Game PKM 2 passing quests. Passage of the game Pirates of the Caribbean. Types of charges for ship guns

To start, a few useful tips. If you have ruined relations with a country or accidentally attacked a ship of a friendly power, then hurry to the tavern on the pirate island. Per certain fee the diplomats sitting there will sort out your relations with hostile countries, and everything will be as before. There you can also hire officers so that there is someone to command the captured ships or help you in battles. Or play dice, suddenly get lucky (with luck 2 or more, you can win up to 1500 piastres). Or hire new sailors. Or just spend the night in a room upstairs (where you can find a couple of useful things in a chest), sometimes you just need to spend time so that, for example, it is evening outside. Often in taverns you can find out the latest news and information on the main storyline. Incidentally, it is associated with several key figures: the governor of Redmond "a Robert" th Silehard "th, the pirate-beauty Danielle Greene and the eccentric scientist Clement" th Aurentius "th. Therefore, if you want to move further along the plot, and not rob recklessly, then do what these gentlemen wish. In addition taverns in cities you can visit the governor or colony manager's residence (usually the largest and most beautiful building in the center of the city), the shipyard is useful for repairing and buying new ships, installing a different type of guns.The shop will supply you with both general goods and ammunition for the ship, as well as personal things like sabers, spyglasses, and pistols.Spyglasses differ from each other in that the more expensive ones give out more information about ships (you need to look on the deck with a first-person view): the name of the ship, damage, what it shoots with, etc. Pistols are also very different from each other in terms of damage, number of shots, and reload time. By the way, you can find good sabers and pistols in various dungeons, for example, in Oxbay Cave, Redmond Dungeon (one of the best pistols is Bretersky). Better not use the services of loan sharks, otherwise, if you do not fulfill your part of the contract with them, then your reputation will drop a lot, from which you will not receive many small quests). Sometimes you will have to visit other institutions in cities such as churches, prisons, mines, etc. Also, when you have an “extra” 30-40 thousand, go to the priest, donate money to him (5 thousand each) until your reputation rises to DEFENDER OF THE OPPRESSED or higher. This is enough to get almost all quests (some require authority 3-5).

If you complete most of the side quests, you can capture the strongest frigate (on which you can really take the fort and capture two battleships), also get 50,000 and some good officers. And... good advice: DO NOT drown big ships and grab whatever you can.

The walkthrough only affects the main lane, most of the secondary quests are left for your personal exploration. So, you are a captain, a fortune seeker and just a young man named Nathaniel Hawk. Now you are on your own ship, in the captain's cabin. As you get comfortable with the controls (you can reassign the buttons for convenience), take a saber from the chest, a pistol from the table, a spyglass, money and a healing bottle. Talk to Malcolm, he can practice saber combat with you (you can get a level with this). In the future, this skill will be very useful, it should be noted. You came here on business, you need to sell chocolate (cocoa) and skin to a merchant in the city We still need to repair the ship, which was a little battered during the storm, and replenish the crew.Of course, a new spyglass will also be very useful.
In the port, you can not only wander around on foot, but also instantly be transported to the key places of the island (shop, shipyard, tavern, port), however, you still have to go to some locations as expected. You can also look into no-man's houses and get your hands on various little things from chests, you can get a healing potion, money, and other little things. When you finish all the business in the city, sell the skin and chocolate, hire a team, buy a spyglass from the merchant - return to the ship.
You will be shown a beautiful video about how the French flotilla attacked the poor and defenseless Oxbay (which you will have to do later). Well, you quickly carried off your feet on your little vessel. Indeed, it is not worthwhile for a noble pirate to intervene in a showdown between superpowers. On the map (to make it easier to navigate, press "Tab") swim to the islet of Redmond, here is the main English representative, and talk to the governor (Robert Silehard). At night, he will not accept you, so wait until morning, you can rent a room in a tavern. The governor will want to hire you and your team, you can agree or refuse (but that's your game process may well end). In general, in this game you are always free to act at your own discretion, but it seems that this will not particularly affect the development of the storyline.

You need to return to the besieged city, sail to Oxbay and land on Far Beach. Make your way through the jungle, on the way you will come across a robber - you can pay (all your money) or hack. At the gates of the city, talk to the guard, if you are unconvincing, then you will be attacked. Chat with the owner of the tavern, he will tell you about what is happening in the city. You need to get drunk and interrogate one Frenchman. Immediately, in the tavern, chat with Valentine Massoni, he will take you out of town. Follow him, you will begin to extort secret information from him. Then you can let this poor fellow go (then he will run to the guard at the gate, and she will attack you, which will give you extra experience) or ... The conclusion is obvious. This talker told about the barque Oiseau, which is in the harbor of Falaise de Fleur.
Sail to Falaise de Fleur. On the pier, Faust will talk to you, tell you about the city and what exactly the Oiseau ship is waiting for when laid up. Talk to the owner of the tavern and ask him about Amriel Berangere, captain of the brig Le Requin. He rented a room here and is now upstairs. Go up to the second floor and talk to him, he has an eye patch. Threaten to kill or promise to pay more than the French. It will cost you three thousand, but in order for him to agree to capture and sink Oiseau, you will have to lay out all ten. We will limit ourselves to three, for which they issued a note from the governor for the head of the port.
In the port, talk to Turpin Cabanel, in the house on the shore, then with Virgile Boon on the pier (he will come to you if you first looked at Turpin "u). Set sail and head for Oxbay, but stop in the open sea before reaching and capture Oiseau.Return to the governor on Redmond and tell what you have done.He in turn will tell you about a secret cave on the island of Oxbay, where an assault detachment of English soldiers is hiding for the time being.Also, he will ask you to guard the sloop Albion under the command of the captain Ewan "a Glover" a to sail to the port of Greenford in Oxbay. Later in the city besieged by the French, you will need to talk with the spy Tobias "th.
Ewan will speak to you in the port, board the ship and sail to Oxbay, Greenford port. There, talk to Wilfred on the pier. In the city tavern, talk to the owner about Tobias. Climb up to the second floor and talk to him, he will change into a French uniform for conspiracy. He will tell you that he bargained a ship with a local captain. Guards will come running here, kill them, then continue the conversation. Now run to the dock (the spy will run after you), where the owner will hide you. By the way, for the service rendered, he will ask you to take the chest to the Redmond tavern "a. Return to the tavern and talk to Rabel Yverneau, with whom Tobias made an appointment. You can continue this conversation outside the walls of the tavern. Leave the tavern and go around it on the right, talk to Tobias "om. Follow Yverneau through the city gates, you will be stopped along the way. Run to the pier and sail away from the port on the captain's ship. Swim to Redmond.
Upon arrival, talk to the governor, he is preparing to attack Oxbay and free it from the French invaders. Go to the tavern, a couple of good fellows will ask you to give them the chest that you received from the owner of the shipyard in Oxbay. Decide for yourself whether to give or not. Continuing the story with the chest, let's digress a little from the main topic. Swim to Oxbay and talk to the owner of the shipyard, tell him about the chest. He will start telling tales about an immortal dead pirate and treasure. Swim to Falaise de Fleur, enter the city from the port and enter the second house on the right, next to another gate with soldiers. Henry is sitting there on the bed, he will tell you about the mystical ship Black Pearl and his team. Once it was an ordinary pirate ship, but then a curse fell on it, and the team turned into Walking Dead, insane skeletons wrapped in half-decayed clothes. They swim under the leadership of a no less gloomy captain, terrifying all the surrounding waters. To calm them down, it is necessary to return the stolen treasures, but this is impossible, they have already disappeared throughout the archipelago. Now you need to learn more about the Black Pearl and destroy it! Leave the city, Gordon (a face in tattoos) will talk to you and tell you some more horror stories about the Black Pearl and her team. He will also say that there is, it seems, one thing that will help defeat the ship of the dead - an artifact in the Inca temple.

Now back to the storyline. In the Redmond tavern, talk to the girl Danielle Greene, the soldiers will immediately come and arrest you. Kill the insolent people and continue the conversation with Danielle. Edgar Attwood, you will persuade him to help you escape, for a promise to hire him into his service. He will hang out his ears and bring you weapons. Run to the exit from the prison, filling up a couple of guards along the way. At the exit you will be met by the governor, it turns out that there was a mistake, not The conversation will continue at the governor's residence, Oxbay is now free, and you need to capture the traitor named Raoul Rheims.
Sail to Quebradas Costillas Port. Go to the passage between the rocks and into the pirate town behind the palisade. In the tavern, ask Ines Diaz at the counter how to find Rheims "a. The old hag will refuse to cooperate. Go outside, a pirate will stop you and agree to tell you about what interests you for one and a half pieces. It turns out that Rheims is sailing to Conceicao to meet there with the leader of the smugglers.
There is nothing to do, we sail to Conceicao. Land in the city and talk to the owner of the tavern about Rheims "e. Go outside, then you will be met by a smuggler who will take you to a meeting with his leader Machado. The elusive Rheims sailed away again, I wonder where this time ... In addition, you are forbidden climb into his house, but who can such prohibitions stop? Go to the tavern and rent a room, and when it gets dark, go around Rheims' house on the right and go inside. There is no door here (maybe a glitch - they forgot to screw it on), but the "open lock" icon appears, so you can go inside.
As soon as you familiarize yourself with the papers, the guards will crawl in and start downloading the rights. Say, the inquisitive people got divorced here, they can’t pass, they can’t fly, the third one is climbing into the house. Knead their sides so that grumbling at a senior in rank was disrespectful. Then sail to Redmond and talk to the governor. He will give you a letter to take to the pirate leader. It promises a reward for capturing the elusive Rheims "a. Swim to Quebradas Costillas and talk to Isenbrandt Jurcksen in the pirate leader's house. Return to Redmond and inform the governor that you have completed his task, at least this time it worked out. The governor will tell you that the pirates under the leadership of Alistair "a captured his ship with golden figurines on board. This pirate is rumored to be hiding somewhere on Douwesen. Douwesen. Land in Palm Beach, you will be attacked by a barque. As you sink (capture) it, the sailor on the shore will say that statues were found among the wreckage of the ship. Head back to your favorite Redmond and tell the Governor about your accomplishments. Now you need to sail to Greenford, where you can talk to the head of the prison, Ronald Blacklock. Well, what a bad luck, this "elusive Joe" has escaped again. At the exit from the prison, a woman will turn to you and ask you to protect the old man. This old inventor lives by the lighthouse on the mountain and again did something strange, there was an explosion, the city was covered with a fetid cloud, and the inhabitants decided to throw out their anger on him.
Talk to the people surrounding the old man and start a fight with them. Then talk to the "homemade" himself, his name is Clement Aurentius. You will find yourself on the mountain next to the house and the lighthouse. Here you will meet with an old friend Danielle. Talk to her partner, then talk to her again. Return to Redmond and report everything to the governor. Set sail for Oxbay, moor at the Lighthouse where Danielle will meet you. Now swim to Douwesen, on the shore Danielle will say that you need to visit the tavern. In the tavern, talk to Vincent Bethune. Then Raoul Rheims, he sits at a table by the door. You will find yourself outside the city next to the waterfall. Danielle and Rheims will flee, and you have to fight off the bandits. Then run after them, straight ahead at the first crossroads, and left at the second. Come to a lonely house in the jungle, go inside.

