Corsairs gpk how to play. Corsairs: The city of lost ships. Passage. You better stay away

Toy Corsairs: GPC will probably never go out of style. Fascinating sea and coastal battles, even now, after several years after the release of the gizmos, look fantastic. Therefore, we bring to your attention, in two variations at once: video and text.

Watch the video walkthrough of the game Corsairs

Dying Lord's estate

The story begins in the distant 1665, January 1. Main character the game learns from his faithful servant that the Honorable Lord Gilda is badly wounded. Next, you need to go into the house. On the threshold will be Andrew James, the Lord's servant. In his company the main character rises to the top floor. The dying Lord lies in bed. A servant approaches and brings the necessary potions and tools needed to save the Lord's life.

Later, Peter Blood appears in his office. Suddenly, Jeremy's servant appears and declares that the royal Dragoons are rushing here at all times. This news is not happy. Jeremy advises taking a sword on the balcony for self-defense. Which should be done immediately. The main character takes the keys from the table. Then you need to go up to the second floor, there is a chest on the balcony.

Having opened the old chest with the key, we take all its contents. Now the main character is armed to the teeth. Jeremy reappears and says that the royal dragoons are just around the corner. A moment later, Captain Gobart enters the house and announces an arrest warrant for the protagonist. The player is attacked by a Dragoon. You can fight off enemies, but in the end it turns out that this is a useless exercise. There are a lot of them. Peter Blood is captured and taken to jail.

Jail

April 1, 1665, hard labor. Jeremy's servant appears and says that Colonel Bishop wants to see Peter. Security comes and takes the main character out of the cell directly to the colonel's office. Bishop apologizes for the misunderstanding, saying that the soldiers overdid it. Next, we follow to the governor's residence.

We rise to the second floor. Miss Steed sits there crying. She needs medicine for her seriously ill husband. Next, you need to find Mr. Dan. Let's start looking for him. We find Dan's house. However, there is already Peter's competitor, Dr. Wacker, sitting on the chair.

He asks the main character to come to the tavern a day later. We leave the house and meet Dan. We tell him that the governor's wife urgently needs medicine. Hearing this, Dan gives the drug to Blood for free. We return to the governor's estate and give the mixture to Madame Steed.

Empty Tavern?

The main character goes to a local tavern. However, Vaker was not there. Then we go to his hut. We raise Wacker and explain the situation to him. Wacker gives the protagonist 2000 piastres to organize a successful escape.

Assemble a team

In order to go on a long voyage, you should first organize a crew. We are going to hire service personnel. After required amount hired sailors - we go to the port.

Adventure at sea

In the port of the protagonist, his faithful sailing ship is waiting. And so the ship departs, the weather is simply magnificent: a clear, cloudless day and a strong north wind. The ship is heading north. After a while, pirates attack the main character's ship. We are successfully fighting them off.

Then the conquistadors attack - this is a more serious threat. It is easier to buy off them than to expose your skin to cannonballs, buckshot and knipple. Meanwhile Corsairs: City of Lost Ships walkthrough be in full swing!

Bay of Thugs

We are approaching a mysterious peninsula without a name, where it is necessary to hunt down four thugs who are planning to implement high treason. Immediately after disembarking the crew on the island, we go north.

On the way, the main character will be met by thugs and will demand a large sum to save his life. We ask criminals and bandits to see their leader.

Goodbye Aaron!

Peter Blood is led to the tent of the leader of the thugs. Aaron invites to his home. We accept the invitation. And as soon as Aaron is next to Peter, we strike with a sword from all over, striking the head of the gang to death. Then we leave the tent and finish off the rest of the enemies, sneaking up unnoticed to each of them.

Watching the final video. On this Walkthrough of the game Corsairs: City of Lost Ships comes to its logical conclusion!

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 necessary 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 grab 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.
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 Levays. 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 a national storyline in the game, you need to obtain a privateer patent (if you want to play 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 storyline.
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 sailed to 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 imprisoned, 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 a dispatch to the Governor of Tortuga Bertrand d'Ogeron. Swim to Tortuga in order to deliver the dispatch to D'Ozheron, 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. A messenger will meet you at the port and tell you 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 Governor D'Ozheron. He will tell you to find out at the port authority which ships were leaving the port in the near future. It turns out that the port was left by the brig La Rochelle, which goes to San Juan. Head there and board the ship off the coast of Sna Juan. The captain will say that Antonio, who took the letter from you, left the ship and moved to the galleon Isabella, which goes to Santa Catalina. Catch up with the galleon, board it and Antonio will surrender. Take the letter and head 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, was 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 desired thing, he will offer to buy a buried treasure card 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 trade 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 Pere 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 the envoy of D'Ozheron. There are three ways to get into Havana. First. With the flag of Spain raised, 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 - escort battleship first class 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 the completed mission. Return to the Governor-General. You will receive 28,000 piastres as a reward. Also talk to d'Ogeron 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 Kumanu and hurry. 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 hits.
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 naval commandant of France. Sail to Guadeloupe and dock at Basse-Terre. Go to the residence and talk to the marquis. He will tell you about the details of the policy and give you his own assignment. It lies in the 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 logbook 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 into 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'Ogeron, 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'Ogeron. 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.

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 in currently in Puerto Principe, Cuba needs help and offers to meet with him and discuss 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 sent to prison 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. Upon arrival, ask the innkeeper about Edward Lowe. It turns out that the innkeeper knows Lowe and that he lives not far from 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 Lowe 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.
Ask the people in the taverns in 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 overshadow 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.
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 hearing 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 strange things happening in recent times in the Coastal Brotherhood. Go to La Vega.
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.
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 precious stones... 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.
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.
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 Spanish forces 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. When you leave the governor's house, you will meet Morgan. He gives the order to find the key, while he himself 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. Return 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 do not 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 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).
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.
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 the city of the lost ships, leave your ship at the port office 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 the admiral and head of the City.
Turn around and jump into the water. You need the "Fernando Diffindur" flute, which contains the same 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 amount 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.
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 fail to 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 has 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.
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.

Go to section

Quest: "Kill all the beggars"

Taken- look for a man named Oliver Trust in the main city of your nation

Important- if you have a Dutch patent, then you will lose it

Stages

1. You are approached by Oliver Trust with a proposal to kill all the beggars in the Caribbean in exchange for 1,000,000 piastres. You can agree, you can disagree.

2. Questioning the poor - "Who wants them dead."

The third respondent will send to a beggar *** in the city *** (generated randomly)
3. Conversation with a beggar.
The specified beggar is sent to the Governor of Holland, Peter Stavesant.

4. We visit the residence, find a locked chest

5. We are looking for a way to open the chest.
We go to the tavern and interrogate the innkeeper

6. Making a key.
We turn to the key master, place an order and wait 2 days.
Important: For the work, the master of keys asks for 3/4 of all the money the player has, but not less than 15 thousand. If you are sorry to give a lot, give the extra money for a while to the moneylender.

7. Returning to the key master,
it turns out that he gave us up. We kill the officer (here the patent is lost, it is not removed from the inventory, the Dutch flag remains on the ship, but if you lower it to raise another, you will no longer be able to raise) who came to arrest us. We take the key from the table on the second floor of the house.

