Tourism Visas Spain

Corsairs: City of Lost Ships. Corsairs: City of Lost Ships (CC)

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.

The Spanish squadron is directly ahead, captain!

Thousand devils! All hands on deck! Guns for battle! Prepare grappling hooks and muskets! I will personally feed the cowards to the fish, and the rest will receive gold from the hold of that fat Spanish galleon! Starboard, fire!

More than six months after Return of the Legend, the Seaward team pleased us with an addition (which, by the way, was talked about back then, in February last year). Frankly, after the success of “Legends,” there were a lot of thoughts about a new game. What kind of game will it be? What will change? What will remain the same? However, there was no doubt that the addition would be no worse than the original. Are you ready to return to the Caribbean Sea, to the archipelago of new secrets and mysteries? Then we catch the wind - and full speed ahead!

The recipe is simple

To make a good expansion, you need to replicate the success of the original game. In other words, to do everything the same, but even better, even bigger, more exciting, and in our case, even more mysterious. In essence, “City of Lost Ships” is still the same “Legend”, but with a large chunk of new opportunities. For example, a whole bunch of new items have appeared - these are not just magic pots, but idols of very real Indian gods. Add new unique ships, a new storyline for pirates and a lot of mini-quests. All the innovations can’t be counted; I even doubt that I studied the original game one hundred percent. Well, what’s not a reason to find answers to “old” mysteries along with new adventures?

The Peter Blood storyline is worth mentioning separately. The similarity with Sabatini's creation is so great that you can find the solution to some game problems right in the book! But these are just the beginnings, because there is also a main character - the City of Lost Ships. However, I’m not going to reveal all my cards yet, otherwise the intricate puzzles in the spirit of the first “Corsairs” will lose their unique charm.

"Stormy" sea

As an unknown player said: “the graphics don’t bother veterans.” No matter how wonderfully Storm draws the sea, the sun and the sky, the ships, characters and landscapes come out disgusting. Judge for yourself, we first saw a gaming heart in Pirates of the Caribbean, and that was almost five years ago. On the other hand, the poor capabilities of the engine force us to find another way out of the situation. Instead of rich detail and shaders, the player is encouraged to use his own imagination. Look at a pirate in a tavern or a simple passerby. Yes, for the most part they are not of gaming interest, but at the same time they are not “furniture”. This thug doesn’t just walk around the city (although in fact he’s just walking), but lives his own life. Maybe he just got off the ship after a long hunt at sea? However, what exactly he did depends only on you. Whether a pirate, a merchant, a money lender or a governor, they are all in your hands, like the entire archipelago.

Let's get back to specifics

The evaluation part ends here, let's now look at the goodies. To begin with, I think it’s worth understanding the main thing: what has changed? The English line was removed so that there would be no conflicts with the new pirate line. A new playable character has appeared, Peter Blood. The main difference from the others is that the game starts differently, that is, in England. If you remember, Blood was not immediately exiled to Barbados, so first you will have to deal with matters at Lord Gilroy’s estate.

I have already spoken about a whole set of idols and statues, we will look at them in more detail later.

New tasks are everywhere: searching for the captain, catching pirates and much more. These tasks are generated randomly, but are well written, so they don’t become boring.

Be sure to check out the shipyard; almost all the vessels have been rebuilt, and new vessels have appeared - unique ones. You cannot buy them, you can only receive them for a task or take them away in battle.

And, perhaps, the main change is that artificial intelligence has become much smarter. Local grunts no longer rush at you like a herd of zerglings, interfering with each other. No, fighting one enemy is already a challenge, fighting two is a difficult task, and three or more is certain death! And if it is relatively easy to defeat a simple sailor, then it is much more difficult to defeat a captain or officer. Usually, for a novice adventurer, two or three blows are enough to give up the ghost, and one bullet is enough! Frankly, starting the game on the “Lieutenant” difficulty (this is a little easier than “average”), I did not expect such agility from the enemy, because last time everything was completely different. Be that as it may, the work on the AI ​​was not in vain, the game became more interesting and more realistic. The bulletproof hero from “Return of the Legend” has already become somewhat boring.

Pantheon of Indian Gods

Totem Xochiquetzal- goddess of flowers and love. It is not clear what love and flowers have to do with luck, but a good idol adds as much as twenty units to luck and does not require anything in return. In addition, you can get a tidy sum for it on the market.

Mictlantecuhtli totem- the god of the kingdom of the dead with a completely unpronounceable name. Adds twenty to stealth. Indispensable for the British and French if they desperately need to enter a hostile port. It costs even more than the Shochiquetzal idol. If you can’t disguise yourself, you can get a good price in the store.

Quetzalcoatl totem- God of the morning star and lord of the elements. His image adds twenty units of protection to the owner. It won’t be superfluous, because it’s quite difficult to develop defense.

This is interesting: Quetzalcoatl is one of the most famous Indian gods. He is one of the main deities of ancient Mexico - “the serpent with precious feathers.” In mythology, he goes by many names, for example: Tezcatlipoca white, Eectal, Chopotl.

Mixcoatl totem- god of the hunt. His totem gives the owner a keen eye and a steady hand. In digital equivalent, this is twenty accuracy points. Mixcoatl literally means "Cloud Serpent". In mythology, he personifies the Milky Way, and especially the North Star.

Tezcatlipoca totem- the patron god of priests, punishing criminals. The totem adds twenty points to your pistol proficiency.

This is interesting: According to the Aztecs, Tezcatlipoca symbolized winter, cold and the night sky. Therefore, to be honest, it is not very clear why the totem improves the use of pistols.

Chalchihuitlicue totem- goddess of fresh water, rivers, seas and lakes. A totem depicting a goddess adds twenty authority points. Now try to pronounce her name without hesitation, which, by the way, translates as “she is dressed in jade clothes.”

Huitzilopochtli totem- god of the blue clear sky, sun, war and hunting. The owner of the totem receives an increase of twenty units to the proficiency of medium weapons.

This is interesting: Huitzilopochtli is one of the sons of Mixcoatl. His name roughly translates to “left-handed hummingbird.” It is curious that the hummingbird often personified the sun among many Central American tribes.

