Game corsairs city of lost ships walkthrough. Corsairs - GPC Passage of quest lines (of all nations). pantheon of indian gods

Side quests
Quest to kill all the beggars

Is taken:In the hero's starting city.

Need: pumped character with good characteristics, an extra million

Reward: the beginning of the GPC quest, money, items, Diffindur's key.

Walkthrough:

A certain Oliver Trust stops you on the street, and offers us, for a substantial reward, 1,000,000 piastres, to kill all the beggars in the archipelago. We can either agree or refuse a tempting offer, this will have little effect on the further outcome. We agree, or we refuse, an entry appears in the ship's log. Now, we should look for beggars (a man in rags, usually sits on the ground, can move around the city) in cities, and find out who they annoyed so much if such a reward was announced for their heads. You need to interview several beggars on different islands. In the end, one of them will send us 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. Tramp suggests that the governor-general of Curaçao, Peter Stuevesant, himself was involved in this case. We weigh anchor and head for Curacao, to the colony of Willemstad.

If relations with Holland are, to put it mildly, not very good, we raise the flag of a nation friendly to the Netherlands and moor in a port or in a bay, as we are lucky J. We act carefully in the city, trying to avoid soldiers. After we enter the residence, we go into the room (the door opposite the entrance), and we approach the chest near the round table. The chest is locked, but we don't have the key. We leave the residence and make our way, or we calmly go to the tavern, start a dialogue about the key keeper, the tavern keeper will tell us to contact the key master, Hill Corner, who is sitting at a table near the counter. The master of keys, agrees to make a copy of the key, from the chest in the residence for a decent amount of money, we agree to his proposal, and wait 2 nights in the tavern. After that, we go to the house to the key keeper, for the promised duplicate. We go into the house, and we understand that we have fallen into a trap, Korner informed the governor about us, and we will have to go to the residence. An officer and 2 soldiers will come, send them to the next world, go up to the second floor and pick up a duplicate from the table. Now we go to the residence, to the desired chest. Having seized the moment when the soldier turns away, we open the chest and take away all its contents, the letter (Stavesant's correspondence with the Dutch West India Trading Company) and the treasure. Feet in hand, we board the ships and go back to the beggar.

It turns out that Teaser Dan really visited the Island of Justice. We, again, need to go back to Willemstad, to Stevezant and talk to him. Landing in the sweat of Willemstad, let's go to the tavern and ask the tavern keeper about Teaser, where Den disappeared, the owner of the tavern does not know, also, he will advise not to get involved in the affairs of the Governor General and the Dutch West Indian Company. Now we go to the residence and start a dialogue with Stavesont. But as soon as we mention the name Teaser, the governor will sharply alert. We get out of the current situation, we say that we are writing a book, but we won’t be able to really find out anything. Well, the matter is small, it is necessary to find a representative of the Dutch West India Company in the archipelago.

Our path lies on one of the pirate colonies, since only there are diplomats, and they deal with representatives of trading companies. Having reached the nearest diplomat, we ask him about the representative, but the diplomat refuses to name the location of the representative of the Dutch Trading Company. If we've had business with him before, then we must know his name and tell him. We call the agent the name of Oliver Trust, and he says that the customer of our quest can be found on San Martin. We go out to sea and head for the Dutch island.

Having moored in one of the bays of San Martin, we make our way to Marigot and go to Oliver's house, which is located just opposite the local moneylender. Save before entering the house, and go in. After a short dialogue, from which we will dot all the " i”, kill Trust, search the corpse and take the letter from the table! From the letter, we learn the location of that very mythical island of Justice, which turns out to be by no means mythical. He returns to the ships, and we sail to the familiar beggar.

We tell the tramp the sad news that Teaser is dead, that the Dutch West Indian Company was behind the order to kill the beggars, and in return we get the Diffindur key, which will be very useful to us in the future.

So, forward to the City of the Lost Ships, we will find the chest of Teaser there, and open it with the Diffindur key and read the letter left by Denn.

Quest "Ghost Ship"
How to take the quest?

In the taverns of the archipelago we drink with visitors. In the end, one of them, when asked about stories and rumors, will tell the legend of a ghost ship. You can not drive around the archipelago, but save before you start drinking with a tavern visitor and load until he talks about the ship. We continue to drive around the archipelago and drink with other visitors to taverns. You need to hear about the ghost ship (Flying Dutchman - LG) 3 times. After the third time, we must meet him.

Meeting with LG

After the third message about LG, we board our ship and go to the global map of the Caribbean Archipelago. LH will attack us himself (big pirate ship). You can not move anywhere on the “global”, but just wait. It is possible that the enemy boat may get confused on the other side of the island, then swim up to it.

You have two options: be sunk and sink the enemy. The second option is very difficult. In the first option, you will not die, but will find yourself in a random bay, losing the ship, officers and money. All items that were in the pockets will remain. Therefore, the money must be given to the usurer, and the ship left in the port management, having bought a dead ship (tartan, longboat). If you want to keep the officers, buy tartans or launches from the shipyards, put the officers as captains, and the ships themselves in the port authority. If you have version 1.0, then it is possible that you will be thrown onto a desert island. The only way out is to download. Versions 1.1 and 1.2 shouldn't have this problem. In the meantime, save often. To earn money and get to the city where you left your capital, take the quest from the governor, look in the chests for the owners of the houses, take from the bandits in the jungle, or from the skeletons in the caves, and then arrange with the smugglers to transport you to another island or buy ship.

"White Boy"

After you have sunk the LG or he has sunk you, you need to go to the White Boy (BM is a character on the quest, dressed in rags, in a headdress like a cap with a visor). It can be found on Maine in the Pearl Divers Settlement. Land in the bay of Amatica, this is between the cities of Belize and Santa Catalina. Always left at the forks. BM will tell you about LH and tell you that the curse can be broken by collecting 666 cursed pearls. Recommendation: if you are in hostile relations with Spain, proceed as follows: kill the sentry, then "walk" in other locations for two hours of game time and return to the settlement. Should work.

Collecting pearls

We take tasks from the governors to protect the city from the attack of the undead (skeletons - sailors from the LG ship). If you have version 1.0 or 1.1 you will have to collect pearls from skeleton corpses by searching them. At this time, frequent departures are possible - save more often. If you have version 1.2. then the pearls should automatically appear in the pocket of the GG when the skeleton is killed. Do not forget to report to the governor on the completion of the quest. Having collected the required number of pearls, we return to the BM and give them back. Now LG has become mortal. Note: if you have an extra "cursed pearl", sell it - you will earn good money.

