Passage of the game corsairs return of the legend for Holland. Corsairs - GPC Passage of quest lines (of all nations). Passage of corsairs GPK ruler English

Everyone who has gone through the game "Corsairs" at least once would probably like to repeat the process again. The fact is that this game offers a unique opportunity to get away from earthly problems for a while and become a real pirate. You will have the opportunity to buy your first ship, assemble a team, gain prestige by conquering the seas. Naturally, there is also a storyline (campaign), but you can have fun indefinitely playing in free mode. But sooner or later the game will end, there will not be a single corner of the planet that you would not visit on your pirate schooner. Then you will have to return to reality and abandon your "pirate past". Naturally, you don’t want to allow this to happen, and the Corsairs: Pirate’s Story add-on will help you become a pirate again, the passage of which will return you to the familiar world of adventure.

Game Description

Let's see what surprises the continuation of our favorite game has prepared for us. What is interesting about Corsairs: A Pirate's Story? The passage here is divided into two campaigns, which consist of eight and ten story missions. In one of them you have to become a Dutch merchant who will lose absolutely everything in a storm. Miraculously, he will be able to escape, after which he will begin his wanderings across the seas. In the other, you will have to immediately become french pirate, who at the age of fourteen killed an army officer in a duel and was forced to set sail to avoid imprisonment.

These two campaigns will again allow you to become a pirate, surf the oceans and capture ships, destroy opponents and pursue your cherished goal. In the game "Corsairs: Pirate's Story" the walkthrough is focused specifically on the main plot, so there will be less freedom of action, but the story will capture you so that you yourself do not want to be distracted by something else.

Passage of the Dutch campaign. Part 1

If you have chosen the Dutch campaign in the game "Corsairs: A Pirate's Story", the passage will begin from the moment your hero Peter Hein survives the wreck of his ship and finds himself on the shore of the island on which the village is located. The old fisherman will shelter him and give shelter, but then the unexpected happens - the village will be attacked by British troops who will capture you. You will have to agree to spy against your own country. But pretty quickly you will be able to get rid of this burden. You will need to help one old sailor, who will give you his ship in gratitude, since he himself has long been going to retire. From here your adventures will begin.

First you will need to contact the banker and open a branch, after which you will have to commit a real scam. In a community with two other pirates, you need to capture the ship carrying the bank's fund. By doing this, you can deal with the rest of the pirates and take possession of absolutely everything. As you can see, the passage of the game "Corsairs: Pirate's Story" puts you in front of interesting choice and this will happen again and again.

Passage of the Dutch campaign. Part 2

If you have chosen the Dutch campaign, the passage of the game "Corsairs: The Story of a Pirate" after the quest with the bank will no longer turn in a different direction. The next task is to find a bank where coins will be cast on order, and then for another bank, escort a caravan, which other pirates will constantly try to attack. The last two tasks will be the most exciting. In the first, you will need to get one of the important members of the pirate Coastal Brotherhood out of prison in order to convince them not to attack the Dutch ships. And in the second you have to swim in search of a rare gift for the daughter of the head of the bank. In the game "Corsairs: The Story of a Pirate", the passage of quests will be very exciting and interesting due to their diversity and unusualness.

Passage of the French campaign. Part 1

Michel de Grammont is main character second campaign, a French young lad who is in exile for killing an officer. Naturally, he chooses a pirate life for himself. So you start in the game "Corsairs: Pirate's Story" walkthrough. France is just one of your opponents on the way. Basically, you will have to fight other pirates, proving your worth and gaining a reputation. This campaign is much more active and combative than the Dutch campaign, as here your goal is to become one of the best pirates all over the world, going from a simple crew member to one of the Truth, the path will not be too long - only ten tasks. And already in the first of them, for military merit, they will give you the first ship on which you will begin to "pirate".

Passage of the French campaign. Part 2

During nine out of ten tasks, you will have to fight other corsairs, as well as those who do not like corsairs in general. Gradually you will become more and more famous person among the pirates, acquire more impressive ships and a more reliable crew, until in the last mission it turns out that you have been demoted. You will have to go to the king of France, where you will be pardoned and even given your own colony in which you can live and prosper.

Quest first. Deliver Jansenist leader Chumakeiro to Willemstad.

So, the governor-general of the Dutch colonies gives us the task to deliver the head of the Jansenists, Chumaqueiro, to Curaçao, at the moment he is on the island of San Martin. Having sailed to the island, we go to the tavern keeper and ask about Chumakeyro, he says that he took the house for himself, which is located near the residence of the local governor. Entering the house, we see two people who will attack us, then we cut them out, then we enter the room on the second floor, where Chumakeyro is whole and healthy, it turned out that those impudent people were bandits who wanted to rob him. Now we are sailing to Curaçao, where in the residence of Peter Stezzant, Chumaqueiro will give us 30 thousand piastres.

Quest second. Buy a consignment of goods at Fort Orange and deliver everything to Willemstad.

Here in this quest it is desirable to have a spacious hold on the ship, as Peter Stezzant will ask us to purchase 6800 centners at reduced prices (all the goods are, but you need to deliver sandalwood, ebony and mahogany and something else and everything must be delivered in two months. Having bought goods, we return to Curacao and for our operation, we will receive as much as 75 thousand piastres (to get to Fort Orange, you need to moor in Negrip Bay, Jamaica and go out into the jungle and here we are at the city gates).

Quest third. Obtain information about the plans of the British in connection with the trade war.

We have to learn about the plans of the British in relation to Holland. In Hispaniola, there is a pirate settlement of La Vega, the head of which is Edward Mansfield, but in fact, his surname is Mansvelt, he is Dutch by nationality. He is also Modyford's confidant in the robberies of the Spaniards. But Mansfield cannot say anything about the plans of the British, but recently an English envoy from Modyford came to him with a proposal to attack Curaçao, naturally Mansfield refused. Edik will also say that it is better to learn about the plans of the British from the great and terrible Henry Morgan. We go to Jamaica and there we find out that Morgan is in Antigua, as you further know from the walkthrough French line then you will need to go through the basement of Morgan. Further, he will say that if we help him, then he will help us too. In general, you need to find out honestly (since he thinks that he hid part of the booty) whether his companion is Pierre Picard. He is located in Tortuga, then we ask the moneylender, the owner of the shipyard, the owner of the store, in a tavern and in a brothel we ask. Further it turns out that he littered money specifically. Now we go to Morgan, he says that he knows nothing about the plans, but one of his officers, who was imprisoned, knows about Modiford's plans, then we go to the Prison, interrupt the guards and find out that the British want to attack Fort Orange. Now we sail to the governor-general and get 50,000 piastres.

Quest four. Defend Fort Orange from an impending British attack.

In general, we quickly sail to Jamaica, drown the English squadron, consisting of three ships, land further in Negrip Bay and destroy the landing group. Fort Orange is saved.

Quest fifth. Escort three flutes to the La Vega buccaneer settlement and back.

