Assassin creed black flag find the royal escort. Guide and walkthrough for "Corsairs: The Return of the Legend". My friend found a network event. What should I do now

Approach the governor's residence and move east from it. Approach Stead and talk to him. Then proceed to the next mission in the game Assassin's Creed 4: Black Flag. Head towards the fence and jump over it. Once in the thick tall grass, crawl up to the two guards and deal with them. It is worth noting that these are not the last guards, so whistle to get the attention of the rest. Destroy them one at a time, and then go into the yard, or rather into its young part, to hide in a haystack. Hide and shoot the enemy, who will now pass by. Take the key from his body.

Approach the vault and use its crates as cover. Also, do not forget about the grass when you move through this area. Only in this way you will not attract the attention of the guards. If they do notice you, then jump into the basket and climb the wall. Crawl across it and jump into the bushes. Move to the left, sticking to the wall. After you are near the prison gates, open them and watch the video.

Flashback 6: Treasure Fleet

Now, in the passage of Assassin's Creed 4: Black Flag, you should be located to the right of the doors. Whistle for the guard to come out. After you cut off his oxygen, go into the room, sticking to the left side. Use the whistle again to lure out the next guard and kill him. After a while, a third enemy will appear from around the corner, which is also worth sewing in. Go to the back of the building and find the diagram there.After you carefully study it, you can watch the video.

Then go to the ladder and climb it up. Be careful because the opponents are not sleeping. After you destroy them, you can use the stairs as a crossing to the bow of the ship. There you will find prisoners, hasten to release them, and then turn left. Approach the mast and hook onto its rope to use a combo to kill several guards. Then return to the next prisoners and release them to freedom. Now you can move to another ship.

Continue the passage of the game Assassin's Creed 4: Black Flag and go out on our ship to deal with another group of opponents. Run to the right and jump over the railing to finish off the next guard. Then go to the prisoners and release them. After that, climb up the mast and go through use the whistle again as bait and kill the next batch of guards.After they stop breathing, you can free a few more corsairs.

Go upstairs for the prisoners. After reaching the captain of the ship, kill him and take command. Open the map and find the marked point. After that you can head there. I advise you not to come close to the fort, to avoid getting into tornadoes and powerful waves. Since it will not be difficult to overtake the fleet, so rush at full speed.

Episode III

Memory 1: This is Captain Tyro

It is worth noting that during a boat trip you can find sea prey or several sailors. Constantly keep an eye on the mini-map, which can provide a lot useful information. Also, if you meet the Royal Convoy, the Exchange option is immediately activated. This is very useful for those who play online because all friends can get the same message.

In the further passage of Assassin's Creed 4: Black Flag, you need to head east and land on the shore of Abaco Island. Go hunting and shoot a few ocelots and iguanas to build yourself a holster. I advise you to use a gun. Then head for a fallen tree and look around on both sides.

When you find the treasure, take it and move south. After a while, you will find a bottle with a message. Pick it up and move to the eastern part of the location. Go through and search the lifeless body to collect the map from it. You can climb in the northeast direction and find a fallen tree.

Climb onto it and you can shoot a few ocelots from the air. Then open the crafting menu and build a holster. Go ashore and use the boat to get to the ship. Continue passing Assassin's Creed 4: Black Flag, talking with Adeval. It is worth noting that almost the entire northeastern part of the ocean has become available, so don't miss the chance to explore the sights. If you don't want to, then head for Nassau.

Flashback 2: New Jobs

Look for an exclamation point marker that is slightly lower than Abaco Island. This way you can get to Nassau. Watch the video and head to the local tavern. Approach Adewal and talk to him. Only then can you begin to complete the task.

Now you need to protect the freed corsairs from their enemies. Head to the northern part of the island and go to the tavern. See how one fights against three. Be sure to help him. Then move to the west and visit the tavern again. There is already one comrade fighting against four. Help him too. Continue playing Assassin's Creed 4: Black Flag, moving from one part of the island to another until you help all the corsairs. But there is no need to rush to return to the tavern and report everything. First, make sure that the pirates do not have weapons to complete next scene.

Flashback 3: Prizes and Looting

Climb aboard the ship and open the map. Now you need to go to the northern part of Nassau Beach. There is Benjamin, who will issue another quest. Head south and look for a schooner that can carry about 10 bottles of rum. So try to board the ship in order to be able to pick up the booty. I advise you to use guns. After you are on board, go down into the hold and pick up the booze. You can perform similar actions when you meet merchant ships. After additional quest is completed, you can continue the passage of Assassin's Creed 4: Black Flag and go to Salt Kay Bank. This is where you can upgrade the ship by purchasing the "hull armor" update. After you improve the ship, the mission will be considered completed.

Spitting at the entrance, we go into the tavern. Again drunkards occupied all the tables, smash their sea devil. “I have no rivals in the sea!” - comes from one of the guests. “Well, yes, of course ...” - From the threshold we enter into a lively discussion. The sound of a beating post

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Guides and Walkthroughs

Spitting at the entrance, we go into the tavern. Again drunkards occupied all the tables, smash their sea devil. “I have no rivals in the sea!” - comes from one of the guests. “Well, yes, of course ...” - From the threshold we enter into a lively discussion. The ringing of breaking dishes, screams, the gnashing of steel - he will have to answer for his insolence. Although is a fight in a tavern serious for two hardened sea wolves: a Spaniard adventurer and an English pirate? Yes, just warm up. Having dealt with the braggart, we find the right person. It is easy to recognize him by his clothes, they all dress like that. “We have goods... no, the authorities won't buy... yes, just for you... on the beach?... we will!" Let's go on foot, it's not far from here. Going to the beach, we see a group of smugglers - we have something for them ... “No, these are not slaves,” the pirate answers, “this is information. Interested? Then listen..."

New game

So, the game is installed. Pistol in the belt, saber in hand - and forward to the sea. True, we first need to decide who we will play. There are three characters to choose from. Diego Espinoza is a Spaniard, adventurer and adventurer. Differs in the balance of the main characteristics, a kind of jack of all trades. Edward Teach is an Englishman, a corsair. A purebred fighter, which is not surprising - in the future, Edward Teach will become known as Blackbeard. And the third seeker of fame and fortune is the typical merchant Alex Exkvemelin, a Dutchman. Which is logical, the Dutch do not have a navy, but the merchant fleet is the best in the entire Caribbean.

The choice of nation is very important. For example, Spain at the start of the game owns most of the colonies in the Caribbean. In addition, she is in neutral relations with Holland - a true paradise for a merchant. England, on the contrary, is at enmity with everyone except France. There are much fewer English and French colonies on the archipelago, so the life of a merchant will be much more difficult. But you can rob the Spanish "golden" galleons, which once a year depart for old light. A good harvest will also bring the ruin of the Spanish and Dutch colonies. The Netherlands was the most fortunate in terms of political relations. She is in a secret alliance with France, and is neutral with Spain. There are difficulties only with the British, but you can also trade in their colonies - we will tell you how to do this later. If we choose France, we get neutrality with England and peace with Holland. Only pirates are hostile to everyone.

By the way, in the game you can not live in peace with all countries. On the right side of the screen, you can see the ratio of the country to the character - but not to his nation. That is, if you are a Spaniard and all of France admires you, you will still be attacked by French ships and mercilessly fired from coastal fortifications.

The nation is selected, now let's look at the game settings. There are several of them:

  • Complexity- directly affects the strength of opponents, their survivability in hand-to-hand combat, as well as the amount of experience gained. The game has 10 difficulty levels, from "sailor" to "impossible".
  • Event frequency- determines with what regularity you will meet other ships. For beginners, we recommend the "rare" level. There are too many problems at a high level, pirates are literally at every turn. Yes, not one ship, entire squadrons of up to six ships! On a starting lugger and with minimal skill indicators, it is impossible to resist such raids. Yes, restless in the Caribbean, what do you want?
  • Reloading the pistol- you will not be allowed to walk peacefully with a gun in your hands. You can press the "shot" button - the character will pull out a gun, shoot and put it back. If the option is enabled, the pistol will be famously reloaded right during fencing, and if not, you will have to sheathe your sword every time or fight without firearms. A nod to realism, and not the only one.
  • hardcore game- This is a mode for true enthusiasts, in which you can only save in churches. It is not necessary to explain what this is fraught with. Any pirate - and hello, Davy Jones. Not recommended for a first playthrough.
  • Swimming mode- sets the swimming speed. Some people like fast, dynamic battles, while others like thoughtful maneuvers. This parameter does not affect the battle process itself.
  • Profile- Finally, you can play Corsairs with several characters at the same time, without fear of overwriting an already saved game.

Now that you've got it all set up, the game begins. Its beginning, unfortunately, was made common to all. The captain of the ship died in battle, and our character took command. We know about the hero that he came from Europe. That's the whole link. In the same dialog, you can change the initial characteristics if you select the appropriate menu item. To role system we will return below. By the way, the sailor will offer to practice fencing. You should not refuse - fencing in The Return of the Legend is radically different from Corsairs 3.

Control

Ship

In this chapter, we will discuss how to operate a ship.