LG capture

We drink in a tavern with visitors and one of them tells us that LG has seen recently. We go out to sea and onto the global map. We meet with LG and take him on board. Quest completed.

Valuable prizes: a ship with good characteristics for its class, a rat god in a chest in the captain's cabin, an axe.
Quest "Tenochtitlan"

taken: in Tenochtitlan itself.

Swim to Mosquito Bay on Main (above Santa Catalina). Disembark and see the sailor Silvio Ricci on the shore. He will tell you that the captain and the crew of the ship explored the mainland and found an abandoned city, but most burned in the fire when passing through the dam, and the rest were killed by the Aztec. After the conversation, go through the jungle to the city.

Aztec Montezuma meets you in the city. After talking with him, you will learn the details about the city, and he will offer a deal - in exchange for the jade skull, which is located in the temple of the Great Vitality, he will give you the weapons of the gods. Naturally you agree and he says that the only way to get to the city is through the dam, and the curse of fire lies on it. To remove the curse, you must insert two totems into the slabs in front of the entrance to the dam or one totem, but in the city itself (for this you need to run through the fire).

Locations of the three totems:

The Camashtli totem is located in the location with the Aztec, run in the opposite direction from the place where he stands (Montezuma), go into the water and there he lies next to the stones;

The Tlasolteotl totem is located in the previous location, look along the edges of the hills (to make the search easier, I advise you to turn off the grass in the settings, then the totems will be visible from afar);

Totem Tonatiu is abandoned between the cities of Porto Bello and Panama. After exiting Porto Bello, run to the location on the left, there again to the leftmost location and that's where the totem is located (again, look along the edges of the hills).

After finding the totems, return to Tenochtitlan and remove the curse from the dam. After that, talk to Montezuma. He reports that the curse has been lifted and now you need to open the temple of the Great Life Force, for this you will need to find 10 totems (Xochiquetzal, Mictlantecutli, Quetzalcoatl, Mixcoatl, Tezcatlipoca, Chalchicitlicue, Huitzilopochtli, Tlaloca, Mayahuel, Tonacatecuhtli). They can either be bought from street vendors, in a store, from people in a church (jungle), or found (they can be in absolutely any place).

After talking with Montezuma, you can walk into the city if you wish. There you will meet two Aztec brothers. Talk to them.

In the city, on the edges of the temple of the Great Vitality, there are two buildings with columns, inside the entrance to the water. Enter the water (it's better to save before that), find yourself in a labyrinth under water, swim to the opposite exit (the first turn to the left, and you'll find it yourself, just hurry up, time is limited). And now the main thing, after swimming through the labyrinth, you will find yourself in a closed space inside the temple of the Great Life Force. In one of the two places you will take away a closed chest, take away the totem of Sinteotl from there (just don't sell it later, you will still need it).

So, after a long search for 10 totems (and you won’t get it quickly), you found them all. Head back to Tenochtitlan (be sure to load up on plenty of healers and antidotes beforehand). To the left and right of the Temple of Great Vitality (near buildings with columns) there are two tall buildings, go up and you will take 5 doors away. You need to go through each door and place the desired totem in the slab on the floor. Behind each door, 3 Aztecs will attack you, so it's better to save before each entry. After installing all 10 totems, your path lies in the temple of the Great Vitality.

In the temple you will again have to fight (by the way, you will fight alone, the officers will not enter the temples) with the Aztecs. After passing through the temple and killing everyone you will see a pedestal, and on it a large gold coin, a jade skull will lie next to it. Take it away and the god of the dead appears. He says that it will be possible to get out of here only by defeating him in battle. Okay, let's start fighting. After defeating him, he says that you are a good warrior and you can keep the skull, he also reveals who Montezuma really is.

Everyone, you can leave. But don't rush. In the opposite corner from the place where the skull lay, there is an exit, and next to it is a stove. Insert Sinteotl's totem into this slab (it will open a chest). To the left of the pedestal at the end of the corridor there is a chest, take the sacrificial knife from it and exit the temple.

After that, rise to the round building (it is the only one in the city). The door to the temple will be closed, go around it and you will see a small hole in the wall, a hand will appear, insert a knife into it and the door will open. Come inside and take the shotgun.

On the way out of the city, talk to the brothers, they will congratulate you and wish you good luck, they will tell you to take care of the skull.

It remains to talk with Montezuma. He is waiting for you at the dam. In the conversation, it turns out that he decided to revive the dead Aztecs and conquer the world. Of course, you don’t like such a prospect and with a clear conscience you kill him. Exit the location, a new entry will appear in the ship's log. Quest completed.

Important: Do not sell the jade skull. You will need it to complete another quest.

Quest "Enchanted City""
Taken: in Caracas or Cuman.

Having moored, in the city at the tavern you will see a crowd of people. Talk to anyone in the crowd and find out that the tavern keeper has locked the tavern and that there is a werewolf there. Enter the tavern (not from the main entrance) and talk to the tavern keeper. He will say that the same werewolf is at the top. Go upstairs to the room. There you will see a man, he asks you to bring a priest to him and reports that the city of Maracaibo, from which he arrived, is cursed. You go to church. The priest will say that you must bring a person (werewolf) to the church. Return to the tavern, but the room is already closed. Again, contact the tavern keeper, and he will tell you that he still had to let people in. The werewolf has already been burned at the stake.

Travel to Maracaibo. There, talk to the tavern keeper again. He will say that there is a settlement near Maracaibo, but for several days no one has come from there. Sail at night to the Cape of Unfulfilled Hopes (near Maracaibo), you will be met by guards on the shore; deal with them. After you have killed the guards, run to Des Moines (there you will understand what a curse lies on the city) and enter the first house to the right of the entrance. Talk to the one in the house, he will tell the story of the curse. You decide to help them lift this curse. Then he will tell that a young Englishwoman came to the city and asked about what happened. First you need to find her to find out what data she has.

Sail to Nevis. If you run along the pier to the city, then her house will be on the left, on the very edge (the house is large, it is impossible not to see it). Come in and start a conversation with her. She will tell you that she knows everything about the curse over the settlement and the ship. To remove the curse, you need a jade skull (it is taken from the Tenochtitlan quest, so if you have not completed Tenochtitlan yet, go on this quest).

