Corsairs 2 pirates of the caribbean mission. Pirates of the Caribbean: guides and walkthroughs. Main storyline

"And we will never die until

The luminaries are swinging over the gear ... "

A. Gorodnitsky

Introduction

"Arrgh! Tremble, land-based rascals stuffed with rotten squid eyes! Pirates caribbean already on the doorstep!" - it was with such an exclamation that my friend appeared on the doorstep on July 18 and, without letting go of the box with two disks from 1C, rushed to the computer. Only after starting the installation, he began to untie the laces on his shoes, from which you can understand , how much the fact of the release of the game "Pirates of the Caribbean" unbalanced him. Those who played "Corsairs", I think, need not say anything more, for the rest I will explain: it was, apparently, the best at that time, and perhaps remaining the best Until now, RPG-action from Russian manufacturers, and action, made on their own, and very good engine.In general, "Corsairs" could outdo (and outdo) most of the games of this genre known to me.

The release of "Pirates of the Caribbean" (by the way, the film of the same name will be released soon), was awaited with impatience and slight apprehension. Well, we can safely say: the fears were not justified. The fantastic beauties of the seas and coasts make you take screenshots almost every second, the system of naval combat, as well as ground and deck combat has grown noticeably (although there is still room for improvement), the character development system has greatly expanded, etc. etc. Somewhat, in my opinion, the convenience of the interface has decreased; on the other hand, the map for sailing between the islands is implemented fundamentally better ... however, everything is in order.

Attention! For the most curious and impatient, I suggest that you immediately look at the end of the article, in the section " Instead of a conclusion".

What are we playing?

The main part of the game you are an English corsair. This means that you have to complete the tasks of the British authorities, simultaneously inflicting possible harm enemies of the crown in the archipelago. This archipelago, as the name suggests, is located somewhere in the Caribbean, however, you should not look for it on real maps better take a look at the attached one.

In addition, you, of course, have to achieve possible enrichment, as well as find with whom to share the joy of a rich old age ... For more information on how to do all this without problems, see the walkthrough.

There are two fixed assets, and they are somewhat...er...different in size. This is your ship and your saber (and also a pistol).

What do you think is more important? Write it down on paper or memorize it. Soon it will be said how things really are.

It is interesting: the game has quite a lot of different types of both cold and firearms. The good news is that the variety extends not only to you, but also to enemies. It is quite interesting to fight with three bandits, one of whom has a Turkish scimitar (where did he get it?), another has a French saber, and the third ... and what the third has is unknown, since you shot him with a pistol on the way.

The English government, through its governor, will set you a variety of tasks, and you should not forget your own interests, and therefore gamers will have to travel both by sea (which those who played Corsairs are already used to) and by land (which is already somewhat new, especially the opportunity get out of the city and walk through the jungle). And, I assure you, fighting with numerous opponents (both living and not so), getting to know the locals (happy, unhappy, honest, mean, treacherous, good-natured and others), even just looking at land and sea landscapes - you will get a lot pleasure.

Land

The game begins with a routine: your ship is in port, and you have to go ashore to sell the cargo, give the order to repair the hull, and also recruit a crew.

The first thing that strikes you on the coast is the scale of the city. It's pretty impressive (and Oxbay, where you start, isn't the most impressive settlement in the game). In addition to plot buildings (a store, a shipyard, a tavern, a governor's house, a port), it has many houses of ordinary residents, some of which are locked, and some will hospitably open their doors to you ... and the lids of their chests.

It is interesting: locals prefer to keep their treasures in chests, but for some reason they don't care about their protection at all and don't even get particularly indignant when you rummage through their belongings in front of them. For a promiscuous corsair, the money received from the sale of rings, pearls and other things obtained in this way can serve as a serious help, at least at first.By the way, such chests are also on the ships that you board.

The inhabitants of the city, which can be found on the streets, are usually friendly and ready to tell you about the city and local rumors, or suggest the way somewhere; however, all this you, as a rule, do not need at all. Functional characters are much more useful - innkeeper, shipyard owner, merchant (shop owner), governor - as well as plot ones (see " Walkthrough").

Advice: You can navigate to the desired building by pressing Enter and selecting what you want from the bottom left corner of the screen. However, in an unfamiliar city, it is worth at least a little walking around first. All of them are not similar to each other and are quite beautiful.

The difference from the "Corsairs" is not only in the size and variety of cities. Now you can go beyond them and wander through the jungle to your heart's content! However, here the guard does not look after the order (which quickly and in large numbers appears in any locality, barely noticing any disorder), which means that robbers can be expected around each next turn. However, about these scoundrels and the fight against them a little later, but now about nature. She deserves special mention. First of all, the sky. Sometimes when playing Pirates of the Caribbean, stop and look up. Better - more often. A good mood is guaranteed for you, and no matter how the fight against the enemies of the crown and the search for treasures is progressing. Also, rocks. Coastal sand and glare on the water. Palms. Butterflies. And the grass, yes, of course, the grass! Leaving the gates of the city for the first time, I deliberately walked along it for several minutes.

It is interesting: the grass in the game moves when the character walks over it. This seemingly trifle seriously adds realism to the world around the player.

In addition to cities and jungles, the game also has a variety of catacombs, both urban and suburban (abandoned mines, for example). They contain creatures that are much less close to civilized man than the cute inhabitants of the cities and even the not so pleasant thugs from the jungle - skeletons. However, you will encounter skeletons both on the surface and even in the sea.

It is interesting: It turns out that afterlife in the Caribbean is provided not only to people. Monkey skeletons are quite dangerous opponents. Don't underestimate them!

Catacombs are useful, of course, hidden in them treasures. So, in one abandoned mine on Oxbay, you can find a good blade at the very beginning ... which is very useful.

Wandering through the jungle / catacombs, you have to pretty wave your saber. The first ones to be met are ordinary robbers. They will stand around the corner of the road, and their ordinariness is compensated by the number: as a rule, four people go to work. If you have a low fencing skill, it is better to bypass them (as a rule, this is possible; you can usually see them from afar if you look closely) or fork out. They kill the greedy. Another thing is if your fencing skill allows you to argue with them (for this it would be good to have it no less than 3-5 ... I quickly raised it to 9, and I never regretted it). About skills and their development, see a little lower, but for now - about hand-to-hand combat.

Fans of the "Corsairs" remember that there it was necessary to guess the direction of the enemy's strike and put the right block, to confuse the opponent with feints in response and hit him in the unprotected heel. The system is logical, but practically does not allow organizing a battle with 3 or more participants. In "Pirates of the Caribbean" things are a little different. The character deals with the directions of blows himself (more precisely, he simply ignores these directions). The player only has to determine what the character should do now: block, attack, or just stand. In the "block" state, the character is protected from attacks from any number of opponents from any direction, including from the back, but he himself cannot strike and even walk. Depending on the characteristics of the character and the enemy, in this state you can not receive, but you can also receive damage, however, as a rule, with a developed swordsmanship skill, you can resist an impressive crowd for quite a long time. However, in order to attack, you have to open up - remove the block - and here you become vulnerable. Thus, there are two effective combat tactics: waiting and retreat.

Waiting is based on the fact that each opponent can strike with a certain frequency, and not more often (less often - maybe). However, they do not coordinate their actions, and someday they will all hit at the same time. Immediately after that, you need to exit the blocking state and attack one. With some skill and some luck, you can kill quite a lot of opponents this way. The advantage of this method is its versatility: it is applicable in almost any case (the character blocks even attacks from behind). The downside is unreliability: with some probability, opponents will break through your block, and the more of them, the longer you will have to wait for synchronization.

