Corsairs GPK Upper deck in the stern. Passage of the game Corsary: \u200b\u200bthe city of lost ships. French National Scene Line

Print version Pages:
Read all the freshest games and look at
The game can be taken over three characters: Peter Blad, Yang Steis and Diego Espinosis, each with his unique storyline.

Scene line for Peter Blady

You appear in the estate of the lights, England. In the yard on January 1, 1665. The servant Jeremy Pitt informs you that Lord Guilde is wounded. Go to the house, talk to the servant Andrew James and proceed to the bedroom, in the western wing on the second floor. Come to the bed with a dying lord. A servant will appear and report that it brings everything you need to treat. You are in your office. Talk to Andrew James. The second servant will appear, Jeremy Pitt and will report that the royal dragoons will jump here. He will advise to take the sword from the balcony and run hide. Exit the cabinet, take the key from the table left and go up to the second floor. Remove the chest on the balcony and take Brett's sword, gun and cartridges. Soon the captain of Gobart appears and the dragoon will attack you. If you kill him, two more will attack you. You can't kill everyone. As soon as they win you, you will be captured and in the plot will be jailed.

You will appear on the cautious. April 1, 1665. Jeremy Pitt will tell you what the Colonel Bishop wants to see you. Get out of the room. Talk to Colonel Bishop. Come home, you can find something useful. But do not take a weapon - the guards will take it when meeting. Go beyond the limits of the plantation and run along the route right. Position on the streets of Bridgetown. Head to the residence of the governor. Talk to the governor sitting at the table, go to the door near him and go up to the second floor in the bedroom of his wife. Talk to Mrs. Stid. Talk to the governor. Tell him that I went to search for Mr. Dan and you need money for the purchase of medicine. Take 1000 piastra. Go outside and turn right. There you will find the house of Mr. Dan. Dan himself in it is not, but there is your competitor - Dr. Vaker. He ask you to come the next day in a tavern for an important conversation. Get out of the house and you will meet Mr. Dan. Tell him that they came for the medicine from the spouse of the governor. He will give it completely free to you. Return to the residence and give medicine Mrs. Stid.

You will appear in the tavern the next day. Mr. Vacher no. Ask the owner of the tavern, where you find Dr. Vacher. Go to the tavern room. There you will find Dr. Vacher, who promises to give you a loan for twenty thousand piras in helping your escape organization. Return to the plantations and find Jeremy Pitt. Tell him that he is the only navigator and the fate of escape depends on him. After he agrees, you will need to find three slaves: Hagtorpa, and Nicolas Dike.

Nicholas Dyke will tell you that Colonel Bishop wants to sell it. Talk to Colonel Bishop. You will find it in his residence on the plantation. Head to the tavern and drink along with one of the drunks. He will tell you that an important merchant has recently arrived in the city, the militia of Colonel Bishop. This is probably Vernon. Find his house. From the tavern, go to the right, pass by the home of the Roshchik, you need to - next. Wait until Vernon rises the top of the stairs and a hotel's seafood, which is right under it. Take everything in it is, and go out. Talk to Nicolas Dyank and let him know that the deal will not take place and he can quietly prepare for running.

Find also a slave in Spotted Bandan - Levya Muier. He complains to headache And asked you to bring him a medicine. Return to the city of Mr. Dan. He himself is not. Go to the second floor and in the box next to the weights take the medicine. Return and give the medicine to Levai. In return, he will give you a light dagger who will not be able to detect the guards.

Now find in one of the houses of one-eyed slave reality. Return to the city, find the house of the Roshchik and give him a debt of 5000 pirasters.

Talk to Pitt and let me know weapons and a team.

You will find yourself the next day in your hut. Go to the tavern and talk to Dr. Waker. Instead of the promised 25,000 pirasters, he gave you only 18000. The remaining need to get somewhere. Go to the usurist, he has a Deltsa for you. Speaking with him, come back to the Tavern and talk to his owner. Give him 500 piastra otherwise he will refuse to talk. Go to shipyards. Talk to the impostor. Tell him that he is your old debtor.

It is scared and gives 55,000 instead of 30,000 piastra, although it will affect your reputation negatively. Now you can either be noble to return money to the usurist, or leave them for your needs. Now that you have the right amount in your hands, come back to the tavern and talk to a carpenter at one of the tables. Exit the tavern. Soldiers will come to you and order to go to plantation. Return to plantation. On the way, Nathaniel Hagtorp will be satisfied and report that Pitt grabbed the guards. After talking, you will find yourself at night at the gate of the city.

Run to plantation. You will need to imperceptibly get past the guards to the edge of the plantation and take weapons from the chest. Pay attention, each guard has its own patrol zone. The area of \u200b\u200bvisibility in the dark is small, so the main thing is not to pass directly on the path of their following. Get to the longest white building. In the near, the corner of the plantation will see a bunch of burlers and boards. Among them is a co-arms chest. Unfortunately, only a saber and several healing potions will be content. It is almost useless to fight protection. Near the house of the colonel you will see a captured Pitt and two guards near him. See the guards somewhere around the corner and disappear with them. Then talk to Pitt. He will say that Natal has run away on your gate.

Now go from the plantation by the guards, trying not to enter with them into battle. Enter the city. Send all the Spanish Guardsmen, lumbling them one by one, and one lady will come to you, thank for her salvation. She will tell you that the Spaniards captured the city. Go to shipyards. Slide shipyard on the sea and find your comrades. Swim to the ship. Rear to it and cross the security. Then go to the cabin and fight one on one with the captain. Your ship. Get out of the cabin and talk to Pitt. Talk to the team. Only Ogl agrees to serve you faith and truth, the rest will ask you to land them in the first port. On this uniqueness of the plot line of Blady ends.

To start the national storyline in the game, you need to get a caper patent (if you want to pass pirate lineYou need to talk to the Morgan in the port-piano). To do this, you need to perform about 10 minor assignments from the governor of the city belonging to the ruler you need. Below are described possible options These tasks.

1) Destroy the gang of thugs in the jungle. Run along the jungle, you will find a couple of thugs, destroying them, soon you will come across the chapter of the gang. Split it, you can return to the governor for remuneration.

2) Search for an enemy cowher in the city. Search it is needed in homes. As soon as they go to the right home, a conversation will immediately take place with him, after which the battle will begin. By killing the pancake, you can return to the governor for remuneration.

3) destroy smugglers.

4) Scatter into the enemy fort (city) and take the documents from the connected. The task is not from the lungs. It will be done under the cover of darkness, from the nearest beach on the jungle. Soldiers in the dark see only in front of them and not very far. Therefore, you have chances to get unnoticed.

Dutch national story line.

Governor-General of Holland, who you will take tasks, is located in the city of Willemstad.

1) The first task is to deliver to Curaçao chapter Jansenists Chumaikeiro, at the moment it is located on the island of San Martin. Saying to the island Go to the tavernger and ask about Chumaikeiro, he says he took a house that is located near the residence of the governor. As soon as you enter the house, two people will attack you. By killing them, enter the room on the second floor, where ChumaKeiro is. Now swim on Curaçao, where in the residence of Peter Messente, ChumaKeiro will give you 30,000 piastra.

2) The second task is to purchase a batch of coffee, black, red and sandalwood for Curacao in Forto Orange. You will be given papers for purchasing goods at a special price and amount of money. The entire load will take 6,800 centners, be prepared for this. Goods must be delivered to Stavezant for 2 months. Enjoy the Jamaica, train Negril and go to Fort Orange. First go to the governor and give off the paper for preferential prices, then go to the store. Having bought goods, return back. For the task, you will receive 75,000 piastra.

3) The third task is to obtain information about the plans of the British in relation to Holland due to the trading war. Go to Espanyol and talk to the head of the city of La Vega. Chapter Edward Mansfield, but in fact, his surname Manswelt, by nationality he is Dutchman. He is also the trustee of Modyford for the affairs of the Spaniards. But Mansfield can say nothing to say the plans of the British, but recently the English envoy from Modyford appeared to him with a proposal for the attack on Curaçao, naturally Mansfield refused. Edik will also say that the British plans are better to learn from the great and terrible Henry Morgan. Go to Jamaica and there you will find out that Morgan on Antigua. Go there and talk to him. He will say that if you help him, he too. It is necessary to know whether his companion Pierre Picardian is honest. It is located on Tortuga, then ask the Roshovist, the owner of the shipyard, the owner of the store, in the tavern and in Bordend. It turns out that he spent a lot of money. Now go to Morgana, he says that she doesn't know anything that plans does not know, but one of his officers who put in prison knows about Modyford plans, go to prison, cross the security. You will learn that the British want to attack the Fort Orange. Swim to the Governor-General and will pay 50,000 piastra.

4) The fourth task is to intercept the British and save the Fort Orange from ruin. Swatch to Jamaica as quickly as possible. Near the island will run a small squadron, consisting of 3 English ships. Speake them and disembark in the bay. Select all the British in the bay and in the next location. The task is made. You can go to Stavezant, it will pay 100,000 piastra.

5) The fifth task is to accompany three flutes to the settlement of Pirates La Vega and back. Swim to laege, sit down. It turns out that the Spaniards attacked the settlement and killed Mansilda. Purchase Provider and go out into the sea. The more shipping ships, the greater the reward. If all the ships are sealing, it will be 60,000 piastra.

6) The sixth task is to find Morgan and notify it that the Dutch is craving for revenge. Swim into Jamaica, take aim in the city and go to the Morgan residence. Henry will say that the attack organized the Spanish Governor Santiago José Sancho Jimenez and we need to reconnaissary, to find out whether Dong Jose will be in the near future. Swim in Santiago and guess at the lighthouse. Go to the city and go to the tavern. Ask the owner of the governor, under the pretext that you want to enter the service. Several Spanish officers will enter. Kill them and run on the ship. The task is made, you learned that in the city there is a holiday and the governor must attend it. Return to Jamaica to Morgan. The task is completed. Place in Curaçao to the governor and get 200,000 piastra.

7) Seventh Task - Deliver Berran Duty Governor to the Governor of the Governor. Swatch on Tortuga in order to deliver Devechen D'Oroneau, then he will ask you to walk for two hours until he writes a letter to a simple one. After two hours, you will receive a letter. In the port You will be met by a messenger and says that the messenger from the governor of Holland is waiting for you in the tavern. Go to the tavern and go to the room, then you will be stunned and will disable a letter. Go to the governor d'eltone. He will tell you to find out in the port control, what ships I left the port in the near future. It turns out that the port left Brig La Rochelle, who goes to San Juan. Go to the shuttleties of Sleep-Juan Take the ship to the board. The captain will say that Antonio, who has taken the letter from you, left the ship and moved At Galeon Isabella, who goes to Santa Catalina. Catch up Galeon, take it to the boarding and Antonio will give up. Take a letter and head to the weatherproof, it will give 150,000 pirasters.

