Passage of the Dutch ruler. Walkthrough for Corsairs: Return of the Legend (Dutch branch). Storyline for Peter Blood

Walkthrough Discussion English quest line,
by following the link.

AT: How to start?
O: Get a patent by completing tasks from the same governor or by buying it in a pirate settlement. Then to the island of Jamaica in Port Royal to the Governor General Thomas Madiford.
In no case do not talk to Jackman (the head of the pirate settlement in Bermuda) about working on a pirate line. Otherwise, the English ruler will be blocked!

AT: Is it possible to go through the English and pirate lines?
O: Can. At first, completely go through the English line, and then talk with Jackman about working for the pirates.

AT: What rewards can be obtained by completing this line of quests?
O: About 2.5 million piastres, Award cuirass, Morgan's Rapier, gold bars, idols, weapons, the title of Admiral.

AT: I passed one national line, now he took a patent from England, but the governor general does not want to give me a task, he says that I supposedly worked for an intelligence network, a spy, etc., what can I do?
O:

AT: Where is Fort Orange located, I just can’t find it, it’s not on the global map?
O: Fort Orange is located in Jamaica in a bay called "Cape Negril", from the bay we go around the tree and go into the jungle - in the next location we will see the entrance to the city.

AT: In the sixth task. Captain of the frigate of marque Morris Williams. I took the pinas, gave the money I found on the ship to Morris. He told me about the cuirass, but I forgot where it is?
O: The cuirass is located in the north of Maine, and in the Bay of Doom, there you will be attacked by many skeletons, and the same cuirass will be on the corpse of one of them.
Want more cuirass? Read [You must register to view this link] !

AT: In the seventh pirate treasure quest, I accidentally sold some ingots, what should I do to replenish them?
O: Just buy them from any merchant.

AT: In the ninth task, I sailed to La Vega, everything was looted there. I do not know what to do next?
O: Go to the tavern. There will be a man, he will tell you what happened in the settlement.

AT:
O: Capture a couple of colonies, then visit the governor-general and hand them over to the English crown, he will give us a bonus, apply again - the rank of admiral should be welcome.

The English line can be passed in KVL game and in GPC game only with Mod-pack 1.3.2 installed on it, in the default game of the GPC, the English line is blocked. If you took the Pirate line while playing with the Mod-pack, then the English line will be blocked, you need to go through it first.

IMPORTANT:
Do not take the ruler with a weakly pumped Main Hero!

Morgan's rapier, Golden (Premium) cuirass, Gold, 3 million piastres, the rank of Admiral, as well as invaluable experience and pumping.

The English ruler is taken from the Governor General of England, Thomas Madiford, on about. Jamaica in Port Royal after obtaining a patent.

1. A patent can be earned and obtained from any governor of English cities by completing about 8 - 9 of his tasks; they must be completed by exactly one governor and not necessarily at one time, you can sail away from the island and return later. If you complete tasks for several governors, then the counters will count these tasks for each governor separately (i.e. tasks for different governors are not summed up). The governor, for whom you complete the required number of tasks, will issue you a patent. Failing or abandoning a quest resets the counter, so make sure to save before accepting a quest in case it doesn't work for you. Tasks change after 3 - 4 in-game days.
2. A patent can be bought from a Diplomat in any Pirate settlement in a tavern, but you may be denied a sale if your GG is poorly pumped.

Exercise 1
Escort of the Duke of Albertal

Governor General Sir Thomas Madiford instructs you to deliver your relative the Duke of Albermal to the residence of the city of St. John's, located on the island of Antigua. He warns you to be extremely careful as the Spaniards want to capture the duke. Climb to the 2nd floor of the residence, where Albermal is waiting for you, talk to him and hit the road. Course to the island of Antigua. In the coastal waters of the island, a Spanish flute is already guarding you and eager to let you go to the bottom, repelling the duke, but it will not be difficult to sink or board him. If you are poorly pumped, then you can go to battle map right at the fort and take his help. After going ashore, follow to the governor's residence, where the Duke of Albermal will ask you to deliver a dispatch for the governor of Jamaica. The dispatch turned out to be a letter of introduction in which the duke praises you in every way. Return to Jamaica, hand over the dispatch and report to Madiford on the completed assignment. For this assignment, you will be paid 50,000 piastres.

Task 2
Agree with the Heads of the pirates to attack about. Curacao

The Governor General instructs you to negotiate with the four main corsairs in the Caribbean, Edward Mansfield (La Vega), Jackman (Berumdy), Henry Morgan (Port Royal) and John Morris (Port of Spain), to capture the Dutch colony in Curaçao. The faster you complete this assignment, the better your reward will be, if you are late, you will not receive anything!
Morgan's residence is located here, in Port Royal (a house with columns at a dead end to the left of the port), but when you go there, you will find out from the secretary that Morgan sailed to St. John's on the island of Antigua.
To get started, go to Hispaniola, to the settlement of the La Vega pirates. In the residence you talk with Mansfield, but you immediately get a refusal, since he is Dutch by nationality and is not going to attack his compatriots.
Follow to Bermuda to the residence of Jackman, he also refuses to attack and explains that in this moment he and his pirates do not want to spoil relations with Holland.
Next, go to Morgan in Antigua. His house is closed, you can get into it through the dungeon, the entrance is located on the next street, a hatch between the houses. Morgan, after listening to the proposal, also refuses, he now has little strength and resources to attack. Henry invites you to meet at his residence in Jamaica, he has a business for you.
The last pirate left, Morris. Swim to him in Trinidad and Tobago, but he also refuses you, having learned that you are acting at the request of Madiford, they have a bad relationship. So, you were refused by all the pirates and you are not salty slurping, you are returning to Madiford. Naturally, he is not very happy with this, but in the end he calms down. The reward is generated, depending on the deadlines.

Additional task (can be omitted)
Henry Morgan proposal

After getting a bite from Madyford, and possibly receiving an award, go to the residence to Morgan. If less than a month has passed since your meeting in Antigua, then Morgan will offer you a rather risky business to capture the city of Belize, on Maine. His spies reported to him that there was a lot of gold there to be sent to the Old World, and the Golden Caravan had not yet arrived for it.
Your squadron should have no more than two ships, then Morgan will join it on his ship with 48l. guns, but to storm the fort with the city, the forces are still not enough. Again you go to Jackman in Bermuda, and then to Morris in Trinidad and Tobago. You have 50 days to assemble a squadron. This time they agree and are ready to enter your squadron, Jackman on the corvette and Morris on the galleon. Now you have a strong squadron consisting of 4 ships and enough forces to attack. You swim to Belize and start attacking the fort with Morgan. The ships of Jackman and Morris are best left far from the fort, otherwise they will be quickly sunk. After destroying a certain number of cannons of the fort (depending on your level of difficulty of the game), you break into the fort and slaughter all the soldiers there with a joint effort, then capture the city.
The city is cleared of soldiers, you can go to the residence. The governor tells you that the gold is hidden in the fort, move back to the fort, there you must talk to every pirate. Morgan will make you happy, they captured a lot of gold, he will immediately offer to buy your share of gold or part of it for 200 gold apiece. If all your share fits in the hold of the ship, then feel free to send Morgan to hell, gold can be sold at least twice as expensive. All pirates leave the squadron and leave you. It remains only to sell gold, it is better to do it in the pirate settlement of Puerto Principe in Cuba, as a rule, there are favorable prices for it.

Task 3
Exploration in Curacao

You receive a new task from Madiford, you need to reconnoiter the situation in Willemstad on the island of Curacao. England is at enmity with Holland, so Madiford gives you a Trade License for 20 days, with which you can freely move around the city, while your ship must have the Dutch flag raised, take the flag perk in advance. Upon arrival in Curacao, you can moor in the port or in the bay, so that the fort would not pester you in the future and go through the jungle to the city (depending on the task you are doing). Head to the tavern and talk to the tavern keeper. Say that you need to sell something, pay him 1,000 piastres and he will give a tip on the moneylender. A usurer is a usurer, you can’t go to him with a thousand, he asks for 100 thousand for the information you are interested in, you will have to pay. The usurer tells about the brig, standing on the roadstead in the port, preparing to sail, on it is the messenger officer of the governor, with a secret order.
Without leaving the Global Map, swim to the brig or move to it through a fast transition and board it, having previously fired with grapeshot. Searching the captain's cabin, in one of the chests you will find a secret order for the Dutch colony Fort Orange on the island of Jamaica. The Dutch are ordered to urgently reinforce Fort Orange. Go to Jamaica and report to Madiford about the completed task. He will pay your expenses (100,000) and pay 10,000 on top, not much of course, but you didn’t really strain yourself, especially since you should have an excellent brig with 32l. guns, plus a ship's cash desk from the captain's cabin, a good spyglass and a good weapon.

Task 4
Attack on the Dutch settlement of Fort Orange

The Governor General of Jamaica instructs you to attack Fort Orange. Swim not far, as you already know this settlement is also located on the island of Jamaica. Land at Cape Negril and save just in case. Going to the next location, you will get to the gates of the settlement and the assault will begin. You deal with the soldiers in the jungle in front of the gate, and then in the city. If you have a small crew, then it will be very difficult for you, you will have to sweat, so it is better to take a couple of ships with you to your squadron. In order for the teams of other ships from your squadron to participate in the assault, you or your boatswain must have the “Amphibious landing of allied ships” perk unlocked. Then you break into the residence and kill the commandant of the settlement, by the way, he is well pumped, so be careful. Search the corpse and the chests, in one of them you will find the Dutch Cuirass (the name from the Mod pack?). Return to Madifort and report on the completed task.

Task 5
Captain of the frigate of marque Morris Williams

Madiford instructs you to speak with Morris Williams, an English privateer whose ship is in the roadstead of Jamaica, and he also needs to give permission to enter the port and sell goods, of which he has plenty, since he returned from a successful campaign. Move on your ship, using fast travel, to the Favorit frigate and send a boat to his ship. Give permission to Williamson and return to the residence for a reward of 5,000 piastres. After that, take a walk around the city, near the pier you will be met by the boatswain from the frigate Favorit, he will report that Williams wants to talk to you in the tavern. In the tavern, go up to the 2nd floor to the rest room, where Morris is waiting for you. From a conversation with him, you will be surprised to learn that all the cargo was confiscated from him and he believes that it is you who are to blame. Explain to him that you don’t know anything about this either in your sleep or in your spirit and you will deal with this issue. Go to Madiford's residence and find out what's going on. He explains that in Europe the Spaniards agreed with Charles II on a truce and the transfer of confiscated goods is a gesture of goodwill from England to Spain. Return to the tavern, where poor fellow Williams says that the moneylender bought his debts in the amount of 140 thousand piastres, so now his frigate was also arrested for debts. In general, it turns out that it is because of you that he got into this story and he should be helped. Of course, you can immediately return his debt for Morris and be done with it, but you are not looking for easy ways, you need adventures, and you don’t really want to lay out such a tidy sum from your own pocket.
Therefore, begin your own investigation of this dark matter. To get started, go to the Port Authority, ask there if a Spanish ship has recently left the port, because the confiscated cargo was transferred to Spain. The head of the port informs that yesterday the pinas Santa Agueda under the Spanish flag left the port, heading for the island of Puerto Rico. Go in pursuit, near the island of Puerto Rico you will overtake a pinas, take it on board. When searching the captain's cabin, a pleasant surprise awaits you, in one of the chests you find 140,000 piastres. Return to Jamaica and talk to the captain in the tavern, promise to help him, joyful Morris goes about his business. Going out into the street you meet an old acquaintance, a boatswain from Fortuna, he told an unpleasant story that the misfortunes of Morris Williams continue, he was arrested and put in jail. Head to the fort and talk to the head of the prison, it turns out that the captain was arrested on the orders of the governor general. So you again need to go to Madiford, he directs you to the moneylender, it was on his charge that Morris was arrested. The usurer is rude and sends you to the devil, well, you haven’t seen such people, so you need to find compromising evidence on this self-confident banker and teach him politeness. Go to the church to the priest and ask him if he knows anything about the usurer. Father Bernard will advise you to talk to a girl named Ettenbury, she can be found in the port. The girl will tell you a sad story about the relationship between her family and the pawnbroker. Recently, her husband went out of town to the jungle and disappeared there, you need to find him. Leave the gate and go straight from them, in the next location to the right, there will be a grotto. In the grotto you will find the girl's husband kidnapped by smugglers, kill them and free him. After talking with Attenbury, you will learn that the moneylender works with smugglers. Go back to the moneylender. Now you have dirt on him and you know everything about his secret dealings with smugglers, which you tell him about. For your silence, you demand that he drop all charges against Morris Williams, he has nowhere to go and he agrees. In the tavern you meet the freed captain, in the default version you can not give him 140 thousand, he still thanks you for your help and gives a tip to the Bay of Doom (Maine), where you can find the Golden Cuirass. If you are playing with the Mod Pack, then the money will have to be returned, otherwise you will not get a tip on the Golden Cuirass.

