Corsairs city of lost ships mission. Corsairs: City of Lost Ships: An Overview. Back to specifics

Taken: in the unpatched version freely - we swim to the upper left corner of the map and go out to the open sea. The city is not visible, so you can get to it only through the "swim" command.

Reward: unique corvette "Warhound", items

Required: upgraded hero (preferably rank 25-30). With a small rank, it makes no sense for an inexperienced player to swim there.

P.S: it is desirable, even necessary, before the GPC, to complete the “Kill all the poor” quest, as a reward for which you will receive more accurate coordinates of the City (to the north of Cape Katoche, on the mainland, and west of the city Havana, on the island of Cuba), as well as the key of Diffindur, previously owned by the beggar Teezer Dan, a unique quest item. He opens the only chest in the City where you can hide your belongings without fear of being stolen.

P.P.S: before you set off, leave your ship at the port authority and transfer to the tartan. Give the money to the moneylender. Place the officers (if you need them in the future) on boats and also leave them with the port chief. If you don't, you will lose all of the above.

So here we are. After the “swim” command, a video will play, and then the hero finds himself in the City. The sea is raging, wild storm. A local resident named George Stokes comes up to you and says that he saw the sinking of your ship ... It seems that you are the only one who survived. He will get you up to speed a bit. The city consists of many wrecked ships connected in an incomprehensible way. You are on the galleon "Velasco", which is inhabited by one of the established criminal clans - narwhals. On the barque "San Gabriel" there is a second clan - Caspers. Neither one nor the other spares anyone who dares to disturb them. Stokes will also say that you need to visit the head of this God-forgotten place, Admiral Chad Capper, on the San Augustine warship before the end of the storm. As it turned out, this is the same missing privateer who went out three years ago for the prize and disappeared without a trace. And now he's an admiral and head of the city. Not bad. ... However, if you do not visit it yourself, Capper will come himself.
Meanwhile, turn around and jump into the water. We need the Fernando Diffindur flutes, on which the chest is located. The ship has a rift roughly in the middle. Having found the ship, we swim around it and go into the gap. Chest on the right. We put all our things there and calmly go to the admiral.
So, the conversation took place. You have been officially declared a "Citizen of the City". Now you can better study the place of your present stay. In the City there is practically everything that is inherent in an ordinary port: a tavern, a shop, a church, a usurer ... About the last one, Augusto Brahms, a special remark is needed. Everyone will tell you that he is a terrible, terrible man, a warlock. The debtor will be obliged to return to him an amount five times greater than this. It turns out that Brahms gave his soul to Miclantlecuhtli, the Aztec god of the dead. If the debt is not repaid, after a while, when moving to any location, you will be transported to the sacrificial temple, to Tenochtitlan. God will come to you and demand your money back. If you don't have them, you won't get out of there. This will happen even after you get out of the City.
Now we go to the caravel "Fleuron", to the owner of the tavern Hill Brunner and ask him about Teaser Dan (the same missing beggar). It turns out that everyone here believes that he drowned, but we know that this is not so ... Hill asks us to keep quiet about the fact that Teaser managed to get to the mainland, because the admiral should in no case find out about this. The Law of the City says that no one can build rafts and boats to sail away. So, Hill will ask us to visit him later, he must think over the information received. And we should walk around the City, get to know the locals ...

Side quests:

1. The missing pirate Leighton Dexter.
From the rumors, we learn that Leah Tooors was remembering a certain Leighton Dexter. We start looking for clues as to who it could be. We learn from Royel Haag that he crossed Kapper's path and disappeared. We go to Leah Toors for clarification. The story turns out to be incredibly banal: Chad and Layton used to be friends, but then they quarreled over money. Apparently, Capper killed a former friend on the Tartarus battleship. Well, let's dig further. We go to the admiral. He says that Dexter was punished and is now guarding his money, which, apparently, encroached on. So, it remains only to visit the crime scene. We jump into the water and swim to the Tartarus. It has a hole in the left side. We swim and go right. A terrible picture appears before us: a skeleton is chained to the wall, and next to it large chest. Well, Capper wasn't joking when he said that Dexter was now guarding his money... But the skeleton won't stop us from taking the admiral's treasure! We approach the chest and - woe! - the chest is locked. But all is not yet lost. After some time, we learn from rumors that the admiral has lost some very important key. Our task is to find him first. Time is limited, the location of the key is random (it is generated anew each time). He can be ANYWHERE. If you don't find the key, fail the quest. Find - open the chest and get a very good reward

2. Order of Dominique Legros.
Dominique Legros asks you to get a bottle of wine somewhere and give it to his friend Thomas Boyle, the jailer on the Tartarus. However, he not only did not take the wine, but also threatened to cut off Legros ears. Dominic doesn't know what's wrong. It turns out that Boyle doesn't like that Dominic was flirting with the tavern waitress, Armo Dulin. Legros says he was just talking to her. Having convinced Boyle, we receive a simple key for chests as a reward from a grateful Dominic. Now we can open some chests in the City.

3. Alice Taylor's unlucky husband.
From rumors, we learn that Maxim Taylor, known for his drunken antics, was in prison. His wife is now looking for help to rescue her unlucky husband. Well, let's go to understand the "Tartarus": first we will talk with the brawler himself, and then we will visit the head of the prison, Gabriel d'Exmes. It turns out that Taylor got here because of hooligan actions in relation to the admiral himself! It's amazing that he is still alive. We go to Alice and promise her to release her husband from prison. So, let's go to Capper. Yes, Taylor messed up: drunk as hell, he showed up to the admiral and put a knife to his throat! Wow... Surely the tavern remembers the last visit of the brawler. We go there and ask the waitress about Taylor. It turns out that not one left the tavern, but with Gilles Baru. As expected, it was he who sent the drunk Taylor to the admiral. We talk about this Kapper. The admiral shows enviable philanthropy and decides to give Taylor another chance. Now it remains to please Alice and receive a reward.

4. Get into the living quarters of the store on the Esmeralda.
Pedro Hurtado suggests that we visit the living quarters on the Esmeralda for money, while the owner of the store, Eric Jost, will be in the store itself. We share the profit equally. Well, the matter is small: we arrive at the appointed place, Hurtado opens the door, we kill the guards. Our reward is a complex key for chests (it can also be found on the San Augustin warship, namely on the second ship wreck, located behind the warship itself; there is a suspension bridge above the front wreck) and money.

5. Candles for the parish.
Padre Angel asks us to get 400 candles for the parish. The required number of candles is in the chest in the shop. Your task is to quietly take them out of there. Since you can’t carry everything at once, you will have to carry it in parts. So, the task is completed, we get a beautiful "thank you". But that's not all - in the future, the padre will help you with the departure from the City.

We return to the main line. Hill must have thought it through. Indeed, he makes an appointment for us after midnight in his wine cellar (this is one of the cabins on the same ship, you need to go on deck and go to the stern of the ship). After the conversation, we will need to visit the Fernando Diffindur flutes, where Teaser often swam. Hill needs proof that we're right.
Now our task is to find Andre Labor, a carpenter, in the city. According to Brunner, it was he who helped Dan build a swimming facility. Labor appoints us a meeting in the cabin of the Protector corvette. So the carpenter betrays us. He brings a policeman with him. You'll have to kill everyone. We tell Hill about what happened. He offers to cover up the traces of the crime and substitute one of the clans, namely the "narwhals". To do this, you need to lie in wait for one of the "narwhals" in the bow of their base (the galleon "Velasco"), take the clan amulet from him and take it to the admiral, and thus avert suspicion of murder from us. Having completed our plan, we stumble upon an even greater obstacle: now we are instructed to destroy all the "narwhals". Officers will be given to help us. Dealing with the clan is difficult, but possible. After killing everyone, go to the barrels opposite the entrance. Between them lies an ordinary key for chests. We report to the admiral about the successfully completed task (bonus: if we still manage to save all the assistants, the admiral will reward us with a hundred thousand gold). Now we go back to Hill Brunner and tell him about what happened. His reaction turned out to be a little strange: he asks to come to him later, he must find out something. ... We spend the night in a tavern for several days, then we go to Hill. He says that today at midnight in the tavern there will be a meeting of Kapper with a certain person. We must eavesdrop on the conversation by hiding behind a column in the wine cellar (stand sideways and don't move, otherwise you will be detected). The information turned out to be really important. It turned out that Capper and the leader of the Kasperov clan (and it was he) were in the same bunch! It turns out that we are not the admiral, but he has twisted us around his finger! With our hands he destroyed the "narwhals"! In addition, they mentioned a certain Mechanic. We report everything to Brunner. He will express his thoughts on this matter and try to remember who has already lived here before him. This is necessary in order to find out who this Mechanic is.
Unfortunately, we will not learn anything more from Hill. After a while, he is killed. In confusion, we begin to find out everything from eyewitnesses. Tavern waitress Armo Dulin told us that she found Brunner's corpse in the wine cellar, and noted that before he died, he asked her questions about the man who lived there before him. Apparently, some people did not like that Hill was digging in this direction ... We should try to find out from the admiral what is being done in connection with the murder of the tavern keeper. And now we have to find out for ourselves about the man who lived here before Hill. Maybe he knows who the Mechanic is.
We go to the admiral. He tells us not to get involved in this matter... Then we ourselves try to find the oldest inhabitants of the City. One of them is Cecile Galard, who lives in the Eva galleon. Going to her, we stumble upon three "Caspers" who are trying to kill the unfortunate woman. We kill them and get information about the Mechanic as a thank you (if we fail to save the elderly lady, Aurelie Bertin will tell everything). His name is Henrik Wedeker, and it was he who came up with the method of securing the ships of the City. It looks like the admiral has isolated him on the barque San Gabriel, the base of the Casper clan. You need to get to him. You will have to destroy the entire clan alone. It will be difficult, prepare very carefully.
So the goal has been reached! We're talking to Henrik. It turns out that the city rests on only three skeletons of ships and can be destroyed by any storm. Fortunately, he has a ship to sail away from here. But: firstly, he will sell it to us, and only for a million and a half, and secondly, the ship still needs to be freed from the wreckage. But this can only be done with the gear that Henrik dropped into the water. Our task is to go down into the water in a special suit (you can do this only from 10.00 to 19.00) and get the gear. But it won't be easy to do so. The supply of air in the suit is only six minutes, and terrible voracious creatures have wound up under the City. But there are also advantages: there is a lot of gold under water, so the cost of the ship will pay off with interest. Yes, and later it will be possible to return for what they could not carry away. True, for a fee.