Rheims is unconscious and Danielle will attack you. Next, Rheims (alive, smoking room) will start to push a lengthy speech about ancient treasures, a translation from the library and an Inca idol, which will open access to the treasury. All right, get on the ship and sail to Isla Muelle. In the church, talk to Padre Domingues, ask him for permission to visit the library. For this, he will demand the return of the papers that someone Ferro Cerezo stole to him. They say he is confused with smugglers in Conceicao. We are heading there. Conceicao. Go to the tavern and talk to the owner, then with the man near the window, this is Ferro Cerezo, he will offer to exchange the stolen papers for ten pieces of local currency coins.
In the Isla Muelle church, give the papers to your father. As a result, you will visit the library, you will also find out that Danielle has already been there before you and tore out the necessary sheets from the books. To decipher, you will need clay tablets from Oxbay. It seems, Young lady will always be one step ahead of you. Sail to Oxbay, disembark at Lighthouse and go inland. Near the entrance to the mines, go into the house and talk to the local chief. Ask him about the signs. They were destroyed, but someone made copies of them, redrawing them on paper. You can ask one of the miners about all this. Get down into the mines and talk to Leborio Drago, this is a Negro. You can intimidate him or promise to release him. Well, the one we are looking for, sailed to the Spanish colony, and Danielle was also interested in him. Isla Muelle. Talk to the owner of the tavern. Danielle just left... you can try to catch up. Bandits will attack you on the street, and then you will meet with Danielle. Next, sail to Redmond, you will moor in a secret bay so as not to glow in front of the guards. Talk to Danielle, you will find yourself in the governor's bedroom. Of course, he will immediately wash off, and you will have to scatter the soldiers. Return to the ship, along the way Danielle will report that the stolen idol is in Greenford, and now you will have to split up.
Greenfotd. Talk to the soldier at the city gates, he will tell you, among other things, about the idol. Go to the prison and talk to the chief at the table. You are late, the idol is already on board the departing English ship. Kill the guards, rush to the port and sink the Arabella ship (but it's better to board) in the harbor. The fort will cover it, so it will be hard. But now you have an idol! Swim to the lighthouse, Clement will speak to you and inform you that Danielle has disappeared somewhere again. Get on the ship and sail... Here's an ambush! Watch a video about the storm and how you find yourself on the shore... alone, without a ship, crew or money. We'll have to start all over again. Talk to a passerby who will tell you that fate has brought you to Douwesen. You can go to the city tavern and chat with the owner, he will say that somewhere on the island there is a team of pirates who are looking for a leader. Go to the pirate fort, you can get into it if you turn at the fork at the healthy grinning idol. In the tavern of this small pirate town, talk to Pinto (an old man with a gray beard). You can work for him, or you can get into a fight and crash. According to the laws of the coastal brotherhood, now you will be the new captain. Your ship is in Palm Beach, that is, in the bay where you were thrown by the storm. Board the ship and sail to Isla Muelle. Your own team will meet you at the pier (only you were washed overboard, and they got here and “repaired” the ship), and everyone will go together to the tavern to celebrate this momentous event. Danielle will also appear in the tavern, she copied the text from the clay tablets onto paper. Then you will talk to her in the room upstairs. You need to find a person who could translate the text. This can be done by the old inventor Clement. Talk to Danielle a little more on the shore and sail to Oxbay, towards the lighthouse. Go inside the lighthouse, Lieutenant Harris will speak to you. Clement "a was captured and held in the city prison. Kill the soldiers, leave the house and talk to Danielle. She will offer to free the old man, and not just stealing him from the dungeon, but capturing the whole city! What a scope ...

Now attack Fort Greenford from the sea, at the same time, as agreed, Danielle will attack the city from the jungle. Of course, destroying the fort is easier said than done, but what to do ... You have to! (to start, drop Daniel off at the lighthouse). When you see a message that the fort is destroyed - land the capture group (the "land troops" icon will appear). Wave your saber a little more inside the walls of the fort - and the colony will be yours. After the victory, land in the port, fight with a bunch of soldiers who ran out, go into the city. Pack a few more redcoats on the city streets, Danielle will rush to your aid. Run after her to the prison, talk to the old scientist in the far chamber. The conversation will continue at the lighthouse. You ask Clement "a to translate the text, and he will say that this will take a lot of time.
In the tavern, you will talk to Danielle, and at the same time discuss how you will dispose of your parts of the treasure. Hmm, it’s always like this, first you divide the skin of an unkilled bear, and then you find out that it didn’t exist at all ... A sailor will come running and say that the English fleet is approaching the island. No panic. Go to the ship and sink enemy ships (it will be easier to capture the battleships for yourself and not save the rest), Danielle will cover you with artillery fire from the fort, you can lure the enemy to him.
After the fight on the pier, talk to Danielle, then at the lighthouse with Clement. The old man said that you need to sail to Khael Roa, and that access there is only open twice a year, a mystery of nature, however.
Swim to Khael Roa, next to the island you will have to fight a whole cloud pirate ships who, just like you, are eager to get into the Inca temple and get a powerful artifact (Capture the flagship and sink the rest). How to sink the flotilla - land on the shore. On the shore, talk to Danielle and run to the castle, the girlfriend and the old inventor will run after you. Climb to the very top of the Inca Temple Pyramid and enter the labyrinth. You will find yourself in front of three passages, Danielle will go to the left, the scientist to the right, and you will have to stomp into the center one. On the way to the main room there will be many crossroads, a labyrinth after all, along with rooms with skeletons. In order not to go astray - look at the floor. There will be a "skull-sun" drawing, go where the sun points. Pretty soon you will reach the room where you need to put on the stove in the center of your idol. A passage will open into a huge hall (alcove) with stairs on both sides. Your friends will join you here.
Go past the stairs, they are destroyed anyway, and you can’t climb up them, and into the shining green portal. Exit the red one, go down the stairs and enter another red portal. After leaving the blue, go around the room on the right and go along the healthy beam in the center of the temple. And into the red portal. You will find yourself in a room with a statue with wings. Clement will run to study the graffiti, and Danielle will grab an artifact (well, the one that was spinning to the right every time the "Loading" screen appeared). Then the "polo" and "wall quake" will begin, the temple will begin to collapse, and the brave trinity will rush away at full speed. On the shore, you decide to sail away from here. But it was not there. You will be attacked by the Black Pearl ship with a team of skeletons and a captain in a black cocked hat in person. You could have encountered him before, sailing the seas, only according to the plot there was no way to fill him up before. Now here you go. Use a special ability (Danielle activates the artifact, and the health of the corpse ship will decrease), then shoot from the cannons to victory!
Now watch the video. The Black Pearl will explode and go to the bottom along with all its bony crew. And Nathaniel and Danielle will start hugging cinematically on the deck of the ship under the rays of the setting sun. Is that all? No matter how it is ... at the end we will be shown how jaunty skeletons are walking along the bottom and the captain will flash his farewell empty eye socket. But that's a completely different story.

So, you are a captain, a fortune seeker and just a "very handsome" young man named Nathaniel Hawk. Now you are on your own ship, in the captain's cabin. As you get comfortable with the controls (you can reassign the buttons for convenience), take a saber from the chest, a pistol from the table, a spyglass, money and a healing bottle.
Talk to Malcolm, he can practice saber fighting with you. In the future, this skill will be very useful, it should be noted. You came here on business, you need to sell chocolate and leather to a merchant in the city. You also need to repair the ship, which is a little battered during a storm, and replenish the crew.Of course, a new spyglass will also be very useful.

In the port, you can not only wander around on foot, but also instantly be transported to the key places of the island (shop, shipyard, tavern, port), however, you still have to go to some locations as expected. You can also look into no-man's houses and get your hands on various little things from chests, you can get a healing potion, money, and other little things. When you finish all the business in the city, sell the skin and chocolate, hire a team, buy a spyglass from the merchant - return to the ship.

You will be shown a beautiful video about how the French flotilla attacked the poor and defenseless Oxbay. Well, you quickly carried off your feet on your little vessel. Indeed, it is not worthwhile for a noble pirate to intervene in a showdown between superpowers. On the map (to make it easier to navigate, press "Tab") swim to the islet of Redmond, here is the main English representative, and talk to the governor (Robert Silehard). At night, he will not accept you, so wait until morning, you can rent a room in a tavern. The governor will want to hire you and your team, you can agree or refuse. In general, in this game you are always free to act at your own discretion, but it seems that this will not particularly affect the development of the storyline.

You need to return to the besieged city, sail to Oxbay and land on Far Beach. Make your way through the jungle, on the way you will come across a robber - you can pay or kill him. At the gates of the city, talk to the guard, if you are unconvincing, then you will be attacked. Chat with the owner of the tavern, he will tell you about what is happening in the city. You need to get drunk and interrogate one Frenchman. Immediately, in the tavern, chat with Valentine Massoni, he will take you out of town. Follow him, you will begin to extort secret information from him. Then you can let this poor fellow go (then he will run to the guard at the gate, and she will immediately attack you) or ... The conclusion is obvious. This talker told about the barque Oiseau, which is in the harbor of Falaise de Fleur.

Sail to Falaise de Fleur. On the pier, Faust will talk to you, tell you about the city and what exactly the Oiseau ship is waiting for when laid up. Talk to the owner of the tavern and ask him about Amriel Berangere, captain of the brig Le Requin. He rented a room here and is now upstairs. Go up to the second floor and talk to him, he has an eye patch. Threaten to kill or promise to pay more than the French. It will cost you three thousand, but in order for him to agree to capture and sink Oiseau, you will have to lay out all ten. We will limit ourselves to three, for which they issued a note from the governor for the head of the port.

In the port, talk to Turpin Cabanel, in the house on the shore, then with Virgile Boon on the pier (he will come to you if you first looked at Turpin "u). Set sail and head for Oxbay, mooring, sink Oiseau. Return to to the governor on Redmond and tell us what you have done. He, in turn, will tell you about a secret cave on the island of Oxbay, where an assault detachment of English soldiers is hiding for the time being. He will also ask you to guard the Albion sloop under the command of Captain Ewan "a Glover" a so that he sails to the port of Greenford in Oxbay. Later in the city besieged by the French, you will need to talk with the spy Tobias "ohm.

Ewan will speak to you in the port, board the ship and sail to Oxbay, Greenford port. There, talk to Wilfred on the pier. In the city tavern, talk to the owner about Tobias. Climb up to the second floor and talk to him, he will change into a French uniform for conspiracy. He will tell you that he bargained a ship with a local captain. Guards will come running here, kill them, then continue the conversation. Now run to the dock (the spy will run after you), where the owner will hide you. By the way, for the service rendered, he will ask you to take the chest to the Redmond tavern "a.

Return to the tavern and talk to Rabel Yverneau, whom Tobias made an appointment with. You can continue this conversation outside the walls of the tavern. Exit the tavern and go around it on the right, talk to Tobias. Follow Yverneau through the city gates, you will be stopped along the way. Run to the pier and sail away from the port on the captain's ship. Swim to Redmond.

Upon arrival, talk to the governor, he is preparing to attack Oxbay and free it from the French invaders. Go to the tavern, a couple of good fellows will ask you to give them the chest that you received from the owner of the shipyard in Oxbay. Decide for yourself whether to give or not. Continuing the story with the chest, let's digress a little from the main topic.

Swim to Oxbay and talk to the owner of the shipyard, tell him about the chest. He will start telling tales about an immortal dead pirate and treasure. Swim to Falaise de Fleur, enter the city from the port and enter the second house on the right, next to another gate with soldiers. There, Henry is sitting on the bed, he will tell you about the mystical Black Pearl ship and its crew. Once it was an ordinary pirate ship, but then a curse fell on it, and the crew turned into the walking dead, crazy skeletons wrapped in half-decayed clothes. They swim under the leadership of a no less gloomy undead captain, terrifying all the surrounding waters. To calm them down, it is necessary to return the stolen treasures, but this is impossible, they have already disappeared throughout the archipelago. Now you need to learn more about the Black Pearl and destroy it! Leave the city, Gordon (a face in tattoos) will talk to you and tell you some more horror stories about the Black Pearl and her team. He will also say that there is, it seems, one thing that will help defeat the ship of the dead - an artifact in the Inca temple.