8) The eighth task is a business trip to Aaron Mendez Chumaikeiro. His house is located in the city, not far from the residence. Aaron will give a task, find an ancient book, which was trying to sell in a pirate settlement on Bermuda some English caper. Go to Bermuda and go to the residence to Jackman. After a conversation with him, swim on Martinique, to the local brothel. Ask all the girls there, one will give you new informationFor remuneration, Flibuster, who wanted to sell a book, on an incomprehensible language, called Laurent De Count, usually he dwells on Torch. Swim up cortays. In the local tavern you will learn that now de graph is for two weeks for two weeks as I went to the raid to Cartagena. Swim there. Near Cartagena Laurent, fights with superior powers of the Spaniards. Speak an enemy squadron, not giving it to her the Frenchman's ship. Send a boat on the ship Laurent de Graf. Learn from him about the desired thing, he will suggest buy a burden of burned treasure for 235,000 gold. Pay the desired amount. Clay hidden on the island of Terks. Swim to Terksu, go to the cave and find the chest. Find there with the Holy Book, as well as Muscoketon, a couple of good pistols, expensive Kiraça, 200 gold bars, rings, brook, and a couple of idols, among which a very useful idol is a rat. Swim on Curaçao to Chumaikeiro and give him the Bible. As a reward, get 1,000,000 piastra. Then go to the residence to report on the success of the mission.

9) The ninth task is to capture four linear first class ship, namely Manovarov. They are usually found in large trading caravans, military squadron and gold caravans. For each ship you will give 50,000 piastra.

10) The tenth task is the defense of Curaçao from the attack of the Spanish squadron, consisting of 8 ships, including Manova. Go to the port and go out into the sea, there the fort is fighting the invaders, help him defeat the Spaniards, after the last Spaniard goes under the water, the Curacao protection mission will be performed. Return to the residence for a reward, which will be 200,000 piras.

11) The eleventh task is to reflect the Spaniard's attack on San Martin. Go to the sea and swim on Marigo as quickly as possible. Reaching Sao Martin, enter into battle against 8 enemy ships. Speaking their fleet, go back to Willemstad and get a reward again in 200,000 piastra. Governor's general says it is time to take response against Spain.

12) The twelfth task is capturing Maracaibo. Fort there is not so powerful and disassembled its work will not be. After capturing a colony for the Netherlands, you will receive 300,000 piastra awards and the possibility of capturing for yourself or the Holland of the English and Spanish colonies.

French National Scene Line

1) The first task is to accompany the French privatir Feather Legna, who at the Lugger captured military galleon with rich prey and now wants to return to France. Go to the tavern and talk to Pierre, he will become our passenger. Now go to the island of Martinique, Bay Le Marne. On the shore you will be waiting for five thugs, which need Gold Legna. Join the battle with them, trying to save Pierre. After the victory over them, you will receive the promised remuneration of 20,000 piastra. Swim at the cortem how to make a mission.

2) The second task is to deliver a letter to the Governor-General of the Dutch Republic to Peter with Stepsant. After arriving at Curaçao, go to the residence to the governor. You will be sent to prison, adopting for one of the pirates who killed the Messenger d 'of the Ozheron. After some time passes In prison, the jailer. Talk to him. It turns out that his relative is one of the officers on this colony. We persuade him to ask his relative to search on our ship, where there is a Corsary patent France. The jailer in exchange for the aid wants to take some things from the ship. Peter will come back and apologize. Now we need to find out the number of this story with pirates in more detail. Go to the tavern. There you are overhearding the conversation of two people in the tavern. Then it will be necessary to trace them. And so reaching the bay, it turns out that these are not pirates, but sailors from the Spanish Galloon, which under the pirated flag robbed the court in the local waters. Next will be the fight with the Spaniards. Now go to the port. The Spanish Galeon is waiting for you there. Take it on the board, then the captain of the ship at death will tell everything. Go to the weatherproof and tell about the fact that the flibusers are not to blame for anything, get 20,000 piastra. Go to the Tortuga, tell all the governor and get the title of Commander Fleet France.

3) The third task is to find a way to crate Donna Anna. For this mission, you will be given the Spanish shopping license and the ring, according to which the wife of the Fort compendant finds out that we are the Messenger of D 'Ohzhoron. To penetrate the Havana, you can act in three ways. First. Having raised friendly Spain. Flag Log in to the port and adjust. Second. Low on the lighthouse and then go to the city. The third. If the license has expired, then go at night to the city, landing on the lighthouse. Next, go to the tavern and keep the maid to attribute the ring Donne Anna. After 3-4, the servant will say that he delivered the ring and you Donna Anna will wait at night by opening the door. Sign in to the house and kill the soldiers you spend you. Go to the bedroom and talk to the bottom Anna. Now running the ship and swim on the cortem. And there you will receive 25,000 piastra.

4) Fourth task - accompanying the first class linear ship to the island of Dominica. There are rumors that the Spaniards are already hunting for this ship, on 3-4 galleys, under the command of Huano Galo. Near Dominica, the ship must be connected with the squadron of Guadeloupe Island. Go to the port control and accept the command "Soleil Royal". Now your course lies on the Dominica. Near Dominica will be waiting for you 4 galleons, but the French squadron will not. After the rustling of the Juano Galo squadron, you need to go to the guadel, and it is reason for why you did not meet the promised squadron. The Governor of the city of Bas Terry is justified by the fact that he received a letter to nominate your squadron just yesterday and did not have time to prepare anything. He will take the royal mananar and thank you for the mission performed. Return to the Governor-General. As a reward, get 28,000 piastra. Also talk to D "Ozerone again and get a promotion.

5) The fifth task is to protect Donna Anna. It turns out that the relatives of the killed commandant of Fort Havana want to revenge. Go to the Havana, to clarify the details of the revenge from the friend of Donna Anna, Isless de Las Sierras. Slot around the lighthouse and run to the city, there are as soon as possible in the house of Itss, not paying attention to the guard. It turns out that relatives go somewhere in the jungle. You will find them on the lighthouse, followed by a fight with relatives. Next, swim on the cortem where you get 5,000 piastra from D 'Ohzheron, at the same time go to Donne Anna, and get gratitude from it.

6) The sixth task is to deliver a letter to Francois Olon. Under no circumstances should the letter fall into the hands of the hands, and if you get to the redirement before you die, you first need to destroy the package. Go out into the sea and keep the course on the guadel. On the approach to Guadeloupe, you will be subject to the attack of the Spanish warship. Stepped with a ship, train in the port and go to the French Flibuster house, which is almost opposite the governor's residence. Francois will take you first not the best way, but as soon as he recognizes the purpose of your visit, his attitude will change. Next, you can choose one of the options:

1) refuse to attack Kuman and get the promised reward in the amount of 10,000 piastra.

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

The squadron will include your 3 more ship, frigate and two Corvette. Keep the course for Kuman and hurry. Having defeated the fort, sit down and after the fight in the city, go to the residence and demand money from the local governor. Next, you can or share everything to be honest and get a legitimate share of 50,000 piras, or leave money to yourself, but then you will have to fight with Olon and his comrades. Now keep the course at the crook and talk to the governor.

7) The seventh task is to release Roca Brazilian from the conclusion. Its contains in Santiago. Sit down the lighthouse, then go to the church, ask the name of the Inquisition from the priest, then go out of the church. Under the stairs there is a door. Sign in there, then ask the prisoners where the rock of Brazilian is located and kill the guard of the guard, then together rock, which can not keep the weapon, leave the city. Fix further on a cortem where the Governor-General will give you 30,000 piastra, and Rock hints that he has something on his Martinique, namely, a dear Kirase that stands with 35% of shocks.

8) The Eighth Task is to go on the disposal of the Marquis Buno. Monsieur Bertrant D "Ozhereon asks you to appear on Guadeloud, to the sea commandant of France, Marquis bonrepho. Swim on the guadel and train to Bass Ter. Go to the residence, and talk to the Marquis. It will dedicate you to the policy details and will give your own task. It lies In perspective famous pirates (on Jamaica, Jackman on Bermudah and Morris on Trinidad and Tobago) do not participate in the war against the Dutch. Funds for this operation will not be given. Swim on Bermuda, to Jackman, he was not even going to get confused into this matter. Next float to John Morris, at Trinidad and Tobago, tell him about the upcoming events. He does not like to attack the Dutch, but for this, he will need to fulfill a small order for him - to deliver him the ship magazine of Captain Gay. Swim into Jamaica and go to the local tavern, ask the owner where to find Captain Gay. He shoots the room. Go to the room and kill the captain Gay. Native body and take the ship log and personal belongings. Go to the residence to Henry Morgana, but there is no place on the spot. The servant will say that he is in his house on Antigua, and warn Morgana is always closed. Now keep the way back to Mauris, give him a ship magazine and in return to get what it was required of him, his consent does not attack the Dutch. It is time to go to Antigua, visit the famous English pirate Henry Morgan. The door to the house is locked, go around his home, behind the house of the hatch to the Morgan basement. Go to the house and talk about nonsense in the Spaniards. Henry attacks the Dutch does not want and will require 250,000 piastra. Give him money. The task is made, it is time to go to the marquis bonarey. Instead of yellow awards, you are assigned a baron title. Return to the Tortuga, where you get Congratulations to Bertrran D "Ozhereon, and another title.

9) The ninth task is to reflect the Spaniard's attack on Port-O-Prince. For this task, you will be given "Soleil Ruyl", however, he must remain afloat. Next comes a fight with Spanish ships. Go to the Tortuga, where you get 5,000 piastra.

10) The tenth task is to capture Santo Domingo and the transfer of it to the possession of France. Swatch to Espanyola, defeat the fort and land the landing. After the fight within the city, go to the residence and embark on the Spanish colony of French. Return to the crook and get a remuneration, 40,000 piastra.

11) Eleventh Task - Capture Santa Catalina. The city is located on Maine and controls the pearl fisheries of the new light. After breaking the fort and disembarking a landing, having understood with soldiers in the city, go to the residence about the declaration of Santa Catalina by the French colony. Return to Governor-General Bertrand D "Ohzhorone. Awards you all what you loosen in Santa Catalina. Now it is worth going again on the guadel to the Marquis bonrepho.

