Corsairs GPC Austin walkthrough. GPK Corsairs: Addon Cursed by Fate (2024)

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

Storyline for Peter Blood

You appear at Oglethorpe's estate, England. In the yard on January 1, 1665. Servant Jeremy Pitt informs you that Lord Gilda is wounded. Enter the house, talk to the servant Andrew James and proceed to the bedroom, in the west wing on the second floor. Approach 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. The second servant, Jeremy Pitt, will appear and report that the royal dragoons are jumping here. He will advise you to take a sword from the balcony and run away to hide. exit the office, take the key from the table on the left and go up to the second floor. Open the chest on the balcony and take Brett's sword, pistol and ammo. Captain Gobart will soon appear and a dragoon will attack you. If you kill him, two more will attack you. You can't kill all of them. As soon as they defeat you, you will be captured and, according to the plot, will be imprisoned.

You will appear at hard labor. April 1, 1665. Jeremy Pitt will tell you that Colonel Bishop wants to see you. Exit the room. Talk to Colonel Bishop. Go home, you might find something useful. But do not take a weapon - the guards will take it away from you at a meeting. Leave the plantation and run along the path to the right. Find yourself on the streets of the city of Bridgetown. Head to the governor's residence. Talk to the governor sitting at the table, go through the door next to him and go up to the second floor to his wife's bedroom. Talk to Mrs. Steed. Talk to the governor. Tell him that you went looking for Mr. Dan and you need money to buy 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 asks you to come the next day to the tavern for an important conversation. Leave the house and you will meet Mr. Dan. Tell him you've come for a cure from the governor's wife. He will give it to you absolutely free of charge. Return to the residence and give the medicine to Mrs. Steed.

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

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

Find also a slave in a spotted bandanna - Levays Moyer. He will complain about headache and asks you to bring him medicine. Return to the city to Mr. Dan's house. He doesn't exist right now. Go to the second floor and take the medicine in the box next to the scales. Go back 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 the one-eyed slave Ned Ogle in one of the houses. Return to the city, find the usurer's house and pay him the debt of 5000 piastres.

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

You will find yourself the next day in your hut. 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 business for you. After talking with him, return to the tavern and talk to his owner. Give him 500 piastres otherwise he will refuse to speak. Head to the shipyard. Talk to the impostor. Tell him that he is your old debtor.

He will get scared and give 55000 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 come up to you and order you to go to the plantation. Return to the plantation. On the way, Nathaniel Hagthorp will meet you and inform you 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 quietly sneak past the guards to the edge of the plantation and take weapons from the chest. Please note that each guard has his own patrol zone. The visibility zone in the dark is small, so the main thing is not to pass directly on their path. Get to the longest white building. In the near corner of the plantation you will see a bunch of logs and boards. Among them is a chest with weapons. Unfortunately, you will have to be content with only a saber and a few healing potions. Fighting the guards is almost useless. near the colonel's house you will see a 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 Natal escaped on your sloop.

Now leave the plantation past the guards, trying not to engage in battle with them. Enter the city. kill all the Spanish guards, drawing them out one at a time, and a lady will come up to you to thank you for saving her. She will tell you that the Spaniards have captured the city. Head to the shipyard. Swim around 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 be asked to be landed 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 get a letter of marque (if you want to pass pirate line, You need to talk to Morgan in Port Royal). To do this, you need to complete about 10 small assignments from the governor of the city belonging to the line you need. The possible options for these tasks are described below.

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. After defeating him, you can return to the governor for a reward.

2) Search for an enemy infiltrator in the city. Look for it in the 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. The task is not easy. You will have to make your way under the cover of darkness, from the nearest beach through the jungle. Soldiers in the dark see only in front of them and not very far. Therefore, you have a chance to get through 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 Chumakeyro, he says that he took a house for himself, which is located near the residence of the governor. As soon as you enter the house, two people will attack you. After killing them, enter the room on the second floor where Chumakeyro stands. Now sail to Curaçao, where in the residence of Peter Stezzant, Chumaqueiro will give you 30,000 piastres.

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

3) The third task is to obtain information about the plans of the British in relation to Holland in connection with the trade war. Go to Hispaniola and talk to the head of the city of La Vega. The head is Edward Mansfield, but in fact, his surname is Mansvelt, he is Dutch by nationality. He is also Modyford's confidant in the robberies of the Spaniards. But Mansfield cannot tell Vaschet of the plans of the British, but recently an English envoy from Modyford came to him with a proposal to attack Curaçao, naturally Mansfield refused. Edik will also say that Vaschet's plans for the British are best learned from the great and terrible Henry Morgan. Go to Jamaica and there you will find out that Morgan is in Antigua. Go there and talk to him. He will say that if you help him, then he will help you too. We must find out if his companion Pierre Picard is honest. He is located in Tortuga, then ask the moneylender, the owner of the shipyard, the owner of the store, 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 plans, but one of his officers, who was imprisoned, knows about Modiford's plans, head to the Prison, kill the guards. You will learn that the British want to attack Fort Orange. Swim 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 English ships will cruise around the island. Sink them and land in the bay. Kill all the English in the bay and in the next location. Mission completed. You can go to Stevesant, 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, disembark. It turns out that the Spaniards attacked the settlement and killed Mansild. Buy provisions and go to sea. The more ships survive, the greater the reward. If all the ships survive, it will be 60,000 piastres.

6) The sixth task is to find Morgan and inform him that the Dutch are out for revenge. Swim to Jamaica, sneak into the city and go to Morgan's 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 in the near future. 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 enter. Kill them and run to the ship. The task is completed, you have learned that a holiday is coming soon in the city and the governor must attend it. Return to Jamaica to Morgan. Quest completed. Sail to Curacao to the governor and get 200,000 piastres.

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

8) The eighth task is a business trip at the disposal of Aaron Mendez Chumakeyro. 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 tried to sell in a pirate settlement in Bermuda. Go to Bermuda and go to Jackman's residence. After talking with him, swim 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 in Tortuga. Swim to Tortuga. In the local tavern, you will find out that now de Graf has been on a raid to Cartagena for two weeks now. Swim there. Near Cartagena, Laurent, fighting against the superior forces of the Spaniards. Sink the enemy squadron without letting it sink the Frenchman's ship. Send a boat to Laurent de Graaf's ship. Ask him about the item you are looking for, he will offer to buy a buried treasure map from him for 235,000 gold. Pay the required amount. The treasure is hidden on Turks Island. Swim to the Turks, go into the cave and find the chest. You will find a holy book there, as well as a blunderbuss gun, a couple of good pistols, an expensive cuirass, 200 gold bars, rings, brooches, and a couple of idols, including a very useful idol - the rat god. Sail to Curacao to Chumaqueiro and give him the bible. As a reward, you will receive 1,000,000 piastres. Then go to the residence to report on the success of the mission.

9) The ninth task is to capture four battleships of the first class, namely manovars. They are usually 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 manowars. Go to the port and go out to sea, there the fort is already fighting the invaders, help him defeat the Spaniards. After the last Spaniard goes under water, the mission to protect Curacao will be completed. Return to the residence for a reward of 200,000 piastres.

11) The eleventh task is to repel the attack of the Spaniards on San Martin. Put out to sea and sail to Marigot as quickly as possible. When you get to San Martin, join the battle against 8 enemy ships. After sinking their fleet, return to Willemstad and receive a reward of 200,000 piastres again. Governor-General, says it's time to take retaliatory action against Spain.

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

French national storyline

1) The first task is to escort the French privateer Per Legrand, who captured a military galleon with 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 the island of Martinique, the bay of Le Marne. Five thugs who need Legrand's gold will be waiting for you on the shore. Engage in battle with them, trying to save Pierre. After defeating them, you will receive the promised reward of 20,000 piastres. Swim to Tortuga and report on 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 residence of the governor. You will be imprisoned, mistaken for one of the pirates who killed the envoy D'Ogeron. After some time, the jailer will pass in the prison. Talk to him. It turns out that his relative is one of the officers in this colony. Persuade him to ask his relative to search our ship, where there is 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 Vaschet of this story with the pirates in more detail. Go to the tavern. There you will overhear a conversation between two people in a tavern. Then you have 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 a pirate flag, robbed ships in the local waters. Next 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 at death will tell you everything. Go to Stezzant and tell about the fact that the filibusters are not to blame for anything, you will receive 20,000 piastres. Go to Tortuga, tell everything to the governor and get the title of Commander of the French Fleet.

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'Ogeron. There are three ways to get into Havana. First. Having raised a flag friendly to Spain, enter the port and moor. Second. Land at the lighthouse and then go to the city. Third. If the license has expired, then go to the city at night, landing at the Lighthouse. Next, go to the tavern and ask the maid 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 into 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 is to escort a first-class battleship to the island of Dominica. Rumor has it that the Spaniards are already hunting for this ship, in 3-4 galleons, under the command of Juano Galeno. Near Dominica, the ship should connect with the squadron of the island of Guadeloupe. Go to the Port Authority and take command of the Soleil Royal. Now your course lies on Dominica. Near Dominica, 4 galleons will be waiting for you, but there will be no French squadron. After the sinking of the squadron of Juano Galeno, you need to go to Guadeloupe and find out why the promised squadron did not meet you. The governor of the city of Basse-Terre will justify himself by saying that he received a letter about the nomination of your squadron only yesterday and did not have time to prepare anything. He will take the royal manowar and thank you for the mission you completed. Return to the Governor General. As a reward, you will receive 28,000 piastres. 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 Fort Havana want revenge. Go to Havana to find out the details of Vaschet's revenge from Donna Anna's friend, Iness de Las Sierras. Land near the lighthouse and run to the city, there as quickly as possible run to the house of Ines, ignoring the guards. It turns out that relatives go 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'Ogeron, at the same time go to Donna Anna, and receive gratitude from her.