You have obtained a jade skull. Return to Nevis to the girl. She will say that in order to remove the curse, it is necessary to deliver the skull to the captain's cabin damn ship. Where he swims, she does not know exactly, but she will tell you that you need to look for him far from the cities. Sail towards West Main. Look for a ship with pink-purple sails on the global (if you meet, don't miss it). It cannot be drowned, only taken on board. After you have killed everyone on the deck, in the cabin you meet the sister of the girl from Nevis, Danielle Sheppard (this, by the way, is the model of the same Danielle from PKM). After a fight and a conversation with her, it turns out where the curse came from. You inform her that the curse has now been lifted and offer her to become an officer on your ship, and she agrees.

Now sail back to Nevis and talk to the girl. She will be very glad that you saved her sister and took her as an officer on your ship.

After talking on Nevis, sail to Des Moines, there go to the officer with whom you have already talked. He thanks you on behalf of all the inhabitants of the settlement and will offer you all the money that they have - 20 thousand. Take or refuse, it's your choice. If you do not take, then the reputation will increase.
Quest Destroy Chirp " Blue bird"
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 very Voisier, and, using the item of the dialogue “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!

With 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 the task was taken and receive the amount of money.


In my opinion, the answer is obvious.
Quest "Find a double-barreled musket"
To successfully pass, you will need a nationality friendly to England or the ability to infiltrate an English colony.

Reward: an excellent officer, the like of which cannot be found in the entire archipelago.

We sail to Port of Spain, on the islands of Trinidad and Tobago. A little to the left of the pier, we go to the room on the second floor, to which the stairs lead from the street. Humphrey Douglas sits at the table with a mug of rum. From the conversation, it turned out that he is an English musketeer, the best shooter in the regiment, who was recently dismissed from the army, due to psychological trauma, he cannot take up arms! While he was sailing here from the Old World, they were attacked by unknown pirates. The team twisted Humphrey and did not have to join him in battle with the pirates and die, but he lost his unique double-barreled musket, a work of weapon art, and he became so attached to him that he could not get used to other "clumsy" blunderbusses. Humphrey heard from his commands about some kind of arrow, he promises to go to our ship as an officer if we get him that same musket...
We sail to a pirate settlement in Bermuda. In the residence we talk with Jackman. Apparently, corsair Albert Ziver attacked Humphrey's ship, but he is not a member of the coastal brotherhood, so he cannot be found through pirates. On the brigantine "Strela", it runs between the bays. We need to find this ship. It will take some time to sail around the archipelago in search of the Ziver brigantine, but on the global map, it does not look like an ordinary ship. Since this is a quest ship, it looks like and your ship, but only with scarlet-violet sails! We attack it and board it. In the cabin of Albert Ziver, in the chest is a double-barreled musket! Of course, you can’t use it, like musketons. We sail to Port of Spain. Humphrey will demand 16,000 piastres to pay off his debts and 4,800 piastres a month, did the English government really pay him such amounts!But it makes sense to agree.It is also possible to sell a double-barreled musket for a large sum without giving it to Humphrey.
Humphrey does not understand anything in the sea delhi, but as a boarder! He can only be armed with a rapid-fire double-barreled musket, no firearms or melee weapons can be handed to him. It has an extremely high "Pistols" stat, which also helps "Luck" shooting at a high level and in a secret campaign in enemy city it is better to take Humphrey (high "Stealth"). It also initially has 300 bullets in its inventory. The mystery is that he has 2 "Unarmed", but it's better not to sell one of them in the store for 0 piastres, you never know how the system will react to this ...
Quest "Askold"
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. Blimey! 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 manowars 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 (!!!) we must (!!!) 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!
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

Kumana is in the left

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

French Line:

Spoiler

Having received a patent, sail to Tortuga, where in the residence you need to talk with 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 is to accompany the French privateer Pierre Legrand, who captured a military galleon with rich booty on a lugger and now wants to quietly return to France. In Martinique, he will board a regular ship that goes to France, but since he is sitting on a pile of gold, he needs an escort.
After receiving our first task, we go to the tavern, we speak with Pierre, he will become our passenger. Now we sail to the island of Martinique, the bay of Le Marne. Five thugs who need Legrand's gold will be waiting for us on the shore. We enter the battle and do our best to save the life of our ward.

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

If Pierre dies, or we ourselves kill him, for the purpose of profit (He has: 1,000,000 gold, Tanat, a four-barreled pistol, a good spyglass, a Dutch cuirass and other goodies ...).
So, if Pierre nevertheless died, then sailing to Tortuga and reporting on the outcome of the assignment, Bertrand d "Ogeron will ask you to give back the money that our ward had, but not 1,000,000, but 1,200,000 piastres. The task will be completed!

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, the reward for completing the mission depends on our speed. Arriving in Curacao, we go to the residence to give the letter. We will be mistaken for a pirate who killed the messenger d "Ogeron and put in jail ... After spending some time in prison, a jailer will come up to us, from a conversation with which there will be a chance for release, he says that his father-in-law is one of the officers of Stavesant (Governor-General of Curaçai In return, some of the gold is taken away from you. After a while, Stevesent himself comes, who will free us. The governor-general will wish a happy journey back to Tortuga, but will warn that the devil is going on near the island ...
You can sail to Tortuga and finish the quest, but there is another option:
Let's visit the tavern and ask the tavern keeper about the incident that happened to us, he will explain to us what's what, and point out two strange types sitting at the table ... Approaching them, the conversation will not work out, but we learn that some kind of meeting is scheduled in Bay of Palm Beach. They will immediately run out of the tavern, and we will follow them, run after them from location to location and, having reached the bay, we will overhear their conversation about the galleon. Seeing us again, they will not be happy, but from the dialogue, it will be possible to find out useful information. We run back to the city, board the ship and go out to sea, the same galleon will be waiting for us in the sea. The team will not consist of pirates, but of Spanish soldiers. The captain of the ship, a Spanish officer, will say that he has already sunk 20 ships in the vicinity of the island. We kill him, if you search him, you can find a couple of goodies ...
Now we return to Stevesent and tell everything. Stavesant will pay us a reward for the sunken galleon in the amount of 20,000 piastres.
We return to Tortuga and tell d "Ogeron about everything.
Mission accomplished!

