter Stezzant, Chumaqueiro will give you 30,000 piastres.

2) The second task is to purchase a batch of coffee, black, red and sandalwood for Curacao in Fort Orange. You will be given papers to purchase goods at a special price and a sum of money. The entire cargo will take up 6800 quintals, be prepared for this. Goods must be delivered to Stavesant within 2 months. Sail to Jamaica, dock at Cape Negril and go to Fort Orange. First, go to the governor and give the papers to receive preferential prices, then go to the store. After purchasing the goods, come back. For completing the task you will receive 75,000 piastres.

3) The third task is to obtain information about the British plans towards Holland in connection with the trade war. Travel to Hispaniola and talk to the head of the city of La Vega. The head is Edward Mansfield, but in fact, his last name is Mansvelt, and he is Dutch by nationality. He is also Modyford's confidant in matters of robberies against the Spaniards. But Mansfield cannot say anything about the plans of the British, but recently an English envoy from Modyford came to him with a proposal to attack Curacao, naturally Mansfield refused. Edik will also say that it is better to learn about the plans of the British from the great and terrible Henry Morgan. Go to Jamaica and you'll find out that Morgan is in Antigua. Go there and talk to him. He will say that if you help him, he will help you too. We need to find out if his companion Pierre Picardie is honest. It is located in Tortuga, then ask the moneylender, the owner of the shipyard, the owner of the store, in the tavern and in the brothel. It turns out that he spent a lot of money. Now go to Morgan, he says that Vaschet’s plans don’t know anything, but one of his officers, who was sent to prison, knows about Modyford’s plans, go to the Prison, kill the guards. You learn that the British want to attack Fort Orange. Sail to the Governor General and he will pay 50,000 piastres.

4) The fourth task is to intercept the British and save Fort Orange from destruction. Sail to Jamaica as quickly as possible. A small squadron consisting of 3 English ships will cruise around the island. Sink them and land in the bay. Kill all the English in the bay and in the next location. The task is completed. You can go to Stevezant, he will pay 100,000 piastres.

5) The fifth task is to escort three flutes to the La Vega pirate settlement and back. Sail to La Vega, disembark. It turns out that the Spaniards attacked the settlement and killed Mansild. Buy provisions and go to sea. The more ships that survive, the greater the reward. If all the ships survive, it will amount to 60,000 piastres.

6) The sixth task is to find Morgan and notify him that the Dutch are seeking revenge. Sail to Jamaica, make your way into the city and go to Morgan's residence. Henry will say that the attack was organized by the Spanish governor of Santiago, Jose Sancho Jimenez, and we need to conduct reconnaissance to find out whether Don Jose will be in the city in the near future. Sail to Santiago and dock at the lighthouse. Make your way into town and go to the tavern. Ask the owner about the governor, under the pretext that you want to join the service. Several Spanish officers will enter. Kill them and run to the ship. The task is completed, you have learned that there is a holiday in the city soon and the governor should be present at it. Return to Jamaica to Morgan. The task is completed. Sail to Curacao to the governor and receive 200,000 piastres.

7) The seventh task is to deliver a dispatch to the governor of Tortuga, Bertrand d'Ogeron. Sail to Tortuga in order to deliver the dispatch to d'Ogeron, then he will ask you to walk for two hours while he writes a letter to Stezzant. After two hours, receive the letter. At the port A messenger will meet you and tell you that a messenger from the Governor of Holland is waiting for you at the tavern. Go to the tavern and go up to the room. Then you will be stunned and the letter will be taken away. Go to Governor d'Ogeron. He will tell you to find out at the port office which ships left the port in the near future. It turns out that the brig La Rochelle has left the port, which is heading to San Juan. Head there and, off the coast of Sna Juan, board the ship. The captain will say that Antonio, who took the letter from you, left the ship and moved to the galleon Isabella, which is heading to Santa Catalina. Catch up with the galleon, board it and Antonio will surrender. Take the letter and head to Stezzant, he will give out 150,000 piastres.

8) The eighth task is a business trip at the disposal of Aaron Mendez Chumakeiro. His house is located in the city, not far from the residence. Aaron will give you the task of finding an ancient book that some English privateer tried to sell in a pirate settlement in Bermuda. Travel to Bermuda and go to Jackman's residence. After talking with him, sail to Martinique, to the local brothel. Ask all the girls there, one will give you new information, for a reward, the filibuster who wanted to sell the book, in an incomprehensible language, was called Laurent de Graf, he usually lives in Tortuga. Sail to Tortuga. In the local tavern you will find out that de Graf has now gone on a raid to Cartagena for two weeks. Sail there. Near Cartagena, Laurent fights with superior Spanish forces. Sink the enemy squadron without letting it sink the Frenchman's ship. Send a boat to Laurent de Graaf's ship. Find out from him about the item you are looking for, he will offer to buy a map of the buried treasure from him for 235,000 gold. Pay the required amount. The treasure is hidden on Turks Island. Swim to Turks, go into the cave and find the chest. You will find a holy book there, as well as a blunderbuss, a pair of good pistols, an expensive cuirass, 200 gold bars, rings, brooches, and a couple of idols, including a very useful idol - the rat god. Sail to Curacao to Chumaqueiro and give him the bible. As a reward you will receive 1,000,000 piastres. Then go to the residence to report on the success of the mission.

9) The ninth task is to capture four first-class battleships, namely manovars. They are usually found in large trade caravans, military squadrons and gold caravans. For each ship you will be given 50,000 piastres.

10) The tenth task is the defense of Curacao from an attack by a Spanish squadron consisting of 8 ships, including manovars. Go to the port and go out to sea, there the fort is already fighting the invaders, help him defeat the Spaniards. After the last Spaniard goes under water, the mission to protect Curacao will be completed. Return to the residence for your reward, which will amount to 200,000 piastres.

11) The eleventh task is to repel the Spanish attack on San Martin. Go out to sea and sail to Marigot as quickly as possible. Having reached San Martin, enter into battle against 8 enemy ships. Having sunk their fleet, return to Willemstad and receive a reward, again of 200,000 piastres. The Governor General says it's time to retaliate against Spain.

12) The twelfth task is the capture of Maracaibo. The fort there is not that powerful and it won’t be difficult to demolish it. After capturing a colony for Holland, you will receive a 300,000 piastres reward and the opportunity to capture English and Spanish colonies for yourself or Holland.

French national storyline

1) The first task is to escort the French privateer Pere Legrand, who captured a military galleon with rich booty on a lugger and now wants to return to France. Go to the tavern and talk to Pierre, he will become our passenger. Now head to the island of Martinique, Le Marne Bay. Five thugs who need Legrand's gold will be waiting for you on the shore. Engage them in battle, trying to save Pierre. After defeating them, you will receive the promised reward of 20,000 piastres. Sail to Tortuga and report on the completion of the mission.

2) The second task is to deliver a letter to the Governor General of the Dutch Republic, Pieter Stezzant. After arriving in Curacao, go to the governor's residence. You will be put in prison, mistaking you for one of the pirates who killed the envoy D'Ogeron. After some time, a jailer will pass through the prison. Talk to him. It turns out that his relative is one of the officers at this colony. Persuade him to ask his relative to conduct a search on our ship, where there is a French corsair patent. The jailer will want to take some things from the ship in exchange for help. Peter Stezzant will come and apologize. Now we need to find out more about this story with pirates. Go to the tavern. There you will overhear a conversation between two people in a tavern. Then you will need to follow them. And so, having reached the bay, it turns out that these are not pirates at all, but sailors from the Spanish galleon, which, under the pirate flag, robbed ships in these waters. Next there will be a fight with the Spaniards. Now go to the port. A Spanish galleon is waiting for you there. Board him, then the captain of the ship will tell you everything when he dies. Go to Stezzant and tell him that the filibusters are not to blame for anything, you will receive 20,000 piastres. Go to Tortuga, tell everything to the governor and receive the rank of commander of the French fleet.

3) The third task is to find a way to bring Donna Anna to Tortuga. For this mission you will be given a Spanish trade license and a ring, by which the wife of the fort commandant will know that we are D’Ogeron’s envoy. To penetrate Havana, you can act in three ways. First. Raising a flag friendly to Spain, enter the port and dock. Second. Land at the lighthouse and then go to the city. Third. If the license has expired, then go into the city at night, landing at the Lighthouse. Next, go to the tavern and ask the maid to take the ring to Donna Anna. After 3-4 days, the maid will say that she brought the ring and Donna Anna will be waiting for you at night, opening the door. Enter the house and kill the soldiers waiting for you. Go into the bedroom and talk to Donna Anna. Now run to the ship and sail to Tortuga. And there you will receive 25,000 piastres.