Retreat is a classic tactic. Seeing opponents rushing at you, you run back (backward, of course), choosing the path so that the opponents are on the same line (they try to run straight at you). In this way, you will not allow a simultaneous attack. A bandit (as well as a skeleton or even a soldier) who runs up to the strike distance should be immediately attacked until he goes into a state of blocking himself, and then continue to retreat. Repeat until ready... that is, until everyone is ready. The advantage of tactics is efficiency and reliability: it allows you to win without losses in about 90% of cases. Minus - exactingness to the conditions environment. The tactic is applicable only when there is somewhere to run, and, as a result, in the case of not too many attackers (after all, the more there are, the farther you have to run, and the island will very quickly seem a little small to you). An important consequence: this method is not applicable for boarding!

This is the idea: actually, it's a little strange to see how the character, especially without moving, blocks the blows of many attackers from different directions, including from the back. However, the effectiveness of the very idea that the player simply orders to block and does not have to specify which shot is undeniable. Thus, there is a desire to somewhat expand the combat system. Let's say, in a state of "blocking" the character defends himself as much as possible from blows, meeting each of them with his blade. He can do it with some frequency (baboutgreater than the allowable frequency of attacks of one person) determined by his skill. The main thing is that each block is drawn (you can simplify this process by standardizing strikes and blocks). The hero will be able to parry 3-4 hits inflicted from different directions (and the player will see how he does it!), with a good fencing skill - more. However, a greatly outnumbered opponent will crush even a very competent swordsman: he simply will not be in time. The only question is how difficult the introduction of such a system is in itself, and how demanding it is on computer resources.

Oh, and I almost forgot about the gun. As a rule, it manages to fire exactly once per battle - at the very beginning, while the enemy is still far away. And it's not about the impossibility of reloading (somehow it reloads itself ... probably, the character has a tame monkey trained in this art somewhere hidden), but in the time it takes to shoot itself. A good opponent will have time to deliver two blows during this time, which you most likely will not be able to survive. So heavy artillery (how heavy depends on the thickness of your wallet... a good gun is about equal in cost to a bad ship), as it should be, only works before the battle.

And the last. Buy, collect and otherwise get bottles of medicinal potion, and don't forget to keep an eye on your health in battle. As a rule, after one successful hit of the enemy, health remains low, and should be treated immediately. Luckily, it only takes a few clicks to do this. Enter. Just make sure you don't run out of stock.

Sea

Well, enough about land rats, it's time to say a couple (or better - more) words about the sea. First of all, raising the sails, look - where? No, not at the sky, we have already agreed that you look there periodically to maintain a good mood. Look at the computer a c (in the upper right corner of the screen). The arrow on it indicates, however, not the north magnetic pole, but the direction of the wind. This is exactly what you should keep in mind at any time when you are at sea (unless on a map). In general, the tactical navigation system has changed little compared to the Corsairs, except that the views have become noticeably more beautiful (a good video card is highly recommended!). The speed with which you can go on the chosen course depends on the direction and strength of the wind, the speed of the turn depends on your sailing skills, the ship, and also on the number of sails raised (before turning, it is better to take reefs - collect the sails in part; there are three gradations of windage - sails lowered, sails half-lowered, sails raised). I propose to pay special attention to the fins and silhouettes of sharks periodically flashing around the ship, as well as to the strange colored growths on the rocks found at the bottom (corals? polyps? something else?). However, you still have to sail from island to island on the map, and not in tactical mode.

The map has changed quite a bit. Instead of indicating on paper where we are sailing, and with some trembling in the knees (either from fear or anticipation) to wait for a possible meeting with any ship, you, as it were, rise above the deck to a bird's eye view, and from this height (there are two gradations: low and high) survey the surroundings, including nearby ships, as well as natural phenomena (tropical storms, in other words).

It is interesting: on the map, ships can swim in reverse. It’s not fast, really, but it’s very convenient to get out of the narrow fjords near the islands. Although it is quite funny to see, say, a frigate walking backwards ...

Generally speaking, this system is logical. You can spot an impending problem, say a gathering storm front, with sufficient anticipation, and change course to avoid it. On the other hand, you can, on the contrary, boldly move towards it. Everything depends on you. In a tropical storm, say, it is better not to get on a damaged ship - you may not get out. On the other hand, going through it means gaining a certain amount of experience, which is extremely useful, especially at first. Naturally, sailing in a storm is carried out exclusively in tactical mode. If you, intentionally or accidentally, hit it, there is only one piece of advice: lower the sails at least halfway and hold on to the helm more tightly. It will wind mercilessly, and maybe even strike with lightning. Do not forget, however, to look around - the beauty is indescribable in places. And I categorically reject claims to the absence of circles on the water: you will not be up to them. Yes, it is strongly not recommended to get into a storm in the coastal zone: it can easily be thrown onto the rocks, which is not very useful for the ship.

However, the storm is some, let's say, a minor phenomenon. As you know, the most dangerous thing on this planet is people. Some of the ships, seeing you, will pass by on their course, some will try to escape, but there will be those that will cut across. Most likely, these are pirates (judge by their sails), and they have one goal (explain what? No need? I knew, I knew ...). If you didn’t manage to get away from such a pursuer, or if you yourself turned out to be a pursuer who overtook the victim, you will have to sea ​​battle.

It is interesting: as far as I can tell, the initial courses of the ships in tactical mode (when you first enter it) correspond to the courses in map mode; at least I didn't manage to notice too many deviations from this rule, although maybe I was lucky. If this statement is true, you can lay the foundations for the success of a collision at sea already on the map, correctly setting your course relative to the course of your opponent.

The technique of naval combat has changed little compared to the Corsairs. However, these changes have led to some evolution of tactics. However, everything is in order. For those who have not played Corsairs, I will explain: you can either sink the enemy, or capture, or get away from him. For the first, the ships have cannons, for the second - grappling hooks and a team armed to the teeth, for the third - of course, sails. Cannons can be loaded with one of four types of shells - cannonballs, buckshot, knipples or bombs. They differ in the effect and distance of the shot.

Unlike the "Corsairs", the guns are also on the bow of the ships. This negates the "follow me until the sails last" tactic: the pursuer, walking in the wake, was methodically shot with knippels from the stern guns. Now, alas, he can answer the same. However, the true sea wolves pretty quickly abandoned this tactic. After all, boarding will allow not only to defeat the enemy, who has a significant advantage in guns, but also to take his ship as a prize (and if you have a free officer, attach it to your squadron). However, before you can give the command "Hooks aboard!", you will have to get close enough to the enemy. Here you need to remember one thing: you have to go with the wind, and he - against. If there is land nearby, you can try to press it against it, if not, just try to maneuver so that the wind works for you. It sounds extremely vague, but after a little practice it will become clear what it is about. In addition, the bow or stern should be substituted for the enemy’s side salvo, and in no case the side (so the target for his gunners will be smaller, and they will miss more often). At the same time, it would be better for you to hit the opponent's side with the side (for the same reasons).

Advice: when firing from the deck, when you set the sight yourself, the probability of a good volley is higher, especially at first. Therefore, if you strive for maximum efficiency, you will have to aim yourself. However, as a rule, I was too lazy to do this. In addition, when viewed from above, there are people on the deck, but as soon as you go down to it, they disappear somewhere ... It's a shame, however!

Thus, maneuverability is extremely important: ideally, you should turn around twice as fast as the fastest of the enemy ships (so that there are two of yours for one of its “shot-turn-shot with the second side” phase, and you shoot it at the substituted, but already shot own ammunition board). It's quite difficult, and a long sea battle will inevitably lead to damage to your ship, the repair of which can cost a lot of money (probably even more than the proceeds from the sale of the opponent taken as a prize ... if he is not too big compared to you).