6) The sixth task is to deliver a letter to Francois Olone. Under no circ*mstances should the letter fall into the wrong hands, and if you get into trouble, before you die, you must first destroy the package. Put out to sea and head for Guadeloupe. On the approach to Guadeloupe, you will be attacked by a Spanish warship. Having dealt with the ship, moor in the port and go to the house of the French filibuster, which is located almost opposite the governor's residence. Francois will not receive you in the best way at first, 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 Cumana and receive the promised reward of 10,000 piastres.

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

The squadron will include yours and 3 other ships, a frigate and two corvettes. Keep heading for Cumana and hurry up. Having defeated the fort, land and after a fight in the city, go to the residence and demand money from the local governor. Then you can either share 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 Olone and his comrades. Now head for Tortuga and talk to the governor.

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

8) The eighth task is to go to the disposal of the Marquis Bonrepos. Monsieur Bertrand d "Ogeron asks you to report to Guadeloupe, to the naval commandant of France, the Marquis of Bonrepos. Sail to Guadeloupe and moor at Basse-Terre. Go to the residence and talk with the Marquis. He will devote you to the details of politics and give you his own task. It consists in the persuasion of well-known pirates (in Jamaica, Jackman in Bermuda and Morris in Trinidad and Tobago) not to participate in the war against the Dutch.The funds for this operation will not be given to you.Sail to Bermuda, to Jackman, he was not even going to get involved in this matter.More sail to John Morris, to Trinidad and Tobago, tell him about the upcoming events.He does not like to attack the Dutch, but for this, he will require you to complete a small task for him - to deliver Captain Gay's logbook to him.Sail to Jamaica and go to the local tavern , ask the owner where to find Captain Gay. He rents a room. Go into the room and kill Captain Gay. Search the body and take the ship's log and personal belongings. Go to the residence of Henry Morgan, but he is not there. The servant will say that he is at his house in Antigua and warn that Morgan's house is always closed. Now make your way back to Maurice, give him the ship's log and in return get what was required of him, his agreement not to attack the Dutch. It's time to go to Antigua, visit the famous English pirate Henry Morgan. The door to the house is locked, go around his dwelling, behind the house there is a hatch to Morgan's basem*nt. 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 of Bonrepos. Instead of a yellow award, you are given a baronial title. Return to Tortuga, where you will receive congratulations from Bertrand d "Ogeron, and the next title.

9) The ninth task is to repel the attack of the Spaniards on Port-au-Prince. For this task, you will be given the Soleil Royal, however, it must stay afloat. Next comes the battle with the Spanish ships. Go to Tortuga, where you will receive 5,000 piastres.

10) The tenth task is the capture of Santo Domingo and its transfer to the possession of France. Sail to Hispaniola, defeat the fort and land troops. After the fight inside the city, go to the residence and embrace the Spanish colony with 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 Main and controls the New World pearl industry. After defeating the fort and landing troops, having dealt with the soldiers in the city, go to the residence and declare Santa Catalina a French colony. Return to the Governor-General Bertrand d "Ogeron. As a reward, you are given everything that you plundered in Santa Catalina. Now you should go back to Guadeloupe to the Marquis of Bonrepos.

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

Spanish national storyline.

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

2) The second task is work for the Holy Inquisition. The meaning of the task is this: a high-ranking Jesuit António de Suosa arrived in the archipelago. You are being sent to him. Go to Santiago, the residence of the Inquisition is located under the church building. Find Suoza and get data from him on the second task. It is as follows: you need to collect an indulgence, which is 50,000 piastres from three merchants: Joao Ilhaio, Josef Nunen and Jacob Lopez de Fonseca, if they refuse, then you need to kill them. You can find them in Curacao. They organize a sect there called the Janensints. In the port, a priest will come up to you and say that it is highly undesirable to kill them. Go to Curacao. First, go to the tavern and ask the owner about the three Jansenists. Get information from him that Joao Ilhayo and Jacob Lopez run the store, and Josef Noonen is a moneylender. Go to the store first and talk to Joao. He will say that he does not have that kind of money. When asked where his partner, Jacob Lopez, is, he will answer that he does not know. He will offer a deal. If you find Lopez, their families will collect 100,000 piastres and be able to buy indulgences. Agree. Sail to Panama, go to the store, and ask about Lopez. It turns out that he was supposed to come in a month ago, but never came. Now walk through the houses of Panama and run into bandits in one. Kill them and go up to the second floor, where you will find the missing person. He will ask you to render him a service, which is to search for the stolen Gospel of Judas Iscariot. The thief was last seen at a shipyard in Bermuda, from where he never returned. This request is not required. But if you have taken up the execution, sail to Bermuda, go to the shipyard. Talk to Alexus, he will open the door for you. Next, go to the dungeon, kill a few skeletons. In one of the chests you will find a treasure and a Gospel. Now return to Curacao to Joao Ilhayo. He will give the promised amount of 100,000 piastres, tell him about the gospel for Jacob. He will issue a reward of 1,000,000 piastres. Go now to the usurer, he will refuse to talk to you. Go to the tavern. Ask the waitress about the pawnbroker's son. It turns out that he sailed off to piracy near Jamaica, to Fort Orange. Swim there, board his ship, take your son prisoner, and give your son for a ransom in the form of an indulgence, now the task is completely completed. Swim to Suosa and get a reward that depends on the timing of the task. Then report to the Governor General.

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

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

5) The fifth task is a business trip to Santiago. Go to Santiago and go to the residence, on behalf of the local governor. The task will be to completely destroy the pirate settlement of La Vega on Hispaniola. Swim to Hispaniola, moor in La Vega Bay, go to the next location, the assault will begin, kill all the pirates and enter the city, where the massacre will continue. After destroying everyone in the settlement, go to the residence, there you will have to fight with the leader of the filibusters of La Vega, Edward Mansfield. Kill him and exit the residence. The task is completed, you can return to Jose Jimenez. Don Jimenez will present an award of 100,000 piastres. Return to the Governor-General, and receive gratitude from him.

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

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

8) The eighth task is to protect Cumana from the attack of the combined French-English squadron of pirates. Swim to Cumana, sink the enemy squadron and get 100,000 piastres in Havana.

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

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

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

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

Pirate storyline

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

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

In Port Royal, Jamaica, escort John Bolton to Morgan's house (Morgan's 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 English soldiers. The commander of the soldiers says that you and John Bolton have been charged with piracy. You are put in jail until the circ*mstances are clarified. However, you are released by Morgan himself, who says that he has paid a ransom for you and is waiting in his residence, after which he leaves.

At the residence, Morgan instructs Edward Low, who lives somewhere in Martinique, to hand over the black mark. Head to Martinique at Le Francois. Upon arrival, ask the tavern owner about Edward Lowe. It turns out that the owner of the tavern knows Lowe and he lives not far from the tavern. Exit the tavern and go right to the boarded house where Lowe lives. Enter the house and when talking to Edward, give him the black mark. Lowe will say that all the problems with Morgan have already been resolved and will ask to return the black mark back to Henry Morgan. Go back to Jamaica to Morgan.

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

First, go to the shipyard and ask the owner if Lowe has come. It turns out that Lowe really came in and wanted to buy a ship (brig), but he didn’t have money for such a ship and Edward went to the moneylender. Since then, the owner of the shipyard Low has not been seen again.

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

From the moneylender, head to the port authority. Ask a question about Edward Lowe to the head of department. He asks why you are interested in Edward Lowe. Answer that Low is your close friend and you should inform him about the serious illness of his mother, but it’s just that you can’t catch up with Edward. The Port Authority Chief pecks at this ploy and says that Lowe boarded a passing ship that went to Bermuda.

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

Ask people in the taverns in the archipelago about the rumors until someone tells you that attacks on mail ships have become more frequent in the Cumana area, which is located on Maine. Head towards Kumana. If the ship is more powerful than class 6, then it must be parked at the Kumane Port Authority and any class 6 ship can be bought at the shipyard. After that, on this ship, go to sea and sail to the Trinidad and Tobago region. There you will meet Lowe on the brig. Board the brig, talk to Low, who says that Morgan's power will soon change. Kill him. Go to Morgan with a report on the work done.

Morgan proposes to conduct an operation, the result of which will overshadow all of Sharp's cases. Namely, Morgan proposed to rob the pearl divers, who on tartans would collect pearls for a month on Turks Island in North Bay. Morgan offered to deliver at least 1,000 small and 500 large pearls. Profit - in half.

Get to the North Bay of the Turks. There, pearl divers are already fishing on tartans under pirate flags. At the sight of you, they flee in all directions. You need to catch up with them and line up side by side with each tartan, then the pearls will be automatically reloaded into your inventory. Collect the required amount and return to Port Royal to Morgan, where you will hand over half of the booty.

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

Give the moneylender of Willemstad money, 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 smirks. Go to Morgan's residence.

After hearing the story, Morgan says that John Avory was his confidant and you finished him off. You explain that this was the order of Captain Goodley. Morgan immediately calls the captain to sort out the situation. Goodley, who came, says that he did not give you any orders. To understand what happened, Morgan appoints a duel between you and Captain Goodley. Kill Goodley. Morgan says you've proved your innocence in this case.

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

When Jackman sees you, he is very surprised and says that you allegedly captured and handed over to the Spaniards his captain Sid Bonnet. Will have to figure this out. Jackman directs you to the Bay of Cozumel, which is on Maine, where John Leeds anchored on the frigate Antwerp, with whom you need to talk. Head to the Bay of Cozumel.

There you are met by John Leeds on his frigate. Launch the boats into the water and climb onto his ship. After a conversation with Leeds, it turns out that the crew and the captain of the corvette sunk by Leeds 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 are blamed on you. Therefore, you need to deal with your double. Land in the bay, where 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 a captain there who really looks like you. The double says that he will tell everything if he and the team are released from the encirclement and allowed to leave quietly. Kill him and the rest of his team.

After that, return to the ship and keep your way to Bermuda to Jackman. Jackman, after listening to the story, sends you to Morgan with a report on what happened. Report the situation to Morgan.

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

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

The owner of the shipyard of Santo Domingo said that the deal for the sale of the "Swallow" was the most successful, because it was given to him for nothing. Under some pressure, the owner also says that he bought the "Swallow" from a type that 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 should still ply in the waters of Hispaniola. Go out to sea, on the global map, you will see a ship with purple sails there - this is the Leon frigate, board it.