12) The twelfth task is a meeting with the marquis bonarey. Go to Guadeloud, where you find out that the world is concluded with Spain, "Soleil Ruyl" is displayed from your squadron, Louvre knows about you and that's it. Do not forget to visit D 'Ohzheron, he will produce you to admirals, and now you can capture colonies for yourself or for France.

Spanish National Scene Line.

1) The first task is to release three Spanish citizens who were captured by Henry Morgan, famous English pirate. For the liberation of prisoners, it requires an amount of 500,000 coins. You need to penetrate the Port Royal prison and free the Spaniards. Term - one month. Swimulate to Jamaica and the communion in Portland Bay, then through the jungle, we will take care of the enemy fort, if you have a trading English license and the flag of friendly England nation, quietly pass through security to prison. If not, you will have to break through with the fight well, or just run a little. In prison, kill all the soldiers and free the prisoners. The return path will be simple, if running out of prison and run to the bay. Return to Havana. Oregon-I-Gaskon thanks you for a successfully completed task and will give 50,000 piastra.

2) The second task is to work on the Holy Inquisition. The meaning of the task is: a high-ranking Jesuit Antoniou de Suza arrived in the archipelago. You are sent to his disposal. Go to Santiago, the residence of the Inquisition is under the church building. Find Suoz and get data from it on the second task. It lies in the following: it is necessary to collect an indulgence, which is 50,000 piastra with three merchants: Joao Ilhaio, Joseph Nunien and Yakov Lopez de Fonseca, if they refuse, then you need to kill them. You can find them in Curaçao. They organize a sect under the name of anexint. A priest will be suitable for you in the port and says that it is extremely not desirable to kill them. Go to Curacao. First go to the tavern and ask the owner about the three Yansenists. Get information from it that Joao Ilhaio and Yakov Lopez contain a store, and Joseph Nunien Roshovist. Go first to the store and talk to Joao. He will say that he has no such money, to the question where his companion is located, Yakov Lopez, he will answer that he does not know. He will offer a deal. If you find lopez, their families will collect 100,000 piastres and will be able to buy an indulgence. Agree. Typlate to Panama, go to the store, and ask about Lopezé. It is clear that he had to go a month ago, but never came. Now go home the Panama homes and in one fell on the gangsters. Kill them and rose to the second floor, where you will find the missing. It will ask for a service to him, which is to search for a stolen Gospel from Juda Cryariot. The last time the thief was seen on shipyard in Bermudah, from where it was not returned. This request is not necessary. But if you took up execution, swim on Bermuda, go to shipyard. Talk to Alexuss, he will open the door to you. Next, go to the dungeon, kill several skeletons. In one of the chests will find treasure and gospel. Now come back to Curaçao to Joao Ilhaio. He will give the promised amount of 100,000 piras, tell him about the Gospel for Jacob. He will give a reward of 1,000,000 piastra. Now go to the usurist, he will refuse to talk to you. Go to the tavern. Waitresses ask about the Son of the Roshchik. It turns out that he sailed to pirate near Jamaica, to the Fort of Orange. Swim there, take it the ship to the board, Beritezyna captured, and give the son for redemption in the form of an indulgence, now the task is fully fulfilled. Swim to Pyaz and get a reward that depends on the timing of the task. Then report to the Governor-General.

3) The third task is to capture the rock of the Brazilian and pass it into the hands of the Inquisition. Rock dwells on cortean. Swim there, arouse in the city and go for information in the tavern. It turns out that it is now not on Torch, he piates near Marakaybo. Keep a course on Maracaibo. Take his ship to boarding, Rock Brazilz will surrender. Carry him into the hands of Holy Inquisition, to Monsignor de Pyoz. Anthony will send you to the Governor-General. Oregon-I-Gaskon will tell you to come to him in a few days. Return to the residence in a few days and get the task, find the Rock of Brazilian, who are located in Cuba, Espanyole and near Belize, which is on Maine. The exact location of the treasures is unknown. The first will be treasure in Cuba. Flip to the Bay of Ana Maria, approach, then turn left, and then directly, go to the cave and discover the chest in which 150,000 piastra and several idols are located. Further swim on Espanyol, to the Bay of Samana, go straight and find a well, which serves as an entrance to the cave, find a chest with a treasure in it, which will be 150,000 pirasters, diamonds, ingots with gold, gold rings, gold broots. Now keep the course on Maine, to Belize. Adrayion in the port, go out for the city gate, turn left, and then right, go to the cave and wait the chest in which there will be 150,000 piastra. Return to Don Francisco and give him money, 500,000 piastres (will have to fork out for a large amount than was in the chests) and get 100,000 piras.

4) The fourth task is to investigate the murder of Komentant Havana José Ramires de Live. Go to the House of Commandant, then on the second floor in the room will find an unfinished letter, then go to the tavern, there will learn from the waitance about the fact that she handed the letter to the wife of the Commandant from some Lodra. Now go to Oregon and Gaskona, get a sales license. Next float on the cortem, talk to the owner of the tavern. Talking, he will tell about the passion of D'Soron, the Spaniard by Nationality Donna Anna, brought her one of the proxies of the Governor's General Governor, Henri D "Estre. Next, go to the Henri house. The servant will say that the owner says near the house, then Henri will run From you. Run behind him in the dungeon in the bay, there he will stop you and asks why you chase after him, then kill Lodra. Now to the Governor-General for award in the form of 120,000 pirasters.

5) The fifth task is a business trip to Santiago. Go to Santiago and go to the residence, for the instructions of the local governor. The task will be to complete the destruction of the Pirate settlement of La Vega on Espanyole. Swatch to Espanyole, mooring in La Vega Bay, passing to the next location, will begin the assault, kill all pirates and go to the city where the slaughterhouse continues. By destroying everyone in the settlement, go to the residence, there will have to fight with the leader of La Vehi's flibusers by Edward Mansfield. Kill it and exit the residence. The task is made, you can return to Jose Jimenez. Don Jimenez will present a reward in 100,000 piastra. Return to the Governor-General, and get gratitude from him.

6) The Sixth Task is the interception of the Vest Governor of Holland on Torch. You will be issued a trade license. Go to the cortem, go to the port control, the head will agree to send a messenger when the Dutch ship will arrive, then remove the room in the tavern for a week, wait a couple of days, then you will be informed that the Dutchman arrived. Next, we put the wizard into the room of the tavern, where and take away from him by the dispatch. Get a reward of 50,000 piastra.

7) The seventh task is to assist Manuel Rivero Park. We must urgently go to Antigua, to the rescue to the Spanish Corsair Manuel Rivero Park, who are in search of trading British ships in the waters of the island. French flibusers went to his interception, under the command of Moses Voktyn. How can I swim to Antigua and enter the battle between unequal forces spanish Corsara And the Pirate squadron of the French. Speaking the last ship, go for a reward, which will be 25,000 piras.

8) The Eighth Task is the defense of the Kumani from the attack of the United Franco-English Pirates Squaders. Swim up to Kuman, sweat an enemy squadron and get 100,000 piastra in Havana.

9) The ninth task is the task of the Governor of Porto Bell on the maintenance of ships. Enjoy Bello to Porto, where the governor Cabral will introduce you to the case in detail. You need to deliver 4 galleons loaded with gold, to uninhabited island Kaiman, where it is necessary to transfer the Squadron with a powerful Spanish fleet departing to Europe. Take command over the squadron of 4 galleons loaded with 10,000 valves of gold. Near Cayman instead of Spanish ships, you will wait for pirates. Gallows entrusted to you must be afloat to get a maximum of awards. Speaking the last pirate, keep the course in Havana, where Tell the Governor-General about the strange events that have happened to you. He can not understand why the meeting place was Cayman if it was necessary to accompany the ships to Belize. He promises to understand this situation and will reward you for the salvation of all galleys by the amount of 220,000 piras.

10) The tenth task is to protect Marakaybo from the invasion. Don Francisco will say that the problems in the previous task were as a result of inconsistent actions, this will no longer repeat. And you need to go to Maracaybo to reflect enemy attacks. Keep a course on Maracaibo, go to the local governor and then go out to the street where we will meet the Spanish officer who bears bad lead: the English pirate squador attacked the city. Go to the governor again, he will order to start reflecting the attack. Go out into the sea and start the battle against 8 ships, among which there will be several Manovar. On your side will be a fort. Speaking all ships, train and go to the residence, where you get a reward from the rescued city, in the amount of 70,000 piras. Return to Cuba, where you get granteed from the Governor's General.

11) Eleventh Task - Rating of Dutch colonies. Returning after a while, Don Francisco will ask the question, are you ready to attack fortified cities. The task will be a plunder of 2 Dutch colonies in the archipelago, on the Islands of Curaçao and San Martin. Swim first on Curaçao, defeat the fort, and capture the city. Then attack San Martin. Capturing the city, you can return to Havana. The award will be all the extraction of you. Oregon-I-Gaskon will ask to appear to him in about a month.

12) The twelfth task is to capture the port-O-Prince. In a month you will be entrusted to capture the French Port-O-Prince. All trophies are your property, the task time is not limited. By destroying the fort and killing French soldiers in Forte and the city, go to the residence and declare the colony of Spanish possession. Return to the Governor-General Francisco Oregon-I-Gaskon. All tasks are executed and you can act in the interests of Spain.

Pirate storyline

Swim on Bermuda. Turn to the Jackman with a proposal for work. Jackman will say that at the moment he has no instructions, but Captain Gudley, who is currently in Puerto Princepe, in Cuba needs help, and will suggest meeting him and discuss the details.

Go to Cuba in Puerto Princpe and find Captain Gudley in the tavern. When talking with him, it turns out that you need to take one type named John Bolton, who is waiting in the Puerto Princepe port, in Port Royal to Jamaica to Henry Morgan. Agree, saying that he has an honor for you. Go to Puerto Princepe port and do John Bolton, take it on board and head to Jamaica.

In Port Royal on Jamaica, spend John Bolton to the house of Morgana (Morgan's house with columns is located on the left side of the city, if you go from the port). On the way to home you are stopped by English soldiers. The commander of the soldier says that against you and John Bolton put forward a charge of ties with pirates. You are put in prison before the clarification of the circumstances. However, Morgan himself frees you, who says that the ransom has been released and is waiting in his residence, after which it goes.

In the Morgan's residence, I will instruct the black mark Edward Low, who lives somewhere on Martinique. Go to Martinique in Le Francois. Upon arrival, ask the owner of the tavern about Edward Low. It turns out that the owner of the tavern knows Low and he lives near the tavern. Get out of the tavern and go to the right to the house, covered with boards, Low lives there. Go to the house and when talking with Edward, give him a black label. Lowe will say that all the problems with the morgana are already solved and asked to return the black tag back Henry Morgan. Come back to Jamaica to Morgan.

