Corsairs: the city of lost ships: storylines - game tactics and tips from the masters. Walkthrough of game Corsairs: City of Lost Ships Corsairs gpk black pearl

Welcome to the world of sea adventures, fast ships and brave pirates. Today we will go on a journey with the new add-on of the most popular game called "Corsairs: Damned by fate". Passing all the quests presented on our website will help you not to get lost in the endless expanses of the sea and learn all the possibilities of this amazing game. In this article, we will analyze not only some of the main, but also additional tasks. So we begin.

Subject tasks. Uninhabited island

The passage of "Corsairs: Cursed by Fate" will begin where we go after character creation. One of the sailors will run up to us and tell us that our ship has been hijacked by traitors. Now the main character needs to get out of this situation, and for this we go to the grotto located on the island, and find another member of the team. From a conversation with him we learn that an unknown ship is approaching the island.

When the sailors begin to search the island, we try not to make a sound. We take out the saber and the necessary items from the chest. We leave for the beach and find the captain named Tommy Fatty. We pay him for the transportation, but after the betrayal we kill the villain and return our money. For this task we get our first ship and access to new tasks.

Richard Tillman and his merchandise

Together with the first ship, we receive a quest: deliver a cargo of cocoa to the port, next to the exit to the plantation, we look for the owner of the cargo - Richard Tillman, who will pay us only 750 piastres, allegedly for delaying the goods. But we will receive from him the task of delivering porcelain to the island of Hispaniola. And this case promises to bring us 7000 already. The passage of "Corsairs: Cursed by Fate" will continue already in Porto aux Prince, where from a conversation with the owner of the tavern we will learn many interesting facts.

We leave for the Prenol residence and collect our money. We also receive an offer to come back in a week for a new task. We go to Prenol every day and one day we help him get rid of three bandits. We go to church and get an order for Sean Stablowski.

In Antigua, we go to a tavern to learn about our victim, but we find Stablowski himself and learn a lot useful facts... We receive a request to come in 3 months later and go to Antigua in order to search the Prenol house. We find a letter from which we learn that Tillman is also involved in the robbery, and we go to him in Barbados. Entering the residence, we see how several bandits deal with Richard, after which we enter into a battle with them. From the note found on the corpse, we learn that the customer of this murder is Prenol. If 3 months have passed, then we go to Sean, who will prompt the key phrase. We sail to the pearl fishery on Amatica and find Charlie. We tell him the key phrase and find out the whereabouts of Prenol. We leave for Bermuda and find out at the bar that Prenol meets with accomplices in the “broken trough” bay. We eavesdrop on the conversation and learn about the treasure. We enter the battle and get a map, and now we just have to go to Santiago, where we find a chest with 300,000 piastres. We return to Stablowski and give him the money, for which we receive a Spanish rapier and a new task.

Betrayal of Grifo Saifus

We continue the game "Corsairs: Cursed by Fate". The passage of the next quest will lead us to the island of Bermuda, where in a local tavern we learn about the death of the count. We return to the tavern in two months and find out where the shebek is. We find a ship in the open sea, to the right of the lighthouse in Havana, but after boarding we find out that this is not the Piranha. In a month, the bartender will tell us about the merchant who needs to be found in the "Rune Bay". We disembark and go into the jungle. After the battle we learn about the Piranha crash.

We sail to the Turks Island and find a chest in the northern bay. We return to Bermuda and talk with Otto Groberg, who will tell you that the shebek "Marlin" will be in Puerto Principe. Now you need to get to Cuba within 10 days, otherwise the quest will fail. We board the ship and finish the quest after talking with the owner of a tavern in Bermuda.

Quests of the Black Orchid. Mysterious artifact

We continue the passage of the game "Corsairs: Damned by fate." The next quest will bring us 500,000 piastres. After reaching rank 10 and completing or failing the previous quest in any port, a messenger from the tavern owner will approach us. By the way, this task will not cause a lot of trouble, it is enough to go to the destination recorded in the task diary. Places that can cause difficulties is the battle with three near Martinique. But in this case, you can run away from opponents if you feel that this battle is too tough for you. Also a problem for many players is the cipher to the book, which can be found on the coin found in Brian's chest. Then we go to the Bay of Doom, but before that we leave all the money to the moneylender. The ship with the officers must be sent to the port office, otherwise you will lose everything. We follow the marker when necessary, wait, or engage in battle. We kill the governor, the bodyguard and Matilda herself, we get a strange thing and sit on the frigate, which is attacked by the Spanish ships. During the battle, our hero will lose consciousness. This completes the task, but a new quest begins.

A gift of fate

After waking up, we learn about the losses, we carry out the tasks of a pearl fisherman, and when the time comes, we go to the Nikoya bay. After meeting Feregueiro, we have to run around and find out about this character, as well as get a task to eliminate him. We find a frigate with purple sails, take it on board, talk to the crew and learn about Meritor.

After killing we get the first part of the artifact, and the next one awaits us in the settlement, already as a reward. We find another part in Bermuda after the murder of Jackman. Further searches will lead us to a chest on the wreckage of the ship near the Bay of Lost Hopes. The rest of the parts where to look is unknown, so you will have to wait a bit. After some time, we will find an entry in the ship's log that will lead us to another part of the artifact. And we will find the last shard at the street vendors. After collecting all the parts, we sail to the Turks Island, we get the "Black Orchid", and to it - 2 months of invulnerability.

Spanish generosity

We will receive the next main quest 10 days after the end of immortality. The passage of "Corsairs: Cursed by Fate" will continue after a messenger from Emilio Albaretti approaches us. We go to him and talk about the sale of the "Black Orchid" artifact. The deal should be done when Kendrat says that he can make a useless artifact that will continue immortality for three days. During the transformation, we need to capture a battleship or manovar, although this is not necessary. You can just return to the tavern after a while. So, we follow the marker. On the way of our hero, various adventures and sea battles await, which will bring many useful things. But the main thing is that at the end of the quest we will get the colony of San Juan.

Little Bastard

Let's continue the passage of "Corsairs: Cursed by fate." We will receive the next quest two months after the end of the "Black Orchid" trilogy. You can take the task from Alekhon Kendrat in his residence. We listen carefully to the legend about the brig that brings death to its owner and set off in search. Our hero will have to visit many places and get acquainted with many useful and not very characters.

And now the brig is in our hands. Now the main thing is not to forget to search the ship and find the cursed object, namely those standing in the cabin near the door to the gun deck. We take the artifact to Kendrat and get a rather powerful ship as a reward for completing the task. We will be able to receive the next task not earlier than in a month.

Raul Esperanto

We return in due time to Kendrat, who remembered where he saw a mysterious sign on the cursed hourglass. We leave in search of the scientist Raul Esperanto. During the passage of this task, we will visit the prison on the Navis, we will visit Cuba, Marigot and Willimstad. The reward for completing the task will be a French cuirass, which will save life and health in battles with pirates more than once, because this armor reduces the damage from sabers by 20 percent.

Find and destroy

This task is taken from Kendrat only one and a half to two months after the previous one. Let's go in search of the keys that remove the curse - just follow the quest marker. Now that the keys are found, open the hourglass. As soon as this happens, the assistant will run in and say about the approaching black manowar. Before going out to sea, do not forget to save yourself, because the enemy is strong enough, and fighting in a storm is not an easy undertaking. After the battle, you will receive a powerful ship "Breath of Death" as a trophy and an artifact that adds 10 units to stealth and authority.

Additional missions

The brave pirate will always find something to do while waiting for the main tasks of the game "Corsairs: Cursed by Fate". “The Lost Ships” (the passage will be given later) is a quest that can overtake the hero in any port if you spend the night in a tavern. It is quite easy to complete this task, it is enough to ask the owner of the shipyard, the governor, the bartender and the seller, who will certainly give a tip about which way our ship sailed. We find any ship and set off in pursuit. The only thing that should be taken into account is that the task is given for a while, so you should not hesitate.

Another quest that can be easily obtained in the game "Corsairs: Cursed by Fate" is "Disappearance of people". The passage can be started only after the main character reaches level 10. There are many caves in any archipelago, and we go there. At the entrance to one of them we find a man fighting with skeletons. We hurry to help him and learn about the Inca treasure. Next, we will have exciting adventures, after which we will receive three coins as a reward, which give excellent bonuses to skills.

But this is not all that prepares us in the game "Corsairs: Damned by fate" passing. "Mysterious Island" - another quest that can be obtained after level 15, will bring us just an excellent reward. It begins in a tavern, where, after talking with the tramp Jim Smith, we learn about the cursed treasure. We go in search and as a reward we receive a unique and powerful ship "Red Devil" and a thousand gold bars. Also, do not forget to search the shaman after the murder, because on his corpse you can find the "Imperial Ax".

This concludes the passage of the game "Corsairs: Damned by fate." All the quests presented in our article will bring a lot of pleasure to players who love freedom and the salty smell of the sea. So go ahead, brave and brave pirates, to conquer uncharted spaces and search for artifacts!

A light morning breeze fills the sails of the little shebek that makes its way to Bermuda. There, they say, Henry Morgan recruits dashing guys to get easy money. A young captain named Andrew Frost, impressed by the pirate romance, is ready to join Morgan and raise the Jolly Roger ...

This time we will sweep like a whirlwind along the lines of the French and pirates. Why exactly are they? Firstly, the French lineup has not changed since the "Return of the Legend", and in the leadership we somehow bypassed it. Secondly, the pirate storyline appeared in the expansion. Thus, we kill two birds with one stone - or, if you prefer, we sink two ships with one shot.