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Advice: in "Pirates of the Caribbean" the ship can be controlled by any officer, not only the first officer, as in "Corsairs". To prevent the captain candidate from being killed during the boarding, do not assign him to the position (in the window with officers, do not transfer him to the bottom 4 rectangles, but leave him in the strip at the top). He will not help you in battle, but he will remain alive. And somehow you yourself...

Therefore, the fastest boarding of the strongest of the opponents should be recognized as an effective tactic. After the ships hit the sides, and your, as well as enemy sailors, throw ladders over them (so that there is somewhere to wave your saber), you will appear not in the captain’s cabin familiar to the Corsairs, but on your own deck, with a saber (or with that , what you will be armed with at that moment) in your hand and the enemy is right in front of you. Next - see hand-to-hand combat tips (above); do not forget only that sea wolves fight better than land rats, and do not relax after clearing upper deck- there are also lower ones, on large ships - several.

Advice: be sure to inspect chests and barrels, near which the "hand" sign appears on the screen (it signals the possibility of profiting). Several thousand coins can be earned this way, and bottles of healing infusion will also be a good help in the upcoming battles.

Your sailors (if there are many) and officers (if you appointed them to the position) will be with you. For the latter, this is a serious risk: they, at least at the initial levels, can easily be killed. The most annoying result of this is the inability to take the opponent's ship as a prize (or have to sink your own). Yes, and it’s a pity for the officer, although finding him is far from being as difficult as in the Corsairs.

It is interesting: in fact, not all officers can be killed. Danielle, apparently, grew up with a sword from the very cradle. Not a single enemy is able to damage her, but she shreds them into cabbage. So, if she is involved in the boarding, you can quietly smoke somewhere in the corner. Don't forget to just keep blocking.

This one will not miss his ... Business in the store goes on as usual.

After a successful boarding, as you probably already understood, you will either appoint one of your officers as captain, or part with one of the two ships you now have. Changing your ship to another, as a rule, is worth it without a twinge of conscience if it is a higher class. On the other hand, if you are already very attached to your lugger, barque or frigate - well, the prize ship can always be sold in the port for good money (remember, this is done in the shipyard). And the money is good for you.

Income and losses

Have you forgotten what our goal is? Yes, of course, to serve the English crown, but this is not the main thing. And what is the main one? Definitely enrichment! In other words, your income should be slightly higher than your expenses. And the latter can be rather big.

First, the team wants money, and so do the officers. And it's better to pay them (although you can not pay, but in this case, her mood will worsen ... which is not welcome for obvious reasons). Secondly, the ship needs to be repaired (either in the port, which is quite expensive, or at sea, for which you will need to have boards and canvas on board). Finally, thirdly, in some places in the story it is worth forking out (see "Passage"). At the end of the game, monthly expenses can reach twenty to thirty thousand coins.

It is interesting: compared to the "Corsairs", in the "Pirates of the Caribbean" the price level has risen slightly. Whether the value of money has fallen due to the huge influx of gold in the metropolis from the New World (this really happened), or something else ... In general, selling a ship for more than 100,000 coins is a very real operation.

Where can you get so much money?

Firstly, at first you can ... er ... take what lies badly. In unlocked chests in unlocked houses, you can find jewelry and antiques, which you can later sell. Not bad at first, but somehow disgusting, and you won’t earn much on it. Although the bottles are thus worth looking for.

Advice: moving around the island, watch out for the "hand" symbol that appears. Sometimes precious things, stones or bottles of healing potion can be found in the most unexpected places...

Secondly, you can trade. In the ship's log, you can find entries about the trade preferences and restrictions of an island. Smuggling (a smuggler can be found in a tavern) turns out to be noticeably more profitable than regular trade through a store, but also more dangerous (with some probability, soldiers will come running at the time of the deal, and in the port you will also have to fight off a customs, say, frigate). However, this occupation will quickly get tired of active corsairs.

Thirdly, you can perform escort missions. Merchants are ready to pay for their safety, and if someone attacks, you can also take cargo from the attacker (don't forget about the chests on the decks), or earn experience by sinking the enemy. In addition, you can load up on goods and get some extra profit.

And finally, fourthly - the most interesting. The English crown does not care at all what exactly we will do with the attacked ships of its enemies - we will sink, capture ... But it is more interesting for us to capture. Even if for one reason or another you do not have an officer to bring the ship to the port and sell it there, you can always take its cargo. However, the trade in ships, as in the Corsairs, is an extremely financially efficient enterprise. Try it - you'll love it!

Character

"Pirates of the Caribbean" - RPG-action. That is, in addition to firing bow-stern-starboard-left side and randomly swinging a saber to the right and left, you have to develop your character somewhat. The system is classical: experience is gained for useful actions, upon reaching a certain amount of it, a level is given, which allows improving the characteristics of the character. But further - more interesting.

For each level, we are given the opportunity to increase one of the character's characteristics by 2 points, and also give him one of the abilities. I deliberately do not include here full list characteristics and abilities: to deal with them, especially with abilities, is a separate pleasure for a true gamer. However, I will give a couple of tips (those who want to figure it out completely on their own can safely skip the next two paragraphs).

First, the characteristics. Which of them should be developed?

Here we return to the question that I asked at the beginning of the article. What is more important: the ship or the blade? Correct Answer: Blade. In principle, both are means to win the battle. However, the blade also allows you to earn money on this (when boarding). In addition, at one point in the story you are left without a ship (I warned you - whoever wants everything himself, do not read here!), And guess what you use to get it yourself?

First of all, you should master fencing. Without it, in the cruel world of "Pirates of the Caribbean" one cannot survive. I, as already mentioned, quickly raised it to 9 and have never regretted it. Further - at will. RPGs are good because different characters, applying different tactics in accordance with their characteristics, can win with equal success.

Secondly, abilities. They can be divided into basic and advanced. The former can be developed without any conditions; for the latter, it is necessary that the character already owns some basic ones. Therefore, the main advice: be consistent. Choose the ability you want to get, build the entire tree before it - and develop all the necessary abilities in turn.

And finally, by common tactics character development. The division into abilities and characteristics suggests a logical decision: develop one direction with characteristics, and another with abilities. So you can get a balanced character. On the other hand, you can focus on one thing (say, like me - on fencing), compensating for the lack of the rest with the skill of the player. Decide for yourself, I will not recommend anything. Here all the fun is in making decisions.

Instead of a conclusion

Actually, I didn't tell you everything. It would be possible, say, to describe the performance characteristics of ships for a long time and conduct their comparative analysis (in a kind of mentoring tone, frowning and picking up his lips: "When attacking a frigate with a bark in the south-south-west wind, it is necessary, setting the maximum possible sail area and moving at an angle of up to 30 degrees to the wind, choose the moment of rendezvous in the reloading phase of the enemy ship ... ", well, etc.). Or draw a map of the islands and tell where small pleasures are hidden in the form of bottles, precious stones etc. You can develop different schemes for character development for a long time, as well as talk about the effectiveness of constantly hiring officers compared to the desire to keep them alive as long as possible...

But, damn it, this is all for those very land channels that were threatened by my friend who burst into me like a fresh sea breeze! True corsairs it is better to try everything on yourself once than to follow a hundred stupid tips! So go ahead, friends, seven feet under the keel, and anchor down my throat if you don't like Pirates of the Caribbean! And the most curious and impatient are invited to run after the disk faster than others, because they will sort it out ...

PASSING

Introduction

I’ll make a reservation right away - in this passage, the actual plot moves will not be described in detail. This would be analogous to the popular arrangement of "Eugene Onegin" in prose. The goal here is to guide the player through the story, not retell it. I hope that with my help you will be able to kill two birds with one stone - and enjoy the game, and easily pass it to the end.