In general, it is necessary to purchase 7 thousand centners of provisions at a local store. We sail to La Vega, disembark and it turns out that the damned Spaniards attacked the settlement and killed Mansild, well, why do we still need to buy provisions. Having bought provisions, I advise you to save yourself, since the Spanish squadron will be waiting for us at sea, the flutes must be saved, because our reward depends on how many flutes remain afloat. If all the ships survive, then we will get 60 thousand piastres.

Quest six. Retribution for Mansfield's death.

In general, you need to go to Morgan and say that the Dutch are hungry for revenge for the death of Mansfield. Morgan will say that the attack was organized by Governor Santiago Jimenez and it is necessary to conduct reconnaissance whether he will be in the city. Well, we land at the lighthouse, then we ask the tavern keeper about the governor, saying that we want to enter the service of the governor Jimenos and find out that he will be at the nearest holiday. And then a Spanish officer and his soldiers enter, well, it's time to run to the ships and tell Morgan that we found out that the British will storm the city. We return to Stezzant and get 200 thousand piastres.

Quest seven. Deliver a dispatch to the Governor of Tortuga, Bertrand d'Ogeron.

We leave for Tortuga in order to deliver a dispatch to d'Ogeron, then he will ask us to take a walk for two hours while he writes a letter to Stezzant. Time can be spent on hiring sailors, buying goods in a store, and so on. Next, we get a letter with a strict order; the letter should not fall into the wrong hands, because it is secret. In the port, we will be met by an embassy and will say that a dishonor from the governor of Holland is waiting for us in the tavern. We go to the tavern and go up to the room, Then we will be stunned and the letter disappeared by running to the governor d'Ogeron. He will tell us to find out from the port authority which ships were leaving the port in the near future. It turns out that the brig La Rochelle left the port, which goes to San Juan and board the ship off the coast of San Juan. The captain will say that Antonio, who took the letter from us, left the ship and boarded the galleon Isabella, and then two sailors run in, who will have to be slaughtered, who goes to Santa Catalina, having swum to the galleon, take it on board and Antonio surrenders and we receive a dispatch , then we sail to Stezzant and get as much as 150 thousand piastres as a reward.

Quest eight. Business trip at the disposal of Mr. Aaron Mendez Chumaqueiro.

Aaron will tell us that he needs a rare book, then we sail to Bermuda, where we talk with Jackman, he directs us to the Martinique brothel, they say he lost the book there, then we sail there and ask all the inhabitants of the brothel and one for the reward will say that the book Laurent de Graf, who often hangs out on Tortuga. Next, we go to the Tortuga tavern and find out that Laurent went to Cartagena to rob. Then we go to Cartagena, where Laurent is fighting against superior forces and we are trying not to drown his ship. Further, after the destruction of the squadron, we send a boat to Laurent's ship, he agrees to sell us a map with the location of the book for 235 thousand piastres. The treasure is located on the Cayman, the treasure itself is already magnificent, good weapon, expensive things and much more. From Aaron Chumaqueiro we receive 100,000 piastres for the book and 235,000 piastres for the maps.

Quest ninth. Capture four battleships first class.
Well, in general, the quest is boring, you need to capture four manowars for Holland. Manowars are usually found in carvans of the golden fleet, in large trading caravans, in punitive expeditions and squadrons. For each manovar we will be given 50,000 piastres. And the captured manowars will not be used in the colonies, but in vain they would give these manowars to us, then it would be bad for the Spanish and the British.

Quests ten and eleven. Defend Curaçao and San Martin from Spanish aggression.

I decided to combine the description of these quests, since they are of the same type, they just need to sink the ships of the Spaniards and receive 200 thousand piastres as a reward for protecting Curacao and 200 thousand piastres for San Martin.

Quest twelve. Capture of Maracaibo.

We now need to capture Maracaibo for the great republic, the fort, in principle, is not so powerful there and it will not be difficult to smash it. In general, after capturing a colony for Holland, we will receive 300 thousand piastres of reward and the possibility of capturing English and Spanish colonies for ourselves or Holland.

Quests in "The Return of the Legend" are complex and interesting, the forums are simply bursting with questions about the passage of certain quests. In this article you will find the passage of the Spanish and Dutch storyline. We hope that these tips will help you complete the tricky tasks of the Governors General of the Caribbean Islands.

Spanish storyline

Mission 1: Rescue the Spanish citizens

The first task of the Spanish line. The Governor General of Oregon and Gascon instructs us to rescue noble Spaniards from the prison of Port Royal. Everything would be fine, but there is a war with England and in Port Royal, well, they will not be happy about our appearance. You need to quietly penetrate the island and get to the fort.

It is important: you can enter Port Royal with an English trade license. The fort will not attack the ships, but after the release of the citizens, it will make a sieve out of them.

It is best to land at Cape Negril. Through the jungle we reach the gates of Port Royal. We do not need to enter the city, turn right and go to the fort. The entrance to the coastal fortification is guarded by two soldiers, plus one or two more can patrol the road. If they see you, they will immediately attack. This is what should be used. Wait for the patrol to move away from the fort and destroy it. Now it's up to the small thing - to get into the prison itself.

It is important: there is no point in fighting the soldiers of the fort. They are "born" on the spot.

We just run past the guards at the entrance and run to the center of the hall. There is a spiral staircase there. Us down. And don't forget to put your weapons away. In combat mode, you cannot enter the door. There are only five soldiers in the prison itself, we deal with them and run along the corridor to the very end - our fellow citizens are kept in a large cell there. Talk to them and they will magically be transported to the ship. We return to Cuba. Mission Complete.

This is the advice: after each mission we are given time to rest. Don't spend your days in a tavern or in a cabin - it's better to complete a couple of random tasks or trade.

Mission 2: Inquisition

After saving the citizens, we will be sent to Santiago. We are now at the disposal of a certain Antonio de Sousa, a big catholic figure and chief inquisitor of Spain. Finding His Excellency is easy, go to the church and talk to the priest. He will say that the Inquisition is under the church, but there are no doors inside. The entrance to the right room is on the street, right behind the stairs to the church.

Antonio de Sousa will order to go to Willemstad and collect tribute from local merchants. The forgiveness of the church is expensive, each one is entitled to 50 thousand piastres.

Of course, you can't just raise money like that. The moneylender Josef will corny send you away, but there is a way to shake out the money. We go to the tavern and catch the waitress there. She will tell you that Joseph's son joined the pirates, got on a lugger with a "Jolly Roger" and sailed away. A successful turn of events, we go out to sea and find a pirate lugger, he swims around the island. We take the ship on board and take the merchant's son back to Willemstad. As a ransom for his son, Josef will give you the required amount.

Another debtor can be found in the city's store, he is more accommodating and ready to pay for himself and for a companion, but he disappeared somewhere in Panama. Joao will ask to find Jacob, in return he promises to pay the full amount for de Souza. We agree to help the merchant and set sail.

This is the advice: take goods from Willemstad to sell in Porto Bello, it's on the way, and there is no extra money.

Jacob - the missing companion - had to negotiate a deal with a merchant from Panama, so we immediately go to the store. The owner of the shop will tell you that he saw Yakov quite recently, he went to him, agreed on business and promised to come the next day, but never showed up. It is necessary to search all the houses in the city, in one of them the bandits are holding Yakov.

