City of lost ships quest for france. Passage: French ruler. Pirate storyline

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

Storyline for Peter Blood

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

You will appear in hard labor. April 1, 1665. Jeremy Pitt will inform you that Colonel Bishop wants to see you. Exit the room. Talk to Colonel Bishop. Go through the houses, you may find something useful. But do not take your weapon - the guards will take it away from you when they meet. Leave the plantation and run along the path to the right. You will find yourself on the streets of Bridgetown. Head to the Governor's Residence. You will have a talk with the governor sitting at the table, go into the door near him and go up to the second floor to the bedroom of his wife. Talk to Mrs. Steed. Talk to the governor. Tell him you went to look for Mr. Dan and you need money to buy the medicine. Take 1000 piastres. Go outside and turn right. There you will find Mr. Dan's house. Dan himself is not in it, but there is your competitor - Dr. Wacker. He will ask you to come to the tavern the next day for an important conversation. Leave the house and you will meet Mr. Dan. Tell him you came to get medicine from the governor's wife. He will give it to you completely free of charge. Return to the residence and give the medicine to Mrs. Steed.

You will appear in the tavern the next day. Mr. Wacker is gone. Ask the innkeeper where you can find Dr. Wacker. Head to the tavern room. There you will find Dr. Wacker, who will promise to give you a loan of twenty thousand piastres to help organize your escape. Return to the plantations and find Jeremy Pitt. Tell him that he is the only navigator and the fate of the escape depends on him. After he agrees, you will need to find three slaves: Hagthorp, Ogle and Nicholas Dyke.

Nicholas Dyke will tell you that Colonel Bishop wants to sell him. Talk to Colonel Bishop. You will find him at his plantation residence. Head to the tavern and have a drink with one of the drunks. He will tell you that an important merchant, a friend of Colonel Bishop's, has recently arrived in the city. This is probably Vernon. Find his home. Exit the tavern to the right, pass by the house of the moneylender you need before the next one. Wait for Vernon to go up the stairs and search the chest that is directly below it. Take everything that is in it and go outside. Talk to Nicholas Dyke and inform him that the deal will not take place and he can calmly prepare to escape.

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

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

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

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

He will be scared and will give 55,000 piastres instead of 30,000, although this will negatively affect your reputation. Now you can either nobly return the money to the moneylender, or leave it for your own needs. Now that you have the required amount on hand, return to the tavern and talk to the carpenter at one of the tables. Exit the tavern. A soldier will approach you and order you to go to the plantation. Return to the plantation. On the way, Nathaniel Hagthorpe will meet you and report that Pitt was captured by the guards. After the conversation, you will find yourself at the gates of the city at night.

Run to the plantation. You will need to sneak past the guards to the edge of the plantation and take a weapon from the chest. Please note that each guard has its own patrol zone. The visibility zone in the dark is small, so the main thing is not to pass directly on the path they follow. Get to the longest white building. In the corner of the plantation closest to it, you will see a pile of logs and planks. Among them is a chest with weapons. Unfortunately, you only have to be content with a saber and a few healing potions. Fighting the guards is almost useless. near the colonel's house you will see the captured Pitt and two guards near him. You will see the guards somewhere around the corner and deal with them. Then talk to Pitt. He will say that Natall escaped on your sloop.

Now leave the plantation past the guards, trying not to engage them in battle. Enter the city. kill all the Spanish guards, luring them out one by one, and a lady will come up to you to thank you for saving her. She will tell you that the Spaniards took over the city. Head towards the shipyard. Sail the shipyard on the side of the sea and find your comrades. Swim to the ship. Climb onto it and kill the guards. Then go to the cabin and fight one-on-one with the captain. The ship is yours. Exit the cabin and talk to Pitt. Talk to the team. Only Ogle will agree to serve you faithfully, the rest will ask you to drop them off at the first port. This is where the uniqueness of Blood's storyline ends.

To start the national storyline in the game, you need to obtain a privateer patent (if you want to go through the pirate line, you need to talk to Morgan at Port Royal). To do this, you need to complete about 10 small orders from the governor of the city belonging to the line you need. Described below possible options these tasks.

1) Destroy a gang of thugs in the jungle. Run through the jungle, find a couple of thugs, destroy them, soon you will come across the head of the gang. Having defeated him, you can return to the governor for a reward.

2) Search for an enemy spy in the city. You need to look for it in houses. As soon as you enter the desired house, a conversation with him will immediately take place, after which the battle will begin. After killing the scout, you can return to the governor for a reward.

3) Destroy the smugglers.

4) Get into the enemy fort (city) and take the documents from the messenger. This is not an easy task. You will have to make your way under cover of darkness, from the nearest beach through the jungle. Soldiers in the dark can only see in front of them and not very far. Therefore, you have a chance to sneak unnoticed.

Dutch national story line.

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

1) The first task is to deliver the head of the Jansenists Chumakeiro to Curacao, at the moment he is on the island of San Martin. Having arrived on the island, go to the tavern keeper and ask about Chumakeiro, he says that he took a house for himself, which is located near the governor's residence. As soon as you enter the house, you will be attacked by two people. After killing them, enter the room on the second floor where Chumakeiro is standing. Now sail to Curacao, where at the residence of Peter Stezzant, Chumakeiro will give you 30,000 piastres.

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

3) The third task is to get information about the plans of the British in relation to Holland in connection with the trade war. Travel to Hispaniola and speak with the Mayor of La Vega. The head is Edward Mansfield, but in fact, his surname is Mansvelt, he is Dutch by nationality. He is also Modiford's confidant for the robberies of the Spaniards. But Mansfield cannot tell you anything about the plans of the British, but recently an English envoy from Modiford came to him with a proposal to attack Curacao, naturally Mansfield refused. Edik will also say that it is better to learn about the plans of the British from the great and terrible Henry Morgan. Go to Jamaica and find out that Morgan is in Antigua. Go there and talk to him. He will say that if you help him, he will help you too. We need to find out if his companion Pierre Picardian is honest. It is located on Tortuga, then ask the moneylender, the owner of the shipyard, the owner of the shop, in the tavern and in the brothel. It turns out that he spent a lot of money. Now go to Morgan, he says that Vaschet knows nothing about the plans, but one of his officers, who was put in prison, knows about Modiford's plans, go to the Prison, interrupt the guards. You will learn that the British want to attack Fort Orange. Sail to the Governor-General and he will pay 50,000 piastres.

4) The fourth task is to intercept the British and save Fort Orange from ruin. Sail to Jamaica as quickly as possible. A small squadron consisting of 3 British ships will cruise around the island. Sink them and land in the bay. Kill all the British in the bay and in the next location. The task is completed. You can go to Stavezant, he will pay 100,000 piastres.

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

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

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

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

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

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

11) The eleventh task is to repel the attack of the Spaniards on San Martin. Get out to sea and sail the Marigot as fast as possible. After reaching San Martin, engage in battle against 8 enemy ships. After sinking their fleet, return to Willemstad and receive a reward, again 200,000 piastres. The Governor General says it's time to retaliate against Spain.

12) The twelfth task is the capture of Maracaibo. The fort there is not so powerful and it will not be difficult to smash it. After the capture of a colony for Holland, you will receive 300,000 piastres of awards and the possibility of capturing English and Spanish colonies for yourself or Holland.

French national storyline

1) The first task is to escort the French privatier Peer Legrand, who captured a military galleon with a rich booty on a lugger and now wants to return to France. Go to the tavern and talk to Pierre, he will become our passenger. Now head to Martinique Island, Le Marne Bay. On the shore, five thugs will be waiting for you, who need Legrand's gold. Fight them, trying to save Pierre. After defeating them, you will receive the promised reward of 20,000 piastres. Swim to Tortuga and report to complete the mission.

2) The second task is to deliver a letter to the Governor-General of the Dutch Republic, Peter Stezzant. After arriving in Curacao, go to the Governor's residence. You will be put in jail, mistaken for one of the pirates who killed envoy D'Ozheron. After some time will pass there is a jailer in the prison. Talk to him. It turns out that his relative is one of the officers in this colony. Persuade him to ask a relative to search our ship, which has a French corsair patent. The jailer will want to take some things from the ship in exchange for help. Peter Stezzant will come and apologize. Now we need to find out more details about this story with the pirates. Go to the tavern. There you will overhear a conversation between two people in a tavern. Then it will be necessary to follow them. And so, having reached the bay, it turns out that these are not pirates at all, but sailors from the Spanish galleon, who, under the pirate flag, robbed ships in the local waters. Next there will be a fight with the Spaniards. Now go to the port. A Spanish galleon is waiting for you there. Take him on board, then the captain of the ship will tell you everything at death. Go to Stezzant and tell them that filibusters are innocent, you will receive 20,000 piastres. Go to Tortuga, tell the governor everything and get the rank of Commander of the French Navy.

