Corsairs 1 curse of the distant seas Spanish agent. Secrets of the game Corsairs: Curse of the Distant Seas. Quests of the Black Orchid. Mysterious artifact

Igor Savenkov

Corsairs is a wonderful pirate game from Russian developers. Ideally, it is largely inspired by the legendary game "Pirates!" Sid Meier and can even be considered her 3D remake. In the role of young Captain Sharpe, you have to taste all the charm of pirate adventures: make dashing raids, take ships on board, unravel insidious intrigues, trying to move up the career ladder and find legendary treasures, along the way, finding out the secret of its origin ... Magnificent graphics and a bunch of special effects create a stunning effect of presence. The game is spoiled only by the abundance of bugs, which, however, are already being corrected by the Akella team.

In the West, the game is published by Bethsoft under the name Sea Dogs.

Corsair inevitably

So, you are a young English captain Nicholas Sharp, who escaped from Spanish captivity. You are heading to Highrok Island, the capital of British colony, in order to obtain a corsair patent that allows you to "legally" rob Spanish ships (in fact, not only Spanish ones) and thereby recover your losses, as well as the moral damage caused. However, you are not obliged to obtain a corsair's patent from the hands of the British and can take it from the French or even from your former offenders - the Spaniards. Finally, no one forbids you to join the pirate brotherhood and become a "free pirate". Depending on which path you choose, four completely different plots await you and, therefore, four different walkthroughs of the same game. However, the goals of the game are approximately the same: if you take a corsair's patent, then your goal is to become the governor of the entire archipelago (whether from the English, French or Spanish side), if you choose the path of a free pirate, then your goal is to proclaim a kind of "independent free pirate state "and become its head.

Quests

To complete the game, you need to go through a chain of mandatory quests (different for each of the four sides: the British, French, Spaniards and pirates). The main quests are usually given to you by the governors of the islands. There are additional quests that are not required for passing, but can significantly help you in this matter. (For example, get an excellent telescope through which you can see absolutely everything, even the skills of officers of enemy ships.) These quests can be given to you by anyone, so talk to everyone you meet. Never rush to end the conversation, even if it seems to you that everything is clear - the conversation can take an unexpected turn. In addition, you can get an experience by simply listening to the nonsense (or advice) of the interlocutors to the end. With some characters, you can and should talk for the second or third time: after performing an action, they can give you additional information. (For example, such a hint: if you return something to the alchemist from Highrok, then after the first quest he will give you the second.)

All quests bring you much-needed experience and, as a rule, give you gold or something useful (a valuable officer joins your team, you get a valuable item or item for a further quest, etc.).

In the course of the game, in principle, you can go over to either side. It is enough to sail to Shark Island (pirate island) and acquire a patent of any nation there or become a free pirate. It will cost you 5,000 gold and -10 reputation. Of course, this will complicate and confuse the passage of the game. For a normal passage there is no need to "change the owner".

Grow, grow, my Captain!

You start out as a green captain of the 12th rank (there is no lower one), and as you progress through the game you can rise to the captain of the 1st rank. An increase by each rank gives you the opportunity to control a ship of a higher class: a captain of 12 and 11 ranks can control ships no higher than 6th class, a captain of 10 and 9 ranks can control ships no higher than 5th, etc. In addition, with an increase in rank, you are given 3 special points that can be used to develop certain skills.

Skills

Your captain has 9 skills, each of which can be pumped up to level 9.

Navigation - increases the speed and maneuverability of the ship.

Accuracy - cannon firing accuracy; each point increases accuracy by 10%.

Reloading - recharge time is reduced by 5% per point.

Coordination - all cannons do not fire at the same time; each point of coordination reduces the time between the first and last cannon firing by 5%.

Protection - this is the ability of your team to take cover during enemy shelling; each point of defense reduces your team's loss by 5%.

Boarding - allows you to board enemy ships from a longer distance; each point increases boarding distance by 5%.

Fencing - the ability to fight effectively when capturing an enemy ship; roughly speaking, this is the strength of your blow.

Repair - the ability to repair the hull and sails right in the open sea; there must be a sufficient number of boards and canvas in the holds. At the maximum value of "repair", you can repair the ship's hull, even damaged by 90%. The higher the repair skill, the faster the ship is repaired: for every two points, the repair time is reduced by 1 day; however, the repair cannot be completed in less than 4 days. If you have an undersized team, then the repair will go slower.

Commerce - the ability to buy goods at a lower price and sell at a higher price; each point reduces the sale price by 5% and increases the purchase price by 5%; however, this skill does not in any way affect the price of the ships you purchase.

What skills to develop in the first place depends on your style of play. However, a number of general tips can be given. First of all, pay attention to fencing. Even if you are not going to take ships on boarding, all the same, bring this skill to at least 5 as early as possible. In the course of completing quests you will still have to take forts, where this skill plays a critical role: thanks to your high fencing skill, you can cope with an enemy whose team is 2-4 times larger than yours. Pay the main attention to 3 "shooting" indicators: accuracy, reloading and coordination - they significantly increase the firepower of your ship. Further, it will be useful to raise navigation in order to initially have an advantage in speed and maneuverability. If you are going to trade with boarding, develop the skill of the same name, which will make it easier for you to approach enemy ships. Defense and repair are clearly secondary skills: fight well and you don't need to patch holes. Well, if you run into a strong enemy - immediately after the battle, head to the port and make up for the losses. And the skill of commerce seems completely useless, since there are almost no problems with money (well, make an extra trade flight in order to compensate for its low level).

Officers

There is another way to improve your skills - hiring officers, whose skills give a plus to your skills. True, officers, as a rule, have to pay a very decent salary (often even exceeding the total salary of all sailors), but this does not matter, since money can always be easily earned from trade. Officers can usually be found in taverns or obtained through quests.

First mate - yours right hand; enhances navigation. But most importantly, if you have an assistant, you can take prize ships (captured during boarding) and take them to ports for sale (otherwise you have to sink them).

Cannoneer - perhaps the second most valuable officer. It raises 3 essential skills at once: accuracy, recharge and coordination.

Boatswain - not the last person on the ship: usually improves navigation and fencing skills.

Ship doctor - gives several points of protection.

A carpenter - adds a few repair points.

Treasurer - boosts commerce.

The most valuable officers are presented in Table 1. Let's not say where and how they can be hired - otherwise it will not be interesting to play. Let's give just a small hint: there are two first assistants in the game, both of which can be found on the French islands (and the patch moves one of them to the pirate island).

We are gaining experience

So, the increase in rank occurs as you gain experience. For each completed quest, you get experience points, but these points are clearly not enough to quickly move up the career ladder and get hold of the coveted cool ship. Therefore, you have to engage in a typical "pirate trade": the robbery of ships. Points are awarded for each sunk or captured ship, and significantly more for the sunk (usually in the region of 2000-7000, while for capturing a ship you will not be given more than 2000). This takes into account your skill and dexterity: for a direct hit in the powder magazine (the so-called critical hit, which leads to the immediate death of the ship) you will be given twice as much exp. If, while sailing on a sloop, you manage to sink a frigate, you will get significantly more experience than if you sank any pink there. The largest exp is given for the destruction of the fort (no less than 20,000), but this is not easy and achievable only on "cool" vessels of at least 3rd class. At the very beginning of the game, it is very difficult to get EXP in a direct pirate way, since almost all opponents are clearly stronger than you. Therefore, this is your advice: do not get involved in a fight alone, it is better to join a battle in which ships allied to you are participating. Then you can share their experience, making a very modest contribution to the defeat of the enemy.

Reputation

Reputation is how people treat you: whether they consider you a man of their word, able to help out at any moment, or a windy vagabond who cares only about their own well-being. With a low reputation level, it will be difficult for you to negotiate something with people, and some may even refuse to talk to you altogether. If you do not pay your salary on time with a low level of reputation, then a riot will immediately rise on the ship, and you will be hauled up on the yard (this, of course, will end the game). At high level reputations willingly deal with you, and deals (such as hiring officers, buying ships) are cheaper.

Accordingly, behave in such a way that people think highly of you. Do not demand extra or additional reward and fulfill the requests of the residents (such as bring wine to a thirsty guard), do not leave your allies in trouble. True, a reputation can also be bought for money from a local priest on the Dead Island (+1 to reputation for only 100 gold).

Ships

1 Improved Manowar 6000 850 140 11.50 30 20,000 98 100,000 90,000 12 16 241 Manowar 6000 800 175 10.50 25 18000 98 100000 90000 12 16 241 Reinforced Warship 3800 540 140 10.00 25 15500 68 85000 80000 12 16 241 Battle Ship 4000 540 140 11.20 30 14000 68 85000 80000 12 16 242 Heavy Warship 3000 500 150 8.50 25 13200 46 70000 65000 12 16 242 Warship 2750 425 120 9.50 30 12000 46 70000 65000 12 16 242 Fast Ship of the Line 2200 300 90 10.50 35 9200 46 60000 55000 12 16 242 Ship of the Line 2400 340 115 9.50 30 10000 46 60000 55000 12 16 243 Reinforced Frigate 2000 300 100 10.00 30 8800 34 45000 42000 12 16 243 Frigate 2100 300 100 10.80 35 8000 34 45000 42000 12 16 243 Sheathed Corvette 1500 250 70 11.50 35 7100 26 38000 35000 12 16 243 Corvette 1800 280 70 12.80 40 6500 26 38000 35000 12 16 243 Heavy Military Galleon 3100 450 100 6.00 15 7600 38 40000 37000 12 16 243 Military Galleon 3000 400 75 6.50 20 7000 38 40000 37000 12 16 244 Heavy Flute 2100 210 45 6.50 20 3600 24 15000 13500 12 164 flutes 1900 180 30 7.0 20 3200 24 15000 13500 12 164 Fast Galleon 2100 250 50 9.50 25 3600 36 35000 31000 12 164 Sheathed Fast Galleon 2000 250 50 8.50 20 4000 36 35000 31000 12 164 Trade Caravel 2900 180 40 6.50 30 2500 28 20000 18500 12 164 Caravel 2600 190 50 7.00 35 2500 28 20000 18500 12 164 Light Caravel 2200 240 50 8.00 35 2300 28 20000 18500 12 164 Sheathed brig 1200 160 45 10.00 35 2740 16 25000 23000 12 164 Brig 1500 160 45 11.00 45 2540 16 25000 23000 12 164 Reinforced Pinas 2100 200 35 8.00 25 3100 16 16000 14500 12 164 Pinas 2300 200 35 8.50 30 2900 16 16000 14500 12 165 Reinforced Galleon 2000 180 50 5.00 15 4800 16 15000 13500 12 165 Galleon 2400 160 50 6.0 20 4200 16 15000 13500 12 165 Torgovaya Shnyava 1400 170 50 10.00 40 1400 12 22000 20000 12 165 Shnyava 1100 150 50 11.50 45 1400 12 22000 20000 12 165 Fast Lugger 1200 100 25 7.00 25 1000 10 11500 10500 125 Lugger 1400 120 30 5.70 20 1200 10 11500 10500 126 Fast Bark 1000 75 20 9.00 30 950 10 12000 10500 126 Bark 1200 90 20 8.00 30 1100 10 12000 10500 126 Light Sloop 500 35 10 11.00 45 800 12 8000 6500 126 Sloop 600 40 15 9.50 40 850 12 8000 6500 126 Heavy barge 900 70 15 6.50 30 1000 8 8000 6500 126 Barca 800 70 15 7.20 35 900 8 8000 6500 126 Trade Pink 600 50 15 7.50 45 900 9 6000 4500 126 Pink 400 40 15 9.0 55 800 9 6000 4500 126 Improved Bilander 500 50 10 9.0 45 850 8 6500 5000 126 Bilander 500 45 15 8.0 40 800 8 6500 5000 127 Boat 30 6 1 5.0 50 50 0 0 0 07 Tartan 30 10 2 7.0 50 300 0 0 0 0
Class A type Carrying capacity (c) Max. Team Min. Team Speed Maneuverability Hit points Total guns Purchase price Selling price Available caliber

Ships are divided into 7 classes: from the simplest unarmed boat (7th class) to the "floating fortress" - manovar (1st class). At the very beginning, only simple 6th class vessels are available to you, but as Nicholas's rank grows, you will be able to acquire more and more solid vessels. When choosing a ship, pay special attention to its speed and maneuverability: a nimble ship with skillful tactics is quite capable of sinking a slow-moving vessel, if it has at least 2-3 times more firepower. Then look at the number and caliber of the guns. Further - for the maximum number of crew: here the more, the better, although at first it may seem the opposite, because each sailor has to pay 50 gold monthly. However, having carried out at least one boarding fight, you will clearly feel the advantage of a large team. The carrying capacity on ships above the 6th class practically does not matter (there is usually always enough space in the holds).

The choice of the ship depends on your preferred tactics of conducting naval battles. But if you rely on speed and maneuverability, then a typical chain of transition from ship to ship looks like this: Pink - Sloop - Shnyava - (possibly Brig) - Corvette - (possibly Fast Ship of the Line) - Battle Ship. The coveted goal of many players is to swim on Manowar, but to complete the entire game it is quite enough to limit yourself to the Corvette - the fastest and most highly maneuverable ship with decent firepower.

For more detailed information on all ships, see the table above.

SECOND PAGE

Armament

There are four types of charges: cannonballs inflict the greatest damage on the hull, kniples - to sails, buckshot - to the team; bombs do damage to everything and are especially good at shelling forts, but bombs are the most expensive. Bomb prices are roughly the same everywhere, but slightly lower on the French islands. Bombs are especially prized on El Caymano, so you can get rich very quickly by delivering them to this island. Please note that all shells have different flight ranges, and this range depends on the caliber. Complete data are presented in these tables.

Islands

There are 20 islands in the game, and almost all of them are inhabited. In general, there are no "useless" islands in the game: even if the island is uninhabited, it means that it will be possible to complete some quest in due time. Islands appear on the World Map as soon as they become known to you (usually when talking with someone or when receiving a quest). But the islands can be discovered independently, simply by setting a course at random on the World Map. In this case, it is not at all necessary to "bump" into the island: it is enough to swim near it. (CHIT: the subdirectory Resource \ Images \ Map \ Russian contains open card as a graphic file map_open.tga, which can be viewed in almost any graphic editor / viewer.)

Cities

Whole settlements and even cities are spread on the inhabited islands. All "life" in the game takes place in cities: there you get all the information, take quests, hire a team, trade and equip your ship. The largest islands have 4 types of "useful buildings":

Tavern - only here it is possible to replenish the thinned crew of sailors (click F1, select "State" and click on the "Hire" button); most often it is in taverns that you can find officers to recruit to your team and meet others useful people.

Shop - here you can buy / sell goods and ammunition.

Shipyard - here you can sell your own or a prize ship (but not allied ships) and buy yourself new ship; you can also repair your ship (allied ships too) and replace the cannons with more advanced ones.

Castle - it is the seat of the governor of the island; usually it is the governor who gives you the quests that you must complete - however, only if you have a patent of his nation; if you do not have a patent, then at most you can only talk to the governor, but you will not receive any quest.

You cannot enter a city protected by a fort if its population is hostile to you. The most that can be done is to bomb the fort and take bribes from the local population; however, you will not be able to talk to anyone, and you will also not be able to enter anywhere (except for the palace, where you will receive a bribe). After you leave the island, the fort will automatically rebuild and the city will heal as if nothing had happened. (So ​​you can, if you like, repeat the plunder.) The only exception is the case when the destruction of the fort was a quest task. Then the city goes under the flag of your nation with all the ensuing consequences.

Gold!

Trading is the easiest, easiest and safest way to get rich. You buy goods on one island and sell them on another - it turns out a kind of "trading simulator". The "trick" here is that each island has its own list

Trading Islands
Island Cocoa Sugar Wine Canvas Rum Tobacco Coffee Red tree Wheat Ebony Bombs
Orange - + + - - + -
Belfort + + - - - -
Omori - + - +
Highrock + - + + + - -
Tendales + + + - -
Dead Island + + + - -
El Caymano + - + -
Ballena + + - - - +
Avilia + + - - - + +
Sinistra - +

Note: "+" means export; "-" stands for import.

import / export goods. Imported goods are dearly valued, while exported goods come at bargain prices. So load exported goods, take them to the island where they are imported, sell, load new exported goods, take them to the next island, etc. In this way, you can enrich yourself at least to infinity, without doing anything else. Only here there are two "buts": 1) do it at a time when you do not have "burning quests", that is, those that must be completed in a certain time; 2) your peaceful occupation can be interrupted by pirates; if you do not have the strength or desire to fight them back, save before each sailing and reboot, if this unpleasant event happened - most likely, after the reboot it will not happen.

It makes no sense to buy / sell goods that are not marked as import / export - in this case, you will most likely find yourself even at a loss or gain very little. To make it easier for you to navigate, in table 5 we provide a list of import / export goods for all islands (excluding a few islands where there are no export or import goods). If, for example, you play as the British, then from the very beginning of the game you have a fairly safe route: Tendales - Highrock - Dead Island. Load linen and coffee on Tendales, sell linen on Highrock, load more coffee there, and drive all the coffee on Dead Island. You are guaranteed a profit of 7-9 thousand gold in 3 weeks! (requires a vessel with a displacement of about 1000 centners).

But if you consider yourself a real pirate, do the right thing: rob merchant ships! But don't drown them, but board them. If you sink the ship, you will gain little money in terms of money: you will only collect the pitiful crumbs floating on the site of the ship's death. But if you seize the ship, then all its cargo will be yours, and you can sell it as yours. In addition, in the captain's cabin you will find several thousand gold coins (usually 2-5 thousand). Well, and most importantly, you will get a captured ship, which you can take to the nearest port and sell it. Only for this it is necessary to have a first mate who will temporarily move to command the captured ship; in addition, your crew should be enough, at least at least, for both ships. If there is no first mate, and the captured ship is a class higher than yours, then it makes sense to transfer to someone else's ship in order to then sell it and return your own. But, in principle, you can stay in command of a ship to which you have not yet grown in rank. Only in this case, you get a -1 penalty to each skill multiplied by the difference in ship classes - so it is hardly worth doing this (For example, if you can only control ships of the 5th class and switch to a corvette of the 3rd class, you will get -2 to each skill.)

Thus, the capture of one merchant ship is approximately equal in monetary terms to one trade turnover. However, if captured, you also gain experience! The destruction of the fort with the subsequent capture of the city is even more profitable, but also the most difficult thing. For this, you will receive at least +15,000 gold and +20,000 experience!

Naval battles

Ship control

It is possible to make maneuvers and shoot from both “third” and “first person” view (transitions - key Q). Maneuvering, of course, is more convenient, observing the whole picture from above, but shooting, as a rule, is better "in the first person" - because then you have the opportunity to aim yourself. The exceptions are two cases: 1) foggy weather, when not a damn thing is visible, and your gunner, nevertheless, manages to shoot aimed; 2) you find yourself between two enemy ships; then, pressing the "space", you simultaneously shoot from two sides, then you can abruptly leave. "From the first person", you can also use a telescope (key Ctrl). By pointing the pipe at the ship, you will get its most important characteristics (the "coolest" pipe allows you to get complete information, right down to the skills of officers).

Tactics

Due to skillful tactics, you can take out an enemy several times superior to you in firepower. The whole "trick" here is to shoot at the enemy yourself, without getting back in return. A typical maneuver is to go sideways to the bow of the enemy ship and shoot with the entire side, since no ship has guns on the bow. The second option is to go sideways to the stern, but here you run the risk of running into a small slap in the face in the form of a shot from stern guns (usually insignificant, since no more than 6 guns can stand at the stern, and then only on the coolest ships; and so usually at the stern only 2 guns are located). To carry out all these maneuvers, you need to have the fastest and most maneuverable ship. But if you are sailing on a heavy, heavily armed vessel of the 1st and 2nd class, then all these maneuvers are usually useless to you: lower the sails and just turn on the spot, tracking the enemy's maneuvers. As soon as he gets close enough, shoot with the whole side: rarely does any ship survive 2-3 such volleys.