Note: after diving, all items in open chests will disappear. In the future, you will need a lute, 10 bunches of grapes, 3 bottles of wine, 10 bags of salt. You need to keep them for yourself.

The suit hangs on the wall inside the Phoenix platform. He puts on (and takes off) automatically, you just need to approach him (to the place where he was).
So you are underwater. The location of the gear is random, but quite often it is found behind the skeleton of the ship (turn left), near the stones. We will have to fight with huge crabs. It will be possible to fight only with a saber, gunpowder, as you know, will immediately become damp. We won’t be able to run either, and you won’t clear up in six minutes. Crabs poison the hero, so you need to take a sufficient amount of antidotes with you.
Having found the gear with great difficulty, we return back to the Mechanic. If you wish, you can dive again. If you refuse, then it will no longer be possible to do this later.
It's not safe to stay in the City. The sooner we get out of here, the better. The corvette must be provided with all the necessary goods for sailing. These are cannonballs, buckshot, knippels, bombs, canvas, medicines, boards, provisions, gunpowder and weapons. But where can you get them? We go to the waitress of the tavern Armo Dulin. So, shells for guns can be obtained from the hostesses of houses (that is, ships). They are Lea Tooors, Aurelie Bertin, Alice Taylor and Eliza Calvo. Elise will need a lute, 10 bunches of grapes and 3 bottles of wine, Leah - 10 bags of salt. Provisions, boards and canvas can be bought from the owner of the store. Medicine will be given to you by the grateful Padre Angel. For gunpowder and weapons, you need to contact policeman John Workman. He will help with the condition: take him with you.
So, all the necessary goods are collected. It remains to recruit a team of at least 15 people. It is dangerous to delay this, as a storm of unprecedented strength is approaching the City. Having finished the set, we hurry to the Mechanic, because the storm has already begun. Thousand devils, Capper arrested him!!! We need to save the scientist. You will have to fight anyway, so Workman's help will not hurt.
In the residence we fight off the admiral. There is no mechanic here. He's in jail on the Tartarus. We immediately run there, any hitch can cost lives. Unfortunately, it will not be possible to free Vedeker - he is in a cage, and there is no time to look for the key ... The mechanic sends us to the second mast of the Fernando Diffindur flute, to the very place where Teaser Dan hid his chest. We won't see the city again...
Having hardly reached the indicated place, we go out to the open sea through the “open” icon. We have a unique corvette "War Dog", which has no analogues in the Caribbean, and many different artifacts. Quest completed!

Addition
"In one of the conversations with the waitress (Armo Dulin, it seems) after the death of the tavern keeper, she will ask her to tell her if you find out something about the death of Hill Brunner. So we tell her about the caspers and she will make appointments with them - in this way we cut out most of the clan Then when Armo is killed, we go to her boyfriend - the guard on Tartarus and tell everything. He offers his help and with a huge smile we go to cut all the remaining caspers. Moreover, I forgot, in order to inform Armo about the caspers, you need to save Cecile Galard from the killers ".

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

Storyline for Peter Blood

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

You will appear at hard labor. April 1, 1665. Jeremy Pitt will tell you that Colonel Bishop wants to see you. Exit the room. Talk to Colonel Bishop. Go home, you might find something useful. But do not take a weapon - the guards will take it away from you at a meeting. Leave the plantation and run along the path to the right. Find yourself on the streets of the city of Bridgetown. Head to the governor's residence. Talk to the governor sitting at the table, go through the door next to him and go up to the second floor to his wife's bedroom. Talk to Mrs. Steed. Talk to the governor. Tell him that you went looking for Mr. Dan and you need money to buy medicine. Take 1000 piastres. Go outside and turn right. There you will find Mr. Dan's house. Dan himself is not in it, but there is your competitor - Dr. Wacker. He asks you to come the next day to the tavern for an important conversation. Leave the house and you will meet Mr. Dan. Tell him you've come for a cure from the governor's wife. He will give it to you absolutely free of charge. Return to the residence and give the medicine to Mrs. Steed.

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

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

Find also a slave in a spotted bandanna - Levays Moyer. He will complain about headache and asks you to bring him medicine. Return to the city to Mr. Dan's house. He doesn't exist right now. Go to the second floor and take the medicine in the box next to the scales. Go back and give the medicine to Levays. In return, he will give you a light dagger that the guards will not be able to detect.

Now find the one-eyed slave Ned Ogle in one of the houses. Return to the city, find the usurer's house and pay him the debt of 5000 piastres.

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

You will find yourself the next day in your hut. Go to the tavern and talk to Dr. Wacker. Instead of the promised 25,000 piastres, he gave you only 18,000. The rest must be obtained somewhere. Go to the moneylender, he has a business for you. After talking with him, return to the tavern and talk to his owner. Give him 500 piastres otherwise he will refuse to speak. Head to the shipyard. Talk to the impostor. Tell him that he is your old debtor.

He will get scared and give 55000 piastres instead of 30,000, although this will negatively affect your reputation. Now you can either nobly return the money to the moneylender, or leave it for your own needs. Now that you have the required amount on hand, return to the tavern and talk to the carpenter at one of the tables. Exit the tavern. A soldier will come up to you and order you to go to the plantation. Return to the plantation. On the way, Nathaniel Hagthorp will meet you and inform you that Pitt was captured by the guards. After the conversation, you will find yourself at the gates of the city at night.

Run to the plantation. You will need to quietly sneak past the guards to the edge of the plantation and take weapons from the chest. Please note that each guard has his own patrol zone. The visibility zone in the dark is small, so the main thing is not to pass directly on their path. Get to the longest white building. In the near corner of the plantation you will see a bunch of logs and boards. Among them is a chest with weapons. Unfortunately, you will have to be content with only a saber and a few healing potions. Fighting the guards is almost useless. near the colonel's house you will see a captured Pitt and two guards near him. You will see the guards somewhere around the corner and deal with them. Then talk to Pitt. He will say that Natal escaped on your sloop.

Now leave the plantation past the guards, trying not to engage them in battle. Enter the city. kill all the Spanish guards, drawing them out one at a time, and a lady will come up to you to thank you for saving her. She will tell you that the Spaniards have captured the city. Head to the shipyard. Swim around the shipyard on the side of the sea and find your comrades. Swim to the ship. Climb onto it and kill the guards. Then go to the cabin and fight one on one with the captain. The ship is yours. Exit the cabin and talk to Pitt. Talk to the team. Only Ogle will agree to serve you faithfully, the rest will be asked to be landed at the first port. This is where the uniqueness of Blood's storyline ends.

To start a national storyline in the game, you need to get a letter of marque (if you want to pass pirate line, You need to talk to Morgan in Port Royal). To do this, you need to complete about 10 small assignments from the governor of the city belonging to the line you need. Described below possible options these tasks.

1) Destroy a gang of thugs in the jungle. Run through the jungle, find a couple of thugs, destroy them, soon you will come across the head of the gang. After defeating him, you can return to the governor for a reward.

2) Search for an enemy infiltrator in the city. Look for it in the houses. As soon as you enter the desired house, a conversation with him will immediately take place, after which the battle will begin. After killing the scout, you can return to the governor for a reward.

3) Destroy the smugglers.

4) Get into the enemy fort (city) and take the documents from the messenger. The task is not easy. You will have to make your way under the cover of darkness, from the nearest beach through the jungle. Soldiers in the dark see only in front of them and not very far. Therefore, you have a chance to get through unnoticed.

Dutch national storyline.

The Governor-General of Holland, from whom you will take tasks, is located in the city of Willemstad.

1) The first task is to deliver the head of the Jansenists Chumakeiro to Curacao, to this moment It is located on San Martin Island. Having sailed to the island, go to the tavern keeper and ask about Chumakeyro, he says that he took a house for himself, which is located near the residence of the governor. As soon as you enter the house, two people will attack you. After killing them, enter the room on the second floor where Chumakeyro stands. Now sail to Curaçao, where in the residence of Peter Stezzant, Chumaqueiro will give you 30,000 piastres.

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

3) The third task is to obtain information about the plans of the British in relation to Holland in connection with the trade war. Go to Hispaniola and talk to the head of the city of La Vega. The head is Edward Mansfield, but in fact, his surname is Mansvelt, he is Dutch by nationality. He is also Modyford's confidant in the robberies of the Spaniards. But Mansfield cannot tell Vaschet of the plans of the British, but recently an English envoy from Modyford came to him with a proposal to attack Curaçao, naturally Mansfield refused. Edik will also say that Vaschet's plans for the British are best learned from the great and terrible Henry Morgan. Go to Jamaica and there you will find out that Morgan is in Antigua. Go there and talk to him. He will say that if you help him, then he will help you too. We must find out if his companion Pierre Picard is honest. He is located in Tortuga, then ask the moneylender, the owner of the shipyard, the owner of the store, in the tavern and in the brothel. It turns out that he spent a lot of money. Now go to Morgan, he says that Vaschet knows nothing about plans, but one of his officers, who was imprisoned, knows about Modiford's plans, head to the Prison, kill the guards. You will learn that the British want to attack Fort Orange. Swim to the governor general and he will pay 50,000 piastres.