3) The third task is to find a way to bring Donna Anna to Tortuga. For this mission, you will be given a Spanish trade license and a ring by which the wife of the commandant of the fort will know that we are D'Ogeron's envoy. There are three ways to get into Havana. First. Having raised the friendly Spain flag, enter the port and dock. Second. Disembark at the lighthouse and then go to the city. The third. If the license has expired, then go to the city at night, landing on the Lighthouse. Next, go to the tavern and ask the servant to take the ring to Donna Anna. After 3-4 days, the maid will say that she took the ring and Donna Anna will wait for you at night, opening the door. Enter the house and kill the soldiers waiting for you. Go to the bedroom and talk to Donna Anna. Now run to the ship and sail to Tortuga. And there you will receive 25,000 piastres.

4) The fourth task - escorting the first class battleship to the island of Dominica. Rumor has it that this ship is already being hunted by the Spaniards, 3-4 galleons, under the command of Juano Galeno. Near Dominica, the ship is to connect with the squadron of the island of Guadeloupe. Go to the port office and take command of the Soleil Royal. Now your course is on Dominica. 4 galleons will be waiting for you near Dominica, but there will be no French squadron. After the sinking of Juano Galeno's squadron, you need to go to Guadeloupe and find out why the promised squadron did not meet you. The governor of the city of Bas-Ter will justify himself by the fact that he received a letter about the promotion of your squadron only yesterday and did not have time to prepare anything. He will take the royal manowar and thank you for completing the mission. Return to the Governor-General. You will receive 28,000 piastres as a reward. Also talk to d "Ozheron again and get a promotion.

5) The fifth task is to protect Donna Anna. It turns out that the relatives of the murdered commandant of the Havana Fort want revenge. Go to Havana to find out the details of the revenge from Donna Anna's friend, Iness de Las Sierras. Disembark near the lighthouse and run into the city, there as quickly as possible run to Iness's house, not paying attention to the guards. It turns out that relatives are walking somewhere in the jungle. You will find them at the lighthouse, followed by a fight with relatives. Then sail to Tortuga, where you will receive 5,000 piastres from D'Ozheron, at the same time go to Donna Anna, and receive gratitude from her.

6) The sixth task is to deliver the letter to François Olone. The letter should under no circumstances fall into the wrong hands, and if you get into trouble, before you die, you must first destroy the package. Get out to sea and head for Guadeloupe. As you approach Guadeloupe, you will be attacked by a Spanish warship. Having finished with the ship, dock at the port and go to the house of the French filibuster, which is located almost opposite the governor's residence. François will not receive you the most the best way, but as soon as he finds out the purpose of your visit, his attitude will change. Then you can choose one of the options:

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

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

The squadron will include yours and 3 more ships, a frigate and two corvettes. Keep heading for Kumana and hurry up. Having defeated the fort, disembark and after a fight in the city, go to the residence and demand money from the local governor. Then you can either divide everything honestly and get a legal share equal to 50,000 piastres, or keep the money for yourself, but then you will have to fight with Olone and his comrades. Now head for Tortuga and talk to the governor.

7) The seventh task is to free Roca Brazilian from prison. He is kept in Santiago. Land at the lighthouse, then go to the church, ask the priest about the Inquisition, then leave the church. There is a door under the stairs. Enter there, then ask the prisoners where Rock Brazilian is and kill the guards, then together with Rock, who cannot hold weapons, leave the city. Sail further to Tortuga, where the Governor-General will give you 30,000 piastres, and Rock will hint that he has something hidden in Martinique, namely an expensive cuirass that can withstand 35% of the blows.

8) The eighth task is to go to the disposal of the Marquis Bonrepos. Monsieur Bertrand d'Ogeron asks you to report to Guadeloupe, to the Marquis Bonrepos, the French naval commandant. Sail to Guadeloupe and dock in Basse-Terre. Go to the residence and talk to the Marquis. He will introduce you to the details of the policy and give you his own assignment. in agreement famous pirates(in Jamaica, Jackman in Bermuda and Morris in Trinidad and Tobago) not participate in the war against the Dutch. You will not be given funds for this operation. Sail to Bermuda, to Jackman, he was not even going to get involved in this business. Next, sail to John Morris, Trinidad and Tobago, tell him about the upcoming events. He does not like attacking the Dutch, but for this, he will demand to carry out a small order for him - to deliver him the log of Captain Gay. Sail to Jamaica and go to the local tavern, ask the owner where to find Captain Gaia. He rents a room. Enter the room and kill Captain Gay. Search the body and take the log and personal belongings. Go to the residence to Henry Morgan, but he is not there. The servant will say that he is in his house in Antigua, and will warn that Morgan's house is always closed. Now make your way back to Maurice, give him the ship's log and in return you will receive what was required of him, his consent not to attack the Dutch. It's time to go to Antigua to visit the famous English pirate Henry Morgan. The door to the house is locked, go around his dwelling, behind the house is a hatch to Morgan's basement. Go to his house and talk about non-aggression against the Spaniards. Henry does not want to attack the Dutch and will demand 250,000 piastres. Give him the money. The task is completed, it's time to go to the Marquis Bonrepos. Instead of the yellow award, you are awarded the title of baron. Return to Tortuga, where you will receive congratulations from Bertrand d "Ozherona, and your next title.

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

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

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

12) The twelfth task is a meeting with the Marquis Bonrepos. Head to Guadeloupe, where you will learn that peace has been concluded with Spain, the Soleil Ruyal is withdrawn from your squadron, the Louvre knows about you and that's all. Do not forget to visit D'Ozheron, he will make you an admiral, and now you can seize colonies for yourself or for France.

Spanish national storyline.

1) The first task is to free three Spanish citizens who were taken prisoner by Henry Morgan, a famous English pirate. For the release of the prisoners, he demands an amount of 500,000 coins. You are required to enter the Port Royal prison and free the Spaniards. The term is one month. Sail to Jamaica and dock in Portland Bay, then make your way through the jungle to the enemy fort, if you have an English trade license and the flag of a friendly England nation, calmly pass through the guards to the prison. If not, you will have to break through with a fight or just run a little. In the prison, kill all the soldiers and free the prisoners. The way back will be easy if you run out of the prison and run to the bay. Return to Havana. Oregon and Gascon will thank you for your successful assignment and give 50,000 piastres.

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

3) The third task is to capture Roca Brazilian and hand him over to the Inquisition. Rock lives on Tortuga. swim there, make your way into the city and go for information in the tavern. It turns out that he is not on Tortuga now, he is pirating near Maracaibo. Head for Maracaibo. Take his ship on board, Rock Brazilian will surrender. Take him into the hands of the Holy Inquisition, to Monsignor de Suose. António will send you to the Governor-General. Oregon and Gascon will tell you to come to him in a few days. Return to the residence in a few days and get the task to find the treasures of the Brazilian rock, which are located in Cuba, Hispaniola and near Belize, on the Maine. The exact location of the treasures is unknown. The first will be the treasure found in Cuba. Sail to the Ana Maria bay, dock, then turn left, and then straight ahead, go into the cave and open the chest, which contains 150,000 piastres and several idols. Next, sail to Hispaniola, to the Samana bay, go straight and find a well that serves as an entrance to the cave, find in it a chest with a treasure, which will amount to 150,000 piastres, diamonds, bars with gold, gold rings, gold brooches. Now head for Maine, for Belize. Dock at the port, go out of the city gates, turn left and then right, go into the cave and search the chest, which will contain 150,000 piastres. Return to Don Francisco and give him the money, 500,000 piastres (you will have to fork out more than was in the chests) and get 100,000 piastres.

4) The fourth task is to investigate the murder of the commandant of Havana, Jose Ramirez de Leyva. Go to the commandant's house, then on the second floor in the room you will find an unfinished letter, then go to the tavern, there you will find out from the waitress that she handed a letter to the commandant's wife from some ladron. Now go to Oregon and Gascon, get a trade license. Next, sail to Tortuga, talk to the owner of the tavern. After talking, he will tell about D'Ogeron's passion, a Spaniard by nationality Donna Anna, brought her by one of the Governor-General's trusted officers, Henri d "Estre. Then go to Anri's house. The servant will say that the owner is talking next to the house, then Anri will run Run after him into the cave in the bay, there he will stop you and ask why you are chasing him, then kill the ladron. Now go to the Governor-General for a reward in the form of 120,000 piastres.

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

6) The sixth task is to intercept the messenger General-Governor of Holland on Tortuga. You will be given a trading license. Go to Tortuga, go to the port office there, the chief will agree to send a messenger when the Dutch messenger ship arrives, then rent a room in the tavern for a week, wait a couple of days, then you will be informed that the Dutchman has arrived. Next, lure the messenger into the tavern room, where you will take the dispatch from him. Receive a reward of 50,000 piastres.