In general, from the very beginning, decide what you will do with the enemy: drown him or take him on board. If you drown - throw it with cannonballs and bombs from a long distance until it sinks. If you board, then you don't need to pierce the hull of the ship - this will not affect its combat effectiveness in any way (and, moreover, the riddled ship will cost less if you then want to sell it). So just load your knipels and cut his sails. Once you have an overwhelming advantage in speed and maneuverability, you can calmly approach from the bow or stern and spray the team with buckshot. Then you will have to go sideways to the side (almost parallel) to the enemy ship - otherwise you will not be able to board it. As soon as your ship approaches the enemy at a sufficiently close distance (the greater the higher the boarding skill), an icon with the image of a boarding "cat" will appear in the upper right corner of the screen - then press F2 on keyboard.

It makes sense to board if you want to get hold of good and / or you know that the enemy captain is very weak in fencing (in this way you can defeat the enemy sailing on stronger ships).

Aboard!

The boarding fight is symbolically represented by hand-to-hand combat of two captains, but behind each of them stands his entire team in the literal sense: the number of hit points (that is, health) of each is equal to the number of his team. In addition, the power of the captain's blow depends both on his swordsmanship and, again, on the number of gavriks behind him. Remember that the fight is tactical, so the winner is not the one who swings the saber faster. The fact is that every captain gets tired: the degree of his fatigue is displayed by a green indicator (right below the blue health indicator). And the more fatigue, the weaker the blow. Therefore, it is better to wait a little and hit with full force than, zealously thrashing the keys, reward the enemy with 5% -10% hits. While resting, watch the enemy, trying to guess the direction of his blow and place the desired block. Just remember that even a successful block misses a part of the blow, so you won't be able to "sit out". Do not forget about deceiving feints. Finally, a tip: be sure to sign up before the first boarding battle, as you will almost certainly lose it - after all, you also need to get comfortable with the keyboard. Then this save will serve as a good trainer for honing your fencing skills.

Taking the fort

This is the most difficult, but also the most profitable business. You will need a ship of at least 1-2 class (although you can manage to take out the fort on Brig). Load at least 1000 bombs into it (better than 3000). Go for 16 gauge - it has the longest range. After entering the harbor, lure all the ships away from the fort and deal with them (so that the fort cannot support them with fire). Now you need to take the most advantageous position to fire at the fort. Guided by the indicator on the mini-map, approach so that the fort is on the very border of your firing zone. In this case, you can guess so that only one cannon of the fort could hit you, and that for the most part would not finish. Lower the sails completely. Go to first person view. Aim as high as possible - up to the point where the crosshair cursor starts to disappear. Shoot, shoot and shoot. When the message about the destruction of the first cannon appears, come A LITTLE closer and shoot the second cannon. And so on ... When all the guns are destroyed (a message will appear about this), swim closer (until the icon with the image of a soldier in a helmet appears in the upper right corner of the screen) and click on F2... After that, you have to win a hand-to-hand combat with the governor of the island (as in boarding). There will be about 500 thugs behind him.

Escape

If you are dragged into a forced battle, and you see that you have no chance of winning it, then it is quite possible to try to escape. Turn the ship into the wind, set full sails and fly away! Of course, they will follow you in pursuit. Shoot at the enemy from stern guns. If you see that the pursuers are still overtaking you, try to pierce their sails with clippers and continue your flight. (To speed up the process, you can click on R.) Once you are enough distance, you will have access to the Map of the World and you will be able to sail anywhere.

Allies

As the game progresses, allies can join you. Allies are very desirable in the early stages of the game, when the power of your own ship is very weak. However, by the end of the game, they already become a clear burden, making almost no real contribution to your victory, but sharing your experience. In addition, allies have to take care of, so that they are not inadvertently drowned, from which your reputation may fall.

Allies can be given general orders:

Follow me - an ally will follow your ship, shooting at all enemies in the zone of its impact. AI behaves in a "straightforward" manner: if you lower the sails and start firing at someone, turning on the spot, then soon an ally with lowered sails will be next to you, standing exactly in the line of fire.

Attack - the ally will fire at the ship until it is completely destroyed.

Capture - will not actually capture the ship, but will fire canister to kill the team; so you can inadvertently sink the ship.

Retreat - it is better to give this order at the starting position, which is actually tantamount to an order "not to get involved in a fight"; in the future, this order is practically useless, since a noticeably damaged ship, as a rule, is simply not allowed to leave.

Allied ships can be repaired in the shipyard as your own, only they cannot be sold. Any goods can be loaded onto an ally's ship, only it is no longer possible to take it back from there.

If you capture a prize ship and transfer your first mate to it, then such a ship will also be considered an allied one. The only difference is that this ship is considered your property, so you can sell it or unload any goods from it.

THIRD PAGE

The inhabitants of the archipelago

Desmond Ray Beltrop

Beltrop has been the leader of the Gray Sales pirate settlement for many years. His past is shrouded in darkness, and his reputation discourages curious people from asking questions. A cold-blooded and calculating bastard, he has gathered around himself a whole group of similar people who now support his power. Those who do not like this are usually expelled from Gray Sales.

Samuel Mortons

Governor of the main British colony in the Archipelago, a high-ranking English official, snobby and greedy. He uses his position in order to extort bribes and pocket government money. However, you will have to do business with him if you decide to play for the British.

Jacqueline de Bijou

Daughter of the Governor of Belflore, Monsieur François de Bijou. A beautiful and well-mannered girl who came with her father from France. Accustomed to secular society there, in Paris, on the archipelago, Jacqueline, of course, is bored. Probably, she would love to meet a young and handsome captain who entered the service of her father.

Gavrila Dubinin

The only native of Russia in the game, a restless boatswain-boozer who does not even recognize the concept of discipline. Over the many years he spent at sea, Gavrila sailed far from his homeland and at the same time gained experience. If you hire him as a boatswain, then his experience will help you manage the ship, and his enormous physical strength and ability to carry people along will help you in hand-to-hand combat.

"Golden" bugs

The game is full of bugs. Some of them can be used as real cheats (and you don't need any codes or trainers!).

How not to pay your team? Bug: if you are not anchored, then at the beginning of the month you will simply not be asked for a salary (the corresponding offer will not appear)! So anchor at 29-30 and wait a couple of days.

How to avoid unwanted meeting? Sometimes you are forced into battle, leaving no choice. Well, click on "Yes", and as soon as the screen fades (going to the battle screen), immediately click on Pause(this is a button on the keyboard). Now click Enter... If you managed to stop the game in time, then the World Map will be available to you, from where you can taxi anywhere.

How to defeat the garrison of the fort in hand-to-hand combat? The problem is that initially there are at least 1000 soldiers in each fort, and after your shelling there are still 500 people in it. This is a bit too much, but you will no longer be able to fire at the fort as soon as all the guns in it are destroyed. However, if you save at this moment and load through this save, then all the guns will "come to life", as if nothing had happened, but the number of soldiers will not be restored! Here is a great opportunity for you to further thin out the enemy's manpower.

NOTE: all of these bugs "work" in the original 1.0 release.

Walkthrough for the British (detailed)

First of all, do not forget to distribute the 3 skill points given to you at the very beginning (enter the desired window through F1).

Highrock. Near the gate, talk to the guard Billy and promise him a bottle of wine. Wander the streets of the city and find Theodore (in a green jacket). He will inform you that almost every city has three useful places: 1) a tavern, where you can hire a team, listen to gossip and get auxiliary quests; 2) a shipyard where you can repair a ship, buy new weapons or a completely new ship; 3) a store where you can replenish ammunition, as well as buy a variety of goods. Listen to it to the end, and for this you will receive +250 experience points. There, an old gunman (with a wooden leg) wanders the streets. If you listen to the end of his reasoning about guns (elementary educational program), you will get another +250 experience. Talk also on the street with the unrecognized genius - engineer Albrecht Zalpfer. He will talk about his ingenious invention, but do not try to find out everything to the end - otherwise he will suspect you of a spy and refuse to continue talking to you. Instead, offer him a carpenter's job on your ship - Albrecht will agree to this job for free, but will go ashore on the nearest English island.

At the shipyard and in the store, you have nothing to do yet. Go to the tavern and talk to all the people sitting there. An old sailor and an old grunt will teach you some basics of sailing and swordsmanship. After listening to both to the end, you will receive + 250 + 250 = 500 experience points. From Roberto Gorrando, you will learn about the existence of the island of El Caymano and that you can get an excellent telescope from Andriano Montefi, who lives there. Julius Ironcast will agree to serve as a gunner on your ship for 600 gold per month - hire him. Also listen to the innkeeper's gossip.

Now - to the palace. Local Governor Samuel Mortons will hand you a corsair patent. Talk to the governor again, and he will give you the first task - to take a letter to the island of Tendales to the local governor Sir John Kenford Brisch.

Head to the gate, but before going out to sea, do not forget to hand over a bottle of wine to poor Billy. For this action, your reputation will rise by +1, and you will receive an additional +250 experience points. You can now talk to the second guard - Frederick, who will ask you for rum. It is worth going back to the tavern and buying a bottle for only 1 gold. But, giving the rum to Frederick, you will receive +250 experience points.

Tendales. Once on the island, you will receive +100 experience, and Albrecht will leave your team. However, do not rush to part with him and talk. During a friendly conversation, Albrecht will give you his blueprints. Go with him to the shipyard. There you will save these blueprints for 1500 gold (all the same, the blueprints cannot be used in any way - they are the prototype of the future paddle steamer). Here you can already buy a more capacious boat, having previously sold your pink. Buy an improved bilander - it is only slightly inferior to Pink in maneuverability, but it can carry 100 quintals of cargo more. This will be very helpful, since there is a trade quest ahead of you.

In the tavern, you can, in principle, hire the boatswain Andrew Shue (400 gold per month) and the treasurer Adam Moulin (1000 gold per month). Only for this you hardly have enough money. But even if that's enough, you shouldn't do it yet, otherwise your gold reserve will completely dry up, and you will have nothing to pay with the team at the end of the month. Nevertheless, you can talk to Adam Moulin in order to earn +50 experience (you need to ask Adam what he actually knows how to do).

Now - to the governor's palace. By handing him a letter, you will receive +500 experience and +2 to reputation. Take the next quest from the governor: take the wheat of the starving colony to the Dead Island. Before sailing, visit the store and buy coffee for the rest of the hold (114 centners will come out), which is highly valued on the Dead Island.

Dead Island. Former jeweler Eugene Haxter (in a green jacket) wanders the streets - be sure to talk to him and let him carefully examine your locket. Eugene will reveal the secret of the veil over the story of your father - you will learn a lot of useful things for further passage. And besides, you will get +500 experience points. (Around this time, your rank will rise to 11, so be sure to redistribute 3 new skill points.) Now - straight to the tavern to the innkeeper. The innkeeper will want to thank you for the wheat delivered. It is better to modestly refuse the reward, because the innkeeper will only be able to give you 250 quintals of canvas, which still needs to be sold, and, most importantly, your reputation will drop by 4 units, which is very noticeable (especially since you cannot buy a reputation for any money!) ... Talk to the cannoneer David Murray in the tavern and ask him about his service on the "Savage" - for this you will be given as much as +1000 experience points (Hiring David instead of old Julius is not worth it yet). In the tavern, you can talk to the merchant, who will offer you a quest: escort him first to Highrok, and then to Itkal (for 800 + 800 = 1600 gold). Do not take on this quest, as there is still a more profitable and more appropriate quest ahead of you. You will receive it in the store: the merchant Nigel Forster will ask you to take 400 quintals of linen to Tendales, and from there bring a load of cocoa, for which he will give you 2000 gold. This is exactly what you need, especially since you need to return to Tendales in order to collect the promised fee for the delivery of wheat. (Remember to sell him all the coffee, for which you will receive approximately 1125 gold!)

Before sailing, you can talk to the priest (standing at the end of the street behind the tavern), and for a modest price of 100 gold he will absolve you of your sins, which will raise your reputation by +1.

Tendales-2. Go to the store and hand over the load of linen, for which you will receive +1 to reputation. You will be automatically loaded with 150 units of coffee. You still have room in the hold, so fill it with coffee, which is so scarce on the Dead Island. Notify the governor of the completed assignment. He will want to reward you even more than he promised. Modestly refuse, otherwise you will lose several points of reputation: he will generously reward you with 2000 gold anyway. In addition, you will receive +3 reputation and +1000 experience points. Ask the governor for the next task, and he will complain that trade caravans between his island and Highrok are often robbed by some pirate. You need to establish who he is and stop his activities. Go to the tavern and talk to the innkeeper. He will tell you that one merchant (Margus) miraculously escaped pirate captivity, but now he is in an unconscious state and it is not clear how to treat him - otherwise he could tell a lot about this pirate. Hire a boatswain in the tavern (now you have money for this) and sail to the Dead Island.

Dead Island-2. For the delivered cocoa, you will receive 2000 gold, as well as +500 experience points and +2 to reputation. Sell ​​all your load of coffee in the store, for which you will receive about 1000 gold. Buy all linen and sugar there, you can sell them profitably on Highrok. A fellow traveler to Highrok can be found in the same tavern - merchant Jacob Ashton will ask you to accompany him there for 800 gold (plus another 800 for a further trip to Itkal). Before sailing, you can still look at the priest to get +1 to reputation for 100 gold.

Highrock-2. The first step is to go to the store and sell all the linen and sugar. You will also have a talk with the seller, and he will tell you that the miracle doctor alchemist Aluminus has returned to the city, who can put anyone on their feet. Recognizing Alumnus is very simple: he wears a red beard. Go outside and look for the alchemist. Having politely listened to his learned nonsense, you will receive the necessary medicine. In the tavern you will find your fellow traveler Jacob, who will present you with the promised reward (800 gold) and ask you to accompany him further to the island of Itkal. You can refuse, but then you will lose 3 points of reputation. Better to float to the island, the more that there is, than overstocked.

Itkal. After leaving the island, you will receive +1000 experience points. Contact Jacob and he will pay you the promised 800 gold. Your reputation will rise by +3. Go to the store and shop for linen and sugar to sell on Highrok.

Highrock-3. Sell ​​all the sugar and linen in the store. Go to the governor and take the quest from him: escort the ship to Tendales.

Tendales-3. After getting off the ship, you will receive +500 experience and +2 reputation. Go to the innkeeper and give him the potion for poor Marcus. There, in the tavern, you will find the captain of the ship that you accompanied - this is Lemuel Hamm. The captain will give you the promised 2000 gold coins and tell you that he was carrying on his ship a strange "valuable cargo" - 50 thugs. Go to the governor and tell him about this strange event. For this you will receive +250 experience. The governor, in turn, will inform you that the royal examiner will soon arrive at the colony. Load a hold of coffee and sail to the Dead Island. A pirate ship will be waiting for you in the harbor, but the cannons of the fort will quickly deal with it. (This is at best; at worst, you have to fight a pirate ship one-on-one on the high seas). You will find a note from the hardened pirate Beltrop, and you will also receive +500 experience points and +3 reputation. After that, your experience should be enough for the 10th rank.

Dead Island. Sell ​​all the coffee and return to Tendales. (Actually, the purpose of this voyage is to wait until Marcus "recovers".)

Tendales-4. In the tavern, you will find the recovered Marcus. He will say that the name of the evil pirate is Ropleyk, and that he often restocks supplies on the Spanish island of El Caymano. The pirate is sailing on a corvette - this is a very strong ship of the 3rd class; so you need to buy the best dish now. The most you can acquire as a rank 10 captain is a class 5 shnyava. Buy it. If you don't have enough money, make some trade flights on the Tendales - Highrock - Dead Island route. Load coffee, linen and sugar on Tendales. On Highrok, sell linen and sugar and buy extra coffee. Then sell all the coffee on the Dead Island. For one such flight, you can earn 7-9 thousand gold. (And in general, make a few flights "in reserve" so that later there will be no problems with paying salaries.) When you are ready to sail to El Caymano, stock up on bombs, which are highly prized on El Caymano, to the maximum.

El Caymano. This is a Spanish island, and with Spain you have, to put it mildly, strained relations. Therefore, do not be surprised that in the harbor you will be fired upon by Spanish ships. Ignore this and quickly land in the city (this can be done, since there is no fort on El Caymano). Once in the store, sell about half of your bomb load - "a nice boost to your pension." At the inn, talk to the adventure-hungry pirate (Filipe Vilen). Give him 150 gold to repair the ship and he will join you as an ally. On the street, you can talk to two characters in order to get two more additional quests. Andriano Montefi will agree to make a super-duper telescope for you if you can deliver high-end optical glass to him. You can get a piece of glass from Lorenzo Avido from the island of Grand Avilia (only this island is Spanish, moreover, it is guarded by a fort, so the way there is "ordered" for now). "Honest Pirate" Ronald the Lawyer will ask you to deliver the black mark to Frederick the Mole on Gray Sales Island. For this he will promise 2,000 gold.

The battle with Ropfleik. Ropflake will be waiting for you in El Caymano harbor. Immediately "incite" your ally on him - this is such a distracting maneuver. Do not worry about the further fate of your partner - he may even die, this will not affect you in any way. As already mentioned, Ropflake floats on a corvette, so it is almost impossible (or very difficult) to sink him with the forces of two weak ships (5th and 6th class). But it is easy to defeat him in hand-to-hand combat, since Ropfleik's "fencing" indicator is zero. So the tactic is simple: go to the corvette and take it on board, having previously tried to hit it with buckshot. (Ropflake can even board himself, buying into the numerical superiority of his team.) After the victory, you can even change to a corvette in order to sell it then (and it costs about 38,000) and return your shnyava. Do not forget to just reload all the goods from your ship. Now - to the governor Brin, in order to report to him about his brilliant victory.

Tendales-5. Enter the palace and report your victory. The governor will give you 5,000 gold. Go to the shipyard, sell the corvette and buy a shnyava (don't forget to replace the guns with a 16 gauge). It's time to visit Governor Mortons. Swim to Highrok.

Highrock-4. Mortons will order you to inspect the waters of Itkal Island, near which Spanish ships have been spotted. Well, an order is an order. Let's swim there.

Itkal-2. In the harbor of Itkal you will find one Spanish class 5-6 ship, which you can easily sink. Having landed on the island, you will learn with regret that the city was plundered by the Spaniards 2 days ago (and it will always be so, no matter how hard you try to sail to Itkal as early as possible). The owner of the store will tell you about this, and you will get 1000 experience. There is nothing to do, we return to Highrok.

Highrock-5. You can lie to Mortons when portraying the victory of the English fleet, but the truth will be revealed the next time you visit the palace, and then you will lose your English patent (and then you will have to play for another nation or by incredible efforts to earn the favor of the British). We'll have to tell the truth. Mortons will accuse you of being slow and incompetent. If you object to him, he will again take away your patent. So you have to take all the blame. Mortons will kick you out the door, saying that he will give you a new assignment next time. But it doesn't matter - the main thing is that the English patent remained with us, and you got +1000 experience for the correct answer. Going out into the streets of Highrok, look into all the nooks and crannies and find the Stranger (obviously of a pirate appearance). He will tell you that he came from Olaf Ohlsson to tell you that he is waiting for you on the pirate island of Shark Island. There is nothing to do - you will have to visit the pirates.

Shark Island. First of all, check out the tavern. There you will find the leader of the pirate brotherhood, Olaf Ohlsson. After telling him about the attack of Edwin Cuttlefish and about the strange note he found, you will receive advice to talk to Beltrop's former first mate, whose name is Peter Ordo. However, Olaf has no idea where Peter can be found. Okay, we'll find out for ourselves. But don't rush to keep up with Olaf. Talk to him again and ask about your father. Olaf will answer that he really served with him, but oh recent years Malcolm Sharpe's life knows nothing. However, he will report that now two members of his team are still alive: One-legged Berquist from the island of Gray Sales and the former cook of Maurico Camentata, who maintains a tavern on the Spanish island of Costa Sinistra.

In the same tavern, you can talk to the "evil and terrible" pirate Jace Callow. He will tell about his misfortune: he coveted a golden idol, taking it away from an Indian and chopping off the unfortunate aborigine's head. However, before his death, the Indian managed to "attach" evil spirits to the idol, so from now on the owner of the idol will be haunted by only failures, which constantly happens to James. At the same time, the idol cannot be sold or simply thrown away. You can only give it to someone. You and James have a great plan: what about donating the idol to Beltrop? For this, James promises to join you. After leaving the tavern, thoroughly comb the surroundings. It is very likely that here you will stumble upon Pablo Loco (if not, then look for him on Gray Sales or further, on El Caymano - but wait with El Caymano for now). After speaking with him, tell him that you are looking for a rare herb for the alchemist. Pablo will agree to help you, only complaining that he needs a boat. Moreover, the "store" is not good - Pablo needs a special tree, from which he himself will make a "clean" (from evil spirits) boat. This tree grows only on the Dead Island. Let's note this for ourselves, but let's head to Gray Sales for now.