4) The fourth task is to intercept the British and save Fort Orange from ruin. Sail to Jamaica as quickly as possible. A small squadron consisting of 3 English ships will cruise around the island. Sink them and land in the bay. Kill all the English in the bay and in the next location. Mission completed. You can go to Stevesant, he will pay 100,000 piastres.

5) The fifth task is to escort three flutes to the La Vega pirate settlement and back. Swim to La Vega, disembark. It turns out that the Spaniards attacked the settlement and killed Mansild. Buy provisions and go to sea. The more ships survive, the greater the reward. If all the ships survive, it will be 60,000 piastres.

6) The sixth task is to find Morgan and inform him that the Dutch are out for revenge. Swim to Jamaica, sneak into the city and go to Morgan's residence. Henry will say that the attack was organized by the Spanish Governor of Santiago, Jose Sancho Jimenez, and we need to conduct reconnaissance to find out if Don Jose will be in the city in the near future. Sail to Santiago and dock at the lighthouse. Make your way into the city and go to the tavern. Ask the owner about the governor, under the pretext that you want to enter the service. Several Spanish officers will enter. Kill them and run to the ship. The task is completed, you have learned that a holiday is coming soon in the city and the governor must attend it. Return to Jamaica to Morgan. Quest completed. Sail to Curacao to the governor and get 200,000 piastres.

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

8) The eighth task is a business trip at the disposal of Aaron Mendez Chumakeyro. His house is located in the city, not far from the residence. Aaron will give the task to find an ancient book that some English privateer tried to sell in a pirate settlement in Bermuda. Go to Bermuda and go to Jackman's residence. After talking with him, swim to Martinique, to the local brothel. Ask all the girls there, one will give you new information, for a fee, the filibuster who wanted to sell the book, in an incomprehensible language, was called Laurent de Graf, he usually lives in Tortuga. Swim to Tortuga. In the local tavern, you will find out that now de Graf has been on a raid to Cartagena for two weeks now. Swim there. Near Cartagena, Laurent, fighting against the superior forces of the Spaniards. Sink the enemy squadron without letting it sink the Frenchman's ship. Send a boat to Laurent de Graaf's ship. Ask him about the item you are looking for, he will offer to buy a buried treasure map from him for 235,000 gold. Pay the required amount. The treasure is hidden on Turks Island. Swim to the Turks, go into the cave and find the chest. You will find a holy book there, as well as a blunderbuss gun, a couple of good pistols, an expensive cuirass, 200 gold bars, rings, brooches, and a couple of idols, including a very useful idol - the rat god. Sail to Curacao to Chumaqueiro and give him the bible. As a reward, you will receive 1,000,000 piastres. Then go to the residence to report on the success of the mission.

9) The ninth task is to capture four battleships of the first class, namely manovars. They are usually found in large trade caravans, military squadrons and gold caravans. For each ship you will be given 50,000 piastres.

10) The tenth task - the defense of Curacao from the attack of the Spanish squadron, consisting of 8 ships, including manowars. Go to the port and go out to sea, there the fort is already fighting the invaders, help him defeat the Spaniards. After the last Spaniard goes under water, the mission to protect Curacao will be completed. Return to the residence for a reward of 200,000 piastres.

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

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

French national storyline

1) The first task is to escort the French privateer Per Legrand, who captured a military galleon with rich booty on a lugger and now wants to return to France. Go to the tavern and talk to Pierre, he will become our passenger. Now head to the island of Martinique, the bay of Le Marne. Five thugs who need Legrand's gold will be waiting for you on the shore. Engage in battle with them, trying to save Pierre. After defeating them, you will receive the promised reward of 20,000 piastres. Swim to Tortuga and report on the mission.

2) The second task is to deliver a letter to the Governor-General of the Dutch Republic, Peter Stezzant. After arriving in Curacao, go to the residence of the governor. You will be imprisoned, mistaken for one of the pirates who killed the envoy D'Ogeron. After some time, the jailer will pass in the prison. Talk to him. It turns out that his relative is one of the officers in this colony. Persuade him to ask his relative to search our ship, where there is a French corsair patent. The jailer will want to take some things from the ship in exchange for help. Peter Stezzant will come and apologize. Now we need to find out Vaschet of this story with the pirates in more detail. Go to the tavern. There you will overhear a conversation between two people in a tavern. Then you have to follow them. And so, having reached the bay, it turns out that these are not pirates at all, but sailors from the Spanish galleon, who, under a pirate flag, robbed ships in the local waters. Next will be a fight with the Spaniards. Now go to the port. A Spanish galleon is waiting for you there. Take him on board, then the captain of the ship at death will tell you everything. Go to Stezzant and tell about the fact that the filibusters are not to blame for anything, you will receive 20,000 piastres. Go to Tortuga, tell everything to the governor and get the title of Commander of the French Fleet.

3) The third task is to find a way to bring Donna Anna to Tortuga. For this mission, you will be given a Spanish trade license and a ring by which the wife of the commandant of the fort will know that we are the envoy of D'Ogeron. There are three ways to get into Havana. The first. Having raised a flag friendly to Spain, enter the port and moor. Second. Land at the lighthouse and then go to the city. Third. If the license has expired, then go to the city at night, landing at the Lighthouse. Next, go to the tavern and ask the maid to take the ring to Donna Anna. After 3-4 days, the maid will say that she took the ring and Donna Anna will wait for you at night, opening the door. Enter the house and kill the soldiers waiting for you. Go into the bedroom and talk to Donna Anna. Now run to the ship and sail to Tortuga. And there you will receive 25,000 piastres.

4) The fourth task is to escort a first-class battleship to the island of Dominica. Rumor has it that the Spaniards are already hunting for this ship, in 3-4 galleons, under the command of Juano Galeno. Near Dominica, the ship should connect with the squadron of the island of Guadeloupe. Go to the Port Authority and take command of the Soleil Royal. Now your course lies on Dominica. Near Dominica, 4 galleons will be waiting for you, but there will be no French squadron. After the sinking of the squadron of Juano Galeno, you need to go to Guadeloupe and find out why the promised squadron did not meet you. The governor of the city of Basse-Terre will justify himself by saying that he received a letter about the nomination of your squadron only yesterday and did not have time to prepare anything. He will take the royal manowar and thank you for the mission you completed. Return to the Governor General. As a reward, you will receive 28,000 piastres. Also talk to d "Ogeron again and get a promotion.

5) The fifth task is to protect Donna Anna. It turns out that the relatives of the murdered commandant of Fort Havana want revenge. Go to Havana to find out the details of Vaschet's revenge from Donna Anna's friend, Iness de Las Sierras. Land near the lighthouse and run to the city, there as quickly as possible run to the house of Ines, ignoring the guards. It turns out that relatives go somewhere in the jungle. You will find them at the lighthouse, followed by a fight with relatives. Then sail to Tortuga, where you will receive 5,000 piastres from D'Ogeron, at the same time go to Donna Anna, and receive gratitude from her.

6) The sixth task is to deliver a letter to Francois Olone. Under no circumstances should the letter fall into the wrong hands, and if you get into trouble, before you die, you must first destroy the package. Put out to sea and head for Guadeloupe. On the approach to Guadeloupe, you will be attacked by a Spanish warship. Having dealt with the ship, moor in the port and go to the house of the French filibuster, which is located almost opposite the governor's residence. Francois will not receive you in the best way at first, but as soon as he finds out the purpose of your visit, his attitude will change. Then you can choose one of the options:

1) Refuse to attack Cumana and receive the promised reward of 10,000 piastres.

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

The squadron will include yours and 3 other ships, a frigate and two corvettes. Keep heading for Cumana and hurry up. Having defeated the fort, land and after a fight in the city, go to the residence and demand money from the local governor. Then you can either share everything honestly and get a legal share equal to 50,000 piastres, or keep the money for yourself, but then you will have to fight Olone and his comrades. Now head for Tortuga and talk to the governor.

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

8) The eighth task is to go to the disposal of the Marquis Bonrepos. Monsieur Bertrand d "Ogeron asks you to report to Guadeloupe, to the naval commandant of France, the Marquis of Bonrepos. Sail to Guadeloupe and moor at Basse-Terre. Go to the residence and talk with the Marquis. He will devote you to the details of politics and give you his own task. It consists in the persuasion of well-known pirates (in Jamaica, Jackman in Bermuda and Morris in Trinidad and Tobago) not to participate in the war against the Dutch.The funds for this operation will not be given to you.Sail to Bermuda, to Jackman, he was not even going to get involved in this matter.More sail to John Morris, to Trinidad and Tobago, tell him about the upcoming events.He does not like to attack the Dutch, but for this, he will require you to complete a small task for him - to deliver Captain Gay's logbook to him.Sail to Jamaica and go to the local tavern , ask the owner where to find Captain Gay. He rents a room. Enter the room and kill Captain Gay. Search the body and take the ship's log and personal belongings. Enter the residence to Henry Morgan, but he's not there. The servant will say that he is at his house in Antigua and warn that Morgan's house is always closed. Now make your way back to Maurice, give him the ship's log and in return get what was required of him, his agreement not to attack the Dutch. It's time to go to Antigua, visit the famous English pirate Henry Morgan. The door to the house is locked, go around his dwelling, behind the house there is a hatch to Morgan's basement. Go to his house and talk about non-aggression against the Spaniards. Henry does not want to attack the Dutch and will demand 250,000 piastres. Give him the money. The task is completed, it's time to go to the Marquis of Bonrepos. Instead of a yellow award, you are given a baronial title. Return to Tortuga, where you will receive congratulations from Bertrand d "Ogeron, and the next title.