7) The seventh task is to help Manuel Rivero Pardal. We urgently need to go to Antigua, to the aid of the Spanish corsair Manuel Rivero Pardal, who is in search of British merchant ships in the waters of the island. French filibusters, under the command of Moses Vauclaine, went to intercept it. Sail to Antigua as quickly as possible and join the battle between the unequal forces of the Spanish corsair and the French pirate squadron. After sinking the last ship, go for a reward, which will be 25,000 piastres.

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

9) The ninth task is the task of the governor of Porto Bello to escort the ships. Sail to Porto Bello, where Governor Cabral will brief you in detail. You need to deliver 4 galleons loaded with gold to uninhabited island Cayman, where it is necessary to transfer the squadron to the powerful Spanish fleet sent to Europe. Take command of a squadron of 4 galleons laden with 10,000 quintals of gold. Near Cayman, instead of Spanish ships, pirate ships will be waiting for you. The galleons entrusted to you must stay afloat in order to receive the maximum reward. Having sunk the last pirate, head for Havana, where tell the Governor-General about the strange events that happened to you. He cannot understand at all why the meeting point was Cayman, if it was necessary to escort ships to Belize. He will promise to sort out this situation and will reward you for saving all the galleons in the amount of 220,000 piastres.

10) The tenth task is to protect Maracaibo from invasion. Don Francisco will say that the problems in the previous assignment were the result of uncoordinated actions, this will not happen again. And you need to go to Maracaibo to repel enemy attacks. Head for Maracaibo, go to the local governor and then go out into the street, where you will meet a Spanish officer carrying bad news: the city was attacked by an English pirate squadron. Go to the governor again, he will order to start repelling the attack. Go out to sea and start a battle against 8 ships, among which there will be several manowars. There will be a fort on your side. After sinking all the ships, dock and go to the residence, where you will receive a reward from the saved city, in the amount of 70,000 piastres. Return to Cuba to receive a commendation from the Governor General.

11) The eleventh task is the destruction of the Dutch colonies. Returning after a while, Don Francisco will ask if you are ready to attack the fortified cities. The task will be to plunder 2 Dutch colonies in the archipelago, on the islands of Curacao and San Martin. Sail first to Curacao, destroy the fort, and capture the city. Then attack San Martin. Having captured the city, you can return to Havana. The reward will be all the loot you loot. Oregon and Gascon will ask to come to him in about a month.

12) The twelfth task - the capture of Port-au-Prince. In a month you will be assigned to capture the French Port-au-Prince. All trophies are your property, the task time is not limited. After destroying the fort and killing the French soldiers in the fort and the city, enter the residence and declare the colony a Spanish possession. Return to Governor General Francisco Oregon y Gascon. All tasks are completed and you can act in the interests of Spain.

Pirate storyline

Sail to Bermuda. There, contact Jackman with a job offer. Jackman will say that at the moment he has no assignments, but Captain Goodley, who is currently in Puerto Principe, Cuba, needs help, and will offer to meet with him and discuss the details.

Go to Cuba in Puerto Principe and find Captain Goodley in the tavern. When talking with him, it turns out that you need to take one type named John Bolton, who is waiting in the port of Puerto Principe, to Port Royal in Jamaica to Henry Morgan. Agree, saying that his service is an honor for you. Go to Puerto Principe Port and meet John Bolton there, take him on board and head to Jamaica.

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

At the residence, Morgan assigns the black mark to Edward Lowe, who lives somewhere in Martinique. Go to Martinique in Le François. On arrival, ask the innkeeper about Edward Lowe. It turns out that the innkeeper knows Lowe and he lives near the tavern. Exit the tavern and go right to the house, paneled with boards, where Lowe lives. Go into the house and, when talking with Edward, give him a black mark. Lowe will say that all problems with Morgan have already been resolved and will ask him to return the black mark back to Henry Morgan. Return back to Jamaica to Morgan.

After hearing the story, Morgan becomes furious and says that Lowe deceived you. To rectify the situation, Morgan instructs you to track down and deal with Lowe personally without any black marks. So quickly return to Le François and go to Edward Lowe's house. However, he had already left the house in an unknown direction. Go to the innkeeper and ask him about Lowe. The owner will confirm that Edward recently left the settlement, left his things for safekeeping, and where he himself could go, the owner of the tavern does not know. Go to the store and ask about Lowe. The merchant says that Edward came, was interested in the place where it would be possible to purchase a ship, but his business, the merchant, was to trade in goods, and not the ships that are sold at the shipyard. There is no shipyard in Le François, the nearest shipyard is in Fort-de-France. Either go there on foot across the island or by boat dock in the port of Fort-de-France.

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

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

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

In a settlement in Bermuda, head to the tavern, where the owner says that Lowe was here and was interested in the local shipyard. Go to the shipyard to the master Alexus. On the question of the master about who you are with Lowe, answer that you want to catch up with him in order to settle scores with him. The master begins to complain that the rogue Lowe forged Jackman's signature, and he (Alexus) gave Lowe a ship - the brig "Sea Wolf" with unique characteristics, which was built by order of Jackman. Go to Jackman. He is in a state of quiet rage over what happened and asks for only one thing, when we kill Lowe to send him greetings from Jackman. But where Lowe went on the kidnapped brig is unknown.

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

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

Make your way to North Turks Island Bay. There, pearl divers are already fishing on tartans under pirate flags. At the sight of you, they scatter away. You need to catch up with them and catch up with each tartan side by side, then the pearls will be automatically loaded into your inventory. Collect the required amount and return to Port Royal to Morgan, where you will hand over half of the loot.

At the exit from the Morgan's residence, Captain Goodley meets you and offers to work as a bounty hunter for a good reward. The target is John Avory, who in last time seen in Willemstad (Kyrosau Island). Go there and go to the moneylender. The moneylender confirms that John Eyvory was here recently, but that he is no longer in the city. He heard that John was going to Port of Spain in Trinidad and Tobago. Go there. There, go to the moneylender. The Port of Spain moneylender says that Eyvory did work for him in the city, but after doing it, he left the city and went to the Spaniards on the Maine in the city of Maracaibo. The pawnbroker Maracaibo confirms that John was in the city, but according to rumors he overheard in a brothel, Avory went to the French in Port-au-Prince, on Hispaniola. In Port-au-Prince, the first thing to do is go to the tavern. The tavern owner says that John was here a couple of days ago and killed the sharper. You need to visit the moneylender. The usurer will tell you that Avory did some work for him. But where John went next is anyone's guess. Although the moneylender has an assumption that John could have gone to Willemstad, because a moneylender was recently robbed there. The usurer of Willemstad is still going through what happened, but this is not surprising, because an unknown person stole 50,000 piastres from him. He hired John Avory to find the robber. Also, the usurer promises to pay you 5,000 piastres for bringing the gold to the usurer first. John Avory himself went to Bermuda. The owner of a tavern in Bermuda confirms that John Avory is now on the island, or rather in the house of Orry Bruce, apparently a moneylender robber. The house is next to the tavern, go there. In the house you will meet John Avory and Orry Bruce, sorting out the relationship. Tell them that you have an order for both of them, then kill them and take valuable things from the corpses, and take away 50,000 piastres from Orry Bruce. You can return to the moneylender for a reward and report to Captain Goodley about the completed order.

Give the money lender of Willemstad, he pays you 5,000 piastres in return. You will find Captain Goodley in the Port Royal tavern and receive a reward from him, also tell him that you will now go to report to Morgan about your successes, to which Goodley only grins. Go to Morgan's Residence.

After hearing the story, Morgan says that John Avory was his confidant and you killed him. You explain that it was Captain Goodley's order. Morgan immediately calls the captain to sort out the situation. Goodley comes and says that he did not give you any orders. To sort out what happened, Morgan assigns a duel between you and Captain Goodley. Kill Goodley. Morgan says you have proven your innocence in this case.

Henry Morgan will ask you to go to Jackman in Bermuda and tell about Goodley's death.

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

There you are met by John Leeds on his frigate. Lower the boats into the water and climb aboard his ship. After a conversation with Leeds, it turns out that the team and the captain of the corvette sunk by Leeds have landed in Cozumel Bay. By the way, the captain of the corvette is very similar to you and, accordingly, all the sins of this captain hang on you. Therefore, you need to deal with your double. Land in the bay, where you will destroy part of the crew of the sunken corvette, but the captain is not among them. Go to the next location from the bay and meet the captain there, who really looks like you. The doppelganger says that he will tell everything if he and the team are released from the encirclement and allowed to quietly leave. Kill him and the rest of his team.

Then return to the ship and head to Bermuda to Jackman. Jackman, after listening to the story, sends you to Morgan with a report on what happened. Report the situation to Morgan.