Tlaloc Totem- the god of rain and thunder, ruler of all edible plants. The totem adds twenty points to your light weapon proficiency.

This is interesting: Tlaloc was primarily a beneficent god, but could cause deadly hail, floods, droughts, and lightning strikes.

Totem Mayahuel- the goddess of fertility who gave people an alcoholic drink. The totem adds twenty points to the Heavy Weapon skill. Apparently, alcoholic beverages led to brawls involving heavy clubs.

Tonacatecuhtli Totem- God the creator, who gives food to people. The totem adds twenty trade points. Useful, not worth selling.

This is interesting: Tonacatecuhtli and his wife Tonacacihual are considered the creators of the world and the first human couple. Moreover, they were considered the lords of Omeyokan - the uppermost sky.

Camashtli totem- god of hunting, stars, war and fate. It does not add any skills, so it is only suitable for sale.

Sinteotl's Totem- god of young corn. The totem adds twenty navigation points. A very useful totem, as it allows you to control ships a couple of ranks higher than the character’s skill.

This is interesting: Sinteotl was considered the patron saint of farmers and goldsmiths.

Totem Tonatiuh- god of the sky and sun. In the game it acts as a commodity, such as tablets, precious stones and gold bars.

This is interesting: Tanatiu means "Sun" in Aztec.

Totem Xipe Toteku- god of sowing and harvest. Adds twenty to the ability to repair a ship at sea.

This is interesting: All the peoples of Central America had a holiday during which sacrifices were made to Xipe Totec. The priests dressed themselves in the skin of the sacrificed people and danced solemnly with the warriors.

Tlazolteotl totem- goddess-eater of dirt, cleanses from illicit passions. It does not add any characteristics, so it is only suitable for sale.

What do we have at the shipyard?

Barquentine- when Spanish merchants realized that they were becoming easy prey for pirates, they began to massively convert their clumsy galleons into barquentines. Thanks to the mixed sailing rig, the barquentine can move quite quickly in any direction. Although the transatlantic voyage takes longer, the barquentine is sure to escape the pirate. A good, and most importantly, cheap alternative to the brigantine. An expanded hold and excellent maneuverability - what more does a merchant need?

Royal Manowar- an improved version of the “floating fort”. Even more guns, even thicker armor, luxurious hull finish. The price of the vessel is such that hardly any country can afford more than one such beauty.

Flying Dutchman- You cannot buy this vessel, but you can receive it as a reward. It cannot be said that the Dutchman is very strong, but compared to other ships of its class it has excellent maneuverability and performance.

Sea wolf— a unique brig, handmade by master Alexus. High speed and excellent maneuverability make this brig a pirate's dream, and excellent close-hauled sailing guarantees a safe retreat. Nine cannons on each side will help in destroying the enemy team.

Arabella- former frigate Cinco Llagas. It was he who was taken away from the port of Bridgetown by Peter Blood right from under the noses of the Spaniards. An excellent ship, you just need to find a very good navigator.

Corvette- a ship whose equal cannot be found. An outstanding work of shipbuilding. Sturdy hull, large hold, thirty-two pound guns. Add to this excellent sailing rig and excellent close-hauled performance. Don't forget about the four dozen cannons on board. This Corvette is the best in its class.

Blue bird- this bird terrorizes the merchants of the Caribbean. It is not surprising - thanks to the fully oblique sailing rig, this xebek develops very high speed, and also goes very well in close-hauled mode. Add to this fantastic maneuverability, and you get the perfect sailboat for fast boarding.

Captain Blood

I already mentioned that one of the starting characters is Peter Blood. He's got a starting quest line, and if you're going to play as England, there's no better candidate.

Oglethorpe Manor

On the threshold you will meet Jeremy Pitt. He will say that the lord is seriously injured and you urgently need to give him first aid. Go up to the second floor, the bedroom will be on your left.

This is interesting: Peter Blood - doctor, bachelor of medicine. In response to a call for help, he rushed to the Oglethorpe estate, and was then captured by Colonel Kirk's dragoons. Gilroy assisted the rebel Monmouth, and Blood was simply in the wrong place at the wrong time.

Some dragoons are invulnerable, so there is no point in running from them.

And here is the key, lying quietly on the table.

Now you need to take the saber, it is on the balcony in the chest. But the chest is locked, and first you need to find the key. While exploring the City of Lost Ships forums, I noticed that the key is usually the first major obstacle. Go down to the first floor and turn right. There is a table next to the stairs, and you will find the key on it. The humor is that when you first enter the house, the key is not yet on the table, and Pitt does not say where it is.

We open the chest and arm ourselves; in a few seconds the dragoons will arrive at the estate. No matter what you say, you will still be accused of aiding the rebels. And when they find Pitt in the fireplace... In general, a fight cannot be avoided.

This is interesting: At Sabatini's, Jeremy was hiding in the linen closet.

No matter how masterly you wield a sword, the dragoons will still prevail (some of them are immortal), but do not rush to load up, this is how it should be. Peter Blood will wake up in prison, and after a short trial he and Jeremy Pitt will be sent to “His Majesty’s Southern Colonies,” or rather, to the island of Barbados.

Plantation

Feel free to rummage through the chests on the plantation and in the city, later you can sell the goods.

Welcome to His Majesty's Southern Colonies!

Welcome to Barbados. Peter Blood is a slave and a sugar cane miner, but he is no ordinary slave. Whatever one may say, he is a qualified doctor, and you can count the smart doctors on the archipelago on one hand. Therefore, Blood is allowed to move freely around the island and the city. Except that trading is prohibited, as is carrying weapons, of course.

It is important: if the guard sees you have a weapon, he will ask you to hand it over. Do not resist, since fighting with an entire island is a disastrous task.

The first task is to help Mrs. Steed, the governor's wife. By the way, this is one of the opportunities to earn some money. Chat with her, and then ask the governor for two and a half thousand to buy a “very expensive medicine.” He will promise to check everything, but in reality he will forget about the money as soon as you leave his residence. Migraine medicine can be found in the house of Mr. Dan, the pharmacist, on the second floor.