4) The fourth task is to escort a first class battleship to the island of Dominica. There are rumors that the Spaniards are already hunting for this ship, on 3-4 galleons, under the command of Juano Galeno. Near Dominica, the ship should join the Guadeloupe Island squadron. Go to Port Control and take command of the Soleil Royale. Now your course is towards Dominica. There will be 4 galleons waiting for you near Dominica, but there will be no French squadron. After the sinking of Juano Galeno's squadron, you need to go to Guadeloupe and find out why the promised squadron did not meet you. The governor of Basse-Terre will justify himself by saying that he received the letter about the nomination of your squadron only yesterday and did not have time to prepare anything. He will take the royal manovar and thank you for the completed mission. Return to the Governor General. As a reward you will receive 28,000 piastres. Also talk to d'Ogeron again and get a promotion.

5) The fifth task is to protect Donna Anna. It turns out that the relatives of the murdered commandant of the Havana fort want revenge. Go to Havana to find out the details of your revenge against Donna Anna's friend, Ines de Las Sierras. Land near the lighthouse and run to the city, there, as quickly as possible, run to Iness’s house, not paying attention to the guards. It turns out that relatives are walking somewhere in the jungle. You will find them at the lighthouse, followed by a fight with relatives. Next, sail to Tortuga, where you will receive 5,000 piastres from D’Ogeron, at the same time go to Donna Anna, and receive gratitude from her.

6) The sixth task is to deliver a letter to Francois Olone. Under no circumstances should the letter fall into the wrong hands, and if you get into trouble, you must first destroy the package before you die. Go out to sea and head for Guadeloupe. As you approach Guadeloupe, you will be attacked by a Spanish warship. Having dealt with the ship, moor at the port and go to the house of the French filibuster, which is located almost opposite the governor’s residence. François will not receive you in the best way at first, but as soon as he finds out the purpose of your visit, his attitude will change. Next, you can choose one of the options:

1) Refuse to attack Cumana and receive the promised reward of 10,000 piastres.

2) Agree to participate in the attack on Kumana in the proposed adventure, but there is one condition: there should be only 1 ship in your squadron.

The squadron will include yours and 3 other ships, a frigate and two corvettes. Head for Cumana and hurry up. After defeating the fort, disembark and after a fight in the city, go to the residence and demand money from the local governor. Then you can either divide everything fairly and receive a legal share equal to 50,000 piastres, or keep the money for yourself, but then you will have to fight with Olone and his comrades. Now head for Tortuga and talk to the governor.

7) The seventh task is to free Rock the Brazilian from prison. He is being held in Santiago. Land at the lighthouse, then go to the church, ask the priest about the Inquisition, then leave the church. There is a door under the stairs. Enter there, then ask the prisoners where Rock the Brazilian is and kill the guards, then together with Rock, who cannot hold weapons, leave the city. Sail further to Tortuga, where the Governor-General will give you 30,000 piastres, and Rock will hint that he has something hidden in Martinique, namely an expensive cuirass that can withstand 35% of blows.

8) The eighth task is to go to the disposal of the Marquis of Bonrepos. Monsieur Bertrand d'Ogeron asks you to appear in Guadeloupe, to the naval commandant of France, the Marquis Bonrepos. Sail to Guadeloupe and land in Basse-Terre. Go to the residence and talk to the Marquis. He will tell you the details of the policy and give you his own task. It consists in persuading famous pirates (in Jamaica, Jackman in Bermuda and Morris in Trinidad and Tobago) not to participate in the war against the Dutch. You will not be given funds for this operation. Sail to Bermuda, to Jackman, he was not even going to get involved in this matter. Next sail to John Morris, in Trinidad and Tobago, tell him about the upcoming events. He doesn’t like attacking the Dutch, but for this, he will demand that you carry out a small task for him - deliver him Captain Gay’s logbook. Sail to Jamaica and go to the local tavern , ask the owner where to find Captain Gay. He rents a room. Go into the room and kill Captain Gay. Search the body and take away the ship's log and personal belongings. Go to Henry Morgan's residence, but he is not there. The servant will say that he is in his house in Antigua, and will warn that Morgan's house is always closed. Now head back to Maurice, give him the ship's log and in return you will receive what was required of him, his agreement not to attack the Dutch. It's time to go to Antigua and visit the famous English pirate Henry Morgan. The door to the house is locked, go around his home, behind the house there is a hatch to Morgan's basement. Go to his house and talk about not attacking the Spaniards. Henry does not want to attack the Dutch and will demand 250,000 piastres. Give him the money. The task is completed, it’s time to go to the Marquis of Bonrepos. Instead of a yellow award, you are given a baronial title. Return to Tortuga, where you will receive Bertrand d'Ogeron's congratulations and another title.

9) The ninth task is to repel the Spanish attack on Port-au-Prince. For this task you will be given the Soleil Royal, however, it must remain afloat. Next comes the battle with the Spanish ships. Go to Tortuga, where you will receive 5,000 piastres.

10) The tenth task is to capture Santo Domingo and transfer it to France. Sail to Hispaniola, destroy the fort and land troops. After the battle inside the city, go to the residence and embrace the Spanish colony with the French. Return to Tortuga and receive your reward, 40,000 piastres.

11) The eleventh task is the capture of Santa Catalina. The city is located on Maine and controls the pearl fisheries of the New World. Having defeated the fort and landed troops, having dealt with the soldiers in the city, go to the residence and declare Santa Catalina a French colony. Return to Governor General Bertrand d'Ogeron. As a reward you are given everything that you plundered in Santa Catalina. Now you should go again to Guadeloupe to the Marquis of Bonrepos.

12) Twelfth task - meeting with the Marquis of Bonrepo. Head to Guadeloupe, where you will learn that peace has been concluded with Spain, the Soleil Royal is withdrawn from your squadron, the Louvre knows about you and everything. Don’t forget to visit D’Ogeron, he will promote you to admiral, and now you can seize colonies for yourself or for France.

Spanish national storyline.

1) The first task is to free three Spanish citizens who were captured by Henry Morgan, a famous English pirate. For the release of the prisoners, he demands an amount of 500,000 coins. You are required to enter the Port Royal prison and free the Spaniards. Duration - one month. Sail to Jamaica and moor in Portland Bay, then make your way through the jungle to the enemy fort, if you have an English trading license and the flag of a nation friendly to England, calmly go through the guards into the prison. If not, you will have to break through with a fight, or just run a little. In the prison, kill all the soldiers and free the prisoners. The way back will be simple if you run out of the prison and run to the bay. Return to Havana. Oregon y Gascon will thank you for successfully completing the task and give you 50,000 piastres.

2) The second task is work for the Holy Inquisition. The meaning of the task is this: a high-ranking Jesuit, Antonio de Suoza, has arrived in the archipelago. You are placed at his disposal. Go to Santiago, the seat of the Inquisition is located under the church building. Find Suozu and get information on the second task from him. It is as follows: you need to collect an indulgence, which amounts to 50,000 piastres, from three merchants: Joao Ilhayo, Joseph Nunen and Jacob Lopez de Fonseca, but if they refuse, then you need to kill them. You can find them in Curacao. They organize a sect there called the Janensints. At the port, a priest will come up to you and say that it is highly undesirable to kill them. Travel to Curacao. First, go to the tavern and ask the owner about the three Jansenists. Get information from him that Joao Ilhayo and Yakov Lopez run a store, and Josef Nunen is a moneylender. Go to the store first and talk to Joao. He will say that he does not have that kind of money. When asked where his companion, Yakov Lopez, is, he will answer that he does not know. He will offer a deal. If you find Lopez, their families will collect 100,000 piastres and be able to buy an indulgence. Agree. Go to Panama, go to the store, and ask about Lopez. It turns out that he was supposed to come a month ago, but never came. Now walk through the houses of Panama and in one you will run into bandits. Kill them and go up to the second floor, where you will find the missing one. He will ask you to provide him with a service, which is to find the stolen Gospel of Judas Iscariot. The thief was last seen at a shipyard in Bermuda, from where he never returned. This request is not required. But if you take up the task, sail to Bermuda, go to the shipyard. Talk to Alexus, he will open the door for you. Next, go into the dungeon, kill several skeletons. In one of the chests you will find a treasure and a Gospel. Now return to Curacao to Joao Ilhayo. He will give the promised amount of 100,000 piastres, tell him about the gospel for Jacob. He will give a reward of 1,000,000 piastres. Now go to the moneylender, he will refuse to talk to you. Go to the tavern. Ask the waitress about the moneylender's son. It turns out that he sailed off to pirate near Jamaica, to Fort Orange. Sail there, board his ship, take his son prisoner, and give his son for ransom in the form of an indulgence, now the task is completely completed. Swim to Suoza and receive a reward, which depends on the timing of the task. Then report to the Governor General.