Task 6
Find hoards of famous corsairs

In this mission, Madiford instructs you to find the treasures of famous pirates and deliver them to him personally. The hoards contain 2,100 gold ingots and idols. You will have to work a little as a loader, take boarders to help you, not all the same to carry yourself.

Follow this list so you don't swim erratically but circle the Caribbean and return to Jamaica:

1. Cartagena — Whitson
2. Trinidad and Tobago - Swart
3. Dominica — Cooper
4. Guadeloupe — Bleuvelt
5. Turks - Gay
6. Cuba - Goodley
7. Cayman — Braningham

All the gold is in the caves and grottoes of the above islands, each treasure contains 150 - 450 ingots, plus idols and other goodies. First, you drag and put all the gold from the treasures into the chest on the ship, and then transfer it in parts to Manford. For the work of the loader, you will receive 10% of all gold, which is not bad at all. If you prefer the luster of despicable metal and want to keep all the gold for yourself, then instead you will have to pay Madiford 150 thousand from your own pocket.

Task 7
To Edward Mansfield for gold

Madiford again sends you for gold, this time it must be taken from Edward Mansfield, the head of the pirate settlement of La Vega in Hispaniola. Arriving in La Vega, you found that there was no one in the settlement, it seems that someone attacked the pirates and destroyed everyone. Search the houses, suddenly someone survived and the truth is, in one of the houses you find a surviving person, he told about the attack of the Spaniards and the death of Mansfield. Presumably, the Spanish galleons that attacked the settlement are moving towards Santiago in Cuba. You start the chase, catch up with the galleons off the coast of Cuba, take them on board and grab the gold from their holds. On the flagship, in the captain's cabin, find a letter from Pardal to the governor of Santiago. You may not have time to catch up with the Spaniards, but better try, otherwise you will lose the prize gold, in any case, go to Madifort and tell him this unpleasant news.

Task 8
Attack on Santiago

Angry, Madiford sends you to attack Santiago and capture Governor José Sancho Jimenez. For you, this matter will not be difficult now, sail to Santiago and capture the governor, having previously smashed the city. On the way back, when you go to sea, you encounter the squadron of Manoel Rivero Pardal, which is going to protect Santiago. It consists of four ships, I think you already have enough experience and strength to deal with it, and extra earnings will not hurt if you take them on board. Return to Jamaica, after the report, Madiford will ask you to go to Morgan. Henry is in mourning, the deceased Mansfield was like a father to him, but because you avenged him, he gives you his rapier. A well-deserved reward, Morgan's Rapier is the best light weapon in the game.

Task 9
Attack of the Spanish squadron on Port Royal

A new and not easy task awaits you. Madiford asks you to protect Port Royal, the approaches to which were blocked by the Spanish squadron, it is preparing for a siege. There is no one else to defend the city, except for you, Morgan and his squadron went on a campaign. The Spanish squadron consists of 7 ships: 3 manowars, 2 warships and 2 galleons. Use the help of two forts, they are well located. Then think for yourself what to do and what strategy to choose. Sink all the ships or take on board if possible, if you have enough strength, of course. After a heated fight and victory, Manford gives you 200,000 piastres.

Task 10
Capture of Caracas and Cumana

After the Spanish attempt to capture Port Royal, they need to strike back. Madiford gives you the order to capture two Spanish colonies, Caracas and Cumana, located on Maine. Capture these cities and show the Spaniards who's who in the Caribbean.
If you do not really need pumping, then you can not mess with the forts, but capture the cities from the jungle side. You disembark in the nearest bay, reach the gate and, through thoughts in your ear: “Start capturing the city,” you begin to fight with the soldiers in front of the gate, and then in the city.
Return to Jamaica and report to the Governor General that England now has two more colonies in the New World.

Task 11
Clarify the situation in St. John's

In about a month, you can take the next one and how will Madyford's last task turn out. He will send you to Antigua to St. John's with a check, reports and documentation have not been received from there for a long time, you will need to sort this out. Arriving in St. John's and entering the residence, you meet an unfamiliar Colonel Lynch, who is suspiciously interested in who you are. After explaining to him the purpose of your visit, you will find out that Mediford turns out to be an embezzler, a bribe taker and, in general, the most despicable gentleman. And you, a brave fellow, are entrusted with a responsible task, to arrest the Governor-General of the English colonies in the New World, Sir Thomas Madiford. Heading to Jamaica. Enter the residence and announce to Madiford that he is under arrest. It is clear that he somehow does not really like this prospect and he calls his faithful guards. By the way, they are not bad enough pumped, but you are already an old sea wolf, that for you there are four soldiers with an officer, and even if they are pumped at least three times, you will still chop them into a salad like cabbage. After that, you are transported to a prison where the former Governor-General is behind bars.

If, upon returning to the city, the soldiers become hostile and attack you, then you need to:
1. It will roll back to the combat in the residence, when the Governor-General is arrested. Your boarders must finish the battle, i.e. it is they who need to fill up the last soldier, and at this moment you must stand with your weapon sheathed. (by Antone2116)
2. You should have no more than two boarders. (by Faraon67)
Return to the residence, Lynch, the new Governor-General of the English colonies, is waiting for you there. You will learn from him that a trial will take place over Madiford, and you must return in a month to determine your future fate.

In a month, you appear before Governor General Lynch, waiting with interest to see what happens next. Lynch will solemnly announce that you have been awarded the title of Knight, you will be called Sir and write this prefix before the name. You are also entitled to a share of the treasures found in Madyford, which is 2 million piastres. After that, talk to Lynch again and get an additional title of Admiral. He will also inform you that you have served yours, now you are completely free and free to do whatever you please.

After passing the line, the Pause of the World in the game is removed, all nations will randomly conclude peace or neutrality among themselves, as well as declare war on each other. Now you can seize colonies for yourself, donate them or appoint your own governors in them, to collect tax and receive additional income, there is no more development of colonies.

Passage of corsairs GPK ruler English

Taken:
From the Governor General of England (Jamaica, Port Royal) after receiving a patent.

Reward:
Over 2,500,000 piastres,

800 gold bars, Morgan's rapier (light weapon), Admiral rank.

Required:
English patent.

Walkthrough:
By obtaining an English patent legally or by purchasing it from a diplomat in Pirate Settlements, the English Ruler becomes available. To receive tasks, you need to sail to Jamaica, to Port Royal, go to the residence and talk with Governor Thomas Madiford about working for the benefit of the crown of England.

Task one. Accompanying the Duke of Albertal.

Sir Thomas Madiford gives us the first task, to accompany his relative the Duke of Albermal to the residence of the city of St. John's, on the island of Antigua. The governor also warns that the Spaniards have opened the hunting season for the duke, you need to be careful. We rise to the second floor of the residence and speak with the duke. After sailing from Port Royal, we sail to the island of Antigua, where the city of St. John's is located. Save before leaving the archipelago map Spanish flutes await in the coastal waters of the island. sink it. Although you can use the trick and get out of the archipelago map right near Fort St. John's, the fort will sink the ship with a few volleys. After mooring at the port of St. John's, go to the mayor's residence, where the Duke of Albermal will give you a dispatch for the Governor of Jamaica. We sail to Jamaica, go into the residence and inform Madiford that the task has been completed. As a reward we get 50,000 piastres.

Task two. Convince known pirates to attack Curaçao.

The Governor, after some time, entrusts us with the following task, to enlist the support of 4 corsairs, Edward Mansfield in the buccaneer settlement of La Vega, in Hispaniola, Henry Morgan in Antigua in the city of St. John's, Jackman in Bermuda and John Morris on the island of Trinidad, to attack to the Dutch city of Curacao. We sail to Hispaniola, to the buccaneers' settlement and speak with Edward Mansfield, but we get a refusal, he explains it by the fact that he is actually a Dutchman and is not going to attack his compatriots. Then we sail to Bermuda to talk with Jackman, but we also get a refusal from him, motivating him with the fact that his pirates do not want to attack the Dutch. The next on our list is Henry Morgan, we are sailing to Antigua, but we also get a refusal from him, he does not have enough strength to attack, but he offers to go to his residence in Jamaica later, for some business. We sail to the last corsair John Morris in Trinidad, but he also refuses to participate in this case due to the fact that he and Madiford are on bad terms. Having received a refusal from all the pirates, we return to Thomas Madiford with nothing. The governor is not happy with this, but comes to terms with it. The reward in the quest is generated, depending on the deadline.

Task three. Henry Morgan proposal.

Having received an award from the governor for the previous tasks, formerly in Jamaica, go to the residence of Henry Morgan, which is located at a dead end to the left of the port. If less than a month has passed since the meeting with the owner of the house, Morgan will offer a risky venture to capture the city of Belize, on Maine. According to him, there is information that there is gold to be sent to the Old World. So Morgan on a powerful ship with 48-pound (!!) guns is part of our squadron. If we have more than 1 companion in the latter, we should leave them in the port. Since we have to storm the city, we need to replenish our forces. You need to go to Jackman in Bermuda and to John Morris in Port of Spain, in Trinidad. They are ready and waiting only for our appearance to join us. For everything about everything, we have a period of fifty days. First we sail to Bermuda to Jackman, he joins us on the corvette, now we sail to Trinidad to Morris and he also joins us on the galleon. Now our squadron is fully equipped and consists of 4 ships. We sail to Belize, destroy the fort (it is better to send Jackman and Morris away, because the corvette can be destroyed, and our main forces are contained on the galleon) and capture the city. A team of our companions will support us in the assault. After capturing Kumana, we go to the residence of the governor, who says that the gold is hidden in the fort, we move to the fort, where we speak with each pirate. When talking with Morgan, he will not tell you how successful the operation was and offers to buy all (or part) of the gold from us at 200 gold apiece, if everything fits in the hold of our ship, we refuse such an offer, because gold can be sold for a high price . He says goodbye to us and leaves the squadron like the other two members of the expedition. Now it remains to sell the captured gold.

Task four. Exploration in Curacao.