A little later, Dr. Wacker, one of the other two doctors on the island, will approach you and suggest... you run away. Peter Blood is the only slave who can leave the plantation and calmly wander around the city, so he can prepare an escape without difficulty or special suspicion. Just first you need to assemble a team, get weapons and buy a ship. Vacker promises to help with the ship, everything else will have to be obtained personally. Well, Pitt will run away with us of his own free will, and three other officers still need to be recruited.

Preparing to escape

Wacker wants to get rid of Blood so much that he is ready to help him escape.

Outside the city, Winterwood is the easiest to defeat, the main thing is to dodge the shot.

So, we have three officers, and each of them is held by something on the island. Hagthorpe, who served in the Royal Navy, demands the death of a certain Stuart Winterwood. This man took him and sold him into slavery. Hagthorpe does not disclose details, but he is not going to leave without proof of Winterwood’s death. Junior officer Nicholas Dake agrees to escape, but right before his escape, Bishop sells him. Slaves are living goods; What can you do, you’ll have to help Dake out somehow. The last one is artilleryman Ogle. He owes a decent amount of money to the moneylender and is not going to leave until he pays it back.

Hagthorpe

Let's start in order. Stuart Winterwood can be found in the tavern, sitting at one of the tables. Invite him to meet outside the city; he will agree and will also give you a weapon. If you run into him in a tavern, you will most likely die. Unless you hid a dusak somewhere...

After an hour, go out into the jungle (there is a second exit from the city, to the right of the residence) and wait for the enemy. Please note that he is quite strong, so I recommend saving before the fight. After winning, do not forget to remove the ring (along with your finger) and a thousand piastres from your body. The ring must be presented to Hagthorp, and a thousand gold pieces will still come in handy.

Nicholas Dake

As I already said, they want to buy Dyke, we need to break the deal. Visit the merchant and the bartender, go to the port office, and you will learn that a merchant from Jamaica recently arrived in town. He is located in one of the houses of the city (his abode is next to the tavern), let's visit him.

So Weston decided to buy Dake on the cheap. Bishop is an old friend of his and wants to give him a discount. To break the deal, you need to rob a Jamaican merchant. Wait until he turns away and rummage through his chest. There you will find six thousand piastres, an idol and a letter of marque. Now Weston will have nothing to buy Dake with, which means he can run away with us. And a large sum of money, no doubt, will be useful to you.

Ogle

The last one on our team is the one-eyed artilleryman Ogle. He owes a lot to the moneylender, and we need to pay for it. The moneylender gave Oglu five thousand piastres. If you have already robbed Weston, it will not be difficult for you to pay.


Weapon

If you don't have enough cash, you can try to get weapons with the help of a smuggler, but this is much more dangerous.

The team has been assembled. Now you need to take care of the weapons and the ship. Go to the tavern and chat with the bartender; he will tell you that Mr. Griffin is dealing with weapons in the city. Let's go to him.

This is the guideline: Griffin lives in a white stone house next to the residence, on the left.

Griffin got robbed! Some Spanish thug ordered weapons from him, but without waiting for the order, he tore the collection sabers from the wall. Everything would be fine, but they are engraved by a master, which means that if the Spaniard is caught, both will be hanged. We cannot allow this, so we set off in pursuit of the Spaniard - he went to the fisherman Hells (his house to the right of the residence).

Entering the house, we will see that the stern fisherman has already dealt with the invader himself. All that remains is to pick up the “marked” weapon and take it to Griffin. By nightfall he will have made the required number of sabers and pistols without any markings.

This is the advice: bargain. Reduce the price for the work to a thousand piastres, the money will still come in handy.

Ship

The basic preparations are complete, all that remains is to get the ship. Wacker gave out only eighteen thousand instead of the required twenty-five. Nothing can be done, we need to get another seven thousand.

It is important: you can't sell anything, so you can only earn money. If you strictly followed the guide, you need to find not seven thousand, but less.

Let's go to the city. The moneylender will be the first - he will ask you to extract money from the scammer. He is sure that the debtor has not yet left the island, because no one has sailed today.

Don't forget that Blood is a slave. You will have to return to the plantation every day.

Buddy! Let's have a glass... and then you can tell me where you fish.

Visit the innkeeper - he knows exactly where to find the debtor, but you will have to pay five hundred gold pieces for the information. The bartender will tell you that Rafael Guinness got money for a ship somewhere and went to the shipyard to finalize the deal. This is our “client”, you just need to catch him and threaten him with the gallows to get the money. Minus the innkeeper's remuneration, the reward is two and a half thousand.



The next opportunity to make money is to find out where Hells' competitor is fishing. The fact is that Summerlight has found a fishing spot, but, naturally, is in no hurry to share information. It should be noted that Summerlight loves to drink, you might have seen him in the tavern. He hasn’t gone anywhere, he’s still fermenting in the corner. We sit down next to him and carefully elicit information. I don’t recommend asking direct questions, otherwise Summerlight will suspect something is wrong and won’t say anything.

As a reward you will receive two thousand piastres. Total four and a half thousand.



Last day in captivity, we need to rest before escaping.

The last opportunity to get money is a meeting with Jacques Sparrow.

This is interesting: in fact, there are plenty of opportunities to get money, and that’s not all. However, if you followed the guide exactly, then after completing at least these three quests you will have enough money for a ship.

When you enter a store, instead of a seller you will see a pirate. He will introduce himself " Captain Jacques Sparrow,” and then... However, I won’t spoil the fun. Agree to help Jacques sail to Tortuga and go to the shipyard. The shipbuilder will tell you about a captain who just bought a corvette. Oh, and don't forget that you must keep Jacques's identity a secret. Find John Miner on the streets of the city, he will agree to deliver Jacques to Tortuga. We take one and a half thousand piastres and go to Vacker. The job is done, there should be enough money to buy the ship.

Now you need to transfer the money to James Nuttal so that he can buy the ship without suspicion. By evening you will find out that Nattal deceived you, and Bishop figured out Pitt.