8. Open the chest with the key,
we take the letter and swim back to the beggar.

9. Beggar
talks about Teaser Dan and sends you to find out about him.

10. Back to Curacao
and we ask about the Teaser of the tavern (he will point to Stevezant) and the governor himself. The governor will send you to hell.

11. On a tip from the magazine, we set off to look for a representative of the Dutch East India Company.
It is easy to guess that this is Oliver Trust. We ask a diplomat about him in any pirate settlement.

12. We sail to the representative of the GVIK,
we kill him and from the table we take papers, which indicate where to look for "Island of Justice"

13. We return once again to the beggar, tell about our findings,
we get the "Difunder key"

In the city of lost ships

Having received the Diffunder key, we sail in the indicated direction, to the north-western corner of the map (north of Cape Catoche and west of Havana), exit the world map into the sea and use the "Swim" command.
They meet us, tell us what's what and send us to report to the admiral on the warship San Augustine.

Important- upon arrival at the GPC, you will lose a ship with a crew and officers.
At the first conversation, the admiral of the city will take everything else away from you, leaving only 1/50 of the cash and totems needed for the "Tenochitlan" quest.
This can be avoided by placing all the contents of the pockets in the chest on the ship "Fernando Diffunder". And giving the money for safekeeping to the usurer.

The GPK has a residence (warship "San Augustin"), a tavern (caravel "Fleuron"), a store ("Esmeralda"), a church ("Gloria"), a usurer ("Carolina") and a prison ("Tartarus"). Fast navigation doesn't work.
To earn a quick transition, you need to complete the priest's quest.

The store sells a GPK card.
The seller will charge a very high price for the card. You can refuse to buy and go to complain to a woman named Sandra Gomez, the seller will drop the price to an acceptable one.

All chests in the GPC are locked. Three keys are needed: simple, common and complex.

Where to get the keys
Simple key

Lying near the mast on that half-submerged ship, which was run in half by the warship of San Augustin.
- obtained by Alice Taylor's quest
- obtained from the qukst of Dominic Legros

Ordinary key

Lies on the boxes directly opposite the entrance, inside the "Velasco" (you don't need to go there until they send you on the quest)

Complex key
- obtained by the quest of Pedro Hurtado
- lying in a chest on "San Gabriel" (you will also have to go on a quest)

Important- when rummaging through chests, do not sell, eat or throw away 10 bags of salt, 10 clusters of grapes, 3 bottles of wine and 1 lute, otherwise the passage of the main quest gpk will become impossible.

Main quest in the GPC

Stages

1. We turn to the tavern keeper Hill Bruner.
Let's talk about Teaser Dan. Hill asks to be silent about the Teaser and wait a few days while he gathers information.

2. Second conversation with Brunner
A few days later we come to Hill Bruner. He asks to meet him secretly after midnight in the "wine cellar" of the tavern - a separate room on the quarterdeck. There he says that Dan often visited the Fernando Diffunder ship.
If you have not been to the Diffunder yet, then you sail there and take from the flooded chest the letter that Dan left there. If you have already been to Diffundet, immediately show the letter to Brunner.
Brunner reads the letter and sends the carpenter Andre Laboratories to search.

3. Finding a carpenter.
We find a carpenter, he makes an appointment in the cabin of the "Protector" corvette

4. We come to the meeting,
a surprise awaits us in the face of a milliate. We have to kill the milliate and the carpenter.

5. We return to the tavern keeper Brunner.
He teaches how to cover up his tracks - he sends him to the Narwhal clan ship, to the back room, for a medallion.

6. Conversation with the admiral
We bring the medallion to the admiral and say that we found it in the cabin of the "Protector". The admiral believes and sends you to destroy the Narwhal clan. Three milliards are given to help.
The more militiamen survive, the more money the admiral will give for work. Everyone will die - there will be no money.

7. Report to the admiral
about the destruction of the Narwhal clan. Then we tell everything to Brunner. He again asks to wait a few days.

8. A few days later. Brunner
sends to the "wine cellar" to eavesdrop on the conversation of the admiral as the leader of the "Casper" clan.
It is important - you must be at the place before midnight.
We eavesdrop on the conversation, tell Brunner about it. Brunner again asks to wait a few days to find out who the "mechanic" mentioned in the conversation is.

9. The next day
in place of Brunner, a new tavern keeper appears, who says that Brunner was found dead.
It is important that in order for the taverner to change, it is imperative to change the location.

10. We talk with the waitress Armo Dulin.

11. We talk with the admiral,
he orders not to pry into this matter. And we go to interview all residents, in search of the oldest citizen.

12. Search for the oldest citizen.
On the Eva galleon we save Cecile Galard from reprisals, who tells the mechanics that this is Henrik Wedecker. And he most likely languishes in captivity in the residence of the Casper clan on the San Gabriel

13. We talk with Armo Dulin,
she offers to help entice the Caspers out on a date one by one.

14. After the third meeting, Armo is found dead.

15. We go to the jailer (Armo's fiancé) Thomas Boyle, we offer to "avenge Armo" together.
Or
Instead of 13, 14, 15, you can immediately go to the Kaspers (or go only for 1-2 dates) and interrupt them alone, then Armo Dulin will remain alive.

16. We leave for "San Gabriel"
and we kill everyone there. In a separate cabin on the quarterdeck we find a mechanic.

17. Conversation with the Mechanic.
The mechanic sells us the "Dog of War" corvette for 1,500,000 pmaster and sends us under the water for the gear needed to free the corvette from the wreckage of the ships.

18. We travel under water.
Find the gear.

There are many chests with good. In one there are 2 rat gods and a bunch of rare idols, in the other there is Morgan's rapier.

19. The mechanic sends us to look for equipment for the ship.
Provisions, weapons, medicine, cannonballs, buckshot, knipples, bombs and gunpowder.

20. Search for equipment.
According to rumors, we learn that the admiral is holding weapons and gunpowder in his hands. We go to the admiral, he talks. We are looking for the milliate John Workman, who agrees to steal gunpowder and weapons from the warehouse, in exchange for taking it with you.

21. Provisions, boards, canvas.
We buy provisions, canvas and boards from the owner of the store for 40,000.

22. Kernels, bombs, knipples.
We talk with the waitress in the tavern, she says that cannonballs, bombs and so on can be asked around from the hostesses of the ships. They are Alice Taylor, Aurelie Bertin, Lea Toors and Eliza Calvo.

23. Medicines.
We talk with the padre

24. Gunpowder, weapons.
From rumors we learn that gunpowder and weapons are kept by the admiral. We talk with the admiral, we get a refusal. We are looking for the milliate John Workman.

25. Having collected everything you need, we return to the mechanic.
He sends to assemble a team. You need to find 15 people, the magazine is counting. We interview local residents.

26. Back to the Mechanic again
and we learn that he is arrested. We go to the residence and kill the admiral with the milliards. Then we go to the prison, kill the chief and talk to the mechanic.