3) The third task is to capture Rock the Brazilian and hand him over to the Inquisition. Rock lives in Tortuga. swim there, make your way into the city and go to the tavern for information. It turns out that he is not in Tortuga now, he is piracy near Maracaibo. Set course for Maracaibo. Board his ship, Rock the Brazilian will surrender. Take him into the hands of the Holy Inquisition, to Monsignor de Suosa. Antonio will send you to the Governor General. Oregon y Gasconom will tell you to come to him in a few days. Return to the residence in a few days and receive a task to find the treasures of the Brazilian rock, which are located in Cuba, Hispaniola and near Belize on Maine. The exact location of the treasures is unknown. The first will be the treasure located in Cuba. Swim to Ana Maria Bay, dock, then turn left and then straight, go into the cave and open the chest, which contains 150,000 piastres and several idols. Next, sail to Hispaniola, to Samana Bay, go straight and find a well that serves as the entrance to the cave, find in it a chest with treasure that will amount to 150,000 piastres, diamonds, gold bars, gold rings, gold brooches. Now set course for Maine, towards Belize. Moor at the port, go outside the city gates, turn left and then right, go into the cave and search the chest, which will contain 150,000 piastres. Return to Don Francisco and give him the money, 500,000 piastres (you will have to fork out more than what was in the chests) and receive 100,000 piastres.

4) The fourth task is to investigate the murder of the commandant of Havana, Jose Ramirez de Leyva. Go to the commandant’s house, then on the second floor in the room you will find an unfinished letter, then go to the tavern, there you will find out from the waitress that she gave a letter to the commandant’s wife from some ladroon. Now go to Oregon-y-Gascon, get a trade license. Next, sail to Tortuga and talk to the tavern owner. After talking, he will tell you about D'Ogeron's passion, Spanish national Donna Anna, who was brought by one of the trusted officers of the Governor General, Henri d'Estrée. Next, go to Henri's house. The servant will say that the owner is talking next to the house, then Henri will run from you. Run after him into the dungeon in the bay, there he will stop you and ask why you are chasing him, then kill the ladrone. Now go to the governor general for a reward of 120,000 piastres.

5) The fifth task is a business trip to Santiago. Travel to Santiago and go to the residence for instructions from the local governor. The task will be to completely destroy the pirate settlement of La Vega on Hispaniola. Sail to Hispaniola, dock in La Vega Bay, go to the next location, the assault will begin, kill all the pirates and enter the city, where the massacre will continue. After destroying everyone in the settlement, go to the residence, there you will have to fight the leader of the La Vega filibusters, Edward Mansfield. Kill him and leave the residence. The task is completed, you can return to Jose Jimenez. Don Jimenez will present a reward of 100,000 piastres. Return to the Governor General and receive his gratitude.

6) The sixth task is to intercept the messenger of the Governor-General of Holland in Tortuga. You will be issued a trade license. Go to Tortuga, go to the port office there, the boss will agree to send a messenger when the Dutch messenger's ship arrives, then rent a room in the tavern for a week, wait a couple of days, then you will be informed that the Dutchman has arrived. Next, lure the messenger into the tavern room, where you take the dispatch from him. Receive a reward of 50,000 piastres.

7) The seventh task is to assist Manuel Rivero Pardal. We urgently need to go to Antigua, to help the Spanish corsair Manuel Rivero Pardal, who is in search of British merchant ships in the waters of the island. French filibusters, under the command of Moses Vauclein, set out to intercept him. Sail to Antigua as quickly as possible and enter the battle between the unequal forces of the Spanish corsair and the French pirate squadron. Having sunk the last ship, go for a reward, which will be 25,000 piastres.

8) The eighth task is the defense of Cumana from the attack of a joint French-English squadron of pirates. Sail to Cumana, sink the enemy squadron and receive 100,000 piastres in Havana.

9) The ninth task is the task of the governor of Porto Bello to escort ships. Sail to Porto Bello, where Governor Cabral will brief you in detail. You need to deliver 4 galleons loaded with gold to the uninhabited island of Cayman, where you need to transfer the squadron to the powerful Spanish fleet sent to Europe. Take command of a squadron of 4 galleons loaded with 10,000 quintals of gold. Near Cayman, instead of Spanish ships, pirate ships will be waiting for you. The galleons entrusted to you must remain afloat in order to receive the maximum reward. Having sunk the last pirate, head to Havana, where you tell the Governor General about the strange events that happened to you. He generally cannot understand why the meeting place was Cayman if it was necessary to escort the ships to Belize. He will promise to look into this situation and reward you for saving all the galleons with an amount of 220,000 piastres.

10) The tenth task is to protect Maracaibo from invasion. Don Francisco will say that the problems in the previous task were the result of uncoordinated actions, this will not happen again. And you need to go to Maracaibo to repel enemy attacks. Head for Maracaibo, go to the local governor and then go out into the street, where you will meet a Spanish officer bearing bad news: the city was attacked by an English pirate squadron. Visit the governor again, he will order you to begin repelling the attack. Go out to sea and start a battle against 8 ships, among which there will be several manovars. There will be a fort on your side. Having sunk all the ships, dock and go to the residence, where you will receive a reward from the saved city in the amount of 70,000 piastres. Return to Cuba, where you will receive gratitude from the Governor General.

11) The eleventh task is the destruction of the Dutch colonies. Returning after some time, Don Francisco will ask you whether you are ready to attack fortified cities. The task will be to plunder 2 Dutch colonies in the archipelago, on the islands of Curacao and San Martin. Sail first to Curacao, destroy the fort, and capture the city. Then attack San Martin. Having captured the city, you can return to Havana. Your reward will be all the loot you loot. Oregon y Gascon will ask you to come to him in about a month.

12) The twelfth task is the capture of Port-au-Prince. In a month you will be tasked with capturing the French Port-au-Prince. All trophies are your property, the task time is not limited. After destroying the fort and killing the French soldiers in the fort and the city, go into the residence and declare the colony a Spanish possession. Return to Governor General Francisco Oregon y Gascon. All tasks have been completed and you can act in the interests of Spain.

Pirate storyline

Sail to Bermuda. There, contact Jackman with a job offer. Jackman will say that at the moment he has no orders, but Captain Goodley, who is currently in Puerto Principe, Cuba, needs help, and will offer to meet with him and discuss the details.

Go to Cuba in Puerto Principe and find Captain Goodley in the tavern. When talking with him, it turns out that you need to take a guy named John Bolton, who is waiting in the port of Puerto Principe, to Port Royal in Jamaica to Henry Morgan. Agree, saying that serving with him is an honor for you. Go to the port of Puerto Principe and meet John Bolton there, take him on board and head to Jamaica.

In Port Royal, Jamaica, escort John Bolton to Morgan's house (Morgan's house with columns is on the left side of the city when coming from the port). On the way to the house you are stopped by English soldiers. The soldier's commander says that accusations of connections with pirates have been brought against you and John Bolton. You are sent to prison until the circumstances are clarified. However, you are freed by Morgan himself, who says that he paid a ransom for you and is waiting at his residence, after which he leaves.

At the residence, Morgan instructs Edward Lowe, who lives somewhere in Martinique, to deliver the black mark. Travel to Martinique at Le Francois. Upon arrival, ask the innkeeper about Edward Lowe. It turns out that the owner of the tavern knows Lowe and he lives not far from the tavern. Exit the tavern and go right to the house covered with boards, where Lowe lives. Go into the house and when talking to Edward, give him the black mark. Lowe will say that all problems with Morgan have already been resolved and will ask to return the black mark back to Henry Morgan. Go back to Jamaica and Morgan.

After listening to the story, Morgan becomes furious and says that Lowe deceived you. To rectify the situation, Morgan instructs you to find and deal with Lowe personally without any black marks. So quickly return to Le Francois and go to Edward Lowe's house. However, he had already left the house in an unknown direction. Go to the tavern owner and ask him about Lowe. The owner will confirm that Edward recently left the settlement, leaving his things for safekeeping, but the tavern owner does not know where he could have gone. Go to the store and ask about Lowe's. The merchant says that Edward came and was interested in a place where he could buy a ship, but his business as a merchant is to trade goods, not ships that are sold at the shipyard. There is no shipyard in Le François; the nearest shipyard is in Fort-de-France. Either go there on foot across the island, or by boat, dock at the port of Fort-de-France.

First, go to the shipyard and ask the owner if Lowe has stopped by. It turns out that Lowe actually came in and wanted to buy a ship (a brig), but he didn’t have the money for such a ship and Edward went to the moneylender. Since then, the shipyard owner has not seen Lowe again.

Head to the loan shark. He will say that Edward Lowe really came in and tried to borrow money, but the moneylender immediately saw swindlers and deceivers, and therefore did not give the loan to Lowe. Where Edward Lowe went next, he doesn’t know.

From the moneylender, head to the port office. Ask a question about Edward Lowe to the head of the department. He asks: for what purpose are you interested in Edward Lowe? Answer that Lowe is your close friend and you must inform him about his mother’s serious illness, but you just can’t catch up with Edward. The head of the port department falls for this trick and says that Lowe boarded a passing ship that went to Bermuda.

In the Bermuda settlement, head to the tavern, where the owner says that Lowe was here and was interested in the local shipyard. Go to the shipyard to see Master Alexus. When asked by the master about who you are with Low, answer that you want to catch up with him in order to settle scores with him. The master begins to complain that the swindler Lowe forged Jackman's signature, and he (Alexus) gave Lowe a ship - the brig "Sea Wolf" with unique characteristics, which was built by order of Jackman. Go to Jackman. He is in a state of quiet rage at what happened and asks only one thing: when we kill Lowe, to give him greetings from Jackman. But where Lowe went on the stolen brig is unknown.