The speed of the ship depends on the strength and direction of the wind and the position of the sails, of which there are only three: fully lowered, raised and fully raised. Of course, if you fully raise the sails, the ship can only drift on the waves, not moving anywhere. With the sails raised, the ship moves very slowly, since all the main sails are removed. Well, with fully deflated sails, we can only catch the wind, nothing else depends on the boat itself. Of course, a tailwind is the best, and a headwind will not let us move, but there are a huge number of "side" winds. It's simple: the "closer" the headwind, the faster the ship sails. Much depends on the type of ship - for example, the sailing armament of battleships is such that almost any wind suits them! But just sailing is one thing, but maneuvering is another. In fact, successful maneuvers during the battle - 50% success. During your salvo, it is best to fully raise the sails, and when the ship stops, fire. Skilled players can catch enemy ships like this: the adversary raises the sails for a shot, the player sees this and also begins to raise; and now, when the two ships are almost standing still, the player fires at the same time, lowers the sails and turns to face the enemy. Very difficult, but the result justifies the hours of training.

Battle. You can fight the enemy in two modes, normal (third-person ship) and captain (first-person ship). The second mode will allow us to aim ourselves before the shot. You can throw the enemy's ship, you can not finish it off (but why?), And of course, you can hit the enemy. Also in the "captain" mode, you can carefully examine the enemy through a telescope: the higher the quality of the device, the more information you can find out - from speed to the number of guns on board.

Boarding. During boarding, all soldiers do not participate in the battle. In total, 15 people will be on the decks of the ships. If there were 300 people on your ship, and 900 on the enemy’s ship, then there will be 4 people on your side during the boarding, and 11 on the enemy’s side. But if you single-handedly attack a ship with a huge crew, then you will have to fight alone against 15 sailors. And they will have huge indicators of health and damage. One hit can deal three times more damage than the player's hit points. After the victory on the deck, the battle goes to the captain's cabin, and there you fight one on one with the enemy cap - whoever wins, that's the ship. Although it is likely that the captain will surrender without a fight.

It is important: after the end of the massacre on the deck, search the corpses, sometimes there are a lot of interesting things. And it would be nice to clean out the captain's cabin ...

However, if your team outnumbers the enemy and you have a high Leadership score, then there is a good chance that the ship will surrender without a fight. His entire crew will become your slaves, and the captain a prisoner. Unless, of course, the captain decides to throw everyone overboard.

Human

Management on land is elementary. In cities, we can not run at all, but simply navigate through key points using the Enter key, selecting the desired buildings. But you have to run around the jungle, yes ... I remember Maine, without a map, at night - I had to spend an hour of non-playing time in order to finally find the damned bay where the ship was.

Battles, however, are also not particularly difficult. All actions consume energy, which gradually increases. There are three main attacks: a fast piercing one that does little damage, but hits quickly and consumes little energy. Average punch, average in every way. A strong penetrating blow is very long and spends a lot of energy, but with such a blow you can easily take away all the enemy’s health at once, and he does not pay attention to the block. There is also a circular strike that spends a lot of energy, but all nearby enemies take moderate damage. There are two defensive skills, block and feint, the latter reflects the enemy's blow and at the same time can completely deprive the enemy of energy and take him out of the game for a few seconds.

But not with a single sword... Of course, our hero has a pistol in his reserve. The thing is very useful, depending on the game mode, it recharges either by itself or when there are no weapons in hand. The better the gun, the more damage, of course.

In general, the battle looks like this: shoot, pierce, again and ... run, gaining energy. Repeat until the end. In this way, you can defeat five or six enemies even in the beginning of the game, the main thing is to stock up on “pills”, improve your health, you know ...

Role system and skills

Let's start with the main difference between Corsairs: The Return of a Legend and the original series. This is a completely new character development system. The “pirate” analogy of SPECIAL called PIRATES has replaced experience, levels and a set of characteristics. You cannot change these characteristics during the game, unless there is an opportunity to complete a special task, but more on that later.

Let's consider the characteristics in more detail.

Strength- strength in the "Corsairs" plays a classic role in role-playing games. She is responsible for the force of impact, the weight carried and the number of units of life.

Perception- the ability to see, hear and notice everything around. In particular, he is responsible for the accuracy of cannon salvos from the ship. Does not affect the accuracy of pistol shots.

Reaction- dexterity, quickness and, oddly enough, endurance. Responsible for the energy due to which strikes are delivered. We strongly recommend investing the maximum number of points in this characteristic. There will be a lot of fighting in the game.

Leadership (Authority)- natural charm plus conversational skills. A good leader will be able to take the ship without a fight, hire the maximum crew, get the best prices in the shop. In addition, leadership affects the number of officers hired (the number of officers available is equal to the level of leadership multiplied by two)

Learnability (Talent)- a sharp and inquisitive mind, the ability to grasp everything on the fly. A character with high trainability gains skills faster. Also, learning affects many skills, such as navigation and pistols.

Endurance- the name of the skill speaks for itself. The higher the stamina, the more hit points the character will have. To a lesser extent, it affects the amount of weight carried.

Luck (Success)- Luck - she and there is luck. Affects pure chance - the enemy may not hit point-blank range, the enemy patrol will pass by, mistaking it for their own.

All characteristics vary from 3 to 10.

Value new system that it gives room for imagination. You can start playing stupid big man and steel and lead to make your way in the waters caribbean, or you can become a prudent merchant, buying low and selling high.

For example, for a purebred fighter, the maximum values ​​\u200b\u200bof strength, reaction, trainability, luck and leadership are required. For a trader, learning, leadership and perception. Of course, variations are also possible. Everything depends on the player.

So, we have considered the basic system, now let's move on to the parameters of the hero.

Rank- Now that's the name of the level. Increases when you gain enough experience. Experience is awarded for trading, quests, destroying forts, upgrading skills, and hand-to-hand combat. Each level adds life and energy. And in general, everything. The rank does not have any special influence, as in the previous Corsairs. Unless the higher the rank, the better officers you can hire and the stronger the enemies and captains will be.

Life- hero's health in numbers. Classic scheme. The more hit points, the longer the character lives in battle. Increases with strength and stamina.

Health- and this is an indicator of the state of the hero. Frequent injuries lower this indicator over time, and the lower it is, the lower the main characteristics. For example, average health gives a penalty of -1. Along with the main characteristics, skills also decrease. You can restore health different ways- not to take part in hand-to-hand fights for a long time or be healed in the church. The brothel helps too. In general, rest and bed rest. We recommend that you constantly keep the level of health at the “good” or “excellent” indicator.

Energy- shows the character's stamina. Each action - hitting, rebounding, and so on - consumes some amount of energy. In fact, energy shows how much the character will last in battle. The value depends on the reaction.

Gold- displays the number of piastres in the character's pockets.

Reputation- Shows how other people feel about the character. We start with the reputation of "an ordinary sailor", and as the game progresses, we can become either a bloody killer or a hero, depending on what actions we will perform. Over time, both good and bad deeds are forgotten, good faster, bad slower. Reputation always tends towards the "common sailor". It also affects the loyalty of the hired officers, but more on that below.

Carried weight- shows the current load and maximum.

Rank- This is an indicator of the progress of the implementation of the national line.

Experience threshold - shows how many points are left in the skill to get the next point. We will talk more about this in the “Personal Skills” section.

Personal skills

Along with the characteristics of the character has personal skills. They develop as the corresponding skill is applied. For example, the skill of light weapons increases when the character fights with brass knuckles, daggers and rapiers, pistols - when shooting, and so on. We have seen such a system, for example, in TES IV: Oblivion. Let's take a closer look at skills.

Authority- the name speaks for itself. The captain must be respected by his team and must inspire confidence. Otherwise, a riot on the ship cannot be avoided, and on land no one will want to go to our ship. In addition, authority affects the chance to take an enemy ship without a fight. Depends on leadership and to a lesser extent on learning.

How to develop?

Hire people in taverns. Board heavily damaged ships with a small crew so they are more likely to surrender without a fight. Grows in battle.

Light weapons- characterizes the ability to wield light weapons: brass knuckles, daggers and rapiers. Light weapons consume the least amount of energy, but deal much less damage than other types of weapons.

It depends more on reaction and less on perception.

Medium weapon- characterizes the possession of sabers and dusaks. Damage is average, energy costs too. Golden mean. Depends on strength and reaction.

heavy weapons- everything is the same, only weapons are heavier - broadswords, flambergs and axes. Energy spends indecently a lot, but it hits so that it doesn’t seem enough. It depends more on strength and less on endurance.

How to develop?

Fight. The bigger, the better. It is especially effective to use a circular strike in a large cluster of enemies. If you are not playing as the British, we advise you to develop weapons skills in Jamaica. The lighthouse there is guarded by a very large number of soldiers.

Pistols- the ability to use various kinds of devices that send lead balls at enemies. In The Return of the Legend, pistols consume bullets, and they must be constantly replenished from merchants. Let's also say that the damage from the bullet is very high, so we strongly recommend developing this skill. Depends on reaction and luck.

How to develop?

Shoot, often and at everyone. Bullets are cheap, and the ability to kill an enemy with one shot or just greatly reduce his life is worth any money.

Luck- you need it everywhere, in trade, in sailing, in battle. A very important skill, the need for which is difficult to assess at the beginning of the game. A well-placed strike can deal nearly twenty times more damage than normal.

How to develop?

There is no clear recipe, when luck works, the skill increases. It is most effective to hit a lot of enemies with weapons with low damage - brass knuckles or a dagger. Each successful hit will increase the skill.

stealth- allows you to pass unnoticed by a patrol, penetrate into an enemy city, enter a port under a false flag, or deceive other people's ships in the open sea. The skill is not very important, and it is the most difficult to develop it.

How to develop?

Change the flag, infiltrate cities, engage in smuggling. That, perhaps, is all.