Important- before entering the prison, carefully memorize the position of the 2nd mast of "Fernando Diffunder"

27. Departure.
We leave the prison, it turns out that the GPK sank. We sail to the second mast of "Fernando Diffunder" and find ourselves on the corvette "Dog of War"

Prize - exclusive corvette "Dog of War", officer in command

Side quests in the GPC

1. The quest of Pedro Hurtado is to rob the store. You can get the key to complex locks.

2. Alice Taylor's quest is to free her husband from Prison.
The fact that the husband of Alice Taylor in prison is told by the townspeople in the form of gossip.
If you talk to Maxim Taylor himself, he will tell his wife that he is in prison.
Alice Taylor asks for help. Alice gives her husband a simple key.

3. Kest Dominic Legros - pass a bottle of wine to his friend, jailer Thomas Boyle.
You need to find a bottle of wine yourself. A few round-trip runs and Dominique Legros will give you the key to the simple locks.

4. Priest's quest - bring 400 candles. Candles are scattered across the chests. There are exactly 400 pieces in the chest in the store, you can steal when the seller turns away. People in the store do not react to the player's actions. There are many more candles under the water in the barrel that is in the skeleton of the ship lying at the bottom.

Prize - a quick transition between locations appears.

5. Quest about the search for the missing Leighton Dexter.
Royel Haag tells about the disappearance.
We talk with Lea Toors.
We talk with Admiral Chad.
We talk with the jailer Thomas Boyle.
We jump from the board of the "Tartarus" into the water, we swim to the left to the hole in the board, we see a hanging skeleton and a chest.
We talk about rumors with any local resident. We will be told that the admiral has lost the key.
We are looking for the admiral's key. The place where the key will lie is random. It lies only outside, there is no need to search inside the ships.
We open the chest.

The prize is a chest with the good of Admiral Chad.

In the chest there is a golden breastplate, an exclusive spyglass, 2 rat gods, a bunch of all sorts of rare idols, 2 thanats and much more on trifles.

Quest Tenochitlan

Taken- on the banks of the Mosquitoes on the Maine (above Santa Catolina).

Prize- a jade skull needed to complete the quest "The Enchanted City" and a shotgun.

Having landed on the shore, we meet the sailor Silvio Ritchie, who says that their entire expedition for gold to the city of Tenochitlan perished.
Deeper into the jungle, we come to Lake Texcoco and meet the Aztec Montezuma, who asks to defeat the god of the dead reigning in Tenochitlan.
To get into the city, you need to remove the fire from the dam. There are two ways to do this.
1. Find the Kamashtli totem in the very location with the lake in the water near the stones, run through the fire (if the Persian has few hit points, then this is unrealistic) and insert the totem into the sacrificial stone behind the dam.
2. Find two totems: Tlasolteotl (lies in the adjacent location) and Tonatiu (lies between the cities of Porto Bello and Panama. After leaving Porto Bello, run to the location on the left, there again to the far left location).
Totems with these names purchased from merchants will work as well.
These totems must be inserted into the sacrificial stones near the entrance to the dam.

List of totems
1. Shochiketsal
2. Miktlantecutli
3. Quetzalcoatl
4. Mousecoatl
5. Tezcatlipoca
6. Chalchihuitlicue
7. Whizlopochtli (god of the blue sky)
8. Tlaloca (god of thunder and rain) - there is a bug in the game, this totem of Montezuma was also named after Witslopochtli
9. Mayahuel
10. Tonacatecutli

Totems can be purchased from merchants in shops, from street vendors, from people in churches and in the jungle. All totems can be found.
Here are the locations of the totems that have been reported online:
1. Tezcalipoca. In the dungeon at Fort de France in Martinique (next to the ski lift).
2. Whitzlipochtly. In the residence of Governor Stevesant in Curacao (next to the entrance, at the top of the stairs).
3. Mousecoatl. Trinidad and Tobago, behind the church, near the fence post.
4. Shochiketsal. Bermuda, the bay of the broken trough, behind the ship in the middle of the beach.
5., to the left of the church, near the house.
6. San Juan del Norte, in a grotto on the shore.
7. Quetzalcoatl. San Martin, in a cave near one of the pillars (closer to the rope)
8. Talaloka. Santo Domingo, on the lighthouse on the window (climb the stairs almost to the very top, sideways on the board and jump down the tiers).

In Tenochitlan itself there are baths, if you enter the water, you can get into an underwater labyrinth, after swimming, we find ourselves in a small room in the temple of Vitality, where there is a chest. In the chest is Sinteotl's totem, which will be needed to get to the Shotgun.

When all 10 totems are activated, the door to the Temple of Vitality will open. We get to the center, take the skull, fight Miktlantecutli and get a skull as a gift.

At the foot of the disc pedestal is a stone with a hole for Sinteotl's totem. A chest next to it opens. It contains a ceremonial obsidian knife.
This knife must be inserted into the relief on the wall of the temple of the White Gods. The door will open, you can take the shltgan.

Quest "The Enchanted City"

Taken in cities near Morocaibo.

Prize - brig "Queen" and Daniel Sheppard as an officer in command

To complete the quest, you need a jade skull obtained from the quest "Tenochitlan"

After disembarking at the port, you see a crowd of vigilantes at the tavern. GG volunteers to talk to the "werewolf", from whom he learns that he fled from Morocaibo and a terrible curse fell on their city.

Stages
1. We swim in Morrocaybo, talk to the tavern keeper.
2. We sail to Des Moines, wait for the night, talk to the head of the city (the first house to the right of the entrance). Either we get out of the city with a fight, or we offer to help remove the curse.
3. We are looking for the Englishwoman Elizabeth Sheppard. She lives in Nevis in Big house on the left at the end of the embankment.
(It is she who tells about the curse of Miclantecutli and sends them to look for the jade skull in ancient city Aztec Tenochitlan).
4. If the quest "Tenochitlan" has not been completed yet, we sail to Tenochitlan.
If passed, we say that the skull has already been mined.
5. We leave to look for the "Queen" brig. On the desolate shores of Maine and uninhabited islands we are looking for a ship with bright purple sails on the world map.
6. We take the "Queen" on board, talk to the captain and take it to ourselves.
7. We return to Nevis, we report to Elizabeth about the fate of her sister.
8. We will sail to Des Moines for the award.

Quest "Drown the Blue Bird"

Taken from a shopkeeper in your nation's main city.

Prize- super-unique shebek "Blue Bird"

Stages

1. From a conversation with the owner of the store, we learn about Pascal Voisier - the owner of a store in Bermuda.
2. We sail to Bermuda, talk to Pascal Voisier, he gets angry and kicks out the GG.
3. We go to the tavern and have a heart-to-heart talk with the tavern keeper. He will tell about the former owner of the store, John Norton, whom Pascal ruined and survived. Norton lives in a pirate village in Puerto Principe.
4. We sail to Cuba in Puerto Princes, we talk with Norton. He sends us back to Bermuda to the shipyard.
5. We talk with the owner of the shipyard in Bermuda and set off to explore the island, or rather to the cave on this island. When the GG stands at a certain place, they will turn on a video in which they will show how pirates carry boxes with goods.
6. We go out to sea and drown or board the Blue Bird.