The captain of the "Leon" offers 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 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 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 thwarted. This will damage Sawkins' reputation among the pirates.

In Puerto Principe, go to the tavern and ask the owner of the tavern about the operation. He will answer that something is really planned now, but Sawkins keeps all the details in the strictest confidence even from his close associates and sits at home almost without a break. You need to get into the house of Richard Soukins and steal documents. Go to the Soukins' house, grab the papers from the table and run out of the settlement. Because everyone becomes an enemy. The Soukins papers set out a plan for the upcoming operation against the Spaniards. Soukins learned that the Spaniards started the transportation from Panama of the largest batch of precious stones. To carry out this operation, the Spaniards abandoned the overland delivery of jewelry from Panama to Porto Bello and sailing along caribbean. Only one ship of the line should round Cape Horn, rise to the fortieth parallel, then turn right and reach Lisbon in a straight line.

Soukins gathers 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. Go out to sea and sail to San Martin.

In two weeks, a ship with purple sails appears at San Martin - this is your goal. Board the ship. In the chest, in the captain's cabin, you will find a large number of gems. That's it, mission accomplished, you can report to Morgan.

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

Morgan will offer us to make a trip to Panama. Morgan's plan is to take Porto Bello and reach Panama by land. The Spaniards will definitely not wait for this. Morgan offers to take a more powerful ship (if the squadron consists of more than one ship, then the rest must be placed in the port authority) 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 agreed date.

It turns out that by this time Morgan had already assembled a squadron of 5 powerful ships of the 1st class. He gives you the task to speak and immediately take Porto Bello. Move towards Porto Bello, attack the fort and capture the city. Go to the governor's house and talk to the governor. The governor is already aware of the plan to march on Panama and was ready for your attack on his city and therefore was very surprised that you took the city so quickly. Besides, he said that you will die in the jungle on the way to Panama. Tell this news to the approaching Morgan. He believes that Richard Soukins managed to secretly warn the Spaniards about the plan to march on Panama. Morgan is not going to refuse the campaign and offers to split up. You will command the second squad, which will include Sawkins. You are instructed to land in the Gulf of Darien within two days and proceed to Panama. On the way to Panama, you need to quietly shoot Sawkins, because. Morgan does not want to see him at the city walls.

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

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

The last battle will be at the walls of Panama. Morgan comes up and gives the task to find the governor of Panama, because. the Spanish forces were exhausted by ambushes in the jungle, then no one was 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, Escorial's gold is in a closed chest in the same room, but the key is with 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, and he goes to interrogate the governor.

Go to Panama Fort. There in the prison on the commandant's table lies desired key, take it and return to the governor's house. Open the chest - there is Escorial's gold (50,000,000 piastres). At this moment, Morgan comes up and takes the gold with the words that now he will collect the 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 goes around it from the outside. Follow it, at the end of the path there is indeed a chest, but there is nothing valuable in it. Return to the city.

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

On the way to the Darien Gulf, you will be attacked by the Spaniards, but it is not necessary 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 a year later to Morgan and demand your share of the booty. However, Morgan says that the Coastal Brotherhood has come to an end, he himself is now a planter, and he bought his forgiveness and forgiveness of other surviving pirates from the English crown for Escorial's gold. End of the pirate storyline.

main quest

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

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

Enter the residence and go into the room (the door opposite the entrance), go to the chest near the round table. The chest is locked and you don't have the key. Leave the residence and go to the tavern. Ask the owner about the key keeper, the tavern keeper will tell you to contact the key maker, Hill Corner, who is sitting at a table near the bar. The master of keys, 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. Enter 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, the letter (Stavesant's correspondence with the Dutch West India Trading Company) and the treasure. Return to the beggar.

It turns out that Teaser Dan really visited the Island of Justice. You, again, need to go back to Willemstad, to Stevezant and talk to him. Dock in the sweat of Willemstad, go to the tavern and ask the tavern keeper about Teaser, where Den disappeared, the tavern owner does not know, also, he will advise you not to get involved in the affairs of the Governor General and the Dutch West Indies Company. Now go to the residence and start a dialogue with Staveson. But as soon as you mention Teaser's name, the governor will become sharply alert. Say that you are writing a book, but you won’t be able to really learn anything. We need to find a representative of the Dutch West India Company in the archipelago.

Get to the nearest pirate colony. When you get to the nearest diplomat, ask him about the representative, but the diplomat refuses to give the location of the representative of the Dutch Trading Company. Give the agent the name Oliver Trust, and he says the customer can be found in San Martin. Swim to this island.

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

The tramp will give you the key of Diffindur, which will come in handy in the future.

Before heading to town lost ships, leave your ship at the port authority and change to a tartan. Give the money to the moneylender. Seat the officers on boats and also leave them at the head of the port. Since you will lose everything when you enter the City.

Swim to the upper left corner of the map. You will go out to sea. After the “swim” command, a video will play, and then the hero finds himself in the City. The sea is raging, wild storm. A local resident named George Stokes comes up to you and says that he saw the death of your ship. You are the only one who survived. He will guide you a little. The city consists of many wrecked ships connected in an incomprehensible way. You are on the galleon "Velasco", which is inhabited by one of the established criminal clans - narwhals. On the barque "San Gabriel" there is a second clan - Caspers. 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 God-forgotten place, Admiral Chad Capper, on the San Augustine warship before the end of the storm. As it turned out, this is the same missing privateer who went out three years ago for the prize and disappeared without a trace. And now he's an admiral and head of the city.

Turn around and jump into the water. You need the Fernando Diffindur flute, which contains the very chest that opens with the Diffindur key. The ship has a rift roughly in the middle. Having found the ship, swim around it and go into the gap. Chest 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 moneylender. The pawnbroker has a different story. Everyone will tell you that he is a terrible, terrible man, a warlock. The debtor will be obliged to return to him an amount five times greater than this. It turns out that Brahms gave his soul to Miclantlecuhtli, the Aztec god of the dead. If the debt is not repaid, after a while, when moving to any location, you will be transported to the sacrificial temple, to Tenochtitlan. God will come to you and demand your money back. If you don't have them, you won't get out of there. This will happen even after you get out of the City.

Now go to the caravel "Fleron", to the owner of the tavern Hill Brunner and ask him about Teaser Dan (the same missing beggar). Everyone thinks he drowned. Hill asks you to keep quiet about the fact that Teaser managed to get to the mainland, because the admiral should not know about it in any case. The law of the City says that no one can build rafts and boats to sail away. Hill will ask you to visit him later, he must think over the information received.

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

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

You won't learn anything more from Hill. After a while, he is killed. Tavern waitress Armo Dyulin 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 man 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 inhabitants 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 you will receive information about the Mechanic as a thank you (if you fail to save the elderly lady, Aurelie Bertin will tell everything). His name is Henrik Wedeker, and it was he who came up with the method of securing the ships of the City. It looks like the admiral has isolated him on the barque San Gabriel, the base of the Casper clan. You need to get to him. You will have to destroy the entire clan alone.

Talk to Henrik. It turns out that the city rests on only three skeletons of ships 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 a million and a half, and secondly, the ship still needs to be freed from the wreckage. But this can only be done with the gear that Henrik dropped into the water. Your task is to go down into the water in a special suit (you can do this only from 10.00 to 19.00) and get the gear. The supply of air in the suit is only six minutes, and terrible voracious creatures have wound 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 approach him.

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

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

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

Go to the residence. There is no mechanic here. He's in jail on the Tartarus. Run there as fast as you can. Unfortunately, it will not be possible to free Vedeker - 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 out to the open sea through the "open" icon. Quest completed.

to be continued...

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Question: The head of the settlement gave me the task of finding the gang. Where the hell are they to be found?
Answer: Just wander through all the jungle. And as you thought, the bandits also move freely through the jungle.

Question: The governor ordered to find an enemy spy. Well, where to look for it?
Answer: Search all buildings in the city. He's definitely in one of them.

Question: The governor gave the task to find the smugglers. Where are they?
Answer: In the tavern, you need to arrange a meeting with them. Then just swim to the right place (from the "swim to" menu)

Question: How to add new characters?
Answer: In the folder with the game Resource\Ini\texts\russian there is a file, HeroDescribe, it contains all the instructions on how to create your new character. Well, look for other models, a lot of them have already been done

Question: I answer surveys on marine topics, but the answer does not count as correct. Why?
Answer: Check if you have confused anything. Then try entering the answer in lowercase letters.

Question:"Swim to" function not working? Why?
Answer: This feature only works for friendly ships and forts. Well, even for swimming to all kinds of capes, bays and bays. For one more quest

Question: What kind of nonsense? According to Isabella's quest, I have to make it to Belize in 15-16 days - it's impossible!
Answer: Catch the wind. Swim in zigzags. Expect normal wind. Good luck!

Question: Isabella was stolen, found the corpse of her maid, where to look for her herself?
Answer: She's in a cave outside the city.

Question: I can't customize the buttons the way I want. The message "Button already taken" appears. How to win?
Answer: Everything is simple. Look for what the desired button is responsible for, change it to another, and then use the free one. And how did you want?

Question: Why can't I take the city for myself? After the destruction of the soldiers in the city, the governor does not have the required branch in the dialogue.
Answer: First you need to go through the quest line for some nation, and then start capturing settlements!

Question: Sometimes reputation goes down for no reason. What the hell?
Answer: Reputation is hard to gain and easy to lose. And if you do not do anything for a long time, she will return to the "Ordinary Sailor" again. Think!

Question: In the tavern, the pirate offered to meet on the ship. I go out to sea, but there is no one. Sailed around the island, found no one. What to do?
Answer: It is not always possible to swim to the ship. Swim around the island, swim to the bays, capes and try to "swim to" there.

Question: I found a treasure, locked chests with gold inside, how to open them?
Answer: No way. They can only be sold. Expensive.