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

10) The tenth task is the capture of Santo Domingo and its transfer to the possession of France. Sail to Hispaniola, defeat the fort and land troops. After the fight inside the city, go to the residence and embrace the Spanish colony with the French. Return to Tortuga and receive a reward of 40,000 piastres.

11) The eleventh task is the capture of Santa Catalina. The city is located on the Main and controls the New World pearl industry. After defeating the fort and landing troops, having dealt with the soldiers in the city, go to the residence and declare Santa Catalina a French colony. Return to the Governor-General Bertrand d "Ogeron. As a reward, you are given everything that you plundered in Santa Catalina. Now you should go back to Guadeloupe to the Marquis of Bonrepos.

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

Spanish national storyline.

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

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

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

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

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

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

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

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

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

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

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

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

Pirate storyline

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

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

In Port Royal, Jamaica, escort John Bolton to Morgan's house (Morgan's house with columns is on the left side of the city if you go from the port). On the way to the house you are stopped by English soldiers. The commander of the soldiers says that you and John Bolton have been charged with piracy. You are put in jail until the circumstances are clarified. However, you are released by Morgan himself, who says that he has paid a ransom for you and is waiting in his residence, after which he leaves.

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

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

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

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

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

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

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

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

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

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

Give the moneylender of Willemstad money, he pays you 5,000 piastres in return. You will find Captain Goodley in the Port Royal tavern and receive a reward from him, also tell him that you will now go to report to Morgan about your successes, to which Goodley only smirks. Go to Morgan's residence.

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

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

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

There you are met by John Leeds on his frigate. Launch the boats into the water and climb onto his ship. After a conversation with Leeds, it turns out that the crew and the captain of the corvette sunk by Leeds landed in Cozumel Bay. By the way, the captain of the corvette is very similar to you and, accordingly, all the sins of this captain are blamed on you. Therefore, you need to deal with your double. Land in the bay, where destroy part of the crew of the sunken corvette, but the captain is not among them. Go to the next location from the bay and meet a captain there who really looks like you. The double says that he will tell everything if he and the team are released from the encirclement and allowed to leave quietly. Kill him and the rest of his team.

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

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

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

The owner of the shipyard of Santo Domingo said that the deal for the sale of the "Swallow" was the most successful, because it was given to him for nothing. Under some pressure, the owner also says that he bought the "Swallow" from a type that did not introduce himself, but the servant of the owner of the shipyard saw him go to sea on the frigate "Leon". According to the owner of the shipyard, the frigate should still ply in the waters of Hispaniola. Go out to sea, on the global map, you will see a ship with purple sails there - this is the Leon frigate, board it.

The captain of the "Leon" offers you to go over to the side of HIS admiral. This is Richard Soukins. He also says that their brotherhood needs people like you, and Henry Morgan himself was promoted to admiral of the Coastal Brotherhood and no one elected him. In addition, the captain of the Leon reports that Steve Linnaeus is already at the bottom of the sea. Refuse the captain's offer and kill him. Head to Morgan.

After the report, Morgan directs you to Puerto Principe, where, according to rumors, Richard Soukins is planning some kind of operation against the Spaniards, which must be thwarted. This will damage Sawkins' reputation among the pirates.

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

Soukins gathers a squadron and is going to meet the Spaniard in two weeks at San Martin. We need to get ahead of them and intercept this ship below San Martin, sink it or board it. Go out to sea and sail to San Martin.

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

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

Morgan will offer us to make a trip to Panama. Morgan's plan is to take Porto Bello and reach Panama by land. The Spaniards will definitely not wait for this. Morgan offers to take a more powerful ship (if the squadron consists of more than one ship, then the rest must be placed in the port authority) and gives 20 days to prepare. During these days, hire people, buy provisions, medicines, weapons, cannonballs, bombs, gunpowder and return back to Morgan by the agreed date.

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

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

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

The last battle will be at the walls of Panama. Morgan comes up and gives the task to find the governor of Panama, because. the Spanish forces were exhausted by ambushes in the jungle, then no one was left in the city.

Go to the house of the governor of Panama, find him in the next room and interrogate him. According to him, Escorial's gold is in a closed chest in the same room, but the key is with the commandant of Panama, who participated in the defense of the city and most likely died. We need to find the key. When you leave the governor's house, you will meet Morgan. He gives the order to find the key, and he goes to interrogate the governor.

Go to Panama Fort. There in prison on the commandant's table lies desired key, take it and return to the governor's house. Open the chest - there is Escorial's gold (50,000,000 piastres). At this moment, Morgan comes up and takes the gold with the words that now he will collect the gold from all the sailors, and in the evening he will divide it, according to the laws of the Coastal Brotherhood. He also says that the governor could not stand the torture and died, however, he managed to tell about another chest, which is located on the outside of the fort. Morgan sends you there to check the given words. Go to the fort. In front of the fort there is a narrow path that goes around it from the outside. Follow it, at the end of the path there is indeed a chest, but there is nothing valuable in it. Return to the city.

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

On the way to the Darien Gulf, you will be attacked by the Spaniards, but it is not necessary to fight with them, you can run around them.

Board the ship and head to Port Royal, Morgan's residence. Morgan's secretary says that Morgan himself is in London and will not arrive until a year later. Return a year later to Morgan and demand your share of the booty. However, Morgan says that the Coastal Brotherhood has come to an end, he himself is now a planter, and he bought his forgiveness and forgiveness of other surviving pirates from the English crown for Escorial's gold. End of the pirate storyline.

main quest

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

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

Enter the residence and go into the room (the door opposite the entrance), go to the chest near the round table. The chest is locked and you don't have the key. Leave the residence and go to the tavern. Ask the owner about the key keeper, the tavern keeper will tell you to contact the key maker, Hill Corner, who is sitting at a table near the bar. The master of keys, will agree to make a copy of the key from the chest in the residence for a decent amount of money, agree to his offer, and wait 2 nights in the tavern. After that, go to the house to the key keeper. Enter the house. An officer and 2 soldiers will come, kill them and go up to the second floor and take the key from the table. Now go to the residence to the chest. When the soldier turns away, open the chest and take away all its contents, the letter (Stavesant's correspondence with the Dutch West India Trading Company) and the treasure. Return to the beggar.

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

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

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

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

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

Swim to the upper left corner of the map. You will go out to sea. After the “swim” command, a video will play, and then the hero finds himself in the City. The sea is raging, wild storm. A local resident named George Stokes comes up to you and says that he saw the death of your ship. You are the only one who survived. He will guide you a little. The city consists of many wrecked ships connected in an incomprehensible way. You are on the galleon "Velasco", which is inhabited by one of the established criminal clans - narwhals. On the barque "San Gabriel" there is a second clan - Caspers. Neither one nor the other spares anyone who dares to disturb them. Stokes will also say that you need to visit the head of this God-forgotten place, Admiral Chad Capper, on the San Augustine warship before the end of the storm. As it turned out, this is the same missing privateer who went out three years ago for the prize and disappeared without a trace. And now he's an admiral and head of the city.

Turn around and jump into the water. You need the Fernando Diffindur flute, which contains the very chest that opens with the Diffindur key. The ship has a rift roughly in the middle. Having found the ship, swim around it and go into the breach. Chest on the right. Put all your things there and calmly go to the admiral.

You will be officially declared a "Citizen of the City". The City has almost everything that is inherent in an ordinary port: a tavern, a shop, a church, a moneylender. The pawnbroker has a different story. Everyone will tell you that he is a terrible, terrible man, a warlock. The debtor will be obliged to return to him an amount five times greater than this. It turns out that Brahms gave his soul to Miclantlecuhtli, the Aztec god of the dead. If the debt is not repaid, after a while, when moving to any location, you will be transported to the sacrificial temple, to Tenochtitlan. God will come to you and demand your money back. If you don't have them, you won't get out of there. This will happen even after you get out of the City.

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

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

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

You won't learn anything more from Hill. After a while, he is killed. Tavern waitress Armo Dyulin will tell you that she found Brunner's corpse in the wine cellar, and noted that before his death, he asked her questions about the man who lived here before him.

Go to the admiral. He will tell you not to get involved in this matter. Try to find the oldest inhabitants of the City. One of them is Cecile Galard, who lives in the Eva galleon. Going to her, you will see three "Caspers" trying to kill the unfortunate woman. Kill them and you will receive information about the Mechanic as a thank you (if you fail to save the elderly lady, Aurelie Bertin will tell everything). His name is Henrik Wedeker, and it was he who came up with the method of securing the ships of the City. It looks like the admiral has isolated him on the barque San Gabriel, the base of the Casper clan. You need to get to him. You will have to destroy the entire clan alone.

Talk to Henrik. It turns out that the city rests on only three skeletons of ships and can be destroyed by any storm. Fortunately, he has a ship to sail away from here. But: firstly, he will sell it to you, and only for a million and a half, and secondly, the ship still needs to be freed from the wreckage. But this can only be done with the gear that Henrik dropped into the water. Your task is to go down into the water in a special suit (you can do this only from 10.00 to 19.00) and get the gear. The supply of air in the suit is only six minutes, and terrible voracious creatures have wound up under the City.