After hearing the story, Morgan comes into rage and says Lowe deceived you. To correct the situation, Morgan entrusts you to find and deal with the Low personally without any black tags. Therefore, quickly return to Le Francois and go to Edward Lowe's house. However, he had already left the house in an unknown direction. Go to the owner of the tavern and ask him about Low. The owner will confirm that Edward recently left the settlement, things left for his safety, and where he himself could go, the owner of the tavern does not know. Go to the store and ask about Low. The merchant says Edward came, was interested in a place where it would be possible to buy a ship, but his merchant to trade goods, and not ships that sold on shipyard. The shipyard in Le Francois is not, the nearest shipyard is located in Fort de France. Either go there on foot through the island, or on the ship the communal in the port of Fort de France.

First, go to the shipyard and ask the owner, did not go to Low. It turns out that Lowe really came and wanted to buy a ship (Brig), but he had no money for such a ship and Edward headed towards the Roshovist. Since then, the owner of the shipyard Low has no longer seen.

Go to the usurist. He will say that Edward Lowe really came and tried to take money, but the Rostovist immediately sees Rogulikov and Deceivers, and therefore I did not give a loan. Where Edward Low went on - he does not know.

From the Roshovshchik, go to the port control. Ask a question about Edward Low Head of Management. He asks: For what purpose you are interested in Edward Low. Answer that Low is your close friend and you have to tell him about the severe illness of his mother, but that's just to catch up with Edward. The head of the port control is kept on this trick and says that Lowe sat on a passing ship that went to Bermuda.

In the settlement on Bermudah, head to the tavern, where her owner says that Low was here and was interested in a local shipyard. Go to the shipyard to the master Aleksus. To the question of the master about who you have to answer, answer that you want to catch up with him to reduce the scores with him. The Master begins to complain that the Low's fraudster faked the signature of Jackman, and he (AlexUS) gave Low ship - Brig "Sea Wolf" with unique characteristics, which was built on the order of Jackman. Go to Jackman. He is in a state of quiet rage from what happened and asks only one thing when we kill Low to give him hello from Jackman. But where Lowe went on the abducted brig - is unknown.

Ask people in taverns on the rumor archipelago until someone tells that in the Kumanny area, which is located on Maine, the attacks on postal ships. Go to Kuman. If the ship is more powerful than 6 classes, then it must be put in the port control of the Kuman in the parking lot and buy on the shipyard any ship grade 6. After that, on this ship, go out into the sea and swim in Trinidad and Tobago area. There and meet Low on Brig. Take the Brig to board, talk to Low, who says that the Morgan's power will soon be changed. Kill him. Go to Morgan with a presentation report.

Morgan proposes to conduct an operation, the result of which will overtake all the works of Sharpe. Namely, Morgan suggested robbing pearls who will collect pearls on Tartans within a month on the island of Terks in North Bay. Morgan offered to deliver at least 1000 small and 500 large pearls. Profit - in half.

Get to the bay of the North Island of Terks. There, pearl catchers are already leading fishery on tartans under pirate flags. At the sight of you, they are surprised by the swarming. It is necessary to catch up with each tartan to poop the board of the board, then the pearls will be automatically overloaded into your inventory. Type the desired amount and come back to the port-piano to Morgan, where and share half of the production.

At the exit from the Morgan residence, Captain Gudley meets and offers for a good remuneration to work his head hunter. Goal - John Avori, whom last time Seen in Willemstad (Curaeau Island). Go there and go to the usurist. The Rostovist confirms that John Avori was here recently, but now there is no longer in the city. He heard that John was going to Port-of-Spain, which is on Trinidad and Tobago. Go there. Talk to the usurist. Port-Spoken's Rostovist says that Avori performed work in the city for him, but after completing the city left and went to the Spaniards to Maine to the city of Maracaibo. Maracaybo Rostovist confirms that John was in the city, but by rumors that he was overhearding in the Bordend, Avori on the Russians in the city of Port-O-Prince, which is on Espanyol. In Port-O-Prince, go to the tavern first. The owner of the tavern says John was here a couple of days ago and killed Shulera. You need to visit the usurist. The Rostovist will tell that Avori performed some work for him. But where John went further - you can only guess. Although the usurist has an assumption that John could go to Willemstad, because There recently robbed an upcomer. Villemstad's Rostovist is still experiencing what happened, but it is not surprising, because he has an unknown stole 50,000 piras. He hired John Avori to find the robber. Also, the Roshovist promises to pay you 5,000 piastres for bringing the gold to the Roshovist first. John Avori himself went to Bermuda. The owner of the tavern on Bermuda confirms that John Avori is now on the island, or rather in the house of Orri Bryuta, apparently it is a robber of the Roshovist. The house is located next to the tavern, go there. In the house, meet John Avori and Orri Bruce, finding out the relationship. Tell them that you have the order for them both, after which koeteych and take valuable things from the corpses, and from Orry Bruce take another 50,000 piastra. You can return for a reward to the usurist and report the captain of Gudley about the order fulfilled.

Give the Rovover of Willemstad the money, he is paying 5,000 piastra in return. Captain Gudley will find in the Port Royal Tavern and get a remuneration from him, also tell him that now you will go to Morgana about my successes, to which Gudley is only grinning. Go to the Morgan residence.

Hearing the story, Morgan, says that John Avori was his trustee and you finished it. You explain that it was the order of Captain Gudley. Morgan immediately causes the captain to disassemble the current situation. The arrived gutli says that no orders have given you. To sort out the happening, Morgan appoints a duel between you and the captain of Gudley. Kill Gudley. Morgan says you have proven your innocence in this case.

Henry Morgan asks to go to Jackman on Bermuda and tell about the death of Gudley.

Seeing you Jackman is very surprised and says that you allegedly captured and gave it to the Spaniards to the Spaniards of his captain Sida Bonnet. We will have to figure it out. Jackman sends you to the bay of Cozumel, which is on Maine, where the Anchor of John Leeds threw on the frigate "Antwerp", with whom you need to talk. Go to the bay of Cozumel.

There you meet John Leeds on his frigate. Swipe boats on the water and rise to his ship. After a conversation with Leeds, it turns out that in the bay Cozumel landed the team and the captain of the Corvette with Leeds. To say to the Word, Corvete's captain is very similar to you and, accordingly, all sins of this captain hang on you. Therefore, you need to deal with your double. Sit down in the bay, where to destroy the part of the team of across the Corvette, but there is no captain among them. Go to the next location from the bay and meet there Captain, which really looks like you. The twin says that he will tell everything if he and the team will be released from the environment and will give quietly to leave. Kill him and the remnants of his team.

Then return to the ship and keep the way to Bermuda to Jackman. Jackman, listening to the story, sends you to Morgan with a presentation of what happened. Report Morgan's situation.

Morgan will send you to catch up with Pirate Steve Linnei, whom he sent to La Vega, that on Espanyol, to clarify the turn of the oddities that occur recently in the coastal fraternity. Go to La Vega.

Upon arrival, turn to the owner of the tavern for help. He says that he did not see Steve Linneya for a while, but his friend just came out into the sea. You need to intercept it. Go out into the sea and catch up with Linnei's buddy, who really did not have time to go far, and climb on board. When talking with a friend of Steve, it turns out a strange story. According to him, Steve recently left with two strangers in an unknown direction and disappeared. And his schooner "swallow" seems to be sold on the shipyard of Santo Domingo. Linney, according to a friend, would never have sold his ship by goodwill. Therefore, Linnei's friend starred from the anchor and went to the sea, so that Linnei's story would not repeat with him. In any case, you need to check the shipyard of Santo Domingo.

The owner of the shipyard of Santo Domingo said that the transaction for the sale of "swallows" was the most fortunate, because he was given to him for a snot. Under some press, the owner also says that he bought a "swallow" by the type that did not introduce himself, but the servant of the owner of the shipyard saw how he went to the sea on the "Leon" frigate. According to the owner of the shipyard, the frigate should still cruise in the waters of Espanyola. Go to the sea, on a global map, there will see a ship with purple sails - this is the Frigate "Leon", take it to the boarding.

The captain "Leon" invites you to go to the side of his admiral. This is Richard Saukins. He also says that their fraternity needs such people as you, and Henry Morgan himself nominated the Admiral of the Coast Brotherhood and no one elected. In addition, the captain "Leon" reports that Steve Linney rests already at the bottom of the sea. Refuse the Captain's offer and kill him. Go to Morgan.

After the report, Morgan sends you in Puerto Princepe, where, according to rumors, Richard Sauquins plans some kind of operation against the Spaniards, which must be disruptable. It hurts the reputation of Saukins among pirates.

In Puerto Princepe, go to the tavern and ask the owner of the tavern about the operation. He will answer that something is really planned now, but Saukins keeps all the details in the strictest secret even from its approximate persons and almost slightly sitting at home. You need to get into the house of Richard Saukins and to paint the documents. Go to the house of Saukins, grab the paper from the table and run from the settlement. Since everyone becomes enemies. In the papers of Saukins, the plan of the upcoming operation against the Spaniards is presented. Saukins became aware that the Spaniards started transportation from Panama of the largest party precious stones. To implement this operation, the Spaniards abandoned the land delivery of jewels from Panama in Porto Bello and swimming Caribbean sea.. Only one battleship Must begged Cape Horn, climb up to fortieted parallels, then minimize the right and direct to get to Lisbon.

Saukins collects a squadron and is going to meet the Spaniard in two weeks at San Martin. It is necessary to get ahead of them and intercepting this ship below San Martin, sink it or take on the board. Go out into the sea and swim to San Martin.

After two weeks, San Martin appears a ship with purple sails - this is your goal. Take the ship to board. In the chest, in the captain's cabin will find a large number of precious stones. All, the mission is completed, you can report to Morgana.

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

Morgan will suggest us to make a campaign on Panama. The Morgana plan is to take a porto porto and on sushi to reach Panama, because Spaniards will definitely not wait for it. Morgan proposes to take the ship more powerful (if the squadron consists of more than one ship, then the rest must be put into port control) and gives 20 days to prepare. For these days, hide people, buy provisions, medicines, weapons, kernels, bombs, gunpowder and back to the morgana.