After some time, we go to Thomas Madiford for a new task, which is to reconnoiter the situation in Curacao. To facilitate the task, he gives us a trade license with Holland for a period of 20 days (to activate it, you need to raise the Dutch flag). We sail to Curacao and moor in the port, you can go through the jungle to the city. There we go into the tavern and talk with the tavern keeper, tell him that we need to sell something, he (for 1,000 piastres) directs us to the usurer. We ask the moneylender about the issue of interest to us, he offers us to buy information from him for 100,000 piastres, we give him the money and he gives a tip to the brig, standing on the roadstead in the port of Curaçao and ready to sail. We go out to sea and take a brig FOR BOARDING, search the captain's cabin and in one of the chests we find a secret order for Fort Orange. Based on the text, the Dutch are ordered to urgently strengthen Fort Orange. The task is completed, we go to Jamaica for a reward. Thomas Madiford gives us only 110,000 piastres.

Task five. Attack on the Dutch settlement of Fort Orange.

Almost immediately we get a new task from the governor of Jamaica: to attack the Dutch settlement in Jamaica, called Fort Orange. We moor in the Rocky Coast Bay or go through the jungle, and as soon as we enter the location with the gates of the settlement, the assault will begin. We capture the gate, then the city and go into the residence, where the commandant (pumped) of Fort Orange is waiting for us, kill him, search the corpse and the chest standing in the corner, where, among other things, lies the Dutch cuirass. Now we go to the governor of Jamaica and report on the completion of the task.

Task six. Captain of the frigate of marque Morris Williams.

We receive a new task from Madiford. The purpose of which is to talk with the English privateer Morris Williams, who returned from a successful campaign. We are given permission to let Williams' frigate into Port Royale to sell merchandise. We go out to sea and swim to the frigate Favourite, send a boat and convey the order of the governor to Williamson. He accepts the offer, and we return for a reward, which is 5,000. Having received the reward, we go to the port, where Simon Burd, the boatswain from the Favorite ship, approaches us. He gives us a message from the captain, according to which Morris is waiting for us in the tavern. We move to the tavern, go up to the second floor and talk to Morris Williams. He accuses us of having his cargo confiscated. We tell him that we will figure it out and go to the residence to Madiford. But the governor informs us that somewhere in Europe, Charles II agreed with the Spaniards on a truce. The transfer of goods is a gesture of goodwill from England and Spain. We go to the tavern, where Williams almost pounces on us, he says that the local moneylender bought all his debts (140,000) and now the privateer's ship is in the port under arrest, and the goods have been confiscated. Our duty is to return the goods to him or pay the damage in cash, since he got involved in this story because of us. We go to the head of the port and ask him if any Spanish ship sailed in recent times. We learn about pinas Santa Agueda, who left yesterday heading for San Juan. We must catch up with the ship and board it. We go out to sea and head for Puerto Rico. Near the island we take a pinnace for boarding and in the captain's cabin we find 140,000 piastres. We return to Jamaica and go to the tavern and say that we will help him. He will go on business, and when leaving the tavern, the boatswain with Favourita will again approach us. He reports that his cap was arrested, the team disperses. Our path lies to the commandant of the Port Royal prison, from a conversation with him, we learn that Maurice was imprisoned by order of Madiford. We go to Madiford for an appointment, but he sends us to the pawnbroker. The usurer, roughly speaking, sends us off. It's time to visit Father Bernard's church and ask him about the moneylender. The priest will recommend that we talk to J. Attenbury, she can be found in the port. We find a girl in the port and ask her about the moneylender, she tells a deplorable story about the moneylender and their family. Her husband disappeared, we need to figure it out, she said that her husband went out of town and did not return. We leave the city (location church), and we go straight all the time until we reach the cave. We go into the cave and fight off the poor fellow from the smugglers. From a conversation with Attenbury, we learn that the moneylender is connected with smugglers, now we have dirt on him! We return to the city and go to the moneylender, we say that we know everything about his connections with smugglers and for silence we demand that he drop the charges against Captain Morris Williams. He agrees. We go to the tavern, where the privateer thanks us.

Task seven. Find hoards of famous corsairs.

The next task is very tedious, Madiford will tell us that we need to find the treasures of famous pirates, they consist of gold bars, as well as idols. Here is the list
1. Whitson-Cartagena
2. Swart - Trinidad
3. Gay Turks
4. Cooper - Dominica
5. Braningham-Cayman
6. Goodley - Cuba
7. Blywelt - Guadeloupe
Total gold should be 2100 bars (.) and all the gold should be delivered to him personally. Gold will be in caves, each treasure will consist of gold bars from 150 to 450 and personal items of pirates (idols, weapons, etc. junk). Gold should be sought in the caves of the respective islands. All gold must be delivered to the governor. Since you cannot take all the gold with you, it must be transferred to the cabin in parts, respectively, then from the cabin to the governor. For the labors we will receive the idols we found and 10% of the gold bars, equal to 70,000 piastres.

Task eight. To Edward Mansfield for gold.

The goal of the next task that Madiford will give will be to deliver a large amount of gold bullion from the settlement of La Vega on Hispaniola. Gold will have to be taken from the head, Edward Mansfield. We sail to Hispaniola to the settlement of La Vega. Entering the fort, we find no one there. In one of the houses, we find the only survivor, after talking with the pirate, we learn that the settlement was attacked by the Spaniards, Mansfield was killed, half of the buccaneers were killed, half went into the jungle. Presumably the galleons are heading for Santiago. We need to catch up with them. We sail to Cuba and board the galleon, in the captain's cabin we find Pardal's letter for the governor of Santiago. We need to report this to the governor. If you didn't make it to Santiago in time, then it's okay, just swim to Madiford and tell him the "good" news.

Task nine. Attack on Santiago.

The next task that Madiford will give is to capture the city of Santiago, the only thing Madiford needs is the governor - José Sancho Jimenez. We sail to Santiago and capture the city, we take the governor prisoner. Before going out to sea, save yourself, as the squadron of Manoel Rivero Pardal, who was in a hurry to rescue Santiago, will be waiting for you, the squadron consists of four ships, if there are forces, then repel the attack, if not, swim away. Having sailed to Jamaica, go to the governor and report on the completion of the task, and Thomas will also tell us to go to Henry Morgan. We go to Henry, he says that the deceased Mansfield was like a father to him, and in gratitude he will give us HIS RAPIER!

Task ten. Attack of the Spanish squadron on Port Royal.

Going to Madiford, take the next task from him, he will say that Port Royal is under siege by the Spanish squadron, 7 ships of the line blocked the colony. They chose the time of the attack as well as possible, since all the privateers went on a campaign with Morgan. Save before heading out to sea. The colony was attacked by 2 galleons, 2 warships, and three manowars. Sink all ships and return to the governor for a reward of 200,000 piastres.

Task eleven. Capture of Caracas and Cumana.

The next task will be a response, to the attack of the Spaniards, we are instructed to capture the cities of Caracas and Cuman. The cities are located side by side on the main, in the lower right corner of the map. We sail to Caracas and capture it, then we do the same with Cumana. Cities can be captured not immediately, you can first capture one, then the other. After capturing the cities, we return to Sir Thomas Madiford, and tell him that the two colonies began to belong to England not without our intervention, after that talk to him about the task and he will praise you.

Task twelve. Clarify the situation in St. John's.

The next task will be given to us in a month, the governor will say that he has not received documentation from St. John's for a long time, we will have to deal with this. We sail to Antigua, moor in the port of St. John's and go to the residence. Colonel Lynch meets us there and asks who we are. We explain the purpose of our visit. The colonel entrusts us with the task of arresting the governor of Jamaica, Madiford, citing the fact that he is a bribe taker, embezzler and criminal. We sail to Jamaica and go to the residence, where it is desirable to stay, since Madiford finds out that we have arrived to arrest him, he will call the guards, very pumped. We kill four soldiers and an officer. We are transported to prison, the former governor is behind bars. We return to the residence, where Colonel Lynch, the new governor, is waiting for us. He says Madiford is going to be tried, and we're told to come back in a month, when the hearing is over. We return in a month and speak with Governor Lynch, he will tell us that we have been awarded the title of Knight, now there will be a prefix Sir in front of our name, he will also say that we managed to find the hidden state of Madiford and we are allocated part of this money, we deserve it. We get 2,000,000 piastres. Don't forget to talk to the colonel again to get the rank of Admiral!

Passage of corsairs GPK ruler English

Walkthrough Discussion Spanish quest line,
you can watch the walkthrough on our website,
passing through [You must register to view this link] link.

Before asking questions, read the answers to frequently asked questions on the Spanish national. ruler:

AT: How to start?
O: Get a patent by completing tasks from the same governor or by buying it in a pirate settlement. Then to Havana (Cuba) to the governor-general.

AT: What rewards can be obtained by completing this line?
O: Money about 3 million piastres, good and excellent melee weapons (including tanat), muskets, the Rat God, cuirasses (Dutch, Spanish, premium), Cross of Antonio de Suosa (+30 to luck, +20 to authority, +10 trade), idols, artifacts, Admiral rank.

AT: After I received the patent, the governor-general said to me that he could not rely on me. They say I am closely connected with the coastal brotherhood, what does this mean?
O: National it is ideal to pass the line at the moment when Morgan (on the pirate line) suggests that we solve state affairs before going to Panama - at this moment we go and take the line, you can still go in front of the pirate line, but you cannot pass during and after passing the pirate line - general -the governor will refuse you, and after complete passage pirate line, you will no longer be able to start more than one national.

AT: I went through one national line, now I took a patent from Spain, but the governor general does not want to give me a task, he says that I supposedly worked for an intelligence network, a spy, etc., what can I do?
O: Nothing - for the game you can go through only one national line, except for the pirate one, you can’t do it anymore, because. lines overlap closely. Just start a new game.

AT: In the second task, where is it necessary to collect indulgence from three citizens, how to get an expensive cuirass and the cross of Antonio de Suosa?
O: When you leave the inquisitor, a man will come up to us and give a lecture on why it is not necessary to kill merchants, so immediately after the speech we go and report this to the inquisitor - we will get a luxurious cross with big pluses. And an expensive cuirass can be obtained by taking the bible to the inquisitor at the end of the quest, and not following the request

AT: How to lure the messenger to the tavern in Tortuga, he does not want to go and raises the alarm, a bunch of soldiers come running, and a large squadron is waiting in the port?
O: After you have been informed that the messenger is now heading towards the ship, go to one of the drunkards (you will find it by typing) and ask him to call the messenger to the tavern for a reward, and there we quietly extort a letter from him without making too much noise

AT: I went through the entire line, why didn’t they give me an admiral?
O: Capture a couple of colonies, then visit the governor general and hand them over to the Spanish crown, he will give us a bonus, apply again - the rank of admiral should be welcome.

So, we get a Dutch patent, and sail to Curacao in Willemstad to the Governor General for the first task.

Deliver Jansenist leader Chumakeiro to Willemstad.

The first task of Gen. the governor will instruct us to deliver the aforementioned Chumaqueiro to Willemstad. He lives in Marigot. It must be escorted to the residence in Willemstad. Heading to San Martin! In the tavern, Marigot stomp into the tavern and ask the bartender about the object of the search. He will answer us that he found a house for him to rent and that they already asked about him today (this is not casual.) We find the right house, go in and see several types of gangster appearance. After a short dialogue, we kill everyone. On the second floor we find the head of the Jansenists. He will thank us for saving him. It is done! we sail back to Willemstad and stomp to the residence. There Chumacheiro will give us 30,000 for our efforts. Gen. The governor thanks us for the successful work and sends us home.

Buy a consignment of goods at Fort Orange and deliver everything to Willemstad.