Ship skills

Navigation- the ability to control ships. The higher the class of the ship, the better navigation the player should have. 6th class - 1, 5th class - 25, 4th class - 40, 6th class - 65, 2nd class - 80, 1st class - 95. If a player sails on a ship that is not suitable for your navigation, he receives noticeable penalties on all indicators. A good navigator can solve this problem. It depends largely on perception and to a lesser extent on learning.

How to develop?

Swim in the storm - often and a lot. Develops well during battles. You can just swim around the enemy ship.

Accuracy- the accuracy of your hits depends on accuracy. A low value will not allow you to hit even from a distance of ten meters. So accuracy must be developed as quickly as possible. It mostly depends on perception and a little bit on luck.

How to develop?

Oddly enough, accuracy develops with well-aimed shots. Therefore, it is best to approach the enemy as close as possible and shoot. Back to back. You can, in principle, shoot from a long distance, but it is very long.

guns- Reload speed depends on this skill. Depends on knowledge and power in almost equal amounts.

How to develop?

Hmm... Shoot! And if you do not just shoot, but also at the enemy, then you can develop accuracy.

Boarding- the distance and angle from which you can throw "cats". Useful for real pirates. It depends on the reaction and a little on learning.

How to develop?

Board the ships so that they don't give up without a fight. We need a fight!

Protection- the skill is responsible for the integrity of the crew during the battle. The higher the skill, the easier it is to avoid losses among the not entirely peaceful, but still the population of the ship. Depends equally on leadership and endurance.

How to develop?

Substitute under attack, receive volleys of shrapnel on board. Lose the crew. It's cruel, but there's no other way. We'll have to sacrifice the initial team, in order to save the real thugs later.

mending- affects the speed of repair of the ship. Depends on stamina and a little on perception.

How to develop?

To begin with, you will have to spoil the boat somewhere, and then patch it.

Trade- the higher the skill, the more favorable the conditions for you in stores. Depends on learning and a little on leadership.

How to develop?

Buy - sell.

Personal ability

Personal abilities are special skills that give certain advantages in a particular area. Some of them are useful, some not so much. Let's see what's what. Let's start with the fact that personal abilities do not depend on rank. To gain an ability, you need to get a total of 33 personal skill points.

Basic Defense Skill- Reduces damage dealt to the character by 10%. That's it, no frills. It is necessary to take it in any case, since many other skills depend on it.

High Defense Skill- reduces damage to the character by 20%. Take unambiguously, as required for most other abilities. Yes, and reducing damage by 1/5 will not be superfluous.

Cuirass- allows the character to wear cuirasses. A very useful thing, although at first you won’t even get money for an ordinary cuirass. But when piastres start ringing in your pockets... In general, you must take it, but only when the money appears.

Critical hit- Gives you a chance to deal a critical hit. The chance is only 5%, but it is highly recommended to take it. Still, the damage from a critical hit is very high.

Berserk- The damage inflicted by the character is increased many times, but only for 20 seconds. This miracle recharges for one minute. Take as soon as possible. There is no extra damage.

Requires Basic Defense Skill

growing life- with each new rank, the character will receive an additional one point of life. The value is doubtful, it is better to take something else.

Requires: High Defense Skill

heavy hand- character's blows stun opponents, and they lose energy. It is worth taking, but only in the middle stage of the game. There are a whole bunch of more useful skills.

indefatigability- this is just one of the "more useful skills". Be sure to take it anyway. This ability increases your energy regeneration rate by 15%.

Growing Energy- works on the principle of growing life, only energy is added. Plus one point per rank. The value is doubtful.

Requires: Relentless

Irresistible Strike- Character hits have a 20% chance to break through a block. Very valuable, but only in the mid and late stages of the game. At first, it is wiser to use a penetrating blow, and he ignores the block, therefore, in fact, a penetrating one.

Requires: High Defense Skill

Saber dance- Sweep deals 35% more damage. One of the most useful skills. The circular strike is very effective when fighting a whole crowd of opponents. Be sure to take.

Requires: Critical Strike and High Defense Skill

professional swordsman- The chance of a critical hit becomes 20%, and the damage inflicted on the character in battle is reduced by 30%. Probably the most useful skill of all. Be sure to take, the usefulness is obvious.

Requires: Critical Strike, High Defense Skill, Relentless

shooter- the character is better with pistols. Reload speed is reduced by 10%, accuracy is increased by the same 10%. In addition, the character can use double-shot pistols. The value is questionable, and here's why. Double-shot pistols are weaker than single-shot ones. In addition, they take longer to reload, on the other hand, if the “reloading” is turned off, then such a pistol will be an excellent help in battle. The value is debatable and depends on the circumstances.

Accurate shooter- a player with pistols on you, bullets always fly to the target, reloading is faster. The skill grants +25% accuracy and reduces reload speed by 25%. You can use four-shot pistols. The value is again debatable. It is better to become a professional swordsman first. At least the chance of dying during the shot is much less.

Wanted: shooter

Additional weight- The character can carry an additional 30 pounds of weight. It's that simple and no frills. Take as needed. After all, there are also boarders who can be used as pack mules.

Excellent health- The character's physical health regenerates much faster and is less affected by wounds. It works worse at sea than on land. Usefulness is high if you often, for example, board ships.

Requires: High Defense Skill

Experience exchange- doubles the amount of experience gained by companions, officers and passengers. Officers, Companions and Passengers will receive 50%\33%\10% XP respectively. Useful if you are actively using officers. That is, you can take a few cheap officers and develop them to the desired level. The value is debatable, you can hire new officers with better characteristics.

Iron will- reduces the chance of a mutiny on the ship. Absolutely useless ability. A mutiny on a ship happens if the crew is not fed, if the crew is taken more than the calculated amount, or the wages are not paid. The fact is that with low morale, the combat effectiveness of sailors is significantly reduced, and they manage the ship worse. The unpaid salary will still have to be paid next month. That's not all; if you hire a boatswain with this ability, then it will work for the hero as well.

boat rescue- if the ship's hull is less than 15%, then the character can sail away on a boat to another ship. And if a companion has this skill, then he will sail to the flagship from a sinking ship or from a fireship. Usefulness is questionable. Ships are too expensive to be allowed to sink.

Requires: Iron Will

inspiring confidence- most employers do not pay attention to the hero's reputation. The value is highly questionable. If you have a low reputation, then you are a pirate. If high, then a hunter of pirates and robbers. There is no third. The usefulness of the skill is debatable due to the high requirements. Advanced trading is provided by an officer, but more on them later.

Requires: Advanced Trading and Iron Will.

Ship abilities

pirate flag. A skill that allows you to raise a pirate flag over your ship. No benefit, but nice.

Flag of Spain/France/England/Holland- the skill allows you to raise the flag of a certain state over the ship. True, deception does not always work; if the cost per head of a player is too high, and stealth, on the contrary, is too low, then most likely you will have to fight.

fireman- the owner of the skill can send an allied ship "to death" - explode next to the enemy, causing him great damage or even taking him to the bottom of the ocean. The practical use is very small, the team does not always have an extra ship, people and a captain.

Landing of Union Landing Craft- makes it possible to connect all the sailors, so that later the whole crowd will attack the fort. Of course, a useful skill, however, will be needed far from the beginning of the game.

Boarding from a long distance- will increase by 15% the distance from which it will be possible to board the enemy. Very useful - wrap it up, we'll take it with you.

Master boarding- boarding distance is increased by 25 percent, and you can board from any angle, even nose to nose. If you play a pirate, then the skill will be very useful for you, take it without hesitation.

Required: long range boarding, musket salvo

musket salvo- before boarding, the player's team shoot at the enemy, causing him 25% damage. Again, for a pirate, the thing is certainly necessary than less team the enemy, the easier it is to kill them.

Requires: Increased Team Damage

Basic trading- gives a 10% discount on goods in stores. Of course, skill is essential for merchants.

Developed trade- gives a 20% discount on goods in the store and allows you to sell 5% more expensive.

Required: basic trading

Fast reload- gun reload speed increased by 10%. Skill is questionable. Of course, reloading quickly is good, but there are so many other great skills around!

Preload- active skill, used once every five minutes. If you select it, your next cooldown will be 50% faster. A useful skill, five minutes is a very short time threshold, ship battles are long.

Requires: Quick Reload

Increased hull damage- damage to the hull of an enemy ship is increased by 15%. Whether or not to take a skill depends on your game. For example, a pirate who robs and captures ships will not need it, but a hunter of these pirates and a merchant will not need it.

Increased sail damage- damage to the sails of an enemy ship is increased by 15%. Pick a skill for everyone, very useful.

Increased team damage- damage to the team of the enemy ship is increased by 15%. It will be useful for a pirate, but it will work for any character.

Critical Shot- in 5% of cases, the owner of the skill will be able to deliver an enhanced shot that hits the crew, sails and hull. Skill will not be superfluous, but on initial stage it is better to choose something else, and not always a critical shot is needed. Why would a pirate sink an enemy ship?

Requires: Increased Hull/Sail/Crew Damage

Increased shot distance- Increases shooting distance by 15%. Suitable for any character, but do not take it right away, the benefits are doubtful.

Professional Gunner- the owner of the skill deals 30% more damage (to the crew, sails, hull - it all depends on the type of shells chosen), and the probability of a critical shot increases by 15%. A very good skill, it's a pity that at the initial stage it will not be possible to use ...

Required: critical shot, extended range, fast reload.