Now back to the storyline. In the Redmond tavern, talk to the girl Danielle Greene, the soldiers will immediately come and arrest you. Kill the insolent people and continue the conversation with Danielle.

In prison, Edgar Attwood will talk to you, you will persuade him to help you escape, for a promise to hire him into your service. He will spread his ears and bring you weapons. Run to the exit from the prison, along the way, filling up a couple of guards. The governor will meet you at the exit, it turns out that there was a mistake, they took it for the wrong thing. Communication will continue at the governor's residence. Now Oxbay is free, and you need to capture the traitor named Raoul Rheims.

Sail to Quebradas Costillas Port. Go to the passage between the rocks and into the pirate town behind the palisade. In the tavern, ask Ines Diaz at the counter how to find Rheims "a. The old hag will refuse to cooperate. Go outside, a pirate will stop you and agree to tell you about what interests you for one and a half pieces. It turns out that Rheims is sailing to Conceicao to meet there with the leader of the smugglers.

There is nothing to do, we sail to Conceicao. Land in the city and talk to the owner of the tavern about Rheims "e. Go outside, then you will be met by a smuggler who will take you to a meeting with his leader Machado. The elusive Rheims sailed away again, I wonder where this time ... In addition, you are forbidden climb into his house, but who can such prohibitions stop? Go to the tavern and rent a room, and when it gets dark, go around Rheims' house on the right and go inside. There is no door here (maybe a glitch - they forgot to screw it on), but the "open lock" icon appears, so you can go inside.

As soon as you familiarize yourself with the papers, the guards will crawl in and start downloading the rights. Say, the inquisitive people got divorced here, they can’t pass, they can’t fly, the third one is climbing into the house. Knead their sides so that grumbling at a senior in rank was disrespectful. Then sail to Redmond and talk to the governor. He will give you a letter to take to the pirate leader. It promises a reward for the capture of the elusive Rheims "a.

Sail to Quebradas Costillas and talk to Isenbrandt Jurcksen at the pirate leader's house. Return to Redmond and tell the governor that you have completed his task, at least this time it worked. The governor will tell you that the pirates led by Alistair "a captured his ship with golden figurines on board. According to rumors, this pirate is hiding somewhere on Douwesen.

Douwesen. Land in Palm Beach, you will be attacked by a barque. As you sink it, a sailor on the shore will say that statues were found among the wreckage of the ship. Head back to your favorite Redmond and tell the Governor about your accomplishments. Now you need to sail to Greenford, where you can talk to the head of the prison, Ronald Blacklock. Well, what a bad luck, this "elusive Joe" has escaped again. At the exit from the prison, a woman will turn to you and ask you to protect the old man. This old inventor lives by the lighthouse on the mountain and again did something strange, there was an explosion, the city was covered with a fetid cloud, and the inhabitants decided to throw out their anger on him.

Talk to the people surrounding the old man and start a fight with them. Then talk to the "homemade" himself, his name is Clement Aurentius. You will find yourself on the mountain next to the house and the lighthouse. Here you will meet with an old friend Danielle. Talk to her partner, then talk to her again. Return to Redmond and report everything to the governor.

Set sail for Oxbay, moor at the Lighthouse where Danielle will meet you. Now swim to Douwesen, on the shore Danielle will say that you need to visit the tavern. In the tavern, talk to Vincent Bethune. Then Raoul Rheims, he sits at a table by the door. You will find yourself outside the city next to the waterfall. Danielle and Rheims will flee, and you have to fight off the bandits. Then run after them, straight ahead at the first crossroads, and left at the second. Come to a lonely house in the jungle, go inside.

Rheims is unconscious and Danielle will attack you. Next, Rheims (alive, smoking room) will start to push a lengthy speech about ancient treasures, a translation from the library and an Inca idol, which will open access to the treasury. All right, get on the ship and sail to Isla Muelle. In the church, talk to Padre Domingues, ask him for permission to visit the library. For this, he will demand to return to him the papers that someone Ferro Cerezo stole. They say he is confused with smugglers in Conceicao. We are heading there.

Conceicao. Enter the tavern and talk to the owner. Then with a man near the window, this is Ferro Cerezo. He will offer to exchange the stolen papers for ten pieces of local currency coins. You can bargain.

In the Isla Muelle church, give the papers to your father. As a result, you will visit the library, you will also find out that Danielle has already been there before you and tore out the necessary sheets from the books. To decipher, you will need clay tablets from Oxbay. It looks like the young lady will always be one step ahead of you. Sail to Oxbay, disembark at Lighthouse and go inland. Near the entrance to the mines, go into the house and talk to the local chief. Ask him about the signs. They were destroyed, but someone made copies of them, redrawing them on paper. You can ask one of the miners about all this. Get down into the mines and talk to Leborio Drago, this is a Negro. You can intimidate him or promise to release him. Well, the one we are looking for, sailed to the Spanish colony, and Danielle was also interested in him.

Isla Muelle. Talk to the owner of the tavern. Danielle just left... you can try to catch up. Bandits will attack you on the street, and then you will meet with Danielle. Next, sail to Redmond, you will moor in a secret bay so as not to glow in front of the guards. Talk to Danielle, you will find yourself in the governor's bedroom. Of course, he will immediately wash off, and you will have to scatter the soldiers. Return to the ship, along the way Danielle will report that the stolen idol is in Greenford, and now you will have to split up. Greenfotd. Talk to the soldier at the city gates, he will tell you, among other things, about the idol. Go to the prison and talk to the chief at the table. You are late, the idol is already on board the departing English ship. Kill the guards, rush to the port and sink the Arabella ship (hello Captain Blood!) in the harbor. The fort will cover it, so it will be hard. But now you have an idol!

Swim to the lighthouse, Clement will speak to you and inform you that Danielle has disappeared somewhere again. Get on the ship and sail... Here's an ambush! Watch a video about the storm and how you find yourself on the shore... alone, without a ship, crew or money. We'll have to start all over again. Talk to a passerby who will tell you that fate has brought you to Douwesen. You can go to the city tavern and chat with the owner, he will say that somewhere on the island there is a team of pirates who are looking for a leader. Go to the pirate fort, you can get into it if you turn at the fork at the healthy grinning idol. In the tavern of this small pirate town, talk to Pinto (an old man with a gray beard). You can work for him, or you can get into a fight and crash. According to the laws of the coastal brotherhood, now you will be the new captain. Your ship is in Palm Beach, that is, in the bay where you were thrown by the storm.

Board the ship and sail to Isla Muelle. Your own team will meet you at the pier (only you were washed overboard, and they got here and repaired the ship), and everyone will go together to the tavern to celebrate this momentous event. Danielle will also appear in the tavern, she copied the text from the clay tablets onto paper. Then you will talk to her in the room upstairs. You need to find a person who could translate the text. This can be done by the old inventor Clement. Talk to Danielle a little more on the shore and sail to Oxbay, towards the lighthouse. Go inside the lighthouse, Lieutenant Harris will speak to you. Clement "a was captured and held in the city prison. Kill the soldiers, leave the house and talk to Danielle. She will offer to free the old man, and not just stealing him from the dungeon, but capturing the whole city! This, I understand, is the scope ...

Now attack Fort Greenford from the sea, at the same time, as agreed, Danielle will attack the city from the jungle. Of course, destroying the fort is easier said than done, but where to go... I'll have to! When you see a message that the fort is destroyed - land the capture group (the "land troops" icon will appear). Wave your saber a little more inside the walls of the fort - and the colony will be yours. After the victory, land in the port, fight with a bunch of soldiers who ran out, go into the city. Pack a few more redcoats on the city streets, Danielle will rush to your aid. Run after her to the prison, talk to the old scientist in the far chamber. The conversation will continue at the lighthouse. You ask Clement "a to translate the text, and he will say that it will take a long time. In the tavern, you will talk with Danielle, and at the same time you will discuss how you will dispose of your parts of the treasure. and then you find out that he was not there at all ... A sailor will come running and say that the English fleet is approaching the island. Don't panic. Go to the ship and sink enemy ships, Danielle will cover you with artillery fire from the fort, you can lure the enemy to him.

After the fight on the pier, talk to Danielle, the port at the lighthouse with Clement. The old man said that you need to sail to Khael Roa, and that access there is only open twice a year, a mystery of nature, however. Swim to Khael Roa, next to the island you will have to fight a whole cloud of pirate ships, which, just like you, are eager to get into the temple of the Incas and get a powerful artifact. after you.

It's interesting: interesting Easter egg hidden in the temple, and is a room with portraits of developers, in which there is a shotgun (unfortunately it is impossible to take it) It is located in the Inca temple. You enter the temple and reach the labyrinth, where you will be directed to the middle passage. You go up the first steps. There are 4 rooms. You go into the room from the right-back, then along the corridor to the right-left, go straight to the fork, to the left into the room with 4 columns, to the right in the sun, in the room with the broken wall we go through the wall in the sun.

Climb to the very top of the Inca Temple Pyramid and enter the labyrinth. You will find yourself in front of three passages, Danielle will go to the left, the scientist to the right, and you will have to stomp into the center one. On the way to the main room there will be many crossroads, a labyrinth after all, along with rooms with skeletons. In order not to go astray - look at the floor. There will be a "skull-sun" drawing, go where the sun points. Pretty soon you will reach the room where you need to put on the stove in the center of your idol. A passage will open into a huge hall (alcove) with stairs on both sides. Your friends will join you here. Go past the stairs, they are destroyed anyway, and you can’t climb up them, and into the shining green portal. Exit the red one, go down the stairs and enter another red portal. After leaving the blue, go around the room on the right and go along the healthy beam in the center of the temple. And into the red portal. You will find yourself in a room with a statue with wings. Clement will run to study the graffiti, and Danielle will grab an artifact (well, the one that was spinning to the right every time the "Loading" screen appeared). Then the "polo" and "wall quake" will begin, the temple will begin to collapse, and the brave trinity will rush away at full speed. On the shore, you decide to sail away from here.

But it was not there. You will be attacked by the Black Pearl ship with a team of skeletons and a captain in a black cocked hat in person. You could have encountered him before, sailing the seas, only according to the plot there was no way to fill him up before. Now here you go. Use a special ability (Danielle will activate the artifact, and the health of the corpse ship will decrease), then shoot from the cannons to victory!

Now watch the video. The Black Pearl will explode and go to the bottom along with all its bony crew. And Nathaniel and Danielle will start cinematically hugging-squeezing on the deck of the ship under the rays of the setting sun. What is called, Hollywood "Happy End"! And what, is that all? No matter how it is ... at the end we will be shown how jaunty skeletons are walking along the bottom, and even the sinister captain will flash his empty cranial eye socket at parting.

Additional missions

The game also has a number side missions passing which is optional, but extremely exciting!