Ship log

“Do you need a worthy person who does not disdain to cut, chop and burn, owning a fast sailing ship and desperate guys? Then I am at your service, Mr. Morgan. " It was with these words that my career began in the service of the famous pirate admiral.

This is how the Coastal Brotherhood recruits. Who will refuse to earn extra money?

But you can't just get Morgan's favor, I was directed to him by Captain Goodley, whom I met in Puerto Principe. In turn, Goodley asked to do Henry Morgan a favor - to deliver a certain John Bolton to Jamaica. For me, this is just a gift of fate - I met Bolton in the bay, and we headed for Jamaica.

They were already waiting for us at the port. No, not Morgan, but English soldiers. It turns out that Jack Bolton is a fugitive criminal, and I am his accomplice. I did not resist, there were too many soldiers, and my ship would have been immediately turned into splinters. Rumor has it that Morgan has a lot of influence in Jamaica, maybe the commandant will not have to figure out who is the criminal and who is not?

I was not too surprised when Henry Morgan himself came to the fort prison. He freed both Bolton and me, but in return offered a job that could not be refused. Apparently, someone set up my new employer. But now I have a task - to hand the black mark to a certain Edward Lowe. I don't know why this Lowe did not please Morgan, but I would not want to be in his place ...

I decided to give the team a rest, and in the morning we sail to Martinique: Lowe lives somewhere there, but where exactly? ..

Black Mark

I arrived in Martinique twenty days later. It could have been faster, but at sea we met a Spanish punitive squadron, and we had to flee from it in full sail. The wind was blowing to the east, so we had to make a good detour, but at Antigua we broke away from our pursuers.

First, I decided to look into Fort-de-France - I still need to replenish supplies, and patch up the sails. If Lowe lives here, I'll give him a package from Morgan. However, the innkeeper immediately destroyed my hopes - there is no Law in Fort-de-France, and he has never heard of such a person. So, Edward lives in a pirate settlement - Le-François, it remains only to go around the island and visit him.

Henry Morgan himself.

And for sure, Lowe lives in Le François, moreover, he is not even hiding! But what surprised me most was that he didn't change a bit in his face when I handed him the mark. He just grinned and said that he and Morgan had settled everything, so I have to return the mark and convey that everything is going according to plan. With these words, he kicked me out of the house. Nothing to do, you have to go back to Jamaica.

The way back was not easy. The sea was calm, only a light breeze created small ripples, but even this breeze was enough to drive our vessel. The navigator assured me that the weather would not change, but after three days a storm broke out, which I had not seen for a very long time. Should have thrown the navigator overboard, but where to find a good navigator? Our troubles did not end there; two days from Jamaica we met an English privateer, who saluted with a volley from the side and changed his flag to a pirate one. The shebeka, battered by the storm, could no longer give a head start in speed, so she had to fight. A short skirmish ended with a fireball that engulfed the pirate brig, and we were forced to get to Jamaica almost by oars. Cursed pirate demolished one of the masts and apparently damaged the hull below the waterline. The ship heeled to the left, and every day the list is increasing. Morgan promised me a reward, now it will be very useful.

After listening to my story, Morgan called me a blind puppy - he did not settle anything, and Lowe simply deceived me. Naturally, I didn't get any money, but Morgan gave me another chance - I must find Lowe myself and end him.



Naturally, Lowe was not at home. The innkeeper said that he urgently sold everything and disappeared, but dropped that he wanted to buy a ship. As far as I know, there is only one shipyard in Martinique, and it is in Fort-de-France. I made some inquiries and learned that Lowe went to Bermuda, although he never bought the ship. Set sail! We're going in pursuit!

Lowe was no longer here when I got to Bermuda, although I was able to obtain a lot of valuable information at the shipyard, and the innkeeper shared some. It turns out that Lowe tricked the brig "Sea Wolf", which was built for Jackman himself. I also learned from Goodley's old acquaintance that Lowe was interested in Kumana. I don't know what this scoundrel thinks, because now all the pirates of the archipelago are hunting for him. In the English colonies, his path is also forbidden, and something tells me that he is not looking for shelter on Maine. Anyway, if Lowe is still with Kumana, I'll get him.

The brig "Sea Wolf" is a masterpiece of shipbuilding. Already under the command of Andrew Frost.

It is important: to find Lowe at Kumana, you need to be in good relationship with the Spaniards. If you play like me for England, you will have to buy a trade license.

I arrived in Kumana and immediately questioned the innkeeper about the news. For a thousand piastres, his tongue loosened so much that I found out who his sister was having an affair with, where to buy good tobacco, what makes Jamaican rum wonderful, and that courier ships disappeared near Cumana. Mostly luggers and sloops, larger ships cruise calmly through these waters, but they cannot find anyone. They say that some survivor talked about the brig, as smart as himself sea ​​Devil... There is no doubt that Edward Lowe found a warm place. It's time to ruin his life ...

It is important: Lowe will not appear in the sail to menu until you board a low class ship: sloop, lugger, and the like. The difficulty here is that Lowe is a skilled fighter, and he has more teams. I advise you to get a cuirass before the fight.

As I expected, Low showed up near Kumana when I went to sea in a Lugger. This rat can only attack those who are weaker, but we are not bastard. After a grapeshot volley and boarding, Lowe was in for an unpleasant surprise.

I took the ship and killed Lowe. Morgan's assignment is complete, and I think I'll keep Jackman's ship for myself. Let the old pirate sulk as much as he wants, I've already spent well hunting Lowe. All that remains is to tell Morgan the good news and get his reward.

Pearl

Robbing tartans is not easy. You need a light maneuverable ship, otherwise you will just crush small boats.

Morgan's third task is to get pearls. He found out where the pearl divers are looking for pearls this month - near Turks. Since this is a swim-and-go quest and it is difficult to call it an adventure (Morgan himself speaks about this), we will consider it from a purely technical point of view. It is not easy to complete, there are several pitfalls that will lead to the failure of the entire line. So, first, pick up a maneuverable ship. I completed this mission on the Blue Bird, and I had no problems.

So, we sail to the Turks and first of all, if you have companions, we give them the command to "lower the sails". Pearl divers tartans will be hostile to you, and if you can not "pull the trigger", allies will not hesitate to fire one or two volley from the cannons, and more tartans do not need it. The highlight of this mission is that you do not need to board, let alone sink, enemy ships. You just need to swim as close as possible, and then you will be given the pearls voluntarily. Morgan needs to bring at least 1000 small and 500 large pearls. Having robbed all the tartans, I was able to collect almost one and a half times more and earned about one hundred and twenty thousand piastres.

This is a bug: you must bring the pearls to Morgan without putting them out anywhere. Yes, the character will be overloaded, and it will take longer to go to his house, but otherwise the task will fail!

Head hunter

An old acquaintance of mine, Goodley, watched me near Morgan's house. Of course, he wasn't expecting me just to say hello. It turns out that old Goodley is not at all simple, he is a professional bounty hunter, and he kills people to order, secretly from Morgan. Now Goodley has to kill a certain John Avory, but Morgan keeps him in Jamaica, and the task must be completed at all costs. Having estimated the possible profit, I agreed and went to Willemstad - according to Goodley, Avory lives there.

It is important: on Willemstad you learn that Avory has gone somewhere. Where exactly is determined by chance. For example, I have it in Antigua, and you will have it, for example, in the Nevis.

Damn that Goodley! It seems that in search of this Avory, I spoke with all the usurers of the archipelago! The fact is that John Avory shakes money out of debtors, and if they run out, he goes to the next city. The usurer on the island of Marigot said that he was robbed, and Avory went to Bermuda to find the robber. This happened quite recently, which means I have a chance to catch up with both the target and, possibly, the robber.

As I expected, Avory is here. The bartender said that he had just left the tavern just a couple of minutes ago and headed towards Orry Bruce. Apparently, this is the robber. I followed him and met both the robber and John. Upon learning that I was going to kill both of them, they temporarily forgot about their enmity and together attacked me. Needless to say, I had to kill them. Be that as it may, I have completed assignments for both Goodley and the loan shark with Marigot. All that remains is to get the reward ...

Instead of a reward, I almost lost my head! Goodley, dog, set me up! Avory was a confidant of Morgan himself, and I killed a member of the Coastal Brotherhood for money! Fortunately, Morgan did not kill me, but decided to investigate the issue. He called Goodley, and we solved the issue in the only possible way - I killed him. What to do, the pirates are simple - when both tell the truth, only one survives.

Poor Goodley. Since you're playing dark games, practice your swordsmanship more often!

I need to head back to Bermuda and tell Jackman what happened here.

It turns out there are rumors that someone handed Sid Bonnet to the Spaniards. But the most unpleasant thing is that Jackman was whispered that I did it. He sent me to meet with John Leeds and find out what was the matter. He, in turn, said that he let my twin's ship sink to the bottom, but he was able to escape by swimming to the shore. Leeds does not want to land, because Bonnet is already dead, and there is nothing to profit from those guys. I, by all means, need to punish my double - his actions have already given rise to many problems.

I landed with the team and went deep into the jungle. However, old Leeds did not warn me that more than half of the crew had escaped from the corvette. The fight was hot, but we dealt with both the doppelganger and his team. Surprisingly, whoever called himself Andrew Frost really looked a lot like me. He was even dressed exactly like me!