This task is one of the easiest. We are instructed to purchase a shipment of coffee, black, mahogany and sandalwood in Fort Orange and deliver everything to Curacao. The time allotted for delivery is 2 months. The total product should be 6800 centners, so we need several large ships (in general, it will be great if the GG has a rat god, otherwise you will have to buy more at your own expense for damage to the goods. We sail to Jamaica in Fort Orange. First of all, we stomp into the residence, give papers received from the governor general to receive discounts.

Obtain information about the plans of the British in connection with the trade war.

Congratulations! now you are a scout!) we have to find out about the plans of the British. To do this, we need to go to the head of the pirate settlement of La Vega, on Hispaniola, who is a confidant of the gene. Governor of England and concurrently, a Dutchman by nationality. And so that we are not hung on a yardarm, gene. the governor will give us a letter for the head of the buccaneers. We sail to La Vega and stomp to the residence. However, a fiasco awaits us: Mansfield (that is, the head of La Vega) does not know anything about the plans of Madiford (which is the general governor of England), but a messenger from him came to him with a proposal to attack Curacao. Mansfield and the rest of the pirate leaders refused this event. Mansfield will offer us to go to Henry Morgan, maybe he knows something. We sail to Port Royal. Getting into this city is quite easy compared to others, since the tavern is located next to the exit to the jungle. We change the flag to a friendly one, land in the bay near Port Royal, and under the cover of night we make our way to the city. After spending the night in a tavern, we go to the house of Henry Morgan. His secretary will tell us that Morgan is now at his home in Antigua. Heading for Charlestown! Henry's house is closed, so we go around it and find a hatch in the basement through which you can get to Morgan. After talking with us, Henry agrees to help in exchange for a favor, which is to find out how Pierre Picard lives, since Morgan has a suspicion that he withheld part of the booty from him. We agree and saw on the tortuga, where we go around the following locations in turn: a store, a shipyard, a bank, a tavern, a brothel, asking about the Picardy. As a result of the detour, we learn that the Picardy is really a rat, since he scatters money to the right and left. We return to Morgan's house in the same way. We tell him about the results of the check, in return we get a tip on an English soldier who has valuable information. The problem is that he is sentenced to death and is in prison. We stomp into the fort to the prison. We bring down the guards, find out the necessary information and release the soldier. According to the soldier, the British are going to attack Fort Orange! We sail to Curacao and report to the gene. governor about it. As a reward we get 50,000 coins.

Defend Fort Orange from an impending British attack.

A few days later we return to the residence and get the task to save Fort Orange. Time is limited, so we sail with full sail to Jamaica. It is advisable to have several ships so that the teams are at least 700-800, otherwise you will have to sweat. Near Cape Negril we meet three English ships. We drown, then we land in the bay and destroy the English soldiers near the city. Mission accomplished! We go back and get 100,000 from the gene. governor.

Escort three flutes to the La Vega buccaneer settlement and back.

The next task is to escort three flutes to the buccaneers' settlement of La Vega. Having sold goods there, you need to purchase 7,000 thousand centners of provisions and deliver them back. Heading to Hispaniola! We disembark in the bay and go to the city, where we learn about the death of Mansfield at the hands of the Spaniards. We go to the store, perform the required operations and you can return to the ship. Before leaving, save, because the Spanish squadron of radishes is already waiting for us! We need to save all the ships, so we give them the order to sail away, or lower the sails - look at the situation. We sink all the ships and return to Willemstad. We report the death of Mansfield and hand over the ships. We receive an award.

Retribution for Mansfield's death.

This task is that the Dutch are hungry for revenge. And we act as an instrument of retaliation. We have to visit Morgan again. We sail to Jamaica to the residence thereof. Morgan will say that the attack was organized by the governor of Santiago, Jose Sancho Jimenez. Our mission is to find out if the governor will be in the city in the near future. We sail to Santiago, make our way into the city and stomp into the tavern. We talk with the bartender about Jimenez, find out everything we need, but at the last moment the bartender will declassify us and pull up the Spanish offs for disassembly. We wet them and bring them down from the city. It's a holiday in the city, which means Jimenez will be in the city so as not to miss the booze. We sail to Jamaica and report to Morgan about what we learned. Mission accomplished, you can return to Willemstad. Gene. the governor gives us 20,000 tugriks as a reward.

Deliver a dispatch to the governor of Tortuga, Bertrand d'Ogeron.

Now we have to deliver a secret dispatch to Gen. Governor of the French colonies Bertrand d'Ogeron, to Tortuga. We swim to the indicated place, give the letter. Bertrand asks us to come back in two hours for an answer. Two hours later we return to d'Ogeron, get an answer and leave the residence .. on the street a dude will run up to us and say that a messenger from the gene is waiting for us in the tavern. Governor of Holland. We go to the tavern, into the room upstairs, we get on the head and lose consciousness. Waking up, we discover the loss of a secret package. We run to the residence and report this to Bertrand. He sends us to the port authority. We go there and find out that the port has recently left the brig, ‘La Rochelle’ in Puerto Rico. We find the desired brig near this island, board it and find out from the captain that the man who stole the dispatch boarded the Isabella ship, which is sailing to Santa Catalina. We kill the captain and the sailors who arrived in time to help him. Heading towards Santa Catalina. We catch up with "Izaballa", we board. In the cabin we take our dispatch from the thief and return to Willemstad. The task is completed, we get 150,000.

Business trip at the disposal of Aaron Mendez Chumaqueiro.

We are placed at the disposal of Aaron Mendez Chumakeyro, whom we so heroically saved in the first task. He will give the task to find an ancient bible. Recently, some English privateer tried to push her in Bermuda. The reward is high. We leave for Bermuda and stomp to Jackman's residence. Hangover Jackman remembers little, but will say that the book was mentioned in a brothel in Martinique. We, respectively, there. In the brothel we ask all the prostitutes. One of them, for a small fee, will tell us that the dude who tried to sell the book is named Laurent de Graf, who lives in Tortuga. Course to Tortuga! In the tavern, the bartender will tell us that Laurent has been hanging around near Cartagena for two weeks now. Near this city we will find Laurent's ship fighting with the Spanish squadron. We drown everyone, covering de Graaf from shells along the way. After we stomp on the ship to Laurent and start a dialogue with him. de Graaf offers to buy from him a map of the treasure, where he, along with everything else, put the book he was looking for, for 235 thousand. We agree. Treasure on Turks Island. We swim, find the book and pick up other treasures. We sail back to Curacao to Chumaqueiro. We give him the book and get 1,235,000 for it. After that, we stomp to the residence, where the gene. the governor says that the entire Jansenist community is almost on the verge of an orgasm from our work =)

Capture four First Class battleships.

Gene. The governor of Holland turned out to be a very cunning type! He instructs us to get 4 manowars for the Dutch fleet. The task is not easy, since such ships do not sail alone. Will have to work. For each manovar we get 50,000. Not much, but we have to do it. Time is not limited, so stock up on buckshot and weapons and go on a quest! Usually manowars can be found in large trading caravans. We capture and bring to Willemstad one at a time. As a result, our earnings are 200,000.

Repel the attack of the Spanish squadron on Curaçao.

The Spanish squadron attacked Curaçao. We have to carry out an operation to defend the city. For such an operation, we need at least a couple of powerful ships. (although it all depends on the complexity of the game and the experience of the player)
A word of advice: if you are struggling with large ships, buy several small class sailboats from the shipyard and load them with gunpowder. With proper ship skill, they can be used as kamikaze. A good help in the battle: for example, a brig, well loaded with gunpowder, can destroy a manovar in the explosion of a propeller chamber, and if there are more ships nearby, then they can also cause significant damage.
After we dealt with the enemy ships, we return for a reward, which is 200,000.

Repel the Spanish attack on San Martin.

The next task is similar to the previous one, only the attack is now carried out on San Martin. We sail to the island as quickly as possible, go out to sea closer to the fort and start the battle against the Spanish ships. Having sunk everyone, we return to the gene. governor and get 200,000.

The next task will be a response to the Spanish dogs. (that is, "an eye for an eye, an eye for an eye"). We have to capture Maracaibo, the Spanish city on the Maine. We swim to the city. You can go head-on - smash the fort and land troops. But if you do not want to spoil the boat, then we land in the nearest bay and stomp on foot to the gates of the city. We attack, capture, return to the employer. Mustache!) The line of quests for Holland is completed!

The Dutch line can be completed in the GPC game and in the KVL game.

IMPORTANT:
Do not take the ruler with a weakly pumped Main Hero!

1. A patent can be earned and obtained from any governor of the Dutch cities by completing about 8 - 9 of his tasks; they must be completed by exactly one governor and not necessarily at one time, you can sail away from the island and return later. If you complete tasks for several governors, then the counters will count these tasks for each governor separately (i.e. tasks for different governors are not summed up). The governor, for whom you complete the required number of tasks, will issue you a patent. Failing or abandoning a quest resets the counter, so make sure to save before accepting a quest in case it doesn't work for you. Tasks change after 3 - 4 in-game days.
2. A patent can be bought from a Diplomat in any Pirate settlement in a tavern, but you may be denied a sale if your GG is poorly pumped.

Exercise 1
Escort of the Jansenist Chief Aaron Mendez Chumaqueiro

Governor-General Peter Stavezan, will instruct you to find the Head of the Jansenist community, Aaron Mendez Chumaqueiro, on the island of Marigot in St. Martin and escort him to Curaçao. Upon arrival in Marigot, go to the tavern and talk to the owner about Chumaqueiro. It turns out that Aaron asked him to find him a house for rent and he helped him. The owner of the tavern explained where the house is, namely to the right of the residence, and added that you are already the second person who was interested in it today. This is suspicious, so you need to be on your guard. So it is, your forebodings did not deceive you, having found the house and entering it, you stumble upon two vile faces that are trying to let the spirit out of you. We'll have to teach them politeness and send them to hell. On the second floor, find Chumakeyro, he will say that he was attacked by ordinary bandits, pick him up and go to Curacao. By delivering Aaron to the residence, you will receive 30 thousand from him, and the governor general will thank you and invite you to visit him later for a new task.

Task 2
Purchase goods at Fort Orange

You are instructed to buy in Fort Orange ebony and mahogany, sandalwood and a shipment of coffee at discounted prices for Curaçao. You will be given papers for the governor to provide special prices and the necessary amount of money for this. The cargo will take 6800 centners, so take care of the ships with capacious holds. For everything about everything, they give you two months, this time will be enough for your eyes. Move to Jamaica, after reaching it, drop anchor in Negril Bay, go through the jungle to the city. In the residence, hand over the papers to the governor and go to the store to buy the necessary goods. These special item prices will remain in the Fort Orange store after the mission, so you can take advantage of it later. After loading the goods, return to Curacao. If you managed to deliver the goods on time, then you will be paid 75 thousand.

1. If you have left free place in the holds, you can earn extra money by loading the left item for cheap and selling it before turning in the quest.
2. If you don't have a Rat God, then the rats can gobble up the goods and you will have to buy them in addition at export prices. To prevent this from happening, when you are sailing on a global map, then in the right corner of the screen you have a compass, which shows the change of day and night. All events in the game are updated at 12 a.m., so just save before nightfall through a quick save (F6), if the rats gobbled up the goods, then reboot (F9), if not, then repeat the save in a day. Thus, you will deliver the goods without damage, safe and sound.