Attention! This walkthrough contains information about the plot and characters, the possession of which may reduce the pleasure of exploring the game on your own. If you want to go through everything yourself - please do not read further.

Basics

We start the game on our ship. Immediately after loading, either the first assistant comes up to us, or someone else (it doesn’t matter at all), and offers help in mastering, so to speak, the expanses of the universe (that is, the game itself). Well, the player, of course, is not a fool, we agree to everything, in particular we focus our attention on fencing training. We train until we start to consistently win against this very officer. We study the system of skills and abilities, and so on and so forth, in general, we do everything as he says.

Fully equipped, we go to land. Advice: we release the assistant who has stuck at once, we say that we will cope with everything ourselves, we wish you good luck and all that. No need to cry: the game, unlike the "Corsairs", is densely saturated with officers (boatswains, first mates, gunners ...).

Getting ready for the first swim

The first thing we need to do is to sell all the goods on board in the store. To find it faster, click Enter, at the transition (lower left corner) select the "shop" sign (pistol and bag), and transfer there. By the way, this operation can also be done with a shipyard, port, etc. If there is no sign, then the "institution" is closed until the morning. You can wait out the night in the tavern by talking to the innkeeper (you can rent a room for the night).

Having sold all the goods (except for ammunition), we go to the shipyard and completely repair the ship (by pressing the "repair" - "completely" buttons). Now you can type the command. We go to the tavern, ask the owner if there are salags in his establishment ready to go sailing. If the corresponding menu opens, then there is. But he can also say that it's too late and everyone has gone home. In this case, we rent a room for the night, in the morning we repeat the question.

Well, now we are ready to sail, we go to the port, we board the ship.

The steering wheel habitually lies in the hand, and we begin to examine the horizon in search of prey...

Capture of Oxbay

But it was not there. Immediately after going to sea, we are shown a colorful cartoon about the attack of the French fleet on Oxbay (where we were until the last moment). Fortunately, we were one of the few ships that managed to escape.

Now our path lies in Redmond, to the governor of the English colonies in the archipelago.

Redmond

Having sailed to the port of Redmond, we disembark and go to the residence of the head of the archipelago. At the entrance, a soldier blocks the way, we tell him about the capture of Oxbey and he urgently lets us in, throwing something like "why didn't you say before?". Having passed into the residence, we report the attack. In response, we are invited to give the ship voluntarily or they will take it away from us. Let's put forward a counter offer: we enter the service of England together with the ship.

Immediately we are given our first task: to penetrate into the captured city and find out what's what. We agree without delay. We leave the residence, go to the port - and on the ship.

On the island of Oxbay, in addition to the city of Oxbay, there is also the city of Greenford. So, it's better to stick to its port. For obvious reasons.

Scouting the situation

Having gone ashore, we head to the city - to that exit from it, which is on the left hand. We stomp through the jungle all the time right up to the city gates of Oxbey, and then we go to the tavern in order to talk with the innkeeper. He talks about the situation in the city (the residents are complaining, and the French soldiers are drinking more and more and not paying anything), and also gives some useful information: it turns out that the island should arrive french ship with ammunition. We leave the city back to Greenford. We board the ship and leave.

Report from the captured city

Having anchored in the port of Redmond, we go to the residence of the governor and report: they say, the ship should sail from the island of Fale de Fleur, and it would be nice to capture or sink it. After considering the situation, the governor gives the answer: "Do whatever you want, but the ship with supplies should not sail to Oxbay." We understand this literally and sail on the Fala de Fleur (for those who are in the tank: this is a French colony, and now we are an English corsair).

Fale de Fleur - ammunition

Having sailed to the island, we go into the city. We are met by a sailor from a French barque. For some pennies, he reports that the captain is now in the tavern. We go there, we speak with the innkeeper, we learn that the captain is upstairs, in the room. Climbing up the stairs, we go into the room and talk to him. We need to get a letter to escort a ship with ammunition, so we can kill this captain and take it from the corpse, or pay him 3000 piastres, and he will give the letter voluntarily. We leave the tavern, we head to the head of the port (two-story building in the port). Glancing briefly at the paper, he sends us on our mission. We run to the ship, having talked with the ward captain on the way (he will do it himself).

In order not to swim...

Now we have two ships under our command. Let's go to the map. Our task is to make sure that the ship with ammunition does not sail to Oxbay. There are four ways to solve it:

Sink the ship yourself.

Capture the ship.

Lead the ship to any English fort, where he will be shot.

Bring him to the pirates: first they will sink the ship, and then you just have to shoot them to the bitter end.

The best option is to capture the ship, the other options are good if the player absolutely does not know how to wield a blade and does not even have minimal boarding skills. Having completed the task, with a clear conscience we sail to Redmond to the governor.

We get a new task on Redmond: bring a friendly ship to the port of Greenford, and also talk to an informant in Oxbey. We leave the city to the port, we speak with the captain of this very ship, we sail to Greenford.

Informant

There, a local resident meets us at the pier. He reports that at night it is necessary to swim up to the gray rock bay. We immediately board the ship, and with the help of the "follow to" button we sail to this bay, we land there and talk to him again, and after killing the attacking French - again. After that, we appear in the tavern, where we speak with the captain of the transport ship. We go out into the jungle, go straight to the city gates of Oxbey. In the tavern we are talking with the innkeeper about some kind of business, he tells where the English informant is. We go to the second floor, there we talk with the man sitting by the window. During the conversation, French soldiers run into the tavern - we kill them. We continue the conversation with the informant, he offers to hide with the owner of the local shipyard. We leave the tavern, we run to the shipyard.

Her owner is hiding us from patrol. After the departure of this very patrol, the conversation with the informant continues, and from it it becomes clear that the captain, with whom he was supposed to meet, is waiting for him in the tavern, and since the English agent cannot appear in public institutions, we need to go there and reschedule the meeting behind the tavern to the city wall. After the end of the conversation with the informant, we will have a conversation with the owner of the shipyard, Owen. He asks to take a chest with unknown, but important contents to him, to Redmond. We leave the shipyard and, fearing nothing, head to the tavern. There we speak with the captain and transfer the meeting to the agreed place. The captain got nervous, but went (and what, in fact, can he do?).

We leave the tavern, immediately turn left, speak with the agent. We will have to sail away from the island on the captain's ship, follow him to the ship, sail to Redmond.

Monstrous bug

On the island, we immediately appear in the residence of the governor, who, having paid for the previous task, gives a new one. We must participate in the capture of Oxbay. We leave the residence and go to the tavern. Near it, we are met by a couple of unknown and slippery types, demanding to give Owen's chest. Sensing something was wrong, we immediately agree (those who are interested and confident in their fencing skills may try to refuse ... "who plays seven tambourines, he is surprised"; by the way, soldiers will come running to the aid of such daredevils). We remember that it would be good to discuss this episode with Owen. We go into the tavern, there we talk with the girl (Daniel). After a conversation, English soldiers burst into the tavern and attack us; we kill them. Ralph (the girl's friend) is dead; swearing at his death, she runs away. After that, soldiers enter the tavern and arrest Nathaniel (that is, us). In prison, we talk with the jailer about how he came to such a life. After the conversation, the governor enters the prison and reports a monstrous mistake. We follow him to the residence, where he informs us that Oxbey has been released, and that we have taken a great part in this. We get a new task: to find and present to the bright eyes of Raoul Reims, a malicious traitor to England, and indeed a bad person, a radish. The last time Reims was seen was in the pirates' lair, in the settlement of Quebradas Costillas - we'll head there.

