Corsairs cursed by fate where to find the key keeper. Corsairs: the curse of the distant seas: guides and walkthroughs. Quests of the Black Orchid. Mysterious Artifact

Welcome to the world of sea adventures, fast ships and brave pirates. Today we will go on a journey with a new addon of the most popular game called "Corsairs: Cursed by Fate". The passage of all the quests presented on our website will help you not to get lost in the endless expanses of the sea and find out all the possibilities of this amazing game. In this article, we will analyze not only some of the main, but also additional tasks. So we start.

Story missions. desert island

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

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

Richard Tilman and his merchandise

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

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

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

Betrayal of Griffo Cyphus

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

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

Quests of the Black Orchid. Mysterious Artifact

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

A gift of fate

Waking up, we learn about the losses, we carry out the tasks of the pearl fisher, and when the time comes, we go to the bay of Nicoya. After getting to know Feregueiro, we have to run around and learn about this character, as well as get a task to eliminate him. We find a frigate with purple sails, board it, talk with the team and learn about Meritor.

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

Spanish generosity

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

Little Bastard

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

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

Raul Esperanto

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

Find and destroy

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

Additional missions

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

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

But that's not all that is in store for us in the game "Corsairs: Cursed by Fate" walkthrough. "Mysterious Island" - another quest that can be obtained after level 15 will bring us just a great reward. It starts in a tavern, where after a conversation with the tramp Jim Smith, we learn about the cursed treasure. We go in search and as a reward we get a unique and powerful ship "Red Devil" and a thousand gold bars. Also, do not forget to search the shaman after the murder, because you can find the "Imperial Ax" on his corpse.

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

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1630... In this turbulent time, the captains of the ships that plied the expanses of the Atlantic quite easily changed their flag, moving to serve from one monarch to another. The game has four main storylines and a lot of additional quests.

Nicholas Sharpe will have the opportunity to serve England, France and Spain, or choose the path full of dangers of one of the members of the "Coastal Brotherhood" - while in the course of the game we will be able to easily move from one storyline to another. This walkthrough is a tip for those who want to complete the game as quickly as possible, without being distracted by trade and naval battles, which can be somehow avoided. However, both are an excellent way to expand your squadron and strengthen its weapons - actions that are absolutely necessary for those who want to create military force, which will be considered by any opponents.

But we digress a little... So, the Spanish captivity and the flight from the plantation were left behind. Pink is moored at the pier of the main English colony of Highrock, with us forty people of the team, there is some ammunition. Life is full of new hopes, the main of which is to get a corsair 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 the patent, you need to contact the governor again in order to get the first task. We will be instructed to take a letter to Sir John Clifford Breen, governor of the second English colony in the archipelago. There is nothing secret about this letter, but we must deliver it intact without breaking the seals. The reward for successfully completing this quest is 500 gold. The island on which the colony is located is called Tendales - when issuing a quest, it appears on the map.

On the way to the city gates, it is worth stopping by the tavern. Merchants, captains and officers of the ships standing on the Highrock pier spend their free time there. At the table to the left of the entrance, a certain Christopher Clayston, an English officer, is purposefully pumped up with rum. 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." Recently, two frigates arrived from England to fight the pirates. They were re-armed and Christopher was assigned to one of them. However, according to him, it turns out that these frigates are floating garbage and are almost falling apart from dilapidation. At the next table sits Julius Ironcast, a gunner who lost his sight in battle. He dreams of going to sea and can become a worthy member of our team - in the end, his experience is worth a dozen pairs of the sharpest young eyes. His services will cost us 200 gold per month, and 600 coins will have to be paid immediately as a deposit. Finally, sitting at a table on the right is Pete Dalton, a former apprentice of a 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 off the island. Shortly after speaking with them, the gunsmith's son was killed in a street fight, and the master left Highrock, fearing for his life. The new owner kicked Pete out, and now the guy is scared and only dreams of how to get to Tendales Island and find a job there. Perhaps we should offer him our help - in addition to ordinary human humanism, this should have a good effect on our reputation.

Well, it's 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 intense anger and simply points us to the door, not forgetting to promise serious trouble to the poor fellow Clayston for his drunken chatter. Looks like it's time for us to really set sail. However, having met on the streets of the city a native of Russia, Gavrila Dubinin, we can part with another four hundred gold coins and acquire a boatswain. But, one way or another, we soon 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 found in this region. Upon arrival on the island, we go to the residence of Governor Brin and give him a letter. After presenting a well-deserved award, he informs us that Samuel Mortons is far from being the best leader, and an example of this is the plight of the small English colony of Grandfather Island, where a real famine occurred 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 task, but... does it make sense? One of the characters we need is located on Grandfather Island, and we still have to sail there, besides, due to the refusal, our reputation will fall. At the same time, for the delivery of cargo, you can get a very good fee - 2000 gold. We agree and, having loaded 150 English centners 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 task.

Upon arrival at the place, 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 efforts. Since all the gold on the island went to the purchase of food, as a reward we are offered to take some linen, which is quite suitable for sale. By agreeing to this proposal, we lose one point of reputation - after all, the governor promised us a generous payment for this trip, and profiting from someone else's misfortune is not good. In the same tavern we meet with the English officer David Murray. History repeats itself, but in reverse: he is ready to treat us to a drink if we agree to listen to his story. Like Christopher Claystone, he was assigned to one of these two ill-fated frigates, moreover, he even managed to visit one of the battles. Murray was a senior gunner, and he saw with his own eyes how, at the very first salvo on a pirate ship, the starboard side of the frigate literally fell off. Our interlocutor turned out to be the only one who managed to escape from the rapidly sinking ship, but the memories of what he experienced, it seems, will not be smoothed out in his memory soon. 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 Governor Brin, after which we set off for Highrock for a new task. This time Samuel Mortons is offering us 2000 to escort the Bristol pinnace 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 Cuttlefish. The battle promises not to be too difficult: Edwin's ship maneuvers rather sluggishly near the island and clearly does not seek to suppress us with its firepower. We should not forget that now we have the Bristol Pinas at our disposal. Having given his captain the order to attack the enemy, we complete what we started with a few accurate volleys. While Edwin's ship is slowly 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.

With the captain of "Bristol" Lemuel Humm we meet in Tendale's tavern. He gives us the payment of 2000 gold promised by Mortons and tells us that the only cargo he delivered to Tendales were fifty strong guys of frankly gangster appearance. Perhaps it would not be superfluous to drop in on Governor Brin and tell him this news. After that, we can return to Highrock with a clear conscience.

It's time to complete a couple of additional quests. To begin with, we have to find a man in the dark blue jacket of a scientist on the streets of Highrock. His name is Albrecht Zalpfer. In conversation with him, questions about 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 a job there. Looks like a good deal is coming up. We offer Zalpfer a job as a ship's carpenter, promising to take him to Tendale's in return. He gladly 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 Breen's property. Looking ahead, it should be said that, once on Tendalez, Zalpfer will immediately leave our ship, and we will get some experience in return. But that's not the end of the story. Having found Zalpfer on the streets of Tendales, we, as an old friend, speak with him again - and as a result, the scientist gives us drawings of his new invention. Bertram Michelson, the owner of the local shipyard, will gladly buy them, and we will become 1500 gold richer.

Let's digress for a while. Returning to the city gates of Highrock, we learn that one of the guards, Billy, is unbearably hard to stand guard, 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 meat for quite an extortionate price of 1 gold. Filled with a sense of legitimate pride in our own nobility, we take the bottle to the soldier and, resolutely refusing money, we receive an increase in reputation and 250 experience points in return. But that's not all. On the right, Billy's friend Frederick is also thirsty. True, he prefers rum wine, 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. 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 moral torment.

Returning to the main storyline, we go to the governor. This time, Sir Mortons invites us to inspect the surroundings of the tiny island of Itkal, explaining this by the fact that in Lately Spanish ships were seen there. We can agree to this expedition or refuse, arguing 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 Highrock. Strange, he knows our name. The messenger of a certain Olaf Ulsson invites us to visit a pirate colony on the island of 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, it is worth stocking up on ammunition thoroughly. By the standards of the beginning of the game, the battle is going to be quite serious, and the trip to Itkal itself does not promise to be a pleasure trip - there are quite a lot of pirate ships in this region. Near the island, the Tonina sailing under the Spanish flag is waiting for us - a ship powerful and maneuverable enough to become a serious opponent in the upcoming battle. However, sooner or later we simply have to let it go to the bottom. After that, you need to look into the city and talk with John Bartons, the owner of the only local institution - a small store. He will tell that the Spaniards captured and plundered Itkal, not protected by the fort. The robbery lasted two days, and as a result, only a few townspeople managed to survive. Too bad we can't sink the Tonina again. But there is nothing to be done - we will have to return to Highrock and tell Governor Mortons such disappointing news. Actually, reporting on the results of our intelligence, we can tell the truth about the sack 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 will have to take all the blame and dutifully agree when Mortons accuses us of slowness and incompetence. If you start to object to him, he will kick Nicholas out of his residence, and England will become hostile towards us. If we lie, the result will be no better - the truth will be revealed already at the next visit to Mortons, and we will still lose the English corsair patent, acquiring ourselves another powerful enemy. So, if we want to continue to follow this storyline, the only right decision will be to humbly accept all the accusations and meekly leave the residence of the angry governor.

Now is the time to leave Highrock for a while and go on a friendly visit to Shark Island. Olaf Ulsson, the leader of the pirate colony, we can find in the tavern. He invites us to become a member of the "coast brotherhood" - 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 are still benefits from this visit. After telling Ulsson about the attack by Edwin "Cuttlefish" and about the cryptic note, we are advised to talk to Beltrop's former first mate, Peter Ordo. The problem is that Ohlsson has no idea where he can be found now. However, you can find out about this from Munito Hernando, the owner of a store on Gray Sales (this island is located northeast of Shark Island). For only 50 gold, this guy will gladly inform us that Ordo has gone to see one of the English governors, who, oddly enough, is his old friend.

Well, looks like it's time to visit our old governor friends. Mortons makes it very unkindly clear that he does not know and does not want to know any of the pirates in general and Peter Ordo in particular; but Brin quite willingly tells us that Ordo was with him a few days ago and, advising him to leave Tendales for a while, went to the island of Tel Kerrat. Looks like we'll have to follow him now.

#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 interference. From the very beginning, we are in for a cruel disappointment: we do not know what Ordo looks like. However, this is easy to fix. After talking with the owner of a local shop, we learn that Beltrop's former first mate actually arrived on Tel Kerrat, and he has a habit of wearing a yellow headscarf on his head. We take to the streets and - that's luck! “Peter Ordo is walking towards us in person. After talking with him, we learn that Beltrop is planning a raid on Tendales, and one of the British is helping him in this. Ordo himself, having warned Brin of 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 girlfriend, Alicia Gardener, is now in Gray Sales, and Ordo is in dire need of the help of a person who would help her escape from there. Our candidacy is just right. In return, Ordo promises to become our true friend and ally - an offer that is by no means useless for us either. Resolved: We're going back to Gray Sales for Alicia Gardener.