It turns out for this time, Morgan has already collected a squadron of 5 powerful vehicles of class 1. He gives you a task to perform and take a distance of Porto Bello. Advance towards Porto Bello, attack the fort and capture the city. Go to the governor's house and talk to the governor. The governor turns out to be aware of the plan of the hike to Panama and was ready for your attack on his city and therefore was very surprised by the fact that you took the city so quickly. In addition, he said that in the jungle on the way to Panama you will die. Tell this news to the approached Morgan. He believes that Richard Saukins managed to secretly warn the Spaniards about the plan of the campaign to Panama. Damage Morgan is not going and suggested to divide. You will command the second detachment, which will also be Saukins. You are instructed for two days to land in Darity Gulf and go to Panama. On the way to Panama, the Sauquins must be unnoticed, because Morgan does not want to see him at the walls of the city.

Go out to the sea and get to the Darynsky Bay. Space there. Sauquins will suit you and says that is ready for the upcoming operation.

On the way to Panama, the Spaniards and the local population will attack your squad.

The last fight will be the walls of Panama. Morgan suits and gives a task to find the governor of Panama, because The forces of the Spaniards were depleted by ambushes in the jungle, there was no one in the city.

Go to the House of Governor Panama, find it in the next room and interrogate. According to him, the Gold Escorial is located in a closed chest in the same room, but the key is at the commandant of Panama, who participated in the defense of the city and most likely died. You need to find the key. When leaving the house of the governor, you will meet Morgan. He gives the order to find the key, and himself goes to interrogate the governor.

Go to Fort Panama. There in the prison on the command of the commandant lies the right key, take it and come back to the governor's house. Discover the chest - there is gold an escorial (50,000,000 piastra). At that moment Morgan fits and takes gold with the words that now he will collect gold from all sailors, and in the evening divide it, according to the laws of the coastal fraternity. He also says that the governor could not stand torture and died, however, he managed to tell about another chest, which is from the outside of the fort. Morgan sends you there to check these words. Go to the fort. In front of the fort there is a narrow path that envelopes it from the outside. Go through it, at the end of the path is really a chest, but there is nothing valuable in it. Return to the city.

At the entrance to the city, the sailor meets you and says Morgan gathered from all the gold, immersed him on Galeon, standing in the port, and secretly left Panama in an unknown direction. Sailors refuse to go back with you and continue to rob the city, so you will come back to the ship.

On the way to Darcensky Bay, you will be committed another attack of the Spaniards, but it is not necessary to join them, you can tear them.

Immerse yourself on the ship and head to the port of Piano, to the Morgan residence. The Morgan secretary says that Morgan himself is located in London and will arrive only in a year. Return a year ago to Morgan and demand your share of production. However, Morgan says that the coastal fraternity came the end, he himself is now a plantative, and he bought his forgiveness and forgiveness to other surviving pirates from the English crown for Gold Escorial. The end of the pirate storyline.

Main Quest

To start the main quest game - Quest Games City of lost shipsYou need to pre-perform the so-called quest about the murder of beggars. He is taken in the main city of that country, whose citizen is a hero. (For example, for Yana Spanes is Willemstad).

Oliver Trust will stop you on the street, and will be offered for a reward of 1,000,000 pirasters, kill all the poor on the archipelago. You can both agree, and refuse the completions, it will not affect further junction. Now you should look for the poor (a person in rags, usually sits on Earth, can move around the city) in cities, and talk to them, to know why they are hunting. You need to poll the minimum of three beggars. One of them will send you to the tramp that lives on one of the islands of the archipelago. If it is not in the city, permanently, in the tavern, soon it will be. The tramp suggests that the Governor Curaçao himself is involved in this case Peter Stavezant. Head at Curaçao, Willemstad Colon.

Go to the residence and go to the room (door opposite the entrance), go to the chest near the Round Town. The chest is locked, and you do not have the key. Get out of the residence and go to the tavern. Ask the owner about the keysticker, the Tuber will say you contact the master of keys, Hill Corner, who sits at the table, near the rack. Master of keys, agree to make a copy of the key, from the chest in the residence for a decent amount of money, agree to its offer, and wait 2 nights in the tavern. After that, go to the house to the key. Go to the house. The officer and 2 soldiers will come, kill them and climb the second floor and take the key from the table. Now go to the residence to the chest. When the soldier turns out, discover the chest and take all its contents, the letter (Correspondence of Stavezant with the Dutch West Indian Trading Company) and the treasure. Return to the thread.

It turns out that Teaser Dan really visited the island of justice. You, again, need to go back to Willemstad, to Stavezant and talk to him. The communion in the sweat of Willemstad, go to the tavern and ask the tavernger about the tizer, where Den disappeared, the owner of the tavern does not know, also, he will advise not to climb the Governor General and the Dutch West Indian Company. Now go to the residence and start a dialogue with staplesont. But as soon as you mention the name of the tipser, the governor will be launched sharply. Tell me that they write a book, but really nothing will be able to find out. It is necessary to find a representative of the Dutch West Indian company in the archipelago.

Get to the nearest pirate colony. Reaching the nearest diplomat, ask him about the representative, but the diplomat refuses to name the location of the representative of the Dutch trading company. Name the agent name Oliver Trust, and he says that the customer can be found on San Martin. Swim on this island.

Steering in one of the Bays of San Martin, we will take place in Marigo and go to the house to Oliver, which is just opposite the local Roshovist. After a short dialogue, kill the trust, a visit the corpse and take a letter from the table. From the letter you will learn the location of the very, mythical island of justice, which is not mythic. Return to the ship and enjoy familiar a throat.

The tramp will give you the key of Diffordura, which is useful in the future.

Before going to the city lost ships, Leave your ship in the port control and stop the Tartan. Give money to the storage of the usurist. Officers pick up ships and also leave the port of the port. Since you will lose everything at the entrance to the city.

Swim into the upper top corner of the card. You will go out in the open sea. After the team, I will go roller, and then the hero turns out to be in the city. The sea rages, wild storm. A local resident named George Stokes is suitable for you and says that I have seen the death of your ship. You are the only one who survived. He will enter you a little. The city consists of a variety of unpasicly fragile ships crashes. You are in the Velasco Galleon, in which one of the established criminal clans lives - Narvals. On Barka "San Gabriel" is the second clan - Caspera. Neither the others do not spare anyone who dare to disturb them. Also, Stokes will say that you need to finish the storm to visit the chapter of this place forgotten by God - Admiral Chad Cappeiru, at Warsha "San Augustine". As it turned out, this is the most disappeared caper, which came out three years ago for the prize and disappeared without a trace. And now he is Admiral and the head of the city.

Shoot and jump into the water. You need flute Fernando Diffordur, on which the same chest, which opens with the Diffordura key. The ship has a spill around in the middle. Finding a ship, swing it and go to break. Chest on the right. Stand all your things and quietly go to the admiral.

You will be officially announced by a "citizen of the city." There are almost everything in the city that is inherent in the ordinary port: the tavern, the store, the church, the Roshovist. With a dender, a special story. Everyone will tell you that he is a terrible, terrible man, a warlock. Little obliged to return the amount to him, five times superior to this. It turns out that Brahms gave the soul of Miklaktlektli, the Aztec God of the Dead. If the debt is not returned - after a while, when you go to any location, you will be transferred to the sacrificial temple, in tenochtitlan. God will come to you and take money back. If you do not have them - you can not get out from there. This will happen even after you choose from the city.

Now go to Karavella "Flearon", to the owner of the Tavern Hill Brynnera and ask him about Teaser Dan (the most disappearance of the foot). Everyone believes that he drowned. Hill asks you to be silent about the fact that Teaser managed to get to the Big Earth, because the admiral should not know about it. The law of the city states that it is impossible to build rafts and boats to anyone to float.hill will ask you to go to him later, he must consider the information received.

After some time, come back to Hill. He will appoint you a meeting after twelve at night in his wine cellar (this is one of the cabins on the same ship, you need to go to the deck and go to the vessel's feed). After the conversation, you will need to visit the flute "Fernando Diffordur", where the teaser often floated. Hill is needed evidence of your rightful.

Now your task is to find in the city of Andre Laboe, Carpenter. According to Brynner, he helped Dane to build a swimming agent. Laba appoints you a meeting in the cabin Korvette "Protector". Carpenter betray you. He cites a policeman. Kill them. Tell us about what happened Hill. He offers to check the traces of the crime and substitute one of the clans, namely "Narvalov". To do this, we need to put one of the "Narvalov" in the nasal part of their base (Velasko galleon), take the clan amulet and attributed to Admiral, and, thus, to take suspicion of murder from you. After completing this, you will be charged with destroying all "Narvalov". Officers will be given to help. Killing everyone, go to the barrels opposite the entrance. Between them lies an ordinary key for chests. Report Admiral about successfully completed task. Now go back to Hill Brynnera and tell him about what happened. He will ask to go later. Take a few days in the tavern, then go to Hill. He says that today at midnight in the tavern there will be a meeting of a capper with a certain face. You must overhear the conversation, hiding behind the column in the wine cellar (stand up sideways and do not move, otherwise you will find you). The information was really very important. It turned out that Kapper and the leader of the Casper clan (and it was he who) in one bundle. It turns out, it's not you admiral, and he covered you around the finger. Your hands destroyed Narvalov. In addition, they mentioned some mechanics. Notify about Branner. He will express his thoughts on this and try to remember who already lived here before him. It is necessary in order to find out who this mechanic is.

You won't know anything else from Hill. After some time, he was killed. The waitress of the Tavern Armo Düins will tell you that she found the corpse of Brynaner in the wine cellar, and noted that before the death he asked her questions about a person who lived here before him.

Go to Admiral. He will say you do not climb into this business. Try to find the oldest residents of the city. One of them is Cecil Galad, living in Eva Galleon. Going to her, you will see three "Casper" trying to kill the unfortunate woman. Kill them and get information about the mechanics as a gratitude (if you are not able to save an older lady, everything will tell Orel Bertin). His name is Henrik Vecher, and it was he who came up with the way to fasten the ships of the city. It seems that Admiral isolated it in Barka "San Gabrielle", on the basis of the Kasper clan. It is necessary to get to it. You will have to destroy the entire clan alone.

Talk to Henrik. It turns out that the city is held in total on the three cow of ships and any storm can be destroyed. Fortunately, he has a ship to float from here. But: first, he will sell it to you, and only for one and a half million, and secondly, the vessel should still be released from the debris. But this can be done only with the help of a gear, which Henrik dropped into the water. Your task is to go down under the water in a special costume (you can only do this from 10.00 to 19.00) and get a gear. The air supply in the costume is only six minutes, and under the city there are creepy voracious creatures.

The costume hangs on the wall inside the platform "Phoenix". He dresses (and removed) automatically, you just need to approach it.