Ask people in taverns around the archipelago about rumors until someone tells you that attacks on mail ships have become more frequent in the area of ​​Cumana, which is located on Maine. Head to Kumana. If the ship is more powerful than class 6, then it must be parked at the Kumane port office and any ship of class 6 must be purchased at the shipyard. Then, on this ship, go out to sea and sail to the Trinidad and Tobago region. There you will meet Lowe in the brig. Board the brig and talk to Lowe, who says that Morgan’s power will soon change. Kill him. Go to Morgan with a report on the work completed.

Morgan proposes to carry out an operation, the result of which will eclipse all of Sharpe's affairs. Namely, Morgan proposed to rob pearl fishers who would collect pearls on tartans for a month on Turks Island in North Bay. Morgan offered to deliver at least 1,000 small and 500 large pearls. Profit - in half.

Make your way to North Bay of Turks Island. There, pearl fishers are already fishing on tartans under pirate flags. When they see you, they run away in all directions. You need to catch up with them and match each tartan side by side, then the pearls will be automatically reloaded into your inventory. Collect the required amount and return to Port Royal to Morgan, where you will hand over half of the loot.

At the exit from Morgan's residence, Captain Goodley meets you and offers you to work as a bounty hunter for a good reward. The target is John Avory, who was last seen in Willemstad (Kyurosau Island). Go there and go to the moneylender. The pawnbroker confirms that John Avory was here recently, but is no longer in town. He heard that John was going to Port of Spain in Trinidad and Tobago. Go there. There, contact the moneylender. A Port-of-Spain moneylender says that Avory did work for him in the city, but after completing it he left the city and went to the Spaniards on Main in the city of Maracaibo. The moneylender of Maracaibo confirms that John was in the city, but according to rumors he overheard in the brothel, Avory went to the French in the city of Port-au-Prince, in Hispaniola. In Port-au-Prince, first go to the tavern. The tavern owner says that John was here a couple of days ago and killed the sharper. You need to visit the moneylender. The moneylender will tell you that Avory did some work for him. But where John went next is anyone's guess. Although the moneylender has an assumption that John could go to Willemstad, because... a moneylender was recently robbed there. The moneylender of Willemstad is still worried about what happened, but this is not surprising, because an unknown person stole 50,000 piastres from him. He hired John Avory to find the robber. The moneylender will also promise to pay you 5,000 piastres if you bring the gold to the moneylender first. John Avory himself headed to Bermuda. The tavern owner in Bermuda confirms that John Avory is now on the island, or rather in the house of Orry Bruce, apparently a robber of a moneylender. The house is located next to the tavern, go there. In the house you will meet John Avory and Orry Bruce, sorting things out. Tell them that you have an order for both of them, then kill them and take valuables from the corpses, and also take 50,000 piastres from Orry Bruce. You can return to the moneylender for your reward and report to Captain Goodley about the completed order.

Give the money to the moneylender of Willemstad, he will pay you 5,000 piastres in return. You will find Captain Goodley in the Port Royal tavern and receive a reward from him, also tell him that you will now go to report to Morgan about your successes, to which Goodley only grins. Go to Morgan's residence.

Having heard the story, Morgan says that John Avory was his confidant and you finished him off. You explain that this was an order from Captain Goodley. Morgan immediately calls the captain to sort out the situation. Goodley, who came, says that he did not give you any orders. To understand what happened, Morgan appoints a duel between you and Captain Goodley. Kill Goodley. Morgan says you have proven your innocence in this case.

Henry Morgan will ask you to go to Jackman in Bermuda and tell him about Goodley's death.

Seeing you, Jackman is very surprised and says that you allegedly captured his captain Sid Bonnet and gave him to be torn to pieces by the Spaniards. We'll have to look into this. Jackman directs you to Cozumel Bay, on Main, where John Leeds dropped anchor on the frigate Antwerp, with whom you need to talk. Head to Cozumel Bay.

John Leeds meets you there on his frigate. Launch the boats and board his ship. After a conversation with Leeds, it turns out that the crew and captain of the corvette sunk by Leeds landed in Cozumel Bay. By the way, the captain of the corvette is very similar to you and, accordingly, all the sins of this captain are blamed on you. Therefore, you need to deal with your double. Land in the bay, where you destroy part of the crew of the sunken corvette, but the captain is not among them. Go to the next location from the bay and meet a captain there who really looks like you. The double says that he will tell everything if he and the team are released from the encirclement and allowed to leave quietly. Kill him and the rest of his team.

Then return to the ship and head to Bermuda to Jackman. Jackman, after listening to the story, sends you to Morgan with a report on what happened. Report the situation to Morgan.

Morgan will send you to catch up with the pirate Steve Linnaeus, whom he sent to La Vega, on Hispaniola, to find out a series of oddities that have been happening lately in the Brotherhood of the Coast. Go to La Vega.

Upon arrival, contact the tavern owner for help. He says he hasn't seen Steve Linnaeus for a while, but his buddy has just gone to sea. We need to intercept him. Go out to sea and catch up with your friend Linnaeus, who really didn’t have time to go far, and climb aboard. When talking with Steve's friend, a strange story emerges. According to him, Steve recently left with two strangers in an unknown direction and disappeared. And his schooner “Swallow” is apparently being sold at the Santo Domingo shipyard. Linnaeus, according to a friend, would never have sold his ship of his own free will. Therefore, Linnaeus’s friend weighed anchor and went to sea, so that Linnaeus’ story would not be repeated with him. In any case, you need to check out the Santo Domingo shipyard.

The owner of the Santo Domingo shipyard said that the deal for the sale of “Swallow” was the most successful, because it was given to him for next to nothing. Under some pressure, the owner also says that he bought the “Swallow” from a guy who did not introduce himself, but the shipyard owner’s servant saw him go to sea on the frigate “Leon”. According to the shipyard owner, the frigate should still sail in the waters of Hispaniola. Go out to sea, onto the global map, there you will see a ship with purple sails - this is the frigate “Leon”, board it.

The captain of "Leon" invites you to go over to the side of HIS admiral. This is Richard Sawkins. He also says that their brotherhood needs people like you, and Henry Morgan himself nominated himself for the post of admiral of the Coastal Brotherhood and no one elected him. In addition, the captain of the Leon reports that Steve Linnaeus is already resting at the bottom of the sea. Refuse the captain's offer and kill him. Head to Morgan.

After the report, Morgan directs you to Puerto Principe, where, according to rumors, Richard Sawkins is planning some kind of operation against the Spaniards that needs to be thwarted. This will damage Sawkins' reputation among the pirates.

In Puerto Principe, go to the tavern and ask the tavern owner about the operation. He will answer that something is really being planned now, but Soukins keeps all the details in the strictest confidence even from those close to him and sits at home almost all the time. You need to get into Richard Sawkins' house and steal documents. Go to Sawkins' house, grab the papers from the table and run away from the settlement. Because everyone becomes an enemy. Sawkins's papers set out the plan for the upcoming operation against the Spaniards. Sawkins learned that the Spaniards had started transporting the largest consignment of precious stones from Panama. To carry out this operation, the Spaniards abandoned the land delivery of jewelry from Panama to Porto Bello and sailing in the Caribbean Sea. Just one battleship must round Cape Horn, rise to the fortieth parallel, then turn right and reach Lisbon in a straight line.

Sawkins assembles a squadron and plans to meet the Spaniard in two weeks at San Martin. We need to get ahead of them and intercept this ship below San Martin, sink it or board it. Go out to sea and sail to San Martin.

Two weeks later, a ship with purple sails appears near San Martin - this is your goal. Board the ship. In the chest in the captain's cabin you will find a large number of precious stones. That's it, the mission is completed, you can report to Morgan.

Morgan will ask about the details of the operation, but avoid answering and say that there was nothing particularly interesting on the ship.

Morgan will invite us to take a trip to Panama. Morgan's plan is to take Porto Bello and reach Panama by land, because... The Spaniards will definitely not wait for this. Morgan suggests taking a more powerful ship (if the squadron consists of more than one ship, then the rest must be placed in the port department) and gives 20 days for preparation. During these days, hire people, buy food, medicine, weapons, cannonballs, bombs, gunpowder and return back to Morgan by the agreed date.

It turns out that by this time Morgan had already assembled a squadron of 5 powerful 1st class ships. He gives you the task of performing and immediately taking Porto Bello. Move towards Porto Bello, attack the fort and capture the city. Go to the governor's house and talk to the governor. The governor turns out to be already aware of the plan to march on Panama and was ready for your attack on his city and therefore was very surprised that you took the city so quickly. In addition, he said that you will die in the jungle on the way to Panama. Tell this news to Morgan who comes up. He believes that Richard Sawkins was able to secretly warn the Spaniards about the plan to march on Panama. Morgan is not going to give up the trip and suggests splitting up. You will command the second squad, which will include Soukins. You are instructed to land in the Gulf of Darien within two days and go to Panama. On the way to Panama, you need to quietly shoot Soukins, because... Morgan does not want to see him at the city walls.