Returning to Gray Sales, we find Alicia Gardener on the streets of the pirate town. The girl gladly agrees to run with us, but Beltrop is not going to part with his prey so easily. Near the coast of Gray Sayles, a frigate under the command of Peter Glantz prowls, the main task of which has recently been the capture of a certain Nicholas Sharp, a corsair in the service of England. Fighting a frigate is a rather thankless task, and you can simply dodge the fight - but in this case, Glantz will attack us every time we are 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. Escaping with Gray Sales, Alicia stole a box of documents from Beltrop's cabin, among which Ordo found one very curious letter. An unknown author informed Beltrop that all preparations for the assault on Tendales were completed, and he could begin the operation. The uninhabited island of Chaktcha was appointed as the gathering place for the pirate fleet. 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 Tandales. It was for this purpose that two dilapidated frigates were ordered from England, which would be absolutely helpless against the Beltrop squadron, but on the island itself, the same fifty thugs from the Bristol were supposed to support the rebellion. It is necessary to warn Brin about the impending attack. We're going to Tandales.

But to warn about the danger is only half the battle, you still need to somehow eliminate its source. According to Brin, he does not have enough authority to arrest Mortons, but, fortunately, the Royal Auditor 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 Highrock. 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 some kind of pirate began to operate in these waters, with cunning and arrogance surpassing many members of the coastal brotherhood. But the governor does not have exact information about him, and he advises us to talk to the tavern regulars. So, perhaps, we will do it. According to innkeeper Thomas Hancock, a pirate named Ropflake recently captured a merchant ship owned by a certain Marcus. Marcus was captured along with the ship, but by some miracle he managed to escape from captivity and get to Tendales, where he was sheltered by Hancock. 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 Highrock anyway, it's worth trying to get such a useful witness back on his feet.

Alexander Gritston meets us at the governor's residence. Fortunately, Mortons is absent, and we give Brin's letter to the admiral without interference. At first, the royal auditor 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 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 digress a bit and take care of the fate of poor Marcus. First, we need to talk to the owner of the local store, George Heavensile. He tells us that the famous doctor Alyumnus has recently arrived on the island. Having found the venerable doctor on the streets of Highrock and very impolitely interrupting the flow of highly scientific chatter, we take the medicine for Marcus from him. After that, we can return to Tandales and, with a clear conscience, give the medicine to Thomas Hancock. We meet the recovered Marcus the next time we visit the tavern. In gratitude for his salvation, he tells us that Ropflake's corvette "Chance" was last seen near the island of El Caimano. How nice - we are almost on the road. Before heading off to fight the pirate fleet, Ordo and I can swim to El Caimano and rid the waters of another hanging man. We will receive a reward for the capture of Ropflake during our next visit to Governor Breen.

The next task is also optional, but very, very useful for those who decide to change the game's storyline. In Highrock's tavern, you can meet a sailor named Roberto Gorrando. Upon learning that Nicholas is a corsair, he tells that a craftsman lives on El Caimano, who makes magnificent telescopes. His name is Adriano Montefi. Having found a person with this name on the streets of El Caimano, we talk with him, trying to be extremely polite at the same time. As a result, Montefi agrees to make a pipe for us for free or, if we nevertheless were rude to him, for 1500 gold. The only problem is that it doesn't have crystal, which is used to make lenses for the best spyglasses. Crystal can be bought from Lorenzo Marques Avido in Granada Avilia, but you can get there only 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 rock crystal there, from which Andriano Montefi will willingly make the best spyglass. Also on El Caimano, we can meet a pirate named Ronald the Lawman. He tells us that his friend was treacherously killed by another pirate - Frederick, nicknamed the Mole, and asks to deliver the 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 Caimano, 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 delivering the black mark after sinking the Mole, we will get a solid increase in reputation and experience.

The battle with Fort Costa Sinistra promises to be difficult, but sooner or later we still manage to win. Returning to Highrock and informing the admiral that the former Spanish colony is now attached to the possessions of England, we get another task. Now we have to find out where the French are going to install the huge new guns brought from Marseilles - and, if possible, capture them. In the tavern of Grandfather Island, we meet an English sailor named Lawrence Norton. Near the island of Omori, he met three French ships that were trying to sink his pinnace. By some miracle, he managed to escape, but a couple of volleys still covered the ship, and one shot even flew into the captain's cabin. The weight of this core was found to be forty-eight pounds. Thanking Norton for the story, we set off for 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 the capture of Omori and the delivery of guns, Admiral Alexander Gritston sends us to capture the main base of the Spanish fleet - the island of Isla Ballena. Upon returning from there, Nicholas Sharp is awarded the 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 Belleflor, the main French colony in the archipelago. Having visited the governor of the colony, Monsieur Francois de Bijou, we receive from him a corsair patent and the first task: to meet with the French agent Auguste Bromont on the island of Gray Sales. 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 Bellflor. I wonder what for charming girl stands next to the governor? After reading the report, de Bijou will fall into a state of panic: his old friend, merchant Thierry La Mole, has fallen into the hands of the leader of the Gray Sales, the pirate Beltrop, and now a huge ransom is demanded for his life. The governor is ready to give money with pleasure, the only problem is that he simply does not have the required amount. As a result, we are sent to Isle d'Orange 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 Francois de Bijou, we give a figure almost at random - twenty thousand. Fortunately, upon returning to Belflor, it turns out that we guessed the amount correctly, but with the percentages we made a little mistake ... but this, however, is already the governor's problem. We are instructed to inform Beltrop about the place and time of the exchange. We're heading back to Gray Sales.

Beltrop's residence is aboard a beached galleon. The leader of the pirates is extremely unkind: he tells us that he himself will appoint the time and place of the meeting, and demands that the ship with gold arrive in Gray Sales in a week. Returning to Belflor, we convey to the governor the answer of Beltrop. De Bijou immediately declares that sending a ship with gold to Gray Sales means simply giving it to pirates, and categorically refuses to take part in such stupidity. However, he suggests that we try to free La Mole on our own, without money and without the slightest support. Well, it looks like we don't have much of a choice. We're sailing for Gray Sales again.

On the streets pirate city we have to find a captain named Damien Rothney, and he will make us an offer that is truly difficult to refuse ... Recently, Damien was offered to go to serve in the French fleet, and he decided to accept - for a man of his age, the life of a pirate is full of dangers and hardships and in really too heavy. Gathering his team, he invited those who wished to join him. Most of the pirates supported the captain, but, as always, there were also those who were dissatisfied. Instead of slitting their throats, Rotney let them go on all four sides. As it turned out, in vain. Some of the released whispered to Beltrop that old Rothney had decided to betray the coastal brotherhood and defect to the French. Beltrop was furious and ordered his men to seize the traitor's ship. The brig "Odyssey" was presented to someone from the henchmen of the leader of the pirate colony, the team was captured by Beltrop, and Rothney himself barely avoided a walk on the board. This is such an unfortunate story. 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. And he really doesn't want his ship to belong to some sucker. Rotney would be very pleased if we brought him the head of the captain who now commands the brig Odysseus. I'm so glad that I would gladly release the merchant along with my friends ... how is he? Oh yes, Thierry La Mole - fortunately he sits in the same hold as Rotney's team. But the capture of the brig must be carried out as quietly and imperceptibly as possible, otherwise the shots will wake up the whole city.

Rotney's former ship, the brig Odyssey, is in the waters of Gray Sales. We'll have to take it 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 killed 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 a successful boarding, we get the head of the unlucky captain and, returning to Gray Sayles, we give it to Rotney. And here is our merchant! After talking with him, we take him on board and return to Belleflor. There, the rescued merchant will need to be found again in order to receive a reward for a brilliant operation.

In the tavern of Aile do Orange, we meet a certain Foquere Arain, who invites us to take part in one very foul-smelling business ... He is going to kidnap Francois de Bijou's daughter, Jacqueline, and then demand a ransom for her from the governor of Belflor. Naturally, Nicholas Sharp would never do such a thing. Having refused Arain, in the same tavern we get acquainted with the former captain of the French fleet, Milon Anserville. Fokere Arain made him the same offer he made to us, and Unserville has already made up his mind...

We return to de Bijou to warn him about the impending kidnapping, but the old stubborn one does not want to listen to anything and only laughs at us. Shortly thereafter, the owner of the tavern of the island of Belflor, Noire Senaigan, informs us that the daughter of the governor, Jacqueline de Bijou, was kidnapped by unknown people, and now a huge ransom is demanded for her life. We return to the governor and offer him our services in the search for our daughter.

This search should begin with the already familiar tavern on Aile d'Orange. Having met Milon Anserville there and threatened him with accusations of complicity in the kidnapping, we can extract some information from him, and at the same time force Milon to join us for a while in search of Mademoiselle de Bijou. It turned out that when Anserville refused Arain's offer to Fokere, he hired a pirate named Michel Hattenschrag to take his place. After the kidnapping of the governor's daughter, Fokere mysteriously disappeared, but Gattenschrag, according to Anseriville, can be found on Skaoshores.

The Gattenschrag is actually located in a tavern on the island of Gray Sales. If Nicholas Sharp's rank is still below fifth, the pirate will simply laugh at our threats. After our rank rises to seven, ridicule will stop, and Gattenschrag will begin to respect and fear us. He will tell you that the barque belonging to Foker Arain is anchored off the uninhabited island of Othernotla, ready to immediately weigh anchor and run away without looking back, as soon as at least one sail appears on the horizon. But Gattenschrag's ship is unlikely to frighten him... We politely offer the pirate to exchange ships, and he, swearing desperately, agrees. In parting, Gattenschrag warns us that if we sink the barque Fokere Arain, then we will have no chance of finding Mademoiselle de Bijou.

Having laid a course for the island of Othernotla, we take the barque "Nemesis" for boarding. Unfortunately, during the attack, Arain himself was killed, and we can only be content with his ship's log and the ring found in the captain's cabin. It follows from the entries in the journal that we must give this ring to a certain Brantom Tabari, the captain of the caravel on board which the kidnappers hide Jacqueline. The Tabari caravel stands in the port of Aile doranja, 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, personally delivers Jacqueline to Belleflor.

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 at his disposal. Having laid all this out, the governor asks us to protect the island. M-yes, the task is not easy... After the last Spanish ship sinks to the seabed with our help, de Bijou gives us a reward and lets us go, saying that now he does not have a suitable task for us.

On the streets of Belflor 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 the tavern. Offended, she will certainly tell her father about everything, and after that France will become hostile towards us. It is better to ask the girl to wait until you are so rich and famous that you will not be embarrassed to ask for her hand in marriage with the governor de Bijou. 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 - the choice between secret and open marriage ... and at the same time between money and experience. By secretly marrying Jacqueline, we will get 10,000 experience, and by officially asking de Bijou for her hand in marriage - a dowry, 8,000 gold.