Escape and the Spaniards

The large ship that was allowed to enter Carlisle Bay so calmly under a false flag turned out to be a Spanish privateer. He chose the time for the raid when there was not a single warship in Carlisle Bay.

His cunning remained so undetected that, without arousing suspicion, he calmly entered the bay and saluted the fort with a broadside salvo from twenty guns at point-blank range. Just a few moments later, two hundred and fifty Spaniards landed on the shore and took possession of the city.

The weapon lies in this chest, next to the woodpile.

Come in from the rear. While the Spaniards are fighting with your team, you can tickle them with your saber with almost impunity.

And first we need to free Jeremy Pitt. Beware of patrols. If it is quite easy to defeat one Englishman, then it is almost impossible to defeat two or three. I advise you to avoid meeting with soldiers; first you need to get a more solid weapon.

Right at the entrance to Bridgetown you will meet a Spanish officer. I recommend saving before the fight, since he has a pistol, and his fencing skills are also excellent. After defeating him, you will be able to remove a good saber and a long-barreled pistol from his body.

Our team is waiting at the shipyard, there is nothing else to do in the city, so go to the beach and enter the water. The door is barricaded, and you can only get inside through the slipway. You will also have to swim to get to the frigate; there is a gangway on the sea side.

The fight with the soldiers will be relatively easy, but with the captain you will have to work hard. Perhaps, after the key in the estate, this is one of the most “dead-end” moments. The point here is this: the captain kills our hero with one pistol shot. Therefore, do not rush to grab your saber, but run up close. In this case, the captain will not shoot, but will immediately go into close combat. Then everything depends on you.

Sea battle

All that remains is to break away from this lugger, and that’s all - freedom!

The frigate is captured. It would seem that this is freedom. But it was not there. To begin with, you naturally have a low “navigation” score. Pitt, of course, is a navigator, but his skill level is only 50. And to control a frigate without penalties you need at least 80 points. Receive penalties to all stats (-4 each), with all skills dropping to 1.

Now comes the surprise. There are two Spanish luggers in the roadstead. I think there is no need to explain that with such skill indicators you will not be able to shoot accurately, and the boarding will end in failure. Therefore, immediately throw everything you can overboard and keep your nose strictly to the wind. Luggers, of course, are fast ships, but they cannot catch up with the frigate. Remember, you have no chance in battle.

This is where the game actually begins. Instead of a small barque or brig, Blood immediately has a frigate. Carry out trade orders - you have a large hold, and they will give you a lot of money for transporting goods. By the way, don’t forget to fire the entire team, they are simply not needed. First you need to save up for a fourth-class ship so that there are no fines, and deposit the frigate in the first friendly port.



This concludes the introductory part. I deliberately did not give away all the secrets of the game, but next time I will tell you where to find the City of Lost Ships and how to capture Panama together with Henry Morgan. In addition, I would like to give a glass to Andrei Larionov, who, like an old sailor, led me through the underwater rocks and reefs of this wonderful game.


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Question: The head of the settlement gave me the task of finding the gang. Where the hell can I find them?
Answer: Just wander around the entire jungle. And what did you think, bandits also move freely through the jungle.

Question: The governor ordered to find the enemy spy. Well, where to look for it?
Answer: Search all the buildings in the city. He's definitely in one of them.

Question: The governor gave the task to find the smugglers. Where are they?
Answer: At the tavern you need to make an appointment with them. Then just swim to the desired place (from the “swim to” menu)

Question: How to add new characters?
Answer: In the folder with the game Resource\Ini\texts\russian there is a file, HeroDescribe, it contains all the instructions on how to create your new character. Well, look for other models, a lot of them have already been made

Question: I answer surveys on maritime topics, but the answer is not counted as correct. Why?
Answer: Check if you have mixed up anything. Then try entering the answer in small letters.

Question: The "swim to" function isn't working? Why?
Answer: This feature only works for friendly ships and forts. Well, even for sailing to all kinds of capes, bays and bays. For one more quest

Question: What nonsense? According to Isabella’s quest, I must reach Belize in 15-16 days - this is impossible!
Answer: Catch the wind. Swim in zigzags. Expect normal wind. Good luck!

Question: Isabella was kidnapped, the body of her maid was found, where to look for her?
Answer: She's in a cave outside the city.

Question: I can't customize the buttons the way I want. The message “the button is already occupied” appears. How to win?
Answer: It's simple. You look for what the desired button does, change it to another one, and then use the freed one. What did you want?

Question: Why can't I take the city for myself? After destroying the soldiers in the city, the governor does not have the necessary dialogue branch.
Answer: First you need to go through a line of quests for some nation, and then start capturing settlements!

Question: Sometimes, out of the blue, your reputation goes down. What the hell is this?
Answer: Reputation is hard to gain and easy to lose. And if she doesn’t do anything for a long time, she will return to “Ordinary Sailor” again. Think!

Question: At the tavern, the pirate suggested meeting on the ship. I go out to sea, but there is no one. I swam around the island and found no one. What to do?
Answer: It is not always possible to swim to the ship. Swim around the island, swim to bays, capes and try to “swim to” there.

Question: I found a treasure, there are locked chests with gold inside, how to open them?
Answer: No way. They can only be sold. Expensive.

Question: Where is the unique shipyard where you can improve your ship?
Answer: In Bermuda. Only there is one problem with the way back. Still, a bad place, after all. I advise you to stock up on money

Question: Where is Fort Orange?
Answer: In Jamaica. Walk through the jungle. If you get bored, buy a card.

Question: How to reduce losses from boarding?
Answer: Destroy the enemy team, have weapons and medicines in the hold. Certain perks also help.

Question: Once in a tavern I talked to a maid, and she promised me a night of love. He just says, I’m busy right now. Is this an Easter egg or what?
Answer: This is a scam. You were tricked, ha ha ha

Question: Where is the Isle of Maine?
Answer: This is not an island, this is a mainland. Well now you'll find

Question: Where can I find good items?
Answer: In treasures. During national quests.