Gray Sales. You will meet the one-legged Berquist right on the street (it's not hard to recognize him, isn't it? Hint: he is o-d-n-o-footed). Berquist will report that shortly before his disappearance, Malcolm Sharp committed a very daring and very large robbery of the Spanish colony. Nobody knows where he went later (in any case, Berquist does not know). After entering the store and talking to its owner, you learn that Ordo sailed to one of the English governors and that his ship is called "Destiny". Go to the tavern. There you can hire someone. Cannoneer Dreyfus Fuse will ask for 2000 gold per month for his services - and it is worth it, since it gives +3 to accuracy, +3 to cooldown and +3 to coordination. Carpenter Jacques Dullars will agree to join for only 200 gold (gives +2 to repair). We advise you to take both. You can also choose an ally for yourself - William Ratchet controls the caravel, and this will be a great help for you in the coming battles. You will also meet Frederic Mole there. Give him the black mark. Now direct your feet to Beltrop's "palace". When talking to him, be careful and circumspect in your answers. The first time you will not succeed - there will only be a verbal skirmish. From the second visit, you can already talk about the idol. When offering it as a gift, motivate your action by realizing who is the real owner of the island. Be sure to ask for a reward in return, otherwise Beltrop will suspect a trap. Beltrop will offer you to take the fast galleon captured from the Spanish merchants - a sickly piece, we advise you to take it, because you hardly have best ship... But you can refuse - Beltrop will not be offended. In addition to the dropped idol, you will receive +2000 experience.

Shark Island-2. Go to the tavern and inform James Callow that your idea is a success: the idol is safely fused to Beltrop. However, James will say that he cheated you and will refuse to join. However, as a "compensation" he will give 2,500 gold - well, that will do. Before looking for Ordo, we will complete a couple of additional quests in order to gain experience and transfer to a more solid vessel.

El Caymano. Find Ronald the Legalist (he roams the streets). Tell him that his assignment has been completed: the Mole is waiting for him near uninhabited island Chaktcha. Ronald will give out the promised reward of 2,000 gold. Offer your help to Ronald, keeping in mind that the Mole will not be alone. For this you will receive +5 to reputation and a great opportunity to fight. So sail towards Chaktcha Island.

Battle with the Mole. Your forces will be approximately equal: both on your side and on the side of the pirates there will be 3 ships of approximately equal classes. The Mole himself floats on a 4th class vessel. There are two possibilities here: to destroy the Mole as soon as possible and to escape. But it is better to destroy the entire pirate fleet: you are not a cowardly rat, and it will not hurt to gain experience. You know how to fight. Let's give just one piece of advice: don't feel sorry for Ronald's ship; even if he survives, after the battle Ronald will still leave you.

Now it's time to remember about the task of Pablo Loco.

Dead Island-3. Entering the store, you will purchase the required tree for 1500 gold; it will then need to be delivered to Pablo Loco. But let's put it off. Almost certainly by this time your gold reserves will noticeably run out, and you need to repair both your ship and your ally's ship. Therefore, play a little "trading simulator" on the route Dead Island - Highrock - Tendales.

We return to the main storyline. Now we need to look for Peter Ordo from one of the two English governors. Let's say right away that Mortons will not help us in any way, so we will visit Brin.

Tendales-6. Governor Brin will say that Peter Ordo was indeed on the island, but then went to Tel Kerrat "until the mess ends," as he put it. We will follow there too.

Tel Kerrat. The island belongs to the French, but it is not protected by a fort, so you can safely enter the city. There are few people hanging around on the streets of the city, and there is no Peter among them. There is only one "useful place" in the city - the store, so let's head there. The shopkeeper will tell you that Ordo is indeed visiting the island and give him some clues: Peter wears a yellow headscarf. Now, when you go outside, you will meet Ordo. Peter will tell you that Beltrop is going to attack Tendales, and in this he is helped by one of the high English ranks. Peter intends to sit out the turmoil on Tel Kerrat, but he is worried about the fate of his beloved girlfriend, Alicia Gardener, who remains at Gray Sales. You promise to help Alicia escape from the island, and in return, Peter promises to join you. Not a bad deal. On the street, you can also talk to Galien Brassier and buy a magnificent dagger from him for only 300 gold (maybe it will do).

Gray Sales-2. You can easily find Alicia Gardener on the streets of the pirate village. She will immediately trust you and agree to run with you - there is no problem. Problems will begin when you escape from the island: a pirate frigate (3rd class vessel) awaits you in the harbor, whose captain is ordered to destroy you. With the support of Frederick's caravel, it is not so difficult to sink this frigate. However, you can run away from him - but then he will chase you every time you show up in the harbor of Gray Sales. Sail to Shark Island in order to complete the quest given by Pablo Loco.

Shark Island-3. With Pablo, you can easily exchange the "sacred tree" for the herb you need and get +500 experience in addition. To finish all this quest busty, we sail to Highrok.

Highrock-6. Give the weed to Alumnus (+1000 experience, +2 reputation). As a token of gratitude, he will order one of his students to join your team as a surgeon. His name is Dick Oakenwood, and he is waiting for you in the tavern. Well, not a bad ending to the quest, considering that Dick does not require a salary at all, giving +2 to defense. Returning to the main storyline - we need to deliver the girl to Tel Kerrat.

Tel Kerrat-2. Peter Ordo will honestly fulfill the terms of the agreement and join you with his ship (he has a brig, which is quite robust). You also learn that Alicia stole a box with documents from Beltrop's cabin, among which there was one very curious letter. In it, someone informs Beltrop that everything is ready for the assault on Gandales. The gathering place for the pirate fleet is Chaktcha Island. Instead of a signature - an English official seal. So this bastard Mortons wrote this letter (Stirlitz guessed :))! Fearing for his familiar place, he decided to get rid of the young and honest Governor Brin. It was for this that two dilapidated frigates were discharged from England, which would be completely helpless against Beltrop's squadron; on the island itself, the rebellion must be supported by the same fifty thugs from the "Bristol". So, we need to warn Brin.

Tendales-7. But warning about the danger is only half the battle. According to Brin, he lacks the authority to arrest Mortons, but fortunately, just now, the royal examiner, Admiral Alexander Gritsstone, has arrived on the archipelago. Brin writes a message to the auditor, which must be delivered to Highrok, where he is now.

Highrock-7. You will find Alexander Gritstone in the Governor's House. Fortunately, Mortons is not in the palace, so you can freely hand the letter into the hands of Gritstone. At first, the auditor will not believe such grave accusations, but the found letter from Mortons to Beltrop will serve as irrefutable proof. Gritsstone will order the arrest of Mortons, and you will be ordered to defeat the pirate fleet near the island of Chaktcha. The fight is not that difficult, but not comic, so thoroughly "patch up all the holes." Do not forget to repair the ships of your allies. It is quite possible that your experience is already enough to change to a corvette - then everything is fine (where to get the money - you know).

Battle with Beltrop's fleet. On the side of the pirates there will be four ships: a corvette (3rd class), two ships of the 4th class (brig and caravel) and a trifle - a vessel of the 6th class. Try to "split" the fleet and deal with the ships in turn. In addition to the usual "fee" for the destruction of ships, you will receive an additional +8000 experience and +3 reputation for the destruction of the entire armada. Return to Greetstone to report a brilliant victory.

Highrock-8. Gritstone will give you 4,000 gold for your victory and "reward" you with another assignment: to strike a preemptive strike and capture the Spanish island of Costa Sinistra, while a new large shipyard has not yet been built there.

Costa Sinistra. Taking a fort is not easy. Pre-read the section "Taking the Fort" and do not forget to load as many cores as possible before sailing. (When shelling the fort, it is better to order your allies not to interfere in this matter, otherwise they will be quickly drowned.) Entering the city, you will see everywhere heaps of corpses and you will not be able to go anywhere. Fortunately, you will meet one surviving citizen. Speaking with him, do not demand a bribe (10,000 gold), but declare the island an English colony (otherwise the island will remain Spanish and your task will not be completed). For this you will receive +5000 experience and +5 reputation.

Highrock-9. Gritstone will reward you with 5000 gold coins and give you another task: find out where the French are going to install new huge cannons brought from Marseille and capture them. Entering the tavern, you learn from its owner that poor Alumnus fell a victim own experiences: in search of the elixir of immortality, he mixed some Indian herbs with refined gold; he died from such an "elixir".

Have you forgotten that a former cook from your father's ship lives on the Costa Sinistra? So we sail there, and on the way we will look at the Dead Island.

Dead Island-4. In the tavern, you will stumble upon a sailor named Lawrence Norton. He will tell you that near the island of Omori he met three French ships, from which he only miraculously managed to escape. But a couple of volleys still covered the ship, and one core even got stuck between the bulkheads. Norton has never seen such a kernel: it is monstrous in size and weighs about 48 pounds. Hehe, looks like we are on the right track: the French are going to install their new super duper cannons on Omori Island!

Costa Sinistra-2. The innkeeper is a former cook from your father's ship. However, he will refuse to do business with you unless you are sailing under the pirate flag. So whoever wants to change storyline and to find the untold treasures of Malcolm Sharpe, let them sail to Skalshores and join the pirate brotherhood. The rest will have to "break off" on this.

Omori. A standard battle with a standard fort and a standard fleet in the harbor (for us this is already a familiar thing, isn't it?). After the carnage, you need to talk to the "respected citizen" and inform him that Omori now belongs to England (do not wear gold - then you will have to take the fort again, which will immediately regain French citizenship, should you sail from the coast). For this you will receive +5000 experience and +5 reputation. We return to Highrok in order to announce our brilliant victory.

Highrock-10. The final touch is the final task. Now Gritsstone will instruct you to capture the main base of the Spanish fleet - Isla Ballena. Upon your return, you will be awarded a title of nobility and appointed viceroy of the English colonies. What else do you need to meet a carefree old age? But no one is forcing you to do this. If you are not tired of adventures yet, you don't have to return to Highrok, but change your citizenship and go through the next chain of quests.

We will not give such a detailed walkthrough for the rest of the parties. We will confine ourselves to a brief guide only.

FOURTH PAGE

Passage for the French

Main line

The first step is to obtain a French patent. So sail to Belfort to the governor of the French colonies - Monsieur François de Bijou. From him you will receive the first task: to meet on the island of Gray Sales with the French agent Auguste Bromont. (Auguste wanders the streets of the pirate town, so it's very easy to find him.) Auguste will give you a report for the governor, so return to Belfort.

From the report de Bijou learns that his old friend, the merchant Thierry la Mol, fell into the clutches of pirates, who demand a huge ransom for his head. The governor does not have such money, and therefore you get a new task: to sail on Isle de Orange to the head of the merchant guild, Orellan Dupre, in order to borrow the required amount from him. The merchant will give you money against an IOU, which must be taken back to the governor.

Now the governor instructs us to visit Beltrop - the leader of the pirates - and inform him of the place and time of the transfer of the ransom. So let's sail to Gray Sales again. But Beltrop dictates his terms: he demands that the ship with the gold arrive at Gray Sales in exactly one week. Return to Belfort and report this to the Governor. The governor, of course, will not want to just give the pirates all the gold and will instruct you to complete this business on your own, without giving either money or support. Well, let's sail to Gray Sales, maybe we'll come up with something there.

Find Captain Damien Rotney on the street of the pirate town and talk to him. Damien recently joined the French, but here's the bad luck: Beltrop found out about this and captured the ship, and also captured most of the crew. (Damien himself miraculously escaped.) Damien will offer you such a deal: you capture his ship - brig "Odysseus", and Damien himself, freeing his comrades from prison, will free the poor merchant La Molle at the same time.

Brig "Odysseus" is anchored in Gray Sales Bay. Only you must take it on boarding - otherwise you will not receive the head of the captain of the "Odyssey", which must then be handed over to Damien as proof that you have fulfilled your part of the deal. Then talk to La Mole and return to Belfort. On Belfort, you need to talk to the merchant again in order to receive a reward for saving him. The Governor will also thank you, but will not give you any further assignments. Well, we will look for them on our own. Let's sail to Isle de Orange - maybe we'll learn something new there.

After entering the tavern, talk to Fokere Arain. He is preparing the abduction of Jacqueline de Bijou (this is the daughter of the French governor) and will invite you to participate in this case. You naturally refuse this vile offer. In the same tavern, you will meet the former captain of the French fleet, Milon Anserville. After talking with him, you learn that Fokere has already offered him the same thing, and now Milon is pondering ... We have nothing to do but sail to Belfort in order to warn the governor.

François de Bijou will refuse to believe in the conspiracy and will simply laugh at you. There is nothing to do - we are leaving the palace. Entering the tavern, you learn from the owner that the governor's daughter has been kidnapped. It's time to return to François de Bijou and offer him your services.

Let's start our search with the already familiar tavern on Isle de Orange. Having met Milon there and threatening him with the accusation of complicity in the abduction of the French governor's daughter, you can extract some information from him, and at the same time persuade him to join us during the search for Jacqueline. It turns out that in the end Fokere hired a pirate named Michel Gattenschrag to kidnap the governor's daughter. After the abduction, Fokere himself disappeared somewhere, and Michel can be found on the pirate archipelago.

We swim to Gray Sales and find Michel in the tavern. (If your rank is below seventh, then Michel will simply laugh at you and refuse to say anything.) Michel will inform you that the Fokere bark, called Nemesis, is anchored off the uninhabited island of Inachetla and is ready to immediately withdraw and sneak away as soon as he sees it. " stranger "on the horizon. Therefore, we persuade Michel to exchange ships for a while.

Barque "Nemesis" must be taken on board (otherwise there will be no chance of finding Jacqueline). In the captain's cabin you will find a ring, and from the ship's log you will learn that this ring must be handed over to a certain Branto Tabari, the captain of the caravel on board which Jacqueline languishes. Finding Tabari is very simple - he while away time in a tavern on Isle de Orange. Having received the ring, he will personally deliver Jacqueline to Belfort.

At Belfort, we will have another, and very difficult task. We will have to defend this island from the Spanish invasion. The mess will be decent, but so will the reward. After that, the governor will say that he has no assignments for you yet.

Well, let's look for adventure ourselves. On the streets of Belfort you will meet a stranger and give you a note in which someone convincingly asks you to look into the tavern. Well, let's go there. Bah! There Jacqueline de Bijoux is waiting for us and confesses to us (that is, to Nicholas Sharpe) in love. It is a sin not to reciprocate. But there are three ways to do this. The first and most vulgar (the proposal to immediately spend the night together in a room on the second floor of a tavern) will lead to nothing but a break and hostile relations on the part of France. The second way is to wait until you become so rich and famous to ask for Jacqueline's hand from the governor himself. You will have to wait a long time (almost until the end of the game), and in the dowry you will receive only 8000 gold (not so thick by the standards of the end of the game). But there is a third way - a secret wedding, which will immediately bring you +10,000 experience!

So, we choose the third way. But for a secret wedding, you need a priest, who can only be found on Omori (by the way, having sailed to Omori, you can simultaneously complete an additional quest - see below). It is not difficult to find Prior Modestus there, who will agree to conduct a secret ceremony for only 3000 gold. The wedding place is Belfort. So we sail there and go straight to the palace. There, instead of the governor, we meet Jacqueline and the priest - which was required. Go outside and return to the residence again.

This time you will meet there Monsieur de Bijou himself, who will give a new task: to sink two ships near the uninhabited island of Aliando - Spanish and English, on which the diplomats of the two powers intend to conclude an alliance. Having sunk both ships, we return to Belfort and learn that we have been awarded the baronial title and the rank of admiral of the French Royal Navy. Next - two tasks, befitting a baronial title: to capture the Spanish colony of Costa Sinistra, then - the English fort of Hairok. (During the last operation, you will receive a ship of the line for help, and if your rank is higher than fourth, you can even assign this ship.)

Then - a little respite: just deliver the ultimatum to Olaf Ohlsson. Another order is to capture the Spanish colony of Isla Ballena. Then you have to defend your native Belfort (which is not so difficult with the support of your own fort). After that, the governor will pay for the two previous missions and say that for the final defeat of all enemies, it is necessary to capture the English colony of Tendales and the Spanish fort of Grand Avilia. After that, you can return to Belfort and receive the coveted title of Lieutenant Governor, or you can continue your riotous pirate adventures ...

Additional quests

Trade quest-1. A merchant named Magis Sobrik can be found in the streets of Belfort. He will pay 1000 gold if you escort his ship to Omori. Then you can turn to Magis a second time. He will give a tip - the local merchant Yves Samois is looking for someone to transport his coffee to Isle de Orange. In exchange for 1200 quintals of coffee on Isle de Orange, you will receive 1200 quintals of chocolate. After delivering the chocolate, you will receive 2500 gold from it.

Trade quest-2. This quest becomes available after the release of Jacqueline. On the streets of Tel Kerrat, you can meet the merchant Jean Filené, who asks to escort his ship to Isle de Orange. Then from Jean you can get either the promised gold, or a telescope (a pipe of average quality, but still better than yours).

Ally. In the tavern of Isle de Orange, you can meet Artua Mulet, who will tell about his failed expedition organized by Nicholas de Montferrat. The expedition died through no fault of Artois, but Nicholas drove him out of service. You can talk with Nicholas, then again with Artois, and then Artois will join you as an ally.

Spaniards walkthrough

Main line

Obtaining a Spanish patent is not as simple as obtaining a French one. The fact is that initially Spain is hostile to you, and therefore you will be greeted by a friendly salvo of the fort's guns, dare you approach any Spanish colony. But there is still a way out: on Shark Island you can get (from a Spanish agent) a fake Spanish corsair's certificate. (True, for this you will have to pay 5000 gold - take care of the money in advance.) Then you can sail to the main Spanish colony on the island of Grand Avilia and get a real certificate from the mayor Ricardo Ferrer de Marcadal himself.

From the alcalde you will receive the first task - to deliver an urgent letter to another alcado, Guilbertus da Muntral, on the island of Isla Ballena. After delivering the letter and receiving a reward of 1000 gold for this, go to Isla Balena's tavern. The tavern owner will talk about evil and scary pirate terrorizing Spanish traders. Return to the palace and talk to the mayor about this pirate. He will say that the pirate's name is François Jovignon and that Senor Ricardo (the first mayor) has appointed a solid reward for his head. The mayor will also advise you to inquire about François on Shark Island. Well, let's sail there.

Speak to Shark Island with Olaf Olsson (head of the pirate brotherhood) and ask him about François. Olaf will report that François' ship was recently seen near the uninhabited island of Aliando.

Near Aliando you will come across a pirate shnyava. Having sunk it, you can return to de Mercadal with the good news that the evil pirate is finished. However, it is too early to rejoice. It turns out that you have sunk some other pirate, and Jovignon himself and his ally are now attacking the Spanish colony of El Caymano. The mayor immediately sends you to help.

You don't have to rush. No matter how quickly you sail, the result will be the same: there will be no pirates near the island. Entering the El Caymano tavern, you learn that Jovignon has already done his job - he seized the island, received a ransom and sailed away. Where did you go? You will find out about this by talking to a stranger in the same tavern. You only have to pay 1000 gold for the information. The stranger will tell you that in fact, Ulsson made an agreement with Jovignon and sheltered him on Shark Island. For this, Jovignon shares the booty with him.

Well, let's sail to Shark Island and take Ohlsson by the breast. There you will find out how the stranger to whom you paid 1000 gold pieces turned you around: this was Jovignon himself. Ohlsson will continue to claim that Jovignon has settled somewhere near Aliando, and will even offer to accompany you there. Well, help is very useful to us (this is a whole brig!). This time, you will indeed find Jovignon with an accomplice near the island. Having sunk their ships, you can return to Ricardo for the promised reward.

Having handed it, Don Ricardo will send us to the pirate archipelago to meet with the Spanish informant Jose Maria Lopez, whom you can easily find on the streets of Gray Sales. He will report that. that the British were about to attack the Isla Ballen colony. We must hurry to notify the mayor of this. Señor de Muntral will order us to defend the island (it’s not so difficult under the protection of our own fort and having a small Spanish fleet in addition). After the victory, the mayor will reward you and order you to go to don Ricardo.