It is important: stock up on healing potions. This fight is one of the hardest! For example, the fight with Lowe and the storming of the forts will seem like a walk to you compared to the battle on the shore.

Steve Linay

I went to Morgan and told him what had happened. But the news flies faster than the wind, and by the time I got there, he already knew about the doppelganger and the fight in the jungle. Morgan thinks something is unclean here. And my double wanted to tell me something in exchange for life. In vain, I probably refused. Be that as it may, Steve Linay went to pull the strings of this incomprehensible ball. On instructions from Morgan, he must visit all the pirate settlements and sniff out what's what. In order not to start my search from scratch, I will go to Hispaniola, to the small pirate village of La Vega.

This fight is one of the hardest. While the pirates are fighting with the team, Frost cuts everyone at once with a circular blow.

Quest ships are highlighted on the global map with purple sails.

Steve's tracks lead to Santo Domingo, where, as his friend told me, the sailing ship Linea was on sale. Steve loved his ship very much and would never sell it. I decided to talk to the owner of the shipyard, and for good reason. I found out that the Swallow was sold to him by some slippery guy, possibly a pirate. Luckily for me, he recently went to sea, and you can still catch up with him. Its frigate is called "Lyon" and is equipped with purple sails. Yes, you can’t confuse this with anything!

I caught up and took the Lyon on board and interrupted the whole team. The cornered captain suggested that I go into the service of his admiral, Richard Soukins. The fool never realized that he had given me exactly what I was looking for. I killed him and sunk the frigate. There is only one pirate admiral - Henry Morgan!

After telling Morgan about the situation, we decided to intervene in Soukins' affairs. They say he decided to pinch the Spaniards, and if so, we need to somehow spoil his affairs. I headed to Puerto Principe, Cuba.

I managed to steal Soukins' logbook under cover of night. To do this, however, I had to borrow the stairs that stood behind one of the houses, but I think they will return it to the owner when they find out that I was at Richard's residence. As Morgan had anticipated, Sawkins set out to rob the Spaniards once again. They conceived to transport the cargo precious stones bypassing the Caribbean, but the only one battleship will still pass from its eastern side. Soukins expects to watch him near San Martin. However, it also says that the ship will pass near Trinidad and Tobago and sail north to San Martin. Somewhere along the way, I must intercept the precious ship. But you need to hurry - according to the plan, the Spaniards should reach San Martin in two weeks, which means that there is even less time to intercept.

Stealing Sawkins' magazine is best at night, you will be more intact.

It is a pity that it is impossible to carry all the treasures off the Spanish ship ...

It is important: you can whistle papers with Soukins' plans whenever you like. But during the day there is a lot of guards, and the governor of the pirate settlement himself is immortal for the sake of the plot.

I was able to intercept the battleship Elusive en route to San Martin, near Antigua. The information was accurate, the Spanish battleship was literally filled with precious stones. I took what I could, but part of it still had to be sent to the bottom. Soukins will be surprised when, even a month later, the Spanish ship still does not appear. Good luck frying in the sun, Richard!

It is important: purple sails are a sign of quest ships. The target vessel is marked on the map, as is the Lyon. The ship is indeed packed with precious stones and ornaments, but you are unlikely to be able to carry off even a third - as the developers intended. We can only guess what kind of money the Spaniard carried, because I sold three hundred diamonds for two hundred thousand.

Legendary hike to Panama

The assault on Fort Porto Bello. Apparently, during the bombardment, one of the cannonballs hit this weapon.

The next time I arrived in Jamaica, having squandered my profits, Morgan informed me of plans to seize Panama. I think he's gone crazy, but it's not for nothing that he is considered a pirate admiral! We will attack Porto Bello, and then we will move along the isthmus, and not across Cape Horn. The last thing the Spaniards expect from us is such a daring attack, and most likely they are not so good at guarding the "back entrance" to the city. Plus, along the way, I have to present the bullet to our companion Soukins. It is necessary to turn things around so that suspicions do not arise.

Especially for the voyage to Porto Bello, I equipped the largest ship I could find. No, not a corvette or even a frigate, but a whole manowar. This floating fortress will show the Spaniards who is the main pirate in these waters ...

It is important: leave all the ships in storage, because Morgan will entrust you with the command of an entire squadron of battleships. Each ship will be controlled by a pirate governor: Jackman, Soukins, Morris and, of course, Morgan.

The Spaniards are suppressed and scattered, in a second the pirate army will break into Panama.

We took Porto Bello by storm and interrogated the governor. It turns out that the Spaniards know about our company. Could it be Sawkins' tricks? .. It's high time to get rid of him, so we split up according to Morgan's plan. He and Jackman and Morris will go to Panama from Porto Bello, and I will meet with Soukins in Darnese Bay and move from there.

Breaking through three Spanish ambushes, we finally reached Panama. I didn't have to kill Soukins, some Spanish musketeer did it for me, and I'm grateful to him - I really didn't want to shoot in the back, and I couldn't kill the pirate leader in front of my eyes.

The battle at Panama was terrible, but the Spaniards scattered their troops through the jungle, and we were able to defeat them thanks to the superiority. We plundered Panama, and then we dumped all the booty in one heap to divide it according to the laws of brotherhood. But while everyone was going about their business, the sneaky Morgan stole absolutely all the gold and sailed on a trophy galleon. He left everyone in Panama, and somewhere in the jungle the Spaniards are still waiting. But even worse is the fact that I am considered him a henchman and as soon as I hint about returning to the ships, they cut my throat. I decided to try my luck and get to the ship alone.



The jungle almost killed me, Spanish bullets whizzed over my head ... But with God's help I was able to get to the ship and headed for Jamaica. In Henry's house, I found only his secretary, who informed me that the traitor-admiral had gone to the Old World and would return no earlier than a year later ...

French ruler

This is one of the national rulers, required for receiving the tasks of the City. lost ships... She has nothing to do with the adventures of Andrew Frost. Let me remind you that in order to receive assignments from the Governor-General, you need to obtain a patent. This document, in turn, is obtained in at least two ways. The first is to complete the tasks of the governors, and after a while you will be awarded a patent. Second - buy it from a diplomat in any pirate city... I note that the first method is much more profitable, but if you already have everything in order with the money, the second method will save time.

Mission 1: Pierre Legrand

Monsieur Legrand is already waiting on the ship, it's time to go!

So what if my boat is small. But manovar covers with fire!

Lucky filibuster Pierre Legrand wants to leave the Caribbean. He recently robbed a Spanish galleon and is now literally sitting on a pile of gold. Unfortunately, too many people know about this, so Legrand is unlikely to be able to get to his homeland alive. D "Ozheron asks us to escort the poor fellow to Martinique, from where he can safely sail to France.

Bandits will be waiting for you in La Marene Bay. I advise you to prepare for the battle and take with you three well-armed boardingmen. Otherwise, the enemies will collapse with the whole crowd and hack to death first Legrand, and then you. After interrupting them, talk to Pierre, and the task will be completed. You can return to Tortuga.

Mission 2: Messenger

One Spaniard is dead, and the second is now going after him, you just need to parry this blow.

If you remember, playing as Spain, we intercepted a messenger to get evidence of the Dutch conspiracy. Following storyline France, you will be the messenger. This is an unusual postal assignment. Bring the envelope and give it to Stevezan - he will suspect you as a pirate and put you in jail. Then, however, during a search of your vessel, papers will be found confirming your status as a French privateer, and you will be released. Stevezan, by the way, will refuse to tell what the matter is and why he so immediately declared you a pirate. However, the information will be happy to share ... the innkeeper. We ask him and find out that Stevezan looks at all the captains like a wolf, because for recent times some galleon sank as many as nineteen ships! In addition, he will point out two suspicious comrades at the table and advise them to ask them - they say they are not local and in general the devil knows who they are. The wanderers at the table will immediately leave the tavern as soon as you offer to keep them company. Run after them and eventually you will reach the Palm Coast and there you will hack to death ... the Spaniards. It is the Spanish heavy galleon that patrols the waters of Curacao, and, moreover, it must dock in the bay any minute. We return to the ship, and here we are given a choice: to sail to Tortuga (or somewhere else) or to sink the Spanish ship. Personally, I chose the second option, since there is no extra money, and heavy galleons are also very roomy, and they can be used as merchant ships. In the inventory of the captain of the galleon, you can find a Thanat and a Mortar. If you take the galleon on board, you can get another 20,000 piastres from Stevezan, and if you just sink it, he will not say a word to you, since there is no evidence that this is the "right" ship.

Mission 3: Anna

D "Ozheron will ask you to carry out a very delicate task. You see, our highly respected Governor-General fell in love ... And not with anyone, but with the wife of the commandant of Havana. Not only are France and Spain at war, so also Donna Anna's husband is very jealous and does not let her out of the house, but we are offered to steal the young lady and deliver her to Tortuga.

We leave for Havana; q "Ozheron will issue a trade license so that the Spaniards will not tear you to shreds the first time they appear in the city.

Look how the commandant dressed up. I even put on a ceremonial cuirass!

It is important: To be honest, there are several ways to get to Havana. The best is to dock somewhere in the bay on the island and walk into the city. As soon as you steal Anna, the Spaniards will become hostile, and if the ship is left in the roadstead, the fort will destroy it.