Go down to the water. The location of the gear is generated by chance. You will have to fight with huge crabs. Only a saber will be able to fight. You can't fly either, and time is only six minutes.

Finding a gear, come back to the mechanics. Corvette needs to provide all the necessary swimming goods. These are kernels, a cart, a knapy, bombs, canas, medicines, boards, provisions, powder and weapons. Go to the waitress of the Tavern Armo Dulin. So, the shells for guns can be reached by the hoses of the houses. It is Lea Tors, Eagle Bertin, Alice Taylor and Eliza Calvo. Elise will be needed with a lute, 10 vintage and 3 bottles of wine, more - 10 salt bags. Provider, boards and sail you can buy from the store owner. Drugs will give you Padre Angel. For gunpowder and weapons, you need to contact the policeman John Workman. It will help with the condition: pick it up with me.

It remains to gain a team in the amount of 15 people. Having finished the set, go to the mechanics, the storm has already begun. But he was arrested Kapper. It is necessary to rescue the scientist.

Go to the residence. Mechanics are not here. He is in prison at Tartarus. Run there as quickly as possible. Unfortunately, the burden will not be able to release - it is in a cage, and there is no key to search for time. The mechanic will send you to the second mast Fernando Diffordur Flute, to the very place where the Teaser Dan hid his chest.

Swimming up to the specified place, go to the open sea through the "Open" icon. The quest is completed.

to be continued...

Genre: Rpg.

System requirements: Windows XP (Rus), Pentium IV 1.5 GHz, 256 MB of RAM, 64 MB 3D video card (level GeForce 4 and above, except built-in and MX series), sound card, 7.2 GB of free scene disk, 24x CD-ROM (8x DVD-ROM), keyboard, mouse, DirectX 9.0c and above

Technical problems

Does the GPK work under Vista, Windows X64 and any non-Russian version of Windows?

It works, however, it is not about official compatibility. In Wasta, if there are sound problems - place the "secure mode" in config.exe.

Brakes in the game and departures

1 Make sure your computer meets the requirements of the game.

2 Disconnect the antivirus, firewall and other unnecessary programs. The fewer programs - the better. This is especially true of such a program as a pantosvitcher - problems are guaranteed with him.

3 Update the drivers, especially if you have standard and installed accordingly, together with the system. In general, in the game itself the video settings is not enough, so you will have to set up for the most part already in the settings of the video card itself. Also, do not forget to update the drivers for the sound, especially if you have "97, otherwise you also have a" stuttering "sound, among other things, will be.

4 Install the last DirectX.

5 Reduce the graphics settings in the game through the config.exe file, which is located in the folder where you have the game.

6. Enter the paging file, if necessary. My computer\u003e Properties\u003e Advanced\u003e Speed\u003e Advanced\u003e Memory.

7. It is possible in your system there is no set of sch and other libraries. In 64-bit OS, they are not installed by default, go with software. Copy legend.seaward.ru/forum/index.php?Act\u003dattach&type\u003dpost&id\u003d12968 to the game directory where the exe files are.

8. A combination of Save / Load is often used (especially when the desired result). In this case, the game can "fall" when changing location. The solution is to restart the game from time to time.

9. There is an opinion that the game is unstable working under SP2.

10. Check the system for viruses.

11. During the game, an Internet messenger is enabled with the message output option over all windows.

12. A combination of Save / Load is often used (especially when selecting the desired result time 50-100), which due to the features of the engine can lead to departures when unloading a new location. To avoid this, after a large use of this combination, restart the game.

13. Try to create in the folder with the game START.BAT of the following content Start / Affinity 1 Engine.exe and run the game with it.

How to set permission in the game for a widescreen monitor?

Open any text editor the Engine.ini file in the game folder and set the desired permission manually. Do not forget to make a backup.

False definition of emulators

Patch fixes false definition of emulators If you are mounted by Raidmassive on Intel's chipset. Unzip into the folder with the game, replacing old files to new patch. help.starforce.ru/corsairsairs_rl/corsairs.rar as a false definition of emulators can occur if you have an alchogol emulator 120% installed and the option "ignore the media type" (Ignore Media Type) is active. Disable this option and everything will work. If the emulator is not installed, but the error still happens, then you once deleted it, but the driver remains from the emulator. They work and need to be removed. There is another option - install the emulator again, deactivate this option and play health.

The video card is not defined in config.exe, the "primary video adapter" and no choice options are written.

"Primary video adapter" is your video card by default, so nothing is scary, just unusual a little.

What denotes the "postprocessing" option in config.exe?

The inclusion of postprocessing smoothes sharp edges, corners and transitions in the picture, but requires additional resources, so that on a weak system, performance can fall greatly. So if there is a brake - better turn off. However, there is an opinion that it is this option that it becomes very adversely affects the game, and that it is better to disable it, but forcibly adjusting smoothing in the video card settings.

Unavailable screen settings

Screen settings work only in full screen mode.

The game is buggy when folding in Windows

If you want to use the ALT-TAB combination (for example, when hacking through Artmoney), you need to run the game in the window mode. To do this, you need in a folder where the game is installed, to find the file config.exe and make the appropriate amendments there - remove the check mark near the inscription "full-screen mode". The desired permission can be set to Engine.ini in the game folder.

I launch the game, the skull is spinning on the screen ... and that's it!

Problem with codecs. Especially often such a problem is given by the super-mega-codec pack (especially problems with FDDShow), so it is possible to figure out a bit with them, or simply delete, or turn off the option like "to use always" (depending on the pack). Easy to play video in the game codec is on the game disk. If for some reason you do not want to demolish the installed Pak codec - delete the video in the game folder.

When running the battle, the SHIFT key switcher is always triggered from the first time.

The reason is the specificity of the frequent pressing of the SHIFT key in Windows XP and older. Solution - I press the SHIFT key until the Accessibility Options window appears. - In the window that appears, press the upper settings button (settings of the keys. Use StickyKeys) -in-in the window that appears, remove the upper daw (USE Shortcut) - Click OK before exiting the settings.

How to add a new character to the game?

In the folder with the game ResourceInitextsrussian lies the file, Herodescribe, it gives all instructions, how to create your new character. To simply add more Persians, it is enough in the same file to change the Hero_QTY parameter (3), you need to set the parameter 18. New model classes can be found in modifications.

How to view textures and edit them?

To do this, you need a Convertor TX utility. In the right window, choose the desired texture, in the left, specify the path to save.

I can not configure buttons to control in the game.

If for some reason you want to configure the control keys, which in the game is not configured (the key is already busy), then on your own risk (TCs you can overdo it and conflict the conflict combinations of the buttons - one press 3 actions) climb the folder with the gameSoSOPTIONSOPTIONS Look for controls.primaryland.chrforward \u003d Key_w text editor (NotePad and TP) and change what you want some VK_UP arrow to vk_right - right vk_down - down vk_left - left vk_insert vk_delete key_w - and dd letters (keyboard buttons with letters) See in the file - they are there. Important: There should be no conflict intersection with system buttons (for example ENTER and ESC)

After installing the game and write a protective code from the disk when you start the game, the following appears: ATTENTION! The product time without a disk in the drive will soon expire. To re-activate, you will need to insert a license disk into the drive and restart the application. The validity of the application is limited: 2 days left. 23 h. 55 min. The expiration time: December 2, 2007 21:22. The number of launches of this application is limited: 12 times left (including the current start).

This is a new checkout system in Starfors. Now you can run the game without having a licensed disk in the drive. After the specified time or the number of launches is elapsed, it is necessary to insert the disk again and click the "Check" button. After that, you can start the game without a disk. In the event that the check does not work, send a log with an error in StarForce, they will give a link to the necessary fix.

Runtime Error!

1. Install the game to the default directory, especially if the path to the game has folders with the name in Russian. 2. Do you have a licensed version or from torrent? 3. Incorrectly installed the patch or installed it twice.

WRONG Script Version.

This is a failure of the failure between the version of the game and the NO-CD version. Check that everything matches. And you first need to install a patch. But only then No-CD. On the licensed game, with the start using the original disk with such an error you will not come across.

Gaming questions

How to seize the salts of Royal so as not to fail the French ruler?

To put on it a minimum of the team, to get into battle and order the enemy ship to take an enemy ship on the board. Of course, the enemies are capturing it, our task will simply discourage him back. Then make the SG with your flagship and perform a ruler, the ship will now not take place.

Is there a combat claws in the Code of Civil Code and Castet?

No, they were removed due to changes in the fencing system.

I took a loan to the Code of Civil Procedure, it will still take off. But how to return now?

Either return in a fivefold size, or boot from the earlier Save without a loan.

Is it possible to capture pirated forts?

No, you can capture only cities belonging to other countries.

Where to find representatives of the West Indian company?

In any of the pirate settlements.

I can not find the key Admiral, where can he be?

His location Randomno. Carefully search for ships decks, some of them have nasal parts in which you can go through the interior.

How to wear musket?

In no way. They can only arm one quest officer.

Health fell and is not restored!

In the usual way (to sleep in the tavern, sailing on the global map) is restored if the letters of health of gray, if the letters of gold color, will have to look for help in the church.

Is it possible to pass an English ruler?

No, it is not in the CCP, although the ability to purchase an English patent is available.

I play for Blady, what to do with "Sinko Liagas"?

Since the ship at the beginning of the game on the characteristics is not available to the GG, it is better to leave it in the port control or transfer to the officer. I do not advise selling - the ship is unique.

I play for blade, the officers are asking just an incredible amount of salary!

Pitt, of course, the money that he asks is worth - where else will you find such an officer at the level 1? Well, a lot depends on the level of complexity, many complained that they had nowhere to give them money, so they got ... Hide a good treasurer and acquire items that increase the credibility and trade. If you continue to swim on Sinko Liagas and you have in the skills of minus, then on the night for the first number (the day of salaries) you need to transfer to the ship suitable in terms of level.

Where to look for stones for a usurist?

Looking along the paths, walls, on the bodies, along the edges of locations. Look carefully on Earth - usually these stones are well noticeable.

Purred a pirated line, came to the governor, and he sends me away :(

There are 2 options - either to pass a national line before passing a pirate, or before going to Panama Moguran will offer to complete things, here it is just possible to temporarily postpone pirate and return to the national ruler.

Morgan escaped with money after capturing Panama, what to do?

Alas, you were just deceived. It is necessary to swim in Port Royal and talk to the secretary of Morgan, who will explain that Morgan went to Europe and returns only in a year. A year later, you can visit Morgan, but you will not see money.

When I play in the tavern, then the feeling that the computer is sculpted - he has poker all the time!