And here is the first major task: to capture the English colony on Grandfather Island. Upon your return, you get 5000 gold and the next (also not sickly) task: to sink two newest English ship of the line anchored near Itkal. The situation is a little eased by the fact that both ships are somewhat battered by the storm and, therefore, will not fight at full strength. (Try to capture one of them, and then sell it, if you have not yet grown to command a lineman.) After these glorious deeds, you deservedly receive the title of the Spanish grandee and the rank of admiral of the Spanish fleet.

Then there was a slight lull. The mayor has no assignments for us yet, but he is concerned that, according to intelligence, the French are going to attack one of the Spanish colonies, but which one is unknown. Well, let's try to find out for ourselves. Leaving the palace, we go into the tavern. The owner of the tavern, Salvador Engano, will tell you that his brother, Roberto Enagno, recently boarded a French brig, where some very important documents were found. You can find Roberto on El Caymano, where his corvette is now being repaired. We find Roberto in a local tavern (where else?). He gives us the captured documents, and we return to Grand Avilia in order to hand them over to Senor Ricardo.

Among the documents is the plan for the attack on Isla Ballena. There is simply no strength to defend the island now from the attack of the allies (the British and French), so a bold decision arises - to get ahead of the enemy and attack themselves french ships near the island of Tel Kerrat. As you might guess, this mission is entrusted to us.

After the victory at Tel Kerrat (by the way, it will not be an easy mess), we get three tasks one after the other: capture the colony of Isle de Orange, then - Hairok, then - Belfort.

For the time being, the allies are done away with, but now the pirates have become very active. Therefore, we are sent to Shark Island with an order to convey an ultimatum to Olaf Ulsson. A battle with a pirate flotilla awaits us near the island (at least there is no fort on the island). Then we freely deliver the ultimatum to Olaf, and he has no choice but to agree with Don Ricardo's demands.

Then - the finishing touch - the order to capture the English colony of Tendales, after which you can return to Ricardo and receive from him the appointment as Viceroy of the archipelago.

Additional quests

Trade quest-1. The owner of the shop on the Costa Sinistra asks to deliver 50 quintals of ebony to the owner of the shop on Isla Ballena. Upon his return, he gives 2000 gold.

Trade quest-2. This quest becomes available after the massacre of the pirate Francois Jovignon. Then a merchant named Theodora Alameda appears on the streets of Grand Avilia. For 2000 gold, he asks to escort his galleon to Costa Sinitstra. (Don't forget to track down this merchant on the streets of the Costa Sinistra to receive the promised reward.)

We drown the pirate. The owner of a tavern on Grand Avilia asks to eliminate the smugglers carrying cheap rum to his competitor. We go out to sea and drown or capture the barque "Wiesel". Returning to the tavern, we receive the promised reward of 1000 gold.

We deliver the priest. In the tavern of Grand Avilia, you can meet a Spanish priest who wants to get to Shark Island in order to introduce pirates to the Holy Church. By delivering a priest, we gain some experience and reputation.

Search for the missing soldier. On the streets of Isla Ballena, you can meet a woman named Catalina. She asks us to find out what happened to her lover, Carlos Esperanza - he was a soldier in one of the Spanish punitive expeditions against pirates. Going to the governor, we ask him about the fate of the expedition, without specifying that we are interested in the fate of one soldier. The Governor says the expedition has gone missing off the island of Inachetla. What exactly happened - he does not know. Innkeeper Arno Manlu tells us that the expedition was sunk by pirates near the island of Inachetla. In that battle, many Spanish soldiers were captured and sold by pirates in a slave market in Skalshores. We go to Inachetla. There is a pirate ship El Lobo - it used to be part of the missing squadron. Having sunk it, we return to the governor and tell him about the fate of the expedition. For this we will receive 1000 gold. After that, we go to Gray Sales and talk to the slave trader Raimundo. He tells us that the Spanish soldiers who participated in the expedition were captured, but when Raimundo's ship passed near the French colony of Omori, Carlos jumped overboard and thus escaped. On Omori we actually meet Carlos. After talking with him, you need to return to Catalina and inform her that Carlos is alive and will soon return to her.

Search for the witch. On Isla Ballen Street, you can meet an Englishman named Bartholomew Ulster. He will ask us about a girl named Karla. Naturally, we do not know any Karla - she is a whore in a local tavern. After looking into the tavern and talking to her, we mention that Bartholomew Ulster is looking for her. The girl will clearly be alarmed and even refuse to do her job. Looking at the mayor de Muntral, we learn that his secretary Bartholomew Ulster was found dead under very strange circumstances. Upon learning that Bartholomew was associated with Karla, the mayor instructs us to investigate the matter. Now we need to find a man named Jaime Zingermann on the streets of the city. (He is the only one who did not use Karla's services.) Jaime tells us that Karla practiced witchcraft. Having learned about this, we go to Arno Manll and, having threatened to marry him off as an accomplice of the witch, we find out from him where Karla disappeared (at the same time, you can spin him by a couple of thousand, however, to the detriment of reputation). The innkeeper will say that Karla sailed with a captain named Miguel Kenda to one of the small Spanish colonies. He doesn't know anything else. In El Caymano's tavern we find Victor Martos, boatswain of Miguel Kenda's ship. He will tell us that the woman on board brought the captain to death, and then fled near Grand Avilia. Having sailed to Grand Avilia, in the tavern we finally meet Karla again. You can accuse her of witchcraft and adherence to the devil, and then find the inquisitor opposite the mayor's residence and hand over the witch to him. The poor girl will be burned, and we can return to Mayor Muntral and receive the reward. But it is better to choose the second way: after listening to Karla's story, let her go to all four sides and get +5000 (!) Experience points for this.

Passage for pirates

Main line

For starters, it would be nice to join the Coastal Brotherhood. So sail to Skalshores, meet Olaf Ohlsson, and join the ranks of the rogue fortune hunters. However, the very fact of joining the ranks of the pirates does not change your relationship with all powers (until you start attacking their ships). Therefore, up to a certain point, you can freely enter the "civilized" ports, without fear of running into a friendly salvo of the fort's guns.

Sail to Grandfather Island and speak with Eugene Huxter, the old jeweler who identifies the medallion in your chest. He will say that he made this medallion many years ago for Malcolm Sharpe (your father!), The famous pirate who plundered the Spanish Emerald Caravan.

Having learned about this, we go to Olsson and ask him about his father. Olaf tells us that he once sailed under the command of our father and that Malcolm Sharpe disappeared after Olaf was left on the shore with a fever. He also adds that we can learn about Sharpe's fate from two of his team members who survived. One of them is One-Legged Berquist, he has not left Gray Sales for a long time. The second is Mauritio Camentata, who long ago abandoned the pirate craft and now runs a tavern on the Spanish island of Costa Sinistra.

First, we sail to Gray Sales to speak with One-Legged Berquist. He tells how Sharpe plundered the Spanish Emerald Caravan and then buried the treasure somewhere, and then disappeared. He does not know any details about Sharpe's death, or he pretends not to know. Now we need to temporarily go over to the side of the Spaniards (in order to be able to enter the Spanish islands) - so get a fake Spanish certificate from an agent on Gray Sales.

Mauritio Camentata refuses to say anything until we have completed his assignment - we need to take the letter to Lorenzo Marquez Avido, a merchant in Grand Avilia. After delivering the letter, we receive from the merchant a shipment of wine for Mauritio Camentata. After that, he tells us about Malcolm Sharpe's last voyage and offers half of the map of the island on which Sharpe buried his treasures. Mauritius asks for 1000 gold, but you can persuade him to give the card for free.

Returning to Ulsson, we tell him about everything that we managed to find out. Olaf advises us to try to talk about our father with Desmond Raymond Beltrop, the leader of the Gray Sales pirate settlement. Nothing good comes out of this conversation. Beltrop laughs at us, and we cannot adequately answer him without ending our life on the yard.

Returning to Ulsson, we tell him about our conversation with Beltrop. Then Olaf invites us to do a little business. We must sink the San Miguel caravel belonging to a merchant named Julio Nederedas who was “ordered” by his partner. Caravel is located near the island of Grand Avilia. The completion of this task must be reported to Trickster Markus, who will be waiting for us on the island of Tel Kerrat. He will also pay us for the execution of the order.

We ask Ohlsson what to do with the map we received from Kamentata. He says that undoubtedly Beltrop knew our father and heard about the treasures of Malcolm Sharpe. You can "catch" him on the piece of the map that we have, but you cannot do it directly, head-on. If we go to him and claim that we have a card, Beltrop will just stab us and take it. According to Ohlsson, Beltrop must be tricked somehow. But how exactly - over this we still have to smash our heads.

After sinking Nederedas and receiving money for this from the Dodger Markus, in a conversation with him we learn that Markus professionally forges securities and documents. Having asked him to make a fake, slightly altered duplicate of the card received from Mauritio Camentata, we pay 2000 gold for this and go with the fake card to Beltrop. By exchanging her for the story about our father (who is also not very truthful), we can either pretend that we are ready to be a friend of Beltrop, or openly declare that he will pay for his atrocities.

After that, in the Gray Sales Tavern, we will meet Anna Forge, who will tell us the story of her unhappy life. She is of a noble English family. Her father was a friend of Beltrop, who, it turns out, once held a baronial title. Beltrop got involved in a conspiracy against His Majesty and tried to persuade her father to participate in it. He refused and tried to convince the baron to give up the bad idea. But Beltrop had refused now. Then the father, torn between loyalty to His Majesty and friendship, was forced to hand the future leader of the pirates into the hands of justice. Beltrop was exiled.

Five years later, he returned to England at the head of a pirate fleet, plundered and burned Anna's father's estate, sparing no one but her. Beltrop took Anna to his ship and has kept her with him ever since, only allowing her to leave his residence a year ago. Anna's brother, a captain of the English fleet, tried to find her, and during his search he ran into one of the henchmen of the pirate leader in the tavern of Grandfather Island. They talked, and then Beltrop's friend tracked her brother in a dark alleyway, killed him, and brought a bloody head to Beltrop to prove his loyalty.

During the conversation, it is revealed that Beltrop has his own half of Captain Sharpe's treasure map. We agree to punish the murderer of Anna's brother in exchange for a promise to steal this half for us. The murderer of Anna's brother - a pirate named Juan Cocodrillo Sangre - prowls in search of prey near the French colony of Isle de Orange. Having gone there, we sink his ship "Aspirare" and, without getting involved in a battle with the French, we return to Anna. Upon learning that the death of her brother has been avenged, she gives us a piece of the map. When asked what she is going to do next, Anna replies that she decided to stick a knife into Beltrop's belly. We can promise her to do it instead of her and then return for her - otherwise she will try to kill Beltrop and die herself.

After finding One-Legged Berquist, we learn that some of the captains do not like the way Beltrop manages the pirates on Gray Sales. Berquist tells Nicholas the true story of the death of his father, who was treacherously killed by Beltrop.

Having received the map, we go to Telltak Island, which resembles a bull's head in shape. The entrance to the cave where Malcolm Sharpe hid the Emerald Cargo is just between the "horns". Together with the treasures, we find Malcolm Sharpe's diary, which tells about our father's dream to create a new state in the archipelago, free and independent.

Meanwhile, deceived and enraged, Beltrop prowls around the island in his Gorgon manovar. If we don't sink it near Telltak, it will haunt us when we enter the waters of Gray Sales. After sinking Beltrop and returning to Ulsson, we learn that after Beltrop's death it became much more difficult to protect Skalshores, and, as luck would have it, England, France and Spain just decided to take Skalshores into their hands. It looks like the island will have to be abandoned. But his father's ideas inspired Nicholas so much that he persuades Ohlsson to start creating a new free republic in the archipelago. Olaf finally agrees and says that first it is necessary to get rid of the threat from the colonial powers and, first of all, to protect Skalshorz from France, which has already begun to gather a fleet to capture the pirate islands. Ohlsson offers us a new ship.

On the Isle de Orange in a tavern, we meet a French officer who has already gotten pretty drunk, but does not stop drinking. From him we learn that the French Superintendent Aymery de Aurillac went to inspect the fort on the island of Omori. It is de Aurillac who is responsible for the punitive expedition to Skalshores, and we will have to go to Omori to talk to him. By bribing the superintendent, we get him to agree to sabotage the supply of ammunition. The threat from the French has been temporarily removed, which we, having returned to Skalshorz, happily inform Ohlsson. However, now the British are preparing the fleet for the attack on the pirate colony.

We go to Highrok and talk to the innkeeper. He tells us that a new batch of convicts has recently been brought to the island. In the same tavern, we can talk to Jeremy McMellon. Inspired by the idea of ​​building a new republic in the archipelago, he promises to find a way to stop the impending expedition.

Returning to Ulsson, we tell him that we have found a new ally among the British. Olaf also has news: a new leader has appeared on Gray Sales - the pirate Felipe, nicknamed the Butcher. Ohlsson advises us to talk to him. Having met the Butcher, we tell him about the idea of ​​creating a new free state in the archipelago. The new leader likes this idea, but he warns us that three Spanish ships of the line are going to Scalshores in order to capture pirate settlements. You must meet them on the way to Gray Sales. The butcher offers us his help in the battle with the Spaniards. After the battle, he will always be ready to help us.

After sinking all three linemen (one of them you need to try to capture), we go to visit McMellon. He says that everything is ready to start a riot on Highrok, and the only thing he needs is money to buy weapons for the rebels. He needs 3000 gold. After giving the money, we learn that the Dead Island has three new English ships. We must get rid of them, otherwise they will suppress the revolt with their weapons and land troops on Highrok to regain control of the colony.

We raise the sails and sail to the Dead Island. Having defeated the English fleet, we return to Ohlsson, who praises us for the battle with the Spaniards and says that he is tired of the pirate life and is going to leave the archipelago and head to Europe. There he will buy a small tavern on the beach and spend the rest of his life in warmth and peace. Instead, he appoints Nicholas Sharpe as the head of the Skalshores pirates.

Saying goodbye to Ulsson and promising to visit his tavern on occasion, we drop by the owner of a tavern on Shark Island. Francis Dullars gives us a letter from Jeremy McMellon informing us that unforeseen circumstances prevent a riot on Highrock. The Spaniards gather a fleet near Isle Ballen to attack Highrok. We are invited to sink the Spanish fleet, and at the same time capture Isle Ballena.

After capturing Isle Ballen, we return to Gray Sales. There Berkvist gives us the second letter from McMellon. Returning to Highrok and talking with McMellon, we set off to capture Grand Avilia, and then Isle de Orange. After the capture of the island, we persuade its governor to join the new republic and celebrate the victory.

Additional quests

Ally or gold. At Shark Island's tavern, we meet a pirate named James Callow. He tells us about an Indian idol that he took from an old Indian priest. According to him, this idol brings misfortune. The pirate wants to get rid of the damn trinket, but he doesn't know how. Several times he tried to throw out the idol, but he mysteriously returned back. According to the old Indian from whom James took the idol away, this figurine can only be gifted. The pirate asks us to help him get rid of the cursed idol and give this trinket to Desmond Ray Beltrop, with whom he has long been at odds. Having agreed to help him, we go to Beltrop and give him a gift. If the rank of Nicholas is 7 or higher, then Beltrop will accept him, if not, he will refuse, and we will have to return to James Callow unwillingly. You can also try to foist the idol on Nicholas de Montferrat, Governor of Isle de Orange. This is a win-win option - the governor will gladly accept a gift from us. After completing the assignment, we return to James. If the reputation of Nicholas is Good Matey, James will join us as an ally, if the reputation is lower - he will give two thousand gold, apologize and leave us.

Free Manowar or Gold... At the Shark Island tavern, we meet a pirate named Hugo Lambermill. If we have a Spanish corsair patent in our pocket, we should talk to him, and then we will have a chance to capture the manovar. Hugo complains to us that he is tired of the pirate life, and asks us to get a Spanish corsair patent for him. We are heading straight to Guilbertus de Muntral, and if Nicholas has a Good Matey reputation, then we will be able to persuade the governor to issue a patent to the old pirate, if it is lower, then we can offer de Muntral to deceive the old pirate - to issue him a patent in order to lure him to Isle Ballena, and then hang. After that we return to Lambermill and give him the letter. If we have brought a real corsair's patent, he will tell us that there is a damaged French manovar near the island of Chaktcha, which is very easy to capture. After a while, we can drop by Guilbertus de Muntral and inquire about how the old pirate serves. It turns out that a great soldier came out of him. If we set up Hugo's trap, then after the transfer of the patent, it is necessary to return to Guilbertus de Muntral for a reward - 2,500 gold.

Gold. After Eugene Haxter tells us about Malcolm Sharpe, we will meet a smuggler named Octavio Lambrini at the El Caimano tavern. Upon learning that Nicholas is the son of Malcolm Sharpe, the smuggler will offer us a little business. Isle Ballena has a customs captain named Arcadio la Damba. He does not take bribes on principle, and because of this, the path to Isle Ballena is closed to smugglers. Octavio wants us to help him get rid of this officer, and is willing to pay 3000 gold for this. Agreeing to these conditions, we sail to Isle Ballena and talk to Arcadio la Damba in the tavern. Now we have two options: to complete Lambrini's mission, or to agree with the captain and set up Lambrini's trap (for this we will receive 2000 gold). Deciding to kill the captain, we explore the waters near Isle Ballena and, having met the brig of la Damba, let him go to the bottom and return to Octavio Lambrini for payment. If there is a desire to come to an agreement with the captain, after talking with him we need to see Octavio Lambrini and inform him about the successful completion of the mission and that he can now freely visit Isla Ballena. Near the island, Arcadio la Damba will intercept the smuggler and bring him to a fair trial. Our participation in this is not required, so we can immediately go to Isla Ballena and there, in the tavern, receive our reward from the captain. However, if we hand over to Captain Octavio Lambrini, his sons will be waiting for us near El Caymano.

Have you ever heard how the planks on the deck creak under your feet, how the wind howls in your tackle, how the seagulls call you to sail? Have you seen how the pirate flag flutters in the fresh wind above your head? Do you know what gunpowder smoke smells like?

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Have you ever heard how the planks on the deck creak under your feet, how the wind howls in your tackle, how the seagulls call you to sail? Have you seen how the pirate flag flutters in the fresh wind above your head? Do you know what gunpowder smoke smells like? If not, then you will learn about all this from the Corsairs.

This game is about pirate adventures. Three powers, as well as pirates, are fighting for the colonies in the Atlantic. You play the role of a captain named Nicholas. You must decide the fate of the inhabitants of the islands. Will the Archipelago belong to the European metropolis or become a free republic? Will you find out the fate of your missing father? Everything depends on you.

You will play as Captain Nicholas. His story is as follows. His father was the captain of the ship. Once he disappeared, left his son and wife in some port. The son, Nicholas, constantly watched the ships and dreamed of becoming a captain. His dream has come true. When he was preparing for his maiden voyage, his mother came to him and gave him a medallion with a portrait of his father and said that his father had asked for it. Captain Nicholas' first assignment was to deliver gunpowder to Larachelle. But at sea, the crew of Nicholas's ship noticed a Spanish ship going to cut them. From the first shot of the enemy, Nicholas lost consciousness. He woke up in chains behind bars. A few days later the captain was bought by a Spanish planter. On the plantations, Nicholas met a dozen brave guys. They came up with a plan to escape, and they succeeded. They escaped in Pinke's small ship. In the ship's cabin, Nicholas found a map of the Archipelago. The closest island was the English island of Highrok. The captain decided to obtain a corsair's patent from the governor of Highrok in order to take revenge on his enemies. Five days later, Nicholas dropped anchor at Highrok, where you begin to play.