It is important: be careful, in a small room there is nowhere to run. Be sure to take a pistol with you, and preferably a mortar, this will give you an advantage: the damage from a shot is very high.

We save the prisoner and return to Curacao, pick up the remaining 100 thousand piastres, and the task of Antonio de Souza is completed. However, there is still something to profit from in this mission. Take the task from Jacob to find an ancient Christian relic. She went missing in Bermuda.

If necessary, replenish supplies, be sure to buy a few healing potions and go to the shipyard. To the left of the shipbuilder's table there is a door to the dungeon, but you can't just go there. Pay the shipbuilder and get ready for a fight with the skeletons. The shrine lies in one of the chests of the dungeon, take it - and back to Curacao. The reward for the quest will be a million piastres! Now you can visit de Souza, we are sailing to Santiago.

Mission 3: Rock Brazilian

famous pirate entered the service of France, we need to catch him and hand him over to the Holy Inquisition, for, so to speak, atonement for sins. Although most likely we are talking not about redemption, but about the treasures of Rock. Be that as it may, it is dangerous to get into the affairs of the Inquisition, you will instantly find yourself at the stake.

The Brazilian rushed to the French ... Well, the main colony of France is in Tortuga, and we are going there.

This is the advice: a trade license will be given to you for free, but it is not eternal, since you have already received the task, then immediately complete it.

The best place to collect information on any island - a tavern, and it must be visited first. Chat with the bartender, the waitress, in general, with everyone - and you will find out that Rock the Brazilian went on a raid on Spanish ships. He chose Guajira Bay, not far from Marocaibo, as a parking place.

Now the goal is clear, we take a course to the south. Remember that in no case should you sink the Corvette Roca, however, as well as leave the battle with him, so save the game in advance.

We board the corvette, grab the captain and sail to Santiago, to Monseigneur Antonio, we must hand over the pirate to the hands of the Inquisition. After that, we go to Havana, where the Governor-General of Oregon and Gascon will tell you that de Souza was able to find out the location of the Roca treasure, but now we need to find it.

In total, the treasures contain 500 thousand piastres, they are located in Cuba, Hispaniola and not far from Belize. However, if you don’t want to look for treasures, then you can pay 500 thousand from your pocket, get a percentage and count the task.

Mission 4: investigation

The governor of Havana instructs us to do a completely unusual thing - a detective. The fact is that the commandant of the city and four of his servants were boldly killed right in his house, just think! In addition, the wife of Don Ramirez de

Leiva, Donna Anna. Something strange is happening, and we will have to forget about sea trips for a while and dress up as a detective.

To begin with, let's thoroughly search the house of Ramirez de Leyva: look into all the chests, small things like rings and figurines can be sold. We go into the bedroom and search the small bedside table to the left of the bed, there will be a letter from Donna Anna to her husband, commandant Ramirez de Leyva. She reports that a man has arrived in the city to take her to someone. Most likely, Don Jose found the letter ahead of time and decided to give the guest a warm welcome, but he did not calculate his strength and paid for it with his life.

There is still too little information, we go to the tavern, there are definitely some rumors about this case. We will talk with the waitress, she will tell you that she gave the ring to Donna Anna, after that the commandant was killed, and Anna disappeared. In addition, she will remember that the person who handed over the ring looked like a ladron. Since France has intervened in the matter, it is necessary to visit the Governor-General and find out what to do next. He will issue us a trade license and send us to Tortuga, the nearest French colony.

We find Donna Anna in the residence of the Governor-General and learn from her the name of the killer of the commandant. The trick is to find him. He can be in one of the houses or just wander around the city, you can figure him out by a bandana.

We drive him into a corner and kill him, the task is completed, the killer is punished, and Donna Anna seems to be happy, there is no point in taking her back.

Mission 5: business trip to Santiago

Oregon y Gascon puts us at the disposal of the governor of Santiago, Jose Sancho Jimenas, according to the governor general, we have some kind of serious military operation ahead of us.

Jimenas orders an attack on the buccaneer settlement on the island of Hispaniola and massacre everyone. Hispaniola must be wholly owned by Spain!

The usual assault on the city, nothing remarkable. Just collect as many teams as possible in the taverns and go to La Vega.

It is important: to storm the city you need at least 500 people.

There is no fort in the city, so there will be no battle at sea, we land on the shore, approach the city gates and capture the city. This is done using the "think aloud" menu, just activate the "start capturing the nearest city" option.

After the battle with the governor, La Vega will go into our personal use, we return to Santiago and transfer the captured settlement into the hands of Spain. The mission is completed, as a reward we get 100 thousand piastres.

Mission 6: Interception

Spain knows about the secret alliance between France and Holland. The latter supply goods to the French and sponsor the war in Europe, but there is no evidence of Holland's involvement, it is necessary to get them. It is necessary to steal the diplomatic correspondence of the governor-generals of Holland and France. Back to Tortuga!

It is important: you will receive a trade license from the governor, you do not need to buy it, just remember to raise the French flag when entering the port.

The first step is to go to the tavern and talk to the bartender, he will tell you that he saw the orderly recently, but he doesn’t know where exactly. It is useless to torture him further, so we go straight to the port authority, they should know about the ship with a diplomat on board. And sure enough, the manager will tell you that the same ship regularly appears on Tortuga, and the next time he berths, he will send someone to inform us. We go to the tavern and rest until the messenger arrives.

Now there are two options:

- brazenly kill him and flee the island;

- lure the messenger into a trap.

The first method is simple and straightforward, we run up to the messenger right on the street and kill him, remove the letters from the body and run away from the city. However, if you left the ships in the port of Tortuga, you can immediately say goodbye to them. Fort and whole squadron French ships they will quickly let you go to the bottom, but if you leave the ships in the bay, then there is a chance to emerge victorious from the battle.

The second way is much more interesting. Meet the messenger and do not rush to meet the messenger, there is also a man who will lead the messenger to the tavern room for a nominal fee. We deal with him quietly and, as if nothing had happened, we return to Havana.

Mission 7: Help

We need to get to the English island of Antigua as soon as possible. There, nearby, our compatriot, the glorious privateer Manoel Rivero Pardal, is hunting for the British. However, the French intend to help England and capture Pardal, this cannot be allowed.

The task is limited in time, save immediately with the governor, otherwise you can "screw up" the entire line.

The main thing is to catch a tailwind, try to sail with the wind, even if a little in the wrong direction, the increase in speed compensates for the inaccurate course.

We get to Antigua, go out to sea and “swim” through the menu to Pardal. Now you need to neutralize heavy ships as soon as possible, preferably from cannons, since when boarding you will lose a lot of crew and, most likely, will not be able to effectively continue the battle.

Try to sink all the heavy ships first, and then board the smaller ones. And remember, Pardal must survive, no matter what the cost.

After the rescue, we return back to Havana for a reward.

Mission 8: Kumana

It seems that the French, offended by the defeat at Antigua, decided to take revenge.

In the eighth mission, we need to board this ship in front.
Together with England, they hired a whole horde of pirates, put them on ships and sent them to capture Cumana! We need to get to the city as quickly as possible and protect it.