You will find the commandant's house immediately, it is striking from behind the columns. But it is closed, what to do? .. We leave for the tavern for information. The bartender doesn't know anything, but the waitress? No, but she is ready to give Anna the ring for a modest payment of a thousand coins. Go to your room and rest for a couple of days, then talk to the waitress. She will say that Anna is waiting for you at midnight at her house, and the door will be open. We wait for midnight and go to her, but we do not meet Donna Anna, but guess who? Her husband, and in the parade. He found a letter and a ring, locked his wife and calmly waits for the envoy d'Ozheron, and on the second floor four Spaniards are sitting in ambush, and when the battle begins, they will rush to the aid of their commander. Try to get to the stairs leading to the second floor. , and only one soldier can beat you, besides, all the Spaniards are armed with pistols, so it's useless to fight them in a large room - they will kill you immediately.

Mission 4: Soleil Royal

It's funny, my personal ship is in no way inferior to the flagship of the French fleet ...

The new task of d "Ozherona is to escort the French flagship Soleil Royal to the shores of Dominica in order to meet the squadron from Guadeloupe. -Four galleons will easily board him.

The task is quite simple, because with such a ship in companions, you don't need to do anything. We sail to Dominica and go out to sea not far from the island. I advise you to save in advance, because four galleons will be waiting for you at once. They are unlikely to sink the Soleil Royal, but they will easily turn your ship into splinters if it is of a low class. The best course of action is as follows: one ship needs to be boarded personally, and I recommend sinking the remaining three with the help of manovar. Just give him the order to attack any ship, and let the other two board.

It is interesting: passing this line, I already swam on the manovar, so I had absolutely no problems with this task. Any galleon has enough salvo from the side.

Note that there is no squadron from Guadeloupe, so you need to go to Basse-Terre and find out what the matter is. The governor will say that he received news of the campaign only yesterday (the mail works poorly, very badly) and did not have time to equip the ships. Well, one way or another, everything ended well. You can return to Tortuga for a reward and a new rank.

Mission 5: Revenge

It is not destiny for Leyva's brothers to take revenge on Anna, oh, not destiny ...

The governor of Havana decided to investigate the death of the commandant, and all the threads lead to Donna Anna. The lady is afraid that the Spaniards will want to take revenge on her - to kidnap or kill. We need, firstly, to find out how serious this is, and secondly, to somehow sort out the situation.

It is best to land at the lighthouse. From here it is easiest to get to the city (only one location), it is impossible to get lost here, and the fort will not shoot at you. We need to get information in the city; you can do this by talking to Iness de Silierras. She is a longtime friend of Donna Anna and will be happy to help her (and you). Do not poke your nose into the tavern, a whole detachment of Spaniards is sitting in ambush there, and the waitress will immediately recognize you.

From Iness, we learn that the cousins ​​of the murdered commandant arrived in Havana and planned to move to Tortuga with the help of smugglers. We don't need to intercept them, and where do smugglers usually appear? That's right, in the bays. Search the jungle and finish off the Avengers. Now you can return to Tortuga with a clear conscience. Donna Anna is no longer in danger.

It is important: my brothers appeared in the Lighthouse location, right next to the ship. The second time they appeared there, but I'm not sure if they always look for smugglers at the lighthouse. Maybe you will meet them somewhere else?

Mission 6: Francois Olone

D "Ozheron will hand you a package that must be delivered to Guadeloupe to a certain Jean David, but you need to look not for him, but for François Olone, a famous filibuster. His house, by the way, is located directly opposite the residence. But first you need to swim to Guadeloupe. On the way to the island. I advise you to save, as you will be met by a Spanish warship. Here you have several options: first: to seize the ship (the captain has good things, plus the hold, and the ship itself is not cheap), second: to sink it. , on the global map, swim straight to the city - then you will appear not far from the fort, and your enemy is right next to you. Thus, you will receive the support of the fort. After finishing with the Spaniard, we disembark.

Olone will read the letter and offer to join him to attack Kumana and plunder her. You can refuse - get 10,000 piastres and complete the task. I chose the first option. Storming the city requires a lot of investment and a large team. And the booty - 200,000 piastres - will have to be divided by four. Even by the most modest estimates, only the loss of the team, weapons and medicines will become more expensive. You, of course, can deceive Olone and take all the money for yourself, but you will have to fight with him and his friends.

Mission 7: Rock Brazilian

The entrance to the lair of the Inquisition can be found under the stairs. There he is.

The famous filibuster was caught by the Spaniards and transported to Cuba in order to calmly draw out all his secrets there. J "Ozheron is afraid that under torture the Brazilian will tell not only about hidden treasures, but also personal letters with small requests. Well, we need to save Roc before he breaks. Besides, you can not raise the alarm, you will have to act secretly. For this, d "Ozheron will issue a trade license to Spain, you only need to raise the correct flag.

We go to the tavern and ask the bartender about the Inquisition. He will say that she is somewhere in the city, but he is afraid to point out the exact place (no wonder). We go to the church, we learn from the priest that the Inquisition is under the church, and the entrance can be found under the stairs on the street. We go inside, choose a place convenient for battle and kill all the guards. By the way, in order to successfully complete this task, it is better to moor in some bay, otherwise after the release of the prisoner you will be attacked by the fort.

Upon arrival at Tortuga, Rock will tell you where he hid the "little thing, irreplaceable for the corsair," and which one, you have to find out.

Mission 8: Bribery

In this mission, d "Ozheron will transfer you under the command of the Marquis Bonrepos. He lives in Bas-Tera, in Guadeloupe. What Bonrepos has prepared is unknown and can only be found out by asking him himself.

We sail to Bas-Ter and immediately go to the residence. Bon Repos stands to the right of the Governor. He will tell you that France has started a devolutionary war with Spain, and for this she needs Dutch money. The situation is complicated by the fact that England has declared war on Holland, but the British have nowhere to get reinforcements. Maybe hire local pirates as privateers. Bon Repos wants to stop this, so we need to talk to three pirate captains: Morgan, Jackman and Morris. The naval commandant does not give money, you will have to pay all the expenses yourself.

I suggest starting with the closest pirate - Morris. Trinidad and Tobago is located near Maine, in the easternmost corner, so you need to sail there first of all, so as not to wind countless circles in the Caribbean. Morris does not like the war with Holland, but, on the other hand, he needs to restore relations with England. A certain captain Gay set him up, but we need to find this captain's logbook to exonerate Morris. You can find Gaia in Jamaica, at the same time it is worth going to Morgan.

Morgan is not in Jamaica, he is in his residence in Antigua. Then we'll visit Jackman first, and then Morgan. But first you need to find Captain Gay and get his logbook. You need to start your search from the tavern, and there the bartender will immediately say that Gay rented a room and still did not come out. He will not voluntarily give up the magazine; he will have to be forced. In addition, almost a hundred thousand piastres, silver ingots, a pistol and one of the Toltec skulls can be removed from it. Now you can sail to Bermuda.

In Bermuda, Jackman will tell you that he was not going to fight against the Dutch anyway, so there is no need to bribe him. Well, then we’ll visit Morgan, and then we’ll give Morris the logbook.

We sail to Antigua. Morgan's house is locked. Try to keep to the right wall and you will find a passage to the basement. Morgan, in principle, agrees not to attack the Dutch, but his guys spent all their money on rum and to continue the fun they need no less than two hundred and fifty thousand piastres! Give the money and the task will be completed.

Mission 9: Protecting Port-au-Prince

In this mission, you will be given a Soleil Royal and sent to defend Port-au-Prince from the Spaniards. I advise you to acquire a ship no less than the first class for this battle. At Port-au-Prince, six Spanish ships will be waiting for you, with a manowar as the flagship. Naturally, it is better to board him and destroy the rest. The peculiarity of this mission is that the Soleil Royal must stay afloat at any cost. Upon your return, you will be given a generous reward. I bet you will even be surprised at the generosity of the Sun King ...

The fort is practically destroyed, although some of the guns are still intact and continue to fire uselessly.

Together with the Soleil Royal, we smashed the Spanish fleet to pieces. The enemy did not even have time to react.

Missions 10 & 11: Capturing Cities

Like other lines, the last missions are to capture cities and transfer them to the French crown. We need to capture the cities of Santo Domingo and Santa Catalina. I advise you to prepare a squadron of first class ships for these missions; besides, it is worth buying a trade license and carefully examining the forts of these cities under the Spanish flag. A direct attack on the fortifications is deadly, so it is better to go from the side where there are fewer weapons and destroy them as quickly as possible. Don't forget to hire the maximum team as well. Storming a city is not an easy task.



The insidious Morgan deceived Andrew Frost and left him penniless, but that's okay! Ahead is still the mysterious City of Lost Ships, Tenochtitlan and the pearl shoals. This means that the adventures of our brave captain are far from over!

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

Storyline for Peter Blood

You appear at the Oglethorpe estate, England. In the courtyard on January 1, 1665. Servant Jeremy Pitt informs you that Lord Gilda is injured. Enter the house, talk to the servant Andrew James and proceed to the bedroom, in the west wing on the second floor. Go to the bed with the dying lord. A servant will appear and report that he has brought everything you need for treatment. You find yourself in your office. Talk to Andrew James. A second servant, Jeremy Pitt, will appear and report that royal dragoons are galloping here. He will advise you to take a sword from the balcony and run away to hide. leave 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 grab Brett's sword, pistol, and ammo. Captain Gobart will appear soon and a dragoon will attack you. If you kill him, two more will attack you. You cannot kill all of them. As soon as they defeat you, they will capture you and put you in jail according to the plot.