Question: Where is the unique shipyard located where you can improve the ship?
Answer: In Bermuda. Only here there is one problem with the way back. It's a hell of a place, after all. I advise you to save money

Question: Where is Fort Orange located?
Answer: In Jamaica. Walk through the jungle. If you get bored, buy a card.

Question: How to reduce losses from boarding?
Answer: Destroy the enemy team, keep weapons and medicines in the hold. Certain perks also help.

Question: Once in a tavern I spoke with a maid, and she promised me a night of love. He just says that I'm busy right now. Is this an easter egg or what?
Answer: This is a scam. You've been tricked, ha ha ha

Question: Where is the Isle of Maine?
Answer: It's not an island, it's a mainland. Well now you will find

Question: Where to find good items?
Answer: In treasures. During the passage of national quests.

Question: f*ck the rats, damn them! How to make sure that they do not eat provisions and do not spoil the cargo?!
Answer: We need to find the rat god. Where? Look for

Question: How many tasks do you need to complete to get access to the Governor General?
Answer: 5 to 10, approx. I note that the tasks must be completed by the same governor, otherwise you will complete them until Chinese Easter.

Question: I answered the question, as a prize I should receive a sword. He had to lie in some kind of bay. He climbed the whole bay, but there is a completely different sword. What's the matter?
Answer: This is exactly the sword you were promised. Just said a different name, yeah.

Question: I don't see "experience threshold" in the character UI. What is this, a bug?
Answer: No. Select the desired item in this interface, and the desired value will automatically appear there.

Question: The sails are slowly lowered/raised and the cannons are being loaded. What's the matter, how can you fight like that?
Answer: You have few people on the ship and / or they have a small skill of "sailors" or "gunners".

Question: What is the limit on the number of officers? I would like to get more!
Answer: Maximum number of officers = Leadership*2. But there are also quest officers for Captain Blood.

Question: Is it possible to go through several lines in one game? Like Spain and France?
Answer: No, just one. But you will play many times)

Question: Tired of generated quests. WHERE to look for normal tasks, do they even exist?
Answer: Yes, you need to look for them. Very interesting.

Question: The map is too big, I can't find the island or city I need. What to do?
Answer: You open the map of the archipelago (real) and look ... But it's a long time. I suggest buying or finding location cards, they are all in the game

Question: Why do I have minuses in some characteristics of the character? How to fix?
Answer: There may be a ship that does not match your navigation skill, there may be an overweight of things or poor health. And it’s also easy to have an idol in your inventory that gives a bonus to one, and imposes a penalty on another skill. Be careful!

Question: Is it possible to assign officers to a companion ship?
Answer: No.

Question: Can PIRATES be changed while playing?
Answer: Only at the beginning, on the deck of the ship. You have to think right now!

Question: I collected three skulls, but the promised bonus does not work. Why?
Answer: Skulls must be different colors.

Question: How can I get through Askold, Isabella, the quest with LG? Please describe in more detail. And preferably full walkthrough.
Answer: Look for yourself, it will be more interesting, yeah

Question: How to start playing? I can’t do anything, the team is not enough, there is not enough money.
Answer:
Walk through the jungle, there are free items. Steal in the houses of the townspeople... Take on the task of delivering passengers. As you pass, learn to play and understand where to raise big money

Question: How to get into a city hostile to the GG nation?
Answer:
1) You can buy a license (from the pirates in the tavern), change the flag to the desired one.
2) Just swim to the island, land in the bay. At night there is a chance to sneak into the city. And get out .. Well, you will understand

Question: Well, where to get manovar? It's not in the shipyard!
Answer: At the shipyard it should not be. Only capture. The easiest way to find it is during the siege of colonies.

Question: Where are the islands of Belize, Santa Catalina, Porto Bello, Panama, Cartagena, Maracaibo, Caracas, Cumana?
Answer: These are not islands, but cities. They are located on the mainland, Maine.

Question: Where is Tenochitlan located?
Answer: This is a location with a pyramid (temple). Buy a map of pearl crafts, find out.

Question: How to enable acceleration more than x2?
Answer:+/- on Numpad.

Question: Is the Indian Temple open?
Answer: Yes, by quest

Question: By Isabella. He went to her house and talked to her. What to do next?
Answer: Run through the buildings of the city.

Question: At the wedding with Isabella, four sickly ambals fly into the church. I can't overwhelm them.
Answer: Think. Arm yourself to the teeth. Remember that there is also a circular blow.

Question: Isabella is sinking with the brig "Enthusiastic"! What to do?
Answer: You made a mistake while doing this quest. Present Isabella with some evidence that should have been found earlier. Nothing to help you now, download an early recording of the game.

Question: Why is this wedding with Isabella needed?
Answer: There are pluses. For example, the improvement of health, and not sickly. There are a few more advantages, but I won't mention them. Well, the plot...

Question: The quest "sink the pirate". It does not exist in coastal waters. Where?
Answer: Send lifeboats to ships you can swim to. If you do not find a pirate, swim to the bays, look for ships there.

Question: The Flying Dutchman drowns me and throws me ashore. Where to get a ship?
Answer: well, if you have reached this place of the game, you will definitely find money. Lots of ways

Question: Can't find treasure! What's the matter?
Answer: 1) If you entered the desired cave, the map will disappear from your inventory and the inscription "treasure somewhere nearby" will appear on top. If it didn't, then this is the wrong cave. 2) If the map has disappeared, then carefully search all the chests. After searching the chest where the treasure is located, skeletons should appear.

Question: How to get to the pearl coast?
Answer: Buy a pearl craft map. Everything is there.

Question: Where to find cursed pearls?
Answer: Take the task from the governors, maybe you will find it.

Question: Why are buckets, candles, lutes, pots and other things needed?
Answer: These are just useless things in terms of getting banknotes. But in everyday life they are not superfluous even for a pirate.

Question:What is the introductory quest to help you find the GPC?
Answer: This is the quest "Kill all the beggars". We get it absolutely by chance, on the street (in the colony of which we appeared, absolutely at any time) Oliver Trust urges us on ...

Question: Well, I started to play, I run through the jungle, I drive passengers, I accompany ships. There is barely enough money to pay the salaries of the crew and officers. How can you get rich faster?
Answer:
1) It is possible and even necessary to engage in trade. Go to the nearest store, look at the goods. You need to choose a product that will cost very little in this store, compared to the prices for the same product in other stores in the archipelago. The most valuable goods: sandalwood, mahogany, ebony, gold, they are most profitable to transport and resell. If you're lucky, you can collect 100% fat and even more.
2) You can capture other people's ships and resell the captured cargo. But this business already requires some skill.

Question: How to find out the prices of goods. Are they changing?
Answer: Prices in the settlements of the archipelago are constantly changing. You can keep track of prices by simply going into stores and talking to traders. You can also ask the ship captains of friendly nations about prices.

Question: I boarded a ship, but I can't take it myself. Why?
Answer: you must have a free officer who could be appointed captain of this ship. Always carry such a person, or better a couple.

Question: How many ships can I have for personal use?
Answer: About sixty. But at the same time, 55 should be deposited with the port authorities of cities. You can only have 5 ships in battle at the same time.

Question: The team is constantly in revolt. What to do?
Answer: Give back to the team, give out a "bonus", thereby increasing their mood. Always carry medicines, food and rum in the hold.

Question: The character's leadership value is not upgraded. What can be done to soften it?
Answer: Some officers are able to hold several positions at once. Look for such people, they are very helpful.

Question: I boarded an enemy ship, there are no officers, but I want to exchange the ship. But there is a problem: there were things in the chest on my old ship, how to transfer them?
Answer: No way. Things will be transferred to new ship.

Question: Captain Blood's quests. How to defeat a villain sitting in a brothel?
Answer: The easiest way is to arrange a meeting outside the city gates. Before you go to fight him, steal bottles of life, otherwise it will be very difficult to win! In a fight with him, use trample, nothing else can take him. Keep a short distance or he will shoot you every time. If you feel that you can not win, start the game again. When creating a character, make sure that the value of the "light weapon" skill is the highest. That will be much easier!

Question: Captain Blood's quests. Well, how to free my blond comrade? It's full of guards! If I kill everyone, relations with England deteriorate ...
Answer: Everything is easier than it seems. Just run to the camp, take the sword from the chest and talk to your friend. Then run as fast as you can into the city.

Question: Captain Blood's quests. How to get away from the chase on this slow and stupid frigate?!

Answer: Depends on the difficulty of the game you have chosen. On difficulties up to Corsair, the easiest way is to sink both ships and not worry. For more high levels easier to escape. Maneuver. The ships will definitely fall behind, their captains are stupid.

Question: Captain Blood's quests. Where can I find medicine for a comrade in misfortune?
Answer: The medicine for migraine lies in one of the houses, on the second floor. Look, there are few houses. Appears after completing the governor's quest to help his wife.

Question: Collided with a corvette at sea. Hell, you can't get away from him and you can't get into him. What to do?!
Answer: Ruin his sails and masts; use nipples and maneuver. No more, the corvette is a very strong opponent.

Status No new replies can be posted in this thread.

How to get involved:

In one of the cities of the archipelago, the GG meets a man who invites him to discuss one important matter. He makes an appointment in a dungeon outside the city or under the city, where the GG must come before 12 o'clock. The person starts the conversation himself when the character approaches him.