For a secret wedding, we need to find a priest - not a single clergyman on Belflor will agree to conduct 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 Belflor, we need to find a merchant named Magis Sobrik. He will gladly hire us to escort his ship to Omori, promising not only to pay 1000 gold 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 say that the local merchant Yves Samois is looking for someone to transport his coffee to Aile d'Orange. If Nicholas Sharpe's reputation is not lower than Plain Fellow, Samua will agree to load on our ship 1200 quintals of coffee, intended for shipment to Joseph Godonville. He will exchange 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 on Isle d'Orange, but to Jean Neuville on Belleflor. The latter is ready to exchange 1200 centners of coffee for 1600 centners of chocolate. Returning to Yves Samois, we give him the agreed 1200 centners and get 2500 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 the lost ring... She is clearly out of her mind. After talking after that with the owner of the tavern Isle doranzha, we learn that this woman's name is Josephine Lodet and that her son died during the assault on Isle Ballena by the French fleet. Upon learning of his death, she went crazy and keeps talking about some kind of sapphire ring that she lost. We need to get to the island of Isla Ballena, and for this, most likely, we will have to change the corsair patent. After asking Arnaud Manll, 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 weak-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 the crazy woman, we get the ring for free, otherwise we have to pay for it. When we return to Isle d'Orange, we give this ring to Josephine Lodet. Seeing him, she comes to her senses.

And a couple more optional tasks. In the tavern Aile dorange we meet Artois Mulet, who tells us the story of his miserable life. A year ago, Nicholas de Montferrat put him at the head of an expedition that set off in search of new lands south of the archipelago. Unfortunately, the expedition perished, 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 Artois Mulet and expelled him from the service.

We can offer him to enter the service of us (if the rank of Nicholas Sharp 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 Nicholas's rank.

After we rescued Francois de Bijou's daughter from captivity, on the streets of Tel Kerrat you can meet a merchant named Jean Filenet, who will ask us to escort his ship to Aile d'Orange (if Nicholas Sharp's reputation is not lower than Plain Fellow). After we escort pinas "Joan" to Isle d'Orange, we need to talk to Filene in order to get payment from him. Instead, he will offer us his spyglass (medium quality), but this replacement can be refused.

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

Once again on the streets of Belleflor, we return to the governor's residence and receive a new task from Monsieur de Bijou. Spain and England intend to form an alliance, and the diplomats of both powers are preparing for a secret meeting about desert island Aliando. We must go there and sink both ships, the English and the Spanish. If we manage to do everything carefully and leave no traces, 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 given the title of baron and the rank of admiral of the French Royal Navy. There is one more news: after the death of their ambassador, the Spaniards tried to land troops on the coast of the English colony of Highrock. 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 English colony of Highrock. The British have almost completed the launching of the latest warship, and if we succeed in capturing the island, this ship will pass into the hands of the French. Highrock is very well protected, and for the duration of this operation we get a ship of the line to help (if Nicholas Sharp's rank is above 4, you can simply take this ship for yourself).

After the capture of Highrock, we receive an order to take the ultimatum de Bijou to Olaf Olsson. Upon his return, the governor will tell us that the British and Spaniards have nevertheless united and are going to attack Aile d'Orange. De Bijou firmly believes that France has enough forces to repel this attack. His plan is to capture the Spanish colony of Isla 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 Highrock shipyard. By the way, by this moment we can already ask the governor for the hand of his daughter and receive a dowry of 8000 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. After collecting the remains of their ships, the allies head for Belflor in a futile attempt to turn the tide of hostilities. With the support of the fort, we must protect our island. After the attack is repulsed, the governor will pay us 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 Granda Avilia. After the successful completion of this last task, we return to de Bijou, and he solemnly reads us a royal decree appointing Nicholas Sharp as 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 alcalde Ricardo Ferrer de Mercadal. De Mercadal immediately instructs us to deliver an urgent message to the second Spanish alcalde, Guilabertus da Muntral, on the island of Isla Ballena. The island appears on the map.

Having delivered the letter and received payment - 1000 gold - we go to the tavern of Ayla Ballen. The owner, Arnaud Manlu, tells us about a terrible pirate who terrorizes Spanish merchants. Returning to the mayor, we express a desire to participate in the hunt for a pirate, whose name, as it turns out, is Francois Jovignon. Alcalde advises us to ask about the pirate on Shark Island and informs us that the lord de Mercadal has appointed a solid reward for the head of Jovignon. The island appears on the map. Returning there, we meet Olaf Ohlson and ask him about Francois Jovignon. He tells that Francois appeared in the archipelago recently, but refused to join the Shore Brotherhood, and therefore was expelled from the Rockshores. They say that his ship was seen near the uninhabited island of Aliando (this island appears on the map).

Having gone 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. However, Don Ricardo 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 Caimano, from where a ship arrived asking for help. Alcalde sends us to El Caimano, since he has no other ships at hand at the moment.

Having sailed to El Caimano, we enter the tavern and make 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 Ulsson actually conspired with Jovignon and provided him with asylum on Shark Island. In return, Jovignon shares the booty with Olsson.

We return to Shark Island and accuse Olsson of colluding with Jovignon. The pirate will flare up, but everything will do without a fight. It turns out that the stranger to whom we paid the thousand was Francois Jovignon himself. Ulsson claims that Jovignon really established a base somewhere on Aliando, and in support of his words, he suggests that we go there, accompanied by his own brig.

This time Francois Jovignon and his accomplice are really near Aliando. Having sunk their ships, we can return to Don Ricardo Ferrer de Mercadal for the promised reward. After handing it over, Don Ricardo sends us to the Rockshores to meet with Jose Maria Lopez, a Spanish informant who has an important report. Jose Maria Lopez we can find on the streets of Gray Sales. He informs us that the British intend to attack the Spanish colony of Isla Ballena. There is very little time left, and we must immediately inform the mayor of Ayla Ballen about the impending attack. Guilabertus de Muntral orders us to defend the island. The fort of Isla Ballena will help us repel the attack of the British. After the battle, we receive a reward from de Muntral for our exploits. Also, the alcalde will report that he has received a letter saying that Don Ricardo De Mercadal wants to see Captain Nicholas Sharpe. A few optional missions that we can complete as we progress through the game:

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

* After we delivered Padre Ignacio to Shark Island, the owner of the tavern, Tommy Barkhead, will tell us that the efforts of the padre 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 owned by the 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 are going to 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 ancient dagger from Galien Brasya for 300 gold. Returning to Montferrat, we change the dagger for a map and take it to Thomas Barkhead. As a reward for completing this quest, we get a thousand gold, 500 experience points and +5 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 that the expedition is missing off the Isle of Othernotla. What exactly happened, he does not know. The innkeeper Arno Manlu tells us that the expedition was sunk near the island of Othernotla by pirates. In that battle, many Spanish soldiers were captured and sold to pirates at the slave market in Rockshore. We're going to Othernotla. It stands there Pirates' ship El Lobo - he 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. 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 taken prisoner, but when Raimundo's ship passed near the French colony of Omori, Carlos jumped overboard and thus escaped. On Omori we do meet Carlos. After talking with him, you need to return to Catalina and inform her that Carlos is alive and will return to her soon * On Isla Ballena Street, we meet an Englishman named Bartholomew Ulster. He asks us about a girl named Carla. Naturally, we do not know any Carla - 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 obviously be alarmed and even refuse to do her job. Look to the alcalde de Muntral, we learn that his secretary Bartholomew Ulster was found dead under very strange circumstances. Upon learning that Bartholomew was associated with Carla, the mayor instructs us to investigate this matter. On the streets of the city, we need to find a man named Jaime Zingermann. He is the only one who has not used Carla's services. Jaime tells us that Carla was engaged in witchcraft. Upon learning of this, we go to Arnaud Manll and, threatening to pass him off as a witch's accomplice, find out from him where Karla disappeared (at the same time, you can spin him for a couple of thousand, but our reputation will decrease). The innkeeper says that Carla has sailed with a captain named Miguel Kenda to one of the small Spanish colonies. He knows nothing more. In the El Caimano tavern we find Victor Martos, boatswain from 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. Arriving at Grand Avilia, in the tavern we finally meet Carla again. You can accuse her of witchcraft and adherence to the devil, and then find the inquisitor's alcalde opposite the residence and hand over the witch to him. The poor girl will be burned, and we can return to the alcalde Muntral and receive a reward. However, there is a second option: after listening to Carla's story, you can let her go to all four sides and get 5000 experience for this.

* The owner of the tavern on Grand Avilia - Salvador Engano - asks us to help him get rid of smugglers who are 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, drown or capture it. After that, you can return to Engano and get your money.

* After we have sunk Francois Jovignon on the streets of Grande Avilia, we will come across a merchant named Teodoro Alameda. For two thousand gold, he will ask you to escort his galleon to Costa Sinistra. If we agree to this task, then after completing it, we will need to find Teodoro Alameda on the streets of Costa Sinistra and get our money.

* If Nicholas Sharp's reputation is Good Matey, then Valdrio Garcia, shop owner on Costa Sinistra, will ask us to deliver 50 quintals of ebony to Simon Benencas, shop owner on Isla Ballena. For this he offers 2000 gold. Having loaded the tree on the ship, we deliver it to Simon Benencas on Isla Ballena and return to Valdrio Garcia for the money.

We return to Grand Avilia, where Don Ricardo offers us a reward of 5,000 gold for capturing the English colony of Grandfather Island. Returning after completing this risky mission, we receive an order from Don Ricardo to sink two of the newest English liners that have just arrived from the Glasgow shipyards. Along the way, the ships got into a storm and are now anchored near the small English island of Itkal, repairing the damage. If these ships replenish the English squadron, the Spanish fleet will simply have nothing to oppose the British. Liners should be sunk or captured now while they are being repaired.

Having completed this task, we return to de Mercadal. He announces that we have been given the title of Spanish grandee and admiral of the Spanish fleet. After that, Don Ricardo introduces us to the course political events. France and England made an alliance against Spain. It became known that the French were assembling 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 tasks, but if we manage to find out which colony the French are going to attack, we must immediately inform him of this.

Leaving the residence of the governor De Mercadal, we go to the tavern. The owner, Salvador Engano, tells us that the corvette of his brother, captain of the Spanish fleet Roberto Engano, recently boarded a French messenger brig, on board of which there were some documents of extreme importance. The corvette was badly damaged in the battle and is now being repaired at the pier of the El Caimano colony. Having gone there, we find Roberto Engano in the El Caimano 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 a plan to attack Isla Ballena. Don Ricardo complains that the Spaniards do not have enough strength to defend the island from an allied attack, and we offer him a bold decision - to get ahead of the enemy and attack ourselves French ships near the island of Tel Kerrat, where the French have a rendezvous point. Don Ricardo doubts the reality of this adventure, but nevertheless gives his consent and even puts his own warship at our disposal.

We sail to Tel Kerrat and engage in battle with superior enemy forces. 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 are given the task of capturing the French colony of Isle d'Orange, then the English Highrock and the French Belflor. Having returned with a victory after the capture of Belflor, we learn that the pirates have recently grown bolder and literally do not give life to merchant and messenger ships. We will be instructed to go to Shark Island and deliver Don Ricardo's ultimatum to Olaf Ulsson. Since Ulsson is a respected member of the Coastal Brotherhood and has a reputation for insight, 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 native island and getting 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 receive the last task - to capture the English colony of Tendales. The Spaniards are striving to take possession of the entire archipelago, and therefore there is no place for the colonies of other countries 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 pirates, we need to join the Coastal Brotherhood. Up to a certain turning point, beating the game as pirates can be combined with beating the game as someone else (England, Spain, France). Having gone to Skalshorz, we meet Olaf Olsson, 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 this medallion he made years ago for Malcolm Sharpe, famous pirate who plundered the Spanish Emerald Cargo.