The suit hangs on the wall inside the Phoenix platform. He puts on (and takes off) automatically, you just need to approach him.

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

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

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

Go to the residence. There is no mechanic here. He's in jail on the Tartarus. Run there as fast as you can. Unfortunately, it will not be possible to free Vedeker - he is in a cage, and there is no time to look for the key. The mechanic will send you to the second mast of the Fernando Diffindur flute, to the very place where Teaser Dan hid his chest.

Having reached the indicated place, go out to the open sea through the "open" icon. Quest completed.

to be continued...

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

French Line:

Spoiler

Having received a patent, sail to Tortuga, where in the residence you need to talk with Bertrand d "Ogeron about working for the benefit of France ...

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

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

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

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

Task three. Find a way to bring Donna Anna to Tortuga
The Governor-General wants us to deliver to Tortuga his beloved, the wife of the commandant of Havana, Don José Rameriz de Leyva. D "Ogerona will give his ring, which must be transferred to Donna Anna, as well as Escorial's Spanish trade license for a period of 60 days. We go to the port, go out to sea and sail to Havana.
Upon arrival in Havana, we immediately go to the tavern and talk with the waitress, give her 500 gold and she agrees to take the ring to Donna Anna. We wait until the next morning right in the tavern (we spend the night) and approach it again, pick up a letter from the commandant's wife and give 500 gold. Next, you should wait for the night and enter the house of the commandant of Havana, the door will not be locked ...
In the house, the Commandant himself, her husband, will be waiting for us, and not alone, but with a couple of bodyguards. After a short dialogue, we kill everyone (it will not be easy), and go up to the 2nd floor, where Donna is waiting for us, inform her that her husband is dead and she should go with us. Now we make our way to our ship and sail back to Tortuga!
d "Ogeron, in joy, gives us 25,000 piastres and asks us to leave him ... He is not up to Administrative issues now

Task four. Escort of the battleship Soleil Royal to Guadeloupe.
The fourth task is to escort the first-class battleship "Suley Royal" to the island of Dominica.
This is a mission of the utmost importance! It is said that several Spanish galleons are already hunting for the ship, under the command of Juano Galeno.
Near Dominica, the ship should connect with the squadron of the island of Guadeloupe. We go to the port authority, and take command of the Soleil Royal. Now let's go to Dominica. Off the coast of Dominica, 4 Spanish galleons will be waiting for us and not a hint of the French squadron! It is necessary to sink the Spaniards, while the Souley Royal must remain safe and sound!
After the sinking of the squadron of Juano Galeno, we must go to Guadeloupe and find out why the promised squadron did not meet us.
The governor of the city of Bas-Terre will say that he received a letter about the nomination of our squadron only yesterday and did not have time to prepare anything, he will take the royal manovar and thank him for what he has done.
We return to the governor-general and tell about everything that happened to our squadron, we will receive 28,000 zlotys as a reward. ...

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

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

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

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

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

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

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

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


Spanish Line:

Spoiler

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

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

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

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

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

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

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

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

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

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

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

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

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


Dutch Line:

Spoiler

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

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

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

Task three. Obtain information about the plans of the British in connection with the trade war.
We need to deliver a letter to the head of the buccaneers. We sail to Hispaniola. Upon arrival in La Vega, we go to the residence.
The head of La Vega knows nothing about Madiford's plans, but last week, a messenger from the English governor-general came to Mansfield with persuasion to attack Curaçao, the pirate refused.
Then we sail to Port Royal. You can buy a trade license and go there calmly, or you can sneak into the city through the jungle!
We are looking for Morgan's house and go into it. His secretary will say that Henry is now at his house in Antigua and that the door of that house is always closed.
Now we sail to Antigua, we make our way into the city and find Morgan's house. The door is closed. We go around the house and from the other side of the house we find a descent into the catacombs. We go down, we find the entrance to Morgan's house. Morgan Agrees to help if we do him one favor: He thinks that his companion Pierre Picardy is hiding prey from him... We take this task and set sail for Tortuga.
On Tortuga we go to the Shop, the Shipyard, the Tavern, the Brothel and to the Usurer, we ask everyone and find out that he was throwing money around.
Now we sail again to Antigua, make our way to Morgan and tell him everything.
Morgan says that he is not in the know, but knows that an English officer is sitting in a local prison (for a drunken fight).
We rush to the prison (tomorrow he should already be executed), we interrupt the guards, and we release him for information. He tells that the British are planning to capture Fort Orange.
Now we sail to Vilemstad and report on the situation to Stevezend. We receive a reward. Task completed.

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

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

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

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

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

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

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

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

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


Pirate Line:

Spoiler

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

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

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

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

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

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

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

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

A light morning breeze fills the sails of a small xebec, which is on its way to Bermuda. There, they say, Henry Morgan recruits dashing guys to make easy money. A young captain named Andrew Frost, impressed by pirate romance, is ready to enter Morgan's service and raise the Jolly Roger...

This time, we'll rush through the lines of the French and pirates. Why exactly them? Firstly, the French line has not changed since the days of The Return of the Legend, and in the guide we somehow bypassed it. Secondly, the pirate storyline appeared in the add-on. Thus, we kill two birds with one stone - or, if you like, sink two ships with one shot.

Ship's log

“Do you need a worthy person who does not disdain to cut, chop and burn, who owns a fast sailboat and desperate guys? In that case, I am at your service, Mr. Morgan." With these words, my career began in the service of the famous pirate admiral.

This is how the Coastal Brotherhood recruits. Who refuses to earn extra money?

But you can’t just get the location of Morgan, I was sent to him by Captain Goodley, whom I met in Puerto Principe. In turn, Goodley asked Henry Morgan to do a favor - to deliver a certain John Bolton to Jamaica. For me, this is just a gift of fate - I met Bolton in the bay, and we headed for Jamaica.

We were already waiting at the port. No, not Morgan, but English soldiers. Turns out Jack Bolton is a fugitive and I'm his accomplice. I did not resist, there were too many soldiers, and my ship would have been immediately turned into chips. Rumor has it that Morgan has a lot of influence in Jamaica, maybe the commandant does not have to figure out who is a criminal and who is not?

I was not too surprised when Henry Morgan himself came to the prison of the fort. He released both me and Bolton, but in return he offered a job that cannot be refused. Apparently, someone framed my new employer. But now I have a task - to give a certain Edward Lowe a black mark. I don’t know why this Lowe didn’t please Morgan, but I wouldn’t want to be in his place ...

I decided to give the team a rest, and in the morning we sail for Martinique: Lowe lives somewhere there, but where exactly? ..

Black label

I arrived in Martinique twenty days later. It could have been faster, but at sea we met a Spanish punitive squadron, and we had to flee from it at full sail. The wind was blowing to the east, so we had to make a good detour, but at Antigua we broke away from our pursuers.

First I decided to look into Fort-de-France - I still need to replenish supplies, and patch up the sails. If Lowe lives here, I'll give him a package from Morgan. However, the innkeeper immediately crushed my hopes - there is no Low in Fort-de-France, and he had never heard of such a person. So, Edward lives in a pirate settlement - Le Francois, it remains only to go around the island and visit him.

Henry Morgan himself.

And for sure, Lowe lives in Le Francois, moreover, he is not even hiding! But what surprised me the most was that he did not change a bit in his face when I handed him the mark. He just grinned and said that he and Morgan had sorted everything out, so I should return the mark and convey "that everything is going according to plan." With these words, he kicked me out of the house. There is nothing to do, we will have to return to Jamaica.

The way back was not easy. The sea was calm, only a light breeze created a small ripple, but even this breeze was enough to drive our vessel. The navigator assured me that the weather would not change, but three days later a storm broke out that I had not seen for a very long time. Should have thrown the navigator overboard, but where to find a good navigator? Our troubles did not end there; two days from Jamaica, we met an English privateer who saluted with a salute from the side and changed the flag to a pirate one. The storm-worn xebec could no longer give a head start in speed, so they had to fight. A short exchange of fire ended in a fireball that swallowed up a pirate brig, and we are forced to get to Jamaica almost by oars. Cursed Pirate demolished one of the masts and apparently damaged the hull below the waterline. The ship has listed to the left, and every day the list is increasing. Morgan promised me a reward, now it will be very useful.

After listening to my story, Morgan called me a blind puppy - he did not settle anything, and Lowe simply deceived me. Naturally, I did not receive any money, but Morgan gave me another chance - I have to find Lowe myself and end him.



Naturally, Lowe was not at home. The innkeeper said that he urgently sold everything and disappeared, but dropped that he wanted to buy a ship. As far as I know, there is only one shipyard in Martinique, and it is in Fort de France. I made some inquiries and learned that Lowe had gone to Bermuda, although he never bought a ship. Raise the sails! We're on the run!

When I got to Bermuda, Lowe was no longer there, although I was able to get a lot of valuable information at the shipyard, and the innkeeper shared something. It turns out that Lowe tricked the brig "Sea Wolf", which was built for Jackman himself. In addition, I learned from an old acquaintance of Goodley that Lowe was interested in Kumana. I don’t know what this scoundrel thinks, because all the pirates of the archipelago are now hunting for him. The way to the English colonies is also blocked for him, and something tells me that he is not looking for shelter on Maine. Anyway, if Lowe's still with Cumana, I'll get him.

The brig "Sea Wolf" is a masterpiece of shipbuilding. Already under the command of Andrew Frost.