Task 3
Obtain information about England's plans

This time you will need to do some reconnaissance and find out about England's plans for Holland. Your path lies in the Pirate settlement of La Vega in Hispaniola. Speak there with the Head of the Pirates, Edward Mansfield, to whom you have a letter of recommendation from Stavezan. He is Dutch by nationality, and Mansfield is also a confidant of the Governor General of England, Madiford, in attacks on the Spaniards, so you can get reliable and necessary information from him. At the moment, he knows nothing about Madyford's plans, but recently he had a messenger from the Governor General and asked for help in attacking Curaçao. Edward turned him down, and as far as he knows, the other pirate heads didn't either. He advises to talk to Henry Morgan in Jamaica, he is the most informed corsair in all the Caribbean. England is hostile, so you will need the flag of England or friendly France and a Trade License. You can get into the city through the jungle, leaving the ship in the bay or at the lighthouse, after 12 at night there are no sentries at the gate. Make your way past the guards on the street to the tavern, spend the night there, and during the day you can almost calmly move around the city, but still try not to catch the eye of the soldiers. Morgan's house with white columns, located to the left of the port in a distant alley. He will not be there, the secretary will say that he is in Antigua. Heading to Antigua, use the above methods to penetrate the city. Morgan's house is closed, you can get into it through the dungeon, the entrance is located on the next street, a hatch between the houses. Morgan, as always in his repertoire, benefits from everything, he agrees to help, but in return for one favor. He has suspicions that his companion Pierre Picardy heated him up with a share of the booty. You should find out if this is true, go to Tortuga. Arriving at the colony, start going around all the city institutions and everywhere everyone unanimously tells you that Pierre is throwing money right and left, not counting it. Return back to Morgan, in the same way and tell about everything that you learned. Morgan himself does not know Madiford's plans and gives a tip on the officer, but he is in prison. The officer knows exactly what Madiford has planned. He must be released quickly, otherwise he will be hanged tomorrow. Go to the fort and go down to the prison, where you will have to tinker with the guards, destroying everyone, free the prisoner in exchange for information. You learn that England are planning to attack Fort Orange. Get out of the prison, do not fight with the soldiers of the fort, they still cannot be destroyed, immediately run to the ship.
Returning to Willemstad and reporting everything to the Governor-General, we get 50 thousand.

Task 4
Defending Fort Orange from an English attack

You urgently need to intercept the English squadron and protect Fort Orange. Therefore, sail with the wind and quickly to Jamaica! In the coastal waters of the island you will meet a squadron of three ships: a frigate, a corvette and a barque, it is better to board them, you will find a lot of tasty things in the chests. Land in Negril Bay, you will have a hot battle with the English landing on the shore and in the next location at the gate. After the victory, be sure to talk with the governor, as well as with the owners of the tavern and the store. Now return to Stevezant, report back and receive a well-deserved reward of 100 thousand.

Task 5
Flute accompaniment

Peter Stevesant entrusts you with the escort of three flutes with goods to La Vega in Hispaniola. There it will be necessary to sell the goods, with this money to buy provisions in the amount of 7 thousand centners and deliver it to Curacao. Go to the Port Authority, there you will receive flutes that will enter your squadron, head to La Vega. Dropping anchor in the bay, head to the store. In the settlement, you will learn that the Spaniards attacked La Vega, many pirates were killed, including Edward Mansfield. That's the news, maybe the store is not working, but no, everything is open. In the store, you sell everything from the holds and buy the necessary provisions. You can go back, but the Spanish squadron is waiting for you in the bay, consisting of a warship, two heavy galleons and a caravel. You must save all the flutes, your reward will depend on this. Board or drown the Spaniards and return to Willemstad. Tell Stavesant about Mansfield's death, after mourning, you will receive 60 thousand as a reward for the task, provided that you have kept all the flutes safe and sound.

Task 6
Retribution for Mansfield's death

You are sent to Henry Morgan for information on the attack on La Vega, the Dutch want to avenge Mansfield's death. Arriving in Jamaica, infiltrate the city and find Morgan at his residence. He will report that the raid was organized by the Spanish governor of Santiago, José Sancho Jimenez. You need to find out if don José will be in Santiago anytime soon. Go there for reconnaissance, leave the ship at the lighthouse. In the city, go to the tavern and ask its owner about the governor, hang noodles on his ears that you want to enter the service, but the vigilant tavern keeper will figure you out and call the soldiers. Well, you yourself asked for it, kill them and quickly tear your claws out of the city, because the alarm has already been declared. You have already found out everything you need, there will soon be a holiday in the city and the governor will attend it. Return to Morgan and inform him of the obtained data. They will attack the city and take revenge without you, and you go to Curacao for a well-deserved reward of 70 thousand.

Task 7
Despatch for the Governor of Tortuga

Stavesant instructs you to deliver a dispatch to Governor-General d'Ogeron in Tortuga. When you arrive at your destination, give the secret letter to d'Ogeron, he will ask you to come back in a couple of hours for an answer.
At this time, you can go to the pawnbroker and take a task to find a stone, play in a tavern or drop into a brothel with girls. Come back in a few hours for an answer. The document is top secret and in no case should fall into the hands of the enemy. At the port, a messenger will come up to you and say that a messenger from Stavesant is waiting for you in the tavern. What is this about a turn? Okay, maybe the plans have changed, go up to the room on the second floor of the tavern and ... you woke up with a headache and without a secret package. As one scout would say: "This is a failure!" Run to d'Ogeron, repent and tell about the theft! He sends you to the Port Authority (although in theory he should have sent you to hell) so that you can find out which ships have recently left the port. There you will learn that a few hours ago, the brig "La Rochelle" left the port heading for Puerto Rico. Fast chase! At Puerto Rico, you will catch up with the brig, board it, and learn from the captain that Antonio, who stole the package, boarded the Isabella galleon on the high seas and headed for Santa Catalina on Maine. Well, what a mess! And then the sailors came running to help the captain, out of frustration, quickly fill up the whole company and in full sail, catching a fair wind, again in pursuit. If you do not catch up with the galleon, then fail the task. Having overtaken Isabella, take her on board, in the cabin, take away the package from Antonio, sending him to the next world. Now you can go home. By delivering the package to the residence, you will receive 150 thousand piastres for your work!

Task 8
Quest Aaron Mendez Chumaqueiro

Stavesantu sends you to Aaron Mendez Chumaqueiro, whom you saved at the very beginning, he lives next to the residence. Chumakeyro will ask you to find an ancient book, it is very important for the Jansenist Community. By latest information, an unknown English marque tried to sell it in Bermuda. Go to Bermuda, anchor in the port, go to Jackman's residence, he will give a tip to a brothel in Fort de France in Martinique. Heading to Martinique, upon arrival, go to the brothel and interview all the girls, one of them will tell for a fee about the corsair Laurent de Graf, who wanted to sell the book, but he sailed away to Tortuga. On Tortuga, go to the tavern, you will learn from the owner that Laurent, a couple of weeks ago, went on a raid to Cartagena on Maine. Having sailed to Cartagena, you will see Laurent fighting the Spanish squadron. Help him, but see that his ship is not sunk. After the battle, send the boat to de Graff's ship. Laurent tells you that the book is hidden in a treasure and offers to buy a map of this treasure for 235,000 piastres. Of course, it would be better to squeeze this card for free, well, there is no trial, if you can’t, then buy it. The treasure is hidden on one of the uninhabited islands (randomly generated), go to this uninhabited island. Opening a chest in the grotto, you will find a book and a lot of goodies, including the Rat God, several idols, golden trinkets, 200 gold bars, and most importantly, a Golden (premium) cuirass. Return to Chumaqueiro, giving him the book, you will receive one million piastres and you will be reimbursed for the 235 thousand you spent on buying the card, this is really a reward! Then go to the residence and report to Stevezant about the completed task.

Task 9
Capture of the Manowars

Holland needs powerful ships to strengthen the fleet. Stavesant wants you to deliver Manowar 4 to the port. It is not necessary to drag four ships at once, you can one at a time. Finding them is easy, go to global map and look at the largest ship icons, having found one, save and go to the combat map, if there is no manowar in the squadron, then reload and so on in a circle until the ship you need appears. Drown everyone in the squadron or board them to look into the holds and take an additional prize, it all depends on your experience. Next, you fire pre-manowar with buckshot and boarding, for an experienced corsair, nothing complicated. Having delivered the manowar to Curaçao, you first sell the cargo from it, and the removed guns, and only then transfer it to Stevezant. For each manowar, he will pay you 50 thousand, not a lot of course, ships can be sold much more expensive at the shipyard, but in the last task you got the maximum. All captured manowars will then be sent to the Old World.

Task 10
Defense of the island of Curacao

The Spanish squadron, consisting of 8 ships, attacked Curacao, you are instructed to protect the island. Having gone out to sea, you will immediately get into battle, the tactics used here are the most diverse, decide for yourself and act according to the situation. You can sink all the ships or take them on board, you can find valuable things in the chests, and their holds are not empty, again everything will depend on your experience. After destroying the squadron, return to the residence and receive a reward of 200 thousand piastres.

Task 11
Defense of San Martin Island

This time the Spaniards attacked San Martin, Stavesant orders you to follow to his defense. Hurry up, if you are late, the Spaniards will capture the island. As in the last attack, the Spanish squadron consists of 8 ships, you already know what you need to do. After repelling the attack, return to Willemsatd for a reward of 200,000 piastres.

Task 12
Attack on Maracaibo

The governor-general wants to strike back at Spain, the Spaniards have lost many ships and will not be able to provide adequate resistance. Stavesant orders you to capture the Spanish colony of Maracaibo on Maine for Holland. If necessary, assemble a squadron and go to capture. Fort Maracaibo is equipped with 70 cannons, knocking them out is not difficult, the number of cannons destroyed will depend on the level of difficulty of the game. You cut out the soldiers in the fort, and then in the city. You can skip the fort and capture the city from the jungle side. You disembark in the nearest bay, reach the gate and through thoughts aloud: “Start the capture of the city”, you begin to fight with the soldiers in front of the gate, and then in the city. At the residence, announce to the governor that Maracaibo now belongs to Holland. Return to Stevezant and report to him that Holland has one more colony, in gratitude you will receive 300 thousand piastres. The governor-general will inform you that you have served your time, are now completely free and free to do whatever you please.

After passing the line, the Pause of the World in the game is removed, all nations will randomly conclude peace or neutrality among themselves, as well as declare war on each other. Now you can seize colonies for yourself, donate them or appoint your own governors in them, to collect tax and receive additional income, there is no more development of colonies.

Dutch line of corsairs GPK

The ruler is taken in one of two ways:

1. In Bermuda, talk to the head of the settlement, Jackman. He will give a tip that in the pirate settlement of Puerto Principe in Cuba there is a certain Captain Goodley who has a job for you.

2. You can immediately go to Puerto Principe. On the street, find a character in the form of a pirate officer (PGG), if you pass by him, he will speak to you and invite you to the tavern for further conversation.

If you are playing with Modpack 1.3, then it is impossible to complete the quest at the same time as the Pirate line Flute accompaniment "Orion" Go through them in turn, otherwise Morgan will stop giving instructions on the line.

Unique brig "Sea Wolf", money, jewelry, useful loot, invaluable experience and pumping.

1. Getting to know Morgan

In the tavern of Puerto Principe, Captain Goodley asks you to deliver a certain John Bolton to Port Royal on the island of Jamaica, he needs to meet with Henry Morgan himself, the Admiral of the Coastal Brotherhood. You agree to provide this service, perhaps Morgan will pay attention to you and offer some work. Follow your ship, in front of the boat you will meet with Bolton and take him on board as a passenger.