A carpenter- thanks to this skill, the maximum possible repair effect is increased by 10%. Suitable for everyone, but there are so many other useful skills that it may simply no longer be useful, you will hire an officer faster.

shipbuilder- reduces the consumption of boards and canvas by 10%. An almost useless skill.

Easy repair- active skill, works for one minute. Can only be used once every 3 minutes. At launch, the repair of the ship begins, during which no more than 10% of the ship's life can be restored. The skill is not bad - after all, every three minutes to repair the ship. However, a quick fix is ​​better.

Required: carpenter

Quick fix- allows you to repair the ship during the battle; however, it will not be possible to completely “heal” the ship, only 65% ​​of the total amount of “life”. Fallen masts cannot be restored. A very good skill, but getting it is problematic, you need the skill a carpenter, but I don’t want to take it at the beginning of the game.

Needed: light repair, carpenter

Main ship defense- Damage dealt to the ship is reduced by 15%. The skill is suitable for everyone, both a notorious pirate and a peaceful merchant need to protect the ship.

Advanced ship protection- continuation of the main defense, now damage is blocked by a quarter.

Requires: Primary Ship Protection

Increase ship speed- The speed of the ship is increased by 15%. Average skill. Of course, high speed is good, but sacrificing other skills... However, taking it is still worth it.

Increase ship maneuverability- increases the maneuverability of the ship by 15%. A skill is useful, but you don’t want to neglect others because of it ...

Swimming in storms- Storm damage is reduced by 30%. A useless skill, it’s better not to get into a storm, it’s not so difficult to do it. Note: The skill will be very useful for improving navigation, because it is improved in a storm.

Increasing dynamics- when the wind speed changes, the speed increase is 10% faster. The benefit is doubtful, it is better to choose something you need.

Maneuvering turn of the ship- active skill, used once every three minutes. When turned on, the ship turns eight times faster within a minute. A great skill, only now it requires three not very important skills.

Requires: increase ship speed, increase ship maneuverability, increase dynamics

fast sails- Raising and lowering speed of sails is 10% higher. It's useless, the sails are lowered and raised at normal speed, 10% is not an increase.

shallow water maneuvers- an active skill in which for sixty seconds the ship is not damaged by hitting the rocks. The skill would be very useful for computer ships, they suffer from the ability to hit rocks, and the player is of little use from it.

Requires: fast sails, increased ship maneuverability.

Experienced Navigator- the ship's maneuverability is increased by 20%, but, most importantly, the owner of the skill when meeting with any ship on global map may not engage in combat. Does not work on "gentleman of fortune" pirates. But, you know, meeting them in the middle of the ocean... One of the best skills. Merchants are required to take it at all. After receiving it, they will be able to swim where they want and how they want. The rest will not hurt either, on the contrary, it will help a lot. One thing is bad, it requires three completely unnecessary skills to learn.

Required: maneuvers in shallow water, increased dynamics, sailing in a storm.

Doctor- the team is 10% less likely to die from diseases and buckshot. A useful but not essential skill.

life savior- the team is 20% less likely to die from diseases and buckshot. And this is a little better. Suitable for a boarding pirate.

Required: doctor

Magical and not so magical items

There are items in the game that can improve or degrade the hero's skills. Some do both at the same time. For example, one of the idols makes the hero more powerful in trade, while reducing authority. All of these items work just by being in the character's inventory. Both ours and the officers.

It is important: The effect of the same items does not stack. You can fill your inventory with emeralds, but the effect of only one will be taken into account.

A statue- a stone statue, an idol - the patron of artisans. Adds 30 points to repairs. It is extremely rare, and because of the carpenter officers, it loses its value. Plus it weighs a lot.

Emerald- gemstone. The one who possesses it gains 10 prestige. Very useful pebble, weighs little, is very common. Let yourself roll.

Cross by Antonio de Souza- This small Jesuit cross can only be obtained by completing the Spain storyline. It's a pity, the cross is very useful, it gives 30 to luck, 20 to authority and 10 to trade.

Dog figurine- Chinese little thing, adds 10 to stealth. He does not ask for food, so let him lie.

bronze ring- small bronze talisman, adds 10 to luck. Let it be, luck is a very useful thing.

bronze cross- you may not believe in God, but this cross will give you 10 points of luck anyway.

Emerald pendants- obviously magical, give 10 to stealth.

Idol of Tlaelquani- Indian deity, symbolizes cleansing from dirt, disease and excesses. Grants 10 prestige and stealth, but reduces handgun proficiency by 20. He apparently considers handguns to be overkill.

Poor thing you have here, monsieur captain, in my cabin it’s still richer!

Statuette of a strange animal Looks like some sort of toy. Decreases prestige by 10, never take.

Aztec calendar- another magical Indian thing, adds 10 trade. Very useful.

Cursed Pearls- black pearls: for someone a cult, but for us a curse. Reduce luck by 50 points. Throw away as soon as possible.

Statuette of Quetzalcoatl- a golden figurine of an Indian deity. Adds 10 to stealth. Let her lie, the pirate hiding from everyone will even thank her.

Disc of Huitzilopochtli- Disk of the god of war, makes the hero's average weapon more effective by 10 points. Leave as needed, why do you need a plus for a medium weapon if you fight light?

Idol of the Great Mother- the patroness of one of the local tribes, adds 10 luck, oddly enough. Let it be, a lot of luck never hurt anyone.

Chuck Moon Idol- the idol of the god Chak-Moon, who was worshiped by the Maych Indians. The god of fire and thunder reduces stealth by 20, but adds 20 to pistols and 10 to accuracy. Leave, pistols are a very useful thing. Although many pirates are better off getting stealth...

Picture of Hicatecuhtli- the image of the ancient Aztec god of trade, adds 20 to trade, but takes away 20 authority. It’s for sure to take a pirate - someone who, but he didn’t give a damn about authority. Merchants and the military will not interfere with authority, although trade ... In general, decide for yourself. Everything depends on the circumstances.

Large stone disk- the ritual stone of the Mayan Indians, apparently, has repeatedly participated in bloody rituals. Adds 10 prestige and protection, but luck is reduced by 10. Usefulness is debatable, luck, in our opinion, is more important.

Ancient Deity Idol- personifies the god Ehecatl, who among the Aztecs was considered the lord of the wind. Adds 20 navigation, but you will have to pay 20 stealth points. A very useful thing - perhaps these twenty points are not enough to control much best ship?

Statuette of Tlaloc- figurine of the furious Aztec god of lightning, adds 20 points of accuracy to the owner and 10 to cannons, but reduces stealth by 20. A very useful figurine, with it a sea battle from spending ammunition can become an effective means of destroying enemy ships.

Ceremonial knife of the priests of the Maina tribe- An ancient Mayan knife symbolizes power over people and connection with the gods. Adds 20 authority, but takes away 10 luck. Again, decide what is more important to you in this moment- luck or additional authority.

Ceremonial vessel- ritual vessel of the ancient Aztecs, adds 20 prestige, but takes away 10 stealth. But this little thing can be left, the subject gives more than it takes away.

strange thing- Antique Toltec figurine war. Gives 20 defense and 10 light weapons, but takes away 10 prestige and luck. In our opinion, it is better to hire a ship's doctor than to lose credibility and luck.

Image of a jaguar warrior- a heavy copy of an ancient Olmec stone ax cast in gold. Adds 10 to heavy weapons.

cormorant- a dead bird among the prey is a bad sign. Takes away 10 prestige and stealth. Throw away at the slightest opportunity.

Shoe- Wearing one shoe is a bad omen. Minus 10 luck. There, where the cormorant, that is, away.

It is important: two shoes will not solve the problem, throw it in the trash right away!

Toltec crystal skulls- you can find these artifacts of the ancients only in treasures. Combined, they add 30 navigation, 20 prestige, 20 hit, and 20 boarding. The main thing is to find them before they lose their relevance.

castoffs- a dirty, torn robe of a tramp, besides, it smells bad. In this, no one will suspect you of the captain! Adds 20 to stealth, but only when equipped. You cannot wear a cuirass and castoffs at the same time.

Merchant clothes- good cut, fashionable material. Only a successful merchant can afford such a robe. When worn, gives 20 to trade.

Nobleman's clothes- very expensive clothes that show others that you have exquisite taste. While wearing this fine attire, you gain an additional 20 prestige points.

Menu navigation

Menu "Characters" shows everyone who accompanies the hero. There are several types. There are officers - they perform various functions on the ship. Companions are the captains of the ships in our squadron and passengers. Passengers are either the same officers, but without a clear position, or people taken on board on assignment. There are more prisoners. These guys get on the ship when the enemy ship is captured without a fight. Either the captain surrenders without a fight. We will discuss these situations in more detail later.

The last one on the list is the captain, that is, our hero. In this menu, you can distribute available ability points for yourself and hired characters, as well as view other information: skills, nation, rank, and so on. You can immediately appoint an officer to a position or remove him. This is done in the same way as in Corsairs 3 - by double-clicking on an empty position icon or on an officer's portrait to remove it.

Menu "Ships" displays a list of ships in the squadron and information about them. Technical data of the ship, list of goods on board. There is also an interface for working with the command. Sailor skills are listed here. The higher they are, the better. The faster the ship will swim and maneuver, the faster the guns will reload, the less will be the losses during boarding. For a certain number of piastres, you can increase the morale of the team. it extremely useful when the ship is "overpopulated". Through the same section, the menu for the exchange between ships opens. This is done by double-clicking on the ship icon in the panel on the left.