Morgan will send you to catch up with the pirate Steve Linnaeus, whom he sent to La Vega, which is on Hispaniola, to find out a series of oddities that have recently been taking place in the Coastal Brotherhood. Go to La Vega.

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

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

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

After the report, Morgan directs you to Puerto Principe, where, according to rumors, Richard Soukins is planning some kind of operation against the Spaniards, which must be disrupted. This will damage Sawkins' reputation among the pirates.

In Puerto Principe, go to the tavern and ask the tavern owner about the operation. He will answer that something is really planned now, but Soukins keeps all the details in the strictest confidence, even from his close associates, and is almost always sitting at home. We need to get into the house of Richard Soukins and steal documents. Go to Soukins' house, grab the papers from the table and run out of the settlement. Because everyone becomes enemies. Soukins' papers set out a plan for an upcoming operation against the Spaniards. Sawkins learned that the Spaniards had begun transporting the largest shipment of precious stones from Panama. To carry out this operation, the Spaniards abandoned the overland delivery of jewelry from Panama to Porto Bello and sailing in the Caribbean. Only one ship of the line must go around Cape Horn, rise to the fortieth parallel, then turn right and reach Lisbon in a straight line.

Soukins is assembling a squadron and is going to meet the Spaniard in two weeks at San Martin. We need to get ahead of them and intercept this ship below San Martin, sink it or board it. Get out to sea and sail towards San Martin.

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

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

Morgan will offer us to make a trip to Panama. Morgan's plan is to take Porto Bello and reach Panama by land. the Spaniards will definitely not wait for this. Morgan offers to take a more powerful ship (if the squadron consists of more than one ship, then the rest must be placed in the port department) and gives 20 days to prepare. During these days, hire people, buy provisions, medicines, weapons, cannonballs, bombs, gunpowder and return back to Morgan by the appointed time.

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

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

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

The last battle will be at the walls of Panama. Morgan approaches and gives the task to find the governor of Panama, tk. Since the Spaniards were exhausted by ambushes in the jungle, there was no one left in the city.

Go to the house of the Governor of Panama, find him in the next room and interrogate him. According to him, El Escorial's gold is in a closed chest in the same room, but the key is in the possession of the commandant of Panama, who participated in the defense of the city and most likely died. We need to find the key. On leaving the governor's house, you will meet Morgan. He gives the order to find the key, and he goes to interrogate the governor.

Go to Fort Panama. There, in the prison on the commandant's desk is the necessary key, take it and return to the governor's house. Open the chest - there is El Escorial's gold (50,000,000 piastres). At this moment, Morgan approaches and takes the gold with the words that now he will collect gold from all the sailors, and in the evening he will divide it, according to the laws of the Coastal Brotherhood. He also says that the governor could not stand the torture and died, however, he managed to tell about another chest, which is located on the outside of the fort. Morgan sends you there to check the given words. Go to the fort. In front of the fort, there is a narrow path that bends around it from the outside. Follow it, at the end of the path there is indeed a chest, but there is nothing of value in it. Go back to town.

At the entrance to the city, a sailor meets you and says that Morgan collected gold from everyone, loaded it onto a galleon standing in the port, and secretly left Panama in an unknown direction. The sailors refuse to go back with you and continue to plunder the city, so you will return to the ship alone.

On the way to the Darien Bay, you will be attacked by the Spaniards, but you don't have to fight with them, you can run around them.

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

Main quest

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

On the street you will be stopped by Oliver Trust, and will offer, for a reward of 1,000,000 piastres, to kill all the beggars in the archipelago. You can either agree or refuse the offer, this will have little effect on the further outcome. Now you should look for beggars (a man in rags, usually sits on the ground, can move around the city) in cities, and talk to them, find out why they are being hunted. You need to interview at least three beggars. One of them will send you to a vagrant who lives on one of the islands of the archipelago. If he is not in the city, spend the night in the tavern, soon he will be found. The vagabond assumes that the Governor-General of Curacao, Peter Stavesant, himself was involved in this case. Head to Curacao, to the Willemstad colony.

Enter the residence and go into the room (door opposite the entrance), go to the chest near the round table. The chest is locked, but you do not have the key. Exit the residence and go to the tavern. Ask the owner about the key keeper, the tavern keeper will tell you to go to the key keeper, Hill Corner, who sits at a table near the counter. The key master will agree to make a copy of the key from the chest in the residence for a decent amount of money, agree to his offer, and wait 2 nights in the tavern. After that, go to the house to the key keeper. Go to the house. An officer and 2 soldiers will come, kill them and go up to the second floor and take the key from the table. Now go to the residence to the chest. When the soldier turns away, open the chest and take away all its contents, a letter (Stavesant's correspondence with the Dutch West India Trading Company) and the treasure. Return to the beggar.

It turns out that Teaser Dan actually visited the Island of Justice. You, again, need to go back to Willemstad, to Stavezant and talk to him. Dock in the sweat of Willemstad, go to the tavern and ask the tavern keeper about Teaser, where Den has disappeared, the tavern owner does not know, and he will also advise you not to get involved in the affairs of the Governor General and the Dutch West Indian Company. Now go to the residence and start a dialogue with Stavesont. But as soon as you mention the name of Teaser, the governor will be on his guard. Say that you are writing a book, but you will not be able to find out really anything. We need to find a representative of the Dutch West Indian Company in the archipelago.

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

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

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

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

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

Turn around and jump into the water. You need the "Fernando Diffindur" flute, which contains the very chest that opens with the Diffindur key. The ship has a rift approximately in the middle. Having found the ship, swim over it and go into the breach. The chest is on the right. Put all your things there and calmly go to the admiral.

You will be officially declared a Citizen of the City. The City has almost everything that is inherent in an ordinary port: a tavern, a shop, a church, a usurer. The moneylender has a special story. Everyone will tell you that he is a terrible, terrible man, a warlock. The debtor will be obliged to return him an amount five times the given. It turns out that Brahms gave the soul of Miclantlecutely, the Aztec god of the dead. If the debt is not returned, after a while, when you go to any location, you will be transported to the sacrificial temple, to Tenochtitlan. God will appear to you and demand money back. If you do not have them, you will not get out of there. This will happen even after you get out of the City.

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

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

Now your task is to find Andre Labo, a carpenter in the city. According to Brunner, it was he who helped Dan build the swimming facility. Labor makes an appointment for you in the cabin of the "Protector" corvette. The carpenter betrays you. He brings a policeman with him. Kill them. Tell Hill about what happened. He offers to cover up the traces of the crime and set up one of the clans, namely the “narwhals”. To do this, you need to lie in wait for one of the "narwhals" in the bow of their base (galleon "Velasco"), take the clan's amulet from him and take it to the admiral, and thus remove suspicions of murder from you. After doing this, you will be instructed to destroy all "narwhals". Officers will be given to help. After killing everyone, go to the barrels opposite the entrance. Between them lies an ordinary key for chests. Report to the admiral on the successfully completed assignment. Now go back to Hill Brunner and tell him what happened. He will ask to come to him later. Spend the night in the tavern for a few days, then go to Hill. He says that today at midnight in the tavern there will be a meeting of the Capper with a certain person. You must eavesdrop on the conversation by hiding behind a pillar in the wine cellar (stand sideways and do not move, otherwise you will be discovered). The information turned out to be very important indeed. It turned out that Capper and the leader of the “Kasperov” clan (and it was he) were in one bundle. It turns out that it is not you the admiral, but he circled you around his finger. Destroyed the "narwhals" with your hands. In addition, they mentioned a certain Mechanic. Report everything to Brunner. He will express his thoughts on this matter and try to remember who already lived here before him. This is necessary in order to find out who this Mechanic is.

You will not learn anything else from Hill. After a while, they kill him. The tavern waitress Armo Dulin will tell you that she found Brunner's corpse in the wine cellar, and noted that before his death he asked her questions about the person who lived here before him.

Go to the admiral. He will tell you not to get involved in this matter. Try to find the oldest residents of the City. One of them is Cecile Galard, who lives in the Eva galleon. Going to her, you will see three "Caspers" trying to kill the unfortunate woman. Kill them and receive information about the Mechanic as a thank you (if you cannot save the old lady, Aurelie Bertin will tell you everything). His name is Henrik Wedecker, and it was he who invented the way to attach the City's ships. It looks like the admiral isolated him on the barque San Gabriel, at the base of the Casper clan. You need to get to it. You will have to destroy the entire clan alone.

Talk to Henrik. It turns out that the City is supported by only three ship wrecks and can be destroyed by any storm. Fortunately, he has a ship to sail away from here. But: firstly, he will sell it to you, and only for one and a half million, and secondly, the ship still needs to be freed from the wreckage. But this can only be done with the help of a gear that Henrik dropped into the water. Your task is to go down under the water in a special suit (this can be done only from 10.00 to 19.00) and get the gear. The suit has only six minutes of air supply, and horrible, gluttonous creatures have started up under the City.