If you have bad relations with England and stealth is not pumped up, then buy a Trade License of the English West India Company from the diplomat in the tavern of Puerto Principe.
Arriving in Port Royal, escort John Bolton to Morgan, go from the pier to the left all the way, then go along the edge of the location along the houses and turn left again, on the left side you will see a house with columns - this is the residence of Henry Morgan. A little before reaching the residence you will be met by a patrol. The officer explains that he is detaining you and your passenger on suspicion of having links with the Coastal Brotherhood. You are put in a prison cell, you are already thinking, “what the hell, went for some bread”, when Morgan appears in front of the bars, he says that he made a ransom for this misunderstanding and is waiting for you at his residence. Perhaps all the same, Henry wants to offer you a job, after leaving prison, immediately follow him to the residence.

Morgan really offers you to work for him and gives you the first task, to deliver and hand over the Black Mark to Edward Low, who lives in the pirate settlement of Le Francois on the island of Martinique. Arriving at the settlement, go to the tavern and ask the owner if he knows Edward Lowe, he explains to you that Lowe lives next to the tavern. Meet Lowe at his house and hand over the Black Mark, but Lowe didn't even bat an eyelid, he explains to you that all problems with Henry have long been resolved and the Black Mark needs to be returned back. You are not salty slurping back to the ship, wondering what such and long, Morgan drove you to such a distance.

If you are playing with Modpack 1.3, then Lowe will take the Black Mark and promise to come to Morgan at the right time, but this does not affect the passage.
Return to Jamaica and at Morgan's residence tell him about this misunderstanding with the Black Mark. After listening to you, Henry angrily explains to you that you were scammed as the last sucker.

AT Mod-pack 1.3 Lowe just doesn't show up to Morgan at the scheduled time.
So this is no longer an oversight, but your mistake and it needs to be corrected, otherwise. otherwise it is better not to think. Morgan orders you to find Lowe and take him out without any ceremony with the Black Mark. Fly in full sail to Le François, but Edward Lowe is no longer at home, he is not a fool and left there long ago. As always, follow to the abode of rumors - the tavern, its owner tells you that Lowe recently left his things for him to keep and departed in an unknown direction. Go to the store and ask the merchant about Lowe. Edward visited him and asked where he could buy good ship. So next you need to visit the nearest shipyard in Fort-de-France. On your ship through the "Fast Pass" move from Le Francois to the port of Fort-de-France.
The owner of the shipyard tells you that Low wanted to buy a brig, but he did not have enough money and Edward went to the moneylender for a loan, but never returned, probably could not borrow money.
Running to the moneylender, he explains that Lowe really came to him, but he refused him a loan, because giving money to a person with such a mug and appearance is like throwing it in the trash. The pawnbroker has no idea where Lowe went next.
It seems to be a dead end, but no, since he did not buy his ship, it means that he must sail from the island as a passenger, and therefore you need to go to the Port Authority. The head of the port is interested in why you are looking for Lowe, hang noodles on his ears, about a sick mother, that Lowe is yours best friend and he urgently needs to break the news. You need to choose exactly this dialogue option, otherwise you will fail the quest! The head of the port is led to this nonsense and gives information that Low has sailed to Bermuda.

In pursuit, you have a chance to intercept Lowe in Bermuda. In the Pirate Settlement, talk to the owner of the tavern, he says that Lowe was with him, and then went to the local shipyard. At the shipyard, talk to master Alexus about Low, but for some reason the master starts asking you who Edward is to you and why you need him. Do not lie to Alexus and tell him the truth that you want to settle scores with this brat, if you lie, then in the future you will be attacked at Jackman's residence.
It turns out that Alexus made the Sea Wolf brig on Jackman's order, with unique characteristics, and the choir Low, tricked Alexus into getting this brig for himself by forging Jackman's signature. When you go to Jackman, you will find him in a rage, he asks you to find and kill Low, giving him his regards from him. Already two respected people in the Coastal Brotherhood are asking for one favor, it is only in your favor, killing one, you will receive a reward from two. This, of course, is all good, only you still don’t know where Low went this time, now on his stolen brig.
Go back to the tavern and talk to the owner about Low, maybe he will remember something else. The owner advises you to talk to one person and points to a table in the hall, at which sits ... Captain Goodley. That's the meeting! Goodley gives you a tip on Low, he's gone to Cumana. Talk to the owner of the tavern again (you can talk in any tavern), he will tell you about the rumors that attacks on small-class mail ships have recently become more frequent in the Cumana region, most likely Lowe is involved in this, it is very similar to his handwriting.

It may turn out that Goodley will not be in the tavern, then you are definitely out of luck, because. to continue the plot, you will need to take a rumor about the loss of ships in the Cumana area from other characters, and for this you will have to travel around the Caribbean, try to communicate with everyone as much as possible, especially in taverns.
So you need to take it to live bait, for this you will need a class 6 ship, for example, a lugger or a sloop and there should not be any squadron, otherwise Lowe will never attack you. While you are in Bermuda, you can not only find the right ship for yourself, but also pump the size of the crew from it, because it will not be easy for Lowe to take.

If you are playing with Modpack 1.3 then the Normandy mail lugger from the quest is ideal for hunting Lowe "Dangerous Goods"
Having picked up the right ship for yourself, follow to Kumanu on the coast of Maine. In coastal waters, look for the Sea Wolf brig, you can view it through the "Fast Pass". The battle will not be very easy, try to knock out as many of the enemy team as possible with buckshot, until Lowe boarded your ship. If you are poorly pumped and you have little experience in the game, use the help of the fort. Lure Lowe under the fire of his cannons, just make sure that the fort does not sink Lowe's ship, process it under the guise of grapeshot and board it.
During a conversation in a cabin with Edward, you learn from him that Morgan does not have long to be an admiral of the Coastal Brotherhood, after which you kill Lowe, completing the task of two respected corsairs. You need to let them know about it.
First, go to Jackman in Bermuda, he, out of joy that you sent Lowe to hell, gives you the Sea Wolf brig. After that, follow to Morgan and report to him about the death of Edward Low. You do not receive a reward, as you corrected your mistake, but you did not lose the location of the pirate admiral, which means that in the future you will find work that pays well.

3. Pearl crafts

Henry Morgan gives you a tip on the pearl divers who are fishing on Turks Island in North Bay. According to his information, the catchers have already collected at least 1000 small and 500 large pearls, exactly this amount and no less, you must deliver to him. Profit accordingly in half.

For this task you will need a fast and small ship. Hurry up, because pearl divers in a month will sail to another place from there. Upon arrival at the Turks, stop at South Bay and save there, as if you do not collect the required amount of pearls, then Morgan will swear at you, then quickly move to the North Bay. When pearl divers see you, they run away in different directions, you need to catch up with each tartan, carefully line up side by side, after which the pearl will automatically move to your inventory. Tartans are very fragile, be careful not to crush them until you take the pearls. Having collected all the pearls, and as a rule, if you caught up with all the tartans, then you will have more than the norm, return to Morgan and give him exactly half of ALL the booty.

Since the pearl automatically goes into inventory, you will have an overload and you will not be able to run. It is strictly forbidden to transfer excess pearls to the chest, because. rogue Morgan somehow knows exactly how many pearls you have collected, and even if you bring him the right amount (1000 small and 500 large), he will still accuse you of rats, after which the quest will fail.
4 Headhunter

Having shared a pearl with Morgan, you are already looking forward to selling it and having a blast, but your dreams are ruined by Captain Goodley, who meets you near Morgan's residence. He invites you to become a bounty hunter and generously pay for your services. Okay, rest can wait, we can only dream of peace, you accept the captain's offer and get the task - to eliminate John Avory. He was last seen in the city of Willemstad on the island of Curaçau.

Settlements can be random.
Arriving in Vilemstad, go to the moneylender, he reports that John was here, but at the moment he is no longer in the city.
Then the perfect pandemonium begins, in search of this khoronyaki, you will have to shovel the entire Caribbean.
The pawnbroker seemed to have heard that John had gone to the city of Port of Spain on the island of Trinidad and Tobago. Set sail, heading for Port of Spain.
In Port of Spain, you again communicate with the moneylender, he will tell you that Avory worked for him, after which he went to the city of Maracaibo on the coast of Maine.
In Maracaibo, the pawnbroker says that John was in the city, but he left again and, according to rumors, he went to the city of Port-au-Prince on the island of Hispaniola.

You are already worn out, like a Bobby rushing around the Caribbean in search of this "elusive Joe", i.e. John, so when you go ashore in Port-au-Prince, you decide to wet your throat in a tavern. After drinking rum in the warm company of local drunks, you will learn from them that Avory was drinking here recently and killed a card cheat. After that, go to the moneylender, it turns out that John worked for him and also successfully, according to the latest data, Avori returned to Willemstad, where you started your search.

In Willemstad, the loan shark will tell you that he hired John Avory to find the robber who stole 50 thousand from him. The loan shark offers you the same job and promises to pay 5,000 to the first person to bring the stolen amount, he also reports that Avory headed to Bermuda.

In Bermuda, first of all go to the tavern and. O MIRACLE! The owner of the tavern reports the good news - John Avory is currently on the island, namely in the house of Orry Bruce. The desired house is located near the tavern, going into it you see how Orry Bruce and John Eivor are butting. Interrupt the "heartfelt" conversation and inform them that they do not have long to live, because you were instructed to kill them. Send both to the forefathers and search the corpses, except for the buns, take 50 thousand from the corpse of Orry Bruce.
Finally, this task is completed, go to the employers for a report and receive a reward. The moneylender in Willemstad, as promised, pays 5 thousand for your help in this matter, then follow to Port Royal, where Goodley will pay you in the tavern.
Enter Morgan's residence and tell him about your exploits.

After your story, Henry explains to you that you have again failed in full, it turns out that John Avory was his confidant and you killed him completely in vain. Morgan calls Goodley to confirm that this is his order and to prove your innocence. Captain Goodley, who appeared at the residence, declared, “I am not me and the hut is not mine,” he did not give any orders and knows nothing. This is a divorce, and my hands itched to scroll a couple of extra holes in it. According to the laws of the Coastal Brotherhood, Morgan appoints a duel, whoever wins is right. With great feeling, you chop this horonyak into a salad, thereby proving your case, finally justice has triumphed.

There are already enough jambs, it's time to improve, so you take another task from Morgan. You need to report Captain Goodley's death to Jackman. Arriving in Bermuda, go to the residence of Jackman, who tells you amazing news - it turns out YOU captured his captain Sid Bonnet and handed him over to the Spaniards. Again, a set-up, but what kind of things are these! You need to understand these misunderstandings, for this, on a tip from Jackman, you need to find John Leeds, the captain of the Antwerp frigate, who stopped in Cozumel Bay on the coast of Maine.
After dropping anchor in the bay of Cozumel, take a boat ride to Lins's ship. John says that after a short fight, he sank the corvette, the crew of which, led by their captain, managed to land in the bay. So this very captain, one to one, looks like you, apparently because of this there was a confusion.
On the shore you are met by a corvette team and not at all with flowers. After searching the corpses after a hot fight, you do not find anyone who even a bit would be like you, so you need to continue searching for the captain. In the next location, you will face yourself as if it were your twin brother. After talking with him, kill him without agreeing to any conditions, you don’t need extra setups, then destroy the remnants of your double’s team.

If you are playing with Modpack 1.3, then Morgan's rapier can be removed from the corpse of the double, it is considered one of the best in the class of light weapons.
Return to Bermuda to Jackman and tell about what happened, after which he will send you to Morgan with a report.

6 Richard Sawkins Plan

You receive a task from Morgan to catch up with the corsair Steve Linnaeus, who went on his assignment to the pirate settlement of La Vega on the island of Hispaniola to find out what strange and strange things are happening in the Coastal Brotherhood.