You will appear in hard labor. April 1, 1665. Jeremy Pitt will inform you that Colonel Bishop wants to see you. Exit the room. Talk to Colonel Bishop. Go through the houses, you may find something useful. But do not take your weapon - the guards will take it away from you when they meet. Leave 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. You will have a talk with the governor sitting at the table, go into the door near him and go up to the second floor to the bedroom of his wife. Talk to Mrs. Steed. Talk to the governor. Tell him you went to look for Mr. Dan and you need money to buy the medicine. Take 1000 piastres. Go outside and turn right. There you will find Mr. Dan's house. Dan himself is not in it, but there is your competitor - 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 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 in the tavern the next day. Mr. Wacker is gone. Ask the innkeeper where you can find Dr. Wacker. Head to the tavern room. There you will find Dr. Wacker, who will promise to give you a loan of twenty thousand piastres to help organize your escape. Return to the plantations 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: Hagthorp, Ogle and Nicholas Dyke.

Nicholas Dyke will tell you that Colonel Bishop wants to sell him. 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's, has recently arrived in the city. This is probably Vernon. Find his home. Exit the tavern to the right, pass by the house of the moneylender you need before - next. Wait for Vernon to go up the stairs and search the chest that is directly below it. Take everything that is in it and go outside. Talk to Nicholas Dyke and inform him that the deal will not take place and he can calmly prepare to escape.

Find also a slave in a spotted bandana - Levays Mouyer. He will complain about headache and asks you to bring him medicine. Return to town to Mr. Dan's house. He himself is not now. Go to the second floor and take the medicine in the box next to the scales. Return and give the medicine to Levays. In return, he will give you a light dagger that the guards will not be able to detect.

Now find in one of the houses the one-eyed slave Ned Ogle. Return to the city, find the house of the moneylender and repay him 5000 piastres.

Talk to Pitt and report that you have found a weapon and a team.

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

He will be scared and will 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 leave it for your own needs. Now that you have the required amount on hand, 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 report that Pitt was captured by the guards. After the conversation, you will find yourself at the gates of the city at night.

Run to the plantation. You will need to sneak past the guards to the edge of the plantation and take a weapon from the chest. Please note that each guard has its own patrol zone. The visibility zone in the dark is small, so the main thing is not to pass directly on the path they follow. Get to the longest white building. In the corner of the plantation closest to it, you will see a pile of logs and planks. Among them is a chest with weapons. Unfortunately, you only have to be content with a saber and a few healing potions. Fighting the guards is almost useless. near the colonel's house you will see the captured Pitt and two guards near him. You will 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 a lady will come up to you to thank you for saving her. She will tell you that the Spaniards took over the city. Head towards the shipyard. Sail the shipyard on the side of the sea and find your comrades. Swim to the ship. Climb onto it and kill the guards. Then go to 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 drop them off 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 obtain a privateer patent (if you want to go through the pirate line, you need to talk to Morgan at 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. Described below possible options these tasks.

1) Destroy a gang of thugs in the jungle. Run through the jungle, find a couple of thugs, destroy them, 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, a conversation with him will immediately take place, after which the battle will begin. After killing the scout, you can return to the governor for a reward.

3) Destroy the smugglers.

4) Get into the enemy fort (city) and take the documents from the messenger. This is not an easy task. You will have to make your way under cover of darkness, from the nearest beach through the jungle. Soldiers in the dark can only see in front of them and not very far. Therefore, you have a chance to sneak 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. Having sailed to the island, go to the tavern keeper and ask about Chumakeiro, he says that he took a house for himself, which is located near the governor's residence. As soon as you enter the house, you will be attacked by two people. 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, Chumakeiro will give you 30,000 piastres.

2) The second task is to buy a batch of coffee, black, red and sandalwood for Curacao from Fort Orange. You will be given papers for the purchase of goods at a special price and an amount of money. The entire load will take 6800 centners, be prepared for this. The goods must be delivered to Stavezant within 2 months. Sail to Jamaica, dock at Cape Negril and go to Fort Orange. First go to the governor and hand over the papers for obtaining preferential prices, then go to the store. After purchasing the goods, come back. For completing the assignment, receive 75,000 piastres.

3) The third task is to get information about the plans of the British in relation to Holland in connection with the trade war. Travel to Hispaniola and speak with the Mayor of La Vega. The head is Edward Mansfield, but in fact, his surname is Mansvelt, he is Dutch by nationality. He is also Modiford's confidant for the robberies of the Spaniards. But Mansfield cannot tell you anything about the plans of the British, but recently an English envoy from Modiford 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 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 Picardian is honest. It is located on Tortuga, then ask the moneylender, the owner of the shipyard, the owner of the shop, 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 knows nothing about the plans, but one of his officers, who was imprisoned, knows about Modiford's plans, go to the Prison, interrupt the guards. You will 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 ruin. Sail to Jamaica as quickly as possible. A small squadron consisting of 3 British ships will cruise around the island. Sink them and land in the bay. Kill all the British in the bay and in the next location. The task is completed. You can go to Stavezant, he will pay 100,000 piastres.

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

6) The sixth task is to find Morgan and inform him that the Dutch want revenge. Sail to Jamaica, make your way into the city and go to the Morgan 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 if Don Jose will be in the city any time soon. Sail to Santiago and dock at the lighthouse. Make your way into the city and go to the tavern. Ask the owner about the governor, under the pretext that you want to enter the service. Several Spanish officers will come in. Kill them and run to the ship. The task is completed, you learned that the city will soon have a holiday and the governor must attend it. Return to Jamaica to Morgan. Quest complete. Sail to the Governor in Curacao and receive 200,000 piastres.

7) The seventh task is to deliver the 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, you will receive a letter. At the port You will be met by a messenger and will say that a messenger from the Governor of Holland is waiting for you in 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 the Governor d'Ogeron. He will tell you to find out which ships left the port in the near future.It turns out that the port has left the brig La Rochelle, which is going to San Juan. Head there and take the ship on board off the coast of Sna Juan. The captain will say that Antonio, who took the letter from you, left the ship and moved on the galleon Isabella, which is going to Santa Catalina. Catch up with the galleon, take him on board and Antonio will surrender. Take the letter and go to Stezzant, he will give out 150,000 piastres.

8) The eighth task is a business trip at the disposal of Aaron Mendes Chumakeiro. His house is located in the city, not far from the residence. Aaron will give the task to find an ancient book that some English privateer was trying to sell in a pirate settlement in Bermuda. Go 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 fee, the filibuster who wanted to sell the book, in an incomprehensible language, called Laurent de Graf, he usually lives on Tortuga. Swim to Tortuga. In the local tavern you will find out that now de Graf has already gone on a raid to Cartagena for two weeks. Swim there. Near Cartagena Laurent fights the superior forces of the Spaniards. Sink the enemy squadron, preventing it from sinking the French ship. Send the boat to Laurent de Graaf's ship. Find out from him about the thing you are looking for, he will offer to buy a card of the buried treasure from him for 235,000 gold. Pay the required amount. The treasure is hidden on Turks Island. Swim to the Turks, go to the cave and find the chest. You will find a holy book there, as well as a blunderbuss, a couple of good pistols, an expensive cuirass, 200 bars of gold, rings, brooches, and a couple of idols, including a very useful idol - the rat god. Sail to Curaçao to Chumakeiro and give him the Bible. You will receive 1,000,000 piastres as a reward. Then go to the residence to report on the success of the mission.

9) The ninth task is to capture four ships of the line of the first class, namely the Manowars. They are commonly found in large trade caravans, military squadrons, and gold caravans. For each ship you will be given 50,000 piastres.

10) The tenth task - the defense of Curacao from the attack of the Spanish squadron, consisting of 8 ships, including Manovars. Go to the port and go out to sea, where the fort is already fighting the invaders, help him defeat the Spaniards, After the last Spaniard goes under the water, the mission to defend Curacao will be completed. Return to the residence for your award of 200,000 piastres.

11) The eleventh task is to repel the attack of the Spaniards on San Martin. Get out to sea and sail the Marigot as fast as possible. After reaching San Martin, engage in battle against 8 enemy ships. After sinking their fleet, return to Willemstad and receive a reward, again 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 so powerful and it will not be difficult to smash it. After the capture of a colony for Holland, you will receive 300,000 piastres of awards and the possibility of capturing English and Spanish colonies for yourself or Holland.

French national storyline

1) The first task is to escort the French privatier Pere Legrand, who captured a military galleon with a 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 Martinique Island, Le Marne Bay. On the shore, five thugs will be waiting for you, who need Legrand's gold. Fight them, trying to save Pierre. After defeating them, you will receive the promised reward of 20,000 piastres. Swim to Tortuga and report to complete the mission.

2) The second task is to deliver a letter to the Governor-General of the Dutch Republic, Peter Stezzant. After arriving in Curacao, go to the Governor's residence. You will be put in jail, mistaken for one of the pirates who killed envoy D'Ozheron. After some time will pass there is a jailer in the prison. Talk to him. It turns out that his relative is one of the officers in this colony. Persuade him to ask a relative to search our ship, which has 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 details about this story with the pirates. Go to the tavern. There you will overhear a conversation between two people in a tavern. Then it will be necessary 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, who, under the pirate flag, robbed ships in the local waters. Next there will be a fight with the Spaniards. Now go to the port. A Spanish galleon is waiting for you there. Take him on board, then the captain of the ship will tell you everything at death. Go to Stezzant and tell them that filibusters are innocent, you will receive 20,000 piastres. Go to Tortuga, tell the governor everything and get the rank of Commander of the French Navy.