Set out to sea and reach the Gulf of Darien. Disembark there. Sawkins will approach you and say that he is ready for the upcoming operation.

On the way to Panama, your squad will be attacked three times by the Spaniards and the local population.

The last battle will be at the walls of Panama. Morgan comes up and gives the task to find the governor of Panama, because... The Spaniards' forces were exhausted by ambushes in the jungle, and there was no one left in the city.

Go to the house of the governor of Panama, find him in the next room and interrogate him. According to him, the gold of Escorial is in a locked chest in the same room, but the key is in the possession of the commandant of Panama, who participated in the defense of the city and most likely died. We need to find the key. When leaving the governor's house you will meet Morgan. He gives the order to find the key, and he goes to interrogate the governor.

Go to Panama Fort. There in the prison on the commandant's desk there is the necessary key, take it and return to the governor's house. Open the chest - the gold of Escorial lies there (50,000,000 piastres). At this moment, Morgan comes up and takes the gold, saying that now he will collect gold from all the sailors, and in the evening he will divide it, according to the laws of the Coastal Brotherhood. He also says that the governor could not stand the torture and died, however, he managed to talk about another chest, which is located on the outside of the fort. Morgan sends you there to check these words. Go to the fort. In front of the fort there is a narrow path that goes around it from the outside. Follow it, at the end of the path there is indeed a chest, but there is nothing valuable in it. Return to the city.

At the entrance to the city, a sailor meets you and says that Morgan collected gold from everyone, loaded it onto a galleon standing in the port, and secretly left Panama in an unknown direction. The sailors refuse to go back with you and continue to plunder the city, so you will return to the ship alone.

On the way to the Gulf of Darien, you will be attacked by the Spaniards again, but you don’t have to engage them in battle, you can run around them.

Board the ship and head to Port Royal, to Morgan's residence. Morgan's secretary says that Morgan himself is in London and will arrive only in a year. Return a year later to Morgan and demand your share of the spoils. However, Morgan says that the Coastal Brotherhood has come to an end, he himself is now a planter, and he bought his forgiveness and forgiveness for other surviving pirates from the English crown for the gold of Escorial. The end of the pirate storyline.

Main quest

To start the main quest of the game - the game quest City of Lost Ships, you must first complete the so-called quest about killing beggars. It is taken in the main city of the country of which the hero is a citizen. (for example, for Jan Spain it is Willemstad).

Oliver Trust will stop you on the street and offer you, for a reward of 1,000,000 piastres, to kill all the beggars on the archipelago. You can either agree or refuse the offer; this will have little effect on the further outcome. Now you should look for beggars (a man in rags, usually sitting on the ground, can move around the city) in cities, and talk to them, find out why they are being hunted. You need to interview at least three beggars. One of them will send you to a tramp who lives on one of the islands of the archipelago. If he is not in the city, spend the night in a tavern, he will soon be found. The tramp suggests that the Governor-General of Curaçao, Peter Stavesant, himself is involved in this case. Head to Curacao, to the Willemstad colony.

Enter the residence and go into the room (the door opposite the entrance), go to the chest near the round table. The chest is locked, but you don't have the key. Leave the residence and go to the tavern. Ask the owner about the key keeper, the tavern keeper will tell you to contact the key maker, Hill Corner, who sits at a table near the counter. The key master will agree to make a copy of the key from the chest in the residence for a decent amount of money, agree to his offer, and wait 2 nights in the tavern. After that, go to the house to the key holder. Go into the house. An officer and 2 soldiers will come, kill them and go up to the second floor and take the key from the table. Now go to the residence to the chest. When the soldier turns away, open the chest and take all its contents, the letter (Stuvesant's correspondence with the Dutch West India Trading Company) and the treasure. Return to the beggar.

It turns out that Teaser Dan actually visited the Island of Justice. You, again, need to go back to Willemstad, to Stavesant and talk to him. Moor in the sweat of Willemstad, go to the tavern and ask the tavern owner about Teaser, where Den disappeared, the owner of the tavern does not know, also, he will advise you not to interfere in the affairs of the governor general and the Dutch West India Company. Now go to the residence and start a dialogue with Stavesont. But as soon as you mention Teaser’s name, the governor will become sharply wary. Say you’re writing a book, but you won’t be able to really learn anything. We need to find a representative of the Dutch West India Company in the archipelago.

Get to the nearest pirate colony. Having reached the nearest diplomat, ask him about the representative, but the diplomat refuses to name the location of the representative of the Dutch Trading Company. Give the agent the name Oliver Trust, and he says that the customer can be found in San Martin. Sail to this island.

Having moored in one of the bays of San Martin, make your way to Marigot and go to Oliver’s house, which is located just opposite the local moneylender. After a short dialogue, kill Thrust, search the corpse and take the letter from the table. From the letter you will learn the location of that very mythical Island of Justice, which turns out to be by no means mythical. Return to the ship and sail to the beggar you know.

The tramp will give you the key of Diffindur, which will be useful later.

Before heading to the city of lost ships, leave your ship at the port office and change to tartan. Give the money to the moneylender for safekeeping. Place the officers on the boats and also leave them with the port master. Since you will lose everything upon entering the City.

Swim to the upper left corner of the map. You will go out to the open sea. After the command “swim”, a video will play, and then the hero finds himself in the City. The sea is raging, a wild storm. A local resident named George Stokes approaches you and says that he saw the death of your ship. You are the only one who survived. He will bring you up to speed a little. The city consists of many wrecked ships connected in an incomprehensible way. You are on the Velasco galleon, which is home to one of the established crime clans - the narwhals. On the barque "San Gabriel" there is a second clan - the Caspers. Neither one nor the other spares anyone who dares to disturb them. Stokes will also say that before the storm ends, you need to visit the head of this God-forsaken place - Admiral Chad Capper, at the San Augustine warship. As it turned out, this is the same missing privateer who went out for a prize three years ago and disappeared without a trace. And now he is an admiral and the head of the City.

Turn around and jump into the water. You need the flute "Fernando Diffindur", on which is the very chest that opens with Diffindur's key. The ship has a rift approximately in the middle. Having found the ship, swim around it and go into the gap. The chest is on the right. Put all your things there and calmly go to the admiral.

You will be officially declared a “citizen of the City.” The City has almost everything that is typical of an ordinary port: a tavern, a store, a church, a money lender. The moneylender is a special story. Everyone will tell you that he is a terrible, terrible person, a warlock. The debtor will be obliged to return to him an amount five times greater than this. It turns out that Brahms gave his soul to Miclantlecutli, the Aztec god of the dead. If the debt is not repaid, after some time, when moving to any location, you will be transported to the sacrificial temple, to Tenochtitlan. God will appear to you and demand your money back. If you don't have them, you won't get out of there. This will happen even after you get out of the City.

Now go to the Fleron caravel, to the tavern owner Hill Brunner and ask him about Teaser Dan (that same missing beggar). Everyone thinks he drowned. Hill asks you to remain silent about the fact that Teaser managed to get to the mainland, because the admiral must under no circumstances find out about it. The law of the City states that no one is allowed to build rafts or boats to sail away. Hill will ask you to visit him later, he must consider the information received.

After a while, return to Hill. He will make an appointment for you after twelve o'clock at night in his wine cellar (this is one of the cabins on the same ship, you need to go out onto the deck and go to the stern of the ship). After the conversation, you will need to visit the Fernando Diffindur flute, where Teaser often sailed. Hill needs proof that you are right.

Now your task is to find Andre Labor, a carpenter, in the city. According to Brunner, it was he who helped Dan build the floating craft. Labor makes an appointment for you in the cabin of the corvette Protector. The carpenter betrays you. He brings a policeman with him. Kill them. Tell Hill what happened. He proposes to cover up the traces of the crime and frame one of the clans, namely the “narwhals”. To do this, you need to waylay one of the “narwhals” in the bow of their base (the Velasco galleon), take the clan amulet from him and take it to the admiral, and thus remove suspicions of murder from you. After completing this, you will be tasked with destroying all the "narwhals". Officers will be given to help. After killing everyone, go to the barrels opposite the entrance. Between them lies an ordinary key for chests. Report to the admiral about the successfully completed task. Now go back to Hill Brunner and tell him what happened. He will ask you to come see him later. Spend the night at the tavern for a few days, then go to Hill. He says that today at midnight in the tavern there will be a meeting between Capper and a certain person. You must eavesdrop on the conversation while hiding behind a column in the wine cellar (stand sideways and don't move or you will be discovered). The information turned out to be really very important. It turned out that Kapper and the leader of the “Kasperov” clan (and it was he) were in the same bundle. It turns out that you are not the admiral, but he has you wrapped around his finger. With your hands you destroyed the “narwhals”. In addition, they mentioned a certain Mechanic. Report everything to Brunner. He will express his thoughts on this matter and try to remember who already lived here before him. This is necessary in order to find out who this Mechanic is.