Quebradas Costillas - Reims

We break up a fight at the entrance (since we are now a self-respecting English corsair); By the way, you can take the rescued gunner, but I preferred not to do this, since I already had one. We go to the tavern, we speak with the innkeeper, she gently sends us. We leave the tavern, and at the entrance we are met by a pirate who will clarify the situation somewhat - in particular, he will say that he knows where Reims is. Having exchanged a few words with the sailors from the team of Reims, he learned that the ship was heading for Conceicao - we were heading there.

Conceicao — Reims

We go into the city, there we go to the tavern, we talk with the innkeeper, we start asking him about a certain Raul, they say, did he appear here ... However, during the conversation we mention the name Machado (the head of the smugglers), and the owner of the tavern refuses to talk to us . We leave the tavern, right in front of it we are met by some type. We'll have to threaten to kill him, after which he will agree to take us to Machado. From a conversation with him, we learn that Raul has already sailed, but he has a house (Machado put guards there). We go straight there and kill the guards, as well as everyone who ran to help them (they themselves are to blame, they had to be more polite and docile). We go into the house, there we find the Reims logbook; alas, there is nothing useful in it. More guards appear - immediately kill. We leave the lair of smugglers and go to the city - to the right, and after the transition straight. From the city to the port and to the ship. Now we sail to Oxbay.

THIRD PAGE

Oxbay — Owen

In Oksbee we go to Owen, we speak with him. The result of a long conversation is as follows: one person sold this chest to him, saying: send it to any of your competitors, and he will be damned. In general, we were intervened in some mystical affairs. It also becomes clear that it is necessary to sail on the Fala de Fleur, however, this is not urgent. We go out to the port and head for Redmond.

Redmond - letter

We come to the governor. Head down and a little depressed, we report that Raul's trail was lost in the smugglers' den. The governor asks to deliver a letter to the leader of the pirates: they say, if you have not caught, then maybe they will. We go to the port, set sail and sail on the Falais de Fleurs. From the port we go into the city and go to the house in the far right corner. There we ask Pete about the legend. We go out to the port, there we are met by our old friend, together we go to the tavern. Over a glass of vaunted Spanish rum, he talks about how to destroy the ghost ship - the Black Pearl. From the tavern we head to the port. Sailing to Quebradas Costillas.

Quebradas Costillas - writing

We speak with the head of the pirates, we give him a letter. We leave the house to the port and sail to Redmond.

Redmond - collection

On Redmond we go to the governor, we get a long-awaited reward and a new mission: to return the stolen collection. I'm going to the port. We are heading for Duvezen.

Duvezen - collection

We moor to the port of Duvezen, go into the city, from there immediately into the jungle. We go along the right "wall" to the bay with a pirate ship. There we are met by one of our sailors. We tell him to return on board, and we ourselves go on a boat to a pirate ship. Once there, we kill all the attackers, pick up the collection and swim ashore.

We go back to the city (respectively, along the left "wall"). With a sense of accomplishment, we get to Redmond to the governor, we give the collection. We receive a reward and a new task: to deliver the prisoner from the Greenford prison. We sail to Oxbay to Greenford.

Greenford is a prisoner

In Greenford we go to the prison (far right corner), we go into it, we speak with the head of the garrison (the man on the right), from the conversation we learn that the prisoner has escaped. Here's the problem! Muddlers. We leave the prison, at the exit we are met by a girl, begging for help - to help out the old man. We calm her down. From the conversation we learn: the old man is an experimenter, he lives at the lighthouse, something exploded there, some clouds rose, and now the whole city is ready to kill him. We approach the crowd (three - already a crowd), we talk with someone, we run into a fight, we kill all the attackers. The old man thanks and promises to put his innovations on the ship, we refuse (he will blow up another ship, the old eccentric), then he takes us to the lighthouse - to show how he lives. At the entrance we meet our old friend - Daniel, we talk with her, she talks about her friend. We speak with him, he reports that he knows where Reims is.

We agree with Daniel on a joint search. We return to the city through the canyon (all the time straight). We go to the port, we sail to Redmond, there we speak with the governor. We inform you that we will be able to continue the search for Reims; he agrees. We leave the residence to the port, we sail to Oxbey. It’s better to land on Oxbey from the side of the lighthouse, we land there. We go to the lighthouse, Daniel comes up to us from behind, we talk with her, after the conversation we return on the boat to the ship. We sail to Duvezen.

Duvezen — Reims

There, Daniel meets us again in the port, we talk with her, we go to the tavern (to get drunk, perhaps, from grief?), There her friend comes up to us and informs us that Raul is sitting at the last table. Such a surprise! We talk with Reims, he, a nice man, leads us to his home. Outside the city gates, Daniel notices surveillance. The pursuers must be detained (killed, in other words). We do our dirty work and catch up with Daniel and Raul (straight at the first intersection, right at the second). We pass to the crook's house, we go into it. We talk with Daniel; she, having learned that we work for Silehard, pokes a knife at us. Damn it hurts! We fall (any other suggestions?). We pretend to be dead and through the pain we listen to the conversation. We need to find clay tablets, they are mentioned in the church library of Isla Muella. Alive, we swim there.

Isla Muelle - Library

We go to the local church and talk to the clergyman. He promises to give access to the library if we deliver to him the papers stolen from the church, supposedly very important, necessary and useful (even gives us an indulgence for any action). We agree. We run to the port, sail to Conceicao.

Conceicao - Documents

In the city of Conceicao, we go to the tavern, we talk with its owner about the person the priest is looking for. The innkeeper points to one sitting by the window, we go to him. In a conversation, we convince him to give us the documents for the sake of a good cause, from the same conversation we learn that the papers are dirt on the priest. We pick them up and sail back to Isla Muella.

Isla Muelle - Library 2

Having landed on the shore, we go to the church. There you can simply give the papers to the priest or start blackmailing him. In the case of blackmail, you can also get 5000 piastres (not so bad, although it could be better ... The Church is not a poor organization). Digging through church books, we learn that the tablets were found in the mines of Oxbey. We sail to Greenford (logically, isn't it?).

Greenford - plates

We speak with the innkeeper. We go to the Oxbey Canyon, to the mining village, there we go into the house to the left of the entrance. The owner begins to resent - they say, private property. We quickly calm him down and start asking about the signs. First he says that they have collapsed, then, when we explain that we work for Silehard, the owner quickly adds that a man came to make copies of the tablets, and one of the workers was assigned to him. We go into the mine, we speak with a more or less dressed black man (Leborio Drago). It turned out that Danielle was here, but had already sailed to Isla Muella, in search of the person who was deciphering the tablets. We swim there. A thousand curses on this headwind!

Isla Muelle - tablets

On the island we will go to the tavern, we will talk with the innkeeper. He will say that Danielle has just left (which means that all is not lost!). We go after her. On the street, we are attacked by three suspicious types - without batting an eye, we kill (are you not used to it yet? Get used to it ...). Once all three are killed, Daniel runs up. A long and difficult conversation begins, the result of which is an agreement to join forces in search of treasure. Daniel knows a secluded cove on Redmond where it's safe to land. Time to visit Silehard. We sail to Redmond.

Redmond - Silehard

Having sailed, we speak with Daniel, after which we immediately appear in the bedroom of His Majesty (we climbed through the window - a little crowded, but imperceptibly), we speak with Sailhard. He seems to agree to cooperate, but then runs away, calling the guards. Two foreheads tumble in (so-so security, frankly) - we kill. We return to the bay, there we come to the decision to split up. Daniel will look for the continuation of the legend, and Nathaniel will look for the Idol. We sail to Greenford.