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 commandant of the fort will know that we are the envoy of D'Ozheron. There are three ways to get into Havana. First. With the flag of Spain raised, enter the port and dock. Second. Disembark at the lighthouse and then go to the city. The third. If the license has expired, then go to the city at night, landing on the Lighthouse. Next, go to the tavern and ask the servant to take the ring to Donna Anna. After 3-4 days, the maid will say that she took the ring and Donna Anna will wait for you at night, opening the door. Enter the house and kill the soldiers waiting for you. Go to 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 - escorting the first class battleship to the island of Dominica. Rumor has it that this ship is already being hunted by the Spaniards, 3-4 galleons, under the command of Juano Galeno. Near Dominica, the ship is to connect with the squadron of the island of Guadeloupe. Go to the port office and take command of the Soleil Royal. Now your course is on Dominica. 4 galleons will be 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 the city of Bas-Ter will justify himself by the fact that he received a letter about the promotion of your squadron only yesterday and did not have time to prepare anything. He will take the royal manowar and thank you for the completed mission. Return to the Governor-General. You will receive 28,000 piastres as a reward. Also talk to d "Ozheron 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 the revenge from Donna Anna's friend, Iness de Las Sierras. Disembark near the lighthouse and run into 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. Then sail to Tortuga, where you will receive 5,000 piastres from D'Ozheron, at the same time go to Donna Anna, and receive gratitude from her.

6) The sixth task is to deliver the letter to François Olone. The letter should under no circumstances fall into the wrong hands, and if you get into trouble, before you die, you must first destroy the package. Get out to sea and head for Guadeloupe. As you approach Guadeloupe, you will be attacked by a Spanish warship. Having finished with the ship, dock 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 the most the best way, but as soon as he finds out the purpose of your visit, his attitude will change. Then you can choose one of the options:

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

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

The squadron will include yours and 3 more ships, a frigate and two corvettes. Keep heading for Kumanu and hurry. Having defeated 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 honestly and get 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 Roca Brazilian from prison. He is kept 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 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 hits.

8) The eighth task is to go to the disposal of the Marquis Bonrepos. Monsieur Bertrand d'Ogeron asks you to report to Guadeloupe, to the Marquis Bonrepos, the French naval commandant. Sail to Guadeloupe and dock in Basse-Terre. Go to the residence and talk to the Marquis. He will introduce you to the details of the policy and give you his own assignment. in agreement famous pirates(in Jamaica, Jackman in Bermuda and Morris in Trinidad and Tobago) not 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 business. Next, sail to John Morris, Trinidad and Tobago, tell him about the upcoming events. He does not like attacking the Dutch, but for this, he will demand to carry out a small order for him - to deliver him the log of Captain Gay. Sail to Jamaica and go to the local tavern, ask the owner where to find Captain Gaia. He rents a room. Enter the room and kill Captain Gay. Search the body and take the log and personal belongings. Go to the residence to Henry Morgan, 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 make your way back to Maurice, give him the logbook and in return you will receive what was required of him, his consent not to attack the Dutch. It's time to go to Antigua to visit the famous English pirate Henry Morgan. The door to the house is locked, go around his dwelling, behind the house is a hatch into Morgan's basement. Go to his house and talk about non-aggression against 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 Bonrepos. Instead of the yellow award, you are awarded the title of baron. Return to Tortuga, where you will receive congratulations from Bertrand d "Ozheron" and your next title.

9) The ninth task - repelling the attack of the Spaniards on Port-au-Prince. For this task you will be given a "Soleil Ruyal", however, it must stay afloat. Next comes the battle with Spanish ships. Travel to Tortuga for 5,000 piastres.

10) The tenth task is the capture of Santo Domingo and its transfer to the possession of France. Swim to Hispaniola, destroy the fort and land the troops. After the battle inside the city, go to the residence and embrace the Spanish colony by the French. Return to Tortuga and receive a reward of 40,000 piastres.

11) The eleventh task is the capture of Santa Catalina. The city is located on the Maine and controls the pearl industries of the New World. After breaking the fort and landing the troops, having dealt with the soldiers in the city, go to the residence to declare Santa Catalina a French colony. Return to Governor-General Bertrand d "Ozheron. As a reward you are given everything that you plundered in Santa Catalina. Now it is worth going back to Guadeloupe to the Marquis Bonrepos.

12) The twelfth task is a meeting with the Marquis Bonrepos. Head to Guadeloupe, where you will learn that peace has been concluded with Spain, the Soleil Ruyal is withdrawn from your squadron, the Louvre knows about you and that's all. Do not forget to visit D'Ozheron, he will make you an 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 taken prisoner 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. The term is one month. Sail to Jamaica and dock in Portland Bay, then make your way through the jungle to the enemy fort, if you have an English trade license and the flag of a friendly England nation, calmly pass through the guards to 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 easy if you run out of the prison and run to the bay. Return to Havana. Oregon and Gascon will thank you for your successful assignment and give 50,000 piastres.

2) The second task is to work for the Holy Inquisition. The meaning of the assignment is this: a high-ranking Jesuit, Antonio de Suoza, has arrived in the archipelago. You are put at his disposal. Head to Santiago, the seat of the Inquisition is under the church building. Find Suozu and get the data for the second mission from him. It consists in the following: it is necessary to collect an indulgence, which is 50,000 piastres from three merchants: Joao Ilhaio, Joseph Nunen and Jacob Lopez de Fonseca, if they refuse, then you need to kill them. You can find them in Curacao. They organize a sect there called Janensinta. In the port, a priest will come up to you and say that it is highly undesirable to kill them. Go to Curacao. First, go to the tavern and ask the owner about the three Jansenists. Get information from him that Joao Ilhaio and Jacob Lopez run a store, and Josef Nunen is a usurer. 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, Jacob 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 can buy indulgences. Agree. Sail to Panama, go to the store, and ask about Lopez. It turns out that he should have stopped by a month ago, but never came. Now go through the houses of Panama and run into the bandits in one. Kill them and go up to the second floor, where you will find the missing. He will ask you to do him a service, which consists in finding the stolen Gospel of Judas Iscariot. The thief was last seen at a shipyard in Bermuda, from where he did not return. This request is optional. But if you took up the execution, sail to Bermuda, go to the shipyard. Talk to Alexus, he will open the door for you. Next, go to the dungeon, kill several skeletons. In one of the chests you will find a treasure and a Gospel. Now head back to Curacao to see Joao Ilhaio. He will give the promised amount of 100,000 piastres, tell him about the gospel for Jacob. He will issue an award of 1,000,000 piastres. Go now 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 to pirate near Jamaica, to Fort Orange. Sail there, take his ship on board, take the beritsyn prisoner, and give your son for ransom in the form of indulgence, now the task is completely completed. Swim to Suoza and get a reward, which depends on the timing of the task. Then report back to the Governor-General.

3) The third task is to capture Roca Brazilian and hand him over to the Inquisition. Rock lives on Tortuga. swim there, make your way into the city and go for information in the tavern. It turns out that he is not on Tortuga now, he is pirating near Maracaibo. Head for Maracaibo. Take his ship on board, Rock Brazilian will surrender. Take him into the hands of the Holy Inquisition, to Monsignor de Suose. António will send you to the Governor-General. Oregon and Gascon will tell you to come to him in a few days. Return to the residence in a few days and get the task to find the treasures of the Brazilian rock, which are located in Cuba, Hispaniola and near Belize, on the Maine. The exact location of the treasures is unknown. The first will be the treasure found in Cuba. Sail to Ana Maria Bay, dock, then turn left, and then straight ahead, go into the cave and open the chest containing 150,000 piastres and several idols. Next, sail to Hispaniola, to the Samana bay, go straight and find a well that serves as an entrance to the cave, find in it a chest with a treasure that will amount to 150,000 piastres, diamonds, bars with gold, gold rings, gold brooches. Now head for Maine, for Belize. Dock at the port, go out of 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 for more than was in the chests) and get 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 handed a letter to the commandant's wife from some ladron. Now go to Oregon and Gascon, get a trade license. Next, sail to Tortuga, talk to the owner of the tavern. After talking, he will tell about D'Ogeron's passion, a Spaniard by nationality Donna Anna, brought her by one of the governor-general's trusted officers, Henri d "Estre. Then go to Anri's house. The servant will say that the owner is talking next to the house, then Anri will run Run after him into the cave in the bay, there he will stop you and ask why you are chasing him, then kill the ladron. Now go to the Governor-General for a reward in the form of 120,000 piastres.

5) The fifth task is a business trip to Santiago. Travel to Santiago and go to the residence, as instructed by the local governor. The task will consist in the complete destruction of the pirate settlement of La Vega on Hispaniola. Sail to Hispaniola, dock in La Vega bay, passing to the next location, the assault will begin, kill all the pirates and go to the city where the carnage will continue. After destroying everyone in the settlement, go to the residence, there you will have to fight with the leader of the filibusters of La Vega, Edward Mansfield. Kill him and leave the residence. The task is completed, you can return to Jose Jimenez. Don Jimenez will present an award of 100,000 piastres. Return to the Governor-General and receive thanks from him.

6) The sixth task is to intercept the messenger General-Governor of Holland on Tortuga. You will be given a trading license. Go to Tortuga, go to the port office there, the chief will agree to send a messenger when the Dutch messenger 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 will take the dispatch from him. Receive a reward of 50,000 piastres.