Task three. Find a way to bring Donna Anna to Tortuga
The Governor-General wants us to deliver to Tortuga his beloved, the wife of the commandant of Havana, Don José Rameriz de Leyva. D "Ogerona 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. We go to the port, go out to sea and sail to Havana.
Upon arrival in Havana, we immediately go to the tavern and talk with 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 (we spend the night) and approach it again, pick up a letter from the commandant's wife and give 500 gold. Next, you should wait for the night and enter the house of the commandant of Havana, the door will not be locked ...
In the house, the Commandant himself, her husband, will be waiting for us, and not alone, but with a couple of bodyguards. After a short dialogue, we kill everyone (it will not be easy), and go up to the 2nd floor, where Donna is waiting for us, inform her that her husband is dead and she should go with us. Now we make our way to our ship and sail back to Tortuga!
d "Ogeron, in joy, gives us 25,000 piastres and asks us to leave him ... He is not up to Administrative issues now

Task four. Escort of the battleship Soleil Royal to Guadeloupe.
The fourth task is to escort the first-class battleship "Suley Royal" to the island of Dominica.
This is a mission of the utmost importance! It is said that several Spanish galleons are already hunting for the ship, under the command of Juano Galeno.
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 let's go to Dominica. Off the coast of Dominica, 4 Spanish galleons will be waiting for us and not a hint of the French squadron! It is necessary to sink the Spaniards, while the Souley Royal must remain safe and sound!
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 Bas-Terre will say 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 he has 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. ...

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

Task six. Deliver the letter to the filibuster François Holone.
After receiving the task (to deliver a letter to Francois Olone), we are heading for Guadeloupe, where Jean David, better known as Francois Olone, settled ...
Closer to Guadeloupe, we will be attacked by a Spanish warship ... Having defeated the ship, we moor in the port and go to the house of the French filibuster, which is located almost opposite the residence. He will not be very happy, but after learning the purpose of your visit, he will immediately change his attitude...
There are 2 sequels:
First - Refuse to attack Cumana and receive the promised reward of 10,000 gold.
Second - Agree to attack the Cuman (there is one condition - there can be only one from you in the squadron, that is, your ship).
The squadron will include our and 3 other ships, a frigate and two corvettes. We sail to Kumana. After storming the local fort, he goes to his governor and demands money from him. After receiving, you can take your share (50,000 - a quarter) or take everything (200,000) for yourself, but then you will need to deal with Francois and others.
Now we are sailing to Tortuga and reporting to the Governor-General ...

Task seven. Get the Brazil Roca out of jail in Santiago.
The objective of the quest is to get the Brazil Roca out of prison in Santiago. To get into the city we will be issued a trade license. We sail to Santiago, upon arrival we go to the tavern and ask the tavern keeper. Having received an indistinct answer, we go to the church and speak with the Holy Father, he says that the Inquisition is located directly under the church (Entrance under the stairs) ...
We leave the church, look under the stairs and find the door. We go there and get into the Inquisition. We find Rock there, talk to him and make our way through the crowds of enemies. Having sailed to Tortuga, Bertrand will admire the work we have done, and will give 30,000 piastres, do not forget to talk to Rock, he has something for you

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

Task nine. Reflection of the Spanish attack on Port-au-Prince.
In this task, you will be appointed commander of the punitive detachment and will be given to us at the disposal of the Souley Royal.
The main 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. We sail to Port-au-Prince, fight off the Spaniards (a fleet of 6 ships near Port-au-Prince), when we sank the enemy, we go to Tortuga and ... We receive a meager reward = (

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

Task eleven. Capture of Santa Catalina.
Another mission to capture the city! This time we need to capture Santa Catalina and proclaim it a French colony.
Santa Catalina is on the Main. We sail to it, we destroy the fort, we land troops, we cut everyone, we go to the governor and say that the colony is now French!
We return to the Governor-General Bertrand d "Ogeron and talk about increasing the French possessions. The Sun King Louis XIV himself found out about us. Now it's worth going back to Guadeloupe to the Marquis of Bonrepos.

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


Spanish Line:

Spoiler

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

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

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

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

Task four. Investigation into the assassination of the commandant of Havana, José Ramirez de Leyva.
The purpose of the assignment is to investigate and find out who is responsible for the death of the commandant of Havana, Don José Ramirez de Leyva.
First, we will visit the house of the murdered commandant, he is opposite the residence, we will go up to the second floor and search the room, we will find an unfinished letter belonging to Donna Anna.
Then we go to the tavern and ask the waitress. She will tell you that she recently handed over a letter to the wife of the commandant of Havana from an unknown, apparently ladron (So the Spaniards call Flibusters).
We go to Oregon-and-Gascon and tell everything that we have learned. After that, he will give us a French trade license and send it to Tortuga. Upon arrival, we go to the Tavern and ask the local bartender. He says that d "Ogeron has a Spaniard, the name is Donna Anna. And that we will bring her one of the Flibusters Henri d" Estre. We leave the tavern and go to Henri d'Estre's house. We go into his house, his servant will meet us there and say that the owner is talking in front of the house. We leave the house and follow the runaway. Then he will stop and ask why we are pursuing him and we learn that this is Henri d "Estre. We kill him. Now we boldly sail to Havana, to Francisco Oregon-and-Gascon and receive a reward.

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

Task six. Interception of the messenger general-governor of Holland.
We need to intercept the message of the French Governor-General Bertrand d "Ogeron to the Dutch Governor-General Peter Stuevesant. We are issued a French trade license. We sail to Tortuga. Upon arrival, we go to the head of the port authority. We show him the license and ask him to say when he appears dutch ship. He says that he will send a messenger to you as soon as the ship arrives. We go to the tavern and spend the night there for several days. Then we go down to the tavern and the same messenger comes up to us. Next, we lure the orderly into the tavern room by deceit and pick up the armor. We sail to Havana, give the armor to the Governor-General and receive a reward. Task completed.

Task seven. To help Manoel Rivero Pardal.
After receiving, we quickly sail to the island of Antugua, hunt for English merchant ships spanish corsair Munoel Rivero Pardal. The French filibusters, led by Moisey Vokleyn, went to intercept him. We sail as quickly as possible to the shores of Antigua. And upon arrival (somewhere near the bay) we enter the battle. We save Perdal and send it to the Ladrons. After you sink all the Ladron ships, the task will be completed and you can safely go to Havana for a reward and a well-deserved rest...

Task eight. Defending Cumana from an attack by a combined Franco-English squadron of pirates.
The purpose of the task is very clear: Protect the Spanish colony of Cumana from the attack of the French-English squadron of pirates led by Captain Ansvel.
We sail to Kumana and meet the enemy in battle near Kumana. You have to defeat 8 ships.
After the destruction of the squadron, we sail to Havana and report on the implementation to the Governor-General. We receive an award. Task completed.