Greenford - idol

In Greenford we go into the tavern and talk to the innkeeper about the idol. He reports that the idol is at the head of the garrison. We go to the prison, the captain is sitting there on the left - this is the head of the garrison. We talk to him. He will say that the Governor Silehard ordered not to give the idol to anyone if this someone does not present the appropriate paper (what a sly one, huh ?!).

The guards and the captain attack us, we kill them (well, are you used to it now?). Silehard, it turns out, ordered the figurine with the first ship to be sent to Redmond, but the ship is still in the port of Greenford - we run there. Immediately after going out to sea, we find ourselves under fire from the fort. We swim away from him to a safe distance as soon as possible. There will be an enemy frigate (he, most likely, he swims up to our ship), we take it on board (if your ship is worse than the frigate, then without hesitation, we change it; the frigate is already serious). We swim to the lighthouse. There, an old experimenter will run up to us and say that Danielle has not yet appeared (everything is clear, she is on Isla Muella). We go out to sea in order to show everyone where Kuz'ka's mother spends the winter, but that was not the case... A colorful screensaver - a storm. And screensavers don't just show...

And there is. We are washed off the ship and thrown by the sea onto the coast of Duvezen. "Everything that is acquired by honest labor ...". Hmm.

Duvezen - storm

Without a ship, crew, money - not the best deal. On the shore we are met by a local resident who saved us. We leave the bay and go to the city (after moving to the left). We speak with the owner of the tavern about work, he informs us that something can be found in the pirate settlement. We leave the city and go to the village (at the stone-idol to the left). There in the tavern we speak with a bearded man sitting to the left of the entrance. You can hire him on a ship, or you can kill him, and, according to pirate law, become the captain of his ship (guess which is better?). Having taken possession of the ship, we go to the bay, which is to the left of the settlement. We board and sail to Isla Muella.

Isla Muelle - meeting

There, in the port, our team meets us (from the ship from where we were washed away). They are all delighted (did you pay them regularly? Better to pay regularly!), and we throw a noble feast with all the officers, and the whole team buys a few barrels of rum. In the tavern, Daniel comes up to us and says that he is waiting for us in the room upstairs.

What, you wanted a pornographic cartoon? Don't get. This is not Mafia for you. In the room we talk with the girl about our hard fate.

Having talked enough, we go out to the port. We board the ship and sail to Oxbay to the lighthouse.

Lighthouse - Ambush - Greenford

We go to the lighthouse, we go into it, an ambush will be found there. We kill everyone (and they call this an ambush? The mice went to catch the cat ...). "Ambush" told us that the old man is in prison. After a little thought, we come to a decision: we will capture Fort Greenford (logically, right? Really, why bother with trifles?). Nathaniel from the sea, Daniel from the land. To capture the fort, we need 12 gauge coolers (they have a higher range) and 6-7 thousand cores. It is better to stand up so that the fire of the fort does not reach us, i.e. at the entrance to the bay. From here, you can bombard the fort until it is completely without guns: then an icon will appear, signaling the possibility of landing. Trying to exchange fire with the fort is not the best solution. He is quite capable of sinking 4 battleships.

We go to the prison and talk to the old man (last cell). After taking it, we go to the tavern. There, an alarmed sailor runs up to us and informs us that an English squadron is moving towards Greenford, and "he has never seen such huge ships in his life." Well, we will have to deal with the squadron, since Daniel will command the hastily restored fort. The British can be dealt with quite easily by luring ships under fire from the fortress. After we sank (or boarded) the last ship, we sail to Coel Roa. There we will be met by another squadron, this time - pirates. Somehow they got wind of the treasure. In addition, you can meet (or not meet) Sylhard on the manowar - a great prize for boarding.

Entering the bay, we land on the shore.

Koel Roa

After landing, we go to the pyramid. We rise to the very top, we go into the labyrinth. There, the trinity of characters is divided, we are allocated a central passage. Generally speaking, it is difficult to get confused: there are signs of the "skull-sun" type on the floor, we go where the sun points. Having calmed (not killed: "Die! Die! I killed you! You're dead!" - "Idiot! I've been dead for a long time!") A few skeletons along the way, we reach the place where you need to put the idol on a stand - a passage will open.

Behind this passage, the trinity is reunited (and how did they get here? After all, only one passage out of three was supposed to lead to this hall ...). In the large hall, through a simple system of teleports (first to the right one, it is blue, then to the one, the passage to which is on the stairs-ramp) you can get to the thick central beam, and go along it to the alleged treasure.

"I" ll be back! ”, Wait for the guests!

"Black Pearl"

Having escaped from the temple destroyed by the earthquake, we urgently board the ship, as the old man scares us with further cataclysms. With us, however, there is prey - a strange spherical artifact. Alas, it's not for long.

At the exit from the bay, the "Black Pearl" is waiting for us - a ship of skeletons and ghosts. Having good speed, almost perfect maneuverability and even better accuracy (what, well, what are these skeletons looking at?! Why can’t we recruit such gunners for our team?), They will easily sink our squadron - two battleships and a manowar, by the way - in an open collision. The maximum that could be achieved in a fair fight was to demolish about 30% of the hull of this "Pearl". However, we have a secret weapon taken out of the temple, and now is the time to use it. Click on the "abilities" and find among them the symbol of the ball that appears. Apparently, the priests of the ancient American Indians did a good job of conjuring up their artifact: the skeletons do not like it at all, and the Black Pearl still has 20% of its hull. This is about 5 good airborne volleys of our manowar. Having made a allowance for the maneuverability of the enemy and by no means ideal conditions (a storm is clearly approaching), volleys for 10 can be handled completely.

That, in fact, is all. "Tired, but satisfied..." Nathaniel and Daniel are standing, embracing, on the deck of the already common manovar, and everything is clear with them. Happy end ladies and gentlemen! Yes, happy ending... only skeletons don't know about it. And, leaving the sunken "Black Pearl", they look with terrible blue eyes directly at us. Wait for the guests!

ADDITIONALLY

Useful citizens of the city

(excluding various random encounters and the main storyline)

Innkeeper. You can do a lot with it: hire a team, rent a room for the night (to wait until any other establishments open), find a merchant willing to pay for an escort to some island. In the tavern, you can hire an officer, sell contraband, play dice, drink and let them steal all your money ... In general, the innkeeper is one of the most useful NPCs in the game.

Shipyard owner. He can repair and equip the ship under your control. Here you can sell or buy a ship. The effectiveness of the last action, however, is questionable: boarding, of course, is noticeably more profitable, and buying a ship of a higher class than you have ever flown will not work.

Shop owner. In the store you can sell various goods or buy them. True, in "Pirates of the Caribbean" trade plays a noticeably smaller role than in "Corsairs": as a rule, there are easier and faster ways to make money. However, to each his own.

stand apart merchants - they sell and buy personal items, as opposed to a wholesale store. The looted jewelry is sold to them, but it makes sense for them to pick up a better blade and a better pistol.

Governor. Well, everything is clear here. They came, received money for the previous mission, took a new one - and forward. Unless, of course, we climbed in the window and do not communicate with the governor in ... uh ... raised tones. However, behind this - in the passage.

Types of charges for ship guns

Cores: the simplest charge, a metal ball. They fly the farthest, cause damage in the main body, and relatively small. In use, they are quickly replaced by bombs.

Buckshot: many small pieces of metal. The distance of the shot is minimal, the damage is done mainly to the team. It is good to use just before boarding.

Knipples: halves of nuclei connected by a chain or connected in another way. They fly far enough, mostly damaging the sails. Effective in pursuit, both for the victim (to slow down the attacker) and for the pursuer (to finally catch up with these cowardly channels). Who will be more useful is a question of accuracy.