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

First we sail to Gray Sales to talk to One-Legged Berquist. He talks about how Sharp 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 pretends not to.

Mavrikio Kamentata refuses to tell anything until we fulfill his order - we need to take the letter to Lorenzo Marquez Avido, a merchant on 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 cargo of wine for Mauritius Kamentata. After that, he will tell us about the last voyage of Malcolm Sharpe and offer us half of the map of the island where Sharpe buried his treasures. Mauritius asks for 1000 gold for it, but you can persuade him to give the card away for nothing.

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

Returning to Ulsson, we tell him about our conversation with Beltrop. Olaf expresses a couple of thoughts about the words of the leader of the pirates, and then invites us to turn one business. We must sink the caravel "San Miguel", owned by a merchant named Julio Nederedas, who was "ordered" by his partner. Caravel is located near the island of Granda Avilia. On the completion of this task, you need to report to "Trickster" Marcus, who will be waiting for us on the island of Tel Kerrat. He will pay us for the execution of the order.

We ask Ulsson about what we should do with the map received from Kamentata. He says that no doubt Belthrop knew our father and heard of Malcolm Sharp's treasure. You can catch him on the piece of the map that we have, but you can’t do it directly, in the forehead. If we go to him and declare that we have a map, Beltrop will simply slaughter us and take it. According to Ulsson, Beltrop needs to be deceived somehow. But how exactly - over this we still have to rack our brains.

Having sunk Nederedas and having received money from "Trickster" Markus for this, in a conversation with him we learn that Markus professionally forges securities and documents. Offering him to make a fake, slightly modified duplicate of the map received from Mauritius Kamentata, we pay 2000 gold for this and set off with the fake map to Beltrop. Having exchanged for her the story about our father (which is also not very true), we can either pretend that we are ready to be friends with Beltrop, or openly declare that he will pay for his atrocities.

A few optional tasks that we can complete during the passage of the game:

* In the Shark Island tavern, we meet a pirate named James Callow. He tells us about an Indian idol 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 the idol away, then it mysteriously returned back. According to the old Indian, from whom James took the idol, this figurine can only be given as a gift. The pirate asks us to help him get rid of the cursed idol and present this trinket to Desmond Ray Beltrop, with whom he has been at odds for a long time. Agreeing to help him, we go to Beltrop and give him a gift. If Nicholas's rank is 7 or higher, then Beltrop will accept him, if not, he will refuse, and we will have to return to James Callow with a salty slurp. You can also try to sell the idol to Nicholas de Montferrat, governor of Isle d'Orange. This option is win-win - the governor will gladly accept a gift from us. Having completed 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.

* In the Shark Island tavern, we meet a pirate named Hugo Lumbermill. If we have a Spanish corsair's patent in our pocket, it's worth talking to him, and then we will have a chance to capture the manowar. Hugo complains to us that he is tired of the pirate life, and will ask you to get a Spanish corsair patent for him. We're heading straight for Guilabertus de Muntral, and if Nicholas's reputation is Good Matey, then we can persuade the governor to issue a patent to the old pirate; and then hang up. After that, we return to Lumbermill and give him the letter. If we brought a real corsair patent, he will tell us that there is a damaged French manowar near the island of Chaktcha, which is very easy to capture. After a while, we can drop in on Guilabertus de Muntral and inquire about how the old pirate serves. It turns out that he made an excellent soldier. If we set up Hugo's trap, then after the transfer of the patent, it is necessary to return to Guilabertus de Muntral for a reward - 2500 gold.

* After Eugene Huxter tells us about Malcolm Sharp in the El Caimano tavern, we will meet a smuggler named Octavio Lambrini. Having learned that Nicholas is the son of Malcolm Sharp, the smuggler will offer us one business. There is a customs captain on Isla Ballena named Arcadio la Damba. He does not take bribes on principle, and because of this, the smugglers are closed to Isla Ballena. Octavio wants us to help him get rid of this officer and is willing to pay 3000 gold for it. Having agreed to these conditions, we sail to Isla Ballena and talk in a tavern with Arcadio la Damba. Now we have two options: complete the task of Lambrini or agree with the captain and set up a trap for Lambrini (for this we will receive 2000 gold). Having decided to kill the captain, we explore the waters near Isla Ballena and, having met the brig la Damba, let it go to the bottom and return to Octavio Lambrini for payment. If there is a desire to negotiate with the captain, after talking with him, we need to see Octavio Lambrini and inform him of the successful completion of the assignment and that he can now visit Isla Ballena without hindrance. Near the island of Arcadio, La Damba will intercept the smuggler and bring him to justice. 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 surrender to Captain Octavio Lambrini, his sons will be waiting for us near El Caimano.

After that, in the Gray Sales tavern, we will meet Anna Forge, who will tell us the story of her miserable life. She is from 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 now Beltrop has already refused. Then the father, torn between loyalty to His Majesty and friendship, was forced to hand over the future leader of the pirates to justice. Beltrop was exiled.

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

In the conversation, it turns out that Beltrop has his own half of Captain Sharp's treasure map. We agree to punish the murderer of Anna's brother in exchange for a promise to steal this half for us. Anne's brother's killer, a pirate named Juan "Cocodrillo Sangre", is on the prowl for prey near the French colony of Aile 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 in Beltrop's belly. We can promise her to do it instead of her and then come back for her - otherwise she will try to kill Beltrop and die herself.

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

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

Meanwhile, a deluded and furious Beltrop prowls around the island in his Gorgon manowar. If we don't sink him near Telltak, he'll be after us when we enter Gray Sayles waters. Having sunk Beltrop and returning to Ulsson, we learn that after the death of Beltrop it became much more difficult to defend Skalshorz, and, as luck would have it, England, France and Spain just decided to take Skalshors into their hands. Looks like the island will have to be abandoned. But the ideas of his father inspired Nicholas so much that he persuades Ulsson to start creating a new free republic in the archipelago. Olaf eventually agrees and says that it is first necessary to get rid of the threat from the colonial powers and, first of all, to protect Rockshore from France, which has already begun to raise a fleet to seize the pirate islands. Olsson offers us new ship.

On the island of Isle d'Orange, in a tavern, we meet a French officer who is already pretty drunk, but does not stop drinking. From him we learn that the French superintendent Aymery dorillac went to inspect the state of the fort on the island of Omori. It is Dorillac who is responsible for the punitive expedition to Rockshores, 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 eliminated, which we, having returned to Skalshorz, joyfully inform Ulsson about. However, now the British are preparing a fleet to attack the pirate colony.

We go to Highrock and talk to the owner of the tavern. 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 upcoming 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. Olsson 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. This idea is to the liking of the new leader, but he warns us that the three Spanish battleships go to Rockshore to capture the pirate settlements. You need to 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.

Having sunk all three liners (one of them needs to be captured), we go to visit McMellon. He says that everything is ready in order to raise a riot on Highrock, and the only thing he needs is money to buy weapons for the rebels. He needs three thousand gold. Having given the money, we learn that there are three new English ships near the Dead Island. We must get rid of them, otherwise they will crush the rebellion with their weapons and land troops on Highrock to regain control of the colony.

Raise the sails and sail to the Dead Island. Having defeated the English fleet, we return to Ulsson, 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 shore and spend the rest of his life in warmth and peace. Instead of himself, he appoints Nicholas Sharp as head of the Rockshore Pirates.

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

After capturing Isla Ballena, we return to Gray Sales. There Berquist gives us a second letter from McMellon. After returning to Highrock and talking with McMellon, we set off to capture Grand Avilia, and then Isle d'Orange. After capturing the island, we persuade its governor to join the new republic and celebrate the victory.

Igor Savenkov

"Corsairs" - wonderful pirate game from Russian developers. In ideological terms, it is largely inspired by the legendary game "Pirates!" Sid Meier and can even be considered a 3D remake of it. In the role of a young Captain Sharpe, you have to taste all the charm of pirate adventures: make dashing raids, board ships, unravel insidious intrigues, trying to advance through the ranks and find legendary treasures, along the way, finding out the secret of his origin ... Great 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, the Akella team is already fixing.

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

Reluctant corsair

So, you are a young English captain Nicholas Sharp, who escaped from Spanish captivity. You are heading to the island of Highrock, the capital of the 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 compensate for your losses, as well as the moral damage caused. However, you are not required to obtain a corsair patent from the hands of the British and you can take it from the French or even from your former offenders - the Spaniards. Finally, no one forbids you to join a pirate brotherhood and become a "free pirate". Depending on which path you choose, four completely different stories await you and, therefore, four different passages of the same game. However, the goals of the game are about the same: if you take a corsair 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 some kind of "independent free pirate state" and become its head.

Quests

To complete the game, you must go through a chain of mandatory quests (different for each of the four parties: the British, French, Spaniards and pirates). The main quests are usually given to you by the governors of the islands. There are also additional quests that are not mandatory for passing, but can significantly help you in this matter. (For example, get an excellent spyglass through which you can see absolutely everything, even the skills of officers of enemy ships.) Anyone can give you these quests, 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 exp just by listening to the nonsense (or advice) of the interlocutors to the end. With some characters, you can and should speak a 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 Highrock, then after the first quest he will give you a second one.)

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

During the game, in principle, you can switch sides. 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 5000 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 as a green captain of rank 12 (there is no lower), and as you progress through the game, you can reach the rank of captain of the 1st rank. Increasing by each rank gives you the opportunity to control a ship of a higher class: a captain of ranks 12 and 11 can manage ships no higher than 6th class, a captain of 10 and 9 ranks - 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 upgraded to level 9.

Navigation - increases the speed and maneuverability of the ship.

Accuracy - gun firing accuracy; Each point increases accuracy by 10%.

Reload - Cooldown time is reduced by 5% per point.

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

Protection - this is the ability of your team to take cover during enemy shelling; each point of defense reduces your team's losses 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 power of your punch.

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

Commerce - the ability to buy goods cheaper and sell more expensive; each point reduces the selling price by 5% and increases the buying price by 5%; however, this skill does not affect the price of the ships you purchase.

Which skills to develop in the first place - it depends on the style of your game. However, some general advice can be given. First of all, pay attention to fencing. Even if you are not going to board ships, get this skill up to at least 5 as early as possible. During the course of quests, you will still have to take forts where this skill plays a critical role: thanks to a high swordsmanship skill, you can cope with an opponent 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 would be useful to raise the navigation in order to initially have an advantage in speed and maneuverability. If you are going to trade by boarding, develop the skill of the same name, which will make it easier for you to approach enemy ships. Protection and repair are obviously secondary skills: fight well and you won't need to "patching holes". Well, if you ran into a strong enemy, immediately after the battle, head to the port and make up for losses. And the skill of commerce seems completely useless, since there are almost no problems with money (well, you will make an extra trading trip in order to compensate for its low level).

officers

There is another way to improve 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 made on trade. Officers can usually be found in taverns or obtained through quests.

First Assistant - your right hand; improves 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).

Gunner - perhaps the second most valuable officer. It immediately raises 3 most important skills: accuracy, reloading and coordination.

boatswain - not the last person on the ship: usually raises the skills of navigation and swordsmanship.