Your first task is to get the corsair's patent from the governor. Having taken this patent, you can receive a task from the governor, for the completion of which you will receive money (you can not complete this task, but then you will not be able to earn normally). Walk around the city of Highrok before heading out to sea. Talk to passers-by: you may hear a lot of useful advice from them, some may join you (go to work for you on the ship), some may tell you about the latest rumors in the city, or very interesting stories... And some may ask you to do something for them, for example, bring some wine or rum, give the golden idol to a pirate, etc. By fulfilling the request, you will receive money, or your reputation will increase, or something else. Cities can have useful buildings. There are, however, few of them. These include the palace where the governor of the island sits, from which you can receive tasks; a tavern where you can buy wine or something else, you can hire someone; a shipyard where you can repair your ship and the ships of the captains who have joined you, change the cannons on the ship and buy new ships; a store where you can buy various goods, as well as cannon shells. There are four types of shells: ordinary cannonballs, bombs, buckshot, knipples. Cannonballs are the longest-range projectiles. They are beneficial because they are very cheap. Bombs are the most powerful projectiles, but they are very expensive. Their range is slightly less than that of cores. Buckshot is shells crumbling into small balls. They are very effective against people on enemy ships; it is pointless to shoot at the ship itself with grapeshot. Buckshot range is very short. Knippels are two small nuclei connected to each other. When fired, they start spinning very strongly. Knippels are very useful for destroying sails. The range is also low. While sailing on the sea, you may be attacked by a ship or even several. At the beginning of the game, you will come across easy opponents, and then - the hardest. It is not difficult to sink light opponents. They often miss
tsya. But there will be heavy enemies - you have to work hard. They rarely miss, and moreover, if the enemy ship is large, then there are more volleys, and reloading is faster. Most easy way fighting with such is to swim away from them, while firing from the rear cannons of your ship. True, it is desirable that your ship can sail quickly, otherwise the enemy can catch up with you and board. When an enemy ship takes your ship on board, you, Nicholas, will have to fight with sabers with the captain of this enemy ship. If you win, you're in luck.

The graphics of the game are very beautiful. Houses, people, especially ships, in which you can see a lot are well drawn. Three-dimensional graphics. You can turn the camera in any direction around the ship, as well as slightly rise and move away from the sea. The sea is very beautiful, it is transparent: its bottom is visible. The sky is very beautiful: bright blue, often with cumulus clouds. The storm at sea is very real, the ship is throwing in all directions. Beautiful explosions, smoke from cannon shots, and so on ...

This game has very beautiful music. She calms, inspires. The sounds give the impression that you are not at the computer, but on the ship itself: the howling of the wind, shots and explosions are very real, the deck creaks under you. Everything is great.

The game has three-dimensional graphics, a non-linear exciting plot, a large number of unique characters, ships, wonderful special effects, realistic weather and much more. This game is undoubtedly a unique hit in the world of computer games!

The game takes place in 1630. At that time, the captains wandering the Atlantic did not think much and were looking only for personal gain, passing under the patronage of one monarch to another. In the passage of the game Corsairs: Curse of the Distant Seas, there are four main storylines and a huge number of side quest tasks.

You will have to play for Nicholas Sharpe, who will have the opportunity to be in the service of the government of England, France and Spain. You can also take a dangerous path, becoming one of the members of the "coastal brotherhood". It is worth noting that you have the opportunity throughout the game to freely switch from one storyline to another.

England

Passage of the game Corsairs: Curse of the distant seas you will begin, standing at the gates of the Highrock colony, located in England. To become a subject of the King of England, you first need to obtain a corsair patent, which is issued by Governor Samuel Mortons. Hit the road, now you need to move to the other end of the city. Find the governor there and collect your patent. But do not rush to leave, talk to him a little more so that he issues the first task.

So, you will be assigned to deliver a letter to Sir John Clifford Breen. This man is the governor of the second English province. I must say right away that there is no need to open this message, because it must be delivered with a whole seal, and besides, there is nothing interesting in it. The reward for successfully completing this quest is 500 gold. Open the map and find the island to which you should move. It's called Tendales.

When you see the tavern, go there. It is usually full of captains and officers anchored off Highrok Pier. Also, merchants like to relax in this institution. Look around and go to the table on the left. Sitting behind him is Officer Christopher Clayston, on duty. English king... Walk up to him and talk. You can buy him an extra drink to loosen his tongue. It turns out that two dilapidated frigates have recently arrived from England and have been rearmed. The officer was assigned to one of them.

After listening to Christopher, continue the passage of the game Corsairs: Curse of the Distant Seas and go to the next table, at which Julius Ironcast is drinking drinks. This man is a gunner who has lost his sight in battles. Talk to him and find out that he has long wanted to be in the sea again. By the way, if you take him to the service, you will need to pay first 600 coins as a deposit, and then monthly pay him 200 gold. But his experience is worth it, so don't hesitate.

Then go to the table on the right and talk to Pete Dalton, who was once in the auxiliary workers at the gunsmith. Do your best to get him to speak, and listen to his story that once upon a time unknown people wanted to expel his master from the island. His son was killed, and the master himself left the island. The new owner drove Pete away and he is looking for work. You can offer him to work for you.

Now go to Governor Mortons and ask him about the frigates that you learned about. But as soon as you ask him a question, he gets angry and kicks you out the door. So hurry to leave. On the way, come up with a plan for how to set sail as soon as possible.

Now in the passage of Corsairs: The Curse of the Distant Seas on the street you will meet Gavrila Dubinin, whom you can take to your service as a boatswain. His services cost 400 gold a month. Hurry to the port and gather a team to quickly go to Tendales Island.

When you board the ship and start the owl's first voyage, don't worry too much, as pirates flying the Spanish flag are rare here. As soon as you step on the island, head to Governor Brin to give him a message. After you do this, he will reward you. She will also talk about the fact that Samuel Mortons is not the best leader, because he drove the inhabitants of the English colony of Grandfather Island, who are now starving, to despair. He will offer you to transport wheat there. I advise you to agree to complete this task, because on the island you can find one important character. In addition, if you refuse this task, then your reputation rating will drop to a minimum.

Continue playing Corsairs: Curse of the Distant Seas and begin this quest for a reward of 2,000 gold. Open the map and start your journey to Grandfather Island. As soon as you find yourself on the shore of the destination, head to the tavern and find its owner, because he needs to hand over 150 quintals of wheat. After talking with the innkeeper, he will also want to thank you with a canvas that can be sold profitably. Agree, but you will lose a little in reputation. Then go to the officer, who is also in the service of the King of England, David Murrer.

He will offer you a drink, agree and listen to him. So you will learn that he, like Clayston, received a referral to serve on one of the dilapidated frigates. He even managed to engage in battle on one of them and saw how, after a volley was fired at an enemy ship, one of the frigate's sides fell off. Murrer is the only one who managed to survive from the frigate.

Now in the passage of Corsairs: Curse of the Distant Seas, you can hire Murray to perform the functions of a gunner for 350 gold coins per month. It is worth noting that he does not have to pay for the first month. Climb aboard the ship and travel to Tendales Island. Find Governor Brin there and receive the promised 2000 gold reward. Then go to Highrok to get a new assignment.

Once on the spot, go to Samuel Mortons and get a new task from him. You will now need to escort the Bristol Pinas for 2,000 gold. But be careful, because near Tendales, the pirate Edwin, better known as the Cuttlefish, will attack the ship. However, the fight should not be difficult, since his ship is immobile and sluggishly attacking with fiery projectiles. Also, you shouldn't forget that you are escorting the Bristol. Give the captain of the pinasa to attack the enemy in order to sink him in several volleys.

When the pirate's ship sinks, you learn that he was ordered to destroy you by a certain Beltrop. Having stepped ashore Tendales, go to the tavern to get to know better the captain of the pinas Lemuel Humm. Talk to him to receive the promised 2000 gold reward. He will also tell you that the cargo that was on his ship is 50 brave bandit-looking guys. Head to Governor Brin and tell the news. After chatting, you can return to Highrok.

Now in the passage of the game Corsairs: Curse of the Distant Seas, you can start completing several side quests. First, go out to the streets of Highrok and find a man on them who is dressed in a dark blue scientist's jacket. Come and get to know him. It turns out that this is Albrecht Zalpfer. I advise you to avoid questions about new era in navigation and a new invention of the scientist. Zalpfer will tell you that he once served Alexander Bishop until he got rid of him. Now he sleeps and sees to be on Tendales. Agree to ship it there.

Thus, you will have a high-class master who works for free. It is worth noting that in the passage of the game Corsairs: Curse of the Distant Seas, he will be on board until you go to Governor Brin. This is inevitable, as soon as you dock at Tendales, the scientist will immediately leave your ship. However, you will get some experience. After you find Zalpfer on one of the streets of the island, talk to him to receive blueprints of his unique invention as a gift.

Go to the shipyard and find its owner Bertram Michelson, who will buy these blueprints from you for 1500 gold coins. You can return to the Highrock gate and approach the guard named Billy. After you talk to him, you will find out that he can no longer be on duty until he sips a little wine. You can help him with this and go to the tavern. Go to the owner Jeremy Wyndham and purchase wine for 1 gold. After you give the drink to the guard, you will be rewarded with 250 experience points.

Continue the passage of Corsairs: Curse of the Distant Seas and approach the guard who is on the right. His name is Frederick and he wants to have some rum. Go to the tavern again and buy a bottle of rum. After you give it to the guard, you will again get experience points and an increase in reputation. Now you can go to Governor Mortons.

He will give you a task, which is to inspect the surroundings of the small island of Itkal for the presence of ships flying under the Spanish flag. Agree and go to the city gates. On the way, notice a stranger walking down the street. Talk to him and find out that he was directed by a certain Olaf Ulsson. Also, the stranger will invite you to visit the corsair colony on Shark Island. It is worth noting that you do not need to ask him questions, because he will refuse to answer them. But start this task later, but for now, go to the ship to fulfill the instructions of the governor. Don't forget to replenish your ammo.

The battle with the Spaniards will be fierce. Open the map and start sailing towards the island of Itkalu, whose surroundings are overflowing with Spanish ships. For example, when you are off the coast of the island, "Tonina" will attack you. It is a powerful vessel and very maneuverable. Try to do your best to make it sink. After that, go ashore and go to John Bartons, who owns a small shop. After talking with him, you will learn that the ships, flying the flag of Spain, captured and devastated Itkal, left without protection. Make haste to return to Highrok and tell Mortons this news.

If you tell Mortons the whole truth about the plundering of Itkal, then you will have to take all the blame and agree with everything, because otherwise he will drive you out of his possessions, after which the English government will begin to be hostile to you. But even if you are lying, the truth will be revealed on your next visit to Mortons. Be that as it may, the further passage of the game Corsairs: Curse of the Distant Seas you will have to without the protection of England. You can leave the governor's residence.

Open the map and start your way to Shark Island. Go ashore and find the leader of the corsair colony in the tavern. Chat with Olaf Ohlsson and accept the offer to become a member of the Coastal Brotherhood. So you will find yourself in the second storyline. It is worth noting that for now, you are better off fighting on the side of England. After you approach Olsson and tell you that the captain of the "Cuttlefish" attacked you, and then about the message, you will be directed to Peter Ordo. This man is Beltrop's former assistant.

However, Ohlsson does not know where he is. You should find Munito Hernando, the owner of the shop in Gray Sales. To find him, simply open the map and sail to Shark Island, only be prepared to part with 50 gold for information on Ordo's whereabouts. Now in the passage of the game Corsairs: Curse of the Distant Seas, you need to go to one of the familiar governors to find this character. When you come to Morton, he will escort you out.

Head to Brin, and he will tell you that Ordo is now on Tell Kerrat. Hit the road, namely, to the east. Since the city is not protected by any of the forts, you can safely enter it. Head to one of the local shops and find out that Ordo has appeared on the island. He can be recognized by a yellow scarf worn over his head. You can go outside to meet him.

After you chat with him, you will find out that he is planning a flight to Tendales with the help of the British. However, he wants to wait until the passions subside on the island of Tell Kerrat. However, he has a beloved named Alicia Gardener, who is now in Gray Sales. Ordo really wants you to help her escape this place. In return for this service, you will receive him as a loyal friend and ally. You can return to Gray Sales and rescue Alicia Gardener.

After you step ashore in the passage of Corsairs: Curse of the Distant Seas, you will meet the desired girl on the street. Chat with her, after you get consent to escape, you will find out that Beltrop will not give her up just like that. He wants you to sink a frigate under the command of Nicholas Sharpe, subordinate to the King of England. I must say right away that you can get away from the battle, but then he will attack you every time after you find yourself near Gray Sales.

As soon as you bring the girl to Tell Kerrat to Peter Horde, he will fulfill his promise and become one of your team members. Next, you learn that Alicia stole a box with documents from Baltrov, which contained an interesting message. From him it will become known that all preparations for the assault on Tandales are over, and he can begin operations. The main gathering place for corsairs is the uninhabited island of Chaktcha.

Now it will become clear that Mortons decided to simply get rid of the competitor Tandales and for this he acquired two dilapidated frigates, which are not rivals of Beltrop's squadron. I advise you to warn Brin about the attack. Continue through Corsairs: Curse of the Distant Seas and sail to Tendales.

Now find on the island Alexander Gritston, who acts as the royal examiner. It is he who can issue the order for the arrest of Governor Morton. This will happen if you are able to prove his guilt. After you take the letter written by Brin, you can go to Highrok. Before you set off on a voyage, you can once again approach him and chat. This is the only way to learn about the inexplicable loss of ships plying between Highrock and Tendales.

In order to get more information about the unknown pirate who is doing lawlessness, go to the tavern and chat with the innkeeper Thomas Hancock. You learn that the corsair Ropflake attacked a merchant ship that was in the possession of Marcus. By the way, he also escaped from captivity and was able to get out to Tendales. However, he does not feel well due to illness. He's at Hancock's. Now in the passage of the game Corsairs: Curse of the Distant Seas, you need to hurry to Highrok to help the guy recover.

Having crossed the threshold of the governor's possessions, you will meet Alexander Green. Come and hand over a letter from Brin. At first he will not want to communicate with you, but after he reads the message, he will change his mind. Then the royal examiner will write an order for the arrest of Morton and give you a task, which is to sink the pirate ships plying around the island of Chaktcha. However, do not rush to execute it right away, it is better to go to the sick guy.

Head to your local shop and chat with the owner, George Havensile. It turns out that the eminent doctor Alumus is now on the island. After you find him, he will give out a medicine that will save Marcus. Once you get it, return to Tendales and give the potion to Hancock. Then, in the passage of Corsairs: Curse of the Distant Seas, you need to go to the tavern to meet Marcus there.

He will thank you for his rescue and tell you that Ropfleik's corvette "Chance" was spotted near the uninhabited island of El Caymano. Hurry to remove this corsair from the local waters, and then deliver it to Brin to receive a worthy reward. It will be necessary to fight with four corsair ships, pacing around the island of Chaktcha.

They do not expect that someone can attack them, so all ships are far from each other. After all of Beltrop's ships have sunk, return to Highrok. I advise you to immediately go to Admiral Gritston so that he will give you a new assignment. Now you have to capture the Costa Sinistra colony, which is under Spanish oppression.

But first, go to Dr. Alumnus and get his task, which is to find a rare herb. Go to El Caymano and find Pablo Loco there, from whom you can take the necessary herb. After talking with him, he will ask you to deliver him a foreign tree. He needs it in order to build a new boat.

Open the map and start your journey to Grandfather Island. Find the merchant Nigel Fester there and buy the necessary tree from him, for 1500 gold. Then take it to the doctor who will give you the weed you need. It is worth noting that he will send one of his students. Don't refuse, because this person will become an important member of your team as a surgeon. This is Dick Oakenwood. He can be found in a bar on Highrok Island.

If you have a desire to follow a different storyline, then go out to the streets of the island and find Robert Gorrando on them. It is worth noting that in the passage of the game Corsairs: Curse of the Distant Seas, he can also be in the tavern. Walk up to him and tell him everything. It turns out that the island of El Caymano is home to a craftsman who builds unrivaled quality telescopes. This master is called Adriano Montefi.

Try to find this person on the island as soon as possible. After that, try to be very courteous in the process of communication. In the end, he will agree to make one of these telescopes for you. It is worth noting that if you communicated with him politely, then he will give it to you, and if not, then you will have to part with 1,500 gold. However, he will tell you that he does not have crystal for the lens. But don't be discouraged, because it can also be purchased by Lorenzo Marquez, who lives in Granada Avilia. But in order to find yourself there and not perish, you must first obtain the protection of the Spanish government. If you have a desire to move to another storyline, then go there and get crystal to become the owner of a first-class telescope.

Continue playing Corsairs: Curse of the Distant Seas and go in search of a corsair who calls himself Ronald the Legalist. After you tell him that his friend was killed by the pirate Mole, he will certainly give you a black mark that must be delivered to the traitor. It is worth noting that he is on Gray Sales fearing for his life.

After delivering the mark to the corsair, you can return to El Caymano. Find Ronald and be sure to tell him that a trap is being prepared for him. You can offer him to restore justice and neutralize opponents with him. In this case, you will be rewarded with increased reputation and experience points.

The passage of the battle with the fort under Spanish auspices in the game Corsairs: Curse of the Distant Seas will not be easy. You need to try hard to emerge victorious from the battles. After you win, you can return to Highrok. Come ashore and go to the admiral. After meeting, talk and tell him about your exploits, namely that now the Spanish colony is annexed to England.

After receiving the next task, you will need to find out where the French are going to install new weapons. I advise you to head to the tavern located on the island of Ded Island. Go inside and find Lawrence Norton there. He serves England, go up to him and chat. After he tells the amazing story of his salvation, you can get out and go to your ship. Open the map and sail to Omori. Why go there? Because that's where the French are going to install new weapons. It is worth noting that if you want to master them, then get ready for a tough battle for the island.

As soon as you win, load the conquered weapon on board and head to Gritston. He will thank you and give you the next task. Now we need to capture the main base of the Spanish fleet - Isla Ballena. After you make every effort to conquer this piece of sushi, you will be awarded the title of nobility. You will also receive the title of Viceroy of the English colonies in the archipelago.

Near Shark Island we are attacked by pirates, who clearly do not like the idea of ​​leaving their home island and get out of the archipelago. Having dealt with them, we give Ulsson an ultimatum. The old pirate is well aware that he has no choice and agrees with the demands of Don Ricardo. We return back with a victory and get the last task - to capture the English colony of Tendales. The Spaniards seek to take possession of the entire archipelago, and therefore the colonies of other countries have no place on it. Having captured Tendales, we return to Don Ricardo Ferrer da Mercadal and learn that we have been appointed Viceroy of the archipelago.

In order to start playing the game for the pirates, we need to join the Coastal Brotherhood. Until a certain turning point, the passage of the game for the pirates can be combined with the passage of the game for someone else (England, Spain, France). Having gone to Skalshores, we get to know Olaf Ohlsson, and he invites us to join the ranks of the Brotherhood. We agree.

After that, on Grandfather Island, we meet Eugene Huxter, an old jeweler who identifies the medallion that lies in Nicholas Sharpe's chest. He says that he made this medallion many years ago for Malcolm Sharpe, the famous pirate who plundered the Spanish Emerald Cargo.

Having learned about this, we go to Olsson and ask him about his father. Olaf tells us that he once sailed under our father and that Malcolm Sharpe disappeared after Olaf was left on the shore with a fever. He also adds that we can learn about Sharpe's fate from two of his team members who survived. One of them is One-Legged Berquist, he has not left Gray Sales for a long time. The second is Mauritio Camentata, who long ago abandoned the pirate craft and now owns a tavern on the Spanish island of Costa Sinistra.

First, we sail to Gray Sales in order to talk to One-Legged Berquist. He tells how Sharpe plundered the Spanish Emerald Cargo and then buried the treasure somewhere, and then disappeared. He does not know any details about Sharpe's death, or he pretends not to know.

Mauritio Camentata refuses to say anything until we have completed his assignment - we need to take the letter to Lorenzo Marquez Avido, a merchant in Grand Avilia. Having delivered the letter (for this we will have to temporarily go over to the side of the Spaniards), we receive from the merchant a shipment of wine for Mauritio Camentata. After that, he tells us about Malcolm Sharpe's last voyage and offers half of the map of the island on which Sharpe buried his treasures. Mauritius asks for 1000 gold, but you can persuade him to give the card for free.

Returning to Ulsson, we tell him about everything that we managed to find out. Olaf advises us to try to talk about our father with Desmond Raymond Beltrop, the leader of the Gray Sales pirate settlement. Nothing good comes out of this conversation. Beltrop laughs at us, and we cannot adequately answer him without ending our life on the yard.