The parameters of the ship are generated when going to sea.

7. We swim to the customer for the promised reward of 50,000.
It may happen that the customer does not pay the money and there will be an opportunity to take revenge - to find out rumors when the merchants' own ships go out to sea and sink them ...

Corsair Ruler

Taken- in Bermuda, at the head of the Jackman pirate settlement. Topic about work.

Important- after talking with the main pirate in Bermuda, the quest of the nation will not start until Morgan allows you to do it (after the disruption of the Richard Soukins action), the governor will say that you have been seen in connections with the pirate leaders.

Prize- brig "Sea Wolf"

We are being sent to Cuba in Puerto Principe to help Captain Goodley. Captain Goodley asks to provide a service to Henry Morgan (you can agree, you can refuse) - to take John Bolton to Jamaica in Port Royal to Morgan.

Morgan himself offers to do a few things with him, but first he asks to complete all his affairs.

(I mean the quest of the nation, if you get involved in the affairs of Morgan, you will not be able to complete the quest of the nation)

Exercise 1.

Delivery of the black label to Martinique

Task 2.

Rob the Spanish pearl divers.
To rob tartans, you need to carefully approach them closely, side to side.

Task 3.

The job of a bounty hunter.
Captain Goodley sends to kill John Avory.
To catch up with Avoni, you will have to visit five cities. Ask the usurers and the tavern about him.

Task 4.
Double.
Morgan sends to Jackman, and Jackman sends John Leeds to help.

Task 5.

Finding Steve Linnaeus.
5.1. We find the killer of Linnaeus, we learn that he serves Richard Srukins, about which we report to Morgan.
5.2. We get the task to disrupt Soukins' share. Why are we sailing In Puerto Principe and talking with the tavern keeper and waitress.

Double-barreled musket

Taken- the city of Port of Spain (Trinidad and Tobago) by Humphrey Douglas (sitting in one of the houses)

Prize- brigantine "Arrow", musketeer officer in command

Stages:

1. Find Humphrey Douglas, listen to the story, promise to help
2. (if there is a patch 1.1.10) Sail to Bermuda and talk to Jackman
3. We are looking for the "Arrow" on the world map (a boat with lilac sails), we take it on board
4. Back to Douglas

Flying Dutchman

Taken- from a conversation with drunks in taverns.

Prize- the "Leuchy Dutchman" warship itself.

1. Conversation with drunkards.
Sooner or later, you will be told about LH.
(after the conversation, the next time it will be possible to talk about this topic, only the next day).

2. After the third story about LH we go out to the world map, meet LH and drown.
Important - you will lose the ship, all officers, the contents of the chests and all the money.

3. We sail to the Amatike bay and go to the pearl divers' settlement. In the penultimate location in front of the settlement, there will be a chvsovoy. If you are playing a non-Spanish or non-proprietary Spanish corsair, the sentry will have to be killed.
In the settlement we talk (2 times) with the White Boy.

4. Collecting pearls.
Mayors of cities have quests "to help fight off skeletons in the port". When killing each skeleton, a certain amount of black pearls appears in the inventory.

5. After collecting 666 black pearls, we return to the White Boy.

6. Again we talk with drunks, until we are told that they saw LH in the local bay.

7. We leave on the world map and take the LH for boarding or drown.

Random quests

In cities, people on the street can get quests

"Rescue a wife / husband from pirate captivity"
"Take revenge on the captain who sold into slavery"
"Take revenge on the captain who rejected love"
Find a Trade Captain Friend

You need to look for a ship on the world map with bright pink (if hostile) or light green (if friendly) sails.

You can ask about the captains you are interested in at the port office and from the captains of the ships in the roadstead.
If you are told that the captain you need is in the city, you need to go to the world map and wait for the ship to appear.

From the harbor master you can get the quest "Find a ship stolen from the parking lot"

The flag of a stolen ship is usually the one near whose port you caught it. In order not to quarrel with your nation, it is better to catch a ship from enemy islands.

From the owner of the shipyard you can get the quest "Steal the blueprint of the ship"

From the usurer you can get the quest "Find a Gem in the Jungle"

From the priest in the church, you can get quests to kill skeletons in the nearest dungeon and guard the church utensils for 3 nights.

Blood ruler

You can go by starting to play Peter Blood.

Prize - frigate "Cinco Llagas", two quest officers, good money and equipment to start the game.

Stages:

1. The Oglethorpe Estate
The key to the chest with a saber appears after Pitt's message about the arrival of soldiers on a round table near the door to the office.

2. Colonel Bishop sends the plantation to the governor's house.

3. Residence. We talk with the governor.
You can ask the governor (free of charge) for money for the medicine.

4. We leave for the medicine.
House to the right of the residence. There we talk with Dr. Wacker.

5. We take the medicine to the governor's wife.

6. Meeting with Waker in the tavern.

7. Gathering the team.
Jeremy Pitt. Agrees immediately, but says that he needs to get a weapon.
Hagthorp. Asks to kill Stuart Winterwood. If the leadership is more than 5, you can persuade Hagthorp not to take revenge.
Nicholas Dyke. Cancel its sale.
We talk with the colonel. We talk with the drunks in the tavern. We rob the chest in the indicated house.

Ned Ogle. It is necessary to pay off his debt from the usurer.

8. Quest Get a cure for a headache. We get a dagger as a reward.
With the medicine, you first need to go to the guard at the entrance to the residence and say that you brought the medicine for Mrs. Steed. The guard will open the door to the residence.

9. We get weapons.
You can talk to the tavernkeeper, with the smuggler in the tavern (in exchange for the governor's wife's ring) and take the gunsmith in the house.

10. We meet with Waker in the tavern.

11. If we have enough money, we buy a sloop.
We talk with the carpenter Nattal. He wanders around the city, after a conversation waits at a table in a tavern.

12. If there is not enough money, we go around the house and get additional quests.
1. In the store we meet Captain Jacques Nightingale. He asks to find a captain who would agree to deliver him to Tortuga. Pays 1,500. We ask about the captain at the shipyard.

2. The usurer asks to return the loan obtained fraudulently. We will find out where to look for the cheater from the tavern for money. (if, in a conversation with a found deceiver, pretend to be his old friend, then you can, at the cost of lowering your reputation, get not 30, but 55 thousand)

3. In one house lives a fisherman who asks to find out where his competitor is fishing. Pays 2,000. A competitor sits in a tavern, drinks with him and sorts out information.

4. In another house there is a strange person who takes you for someone else. If you answer his questions correctly, you can get 2,500.

13. We go to save Pitt.

14. We return to the city, at the entrance we kill the Spaniard chasing the girl, we get an increase in reputation, weapons and money.

15. We meet at the shipyard with Hagthorp.
You need to go down into the water and swim around it.

16. Capture of "Cinco Llagas"

Spanish squadron straight ahead, captain!

Thousand devils! All hands on deck! Cannons for battle! Get your grappling hooks and muskets ready! I will personally feed the cowards to the fish, and the rest will receive gold from the hold of that fat Spanish galleon! Starboard fire!