It is important: to find Low at Cumana, you need to be in good relations with the Spaniards. If you're playing as England like me, you'll have to buy a trade license.

I arrived at Cumana and immediately asked the innkeeper about the news. For a thousand piastres, his tongue loosened so much that I found out with whom his sister was having an affair, where to buy good tobacco, what makes Jamaican rum beautiful, and that courier ships disappear near Cumana. Mostly luggers and sloops, larger ships ply through these waters, but they can't find anyone. It is said that some survivor spoke of a brig as nimble as the sea devil himself. There is no doubt that Edward Lowe has found a warm spot. It's time to ruin his life...

It is important: Lowe will not appear in the "sail to" menu until you change to a low-class ship: sloop, lugger, and the like. The difficulty here is that Lowe is a skilled fighter, and he has more teams. I advise you to get a cuirass before the battle.

As I suspected, Low showed up not far from Cumana when I went to sea in my lugger. This rat can only attack those who are weaker, but we are not born with a bast. After a volley of buckshot and boarding, Low was in for an unpleasant surprise.

I took the ship and killed Lowe. Morgan's task is completed, and I, perhaps, will leave Jackman's ship to myself. Let the old pirate sulk all he wants, I've already spent well hunting Lowe. It remains to tell Morgan the good news and receive an award.

Pearl

It is very difficult to rob tartans. You need a light, maneuverable ship, otherwise you will simply crush small boats.

Morgan's third task is to get pearls. He got the information where the divers are looking for pearls this month - not far from the Turks. Since it is difficult to call this task in the style of "sail and do" and an adventure (Morgan himself speaks of this), we will consider it from a purely technical point of view. It is not easy to complete it, there are several pitfalls that will lead to the failure of the entire line. So, for starters, pick up a maneuverable ship. I did this mission on the Blue Bird and had no problems.

So, we sail to the Turks and first of all, if you have companions, we give them the command to “lower the sails”. The pearl divers' tartans will be hostile to you, and if you can not "pull the trigger", the allies will not fail to fire a volley or two from the cannons, and the tartans do not need more. The highlight of this task is that it is not necessary to board, let alone sink enemy ships. You just need to swim as close as possible, and then they will voluntarily give you pearls. Morgan needs to bring at least 1000 small and 500 large pearls. Having robbed all the tartans, I was able to collect almost one and a half times more and earned about one hundred and twenty thousand piastres.

This is a bug: you must bring the pearls to Morgan without laying them out anywhere. Yes, the character will be overloaded, and it will take longer to go to his house, but otherwise the task will fail!

Head hunter

My old acquaintance, Goodley, ambushed me near Morgan's house. Of course, he wasn't waiting for me just to say hello. It turns out that old Goodley is not at all simple, he is a professional bounty hunter, and he kills people on order in secret from Morgan. Now Goodley must kill a certain John Avory, but Morgan keeps him in Jamaica, and the task must be completed at all costs. Having estimated the possible profit, I agreed and went to Willemstad - according to Goodley, Avory lives there.

It is important: on Willemstad you will learn that Avory has gone somewhere. Where exactly is determined by chance. For example, I had it in Antigua, and you will have it, for example, in Nevis.

Damn that Goodley! It seems that in search of this Avory, I talked to all the moneylenders of the archipelago! The fact is that John Avory shakes money out of debtors, and if they run out, he goes to the next city. A pawnbroker on Marigot Island said he had been robbed, and Avory went to Bermuda to get the robber. This happened very recently, which means I have a chance to catch up with both the target and, possibly, the robber.

As I expected, Avory is here. The bartender said that he just, just a couple of minutes ago, left the tavern and went to Orry Bruce. Apparently, this is the robber. I followed him and met both the robber and John. When they learned that I was going to kill both of them, they forgot about their enmity for a while and attacked me together. Needless to say, I had to kill them. Be that as it may, I completed the tasks of both Goodley and the pawnbroker with Marigot. All that's left is to get the award...

Instead of a reward, I almost lost my head! Goodley the dog set me up! Avory was a confidant of Morgan himself, and I killed a member of the Coastal Brotherhood for money! Fortunately, Morgan did not kill me, but decided to look into the matter. He called Goodley, and we settled the matter in the only possible way - I killed him. What to do, everything is simple for pirates - when both tell the truth, only one survives.

Poor Goodley. Since you are up to dark games, practice fencing more often!

I need to head back to Bermuda and tell Jackman what happened here.

It turns out there are rumors that someone ratted out Sid Bonnet to the Spaniards. But the most unpleasant thing is that Jackman was whispered that I did it. He sent me to meet John Leeds and find out what was going on. He, in turn, said that he let my double's ship go to the bottom, but he was able to escape by swimming to the shore. Leeds doesn't want to land, because Bonnet is already dead, and there is nothing to profit from those guys. I, by all means, need to punish the double - his actions have already generated a lot of problems.

I landed on the beach with the crew and went deeper into the jungle. However, old Leeds did not warn me that more than half of the crew escaped from the corvette. The fight was hot, but we finished with both the double and his team. Surprisingly, the one who called himself Andrew Frost really looked a lot like me. Even dressed exactly like me!

It is important: stock up on healing potions. This fight is one of the toughest! For example, fighting Lowe and storming the forts will seem like a walk in comparison with the battle on the shore.

Steve Liney

I went to Morgan and told him what had happened. But news travels faster than the wind, and by the time I arrived, he already knew about the doppelgänger and the fight in the jungle. Morgan thinks there's something fishy here. Yes, and my double wanted to tell me something in exchange for life. In vain, I probably refused. Be that as it may, Steve Liney went to pull the strings of this incomprehensible ball. On the instructions of Morgan, he must visit all the pirate settlements and sniff out what's what. In order not to start the search from scratch, I will go to Hispaniola, to the small pirate settlement of La Vega.

This fight is one of the toughest. While the pirates are fighting with the crew, Frost cuts everyone at once with a circular blow.

Quest ships are allocated for global map purple sails.

Steve's tracks lead to Santo Domingo, where, as his friend told me, Linea's sailboat was sold. Steve loved his ship very much and would never sell it. I decided to talk to the owner of the shipyard, and for good reason. I learned that the "Swallow" was sold to him by some slippery type, perhaps one of the pirates. Lucky for me, he recently went to sea, and you can still catch up with him. His frigate is called "Lyon" and is equipped with purple sails. Yes, you can’t confuse this one with anything!

I caught up and boarded the Lyon and killed the whole crew. The cornered captain suggested that I join the service of his admiral, Richard Sawkins. The fool never realized that he gave me just what I was looking for. I killed him and sank the frigate. There is only one Pirate Admiral - Henry Morgan!

After telling Morgan about the situation, we decided to intervene in the affairs of Sawkins. They say that he decided to pinch the Spaniards, and if so, we need to somehow spoil his affairs. I took a course in Puerto Principe, in Cuba.

Under cover of night, I managed to steal Sawkins' logbook. To do this, it is true, I had to borrow a ladder that stood behind one of the houses, but I think it will be returned to the owner when they find out that I was at Richard's residence. As Morgan predicted, Sawkins set out to once again rob the Spaniards. They planned to transport a cargo of precious stones around caribbean, but a single ship of the line will still pass from its eastern side. Soukins expects to watch for him near San Martin. However, it also says that the ship will pass near Trinidad and Tobago and sail north to San Martin. Somewhere along the way, I must intercept the precious ship. But you need to hurry - according to the plan, the Spaniards should reach San Martin in two weeks, which means that there is even less time to intercept.

Stealing Soukins' journal is best at night, you'll be safer.

It is a pity that it is impossible to take away all the treasures from the Spanish ship...

It is important: you can whistle the papers with the Sawkins plans at any time. But during the day there are a lot of guards, and the governor of the pirate settlement himself is immortal for the sake of the plot.

I intercepted the battleship Elusive en route to San Martin, near Antigua. The information was accurate, the Spanish battleship was literally packed precious stones. I took what I could, but some still had to be sent to the bottom. Here Soukins will be surprised when, even after a month, the Spanish ship still does not appear. Happy sunbathing, Richard!

It is important: purple sails are a sign of quest ships. The ship you are looking for is marked on the map, as is Lyon. The ship is really full of precious stones and decorations, but you are unlikely to be able to carry even a third - this is how the developers intended. One can only guess what money the Spaniard was transporting, because I sold three hundred diamonds for two hundred thousand.

Legendary trip to Panama

Storming of the fort of Porto Bello. Apparently, during the bombardment, one of the cores landed directly on this gun.

When I next arrived in Jamaica, having squandered my fortune, Morgan let me in on the plans to take over Panama. I think he's gone mad, but they don't call him a pirate admiral for nothing! We will attack Porto Bello, and then we will move along the isthmus, and not through Cape Horn. The last thing the Spaniards expect from us is such a daring attack, and they certainly don't guard the "rear entrance" to the city so well. Besides, along the way, I have to present a bullet to our companion Sawkins. We need to check the case so that there are no suspicions.

Especially for the trip to Porto Bello, I equipped the largest ship that I could find. No, not a corvette or even a frigate, but a whole manovar. This floating hundred-gun fortress will show the Spaniards who is the most important pirate in these waters...

It is important: leave all the ships in storage, because Morgan will entrust you with the command of an entire squadron of battleships. Each ship will be controlled by a pirate governor: Jackman, Sawkins, Morris and, of course, Morgan.

The Spaniards are suppressed and scattered, in a second the pirate army will break into Panama.