Another exceptional combat mission. Collect the strongest squadron and the maximum team for all ships, each person will be worth their weight in gold. Make sure you don't forget anything, stock up on plenty of food and set sail.

By the time we arrive, the Franco-British squadron is already storming the city. Attack the largest ships, it is best to board them, and the cannons of the fort will deal with the small ones.

This is a bug: ships can swim inside the island, all their masts will break, and they will be helpless. But from the inside of the island, the nuclei fly out, but vice versa - no.

The mission is easy enough. If you made it on time, you can also make good money in addition to the standard reward for completing the task.

It is interesting: one of the heavy ships is fraught with treasures, a whole million piastres. This good lies in the captain's cabin, in a locker.

Mission 9: Golden Galleons

The Governor General of Oregon and Gascon will direct us to Porto Bello. The local governor instructs us to escort four galleons loaded with gold to Cayman Island. According to him, now there, and not in Belize, is the meeting place with the Spanish fleet. Great, the main thing is not to meet any punitive squadron along the way ...

To get the galleons at your disposal, you will have to get rid of your ships, if you have them. The easiest way is to deposit it with the port authority.

It is important: only three ships can be handed over to one port authority, if you have a squadron of five, you will have to sail to another colony.

We make room for the galleons, pick them up and set sail. Avoid encounters with pirates, and indeed with hostile ships at sea, these galleons are too frail.

At Cayman Island, instead of the Spanish flotilla, pirates will be waiting for us! Five ships under the Jolly Roger, all outclassing the golden caravan in class. The battle tactics are as follows - first of all, destroy heavy ships, they cause indecently large damage, then switch to small ships. It makes no sense to take anyone on board, all the cells for ships are occupied by galleons.

Deal with the pirates and return to Cuba, to Havana. The Governor of Porto Bello is most likely a traitor, but that's none of our business.


Mission 10: Maracaibo

Our new assignment is to protect the city of Maracaibo from a possible invasion. Rumors had reached the governor-general of a large squadron of English plying in those waters, and since Maracaibo was less well defended than other colonies, it was most likely to be attacked.

Collect as many ships as you can, arm everyone with bombs and hire the maximum crew, the fight at Maracaibo will be really difficult.

The English squadron has several ships of the first class, it is on them that you need to concentrate fire, and the fort will help to cope with the trifle.

It is interesting: the cabin of the captain of one of the ships of the first class conceals about one and a half million piastres.

The penultimate task is completed, now you need to get to Havana and get the last task in the line.

Mission 11: ruin

Now we have evidence that Holland is helping France with all her might. We need to cut off the "river of money" that originates here in the Caribbean. To do this, you need to plunder two Dutch cities - San Martin and Willemstad. For the king!

Perhaps the most difficult and protracted mission in the entire line. Storming a fort is a long and, most importantly, dangerous business. We advise you to equip only one ship, for example, a manowar with 42 caliber guns. The squadron will only interfere, the forts in the KVL are too strong and tenacious, you will simply lose the entire squadron. Therefore, we will take the trick. Go out to sea near the island and slowly swim up to the fort. The guns are located mainly on the walls, there are fewer of them on the towers. Your task is to stand up so that the cannons from the wall do not reach you, and you will quickly destroy the rest.

It is important: do not forget to stock up on boards, emergency repairs in the battle with the fort will come in handy more than ever.

Destroyed the fort - we land on the shore and destroy the garrison, talk to the governor of the devastated city so that the task is counted.

That, in fact, is all, return to the Governor-General and report on the successes. Now you are free to act as you like, for example, to capture cities for yourself and appoint governors in them.

Dutch storyline

Mission 1: Aaron Mendez Chumaqueiro

We entered the service of the Governor-General of the Dutch colonies, Peter Stuevesant. His first task is to deliver the head of the Jansenist community, Aaron Mendez Chumakeyro, to Willemstad. You can find it in Marigot on San Martin Island.

A simple task, you just need to find the house of Chumakeyro and kill the bandits who planned to rob him. I wonder where the guards were looking? But it's none of our business, we take Aaron to the ship and sail back to Willemstad. Mission Complete.

Mission 2: trade raid

Stavesant's new assignment is to get to Fort Orange, on the island of Jamaica, and deliver a consignment of goods from there - coffee, black, mahogany and sandalwood. Each product should be purchased in 400 units, by the way, His Excellency will issue a letter that guarantees a special price for these products. The total weight of the consignment is 6,800 centners, and the cargo must be delivered to Willemstad in two months.

You don’t have to worry about money, the discount on goods will be really impressive, but the volume of cargo may require the purchase of another ship. Therefore, before taking this task, see if you have enough space in the hold.

This is the advice: unload all goods from the ships, leave only 30-60 units of provisions and dismiss the entire crew. You don’t have to fight with anyone, why then pay the team money and occupy the hold with provisions, rum and kernels? Guns, by the way, can also be sold.

Fort Orange is located on the right side of Jamaica, at Cape Negril. Just go out into the jungle, and on the left you will see the city gates. First go to the governor and give him the papers, otherwise there will be no special price. Then go to the store and buy goods. Be sure to save before sailing, rats can spoil the goods while swimming, it is better to load up and try to swim again than to bring not all the goods.

Mission 3: espionage

The British declared a trade war on Holland, no one knows what it could turn into. It is dangerous to feud with the strongest maritime power, and Peter Stevesant does not want to expose the influence of the Netherlands in the Caribbean to a blow. We need to find out the plans of the British, maybe the head of the buccaneers of La Vega, Mansfield, knows something.

We leave for La Vega, this is in the northern part of Hispaniola.

The path is long, beware of pirates, there is no shipyard in La Vega, and there will be nowhere to repair.

The governor of La Vega, Edward Mansfield, will say that he knows nothing about the plans of the British, but he will send him with a recommendation to Henry Morgan, yes, to that very great pirate. We are heading for Jamaica, and do not forget to buy an English trade license in the tavern.

Henry Morgan will not be there, his secretary will say that he is at his residence in Antigua, well, he will have to sail there.

On Antigua, immediately go to the dungeon of the city, the entrance is between the houses not far from the exit to the jungle, the door of Morgan's house does not open from the outside, and the only way to his house is through the basement. The dungeon of the city is a huge network of caves in which it is easy to get lost, go on the right side, and at the last turn turn left, there you will see a gap in the brick wall, this is Morgan's basement. Climb up the stairs and talk to the legendary pirate.

Morgan will instruct you to collect information about a certain Pierre Picard. Morgan suspects that Pierre deceived him when dividing the booty, but proof is needed. We leave for Tortuga, the Picardy recently lives there.

In Tortuga we communicate with the owners of a tavern, a shipyard, a brothel, a store and with a moneylender, we learn from them that the Picardy is throwing money right and left, this is the proof that Morgan needs, it's time to return to Antigua.

Morgan will tell you that an English officer is being held in the Antigua prison, for some offenses he was sentenced to death, so we have very little time. We immediately go to the port and rearrange the ships in some quiet bay, return to the city and go to the fort. The prison is on the lower floor, we go down, cut out the guards and run to the farthest cell, our officer should be in it. We learn from him that Madiford, the governor of Jamaica, is preparing an attack on Fort Orange. Back to Curacao, mission accomplished!