Walkthrough:

After talking with a man in the city, the GG goes to the dungeon. If this person was not found in the nearest dungeon, then look in other dungeons near this city. Tip: it’s better to immediately run after him (if there is a dungeon in the city, then you won’t have to look for it). In the dungeon, he can be anywhere. Next, we approach him. A dialogue begins, from which the GG learns that this person is not who he claims to be. It turns out that he is just a rogue who lures captains into the dungeons and kills them there for the sake of prey. GG does not agree with him and says that he ran into the wrong person. Kills the bastard. (Attention! During the fight, the bandit may be joined by his assistants!!!). After this meeting, it is necessary, already in another city, to find the same daredevil and also kill him in the dungeon.
Third meeting. The bandit will not lure the GG into the dungeon, but will say that he also did this before, but then retired. He will tell the GG that these are not separately working lovers to get rich in this way, but a whole gang led by a certain leader Austin. He will warn the GG that if he wants to find Austin, then he needs to act quietly and not attract attention. Otherwise, Austin will hide and it will be impossible to find him. Further, the GG thanks the former bandit for useful information and takes his leave.
Fourth and fifth meeting We continue to walk with the bandits in caves or catacombs and find out that Austin exists. But the bandits are afraid of Austin and do not say anything specific about the leader. Well, GG will have to just kill them. Sixth meeting. The bandit will inform you that if the GG wants to talk to Austin, then he must appear in the dungeon before 12 o'clock (an old song about the main thing !!!). That's where GG will go. But, as expected, no Austin was there. It's just that Austin sent his man to get rid of the annoying captain, who, well, doesn't want to die. Before the fight, the bandit still tells the GG about the place where Austin is located (because he is sure that the GG will not be able to use the information, because he will go to the next world). Having information about the whereabouts of the gang leader, the only thing left is to kill the bandit, which GG does! Meeting with Austin. Next, we follow to the alleged location of Austin, namely, to the settlement of the Pearl Divers, which is located in the jungle of the Maine mainland (you need to moor in San Juan del Norte Bay, the bay is located a little lower than the city of Santa Catolina). In order to find Austin in the settlement, you must not raise a fuss in this settlement (kill the sentinel settlement of the Pearl Fishers). Austin will be in the house to the left of the entrance to the settlement.

In a conversation, Austin will convince the GG that his people are the same as the GG himself, arguing that the GG is also engaged in deceit and robbery (robs ships, kills) for the sake of prey (... only you are in the sea, and we are on land - about Austin says so). In the end, Austin still fails to convince the GG of his words and a fight takes place. After killing Austin, the quest ends.

Mining:

1) Items from the corpses of bandits (money, pistols, sabers),
2) Items from Austin's corpse:
- Saber-Haugden (saber with very good data),
- Bretersky pistol (does not need a description, because it is already known that it is a very good pistol),
-110,000 gold.

Cities where you supposedly need to look for bandits:
-Antigua
-Belize
-Santa Catolina
-Cartagena
-Panama
-Martinique
-San Martin
Perhaps there are other cities where you can meet with bandits!

Adviсe:

When the GG runs past the right person (when searching for a bandit), the bandit himself will automatically talk to the GG. This is just a tip to make it easier to find a bandit in the city.
-To kill the sentinel settlement of Pearl Fishers, you need to use a pistol (if the "Pistol" skill is 75-80, then a maximum of two shots are spent).

Passage (part 2).

»Passage of the French line«

Taken:
At the Governor-General of France (the island of Tortuga, Tortuga) after receiving a patent.
Reward:
Money, weapons, the title of baron, the title of admiral
Required:
French patent, preferably ship 2, and preferably 1 class, pumped hero, about 500,000 gold
Walkthrough:
By obtaining a French patent legally or by purchasing it from a diplomat in one of the pirate settlements, the French ruler becomes available. To receive assignments, you need to sail to Tortuga, go to the residence and talk with Governor-General Bertrand d "Ogeron about working for the benefit of France ...

Task one. Deliver Pierre Legrand to the bay of Le Marne, on the island of Martinique.
The first task that can be received from the Governor-General of France, Monsieur d "Ogeron, will be escorting the French privateer Per Legrand, who captured a military galleon with rich booty on a lugger and now wants to return to France and do it quietly. In Martinique, he will sit on a scheduled ship that goes to Dieppe, but since it sits on a pile of gold, it needs escort. We go to the tavern and after a short conversation with Pierre, he will become our passenger. Now we are on our way to Martinique, the bay of Le Marne. Before, how to moor it's better to survive, on the shore we will have an unpleasant meeting of five thugs who need Legrand's gold. , having wished Pierre a good journey home, it's time to go to the governor-general.Arriving in Tortuga and talking with Bertrand, he will ask him not to disappear for a long time, he often has a job for a filibuster...
This quest has alternate walkthrough, but it is not desirable if you did not save or decided to take possession of the fortune of Pierre Legrand (and it is: 1,000,000 gold, TANAT, a four-barreled pistol, a good spyglass, 20 diamonds, 12 gold brooches, a Dutch cuirass and a couple of amulets), reporting to the governor-general about the “fulfillment” of the task, he will ask us to give back the money that our ward had, namely 1,200,000 gold pieces, which is 200,000 more than the actual one, otherwise they will not have anything to do with us ...

Task two. Delivery of the letter d "Ogeron to the island of Curaçao.
The second task to be issued by the French Governor General will be to deliver an important letter to the Governor General of Curaçao, Peter Stuevesant. We are heading for Curacao and the sooner the better, because the reward for completing the mission depends on our speed. Arriving in Curacao, we go to the residence to give the letter. But they will not meet us with open arms, but they will take us for a pirate who killed the messenger d "Ogeron and put us behind bars ... After spending some time in prison, a jailer will approach us, from a conversation with whom there will be a chance for release, he has a father-in-law one of the officers, General Governor of Curaçao. In return for the service rendered, they will take away from us a “couple” Kruglyashov J. After some time, Peter Stevesant himself will come, who will free us, the jailer’s father-in-law has worked out his rounds ... The Governor-General will wish a happy journey back to Tortuga, but he will warn you that the devil is going on near the island. It is still too early to return to your homeland, we will visit the tavern and ask the tavern keeper about the incident that happened to us, he will explain to us what’s what, and even point out two strange types sitting at the table ... Approaching them, the conversation will not work out, but on the other hand, we will find out that some kind of meeting is scheduled in Palm Beach Bay. They will immediately run out of the tavern, well, we will follow him, run after them from location to location and having reached the bay, eavesdrop on their conversation about the galleon. Seeing us again, they will not be happy, but from the dialogue, they will be able to extract useful information. We run back to the city and board the ship, before going out to sea, we will save ourselves, because. the same galleon will be waiting for us. We take it on board, oddly enough, the team will not consist of pirates, but of Spanish soldiers, having reached the cabin, you will meet a Spanish officer there, he will report that he has already sunk 20 ships in the vicinity of the island, kill him and search the corpse, in the inventory of we take him TANAT, mortar and small things ... Now let's return to the head of the Dutch colonies in the Caribbean archipelago, and tell him all the information that we got, remove Holland's distrust of the coastal brotherhood. Stavesant will pay us a reward for the sunken galleon in the amount of 20,000 piastres. Let's return to Tortuga and tell about all the adventures of Monsieur the Governor-General, for our efforts, we will be awarded the title of Commander of the French Fleet.

Task three. Find a way to bring Donna Anna to Tortuga.
The third task will be very specific, the governor general wants us to deliver to Tortuga his beloved, the wife of the commandant of Havana, don José Rameris de Leyva. In order for us to be recognized as the envoy of d "Ogeron, he will give his ring, which must be transferred to Donna Anna, as well as Escorial's Spanish trade license for a period of 60 days, but do not forget, in order for the license to be "valid" on our ship the flag of the nation that Spain sympathizes with must be raised.We go to the port, go out to sea and head for Cuba.Next there are 3 options:
1) If we have the opportunity to change the flag to a nation friendly to Spain, then we simply moor in the port of Havana, now we are not afraid of patrols ...
2) If the enemies recognize us, then we moor at the lighthouse of Havana, and calmly pass through the jungle to the city, where patrols are no longer scary.
3) But if we don’t have the opportunity to change the flag, then we wait for the night, namely midnight, we moor at the Havana lighthouse and make our way into the city, there are no sentries at the gates, but patrols walk around the city, we wait for an opportunity and pass so that we are not spotted ...
Now, regardless of how we got into the city, we go to the tavern and talk to the waitress, give her 500 gold and she agrees to take the ring to Donna Anna. We wait until the next morning right in the tavern and approach the poor creature again, pick up a letter from the commandant's wife and give 500 gold to the waitress, she deserved them. Next, you should wait for the night and enter the house of the commandant of Havana, the door will not be locked ... It will not be difficult to find the house, but save in front of the house and enter. We are waiting for a "warm" meeting, but not the beautiful Anna, but her evil husband, who even dressed up to meet the guests and his servants. After a short dialogue, you will have to enter into an unequal battle and naturally win it, here you will need good tool murders and preferably pumped swordsman skills, kill a small gang (it is advisable to search Jose, he has good things) and go up to the second floor to the room where donna is waiting for us. Let's break the news that José is dead and she should follow us. Now we make our way to our ship and set sail, back to Tortuga! Having reached Tortuga, we go to our employer, he doesn’t even know how to thank us and gives us 25,000 gold for all the merits and asks to leave him alone, he doesn’t care about administrative issues

Task four. Escort of the battleship Soleil Royal to Guadeloupe.
The fourth task will be, issued by Bertrand d "Ogeron, will be the escort of a first-class battleship (or royal manowar) to the island of Dominica. This task is trusted to us, as having proved its devotion and honor. The ship is good in everything, and beautiful and dangerous for the enemy. They go rumors that the Spaniards are already hunting for this ship, on three four galleons, under the command of Juano Galeno. It is better not to return with bad news ... Near Dominica, the ship should connect with the squadron of the island of Guadeloupe. We go to the port authority, and take command of the Soleil Royal "". Now our course lies on Dominica. Before leaving the global map near Dominica, save, 4 galleons will be waiting for us, but there will be no French squadron. We order the captain of the manowar to board the nearest Spaniard, or open fire on him On my orders, the Soleil Royal boarded two Spaniards, sank the rest himself, well, that’s how it will turn out ... After the sinking of the squadron of Juano Galeno, we must go to Guadeloupe and find out why the promised squadron did not meet us. The governor of the city of Basse-Terre, will justify himself by the fact that he received a letter about the nomination of our squadron only yesterday and did not have time to prepare anything, he will take the royal manovar and thank him for what we have done. We return to the governor-general and tell about everything that happened to our squadron, we will receive 28,000 zlotys as a reward ... We also talk with d "Ogeron again and get a promotion.