Well, it is possible that you just have a very low luck, well, or in front of you really sits a rogue, try to talk to him after the game, an extra branch may appear in the dialogue.

I was offered quest "Blue Bird", but I refused because of a small level.

The second opportunity to get this quest will not.

Character development

What is Pirates and with what they eat :)
Those who at one time played Addon PKM: this system is known as S.p.e.c.i. L., and all that you know from there can be used now. This system allows you to create a unique in its characteristics. Each characteristic varies from 3 to 10 points, and everything is given 42 and your task the best way For yourself to distribute them. That is, think about how you would like to see your GG - let's say a good skipper, a merchant or a professional fencer, and on the basis of this, distribute skills. That is, let's say for the skipper you will need first navigation - it depends on perception and training and so on. There is no single solution here how many people are so many opinions that it is better to choose. My personal opinion is better to create a GG station wagon than having a narrow profile (that is, some skill raised to 10, and some have very low values).

What does the character class mean?
Available class 3 available: adventurer, merchant and Corsair. In contrast to many other RPGs, this difference is very conditional and affects only the initial distribution of skills and property, with which the player starts.

Rank Hero.
The character level indicator in the game changes depending on the character acquired by the character. With raising rank, the life of the GG is also increasing, depending on endurance. On receipt of perks (abilities) rank does not affect.

Perks Hero
Perks are an additional hero's ability. They are divided into 2 groups - personal and ship. Accordingly, each group of these skills has its own threshold experience, to obtain the next perk. Before choosing a pepper carefully read what it gives and decide what is more important for you at the moment. Some peppers can be "closed" with the help of officers who are appointed for a suitable position. But this applies to those perforats that work automatically.
If you swing uniformly personal and coastal skills, then the peppers will be given less frequently.

Is it possible to get all the peppers?
If you have a learner of 10, then you can collect 20 personal perks, but 37 shipments do not get anywhere else.

Why do you need reputation?
Reputation is a kind of index of your popularity in the Caribbean. Itself low (negative) or high (positive). Depends on your actions. And already from your reputation depends on other characters of the game react to you. Moreover, the reputation has a property gradually strive to mark the "ordinary sailor" in the event that you do nothing, the good falls faster, bad rises slowly, respectively.

How to download skills?
The general rule - how to get it, then pumps out :)
AUTHORITY
Swing when you command people. Suppose, they took the ship to the board, captured the colony or perform some quests, such as the quests of the Roshovshchka for the return of debt, delivery of goods, and so on.
Light / Medium / Heavy Weapon, Pistols
It's simple - what a weapon in your hands, that skill and increases. Weapon description see its properties, the type is indicated there.
LUCK
Play gambling - with each winning the luck increases. In addition, each successful volley of the ship and a successful fight affect.
Secrecy
1. Trade with counterfenders.
2. Sneak into a hostile city and spend the night there in the tavern, and in the afternoon walking before the guard. As an option - to buy yourself a trade license, then the security is not exactly noticeable for you. The main thing is that the flag is hostile to the city, so come in this case through the bay.
3. Good sailing under a stranger flag.
4. Unsuccessful walk before guarding the hostile city.
5. Cheating Ozbov.
NAVIGATION
1. With the sea.
2. In the storm, especially if you direct the ship against the wind. Dear is certainly a way, but then the recession and the help of the team.
3. The map does not swing.
Accuracy / guns
Ship guns are not for decoration :) shoot more often and more accurate.
BOARDING
Here it is from the name.
PROTECTION
Abordaji and sea battles.
Pochinka
Refer ship to shipyard either to the sea (in the hold there should be boards and sails).
TRADE
Buy / sell products / Personal things in the store. When trading with counterfenders, the level does not increase.

I met a man, he told me that there were teachers who can increase skills for money
Such teachers are really in the game, but it is almost impossible to meet them. Look for such a city in stores, churches. In the houses and on the street of the city they are not for sure.

Artifacts and all that
Some items in the game have an enhancement property or lower certain properties. Carefully read the descriptions of items and do not put any nastiness, like shoes and cormorants in your pockets. The artifact works only when the GG carries it with him. In the case when the skills of the GG reach a maximum of 100 points, the artifact affecting this ability will not act on it, so you can sell it, give it to the officer or just put in the chest for a long memory;)

Geographical questions

I can not find the settlement I need.

Buy geographical map The merchant, on the global map, will slow down and press TAB to look around. Just because the real geography of Carib is preserved in the game, you can even use a real card.

Where is Fort Orange?

On Jamaica, the port is not there, so you have to go on foot. It is advisable to have a map of Jamaica.

Where to find Maine?

This is not an island and not a city, but the name of the coastline of the mainland. Look for in the West and south, there is no single card, but you can buy cards of individual parts.

Where to find Belize, Santa Catalina, Porto-Ballo, Panama, Cartagena, Maracaibo, Caracas, Kuman?

All this city of Maine.

Where is tenochtitlan?

Buy a map of pearl crafts, and see and clearly see.

And how to get deep into the mainland?

In no way. If you go to a certain location, but got into a dead end, which means you need to go back and search another path, most likely you just did not go there.

All settlements are not displayed on the global map..

Some settlements are far away in the jungle, so they are not visible from the shore :)

Where to find gpk?

Swim in the area specified to you and wait for the storm (of course it all during the quest), then use the "Swim up".

Questions citizens

A complete list of questions - answers to gPK game And partly in the QL:

1. What is the name of a group of cables fixed in the drilled forefront of the Marse platform and passing through a special block at the stagge? Tip: Need to avoid lapty Marseille about straps and engagement for Mars.
anuput
2. Call a small wooden barrel for fresh water reserves?
ankerok
3. What is the name of a wooden cylindrical shoe with a brush, planted on an antisode, serving to clean the canal tools from powder nagar?
bannik
4. What is the reinforced range of the external sheaving of the vessel body over the waterline?
barhout
5. What is the name of a piece of cable, covered with skin, with which the Rei or Gafel is held in the girth of the mast or wall?
baifut
6. What is the name of the bandage of two cables with a thin cable or lines?
seizing
7. What is the name of the transverse bulkhead in the nasal part of the sailing ships.
bicted
8. What are the transverse links of the vessel who serve to maintain decks connecting the opposite side branches of the splits and the cross-shy strength?
bims
9. What was the antique rowing warship with two rows of cheer?
burma
10. What is the name of a wooden cabinet on the deck of a ship for fixing cables?
bitt
11. How is a small mast on a bushprite, carrying a ray with direct sail?
blind-stemp
12. Name the sail that is put under a bushprit.
blind
13. What are the horizontal mast trees that have fastening only at one end? I can suggest that they serve to make sails overboard, scorching and hanging boats.
boxhans
14. Name the harassment tree serving the continuation of the walls.
brah-wall
15. What is the name of the tower of bike rigging, which serves to turn in the horizontal plane?
bRAC
16. Name the device with a horizontal shaft for lifting anchors and cargo.
windlass
17. What is the name of a powerful cable that serves to hold the ship tool when rollback?
trousers
18. Name an additional sail that is fixed with the lacing directly to the main one.
bonet
19. What is the name of the cable that serves to pull a straight sail side sideways to the nose during the ship in Beyderend?
bowline
20. Name the third bottom of the straight sail on the mast, which is placed between Bram Rey and Mars Rehey.
brahmstel
21. What is the name of the powerful rigs of standing rigging, serving to hold the mast from the sides?
vantha
22. Name the cable attachment of a bushchprit with the terrests.
water Voyling
23. Name the auxiliary ship anchor, who serves to remove the vessel from Mel.
verp
24. What is the name of a rounded tide on the execution of the gun?
wingrad
25. What are the thin cables, entered across the VANT and serving steps when lifting on the guys on masts and walls?
cholenies
26. Name a metal hook attached to the end of the cable, which serves to lift the boats, cargo and much more.
gak
27. What is the name of the flat part of the vessel's forage tip on which feed lights are installed?
gakabat.
28. Name the tackle of bike rigging to pull the skot of sails to the nose.
tack
29. Name the inclined rangowed tree for fastening the top charter of the trisel.
gaff
30. Name the measure of length equal to one tenth sea mile.
cable
31. What is the name of a linen bag with a porch charge?
kartuz
32. What is the raised part of the upper deck in the vessel's stern?
quarterd
33. Name a cone-shaped piece of solid wood inserted into the node so that the latter does not delay.
clewant
34. Name the braid triangular sail attached to the tackle coming from the mast to the bushrite.
jib
35. What is the name of the hole in the vessel for anchor rope?
hawse
36. What is the name of Marseille Bizan-mast?
cryssel
37. What is the name of an additional sail in the form of a trapezium that put on the outside of the direct sail?
studdingsail
38. Call the soft cable to which the edges of the sails are squeezed.
littros
39. What is the name of the cargo serving to measure the depth?
lot
40. Name a person measuring the lot of depth, and therefore the characteristic nature of the coast.
pilot
41. What is the name of a round, checked hole in the sail?
lover
42. Name the second from the bottom of the straight sail on the mast, which is placed between Mars-Rehey and the Lower Reen.
marseilles
43. What is the name of a wooden nail?
nog
44. What is the name of a wooden cabinet, where is the compass, lamp and hourglass are stored?
binnacle
45. Call the cables to which sailors get up while working in the rim.
perth
46. \u200b\u200bName the topmost timber on the Falsebort of Deck Ships.
gunwale
47. What is the name of the horizontal series of strings, which have been crossed through the sail that allow you to reduce its area?
reef.
48. Name the ring of anchor, for which the anchor rope is attached.
rim
49. What is the name of the frame that serves to connect the composite parts of the mast?
crosstrees
50. Name the nest in which the mast is inserted with its spurs.
pRESS.
51. What is the name of the harassment tree that serves continuation of the lower mast?
topmast
52. Name the braid sail of the triangular or trapezoid form, which is put at the Stage.
staysail
53. What is the name of the ship ointment to protect the bottom of the vessel from the woods?
tir
54. Name the oblique trapezoidal sail, the upper charter curtaining to the hafel, and the lower stretching geek.
trysail
55. What was called a combat rowing ship in Ancient Greece With three rows of cheer, whose main weapon was a ram?
trier.
56. What was called a combat rowing ship in Ancient Rome With three rows of cheerful?
trireme
57. What is the name of the harassment tree that serves as a continuation of Bushfriti?
sorrow
58. Name the tackle that serves to lift some races, sails, signal flags and much more.
fal.
59. What is the basis of the continuation of the side above the open upper deck?
bulwark
60. What are the cylindrical tides called with which the weed sight can be installed in height?
tsazfy.
61. What is the name of the upper deck in the stern part of the sailing vessel, where are the driver officers and compasses are installed?
shkantic
62. What are the broad boards, laid horizontally along the sides for the passage from the tank to the shkes?
waist
63. What is the name of the tackle, pulling the lower corner of the sail in the direction of the vessel's feed and the retaining sail in the desired position?
sheet
64. What is the name of the transverse connection, forming the edge of the vessel case?
spand
65. What is the name of the loop of the cable, which is formed during the applied of it around any object?
shog
66. What is the name of a large cylindrical spoon for the separation of the gun, that is, to pull the kernel and the card?
shufla
67. What is the name of a wooden connecting rope with two holes, which serves to connect the composite parts of the mast?
ezelgoft.
68. Name a round wooden block without pulley with three through holes for tensioning stalls and want.
yufers
69. Name the main product of commercial exports in the Caribbean in the early middle of this century.
sugar
70. Name the main product of trade import in the Caribbean in the early middle of this century.
slaves
71. Name full name The first Dutch navigator who has made around the world swimming?
Oliver Van North
72. What was the first factory of Dutch West Indian company in America? It was founded in 1626.
New Amsterdam
73. Which English poet, pirate, seaside captain, the colonizer of Virginia and the fan of Queen Elizabeth I was executed (through the clipboard) in 1618?
sir Walter Reilie
74. Who was the first of the pirates to portray on his flag skull with bones?
Emmanuel Winn.
75. The name of the ship on which Magellan made around the world swimming?
Victoria
76. The person who has committed the third world swimming.
Thomas Cavendish
77. The name of the admiral of the defeating pirates on the Mediterranean Sea and destroyed their kilicia base.
Gna Pompei Great
78. Name of Francis Drake ship.
Golden Lan
79. The island that Columbus called Santiago.
Jamaica
80. The nation that the first began to build the type of vessels "frigate".
France
81. The first English city on the coast of America.
Jamestown.
82. Francis Drake Renamed to Golden Lan.
Pelican
83. Year of birth Henry Morgana.
1635 year
84. The year of the death of Francis Drake.
1596 year
85. The first English city inherited by the Spaniards in America.
Santo Domingo
86. The regulatory act, which in 1494 divided the new light between Spain and Portugal on a 50-wing latitude.
Tordesillas Agreement
87. Name the full name of one of the first well-known English capers who received the blessing of Elizabeth I on the fishery. Contemporary Francis Drake.
John Gaucins Hokkins or just John Hokkins