It is important: if there is no officer in the cell, then this is not a bug, you just didn’t have time, and the officer was executed.

Mission 4: Protecting Fort Orange

Now, knowing the plans of the British, we can have time to help Fort Orange. The governor-general will ask us to defend a small town in hostile Jamaica.

The British are preparing an amphibious landing at Cape Negril, our task is to destroy the ships before they have time to unload a sufficient number of soldiers. Gather the squadron that is most efficient at sea, leave merchant ships, like flutes, in the Port Authority of Willemstad, they can be boarded or simply sunk in the heat of battle.

After the battle, we moor at Cape Negril and go out into the jungle, where the unfinished British troops are already waiting for us. We repel the attack - and that's it, we return to Curacao, the task is completed.

Mission 5: three flutes

A simple trade request: you need to escort three flutes to La Vega and back, in addition, you need to purchase 7000 centners of provisions and deliver them to Curacao.

A normal trade mission will turn into a combat one immediately after visiting La Vega. The city has been ravaged by the Spaniards, Governor Mansfield has been killed, and a Spanish squadron is already waiting for us near the island. It is desirable for this mission to have a flagship of at least the second class, and best of all the first, flutes are not intended for naval battles, and there is no point in relying on them.

It is important: to take control of the flutes, you have to surrender all your ships. That is, with a maximum squadron size of five ships, you cannot leave two and take three flutes, you will have to deposit all ships.

You don’t have to buy provisions, the task will still be counted, only the reward will be less, but it’s not scary - you can earn dozens of times more on trading. Return to Willemstad and tell the Governor General about the events in La Vega. Mission accomplished!

It is important: do not forget to buy provisions after completing the task, the governor takes all supplies from all ships without asking.

Mission 6: Retribution

Edward Mansfield is killed by the Spaniards, Governor-General Stavesant wants revenge, but Holland cannot openly kill the governor of the Spanish colony. However, the Coastal Brotherhood also wants to take revenge on Jimenas, so we need to meet with Henry Morgan and find out what he is up to.

Morgan returned to his home in Jamaica, he entrusts us with the mission of a scout: we need to find out if Jimenas is going to sail somewhere from the island. We are neutral with Spain, so no trade license is needed, just sail to Santiago and leave the ships in some bay.

It is important: do not leave ships near the lighthouse and in the port. And there, and there the fort will be able to get your ships, and this is certain death.

Go through the jungle to the city and immediately go to the tavern, talk to the bartender, and he will lay out everything you need. Be careful, he will suspect you of being a spy and hand him over to the two officers who entered the tavern so unluckily for us. There are only two opponents, but what! Pistols, excellent sword skills and a whole bunch of healing elixirs.

After the battle, immediately get out of the city, the whole city is up in arms, everyone is looking for you. Return to Morgan, mission accomplished!

Mission 7: delivery of a dispatch to Tortuga

A new task from Stavesant, it is necessary to deliver a top secret dispatch to Tortuga to the Governor-General of the French colonies d "Ogeron. The situation is so important that if we are attacked along the way, it is ordered to destroy the package immediately.

This task is a reflection of the Spanish "messenger interception", only now you will be in the role of a diplomat. Go to Tortuga and immediately go to the governor's residence, he will take the dispatch from you and ask for two hours to study the document. In any case, you need to take d "Ogeron's answer back, so you have to wait.

This is the advice: wait at sea, there you can quickly "scroll time"

Take the reply letter and go to the port, on the way you will be approached and informed that a man of Stavesant is waiting in the tavern with some very urgent matter. You will have to go to the tavern, just going out to sea will not work according to the plan of the task.

In the tavern, go up to the second floor, and there a certain Antonio is waiting for you, who in a few moments will stun the character, take the answer of d "Orange and it will be like that. Then you need to act quickly, go to the bartender, ask him about this Antonio, he will say that he sailed about an hour ago. Then we go to the governor-general and tell him about what happened, then we go to the port chief and find out the name of the ship - "La Rochelle", he went to San Juano, in Puerto Rico. "La Rochelle" - brig, so we advise you to buy some maneuverable boat right on Tortuga, like a lugger or a barque, you can’t sink a fugitive, just take it on board, otherwise the task will not be counted.

Swim to Puerto Rico and go out to sea next to the island, the desired ship will appear next to you, it's up to you to take it on board.

After the battle, the captain of "La Rochelle" will tell you that he put Antonio on the military galleon "Isabella", which headed for Santa Catalina. We must by all means catch up with this galleon, we are heading for Maine!

Go out to sea somewhere near the city, but not too close, so as not to fall under the fort. The target ship should, like the previous one, appear nearby. We board him and after a short dialogue with the thief we return the return dispatch. Now you can return to Curacai. Mission accomplished!

It is important: although the quest description says "war galleon", Antonio's ship may be a warship, battleship, or even a ship of the line.

Mission 8: search for a relic

Peter Stavesant puts us at the disposal of Aaron Mendez Chumaqueiro,

leaders of the Jansenist community of Curaçao. There is no need to sail anywhere, the indicated person lives in his house in Willemstad, and it will not be difficult to find him.

He will tell that in Bermuda some pirate tried to sell an ancient Christian book in an unknown language, most likely, this is a long-lost second version of the Gospel. If we can find this relic, the reward will be very generous. Let's head to Bermuda!

In the pirate settlement in Bermuda, immediately go to the tavern, talk to the bartender, and then go to the leader of the pirates, Jackman. He will tell you that they were walking in a company in a brothel of Fort-de-France and it seems that one of the thugs was trying to sell the bible. Well, I'll have to sail to Martinique, find out in a brothel what's what.

For a symbolic sum of a thousand piastres, a girl from a brothel will name the filibuster - Laurent de Graf, by the way, is also a Dutchman. Usually he lives in Tortuga, and there you need to look for him.

The owner of the tavern in Tortuga will tell you that Laurent de Graf went on a raid to Cartagena, he cruises somewhere near the city in search of lonely Spanish ships, you need to get there and talk to him.

It seems that Laurent annoyed the Spaniards with something, his frigate got into a big mess, he was attacked by a Spanish squadron of five ships. Be careful and save early, the Spaniards will have at least two first class heavy ships.

This is the advice: go out to sea closer to the coast, but away from the city itself. In this case, all ships will appear next to each other, if you have a manowar or a warship - this is the best option for combat. One volley from the side - and the enemy ship goes to the bottom.

After the battle, sail on a boat to Laurent's ship and talk to him, buy a book from him and return to Willemstad, to Chumakeyro. The reward for the tome will be a million piastres! Mission completed.

This is a bug: it may happen that even after the victory over the Spanish squadron, de Graf will not talk to you. He will claim that there is a fight, although there is no fight.

Mission 9: Capture four battleships

Holland is currently having difficulty building large naval vessels, so we need to capture four ships of the line and put them in the possession of Peter Stuevesant.