7) The seventh task is to help Manuel Rivero Pardal. We urgently need to go to Antigua, to the aid of 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 Vauclaine, went to intercept it. Swim to Antigua as fast as possible and fight between unequal forces Spanish corsair and a French pirate squadron. After sinking the last ship, go for a reward, which will be 25,000 piastres.

8) The eighth task is to protect the Cumana from the attack of the united Franco-British squadron of pirates. Sail to Cumana, sink the enemy squadron and get 100,000 piastres in Havana.

9) The ninth task is the task of the governor of Porto Bello to escort the ships. Sail to Porto Bello, where Governor Cabral will brief you in detail. You need to deliver 4 galleons loaded with gold to uninhabited island Cayman, where it is necessary to transfer the squadron to the powerful Spanish fleet sent to Europe. Take command of a squadron of 4 galleons laden with 10,000 quintals of gold. Near Cayman, instead of Spanish ships, pirate ships will await you. The galleons entrusted to you must stay afloat in order to receive the maximum reward. Having sunk the last pirate, head for Havana, where tell the Governor-General about the strange events that happened to you. He cannot understand at all why the meeting point was Cayman, if it was necessary to escort ships to Belize. He will promise to sort out this situation and will reward you for saving all the galleons in the 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 assignment 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 carrying bad news: an English pirate squadron attacked the city. Go to the governor again, he will order to start repelling the attack. Go out to sea and start a battle against 8 ships, among which there will be several manowars. There will be a fort on your side. After sinking all the ships, moor 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 to receive a commendation from the Governor General.

11) The eleventh task is the destruction of the Dutch colonies. Returning after a while, Don Francisco will ask the question if you are ready to attack the 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. The reward will be all the loot you loot. Oregon and Gascon will ask to come to him in about a month.

12) The twelfth task - the capture of Port-au-Prince. In a month you will be assigned to capture 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, enter the residence and declare the colony a Spanish possession. Return to Governor General Francisco Oregon y Gascon. All tasks are 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 assignments, 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 one type named John Bolton, who is waiting in the port of Puerto Principe, to Port Royal in Jamaica to Henry Morgan. Agree, saying that his service is an honor for you. Go to Puerto Principe Port and meet John Bolton there, take him on board and head to Jamaica.

In Port Royal, Jamaica, escort John Bolton to the Morgan house (the Morgan house with columns is on the left side of the city, if you go from the port). On the way to the house, you are stopped by British soldiers. The soldier commander says that you and John Bolton have been accused of having pirate ties. You are sent to prison pending clarification of the circumstances. However, you are freed by Morgan himself, who says that he paid a ransom for you and waits at his residence, after which he leaves.

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

After hearing the story, Morgan becomes furious and says that Lowe deceived you. To rectify the situation, Morgan instructs you to track down and deal with Lowe personally without any black marks. So quickly return to Le François and go to Edward Lowe's house. However, he had already left the house in an unknown direction. Go to the innkeeper and ask him about Lowe. The owner will confirm that Edward recently left the settlement, left his things for safekeeping, and where he himself could go, the owner of the tavern does not know. Go to the store and ask about Lowe. The merchant says that Edward came, was interested in the place where it would be possible to purchase a ship, but his business, the merchant, was to trade in goods, and not the 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 in the port of Fort-de-France.

First, go to the shipyard and ask the owner if Lowe has dropped by. It turns out that Lowe did come in and wanted to buy a ship (brig), but he had no money for such a ship and Edward went to the moneylender. Since then, the owner of the shipyard Lowe has not seen again.

Head over to the moneylender. He will say that Edward Lowe really came in and tried to borrow money, but the usurer immediately sees swindlers and deceivers, and therefore did not give Lowe a loan. Where Edward Lowe went next - he does not know.

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

In a settlement in Bermuda, head to the tavern, where the owner says that Lowe was here and was interested in the local shipyard. Go to the shipyard to the master Alexus. To the question of the master about who you are with Lowe, answer that you want to catch up with him in order to settle scores with him. The master begins to complain that the rogue 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 over what happened and asks for only one thing, when we kill Lowe to send him greetings from Jackman. But where Lowe went on the kidnapped brig is unknown.

Ask the people in the taverns in the archipelago about rumors until someone tells you that there are more attacks on mail ships in the Kumana area on Maine. Head towards Kumane. If the ship is more powerful than the 6th class, then it must be parked in the port department of Kumane and any ship of the 6th class must be bought at the shipyard. After that, on this ship, go out to sea and sail to the Trinidad and Tobago area. There you will meet Lowe in the brig. Take the brig on board, talk to Lowe, who says that Morgan's power will soon change. Kill him. Go to Morgan with a progress report.

Morgan offers to carry out an operation, the result of which will overshadow all of Sharpe's affairs. Namely, Morgan proposed to rob the pearl divers who would collect pearls on tartans for a month on the Turks Island in North Bay. Morgan offered to deliver at least 1,000 small and 500 large pearls. The profit is halved.

Make your way to North Turks Island Bay. There, pearl divers are already fishing on tartans under pirate flags. At the sight of you, they scatter away. You need to catch up with them and catch up with each tartan side by side, then the pearls will be automatically loaded 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 the Morgan's residence, Captain Goodley meets you and offers to work as a bounty hunter for a good reward. Target - John Avory, who was last seen in Willemstad (Kyrosau Island). Go there and go to the moneylender. The moneylender confirms that John Eyvory was here recently, but that he is no longer in the city. He heard that John was going to Port of Spain in Trinidad and Tobago. Go there. There, go to the moneylender. The Port of Spain moneylender says that Eyvory did work for him in the city, but after doing it, he left the city and went to the Spaniards on the Maine in the city of Maracaibo. The pawnbroker Maracaibo confirms that John was in the city, but according to rumors he overheard in a brothel, Avory went to the French in Port-au-Prince, on Hispaniola. In Port-au-Prince, the first thing to 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 usurer 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 have gone to Willemstad, because a moneylender was recently robbed there. The usurer of Willemstad is still going through 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. Also, the usurer promises to pay you 5,000 piastres for bringing the gold to the usurer first. John Avory himself went to Bermuda. The owner of a tavern in Bermuda confirms that John Avory is now on the island, or rather in the house of Orry Bruce, apparently this is a moneylender robber. The house is next to the tavern, go there. In the house you will meet John Avory and Orry Bruce, sorting out the relationship. Tell them that you have an order for both of them, then kill them and take valuable things from the corpses, and take away 50,000 piastres from Orry Bruce. You can return to the moneylender for a reward and report to Captain Goodley about the completed order.

Give the money lender of Willemstad, he pays 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.

After hearing the story, Morgan says that John Avory was his confidant and you killed him. You explain that it was Captain Goodley's order. Morgan immediately calls the captain to sort out the situation. Goodley comes and says that he did not give you any orders. To sort out what happened, Morgan assigns 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 about Goodley's death.

Seeing you, Jackman is very surprised and says that you allegedly captured and handed over to the Spaniards to be torn apart by his captain Sid Bonnet. We'll have to figure it out. Jackman directs you to Cozumel Bay on Maine, where John Leeds anchored on the frigate Antwerp, with whom you need to talk. Head to Cozumel Bay.

There you are met by John Leeds on his frigate. Lower the boats into the water and climb aboard his ship. After a conversation with Leeds, it turns out that the team and the captain of the corvette sunk by Leeds have 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 hang on you. Therefore, you need to deal with your double. Land in the bay, where you will 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 the captain there, who really looks like you. The doppelganger says that he will tell everything if he and the team are released from the encirclement and allowed to quietly leave. Kill him and the rest of his team.

Then return to the ship and head to Bermuda to Jackman. Jackman, after hearing 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, in Hispaniola, to find out a series of oddities that have recently been taking place in the Coastal Brotherhood. Go to La Vega.

Upon arrival, ask the innkeeper for help. He says he hasn't seen Steve Linnaeus for a while, but his friend just went out to sea. We need to intercept him. Go out to sea and catch up with Linnaeus's friend, who really did not have time to go far, and climb aboard. When talking to 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" seems to be sold at the Santo Domingo shipyard. Linnaeus, according to a friend, would never have sold his ship willingly. Therefore, a friend of Linnaeus weighed anchor and went to sea, so that the story of Linnaeus would not repeat itself with him. In any case, check out the Santo Domingo shipyard.

The owner of the Santo Domingo shipyard said that the deal on the sale of the Swallow was the most successful, because it was given to him for a pittance. Under some pressure, the owner also says that he bought the "Swallow" from a guy who did not introduce himself, but the servant of the owner of the shipyard saw him go to sea on the frigate "Leon". According to the owner of the shipyard, the frigate must still cruise in the waters of Hispaniola. Go out to sea, on the global map, there you will see a ship with purple sails - this is the frigate "Leon", take it on board.

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

After the report, Morgan directs you to Puerto Principe, where, according to rumors, Richard Soukins is planning some kind of operation against the Spaniards, which must be disrupted. 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 now something is really planned, but Soukins keeps all the details in the strictest confidence, even from his close associates and is almost always sitting at home. We need to get into the house of Richard Soukins and steal documents. Go to Soukins' house, grab the papers from the table and run out of the settlement. Because everyone becomes enemies. Soukins' papers set out a plan for an upcoming operation against the Spaniards. Sawkins learned that the Spaniards had begun transporting the largest shipment of precious stones from Panama. To carry out this operation, the Spaniards abandoned the overland delivery of jewelry from Panama to Porto Bello and sailing along The Caribbean... Only one ship of the line must round Cape Horn, rise to the fortieth parallel, then turn right and reach Lisbon in a straight line.