Menu "Magazine"- this is a chronicle of the exploits of our hero. Active events (tasks) and already completed ones are marked here. Here you can also find a small dictionary of marine terms and other reference materials. The cash book keeps records of all deposits and loans with moneylenders. The "Statistics" tab speaks for itself.

Menu "Nation" shows the political situation in the Caribbean at the moment, as well as the attitude of other nations personally to the player. Also here you can choose the flag raised on the mast. This is necessary to deceive enemy ships and also to use trade licenses, but more on that later.

Menu "Trade" contains information about goods and prices in the colonies of the archipelago. Everything is honest here, the information is valid only on the date of visiting the colony. Over time, it becomes obsolete.

And the last menu - "Items". This is the belongings of our hero and his fellow travelers. In addition, it is here that you can equip him with weapons (pistol, edged weapons), a spyglass and clothes (cuirass, for example).

Property in the tropics

Each colony has a specific set of buildings. Large colonies like Marigot on San Martin have a full set of buildings. Each has a specific function. Let's look at them in more detail.

Tavern

Perhaps the main house in every colony. Here you can relax, restoring wounds. You can hire new sailors for the ship and, of course, get a lot of tasks.

The waitress knows all the rumors in the city, but she only tells them during the assignment. Visitors sit at tables. They differ in clothing. For example, people with weapons in their belts are most likely officers.

It is interesting: if you have a full set of officers in the team, then the hero will answer the question of any officer in the tavern: "I have a full set." You need to contact him again, then the item will appear: “What are you in business?” and the ability to view the parameters of an officer.

You can also meet a smuggler there and make an appointment for him to sell contraband, if there are such goods in the hold. Are there more personalities? offering ancient and not so treasure maps. The rest of the rabble are boozers. You will meet them in most cases. With such you can drink and find out gossip and news, for example? prices in a store in a city. By the way, you can also learn about the Flying Dutchman from them. Later we will talk about it in more detail, this is a topic for a separate story. There are also rude drinkers with whom you can start a fight. This was done to enhance the entourage - what is a tavern without a good fight?

It is interesting: in the room where our character is settled, there is a bedside table in which you can find something valuable. Great help at the beginning of the game.

Score

The second most visited place after the tavern. Firstly, you need to constantly replenish supplies, and secondly, you need supplies for combat - cannonballs, knippels, buckshot and bombs. When shooting from cannons, gunpowder is needed, it is also sold here. In addition, you can buy vials of healing fluids, cards, weapons, and various totems and statues from the merchant.

And perhaps most importantly, you can take the task from the merchant to deliver the goods to any colony for a fee. Moreover, it is necessary to deliver exactly as much goods as the merchant gave out. It is also impossible to sell goods, otherwise you will have to pay compensation for it, and sometimes it goes beyond all reasonable limits. Plus there are rats on the ship. These furry beasts have a bad habit of nibbling, devouring and spoiling goods in the hold. Not everything is beyond the control of rat teeth - for example, nuclei, silver, gold. It is recommended to take tasks from the merchant together with others. For example, if you need to sail somewhere, it is better to take the cargo to the same or a passing colony. The task is updated once a day, if you do not like the destination - sleep in the tavern and try again.

It is interesting: you can save the game directly in the store, and then load until the desired city comes across. There is one more trick. If you didn’t bring all the goods to the colony indicated in the task and there’s nothing to buy it for, then you can cheat the game a little. The fact is that the merchant may leave you the goods as payment for transportation. Moreover, this option is possible, even if you do not have the desired product at all, you just need to select the desired dialogue item many, many times. Until he gives you the goods. You can make a lot of money on this by selling a huge amount of cargo, for example, to smugglers. But where is the interest?

Shipyard

The third most visited building in the game. Repair, purchase of new ships and guns - everything is here. Moreover, broken masts are only repaired at the shipyard. Also pay attention to the prices of ships. An honestly bought corvette will cost several times more than an absolutely identical one, but selected in a bloody battle. As for new ships, no two are exactly the same. For example, we are offered a choice of two galleons, they cost about the same, but the first has a larger hold, but the second has a stronger hull, and so on.

You can also buy new weapons. They are divided into two types - guns and coolers. The former have more striking ability and less reload time. But the coolers shoot further.

This is the advice: if you have several ships, then it makes sense to remove all weapons from all but the flagship. Guns weigh quite a lot and take up space for goods. Of course, if the ships are not for military purposes.

It is important: there is a shipyard in the game where you can upgrade ships. The pleasure is expensive, but definitely worth it. The shipyard is located in Bermuda.

usurer

In The Return of the Legend, the loan shark pleasantly pleases with a large number of opportunities. Apart from ordinary loan, you can leave the money at interest, decent interest. Also, the moneylender gives good orders, and some pirates take advantage of this. I remember that in one of the walkthroughs we got a good initial capital, just by selling chests of gold that we were asked to transport. And as for respect, so a thousand devils, a pirate should be afraid, not respected!

Since the beginning of the game is quite difficult, the services of a loan shark are very useful, the money given is enough to repair the ship and replenish the crew. Here, take your first task.

Residence

The residence is the governor and his guards. If you are in enemy city, then it is better not to appear here. The governor won't talk to you, but the guards... however, they won't speak either, only if they use the language of sabers.

The practical benefits of the residence are, but small. Here we can hand over the captured captains, they pay quite well for them. An average captain goes for ten thousand. Here you can also purchase a letter of marque and get interesting tasks. What is noteworthy, the governors are not hunters to send the hero to swim there, to take something, they are the few who give really interesting tasks. True, if one governor gave the task, then all the governors will wait for it to be fulfilled and will not hire you...

Port Authority

But from this building there is almost no practical use. Here you can just leave your ship for a while. True, the price of this event, to put it mildly, bites. Here you can also learn the obvious things: they say, the governor distributes tasks, and in the tavern you can have a drink and a snack.

Knife and ax workers

Without them in the Caribbean in any way. Companions and officers are needed like air. So, consider the positions of various assistants in the game.

It is important: the officer adds the difference between the skill indicators to the captain. That is, as if replacing our skill with his own. In addition, if we do not have the ability, for example, "Musket salvo", then with a hired boatswain with such a skill, it will work for the main character.

Boarder. This officer - or rather, as many as three officers - will follow the hero on his heels. We can say that these are personal bodyguards. They will assist in skirmishes on the ground and, as the job title suggests, will go into combat on boarding. It is necessary to choose a candidate for bodyguards carefully. This officer must have personal skills for hand to hand combat and ideally for high level marksmanship. Moreover, it is necessary that personal abilities such as "advanced defense" and "professional swordsman" be present, otherwise the assistant will not live long in battle, and they are not cheap. Arm your henchmen with the best weapons. Which one exactly? Yes, the one they have on the best level. Don't forget to supply them with healing potions, pistols and bullets. You can find boarders in any tavern. Their combat skills are always higher than ship skills. You can consider this as a distinguishing feature.

That's what it means - not to understand navigation and not to carry a navigator on board.

Navigator- An irreplaceable person in the team. Especially if you are a merchant or a purebred fighter. The point is that when you fly a ship of too high a class, penalties are imposed on skills and characteristics. The character becomes noticeably weaker. And how to board a sort of weakling? Exactly. Therefore, it is worth taking a navigator for the sake of being able to control the best ship. more ship- more crew on board. More team - less loss or even a chance to win without a fight. In general, as long as the "Navigation" skill is not suitable for your ship, the navigator will come in handy, and then he can be transferred to another ship as a companion. We will look at them below.

Boatswain. The task of the boatswain is to inspire the crew so that boarding is as efficient as possible. For this position, you need to hire an officer with high authority" and the "Boarding" skill. In addition, one must carefully look at the ship's abilities of the candidate for boatswain. He must have a "gentleman's set" of boarding abilities. The bigger, the better.

Gunner- An irreplaceable person in the team. Accuracy is the hardest to develop, Cannons is the easiest, but it takes time and Money. Hiring is recommended as soon as possible. Especially at the beginning of the game. sea ​​battle will become much more efficient.

Doctor- A very, very useful officer in the team, but there is no point in hiring him separately. It is better to use the ability of the officer "Deputy". In any case, even a substitute must have good level"Protection" option.

Treasurer- the same as the doctor. Only two skills and a bonus to trade. Deputies with these abilities and skills are a dime a dozen in the Caribbean.

A carpenter- the importance of this worker on the ship cannot be underestimated. Especially in the later stages of the game, when you need to storm the forts. The ability "Quick Repair" literally works wonders and pulls doomed ships out of the clutches of the sea devil. The main thing is to have a sufficient supply of boards and canvas on the ship. Boards to a greater extent, since they do not sink from holey sails.

Companion- an officer who sails on a par with you on his ship. Companions are of three types. Some can be hired at the tavern. Their difference from others is that such a captain already has a ship that can be sold at the nearest shipyard, and a companion without a ship will become an ordinary officer. The second type is the officers assigned to the ship. Everything is simple here. And the third type - companions on assignment. They float with the player temporarily until the task is completed or failed. You cannot sell the ship of such a companion.

It is interesting: check companions' pockets. Just change the companion to an officer, and put him in the position of a boarder. Now enter the exchange mode - you can do this in the cabin or anywhere on land. Often in the pockets of a companion you can find a good amount of money. Ordinary officers carry only weapons with them.

Trade

Trade is one of the ways not to emerge belly up somewhere in the open sea. There are a lot of settlements in the game, you can trade in each, even in a hostile one. How? And with the help of a trade license. You can buy this paper from a diplomat. You will meet him in the tavern of any pirate town. He can reconcile our hero with any nation.