Returning to Ulsson, we tell him about our conversation with Beltrop. Olaf has a couple of thoughts on what the pirate leader said, and then invites us to do a little business. We must sink the San Miguel caravel belonging to a merchant named Julio Nederedas who was "ordered" by his partner. Caravel is located near the island of Grand Avilia. The completion of this task must be reported to "Trickster" Markus, who will be waiting for us on the island of Tel Kerrat. He will also pay us for the execution of the order.

We ask Ohlsson what to do with the map we received from Kamentata. He says that undoubtedly Beltrop knew our father and heard about the treasures of Malcolm Sharpe. You can catch him on the piece of the map that we have, but you cannot do it directly, head-on. If we go to him and claim that we have a card, Beltrop will just stab us and take it. According to Ohlsson, Beltrop must be tricked somehow. But how exactly - over this we still have to smash our heads.

After sinking Nederedas and receiving money for this from "Trickster" Markus, in a conversation with him we learn that Markus professionally forges securities and documents. Having asked him to make a fake, slightly altered duplicate of the card received from Mauritio Camentata, we pay 2000 gold for this and go with the fake card to Beltrop. By exchanging her for the story about our father (who is also not very truthful), we can either pretend that we are ready to be a friend of Beltrop, or openly declare that he will pay for his atrocities.

Several optional tasks that we can complete when passing the game:

* At the Shark Island tavern we meet a pirate named James Callow. He tells us about an Indian idol that he took from an old Indian priest. According to him, this idol brings misfortune. The pirate wants to get rid of the damn trinket, but he doesn't know how. Several times he tried to throw out the idol, then he mysteriously returned back. According to the old Indian from whom James took the idol away, this figurine can only be gifted. The pirate asks us to help him get rid of the cursed idol and give this trinket to Desmond Ray Beltrop, with whom he has long been at odds. Having agreed to help him, we go to Beltrop and give him a gift. If the rank of Nicholas is 7 or higher, then Beltrop will accept him, if not, he will refuse, and we will have to return to James Callow unwillingly. You can also try to foist the idol on Nicholas de Montferrat, Governor of Isle d'Orange. This is a win-win option - the governor will gladly accept a gift from us. After completing the assignment, we return to James.

If the reputation of Nicholas is Good Matey, James will join us as an ally, if the reputation is lower - he will give two thousand gold, apologize and leave us.

* At the Shark Island tavern we meet a pirate named Hugo Lambermill. If we have a Spanish corsair patent in our pocket, we should talk to him, and then we will have a chance to capture the manovar. Hugo complains to us that he is tired of the pirate life, and asks us to get a Spanish corsair patent for him. We go straight to Guilbertus de Muntral, and if Nicholas has a Good Matey reputation, then we will be able to persuade the governor to issue a patent to the old pirate, but if it is lower, we can offer de Muntral to deceive the old pirate - to issue him a patent in order to lure Isla Ballena, and then hang. After that we return to Lambermill and give him the letter. If we have brought a real corsair's patent, he will tell us that there is a damaged French manovar near the island of Chaktcha, which is very easy to capture. After a while, we can drop by Guilbertus de Muntral and inquire about how the old pirate serves. It turns out that a great soldier came out of him.

If we set up Hugo's trap, then after the transfer of the patent, it is necessary to return to Guilbertus de Muntral for a reward - 2,500 gold.

* After Eugene Haxter tells us about Malcolm Sharpe at the El Caimano tavern, we will meet a smuggler named Octavio Lambrini. Upon learning that Nicholas is the son of Malcolm Sharpe, the smuggler will offer us a little business. Isle Ballena has a customs captain named Arcadio la Damba. He does not take bribes on principle, and because of this, the path to Isla Ballena is closed to smugglers. Octavio wants us to help him get rid of this officer, and is willing to pay 3000 gold for this. After agreeing to these conditions, we sail to Isla Ballena and talk in the tavern with Arcadio la Damba. Now we have two options: to complete Lambrini's mission, or to agree with the captain and set up Lambrini's trap (for this we will receive 2000 gold). Deciding to kill the captain, we explore the waters near Isla Ballena and, having met the brig of la Damba, let him go to the bottom and return to Octavio Lambrini for payment.

If there is a desire to come to an agreement with the captain, after talking with him we need to see Octavio Lambrini and inform him about the successful completion of the mission and that he can now freely visit Isla Ballena. Near the island, Arcadio la Damba will intercept the smuggler and bring him to a fair trial. Our participation in this is not required, so we can immediately go to Isla Ballena and there, in the tavern, receive our reward from the captain. However, if we hand over to Captain Octavio Lambrini, his sons will be waiting for us near El Caymano.

After that, in the Gray Sales Tavern, we will meet Anna Forge, who will tell us the story of her unhappy life. She is of a noble English family. Her father was a friend of Beltrop, who, it turns out, once held a baronial title. Beltrop got involved in a conspiracy against His Majesty and tried to persuade her father to participate in it. He refused and tried to convince the baron to give up the bad idea. But Beltrop had refused now. Then the father, torn between loyalty to His Majesty and friendship, was forced to hand the future leader of the pirates into the hands of justice. Beltrop was exiled.

Five years later, he returned to England at the head of a pirate fleet, plundered and burned Anna's father's estate, sparing no one but her. He took Anna Beltrop to his ship and has kept it with him ever since, allowing her to leave his residence only a year ago. Anna's brother, a captain of the English fleet, tried to find her, and during his search he ran into one of the henchmen of the pirate leader in the tavern of Grandfather Island. They talked, and then Beltrop's friend tracked her brother in a dark alleyway, killed him, and brought a bloody head to Beltrop to prove his loyalty.

During the conversation, it is revealed that Beltrop has his own half of Captain Sharpe's treasure map. We agree to punish the murderer of Anna's brother in exchange for a promise to steal this half for us. The killer of Anna's brother - a pirate named Juan "Cocodrillo Sangre" - is on the prowl in search of prey near the French colony of Isle d'Orange. Having gone there, we sink his ship "Aspirare" and, without getting involved in a battle with the French, we return to Anna. Upon learning that her brother's death has been avenged, she gives us a piece of the map. When asked what she is going to do next, Anna replies that she decided to stick a knife into Beltrop's belly. We can promise her to do it instead of her and then return for her - otherwise she will try to kill Beltrop and die herself.

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1630 ... In this turbulent time, the captains of the ships that plowed the expanses of the Atlantic quite easily changed their flag, passing from one monarch to another. The game has four main storylines and a ton of side quests.

Nicholas Sharpe will have the opportunity to serve England, France and Spain, or choose the dangerous path of one of the members of the "coastal brotherhood" - while in the course of the game we can easily move from one storyline to another. This walkthrough provides tips for those who wish to complete the game as quickly as possible without being distracted by trading and naval battles which can be avoided in one way or another. Nonetheless, both are great ways to expand your squadron and strengthen its armaments - actions absolutely necessary for those who want to create a military force that any adversary will reckon with.

But we were a little distracted ... So, the Spanish captivity and flight from the plantation were left behind. There is a pink moored at the pier of the main English colony of Highrock, with us forty crewmen, there is some ammunition. Life is full of new hopes, the main one of which is to obtain a corsair's patent ...

We start the game at the city gates of the English colony of Highrock. In order to enter the service of the King of England, we need to obtain a corsair patent from Governor Samuel Mortons. His residence is on the other side of the city. Having taken away the patent, you need to contact the governor again in order to get the first task. We will be instructed to take the letter to Sir John Clifford Breen, Governor of the second English colony in the archipelago. There is nothing secret in this letter, but we must deliver it intact, without opening the seal. The reward for successfully completing this quest will be 500 gold. The island on which the colony is located is called Tendales - when you issue a task, it appears on the map.

On the way to the city gates, it is worth stopping by the tavern. Traders, captains and officers of the ships docked on the Highrok pier spend their free time there. Someone Christopher Clayston, an English officer, is purposefully pumping rum at the table to the left of the entrance. He has already crossed the line beyond which alcohol unties a person's tongue, and for an extra mug he is ready to tell us a "state secret". Two frigates recently arrived from England to fight pirates. They underwent rearmament, and Christopher was assigned to one of them. However, according to him, it turns out that these frigates are floating debris and are almost falling apart from dilapidation. At the next table sits Julius Ironcast, a gunner who has lost his sight in battle. He dreams of going to sea and can become a worthy member of our team - after all, his experience is worth a dozen pairs of the most vigilant young eyes. His services will cost us 200 gold a month, and 600 coins will have to be laid out immediately as a deposit. Finally, at the table on the right sits Pete Dalton, a former apprentice of the local gunsmith. It's not so easy to get this guy to talk - but in the end he tells us a story that some unknown people tried to drive his former owner from the island. Shortly after speaking with them, the gunsmith's son was killed in a street fight, and the master left Highrok, fearing for his life. The new owner kicked out Pete, and now the guy is scared and dreams only of how to get to Tendales Island and find work there. Perhaps we should offer him our help - in addition to the usual human humanism, this should have a good effect on our reputation.

Well, it is worth stopping by Governor Mortons and trying to ask him about these mysterious frigates. But, contrary to expectations, after the very first question, his Excellency comes into a state of strong anger and simply points us to the door, not forgetting to promise at the same time serious trouble to poor Clayston for his drunken chatter. It looks like now we really should go sailing. However, having met a native of Russia Gavrila Dubinin on the streets of the city, we can part with another four hundred gold coins and acquire a boatswain. But, one way or another, soon we leave the port of Highrock and go to Tendales Island.

The journey promises to be relatively calm - pirates, and even more so the Spaniards, are not often met in this region. Upon arrival on the island, we go to the residence of the governor of Brin and give him a letter. After presenting the well-deserved award, he informs us that Samuel Mortons is far from the best leader, and an example of this is the plight of the small English colony of Grandfather Island, where a real famine began due to crop failure. Brin offers us to deliver a cargo of wheat to the island and thereby alleviate the situation of the colonists. You can refuse this assignment, but ... is there any point? One of the characters we need is located on Grandfather Island, and we still have to sail there, besides, because of the refusal, our reputation will fall. At the same time, you can get a very good fee for the delivery of cargo - 2000 gold. We agree and, having loaded 150 English quintals of selected wheat into the hold, we go to Grandfather Island - a new island that appeared on the map at the time we received the assignment.

Upon arrival at the site, we need to hand over the cargo to the owner of the local tavern. He is incredibly glad that Governor Breen remembers their troubles - moreover, the innkeeper is even ready to reward us for our labors. Since all the gold on the island went to buy food, as a reward we are offered to take some linen, which is quite suitable for sale. By agreeing to this offer, we lose one point of reputation - in the end, the governor promised us a generous payment for this trip, and it is not good to cash in on someone else's misfortune. In the same tavern, we meet with the English officer David Murray. History repeats itself, but on the contrary: he is ready to treat us to a drink if we agree to listen to his story. Like Christopher Clayston, he was assigned to one of these two ill-fated frigates, moreover, he even managed to be in one of the battles. Murray was the senior cannoneer, and he saw with his own eyes how the right side of the frigate literally fell off at the first salvo at a pirate ship. Our interlocutor turned out to be the only one who managed to escape from the quickly sunken ship, but the memories of the experience, it seems, will not soon be smoothed out in his memory. After this conversation, we can hire Murray as a gunner - he will serve with us for 350 gold coins, and the first month is ready to work for free.

Returning to Tendales Island, we receive the promised 2000 gold from the Governor of Brin, after which we go to Highrok for a new assignment. This time Samuel Mortons offers us 2000 for escorting the Bristol pinnacle on the way to Tendales Island. We cannot refuse this task, although it is fraught with a trap: near Tendales, we are attacked by the pirate Edwin, nicknamed the Cuttlefish. The battle promises to be not too difficult: Edwin's ship maneuvers rather sluggishly near the island and clearly does not seek to suppress us with its firepower. Do not forget that now we have a pinnacle "Bristol" at our disposal. Having given his captain the order to attack the enemy, we complete what we have begun with several accurate volleys. While Edwin's ship is smoothly sinking to the bottom, we learn that the pirate was ordered to kill us, and this order was given by someone named Beltrop. Somewhere in the depths of my soul there is a desire to get to know this Beltrop better ... and the sooner the better.

We meet with the captain of the "Bristol" Lemuel Humm at the Tendales tavern. He gives us the payment of 2,000 gold promised by Mortons and tells us that the only cargo that he delivered to Tendales were fifty strong guys of frankly gangster appearance. Perhaps it would not be superfluous to drop by Governor Brin and tell him this news. After that, we can return to Highrok with a clear conscience.

It's time to complete a couple of additional quests. To begin with, we have to find a man in a dark blue jacket of a scientist on the streets of Highrok. His name is Albrecht Zalpfer. In a conversation with him, one should avoid questions about a new era in navigation and about a new invention of a scientist. Zalpfer tells us that he worked for Alexander Bishop until he fired him. Now the inventor dreams of getting to Tendales and finding work there. Looks like a good deal is pecking. We offer Zalpfer the ship's carpenter's job, promising to deliver him to Tendales in return. He happily agrees, and we get a high-class worker for free, who will remain with us on the ship until we are going to visit Governor Brin's property. Looking ahead, it should be said that, once on Tendales, Zalpfer will immediately leave our ship, and we will get some experience in return. But this is not the end of the story. Having found Zalpfer on the streets of Tendales, we, as an old friend, talk to him again - and as a result, the scientist presents us with drawings of his new invention. Bertram Michelson, the owner of the local shipyard, will gladly buy them, and we will become richer by 1,500 gold.

Let's digress for a while. Returning to the city gates of Highrok, we learn that one of the guards, Billy, is unbearably difficult to stand at the post, unable to wet his throat with a couple of sips of good wine. Can we help the guy? To do this, we will have to look into the tavern. Its owner, Jeremy Wyndham, will gladly give us a bottle of local sour for a quite extortionate price of 1 gold. Filled with a sense of legitimate pride in our own nobility, we take the bottle to the soldier and, decisively giving up money, we receive in return an increase in reputation and 250 experience points. But that's not all. Billy's comrade on the right, Frederick, is also thirsty. True, he prefers wine to rum, but he saw how we brought a bottle to his partner and ... in a word, could Captain Nicholas do another noble deed? Of course, what a question. We return to the tavern and buy a bottle of rum from the owner skvalyga. Having given it to Frederick, we feel a little guilty for soldering the sentries of the English army, but the increase in reputation and experience received as a reward more than compensates for all the moral torment.

Returning to the main storyline, we go to the governor. This time Sir Mortons invites us to inspect the environs of the tiny island of Itkal, explaining this by the fact that Spanish ships have been seen there recently. We can agree to this expedition or refuse, citing the fact that our ship is too weak to fight the Spaniards. On the way to the city gates, you should pay attention to a very colorful stranger, confidently pacing the streets of Highrok. Strange, he knows our name. A messenger from a certain Olaf Ohlsson invites us to visit a pirate colony on Shark Island, after which he flatly refuses to answer any questions. Well, curiosity is not a vice, and we will definitely look there ... in due time. In the meantime, if we have already decided on the first battle with the Spaniards, we should thoroughly stock up on ammunition. By the standards of the beginning of the game, the battle is going to be quite serious, and the journey to Itkal itself does not at all promise to be a pleasure trip - there are quite a lot of pirate ships in this region. Around the island awaits us shnyava "Tonina", sailing under the Spanish flag - a ship powerful and maneuverable enough to become a serious enemy in the upcoming battle. However, sooner or later we are simply obliged to let it go to the bottom. After that, you need to look into the city and talk to John Bartons, the owner of the only local establishment - a small store. He will tell you that the Spaniards captured and plundered Itkal, not protected by a fort. The robbery lasted two days, and as a result, only a few of the townspeople managed to survive. It's a shame we can't sink Tonina again. But there’s nothing to do — we’ll have to go back to Highrock and give Governor Mortons such uncomfortable news. Actually, reporting on the results of our intelligence, we can tell the truth about the plunder of Itkal ... but we can also lie, depicting our great victory over the Spaniards and the salvation of the doomed city. In the first case, we have to take all the blame upon ourselves and humbly agree when Mortons accuses us of slowness and incompetence. If you start to object to him, he will expel Nicholas from his residence, and England will become hostile to us. If we lie, the result will not be better - the truth will be revealed already at the next visit to Mortons, and we will still lose our English corsair's patent, gaining ourselves another powerful enemy. Therefore, if we wish to continue to follow this storyline, the only correct decision would be to humbly agree with all the accusations and resignedly leave the residence of the angry governor.

Now is the time to leave Highrok for a while and go on a friendly visit to Shark Island. Olaf Ohlsson, the leader of the pirate colony, we can find in the tavern. He invites us to become a member of the "coastal fraternity" - this is a good opportunity to move on to another storyline of the game. But for now, we are still fighting on the side of England. However, there is still some benefit from this visit. After telling Ohlsson about Edwin "Cuttlefish" attack and a cryptic note, we get advice to speak to Beltrop's former first mate, Peter Ordo. The problem is that Ohlsson has no idea where he can be found right now. However, you can find out about this from Munito Hernando, the owner of the store on Gray Sales (this island is located northeast of Shark Island). For just 50 gold, this guy will happily inform us that Ordo has gone to see some of the English governors, who, oddly enough, is an old friend of his.

Well, it looks like it's time to visit our old friends the governors. Mortons makes it very unkindly that he does not know and does not want to know any of the pirates in general and Peter Ordo in particular; on the other hand, Brin quite willingly tells us that Ordo was with him a few days ago and, having advised him to leave Tendales for a while, went to the island of Tel Kerrat. It seems that now we will have to follow him.

# seadogs011.bmp Tel Kerrat Island is located in the eastern part of the map. It belongs to the French, but the city is not protected by a fort, we can enter it without hindrance. From the very beginning, we are in for a terrible disappointment: we do not know what Ordo looks like. However, this is easy to fix. After talking to the owner of a local store, we learn that Beltrop's former first mate has indeed arrived in Tel Kerrat, and he has a habit of wearing a yellow headscarf on his head. We go out into the streets and - here is good luck! - Peter Ordo himself is striding towards us. After talking with him, we learn that Beltrop is planning a raid on Tendales, and in this he is helped by someone from the British. Ordo himself, having warned Brin about the danger, hopes to sit out the mess with the French in Tel Kerrat. However, there is still one serious problem in his life: his beloved girlfriend, Alicia Gardener, is now in Gray Sales, and Ordo desperately needs the help of a person who could help her escape from there. Our candidacy is just right. In return, Ordo promises to become our loyal friend and ally - a proposal that is not useless for us either. Resolved: We return to Gray Sales for Alicia Gardener.

Returning to Gray Sales, we find Alicia Gardener on the streets of the pirate town. The girl happily agrees to run with us, but Beltrop is not at all going to part with his prey so easily. Off the coast of Gray Sales is a frigate under the command of Peter Glantz, whose main task has recently been to capture a certain Nicholas Sharpe, a corsair in the service of England. Fighting a frigate is a rather thankless task, and you can simply dodge the battle - but in this case Glantz will attack us every time we find ourselves near Gray Sales.

We need to get Alicia to Tel Kerrat to Peter Ordo. He honestly fulfills the terms of the agreement and, together with his ship, joins our squadron. While fleeing with Gray Sales, Alicia stole a box of documents from Beltrop's cabin, among which Ordo found a very curious letter. An unknown author informed Beltrop that all preparations for the assault on Tendales had been completed and that he could begin the operation. The place of gathering of the pirate fleet was designated the uninhabited island of Chaktcha. Instead of a signature on the letter, there was an English official seal. Mortons! Fearing for his career, he seriously decided to get rid of the young and energetic Governor Tendales. It was for this purpose that two dilapidated frigates were discharged from England, which would be absolutely helpless against Beltrop's squadron, but on the island itself, the rebellion had to be supported by those same fifty thugs from Bristol. It is necessary to warn Brin about the impending attack. We're going to Tandales.