Task nine. Business trip to Porto Belo.
After receiving the assignment from the Governor-General, we sail to the governor of Porto Belo. He will bring us up to date.
The task is to escort 4 galleons loaded with gold to the uninhabited island of Cayman, where it is necessary to transfer the squadron to the powerful Spanish fleet going to the old world.
We accept a squadron from the governor of Porto Belo and sail to the Cayman. Having sailed to the Cayman, we will be expected not by the promised Spanish ships, but by pirate ones! Having killed the pirates (while keeping the Galleons safe and sound). We sail to Havana and tell the Governor-General about everything. We receive an award. Task completed.

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

Task eleven. Devastation of the Dutch colonies.
The task is quite difficult. The goal is to ruin Willemstad (Curaçao) and Marigot (San Martin).
This is a punishment for the Dutch for financing the French in the war with Spain.
In Vilemstad, the fort is simpler.
We swim in turn, first to one, then to another fort, destroy them and storm them.
After what has been done, we sail to the Governor-General in Havana and report.
We receive a reward and go to rest.

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


Dutch Line:

Spoiler

Having received a patent, sail to Vilemstad, where in the residence you need to talk with Peter Stevezan about working for the benefit of Holland ...

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

Task two. Purchase a consignment of goods at Fort Orange and deliver it to Willemstad.
The task is as follows:
Purchase coffee, ebony and mahogany, and sandalwood for Curaçao from Fort Orange.
We will be given special papers to purchase goods at a special price and a certain amount of money.
All this together will weigh 6800 centners. You need to bring all this no earlier than in 2 months.
We sail to Jamaica, moor in some bay (for example, Cape Negril) and go through the jungle to Fort Orange.
First we go to the residence and show the papers to get a discount. Now we go to the store and buy the necessary goods.
Well, now we go to the ship and sail to Vilemstad.
Then we go to Stevesent and hand over the task.
Task completed.

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

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

Task five. Escort three flutes to the La Vega settlement and back.
You need to escort 3 Flute with goods to La Vega and back.
Having sailed to La Vega, we learn that the Spaniards killed half the population of La Vega, including Edward Mansfield.
We make trade operations, and on the road. Near La Vega, the Spanish squadron will be waiting for you, we drown it in Vilemstad. The more Flutes left afloat, the greater the reward. We tell everything to Stevesent. Task completed.

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

Task seven. Deliver a secret dispatch to the Governor of Tortuga, Bertrand d'Ogeron.
We take the Task and finish it. We are heading for Tortuga. Upon arrival, we go to Bertrand d "Ogeron and give him a message. He asks to come for an answer in 2 hours. After 2 hours, we again go to Bertrand d" Ogeron. We take the answer and go to sail, but a man meets us in the port and says that Stevesend's messenger is waiting for us in the tavern. Having risen to the 2nd floor of the tavern, they stun us and take away the armor. Waking up, we go to Bertrand d "Ogeron. He says to go to the port authority and find out which ships sailed in the near future. We go to the port authority and find out that the port has recently left the brig "La Rochelle" and it is sailing to Puerto Rico. Near Puerto- We board the Brig Rico and learn from the captain that the person who stole the package has boarded the Spanish Galleon "Isabella" and is on his way to Santa Catalina (Main). Now we need to catch up with the "Isabella". and take the dopesh from the captain.
Now you can sail to Vilemstad with peace of mind, give the armor to Stevesent and get a reward.

Task eight. A book for Aaron Mendez Chumaqueiro.
After you have taken this task, we go to Aaron Mendez Chumakeyro. His house is in Vilemstad, not far from the residence.
He wants to get a book that is important to the Jansenist society.
We sail to Bermuda and ask Jackman.
Then we sail to Martinique and go to a local brothel.
We ask all the girls in it and one of them will say that the person who wanted to sell the book is called Laurent de Graf, and that he lives in Tortuga.
In the tavern of Tortuga we learn that he went to Cartagena. We sail there, not far from Cartagena Laurent Fights with the Spaniards. We help Laurent fight them off. Then we send a boat to his ship and buy a treasure map from him for 235,000 piastres.
The treasure is hidden on Turks Island. We sail to the Turks. We find the Grotto on the island and search it. There will be the same book, and a couple of goodies.
Well, now we return to Aaron Mendez Chumakeyro, we receive a reward from him, now we hand over the task to Stevezend. Task completed.

Task nine. Capture four First Class battleships.
The purpose of this: tasks to capture 4 Manowar and transfer them to the Dutch crown.
In general, look wherever you want, but so that they are
They are in the Great Military Patrols and in the great Merchant Squadrons...
Anyway, good luck in your search

Task ten. Repel the attack of the Spanish squadron on Curaçao.
We need to protect Willemstad from the Spanish invaders. The Spaniards will have 8 ships.
Set off, solve the villains, turn in the mission and get a reward.

Continuation of the tenth task (Task eleventh). Repel the Spanish attack on San Martin.
Similar to the previous task.
Once you have secured Curaçao, upon reaching Stavesent, we learn that the Spaniards also want to capture Marigot (San Martin).
We sail to Marigot and repulse the attack.
Now you can patch up the ships and go for a reward to Stevesent...

Task twelve. Capture of Maracaibo.
In this task, you need to capture Maracaibo (Main).
We set off on our way to Maracaibo.
We destroy the fort, land troops, declare the colony the possession of Holland. We return to Stevesent and say that Maracaibo is now a colony of the United Republics, we get 300,000. This completes the tasks.


Pirate Line:

Spoiler

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

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

Pearl crafts
Morgan wants to rob pearl divers who have been collecting pearls for a whole month on Turks Island, North Bay.
You need to get at least 500 large and 1000 small pearls. We split the profit in half.
We are actually sailing to the Turks in Severnaya Bay. There we will find a lot of Tartan. You need to collect pearls from them. To do this, swim up to each and pearls automatically appear in your inventory. We collect the right amount and sail to Morgan.
We give Morgan the promised half. You can profitably sell your half.

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

Double
We need to go to Bermuda and tell Jackman about Goodley's death.
Upon arrival in Bermuda, we go to Jackman. When he sees us, he is very surprised and says that we captured and handed over to the Spaniards the pirate captain Sid Bonnet.
Jackman directs us to the Bay of Cozumel (Main). There, on the frigate Antwerp, John Leeds anchored, you need to talk with him.
Upon arrival at the bay, on a boat (function) we sail to the ship of John Leeds.
There we speak with him and find out that he sank the corvette, the captain of the corvette was like two drops of water similar to us. Now we need to deal with the double. We land in the bay. In the bay, we destroy the first batch of soldiers from the corvette. We go further and meet their captain, really one to one like us. We kill him. Now we sail to Jackman and tell him about everything. From it we sail to Morgan, we tell him about what happened. Task completed.