1. Strange things are happening in the archipelago.
2. Help the Church
3. Artois Voisier/Nigel Blythe
4 Saving Toff's Daughter
5. Delivery of a locked chest
6. Find the missing son of a Spanish admiral
7. Sink an English corvette

9. Gold mines
10. The girl won at cards
11. Loser Bloom

13. Thierry Bosquet

1. Strange things are happening in the archipelago
Where to get? Women standing at the entrance to the house of the governor of Duvezen.
Required: The living Warden of Greenford Jail. Completed quest "Help the Church".
Win: frigate Mephisto, sword Flurry.
Difficulty: medium
Walkthrough:
Talk to the women at the entrance to Governor Duvezen's house. Talk to the governor. If you agreed to help, go to the tavern and talk to the man who sits to the left of the door. He will say that the ship has sailed towards Greenford. He will also offer to ask the pirates, whose lair is just located on Duvezen. Go to the pirates' lair. It is in the jungle. When you see the stone statue, turn left (if you were coming from the city) or right (if coming from the bay). Enter the pirate leader's house and talk to him. Pirates are not to blame for anything, they themselves suffered from these people. We sail to Greenford. Ask the tavern keeper about the frigate. Talk to the person sitting next to the table. He will tell you to sail to Quebradas Costillas. In the tavern on Quebradas, talk to Inez Diaz. Everything. Luck is over! What to do now? Maybe we should visit our old friend, the priest of Redmond. Suddenly he has some information. We are sailing to Redmond (if you have not completed the "helping the church" quest before, you will need to complete it now!). Excellent! The Padre knows everything! He will ask you to take the letter to the priest on Isla Muelle. Well, let's go! As soon as you swim up to the island (no matter where you moored), you will find yourself in the bay, and people in red will come up to you. Don't give them a letter! Kill them. Get on the ship and moor in the port. Talk to the priest. He will give you a new task. Sail to Oxbay and meet a ship coming from the old world. Near Oxbay you will need to protect the barque from the brig and another barque. Basically, it's pretty simple. When you sink the last ship, a journal entry will appear. But! Before you are automatically transported to the Greenford Tavern, do not press F2! The game may freeze. After talking with the Spaniard, hit the road. Report to Priest Isla Muella that the task has been completed. He is happy and gives a new task. Take the letter to the priest on Redmond. On the way you will be attacked by people in black, sorry in red. Sail to Redmond. The priest will say that we are great and that the padre from Isla Muelle was stolen for a secret ceremony. Immediately you will find out who is to blame for everything, and who reported on our actions. Kill the traitor and deal with the men in red. The priest will introduce you to the very person you saved from Oxbay. He will join as a good officer. Now you need to scout the situation on Isla Muella. Talk to the tavern keeper about Satanists. Get out on the street. You will be hailed by the ape-like Giordano. After talking with him, go to Greenford. Talk to the tavern keeper about the teacher. He's in jail. We go to the head of the prison. Ask him to release the prisoner. If the authority is 1, you will either have to threaten, or go to Redmond to the priest for a paper for release. If authority is greater than 1 but less than 6, you will have to pay 5,000 to talk to the prisoner. If the authority is greater than 6, then you will be allowed to talk just like that. If you went to Redmond, then give the papers to the boss and let the teacher out. Then, arriving at Isla Muelle, he will tell you where their lair is. If you paid / threatened or just let you in, during the conversation he will blurt out, and then do hara-kiri. One way or another, our path lies on a small island near Isla Muelle, in the bay of oysters. Before disembarking, make sure you have good ship such as a frigate. Get off. Go left to the cave location. Come in. Kill all the guards one by one. You pass into the big hall with a star in the center of the room. Behind the throne is a room. Kill the leader of the Satanists. You will receive a good sword "Squall". Come out. Save before heading out to sea. Then how can you have problems. The frigate Mephisto with black sails will be waiting for you in the bay. Board him! If you capture it, you will get an excellent vessel with great speed and maneuverability. It’s not a problem to take a fort on such a handsome man! It remains to take the children to Duvezen to their parents, will receive an award from the governor and from the priest on Redmond. Quest completed!

2. Help the Church
Where to get? At the priest's on Redmond.
Prerequisite: "Defender of the Downtrodden" reputation
Winning: the possibility of continuing the quest about Satanists.
Difficulty: zero
Passage.
The priest at Greenford has sinned. We need to find out if this is true or not. In the Greenford Tavern, talk to the tavern keeper about the priest. He will say that he is innocent. The priest himself will say the same. But his assistant is ready to provide proof - love letters. Talk to the tavern keeper again. He will say that they could be forged by a Dane who lives in the same house, only on the other side. Talk to him. Again, it all depends on authority. Either he will not say anything, or he will ask for money, or he will say everything for free. If he didn't say anything, go back to the tavern. The waitress confessed everything. We return to Redmond for a reward. Quest completed!

3. Artois Voisier/Nigel Blythe
Where to get? On your first visit to Quebradas Costillas
Required: an empty seat for an officer
Win: 50,000 and a four shot pistol.
Difficulty: medium
Passage.
On your first visit to Quebradas Costillas, you will see the duel between Artois and Nigel. A conversation with Nigel will follow. You can let him kill Artois, or you can kill Nigel and save Artois. The choice is yours. Option one, normal: You save Artois. Drive to Conceicao. He will be lost. Talk to the innkeeper in the tavern about Artois. Rise upward. After the dialogue, the guards will come running into the room. You can kill them or you can surrender. If killed, run into the jungle. If you surrender, you will find yourself in the governor's residence and after a little investigation you will be free. Run to the jungle. You will see several people and a lifeless Artois. Talk to them. Then kill. Talk to Artois. You can put pressure on him and find out why all this is, or you can say that this is his personal secret. If you haven't pressed it, sail to any port. At the pier of Artois they will shoot. To do this, he must be on the passenger list. Take him to the tavern to the doctor. Pay money and stay with him. After recovery, he will tell his secret. There are treasures behind the waterfall in Duwezen. We sail to Duvezen. To the left of the waterfall there is a passage to the cave. From the cave there is a passage to the beach. Everywhere is full of skeletons. So stock up on cocktails and potions if you don't have them. Just in case. When you approach the ship, you will have 50,000 gold added. Take the pistol in the chest. There will be more skeletons on the way back. If you didn't pressure Artois in the jungle and he didn't die, you'll have to take a couple of thousand to the priest on Redmond. Quest completed!
Option two, impassable: You allow Nigel to kill Artois. On Oxbay, Nigel will disappear. You will find him in the tavern. He agreed on a deal - you need to take the goods for the merchant. You can refuse, or you can agree. On Conceicao, Nigel will disappear again. In versions 1.01 and 1.00 you will never find it again. In version 1.02, this seems to have been fixed. You will find him in the tavern. He bet 10,000 that you will sink the Dirty Gari ship in Conceicao waters within a month. Sink his ship and get 2,000 as a reward from the governor. If you give Nigel a ship, then on Duvezen he will attack the smugglers. If he wins, the smugglers will blame you for everything. Help Nigel deal with this case. You can't help. If Nigel has a ship of the 3rd class and above, then he will again disappear on Isla Muella. In the tavern you will learn how to find the person with whom Blythe spoke. Talk to him. Now our path lies on Quebradas Costillas. In the tavern, talk to Florence Klaus. In the store you can buy this guy. Talk to Klaus in the tavern. He will tell you about the treasure and join you. Quest completed! Or not?

4 Saving Toff's Daughter
Where to get? In the tavern of Duvezen.
Required: reputation not lower than "honest captain"
Winning: Nicholas Sharpe's "Cobra" saber
Difficulty: zero
Passage.
Talk to the person sitting on the right. Do not send him, but ask why he is upset. His daughter was kidnapped. Agree to help. You can immediately go to the port (you will be prompted to automatically go to the kidnapper's ship) and after killing everyone, pick up Toff's daughter. You can first go to the governor and ask him for support. Go to port. After the conversation, you will only have to kill the captain. Anyway, take the reward from the governor and the sword and Toff. Quest completed!

5. Delivery of a locked chest.
Where to get? During the main storyline
Necessary: ​​-
Difficulty: zero
Passage.
The chest will be given to you by the owner of the shipyard on Oxbay, after he hides you from the French. On Redmond, near the tavern, you will be met damn pirates and they will ask you to give the chest. Give it to them or they'll kill you! They are immortal. Return to Owen McDory - the owner of the shipyard on Oxbae. He will send you to Falais de Fleur to a merchant. His house is located in the next location after the port, on the left. After a conversation in the port, Gordon Carpenter will call you (somewhere I have already heard this name, have you?) And over a mug of beer (or rum?) He will tell you about an artifact with which you can destroy Black Pearl. Quest completed!

6. Find the missing son of the Spanish admiral.
Where to get? At the Governor's Residence, on Isla Muella
Requires: reputation not lower than "ordinary sailor"
Win: 10,000 and a good officer
Difficulty: zero
Passage.
Speak with the Admiral at the Governor's Residence, Isla Muelle. We go to the tavern on Redmond. Ask the bartender about Lucas. Get out into the jungle. Go left. In the next location you will see a woman with security. What you need! Talk to baba. You can choose any dialogue option. We return to Isla Muelle. The admiral will give 3,000 and a new task. Lucas was kidnapped on his way home. Now they are asking for a ransom. We agree. We go to the tavern on the Fala de Fleur. Show the kidnappers... the sign. Get outside. Follow the house opposite. Give the ransom. After talking with Lucas, return to Isla Muelle. Go to the residence. The admiral will thank you, and Lucas will join as a good officer. Quest completed!

7. Sink an English corvette.
Where to get? At the Governor's Falais de Fleur
Necessary: ​​-
Win: 5,000
Difficulty: medium
Passage.
The governor will ask you to sink a pirate corvette. We go out to sea and drown. You can also capture. We're back for the reward. Quest completed!

8. Heavy everyday life of a hired killer
Where to get? At the Conceicao tavern
Prerequisite: Level 5 Hero
Winning: approximately 25-30,000 tugriks, terrible reputation (this can be avoided by raising reputation with local priests for money after each kill) Difficulty: medium
Passage.
In the tavern, a man will come up to you and ask you to kill someone. Some people live in the house to the right of the shipyard, if you look at the shipyard. And this someone is immortal for the time being. Ladies and Gentlemen! Santos. Matheus Santos. He will offer to work for him, for much more money. Agree to Santos' offer. Swim to Leviathan Rock on Conceicao Island. On the beach, kill Ambrose. Come back for your reward. The next target lives in Greenford. Kill him and the bodyguard. Personally, I just shot them. Both. We're back for the reward. The next target is Pepin Bertillon. Lives on Quebradas Costillas. In the port, shoot Pepin and his two bodyguards. Come back for your reward. The next target is Amerigo Vieira. The best swordsman. Swim to Conceicao, to the house to the right of the governor's residence. You don't have to kill him if the authority is 6, you can hire him as an officer, but in order to continue the quest, you must kill him. After Amerigo falls a heroic death, return to Santos. Sail to Conceição and ask the tavern keeper about Mr. Leone (this name also seems familiar to me, do you?). He is waiting for us at the church. Agree to Mr. Leone's offer and help kill Santos. He will be waiting in a room at the Isla Muelle tavern. Kill Santos. Get down. Mr. Leone (What's up? Salvatore?) will give you a reward. Quest completed!

9. Gold mines.
Where to get? Tavern Isla Muelle. Version 1.01 and up.
Required: the hero is at least level five.
Win: a lot of money.
Difficulty: below average
Passage.
After you have taken the quest, swim to Oxbay. You will automatically be in the right place. Kill the soldiers. Ha Ha! The gold has already been taken away! In pursuit! Through Greenford we go out into the jungle. Run, run, until we see the soldiers! Get out of everyone. Run to the bay nearby. Go back one location and go right at the fork. Get ready for a fight. After all the English are dead, share the gold. Either kill him and take everything for yourself, or share according to the laws of brotherhood. In the first case, a hostile brig will be waiting for you in the bay, in the second case, this brig will join your squadron. The choice is yours. Quest completed!

10. A girl won at cards.
Where to get? In any tavern
Required: 40 dice wins
Win: at best - a few thousand gold, at worst - a negro girl in the hold!
Difficulty: zero
Passage.
When you win the girl in dice (I don't know why the questbook says cards) tell her that you will help her. She is looking for a lover. Beloved is in the tavern Falais de Fleur. It turns out that Virginia - the black girl we won - he doesn't need anymore! Well, okay. Come out. On the street, the girl will ask you to take her to the governor. Here's a fool! She can't get there on her own! Tell the governor she's the guest of honor. He will give you money. Quest completed!