More than six months after the "Return of the Legend" the Seaward team pleased us with an addition (which, by the way, was talked about back then, in February last year). To admit, after the success of "Legend" thoughts about new game there were a lot. What kind of game will it be? What will change? What will remain the same? However, there was no doubt that the addition would be no worse than the original. Are you ready to return to the Caribbean, to an archipelago of new secrets and mysteries? Then we catch the wind - and full speed ahead!

The recipe is simple

To make a good addition, you need to replicate the success of the original game. In other words, to do all the same, but even better, even more, more fun, and in our case, even more mysterious. In fact, "City of Lost Ships" is the same "Legend", but with a lot of new features. For example, a whole bunch of new items have appeared - these are not just magic pots, but idols of quite real Indian gods. Add to the piggy bank new unique ships, new storyline for pirates and a lot of mini-quests. All the innovations are countless; I even doubt that I studied the original game one hundred percent. Well, what is not a reason, along with new adventures, to find solutions to the "old" secrets?

It is worth mentioning separately the storyline of Peter Blood. The similarity with the creation of Sabatini is so great that you can find a solution to some game problems right in the book! But these are only flowers, because there is also the main character - the City of Lost Ships. However, I'm not going to reveal all the cards yet, otherwise the intricate puzzles in the spirit of the first "Corsairs" will lose their unique charm.

"Stormy" sea

As the unknown player said: "The graphics do not bother the veterans." As great as Storm paints the sea, sun and sky ships, characters and landscapes come out disgusting. Judge for yourself, for the first time we saw a game heart in Pirates Caribbean”, And that was almost five years ago. On the other hand, the poor capabilities of the motor force you to find another way out of the situation. Instead of rich details and shaders, the player is invited to connect their own imagination. Look at a pirate in a tavern or a common passerby. Yes, most of them do not represent any game interest, but at the same time they are not "furniture". This thug not just walks around the city (although in fact he just walks), but lives his own life. Maybe he just got off the ship after a long hunt at sea? However, what exactly he did depends only on you. Whether a pirate, a merchant, a usurer or a governor, they are all in your hands, like the entire archipelago.

Back to specifics

The appraisal part ends here, let's now look at the goodies. To begin with, I think it's worth understanding the main thing: what has changed? English ruler removed so that there were no conflicts with the new pirate. There is a new playable character, Peter Blood. The main difference from the rest is that the game starts differently, that is, in England. If you remember, Blood was not immediately exiled to Barbados, so first you have to deal with the affairs of Lord Gilroy's estate.

I have already spoken about the whole set of idols and statues, we will consider them in more detail later.

New tasks are everywhere: finding the captain, catching pirates and much more. These tasks are generated randomly, but they are well written, so they do not get boring.

Be sure to check out the shipyard, almost all the vessels have undergone alterations, besides, new vessels have appeared - unique. You cannot buy them, only get them for a task or take them away in battle.

And, perhaps, the main change is that artificial intelligence has become much smarter. Local swashbucklers no longer rush at you like a herd of zerglings, interfering with each other. No, a fight with one opponent is already a test, with two is a difficult task, and three or more is certain death! And if a simple sailor is relatively easy to defeat, then a captain or an officer is much more difficult. Usually, a beginner adventurer needs two or three hits to give up his ghost, but one bullet is enough! Frankly, starting the game on Lieutenant difficulty (this is a little easier than average), I did not expect such agility from the enemy, because last time it was not at all like that. Be that as it may, the work on the AI ​​was not in vain, the game became more interesting and realistic. The bulletproof hero from The Return of the Legend has somehow become boring.

Pantheon of Indian gods

Shochiketzal Totem- the goddess of flowers and love. It is not clear what relationship love and flowers have to luck, but a good idol adds as many as twenty units to luck and does not require anything in return. In addition, on the market you can get a tidy sum for it.

Miktlantecutli Totem- the god of the kingdom of the dead with a completely unpronounceable name. Adds twenty to stealth. Indispensable for the British and French if you desperately need to enter a hostile port. It is even more expensive than the Xochiquetzal idol. If you can't disguise yourself, you can help out a good price in the store.

Quetzalcoatl's Totem- the god of the morning star and the lord of the elements. Its image adds twenty protection units to the wearer. It will not be superfluous, because it is quite difficult to develop protection.

It is interesting: Quetzalcoatl is one of the most famous Indian gods. He is one of the main deities of ancient Mexico - "a serpent with precious feathers." In mythology, he bears many names, for example: Tezcatlipoca the white, Eektal, Chopotl.

Totem Miscoatl- the god of the hunt. Its totem gives the wearer a keen eye and a steady hand. In digital terms, this is twenty points of accuracy. Miscoatl means “ Cloud serpent". In mythology, he personifies the Milky Way, and especially the Pole Star.

Totem Tezcatlipoca- the patron god of priests, punishing criminals. The totem adds twenty points to pistol proficiency.

It is interesting: According to the Aztecs, Tezcatlipoca symbolized winter, cold and the night sky. Therefore, to be honest, it is not very clear why the totem improves the use of pistols.

Chalchihuitlicue Totem- the goddess of fresh water, rivers, seas and lakes. The goddess totem adds twenty credibility points. Now try to pronounce her name without hesitation, which, by the way, translates as "she is in jade clothes."

Huitzilopochtli Totem- the god of the blue clear sky, sun, war and hunting. The wielder of the totem gains a twenty points increase to the possession of medium weapons.

It is interesting: Huitzilopochtli is one of the sons of Miscoatl. His name translates roughly as "left-handed hummingbird." Curiously, the hummingbird often personified the sun among many tribes in Central America.

Tlaloc Totem- the god of rain and thunder, the lord of all edible plants. The totem adds twenty units to light weapon proficiency.

It is interesting: Tlaloc is basically a beneficent god, but could cause deadly hail, floods, droughts, and lightning strikes.

Mayahuel Totem- the goddess of fertility, who gave people an alcoholic drink. Totem adds twenty points to the skill " heavy weapon". Apparently, alcoholic beverages led to brawls using heavy clubs.

Totem Tonakatecuhtli- a creator god who gives food to people. The totem adds twenty trade points. Useful, not worth selling.

It is interesting: Tonacatecutli and his wife Tonacasiual are considered the creators of the world and the first human couple. Moreover, they were considered the rulers of the Omeyokan - the highest heaven.

Totem Kamastli- the god of the hunt, stars, war and fate. It does not add skills, therefore it is suitable only for sale.

Sinteotl's Totem- the god of young corn. The totem adds twenty navigation points. A very useful totem, as it allows you to control ships a couple of ranks higher than the character's skill.

It is interesting: Sinteotl was considered the patron saint of farmers and goldsmiths.

Totem Tonatiu- the god of the sky and the sun. In the game, it acts as a commodity, such as tablets, precious stones and gold bars.

It is interesting: translated from Aztec Thanatiu means "Sun".

Totem Sipe Toteku- god of crops and harvest. Adds twenty to the ability to repair a ship at sea.

It is interesting: all the peoples of Central America had a holiday during which sacrifices were made to Shipe-Toteku. The priests dressed in the skin of the sacrificed people and danced solemnly with the soldiers.