You won't learn anything more from Hill. After some time he is killed. Tavern waitress Armo Dulin will tell you that she found Brunner's corpse in the wine cellar, and noted that before his death he asked her questions about the man who lived here before him.

Go to the admiral. He will tell you not to get involved in this matter. Try to find the oldest residents of the City. One of them is Cecile Galard, who lives in the Eva galleon. When you go to her, you will see three “caspers” trying to kill the unfortunate woman. Kill them and receive information about the Mechanic as gratitude (if you fail to save the elderly lady, Aurélie Bertin will tell you everything). His name is Henrik Wedeker, and it was he who came up with the way to anchor the City's ships. It seems that the admiral isolated him on the barque San Gabriel, the base of the Casper clan. You need to get to him. You will have to destroy the entire clan alone.

Talk to Henrik. It turns out that the City is supported by only three ship skeletons and can be destroyed by any storm. Luckily, he has a ship to get him out of here. But: firstly, he will sell it to you, and only for one and a half million, and secondly, the ship still needs to be freed from the wreckage. But this can only be done with the help of a gear that Henrik dropped into the water. Your task is to go underwater in a special suit (this can only be done from 10.00 to 19.00) and get the gear. The air supply in the suit is only six minutes, and terrible voracious creatures have appeared under the City.

The suit hangs on the wall inside the Phoenix platform. He puts on (and takes off) automatically, you just need to approach him.

Go underwater. The location of the gear is randomly generated. You will have to fight huge crabs. You can only fight with a saber. You won't be able to run either, and you only have six minutes.

Having found the gear, return back to the Mechanic. The corvette must be provided with all the necessary goods for sailing. These are cannonballs, buckshot, nipples, bombs, canvas, medicines, boards, provisions, gunpowder and weapons. Go to the tavern waitress Armo Dulin. So, shells for guns can be obtained from housewives. These are Lea Toors, Aurelie Bertin, Alice Taylor and Elisa Calvo. Eliza will need a lute, 10 bunches of grapes and 3 bottles of wine, Leah - 10 bags of salt. Provisions, boards and canvas can be purchased from the store owner. Padre Angel will give you the medicine. For gunpowder and weapons, you need to contact policeman John Workman. He will help with the condition: take him with you.

It remains to recruit a team of at least 15 people. After finishing the set, go to the Mechanic, the storm has already begun. But Capper arrested him. We need to help out the scientist.

Go to the residence. There is no mechanic here. He is in prison on Tartarus. Run there as quickly as possible. Unfortunately, it will not be possible to free Wedeker - he is in a cage, and there is no time to look for the key. The mechanic will send you to the second mast of the Fernando Diffindur flute, to the very place where Teaser Dan hid his chest.

Having reached the indicated place, use the “open” icon to go out into the open sea. The quest is completed.

to be continued...

Quest: "Kill all beggars"

Taken- in the main city of your nation, look for a man named Oliver Trust

Important- if you have a Dutch patent, you will lose it

Stages

1. Oliver Trust approaches you with an offer to kill all the beggars in the Caribbean in exchange for 1,000,000 piastres. You can agree, you can disagree.

2. Poll of beggars - “Who wants them dead.”

The third person surveyed will be sent to the beggar *** in the city *** (randomly generated)
3. Conversation with a beggar.
The said beggar sends to the Governor of Holland, Peter Styvesant.

4. We visit the residence, find a locked chest

5. We are looking for a way to open the chest.
We go to the tavern and interview the tavernkeeper

6. Making a key.
We contact the key master, place an order and wait 2 days.
Important: For the work, the key master asks for 3/4 of all the money the player has, but not less than 15 thousand. If you feel bad about giving away a lot, give the extra money to a moneylender for a while.

7. Return to the key master,
It turns out that he ratted us out. We kill the officer (this is where the patent is lost, it is not removed from the inventory, the Dutch flag remains on the ship, but if you lower it to raise another, you will no longer be able to raise it), who came to arrest us. We take the key from the table on the second floor of the house.

8. Open the chest with the key,
we take the letter and sail back to the beggar.

9. Beggar
talks about Teaser Dan and sends you to find out about him.

10. Returning to Curacao
and ask the tavernkeeper about Teaser (he will point to Stavesant) and the governor himself. The governor will send you to hell.

11. Based on a tip from the magazine, we set off to look for a representative of the Dutch East India Company.
It's easy to guess that this is the Oliver Trust. We ask a diplomat about him in any pirate settlement.

12. We sail to the representative of GVIK,
we kill him and take papers from the table, which indicate where to look for the “Island of Justice”

13. We return once again to the beggar, talk about our findings,
we get the "Diffunder key"

In the city of lost ships

Having received the Diffunder key, we sail in the indicated direction, to the northwestern corner of the map (north of Cape Catoche and west of Havana), exit the world map into the sea and use the “Swim” command.
They meet us, tell us what's what and send us to report to the admiral at Warship San Augustine.

Important- upon arrival at the GPC you will lose the ship with its crew and officers.
At the first conversation, the city admiral will take everything else from you, leaving only 1/50 of the cash and totems needed for the Tenochitlan quest.
This can be avoided by emptying all the contents of your pockets into the chest on the Fernando Diffunder ship. And I gave the money to the moneylender for safekeeping.

The GPK has a residence (warship "San Augustin"), a tavern (caravel "Fleron"), a store ("Esmeralda"), a church ("Gloria"), a money lender ("Carolina") and a prison ("Tartarus"). Fast navigation doesn't work.
In order for the fast transition to work, you need to complete the priest's quest.

The store sells a GPK map.
The seller will charge a very high price for the card. You can refuse to buy and go complain to a woman named Sandra Gomez, the seller will reduce the price to an acceptable one.

All chests in the GPK are locked. You need three keys: simple, normal and complex.

Where to get the keys
Simple key

Lying near the mast on that half-sunken ship, which was moved in half by the warship San Augustin.
- obtained from Alice Taylor's quest
- it turns out according to Dominique Legros's text

Ordinary key

It lies on the boxes directly opposite the entrance, inside "Velasco" (you don't need to go there until they send you on the quest)

Complex key
- obtained from Pedro Hurtado's quest
- lying in a chest on "San Gabriel" (you will also have to follow the quest)

Important- when searching the chests, do not sell, eat or throw away 10 bags of salt, 10 bunches of grapes, 3 bottles of wine and 1 lute, otherwise completing the main quest of the GPK will become impossible.

Main quest in GPK

Stages

1. We turn to the tavernkeeper Hill Bruner.
Let's talk about Teaser Dan. Hill asks to remain silent about Teaser and wait a few days while he collects information.

2. Second conversation with Brunner
A few days later we come to Hill Bruner. He asks to meet him secretly after midnight in the tavern's "wine cellar" - a separate room on the quarterdeck. There he says that Dan often visited the ship Fernando Diffunder.
If you have not yet been to the Diffunder, then swim there and take the letter from the flooded chest that Dan left there. If you have already been to Diffundet, immediately show the letter to Brunner.
Brunner reads the letter and sends carpenter Andre Labor to look for him.

3. Search for a carpenter.
We find a carpenter, he makes an appointment in the cabin of the corvette "Protector"

4. We come to the meeting,
A surprise awaits us in the form of a policeman. We have to kill the policeman and the carpenter.

5. We return to the tavern keeper Brunner.
He teaches you how to cover your tracks - he sends you to the clan ship "Narwhal", to the back room, for a medallion.

6. Conversation with the admiral
We bring the medallion to the admiral and say that we found it in the Protector's cabin. The admiral believes and sends you to destroy the Narwhal clan. Three policemen are given to help.
The more militiamen survive, the more money the admiral will give for their work. Everyone will die - there will be no money.

7. Report to the admiral
about the destruction of the Narwhal clan. Then we tell everything to Brunner. He again asks to wait a few days.

8. In a few days. Brunner
sends him to the “wine cellar” to eavesdrop on the conversation between the admiral and the leader of the “Casper” clan.
Important - you must be there before midnight.
We overhear the conversation and tell Brunner about it. Brunner again asks to wait a few days to find out who the “mechanic” who was mentioned in the conversation is.

9. The next day
A new tavernkeeper appears in Brunner's place and says that Brunner was found dead.
It is important that in order for the tavern keeper to change, it is necessary to change the location.

10. We talk with the waitress Armo Dulin.

11. We talk with the admiral,
he orders not to poke your nose into this matter. And we set off to interview all the residents in search of the oldest citizen.

12. Search for the oldest citizen.
On the galleon "Eva" we save Cecile Galard from reprisal, who tells that the mechanic is Henrik Wedeker. And he most likely languishes in captivity in the residence of the Casper clan on the San Gabriel.

13. We talk with Armo Dulin,
She offers help - to lure the Caspers out on a date one at a time.

14. After the 3rd date, Armo is found dead.

15. We go to the jailer (Armo’s fiancé) Thomas Boyle, we propose to “avenge Armo” together.
Or
Instead of 13, 14, 15, you can immediately go to the Kaspers (or go on only 1-2 dates) and kill them alone, then Armo Dulin will remain alive.