11. Loser Bloom.
Where to get? In the port of Redmond.
Required: 500 gold per officer
Winning: a disgusting, good-for-nothing officer. Cannon fodder!
Difficulty: below zero.
Passage.
Speak with Rhys Bloom at Redmond Harbor. Agree to help. Go to the harbormaster's house to the right of the entrance to the city. Ask to take Bloom to you. Pay Bloom 500 gold. Now you have your own cannon fodder! Quest completed!

12. Help the priest on the Fala de Fleur
Where to get? In the church on the Falais de Fleur
Requires: 1,000 gold and a good reputation
Winning: Reputation Boost
Difficulty: zero
Passage.
The priest will ask you to persuade the woman to return to the church. Where she lives, the priest will say. Go to her. Listen to her story and give her 1000 gold. Return to the padre. Quest completed!

13. Thierry Bosquet
Where to get? Falet de Fleur tavern
Required: 500 gold
Win: -
Difficulty: below average
Prohodzhenie.Negro sits in the tavern Fala de Fleur. He allegedly owed the bartender 500 gold. If you pay the bartender, he will say that he cheated us and that he did not owe anything. And the bartender, the goat, although he warned, he did not refuse extra money. Now if you go out into the jungle, he and his friend will attack you. Kill them. Now, if you want to go into the jungle, this black man will attack you all the time, only without a friend. Quest completed!

labyrinth

I was in a room of decent size, from which there were four exits. Involuntarily, I chose the near left, which allowed me to hope for a meeting with Daniel. Passing stone
along the corridor, I saw three skeletons waiting for me with drawn sabers. I did not want to start with a big fight, and I returned.

I decided to explore the far right exit. The stone corridor turned first to the left, then to the right. Then I found myself in a small room, the ceiling of which was supported by four columns. There was a pearl on the stone floor that I had picked up. This inspired me: since there are jewels lying around, there is hope for finding a rich treasure.
There were two exits from the room. I chose the left and reached the fork. There was a drawing on the floor. A skull was depicted right along the way, and an eight-legged ornament was depicted at the turn. Obviously he was pointing the way. But where?

I turned towards the ornament, and soon found myself in a room that had no other way out. One of the walls was decorated with a half-collapsed fresco. On the right side of the floor, next to the wall, was an eight-legged figure I already knew.
I moved closer to the ornament to get a good look at it. For a moment I felt dizzy, and when I came to my senses, I saw around the walls, decorated with portraits. I suddenly ended up in an art gallery. A wolf was depicted on the floor and the inscription "Akella" was displayed. Apparently, this monster was worshiped by the natives. As for the portraits… Then, of course, I could not understand this, but they were the creators of me and my world.

There was nothing else of interest in the room. I took a step back and returned to the fresco room. Returning to the fork, I turned in the direction that was marked with a skull. The corridor led me to another room with four columns. It had two exits. I went straight ahead, then turned right down the corridor and found myself in a columnless room with four exits. To be honest, I don't remember if I had to fight skeletons here.

Then there was a corridor, turn left, then turn right, and I entered the room, on the wall of which there was an ornament of nine drawings. Clement, of course, would not fail to study them, but I only noted that one of them was an ornament already known to me. There was nowhere else to go, since there were no other exits. I had to return.

In a room without columns, I picked up a sapphire and turned left. Having reached a fork in the corridor, I turned right and came across three skeletons. The width of the corridor allowed two enemies to attack me at once, but having taken a good sip from a flask of healing drink, I laid down all three opponents. More precisely, I scattered them to dust.

Further, walking through the rooms and corridors of the labyrinth continued, as it seemed to me, for an infinitely long time. Endless skirmishes with the skeletons led to the fact that I used up almost all of the healing drink. One of the skeletons hooked me with a poisoned sword, and if I had not taken the antidote, I would have remained lying in the labyrinth of the temple of the Sun God. Or he himself would turn into a living skeleton.

Once I went out onto a circular balcony that runs along the walls of the room and is enclosed by a balustrade. From it one could see the lower room with a stone staircase going down. But there was no way to get on this ladder. However, I felt that the answer to the labyrinth was close. Leaving this room, I passed the intersection of two corridors, and ended up in a room where I was attacked by three very hardy skeletons.

What was to be done? I turned left and ran into the corridor, taking up a defensive position there. Fortunately, in this corridor, its width did not allow two skeletons to attack me, and I finished them off one by one. Returning to the room, I turned left and walked along the corridor to the sign I knew well: the skull is an octopus. Behind him, I ended up in a room with two skeletons, which I successfully finished off. In this room, the center was marked with some kind of sign. It dawned on me that an idol should be placed on this sign, opening the way to the alcove. So I did. The walls shook and the path opened. I went to the exit from the room, to the right of which, by some miracle, a green bush grew, walked along the corridor and ended up in a huge hall.

I found myself in a room flooded with sun through openings in the ceiling and walls. The columns supported the vault. Along the walls at the level of the second floor there was a circular balcony. Two stairs led up to it. From this balcony across the entire room to the opposite wall there was a bridge, ending in an opening in the wall.

Daniel and Clement ran up to me at the same time. How did they get through the labyrinth that I had to overcome in continuous battles with skeletons? My clothes were all soaked with bone meal, and they were clean and didn't look tired. But everyone was excited, and I put off inquiring about their adventures in the labyrinth for the future.
We ran up one of the stairs, but couldn't get to the bridge. The road was interrupted by a wide landslide. The same thing happened with the second staircase.

Then we began to explore the room. Two entrances to the chambers were found. I started the survey from the left. Entering the room, I saw a pedestal with a multicolored glow around it. Climbing it, I heard an alarm signal, multi-colored lights flashed, and the enraged ghosts of Indian priests poured into the room in a continuous stream. Clement remained completely calm, while Danielle and I had to defend ourselves. Ghosts fell after the first blow of the sword, but there were dozens and dozens of them. Finally, we made our way to the exit, killed the ghosts in the corridor and returned to the alcove.

After a short rest, we tried the second entrance. As in the first, there was a pedestal surrounded by radiance. Not without a sinking heart, expecting new troubles, I ascended it. But it turned out to be just an elevator that either took us up to the bridge or lowered us down. We got up and walked across the bridge to a new room, in which there was a statue of some god. It may have been the Sun God, but perhaps it was the god the document said was sleeping.

Danielle turned to me:
“This is the alcove that Clement spoke of. But where is the treasure?
- I dont know. Even if we scraped all the gold off the walls, there wouldn't be much of it.
Clement tried to console us:
- Don't worry, friends. We are on the threshold. There must be a secret entrance to the burial chamber somewhere.
Do you think you need to tap the walls?
- Not at all. These pictures on the walls will tell us how to find the entrance and warn against possible traps.
"Aren't all the dangers behind us?"
- I doubt it. Local builders did everything they could to protect their temple. I am sure that many dangers await us. Well, we'll see that soon. Let me think a minute.
- Yes please.
Clement began to carefully examine the wall painting. Danielle didn't take long.
“Maybe we'll go ahead and explore the temple while he examines his trinkets.
“But no idea where to go. The devil himself might get lost in this labyrinth.
- It's your choice. I will go alone. I can already see the first piece of my share of the loot.
- What?

But Danielle didn't want to talk anymore. She walked towards the seated idol, in front of which there was some kind of artifact on the table. I was a little behind, and did not have time to consider what it was. Danielle took the artifact without much thought.
God, what's going on here! The walls of the temple shook, the columns began to collapse. A flame erupted. Huge boulders flew from the ceiling. The stone floor sank beneath us. All
happened so fast that it didn't even register in my mind. I understood only one thing: I had to run. Run!!!

It's a miracle we survived. The temple was no more. Before us lay a pile of ruins. Smoke was rising from below. Even the always imperturbable Clement lost his temper:
We need to get back to the ship as soon as possible. I'm afraid that the destruction of the temple could cause an earthquake, or something worse. The Incas were unsurpassed masters in setting incredible traps.
– Traps that can cause an earthquake? This sounds absolutely incredible to me.
“Okay, let there be no earthquake, but the inscription on the walls of the temple mentions the terrible punishments that will fall on those who commit sacrilege and destroy the temple.
- Well, let's try to avoid the blow of fate. To the ship!

Main storyline.

You will start your game in the cabin. If you are playing for the first time, I advise you to take fencing training and learn about the distribution of skills. Then go to the beach. Your task now is to sell a cargo of cocoa and leather, hire a crew, fix the ship and buy a new spyglass. Since you don't have much money, I advise you not to buy a pipe, but to buy a good sword. For the first moments of the game, a scimitar or schiavona will do. I do not recommend buying such sabers as a rapier, a wide saber, a boarding saber. Extra waste of money. So. At the pier, you bought a sword, sold the cargo, fixed the ship, and hired a crew. Well, it's time to go to sea. Watch a heartbreaking cutscene telling you what to do. Our path lies on Redmond - the main English colony of the archipelago.

1. We immediately go to the governor Sailhard. Whichever dialogue option you choose, you still have to enter his service. His tasks are poorly paid, tedious and monotonous. But you have to put up with it. The developers did not present us with another way. The first task is to reconnoiter the situation in the captured Oxbee. We sail there and disembark in Greenford. From Greenford we go out into the jungle (namely, into the jungle. There is also a canyon location, but it is not needed yet). In the jungle you will come across robbers and demand money. So if you don't want to say goodbye to money or life, save before moving to a new location and if something goes wrong, just load. So, straight ahead at the first fork. On the second one, too. Guards will be waiting for you at the entrance to Oxbay. Kill them. Come into town. In the tavern, talk to the bartender about how the inhabitants feel about the invaders. You will have a plan. Get the Frenchman drunk and find out all the necessary information. If authority is greater than 1, say that Silehard will pay for the drink. He will agree. If the authority is 1, then you have to fork out. If there is no money, then he will do everything for free at any value of authority. So, after the conversation, you will find yourself on the street and go into the jungle. Chat with a Frenchman. When you know all the information, let him go.
You can, of course, kill. The choice is yours. Make your way back through the jungle. At night, vile monkeys sometimes appear instead of bandits - skeletons and just skeletons. Also vile. I suggest you just run through. When you get to Greenford, go to the port and board the ship. Swim to Silehard.

2. The governor will thank you, give you 3000 tugriks and give you a new task. Sink the ammo ship. Sailing on the Fala de Fleur. In the port, talk to the sailor from the barque Oiseau, the very ship that needs to be sunk. We go to the tavern. Talk to the innkeeper. Head upstairs. You can kill the man, you can just pay. If you still killed him, the innkeeper will come running. To get rid of the corpse, he asks for 1500 tugriks. You can give, or you can silence him with threats. One way or another, you will have papers for escort. Talk to the harbormaster. His house is closest to the water. After talking with him on the street, the captain of the barque will run up to you. Come out to sea. The easiest way is to bring the barque to Redmond's fort, and when it has a couple of percent of hit points left, fire a control salvo. You can just board it at sea. True, if you have not captured any ships before and are sailing on a lousy lugger, this may become a problem for you. Well, then use the first option.

3. The governor will thank you, give you 5000 tugriks and give you a new task. Escort the sloop to Greenford and meet with the agent at Oxbay. When you disembark at Greenford, a peasant will approach you and assign an archer in Gray Rock Bay. If you sailed during the day, then pass the time in the tavern. There will be a little mess with the French in the bay. When you kill everyone, you will again find yourself in Greenford. Follow the already known path to Oxbay. On the second floor of the tavern, talk to the man in the French uniform. Kill the running soldiers. Stand on the stairs and kill one by one. Then run to the shipyard.
The owner of the shipyard will give you a chest. Then go back to the tavern and talk to the Frenchman. You will be on the street. Run left. See an old friend. After the conversation, run to the port. In a conversation with the guard, say that you are friends of the captain. Run to the boat. The path will be closed until your friends get on the boat. Quickly swim away from the fort and ships. If you're lucky, the wind will blow where you need to run away without any problems. On the corvette. When you find yourself on the map, you can attack someone. Or you can go back to Redmond.