A fairly simple task, hand over your ships to the port chief and go to sea. Look for large ships on the sea map, as either large clusters of ships are marked, for example, merchants with guards, or punitive squadrons. Your task is to find such a punitive squadron, destroy all small ships and board the big one. By the way, save right on the sea map if you find a squadron: the fact is that it may not have the right ship. Boot again and the set of ships will change.

This is the advice: do not hesitate to board and sink the ships of France and Holland, you can restore relations with the powers in any pirate city.

Capture the required number of ships and hand them over to Willemstad. Mission completed.

Missions 10 and 11: Defending Marigot and Willemstad from the Spanish

These missions are a reflection of the Spanish line, but this time we are on the defensive side. It makes no sense to paint them, you have already defended Fort Orange, everything is the same here, only the ships are larger, and the guns are larger. Otherwise, nothing remarkable.

Mission 12: Capture Maracaibo

The last mission, unfortunately, also does not differ from those in Spain, you just need to capture the city. We destroy the fort, land troops, capture, and in Willemstad we transfer the city to Stevezant. Everything, the storyline of the Netherlands is completed, you are now a free corsair and can do whatever you want ...



We met two storylines, there are two more - for France and England. But that's not all, there is also a love story, and a mysterious adventure related to ancient Indian artifacts, and, finally, the story of the Flying Dutchman! We will talk about all this next time. Caramba!

The topic will describe the passage for all the "nations" presented in the game, including the passage for the pirates.

French Line:

Spoiler

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

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

After you kill all the thugs, you will be paid the promised reward, which will be 20,000 piastres, wishing Pierre a good journey home, we sail to the governor-general. Arriving at Tortuga and talking with Bertrand, he will ask you not to disappear for a long time...

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

Task two. Delivery of the letter d "Ogeron to the island of Curaçao.
The second task to be issued by the French Governor General will be to deliver an important letter to the Governor General of Curaçao, Peter Stuevesant. We are heading for Curacao, the reward for completing the mission depends on our speed. Arriving in Curacao, we go to the residence to give the letter. We will be mistaken for a pirate who killed the messenger d "Ogeron and put in jail ... After spending some time in prison, a jailer will come up to us, from a conversation with which there will be a chance for release, he says that his father-in-law is one of the officers of Stavesant (Governor-General of Curaçai In return, some of the gold is taken away from you. After a while, Stevesent himself comes, who will free us. The governor-general will wish a happy journey back to Tortuga, but will warn that the devil is going on near the island ...
You can sail to Tortuga and finish the quest, but there is another option:
Let's visit the tavern and ask the tavern keeper about the incident that happened to us, he will explain to us what's what, and point out two strange types sitting at the table ... Approaching them, the conversation will not work out, but we learn that some kind of meeting is scheduled in Bay of Palm Beach. They will immediately run out of the tavern, and we will follow them, run after them from location to location and, having reached the bay, we will overhear their conversation about the galleon. Seeing us again, they will not be happy, but from the dialogue, it will be possible to find out useful information. We run back to the city, board the ship and go out to sea, the same galleon will be waiting for us in the sea. The team will not consist of pirates, but of Spanish soldiers. The captain of the ship, a Spanish officer, will say that he has already sunk 20 ships in the vicinity of the island. We kill him, if you search him, you can find a couple of goodies ...
Now we return to Stevesent and tell everything. Stavesant will pay us a reward for the sunken galleon in the amount of 20,000 piastres.
We return to Tortuga and tell d "Ogeron about everything.
Mission accomplished!

Task three. Find a way to bring Donna Anna to Tortuga
The Governor-General wants us to deliver to Tortuga his beloved, the wife of the commandant of Havana, Don José Rameriz de Leyva. D "Ogerona will give his ring, which must be transferred to Donna Anna, as well as Escorial's Spanish trade license for a period of 60 days. We go to the port, go out to sea and sail to Havana.
Upon arrival in Havana, we immediately go to the tavern and talk with the waitress, give her 500 gold and she agrees to take the ring to Donna Anna. We wait until the next morning right in the tavern (we spend the night) and approach it again, pick up a letter from the commandant's wife and give 500 gold. Next, you should wait for the night and enter the house of the commandant of Havana, the door will not be locked ...
In the house, the Commandant himself, her husband, will be waiting for us, and not alone, but with a couple of bodyguards. After a short dialogue, we kill everyone (it will not be easy), and go up to the 2nd floor, where Donna is waiting for us, inform her that her husband is dead and she should go with us. Now we make our way to our ship and sail back to Tortuga!
d "Ogeron, in joy, gives us 25,000 piastres and asks us to leave him ... He is not up to Administrative issues now

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

Task Fifth. Revenge on Donna Anna.
After you have received the task from d "Ogeron, we go to the next room, Donna Anna is already waiting for us there. She devotes us to all the details. Then we go to Havana. You can buy a patent and calmly go into the city, or you can go through the jungle at night .
It is better not to go to the tavern, an ambush awaits you there. Upon arrival in Havana, we go to the house of Iness de Las Sierras. We go into the house and find out from Donna's friend Anna about the details ... Relatives of the murdered Don Jose are hunting for the fled bottom, they went into the jungle in order to negotiate with smugglers to secretly deliver them to Tortuga. We go into the jungle and find Don's relatives at the Lighthouse location. After a short conversation, we kill them. Now we sail to Tortuga and report everything to Ogeron. From him we get 5000 piastres, then we go to Donna and listen to her thanks.

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

Task seven. Get the Brazil Roca out of jail in Santiago.
The objective of the quest is to get the Brazil Roca out of prison in Santiago. To get into the city we will be issued a trade license. We sail to Santiago, upon arrival we go to the tavern and ask the tavern keeper. Having received an indistinct answer, we go to the church and speak with the Holy Father, he says that the Inquisition is located directly under the church (Entrance under the stairs) ...
We leave the church, look under the stairs and find the door. We go there and get into the Inquisition. We find Rock there, talk to him and make our way through the crowds of enemies. Having sailed to Tortuga, Bertrand will admire the work we have done, and will give 30,000 piastres, do not forget to talk to Rock, he has something for you

Task eight. Go to the disposal of the Marquis of Bonrepos.
Immediately after receiving the assignment, we sail to Basse-Terre (Guadeloupe). When we sailed to Basse-Terre we go straight to the residence and talk to the Marquis. He gives the task of persuading Henry Morgan (he is in Jamaica), Jackman (the governor of Bermuda) and Morris (he is in Trinidad and Tobago) not to participate in the war against Holland.
First we sail to Bermuda, to Jackman, he did not even think to get involved in this matter. Then we sail to John Morris, in Trinidad and Tobago, he does not want to attack the Dutch and agrees not to do this if we perform one service for him - we deliver Captain Gay's logbook to him. Now let's go to Jamaica. In Jamaica, we go to the tavern and ask the innkeeper about Captain Gay, and find out that he rents a room in this very tavern. We go upstairs, kill Gay, search the corpse and take the magazine! Immediately in Jamaica we go to Henry Morgan, but his servant will say that he is in his house in Antigua and that his house there is always closed. Then we sail to Morris and give him Gaia's logbook, in return he agrees not to attack the Dutch. Now sail to Antigua, straight to Morgan. Having sailed to Antigua, we find that the door to Morgan's house is indeed closed, we go around the house and find a passage to the dungeon. we go down there and go through them to Morgan's house. We go to his house and talk about non-aggression on the Dutch. For non-aggression, he will demand 250,000 piastres. We have nothing else to do, so we give him the money. The task is completed, we sail to the Marquis of Bonrepos, and from him already to Tortuga ...