It is important: a hero, not a nation. The attitude will be neutral, but the nation itself will be hostile.

You can also buy a letter of marque from him and, most importantly, a trade license. The license is valid for a certain time (30, 60, 90 days) and allows you to enter their ports under the flag of the desired country. Moreover, neither the fort nor other ships will attack. The only negative is that the quick transition will not work. All movements will have to be done on foot.

Note that if you play, for example, for Holland or Spain, then licenses are not really needed. You can choose a group of goods that is well sold and bought within the Spanish-Dutch colonies (mahogany, for example). The benefit of Spain belongs to the whole Maine and most of the islands in the sea. But when playing for England or France, licenses will be very useful, because due to the small number of colonies, merchants of these countries will be very limited in their choice of goods. One disadvantage is that trading licenses are only available to relatively rich people, as they are quite expensive.

Consider the trading system itself. Each colony imports and exports certain types of goods. (see table "Islands") . In addition, the circulation of some goods is prohibited. You can buy them in the store, but at a very high price, and there are not enough of such goods. And you can sell such goods only from smugglers. You can find their representative in the tavern. We make an appointment in a quiet deserted bay and unload the goods. Of course, there is a danger of running into a patrol - both on land and at sea. You can pay off the patrol, pretend to be an honest person (with a high reputation), and simply kill the patrol, but this is fraught with a deterioration in relations with the nation. Products in the list come in four colors: white - means that the product is sold at an average price, usually there are not very many “white” products; green - the colony exports goods, it costs much less than "white", and there is a lot of it; blue - the colony imports this product, it costs much more than "white" and "green". Buying such a product is losing money, unless you urgently need to buy medicines or provisions, in which case the cost does not matter. And finally, red is smuggling. The price of the goods is exorbitant, there is very little of it, and only smugglers buy it.

It is important: imports, exports, and smuggling in the colonies do not change over time. That is, if a colony exports something, then it will export it no matter what.

Random Quests

I'm sitting in ambush, maybe someone will pass ...

Traditional random tasks have not disappeared anywhere, however, there are many more of them and some can be confusing. Let's figure out how not to lose face in front of the employer.

Pirate's Proposal- in the tavern you can meet a pirate who will offer to attack a ship together.

Possibility of capturing a golden caravan- Once a year, Spanish gold caravans depart from the Caribbean to the Old World. Galleons loaded with gold can be robbed if you meet the right person in the tavern.

easy prey- if you have a drink with a drunkard in a tavern and ask him about rumors and stories, you can learn a lot of interesting things. For example, that not far from the island some brig is carrying a valuable cargo, alone and without protection. In general, the sea devil himself ordered to take such a tidbit for boarding!

Delivery of goods for the store- the task can be taken in any store. The goal is to bring all the cargo to the specified store in another colony. Merchants do not ask to take cargo to cities hostile to the player.

Find a debtor for a usurer- You can take an order to receive a debt from any moneylender. In this case, the player gets a certain percentage.

Deliver gold to the pawnbroker- the moneylender will give you a cargo of gold with a simple and understandable purpose - to deliver it to the specified place.

Merchant escort- sometimes in the tavern you can meet a merchant who is in great need of an escort. He will offer to be his escort. Not free, of course.

Passenger delivery- in the tavern you can often meet a person who needs somewhere. The passenger boards as a passenger; it is necessary to deliver it to the tavern of the city indicated by him, where he will pay the fare.

Governor's tasks- You can take special orders from the governors of the colonies. There are several types:

Deal with bandits- a gang of bandits appeared outside the city, they must be killed. The fact is that these robbers can hide in any part of the island, except for the city itself. Search caves, jungles and bays.

Defuse the smugglers- The governor notices that goods have appeared in the store "out of nowhere". Naturally, these are the tricks of smugglers. To complete this task, find the smugglers' representative in the tavern and arrange a meeting. It is necessary that there is a forbidden goods in the hold. Keep in mind that after a couple of such reprisals, you will ruin your relationship with the smugglers, and you will not be assigned any more meetings. You can reconcile with the help of a diplomat in any pirate tavern.

sink a pirate- a pirate has appeared near the colony, sinking and capturing merchant ships. The point of the task is that it is not initially visible where the pirate is. He disguises himself as the nation of the colony where the task is taken. To calculate it, you need to approach the ship or swim to it on a boat. If you sail on a boat to an enemy ship, then after talking with the captain you will have to deal with the sailors on the deck.

Enemy Infiltrator- somewhere in the city, an enemy scout. He looks like an ordinary citizen, so you need to approach every passer-by and ask: “Are you a spy?” Locals will call someone to verify their identity. The spy just won't be able to call anyone. If you haven't found an infiltrator on the city streets, check the houses.

Sneak into an enemy city- The governor wants you to deliver the package to the specified person in the enemy city. There are several ways. For example, you can buy a trade license and enter the port under the right flag, or you can sneak into the city during the day and simply run past the guards.

For all these tasks, the governor gives a solid bonus to start the game. In addition, you can capture a pirate ship. It should be noted that if you have not completed the task from the governor, then no other will give you the task. Also, due to failed tasks, reputation decreases.

Prison- there is a prison in the forts on the lower floor. For a fee, you can go inside and chat with the prisoners. These same prisoners may offer a reward in exchange for a favor.

Send a note- a prisoner in prison will ask you to convey a message to his friends. His friends will be waiting for you in one of the houses of the city that owns the fort. Get ready for a fight. Robbers guys are hot, they can cut.

Treasure and release- the task is, in principle, the same, only the endings differ. In one of the cells in the prison, you can talk to a prisoner who will ask him to be released in exchange for a treasure that he hid somewhere in the archipelago. The fact is that the treasure in the indicated place may not be.

There are other tasks that can be found outside the city. In the jungle you can meet a girl who is escaping from bandits. If you help her, she will thank you with a small amount of money or an increase in reputation.

The girl in the well- There are caves on the islands. There are usually two entrances. One is just a hole in the rock, and the second is through a well. Passing by the well, you can see a girl who will tell you that her friend somehow fell into the well, and we need to rescue her. The most interesting thing is that the girls may not appear at all, and the bandits will be waiting for you.

Buying a Treasure Map- in the tavern you can buy a treasure map. The chance to meet a merchant with a card is quite small, moreover, if you already have a card, then you will not be able to find one in the tavern at all. The value of the treasure depends on the price of the card. For example, in a treasure for 12,000 piastres you can find a good set of various things, but they are only suitable for sale. And cards for 30 thousand or more promise a much more solid jackpot. For example, the skulls of the Toltecs.

These two are definitely officers. Let's see what they fit.

This is a musket so a musket! Tremble, Spaniards!

* * *

“Hush, hush, the soldiers are coming. Let's leave soon!" one of the smugglers whispered quickly. “Then wait for us here in a month. We still have something to say, ”said the Spaniard, and we quickly headed into the jungle. You should not contact the authorities, the Spaniard cares too much about his reputation. But he, unlike a pirate, has long had a manowar, which means that his opinion should be heeded. We will return to the port, we will spend this night in a tavern. Volokotin Nikolai is waiting for us there, he helped us a lot with this mission, we should, a thousand devils, pour him rum for this!

About fines

So that you are not confused by the red numbers next to the basic characteristics, let's figure out where they come from.

Overload- the hero "on board", that is, in his pockets, has more weight than he can carry. All stats are reduced by 1.

Poor health- if you do not heal in time, then you will have to pay again with the characteristics. Depending on the level, they are reduced to -5. And skills up to -25.

High class ship in low navigation- if the character does not know how to control the ship, then there's nothing to be done, he feels out of his element. If a character knows how to control a ship, say, the fifth class, then when driving a battleship, he will receive a penalty of 4 for each characteristic. And this, believe me, is a lot.

Caribbean powers

England. She is not worried better times: renunciation of the papal church, turmoil, almost a civil war. For a hundred years now, the country has not been able to calm down. The war with Spain only aggravated the situation, although the Spaniards got more, and the British got Jamaica at their disposal. The war is officially over. But this is only on paper. In fact, the Spaniards and the British drown each other at the first opportunity. The governors are also a complete mess. They do not listen to orders from London, every man is his own master. In general, confusion is going on in the English colonies, and many pirates take advantage of this ...

France. Having come to power, Louis XIV immediately took the bull by the horns. During the five years of his reign, the authority of France in Europe has greatly increased. This is not surprising - Louis worked as hard as he could for the good of his country. However, he was hardly interested in the Caribbean. The motto of France is "Ensure peace in the colonies and normal trade." It was not difficult to carry out this call; encouraging filibusters of all stripes - that's the key to peace of mind. By the way, even the governor of Tortuga... is a pirate.

Spain. Spain is one of the most bloodthirsty countries in the world. They sucked gold out of the New World with all their might. But in recent years, the devil knows what has been going on in the country . The king is dead, and the heir is a barely living child. Whoever does not try to seize power ... Of course, this does not lead to good and the country is withering. In addition, France and England joined forces in the fight against it. The Spaniards managed to annoy everyone. Nevertheless, Spain is the strongest power in the Caribbean.

Holland. After the Spaniards attacked the Netherlands, a religious war broke out in the country, called the "80-year war for independence." But after the end of this war, the economy of Holland went up sharply. All of Europe was stunned to see these growth rates. It's no joke, the Dutch merchant fleet has more than English and French combined! Only there is a snag: they do not have a combat fleet, the ports are too shallow, and therefore they have to run from everyone. And the aggressive British are sitting nearby, and the Spaniards do not want to give back the Dutch colonies ...