16. Let's go to San Gabriel
and we kill everyone there. In a separate cabin on the quarterdeck we find the mechanic.

17. Conversation with the Mechanic.
The mechanic sells us the War Dog corvette for 1,500,000 pmastras and sends us under the water for the gear needed to free the corvette from the wreckage of the ships.

18. Traveling underwater.
We find the gear.

There are many chests with goods there. One has 2 rat gods and a bunch of rare idols, the other has Morgan's rapier.

19. The mechanic sends us to look for equipment for the ship.
Food, weapons, medicine, cannonballs, buckshot, nipples, bombs and gunpowder.

20. Search for equipment.
According to rumors, we learn that the admiral holds the weapons and gunpowder in his hands. We go to the admiral, he speaks. We are looking for the policeman John Workman, he agrees to steal gunpowder and weapons from the warehouse in exchange for the fact that you will take him with you.

21. Provisions, boards, canvas.
We buy provisions, canvas and boards from the store owner for 40,000.

22. Cannonballs, bombs, nipples.
We talk with the waitress in the tavern, she says that you can ask the ship owners for cannonballs, bombs, etc. These are Alice Taylor, Aurelie Bertin, Lea Toors and Elisa Calvo.

23. Medicines.
Talking to the padre

24. Gunpowder, weapons.
From rumors we learn that gunpowder and weapons are kept by the admiral. We talk with the admiral and receive a refusal. We are looking for policeman John Workman.

25. Having collected everything we need, we return to the mechanic.
He sends to assemble a team. You need to find 15 people, a countdown is being kept in the log. We interview local residents.

26. Back to the Mechanic again
and we find out that he was arrested. We go to the residence and kill the admiral and the policemen. Then we go to prison, kill the boss and talk with the mechanic.

Important- before entering the prison, carefully remember the position of the 2nd mast of the Fernando Diffunder

27. Departure.
We leave the prison, it turns out that the GPC sank. We sail to the second mast of the "Fernando Diffunder" and find ourselves on the corvette "Dog of War"

Prize - exclusive corvette "Dog of War", an officer for the team

Side quests in GPK

1. Pedro Hurtado's quest - rob a store. You can get the key to complex locks.

2. Alice Taylor's quest is to free her husband from Prison.
The fact that Alice Taylor's husband is in prison is told by townspeople in the form of gossip.
If you talk to Maxim Taylor himself, he will ask you to tell his wife that he is in prison.
Alice Taylor asks for help. Alice gives a simple key for her husband.

3. Dominique Legros's quest is to give a bottle of wine to his friend, the jailer Thomas Boyle.
You need to find a bottle of wine yourself. A few runs back and forth and Dominique Legros will give you the key to simple locks.

4. Priest's quest - bring 400 candles. Candles are strewn across chests. There are just 400 pieces in the chest in the store; you can steal them when the seller's back is turned. People in the store do not react to the player's actions. There are also many more candles underwater in a barrel that stands in the skeleton of a ship lying at the bottom.

The prize is a quick transition between locations.

5. A quest about the search for the missing Leighton Dexter.
Royal Haag tells about the disappearance.
We talk with Lea Toors.
We talk with Admiral Chad.
We talk with the jailer Thomas Boyle.
We jump off the side of the Tartarus into the water, swim to the left to the hole in the side, we see a hanging skeleton and a chest.
We talk about rumors with any local resident. They will tell us that the admiral lost the key.
We are looking for the admiral's key. The place where the key will be is random. It lies only outside, there is no need to look inside the ships.
Open the chest.

The prize is a chest with Admiral Chad's goods.

The chest contains a golden cuirass, an exclusive spyglass, 2 rat gods, a bunch of other rare idols, 2 thanats and many other small things.

Quest Tenochitlan

Taken- on the Mosquito Bank on Main (above Santa Catolina).

Prize- a jade skull needed to complete the quest “Enchanted City” and a shotgun.

Having landed on the shore, we meet the sailor Silvio Ritchie, who says that their entire expedition for gold to the city of Tenochitlan was lost.
Having gone deeper into the jungle, we come to Lake Texcoco and meet the Aztec Montezuma, who asks to defeat the god of the dead reigning in Tenochitlan.
To get into the city, you need to remove the fire from the dam. There are two ways to do this.
1. Find the Camashtli totem in the very location with the lake in the water near the stones, run through the fire (if the Persian has few hit points, then this is unrealistic) and insert the totem into the sacrificial stone behind the dam.
2. Find two totems: Tlazolteotl (lies in the next location) and Tonatiuh (lies between the cities of Porto Bello and Panama. After leaving Porto Bello, run to the location on the left, there again to the leftmost location).
Totems with these names, bought from merchants, will also work.
These totems need to be inserted into the sacrificial stones near the entrance to the dam.

List of totems
1. Xochiquetzal
2. Mictlantecuhtli
3. Quetzalcoatlus
4. Mousecoatl
5. Tezcatlipoca
6. Chalchihuitlicue
7. Huitzlopochtli (god of the blue sky)
8. Tlaloca (god of thunder and rain) - there is an error in the game, Montezuma also named this totem after Huitzlopochtli
9. Mayahuel
10. Tonacatecuhtli

Totems can be bought from merchants in stores, from street vendors, from people in churches and in the jungle. All totems can be found.
Here are the locations of the totems that appeared online:
1. Tezcalipoca. In a dungeon in Fort de France in Martinique (next to the ski lift).
2. Huitzlipochtli. In the residence of Governor Stavesant in Curacao (near the entrance, at the top of the stairs).
3. Mouseatl. Trinidad and Tobago, behind the church, near the fence post.
4. Xochiquetzal. Bermuda, Broken Bay, behind the ship in the middle of the beach.
5., to the left of the church, near the house.
6. San Juan del Norte, in a grotto on the shore.
7. Quetzalcoatlus. San Martin, in a cave near one of the pillars (closer to the rope)
8. Talaloka. Santo Domingo, on the lighthouse on the window (climb the stairs almost to the very top, sideways along the board and jump down the tiers).

In Tenochitlan itself there are baths, if you enter the water, you can get into an underwater labyrinth, after swimming through it, you find yourself in a small closet in the Temple of Vital Force, where there is a chest. In the chest is the totem of Sinteotl, which will be needed to get to the shotgun.

When all 10 totems are activated, the door to the Temple of Life Force will open. We get to the center, take the skull, fight Mictlantecuhtli and receive a skull as a gift.

At the foot of the pedestal with the disk there is a stone with a hole for the totem of Sinteotl. The chest next to it opens. It contains a ceremonial obsidian knife.
This knife must be inserted into the relief on the wall of the Temple of the White Gods. The door will open, you can take the gun.

Quest "Enchanted City"

Taken from towns near Marocaibo.

Prize - brig "Queen" and Daniel Sheppard as an officer in command

To complete the quest, you need a jade skull, obtained from the quest "Tenochitlan"

Having landed at the port, you see a lynch mob outside the tavern. GG volunteers to talk to the “werewolf”, from whom he learns that he fled from Marocaibo and a terrible curse fell on their city.

Stages
1. We sail to Morocaibo, talk with the tavern keeper.
2. We sail to Des Moines, wait for night, talk with the mayor of the city (the first house to the right of the entrance). Either we fight our way out of the city, or we offer to help lift the curse.
3. We are looking for an Englishwoman, Elizabeth Sheppard. She lives in Nevis in the Big House on the left at the end of the embankment.
(It is she who tells about the curse of Miclantecuhtli and sends her to look for a jade skull in the ancient Aztec city of Tenochitlan).
4. If the quest "Tenochitlan" has not yet been completed, we sail to Tenochitlan.
If passed, we tell you that the skull has already been obtained.
5. We set off to look for the brig "Queen". Off the deserted shores of Maine and uninhabited islands, we look on the world map for a ship with bright purple sails.
6. We board the “Queen”, talk to the captain and take her to ourselves.
7. We return to Nevis, report to Elizabeth about the fate of her sister.
8. We sail to Des Moines for a reward.

Quest "Sink the Blue Bird"

Taken from the store owner in the main city of your nation.

Prize- super unique “Blue Bird” shebek

Stages

1. From a conversation with the owner of the store, we learn about Pascal Voisier, the owner of a store in Bermuda.
2. We sail to Bermuda, talk with Pascal Voisier, he gets angry and kicks GG out.
3. We go to the tavern and have a heart-to-heart talk with the tavern keeper. He will tell you about the former owner of the store, John Norton, whom Pascal ruined and survived. Norton lives in the pirate village of Puerto Principe.
4. We sail to Cuba in Puerto Princesa, talk with Norton. He sends us back to Bermuda to the shipyard.
5. We talk to the owner of the shipyard on Bermuda and go to explore the island, or rather to a cave on this island. When the player stands in a certain place, a video will be played in which they will show how pirates carry boxes of goods.
6. We go out to sea and sink or board the Blue Bird.

The ship's parameters are generated when going to sea.