But warning about the danger is only half the battle; you still need to somehow eliminate its source. Breen says he doesn't have the authority to arrest Mortons, but luckily the Royal Examiner for the Colonies, Admiral Alexander Gritston, is now on the island. He can order the arrest of Mortons, if, of course, we can prove his guilt. Brin writes a letter to the admiral, and we must deliver it to Highrok. It is worth talking to Brin again, and then he will tell us about the mysterious disappearance of ships on the way between Highrock and Tendales. Everything indicates that in these waters some pirate began to wield, with cunning and arrogance surpassing many members of the coastal brotherhood. But the governor has no exact information about him, and he advises us to talk to the regulars of the tavern. So, perhaps, we will do. According to innkeeper Thomas Hancock, a pirate named Ropflake recently hijacked a merchant ship belonging to a certain Markus. Marcus was captured along with the ship, but by some miracle he managed to escape from captivity and get to Tendales, where Hancock sheltered him. But the guy's business is still bad - during the journey from bad water and food, some kind of illness happened to him, which is about to finish him off. But since we're going to Highrok anyway, it's worth trying to get such a helpful witness back on its feet.

Alexander Gritston meets us at the Governor's Residence. Fortunately, Mortons is absent, and we are handing over Brin's letter to the admiral without hindrance. At first, the royal examiner does not want to believe such grave accusations, but a letter found in Beltrop's documents convinces him that we are right. Gritston orders the arrest of Governor Mortons and sets before us the next task: we must defeat the pirate fleet near the island of Chaktcha. However, before embarking on this, frankly, difficult task, you can get a little distracted and take care of the fate of poor Marcus. First, we need to talk to the owner of the local store, George Havensile. He tells us that the famous physician Alumnus has recently arrived on the island. After finding the venerable doctor on the streets of Highrok and quite impolitely interrupting the stream of highly scientific chatter, we take the medicine from him for Marcus. After that, we can return to Tendales and with a clear conscience give the medicine to Thomas Hancock. We meet the recovered Markus the next time we visit the tavern. In gratitude for his salvation, he tells us that Ropfleik's corvette "Chance" last time seen near the island of El Caymano. How sweet - we are almost on the way. Before heading out to battle the pirate fleet, Ordo and I can sail to El Caimano and rid the waters of yet another gallows. We will receive the reward for capturing Ropfleik during our next visit to Governor Brin.

The next task is also optional, but very, very useful for those who decided to change the storyline of the game. In Hirok's tavern, you can meet a sailor named Roberto Gorrando. Upon learning that Nicholas is a corsair, he reveals that a craftsman lives on El Caymano who makes magnificent telescopes. His name is Adriano Montefi. Having found a man with this name on the streets of El Caymano, we talk with him, trying to be extremely polite. As a result, Montefi agrees to make a pipe for us for free or, if we were rude to him, for 1,500 gold. The only problem is that it doesn't have the crystal from which the lenses for the best spotting scopes are made. Crystal can be bought from Lorenzo Marquez Avido in Granada Avilia, but you can only get there with a Spanish corsair patent in your pocket. Those who wish to change the storyline of the game can easily get into the Granada Avilia store and buy rhinestone there, from which Andriano Montefi will willingly make the best telescope. Also on El Caymano we can meet a pirate named Ronald the Lawyer. He tells us that his friend was treacherously killed by another pirate - Frederick, nicknamed the Mole, and asks to deliver a black mark to the Mole. Frederick sits in Gray Sales and does not show his nose from there, fleeing from just retribution behind Beltrop's back. Ronald makes an appointment with him near Chaktcha Island. Having delivered the black mark to the addressee and returned to El Caymano, we can warn Ronald that the Mole is preparing a trap for him, and even join him in order for pirate justice to prevail. In this case, in addition to the money for the delivery of the black mark after the sinking of the Mole, we will receive a solid increase in reputation and experience.

The battle with Fort Costa Sinistra promises to be a tricky business, but sooner or later we still manage to win. Returning to Highrok and informing the admiral that the former Spanish colony is now annexed to the possession of England, we receive another task. Now we have to find out where the French are going to install the huge new cannons brought from Marseilles - and, if possible, capture them. At Grandfather Island's tavern, we meet an English sailor named Lawrence Norton. Near the island of Omori, he met three French ships that were trying to sink his pinas. By some miracle, he managed to escape, but a couple of volleys nevertheless covered the ship, and one core even flew into the captain's cabin. The weight of this kernel was found to be forty-eight pounds. After thanking Norton for the story, we go to Omori. It seems that this is where the French placed their monstrous weapons. In order to get them, we will have to capture the island.

After capturing Omori and delivering the guns, Admiral Alexander Gritston sends us to capture the main base of the Spanish fleet - Isla Ballena. Upon his return from there, Nicholas Sharpe was awarded a title of nobility and appointed Viceroy of the English colonies in the archipelago.

In order to go over to the side of France at the very beginning of the game, we must leave Highrock and head to Belflor - the main French colony in the archipelago. After visiting the governor of the colony, Monsieur François de Bijou, we receive from him a corsair's patent and the first assignment: to meet with the French agent Auguste Bromont on Gray Sales Island. Well, our service begins in a very unusual way. Having found Auguste Bromont on the streets of the pirate town, we receive a report from him for the Governor de Bijou, after which we return to Belflor. I wonder what the charming girl standing next to the governor? After reading the report, de Bijou will fall into a state of panic: his old friend, the merchant Thierry La Mol, fell into the hands of the Gray Sales leader, the pirate Beltrop, and now they are demanding a huge ransom for his life. The governor is ready to give money with joy, the only problem is that he simply does not have the required amount. As a result, we are sent to Isle dOrange to the head of the merchant guild, Orellan Dupre, in order to borrow money from him. The governor was in such a hurry to send us that he even forgot to name the amount required, therefore, drawing up an IOU in the name of Monsieur François de Bijou, we call the figure almost at random - twenty thousand. Fortunately, upon returning to Belflor, it turns out that we guessed the amount correctly, but we were a little mistaken with the interest ... but this, however, is already the governor's problem. We have been instructed to inform Beltrop of the place and time of the exchange. We go to Gray Sales again.

Beltrop's residence is aboard a beached galleon. The pirate leader is extremely unfriendly: he tells us that he will appoint the time and place of the meeting himself, and demands that the ship with the gold arrive at Gray Sales in a week. Back at Belflor, we relay Beltrop's response to the Governor. De Bijou immediately declares that sending a ship with gold to Gray Sales is just a gift to the pirates, and categorically refuses to take part in such nonsense. However, he invites us to try to free La Mola on our own, without money and without the slightest support. Well, it looks like we don't have much choice. We are sailing to Gray Sales again.

On the streets pirate city we have to find a captain named Damien Rotney, and he will make us an offer that is truly difficult to refuse ... Recently, Damien was offered to join the French fleet, and he decided to agree - for a man of his age, the life of a pirate is full of dangers and hardships. too heavy indeed. Gathering his team, he invited those who wish to join him. Most of the pirates supported the captain, but, as always, there were some dissatisfied. Instead of cutting their throats, Rotney let them go in all four directions. As it turned out, in vain. One of the released men whispered to Beltrop that old Rotney had decided to betray the coastal fraternity and go over to the French. Beltrop flew into a rage and ordered his men to seize the traitor's ship. Brig "Odysseus" was presented to one of the henchmen of the leader of the pirate colony, the team was captured by Beltrop, and Rothney himself barely avoided walking on the board. Such a sad story turned out. Rotney offers us a deal: with the help of his friends, he can escape from the island at any time, but before that he needs to free his team from captivity. He also really doesn't want his ship to belong to some sucker. Rotney would be very happy if we could bring him the head of the captain who is now in command of the Odysseus brig. I am so glad that I would gladly free the merchant along with my friends ... how is he? Oh yes, Thierry La Mola - fortunately he sits in the same hold as Rotney's team. But the capture of the brig must be carried out as quietly and inconspicuously as possible, otherwise the shots will wake up the whole city.

Rotney's former ship, the Odysseus brig, is in the waters of the Gray Sales. We'll have to take him on board - if the ship is sunk, we will not be able to get the head of its captain, and therefore save the merchant. However, no one said that we could not shoot a little, having interrupted most of the team on the Odyssey: in the end, forty people against a hundred - the alignment is not the most successful, and it needs to be changed. After successfully boarding, we get the head of the unlucky captain and, returning to Gray Sales, we give it to Rotney. Here's our merchant! After talking with him, we take him aboard and return to Belflor. There, the rescued merchant will need to be found again in order to receive a reward for a brilliantly performed operation.

In the tavern of Isle d'Orange, we meet a certain Fokere Arain, who invites us to take part in a very foul-smelling business ... He is going to kidnap François de Bijou's daughter, Jacqueline, and then demand a ransom from the governor of Belflore for her. Naturally, Nicholas Sharpe would never do that. Having refused Arain, in the same tavern we meet the former captain of the French fleet, Milon Anserville. Fokere Arain made him the same offer as to us, and Anserville has already made a decision ...

We return to de Bijou in order to warn him about the impending abduction, but the old stubborn man does not want to listen to anything and only laughs at us. Soon after this, the owner of the tavern of the island of Belflor Noiret Senaigan informs us that the daughter of the governor Jacqueline de Bijou has been kidnapped by unknown people, and now a huge ransom is being demanded for her life. We return to the governor and offer him our services in finding our daughter.

This search should begin with the already familiar tavern on Isle d'Orange. Having met Milon of Anserville there and threatening him with accusation of complicity in the abduction, we can extract some information from him, and at the same time force Milon to join us for a while in the search for Mademoiselle de Bijou. It turned out that when Anserville turned down Fokere Arain's offer, he hired a pirate named Michel Gattenschrag to replace him. After the abduction of the governor's daughter, Fokere mysteriously disappeared, but Gattenschrag, according to Unseryville, can be found on Skaoshors.

Gattenshrug is indeed in a tavern on Gray Sales Island. If Nicholas Sharpe's rank is still below 5, the pirate will simply laugh at our threats. After our rank has risen to seven, the ridicule will stop, and Hattenschrag will begin to respect and fear us. He will tell you that the bark, owned by Foker Arain, is anchored at the uninhabited islet of Inachetla, ready to immediately wend anchor and run away without looking back, as soon as at least one sail appears on the horizon. But the ship of Gattenschrag will hardly frighten him ... We politely offer the pirate to exchange ships, and he, desperately cursing, agrees. At parting, Gattenschrag warns us that if we sink the barque Fokere Arain, we will have no chance of finding Mademoiselle de Bijoux.

Having laid a course to the island of Inachetla, we take the barque "Nemesis" on board. Unfortunately, during the attack, Arain himself was killed, and we can only be content with his logbook and the ring found in the captain's cabin. From the entries in the journal it follows that we must give this ring to a certain Brant Tabari, the captain of the caravel, on board of which the kidnappers hide Jacqueline. The Tabari caravel stands in the port of Isle d'Orange, and the captain himself has a pleasant time in the city tavern. Having received the ring, he decides that the ransom from the governor has already been received, and, counting his share in his mind, he personally delivers Jacqueline to Belflor.

Returning to Belflor, we learn that the Spaniards are preparing an attack on the island. In preparation for the war, Monsieur de Bijou laid down several heavy warships, but now he has practically nothing significant at his disposal. Having laid out all this, the governor asks us to protect the island. Hmmm, not an easy task ... After the last Spanish ship, with our help, descends to the seabed, de Bijou gives us a reward and lets us go, saying that now he does not have a suitable assignment for us.

On the streets of Belflore we meet a stranger who gives us a note. In it, we are convincingly asked to look into the city tavern - it seems that someone really wants to meet us. In the tavern we meet Jacqueline de Bijou, and she confesses her love to Nicholas Sharpe. Probably, this girl should not talk about the passion that burns us and the irresistible desire to spend this night together in a room on the second floor of a tavern. Offended, she will certainly tell her father about everything, and after that France will become hostile to us. It is better to ask the girl to wait until you become so rich and famous that, without embarrassment, ask for her hand in the Governor de Bijoux. However, there is also a third option: we can get married secretly and only then put the happy father-in-law in front of a fait accompli. The choice is ours - a choice between a secret and an open wedding ... and at the same time between money and experience. By secretly marrying Jacqueline, we will get 10,000 experience, and by officially asking for her hand in de Bijoux - a dowry, 8,000 gold.

For a secret wedding, we need to find a priest - no priest on Belflore will agree to hold this ceremony without the permission of the governor. We will look for him on Omori - and at the same time we will also earn some money along the way. On the streets of Belflore, we need to find a merchant named Magis Sobrik. He will willingly hire us to escort his ship to Omori, promising not only to pay 1000 gold pieces as a reward, but also to tell all his friends and companions about us. Having safely escorted the La Belle caravel to the port of Omori and having received the agreed payment from Magis, you need to contact him again. He will tell you that the local merchant Yves Samois is looking for someone to transport his coffee to Isle d'Orange. If the reputation of Nicholas Sharpe is not less than Plain Fellow, Samua will agree to load 1200 centners of coffee on our ship, intended to be sent to Joseph Godonville. He will exchange the coffee for 1,200 quintals of chocolate, which must be delivered back to Samua. But we can cheat a little and take coffee not to Godonville in Isle d'Orange, but to Jean Neville to Belflor. The latter is ready to exchange 1200 quintals of coffee for 1600 quintals of chocolate. Returning to Yves Samua, we give him the agreed 1,200 centners and receive 2,500 gold for our work - and at the same time we still have 400 centners of chocolate that can be easily sold.

The next task is optional and is intended for those who want to change the storyline of the game. On the streets of Isle d'Orange we meet an old woman who tells us the story of a lost ring ... She is clearly not herself. After talking with the owner of the tavern Isle d'Orange, we learn that this woman's name is Josephine Lodet and that her son was killed during the assault on Isla Ballena by the French fleet. Upon learning of his death, she lost her mind and kept repeating about some kind of sapphire ring that she had lost. We need to get to Isla Ballena, and this will likely require a corsair patent change. After asking Arno Manllu, the owner of the tavern, about the sapphire ring, we learn that one of the local girls named Francesca wears a similar ring. She is feeble-minded, and it will not be difficult to take this ring from her. We leave the tavern and meet Francesca on the street. After telling her the story of a mad woman, we get the ring for free, otherwise we will have to pay for it. Back at Isle d'Orange, we give this ring to Josephine Laudet. Seeing him, she wakes up.

And a couple more optional tasks. In the tavern of Isle d'Orange, we meet Artua Mulet, who tells us the story of his unhappy life. A year ago, Nicholas de Montferrat put him in charge of an expedition that went in search of new lands south of the archipelago. Unfortunately, the expedition died, and only Artois Mulet managed to return. When he came to Nicholas Montferrat, he announced that Artois Mulet had simply squandered the expeditionary funds and now appeared to him without the slightest proof of his words. Then he demoted Artua Mulet and drove him out of service.

We can offer him to join us (if the rank of Nicholas Sharpe is below 7, he will refuse) or try to persuade Montferrat to take Artois back. Nothing will come of the last venture, but after we tell Artois about our failure, he can be hired regardless of the rank of Nicholas.

After we rescued François de Bijou's daughter from captivity, on the streets of Tel-Kerrat it will be possible to meet a merchant named Jean Filené, who will ask us to escort his ship to Isle d'Orange (if Nicholas Sharpe's reputation is not lower than Plain Fellow). After we have escorted Pinas "Joan" to Isle d'Orange, you need to talk to Filena in order to get payment from him. Instead, he will offer us his telescope (medium quality), but this replacement can be discarded.

But we are a little distracted - after all, a wedding is on the way. On Omori we find Prior Modestus, who is ready to secretly marry lovers for only 3000 gold. He will promise to visit Belflore as soon as he finishes his business, but he obviously has little to do - by the time we return to the island, the Prior is already waiting for us there. Looking into the governor's residence, instead of Monsieur de Bijou himself, we meet Jacqueline and Modestus there. After talking with the Prior, we get 10,000 experience, and after that, a slightly ... um, slightly abbreviated version of the wedding ceremony begins.

Once again on the streets of Belflore, we return to the governor's residence and receive a new assignment from Monsieur de Bijou. Spain and England intend to conclude an alliance, and diplomats of both powers prepare for a secret meeting near the uninhabited island of Aliando. We have to go there and sink both ships, the English and the Spanish. If we manage to do everything carefully and leave no trace, the two powers will accuse each other of treachery, and the future alliance will never take place.

Having carefully sunk both ships, we return to de Bijou and learn that we have been awarded the baronial title and the rank of admiral of the French Royal Navy. There is one more piece of news: after the death of their ambassador, the Spaniards tried to land troops on the coast of the English colony of Highrok. The attempt was unsuccessful, and now the garrisons of the Spanish forts are significantly weakened. We are instructed, without wasting time, to seize the Spanish colony of Costa Sinistra. After the successful completion of this operation, de Bijou sends us to capture the British colony of Highrock. The British have almost finished launching their newest warship, and if we succeed in capturing the island, this ship will pass into the hands of the French. Highrok is very well protected, and for the duration of this operation we get a ship of the line to help (if Nicholas Sharpe's rank is higher than 4, you can just take this ship for yourself).

After the capture of Hirok, we receive an order to deliver the ultimatum to de Bijou to Olaf Ulsson. Upon his return, the governor will tell us that the British and the Spaniards have nevertheless united and are going to attack Isle d'Orange. De Bijou is firmly convinced that France is strong enough to repel this attack. His plan is to take over the Spanish colony of Islay Ballena while the Spanish themselves attack Isle d'Orange. To complete this task, de Bijou offers us the same warship that we managed to capture at the Hirok shipyard. By the way, by this time we may well ask the governor for the hand of his daughter and receive a dowry of 8,000 gold - or admit that they are now, to some extent, relatives.

Having captured Isla Ballen and returning to the governor, we learn that an attack is being prepared on the island. Having collected the remnants of their ships, the Allies are sent to Belflore in a vain attempt to turn the tide of hostilities. With the support of the fort, we must defend our island. After the attack has been repulsed, the governor will pay us off for the two previous missions and say that for the final defeat of the Spaniards and the British in the archipelago, it remains to capture the English colony of Tendales and the Spanish Grand Avilia. After successfully completing this last assignment, we return to de Bijou, and he solemnly reads us the royal decree appointing Nicholas Sharpe Viceroy of the archipelago.

In order to start the Spanish line, we need to accumulate five thousand gold and sail to Shark Island, where a fake Spanish corsair certificate can be purchased from a Spanish agent. After that, you need to sail to the main Spanish colony of Grand Avilia and get a real certificate from the mayor Ricardo Ferrer de Mercadala. De Mercadal immediately orders us to deliver an urgent message to the second Spanish mayor, Guilbertus da Muntral, on the Isla Ballena. The island appears on the map.

After delivering the letter and receiving payment - 1000 gold - we go to Isla Ballen's tavern. The owner, Arnaud Manlu, tells us about a fearsome pirate terrorizing Spanish merchants. Returning to the mayor, we express a desire to take part in the hunt for the pirate, who, as it turns out, is called François Jovignon. The mayor advises us to ask about the pirate on Shark Island and informs us that the lord de Mercadal has appointed a substantial reward for Jovignon's head. The island appears on the map. Back there, we meet Olaf Ohlsson and ask him about François Jovignon. He says that François came to the archipelago recently, but refused to join the Coastal Brotherhood, and therefore was expelled from Skalshorse. They say that his ship was seen near the uninhabited island of Aliando (this island appears on the map).

Going to Aliando, we meet a pirate shnyava there. Having sunk it, you can return to De Mercadal with the good news that the evil pirate will no longer rob poor merchants. Don Ricardo, however, clarifies the situation. It turns out that we sank some pirate who happened to be near Aliando, and Jovignon and his ally are now attacking the Spanish colony of El Caymano, from where the ship arrived with a request for help. The mayor is sending us to El Caymano, since he has no other ships at hand now.

Having sailed to El Caymano, we go into a tavern and make an acquaintance with its owner. He tells us that Jovignon captured the island, received a ransom for not plundering the city, and sailed away. A stranger is waiting for us in the tavern. For a thousand gold pieces, he offers us information that will allow us to catch Jovignon. After paying him, we learn that in fact, Ulsson conspired with Jovignon and granted him refuge on Shark Island. In return, Jovignon shares the booty with Ulsson.

We return to Shark Island and accuse Ohlsson of conspiracy with Jovignon. The pirate will flare up, but everything will go without a fight. It turns out that the stranger to whom we paid a thousand was François Jovignon himself. Ohlsson claims that Jovignon did establish a base somewhere on Aliando, and, in support of his words, invites us to go there, accompanied by his own brig.