We took Porto Bello by storm and interrogated the governor. It turns out that the Spaniards know about our enterprise. Isn't it Sawkins' trick? It's high time to get rid of him, so according to Morgan's plan, we will split up. He with Jackman and Morris will go to Panama from Porto Bello, and I will meet with Soukins in Darnesky Bay and move from there.

After breaking through three Spanish ambushes, we finally reached Panama. I didn’t have to kill Soukins, some Spanish musketeer did it for me, and I am grateful to him - I really didn’t want to shoot in the back, and I couldn’t kill the leader of the pirates in front of my eyes.

The battle at Panama was terrible, but the Spaniards scattered their troops through the jungle, and we were able to defeat them thanks to our superior numbers. We plundered Panama and then piled all the booty into one pile to share it according to the laws of brotherhood. But while everyone was minding their own business, the vile Morgan stole absolutely all the gold and set sail on a captured galleon. He abandoned everyone in Panama, and somewhere in the jungle the Spaniards are still waiting. But what's worse is that they think I'm his henchman, and if I even hint at returning to the ships, my throat will be cut. I decided to try my luck and get to the ship alone.



The jungle almost killed me, Spanish bullets whistled over my head ... But with God's help, I was able to get to the ship and headed for Jamaica. In Henry's house, I found only his secretary, who informed me that the traitor admiral had gone to old light and will be back in less than a year.


French line

This one of national lines, required for completing City of the Lost Ships quests. She has nothing to do with the adventures of Andrew Frost. I remind you that in order to receive tasks from the Governor General, you need to get a patent. This document, in turn, is obtained in at least two ways. First - complete the tasks of the governors, and after a while you will be awarded a patent. Second - buy it from a diplomat in any pirate city. I note that the first method is much more profitable, but if you already have everything in order with the money, the second method will save time.

Mission 1: Pierre Legrand

Monsieur Legrand is already waiting on the ship, it's time to go!

So what if I have a small boat. But manowar covers with fire!

Lucky filibuster Pierre Legrand wants to leave the Caribbean. He recently robbed a Spanish galleon and is now literally sitting on a pile of gold. Unfortunately, too many people know about this, so Legrand is unlikely to be able to get to his homeland alive. D "Ogeron asks us to escort the poor fellow to Martinique, from where he can safely sail to France.

Bandits will be waiting for you in the bay of La Marin. I advise you to prepare for the fight and take three well-armed boarders with you. Otherwise, the enemies will fall on the whole crowd and cut down first Legrand, and then you. After interrupting them, talk to Pierre, and the task will be completed. You can return to Tortuga.

Mission 2: Vestovy

One Spaniard is dead, and the second will now go after him, you just need to parry this blow.

If you remember, playing as Spain, we intercepted the messenger to get evidence of the Dutch conspiracy. Following storyline France, you will be the messenger. This is an unusual postal assignment. Bring the envelope and give it to Stevezan - he will suspect you of a pirate and put you in jail. Then, however, during a search of your ship, papers confirming your status as a French privateer will be found, and you will be released. Stavezan, by the way, will refuse to tell what the matter is and why he declared you a pirate so immediately. However, the information will be happy to share ... the innkeeper. We ask him and find out that Stavezan looks at all the captains like a wolf, because lately some galleon has sunk as many as nineteen ships! In addition, he will point to two suspicious comrades at the table and advise them to ask questions - they say they are not local and, in general, the devil knows who they are. Wanderers at the table will immediately leave the tavern as soon as you offer to keep them company. Run after them and in the end you will reach the Palm Coast and there you will slaughter... the Spaniards. It is the Spanish heavy galleon that patrols the waters of Curaçao, and, moreover, it should moor in the bay any minute. We return to the ship, and here we are given a choice: sail to Tortuga (or somewhere else) or sink the Spanish ship. Personally, I chose the second option, since there is no extra money, and heavy galleons are also very roomy, and they can be used as merchant ships. In the inventory of the captain of the galleon, you can find a tanat and a mortar. If you board the galleon, you can get another 20,000 piastres from Stevezan, and if you just sink, he won’t say a word to you, since there is no evidence that this is exactly “that” ship.

Mission 3: Anna

D "Ogeron will ask you to perform a very delicate task. You see, our highly respected Governor-General fell in love ... And not with anyone, but with the wife of the commandant of Havana. Not only are France and Spain at war, but also Donna Anna's husband is very jealous and does not let her out of the house, but we are invited to steal the young lady and deliver her to Tortuga.

We go to Havana; d "Ogeron will issue a trade license so that the Spaniards do not tear you to shreds the first time you appear in the city.

Look how dressed up the commandant. I even put on a front cuirass!

It is important: to be honest, there are several ways to get to Havana. The best is to moor somewhere in the bay on the island and come to the city on foot. As soon as you steal Anna, the Spaniards will become hostile, and if the ship is left in the raid, it will be smashed by the fort.

You will find the commandant's house right away, it catches your eye because of the columns. But it is closed, what to do?.. We go to the tavern for information. The bartender doesn't know anything, but the waitress? No, but she is willing to give Anna the ring for a modest fee of a thousand coins. Go to the room and rest for a couple of days, then talk to the waitress. She will say that Anna is waiting for you at midnight at her place, and the door will be open. We are waiting for midnight and go to her, but we do not meet Donna Anna, but guess who? Her husband, and at the parade. He found a letter and a ring, locked his wife and calmly waits for the envoy d "Ogeron, and on the second floor four Spaniards are sitting in ambush, and when the battle begins, they will rush to help their commander. Try to get to the stairs leading to the second floor. It's crowded , and only one soldier can beat you, besides, all the Spaniards are armed with pistols, so it is useless to fight them in a large room - they will kill you right away.

Mission 4: Soleil Royal

It's funny, my personal ship is in no way inferior to the flagship of the French fleet...

D'Ogeron's new task is to escort the French flagship Soleil Royal to the shores of Dominica to meet a squadron from Guadeloupe there. -four galleons will easily take it on board.

The task is quite simple, because with such a ship as a companion, you don’t need to do anything. We sail to Dominica and go out "to the sea" not far from the island. I advise you to save in advance, because four galleons will be waiting for you at once. They are unlikely to sink the Soleil Royal, but they will easily turn your ship into chips if it is of a low class. The optimal course of action is as follows: one ship must be boarded personally, and I recommend sinking the remaining three with the help of manowar. Just give him the order to attack any ship, and let him board the other two.

It is interesting: passing this line, I already swam on the manowar, so I had absolutely no problems with this task. A volley from the side is enough for any galleon.

Note that there is no squadron from Guadeloupe, so you need to go to Basse-Terre and find out what's wrong. The governor will say that he received news of the campaign only yesterday (the post office works badly, badly) and did not have time to equip the ships. Well, anyway, everything ended well. You can return to Tortuga for a reward and a new title.

Mission 5: Revenge

It's not destiny for Leiva's brothers to take revenge on Anna, oh, it's not destiny...

The governor of Havana decided to investigate the death of the commandant, and all the threads lead to Donna Anna. The lady is afraid that the Spaniards will want to take revenge on her - kidnap or kill her. We need, firstly, to find out how serious this is, and secondly, to somehow settle the situation.

It is best to land at the lighthouse. From here it is easiest to get to the city (only one location), it is impossible to get lost here, and the fort will not shoot at you. We need to get information in the city; to do this, you can talk to Ines de Sillerras. She is an old friend of Donna Anna and will gladly help her (and you). Do not go into the tavern, there is a whole detachment of Spaniards sitting in ambush, and the waitress will immediately recognize you.

From Iness we learn that the cousins ​​of the murdered commandant arrived in Havana and planned to move to Tortuga with the help of smugglers. We need to intercept them, and where do we usually have smugglers? That's right, in the bays. Search the jungle and finish off the avengers. Now you can return to Tortuga with a clear conscience. Donna Anna is no longer in danger.

It is important: My brothers appeared in the Lighthouse location, right next to the ship. The second time they appeared there, but I'm not sure if they always look for smugglers at the lighthouse. Maybe you will meet them somewhere else?

Mission 6: Francois Olone

D "Ogeron will hand you a package that needs to be delivered to Guadeloupe to a certain Jean David, but you need to look not for him, but for Francois Olone, the famous filibuster. His house, by the way, is located directly opposite the residence. But first you need to swim to Guadeloupe. On the way to the island I advise you to save, as you will be met by a Spanish warship.Here you have several options.First: capture the ship (the captain has good things, plus a hold, well, the ship itself is not cheap), second: sink it.If you are not confident in your abilities , on the global map, swim directly to the city - then you will appear near the fort, and your opponent will be right next to you. Thus, you will receive the support of the fort. Having finished with the Spaniard, we land on the shore.

Olone will read the letter and offer to attack Cumana with him and plunder it. You can refuse - get 10,000 piastres and complete the task. I chose the first option. Storming the city requires considerable investment and a large team. And the booty - 200,000 piastres - will have to be divided into four. Even according to the most modest estimates, only the loss of a team, weapons and medicines will cost more. Of course, you can cheat Olone and take all the money for yourself, but you will have to fight him and his friends.

Mission 7: Rock Brazilian

The entrance to the lair of the Inquisition can be found under the stairs. Here he is.

The famous filibuster was caught by the Spaniards and sent to Cuba to calmly draw out all his secrets there. D "Ogeron is afraid that, under torture, the Brazilian will tell not only about hidden treasures, but also personal letters with small requests. Well, we need to save Rock before he splits. Besides, you can’t raise the alarm, you’ll have to act covertly. To do this, d "Ogeron will issue a trade license to Spain, you just need to raise the right flag.