The ship's doctor gives you some defense points.

A carpenter - adds a few repair points.

Treasurer - boosts commerce.

The most valuable officers are presented in table 1. We will keep silent about where and how they can be hired - otherwise it will not be interesting to play. Just a little hint: there are two first mates in the game, both of which can be found on the French Isles (and the patch moves one of them to a pirate island).

Gaining experience

So, the increase in rank occurs as experience accumulates. For each completed quest, you get experience points, but these points are clearly not enough to quickly move up the ranks and get the coveted cool ship. Therefore, one has to engage in a typical "pirate trade": the robbery of ships. Points are awarded for each ship sunk or captured, and significantly more for sunk (usually in the region of 2000-7000, while capturing a ship will not give you 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 some kind of pink there. The biggest exp is given for the destruction of a fort (at least 20,000), but this is also not an easy task and can only be achieved on “cool” ships 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 the battle in which ships allied to you participate. 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 your word, able to help out at any moment, or a windy tramp who cares only about his own well-being. With a low level of reputation, it will be difficult for you to negotiate something with people, and some may even refuse to talk to you at all. If you do not pay your salary on time at a low level of reputation, then a riot will immediately rise on the ship, and you will be strung up on a yardarm (this, of course, will end the game). At high level reputation is willing to do business with you, and transactions (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 rewards and fulfill the requests of the inhabitants (such as bringing wine to a thirsty guard), do not leave allies in trouble. True, reputation can also be bought with money from the local priest on the Dead Island (+1 reputation for only 100 gold).

ships

1 Improved Manowar 6000 850 140 11.50 30 20000 98 100000 90000 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 Warship 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 Linear Ship 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 War 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 Tartana 30 10 2 7.0 50 300 0 0 0 0
Class A type Lifting 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" - manowar (1st class). At the very beginning, only unpretentious vessels of the 6th class 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 boat with skillful tactics is quite capable of sinking a slow-moving vessel, even if it has at least 2-3 times more firepower. Then look at the number and caliber of guns. Then - for the maximum number of crew: here the more, the better, although at first it may seem the opposite, because each sailor must be paid 50 gold per month. However, after spending at least one boarding battle, you will clearly feel the advantage of a large team. The carrying capacity on ships above the 6th class practically does not play a role (there is usually always enough space in the holds).

The choice of ship depends on your preferred tactics of naval battles. But if you rely on speed and maneuverability, then the typical chain of transition from ship to ship looks like this: Pink - Sloop - Shnyava - (possibly Brig) - Corvette - (possibly Fast Battleship) - Warship. The longed-for goal of many players is to swim on the Manowar, but to complete the entire game, it is enough to limit yourself to the Corvette - the fastest and most 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: cores cause the most damage to the hull, knipels - to the sails, buckshot - to the crew; bombs do damage to everything and are especially good at shelling forts, but bombs are the most expensive. Bomb prices are about the same everywhere, but slightly lower in the French Isles. Bombs are especially highly valued on El Caimano, so you can get rich very quickly by delivering them to this island. Please note that all projectiles 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 kind of quest on it in due time. Islands appear on the World Map as they become known to you (usually when talking to someone or when receiving a quest). But the islands can also be discovered independently, simply setting a course at random on the World Map. At the same time, it is not at all necessary to “stumble” on the island: it is enough to swim next to it. (CHIT: the Resource\Images\Map\Russian subdirectory contains open card as a graphic file map_open.tga, which can be viewed in almost any graphic editor/viewer.)

Cities

Entire 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. On the largest islands, there are 4 types of "useful buildings":

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

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

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

Castle - it is the residence of the governor of the island; usually it is the governor who gives you the required quests to complete - but 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 maximum that can be done is to bomb the fort and take a bribe from the local population; however, you will not be able to talk to anyone, and you will not be able to enter anywhere either (except for the palace, where you will receive a bribe). After you leave the island, the fort will automatically regenerate, and the city will begin to live as if nothing had happened. (So ​​you can, if you like, repeat the looting.) The only exception is the case when the defeat of the fort was a quest task. Then the city passes under the flag of your nation with all the ensuing consequences.

Gold!

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

Trade Islands
Island Cocoa Sugar Wine canvas Rum Tobacco Coffee Red tree Wheat Ebony bombs
Orange - + + - - + -
Belfort + + - - - -
Omori - + - +
Highrock + - + + + - -
Tendales + + + - -
Dead Island + + + - -
El Caimano + - + -
Ballena + + - - - +
Avilia + + - - - + +
Sinistra - +

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

import/export goods. Imported goods are highly valued, and exported goods are at bargain prices. So ship the exports, take them to the island where they are imports, sell them, load up on new exports, take them to the next island, and so on. In this way, you can enrich yourself even 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 back, save before each departure and reload if this unpleasant event occurs - most likely, after the reboot it will not be.

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

But if you consider yourself a real pirate, do what is right for you: rob merchant ships! But do not drown them, but board them. If you sink a ship, then you will gain little in terms of money: you will only collect miserable crumbs floating on the site of the ship's death. But if you capture the ship, then all its cargo will become yours, and you can sell it as your own. In addition, in the captain's cabin you will find several thousand gold coins (usually 2-5 thousand). And, most importantly, you will get a captured ship, which you can take to the nearest port and sell. Only for this it is necessary to have a first assistant who will temporarily take command of the captured ship; in addition, your team should be enough, at least at a minimum, for both ships. If there is no first assistant, 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 remain 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's hardly worth doing this (For example, if you can only control ships of the 5th class and change to a 3rd class corvette, 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 get experience! The defeat of the fort and the subsequent capture of the city is even more profitable, but also the most difficult business. For this you get at least +15,000 gold and +20,000 experience!

Naval battles

Ship control

You can make maneuvers and shoot with a view both "from the third" and "from the first person" (transitions - key Q). Maneuvering, of course, is more convenient, watching the whole picture from above, but shooting, as a rule, is better "from the first person" - because then you have the opportunity to aim on your own. There are two exceptions: 1) foggy weather, when you can't see a thing, but your gunner, nevertheless, manages to shoot accurately; 2) you are between two enemy ships; then, by 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, up to the skills of officers).

Tactics

Due to skillful tactics, you can take out an enemy that is several times superior to you in terms of firepower. The whole "trick" here is to shoot at the enemy yourself, without receiving change in response. A typical maneuver is to go with your side to the bow of the enemy ship and shoot with the whole side, since not a single 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 the stern guns (usually insignificant, since no more than 6 guns can be on the stern, and then only for the coolest ships; and this is usually the stern there are only 2 guns). 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 1-2 class, then all these maneuvers are usually useless to you: lower the sails and just turn in place, tracking the maneuvers of the enemy. As soon as it gets close enough, strike with all sides: it is rare for a ship to survive 2-3 such volleys.

In general, from the very beginning, decide what you will do with the enemy: sink him or board him. If drowning - throw it with cannonballs and bombs from a long distance until it goes to the bottom. If you take it on board, then you don’t need to make holes in the ship’s hull - this will not affect its combat capability in any way (and, besides, a riddled ship will cost less if you then want to sell it). So immediately load the knipels and cut his sails. As soon as you have an overwhelming advantage in speed and maneuverability, you can calmly approach from the bow or stern and spray the team with grapeshot. Then you have to go side by side (almost parallel) to the enemy ship - otherwise you won’t be able to board it. As soon as your ship approaches the enemy at a fairly close distance (the greater the boarding skill, 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 go boarding if you want to get hold of good and / or you know that the enemy captain is very weak in swordsmanship (in this way you can defeat the enemy sailing on stronger ships).

Aboard!

The boarding battle is symbolically represented by the hand-to-hand combat of two captains, but behind each of them is 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 strength of the captain's strike depends both on his swordsmanship and, again, on the number of Gavriks behind his back. Remember that the fight is tactical, so the one who swings the saber faster does not win. 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 bit and hit with full force than, zealously pounding on the keys, rewarding the enemy with 5% -10% hits. While resting, watch the enemy, trying to guess the direction of his strike and set the right block. Just remember that even a successful block misses part of the blow, so you won't be able to sit out. Do not forget about deceptive 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 you a good trainer to hone fencing skills.

Capture of 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 the Brig). Load at least 1000 bombs into it (3000 is better). Go to 16 gauge - it has the longest range. 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 for shelling the fort. Focusing on the indicator on the mini-map, approach so that the fort is on the very border of your firing zone. At the same time, you can guess so that only one cannon of the fort can hit you, and then for the most part it would not finish. Lower your sails completely. Change to first person view. Aim as high as possible - up to the position when the crosshair cursor starts to disappear. Shoot, shoot and shoot. When the message about the destruction of the first cannon appears, get a LITTLE closer and shoot the second cannon. And so on... When all the cannons are destroyed (a message about this will appear), 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 duel with the governor of the island (as in boarding). Behind him will be about 500 thugs.

Escape

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

Allies

As the game progresses, allies may join you. Allies are very desirable in the early stages of the game when your own ship's power 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 patronize, so that they are not inadvertently sunk, from which your reputation may fall.

Allies can be given general orders:

Follow me - the ally will follow your ship, shooting at all enemies that are in the zone of his defeat. AI behaves in a "straight line": if you lower the sails and start firing at someone, turning around 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 on the ship until it is completely destroyed.

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

Retreat - it is better to give this order at the starting position, which is in fact equivalent to the order "do not 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 if they were your own, only they cannot be sold. Any goods can be loaded onto an ally's ship, but it is no longer possible to take it back from there.

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

THIRD PAGE

The inhabitants of the archipelago

Desmond Ray Beltrop

Beltrop has been leading the pirate settlement of Gray Sales for many years. His past is shrouded in darkness, and his reputation discourages the curious from asking questions. A cold-blooded and calculating scoundrel, he has gathered around him a whole group of such 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, swaggering and greedy. He uses his position to extort bribes and pocket government money. However, you will have to do business with him if you choose to play as the English.

Jacqueline de Bijou

Daughter of the governor of Belleflor, Monsieur Francois de Bijou. A beautiful and educated girl who came with her father from France. Accustomed to secular society there, in Paris, on the Jacqueline archipelago, naturally, she is bored. Probably, she would be happy 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-buzoter, who does not even recognize the concept of discipline. Over the many years he spent at sea, Gavrila sailed away 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 huge physical strength and the ability to drag people along will help you in hand-to-hand combat.

"Golden" bugs

The game is replete with bugs. Some of them can be used as real cheats (no codes or trainers needed!).

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

How to avoid an unwanted meeting? Sometimes you are forced to be drawn into the 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 press 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 fort garrison 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 left in it. This is a bit much, but you will no longer be able to shell 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 version 1.0.

Walkthrough for the British (detailed)

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

Hirock. Near the gate, talk to guard Billy and promise him a bottle of wine. Wander the streets of the city and find Theodore (in a green camisole). He will inform you that in almost every city there are 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 the 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. In the same place, an old gunner (with a wooden leg) roams the streets. If you listen to the end of his reasoning about guns (an elementary educational program), you will get another +250 experience. Talk also on the street with an unrecognized genius - engineer Albrecht Zalpfer. He will talk about his brilliant invention, but do not try to find out everything to the end - otherwise he will suspect you of a spy and refuse to talk to you further. Instead, offer him a job as a carpenter 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 swordsman will teach you some basics of sailing and swordsmanship. After listening to both of them 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 Caimano, as well as that you can get an excellent telescope from Andriano Montefi, who lives on it. Julius Ironcast will agree to serve as a gunner on your ship for 600 gold per month - hire him. Listen also to the gossip of the innkeeper himself.