Totem Tlasolteotl- the goddess-eater of dirt, cleanses from illicit passions. It does not add characteristics, therefore it is suitable only for sale.

What do we have at the shipyard?

Barquentine- when the Spanish merchants realized that they were becoming easy prey for pirates, they began to massively convert their clumsy galleons into barkentines. Thanks to the mixed sailing rig, the barquentine can move quickly enough in any direction. Although the transatlantic voyage lasts longer, the barkentina will surely get away from the pirate. A good, and most importantly, cheap alternative to the brigantine. Extended hold and excellent maneuverability - what else does a merchant need?

Royal Manowar- an improved version of the "floating fort". More guns, even thicker armor, luxurious hull finishes. The price of the ship is such that hardly any country can afford more than one such handsome man.

Flying Dutchman- You cannot buy this vessel, but you can get it as a reward. It cannot be said that the Dutchman is very strong, but in comparison with other ships of its class, it has excellent maneuverability and driving characteristics.

Sea wolf- a unique brig, piece work of master Alexus. High speed and excellent maneuverability make this brig a pirate's dream, and excellent side-haul travel guarantees a safe retreat. Nine cannons from each side will help in the destruction of the enemy team.

Arabella- the former frigate "Sinko Llagas". It was him that Peter Blood took from the port of Bridgetown right from under the noses of the Spaniards. An excellent ship, you just need to find a very good navigator.

Corvette- a ship that cannot be found equal. Outstanding work of shipbuilding. Strong hull, large hold, thirty-two pound guns. Add in excellent sailing rigging and excellent sidewind performance. Don't forget about four dozen guns on board. This corvette is the best in its class.

Blue bird- this bird terrorizes the merchants of the Caribbean. It is not surprising - thanks to the completely oblique sailing rig, this shebek develops a very high speed, moreover, it goes very well in the sidewind. Throw in fantastic maneuverability and you have the perfect sailboat for fast boarding.

Captain Blood

I already mentioned that one of the starting characters is Peter Blood. He has got an initial quest line, and if you are going to play for England, there is no better contender.

Oglethorpe Manor

On the doorstep, you will meet Jeremy Pitt. He will say that the lord is seriously wounded and you urgently need to provide him with first aid. Go up to the second floor, the bedroom will be on the left.

It is interesting: Peter Blood is a physician, bachelor of medicine. On a call for help, he rushed to Oglethorpe Manor, and was then caught by Colonel Kirk's dragoons. Gilroy was assisting the rebel Monmouth, and Blood was simply in the wrong place at the wrong time.

Some dragoons are invulnerable, so there is no point in running from them.

And here it is, lying quietly on the table.

Now you need to take the saber, it is on the balcony in the chest. But the chest is locked, and first you need to find the key. While studying the forums dedicated to the "City of Lost Ships", I noticed that it is the key that usually becomes the first serious obstacle. Go down to the first floor and turn right. There is a table next to the stairs, on it you will find the key. The humor is that when you first enter the house, the key is not on the table yet, and Pitt does not say where he is.

We open the chest and arm ourselves, in a few seconds the dragoons will descend on the estate. No matter what you say, you will still be accused of aiding the rebels. And when they find Pitt in the fireplace ... In general, a fight cannot be avoided.

It is interesting: at Sabatini's, Jeremy was hiding in the linen closet.

No matter how skillfully you wield a sword, the dragoons will still prevail (some of them are immortal), but do not rush to load, it should be so. Peter Blood will wake up in prison, and after a short trial, he and Jeremy Pitt will be sent to the "southern colonies of His Majesty", or rather, to the island of Barbados.

Plantation

Do not hesitate to rummage through the chests on the plantations and in the city, later you can sell good.

Welcome to His Majesty's southern colonies!

Welcome to Barbados. Peter Blood is a sugarcane slave, but he is an unusual slave. Whatever one may say, he is a qualified doctor, and you can count on one hand the intelligent doctors on the archipelago. Therefore, Blood is allowed to move freely around the island and the city. Unless it is forbidden to trade, as well as to carry weapons, of course.

It is important: if the guard sees your weapon, he will ask you to surrender it. Do not resist, as fighting an entire island is a disastrous occupation.

The first task is to help Mrs. Steed, the governor's wife. This, by the way, is one of the opportunities to make some money. Talk to her, and then ask the governor for two and a half thousand to buy a "very expensive potion." He will promise to check everything, but in fact he will forget about the money as soon as you leave his residence. Migraine medicine can be found in the house of Mr. Dan, the pharmacist, on the second floor.

A little later, Dr. Wacker, one of the other two doctors on the island, will come up to you and suggest ... to get out. Peter Blood is the only slave who can leave the plantation and calmly roam the city, so he will be able to prepare an escape without difficulty and special suspicion. Only first you need to assemble a team, get weapons and buy a ship. Wacker promises to help with the ship, everything else will have to be mined on his own. Well, Pitt will run away with us of his own accord, and three other officers still need to be recruited.

Preparing to escape

Wacker wants to get rid of Blood so much that he is ready to help him escape.

Outside the city, Winterwood is the easiest to overcome, the main thing is to dodge the shot.

So, we have three officers, and each has something to keep on the island. Hagthorp, who served in the royal navy, demands to kill a certain Stuart Winterwood. This man took him away and sold him into slavery. Hagthorp did not disclose details, but he is not going to leave without proof of Winterwood's death. Junior Officer Nicholas Dyck agrees to flee, but just before he escapes, Bishop sells him. Slaves are a living commodity; what to do, you have to somehow rescue Dake. The latter is the artilleryman Ogle. He owes a decent amount of money to the moneylender and is not going to leave until he gives it back.

Hagthorp

Let's start in order. Stuart Winterwood can be found in the tavern, sitting at one of the tables. Invite him to meet outside the city; he will agree, and besides, he will give you a weapon. If you run into him in the tavern, you will most likely die. Unless you have hidden a dusak somewhere ...

After an hour, go out into the jungle (there is a second exit from the city, to the right of the residence) and wait for the enemy. Keep in mind that he is quite strong, so I recommend saving before the fight. After the victory, do not forget to remove the ring (along with the finger) and a thousand piastres from the body. The ring must be shown to Hagthorpe, and the thousand gold pieces will still come in handy.

Nicholas Dyck

As I said, they want to buy Dyck, we need to break the deal. Visit the merchant and the bartender, go to the port office, and you will find out that a merchant from Jamaica recently arrived in the city. He settled in one of the houses of the city (his abode next to the tavern), let's visit him.

So Weston decided to buy Dyck on the cheap. Bishop is an old friend of his and wants to give him a discount. To break the deal, you need to rob a Jamaican merchant. Wait until he looks away and rummage in his chest. There you will find six thousand piastres, an idol and a marque. Now Weston will have nothing to buy Dyck with, which means he can run with us. And a large amount of money, no doubt, will come in handy.

Ogle

The last in our team is the one-eyed artilleryman Ogle. He owes a big debt to the moneylender, and we have to pay for him. The usurer gave Oglu five thousand piastres. If you have already robbed Weston, it will not be difficult for you to pay.


Weapon

If there is not enough cash, you can try to get weapons with the help of a smuggler, but this is much more dangerous.