The city of lost ships is the strongest game with many game opportunities and development paths. Tens of tasks, both random generated in the game process and fixed - national rules or single tasks, such as the task of the city of lost ships. This is a huge variety of opportunities, by all other things, manits the fact that the universal character development is simply not.

On this, I say in advance that everything that is written here is only tips. The choice is still yours..

Let's start?

About the place of action and nations

The Kariba pool of the XVII century is primarily the field of the battle of great European powers for large colonial wealth. Opened in 1493 America, Columbus - simply did not imagine - which minus of a delayed action he plays under world order. The first, with full rights (in 1493, the Pope Alexander VI signs a decree, the main content of which was the division of the undeveloped world between Portugal and Spain, America was almost entirely in Spain), the Caribbean is mastered by the Spaniards, monopolizing sugar, coffee and gold mining. It is not surprising that such a wealth attracted the attention of both European powers - England, France, and later, who became independent, Holland. However, the struggle with Spain, who owns almost all the Caribbean - is not a lung case. As a result, the total in England, France and Holland, accounted for about a third of the West Indies (so called the Islands of the Caribbean Sea).

So, 4 nations are available to the game: England, France, Holland, Spain.

Let's start?

Let's start?

Selection of a nation is one of the key aspects affecting the beginning of the game. Specifically, this choice will be available different number of ports, which can make it difficult to move through the caribbeans. On now, I built a kind of scale on the attractiveness of nations, according to the principle of comfortably the game for a beginner or merchant.

The most successful choice for a novice player or a player - a merchant will undoubtedly become Holland. Peaceful nation, rejected thanks to trade. At the time of the start of the game - Holland in the world with France and Spain - and this is the whole main (continental part gaming Mira), Cuba, Espanyolla and a few more islands. The richest space for trading or mastering the game world.

In second place for convenience, the game is worth Spain. Spain in the world only with Holland, which compared to the latter reduces the number of islands to which you can sail to a small proportion of French colonies. Being a Spaniard - you can feel yourself to the owner of the Carib, which raids along the coast of the South Maine or Espanyollah (on which the French Colony also stands).

The third place will rise Francewhich is in the world with Holland and England. The French get a third carib for mastering.

Well best country for capers as you can see England. British Enemies Spain and Holland. All Maine is fully ready to capture.

Let's start?

Pirates.

IN role-playing system Games 7 main characteristics, 14 skills and 4 dozen personal and ship skills of the hero. Let's start in order.

Characteristics
First - in general. Each characteristic affects the initial value of the skill and on the experience threshold, which must be overcome, to go to a new level in the skill. In addition, skill learning influences the experience threshold in the growth of rank and receiving skills, as well as on the experience threshold in every skill. From here it follows that you need all the characteristics, is it so?

Let's start?

Let's start?

Power (P) - affects the initial health of the character, as well as on the maximum allowable weight, and hence the conclusion that it is impossible to throw it in any way. Each unit of force adds 10 feet to portable weight. And if you are not going to carry with you all weapons of games, then 5-6 units of strength will be more than enough for a comfortable game.

Let's start?

Perception (I) affects ... Yes, no matter, in addition to navigation growth, does not affect. And hence the very simple conclusion. 3 units in perception will be enough. The liberated glasses are better to send to the most valuable reaction or good luck.

Let's start?

Reaction (R) - Here it is, the main skill for any fencer, because it is this skill directly determines the level of the character's energy. Each response point adds 10 units into energy. And then the decisive value has what you wake fencing. A light weapon requires less energy, but they can not kill the enemy from two blows (medium weapons, as for me, is not worth attention at all or energy - either damage). So, for the fencing with light weapons, there are enough 5 units in the reaction, but for hard it will take at least 8 (and that I would not say that with 8 comfortably fencing with heavy weapons).

Let's start?

Leadership (a) - determines the number of officers that can hire a character. According to the formula N \u003d A * 2, where N is the number of officers. At the same time, the officers on ships in port controls are not involved in the calculation, or be the governors in the colonies. Also not taken into account and free capers, which can be found in the tavern. And hence the question, why many leadership, if a good third of all officers can be hired with any number of officers? 4-5 units, no more.

Let's start?

The learner (T) is a key skill that determines the speed of the character's development in this game. With a maximum trainee to obtain a rank, it is necessary to raise the skills in total 25 times, for the receipt of personal or maritime skills of the hero 30 times raise personal and marine skills accordingly. For a sufficiently comfortable game (personally) there are 7-8 units in trainee.

Let's start?

Endurance (E) - determines the initial number of lifetime points and their increase over the level. And also affects the maximum allowable weight to transfer the character. Accordingly, keep in mind that only the odd endurance values \u200b\u200bare worth. Otherwise lose more than get.

Let's start?

Luck (s) - any gentleman good luck is needed. The most important thing is that luck as luck affects the likelihood of finding useful things in chests and treasures. Will you go with a small luck? Collect the collection of cormorants. But the maximum luck is also not needed, because high levels Luck still has more importance than luck. 6-7 Allenitsa is enough.

Let's start?

How to develop skills and what do they give?

Let's start?

Personal skills refer directly to the character, and accordingly, to fill the gaps in them only with the help of artifacts. Do not hope for officers, download yourself.

Let's start?

Authority, as it should be, affects respect for the character. The higher the authority, the greater the sailors can be hired in the tavern, you can pay the officers and above the chance of passing the captain of the enemy ship.

Authority develops in several ways. First of all, this is the tasks of the governors. Secondly, authority grows himself when you hire sailors in the tavern or kill your opponent or win sea battle. To think about the growth of authority with an active game - it is not worth it. Grows himself.

Let's start?

In general, fencing in this game is probably worth paying a separate post. Above the text I have already expressed about different types Weapons. It's time to paint everything in detail. In fact, weapons have 3 characteristics: minimal damage, maximum damage - which can be seen in its description - and energy consumption for the blow (generally speaking, there are different, but I generalize), which is hidden in the type of weapon. However, even in a weapon of one type, the energy consumption for the blow is different (compare the blow of the dagger and rapiers - both belong to the class of light weapons). You can fenten with light weapons longer, but its main problem is that it is impossible to kill the enemy from a couple of clinches waving, and the enemy can be treated. Therefore, fights are delayed. Faster than the opponent can be cut by heavy blades, it is especially good to achieve after a shot of a gun. And the mean between this ... In general, it is only for those who have points in the reaction for heavy weapons lacks. Or fight for a long time, or quickly, but of course everything is your taste.

The easiest way to split the weapon in the taverns on duels - 1-2 enemy, not very strong. True, Glory crawls quickly and after the second tavern to fight no one with whom. Everyone is afraid.

You can go to the nearest cave, but as soon as you bloom on high-level skeletons - run, plus - a very large chance to shower poisoning. And of course, any fight is always at your service.

Let's start?

Everything depends on the pistols if the charging is enabled and much if it is not. The shooting shooter is able to kill the enemy from one shot. This applies to opponents. Run circles - wait for the enemy's shot, and only then join the fencing duel. The higher the skill - the more damage and the accuracy.

Develops very simple. - shots.

Let's start?

As already mentioned - what pirate without good luck? Needed everywhere and always. The bullet will fly by, the ship of the enemy will split into a pinch from a critical hit, there will be no cormorants in the treasure ...

Growing always and everywhere. But purposefully download the game in the bone, you can make money ... (It is the bones, the chance to win in them depends not only from the computer - but also from you personally, and the cards are pure luck).

Let's start?

Stealth is needed in smuggling (there is no patrol and ships in the bay) and when penetrating into the enemy city. Under the friendly nation, the flag can be poured directly into the port.

Swinging in the same cases as needed.

Let's start?

The main difference between the marine skills from personal in the fact that the imbalance in their development can and should be closed with good officers. Not enough navigation level for frigate - hired navigator! We want to earn trade - treasurer at your service! And hence another conclusion - at the initial stages of the game without officers very, very hard.

Let's start?

Let's start?

Navigation is the most important skill for any pirate. If the navigation level is small to manage your ship - your character will receive significant penalties to the characteristics and skills. If the level is high, then more speed and maneuverability can be survived from the ship.