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

Attention: After a trip to Panama, it will not be possible to continue, finish or start passing for the Nation.

Hike to Panama
Henry Morgan invites us to participate in a trip to Panama.
His plan is this: Capture Porto Belo and attack Panama from land.
We will need to leave our squadron in the port management.
Morgan gives us 20 days to prepare.
After 20 days, we come to Morgan.
By this time, Morgan had already assembled a squadron of 5 ships of the 1st class.
Now we sail to Porto Belo and capture it.
After taking the city we go to the governor of the city.
We learn from him that the Spaniards knew about Morgan's plan and were surprised that we took the city. He also says that in the jungle, on the way to Panama, we will die.
We tell all this to the coming Morgan.
Morgan believes that Richard Sawkins secretly leaked information to the Spaniards.
But it's too late to abandon the plan. Morgan suggests splitting up.
We will lead the second squad, which will include Sawkins.
We need to land in the Gulf of Darien and go to Panama.
On the way, you need to shoot Soukins, while unnoticed, otherwise his part of the team will rebel. We landed in the Darien Bay. Soukins comes up to us and says that he is ready for the upcoming operation.
I'm going to Panama. On the way, we will be attacked by the Spaniards and the local population. At the walls of the city we accept the last battle. In the same place, Morgan will pull up to us and give the task to search for the governor of Panama.
We go to the governor's house and find him in one of the rooms. He says that Escorial's gold is in a chest in the same room, but the commandant of the city has the key. He participated in the battles and probably died. Let's go look for the key.
We leave the residence and meet Morgan. He says to look for the key, and he himself will go to interrogate the governor.
We go to the local Fort and find the key on the commandant's desk.
We return to the residence. We return to the residence and open the chest... There will be Escorial gold, namely 50,000,000 (Fifty million) piastres. At this moment, Morgan comes up and asks to give him the gold. He says that he will collect all the booty and in the evening will divide everything according to the laws of the Coastal Brotherhood.
Morgan says the governor also mentioned a chest that is on the outside of the fort. And sends us to check the chest.
We go to the fort, there will be a narrow path leading to the fort. We go along it and see a chest, but there is nothing of value there.
We return to the city.
At the entrance to the city, a sailor comes up to us 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 remain in the city and continue to rob it, so we go to the ship ourselves.
We sail and head for Port Royal. Upon arrival, we go to Morgan's house. Morgan's secretary says that Morgan himself is in London and will not arrive until a year later. Well, let's go somewhere for a year. A year later, we come to the residence and demand our part.
We return a year later to Morgan and demand our share of the booty. However, Morgan says that the Shore Brotherhood has come to an end,
that soon the countries would stop fighting and destroy the pirates, but Morgan bought himself and all members of the brotherhood forgiveness from the English crown with the gold of the escorial. End

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 are 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.
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 planks. 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 them in battle. 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. Described below possible options these tasks.
1) Destroy a gang of thugs in the jungle. Run through the jungle, find a couple of thugs, destroy them, soon you will come across the head of the gang. 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 of the 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 a 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. A messenger will meet you at the port 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. Go to Governor d'Ogeron. He will tell you to ask the Port Authority which ships are leaving the port in the near future. It turns out that the port has left the brig La Rochelle, which goes to San Juan. Head there and board the ship off the coast of Sna Juan. The captain will say that Antonio, who took the letter from you, left the ship and moved to the galleon Isabella, which goes to Santa Catalina. Catch up with the galleon, board it and Antonio will surrender. Take the letter and go 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. The 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 circumstances 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 come to Guadeloupe, to the marquis of Bonrepos, commandant of France. Sail to Guadeloupe and dock at Basse-Terre. Go to the residence and talk to the marquis. He will devote you to the details of politics and give you his own task. It consists in the persuasion of famous pirates (in Jamaica, Jackman in Bermuda and Morris in Trinidad and Tobago) not to participate in the war against the Dutch. Funds for this operation will not be given to you. Swim to Bermuda, to Jackman, he was not even going to get involved in this matter. Then sail to John Morris, to Trinidad and Tobago, tell him about the upcoming events. He does not like attacking the Dutch, but for this, he will require him to complete a small assignment for him - to deliver Captain Gay's logbook to him. Swim to Jamaica and go to a local tavern, ask the owner where to find Captain Gay. He rents a room. Enter the room and kill Captain Gay. Search the body and take the ship's log and personal belongings. Go to the residence to 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 basement. Go to his house and talk about non-aggression against the Spaniards. Henry does not want to attack the Dutch and will demand 250,000 piastres. Give him the money. The task is completed, it's time to go to the Marquis 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 Governor-General Bertrand d'Ogeron. As a reward, you are given everything that you plundered in Santa Catalina. Now it is worth going back to Guadeloupe to the Marquis 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.

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 circumstances 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.
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.
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, 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 that have been happening recently in the Coastal Brotherhood. Go to La Vega.
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.
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 precious stones. That's it, mission accomplished, you can report to Morgan.
Morgan will ask about the details of the operation, but evading the answer, say that there was nothing particularly interesting on the ship.
Morgan will offer us to make a trip to Panama. Morgan's plan is to take Porto Bello and reach Panama by land. The Spaniards will definitely not wait for this. Morgan offers to take a more powerful ship (if the squadron consists of more than one ship, then the rest must be placed in the port 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.
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.
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 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.
The main quest To start the main quest of the game - the quest of the game 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).
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.
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 breach. 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.
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.
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.

Go to section

Here will be the passage of the City of the Lost Ships.
How to get into it and everything connected with it will be described here!

Also in this thread you can ask any question related to the passage of the City of the Lost Ships.

Kill all the beggars - an introductory quest to the CPC.