The team is assembled. Now you need to take care of the weapons and the ship. Go to the tavern and chat with the bartender; he will tell you that Mr. Griffin is dealing with weapons in the city. We will go to him.

This is a landmark: Griffin lives in a white stone house, next to the residence, on the left.

Griffin's been robbed! Some Spanish thug ordered a weapon from him, but without waiting for the order, he tore collectible sabers from the wall. All would be fine, but they are engraved by the master, which means that if the Spaniard is caught, both will be hanged. We cannot allow this, so we set off in pursuit of the Spaniard - he went to the fisherman Hells (his house is to the right of the residence).

Upon entering the house, we will see that the stern fisherman has already dealt with the invader himself. It remains only to pick up the "marked" weapon and take it to Griffin. By nightfall, he will make the required number of sabers and pistols without any markings.

This is a tip: bargain. Throw off the price for work up to a thousand piastres, the money will still come in handy.

Ship

The main preparations are over, it remains only to get the ship. Wacker gave out only eighteen thousand instead of the required twenty-five. There’s nothing to be done, we need to get another seven thousand.

It is important: you cannot sell anything, so money can only be earned. If you've followed the guide closely, you shouldn't find seven thousand, but less.

We leave for the city. The first will be the usurer - he will ask to knock out the money from the swindler. He is sure that the debtor has not yet left the island, because today no one has sailed yet.

Remember that Blood is a slave. You will have to return to the plantation daily.

Buddy! Let's have a mug ... and then you can tell me where you fish.

Visit the innkeeper - he knows exactly where to find the debtor, but you will have to pay five hundred gold for the information. The bartender will tell that Rafael Guinness somewhere got the money for the ship and went to the shipyard to draw up the deal. This is our "client", you just need to catch him and threaten him with a gallows in order to get money. Minus the innkeeper's remuneration, the reward is two and a half thousand.



The next opportunity to make money is to find out where Hells's competitor is fishing. The fact is that Summerlight found a fishing spot, but, of course, is in no hurry to share information. It should be noted that Summerlight loves to drink, you may have seen him in the tavern. He has not gone anywhere, and is still souring in the corner. We sit down to him and carefully elicit information. I do not advise asking direct questions, otherwise Summerlight will suspect that something is wrong and will not say anything.

As a reward, you will receive two thousand piastres. Total four and a half thousand.



The last day in captivity, you need to rest before escaping.

The last opportunity to get money is a meeting with Jacques Sparrow.

It is interesting: in fact, there are plenty of opportunities to get money, and that's not all. However, if you followed the guide exactly, then after completing at least these three quests you will have enough money for the ship.

Entering the store, instead of the seller, you will see a pirate. He will introduce himself " Captain Jacques Sparrow ", and then ... However, I will not spoil the pleasure. Agree to help Jacques sail to Tortuga and go to the shipyard. The shipman will tell you about the captain who just bought a corvette. Yes, and don't forget that you must keep Jacques' identity a secret. Find John Miner on the streets of the city, he will agree to deliver Jacques to Tortuga. We take one and a half thousand piastres and go to Waker. The deed is done, there should be enough money to buy the ship.

Now you need to transfer money to James Nattal so that he can buy the ship without suspicion. By the evening you will find out that Nattal deceived you, and Bishop figured out Pitt.

Escape and the Spaniards

The large ship, allowed to so quietly enter Carlisle Bay under a false flag, turned out to be a Spanish privateer. He chose the time for the raid when there was not a single warship in Carlisle Bay.

His cunning remained so unrevealed that, without arousing suspicion, he calmly entered the bay and saluted the fort with an onboard volley at point-blank range from twenty cannons. In just a few moments, two hundred and fifty Spaniards disembarked and took possession of the city.

The weapon is in this chest, next to the woodpile.

Come in from the rear. While the Spaniards are fighting with your team, you can tickle them with a saber with almost impunity.

We need to free Jeremy Pitt first. Beware of patrols. If one Englishman is easy enough to overthrow, then two or three is almost impossible. I advise you to avoid meeting with soldiers, first you need to get a more impressive weapon.

You will meet a Spanish officer right at the entrance to Bridgetown. I recommend saving before the fight, as he has a pistol, and fencing skills are also at their best. After defeating him, you can remove a good saber and a long-barreled pistol from your body.

Our team is waiting at the shipyard, there is no more business in the city, so go to the beach and enter the water... The door is barricaded, and you can only get inside through the slipways. You will also have to swim to the frigate, there is a ladder from the sea side.

The fight with the soldiers will be relatively easy, but with the captain you will have to sweat. Perhaps, after the key in the estate, this is one of the most "dead-end" moments. The point is this: the captain kills our hero with one pistol shot. Therefore, do not rush to grab the saber, but run up close. In this case, the captain will not shoot, but will immediately go into close combat. Then everything depends on you.

Sea battle

It remains only to break away from this lugger, and that's all - freedom!

The frigate is captured. It would seem that here it is - freedom. But it was not there. To begin with, you naturally have a low "navigation" score. Pitt, of course, is a navigator, but his skill level is only 50. And to fly a frigate without penalties, you need at least 80 points. Receive penalties for all stats (-4 for each), and all skills will drop to 1.

Now for a surprise. There are two Spanish Luggers in the roadstead. I think there is no need to explain that with such indicators of skills you will not be able to shoot accurately, and the boarding will end in failure. Therefore, immediately throw everything you can overboard and keep your nose straight to the wind. Luggers, of course, are nimble ships, but they cannot catch up with the frigate. Remember, you have no chance in battle.

This is where the game actually begins. Instead of a small barge or brig, Blood immediately has a frigate. Execute trade orders - you have a large hold, they will give a lot of money for the transportation of goods. By the way, do not forget to fire the entire team, it is simply not needed. First, you need to save up for a fourth class ship so that there are no penalties, and deposit the frigate in the first friendly port.



This is where the introductory part ends. I deliberately did not give out all the secrets of the game, but next time I will tell you where to find the City of Lost Ships and how to capture Panama with Henry Morgan. In addition, I would like to put a glass to Andrei Larionov, who, like an old sailor, led me between the underwater rocks and reefs of this wonderful game.


Reward Rating

Addition

Addition


If we start playing for Peter Blood, then before starting to freely surf the Caribbean archipelago, you must first go through the line (backstory) for Peter Blood.
The passage of this line is provided in this thread.

Peter Blood's lineup walkthrough

Passing

Events unfold in England, at the Oglethorpe estate. A young man named Jeremy Pitt will come up to us and say that Lord Gildop needs medical attention, but Gildop Orglethorpe is a rebel and that soldiers may come to the estate at any moment.
We go into the house, go up to the 2nd floor and in one of the rooms there will be a patient. We approach him and Blood will automatically begin to heal him.
After we appear in a room on the 1st floor. There, Pitt says that soldiers are approaching. Now we leave the room and take the key from the table (on the first floor), and go to the balcony (2nd floor) there we unlock the chest and take everything from it. We equip ourselves with what we have found. We go down and wait for the arrival of the soldiers. After a dialogue with their captain, we kill one of them, let the rest kill ourselves (they are immortal). Next comes the Blood Trial cutscene and the loading of the plantation.