We go to the tavern and ask the bartender about the Inquisition. He will say that she is somewhere in the city, but he will be afraid to indicate the exact place (no wonder). We go to the church, we learn from the priest that the inquisition is under the church, and the entrance can be found under the stairs on the street. We go inside, choose a place convenient for the battle and kill all the guards. By the way, in order to successfully complete this task, it is better to moor in some bay, otherwise, after the release of the prisoner, the fort will attack you.

Upon arrival at Tortuga, Rock will tell you where he hid the “little thing that is indispensable for a corsair”, and which one you have to find out.

Mission 8: Bribery

In this mission, d "Ogeron will transfer you under the command of the Marquis of Bonrepos. He lives in Basse-Terre, in Guadeloupe. What Bonrepos has prepared is unknown and can only be found out by asking him himself.

We sail to Bas-Terre and immediately go to the residence. Bonrepos stands to the right of the governor. He will tell you that France started a devolutionary war with Spain, and for this she needs Dutch money. The situation is complicated by the fact that England has declared war on Holland, but the British have nowhere to get reinforcements. Unless to hire local pirates as privateers. Bonrepos wants to prevent this, so we need to talk to three pirate captains: Morgan, Jackman and Morris. The naval commandant does not issue money, you will have to pay all the expenses yourself.

I propose to start with the closest pirate - Morris. Trinidad and Tobago is located near Maine, in the easternmost corner, so you need to sail there in the first place so as not to wind countless circles around the Caribbean. Morris does not like the war with Holland, but, on the other hand, he needs to restore relations with England. A certain Captain Gay framed him, but we need to find the ship's log of this captain in order to justify Morris. You can find Gay in Jamaica, at the same time it's worth going to Morgan.

Morgan is not in Jamaica, he is at his residence in Antigua. Then first we will visit Jackman, and then Morgan. But first you need to find Captain Gay and get his ship's log. You need to start your search from the tavern, and there the bartender will immediately say that Gay rented a room and still did not go out. He will not voluntarily give the magazine, he will have to be forced. In addition, almost a hundred thousand piastres, silver bars, a pistol and one of the skulls of the Toltecs can be removed from it. Now you can sail to Bermuda.

In Bermuda, Jackman will tell you that he was not going to fight against the Dutch anyway, so there is no need to bribe him. Well, then we'll visit Morgan, and then we'll give Morris the ship's log.

We sail to Antigua. Morgan's house is locked. Try to keep to the right wall and you will find a passage to the basement. Morgan, in principle, agrees not to attack the Dutch, but his guys spent all their money on rum and to continue the fun they need no less than two hundred and fifty thousand piastres! Give the money and the task will be completed.

Mission 9: Protecting Port-au-Prince

In this mission, you will be given the Soleil Royal and sent to defend Port-au-Prince from the Spaniards. I advise you to get a ship no less than the first class for this fight. At Port-au-Prince, six ships of the Spaniards will be waiting for you, and the flagship will be the manowar. Naturally, it is better to board him, and destroy the rest. The peculiarity of this mission is that the Soleil Royal must stay afloat at all costs. Upon your return, you will be given a generous reward. I bet you will even be surprised by the generosity of the Sun King...

The fort is practically destroyed, although some of the guns are still intact and continue to fire uselessly.

Together with the Soleil Royal, we smashed the Spanish fleet to pieces. The enemy did not even have time to react.

Missions 10 and 11: Capturing cities

Like other lines, the last missions are to capture cities and transfer them to the French crown. You need to capture the cities of Santo Domingo and Santa Catalina. I advise you to prepare a squadron of ships of the first class for these missions; besides, it is worth buying a trade license and carefully studying the forts of these cities under the Spanish flag. A direct attack of fortifications is deadly, so it is better to go from the side, where there are fewer guns, and destroy them as quickly as possible. Don't forget to hire the maximum team as well. Storming the city is a very difficult task.



The insidious Morgan deceived Andrew Frost and left him penniless, but that's okay! Ahead is the mysterious City of Lost Ships, Tenochtitlan and the pearl banks. This means that the adventures of our brave captain are far from over!

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

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

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

Spoiler

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

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

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


GPC line

Spoiler

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

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

We sail to the approximate location of the island (north of Cape Catoche, on the mainland, and west of the city of Havana, on the island of Cuba). There we go out to the open sea and select the "sail to" function, in it we select the Cities of the Lost Ships (North, South - no difference).
After the crash, local resident George Stokes comes up to you and says that he saw the death of our ship. Looks like you're the only one who survived. He will tell you about the city. The city consists of many wrecked ships connected in an incomprehensible way. You are on the Velasco galleon, in which one of the bandit clans lives - narwhals. On the barque "San Gabriel" there is a second clan - Caspers. Neither one nor the other spares anyone who dares to disturb them. Stokes will also say that you need to report to the head of the city, Admiral Chad Capper, on the San Augustine warship before the end of the storm. As it turned out, this is the same missing privateer who went out three years ago for the prize and disappeared without a trace. And now he's an admiral and head of the city. If you do not visit it yourself, Capper will come himself.
Now you need to hide things in the chest on the Fernando Diffindur flute. The ship has a rift roughly in the middle. Having found the ship, we swim around it and go into the gap. Chest on the right. We put all our things there (and Gold too) and go to the admiral.
We talk to him. After the conversation, we became citizens of the city. Now let's get our stuff.
Now you can better explore the place of our stay. In the City there is: a tavern, a shop, a church, a moneylender... By the way, he is a dangerous type

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

After a while we return to the tavern keeper. He makes an appointment for us after midnight in his wine cellar (this is one of the cabins on the same ship, you need to go on deck and go to the stern of the ship). After the conversation, we go to the Fernando Diffindur flutes, where Teaser often swam. Hill needs proof of our innocence (We need to bring him Teaser's notes).
Now we need to find the carpenter Andre Labor in the city. According to Brunner, it was he who helped Dan build a swimming facility. Labor appoints us a meeting in the cabin of the Protector corvette. There's an ambush waiting for us. Have to kill everyone. Now we go to the tavern keeper and tell him about what happened. He offers to substitute one of the clans, the narwhals, since they are weaker than the caspers. To do this, you need to lie in wait for one of the narwhals in the bow of the Velasco galleon. Kill him and take the medallion of the Narwhal clan from him. We take the medallion to the admiral, thereby removing suspicion from ourselves. The admiral instructs us to destroy the narwhals and gives us 3 people to help. We go to the galleon "Velasco" and kill all the narwhals. After the massacre with the narwhals, we go to the admiral. We tell about everything to the admiral.
Now we go to Hill Brunner and tell him about what happened. He asks to come to him later, he must find out something ...
After a few days (you can spend the night in a tavern for several days), we approach Hill and talk to him.
Hill says Chad Capper is meeting with a certain person at the tavern tonight. We must eavesdrop on the conversation, hiding behind a column in the wine cellar (you need to stand sideways to the column and not move, otherwise you will be discovered).
It turned out that Kapper met with the head of the caspers and that they have been cooperating for a long time. It turns out that the destruction of the narwhal clan only plays into their hands. They also mentioned a certain Mechanic...
We go to Hill and tell him everything. Hill says he'll think about who lived here before him.
Hill Bruner is soon killed. Tavern waitress Armo Dulin told us that she found Brunner's corpse in the wine cellar, and added that before he died, he asked her questions about the man who lived there before him.
Apparently, some people really did not like that Hill was digging in this direction ...
We should find out from the "admiral" what measures are being taken regarding the murder of Bruner. Also, now we ourselves must find the oldest inhabitant of the city and learn from him about the mechanic.
We go to the admiral. He tells us to stay out of this business...
Now we are looking for the oldest inhabitant of the City. One of them is Cecile Galard, who lives in the Eva galleon. Going to her, we will stumble upon three "Caspers" who are trying to kill her. We kill them and get information about the Mechanic as a thank you (if they kill her, Aurelie Bertin will tell everything).
His name is Henrik Wedeker, it was he who invented the method of fastening the ships of the City. Apparently, the admiral isolated him on the barque San Gabriel, at the base of the Kasper clan. You need to get to him. We'll have to cut down the whole clan alone. It will be quite difficult...
After we kill everyone, we will go into its depths, there we will meet the same mechanic!
It turns out that the city rests on only three skeletons of ships and can be destroyed by any storm. Fortunately, he has a ship to sail away from here. But: firstly, he will sell it to us, and only for a million and a half, and secondly, the ship still needs to be freed from the wreckage. But this can only be done with the gear that Henrik dropped into the water.
We go to the phoenix platform, the suit is inside! We put it on and go under the water! The gear appears randomly!
When we find it, we rise and give it to Henrik!
It's not safe to stay in the City. The sooner we get out of here, the better. The corvette must be provided with all the necessary goods for sailing. These are cannonballs, buckshot, knippels, bombs, canvas, medicines, boards, provisions, gunpowder and weapons.
shells for guns can be obtained from housewives. They are Lea Tooors, Aurelie Bertin, Alice Taylor and Eliza Calvo. Elise will need a lute, 10 bunches of grapes and 3 bottles of wine, Leah 10 bags of salt. Provisions, boards and canvas can be bought from the owner of the store. Medicine will be given to you by the grateful Padre Angel. For gunpowder and weapons, you need to contact policeman John Workman. He will help with the condition: take him with you.
It remains to recruit a team of at least 15 people. Having finished the set, we hurry to the Mechanic!
Upon arrival, we understand that Capper arrested the Mechanic!
Let's go to Tartarus!
Henrik will not be released, sorry! We sail to Santo Diffindur, we go out to the open sea, that's it, the line is over!