7. We sail to the customer for the promised reward of 50,000.
It may happen that the customer will not pay the money and there will be an opportunity to take revenge - find out rumors when the merchants’ own ships go to sea and sink them...

Corsair line

Taken- in Bermuda with the head of the pirate settlement Jackman. Topic about work.

Important- after talking with the main pirate in Bermuda, the nation’s quest will not start until Morgan allows you to do it (after the failure of Richard Sawkins’s action), the governor will say that you have been noticed in connections with the pirate leaders.

Prize- brig "Sea Wolf"

We are sent to Puerto Principe, Cuba, to help Captain Goodley. Captain Goodley asks to do a favor for Henry Morgan (you can agree, you can refuse) - take John Bolton to Port Royal, Jamaica, to Morgan.

Morgan himself offers to do a few things with him, but first asks him to complete all his business.

(meaning the nation's quest; if you get involved in Morgan's affairs, the nation's quest will not be completed)

Exercise 1.

Delivery of the black mark to Martinique

Task 2.

Rob Spanish pearl divers.
To rob tartans you need to carefully approach them closely, side to side.

Task 3.

The work of a bounty hunter.
Captain Goodley sends John Avory to kill him.
To catch up with Avoni you will have to visit five cities. Ask about him from moneylenders and in the tavern.

Task 4.
Double.
Morgan sends to Jackman, and Jackman sends John Leeds to help.

Task 5.

The Search for Steve Linney.
5.1. We find Linnaeus' killer, find out that he serves Richard Srukins, which we report to Morgan.
5.2. We receive the task of disrupting Soukins' action. Why are we sailing to Puerto Principe and talking with the tavern keeper and the waitress.

Double-barreled musket

Taken- the city of Port of Spain (Trinidad and Tobago) by Humphrey Douglas (sitting in one of the houses)

Prize- brigantine "Strela", musketeer officer for the crew

Stages:

1. Find Humphrey Douglas, listen to the story, promise to help
2. (if patch 1.1.10 is installed) Sail to Bermuda and talk with Jackman
3. We look for the “Arrow” on the world map (a ship with lilac sails), we board it
4. Back to Douglas

Flying Dutchman

Taken- from a conversation with drunkards in taverns.

Prize- the actual warship "Flying Dutchman".

1. Conversation with drunkards.
Sooner or later they will tell you about LH.
(after the conversation, the next time we can talk about this topic, only the next day).

2. After the third story about LH, we go out to the world map, meet LH and drown.
Important - you will lose the ship, all the officers, the contents of the chests and all the money.

3. We sail to Amatica Bay and go to the settlement of pearl divers. In the penultimate location before the settlement there will be a guard. If you are not playing for Spain or not a patented Spanish corsair, you will have to kill the sentry.
In the settlement we talk (2 times) with the White boy.

4. Collecting pearls.
City mayors have quests “to help fight off the skeletons in the port.” When you kill each skeleton, a certain number of black pearls appear in your inventory.

5. Having collected 666 black pearls, we return to the White Boy.

6. We talk with the drunks again until they tell us that they saw LH in the local bay.

7. We go out to the world map and board the LG or sink it.

Random quests

In cities you can get quests from people on the street

"Rescue your wife/husband from pirate captivity"
"Take revenge on the captain who sold him into slavery"
"Take revenge on the captain who rejected love"
"Find a Trade Captain Friend"

You need to look on the world map for a ship with bright pink (if hostile) or light green (if friendly) sails.

You can ask about the captains you are interested in at the port office and with the captains of ships in the roadstead.
If they tell you that the captain you need is in the city, you need to go to the world map and wait for the ship to appear.

You can get the quest "Find a ship stolen from the dock" from the port master.

The flag of a stolen ship is usually the one near whose port you caught it. In order not to quarrel with your nation, it is better to catch a ship near enemy islands.

You can get the quest "Steal the ship's blueprint" from the shipyard owner.

You can get the quest "Find a gem in the jungle" from the moneylender

From the priest in the church you can get quests to kill skeletons in the nearest dungeon and guard the church utensils for 3 nights.

Line for Blood

You can go through by starting to play Peter Blood.

The prize is the frigate "Cinco Llagas", two quest officers, money and equipment are not bad for the start of the game.

Stages:

1. Oglethorpe Estate
The key to the chest with a saber appears after Pitt's message about the arrival of soldiers on the round table near the door to the office.

2. Colonel Bishop on the plantation sends to the governor's house.

3. Residence. We talk with the governor's wife.
You can ask the governor (free of charge) for money for medicine.

4. Let's go get some medicine.
The house is to the right of the residence. There we talk with Dr. Wacker.

5. We take the medicine to the governor’s wife.

6. Meeting with Wacker in the tavern.

7. Team gathering.
Jeremy Pitt. He agrees immediately, but says that he needs to get weapons.
Hagthorpe. He asks to kill Stuart Winterwood. If the lead is more than 5, you can persuade Hagthorpe not to take revenge.
Nicholas Dyke. Cancel its sale.
We talk with the colonel. We talk with the drunkards in the tavern. We rob the chest in the indicated house.

Ned Ogle. It is necessary to pay his debt from the moneylender.

8. Quest Get medicine for headaches. We receive a dagger as a reward.
With the medicine, you first need to go to the guard at the entrance to the residence and say that you brought the medicine for Mrs. Steed. The security guard will open the door to the residence.

9. We get weapons.
You can talk to the tavernkeeper, the smuggler in the tavern (in exchange for the governor's wife's ring) and pick it up from the gunsmith's house.

10. Meet with Wacker in the tavern.

11. If we have enough money, we buy a sloop.
We talk with the carpenter Nattal. He wanders around the city, after a conversation he waits at a table in a tavern.

12. If there is not enough money, we go around the houses and get additional quests.
1. In the store we meet Captain Jacques Nightingale. He asks to find a captain who would agree to take him to Tortuga. Pays 1,500. We ask about the captain at the shipyard.

2. The moneylender asks to return the loan obtained fraudulently. We will find out where to look for a deceiver from the tavernkeeper for money. (if in a conversation with a found deceiver you pretend to be his old friend, then you can, at the cost of lowering your reputation, get not 30, but 55 thousand)

3. A fisherman lives in one house and asks to find out where his competitor fishes. Pays 2,000. The competitor sits in a tavern, we drink with him and find out information.

4. There is a strange person in another house who mistakes you for someone else. If you answer his questions correctly, you can get 2,500.

13. Let's go to save Pitt.

14. We return to the city, at the entrance we kill the Spaniard chasing the girl, we get an increase in reputation, weapons and money.

15. Meet at the shipyard with Hagthorpe.
You need to go down into the water and swim around it.

16. Capture of "Cinco Llagas"

Moneylender quests

Where to get: the moneylender naturally gives either at the beginning of the dialogue or during the dialogue
What you can get: money at the initial stages, experience, reputation

  • Deliver chests of gold

    We start a dialogue with the moneylender about business, he offers us to deliver a certain number of chests of gold to someone, we agree. Now there are two options - the first is to deliver the chests to their intended destination and receive a relatively small reward, and the second is to cheat the moneylender and sell the chests in the nearest shop for a fairly decent amount in the initial stages of the game - it’s all up to you. But naturally, in the first case, we get a plus in reputation, and in the second, a big minus in personal reputation and in the reputation of the nation to which the quest bearer belonged

  • Repay the debt

    We start a dialogue with the moneylender about business, he asks us to shake out the debt from a certain citizen in a certain colony. The income from the quest is usually meager, but if you still want to go through, then see if he offers to shake off the debt from a person on the same colony where you are now, because... sailing to the other end of the archipelago for 600 piastres is only for amateurs... When we find the right person there are four options:
    1. He repays the debt immediately and without problems - we sail to the moneylender
    2. He tries to take a deferment, but we put pressure and he gives it back - we swim to the moneylender
    3. He asks to wait a few more days, we agree - we sail to the moneylender, he is disappointed in us
    4. He does not repay the debt - you can kill him if you are not afraid of the guards, you can just swim and report to the moneylender
    It is worth noting that perhaps all these options have different effects on reputation, for example, showing mercy in point 3, I think, increases it a little, and point 2, on the contrary, lowers it...
    Note: be sure to give the money to the moneylender on time, otherwise the same thing will happen as when the chests got stuck in the quest above

  • Find a lost gem outside the city

    When starting a dialogue with the moneylender, he will immediately report that he has lost a precious stone outside the city that cannot be found and asks us to find it there. Why he himself cannot search and why he confused the captain of the Arabella with a sniffer dog remains unknown, but if we still agree to this quest, then we stomp out of town and scour the entire location near the gate until a hand appears, as soon as it will appear, stop and press the spacebar to indicate that the GG took the item - this is the sought-after stone. In order to have a chance to see it visually, go into the game settings and completely turn off the grass display there - it will be easier to see it on bare (green) ground than under the grass. When we found the stone, we go and give it to the moneylender, who pays us a fee.
    Note : look for a stone in the location of the entrance to the city where the gate is, don’t look further in the jungle - it’s useless