Spoiler

To receive the quest, we go to the city in which we originally appeared (depending on the chosen nation). There we walk down the street until a man comes up to us with a proposal to kill all the beggars. It's up to you to agree or refuse.
Now we need to interview a few beggars about this. We sail around the islands, interview the beggars. One of them (after you interview several other beggars) will send us to a certain beggar (it's all a matter of randomness). Beggars take to the streets at a certain time.
This beggar assumes that the Governor-General of the Netherlands, Peter Stäwesent, is behind it all.
Now we are heading to Curacao. Upon arrival, we go to the residence, to one of the rooms. There we find a locked chest. We don't have a key. We go to the tavern and ask the tavern keeper about the key keeper and he points us to the Master of the key keeper Hill Coner. He agrees to make a copy of the key from the chest in the residence for a decent amount of money, we agree to his offer, and wait 2 nights in the tavern. After we go to his house for the key. We go in, but there will be a trap for us. Korner reported us to the governor. We kill soldiers. We go to the 2nd floor and pick up a duplicate. Now we go to the residence, to that very chest.
When the soldier turns away, we search the chest and take everything from there.
Now we are sailing to the beggar who led us to Stavezent.
After talking with him, we sail to Vilemstad again.
Upon arrival, we go to the tavern and ask the tavern keeper about Teaser Denv, where he disappeared, the owner of the tavern will say that he does not know, also, he will advise not to get involved in the affairs of the Governor General and the Dutch West Indian Company.
Now we go to the residence and talk to Stevesent about this. He doesn't tell us much.
Well, now we need to find a representative of the Dutch East India Company in the Archipelago.
Now we sail to any pirate port and go to the tavern, to the diplomat. We ask him about the representative, but the diplomat refuses to name the location of the representative of the Dutch Trading Company. If we've had business with him before, then we must know his name and tell him.
The name of the agent is Oliver Trust (He gives us the task of killing the beggars)
After we give the name, we will be told that the Trust is located in Marigot (San Martin). We are sailing there.
Upon arrival, we find Trust's house, we go into his house. After a short conversation, we kill Oliver, search the corpse, take the letter from his table.

Now we swim back to the tramp, tell him everything and get the key, which will come in handy in the future.

Well, now, according to the coordinates written in the letter of the Trust, we are moving forward in search of the City of Lost Ships.


GPC line

Spoiler

After passing the Quest "Kill all the beggars", we will find out the approximate location of the City of the Lost Ships. Namely - north of Cape Catoche, on the mainland, and west of the city Havana, on the island of Cuba

Attention: Before leaving for the island, it's better to leave your ship at the port authority, and change to a cheap one yourself (because your ship will be destroyed by a storm) We will also lose all officers and all money. It is better to hand over the money to the usurer, and place the officers on ships and leave them in the port management.
Things will also be taken away from you, but they can be hidden if you have completed the introductory quest "kill all the beggars." Upon passing it, you are given a key. They can open the chest in the City and put things there before going to the "Admiral".

We sail to the approximate location of the island (north of Cape Catoche, on the mainland, and west of the city of Havana, on the island of Cuba). There we go out to the open sea and select the "sail to" function, in it we select the Cities of the Lost Ships (North, South - no difference).
After the crash, local resident George Stokes comes up to you and says that he saw the death of our ship. Looks like you're the only one who survived. He will tell you about the city. The city consists of many wrecked ships connected in an incomprehensible way. You are on the Velasco galleon, in which one of the bandit clans lives - 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 report to the head of the city, 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. If you do not visit it yourself, Capper will come himself.
Now you need to hide things in the chest on the Fernando Diffindur flute. The ship has a rift roughly in the middle. Having found the ship, we swim around it and go into the gap. Chest on the right. We put all our things there (and Gold too) and go to the admiral.
We talk to him. After the conversation, we became citizens of the city. Now let's get our stuff.
Now you can better explore the place of our stay. In the City there is: a tavern, a shop, a church, a moneylender... By the way, he is a dangerous type

Now we go to the owner of the tavern (She is on the caravel "Fleuron" to Hill Brunner and ask him about Teaser Dan.
It turns out that everyone here believes that he drowned ... Hill asks us not to spread the fact that Teaser managed to get to the mainland, because in no case should the admiral find out about this. The Law of the City says that no one can build rafts and boats to sail away.
Hill will ask us to visit him later, he must consider the information received. We should walk around the City, meet the locals…

After a while we return to the tavern keeper. He makes an appointment for us after midnight 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, we go to the Fernando Diffindur flutes, where Teaser often swam. Hill needs proof of our innocence (We need to bring him Teaser's notes).
Now we need to find the carpenter Andre Labor in the city. According to Brunner, it was he who helped Dan build a swimming facility. Labor appoints us a meeting in the cabin of the Protector corvette. There's an ambush waiting for us. Have to kill everyone. Now we go to the tavern keeper and tell him about what happened. He offers to substitute one of the clans, the narwhals, since they are weaker than the caspers. To do this, you need to lie in wait for one of the narwhals in the bow of the Velasco galleon. Kill him and take the medallion of the Narwhal clan from him. We take the medallion to the admiral, thereby removing suspicion from ourselves. The admiral instructs us to destroy the narwhals and gives us 3 people to help. We go to the galleon "Velasco" and kill all the narwhals. After the massacre with the narwhals, we go to the admiral. We tell about everything to the admiral.
Now we go to Hill Brunner and tell him about what happened. He asks to come to him later, he must find out something ...
After a few days (you can spend the night in a tavern for several days), we approach Hill and talk to him.
Hill says Chad Capper is meeting with a certain person at the tavern tonight. We must eavesdrop on the conversation, hiding behind a column in the wine cellar (you need to stand sideways to the column and not move, otherwise you will be discovered).
It turned out that Kapper met with the head of the caspers and that they have been cooperating for a long time. It turns out that the destruction of the narwhal clan only plays into their hands. They also mentioned a certain Mechanic...
We go to Hill and tell him everything. Hill says he'll think about who lived here before him.
Hill Bruner is soon killed. Tavern waitress Armo Dulin told us that she found Brunner's corpse in the wine cellar, and added that before he died, he asked her questions about the man who lived there before him.
Apparently, some people really did not like that Hill was digging in this direction ...
We should find out from the "admiral" what measures are being taken regarding the murder of Bruner. Also, now we ourselves must find the oldest inhabitant of the city and learn from him about the mechanic.
We go to the admiral. He tells us to stay out of this business...
Now we are looking for the oldest inhabitant of the City. One of them is Cecile Galard, who lives in the Eva galleon. Going to her, we will stumble upon three "Caspers" who are trying to kill her. We kill them and get information about the Mechanic as a thank you (if they kill her, Aurelie Bertin will tell everything).
His name is Henrik Wedeker, it was he who invented the method of fastening the ships of the City. Apparently, the admiral isolated him on the barque San Gabriel, at the base of the Kasper clan. You need to get to him. We'll have to cut down the whole clan alone. It will be quite difficult...
After we kill everyone, we will go into its depths, there we will meet the same mechanic!
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 us, 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.
We go to the phoenix platform, the suit is inside! We put it on and go under the water! The gear appears randomly!
When we find it, we rise and give it to Henrik!
It's not safe to stay in the City. The sooner we get out of here, the better. 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.
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. Medicine will be given to you by the grateful Padre Angel. 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. Having finished the set, we hurry to the Mechanic!
Upon arrival, we understand that Capper arrested the Mechanic!
Let's go to Tartarus!
Henrik will not be released, sorry! We sail to Santo Diffindur, we go out to the open sea, that's it, the line is over!