Table 1
Islands
City Import Export Smuggling
SPAIN Belize, Maine
Havana, Cuba Buckshot, canvas, silk, copra, oil, bricks, silver Provisions, medicines, sugar, wine, leather, mahogany, paprika
Caracas, Maine Cannonballs, buckshot, knippels, bombs, weapons, medicines Boards, coffee, sugar, ale, cotton, clothes, copra Tobacco, wine, rum, leather, slaves
Cartagena, Maine Medicines, coffee, tobacco, rum, leather, clothing, fruit Buckshot, boards, cocoa, wheat, cotton, ebony, oil Canvas, silk, paprika, bricks, slaves
Kumana, Maine Boards, cocoa, wine, rum, paprika, gold, silver Canvas, coffee, wheat, canvas, ebony, sandalwood, oil Medicines, silk, cinnamon, fruits, slaves
Maracaibo, Maine Medicines, wheat, wine, rum, clothes, fruits, bricks Boards, sugar, ebony, mahogany, sandalwood, gold, silver Gunpowder, provisions, weapons, leather, slaves
Porto Bello, Maine Kernels, canvas, rum, leather, silk, sandalwood, paprika Medicines, sugar, wine, ale, linen, cinnamon, oil Clothes, copra, fruits, bricks, slaves
Santa Catalina, Maine Canvas, tobacco, cotton, silk, clothing, gold, silver Cannonballs, buckshot, knippels, bombs, gunpowder, weapons, wine Leather, sandalwood, copra, paprika, slaves
Santo Domingo, Hispaniola Weapons, drugs, canvas, tobacco, fruits
Santiago, Cuba Gunpowder, weapons, tobacco, cotton, slaves
San Juan, Puerto Rico Gunpowder, weapons, canvas, tobacco, wine, fruit, bricks Boards, coffee, sugar, ale, linen, leather, cinnamon Wheat, cotton, silk, copra, slaves
HOLLAND Willemstad, Curacao Weapons, canvas, cocoa, sugar, paprika, fruits, bricks Provision, ale, cotton, linen, mahogany, sandalwood, oil Gunpowder, tobacco, wine, cinnamon, slaves
Marigot, San Martin Buckshot, provisions, canvas, wheat, clothes, copra, bricks Medicines, boards, cocoa, linen, leather, mahogany, oil
Fort Orange, Jamaica Weapons, boards, cocoa, butter, slaves
FRANCE Basseterre, Guadeloupe Buckshot, boards, clothing, ebony, mahogany, sandalwood, oil Cannonballs, gunpowder, silk, cinnamon, paprika, bricks, silver Medicines, cocoa, leather, copra, slaves
Port-au-Prince, Hispaniola Buckshot, gunpowder, medicines, cotton, silk, fruits, gold Bombs, provisions, sugar, wine, rum, linen, clothes Ebony, copra, oil, bricks, slaves
Tortuga, Tortuga Cannonballs, weapons, drugs, tobacco, silk, silver Knippels, coffee, wheat, ale, linen, leather, paprika Ebony, copra, oil, bricks, slaves
Fort de France, Martinique Knippels, provisions, tobacco, wheat, rum, wine, cotton
ENGLAND Bridgetown, Barbados Provisions, planks, ale, cinnamon, copra, bricks Gunpowder, weapons, coffee, sugar, sandalwood, paprika, oil Canvas, cocoa, linen, clothes, slaves
Port of Spain, Trinidad and Tobago Weapons, drugs, cocoa, leather, cinnamon, copra, bricks Buckshot, gunpowder, tobacco, wheat, wine, cotton, sandalwood Provisions, ale, silk, mahogany, slaves
Port Royal, Jamaica Medicines, canvas, leather, ebony, mahogany, sandalwood, gold Gunpowder, coffee, sugar, rum, ale, clothes, bricks Weapons, boards, cocoa, butter, slaves
St. John's, Antigua Medicines, sugar, wine, leather, ebony, copra, fruit Cannonballs, weapons, rum, ale, linen, gold, silver Coffee, wheat, cotton, oil, slaves
Charlestown, Nevis Canvas, tobacco, sugar, wheat, silk, fruit Knipples, bombs, drugs, rum, ale, paprika, bricks Provision, wine, ebony, sandalwood, slaves
PIRATES Pirate settlement, Bermuda Gunpowder, canvas, ale, slaves, gold, silver bombs, rum
Puerto Principe, Cuba cannonballs, buckshot, canvas, ebony, oil, bricks, gold Boards, cocoa, coffee, wheat, linen, sandalwood, fruit Gunpowder, weapons, tobacco, cotton, slaves
Le Francois, Martinique Medicines, cocoa, rum, linen, leather, clothing, gold Knippels, provisions, tobacco, sugar, wheat, wine, cotton Boards, ebony, mahogany, fruits, slaves
La Vega, Hispaniola Cannonballs, buckshot, weapons, medicines, canvas, tobacco, fruit Provision, cocoa, wine, rum, ale, sandalwood, cinnamon Ebony, copra, oil, bricks, slaves

Here is the response from Ubisoft support regarding online events:

Answer from Ubisoft Support:

Please follow the link below for more information on this subject:
https://support.ubi.com/en-gb/FAQ.aspx?platformid=9&productid=4186&faqid=kA030000000ecNJCAY
Information in Russian will be published on this issue in the near future.

It says that as this problem is solved, the article will be updated, but apparently the problem is still relevant. The article was not updated, and from network events, only notifications from friends appeared that someone had discovered a network event and now it is displayed on my map, but the event itself does not appear. And this is still the situation.
This is probably the third answer from the support service, before that they asked to send the details of the problem, or a screenshot)).
The author of one of the previous posts is absolutely right; It seems that this problem is artificially created for the players to spend more time in the game. Like the bug with the mill game, where in the usual way, by placing three of your chips in a row, it is not possible to win, the game simply does not allow you to put them in a row. So he toiled to win in the second way, deprived the enemy of making a move. And in the first version of the game, everything worked and network events took place constantly. But for me, like for many, for no reason at 90% of the passage, the saves suddenly disappeared. I had to restart the whole game. And for the whole game, including two weeks of aimless wandering around all locations, I got only one common chest. I can't find two chests. All whales with convoys have been found, the whole game has been completed, everything that is in the game has been opened and completed, except for these two chests. There would be no Season Pass - would remove this nonsense. And in a couple of days, Assassin's Creed Liberation HD comes out, I also took it on pre-order, probably in vain.
Yes, and with the Season Pass they are wiser. Last update for Season Pass subscribers includes additional content, for which I overpaid by buying the Digital Deluxe Edition. And now it's available to Season Pass subscribers, which I am. It turns out that I got the same content twice, and I paid for both times)).
Additional missions with Aveline were also supposed to be exclusive to users of the Play Station 3, and they became available to users of the Digital Deluxe Edition of the PC versions. Then the “pride of the West Indies” would have been included to the heap in the Season Pass or something. In general, the first impressions of the game were strong, and in the end this game ceases to please me more and more. How could you make a game where the whole feature is tied to 100% synchronization, make it 100% impassable, well, or so difficult to pass? And it’s stupid to look for a couple of chests in a game in which there is nothing else to do, a rather tedious task, this is not a super boss, which is very difficult, but still you can fill up. And from this, the overall impression of the game, despite all its many advantages, deteriorates more and more with each aimlessly spent day in the game. It would seem such a trifle, but how can it ruin everything. Moreover, the work of hundreds of people who created such great game, comes down to criticism thanks to some marketing manager who decided that the players should spend more time in the game. Only due to my stupidity I could not figure out how to captivate the players with the game, but simply decided to play around with the in-game achievements. Well, maybe it's not.
I hope that with Tom Clancy's The Division Ubisoft developers will not put such nonsense into the game. Recently I read that there will still be a version for the PC and they are giving it Special attention and i'm going to buy it.

Network events in the game Assassin's Creed IV: Black Flag

QUESTION:

Where can I find detailed information about network events in Assassin's Creed IV: Black Flag? Why can't I find a white whale / treasure chest / royal escort?

ANSWER:

What is a network event?

From time to time, network events appear in the Caribbean. If you are playing alone, you will have a hard time finding them. However, if you are connected to game servers Uplay and have other players on your friends list, it will be easier to find online events. If one player finds a network event, other players will be automatically informed of this fact in the game.

Online events include the appearance of white whales, treasure chests, and royal escorts. Remember, their presence in the game is limited in time. For online events to be available in the game, you must be connected to the Uplay game servers.

How to understand whatnetwork event became available?

Each network event is marked on the map with a blue icon. In addition, a notification will appear in the game that a network event has been detected. Players from your friends list will also be informed about it (the option can be disabled in the game settings).

What rewards can be obtained by completing online events?

Rewards for completing network events depend on its type. Below is a list of awards:

White whale - gives parts of a whale
- Chest - gives a large amount of in-game money
- Royal convoy - gives a large amount of in-game money and resources

My friend found a network event. What should I do now?

Try to find the blue network event icon on the map. If an online event is close to your location in the game, you will notice it directly on the screen. If you find an online event, get to it to receive a reward.


How to check how much time is left until the end of a network event?

Information about the presence of active network events is available in the pause menu on the right.