Now to the palace. Local Governor Samuel Mortons will present you with a Corsair's Patent. Talk to the governor again, and he will give you the first task - to take a letter to Tendale Island to the local governor, Sir John Kenford Brish.

Head to the gate, but don't forget to hand a bottle of wine to poor Billy before you go out to sea. For this act, 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 Roma. It is worth returning to the tavern and buying a bottle for only 1 gold. But, by giving the rum to Frederick, you will receive +250 experience points.

Tendales. After going to 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 drawings. Go with him to the shipyard. There you can save these blueprints for 1500 gold (anyway, the blueprints can't 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 only slightly loses to Pink in maneuverability, but it can carry 100 centners of cargo more. This will be very handy, because a trading quest awaits you ahead.

In the tavern, you can, in principle, hire boatswain Andrew Shue (400 gold per month) and treasurer Adam Moulin (1000 gold per month). You just don't have enough money for that. But even if enough, you should not do it yet, otherwise your gold supply will completely dry up, and you will have nothing to pay the team with at the end of the month. However, you can talk to Adam Moulin to earn +50 experience (you have to ask Adam what he actually knows how to do).

Now - to the palace to the governor. Handing him the letter will give you +500 experience and +2 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 place left in the hold (114 centners will come out), which is highly valued on the Dead Island.

Dead Island. The former jeweler Eugene Haxter (in a green camisole) is wandering 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 history of your father - you will learn a lot of useful things for further passage. Well, in addition, get +500 experience points. (At about this time, your rank will increase to 11th, so don't forget to reallocate 3 new skill points.) Now - straight to the tavern to the innkeeper. The innkeeper will want to thank you for the delivered wheat. It’s better to modestly refuse the reward, because the innkeeper will be able to give you only 250 centners of linen, which will still have to be sold, and, most importantly, your reputation will drop by 4 units, which is very noticeable (especially since you can’t buy reputation for any money!) . Also, talk to the gunner 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 the old Julius is not yet worth it). In the tavern, you can also talk to a merchant who will offer you a quest: escort him first to Highrock, and then to Itkal (for 800+800=1600 gold). Do not take on this quest, because you still have a more profitable and more appropriate quest ahead of you. You will receive it in the store: merchant Nigel Forster will ask you to take 400 centners 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. (Don't forget to sell him all the coffee, for which you will get approximately 1125 gold!)

Before sailing, you can talk to the priest (stands 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 canvas, for which you will receive +1 reputation. You will be automatically loaded with 150 units of coffee. You'll still have room in the hold, so stock up on his coffee, which is so scarce on Dead Island. Notify the governor of the completed task. He will want to reward you even more than he promised. Modestly refuse, otherwise you will lose a few reputation points: 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 the trade caravans between his island and Highrock are often robbed by some kind of pirate. You need to establish who he is and stop his activities. Enter 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 reputation. Sell ​​all your cargo of coffee in the shop for about 1000 gold. Buy all the linen and sugar there, they can be sold profitably on Highrock. A fellow traveler to Highrock is 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 also drop by the priest to get +1 reputation for 100 gold.

Hirock-2. First of all, go to the store and sell all the canvas and sugar. Also talk to the seller, and he will tell you that the miracle doctor alchemist Alyumnus 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. After politely listening to his learned nonsense, you will get the right potion. In the tavern you will find your fellow traveler Jacob, who will give you 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 reputation points. It is better to swim to the island, especially since there is something to overstock.

Itkal. Upon entering the island, you will receive +1000 experience points. Contact Jacob and he will pay you the promised 800 gold. Your reputation will go up by +3. Go to the shop and stock up on linen and sugar to sell on Highrock.

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

Tendales-3. When you leave the ship, you will receive +500 experience and +2 reputation. Go to the innkeeper and give him a potion for the poor fellow 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 a strange “valuable cargo” on his ship - 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 auditor will soon arrive in the colony. Get 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 will have to fight a pirate ship one-on-one on the high seas). You will find a note from the hardened pirate Beltrop, and also get +500 experience points and +3 reputation. After that, your experience should be enough for the 10th rank.

Dead Island. Sell ​​all 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 a recovered Marcus. He will say that the malicious pirate's name is Ropleyk, and that he often replenishes provisions on the Spanish island of El Caimano. The pirate sails on a corvette - this is a very strong ship of the 3rd class; therefore, you must now buy the vessel as well as possible. The maximum that you can acquire as a captain of the 10th rank is a shnyava of the 5th class. Buy it. If you don't have enough money, make a few trading trips along the Tendales - Highrock - Dead Island route. Load coffee, linen and sugar at Tendales. On Highrock, sell linen and sugar and buy more coffee. Then sell all coffee on Dead Island. For one such flight, you can earn 7-9 thousand gold. (In general, make a few backup trips so that there are no problems with paying salaries later.) When you are ready to sail on El Caimano, stock up on the maximum of bombs, which are highly valued on El Caimano.

El Caimano. This is a Spanish island, and with Spain you have, to put it mildly, strained relations. Therefore, do not be surprised that Spanish ships will begin to fire at you in the harbor. Ignore this and quickly land in the city (this can be done, since there is no fort on El Caimano). Once in the store, sell about half of your load of bombs - "a nice addition to your pension." In the tavern, talk to the pirate (Filipe Vilen) who is thirsty for adventure. 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 you a super-duper spyglass if you supply him with the highest quality optical glass. You can get a glass from Lorenzo Avido from the island of Granda Avilia (only this island is Spanish, and it is guarded by a fort, so the way there is still “ordered” for you). "Honest Pirate" Ronald the Lawman will ask you to deliver the black mark to Frederick the Mole on the island of Gray Sales. For this, he will promise 2000 gold.

Battle with Ropflake. Ropflake will be waiting for you in the harbor of El Caimano. Immediately "set" your ally on him - this is such a distraction. 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 sails on a corvette, so sinking it with the forces of two weak ships (5th and 6th class) is almost impossible (or very difficult). But it is easy to defeat him in hand-to-hand combat, since Ropflake has a “swordsmanship” indicator of zero. So the tactic is simple: go up to the corvette and board it, first trying to hit it with grapeshot. (Ropflake can even go boarding himself, buying into the numerical superiority of his team.) After the victory, you can even transfer to the corvette to sell it later (and it costs about 38,000) and return your shnyava. Just remember to reload all the good from your ship. Now - to Governor Brin, in order to report to him about his brilliant victory.

Tendales-5. Enter the palace and announce the victory. The governor will give you 5000 gold. Go to the shipyard, sell the corvette and buy shnyava (do not forget to replace the guns with 16-gauge). It's time to visit Governor Mortons. Swim to Highrock.

Hirock-4. Mortons will order you to inspect the waters of Itkal Island, not far from which Spanish ships were seen. Well, an order is an order. We swim there.

Itkal-2. In the harbor of Itkal, you will find one Spanish ship of class 5-6, which you can sink without difficulty. Having landed on the island, you will learn with regret that the city was sacked 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 store owner will tell you about this, and you will receive 1000 experience. There is nothing to do, we return to Highrock.

Hirock-5. You can lie to Mortons by 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 the English patent (and then you will have to play for another nation or earn the favor of the British with incredible efforts). We'll have to tell the truth. Mortons will accuse you of slowness and incompetence. If you object to him, he will again take away your patent. So you have to take all the blame. Mortons will put you out the door, saying that he will give you a new task 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 Highrock, look into all the nooks and crannies and look for the Stranger (obviously a pirate appearance). He will tell you that he came from Olaf Ulsson to tell you that he is waiting for you on the pirate island of Shark Island. There is nothing to do - you have to pay a visit to the pirates.

Shark Island. First of all, take a look at the tavern. There you will find the leader of the pirate brotherhood Olaf Ulsson. After telling him about Edwin Cuttlefish's attack and about the strange note found, you will be advised to talk to Beltrop's former first mate, whose name is Peter Ordo. However, Olaf has no idea where Peter can be found. Okay, let's find out for ourselves. But do not rush to fall behind Olaf. Talk to him again and ask about your father. Olaf will answer that he really served him, but oh recent years life of Malcolm Sharp knows nothing. However, he will report that now two members of his team are still alive: One-legged Berquist from the island of Gray Sayles and the former cook Mavriko Kamentata, 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 from an Indian and cutting off the unfortunate native's head. However, before his death, the Indian managed to “attach” evil spirits to the idol, so that from now on the owner of the idol will be haunted by some failures, which constantly happens to James. At the same time, the idol can neither be sold nor simply thrown away. It can only be given to someone. You and James come up with a great plan: why don't you give the idol to Beltrop? For this, James promises to join you. After leaving the tavern, properly comb the surroundings. It is very likely that you will stumble upon Pablo Loco here (if not, then look for him on Gray Sales or further on El Caimano - but wait with El Caimano for now). After talking to him, tell him that you are looking for a rare herb for the alchemist. Pablo will agree to help you, only complain that he needs a boat. Moreover, the "shop" 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 Dead Island. Let's note this for ourselves, but for now let's head to Gray Sales.

Gray Sayles. You will meet one-legged Berquist right on the street (he is not difficult to recognize, right? Hint: he is o-d-n-o-legs). Burquist will report that shortly before his disappearance, Malcolm Sharp committed a very daring and very large robbery of the Spanish colony. Where he then went - no one knows (in any case, Berquist does not know). After entering the store and talking to its owner, you will learn that Ordo has sailed to one of the English governors and that his ship is called "Destiny". Enter the tavern. There you can hire yourself someone. Cannoneer Dreyfus Wick will ask for 2000 gold per month for his services - and he's worth it, as it gives +3 to hit, +3 to reload and +3 to coordination. Carpenter Jacques Dullars will agree to join for only 200 gold (gives +2 to repair). We recommend taking both. You can also choose an ally for yourself - William Kabestan controls the caravel, and this will be a good help for you in the next battles. There you will meet Frederick Mole. Give him a black mark. Now direct your feet to the "palace" of Beltrop. When talking to him, be careful and careful in your answers. From the first time you will not succeed - there will only be a verbal skirmish. From the second entry, you will already be able to 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 a fast galleon captured from Spanish merchants - a not sickly vessel, we advise you to take it, because you are unlikely to have any best ship. But you can refuse - Beltrop will not be offended. In addition, you will receive +2000 experience from the ripped idol.

Shark Island 2. Go to the tavern and inform James Callow that your idea was a success: the idol was safely fused to Beltrop. However, James will say that he cheated on you and will refuse to join. However, as a "compensation" he will give 2500 gold - well, that will do. Before looking for Ordo, let's complete a couple of additional quests in order to gain experience and transfer to a more solid vessel.

El Caimano. Find Ronald the Lawman (he roams the streets). Tell him that his mission is complete: the Mole is waiting for him near the uninhabited island of Chaktcha. Ronald will give the promised reward of 2000 gold. Offer your help to Ronald, remembering that the Mole will not be alone. For this you will receive +5 reputation and a great opportunity to fight. So sail to Chaktcha Island.