Arriving in La Vega, talk to the owner of the tavern, he will tell you that he has not seen Steve Linnaeus lately, but his friend recently went to sea. Run to your ship and quickly search for this friend's ship in coastal waters, then send out a boat. Steve's friend told a strange story, he saw Steve Linnaeus with two strangers, with whom he went somewhere and disappeared, and his schooner "Swallow" is rumored to be sold at the shipyard of Santo Domingo. But what is strange and suspicious is that Steve loved his schooner so much that he would never voluntarily sell it, so something happened to him. We need to check these rumors, whether the “Swallow” is really sold at the shipyard.

You can get to Santo Domingo through the jungle or by boat by fast passage, I advise you to choose the latter option. At the shipyard, her owner told you that the deal with the "Swallow" was very successful, he bought it cheaply and quickly sold it for a good profit. And a stranger sold him a schooner, he did not even introduce himself, but the servant of the owner of the shipyard saw how this stranger went to the frigate Leon. All this was recently, so you have a chance to catch up with the frigate while still in coastal waters. Hurry up to the ship and go to the global map, near the island you will see a ship with purple sails, this is the Leon frigate, go to the combat map and board it.

After the boarding, you want to interrogate the captain of the Leon about a stranger, and instead of the necessary information, you hear complete heresy. The captain suggests that you go over to the side of Admiral Richard Sawkins, because. he needs brave guys like you. Then he reports that Henry Morgan turns out to be an impostor, because no one elected him Admiral Beregovoy. The captain also says that Steve Linnaeus has long gone to feed the fish and should be looked for at the bottom of the sea. Sensibly judging that the captain seems to have gone crazy, you send him with a clear conscience to the bottom to the same fish.

Return to Morgan and tell him this strange story. After listening to your story, Morgan sends you to the pirate settlement of Puerto Principe on the island of Cuba. According to him, there is "Admiral" Richard Soukins, who planned an unknown operation against the Spaniards. We need to find out what kind of operation it is and disrupt it, thereby ruining Richard's reputation.
After dropping anchor in the port of Puerto Principe, head to the tavern and talk to the owner, ask him about the rumors about the operation against the Spaniards. You will learn from him that some kind of operation is really planned, but everything is kept in deep secrecy, and Snowkins himself constantly sits at home and keeps an eye on secret documents. Highly interesting information, since he values ​​\u200b\u200bthese documents so much, then you need to borrow them from him.

There are three options for stealing documents:

1. Enter the Soukins' house, brazenly grab documents from the table and quickly molt out of the residence and the pirate settlement. Do not fight with anyone, just take your feet to your ship and urgently go to sea, because your time is now limited.

2. You will need two rings, one with a ruby ​​and one with an emerald. After you learn information about the documents from the owner of the tavern, talk to the waitress. She, for this pair of rings, will give information that it is better to steal documents at night, using a ladder that you can take in the settlement and climb it through the window from the back of the residence. At night, find the stairs, it is behind the second house to the left of the gate and enter the residence. The documents are on the table, calmly pick them up and exit through the main entrance, but then, as in the first case, hurry to the ship. (by Duke Lexx)

3. Go to the house of Soukins and wait there for the night - 24:01, then save and reload. Soukins will disappear, and you can pick up the magazine and quickly follow to the ship. (by sergey26)

If you are reading this walkthrough, then you do not need a waitress and you can save a couple of rings, because you already know about the stairs, it is generated at the beginning of the quest, so you can immediately pick it up. (by Old_Nick)
The documents turned out to be the ship's log, which contained a plan of operation. According to Soukins, the Spaniards decided to transport a large consignment of jewelry from Panama, and in order not to draw attention to this event, the jewelry would be sent by one battleship.
Richard and his squadron are going to meet this ship of the line off the Dutch island of San Martin in two weeks. You need to intercept the Spanish ship before Soukins, so hurry up. I advise you to stay on the pier before sailing, if you do not have time, you can replay.

After receiving the magazine, you must immediately sail away, without going anywhere, neither to the tavern, nor to the houses, or even to your own cabin. The game has a limit on the number of “changes of locations” and if you get more than the limit, you will get an entry in the SJ: “I stayed too long on the shore. ". (by Dim10)
Having sailed to San Martin, cruise just below the island on the global map and wait for a ship with purple sails, if it does not appear, then you are late, replay. After waiting for the Spaniards, go to the combat map and take them on board, there will be no particular difficulties, but a surprise awaits you in the cabin.

In the chest of the captain's cabin you will find a huge amount of precious stones, with all your desire, you will not be able to carry the entire load on yourself, so before boarding, remove everything superfluous from yourself and take only light weapons and a couple of healers.
If you have installed Mod-pack 1.3, then it is necessary to free up space in the inventory STRICTLY before boarding, and not in advance, otherwise the script will work and you won’t get to the ship at all. Checked repeatedly, this is something like an anti-cheat, because you cannot know in advance that you will find a bunch of jewelry there. (by Old_Nick)
Advice:
If you are playing with Modpack 1.3, then don't sell gems, you will need them for Alexus when paying for ship upgrades in Bermuda.

Now you can return to Morgan and report on the work done. Of course, he will ask you what and how, he has a flair for loot, but you don’t tell him about jewelry, let it remain your little secret and big luck.

IMPORTANT:
After this quest and before going to Panama, you can go through any national line, if you did not go through it before the Pirate line. After completing the quest "Trip to Panama", it will be impossible to take the national line. Henry Morgan himself will offer you to mind your own business.
7. Hike to Panama

It's time for big things and big money! Morgan has developed a plan to attack Panama, and you are not the last in this plan. First you need to capture the city of Porto Bello on Maine, and then through the jungle to reach Panama. Henry gives you 20 days to prepare, you must find yourself a good ship, preferably a manowar with a large crew, assemble an experienced team, if you have a squadron, then the extra ships need to be put in the Port Authority. Morgan also did not waste time and gathered a squadron of four ships of the first class.

Having led the squadron, destroy the Porto Bello fort and defeat the city, then go to the residences and talk to the governor.

If you don't need leveling or don't feel like messing around with a fort, then Porto Bello can be captured from land by landing in Mosquitos Bay. To do this, the crew of your ship must be more than 500 people, because. quest companion teams do not count.
It turns out that the governor knew about Morgan's plan to capture Panama, but did not have time to respond to your instant attack on Porto Bello. Huber, in impotent rage, let slip that an ambush awaits you in the jungle and you will die there.
After talking with Morgan, who entered the residence, you find out that the traitor Richard Soukins, it was he who told the Spaniards about the plan to capture Panama. Morgan proposes to split into two detachments, you and one of them should land in the Gulf of Darien and go through the jungle to Panama. You will take Soukins into your squad and during the battle you will quietly kill him so that his people do not rebel, the traitor must be punished.

In the governor's residence, after talking with you, Morgan will go to the fireplace, at this time you can kill him and take 50 thousand and Morgan (Morgan's Rapier) from the corpse, but you need to kill him with one blow, if he gets a weapon, he will become immortal. You can use "Berserk" and chopping. Then he will happily resurrect and meet you at the entrance to Panama.
If you have gone through English ruler in which Morgan gave you his rapier, then you won’t be able to remove it from his corpse, there will only be money. (by Old_Nick)
Advice:
Load up on ammo and heals before landing in Darien Bay. I recommend taking a light or medium weapon, you will have to swing a lot, and the energy is not rubber. You can pack your boarders, they will not participate in the battle, but in between battles, you can replenish your ammunition through them.

If you have a version of the game below 1.2, then the capture of Panama must be carried out STRICTLY during the day, otherwise a bug with a chest containing money is possible.
Board your ship and fast travel to Darien Bay. Soukins will meet you on the shore and join your team. You have to go through four locations in the jungle, in each of which numerous squads of Spaniards, fortified by local residents, will be waiting for you.

Personally, you do not need to kill Soukins, in the jungle on the way to Panama there will be such a meat grinder that he himself will die at the hands of some Spaniard. If you are playing with Modpack 1.3, then do not forget to search his corpse, you can remove valuable things from it. If Soukins stays alive, you will fail the quest.
In the first location, your entire team will be with you, with which you can cope with the Spaniards without any problems. Try to take care of your team, the more your people survive, the easier it will be for you in the future.

The second location is large, there is where to run, because you will have a hard time and your team, most likely, will all die here. You have to fight with a large detachment of Spaniards and Indians. Use berserk spinning attacks in the thick of enemies to deal as much damage as possible, then circle around and shoot until you restore energy with berserk. After this fight, you can replenish your ammunition, for this you need to go to the left side location, your boarders are waiting for you there.

In all likelihood, you will get to the third location alone, your team has been destroyed. A squad of Spanish musketeers will be waiting for you there, but they are quite easy to kill. We need to arm ourselves with good firearms and at the entrance to the location, immediately run to the rock that stands in the center of the location and hide behind it. Then jump out from one side of the cliff, shoot at the musketeers and hide again until you destroy everyone. On the other side of the cliff, another regular detachment of soldiers is waiting for you, it will not be difficult to kill them, again moving around the cliff. If you need to replenish your ammunition again, then return to the previous location, your boarders are waiting for you there.

Waiting for you last Stand at the gates of Panama. In this location, it will be a little easier for you, because the second detachment of Morgan will come to the rescue, although he is not numerous, he will throw his five cents into the piggy bank of victory. The location is large, so run more often and try to destroy the musketeers first. After the fight, Morgan will find you and give you the task of finding the governor of Panama.

At the entrance to the gate, your boarders will join you, there will be no battle in the city, it is empty, all the Spaniards died in the jungle. You will find the governor in one of the rooms of the residence. After interrogation, he will report that all the gold is in the chest that is in the room, but it is closed, and the commandant of the Panama fort has the key to it. Go to the Panama Fort (from the city gate to the right), do not confuse it with the Porto Bello Fort. You will meet Morgan near the residence and tell him what you learned from the interrogation of the governor. He orders you to find the key, as if you don't know it without him.

Having reached the fort, go down to the prison, take the key to the chest on the commandant's table and return to the residence. When you open the chest, you will find in it a tidy sum of 50 million! As soon as you close the chest, Morgan will come up to you and take all the money, explaining that you first need to collect all the trophies, and in the evening divide them according to the laws of the Coastal Brotherhood.

If you are playing with Modpack 1.3, then you can immediately squeeze 50 million from Morgan. To do this, in advance, before entering the residences, remove your boarders from their posts, and before opening the chest in the room, assign them back again. When you open the chest, then through the search interface, transfer all the money to the boarder, closing the chest, you will supposedly give the money to Morgan, but in fact, he will receive a donut hole.
Morgan gives another task, according to him, the governor who died from torture confessed that there is another chest of gold, which is located on the right side of the fort on the street, you need to find it. It was possible to immediately realize that no one would store gold outside the fort, and not inside, but smart thinking always comes after, or rather, when you find a completely empty chest.
With the worst forebodings, you return to Panama, a sailor meets you in front of the gate and confirms your suspicions. He reported that this most despicable Morgan had collected all the gold, loaded it on a ship and washed off in an unknown direction. This is a set-up, so a set-up, notably he threw everyone! The crew rebelled and refused to return, deciding to plunder Panama to the end, so you will have to go to the bay with only boarders. In the jungle, you will be attacked by another detachment of Spaniards, it is not clear where it came from, with your brave boarders, quickly send them to another world. If you are already tired of the fights, then you can just fade away from them.