4. Silehard will give you some tugriks and tell you that the next task is to storm Oxbay. He will tell you the date later. We go to the tavern. Two pirates will meet you near the entrance and ask you to give them a chest. Give it back. Otherwise, they will kill you. Pirates are immortal. We go to the tavern. There are two people at the counter. Talk to the woman. Her name is Danielle. After talking with her, soldiers will enter the tavern. Kill them. During the battle, Ralph, the boatswain Daniel, will be killed. Even if he doesn't get hurt, he'll fall down dead after a fight. From a heart attack, probably. Daniel will run away. And the soldiers will enter the tavern again. Nathaniel will give up. Here's a fool! You can easily kill them! Well, because of Nathaniel's stupidity, you are in jail. Talk to the jailer. If the authority is greater than 6, then he will help you escape. When you get a sword, kill the soldiers - guards. The governor will come in and apologize. If the authority is less than 6, which is more likely, you won't have to kill anyone and the governor will release you himself. Either way, you are free! The governor will say that Oxbay is released (When did they have time interestingly?) Without our participation. Excellent! The governor will explain the reason for the arrest and give a new task.

5. You need to find Raul Reims (remember that dude who met you on the first day of your stay on Redmond). He was on a very important mission and defected to the French. Our path lies to Quebradas Costillas, to the pirate lair! Upon arrival at the port, you can ask the sailors about Reims. They will answer that they saw him, but we'd better ask the local barmaid - Iness Diaz. From the port, go right to the gate. Or you can go left to the strange house. If you killed Malcolm Hatcher in training, then a surprise awaits you in the house. True, there is no sensible explanation of how to kill him. Can only be Hex. So, in the city a performance will be arranged for you, or rather a duel, and not quite for you: You can let one kill the other, or you can help the other. One way or another, an officer will join you. This duel is the beginning of a new quest, but see this in another article. Talk to Iness Diaz in the tavern. Here's an intractable woman! Well, we leave her bedbug and on the street a certain pirate for 1500 tugriks will give out information about Raul. Pay money! If you consider these miserable one and a half pieces as money! Now our path lies in the Portuguese colony of Conceicao. This island is at the very "top" of the map. Your path lies in the tavern. Ask about Raul. He will not answer anything sensible. Now WARNING! When you go outside, a man from Camilo Machado will come up to you and lead you to the leader of the smugglers. BUT! You may have a stupor. That is, the game seems to work, but you can’t do anything! This can happen if you have completed the quest " french pirate in the tavern", which can be taken on Isla Muella in version 1.01. So I advise you not to go through side quests until this moment. So, talk to Camilo. He will say that Raul was really here, but had already left. He lived in his personal home, the passage to which we are forbidden. Well, good. If you want to have fun, kill EVERYONE in the city and go to his house. If you don't want to, wait for the night in the tavern. And climb into the house through the window to the right of the house. There is no window, but an inscription to enter and an open lock will appear there. Start searching at home. After you find the ship's log and letter, the guards will come in the door. Even if you killed them. They are, like, important quest characters and have resurrected themselves. We return to Redmond.

6. The governor is disappointed. Well, okay! Nevertheless, he will give the money and give a new task. Take the letter to the pirate leader on Quebradas Costillas. During the task you will not come across any trouble, so let's move on to the next one.

7. The governor turned out to be a collector and asks to deliver to him several Hindu, excuse me, Indian figurines. They were stolen by pirates from Duvezen. Interesting task, but it can be done in different ways. Way one: We sail to Duvezen and immediately sink or capture the barque (you can use the button to swim to. Now you have the figurines.
Path two: We make our way through the jungle to the bay, where a sailor will meet us and offer to attack and take them by surprise. You have statues.
Way three. Hemorrhoids: In the tavern of Duvezen, ask the innkeeper about the figurines. A pirate will approach you and, for a small fee, will lead you to a pirate camp in the jungle. Go to the leader of the pirates. He can sell figurines for 10,000 tugriks. Big grandmas. Well, we'll pay! Return to Duvezen. Then to Redmond to Silehard.

Main storyline.

You will start your game in the cabin. If you are playing for the first time, I advise you to take fencing training and learn about the distribution of skills. Then go to the beach. Your task now is to sell a cargo of cocoa and leather, hire a crew, fix the ship and buy a new spyglass. Since you don't have much money, I advise you not to buy a pipe, but to buy a good sword. For the first moments of the game, a scimitar or schiavona will do. I do not recommend buying such sabers as a rapier, a wide saber, a boarding saber. Extra waste of money. So. At the pier, you bought a sword, sold the cargo, fixed the ship, and hired a crew. Well, it's time to go to sea. Watch a heartbreaking cutscene telling you what to do. Our path lies on Redmond - the main English colony of the archipelago.

1. We immediately go to the governor Sailhard. Whichever dialogue option you choose, you still have to enter his service. His tasks are poorly paid, tedious and monotonous. But you have to put up with it. The developers did not present us with another way. The first task is to reconnoiter the situation in the captured Oxbee. We sail there and disembark in Greenford. From Greenford we go out into the jungle (namely, into the jungle. There is also a canyon location, but it is not needed yet). In the jungle you will come across robbers and demand money. So if you don't want to say goodbye to money or life, save before moving to a new location and if something goes wrong, just load. So, straight ahead at the first fork. On the second one, too. Guards will be waiting for you at the entrance to Oxbay. Kill them. Come into town. In the tavern, talk to the bartender about how the inhabitants feel about the invaders. You will have a plan. Get the Frenchman drunk and find out all the necessary information. If authority is greater than 1, say that Silehard will pay for the drink. He will agree. If the authority is 1, then you have to fork out. If there is no money, then he will do everything for free at any value of authority. So, after the conversation, you will find yourself on the street and go into the jungle. Chat with a Frenchman. When you know all the information, let him go.

You can, of course, kill. The choice is yours. Make your way back through the jungle. At night, vile monkeys sometimes appear instead of bandits - skeletons and just skeletons. Also vile. I suggest you just run through. When you get to Greenford, go to the port and board the ship. Swim to Silehard.

2. The governor will thank you, give you 3000 tugriks and give you a new task. Sink the ammo ship. Sailing on the Fala de Fleur. In the port, talk to the sailor from the barque Oiseau, the very ship that needs to be sunk. We go to the tavern. Talk to the innkeeper. Head upstairs. You can kill the man, you can just pay. If you still killed him, the innkeeper will come running. To get rid of the corpse, he asks for 1500 tugriks. You can give, or you can silence him with threats. One way or another, you will have papers for escort. Talk to the harbormaster. His house is closest to the water. After talking with him on the street, the captain of the barque will run up to you. Come out to sea. The easiest way is to bring the barque to Redmond's fort, and when it has a couple of percent of hit points left, fire a control salvo. You can just board it at sea. True, if you have not captured any ships before and are sailing on a lousy lugger, this may become a problem for you. Well, then use the first option.

3. The governor will thank you, give you 5000 tugriks and give you a new task. Escort the sloop to Greenford and meet with the agent at Oxbay. When you disembark at Greenford, a peasant will approach you and assign an archer in Gray Rock Bay. If you sailed during the day, then pass the time in the tavern. There will be a little mess with the French in the bay. When you kill everyone, you will again find yourself in Greenford. Follow the already known path to Oxbay. On the second floor of the tavern, talk to the man in the French uniform. Kill the running soldiers. Stand on the stairs and kill one by one. Then run to the shipyard.

The owner of the shipyard will give you a chest. Then go back to the tavern and talk to the Frenchman. You will be on the street. Run left. See an old friend. After the conversation, run to the port. In a conversation with the guard, say that you are friends of the captain. Run to the boat. The path will be closed until your friends get on the boat. Quickly swim away from the fort and ships. If you're lucky, the wind will blow where you need to run away without any problems. On the corvette. When you find yourself on the map, you can attack someone. Or you can go back to Redmond.

4. Silehard will give you some tugriks and tell you that the next task is to storm Oxbay. He will tell you the date later. We go to the tavern. Two pirates will meet you near the entrance and ask you to give them a chest. Give it back. Otherwise, they will kill you. Pirates are immortal. We go to the tavern. There are two people at the counter. Talk to the woman. Her name is Danielle. After talking with her, soldiers will enter the tavern. Kill them. During the battle, Ralph, the boatswain Daniel, will be killed. Even if he doesn't get hurt, he'll fall down dead after a fight. From a heart attack, probably. Daniel will run away. And the soldiers will enter the tavern again. Nathaniel will give up. Here's a fool! You can easily kill them! Well, because of Nathaniel's stupidity, you are in jail. Talk to the jailer. If the authority is greater than 6, then he will help you escape. When you get a sword, kill the soldiers - guards. The governor will come in and apologize. If the authority is less than 6, which is more likely, you won't have to kill anyone and the governor will release you himself. Either way, you are free! The governor will say that Oxbay is released (When did they have time interestingly?) Without our participation. Excellent! The governor will explain the reason for the arrest and give a new task.

5. You need to find Raul Reims (remember that dude who met you on the first day of your stay on Redmond). He was on a very important mission and defected to the French. Our path lies to Quebradas Costillas, to the pirate lair! Upon arrival at the port, you can ask the sailors about Reims. They will answer that they saw him, but we'd better ask the local barmaid - Iness Diaz. From the port, go right to the gate. Or you can go left to the strange house. If you killed Malcolm Hatcher in training, then a surprise awaits you in the house. True, there is no sensible explanation of how to kill him. Can only be Hex. So, in the city a performance will be arranged for you, or rather a duel, and not quite for you: You can let one kill the other, or you can help the other. One way or another, an officer will join you. This duel is the beginning of a new quest, but see this in another article. Talk to Iness Diaz in the tavern. Here's an intractable woman! Well, we leave her bedbug and on the street a certain pirate for 1500 tugriks will give out information about Raul. Pay money! If you consider these miserable one and a half pieces as money! Now our path lies in the Portuguese colony of Conceicao. This island is at the very "top" of the map. Your path lies in the tavern. Ask about Raul. He will not answer anything sensible. Now WARNING! When you go outside, a man from Camilo Machado will come up to you and lead you to the leader of the smugglers. BUT! You may have a stupor. That is, the game seems to work, but you can’t do anything! This can happen if you have completed the "French Pirate in the Tavern" quest, which can be taken on Isla Muella in version 1.01. So I advise you not to go through side quests until this moment. So, talk to Camilo. He will say that Raul was really here, but he had already left. He lived in his personal house, the passage to which we are forbidden. Well, good. If you want to have fun, kill EVERYONE in the city and go to his house. If you don't want to, wait for the night in the tavern. And climb into the house through the window to the right of the house. There is no window, but an inscription to enter and an open lock will appear there. Start searching at home. After you find the ship's log and letter, the guards will come in the door. Even if you killed them. They are, like, important quest characters and have resurrected themselves. We return to Redmond.

6. The governor is disappointed. Well, okay! Nevertheless, he will give the money and give a new task. Take the letter to the pirate leader on Quebradas Costillas. During the task you will not come across any trouble, so let's move on to the next one.

7. The governor turned out to be a collector and asks to deliver to him several Hindu, excuse me, Indian figurines. They were stolen by pirates from Duvezen. An interesting task, while it can be done in different ways. Way one: We sail to Duvezen and immediately sink or capture the barque (you can use the button to swim to. Now you have the figurines.

Path two: We make our way through the jungle to the bay, where a sailor will meet us and offer to attack and take them by surprise. You have statues.