Task five. Revenge of Donna Anna by compatriots.
The fifth task, in fact, is a continuation of the third. Monsieur d "Ogeron, concerned about the life of Donna Anna, it would be nice to visit her in the next room. We go to the room where we are initiated into all the details. The Governor-General of Havana undertook an investigation into the murder of the commandant, and is convinced that Bertrand's beloved is guilty of his death ... We sail to Cuba and moor at the lighthouse of Havana, wait until midnight and sneak into the city, I categorically do not recommend entering the tavern, soldiers ambushed us there and when we appear, the waitress will recognize us and a fight will begin. Our goal is the house of Iness de Las Sierras. house and find out from Donna's friend Anna about the details... Relatives of the murdered Don Jose are hunting for the escaped Spaniard, their exact location is not known, but they went to the jungle, perhaps to establish contacts with smugglers, in order to secretly make their way to Tortuga. I was in the Lighthouse location, after talking a little, we kill the villains and search the corpses, on the corpses we find good things, cold and firearms and about 75 thousand gold. Now, with a calm soul, we sail back to Tortuga and report to Monsieur Bertrand d "Ogeron about the successful completion of the task, for which we receive 5000 gold, then we will go to Donna Anna and listen to her gratitude.

Task six. Deliver the letter to the filibuster François Holone.
The sixth task is to deliver a letter to Jean David, who is better known as Francois Olone. Under no circ*mstances should the letter fall into the wrong hands, and if we get into trouble, before we die, we must first destroy the package, well, we are not going to die, which means we go out to sea and head for Guadeloupe, where we will receive a reward . On the approach to Guadeloupe, we will be attacked by a Spanish warship, it is better to board it, there will be good things on the corpse of the captain. Having finished with the ship, we moor in the port and go to the house of the French filibuster, which is located almost opposite the residence. François will not receive us in the best way at first, but as soon as he learns the purpose of our visit, his attitude will change. Then you can choose one of the options:
1) Refuse to attack Cumana and receive the promised reward of 10,000 gold.
2) Agree to participate in the proposed adventure to participate in the attack on Kumana, but there is one condition, there should be only 1 in our squadron, i.e. our ship.
The squadron will include our and 3 other ships, a frigate and two corvettes. We keep heading for Cumana and try to do everything as quickly as possible. Having defeated the seventy-gun fort, we land troops and after a fight in the city we go to the residence, where we demand money from the local governor. Then you can either share everything fairly and get a legal share equal to 50,000 gold, or cheat / leave the money to your loved one, but then you will have to fight Olone and his comrades. Now we are heading for Tortuga and we are aware of our adventures to d "Ogeron.

Task seven. Get the Brazil Roca out of jail in Santiago.
The seventh task will be very unusual, it is necessary to rescue the Brazilian Roca from the prison, who is being held in the Santiago prison. In the city we will have to operate secretly, for this purpose we will be issued a trade license. We sail to Cuba and moor in the port of Santiago or in one of the bays, go to the tavern and ask the tavern keeper where the Inquisition is located, we get a rather vague answer, she is in the city. Next, let's look at the local church, the holy father will say that the Inquisition is located directly under the church, the entrance is under the stairs. We leave the church and look under the stairs and find the door. We go in, we find ourselves in a terrible place, the Inquisition. We need to find the Brazilian, he is kept in a cell near which there is a soldier (there are 2 such cells, I think you will find the right one yourself J) We kill the guards and cross the threshold of the cell, as soon as reinforcements come running, we kill the soldiers who have come and all the inquisitors. Then we talk with Rock, to our question whether he can hold a weapon, we get a negative answer, the local holy fathers broke his arms. We make our way to our ship and head for the familiar Tortuga. The governor-general will admire the work we have done to free Rock the Brazilian and will reward you with 30,000 gold pieces. Talk also with Rok himself, he cannot thank him with money, but he will hint that under the city of Fort de France, he has one very valuable thing hidden, namely an expensive cuirass, you must agree, the thing is goodL

Task eight. Go to the disposal of the Marquis of Bonrepos.
The eighth task will be as follows, Monsieur Bertrand d "Ogeron asks us to report to Guadeloupe, to the naval commandant of France, the Marquis of Bonrepos. The governor-general is not privy to the details. We sail to Guadeloupe and moor in Bas-Terre. We go to the residence and talk with Marquis. He initiates us into the details of politics and gives us the actual task. It consists in persuading well-known pirates (in Jamaica, Jackman in Bermuda and Morris in Trinidad and Tobago) not to participate in the war against the Dutch. We will not be given funds for this operation, of course you can oppose such a decree, but the marquis will not like it J. Well, if you decide to complete the task, we sail to Bermuda, to Jackman, he was not even going to get involved in this matter. He does not like to attack the Dutch, but for this, he will require him to complete a small task for him - to deliver Captain Gay's logbook to him. room. We go into the room, no friendly dialogue comes out and kill Captain Gay, search the lifeless body and take the ship's log and personal belongings (among which there is more than 60,000 gold)J. Being in Jamaica, we will visit the residence of Henry Morgan, but he is not there, the servant will say that he is in his house in Antigua, and will warn that Morgan's house is always closed ... Now we are on our way back to Maurice, we give him the ship's log and in return we get what was required of him, his consent not to attack the Dutch... It's time to go to Antigua, to visit the famous English pirate Henry Morgan. The door to the house is indeed locked, we go around his dwelling and behind the house we find a hatch into Morgan's basem*nt. His basem*nt is good, the catacombs are intact. Having found the way, we go to his house and talk about non-aggression on the Spaniards. Henry does not want to attack the Dutch, but his drunken guards have let down the last piastres in the taverns and to continue the fun, they need 250 thousand gold! Nothing to do but give him the money. The task is completed, it's time to go to the Marquis of Bonrepos. Instead of a yellow award, we are given a baronial title!!! There is nothing to do, we return to Tortuga, where we receive congratulations from Bertrand d "Ogeron, and the next title.

Task nine. Reflection of the Spanish attack on Port-au-Prince.
The ninth task, issued by the Governor-General of the French colonies, will be to appoint us as commander of a special punitive corps, and the already familiar ship Soleil Royal will be placed at our disposal. The first task will be to repel the attack of the Spanish squadron on Port-au-Prince. But it is necessary that the royal manowar stay afloat, otherwise the task will fail. For this task, it is desirable to have a first-class ship, with the maximum allowable crew. We go out to sea and head for Hispaniola. We save and exit the Mara map near Port-au-Prince. The battle will be hot, we will be confronted by 6 enemy ships, the flagship of the enemy squadron will be manowar. It is better to take it on board, it has 48 pound guns. We sink and board the rest of the ships, not forgetting to monitor the condition of the Soleil Royal. After the last Spaniard has been sunk and the royal manowar has been kept afloat, the task will be considered completed. We return for an award to Monsieur Governor-General and get a miserable 5000 (!) Gold! I repair ships, hire sailors and pay 10 times more! But there is nothing to do...

Task ten. Capture of Santo Domingo.
The tenth task will be a retaliatory attack on the Spaniards, namely the capture of the colony of Santo Domingo and its transfer to the possession of France. We sail to Hispaniola, destroy the fort with the efforts of our squadron and land troops. After a hot fight inside the city, we go to the residence and declare the Spanish colony French! We return to Tortuga and receive a reward for our work, which is 40,000 gold.

Task eleven. Capture of Santa Catalina.
The eleventh task is very similar to the previous one, this time we need to capture Santa Catalina and hoist the French flag over the colony. The city is located on the Main and controls the New World pearl industry. And again we set off to capture the colony for the benefit of France! Having defeated the fort and landed troops, having dealt with the soldiers in the city, we go to the residence and declare Santa Catalina a French colony! We return to Monsieur Governor-General Bertrand d "Ogeron and announce an increase in French possessions. As a reward, we are given everything that we plundered in Santa Catalina. The question of our participation in the development of pearl crafts is rejected, but the Sun King himself found out about us Louis XIV Now it is worth going back to Guadeloupe to the Marquis of Bonrepos.

Task twelve. Meeting with the Marquis of Bonrepos.
Arriving in Guadeloupe, we meet with the Marquis of Bonrepos at the residence. From his lips we learn that the war of devolution with Spain is over, Spain is defeated! When asked about monetary compensation for all their expenses, they will simply answer us: “... you have become a nobleman, the Louvre knows about you!”. The royal manowar take him out of the squadron. Reputation in the colonies of France increases. Now it's up to the small, go to Monsieur Bertrand d "Ogeron, who will report that we have been elevated to the rank of Admiral of the French Fleet!

END!

»Destroy the Blue Bird Xebeca«

Taken:
From the owner of the store after contacting him again or when he refuses to take the goods for delivery.
Reward:
The reward can be of two types - either a sum of money or an excellent fast xebec, ideal for piracy and avoiding patrols. This ship is unique in the game, the only representative of the xebec class.
Required:
1. Pumped hero, preferably at least level 10 and with basic personal abilities.

2. Sufficiently fast and powerful ship ("Arabella" is perfect)

3. Money for provisions, team salaries, etc.
Walkthrough:
So, in the store, the merchant told us the trouble of all the merchants in the Caribbean. An elusive pirate ship called the Blue Bird plunders defenseless ships carrying various cargoes. From the dialogue with the shopkeeper, we also learn that his colleague, Pascal Voisier, who settled in Bermuda, is the only one whose flute managed to escape from the mysterious xebec. On behalf of all the merchants of the archipelago, our interlocutor asks for help, promising money, and we, of course, agree.

We are heading for Bermuda to that same Voisier, and using the dialogue item “I have a question”, we ask him about the “Blue Bird”. The cunning merchant refuses to say anything about this, but the tavern keeper has nothing to hide from us, therefore we go to him, having previously looked into Jackman's residence and asked him about the desired shebek, but he will not tell anything, except that " Blue Bird never comes into port.

The innkeeper will say that he knows about Pascal's feud with the owner of the store in Puerto Principe, and will send us to him. Not forgetting to replenish supplies from the suspected Voisier, we head to Cuba.