Question: Sick of rats, damn them! How can we prevent them from eating food and spoiling cargo?!
Answer: We need to find the rat god. Where? Search

Question: How many tasks do you need to complete to gain access to the Governor General?
Answer: From 5 to 10, approximately. I note that the tasks must be completed by the same governor, otherwise you will complete them before Chinese Easter.

Question: I answered the question, I should get a sword as a prize. He must have been lying in some bay. I climbed the whole bay, but there is a completely different sword there. What's the matter?
Answer: This is exactly the sword you were promised. They just said a different name, yeah.

Question: I don't see the "experience threshold" in the character interface. What is this, a bug?
Answer: No. Select the desired item in this interface and the desired value will automatically appear there.

Question: The sails are slowly lowered/raised and the cannons are loaded. What's the matter, how can you fight like that?
Answer: You have few people on your ship and/or they have little “sailor” or “gunner” skill.

Question: What is the limit on the number of officers? I wish I could get more!
Answer: Maximum number of officers = Leadership*2. But there are also quest officers for Captain Blood.

Question: Is it possible to complete several lines in one game? For example Spain and France?
Answer: No, just one. But you will play it many times)

Question: Tired of generated quests. WHERE to look for normal tasks, do they even exist?
Answer: There are, you need to look for them. Very interesting.

Question: The map is too big, I can't find the island or city I need. What to do?
Answer: Open the map of the archvipelago (the real one) and look... But it takes a long time. I suggest you buy or find location maps, they are all in the game

Question: Why do I have disadvantages in some character characteristics? How to fix?
Answer: There may be a ship that does not match your navigation skill, there may be an overweight of things or poor health. You can also easily have an idol in your inventory that gives a bonus to one skill and imposes a penalty on another skill. Be careful!

Question: Is it possible to assign officers to a companion ship?
Answer: No.

Question: Is it possible to change PIRATES during the game?
Answer: Only at the beginning, on the deck of the ship. We need to think right away!

Question: I collected three skulls, but the promised bonus does not work. Why?
Answer: The skulls must be of different colors.

Question: How can I complete Askold, Isabella, the quest with LG? Please describe in more detail. And preferably, a complete walkthrough.
Answer: Look for it yourself, it will be more interesting, yeah

Question: How to start playing? I can’t do anything, I don’t have enough team, I don’t have enough money.
Answer:
Take a walk in the jungle, there are free items there. Steal from the houses of the townspeople...Take tasks to deliver passengers. While you're at it, you'll learn how to play and understand where to raise big money.

Question: How to get into a city hostile to the GG nation?
Answer:
1) You can buy a license (from the pirates in the tavern), change the flag to the desired one.
2) Just swim to the island and land in the bay. At night there is a chance to sneak into the city. And to go out...Well, you'll understand

Question: Well, where can you get manovar? He's not at the shipyard!
Answer: It shouldn't be at the shipyard. Just grab it. Easiest to find during siege of colonies.

Question: Where are the islands of Belize, Santa Catalina, Porto Bello, Panama, Cartagena, Maracaibo, Caracas, Cumana?
Answer: These are not islands, but cities. They are located on the mainland, Maine.

Question: Where is Tenochitlan?
Answer: This is a location with a pyramid (temple). Buy a map of the pearl industry and find out.

Question: How to enable acceleration greater than x2?
Answer:+/- on Numpad.

Question: Is the Indian Temple opening?
Answer: Yes, on a quest

Question: According to Isabella. I came to her house and talked to her. What to do next?
Answer: Run around the buildings of the city.

Question: At the wedding with Isabella, four strong guys fly into the church. I can't get them down.
Answer: Think about it. Arm yourself to the teeth. Remember that there is also a circular blow.

Question: Isabella is sinking along with the brig "Enthused"! What to do?
Answer: While completing this quest, you made a mistake. Present Isabella with some evidence that should have been found earlier. Now you can't help it, download an early recording of the game.

Question: Why is this wedding with Isabella necessary?
Answer: There are advantages. For example, an improvement in health, and not a bad one at that. There are a few more advantages, but I won’t mention them. Well, the plot...

Question: Quest "sink the pirate". It is not found in coastal waters. Where?
Answer: Send boats to the ships you can reach. If you don't find the pirate, swim to the bays and look for ships there.

Question: I am drowned by the Flying Dutchman and washed ashore. Where to get a ship?
Answer: Well, if you have reached this point in the game, you will definitely find money. Lots of ways

Question: I can't find the treasure! What's the matter?
Answer: 1) If you enter the desired cave, the map will disappear from your inventory and the inscription “treasure is somewhere nearby” will appear at the top. If this does not happen, then this is the wrong cave. 2) If the map has disappeared, then carefully search all the chests. After searching the chest where the treasure is located, skeletons should appear.

Question: How to get to the pearl coast?
Answer: Buy a map of the pearl industry. Everything is there.

Question: Where can I find cursed pearls?
Answer: Take the task from the governors, maybe you will find it.

Question: Why do we need buckets, candles, lutes, pots and other things?
Answer: These are simply useless things in terms of obtaining banknotes. But in everyday life they are not superfluous even for a pirate.

Question:What is the introductory quest that helps you find the GPC?
Answer: This is the quest "Kill all the beggars". We get it absolutely by accident, on the street (in the colony where we appeared, absolutely at any time) Oliver Trust approaches us...

Question: Well, I started playing, running through the jungle, driving passengers, escorting ships. There is barely enough money to pay the crew and officers. How can you get rich quickly?
Answer:
1) You can and even need to start trading. Go to the nearest store and look at the products. You need to choose a product that will cost very little in this store, compared to prices for the same product in other stores in the archipelago. The most valuable goods: sandalwood, mahogany, ebony, gold; they are most profitable to transport and resell. If you're lucky, you can collect 100% of the gain and even more.
2) You can capture other people's ships and resell the captured cargo. But this matter already requires a certain skill.

Question: How to find out prices for goods. Are they changing?
Answer: Prices in the settlements of the archipelago are constantly changing. You can keep an eye on prices by simply going into stores and talking to the traders. You can also inquire about prices from ship captains of friendly nations.