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

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

After finding the gear, return back to the Mechanic. The corvette must be provided with all the necessary goods for sailing. These are cannonballs, buckshot, knipples, bombs, canvas, medicines, boards, provisions, gunpowder and weapons. Go to the tavern waitress Armo Dulin. So, shells for weapons can be obtained from housewives. These are Lea Toors, Aurelie Bertin, Alice Taylor and Eliza Calvo. Eliza will need a lute, 10 clusters of grapes and 3 bottles of wine, Leia - 10 bags of salt. Provisions, planks, and canvas can be purchased from the shopkeeper. Padre Angel will give you the medicine. For gunpowder and weapons, you need to contact the policeman John Workman. He will help with the condition: take him with you.

It remains to recruit a team of at least 15 people. After completing the set, go to the Mechanic, the storm has already begun. But he was arrested by Capper. We need to help out the scientist.

Go to the residence. There is no mechanic here. He's in prison on the Tartarus. Run there as fast as possible. Unfortunately, it will not be possible to free Wedeker - he is in a cage, and there is no time to look for the key. The mechanic will send you to the second mast of the "Fernando Diffindur" flute, to the very place where Teaser Dan hid his chest.

Having reached the indicated place, go through the "open" icon to the open sea. The quest is complete.

to be continued...

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

French Ruler:

Spoiler

Having received a patent, sail to Tortuga, there at the residence you need to talk with Bertrand d "Ozheron about working for the good of France ...

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

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

If Pierre dies, or we ourselves kill him, for profit (He has: 1,000,000 gold, Thanat, a four-barreled pistol, a good telescope, a Dutch cuirass and other goodies ...).
So, if Pierre nevertheless died, then having sailed to Tortuga and reported the outcome of the task, Bertrand d "Ozheron will ask him to give the money that our ward had, but not 1,000,000, but 1,200,000 piastres. The task will be completed!

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

The third task. Find a way to bring Donna Anna to Tortuga
The Governor-General wants us to take his beloved, the wife of the Havana Commandant Don José Ramerise de Leyva, to Tortuga. D "Ozherona will give his ring, which must be handed over to Donna Anna, as well as Escorial's Spanish trade license for a period of 60 days. We go to the port, go to sea and sail to Havana.
Upon Arrival in Havana, we immediately go to the tavern and talk to the waitress, give her 500 gold and she agrees to take the ring to Donna Anna. We wait until the next morning right in the tavern (overnight) and approach it again, take the letter from the commandant's wife and give 500 gold. Then you should wait until nightfall and enter the house of the commandant of Havana, the door will not be locked ...
The Commandant himself, her husband, and not one, but with a couple of bodyguards will be waiting for us in the house. After a short dialogue, we kill everyone (it will not be easy), and we go up to the 2nd floor, where Donna is waiting for us, we inform her that her husband is dead and she should go with us. Now we make our way to our ship and sail back to Tortuga!
d "Ozheron, for joy, gives us 25,000 piastres and asks to leave him ... He has no time for Administrative issues

The fourth task. Escort of the battleship Soleil Royal to Guadeloupe.
The fourth assignment is to escort the First Class Battleship Souley Royal to the island of Dominica.
This is a mission of increased importance! It is said that the ship is already being hunted by several Spanish galleons, under the command of Juano Galeno.
Near Dominica, the ship is to connect with the Guadeloupe squadron. We go to the port office, and take command of the Soleil Royal. Now we go to Dominica. Off the coast of Dominica, 4 Spanish galleons and not a hint of the French squadron will be waiting for us! It is necessary to sink the Spaniards, while the "Soulei Royal" must remain safe and sound!
After the sinking of Juano Galeno's squadron, we must go to Guadeloupe and find out why the promised squadron did not meet us.
The governor of the city of Bas-Ter will say that he received a letter about the promotion of our squadron only yesterday and did not have time to prepare anything, he will take the royal manovar and thank him for what he has done.
We return to the Governor-General and tell about everything that happened to our squadron, as a reward we will receive 28,000 zlotys. ...

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

The sixth task. Deliver a letter to filibuster François Olone.
After receiving the assignment (to deliver the letter to François Olone), we are heading for Guadeloupe, where Jean David, better known as François Olone, settled ...
Near Guadeloupe, we will be susceptible to attack by a Spanish warship ... Having overcome the ship, we moor in the port and go to the house of the French filibuster, which is practically opposite the residence. He will not be very happy, but upon learning the purpose of your visit, he will immediately change his attitude ...
Then there are 2 sequels:
First - Refuse to attack Kumana and receive the promised reward of 10,000 gold.
Second - Agree to attack the Kuman (there is one condition - there can be only one in the squadron from you, that is, your ship).
The squadron will include ours and 3 more ships, a frigate and two corvettes. We will sail to Kumana. After storming the local fort, he goes to his governor and demand money from him. After receiving, you can take your share (50,000 - a quarter) or take everything (200,000) for yourself, but then you will need to deal with François and others.
Now we sail to Tortuga and report to the Governor-General ...

Seventh task. Release the Brazilian from Santiago Roca prison.
The goal of the mission is to release the Brazilian from the prison in Santiago Roca. To get to the city we will be given a trade license. We sail to Santiago, upon arrival we go to the tavern and ask the tavern keeper. Having received an indistinct answer, we go to the church and speak with the holy father, who says that the Inquisition is located directly under the church (The entrance is under the stairs) ...
We leave the church, look under the stairs and find the door. We go there and find ourselves in the Inquisition. We find Rock there, talk to him and make our way through the crowds of enemies. Having sailed to Tortuga, Bertrand will admire the work we have done, and will give 30,000 piastres, do not forget to talk to Roc, he has something for you

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

Ninth task. Repulsion of the Spanish attack on Port-au-Prince.
In this assignment, you are appointed as the commander of the corral unit and will give us the "Sulei Royal" at our disposal.
The main task will be to repel the attack of the Spanish squadron on Port-au-Prince. But you need the royal manovar to stay afloat, otherwise the task will be failed. We sail to Port-au-Prince, we fight off the Spaniards (a fleet of 6 ships near Port-au-Prince), when the enemy was sunk, we go to Tortuga and ... We receive a scanty reward = (

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

The eleventh task. Capture of Santa Catalina.
Another mission to capture the city! This time we need to capture Santa Catalina and declare it a French colony.
Santa Catalina is on Maine. We swim to her, smash the fort, land the troops, cut everyone, go to the governor and say that the colony is now French!
We return to Governor-General Bertrand d "Ozheron and talk about an increase in French possessions. The Sun King Louis XIV himself learned about us. Now it is worth going back to Guadeloupe to the Marquis Bonrepos."

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


Spanish Ruler:

Spoiler

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

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

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

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

The fourth task. Investigation into the assassination of Havana Commandant Jose Ramirez de Leyva.
The purpose of the assignment is to investigate and find out who is responsible for the death of the commandant of Havana, Don Jose Ramirez de Leyva.
First, we will visit the house of the murdered commandant, it is located opposite the residence, we will rise to the second floor and search the room, we will find an unfinished letter belonging to Donna Anna.
Then we go to the tavern and ask the waitress. She will tell you that she recently handed over a letter to the wife of the commandant of Havana from an unknown person, apparently Ladron (as the Spaniards call the Filibusters).
We go to Oregon-and-Gascon and tell everything we have learned. Then he will give us a French trade license and send us to Tortuga. Upon arrival, we go to the Tavern and ask the local bartender. He says that d "Ozherona has a Spanish woman, her name is Donna Anna. And that one of the Filibusters, Henri d" Estre, will bring her to him. We leave the tavern and go to the house of Henri d "Estre. We go into his house, there we will be met by his servant and said that the owner is talking in front of the house. We leave the house and follow the fleeing man. Then he will stop and ask why we are pursuing him and we learn that this is Henri d "Estre. We kill him. Now we boldly sail to Havana, to Francisco Oregon-y-Gascon and receive a reward.

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

The sixth task. Interception of the messenger General-Governor of Holland.
We need to intercept the message of the French Governor-General Bertrand d'Ozheron to the Dutch Governor-General Peter Stavesant. We are issued a French trade license. We sail to Tortuga. On arrival we go to the head of the port administration. We show him the license and ask him to say when the Dutch ship will appear. He says that he will send a messenger to you as soon as the ship arrives. We go to the tavern and spend the night there for a few days. Then we go down to the tavern and the same messenger comes up to us. Next, we trick the messenger into the tavern room and take it. We sail to Havana, we give it back. I'll go to the Governor-General and get a reward. ”Task completed.