Way three. Hemorrhoids: In the tavern of Duvezen, ask the innkeeper about the figurines. A pirate will approach you and, for a small fee, will lead you to a pirate camp in the jungle. Go to the leader of the pirates. He can sell figurines for 10,000 tugriks. Big grandmas. Well, we'll pay! Return to Duvezen. Then to Redmond to Silehard.

8. When Sailhard sees the trinkets, he will immediately go to play. When he returns, he will give a new task. Bring a prisoner from Greenford. Sail on Oxbay, to the city of Greenford. The head of the prison will say that the criminal has escaped. Well, we don't care! The governor won't like it. When you get out of prison, a girl will come up to you and ask you to save an old man who is about to be burned. We agree. Talk to people nearby now. Either give them a drink and they'll leave or just kill them. The choice is yours again. The old man will invite you to his abode, to the lighthouse. But he is very busy and invites us to chat with his guests. Ba! Yes, this is Danielle herself with a new boyfriend! She is also looking for Reims. And ready to help. We return to Sylhard. He is upset, but you will please him that you know where to look for Reims. We continue the search.

9. Near the lighthouse you will meet Daniel. Your path lies on Duvezen. In the tavern, Vincent will say that Reims is sitting at the table on the left. Talk to him. He will invite you to his jungle house. On the way, you will find that the tail is behind you. Guess who's going to have to get rid of him. Correctly! To you. Once you've killed everyone, move on. Go straight at the first fork, turn left at the second. Come into the house. You will see that Vincent is killed, Reims is wounded, Daniel is alive. After the dialogue, you will gain control over Danielle for a while. For fun, you can remove the gun from the items used. She didn't even think to turn it on.

10. Now your path lies on Isla Muella. In church. Ask the padre to let you into the library. If the authority is 6 or more, he will let you in. If less, he will give the task. Talk to the dude who sits to the left of the door in the tavern. He will not give what is asked. Go out to sea and capture or sink his pinas. Give the papers to the priest. If sunk, he will be upset, but he will still let him into the library. Now our path lies on Oxbay, in the mines (do not confuse with a cave). The mines are located in the canyon location. If you enter from the Greenford side and your swordsmanship is less than 7, you will be enslaved. I have never been taken, so I will not write how to escape from there. If you do not want to be enslaved, land at the lighthouse and from there go to the canyon location. Talk to the head of the mines about the tablets. He will advise you to talk with Leborio Drago - a black man in the mines. You can threaten him, then he will say what you need. You can promise to release him. Ask your boss to release him. He will sell Leborio for 1000 tugriks. We buy. Leborio will talk about everything and join as an officer. We sail on Isla Muella.

11. In the tavern, ask the bartender about Reims and Danielle. Get outside. Kill several people. Daniel will come running to you. Follow her to the port and board the ship. Our path lies on Redmond. Talk to Daniel on the shore. After waiting for the night, make your way to Silehard's bedroom. Do not be afraid, you will immediately find yourself there and there is no need to run anywhere. Silehard will come to you. It turns out he even sleeps in his blue camisole. Poor fellow. Since his brains are not enough, he will call the guards. Kill two people and exit. Now our way to Oxbay, to Greenford. Before the governor talks about your betrayal, we need to steal the golden idol! Ask the warden about him. He will ask for a document. Kill him and two soldiers. Go to port. Save before heading out to sea. Now you need to sink or capture the frigate the idol is on. The problem is that the fort is now hostile to you. And you'll need a good ship to get the job done. I can say one thing for sure: you won’t capture a frigate on a pinnace. As much as you would like. Now you have an idol. Return to the lighthouse. Daniel is not there. Clement will tell you. Well then, go to sea. You will be caught in a storm. Wake up on the shore.

12. Find out from a local resident what brought you to Duvezen. Get out into the jungle. At the fork, go right. You will find yourself in a pirate fort. In the tavern, talk to the man named Anaklento Rui Sa Pinto. He sits on the right, closer to the bartender. Kill him. An officer from his team will approach you and say that, according to the laws of the brotherhood, his ship is now ours. Go to the bay. Your new ship- pinas. Well, let's go to Isla Muella. The old team will meet you at the port. Daniel will come down to you in the tavern. She doesn't have a ship now, and she wants to join us. But it is necessary to translate the tablets that speak of treasures. Only Clement Aurentis, the old man from the lighthouse, can translate them. We're on our way to Greenford.

13. Soldiers are waiting for us in the lighthouse. Kill them after the dialogue. Now go out to Danielle. Clement is in jail and you decide to take over Greenford. You can immediately go on the assault, or you can prepare first. If you decide to prepare, calmly sail away. Before assaulting Greenford, drop Danielle off at the lighthouse. Otherwise, the fort will be immortal. After taking Greenford, kill the crowd of soldiers on the pier. They are so weak that they can be killed alone, despite their numbers. Daniel will join you in the city. Your task is to free Clement. Now you find yourself in a tavern and the sailor says that an English squadron is approaching: a battleship and two frigates. With the support of the fort, kill them. After a dialogue with Daniel, your path lies on Kael Roa - desert island, which houses the temple of the Incas and treasures.

14. Near Kael Roa a surprise awaits you - one of the best ships in the game - manowar - under the command of the governor of Sailhard himself, and several ships of the pirate squadron. I advise you to take Manowar. Sink the squadron. Land in the bay. In the depths of the island, go to the temple of the Incas. You will enter a labyrinth. It's hard to get through, but it's possible. Run, run until you see sun and skull drawings on the floor. You have to go where the sun points. In the end, you will find yourself in a square room. Insert the idol in the center of the room (for this you need to stand in the center and press F3). After the cutscene, run to the left. Clement and Daniel will join you. Run to the end of the room and enter the portal on the right. In the portal on the left is a trap in the form of Inca mummies. So several times. When you find yourself in the room with the statue, a dialogue with Daniel will follow. Save after the cutscene. Come out to sea. O! Another surprise. Activate the artifact in the ability section. Then finish off "him" with cannons. Whom you need to finish off, you will find out for yourself. Enjoy the final cutscene and watch the credits.

1. Strange things are happening in the archipelago:

Where to get? Women standing at the entrance to the house of the governor of Duvezen.

Required: The living Warden of Greenford Jail. Completed quest "Help the Church".

Win: frigate Mephisto, sword Flurry.

Difficulty: medium

Talk to the women at the entrance to Governor Duvezen's house. Talk to the governor. If you agreed to help, go to the tavern and talk to the man who sits to the left of the door. He will say that the ship has sailed towards Greenford. He will also offer to ask the pirates, whose lair is just located on Duvezen. Go to the pirates' lair. It is in the jungle. When you see the stone statue, turn left (if you were coming from the city) or right (if coming from the bay). Enter the pirate leader's house and talk to him. Pirates are not to blame for anything, they themselves suffered from these people. We sail to Greenford. Ask the tavern keeper about the frigate. Talk to the person sitting next to the table. He will tell you to sail to Quebradas Costillas. In the tavern on Quebradas, talk to Inez Diaz. Everything. Luck is over! What to do now? Maybe we should visit our old friend, the priest of Redmond. Suddenly he has some information. We are sailing to Redmond (if you have not completed the "helping the church" quest before, you will need to complete it now!). Excellent! The Padre knows everything! He will ask you to take the letter to the priest on Isla Muelle. Well, let's go! As soon as you swim up to the island (no matter where you moored), you will find yourself in the bay, and people in red will come up to you. Don't give them a letter! Kill them. Get on the ship and moor in the port. Talk to the priest. He will give you a new task. Sail to Oxbay and meet a ship coming from the old world. Near Oxbay you will need to protect the barque from the brig and another barque. Basically, it's pretty simple. When you sink the last ship, a journal entry will appear. But! Before you are automatically transported to the Greenford Tavern, do not press F2! The game may freeze. After talking with the Spaniard, hit the road. Report to Priest Isla Muella that the task has been completed. He is happy and gives a new task. Take the letter to the priest on Redmond. On the way you will be attacked by people in black, sorry in red. Sail to Redmond. The priest will say that we are great and that the padre from Isla Muelle was stolen for a secret ceremony. Immediately you will find out who is to blame for everything, and who reported on our actions. Kill the traitor and deal with the men in red. The priest will introduce you to the very person you saved from Oxbay. He will join as a good officer. Now you need to scout the situation on Isla Muella. Talk to the tavern keeper about Satanists. Get out on the street. You will be hailed by the ape-like Giordano. After talking with him, go to Greenford. Talk to the tavern keeper about the teacher. He's in jail. We go to the head of the prison. Ask him to release the prisoner. If the authority is 1, you will either have to threaten, or go to Redmond to the priest for a paper for release. If authority is greater than 1 but less than 6, you will have to pay 5,000 to talk to the prisoner. If the authority is greater than 6, then you will be allowed to talk just like that. If you went to Redmond, then give the papers to the boss and let the teacher out. Then, arriving at Isla Muelle, he will tell you where their lair is. If you paid / threatened or just let you in, during the conversation he will blurt out, and then do hara-kiri. One way or another, our path lies on a small island near Isla Muelle, in the bay of oysters (or on the "coast" in some versions in different ways). Before you land, make sure you have a good ship, like a frigate. Get off. Go left to the cave location. Come in. Kill all the guards one by one. You pass into the big hall with a star in the center of the room. Behind the throne is a room. Kill the leader of the Satanists. You will receive a good sword "Squall". Come out. Save before heading out to sea. Then how can you have problems. The frigate Mephisto with black sails will be waiting for you in the bay. Board him! If you capture it, you will get an excellent vessel with great speed and maneuverability. It’s not a problem to take a fort on such a handsome man! It remains to take the children to Duvezen to their parents, will receive an award from the governor and from the priest on Redmond. Quest completed!

2. Help the Church

Where to get? At the priest's on Redmond.

Prerequisite: "Defender of the Downtrodden" reputation

Winning: the possibility of continuing the quest about Satanists.

Difficulty: zero

The priest at Greenford has sinned. We need to find out if this is true or not. In the Greenford Tavern, talk to the tavern keeper about the priest. He will say that he is innocent. The priest himself will say the same. But his assistant is ready to provide proof - love letters. Talk to the tavern keeper again. He will say that they could be forged by a Dane who lives in the same house, only on the other side. Talk to him. Again, it all depends on authority. Either he will not say anything, or he will ask for money, or he will say everything for free. If he didn't say anything, go back to the tavern. The waitress confessed everything. We return to Redmond for a reward. Quest completed!

3. Artois Voisier/Nigel Blythe

Where to get? On your first visit to Quebradas Costillas

Required: an empty seat for an officer

Win: 50,000 and a four shot pistol.

Difficulty: medium

On your first visit to Quebradas Costillas, you will see the duel between Artois and Nigel. A conversation with Nigel will follow. You can let him kill Artois, or you can kill Nigel and save Artois. The choice is yours. Option one, normal: You save Artois. Drive to Conceicao. He will be lost. Talk to the innkeeper in the tavern about Artois. Rise upward. After the dialogue, the guards will come running into the room. You can kill them or you can surrender. If killed, run into the jungle. If you surrender, you will find yourself in the governor's residence and after a little investigation you will be free. Run to the jungle. You will see several people and a lifeless Artois. Talk to them. Then kill. Talk to Artois. You can put pressure on him and find out why all this is, or you can say that this is his personal secret. If you haven't pressed it, sail to any port. At the pier of Artois they will shoot. To do this, he must be on the passenger list. Take him to the tavern to the doctor. Pay money and stay with him. After recovery, he will tell his secret. There are treasures behind the waterfall in Duwezen. We sail to Duvezen. To the left of the waterfall there is a passage to the cave. From the cave there is a passage to the beach. Everywhere full - full of skeletons. So stock up on cocktails and potions if you don't have them. Just in case. When you approach the ship, you will have 50,000 gold added. Take the pistol in the chest. There will be more skeletons on the way back. If you didn't pressure Artois in the jungle and he didn't die, you'll have to take a couple of thousand to the priest on Redmond. Quest completed!