Question: I boarded a ship, but I can’t take it for myself. Why?
Answer: you must have a free officer who can be appointed captain of this ship. Always carry such a person, or better yet a couple.

Question: How many ships can I have for personal use?
Answer: About sixty. But at the same time, 55 must be deposited in the port departments of the cities. You can only have 5 ships in battle at the same time.

Question: The team is constantly rebelling. What to do?
Answer: Pay off your debts to the team, give them a “bonus”, thereby improving their mood. Always carry medicine, food and rum in the hold.

Question: The character's leadership value is not upgraded. What can you do to soften it?
Answer: Some officers are capable of holding several positions at once. Look for such people, they are very helpful.

Question: I boarded an enemy ship, there are no officers, but I want to exchange the ship. But there is a problem: there were things in the chest on my old ship, how can I move them?
Answer: No way. Things will be transferred to the new ship themselves.

Question: Captain Blood's quests. How to defeat a villain sitting in a brothel?
Answer: The easiest way is to arrange a meeting outside the city gates. Before you go fight him, steal bottles of life, otherwise it will be very difficult to win! In a fight with him, use a trample blow; nothing else can take him. Keep a short distance, otherwise he will shoot you every time. If you feel that you cannot win, start the game again. When creating a character, make sure the Light Weapon skill is at the highest level. It will be much easier this way!

Question: Captain Blood's quests. So, how can I free my blond comrade? There are plenty of guards there! If I kill everyone, relations with England deteriorate...
Answer: Everything is simpler than it seems. Just run to the camp, take the sword from the chest and talk to your friend. Then run as fast as you can into the city.

Question: Captain Blood's quests. How to escape pursuit on this slow and stupid frigate?!

Answer: Depends on the difficulty of the game you choose. On difficulties up to "Corsair" the easiest way is to sink both ships and not worry about it. At higher levels it is easier to escape. Maneuver. The ships will definitely fall behind, their captains are stupid.

Question: Captain Blood's quests. Where can I find medicine for a fellow sufferer?
Answer: The medicine for migraines is in one of the houses, on the second floor. Look, there are not many houses. Appears after completing the governor's quest to help his wife.

Question: Collided with a corvette at sea. Damn, you can't escape from it and not get into it. What to do?!
Answer: Damage his sails and masts, i.e. use the nipples and maneuver. No more, the corvette is a very strong enemy.

Status New replies cannot be posted in this topic.

"Pirate Line",
by following the link.

IN:
ABOUT: Reading [You must register to view this link] on our website.
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Taken from: Jackman, Bermuda.

Meet Morgan









Head hunter







Richard Sawkins Plan







Before going to Panama, Morgan will offer to finish his business with the nations. This is a very important point, because after the capture of Panama it will be impossible not to continue, not to start, not to finish the national. ruler.

Trek to Panama







If you have any questions about completing this game, ask in this thread.

Corsairs GPK how to kill Edward Lowe

Discussion of the quest "Pirate Line",
You can watch the walkthrough on our website,
walking along [You must register to view this link] link.

Before asking questions, read the answers to frequently asked questions about the Pirate line:

IN: Where and how to look for Edward Lowe?
ABOUT: Reading [You must register to view this link] on our website.
Addition:
After a conversation in Bermuda with Jackman about revenge for the hijacked ship "Sea Wolf", go to the tavern and talk to the tavernkeeper and immediately receive a tip on where to look for Edward Lowe. The Bermudian tavernkeeper will tell you that attacks on mail ships have become more frequent in the Cumana area. And Lowe is suspected of these tricks.

IN: Lowe is said to have swam to Koumana, but he is nowhere to be found.
ABOUT: You must definitely sail on a 6th class ship, then it will end up next to Kumana on the open sea.

IN: After a conversation with a moneylender in Martinique, it was written in the journal that the thread of the search was broken. Where to look next?
ABOUT: We need to go to the port office and talk about Lowe there.

IN: How to complete Morgan's quest to plunder the Tartans from Turks?
ABOUT: You swim very close to each one and they give away the pearls. Try not to crush the pirate tartans. If the tartans do not give up the pearls, shoot them with buckshot (it is advisable to be on a small ship, otherwise a shot with grapeshot will sink the tartan).

IN: Find Steve Linney. It’s not on the global page, and it’s not in La Vega either. He spoke drunk, but they didn’t say anything. Where to look for it?
ABOUT: In La Vega you need to talk to the tavernkeeper.

IN: Find Steve Linney. After a conversation with the tavern keeper in La Vega, I was delayed and missed my friend Linnaeus. What to do?
ABOUT: Just go back to Morgan. He will grumble, but give a tip to the “Swallow” (Linnaeus’s ship).

IN: Henry Morgan was sent to Puerto Principe to disrupt the operation of the governor there. I came to the pirates, talked to the tavernkeeper, but he didn’t say anything worthwhile. What to do?
ABOUT: You need to steal notes from the desk of the main pirate of Puerto Principe. Talk to the tavern waitress. For the waitress to help you, there must be two rings in the GG’s inventory: gold with a ruby ​​and gold with an emerald.

IN: Richard Sawkins' documents needed to be stolen, but the ladder was nowhere to be found. Where is she?
ABOUT: Between the houses and behind them, behind one of the houses there will be a staircase, approach it and a hand will appear.

IN: Quest “Richard Sawkins's Plan” - found Sawkins's journal, it says that in 2 weeks you need to intercept a ship with cargo below San Martin. Where is this ship?
ABOUT: The ship is approaching on the global map from Barbados. You just need to wait for him at the bottom of San Martin Island.
Advice:
After we stole the magazine, we quickly board our ship and head to San Martin. And under no circumstances leave the global map until you see the right ship with purple sails!

IN: Where to look for Morgan after he ran off with the money?
ABOUT: We need to come to his house and talk to his secretary.

IN: I come to Morgan a year after the events in Panama, but he is not there. Where is he?
ABOUT: Visit his residence in Antigua. The entrance to his house is through an underground passage in the city.