The Sharing Is Caring achievement in Assassin's Creed 4: Black Flag is unlocked by obtaining the location coordinates of the royal convoy, the white whale, and the shared treasure chest. To fulfill the conditions, the very fact of finding a network event is important, and not sending the coordinates to friends, who may not exist at all. Online events appear on the map at random pre-defined locations in the Caribbean, are marked with blue icons and are available for a limited time (from 1 to 10 minutes). How exactly the icons look is indicated in the legend (key ). In the minimized state of the game, the time on the countdown counter stops. The rarest online events in Assassin's Creed IV: Black Flag are royal convoys and white whales, chests with shared treasure are more common. The multiplayer event only spawns at close range to Jackdaw or Edward Kenway. As soon as an event is found, friends will automatically receive a message with the coordinates of what is happening.

Network events in Assassin's Creed IV: Black Flag are not available on a pirate, you need to licensed version games with an active internet connection, since the game receives all the data in real time from the official servers of Ubifosoft. An active connection is indicated by a white radio antenna icon under the mini-map in the lower left corner of the screen.

Hints about convoy spawn locations purchased from innkeepers in taverns do not apply to royal convoys. Do not confuse two different types of convoys. For plundering an ordinary sea convoy, the maximum reward is 2,000 reais, for capturing a royal escort - 10,000 reais. Friends can increase the chances of finding online events, the more friends are online and go through the game, the better. In solo mode, shared treasures, white whales, and royal convoys appear less frequently. Network events are needed for 100% completion of the game and obtaining several related trophies "", "", "".

You can find a network event in AC4 without the help of friends by visiting each of the locations listed below. For acceleration, it is allowed to use fast travel points. Royal Convoys and Shared Treasure Chests are often encountered during the main storyline of the game, as most of the multiplayer event spawn points are at quest-related viewpoints. As a reward for discovering three shared treasures, Edward Kenway receives Scottish broadswords (speed 3, combo 5, damage 3).

White whale in Assassin's Creed IV: Black Flag:

  • White whale sightings in northern Caribbean waters:
    • 315,820 - West of Florida.
    • 460,830 - East of Florida.
    • 640,900 - northeast of Abaco Island.
    • 660,820 - East of Abaco Island and Nassau.
  • Locations of the appearance of the white whale in the central waters of the Caribbean:
    • 167,651 north of Cape Bonavista.
    • 198,498 - between Arroyos and the Black Hole.
    • 419,440 - between the island of Pinos and.
    • 610,600 - between the wreckage of "Antocha" and Higuey.
    • 877,654 - East of Cat Island and Salt Lagoon.
    • 880,427 - between and Tortuga.
    • 950,547 - East of Mayaguana Island.
  • White whale sightings in the southern waters of the Caribbean:
    • 198,122
    • 198,346 - between Fort Chinchorro and Cayman Bay.
    • 326,263 - between Cayman Bay and Mysterios Island.
    • 419,44 - West of Providencia Island.
    • 576,115 between Kingston and Providencia.
    • 647,315 - between Cumberland Bay and Annoto Bay.
    • 753,185 - between Fort Navassa and the Ruins of Kaba.
    • 840,290 - northwest of Petit Cavern.
    • 890,130 - east of the island of Ile-a-Vash.

Royal convoy in Assassin's Creed IV: Black Flag:

  • Location of the Royal Convoy in the Northern Caribbean:
    • 390,830 - West of Florida.
    • 400,690 - northeast of Matanzas.
    • 575,720 near Andreas Island.
    • 590,870 - north of the island of Abaco.
    • 626,653 - at the Fragment "Antocha".
    • 667,810 - northeast of Nassau.
    • 740,740 - between Fort Eleuthera and Cat Island.
  • Location of the royal convoy in the central Caribbean:
    • 125,600 - west of Cape Bonavista.
    • 220,420 — next to the Black Hole.
    • 400,430 - between the island of Pinos and the Caves of the Eye of the Devil.
    • 616,538 - between Higuey and Fort Gibara.
    • 785,430 - North of Fort Guarico Bay.
    • 915,475 - East of Greater Inagua.
  • Location of the royal convoy in the southern Caribbean:
    • 100,155 — next to Ambergris Key.
    • 220,125 - West of Fort Serranilla.
    • 394,93 - southwest of New Bone Island.
    • 500,280 - near Fort Charlotte and Long Bay.
    • 620,110 south of Kingston.
    • 660,280 - East of Anotto Bay.
    • 855,80 - south of the island of Ile-a-Vash.
    • 880,280 — next to the Petit Cavern.

Shared chests in Assassin's Creed IV: Black Flag:

  • Shared Chest Locations in Northern Caribbean:
    • 333,647 - near the barrels on the pier of Matanzas.
    • 362,817 on an island west of Florida.
    • 371,859 on the coast northwest of Florida.
    • 407,815 on the south coast of Florida.
    • 494,630 - at the high-speed lift to the upper tier of the village at the end of the pier on the island of Salt Key Bank.
    • 495,674 — on an unnamed island north of Salt Key Bank.
    • 497,729 - on an unnamed island west of Andreas Island.
    • 513,772 - on the coast of an unnamed island between Florida and Andreas Island.
    • 575,720 - under a canopy in the southern part of Andreas Island.
    • 615,831 - the eastern part of the island of Abaco.
    • 633,784 - on the fort's balcony, under the viewpoint, in the northeastern part of Nassau.
    • 633,784 - on the veranda of the house, to the side of the viewpoint, near the swamps in the central part of Nassau.
    • 633,784 - in the side niche near the house, north of the viewpoint, in the central part of Nassau.
    • 669,831 - East of Abaco Island.
    • 706,628 - Behind a rock on an unnamed island west of the Salt Lagoon.
    • 740,690 - under the shed of a barn under the viewpoint on Cat Island.
    • 750,629 - on the western coast of the Salt Lagoon.
  • Shared Chest Locations in the Central Caribbean:
    • 70,405 - in the side annex of the pyramid, under the viewpoint in the northern part of Tulum.
    • 70,405 - in a stone outbuilding in the jungle in the southern part of Tulum. From the southern vantage point we go to the boat on the shore, and then turn west to the jungle.
    • 121,449 - on the coast of an unnamed island northeast of Tulum.
    • 190,565 - among the junk on the pier of the island of Arroyos.
    • 240,607 - under the balcony in the courtyard behind the mixed goods store in the northeast part of Havana.
    • 240,607 - among the boxes opposite the mixed goods store in the northern part of Havana.
    • 240,607 - in the courtyard next to the viewpoint in the southeastern part of Havana.
    • 292,410 - on an unnamed island between the Black Hole and Grand Cayman.
    • 333,479 - at the base of the pyramid under the viewpoint on the Island of Pinos.
    • 409,504 — on an unnamed island west of San Juan.
    • 484,486 - at the exit from the smugglers' lair on San Juan.
    • 489,592 - on the coast south of Salt Key Bank.
    • 565,539 - at the boat at the landing point on Higuey.
    • 809,542 - under a canopy on the pier of the island of Crooked Island.
    • 845,468 - in front of the boat under the viewpoint at the guest house on the hill on the Great Inagua.
    • 845,468 - Opposite the bed in the bedroom in the estate on the hill in Great Inagua.
    • 855,597 - on an unnamed islet north of Mayaguana Island.
    • 881,541 - Behind the boat opposite the pier of Mayaguana Island.
    • 901,488 - on an unnamed island northeast of Greater Inagua.
    • 992,422 - at the tower on the cliff of the hill, in the Portuguese camp, in the territory of Principe. A treasure with 4000 reais is also buried here, which is indicated from Anotto Bay.
  • Location of shared chests in the southern Caribbean:
    • 39,267 - at the tents in the northern part of the island of Corozal.
    • 143,98 - on the coast southeast of Ambergris Key.
    • 154,246 - on an unnamed island west of Santanilla Island.
    • 176,192 - on an unnamed island southwest of Santanilla.
    • 219,240 - in a cave under the southeastern pyramid in the southern part of the island of Santanilla.
    • 296,197 - on the top floor of the ruins in the western part of the island of Mysterios.
    • 334,332 - to the right of the nest of hutias in the center of Cayman Bay.
    • 372,269 - on an unnamed island between Grand Cayman and Mysterios Island.
    • 397,325 - at the Grand Cayman pier.
    • 441,113 - in the shed opposite the assassin with the task "" in the central part of New Bone Island.
    • 502,44 - in an abandoned jungle camp in central Providencia.
    • 502,44 - in the room below , at the southwest vantage point, in Providencia.
    • 525,253 - among the bales under the northeast viewpoint on Long Bay.
    • 549,168 - on the coast west of Kingston.
    • 621,270 - at the stairs to the exit from the caves of Anotto Bay.
    • 623,172 - in the estate where, according to the plot, Woods Rogers will die, in the central part of Kingston.
    • 623,172 - near the house behind the harbor captain's shop in Kingston harbor.
    • 623,172 - at the house under the viewpoint on the territory of the prison on the south island of Kingston.
    • 626,330 - on an unnamed island north of Anotto Bay.
    • 670,268 - on the coast east of Anotto Bay.
    • 676,375 - on a bend in the river where ocelots are found, in the center of the island of Cumberland Bay.
    • 770,98 - on an unnamed island south of the Ruins Kaba.
    • 816,308 - on an unnamed island between Cumberland Bay and Petit Cavern Island.
    • 837,136 - at the stone behind the tavern on the island of Ile-a-Vash.
    • 858,183 - against the wall in the common hall of the ruins in Ambergris Key.
    • 881,379 - at the house in the northern part of the island of Tortuga.
    • 899,261 - on the path to the main bandit camp in Petit Cavern.