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

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

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

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


Spanish Line:

Spoiler

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

Task one. Release three Spanish citizens.
The first task is to free three Spanish citizens who were taken prisoner by Henry Morgan. For their release, Morgan demands 500,000 piastres. We need to infiltrate the Port Royal prison and free the captives. We have 1 month for this. We sail to Jamaica, moor in the outskirts of the city (for example, in Portland Bay), land in the jungle. We go to the fort, if there is a Trade license, we just pass by the English, if not, we chop them ... in prison we free the Spaniards. We go to the ship and sail to Havana. Upon arrival in Havana, we go to Oregon and get 50,000 for the task.

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

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

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

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

Task six. Interception of the messenger general-governor of Holland.
We need to intercept the message of the French Governor-General Bertrand d "Ogeron to the Dutch Governor-General Peter Stevezant. We are issued a French trade license. We sail to Tortuga. Upon arrival, we go to the head of the port authority. We show him the license and ask him to tell when the Dutch ship appears. He says that he will send a messenger to you as soon as the ship arrives. We go to the tavern and spend the night there for several days. Then we go down to the tavern and the same messenger comes up to us. Then we trick the orderly into the tavern room and pick up the armor. We sail to Havana, give it back I will report to the Governor-General and receive a reward.

Task seven. To help Manoel Rivero Pardal.
After receiving, we quickly sail to the island of Antugua, hunt for English merchant ships spanish corsair Munoel Rivero Pardal. The French filibusters, led by Moisey Vokleyn, went to intercept him. We sail as quickly as possible to the shores of Antigua. And upon arrival (somewhere near the bay) we enter the battle. We save Perdal and send it to the Ladrons. After you sink all the Ladron ships, the task will be completed and you can safely go to Havana for a reward and a well-deserved rest...

Task eight. Defending Cumana from an attack by a combined Franco-English squadron of pirates.
The purpose of the task is very clear: Protect the Spanish colony of Cumana from the attack of the French-English squadron of pirates led by Captain Ansvel.
We sail to Kumana and meet the enemy in battle near Kumana. You have to defeat 8 ships.
After the destruction of the squadron, we sail to Havana and report on the implementation to the Governor-General. We receive an award. Task completed.

Task nine. Business trip to Porto Belo.
After receiving the assignment from the Governor-General, we sail to the governor of Porto Belo. He will bring us up to date.
The task is to escort 4 galleons loaded with gold, up to desert island Cayman, where it is necessary to transfer the squadron to the powerful Spanish fleet, going to the old world.
We accept a squadron from the governor of Porto Belo and sail to the Cayman. Having sailed to the Cayman, we will be expected not by the promised Spanish ships, but by pirate ones! Having killed the pirates (while keeping the Galleons safe and sound). We sail to Havana and tell the Governor-General about everything. We receive an award. Task completed.

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

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

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


Dutch Line:

Spoiler

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

Task one. Deliver Jansenist leader Chumakeiro to Willemstad.
The first task is to transport the head of the Jansenist community, Aaron Mendez Chumakeyro, from Marigot (San Martin) to Willemstad (Curaçao).
Arriving in Marigot, we go to the tavern and ask its owner about Chumakeyro. He says that Chumakeyro was already interested today ... And he says that he is renting a house to the right of the residence. We go to his house. We find several pirates in the house. We kill them, we rise to the 2nd floor. We listen to his gratitude for the salvation and go to the ship. We sail to Vilemstad.
Upon arrival in Vilemstad, we go to the residence, where Chumakeyro thanks us financially, then we go to the Governor-General and hand over the task. Task completed.

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

Task three. Obtain information about the plans of the British in connection with the trade war.
We need to deliver a letter to the head of the buccaneers. We sail to Hispaniola. Upon arrival in La Vega, we go to the residence.
The head of La Vega does not know anything about Madiford's plans, but last week, a messenger from the English governor-general came to Mansfield with persuasion to attack Curaçao, the pirate refused.
Then we sail to Port Royal. You can buy a trade license and go there calmly, or you can sneak into the city through the jungle!
We are looking for Morgan's house and go into it. His secretary will say that Henry is now at his house in Antigua and that the door of that house is always closed.
Now we sail to Antigua, we make our way into the city and find Morgan's house. The door is closed. We go around the house and from the other side of the house we find a descent into the catacombs. We go down, we find the entrance to Morgan's house. Morgan Agrees to help if we do him one favor: He thinks that his companion Pierre Picardy is hiding prey from him... We take this task and set sail for Tortuga.
On Tortuga we go to the Shop, the Shipyard, the Tavern, the Brothel and to the Usurer, we ask everyone and find out that he was throwing money around.
Now we sail again to Antigua, make our way to Morgan and tell him everything.
Morgan says that he is not in the know, but knows that an English officer is sitting in a local prison (for a drunken fight).
We rush to the prison (tomorrow he should already be executed), we interrupt the guards, and we release him for information. He tells that the British are planning to capture Fort Orange.
Now we sail to Vilemstad and report on the situation to Stevezend. We receive a reward. Task completed.

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

Task five. Escort three flutes to the La Vega settlement and back.
You need to escort 3 Flute with goods to La Vega and back.
Having sailed to La Vega, we learn that the Spaniards killed half the population of La Vega, including Edward Mansfield.
We make trade operations, and on the road. Near La Vega, the Spanish squadron will be waiting for you, we drown it in Vilemstad. The more Flutes left afloat, the greater the reward. We tell everything to Stevesent. Task completed.

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

Task seven. Deliver a secret dispatch to the Governor of Tortuga, Bertrand d'Ogeron.
We take the Task and finish it. We are heading for Tortuga. Upon arrival, we go to Bertrand d "Ogeron and give him a message. He asks to come for an answer in 2 hours. After 2 hours, we again go to Bertrand d" Ogeron. We take the answer and go to sail, but a man meets us in the port and says that Stevesend's messenger is waiting for us in the tavern. Having risen to the 2nd floor of the tavern, they stun us and take away the armor. Waking up, we go to Bertrand d "Ogeron. He says to go to the port authority and find out which ships sailed in the near future. We go to the port authority and find out that the port has recently left the brig "La Rochelle" and it is sailing to Puerto Rico. Near Puerto- We board the Brig Rico and learn from the captain that the person who stole the package has boarded the Spanish Galleon "Isabella" and is on his way to Santa Catalina (Main). Now we need to catch up with the "Isabella". and take the dopesh from the captain.
Now you can sail to Vilemstad with peace of mind, give the armor to Stevesent and get a reward.