IN: Morgan stops giving assignments. We play on version 1.3.2AT
ABOUT: Do not complete the quest “Escort the Orion Flute” together with the “Pirate Line”. These two quests, if completed at the same time, can lead to a conflict leading to the obstruction of one of them - Morgan stops giving tasks on the “Pirate Line”
Go through the “Pirate Line” and “Escort the Orion Flute” separately from each other (without combining them in game time). If the problem has already arisen, roll back to the point of taking one of the conflicting quests and complete it to the end, and only after that take on the second one.
IN: I’m completing the task “Headhunter”, neither the tavernkeeper, nor the moneylender, nor the control center say anything about Avory. What to do?
ABOUT: Have a drink in a tavern with one of the regulars.

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Corsairs GPK how to kill Edward Lowe

Available from: Available from Jackman, Bermuda, or directly from Goodley in Puerto Principe.

Reward: unique brig “Sea Wolf”, money, jewelry


Meet Morgan

We're sailing to Bermuda. There we turn to Jackman (the head of the pirate settlement) with a job offer. Jackman says that at the moment he has no assignments, but Captain Goodley, who is currently in Puerto Principe, Cuba, needs help, and offers to meet with him and discuss the details.
We go to Cuba in Puerto Principe and find Captain Goodley in a 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. We agree, because serving for the admiral of the Coastal Brotherhood is an honor for us. We go to the port of Puerto Principe and there we meet John Bolton, take him on board and head to Jamaica.
In Port Royal in Jamaica, we accompany John Bolton to Morgan's house (Morgan's house with columns is located on the left side of the city, if you go from the port). On the way to the house we are stopped by English soldiers. Commander of the soldiers, say that charges of connections with pirates have been brought against GG and John Bolton. GG is sent to prison until the circumstances are clarified. However, Morgan himself frees us, who says that he paid a ransom for GG and is waiting for us at his residence, after which he leaves. Surely he is going to give us a new task, so we must hurry and not make a mistake.

At the residence, Morgan instructs Edward Lowe, who lives somewhere in Martinique, to deliver the black mark. We leave for Martinique in Le Francois. Upon arrival, we ask the tavern owner about Edward Lowe. It turns out that the owner of the tavern knows Lowe and he lives not far from the tavern. We leave the tavern and go right to the house covered with boards, where Lowe lives. We go into the house and when talking with Edward, we give him the black mark. However, Lowe doesn't seem surprised. He says that all problems with Morgan have already been resolved and asks to return the black mark back to Henry Morgan. Well, let's go back to Jamaica to Morgan.
After listening to the story, Morgan becomes furious and says that Lowe has fooled GG around his finger. To rectify the situation, Morgan instructs us to find and deal with Lowe personally without any black marks. Therefore, we quickly return to Le Francois and go to Edward Lowe’s house. However, he had already left the house in an unknown direction (which was to be expected). We go to the owner of the tavern and ask him about Lowe. The owner confirms that Edward recently left the settlement, leaving his things for safekeeping, but the tavern owner does not know where he could have gone. We go to a local store and ask about Lowe's there. 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 we go there on foot through the island, or we go around it by ship and moor at the port of Fort-de-France.
First of all, we go to the shipyard and ask the owner if Lowe has stopped by. It turns out Lowe actually came in and wanted to buy a ship (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.
We head to the moneylender. He says that Edward Lowe actually came in and tried to borrow money, but the moneylender immediately sees swindlers and deceivers, and therefore did not give the loan to Lowe. Where Edward Lowe went next, he doesn’t know.
From the moneylender we head to the port office. We ask a question about Edward Lowe to the head of the department. He asks: for what purpose is GG 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 falls for this trick and says that Lowe boarded a passing ship that went to Bermuda.
In a settlement in Bermuda, we head to a tavern, where its owner says that Lowe was here and was interested in the local shipyard. We go to the shipyard to see Master Alexus. To the master’s question about who Lowe is to us, we answer that we 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. Let's 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. This assignment does not interfere with our plans to capture Edward, we undertake to carry it out, but where Lowe went on the stolen brig is unknown.
We start asking people in taverns on the archipelago about rumors, until someone tells us that in the area of ​​Cumana, which is located on Main, attacks on mail ships have become more frequent. Suspecting Lowe, who always attacks those who are much weaker than him, in these tricks, we go to Koumana. 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. After that, on this ship we go out to sea and sail to the Trinidad and Tobago region. There we will meet Lowe in the brig. We board the brig and talk to Lowe, who says that Morgan’s power will soon change. We fulfill Jackman's request and kill Lowe.
Reward: 4th class quest ship (brig “Sea Wolf”).
Everything is done. We go to Morgan with a report on the work completed.
(Tips: 1. In Bermuda, when talking with Master Alexus, select a dialogue branch in which we say that we will catch up and kill Lowe, otherwise Jackman’s thugs will attack the GG in Jackman’s house.
2. Upon arrival at Kumana, if your squadron consists of more than one ship, then all ships must be left at the port control, otherwise Lowe will not appear, even if you are on the desired class 6 ship).

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.
In this regard, without wasting time, we catch a fair wind and get to the North Bay of Turks Island. There, pearl fishers are already fishing on tartans under pirate flags. When they see us they run away. You need to catch up with them and match each tartan side by side, then the pearls will be automatically reloaded into the GG’s inventory. We collect the required amount and head back to Port Royal to Morgan, where we turn in the quest, and at the same time half the loot.
The reward is a large number of pearls.
(Important: all the pearls collected from the tartan go into the GG’s inventory, and this results in considerable weight. But under no circumstances should you transfer the pearls to a chest on the ship. You won’t be able to take the whole batch back at once, and Morgan will take the agreed number of pearls in parts does not accept and the quest will be considered failed).