The seventh task is to help Manoel Rivero Pardal.
After receiving, we quickly sail to Antugua Island, hunt for English merchant ships Spanish corsair Munoel Rivero Pardal. The French Filibusters, led by Moses Vaucklein, went to intercept it. We sail as quickly as possible to the shores of Antigua. And upon arrival (somewhere near the bay) we enter the battle. We rescue Perdal and send them to the Ladrons. After you sink all Ladron ships, the task will be completed and you can safely go to Havana for a reward and a well-deserved rest ...

Eighth task. Protecting the Cumana from an attack by a combined Franco-English squadron of pirates.
The objective of the mission is very clear: To protect the Spanish colony of Kumanu from the attack of the Franco-English squadron of pirates led by Captain Answell.
We sail to Kumana and near Kumana we meet the enemy in battle. You have to defeat 8 ships.
After the destruction of the squadron, we sail to Havana and report on the implementation to the Governor-General. We receive a reward. The task is completed.

Ninth task. Business trip to Porto Belo.
After receiving the assignment from the Governor-General, we sail to the Governor of Porto-Belo. He will bring us up to date.
The task is to escort 4 galleons laden with gold, to the uninhabited island of Cayman, where you need to transfer the squadron to the powerful Spanish fleet going into the old world.
Receives a squadron from the governor of Porto Belo and sail to Cayman. Having sailed to Cayman, not the promised Spanish ships, but pirate ships will await us! Killing the pirates (while keeping the Galleons safe and sound). We sail to Havana and tell the Governor-General about everything. We receive a reward. The task is completed.

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

The eleventh task. Destruction of the Dutch colonies.
The task is quite difficult. Objective - Bust Willemstad (Curacao) and Marigot (San Martin).
This is a punishment for the Dutch for funding the French in the war with Spain.
In Vilemstad, the fort is simpler.
We swim alternately, first in one, then in another forts, we destroy them and storm them.
After what has been done, we sail to the Governor-General in Havana and report.
We receive a reward and go to rest.

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


Dutch Ruler:

Spoiler

Having received the patent, sail to Vilemstad, there in the residence you need to talk to Peter Stevezan about working for the good of Holland ...

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

Second task. Purchase a consignment of goods at Fort Orange and deliver them to Willemstad.
The task is as follows:
Purchase from Fort Orange coffee, ebony and mahogany wood and sandalwood for Curacao.
We will be given special papers for the purchase of goods at a special price and a certain amount of money.
All this together will weigh 6,800 centners. You need to bring all this no earlier than in 2 months.
We sail to Jamaica, moor in some kind of bekhta (for example, Cape Negril) and go through the jungle to Fort Orange.
First, we go to the residence and show the papers to get a discount. Now we go to the store and buy the goods we need.
Well, now we go to the ship and sail to Vilemstad.
Then we go to Stevesent and hand over the task.
The task is completed.

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

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

Fifth task. Escort three flutes to and from La Vega settlement.
You need to escort 3 Flute with goods to La Vega and back.
Arriving in La Vega, we learn that the Spaniards killed half of the population of La Vega, including Edward Mansfield.
We make trading operations, and go. A Spanish squadron will be waiting for you near La Vega, we will sink it in Vilemstad. The more flutes left afloat, the greater the reward. We tell everything to Stevesent. The task is completed.

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

Seventh task. Deliver the secret dispatch to the Governor of Tortuga Bertrand d'Ozheron.
We take the Quest and finish it. We are heading for Tortuga. Upon arrival we go to Bertrand d "Ozheron and give him a message. He asks to come for an answer in 2 hours. After 2 hours we go to Bertrand d" Ozheron again. We take the answer and go to sail, but a man meets us at the port and says that Stevesend's messenger is waiting for us in the tavern. Going up to the 2nd floor of the tavern, they stun us and take us away. Waking up, we go to Bertrand d "Ozheron. He says to go to the port office and find out what ships sailed in the near future. We go to the port office and find out that the port has recently left the Brig" La Rochelle "and he is sailing to Puerto Rico. Near Puerto- Rico take Brig on board and learn from the captain that the man who stole the package has moved to the Spanish Galleon "Isabella" and is on his way to Santa Catalina (Maine). Now we need to catch up with "Isabella." When we caught up with "Isabella" we take her on board and take it away from the captain.
Now you can sail to Vilemstad with peace of mind, give the finish to Stevesent and get your reward.

Eighth task. Book for Aaron Mendes Chumakeiro.
After you have taken this task, we go to Aaron Mendes Chumakeiro. His house is in Vilemstad, not far from the residence.
He wants to get hold of a book that is important to the Jansenist community.
We sail to Bermuda and ask Jackman.
Then we sail to Martinique and go to the local bardel.
In it we ask all the girls and one of them will say that the person who wanted to sell the book is called Laurent de Graf, and that he lives on Tortuga.
In the tavern of Tortuga we learn that he went to Cartagena. We swim there, not far from Cartagena Laurent Fights with the Spaniards. We help Laurent to fend off them. Then we send the boat to his ship and buy a treasure map from him for 235,000 piastres.
The treasure is hidden on Turks Island. Let's sail to the Turks. We find the Grotto on the island and search it. There will be the same book, and a couple more goodies.
Well, now we return to Aaron Mendes Chumakeiro, we receive a reward from him, now we turn over the task to Stavezend. The task is completed.

Ninth task. Capture four First Class ships of the line.
Purpose of this: quests to capture 4 Manowar and transfer them to the Dutch crown.
In general, look where you want, but so that they were
They are on Large Military Patrols and in large trade squadrons ...
In general, good luck in your search

Tenth task. Repulse the attack of the Spanish squadron on Curacao.
We need to protect Willemstad from the Spanish invaders. The Spaniards will have 8 ships.
Drive off, deal with the villains, turn in the mission and get a reward.

Continuation of the tenth task (Task eleventh). Reflect the Spanish attack on San Martin.
A similar task to the previous one.
As soon as you defend Curacao, upon coming to Stevesent, we learn that the Spaniards also want to capture Marigot (San Martin).
We swim to Marigot and beat off the attack.
Now you can patch up the ships and go to Stevesent for a reward ...

Task twelve. Capture of Maracaibo.
In this quest, you need to capture Maracaibo (Maine).
We go straight to Maracaibo.
We smash the fort, land the troops, declare the colony the possession of Holland. We return to Stevesent and say that Maracaibo is now a colony of the United Republics, we get 300,000. This ends the tasks.


Pirate Ruler:

Spoiler

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

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

Pearl crafts
Morgan wants to rob the pearl divers who will be collecting pearls for a month in Turks Island, North Cove.
You need to get at least 500 large and 1000 small pearls. Divide the profit in half.
Actually we are sailing to the Turks in Severnaya Bay. There we will find many Tartans. You need to collect pearls from them. To do this, we swim up to each and the pearls automatically appear in your inverter. We collect the required amount and sail to Morgan.
We give Morgan the half he promised, and you can sell your half for a profit.

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

Double
I need to go to Bermuda and tell Jackman about Goodley's death.
Upon arrival in Bermuda, we go to Jackman. Seeing us, he is very surprised and says that we captured and handed over to the Spanish pirate captain Sid Bonnet.
Jackman directs us to Cozumel Bay (Maine). There, on the frigate Antwerp, John Leeds dropped anchor, we need to talk to him.
Upon arrival at the bay, by boat (function) we sail to the ship of John Leeds.
There we talk to him and learn that he sank the corvette, the captain of the corvette was like two peas in a pod like us. Now you need to deal with the double. We land in the bay. In the bay we will destroy the first batch of soldiers from the corvette. Go ahead and meet their captain, really one to one like us. We kill him. Now we swim to Jackman and tell him everything. From him we sail to Morgan, tell him about what happened. The task is completed.

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

Attention: After going to Panama, you will not be able to continue, finish or start playing for the Nation.