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

Task nine. Capture four First Class battleships.
The purpose of this: tasks to capture 4 Manowar and transfer them to the Dutch crown.
In general, look wherever you want, but so that they are
They are in the Great Military Patrols and in the great Merchant Squadrons...
Anyway, good luck in your search

Task ten. Repel the attack of the Spanish squadron on Curaçao.
We need to protect Willemstad from the Spanish invaders. The Spaniards will have 8 ships.
Set off, solve the villains, turn in the mission and get a reward.

Continuation of the tenth task (Task eleventh). Repel the Spanish attack on San Martin.
Similar to the previous task.
Once you have secured Curaçao, upon reaching Stavesent, we learn that the Spaniards also want to capture Marigot (San Martin).
We sail to Marigot and repulse the attack.
Now you can patch up the ships and go for a reward to Stevesent...

Task twelve. Capture of Maracaibo.
In this task, you need to capture Maracaibo (Main).
We set off on our way to Maracaibo.
We destroy the fort, land troops, declare the colony the possession of Holland. We return to Stevesent and say that Maracaibo is now a colony of the United Republics, we get 300,000. This completes the tasks.


Pirate Line:

Spoiler

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

Black label
Upon arrival at the residence, we receive from Morgan the task to hand over the black mark to Edward Low, who lives in Martinique (In Le Francois).
We sail to Martinique and moor in Le Francois.
We go to the tavern and ask about Low, we are told that he lives in a house sheathed with boards, to the right of the tavern. We go to Lou's house. Upon arrival, we say that you have a Black Mark from Henry Morgan for him.
But Lowe says that he settled all the issues about this with Morgan and says to give the mark to Morgan. Well, let's sail back to Morgan. Morgan says we've been fooled. And this time he asks just to kill Lowe without any marks (it would be right away). We sail again to Martinique. We go to Lowe's house and find that he is not there. We go to the tavern and ask the bartender about Lowe. He says that Lowe really left, but the bartender does not know where.
We go to the store and ask the merchant about Low, he says that Low was interested in where to get the ship, the merchant naturally sent him to the shipyard. The nearest shipyard is in Fort-de-France. We are sailing there.
In Fort-de-France, the first thing we do is go to the shipyard and find out about Lowe. Lowe really wanted to buy a ship, namely the brig. But Low did not have enough money for him and Low went to the moneylender, but the owner of the shipyard did not see Low anymore. We go to the usurer. The pawnbroker says that Lowe visited him, but the pawnbroker suspected him of a swindler and did not give him any money. Where Low has gone The pawnbroker does not know.
Now we go to the port authority and ask its owner about Lowe. When asked for what purpose we are interested in Edward Low, we answer that Low is our close friend and we must inform him about the serious illness of his mother, but it’s just that we can’t catch up with Edward. The head of the port authority believes us and says that Low got on a ship that went to Bermuda.
We sail to Bermuda and upon arrival we head to the Tavern. The owner of the tavern says that Lowe was here and was interested in the local shipyard. Let's go to the Wharf. We speak with Alexus (the owner of the shipyard in Bermuda) about Low, and to the question of Alexus about who we have to Low, we answer that we want to catch up with him in order to settle scores with him. Alexus says that Low forged Jackman's signature, and Alex gave Low a ship - the Sea Wolf Brig - a unique ship built specifically for Jackman.
We go to Jackman, he only asks when we kill Lowe to send him greetings from Jackman. Where Lowe went is unknown. We start asking everyone in the Archipelagos last news until we learn that attacks on mail ships have become more frequent near Kumana (Main). Thinking that this is Low we sail to the shores of Kumana. In order to seem like a weak enemy, you need to sail for the "hunt" without a squadron and on a ship no higher than class 6. Then we sail to the shores of Trinidad and Tobago, where we will meet Lowe on the Brig "Sea Wolf". We take him to Boarding, kill Lowe. We get a Decent boat.
We sail to Morgan, We hand over the task.

Pearl crafts
Morgan wants to rob pearl divers who have been collecting pearls for a whole month on Turks Island, North Bay.
You need to get at least 500 large and 1000 small pearls. We split the profit in half.
We are actually sailing to the Turks in Severnaya Bay. There we will find a lot of Tartan. You need to collect pearls from them. To do this, swim up to each and pearls automatically appear in your inventory. We collect the right amount and sail to Morgan.
We give Morgan the promised half. You can profitably sell your half.

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

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

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

Attention: After a trip to Panama, it will not be possible to continue, finish or start passing for the Nation.

Hike to Panama
Henry Morgan invites us to participate in a trip to Panama.
His plan is this: Capture Porto Belo and attack Panama from land.
We will need to leave our squadron in the port management.
Morgan gives us 20 days to prepare.
After 20 days, we come to Morgan.
By this time, Morgan had already assembled a squadron of 5 ships of the 1st class.
Now we sail to Porto Belo and capture it.
After taking the city we go to the governor of the city.
We learn from him that the Spaniards knew about Morgan's plan and were surprised that we took the city. He also says that in the jungle, on the way to Panama, we will die.
We tell all this to the coming Morgan.
Morgan believes that Richard Sawkins secretly leaked information to the Spaniards.
But it's too late to abandon the plan. Morgan suggests splitting up.
We will lead the second squad, which will include Sawkins.
We need to land in the Gulf of Darien and go to Panama.
On the way, you need to shoot Soukins, while unnoticed, otherwise his part of the team will rebel. We landed in the Darien Bay. Soukins comes up to us and says that he is ready for the upcoming operation.
I'm going to Panama. On the way, we will be attacked by the Spaniards and the local population. At the walls of the city we accept the last battle. In the same place, Morgan will pull up to us and give the task to search for the governor of Panama.
We go to the governor's house and find him in one of the rooms. He says that Escorial's gold is in a chest in the same room, but the commandant of the city has the key. He participated in the battles and probably died. Let's go look for the key.
We leave the residence and meet Morgan. He says to look for the key, and he himself will go to interrogate the governor.
We go to the local Fort and find the key on the commandant's desk.
We return to the residence. We return to the residence and open the chest... There will be Escorial gold, namely 50,000,000 (Fifty million) piastres. At this moment, Morgan comes up and asks to give him the gold. He says that he will collect all the booty and in the evening will divide everything according to the laws of the Coastal Brotherhood.
Morgan says the governor also mentioned a chest that is on the outside of the fort. And sends us to check the chest.
We go to the fort, there will be a narrow path leading to the fort. We go along it and see a chest, but there is nothing of value there.
We return to the city.
At the entrance to the city, a sailor comes up to us and says that Morgan collected gold from everyone, loaded it onto a galleon in the port, and secretly left Panama in an unknown direction.
The sailors remain in the city and continue to rob it, so we go to the ship ourselves.
We sail and head for Port Royal. Upon arrival, we go to Morgan's house. Morgan's secretary says that Morgan himself is in London and will not arrive until a year later. Well, let's go somewhere for a year. A year later, we come to the residence and demand our part.
We return a year later to Morgan and demand our share of the booty. However, Morgan says that the Shore Brotherhood has come to an end,
that soon the countries would stop fighting and destroy the pirates, but Morgan bought himself and all members of the brotherhood forgiveness from the English crown with the gold of the escorial. End