This time, François Jovignon and his accomplice are indeed near Aliando. Having sunk their ships, we can return to Don Ricardo Ferrer de Mercadal for the promised reward. Having handed it over, Don Ricardo sends us to Scalshores to meet with José Maria Lopez, a Spanish informant who has an important report. We can find Jose Maria Lopez on the streets of Gray Sales. He informs us that the British intend to attack the Spanish colony of Islay Ballena. Time is very short, and we must immediately notify Mayor Isla Ballen of the impending attack. Guilabertus de Muntral orders us to defend the island. Fort Isla Ballena will help us to repel the attack of the British. After the battle, we receive a reward from de Muntral for our exploits. The mayor will also report that he received a letter stating that Don Ricardo De Mercadal wishes to see Captain Nicholas Sharpe. Several optional missions that we can complete when passing the game:

* In the tavern of Grand Avilia, we meet Padre Ignacio, a Spanish priest who is about to sail to Skalshorz in order to introduce pirates to the Holy Church. By delivering it there, we gain experience and an increase in reputation.

* After we brought Padre Ignacio to Shark Island, the innkeeper Tommy Barkhead tells us that the padre's efforts were not in vain, and the pirates turned to the Holy Church. They decided to restore the old church that stood on Shark Island when it was still French, but for this they need an old map of the colony. Most likely, the map can be found with one of the French governors. We go to see Nicholas Montferrat. He will say that he has such a card, but he cannot just give it away. The governor is ready to exchange it for some curiosity, to which he is a great lover. We sail to Tel Kerrat and buy an old dagger from Gallien Brassu for 300 gold. Returning to Montferrat, we exchange the dagger for a card and take it to Thomas Barkhead. As a reward for completing this task, we receive one thousand gold, 500 experience points and +5 to reputation.

* On the streets of Isla Ballena we meet a woman - Catalina. She will ask us to find out what happened to her lover, Carlos Esperanza - he was a soldier in one of the Spanish punitive expeditions against pirates. Having gone to the governor, we ask him about the fate of the expedition, without specifying the fact that we are interested in the fate of one soldier. The Governor says the expedition has gone missing off the island of Inachetla. What exactly happened - he does not know. The innkeeper Arno Manlu tells us that the expedition was sunk near the island of Inachetla by pirates. In that battle, many Spanish soldiers were captured and sold by pirates in a slave market in Skalshores. We go to Inachetla. There is a pirate ship El Lobo - it used to be part of the missing squadron. Having sunk it, we return to the governor and tell him about the fate of the expedition. Our reward is one thousand gold pieces. After that, we go to Gray Sales and talk to the slave trader Raimundo. He tells us that the Spanish soldiers who participated in the expedition were captured, but when Raimundo's ship passed near the French colony of Omori, Carlos jumped overboard and thus escaped. On Omori we actually meet Carlos. After talking with him, you need to return to Catalina and inform her that Carlos is alive and will soon return to her * On Isla Ballen Street we meet an Englishman named Bartholomew Ulster. He asks us about a girl named Karla. Naturally, we do not know any Karla - she is a whore in a local tavern. After looking into the tavern and talking to her, we mention that Bartholomew Ulster is looking for her. The girl will clearly be alarmed and even refuse to do her job. Take a look at the Mayor de Muntral, we learn that his secretary Bartholomew Ulster was found dead under very strange circumstances. Upon learning that Bartholomew was associated with Karla, the mayor instructs us to investigate the matter. On the streets of the city, we need to find a man named Jaime Zingermann. He is the only one who did not use Karla's services. Jaime tells us that Karla was engaged in witchcraft. Having learned about this, we go to Arno Manll and, threatening to marry him off as an accomplice of the witch, we find out from him where Karla disappeared (at the same time, you can promote him by a couple of thousand, but at the same time our reputation will decrease). The innkeeper says that Karla sailed with a captain named Miguel Kenda to one of the small Spanish colonies. He doesn't know anything else. In El Caymano's tavern we find Victor Martos, boatswain of Miguel Kenda's ship. He tells us that the woman on board brought the captain to death, and then escaped from the ship near Grand Avilia. Having sailed to Grand Avilia, in the tavern we finally meet Karla again. You can accuse her of witchcraft and adherence to the devil, and then find the inquisitor opposite the mayor's residence and hand over the witch to him. The poor girl will be burned, and we can return to Mayor Muntral and receive the reward. However, there is a second option: after listening to Karla's story, you can let her go in all four directions and get 5000 experience for this.

* The owner of a tavern on Grand Avilia - Salvador Engano - asks us to help him get rid of the smugglers carrying cheap rum to his competitor. For this he offers a thousand gold pieces. Everything is very simple - we go out to sea and, having found the "Wiesel" bark, we sink or capture it. After that, you can return to Engano and get your money.

* After we sank François Jovignon on the streets of Grande Avilia, we come across a merchant named Teodoro Alameda. For two thousand gold, he will ask to escort his Galleon to the Costa Sinistra. If we agree to this task, then after its completion we will need to find Teodoro Alameda on the streets of the Costa Sinistra and get our money.

* If the reputation of Nicholas Sharpe is Good Matey, then Valdrio Garcia, the owner of the shop on the Costa Sinistra, will ask us to deliver 50 quintals of ebony to Simon Benenkas, the owner of the shop on Isla Ballena. For this he offers 2,000 gold. After loading the tree on the ship, we deliver it to Simon Benenkasa on Isla Ballena and return to Valdrio Garcia for money.

We return to Grand Avilia, where Don Ricardo offers us a reward of 5,000 gold for the capture of the English colony of Grandfather Island. Returning after completing this risky assignment, we receive an order from Don Ricardo to sink two of the newest English linemen who have just arrived from the Glasgow shipyards. On the way, the ships were caught in a storm and are now anchored near the small English island of Itkal, repairing damage. If these ships join the British squadron, the Spanish fleet will simply have nothing to oppose the British. The rulers must be sunk or captured now while they are being repaired.

After completing this task, we return to de Mercadal. He informs us that we have been awarded the title of the Spanish grandee and admiral of the Spanish fleet. After that Don Ricardo introduces us to the course political events... France and England formed an alliance against Spain. It became known that the French are gathering a fleet in order to attack some Spanish colony, but which one remains a secret. De Mercadal lets us go, saying that now he has no assignments, but if we can find out which colony the French are going to attack, we must immediately inform him about it.

After leaving the residence of Governor De Mercadala, we go into the tavern. The owner, Salvador Engano, tells us that his brother's corvette, the captain of the Spanish navy, Roberto Engano, was recently boarded by a French messenger brig carrying some documents of extreme importance. In the battle, the corvette was badly damaged and is now being repaired at the pier of the colony of El Caimano. Having gone there, we find Roberto Engano in the El Caymano tavern and talk to him. He gives us the captured documents, with which we return to Grand Avilia to don Ricardo. Among these documents is the plan for the attack on Isla Ballena. Don Ricardo complains that the Spaniards do not have enough strength to defend the island from the allied attack, and we offer him a bold decision - to get ahead of the enemy and attack the French ships themselves near the island of Tel Kerrat, where the French have a rendezvous point. Don Ricardo will doubt the reality of this adventure, but nevertheless gives his consent and even gives us his own warship at our disposal.

We sail to Tel Kerrat and engage in battle with the superior forces of the enemy. The battle promises to be difficult, but sooner or later the victory will be ours. Having sunk the last ship of the allied fleet, we get the task to seize the French colony of Isle d'Orange, then the English Highrok and the French Belflor. Returning victorious after the capture of Belflore, we learn that the pirates have grown bolder lately and literally do not give life to merchant and messenger ships. We will be tasked with going to Shark Island and delivering Don Ricardo's ultimatum to Olaf Ohlsson. Since Ohlsson is respected by the Coastal Brotherhood and has a reputation for being shrewd, Don Ricardo hopes that the pirate will understand the situation and not resist the inevitable.

Near Shark Island we are attacked by pirates, who clearly do not like the idea of ​​leaving their home island and get out of the archipelago. Having dealt with them, we give Ulsson an ultimatum. The old pirate is well aware that he has no choice and agrees with the demands of Don Ricardo. We return back with a victory and get the last task - to capture the English colony of Tendales. The Spaniards seek to take possession of the entire archipelago, and therefore the colonies of other countries have no place on it. Having captured Tendales, we return to Don Ricardo Ferrer da Mercadal and learn that we have been appointed Viceroy of the archipelago.

In order to start playing the game for the pirates, we need to join the Coastal Brotherhood. Until a certain turning point, the passage of the game for the pirates can be combined with the passage of the game for someone else (England, Spain, France). Having gone to Skalshores, we get to know Olaf Ohlsson, and he invites us to join the ranks of the Brotherhood. We agree.

After that, on Grandfather Island, we meet Eugene Huxter, an old jeweler who identifies the medallion that lies in Nicholas Sharpe's chest. He says that he made this medallion many years ago for Malcolm Sharpe, the famous pirate who plundered the Spanish Emerald Cargo.

Having learned about this, we go to Olsson and ask him about his father. Olaf tells us that he once sailed under our father and that Malcolm Sharpe disappeared after Olaf was left on the shore with a fever. He also adds that we can learn about Sharpe's fate from two of his team members who survived. One of them is One-Legged Berquist, he has not left Gray Sales for a long time. The second is Mauritio Camentata, who long ago abandoned the pirate craft and now owns a tavern on the Spanish island of Costa Sinistra.

First, we sail to Gray Sales in order to talk to One-Legged Berquist. He tells how Sharpe plundered the Spanish Emerald Cargo and then buried the treasure somewhere, and then disappeared. He does not know any details about Sharpe's death, or he pretends not to know.

Mauritio Camentata refuses to say anything until we have completed his assignment - we need to take the letter to Lorenzo Marquez Avido, a merchant in Grand Avilia. Having delivered the letter (for this we will have to temporarily go over to the side of the Spaniards), we receive from the merchant a shipment of wine for Mauritio Camentata. After that, he tells us about Malcolm Sharpe's last voyage and offers half of the map of the island on which Sharpe buried his treasures. Mauritius asks for 1000 gold, but you can persuade him to give the card for free.

Returning to Ulsson, we tell him about everything that we managed to find out. Olaf advises us to try to talk about our father with Desmond Raymond Beltrop, the leader of the Gray Sales pirate settlement. Nothing good comes out of this conversation. Beltrop laughs at us, and we cannot adequately answer him without ending our life on the yard.

Returning to Ulsson, we tell him about our conversation with Beltrop. Olaf has a couple of thoughts on what the pirate leader said, and then invites us to do a little business. We must sink the San Miguel caravel belonging to a merchant named Julio Nederedas who was "ordered" by his partner. Caravel is located near the island of Grand Avilia. The completion of this task must be reported to "Trickster" Markus, who will be waiting for us on the island of Tel Kerrat. He will also pay us for the execution of the order.

We ask Ohlsson what to do with the map we received from Kamentata. He says that undoubtedly Beltrop knew our father and heard about the treasures of Malcolm Sharpe. You can catch him on the piece of the map that we have, but you cannot do it directly, head-on. If we go to him and claim that we have a card, Beltrop will just stab us and take it. According to Ohlsson, Beltrop must be tricked somehow. But how exactly - over this we still have to smash our heads.

After sinking Nederedas and receiving money for this from "Trickster" Markus, in a conversation with him we learn that Markus professionally forges securities and documents. Having asked him to make a fake, slightly altered duplicate of the card received from Mauritio Camentata, we pay 2000 gold for this and go with the fake card to Beltrop. By exchanging her for the story about our father (who is also not very truthful), we can either pretend that we are ready to be a friend of Beltrop, or openly declare that he will pay for his atrocities.

Several optional tasks that we can complete when passing the game:

* At the Shark Island tavern we meet a pirate named James Callow. He tells us about an Indian idol that he took from an old Indian priest. According to him, this idol brings misfortune. The pirate wants to get rid of the damn trinket, but he doesn't know how. Several times he tried to throw out the idol, then he mysteriously returned back. According to the old Indian from whom James took the idol away, this figurine can only be gifted. The pirate asks us to help him get rid of the cursed idol and give this trinket to Desmond Ray Beltrop, with whom he has long been at odds. Having agreed to help him, we go to Beltrop and give him a gift. If the rank of Nicholas is 7 or higher, then Beltrop will accept him, if not, he will refuse, and we will have to return to James Callow unwillingly. You can also try to foist the idol on Nicholas de Montferrat, Governor of Isle d'Orange. This is a win-win option - the governor will gladly accept a gift from us. After completing the assignment, we return to James. If the reputation of Nicholas is Good Matey, James will join us as an ally, if the reputation is lower - he will give two thousand gold, apologize and leave us.

* At the Shark Island tavern we meet a pirate named Hugo Lambermill. If we have a Spanish corsair patent in our pocket, we should talk to him, and then we will have a chance to capture the manovar. Hugo complains to us that he is tired of the pirate life, and asks us to get a Spanish corsair patent for him. We go straight to Guilbertus de Muntral, and if Nicholas has a Good Matey reputation, then we will be able to persuade the governor to issue a patent to the old pirate, but if it is lower, we can offer de Muntral to deceive the old pirate - to issue him a patent in order to lure Isla Ballena, and then hang. After that we return to Lambermill and give him the letter. If we have brought a real corsair's patent, he will tell us that there is a damaged French manovar near the island of Chaktcha, which is very easy to capture. After a while, we can drop by Guilbertus de Muntral and inquire about how the old pirate serves. It turns out that a great soldier came out of him. If we set up Hugo's trap, then after the transfer of the patent, it is necessary to return to Guilbertus de Muntral for a reward - 2,500 gold.

* After Eugene Haxter tells us about Malcolm Sharpe at the El Caimano tavern, we will meet a smuggler named Octavio Lambrini. Upon learning that Nicholas is the son of Malcolm Sharpe, the smuggler will offer us a little business. Isle Ballena has a customs captain named Arcadio la Damba. He does not take bribes on principle, and because of this, the path to Isla Ballena is closed to smugglers. Octavio wants us to help him get rid of this officer, and is willing to pay 3000 gold for this. After agreeing to these conditions, we sail to Isla Ballena and talk in the tavern with Arcadio la Damba. Now we have two options: to complete Lambrini's mission, or to agree with the captain and set up Lambrini's trap (for this we will receive 2000 gold). Deciding to kill the captain, we explore the waters near Isla Ballena and, having met the brig of la Damba, let him go to the bottom and return to Octavio Lambrini for payment. If there is a desire to come to an agreement with the captain, after talking with him we need to see Octavio Lambrini and inform him about the successful completion of the mission and that he can now freely visit Isla Ballena. Near the island, Arcadio la Damba will intercept the smuggler and bring him to a fair trial. Our participation in this is not required, so we can immediately go to Isla Ballena and there, in the tavern, receive our reward from the captain. However, if we hand over to Captain Octavio Lambrini, his sons will be waiting for us near El Caymano.

After that, in the Gray Sales Tavern, we will meet Anna Forge, who will tell us the story of her unhappy life. She is of a noble English family. Her father was a friend of Beltrop, who, it turns out, once held a baronial title. Beltrop got involved in a conspiracy against His Majesty and tried to persuade her father to participate in it. He refused and tried to convince the baron to give up the bad idea. But Beltrop had refused now. Then the father, torn between loyalty to His Majesty and friendship, was forced to hand the future leader of the pirates into the hands of justice. Beltrop was exiled.

Five years later, he returned to England at the head of a pirate fleet, plundered and burned Anna's father's estate, sparing no one but her. He took Anna Beltrop to his ship and has kept it with him ever since, allowing her to leave his residence only a year ago. Anna's brother, a captain of the English fleet, tried to find her, and during his search he ran into one of the henchmen of the pirate leader in the tavern of Grandfather Island. They talked, and then Beltrop's friend tracked her brother in a dark alleyway, killed him, and brought a bloody head to Beltrop to prove his loyalty.

During the conversation, it is revealed that Beltrop has his own half of Captain Sharpe's treasure map. We agree to punish the murderer of Anna's brother in exchange for a promise to steal this half for us. The killer of Anna's brother - a pirate named Juan "Cocodrillo Sangre" - is on the prowl in search of prey near the French colony of Isle d'Orange. Having gone there, we sink his ship "Aspirare" and, without getting involved in a battle with the French, we return to Anna. Upon learning that her brother's death has been avenged, she gives us a piece of the map. When asked what she is going to do next, Anna replies that she decided to stick a knife into Beltrop's belly. We can promise her to do it instead of her and then return for her - otherwise she will try to kill Beltrop and die herself.

After finding One-Legged Berquist, we learn that some of the captains do not like the way Beltrop manages the pirates on Gray Sales. Berquist tells Nicholas the true story of the death of his father, who was treacherously killed by Beltrop.

Having received the map, we go to Telltak Island, which resembles a bull's head in shape. The entrance to the cave where Malcolm Sharpe hid the Emerald Cargo is just between the "horns". Together with the treasures, we find Malcolm Sharpe's diary, which tells about our father's dream to create a new state in the archipelago, free and independent.

Meanwhile, deceived and enraged, Beltrop prowls around the island in his Gorgon manovar. If we don't sink it near Telltak, it will haunt us when we enter the waters of Gray Sales. After sinking Beltrop and returning to Ulsson, we learn that after Beltrop's death it became much more difficult to protect Skalshores, and, as luck would have it, England, France and Spain just decided to take Skalshores into their hands. It looks like the island will have to be abandoned. But his father's ideas inspired Nicholas so much that he persuades Ohlsson to start creating a new free republic in the archipelago. Olaf finally agrees and says that first it is necessary to get rid of the threat from the colonial powers and, first of all, to protect Skalshorz from France, which has already begun to gather a fleet to capture the pirate islands. Ohlsson offers us a new ship.

On the Isle of Isle d'Orange, in a tavern, we meet a French officer who has already gotten pretty drunk, but does not stop drinking. From him we learn that the French Superintendent Aymery Dorillac went to inspect the fort on the island of Omori. It is Dorilyak who is responsible for the punitive expedition to Skalshores, and we will have to go to Omori in order to talk to him. By bribing the superintendent, we get him to agree to sabotage the supply of ammunition. The threat from the French has been temporarily removed, which we, having returned to Skalshorz, happily inform Ohlsson. However, now the British are preparing the fleet for the attack on the pirate colony.

We go to Highrok and talk to the innkeeper. He tells us that a new batch of convicts has recently been brought to the island. In the same tavern, we can talk to Jeremy McMellon. Inspired by the idea of ​​building a new republic in the archipelago, he promises to find a way to stop the impending expedition.

Returning to Ulsson, we tell him that we have found a new ally among the British. Olaf also has news: a new leader has appeared on Gray Sales - the pirate Felipe, nicknamed the Butcher. Ohlsson advises us to talk to him. Having met the Butcher, we tell him about the idea of ​​creating a new free state in the archipelago. The new leader likes this idea, but he warns us that three Spanish ships of the line are going to Skalshorz in order to capture pirate settlements. You must meet them on the way to Gray Sales. The butcher offers us his help in the battle with the Spaniards. After the battle, he will always be ready to help us.

After sinking all three linemen (one of them you need to try to capture), we go to visit McMellon. He says that everything is ready to start a riot on Highrok, and the only thing he needs is money to buy weapons for the rebels. He needs three thousand gold pieces. After giving the money, we learn that the Dead Island has three new English ships. We must get rid of them, otherwise they will suppress the revolt with their weapons and land troops on Highrok to regain control of the colony.

We raise the sails and sail to the Dead Island. Having defeated the English fleet, we return to Ohlsson, who praises us for the battle with the Spaniards and says that he is tired of the pirate life and is going to leave the archipelago and head to Europe. There he will buy a small tavern on the beach and spend the rest of his life in warmth and peace. Instead, he appoints Nicholas Sharpe as the head of the Skalshores pirates.

Saying goodbye to Ulsson and promising to visit his tavern on occasion, we drop by the owner of a tavern on Shark Island. Francis Dullars gives us a letter from Jeremy McMellon informing us that unforeseen circumstances prevent a riot on Highrock. The Spanish are gathering a fleet near Isla Ballena to attack Highrok. We are invited to sink the Spanish fleet, and at the same time capture Isla Ballena.

After capturing Isla Ballen, we return to Gray Sales. There Berkvist gives us the second letter from McMellon. Returning to Highrok and talking with McMellon, we set out to capture Grand Avilia, and then Isle d'Orange. After the capture of the island, we persuade its governor to join the new republic and celebrate the victory.