Option two, impassable: You allow Nigel to kill Artois. On Oxbay, Nigel will disappear. You will find him in the tavern. He agreed on a deal - you need to take the goods for the merchant. You can refuse, or you can agree. On Conceicao, Nigel will disappear again. In versions 1.01 and 1.00 you will never find it again. This seems to have been fixed in version 1.02. You will find him in the tavern. He bet 10,000 that you will sink the Dirty Gari ship in Conceicao waters within a month. Sink his ship and get 2,000 as a reward from the governor. If you give Nigel a ship, then on Duvezen he will attack the smugglers. If he wins, the smuggler will blame you for everything. Help Nigel deal with this case. You can't help. If Nigel has a ship of the 3rd class and above, then he will again disappear on Isla Muella. In the tavern you will learn how to find the person with whom Blythe spoke. Talk to him. Now our path lies on Quebradas Costillas. In the tavern, talk to Florence Klaus. In the store you can buy this guy. Talk to Klaus in the tavern. He will tell you about the treasure and join you. Quest completed! Or not?

4 Saving Toff's Daughter

Where to get? In the tavern of Duvezen.

Required: reputation not lower than "honest captain"

Winning: Nicholas Sharpe's "Cobra" saber

Difficulty: zero

Talk to the person sitting on the right. Do not send him, but ask why he is upset. His daughter was kidnapped. Agree to help. You can immediately go to the port (you will be prompted to automatically go to the kidnapper's ship) and after killing everyone, pick up Toff's daughter. You can first go to the governor and ask him for support. Go to port. After the conversation, you will only have to kill the captain. Anyway, take the reward from the governor and the sword and Toff. Quest completed!

5. Delivery of a locked chest.

Where to get? During the main storyline

Necessary: ​​-

Difficulty: zero

The chest will be given to you by the owner of the shipyard on Oxbay, after he hides you from the French. On Redmond, near the tavern, you will be met by cursed pirates and asked to give the chest. Give it to them or they'll kill you! They are immortal. Return to Owen McDory - the owner of the shipyard on Oxbae. He will send you to Falais de Fleur to a merchant. His house is located in the next location after the port, on the left. After a conversation in the port, Gordon Carpenter will call you (somewhere I have already heard this name, have you?) And over a mug of beer (or rum?) He will tell you about an artifact with which you can destroy the Black Pearl. Quest completed!

6. Find the missing son of the Spanish admiral.

Where to get? At the Governor's Residence, on Isla Muella

Requires: reputation not lower than "ordinary sailor"

Win: 10,000 and a good officer

Difficulty: zero

Speak with the Admiral at the Governor's Residence, Isla Muelle. We go to the tavern on Redmond. Ask the bartender about Lucas. Get out into the jungle. Go left. In the next location you will see a woman with security. What you need! Talk to baba. You can choose any dialogue option. We return to Isla Muelle. The admiral will give 3,000 and a new task. Lucas was kidnapped on his way home. Now they are asking for a ransom. We agree. We go to the tavern on the Fala de Fleur. Show the kidnappers: the sign. Get outside. Follow the house opposite. Give the ransom. After talking with Lucas, return to Isla Muelle. Go to the residence. The admiral will thank you, and Lucas will join as a good officer. Quest completed!

7. Sink an English corvette.

Where to get? At the Governor's Falais de Fleur

Necessary: ​​-

Win: 5,000

Difficulty: medium

The governor will ask you to sink a pirate corvette. We go out to sea and drown. You can also capture. We're back for the reward. Quest completed!

8. Heavy everyday life of a hired killer

Where to get? At the Conceicao tavern

Required: hero level 5

Winning: about 25 - 30,000 tugriks, terrible reputation (this can be avoided by raising reputation with local priests for money after each kill)

Difficulty: medium

In the tavern, a man will approach you and ask you to kill someone. Some people live in the house to the right of the shipyard, if you look at the shipyard. And this one is immortal for the time being. Ladies and Gentlemen! Santos. Matheus Santos. He will offer to work for him, for much more money. Agree to Santos' offer. Swim to Leviathan Rock on Conceicao Island. On the beach, kill Ambrose. Come back for your reward. The next target lives in Greenford. Kill him and the bodyguard. Personally, I just shot them. Both. We're back for the reward. The next target is Pepin Bertillon. Lives on Quebradas Costillas. In the port, shoot Pepin and his two bodyguards. Come back for your reward. The next target is Amerigo Vieira. The best swordsman. Swim to Conceicao, to the house to the right of the governor's residence. You don't have to kill him if the authority is 6, you can hire him as an officer, but in order to continue the quest, you must kill him. After Amerigo falls a heroic death, return to Santos. Sail to Conceição and ask the tavern keeper about Mr. Leone (this name also seems familiar to me, do you?). He is waiting for us at the church. Agree to Mr. Leone's offer and help kill Santos. He will be waiting in a room at the Isla Muelle tavern. Kill Santos. Get down. Mr. Leone (What's up? Salvatore?) will give you a reward. Quest completed!

9. Gold mines.

Where to get? Tavern Isla Muelle. Version 1.01 and up.

Required: the hero is at least level five.

Win: a lot of money.

Difficulty: below average

After you have taken the quest, swim to Oxbay. You will automatically be in the right place. Kill the soldiers. Ha Ha! The gold has already been taken away! In pursuit! Through Greenford we go out into the jungle. Run, run, until we see the soldiers! Get out of everyone. Run to the bay nearby. Go back one location and go right at the fork. Get ready for a fight. After all the English are dead, share the gold. Either kill him and take everything for yourself, or share according to the laws of brotherhood. In the first case, a hostile brig will be waiting for you in the bay, in the second case, this brig will join your squadron. The choice is yours. Quest completed!

10. A girl won at cards.

Where to get? In any tavern

Required: 40 dice wins

Win: at best - a few thousand gold, at worst - a negro girl in the hold!

Difficulty: zero

When you win the girl in dice (I don't know why the questbook says cards) tell her that you will help her. She is looking for a lover. Beloved is in the tavern Falais de Fleur. It turns out that Virginia - the black girl we won - he doesn't need anymore! Well, okay. Come out. On the street, the girl will ask you to take her to the governor. Here's a fool! She can't get there on her own! Tell the governor she's the guest of honor. He will give you money. Quest completed!

11. Loser Bloom.

Where to get? In the port of Redmond.

Required: 500 gold per officer

Winning: a disgusting, good-for-nothing officer. Cannon fodder!

Difficulty: below zero.

Speak with Rhys Bloom at Redmond Harbor. Agree to help. Go to the harbormaster's house to the right of the entrance to the city. Ask to take Bloom to you. Pay Bloom 500 gold. Now you have your own cannon fodder! Quest completed!

12. Help the priest on the Fala de Fleur

Where to get? In the church on the Falais de Fleur

Requires: 1,000 gold and a good reputation

Winning: Reputation Boost

Difficulty: zero

The priest will ask you to persuade the woman to return to the church. Where she lives, the priest will say. Go to her. Listen to her story and give her 1000 gold. Return to the padre. Quest completed!

13. Thierry Bosquet

Where to get? Falet de Fleur tavern

Required: 500 gold

Win: -

Difficulty: below average

There is a negro sitting in the tavern of Falais de Fleur. He allegedly owed the bartender 500 gold. If you pay the bartender, he will say that he cheated us and that he did not owe anything. And the bartender, the goat, although he warned, he did not refuse extra money. Now if you go out into the jungle, he and his friend will attack you. Kill them. Now, if you want to go into the jungle, this black man will attack you all the time, only without a friend. Quest completed!

Where to get? After completing the main quest, when you return to Redmont, after you enter the house of Raul Reims on Consensao.

Required: Version 1.02b or higher.

Benefit: Possibility to capture Fearless or get the blade "Hurricane".

A big new storyline woven into the main storyline. In the third mission, you can switch to the side of the pirates and join the brotherhood (promotion along the pirate line depends on whether you have completed the main storyline before taking the quest). Complete non-linearity of passage. A disregard for the tasks given out can easily lead to the fact that you will be asked to leave the employer. The way you completed one "mission" may give you an additional path to solve the next one (or not).

So we pay a visit to the leader of the smugglers Machado on Consensao. He offers us to join the smugglers, and if we agree, he gives the task of delivering a contraband cargo of sandal to the Fala de Fleur, to the local merchant Arno. Attention, your flagship should have enough free space for cargo - 300 units weigh 1200 kg. We go to Arno, transfer the goods, and watch how the soldiers detain the merchant. We sail back to Machado with empty hands. Machado says that Arno probably played this performance himself in order not to pay money and gives a new task - to shake money out of Arno. We again go to the Fale de Fleur to the Arno. He will ask you to wait a few days in order to collect the money. There are several ways to go here:

1. You go to a tavern, rent a room, and hired killers come to you, having dealt with them (you can not kill them, just run out of the room), go to Arno and press on him and get your money

2. You refuse a request to wait and demand money immediately. Arno forks out and slips you a ring along with the money. As soon as you leave the port, you will be detained by the guards for stealing the ring. You can kill them all and safely sail away, or you can submit and go to prison, from where Daniel will pull you out, taking the fort by storm. In both cases, you are at enmity with France.

We give the money to Machado and get a new task, this time we have to attend the meeting of Machado with the pirate leader on Duvenzen in two weeks. You can sail there earlier, but later, alas, we will fail. Here again the divergence begins. If you have already drowned the Black Pearl, then Jack Sparrow will be the leader of the pirates, if not, then some kind of bald pirate, whose name I don’t remember.

1. Before the sinking of Black Perl. We are present at the meeting, then we receive a task from Machado - to force Arno to sell the store. We sail on the Fala de Fleur at the entrance to the city, we stumble upon Arno's daughter. There are two options depending on how the 2nd stage went.

1a. If you do not have a ring, then the only option is to send the merchant's daughter to go to the store and kill Arno, while getting enmity with France. Of course, you can not kill and return to Machado empty-handed.

1b. If you have Arno's ring, you can of course send your daughter and do it as in 1a, but here another opportunity is provided - convince her with the help of the ring that you are a friend of her father and lure her to your ship. Then go to Arno and blackmail him. He will offer you to rent a room in the Tavern again and already there you will receive from him the keys and documents for the store. You can let your daughter go, as promised, or you can keep her for yourself, having received France as an enemy.

One way or another, we return to Machado... He informs you that he wants to sink a squadron of 5 ships, and gives you Barracuda as an assistant along with the frigate of the same name. An entry will appear in the ship's log that "there is a strong smell of gunpowder from your next assignment, you just need to understand where it starts." We go to the tavern on Consensao and there we learn from the bartender that in fact they are not pirates, but people hired by the governor of Consensao, and that Machado has a traitor.

With this news, we return to Machado and offer him a plan - to throw a duck about the upcoming deal and lure out this squadron. Machado says it takes a week to prepare the plan. We walk for 7 days wherever we want (you can prepare your ship for a fight, or you can whip rum in a tavern), an inscription will appear in the ship's log that it's time for a week, you need to go to Machado. Having checked in with the leader, we go out to sea and meet the armada. The same Barracuda will join this armada. All that's left is to let everyone down.

Returning to Machado, we find out that he deceived you and you will not be his assistant, angry, you kill him, having received the Hurricane sword, we go out and interrupt the entire smuggling lair. Quest completed.

2. After the sinking of the Black Pearl, Jack Sparrow will act as the leader of the pirates, who, for your services in sinking the Pearl, will offer you to become a pirate.