Battle with 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 swims on a vessel of the 4th class. There are two possibilities here: quickly destroy the Mole and run away. But it is better to destroy the entire pirate fleet: you are not a cowardly rat, and it will not hurt to gain experience. How to fight - you know yourself. We will give only one piece of advice: do not 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 desired tree for 1500 gold; it will then need to be delivered to Pablo Loco. But let's delay this. Almost certainly by this time your gold reserves will noticeably run out, and you need to repair both your ship and the ship of an ally. 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 at one of the two English governors. Let's say right away that Mortons will not help us in any way, so let's visit Brin.

Tendales-6. Governor Breen will say that Peter Ordo was indeed on the island, but then went to Tel Kerrat, "until the mess is over," as he puts it. We will follow there.

Tel Kerrat. The island belongs to the French, but it is not protected by a fort, so you can safely enter the city. Few people hang around the streets of the city, and Peter is not among them. There is only one "useful place" in the city - a store, so let's head there. The store owner will say that Ordo really visits the island, and will give him signs: Peter wears a yellow scarf on his head. Now, when you go outside, you will meet Ordo. Peter will tell that Beltrop is going to attack Tendales, and one of the high English ranks helps him in this. Peter intends to sit out the trouble on Tel Kerrat, but he is worried about the fate of his girlfriend, Alicia Gardener, who remained on 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 are no problems. Problems will begin when you escape from the island: a pirate frigate (3rd class vessel) is waiting for you in the harbor, the captain of which 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 pursue you every time you show up in the harbor of Gray Sayles. Sail to Shark Island to complete the quest given by Pablo Loco.

Shark Island 3. With Pablo, you can easily exchange the “sacred tree” for the weed you need and, in addition, get +500 experience. To finish this whole thing with a quest, we sail to Highrock.

Hirock-6. Give the weed to Alumnus (+1000 exp, +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 at the tavern. Well, not a bad ending to the quest, considering that Dick does not require a salary at all, giving +2 to defense. We return to the main storyline - we need to deliver the girl to Tel Kerrat.

Tel Kerrat 2. Peter Ordo honestly fulfill the terms of the agreement and join you with his ship (he has a brig, which is quite robust). You will also learn that Alicia stole a box of documents from Beltrop's cabin, among which there was one very curious letter. In it, someone informs Beltrop that everything is ready to storm Gendales. The gathering place of the pirate fleet is the island of Chaktcha. Instead of a signature - an English official seal. So it's the crook Mortons who 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 purpose that two dilapidated frigates were ordered from England, which would be completely helpless against Beltrop's squadron; on the island itself, the same fifty thugs from the Bristol should support the rebellion. So, Brin needs to be warned.

Tendales-7. But warning about danger is only half the battle. According to Brin, he does not have enough authority to arrest Mortons, but, fortunately, just now the royal auditor, Admiral Alexander Gritstone, has arrived on the archipelago. Brin writes a message to the auditor, which must be delivered to Highrock, where he is now.

Hirock-7. Alexander Gritstone you will find in the governor's residence. Fortunately, Mortons is not in the palace, so you can freely give the letter directly 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 evidence. Gritstone 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 hard, but not a joke, so thoroughly "patch all the holes." Don't forget to repair allied ships as well. It is possible that your experience is already enough to transfer to a corvette - then everything is fine in general (you know where to get the money).

Battle with Beltrop's fleet. There will be four ships on the side of the pirates: 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 one by one. In addition to the usual "fee" for destroying ships, you will receive an additional +8000 experience and +3 reputation for destroying the entire armada. Return to Gritstone to report on a brilliant victory.

Hirock-8. Gritstone will give you 4000 gold for the victory and "reward" the next assignment: to strike a preemptive strike and capture the Spanish island of Costa Sinistra before a new large shipyard is built there.

Costa Sinistra. Capturing a fort is no easy task. Re-read the section “Taking the Fort” beforehand and do not forget to load the maximum cores before leaving. (When shelling a fort, it is better to order your allies not to interfere in this matter, otherwise they will be quickly sunk.) Entering the city, you will see heaps of corpses everywhere and you will not be able to go anywhere. Fortunately, you will meet one surviving citizen. When talking to 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.

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

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 managed to escape only by a miracle. But a couple of volleys still covered the ship, and one core even got stuck between the bulkheads. Norton has never seen such a core: it is monstrous in size and weighs about 48 pounds. Hehe, looks like we're on the right track: the French are about to set up their new superfood cannons on Omori Island!

Costa Sinistra-2. The innkeeper is a former cook from your father's ship. However, he will refuse to deal with you unless you are sailing under a pirate flag. So those who want to change the storyline and find the innumerable treasures of Malcolm Sharp, let them sail to Rockshore 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 (this is already a common thing for us, isn't it?). After the battle, you need to talk to the “respected citizen” and inform him that Omori now belongs to England (do not look for gold - then you will have to take the fort again, which will immediately regain French citizenship, as soon as you sail from the coast). For this you will receive +5000 experience and +5 reputation. We return to Highrock in order to announce our brilliant victory.

Hirock-10. The final touch is the last task. Now Gritstone will instruct you to capture the main base of the Spanish fleet - the island of 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 it. If you are not yet tired of adventure, you can not return to Highrock, but change your citizenship and go through the next chain of quests.

We will not give such a detailed passage for the rest of the parties. We will limit ourselves to a brief guide.

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 Francois de Bijou. From him you will receive the first task: to meet on the island of Gray Sayles 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 Mole, has fallen into the clutches of pirates who demand a huge ransom for his head. The governor does not have that kind of money, and therefore you get a new task: to sail to the 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 we're going to Gray Sayles again. But Beltrop dictates his own terms: he demands that the ship with 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 any money or support. Well, let's sail to Gray Sales, maybe we'll come up with something there.

Find Captain Damien Rothney on the street of the pirate town and talk to him. Damien had recently moved into the service of the French, only 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 - the Odyssey brig, and Damien himself, freeing his comrades from prison, will also free the poor fellow merchant la Mole.

The brig "Odysseus" is at anchor in Gray Sayles Bay. Just be sure to take it on board - otherwise you will not get 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 tasks. Well, let's look for them ourselves. We sail to Isle de Orange - maybe we will learn something new there.

After entering the tavern, talk to Fokere Arain. He is preparing the kidnapping of Jacqueline de Bijou (this is the daughter of the French governor) and will offer you to participate in this case. Of course, you refuse this vile offer. In the same tavern, you will meet the former captain of the French fleet, Milon Unserville. After talking with him, you will find out that Fokere has already offered him the same thing, and now Milon is thinking ... There is nothing left for us to do but sail to Belfort in order to warn the governor.

Francois de Bijou will refuse to believe in a conspiracy and simply laugh at you. There is nothing to do - we leave the palace. Entering the tavern, you will 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 threatened him with accusations of complicity in the kidnapping of the daughter of the French governor, we can extract some information from him, and at the same time persuade him to join us while searching for Jacqueline. It turns out that in the end Fokere hired a pirate named Michiel Hattenschrag to kidnap the governor's daughter. After the kidnapping, Fokere himself disappeared somewhere, and Michel can be found on the pirate archipelago.

We sail to Gray Sayles 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 report that the Fokere barque called "Nemesis" is anchored off the uninhabited island of Othernotl and is ready to immediately take off and sneak away as soon as he sees " stranger" on the horizon. Therefore, we persuade Mikhel to exchange ships for a while.

Barque "Nemesis" must be boarded (otherwise there will be no chance to find 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 Brantom Tabari, the captain of the caravel on board which Jacqueline is languishing. Finding Tabari is very simple - he spends time in a tavern on the Isle de Orange. After receiving the ring, he will personally deliver Jacqueline to Belfort.

On Belfort, another, and very difficult task awaits us. 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 does not have any tasks for you yet.

Well, let's go on an adventure. On the streets of Belfort, a stranger will meet you and hand over a note in which someone convincingly asks to look into the tavern. Well, let's go there. Ba! There, Jacqueline de Bijou is waiting for us and confesses her love to us (that is, Nicholas Sharpe). It's a sin not to reciprocate. But there are three ways to do it. The first and most vulgar (the offer to immediately spend the night together in a room on the second floor of the tavern) will lead to nothing but a break and hostility from France. The second way is to wait until you are rich and famous enough to ask the governor himself for Jacqueline's hand in marriage. You will have to wait quite a long time (almost until the end of the game), and in dowry you will receive only 8000 gold (not that much 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 method. But for a secret wedding, a priest is needed, who can only be found on Omori (by the way, having sailed to Omori, you can complete an additional quest along the way - see below). It is not difficult to find Prior Modestus there, who will agree to conduct a secret rite for only the amount of 3000 gold. The place of the wedding is Belfort. So we swim there and head straight for 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 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 given the title of baron and the rank of admiral of the French royal fleet. Next - two tasks, befitting a baronial title: to capture the Spanish colony of Costa Sinistra, then - the English fort Hairok. (For the duration of the last operation, you will receive a support ship of the battle, and if your rank is higher than the fourth, you can even assign this ship.)

Then - a small respite: just to deliver an ultimatum to Olaf Ohlsson. The next 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 previous two 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 Granda Avilia. After that, you can return to Belfort and get the coveted title of lieutenant governor, or you can continue your wild pirate adventures...

Additional quests

Trade quest-1. On the streets of Belfort, you can meet a merchant named Magis Sobrik. 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 - 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.

Trading quest-2. This quest becomes available after Jacqueline is released. On the streets of Tel Kerrat, you can meet the merchant Jean Filenet, who will ask you to accompany his ship to Aile de Orange. Then you can get either the promised gold or a spyglass (an average quality pipe, but still better than yours) from Jean.

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

Passage for the Spaniards

main line

Getting a Spanish patent is not as easy as getting a French one. The fact is that initially Spain is hostile to you, and therefore you will be met by a friendly volley of fort guns, you dare to 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 certificate. (However, you will have to pay 5000 gold for this - take care of the money in advance.) Then you can sail to the main Spanish colony on the island of Granda Avilia and get a real certificate from the alcalde Ricardo Ferrer de Marcadala himself.

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

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

Near Aliando you will meet 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 sank some other pirate, and Jovignon himself and his ally are now attacking the Spanish colony of El Caimano. Alcalde immediately sends you to help.

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

Well, we are sailing to Shark Island and take Olsson by the breasts. There it will turn out how the same stranger to whom you paid 1000 gold deceived you: this was Jovignon himself. Olsson 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 actually find Jovignon with an accomplice near the island. Having sunk their ships, you can return to Ricardo for the promised reward.

Having handed it over, 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 about it. that the British are going to attack the colony of Isla Ballena. We must hurry to notify the alcalde about this. Señor de Muntral will order us to defend the island (it's not so difficult under the protection of your own fort and having a small Spanish fleet in addition). After the victory, the alcalde 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 receive 5000 gold and the next (also not sickly) task: sink two of the newest English battleships anchored near Itkal. The situation is slightly relieved 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 are not yet mature enough to command a lineman.) After all these glorious deeds, you deservedly receive the title of Spanish grandee and the title of admiral of the Spanish fleet.