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

The walkthrough was downloaded from corsairs.gamefun.ru Author: MONBAR (I altered a little and add what I thought was necessary) P.S The site does not work The task is taken:
From the Governor-General of France (Tortuga Island, Tortuga) after receiving a patent.
The reward is:
Money, weapons, the possible finding of a pink skull, the title of baron, the rank of admiral
Required for execution:
French patent, preferably a ship of 2, or better class 1, a pumped hero, about 500,000 gold
Passage:
Having obtained a French patent legally or by buying it from a diplomat, in one of the pirate settlements, the French ruler becomes available. To receive assignments, you need to sail to Tortuga, go to the residence and talk with Governor-General Bertrand d "Ozheron about working for the good of France ...
1) Deliver Pierre Legrand to the Bay of Le Marne, on the island of Martinique.
The first assignment, which can be obtained from the Governor-General of France, Monsieur d'Ogeron, will be escorting the French privateer Pere Legrand, who captured a military galleon with a rich booty on a lugger and now wants to return to France and do it quietly. a regular ship that leaves for Dieppe, but since he is sitting on a pile of gold he needs an escort. We go to the tavern and after a short conversation with Pierre, he will become our passenger. Now we are heading to Martinique, the Bay of Le Marne. how to dock it is better to survive, on the shore we will have an unpleasant meeting of five thugs who need Legrand's gold. We enter the battle and do our best to save the life of our ward. After the lifeless body of the last attacker falls, we will be paid the promised reward, which will amount to 20,000 , having wished Pierre a good way home, it's time to go to the Governor-General. Having arrived at Tortuga and having talked with Bertrand, he will ask you not to disappear for a long time, for a filibuster he often has a job ...
This quest also has an alternative passage, but it is not desirable if you did not save or you yourself decided to take possession of Pierre Legrand's fortune (and it is: 1,000,000 gold, TANAT, four-barreled pistol, a good telescope, 20 diamonds, 12 gold brooches, Dutch a breastplate and a couple of amulets), having reported to the Governor-General about the "completion" of the task, he will ask to give the money that our ward had, namely 1,200,000 gold, which is 200,000 more than the actual one, otherwise they will not have any business with us ...
2) Delivery of letter d "Ozherona to the island of Curacao.
The second assignment to be issued by the French Governor General will deliver an important letter to the Governor General of Curacao, Peter Stavesant. We are heading for Curacao and the sooner the better, because the reward for completing the mission depends on our speed. Arriving in Curacao, we go to the residence to give the letter. But they will not welcome us with open arms, but will be mistaken for the pirate who killed the messenger d'Ozheron and put behind bars ... After spending some time in prison, a jailer will come up to us, from a conversation with whom there will be a chance for release, he has a father-in-law, one of the officers, General In exchange for the service rendered, they will take away a "pair" of Coins J. After some time, Peter Stavesant himself will come, who will free us, the jailer's father-in-law has worked out his round pieces ... The Governor-General will wish you a safe journey back to Tortuga, but he will warn that the hell is going on near the island. It's still too early to return home, we will visit the tavern and ask the taverner about the incident that happened to us, he will explain to us what's what, and even point out two strange types sitting at the table ... Approaching them, the conversation will not work out, but we learn that some kind of meeting is scheduled in the Bay of Palm Coast. They will immediately run out of the tavern, well, we will follow him, run after them from location to location and dob hedgehog to the bay, we will eavesdrop on their conversation about the galleon. Seeing us again, they will not be happy, but from the dialogue, it will be possible to extract useful information. We run back to the city and sit on the ship, before going out to sea. the same galleon will be waiting for us. We take him on board, oddly enough, the team will not consist of pirates, but Spanish soldiers, reaching the cabin, there you will meet a Spanish officer, he will report that he has sunk 20 ships in the vicinity of the island, we kill him and search the corpse, in the inventory at we take away TANAT, mortar and small things ... Now let's return to the head of the Dutch colonies in the Caribbean archipelago, and tell him all the information that we got, remove the Dutch mistrust of the coastal brotherhood. Stevesant will pay us a reward for the sunken galleon in the amount of 20,000 piastres. Let's return to Tortuga, and tell about all the adventures of Monsieur Governor-General, for our efforts, we will be awarded the title of Commander of the French Fleet.
3) Find a way to bring Donna Anna to Tortuga.
The third task will be very specific, the Governor-General wants us to deliver his beloved to Tortuga, the wife of the commandant of Havana, Don José Ramerise de Leyva. In order for the envoy of d "Ozheron to be recognized in us, he will give his ring, which must be handed over to Donna Anna, as well as Escorial's Spanish trade license for a period of 60 days, but do not forget, in order for the license to be" valid "on our ship the flag of the nation that Spain sympathizes with should be raised.We go to the port, go to sea and head for Cuba.Then there are 3 options:
1. If we have the opportunity to change the flag to a friendly Spain nation, then we simply dock in the port of Havana, now we are not afraid of patrols ...
2. If the enemies recognize us, then we moor at the Havana lighthouse, and calmly pass through the jungle into the city, where the patrols are no longer scary.
3. But if we do not have the opportunity to change the flag, then we wait for the night, namely midnight, we moor at the Havana lighthouse and make our way into the city, there are no sentries at the gate, but patrols go around the city, we wait for an opportunity and pass so that we are not spotted ...
Now, no matter how we got to the city, we go to the tavern and talk to the waitress, give her 500 gold and she agrees to take the ring to Donna Anna. We wait until the next morning right in the tavern and approach the poor creature again, take the letter from the commandant's wife and give 500 gold to the waitress, she deserves it. Then you should wait until nightfall and enter the house of the commandant of Havana, the door will not be locked ... Finding the house will not be difficult, but save yourself in front of the house and enter. We are waiting for a "warm" meeting, but not the beautiful Anna, but her spiteful husband, who even dressed up to meet the guests and his servants. After a short dialogue, you will have to enter an unequal battle and naturally win it, here you need a good murder weapon and preferably pumped up skills of a swordsman, kill a small gang (it is advisable to search Jose, he has good things) and go up to the second floor to the room where we are awaited Donna. We'll break the news that Jose is dead and she should follow us. Now we make our way to our ship and set sail, back to Tortuga! Having reached Tortuga, we go to our employer, he does not even know how to thank us and presents us with 25,000 gold for all the merits and asks to leave him alone, he has no time for administrative issues.
4) Escort of the battleship Soleil Royal to Guadeloupe.
The fourth task will be, issued by Bertrand d "Ozheron, will escort the first class battleship (or royal manovar) to the island of Dominica. This task is entrusted to us, as one who has proved his loyalty and honor. The ship is good in everything, and beautiful and dangerous for the enemy. rumors that this ship is already being hunted by the Spaniards, on three and four galleons, under the command of Juano Galeno. With bad news it is better not to return. ... Near Dominica, the ship must connect with the squadron of the island of Guadeloupe. We go to the port office, and take command of the Soleil Royal "Now our course lies on Dominica. Before leaving the global map near Dominica, save, 4 galleons will be waiting for us, but there will be no French squadron. We order the captain of the Manovar to board the nearest Spaniard, or open fire on him By my order, the Soleil Royal took on board two Spaniards, the rest sank itself, well, that's how it works ... After the sinking of Juano Galeno's squadron, on before going to Guadeloupe, and find out why the promised squadron did not meet us. The governor of the city of Bas-Ter, will justify himself by the fact that he received a letter about the promotion of our squadron only yesterday and did not have time to prepare anything, he will take the royal manowar and thank for what we have done. We return to the Governor-General and tell about everything that happened to our squadron, we will receive 28,000 zlotys as a reward. ... We also talk to d "Ozheron again and get a promotion.
5) Revenge of Donna Anna from compatriots.
The fifth task, in fact, is a continuation of the third. Monsieur d "Ogeron, worried about Donna Anna's life, it would be nice to visit her in the next room. We go to the room where we are privy to all the details. The Governor-General of Havana undertook an investigation into the commandant's murder, and is convinced that Bertrand's beloved is guilty of his death. ... We sail to Cuba and dock at the lighthouse of Havana, wait for midnight and sneak into the city, I strongly advise against entering the tavern, the soldiers set up an ambush there and when we appear the waitress will recognize us and a fight will start. Our goal is the house of Iness de Las Sierras. home and find out from Donna's friend Anna about the details ... The relatives of the murdered don Jose are hunting for the escaped Spanish woman, their exact location is not known, but they went into the jungle, possibly to establish contacts with smugglers, to secretly get to Tortuga. We go to the jungle, this couple I was in the Lighthouse location, after talking a little, we kill the villains and search the corpses, we find good things on the corpses, cold and firearms weapons and about 75 thousand gold. Now, with peace of mind, we sail back to Tortuga and report to Monsieur Bertrand d "Ozheron on the successful completion of the task, for which we receive 5000 gold, then we will approach Donna Anna and listen to her gratitude.
6) Deliver the letter to the filibuster François Olone.
The sixth task is to deliver a letter to Jean David, who is better known as Francois Olone. The letter should under no circumstances fall into the wrong hands, and if we get into trouble, before we die, we must first destroy the package, well, we are not going to die, which means we go out to sea and head for Guadeloupe, where we will receive a reward ... On the way to Guadeloupe, we will be attacked by a Spanish warship, it is better to board it, there will be good things on the captain's corpse. Having finished with the ship, we moor in the port and go to the house of the French filibuster, which is located almost opposite the residence. At first, François will not receive us in the best way, but as soon as he knows the purpose of our visit, his attitude will change. Then you can choose one of the options:
1. Refuse to attack Kumana and receive the promised reward of 10,000 gold.
2. To agree to the proposed adventure to participate in the attack on Kumana, but there is one condition, in our squadron there should be only 1, ie. our ship.
The squadron will include ours and 3 more ships, a frigate and two corvettes. We are heading for Kumana and try to do everything as quickly as possible. Having defeated the seventy cannon fort, we disembark the troops and after a fight in the city we go to the residence, where we demand money from the local governor. Then you can either divide everything honestly and get a legal share equal to 50,000 gold, or cheat / keep money for your beloved, but then you will have to fight with Olone and his comrades. Now we are heading for Tortuga and know about our adventures d "Ozheronu.
7. Release from prison in Santiago Roca Brazilian.
The seventh task will be very unusual, you need to rescue Roca Brazilian from prison, who is being held in Santiago prison. In the city we will have to act secretly, for these purposes we will be given a trade license. We sail to Cuba and dock in the port of Santiago or in one of the bays, go to the tavern and ask the tavern keeper where the Inquisition is, we get a rather vague answer, it is in the city. Next, we will look at the local church, the holy father will say that the Inquisition is located directly under the church, the entrance is under the stairs. We leave the church and look under the stairs and find the door. We go in, we find ourselves in a terrible place, the Inquisition. We need to find the Brazilian, he is kept in a cell, near which there is a soldier (there are 2 such cells, I think you will find the one you need J) We kill the guards and cross the threshold of the cell, as soon as reinforcements come running, we kill the soldiers who have appeared and all the inquisitors. Then we talk with Rock, to our question whether he can hold a weapon, we get a negative answer, the local holy fathers broke his hands. We make our way to our ship and head for the familiar Tortuga. The Governor General will admire the work we have done to free Roca Brazilian and will reward 30,000 gold. Talk also to Rock himself, he cannot repay with money, but he will hint that under the city of Fort de France, he has one very valuable thing hidden, namely an expensive cuirass, you must agree yourself, a good thing.
8) Go to the disposal of the Marquis Bonrepos.
The eighth task will be as follows, Monsieur Bertrand d "Ogeron asks us to report to Guadeloupe, to the Marquis Bonrepos, the naval commandant of France. The Governor-General is not privy to the details. We sail to Guadeloupe and dock in Basse-Terre. We go to the residence, and talk to He introduces us into the details of the policy and gives us the actual task. It consists in persuading famous pirates (in Jamaica, Jackman in Bermuda and Morris in Trinidad and Tobago) not to participate in the war against the Dutch. Funds for this operation will not be given to us, you can of course resist such a decree, but the Marquis will not like it J. Well, if we decided to complete the task, we sail to Bermuda, to Jackman, he was not even going to get involved in this matter. Then we sail to John Morris, Trinidad and Tobago, tell him about the upcoming He does not like attacking the Dutch, but for this, he will demand to carry out a small assignment for him - to deliver him Captain Gay's logbook. y and visit the local tavern, ask the owner where to find Captain Gay, we get the answer, he rents a room. We go into the room, a friendly dialogue does not come out and kill Captain Gay, we search the lifeless body and take the ship's log and personal belongings (among which there are more than 60,000 gold) J. Having been to Jamaica, we will visit the residence of Henry Morgan, but he is not there, the servant will say that he is in his house in Antigua, and will warn that Morgan's house is always closed. ... Now we are heading back to Maurice, we give him the ship's log and in return we get what was required of him, his consent not to attack the Dutch. ... It's time to go to Antigua, to visit the famous English pirate Henry Morgan. The door to the house is indeed locked, we go around his dwelling and behind the house we find a hatch into Morgan's basement. His basement is good, the catacombs are wholeJ Having found the way, we go to his house and talk about non-aggression against the Spaniards. Henry doesn't want to attack the Dutch, but his drunken guards have lowered their last piastres in taverns and to continue the fun, they need 250 THOUSAND gold! There is nothing to do, we give him the money. The task is completed, it's time to go to the Marquis Bonrepos. Instead of the yellow award, we are awarded the title of baron !!! There is nothing to do, we return to Tortuga, where we receive congratulations from Bertrand d "Ozheron, and the next title.
9) Reflection of the attack of the Spaniards on Port-au-Prince.
The ninth task, issued by the governor-general of the French colonies, will be to appoint us as the commander of a special punitive corps, the familiar ship "Soleil Royal" will be put at our disposal. The first task will be to repel the attack of the Spanish squadron on Port-au-Prince. But you need the royal manovar to stay afloat, otherwise the task will be failed. For this mission, it is advisable to have a first class ship with the maximum allowable crew. We go out to sea and head for Hispaniola. Save and exit the map of the mara near Port au Prince. The battle will be hot, we will be opposed by 6 enemy ships, the flagship of the enemy squadron will be manovar. It is better to board it, there are 48 pound cannons on it. We sink and take the rest of the ships on board, not forgetting to monitor the state of the Soleil Royal. After the last Spaniard is sunk and the royal manovar is kept afloat, the task will be considered completed. We return to Monsieur Governor-General for a reward and get a measly 5000 (!) Gold! I repair ships, hire sailors and pay 10 times more! But there is nothing to do ...
10) Capture of Santo Domingo.
The tenth task will be a retaliatory attack on the Spaniards, namely the capture of the colony of Santo Domingo and its transfer to the possession of France. We sail to Hispaniola, smash the fort with the efforts of our squadron and land the troops. After a heated battle inside the city, we go to the residence and declare the Spanish colony French! We return to Tortuga and receive a reward for our work, which amounts to 40,000 gold.
11) Capture of Santa Catalina.
The eleventh task is very similar to the previous one, this time we need to capture Santa Catalina and hoist a French flag over the colony. The city is located on Maine and controls the pearl industries of the New World. And again we hit the road to capture the colony for the good of France! Having broken the fort and disembarking the troops, having dealt with the soldiers in the city, we go to the residence and declare Santa Catalina a French colony! We return to Monsieur Governor-General Bertrand d'Ogeron and announce an increase in French possessions. As a reward, we are given everything that we have plundered in Santa Catalina. The question of our participation in the development of pearl fisheries is rejected, but the Sun King himself learned about us Louis XIV Now it is worth going back to Guadeloupe to the Marquis Bonrepos.
12) Meeting with the Marquis Bonrepos.
Arriving in Guadeloupe, we meet with the Marquis Bonrepos at the residence. From his lips we learn that the devolutionary war with Spain is over, Spain is defeated! When asked about monetary compensation for all your expenses, we will be answered simply: "... you have become a nobleman, the Louvre knows about you!" Royal Manowar take him out of the squadron. The reputation in the colonies of France is increasing. Now it's up to you to go to Monsieur Bertrand d "Ozheron, who will inform you that we have been elevated to the rank of Admiral of the French Fleet!"
THE END !!!