At the plantation, Colonel Bishop, the owner of the plantation, will approach us. He will tell you to immediately run to the city and help the governor's wife, she has a migraine attack. We will do so, we run to the city, upon arrival we go to the residence, we speak with the governor. We need medicine. We go to the pharmacist (his house is to the right of the residence, if you stand with your back to it). Dr. Wacker will be in his house, he will say that he himself has been waiting for a pharmacist for a long time, but he is not. Wacker makes an appointment for us at a local tavern, he needs to discuss something with us. He leaves the house, but we search the 2nd floor and find a medicine for migraine in the table (With scales). We leave the house and meet the pharmacist ... It's better to honestly say that we took the medicine (If we want to get a weapon from a smuggler).
By the way, for the "purchase" (in fact, we will get it for free of this medicine from the governor, you can get up to 2500 piastres.

We go to the residence. We speak with the governor, he will direct us to his wife. We go into the adjacent (on the 2nd floor) room and give her the medicine for migraine.
Now we find ourselves in a tavern, and go to a meeting with Waker. We ask the bartender where Waker is, he replies that Waker is in the tavern room. We go to the tavern room (She will open after talking with the bartender). Wacker will offer us an escape from the island, we will of course agree. To escape we need: Team, Ship, Weapon. The carpenter Nettle will help us buy a ship. Wacker, in turn, will allocate money.

Now we need accomplices, namely:
Jeremy Pitt

Nathaniel Hagthorp (Walking the Plantation) “He’s glad to join, but he has unfinished business. Stuart Winterwood recently arrived in the city, it was because of him that Nathaniel lost everything that he held dear and ended up on the plantation. We say that we will kill Stuart and bring his finger with Nathaniel's wedding ring (As evidence).
Stuart Winterwood is either in a tavern or a brothel. We go there and there. We find it and hammer the arrow outside the city, in an hour. An hour later, we go out of town and have a deal with Stuart (he will give us a weapon). We search the corpse and take away the finger with the ring. We go to Nathaniel and give him a finger.
He will all agree.

Nicholas Dyke (Walks around the plantation.) “He’s ready to run, but he’s not afraid that he cannot. Bishop is going to sell it to Weston. We go to Bishop and ask him about this, but he will not tell anything.
Well, let's go to the tavern and ask ... the local drunkard. He says that Weston temporarily settled near the tavern. We go into the house, and when Weston turns away or goes to the 2nd floor, we search the chest near the stairs. We take everything from there.

Ned Ogle (In one of the houses, next to the stove) “For Ned to agree, you have to pay a debt to the moneylender for him. Money can be obtained by completing the previous task.

Now, after talking with the accomplices, we understand that we need a weapon.
Method one:
We go to the tavern and turn to the smuggler. He will say that he has a weapon, but in return he will ask for the ring of the governor's wife.
We go to the pharmacist, we take from him the medicine for migraine, under the pretext of preventing the illness of the governor's wife.
We go to the residence, to the governor's wife. We learn from her that she does not need the ring and we can take it. We will do so. Now we go to the smuggler and give him the ring. In return, we get a bunch of weapons and some piastres.

Method two:
We go to the tavern and ask the tavern keeper where you can get weapons. He will advise us to contact Mr. Griffin, for this the bartender will take 1000 piastres.
We go to the house of Griffin (A little further than the houses of the fisherman and the pharmacist). He says that a Spaniard rushed in and took the weapon with the engraving of Griffin. We offer him our help and in a conversation we bring down the price of weapons to 1000 piastres. Next, we go to the fisherman's house (Neighboring house). There we tell the fisherman that we will not harm him and thank him for killing the Spaniard. We take away weapons from the troupe and carry them to Griffin. Griffin takes this weapon and says that the exact same package will be ready in an hour. But first you need to pay for his work (1000 piastres) In an hour you can return for weapons.

Now we go to the tavern room, to Dr. Vaker. From a conversation with him it turns out that his money (18,000) will not be enough for the ship. We need to collect the remaining money ourselves.
How you can make money:
1) A fisherman lives not far from the pharmacist's house. We go to him. He asks to find out where his competitor is fishing. We go to the tavern. We find the very same competitor at one of the tables there. We ask him as carefully as possible, and he will tell everything himself. We return to the fisherman and collect 2000 piastres.

2) We go to the store and find there ... "Captain" Jacques NightingaleD)
He asks us to find a ship that would take him to Tortuga. We go to the shipyard, ask about such a ship, while honestly admitting that our friend is Jacques Nightingale. The owner of the shipyard will point us to Captain Miner. We go to the port and speak with John Miner, the captain of the ship "Floating Briton", honestly say that Jacques Nightingale will be the passenger. John agrees. We go to the Nightingale and say that we have found a ship for him. He thanks us and gives us 1500 piastres.
When the money is collected, we go to the tavern and ask the carpenter Natall to buy a sloop and give him the money.

3) We go to the last house to the exit to the jungle and start a conversation with its owner. To his question whether we were able to find out anything, we answer that yes. When asked how many there are, we answer that there are five of them. When asked if they are armed, we answer that they have light weapons, but they do not display them. to the question whether they were interested in this person, we answer that they tried to find out about him from the local innkeeper. When asked how they got to the city, we answer that they were here for a long time, but did not show up. He says that we did a good job, but asks the last question, who are these people, to which we answer that they are bounty hunters. For this we get 1000 beer.

4) We go to the moneylender and learn from him that 30,000 piastres were taken from him. If we help him, then we will be given 10% of the amount, i.e. 3000 brews. Not bad. We agree to help him.
We go to the tavern and ask about "Rafael Guinness", he will say (if you give him 500 coins) that Raf was going to buy a ship.
We go to the shipyard. There we find a certain David Scragg. We say that we are his friend and that we owe him. He is being conducted and we say that we want to kill him. He gives us 55 000 Piastrov (Which is 25,000 more than he owes the Moneylender) !!! He himself leaves. After that, the reputation may go down (But it's not scary - Reputation is a real deal). Now we go to the moneylender and give 27,000 piastres. That's all, we are up by 28,000 piastres. A profitable task.

When we leave the tavern, we will be met by a soldier who will say that Bishop is waiting for us at his place. We leave the city and on the way to the plantation we will be met by Hagtrop. He will say that Pitt was caught by Bishop's soldiers, but he managed to hide the saber on the plantation in a chest between the boards.
Then we go to the plantation, we take away the saber, and we kill the soldiers near Pitt. We speak to him. Now we go to the city. There we will meet a girl running away from a Spanish officer. We kill the Spaniard and learn from the girl that the city is captured by the Spaniards. We make our way to the shipyard, sail around it by sea, a team will be waiting for us inside. We speak with them and we swim to the Spanish frigate. There will be a lifting board. We kill all the Spaniards on the ship. and go into the captain's cabin. We kill the captain. We enter back, talk with assistants. Pitt and Ogle will become your officers. Hargthorpe and Dyke will refuse. Now we go out to the open sea. Better to sail away from 2 Spanish sloops.
Everyone, we are free.