Bombs: cores with a fuse, after being hit they explode. They mainly damage the hull (much stronger than the cores) and cause damage to the team. Shot distance is average. Effective for sinking the enemy.

History reference

The development of the Corsairs from which the Pirates of the Caribbean grew was not an easy task, although it was fun. At the dawn of the creation of the sea epic, the developers sat in the basement, in which the sewers regularly broke through, about once a week, and it spewed out rivers of ... uh ... liquids.

Developers are hardy people, and everything would be fine, but once the sewer broke just during the visit of guests from Activision ... That's when everyone got a hat!


To start, a few useful tips. If you have ruined your relationship with someone
country or accidentally attacked the ship of a friendly power, then hurry to
tavern. For a fee, the diplomats sitting there will patch up your relationship with
hostile countries, and everything will be as before. You can also hire
officers so that there is someone to command the captured ships or help you in
port fights. Or play dice, suddenly lucky. Or hire new sailors.
Or just spend the night in a room upstairs, sometimes you just need to waste time,
so that in the yard, for example, it was evening. Often in taverns you can find fresh
news and information on the main storyline. Incidentally, it is associated with
several key figures: Governor Redmond "a Robert" Silehard "oh,
pirate-athlete-beauty Danielle Greene and eccentric scientist Clement "ohm
Aurentius "ohm. Therefore, if you want to move on in the story, and not
rob recklessly, then do what these gentlemen wish.
In addition to the tavern in cities, you can visit the residence of the governor or manager
colony (usually the largest and most beautiful building in the city center); shipyard
useful for the repair and purchase of new ships, installation of a different type of guns.
The shop will supply you with general goods and ammunition for the ship, as well as
personal items like sabers, spyglasses, and pistols. spyglasses
differ from each other in that the more expensive ones give out more information about
ships (should be viewed on the deck with a first-person view): the name of the ship,
damage than shooting etc. Pistols are also very different from each other as
damage, number of shots, and reload time. To
word to say, you can find good sabers and pistols in various
dungeons, for example in Oxbay Cave, Redmond Dungeon. To not overnight
lose all your cash, there will be a lot of people who want to profit at your expense,
you can give some of the money for safekeeping to a local financier. Sometimes you have to
visit other institutions in cities such as churches, prisons, mines, etc. Okay,
so as not to spill all the important information, let's go directly to
passing. It only affects the main lane, most of the side quests
left for your personal research.
So, you are a captain, a fortune seeker and just a "very handsome" young man.
named after Nathaniel Hawk. Now you are on your own ship, in the captain's
cabin. How to get comfortable with the controls (you can reassign the buttons for convenience),
take the saber from the chest, the gun from the table, the spyglass, the money and the healing
vial. Talk to Malcolm, he can practice saber fighting with you.
In the future, this skill is very, it should be noted, useful. You came here on business
you need to sell chocolate and leather to the merchant in the city. Still need to fix the ship
which was a little battered during the storm, and replenish the crew. Of course, new
a spyglass would also come in handy.
In the port, you can not only wander around on your own two feet, but also instantly
travel to the key places of the island (shop, shipyard, tavern, port), however
in some locations you still have to walk as expected. You can also
look into nobody's houses and get their hands on different little things from chests, maybe
get caught healing potion, money, other little things. How to finish everything in the city
business, sell leather and chocolate, hire a crew, buy a spyglass from
merchant - return to the ship.
You will be shown a beautiful video about how the poor and defenseless Oxbay was attacked
French flotilla. Well, you quickly carried off your feet on your little vessel. And the truth is
it is useless 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 the morning, you can take it off
room in the tavern. The governor wants to hire you and your team, you can
agree, or you can refuse. In general, in this game you are always free.
act on your own, but it seems to progress the storyline
it won't have much of an effect.

You need to return to the besieged city, sail to Oxbay and land on Far
beach. Make your way through the jungle, there will be a robber along the way - you can
pay or kill. At the gates of the city, talk to the guard if you
unconvincing, you will be attacked. Chat with the owner of the tavern, he will tell you about
about what's going on in the city. You need to get drunk and interrogate one Frenchman. Here
or, 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. You can go further
let this poor guy go (then he will run to the guard at the gate, and she will immediately
and attack) or... The conclusion is obvious. This talker told about the barque Oiseau that
stands 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 awaits the ship Oiseau. Talk to the owner
tavern and ask him about Amriel Berangere, captain of the brig Le Requin. He took off
here is the room and is now upstairs. Go up to the second floor and
talk to him, he has an eye patch. Threaten to kill or promise
pay more than the French. It will cost you three thousand, well, so that he
agreed to capture and sink Oiseau, all ten would have to be laid out.
We will limit ourselves to three, for which they issued a note from the governor for the head of the port.
At the port, talk to Turpin Cabanel, at the beach house, then to Virgile Boon
on the pier (he will come to you if you first looked at Turpin "u).
Set sail and head for the Oxbay, docking and sinking the Oiseau. Return to
governor on Redmond and tell us what you've done. He in turn
will tell you about a secret cave on the island of Oxbay, where he hides for the time being
time assault squad of English soldiers.
He will also ask you to guard the Albion sloop under the command of 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 to Tobias's spy.
In the port, Ewan will speak to you, board the ship and sail to Oxbay, the port
Greenford. There, talk to Wilfred on the pier. In the city tavern
talk to the owner about Tobias "e. Climb up to the second floor and talk to him,
for the sake of conspiracy, he is dressed in a French uniform. He will tell you what he bargained with
the local captain of the ship. Guards will come running here, kill them, then continue
talk. 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
arranged a meeting. 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 outside the city gates, you will be stopped on 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 him from the French invaders. Go to the tavern, a couple of good fellows
will ask you to give them a 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
main topic. Sail to Oxbay and talk to the owner of the shipyard, tell him about
box. He will start telling tales about an immortal dead pirate and
hidden treasures. Sail to Falaise de Fleur, enter the city from the port and enter
the second house on the right, next to the other gate, where the soldiers are standing. There on
Henry sits on the bed, he will tell you about the mystical ship Black Pearl and his
command. Once it was an ordinary pirate ship, but then it fell on
damn and the team turned into Walking Dead, crazy skeletons,
wrapped in half-decayed clothes. They swim under the leadership of at least
gloomy undead captain, terrifying all the surrounding waters. To them
to calm down, it is necessary to return the stolen treasures, but this is impossible, they are already
dispersed throughout the archipelago. Now you need to know more about Black
Pearl and destroy it! Leave the city, Gordon will speak to you (face in
tattoos) and tell some more horror stories about the Black Pearl and her
command. He will also say that there is, it seems, one little thing that will help win
the ship of the dead - an artifact in the temple of the Incas.