From a merchant in Puerto Principe, we will learn that Voisier took away his store in Bermuda and that the Blue Bird belongs to him. One question remains - how the goods from the ship get unnoticed to Voisier in the store. At first, the answer seems simple - the pirates carry the loot from Rune Bay through the dungeon to the shipyard, but in reality everything is not so obvious. We need to return to Bermuda and visit the owner of the shipyard, Master Alexus.

The master will tell us that only an idiot will carry cargo through the dungeon and that this is out of the question. We leave for the bay of Broken Trough, disembark, go to the cave and turn right from the star that calls the skeletons. Soon the xebec team will appear. We run to where the pirates came from, board the ship and fight the Blue Bird!

At good skills the matter remains small - to decide whether to capture this work of art, or sink it and return to the merchant, from whom they took the task and receive the amount of money.

In my opinion, the answer is obvious.

»Passage of Askold's quest«

How to take the quest

Askold's quest is taken in any store throughout the archipelago. You offer the shop owner to charter your ship (carry cargo). Respond to the offer of the merchant with a refusal - "No, it does not suit me." After that, the store owner will ask you for one favor - to find the mummy powder. At early ranks, the ability to quickly get this task increases. If you have a pumped hero and a high rank, then you will have to swim between the islands until one of the owners agrees to give you one. I (rank 43) had to travel around six islands before I got the go-ahead to search.

Search for mummy powder

So, the Main Hero will have to find mummy powder - a very rare thing in the Caribbean Archipelago. This task is not so much difficult as boring. How it's done. You approach the merchant (hawker) and ask him a question - “Do you have mummy powder for sale?” The hawker will answer that he has never seen such a thing anywhere. We repeat the question until the merchant refuses to talk to the Main Hero. This operation will have to be done dozens of times, to visit most of the islands, to piss off about 50 merchants. Finally, one of the hawkers agrees to sell us this powder for a small amount, I think 1000 piastres. Victory - the mummy powder is found! We return to the owner of the store, from whom the quest was taken, we say that the task has been completed.

The search for ritual objects

The store owner sends us to a certain Askold, who lives in the settlement of Basse-Terre on the island of Guadeloupe. We're heading there. Askold's house is located opposite the governor's residence (run straight from the pier, turn left before the crossroads). We go into the house, start a conversation. Wow! Askold paid 30,000 piastres for the mummy powder. Not bad money, considering that it cost the Protagonist cheap. After the deal, Askold offers to find us 3 things of the Indian cult: a red gold mask, a ceremonial vessel and a priest's scepter. We agree. All these things can be found in treasures, but if you are too lazy to look, then we head to Port Royal, in Jamaica, to the residence of Henry Morgan. Morgan's secretary for 1,000,000 (million) piastres agree to sell us these things. If there is such money and it is not a pity to part with them, we buy. When 3 things are found in treasures or bought from Henry Morgan's secretary, we head to Askold. For each item, Askold is ready to give 30,000, in total for 3 items - 90,000. We agree. If you demand more money from Askold, you will fail the quest, as he does not like miser. Another task completed. You can take a break for two or three months before the next task.

inventory list

After two or three months, we return to Askold for a new assignment - to get an inventory list of valuables that will go to Spain. We sail to Havana on the island of Cuba. We talk with the innkeeper. The innkeeper tells us that recently all the inhabitants of the city participated in the loading of valuables onto the manowar. But where he went is unclear. An entry appears in the journal that you need to find Askold's informant friend. Far, no need to swim - the informant is in the city of Santiago, on the island of Cuba (you can run through the jungle). The house of the informant is opposite the pier. We go in, talk, find out that the manowar went to the bay of Amatica (Western Maine, between Belize and Santa Catalina).

Manowars

A squadron of manowars is waiting for us near the bay of Amatica. The Inventory List (the one that Askold asked to get) is in the cabin of one of the manovars, which one is unknown. Therefore, we will have to methodically board them until we find this list. Important: in no case do not sink manovars if you have not found the Inventory List. There is only one tactic in this mission. You need to materialize from the global map to the battle map, board the nearest, extreme manowar and sail away with the wind. Be sure to search the captain's cabin for inventory. When the global map icon appears, click, sail to the nearest friendly port, repair and replenish the team. We repeat the operation with the capture of manovars. If you found an inventory list (for example, on 4 boarded ship), then the rest of the manovars can be flooded. For this task, you need a fast ship with a crew of 500 - 600 people. The Flying Dutchman is ideal for this task. You can simplify the task. Put up the Spanish flag and hope that the enemy does not recognize the Protagonist. If everything goes smoothly, then the task is simplified as much as possible - we select some extreme manowar from the total number - we smack it with buckshot and immediately board it. Only in this case, your reputation will drop sharply. You can avoid the loss of reputation. A couple of seconds before you board a manowar, change the flag of Spain to any other. There will be no reputation loss.

Spanish Expedition

So, the manowars have been destroyed, now it is necessary to destroy the Spanish expedition at the Inca temple. We disembark in the bay of Amatica and run to the Aztec temple (at the forks - to the left, then to the right). It is very easy to destroy the expedition, so I will not write how this is done. We return to Askold, we report on the results. We rest for a couple of months.

Tablets

After two or three months, we return to Askold for a new assignment. This time he asks us to find some kind of tomb, which is located in a cave in Guadeloupe. We run into the cave (on Guadeloupe it is the only one) we find the entrance to a small room with a star on the floor. An inscription should appear that an entrance has been found. We return to Askold. He says that this entrance is surely the one that de la Fontaine needs. The key to the entrance is the tablets. These tablets are to be found by the Main Hero. Askold shows us a possible search area: uninhabited islands (Cayman, Turks, Dominica), Western Maine and the Inca temple located there. The search for the tablets is not an easy task. They can take anywhere from a few minutes to several days. The tablets must be sought in caves on the uninhabited islands and on West Maine; near the temple of the Incas, in the settlement of pearl divers. You should now have a "hand" (item pointer). Take an object - this object may turn out to be the tablets. But do not rejoice at the appearance of a "hand". The subject may be an ordinary saber. I found the tablets in one of the grottoes in West Maine. Victory - tablets found! We run to Askold.

Leif Happy

Askold again sends us to the cave. We resort to the star, use the tablets ... Hooray! The passage is open! Before us is a small room with a tomb in the middle. It is impossible to open the tomb - "there is no necessary item." God! Do you really need to look for something again? Bullet to Askold. Askold gives us a crowbar with which Main character can open the tomb. Back to the cave, to the tomb. Let's use the item. Several skeletons appear. We kill skeletons. If it is difficult - we run to the narrow passage, we kill the skeletons one by one. The owner of the tomb appears - Leif the Happy. An interesting dialogue follows, after which ... You will see for yourself what will happen to the Main Hero after the conversation! So, Leif gives us a task - to capture Bas-Terre and take three items from the governor - 3 Tolltec skulls and something else. We can't do it alone. We speak with Leif the Happy two more times. A detachment of skeletons is given to help the Main Hero. We carry out the task of Leif. We destroy 2 detachments of the French: near the city gates and in the city. We run into the residence, talk to the deathly frightened governor. We take the things we need from the closet on the right. So, we have Tolltec skulls and a strange item, now we return to Leif and return the items. After that, we run to Askold. After talking with Askold, our task is to save the world and destroy Leif the Happy. Eh ... Once again, we run into the cave. It is not easy to kill Leif the Lucky - this character is very strong. But you can deal with it. After the battle (!!!) be sure (!!!) we search Leif and find a lamp with him. Again to Askold (the end of the quest is already close). Askold agrees to buy a lamp from us for 50,000, but in no case do we agree - we leave the lamp with us.

Lamp

This lamp must be opened to find out what is inside. You can open the lamp at the shipyard. The shipyard is located on the most famous island of the Caribbean Archipelago. I won’t name the island – you can guess for yourself. You must find something on your own. After opening the lamp, the most unusual reward in this game awaits you. Good luck!

END!

»Quest Austin walkthrough«

How to get involved:

In one of the cities of the archipelago, the GG meets a man who invites him to discuss one important matter. He makes an appointment in a dungeon outside the city or under the city, where the GG must come before 12 o'clock. The person starts the conversation himself when the character approaches him.

Walkthrough:

After talking with a man in the city, the GG goes to the dungeon. If this person was not found in the nearest dungeon, then look in other dungeons near this city. Tip: it’s better to immediately run after him (if there is a dungeon in the city, then you won’t have to look for it). In the dungeon, he can be anywhere. Next, we approach him. A dialogue begins, from which the GG learns that this person is not who he claims to be. It turns out that he is just a rogue who lures captains into the dungeons and kills them there for the sake of prey. GG does not agree with him and says that he ran into the wrong person. Kills the bastard. (Attention! During the fight, the bandit may be joined by his assistants!!!). After this meeting, it is necessary, already in another city, to find the same daredevil and also kill him in the dungeon.
Third meeting. The bandit will not lure the GG into the dungeon, but will say that he also did this before, but then retired. He will tell the GG that these are not separately working lovers to get rich in this way, but a whole gang led by a certain leader Austin. He will warn the GG that if he wants to find Austin, then he needs to act quietly and not attract attention. Otherwise, Austin will hide and it will be impossible to find him. Further, the GG thanks the former bandit for useful information and takes his leave.
Fourth and fifth meeting We continue to walk with the bandits in caves or catacombs and find out that Austin exists. But the bandits are afraid of Austin and do not say anything specific about the leader. Well, GG will have to just kill them. Sixth meeting. The bandit will inform you that if the GG wants to talk to Austin, then he must appear in the dungeon before 12 o'clock (an old song about the main thing !!!). That's where GG will go. But, as expected, no Austin was there. It's just that Austin sent his man to get rid of the annoying captain, who, well, doesn't want to die. Before the fight, the bandit still tells the GG about the place where Austin is located (because he is sure that the GG will not be able to use the information, because he will go to the next world). Having information about the whereabouts of the gang leader, the only thing left is to kill the bandit, which GG does! Meeting with Austin. Next, we follow to the alleged location of Austin, namely, to the settlement of the Pearl Divers, which is located in the jungle of the Maine mainland (you need to moor in San Juan del Norte Bay, the bay is located a little lower than the city of Santa Catolina). In order to find Austin in the settlement, you must not raise a fuss in this settlement (kill the sentinel settlement of the Pearl Fishers). Austin will be in the house to the left of the entrance to the settlement.