At the exit from Morgan's residence, Captain Goodley meets us and offers us to work as a bounty hunter for a good reward. We agree. The target is John Avory, who was last seen in Willemstad (Kyurosau Island). We go there and go to the moneylender. The pawnbroker confirms that John Avory was here recently, but is no longer in town. Out of the corner of his ear he heard that John was going to Port of Spain, in Trinidad and Tobago. Let's go to the British.
There we turn to 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. Well, what are we looking for next?
In Port-au-Prince, the first thing we do is 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. It's worth checking out.
The moneylender of Willemstad is still worried about what happened, but this is not surprising, because an unknown person stole 50 thousand gold from him. He hired John Avory to find the robber. The moneylender also promised to pay us 5 thousand if we bring 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 and we go there. In the house we meet John Avory and Orry Bruce, sorting things out. We intervene in their conversation and say that we have an order for both of them, after which we kill them and take valuable things from the corpses, and we also take 50 thousand gold from Orry Bruce. The whole job is done, you can return to the moneylender for your reward and report to Captain Goodley about the completed order.
We give the money to the moneylender of Willemstad, and in return he pays us 5 thousand gold. We find Captain Goodley in the Port Royal tavern and receive a reward from him, we also tell him that now we’ll go and report to Morgan about our successes, to which Goodley only grins. We go to Morgan's residence.
Hearing the story, Morgan says that John Avory was his confidant and we finished him off. GG explains that this was an order from Captain Goodley. Morgan immediately calls the captain to sort out the situation. Goodley came and said that he did not give us any orders. This is an obvious setup. To understand what happened, Morgan appoints a duel between GG and Captain Goodley. Whoever wins speaks the truth. Finishing off Goodley. Justice has been restored and Morgan says that we have proven our innocence in this case, but that this will not happen again in the future. We assure him of this and pass the quest.

Henry Morgan will ask you to go to Jackman in Bermuda and tell him about Goodley's death.
Seeing us, Jackman is very surprised and says that GG 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 us to Cozumel Bay, on Main, where John Leeds dropped anchor on the frigate Antwerp, with whom we need to talk. We head to Cozumel Bay.
John Leeds meets us there on his frigate. We lower the boats into the water 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 us and, accordingly, all the sins of this captain are blamed on us. Therefore, GG needs to deal with his double. We land in the bay, where part of the crew of the sunken corvette is destroyed, but the captain is not among them. We go to the next location from the bay and meet the captain there, who really looks like GG, like two peas in a pod. The double says that he will tell everything if he and the team are released from the encirclement and allowed to leave quietly. We cannot agree to this and kill the double and the remnants of his team.
After which we return to the ship and head to Bermuda to Jackman. Jackman, after listening to the story, sends us to Morgan with a report on what happened. We report the situation to Morgan and turn in the quest.

Morgan sends us to catch up with the pirate Steve Linnaeus, whom he sent to La Vega, on Hispaniola, to find out a series of strange things that have been happening lately in the Brotherhood of the Coast. Let's go to La Vega.
Upon arrival, we turn to the owner of the tavern 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. We go out to sea and catch up with our friend Linnaeus, who really didn’t have time to go far, and we 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. We go out to sea, onto the global map, there we see a ship with purple sails - this is the frigate “Leon”, we board it.
The captain of the Leon invites us to go over to the side of HIS admiral. This is Richard Sawkins. He also says that their brotherhood needs people like GG, and Henry Morgan himself was nominated 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. We refuse the captain's offer and kill him. The frigate "Leon" does not have any special stats, so it would not be a shame to sell it. We are heading to Morgan with a report.
After the report, Morgan directs us 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 we go to a tavern and ask the owner of the tavern about the operation. He replies 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. We go to Soukins' house, grab the papers from the table and run 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.
It is incredible that such a closely guarded secret became known to Sawkins, but it is a fact. He 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. We go out to sea, catch a fair wind and head to San Martin with full sail.
In two weeks, a ship with purple sails appears near San Martin - this is our goal. We board the ship. In the chest in the captain's cabin we find a large number of precious stones. The mission has been completed, you can report to Morgan.
Morgan will ask about the details of the operation, but avoiding answering, let's say that there was nothing particularly interesting on the ship.
The reward is a huge amount of jewelry.
(Tip: when boarding a ship, it is best to take a light sword, a Breter pistol and 15-20 bullets, since there are so many valuables in the captain’s cabin that you won’t be able to take them all at once, and there will be no other chance).

Morgan invites us to take a trip to Panama. It's almost crazy, but we agree. 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 we 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 us the task of performing and immediately taking Porto Bello. We move towards Porto Bello, attack the fort and capture the city. We go to the governor's house and talk with the governor. The governor turns out to be already aware of the plan to march on Panama and was ready for our attack on his city and therefore was very surprised that we took the city so quickly. In addition, he said that we would die in the jungle on the way to Panama. We 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. GG will command the second squad, which will include Soukins. We 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.
We go out to sea and get to the Gulf of Darien, where we land. Sawkins comes up to us and says that he is ready for the upcoming operation.
On the way to Panama, our detachment will be attacked three times by the Spaniards and the local population, so they may well be able to solve the problem with Soukins.
We are giving our last battle 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.
We 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, we meet Morgan and report to him the situation. He gives the order to find the key, and he goes to interrogate the governor.
We go to the Panama fort. There in the prison on the commandant’s desk there is the key we need, we take it and return to the governor’s house. We open the chest - the gold of Escorial lies there (50 million gold). 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 us there to check these words. Let's go to the fort. In front of the fort there is a narrow path that goes around it from the outside. We follow it, at the end of the path there really is a chest, but there is nothing valuable in it. We return to the city.
At the entrance to the city, a sailor meets 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 refuse to go back with us and continue to plunder the city, so we will return to the ship alone.
On the way to the Gulf of Darien, we will be attacked by the Spaniards again, but it is not necessary to engage them in battle, you can run around them.
We load onto the ship and go to Port Royal, to Morgan's residence. Morgan's secretary says that Morgan himself is in London and will arrive only in a year. We return a year ago to Morgan and demand our 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. Looks like we're left with nothing.
(Tip: a 1st class ship is best suited for a trip to Panama. Manovar or Soleil are best suited for this purpose.
Important: the operation to capture Panama should be carried out during the day, otherwise a bug with the quest chest may occur.)