Now back to the storyline. In the Redmond tavern, talk to the girl
Danielle Greene, the soldiers will come right away and arrest you. Kill the insolent and
continue the conversation with Danielle. A nimble girl will run away, but you will still be arrested, here
such a fucking fate.
Edgar Attwood will talk to you in prison, you will persuade him to help you escape,
for a promise to hire him. 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. At the exit of you
meets the governor, it turns out that a mistake came out, they took him for the wrong thing. Communication
will continue at the Governor's Residence. Now Oxbay is free, and you need
capture a 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, you will be stopped
a pirate and for one and a half pieces will agree to talk about what interests you.
It turns out that Rheims is sailing to Conceicao to meet the leader there.
smugglers.
There is nothing to do, we sail to Conceicao. Drop off in the city and talk to
the owner of the tavern about Rheims "e. Go outside, you will be met here
a smuggler who will take you to meet his leader Machado.
The elusive Rheims sailed away again, I wonder where this time... Besides, you
forbidden to climb into his house, but whom such prohibitions can stop? Go to
tavern and rent a room, and when it gets dark, go around Rheims' house on the right and
come inside. There is no door here (maybe a glitch - they forgot to screw it on), but
an "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 divorced here, do not pass, do not fly, already the third in the house
climbs. 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 which
must be taken to the leader of the pirates. It promises a reward for the capture of the elusive
Rheims "a.
Sail to Quebradas Costillas and talk to Isenbrandt at the pirate leader's house
Jurcksen. Return to Redmond and report to the governor that you have completed his task,
at least this time it worked. The governor will tell you that the pirates are under
Alistair's leadership 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. How do you sink it
a sailor on the shore will say that statues were found among the wreckage of the ship.
Go back to your favorite Redmond and tell the governor about your
achievements. Now you need to sail to Greenford, talk to the boss there.
prison Ronald "om Blacklock" ohm. Well, what a bad luck, this "elusive Joe" again
fled. 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 he did something strange, happened
explosion, the city was covered with a fetid cloud, and the inhabitants decided to throw out their
malice.
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. Find yourself at
him 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. Go back to Redmond and
report everything to the governor.
Set sail for Oxbay, moor at the Lighthouse where Danielle will meet you.
Now sail to Douwesen, on the shore Danielle will say that you need to visit
tavern. In the tavern, talk to Vincent Bethune. Then to 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
at the first crossroads go straight, and at the second turn left. Come to the lonely
jungle house, go inside.

Rheims is unconscious and Danielle will attack you. Next Rheims (alive,
smoking room) will begin to push a lengthy speech about ancient treasures, translated from
library and the idol of the Incas, which will open access to the treasury. Well, things
board the ship and sail to Isla Muelle. In the church, talk to Padre
Domingues "oh, ask him for permission to visit the library. For this he
he will demand to return to him the papers that someone Ferro Cerezo stole. They say he
gets mixed up with smugglers in the Conceicao. We are on our way there.
Conceicao. Enter the tavern and talk to the owner. Then with a man
windows, 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
library, you will also find out that Danielle has already been there before you and pulled out the necessary
leaflets from 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
at the entrance to the mines, go into the house and talk to the local chief. Ask him
about the plates. 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
release. Well, the one we are looking for has sailed to the Spanish colony, and he also
interested in Danielle.
Isla Muelle. Talk to the owner of the tavern. Danielle just left...maybe
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 guard. 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 have to split up.
Greenfotd. Talk to the soldier at the city gates, he will tell, among other things,
about the idol. Go to the prison and talk to the chief at the table. You late,
the idol is already on board the departing English ship. Break the guard
rush to the port and sink the ship Arabella (hello Captain Blood!) in the harbor.
The fort will cover it, so it will be hard. But now you have
idol!
Swim to the lighthouse, Clement will speak to you and inform you that Danielle is somewhere again
washed away. Board 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 with
passers-by who will report that fate has brought you to Douwesen. You can go to
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 hit if you turn at the fork at a 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. By
laws of the coastal brotherhood now you will be the new captain. Your ship is worth
in Palm Beach, that is, in the bay where you were thrown by the storm.
Board the ship and sail to Isla Muelle. At the pier you will be met by your
own team (only you were washed overboard, and they got this far and fixed
ship), and everyone will go together to the tavern to celebrate this momentous event.
Danielle will also show up in the tavern, she copied the text from the clay tablets onto
paper. Then you will talk to her in the room upstairs. 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. Come in
inside the lighthouse, Lieutenant Harris will speak to you. Clement "a grabbed and held in
city ​​jail. Kill the soldiers, leave the house and talk to Danielle.
She will offer to free the old man, and not just by stealing him from the dungeon, but by capturing
the whole city! This, I understand, is the scope ..













after you.








far away from here.






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
to say than to do, but where to go ... I'll have to! When you see the message that
the fort is destroyed - land the capture group (the "land troops" icon will appear). More
wave your saber a little inside the walls of the fort - and the colony will be yours. After victory
land in the port, fight with a bunch of run-out soldiers, go into the city.
Pack a few more redcoats on the city streets to help you
hurry Danielle. Run after her to prison, talk in the back cell with
old scientist. The conversation will continue at the lighthouse. You ask Clement "a to translate
text, and he will say that this will take a long time.
In the tavern, you will talk to Danielle, and at the same time discuss how you will
dispose of their parts of the treasure. Hmm, that's how it always is, share it first
the skin of an unkilled bear, and then you find out that he was not there at all ...
sailor and say that the English fleet is approaching the island. No panic.
Go to the ship and sink the enemy ships, Danielle will cover you
artillery fire from the fort, you can lure the enemy to it.
After the battle on the pier, talk to Danielle, the port at the lighthouse with Clement. Old man
said that you need to sail to Khael Roa, and that access there opens only two
times a year, a mystery of nature, however.
Swim to Khael Roa, next to the island you will have to fight a whole cloud of pirates.
ships that, just like you, are eager to get into the temple of the Incas and get
powerful artifact. 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
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 central one. On the way to the main premises there will be many
crossroads, a labyrinth after all, along with rooms with skeletons. In order not to stray
out of the way - look at the floor. There will be a "skull-sun" drawing, go where
indicates the sun. Pretty soon you will reach the room where you need to put on
slab in the center of your idol. A passage will open in 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 a shining green portal. Get out of the red, go down the stairs and
step into another red portal. After leaving the blue, go around the room to the right and
go along the healthy beam in the center of the temple. And into the red portal. Be in the room
with a statue with wings. Clement will run to study the graffiti, and Danielle
grabs an artifact (well, the one that spun to the right at each appearance
"Loading" screen). Then "polo" and "wall shaking" will begin, the temple will begin to collapse,
and the brave trinity will rush away with all its might. On the shore you decide to sail away
far away from here.
But it was not there. You will be attacked by a Black Pearl ship with a crew of skeletons and
captain in a black cocked hat in person. You might have been with him before
collide while sailing the seas, only according to the plot it was not possible to fill it up before
no possibility. Now here you go. Use a special ability
(Danielle activates the artifact, and the health of the corpse ship will decrease), then
shoot from cannons to the victorious!
Now watch the video. "Black Pearl" will explode and go to the bottom along with
with all his 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
called, Hollywood "Happy End"! And what, is that all? Whatever it is... at the end
we will be shown how jaunty skeletons and even an ominous captain on
farewell flashes with its empty cranial eye socket. But this is completely different
history, maybe the film "Pirates of the Caribbean" will clarify something.
In the meantime - the end of the fairy tale, sailed.

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 that tells you about the French attack on Oxbay and tells 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 piastres 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 piastres. 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 piasters 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 piastres 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 piastres. 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 1,000 piastres. 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. I recommend that before attacking the fort, properly pump the characteristics of the character and the ship. 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.

Side quests

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 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

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
Necessary: free place 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 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 already heard this name, and 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

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
Win: approximately 25 - 30,000 piastres, 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!

Have a nice game!

To get you started, here are some helpful 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. For a 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. By the way, she is associated with several key figures: the governor of Redmond "a Robert" 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 to the tavern in cities, you can visit the residence of the governor or colony manager (usually the largest and most beautiful building in the city center); general goods and ammunition for the ship, as well as personal items such as sabers, spyglasses and pistols.Spyglasses differ from each other in that the more expensive ones give out more information about the ships (you need to look on the deck in the first person view): the name of the ship, damage than it shoots, etc. Pistols are also very different from each other both in terms of damage, the number of shots, and reload time. to say, you can find good sabers and pistols in various dungeons, for example, in Oxbay Cave, Redmond Dungeon (one of the best pistols is Brether). 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. 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 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 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 (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.

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!