Soukins is assembling a squadron and is going 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. Get out to sea and sail towards San Martin.

Two weeks later, San Martin has a ship with purple sails - this is your goal. Take the ship on board. In the chest, in the captain's cabin, you will find a large number of gems. That's it, mission accomplished, you can report to Morgan.

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

Morgan will offer us to make a trip to Panama. Morgan's plan is to take Porto Bello and reach Panama by land. the Spaniards will definitely not wait for this. Morgan offers to take 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 to prepare. During these days, hire people, buy provisions, medicines, weapons, cannonballs, bombs, gunpowder and return back to Morgan by the appointed time.

It turns out by this time Morgan had already assembled a squadron of 5 powerful ships of the 1st class. He gives you the task of performing and taking Porto Bello straight away. Move towards Porto Bello, attack the fort and capture the city. Go to the Governor's House and talk to the Governor. The governor is already aware of the plan of the march to Panama and was ready for your attack on his city and therefore was greatly surprised that you took the city so quickly. He also said that you will die in the jungle on your way to Panama. Tell this news to Morgan who comes up. He believes that Richard Soukins managed to secretly warn the Spaniards about the plan to march to Panama. Morgan is not going to give up the campaign and offers to split up. You will command the second squad, which will include Sawkins. You are instructed to disembark at Darien Bay within two days and go to Panama. On the way to Panama, you need to shoot Soukins unnoticed, because Morgan does not want to see him at the city walls.

Go out to sea and reach Darien Bay. Drop off there. Soukins will come up to you and say that he is ready for the upcoming operation.

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

The last battle will be at the walls of Panama. Morgan approaches and gives the task to find the governor of Panama, tk. Since the Spanish forces were exhausted by ambushes in the jungle, 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, El Escorial's gold is in a closed 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 you leave the governor's house, you will meet Morgan. He gives the order to find the key, while he himself goes to interrogate the governor.

Go to Fort Panama. There, in the prison on the commandant's desk is the necessary key, take it and return to the governor's house. Open the chest - there is El Escorial's gold (50,000,000 piastres). At this moment, Morgan approaches and takes the gold with the words 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 tell about another chest, which is located on the outside of the fort. Morgan sends you there to check the given words. Go to the fort. In front of the fort, there is a narrow path that bends around it from the outside. Follow it, at the end of the path there is indeed a chest, but there is nothing of value in it. Return to town.

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 Darien Bay, you will be attacked by the Spaniards, but you do not have to fight with them, you can run around them.

Board the ship and head to Port Royal, Morgan's residence. Morgan's secretary says that Morgan himself is in London and will not arrive until a year later. Return back to Morgan a year later and claim your share of the loot. However, Morgan says that the end of the Coastal Brotherhood has come, he himself is now a planter, and he bought his forgiveness and forgiveness to the other surviving pirates from the English crown for El Escorial's gold. End of the pirate storyline.

Main quest

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

On the street you will be stopped by Oliver Trust, and will offer, for a reward of 1,000,000 piastres, to kill all the beggars in 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 sits 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 vagrant who lives on one of the islands of the archipelago. If he is not in the city, spend the night in the tavern, soon he will be found. The tramp assumes that the Governor-General of Curacao, Peter Stavesant, himself was involved in this case. Head to Curacao, to the Willemstad colony.

Enter the residence and go into the room (door opposite the entrance), go to the chest near the round table. The chest is locked, but you do not have the key. Exit the residence and go to the tavern. Ask the owner about the key keeper, the tavern keeper will tell you to go to the key keeper, 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 keeper. Go to 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 away all its contents, a letter (Stavesant'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 Stavezant and talk to him. Dock in the sweat of Willemstad, go to the tavern and ask the tavern keeper about Teaser, where Den has disappeared, the tavern owner does not know, and he will also advise not to get involved in the affairs of the Governor-General and the Dutch West Indian Company. Now go to the residence and start a dialogue with Stavesont. But as soon as you mention the name of Teaser, the governor will be on his guard. Say that you are writing a book, but you will not be able to find out really anything. We need to find a representative of the Dutch West Indian Company in the archipelago.

Get to the nearest pirate colony. When you reach the nearest diplomat, ask him about the representative, but the diplomat refuses to name the location of the Dutch representative. trading company... Give the agent the name Oliver Trust and he says the client can be found in San Martin. Sail to this island.

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

The tramp will give you Diffindur's key, which will come in handy later.

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

Swim to the upper left corner of the map. You will go out to sea. After the command "swim" a video will go, and then the hero is in the City. The sea is raging, a wild storm. A local resident named George Stokes comes up to you and says that he saw the wreck of your ship. You are the only one who survived. He will give you a little bit of insight. The city consists of many interconnected incomprehensibly wrecked ships. You are on the Velasco galleon, which is home to one of the established criminal clans - the narwhals. The second clan, the Caspers, is on the barque "San Gabriel". Neither one nor the other spares anyone who dares to disturb them. Stokes will also say that you need to visit the head of this godforsaken place, Admiral Chad Capper, on the San Augustine warship, before the storm ends. As it turned out, this is the same missing privateer who came out three years ago for the prize and disappeared without a trace. And now he is the admiral and head of the City.

Turn around and jump into the water. You need the "Fernando Diffindur" flute, which contains the same chest that opens with the Diffindur key. The ship has a rift approximately in the middle. Having found the ship, swim over it and go into the breach. 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 inherent in an ordinary port: a tavern, a shop, a church, a usurer. The moneylender has a special story. Everyone will tell you that he is a terrible, terrible man, a warlock. The debtor will be obliged to return him an amount five times the amount given. It turns out that Brahms gave the soul of Miclantlecutely, the Aztec god of the dead. If the debt is not returned, after a while, when you go to any location, you will be transported to the sacrificial temple, to Tenochtitlan. God will appear to you and demand money back. If you do not have them, you will not get out of there. This will happen even after you get out of the City.

Now go to the Fleuron caravel, to the owner of the tavern, Hill Brunner, and ask him about Teaser Dan (that same missing beggar). Everyone thinks he drowned. Hill asks you to be silent about the fact that Teaser was able to get to the mainland, because the admiral should never find out about it. The law of the City says that no one can build rafts and boats to sail away. Hill will ask you to come to him later, he should consider the information received.

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

Now your task is to find Andre Labo, a carpenter in the city. According to Brunner, it was he who helped Dan build the swimming facility. Labor makes an appointment for you in the cabin of the "Protector" corvette. The carpenter betrays you. He brings a policeman with him. Kill them. Tell Hill about what happened. He offers to cover up the traces of the crime and set up one of the clans, namely the "narwhals". To do this, you need to lie in wait for one of the "narwhals" in the bow of their base (galleon "Velasco"), take the clan's amulet from him and take it to the admiral, and thus remove suspicions of murder from you. After doing this, you will be instructed to destroy all "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 on the successfully completed assignment. Now go back to Hill Brunner and tell him what happened. He will ask to come to him later. Sleep in the tavern for a few days, then go to Hill. He says that today at midnight in the tavern there will be a meeting of the Capper with a certain person. You must eavesdrop on the conversation by hiding behind a pillar in the wine cellar (stand sideways and do not move, otherwise you will be discovered). The information was really very important. It turned out that Capper and the leader of the “Kasperov” clan (and it was he) were in one bundle. It turns out that it is not you the admiral, but he circled you around his finger. Destroyed the "narwhals" with your hands. 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 will not learn anything else from Hill. After a while, they kill him. The 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 person 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. Going to her, you will see three "Caspers" trying to kill the unfortunate woman. Kill them and receive information about the Mechanic as a thank you (if you fail to save the old lady, Aurelie Bertin will tell you everything). His name is Henrik Wedecker, and it was he who invented the way to attach the City's ships. It looks like the admiral has isolated him on the barque San Gabriel, at the base of the Casper clan. You need to get to it. You will have to destroy the entire clan alone.

Talk to Henrik. It turns out that the City is supported by only three ship wrecks and can be destroyed by any storm. Fortunately, he has a ship to sail away from 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 down under the water in a special suit (this can be done only from 10.00 to 19.00) and get the gear. The suit has only six minutes of air supply, and horrible, gluttonous creatures have started up under the City.

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

Get down under the water. The location of the gear is randomly generated. You will have to fight huge crabs. Only a saber will be able to fight. You cannot run either, and the time is only six minutes.

After finding the gear, return back to the Mechanic. The corvette must be provided with all the necessary goods for sailing. These are cannonballs, buckshot, knipples, bombs, canvas, medicines, boards, provisions, gunpowder and weapons. Go to the tavern waitress Armo Dulin. So, shells for weapons can be obtained from housewives. These are Lea Toors, Aurelie Bertin, Alice Taylor and Eliza Calvo. Eliza will need a lute, 10 clusters of grapes and 3 bottles of wine, Leia - 10 bags of salt. Provisions, planks, and canvas can be purchased from the shopkeeper. Padre Angel will give you the medicine. For gunpowder and weapons, you need to contact the 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 completing the set, go to the Mechanic, the storm has already begun. But he was arrested by Capper. We need to help out the scientist.

Go to the residence. There is no mechanic here. He's in prison on the Tartarus. Run there as fast 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, go through the "open" icon to the open sea. The quest is complete.

to be continued...