In a conversation, Austin will convince the GG that his people are the same as the GG himself, arguing that the GG is also engaged in deceit and robbery (robs ships, kills) for the sake of prey (... only you are in the sea, and we are on land - about Austin says so). In the end, Austin still fails to convince the GG of his words and a fight takes place. After killing Austin, the quest ends.

Mining:

1) Items from the corpses of bandits (money, pistols, sabers),
2) Items from Austin's corpse:
- Saber-Haugden (saber with very good data),
- Bretersky pistol (does not need a description, because it is already known that it is a very good pistol),
-110,000 gold.

Cities where you supposedly need to look for bandits:
-Antigua
-Belize
-Santa Catolina
-Cartagena
-Panama
-Martinique
-San Martin
Perhaps there are other cities where you can meet with bandits!

Adviсe:

When the GG runs past the right person (when searching for a bandit), the bandit himself will automatically talk to the GG. This is just a tip to make it easier to find a bandit in the city.
-To kill the sentinel settlement of Pearl Fishers, you need to use a pistol (if the "Pistol" skill is 75-80, then a maximum of two shots are spent).

END!

»Passage of the quest The Story of the Beautiful Isabella«

How to take the quest

On the island of Bermuda in the settlement of pirates we meet Attila (Negro). This character himself must find the Main Hero and talk to him. From Attila's story, we learn that his former companion, named Salvator, stole their common booty. Little is known about Salvatore. He married a noble girl and lives on the island of Puerto Rico in the city of San Juan.

San Juan

We go to the island of Puerto Rico to the specified city. We head to the church, talk to the priest. From the conversation, the Protagonist learns that Don Salvatore's wife, Isabella, is a decent woman and goes to church regularly. Then we head to visit Don Salvator himself and his wife Isabella. Salvator's house is located near the governor's residence. From the pier, go straight at the crossroads, turn left and find Isabella's house. Meet Don Salvatore. From the conversation, the Protagonist learns that Salvator was a corsair in the past, and a very successful one at that. We go up the stairs, get acquainted with Isabella. In a conversation with her, do not say that you and Salvatore are friends, and be kind and courteous. After this conversation, we head to the store. There we become witnesses of the conversation between Isabella and the seller. It turns out that Salvator has debts to the owner of the shop. We pay our debts and get the location of a beautiful lady. Then we head to the church. There we meet with Isabella, who makes an appointment for us at her house. We arrive at the appointed time. Isabella tells us that the ship called "Five Wounds of Christ", on which her brother, Don Miguel de Valdes is supposed to sail, is delayed in Cuman. We offer help.

Koeman

Cumana is located in the lower left corner of the map on East Main, near the island of Trinidad and Tobago. We arrive in Cumana and go to the tavern. We talk with the innkeeper. There are two options here:
1) The innkeeper points us to the captain of the desired ship. The captain sits at a table in a tavern.
2) The innkeeper tells the Protagonist that the captain recently left the tavern for the city. We leave the tavern, we ask any inhabitant about the captain of the ship "Five Wounds of Christ". The resident says that the captain just left for the tavern. We stomp there.
We talk with the captain. He reports that his ship is caught in a storm and cannot sail, and his passenger is in a hurry. We offer our services. At the port, Don Miguel de Valdes will approach us and join us as a passenger. We're heading back to San Juan.

Fake bills

In San Juan we go to the house of Don Salvator. There we see a meeting of brother and sister. From their conversation, it becomes clear to the Main Hero that Isabella's father has died, and an unknown swindler has robbed him. We talk with Isabella, and she invites us to visit her in the evening. We arrive at the appointed time and witness the exposure of Salvator by Don Miguel, Isabella's brother. It turns out that Don Salvator is the swindler who robbed Isabella's father. Isabella's brother dies at the hands of her husband. Salvatore is in hiding. We kill the bandits and search the corpses. When searching Don Miguel, we find a fake bill. Important: if you do not have time to search the corpse of Isabella's brother (while you are fighting the bandits, the corpse disappears), then search it immediately before the fight with the bandits. After the bandits are killed and the bill is found, two options are possible
1) We sail to Attila.
2) We go into Salvatore's house, talk to him. Salvatore accuses the Protagonist of killing Isabella's brother. Spanish officers appear in the house. The main character has to kill them. After that, Spain becomes hostile to the Main Hero. How to get out, decide for yourself.
So, regardless of the option chosen, we sail to Bermuda to Attila.

Return to Bermuda

Upon returning to Bermuda, we go to the tavern and ask the innkeeper about Attila. He bought himself a room, which is located next to the tavern (a house with a side staircase, a room at the end of this staircase). We talk with Attila, who promises to make inquiries about the whereabouts of Salvator. You need to return to him in two months. After this event, an entry appears in the log. The main character is advised to sneak into Isabella's house again. Again, there are two options here:
1) Ignore advice. Don't swim in San Juan.
2) Still go to San Juan. You will find out for yourself what awaits you in Isabella's house, but useful information from this trip you will not get.

Trap for Isabella

So, two months have passed, we go to Attila. Attila informs us that Salvatore managed to arrange the removal of Isabella from San Juan to Porto Bello. Isabella traveled to Porto Bello in the brig Enthusiastic. You can catch up with this ship only in 15-16 days. Tip: if you do not have time to swim to Porto Bello on global map within the specified time - swim part of the way (or all the way) on the combat map. Make the maximum acceleration of time, and you will quickly cover part of the path. Off the coast of Porto Bello we meet with the brig "Enthusiastic". Be sure to board the ship, kill the captain, talk to Isabella. We prove our innocence to her by presenting a fake bill. Isabella asks to be taken to Belize to her cousin Fernandez. We agree. But if we are not far from Porto Bello, then we must try to find Salvator in this city. We landed in Porto Bello. We look at all residential buildings. In one of the houses we meet Salvatore's mercenaries. We kill them. Isabella finds us and the Protagonist tells her that Salvator wanted to kill her too. We leave for Belize (the northernmost city of Western Maine). We find our cousin's house in the city and leave our companion there. Now we need to return to Atilla in Bermuda.

In pursuit of Salvator

Attila will tell the Main Character that Salvator has gone to Belize. We return to Belize. We go to the cousin, who reports that Isabella disappeared yesterday along with her maid. We find a dead maid outside the city, at the gate. We are looking for a cave in the vicinity (abandoned mine inside). We find Isabella under the protection of one bandit. We kill him. We talk with Isabella. Salvator returns. After a dialogue with Salvatore, we kill him. We search Salvatore and find from him: 300,000 - 350,000 thousand gold, several totems, rattles, 30 silver, 100 gold bars. We return to the city and talk with Isabella. She accepts the marriage proposal on the condition that the Protagonist quit his privateering. In a month she will be waiting for us in San Juan.

Wedding

We return to Isabella in San Juan in at least a month. She appoints the day of the wedding - tomorrow morning. We come the next day to the church and begin the wedding ceremony. After the wedding, assassins enter the church. Salvatore paid them to kill Isabella, and they intend to fulfill the order. We protect our spouse. We talk with Isabella and go to the governor of San Juan to clarify the incident in the church.

And finally

Now the Protagonist has marital obligations and, accordingly, rights. Regularly provide your spouse with money and give gifts. Isabella can get angry because of a sunken or captured ship, but I generally keep quiet about the fort. A cousin will help you reconcile. But know the measure.

END!

"Find the snitch who's leaking information to Sharpe about the pearl divers"

is taken in the pearl industry.
Awards: Rat God (upfront, upon receipt of the quest), Expensive Cuirass.......

Where to get the quest:
In Amatica Bay, between the cities of Belize and Santa Catalina. To get into the industry you need:
Go through the jungle all the time turning to the left, you must have the Spanish flag or the flag of any nation friendly to Spain. As you see a sentry man running away (a warning will appear on the screen), he must be shot, preferably with one shot (if this is not done, then the sentry will sound the alarm). Exit the location back, 2-3 locations, and take a walk for 10-120 minutes of game time, and return back.

We go to the crafts, into the house to the right of the entrance, to the dressed-up Spaniard (Manager of the craft).
We speak with him, the Manager will ask you to find a person who supplies information about pearl divers to Bartholomew Sharp.
We go out into the bay to the ship, we sail down, to the south, below Santa Catalina, to the bay of San Juan Del Norte.
We disembark and go to the jungle.

Path:
At the first fork to the left, into the cave, we fight with the skeletons, because there is no other way to get through, we find a rope hanging from the ceiling, we exit the cave. In the next location, we repeat the situation with the guard (sentry), at this fork to the right, we get to the pearl fisheries.

We find the Indian Goiko Mitich, he wanders around the territory of the fishery and we talk with him.
Goiko will tell you that at night in the bay of San Juan Del Norte, Emilio Garcia meets with an unknown person.
We go to the ship, go out to sea (map), swim until the next night, it is advisable to sail from the bay. We go out to sea, F6 (save), swim to the bay.
If the quest has not been updated on the screen, load the save, and perform this operation before updating the quest.
After updating the quest, we land on the shore, go into the cave to the left of the ship (not the one that goes deep into the island), and see Emilio and Sharpe's messenger.
After a short conversation, we kill both, and go to the craft for a reward. (Any craft)

P.S. Read - press "thank you".

All information taken from corsairs-harbour.ru

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Name: Terrell Hackett

Birthday: 1992-03-17

Address: Suite 453 459 Gibson Squares, East Adriane, AK 71925-5692

Phone: +21811810803470

Job: Chief Representative

Hobby: Board games, Rock climbing, Ghost hunting, Origami, Kabaddi, Mushroom hunting, Gaming

Introduction: My name is Terrell Hackett, I am a gleaming, brainy, courageous, helpful, healthy, cooperative, graceful person who loves writing and wants to share my knowledge and understanding with you.