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

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

Ship log

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

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

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

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

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

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

Black Mark

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

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

Henry Morgan himself.

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

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

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



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

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

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

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

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

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

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

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

Pearl

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

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

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

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

Head hunter

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

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

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

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

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

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

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

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

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

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

Steve Linay

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

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

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

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

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

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

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

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

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

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

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

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

Legendary hike to Panama

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

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

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

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

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

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

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

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



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

French ruler

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

Mission 1: Pierre Legrand

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

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

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

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

Mission 2: Messenger

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

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

Mission 3: Anna

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

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

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

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

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

Mission 4: Soleil Royal

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

The new task of d "Ozherona is to escort the French flagship Soleil Royal to the shores of Dominica to meet the squadron from Guadeloupe. Why does the royal Manovar need security? The fact is that the Spaniards opened a hunt for this ship, and no matter how powerful it was, three -Four galleons will easily board him.

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

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

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

Mission 5: Revenge

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

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

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

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

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

Mission 6: Francois Olone

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

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

Mission 7: Rock Brazilian

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

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

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

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

Mission 8: Bribery

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

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

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

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

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

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

Mission 9: Protecting Port-au-Prince

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

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

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

Missions 10 & 11: Capturing Cities

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



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

Anyone who has played Corsairs at least once would like to repeat the process one more time. The fact is that this game offers a unique opportunity to get away from earthly problems for a while and become a real pirate. You will have the opportunity to buy your first ship, assemble a team, and gain authority by conquering the seas. Naturally, there is a storyline (campaign), but you can enjoy unlimited time playing in free mode. But sooner or later the game will end, there will not be a single corner of the planet that you would not visit on your pirate schooner. Then you will have to return to reality and abandon your "pirate past". Naturally, you don't want to let this happen, and the addition "Corsairs: A Pirate's Story" will help you to become a pirate again, the passage of which will return you to the familiar world of adventures.

Description of the game

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

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

Passage of the Dutch campaign. Part 1

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

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

Passage of the Dutch campaign. Part 2

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

Passage of the French campaign. Part 1

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

Passage of the French campaign. Part 2

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