"Corsairs: City of Lost Ships" - new role-playing game from the studio seaward.ru, telling us about the adventures of a real sea wolf in the Caribbean at the end of the seventeenth century. It is worth noting that this project is a kind of continuation of last year's hit "Corsairs: The Return of the Legend". You wanted a free life

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"Corsairs: City of Lost Ships" - a new role-playing game from the studio seaward.ru, telling us about the adventures of a real sea wolf in the Caribbean at the end of the seventeenth century. It is worth noting that this project is a kind of continuation of last year's hit "Corsairs: The Return of the Legend". Do you want a free life on the sea? Would you like not to depend on anyone and rely only on yourself? Wanted? Then welcome aboard!

The dashing life of a free pirate
So, the first thing I want to say is that "City of Lost Ships", this is not just a game, it is a whole life that you have to live as the main character for several hundred hours of play! Exactly hundreds, because this virtual reality is addictive for a long time. We have no doubt that you will be completely imbued with the atmosphere of the game, and it will not let you go until you know all its subtleties. And by the way, there are a lot of them! Starting from searching for treasures on a map bought from a local resident and saving your own life from mercenaries prowling everywhere, to capturing the Spanish Golden Fleet, the route of which you accidentally learned by overhearing someone else's conversation in one of the taverns of the archipelago.

In addition to those described above, the game has a lot of other side quests: find and sink a pirate ship in the coastal waters of the colony, help the merchants of the archipelago, etc. In addition to all sorts of quests, there are other pleasant things - such as playing cards or dice. Agree, it’s nice, after the ship has set up a roadstead in the port, to spend a couple of hours at the gaming table, thereby replenishing or lightening your pocket.

By the way, at the beginning of the story, you will be sorely lacking money and you will have to count every piastres. If your financial situation will become completely useless, that is, there is an opportunity to engage in smuggling (though, if there is a suitable product in the hold) or go door-to-door in search of something that is bad. Just be careful, the owners really don’t like it when strangers rummage through their things - they can call the guards, and those who are braver will hit you in the neck themselves.
The game impresses with its scale from the first minutes: large settlements, huge islands with dense jungles, dungeons, grottoes, beaches, bays... And what if you go to the map of the archipelago? global map represents a real area of ​​the Earth with a total area of ​​six million square kilometers. Here you have Jamaica, and Bermuda and other islands caribbean such as Tortuga and Cayman. All of them are divided between the four maritime powers - England, France, Spain, Holland - and pirates. In addition, there are uninhabited islands, and waiting for their first guest.

What is unusual in store for us the plot, you ask. The answer to this question is not so simple - there is simply no plot as such. You are free to choose what to do. Do you want to be a merchant? Please go to the nearest store, negotiate with the owner, get the cargo and go. True, such a way of life requires constant monitoring of the price market, which changes every now and then. Do not want to trade, do you want to fight? No questions! Enter the service and work. True, no one will give you a letter of marque just like that - first you need to prove your loyalty to one or another state, doing minor things. Such, for example, as the delivery of documents from a spy from a foreign island, the destruction of some notorious thug along with his gang, etc. But when the governor understands that you can be trusted, then you will get a full-fledged opportunity to serve your state, closely engaging in such important matters as capturing enemy cities, rescuing important people from enemy prisons, etc. Well, for those who do not want to constantly serve someone, they can go to the pirates.

In general, the game world exists on its own, and the player, that is, you, lives according to the laws of this world. Suppose there is an unwritten rule among the captains - no dealings with smugglers. And if you are caught behind an illegal deal, then be sure that you will be hunted by both guards and nearby ships.
I would like to say a few words about a small bonus, kindly created by the developers. We think everyone has heard of Captain Blood. So, now you will have the opportunity to be in his shoes: by choosing this character at the beginning of the game, you will have to overcome trials that are inaccessible to others - a sort of mini-campaign.

Seascape
All of the above splendor looks simply incomparable! The redesigned Storm 2.5 engine delivers stunning scenery. Those who first came to the Caribbean Sea are provided with long minutes of admiring the local beauties. What is a tropical downpour in the jungles of Trinidad. And the sea! You can stop in the middle of sailing, lower the sails and admire the water, the glare of the sun, swimming dolphins, which, when the ship picks up speed, follow it in a plume of water.

The models in the game are just as great. Every person in the city is made for five plus and you will not be able to meet two guards with the same faces. The development of ships deserves special attention. Every rope on the mast, every nail on the deck - everything is honest and in full. We haven't seen this for a long time.
The animation in the game, like everything else, pleases the eye. Here you have combat studies - strikes, blocks, parries - everything looks very natural. In the jungle, everything is even more magnificent - and the trees bending under the onslaught of the storm, and the hummingbirds flying from tree to tree - just sweet! Ships rocking on the waves are a different story. It seems that you are not in front of the monitor, but in the Caribbean.

Sound of the surf
The studio did a great job with the sound design! Sound is attached to almost any action. Whether it's just walking on rustling grass or the sound of a sword being pulled out of its sheath. Go out to sea, lower the sails and ... listen! Do you hear? It's the wind fluttering the flag on the mast. And now? This is your frigate creaking, swaying on the waves! Storm in the game is just a celebration of sound! - and the blows of water against the side of the ship, and the sails, ready to literally break away from the mast. And if you happen to visit the present naval battle then it will be unforgettable! Fire a side volley of grapeshot at an enemy vessel and you will hear the screams of dying sailors. If you hit the ship well with bombs, you can hear how the hull breaks and the sails are torn. The sound conveys the atmosphere so much that you literally plunge into the battle with your head.
The music in the game is very well chosen. If you go to the port of any country, you will hear the sonorous rhythms of city life, evoking calm and serenity. However, it is worth going through the reefs and becoming a raid on Bermuda, as something insidious and intriguing will immediately be heard. During a normal sea voyage, a peaceful, relaxing melody is played ... but as soon as a ship flying the flag of the Jolly Roger appears on the horizon, marches are immediately heard, hinting that the fight is inevitable.

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"City of Lost Ships" is a project that all developers of games about marine romance will look up to without exception. A project that has approached the standard in all aspects - from the gameplay, continuing with sound effects and ending with graphic design. This is the game that you want to return to again and again, plunging into Magic world the dashing life of the Caribbean in the 17th century.