Then there is a slight lull. The alcalde has no assignments for us yet, but he is concerned that, according to intelligence data, 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, on which some very important documents were found. You can find Roberto on El Caimano, where his corvette is currently being repaired. We find Roberto in a local tavern (and where else?). He hands over the captured documents to us, and we return to Grand Avilia in order to hand them over to Señor Ricardo.

Among the documents is a plan to attack Ayla Ballena. There is simply no strength to defend the island from the attack of the allies (British and French) now, so a bold decision arises - to get ahead of the enemy and attack the 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 another: to capture the colony of Isle de Orange, then Highrock, then Belfort.

So far, the allies have been dealt with for the time being, but now the pirates have become very active. Therefore, we are sent to Shark Island with instructions to deliver an ultimatum to Olaf Ulsson. A battle with a pirate flotilla awaits us near the island (well, at least there is no fort on the island). Then we hand over the ultimatum to Olaf without hindrance, and he has no choice but to agree with the demands of Don Ricardo.

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 of viceroy of the archipelago.

Additional quests

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

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

We drown the pirate. The owner of the tavern on Granda Avilia asks to eliminate smugglers carrying cheap rum to his competitor. We go out to sea and drown or capture the barque "Wizel". 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. Having delivered the priest, we get some experience and reputation.

The 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. Having gone 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 that the expedition is missing off the Isle of Othernotla. What exactly happened, he doesn't know. The innkeeper Arno Manlu tells us that the expedition was sunk by pirates near the island of Othernotla. In that battle, many Spanish soldiers were captured and sold to pirates at the slave market in Rockshore. We're going to Othernotla. The pirate ship El Lobo stands there - 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 get 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 taken prisoner, but when Raimundo's ship passed near the French colony of Omori, Carlos jumped overboard and thus escaped. On Omori we do meet Carlos. After talking with him, you need to return to Catalina and inform her that Carlos is alive and will return to her soon.

The search for the witch. On the street of Isla Ballena you can meet an Englishman named Bartholomew Ulster. He will ask us about a girl named Carla. Naturally, we do not know any Carla - 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 obviously be alarmed and even refuse to do her job. Looking to the alcalde de Muntral, we learn that his secretary Bartholomew Ulster was found dead under very strange circumstances. Upon learning that Bartholomew was associated with Carla, the mayor instructs us to investigate this 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 Carla's services.) Jaime tells us that Carla was engaged in witchcraft. Having learned about this, we go to Arnaud Manll and, threatening to pass him off as a witch's accomplice, find out from him where Karla disappeared (at the same time, you can spin him for a couple of thousand, but to the detriment of his reputation). The innkeeper will say that Carla sailed away with a captain named Miguel Kenda to one of the small Spanish colonies. He knows nothing more. In the El Caimano tavern we find Victor Martos, boatswain from Miguel Kenda's ship. He will tell us that the woman on board brought the captain to death, and then fled near Grand Avilia. Arriving at Grand Avilia, in the tavern we finally meet Carla again. You can accuse her of witchcraft and adherence to the devil, and then find the inquisitor's alcalde opposite the residence and hand over the witch to him. The poor girl will be burned, and we can return to the alcalde Muntral and receive a reward. But it is better to choose the second way: after listening to Carla'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. Therefore, sail to Skalshorz, meet Olaf Olsson and join the ranks of free luck hunters. However, the mere fact of joining the ranks of the pirates does not change your relations 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.

Swim to Grandfather Island and talk to Eugene Haxter, an old jeweler who will identify 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 Ulsson and ask him about his father. Olaf tells us that he once sailed under our father and that Malcolm Sharp disappeared after Olaf was left on the shore with a fit of fever. He also adds that we can learn about Sharpe's fate from the two members of his team who survived. One of them is One-Legged Berquist, he hasn't left Gray Sales for a long time. The second is Mavrikio Kamentata, who has long since left the pirate profession and now runs a tavern on the Spanish island of Costa Sinistra.

First we sail to Gray Sayles to talk to One-Legged Berquist. He talks about how Sharp 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 pretends not to. Now we need to temporarily defect to the Spanish side (in order to be able to enter the Spanish islands) - so get a fake Spanish certificate from an agent on Gray Sales.

Mavrikio Kamentata refuses to tell anything until we complete his order - we need to take the letter to Lorenzo Marquez Avido, a merchant on Grand Avilia. Having delivered the letter, we receive from the merchant a cargo of wine for Mauritius Kamentata. After that, he will tell us about the last voyage of Malcolm Sharpe and offer us half of the map of the island where Sharpe buried his treasures. Mauritius asks for 1000 gold for it, but you can persuade him to give the card away for nothing.

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

Returning to Ulsson, we tell him about our conversation with Beltrop. Then Olaf offers us to turn one business. We must sink the caravel "San Miguel", owned by a merchant named Julio Nederedas, who was "ordered" by his partner. Caravel is located near the island of Granda 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 pay us for the execution of the order.

We ask Ulsson about what we should do with the map received from Kamentata. He says that no doubt Belthrop knew our father and heard of Malcolm Sharp's treasure. It can be "caught" on the piece of the map that we have, but you can not do it directly, in the forehead. If we go to him and declare that we have a map, Beltrop will simply slaughter us and take it. According to Ulsson, Beltrop needs to be deceived somehow. But how exactly - over this we still have to rack our brains.

Having sunk Nederedas and having received money from Trickster Markus for this, in a conversation with him we learn that Markus professionally forges securities and documents. Offering him to make a fake, slightly modified duplicate of the map received from Mauritius Kamentata, we pay 2000 gold for this and set off with the fake map to Beltrop. Having exchanged for her the story about our father (which is also not very true), we can either pretend that we are ready to be friends with 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 miserable life. She is from 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 now Beltrop has already refused. Then the father, torn between loyalty to His Majesty and friendship, was forced to hand over the future leader of the pirates to justice. Beltrop was exiled.

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

In the conversation, it turns out that Beltrop has his own half of Captain Sharp's treasure map. We agree to punish the murderer of Anna's brother in exchange for a promise to steal this half for us. Anne's brother's killer, a pirate named Juan Cocodrillo Sangre, is on the prowl for 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 in Beltrop's belly. We can promise her to do it for her and then come back for her - otherwise she will try to kill Beltrop and die herself.

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

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

Meanwhile, a deluded and furious Beltrop prowls around the island in his Gorgon manowar. If we don't sink him near Telltak, he'll be after us when we enter Gray Sayles waters. Having sunk Beltrop and returning to Ulsson, we learn that after the death of Beltrop it became much more difficult to defend Skalshorz, and, as luck would have it, England, France and Spain just decided to take Skalshors into their hands. Looks like the island will have to be abandoned. But the ideas of his father inspired Nicholas so much that he persuades Ulsson to start creating a new free republic in the archipelago. Olaf eventually agrees and says that it is first necessary to get rid of the threat from the colonial powers and, first of all, to protect Rockshore from France, which has already begun to raise a fleet to seize the pirate islands. Olsson offers us a new ship.

On the island of Isle de Orange, in a tavern, we meet a French officer who is already pretty drunk, but does not stop drinking. From him we learn that the French superintendent Aymery de Aurillac went to inspect the state of the fort on the island of Omori. It is de Aurillac who is responsible for the punitive expedition to Rockshores, 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 eliminated, which we, having returned to Skalshorz, joyfully inform Ulsson about. However, now the British are preparing a fleet to attack the pirate colony.

We go to Highrock and talk to the owner of the tavern. 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 upcoming 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. Olsson 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. This idea is to the liking of the new leader, but he warns us that three Spanish ships of the line are going to Skalshorz in order to capture the pirate settlements. You need to 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.

Having sunk all three liners (one of them needs to be captured), we go to visit McMellon. He says that everything is ready to raise a riot on Highrock, and the only thing he needs is money to buy weapons for the rebels. He needs 3000 gold. Having given the money, we learn that there are three new English ships near the Dead Island. We must get rid of them, otherwise they will crush the rebellion with their weapons and land troops on Highrock to regain control of the colony.

Raise the sails and sail to the Dead Island. Having defeated the English fleet, we return to Ulsson, 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 shore and spend the rest of his life in warmth and peace. Instead of himself, he appoints Nicholas Sharp as head of the Rockshore Pirates.

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

After capturing Isle Ballena, we return to Gray Sales. There Berquist gives us a second letter from McMellon. After returning to Highrock and talking with McMellon, we set off to capture Grand Avilia, and then Isle de Orange. After capturing the island, we persuade its governor to join the new republic and celebrate the victory.

Additional quests

Ally or Gold. In the Shark Island tavern, we meet a pirate named James Callow. He tells us about an Indian idol 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 the idol away, but it mysteriously returned back. According to the old Indian, from whom James took the idol, this figurine can only be given as a gift. The pirate asks us to help him get rid of the cursed idol and present this trinket to Desmond Ray Beltrop, with whom he has been at odds for a long time. Agreeing to help him, we go to Beltrop and give him a gift. If Nicholas's rank is 7 or higher, then Beltrop will accept him, if not, he will refuse, and we will have to return to James Callow with a salty slurp. You can also try to sell the idol to Nicholas de Montferrat, governor of Isle de Orange. This option is win-win - the governor will gladly accept a gift from us. Having completed 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. In the Shark Island tavern, we meet a pirate named Hugo Lumbermill. If we have a Spanish corsair's patent in our pocket, it's worth talking to him, and then we will have a chance to capture the manowar. Hugo complains to us that he is tired of the pirate life, and will ask you to get a Spanish corsair patent for him. We are heading straight for Guilabertus de Muntral, and if the reputation of Nicholas Good Matey, then we can persuade the governor to issue a patent to the old pirate, if it is lower, then we can suggest 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 Lumbermill and give him the letter. If we brought a real corsair patent, he will tell us that there is a damaged French manowar near the island of Chaktcha, which is very easy to capture. After a while, we can drop in on Guilabertus de Muntral and inquire about how the old pirate serves. It turns out that he made an excellent soldier. If we set up Hugo's trap, then after the transfer of the patent, it is necessary to return to Guilabertus de Muntral for a reward - 2500 gold.

Gold. After Eugene Hakster tells us about Malcolm Sharpe, we will meet a smuggler named Octavio Lambrini in the El Caimano tavern. Upon learning that Nicholas is the son of Malcolm Sharp, the smuggler will offer us one business. There is a customs captain on Isle Ballena named Arcadio la Damba. He basically does not take bribes, 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 it. Having agreed to these conditions, we sail to Isle Ballena and talk in a tavern with Arcadio la Damba. Now we have two options: complete the task of Lambrini or agree with the captain and set up a trap for Lambrini (for this we will receive 2000 gold). Having decided to kill the captain, we explore the waters near Isle Ballena and, having met the brig la Damba, let it go to the bottom and return to Octavio Lambrini for payment. If there is a desire to negotiate with the captain, after talking with him, we need to see Octavio Lambrini and inform him of the successful completion of the assignment and that he can now visit Isla Ballena without hindrance. Near the island of Arcadio, La Damba will intercept the smuggler and bring him to justice. 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 surrender to Captain Octavio Lambrini, his sons will be waiting for us near El Caimano.