Of course, you are not naive, but hope dies last, so float to Port Royal and go to Morgan's residence. Naturally, he is not there, and the secretary reports that Morgan is in London and will come to the Caribbean only a year later.

After talking with the secretary, the Peace Pause in the game is removed, all nations will randomly conclude peace or neutrality among themselves, as well as declare war on each other. Now you can seize colonies for yourself, donate them or appoint your own governors in them, to collect tax and receive additional income, there is no more development of colonies.
In a year, find Morgan and demand your share. Only Morgan hangs a bunch of noodles on your ears that he is now an ordinary planter, the Coastal Brotherhood has collapsed, and he spent all the money on a petition for pardon for himself and all the other pirates. In short, they divorced you like the last sucker.

Quests in "The Return of the Legend" are complex and interesting, the forums are simply bursting with questions about the passage of certain quests. In this article you will find the passage of the Spanish and Dutch storyline. We hope that these tips will help you complete the tricky tasks of the Governors General of the Caribbean Islands.

Spanish storyline

Mission 1: Rescue the Spanish citizens

The first task of the Spanish line. The Governor General of Oregon and Gascon instructs us to rescue noble Spaniards from the prison of Port Royal. Everything would be fine, but there is a war with England and in Port Royal, well, they will not be happy about our appearance. You need to quietly penetrate the island and get to the fort.

It is important: you can enter Port Royal with an English trade license. The fort will not attack the ships, but after the release of the citizens, it will make a sieve out of them.

It is best to land at Cape Negril. Through the jungle we reach the gates of Port Royal. We do not need to enter the city, turn right and go to the fort. The entrance to the coastal fortification is guarded by two soldiers, plus one or two more can patrol the road. If they see you, they will immediately attack. This is what should be used. Wait for the patrol to move away from the fort and destroy it. Now it's up to the small thing - to get into the prison itself.

It is important: there is no point in fighting the soldiers of the fort. They are "born" on the spot.

We just run past the guards at the entrance and run to the center of the hall. There is a spiral staircase there. Us down. And don't forget to put your weapons away. In combat mode, you cannot enter the door. There are only five soldiers in the prison itself, we deal with them and run along the corridor to the very end - our fellow citizens are kept in a large cell there. Talk to them and they will magically be transported to the ship. We return to Cuba. Mission accomplished.

This is the advice: after each mission we are given time to rest. Don't spend your days in a tavern or in a cabin - it's better to complete a couple of random tasks or trade.

Mission 2: Inquisition

After saving the citizens, we will be sent to Santiago. We are now at the disposal of a certain Antonio de Sousa, a big catholic figure and chief inquisitor of Spain. Finding His Excellency is easy, go to the church and talk to the priest. He will say that the Inquisition is under the church, but there are no doors inside. The entrance to the right room is on the street, right behind the stairs to the church.

Antonio de Sousa will order to go to Willemstad and collect tribute from local merchants. The forgiveness of the church is expensive, each one is entitled to 50 thousand piastres.

Of course, you can't just raise money like that. The moneylender Josef will corny send you away, but there is a way to shake out the money. We go to the tavern and catch the waitress there. She will tell you that Joseph's son joined the pirates, got on a lugger with a "Jolly Roger" and sailed away. A successful turn of events, we go out to sea and find a pirate lugger, he swims around the island. We take the ship on board and take the merchant's son back to Willemstad. As a ransom for his son, Josef will give you the required amount.

Another debtor can be found in the city's store, he is more accommodating and ready to pay for himself and for a companion, but he disappeared somewhere in Panama. Joao will ask to find Jacob, in return he promises to pay the full amount for de Souza. We agree to help the merchant and set sail.

This is the advice: take goods from Willemstad to sell in Porto Bello, it's on the way, and there is no extra money.

Jacob - the missing companion - had to negotiate a deal with a merchant from Panama, so we immediately go to the store. The owner of the shop will tell you that he saw Yakov quite recently, he went to him, agreed on business and promised to come the next day, but never showed up. It is necessary to search all the houses in the city, in one of them the bandits are holding Yakov.

It is important: be careful, in a small room there is nowhere to run. Be sure to take a pistol with you, and preferably a mortar, this will give you an advantage: the damage from a shot is very high.

We save the prisoner and return to Curacao, pick up the remaining 100 thousand piastres, and the task of Antonio de Souza is completed. However, there is still something to profit from in this mission. Take the task from Jacob to find an ancient Christian relic. She went missing in Bermuda.

If necessary, replenish supplies, be sure to buy a few healing potions and go to the shipyard. To the left of the shipbuilder's table there is a door to the dungeon, but you can't just go there. Pay the shipbuilder and get ready for a fight with the skeletons. The shrine lies in one of the chests of the dungeon, take it - and back to Curacao. The reward for the quest will be a million piastres! Now you can visit de Souza, we are sailing to Santiago.

Mission 3: Rock Brazilian

A well-known pirate entered the service of France, we need to catch him and hand him over to the Holy Inquisition, for, so to speak, atonement for sins. Although most likely we are talking not about redemption, but about the treasures of Rock. Be that as it may, it is dangerous to get into the affairs of the Inquisition, you will instantly find yourself at the stake.

The Brazilian rushed to the French ... Well, the main colony of France is in Tortuga, and we are going there.

This is the advice: a trade license will be given to you for free, but it is not eternal, since you have already received the task, then immediately complete it.

The best place to collect information on any island - a tavern, and it must be visited first. Chat with the bartender, the waitress, in general, with everyone - and you will find out that Rock the Brazilian went on a raid on Spanish ships. He chose Guajira Bay, not far from Marocaibo, as a parking place.

Now the goal is clear, we take a course to the south. Remember that in no case should you sink the Corvette Roca, however, as well as leave the battle with him, so save the game in advance.

We board the corvette, grab the captain and sail to Santiago, to Monseigneur Antonio, we must hand over the pirate to the hands of the Inquisition. After that, we go to Havana, where the Governor General of Oregon and Gascon will tell you that de Souza was able to find out the location of the Roca treasure, but now we need to find it.

In total, the treasures contain 500 thousand piastres, they are located in Cuba, Hispaniola and not far from Belize. However, if you don’t want to look for treasures, then you can pay 500 thousand from your pocket, get a percentage and count the task.

Mission 4: investigation

The governor of Havana instructs us to do a completely unusual thing - a detective. The fact is that the commandant of the city and four of his servants were boldly killed right in his house, just think! In addition, the wife of Don Ramirez de

Leiva, Donna Anna. Something strange is happening, and we will have to forget about sea trips for a while and dress up as a detective.

To begin with, let's thoroughly search the house of Ramirez de Leyva: look into all the chests, small things like rings and figurines can be sold. We go into the bedroom and search the small bedside table to the left of the bed, there will be a letter from Donna Anna to her husband, commandant Ramirez de Leyva. She reports that a man has arrived in the city to take her to someone. Most likely, Don Jose found the letter ahead of time and decided to give the guest a warm welcome, but he did not calculate his strength and paid for it with his life.

There is still too little information, we go to the tavern, there are definitely some rumors about this case. We will talk with the waitress, she will tell you that she gave the ring to Donna Anna, after that the commandant was killed, and Anna disappeared. In addition, she will remember that the person who handed over the ring looked like a ladron. Since France has intervened in the matter, it is necessary to visit the Governor-General and find out what to do next. He will issue us a trade license and send us to Tortuga, the nearest French colony.

We find Donna Anna in the residence of the Governor-General and learn from her the name of the killer of the commandant. The trick is to find him. He can be in one of the houses or just wander around the city, you can figure him out by a bandana.

We drive him into a corner and kill him, the task is completed, the killer is punished, and Donna Anna seems to be happy, there is no point in taking her back.

Mission 5: business trip to Santiago

Oregon y Gascon puts us at the disposal of the governor of Santiago, Jose Sancho Jimenas, according to the governor general, we have some kind of serious military operation ahead of us.

Jimenas orders an attack on the buccaneer settlement on the island of Hispaniola and massacre everyone. Hispaniola must be wholly owned by Spain!

The usual assault on the city, nothing remarkable. Just collect as many teams as possible in the taverns and go to La Vega.

It is important: to storm the city you need at least 500 people.

There is no fort in the city, so there will be no battle at sea, we land on the shore, approach the city gates and capture the city. This is done using the "think aloud" menu, just activate the "start capturing the nearest city" option.

After the battle with the governor, La Vega will go into our personal use, we return to Santiago and transfer the captured settlement into the hands of Spain. The mission is completed, as a reward we get 100 thousand piastres.

Mission 6: Interception

Spain knows about the secret alliance between France and Holland. The latter supply goods to the French and sponsor the war in Europe, but there is no evidence of Holland's involvement, it is necessary to get them. It is necessary to steal the diplomatic correspondence of the governor-generals of Holland and France. Back to Tortuga!

It is important: you will receive a trade license from the governor, you do not need to buy it, just remember to raise the French flag when entering the port.

The first step is to go to the tavern and talk to the bartender, he will tell you that he saw the orderly recently, but he doesn’t know where exactly. It is useless to torture him further, so we go straight to the port authority, they should know about the ship with a diplomat on board. And sure enough, the manager will tell you that the same ship regularly appears on Tortuga, and the next time he berths, he will send someone to inform us. We go to the tavern and rest until the messenger arrives.

Now there are two options:

- brazenly kill him and flee the island;

- lure the messenger into a trap.

The first method is simple and straightforward, we run up to the messenger right on the street and kill him, remove the letters from the body and run away from the city. However, if you left the ships in the port of Tortuga, you can immediately say goodbye to them. Fort and whole squadron French ships they will quickly let you go to the bottom, but if you leave the ships in the bay, then there is a chance to emerge victorious from the battle.

The second way is much more interesting. Meet the messenger and do not rush to meet the messenger, there is also a man who will lead the messenger to the tavern room for a nominal fee. We deal with him quietly and, as if nothing had happened, we return to Havana.

Mission 7: Help

We need to get to the English island of Antigua as soon as possible. There, nearby, our compatriot, the glorious privateer Manoel Rivero Pardal, is hunting for the British. However, the French intend to help England and capture Pardal, this cannot be allowed.

The task is limited in time, save immediately with the governor, otherwise you can "screw up" the entire line.

The main thing is to catch a tailwind, try to sail with the wind, even if a little in the wrong direction, the increase in speed compensates for the inaccurate course.

We get to Antigua, go out to sea and “swim” through the menu to Pardal. Now you need to neutralize heavy ships as soon as possible, preferably from cannons, since when boarding you will lose a lot of crew and, most likely, will not be able to effectively continue the battle.

Try to sink all the heavy ships first, and then board the smaller ones. And remember, Pardal must survive, no matter what the cost.

After the rescue, we return back to Havana for a reward.

Mission 8: Kumana

It seems that the French, offended by the defeat at Antigua, decided to take revenge.

In the eighth mission, we need to board this ship in front.
Together with England, they hired a whole horde of pirates, put them on ships and sent them to capture Cumana! We need to get to the city as quickly as possible and protect it.

Another exceptional combat mission. Collect the strongest squadron and the maximum team for all ships, each person will be worth their weight in gold. Make sure you don't forget anything, stock up on plenty of food and set sail.

By the time we arrive, the Franco-British squadron is already storming the city. Attack the most big ships, it is best to take them on board, and the cannons of the fort will deal with the small ones.

This is a bug: ships can swim inside the island, all their masts will break, and they will be helpless. But from the inside of the island, the nuclei fly out, but vice versa - no.

The mission is easy enough. If you made it on time, you can also make good money in addition to the standard reward for completing the task.

It is interesting: one of the heavy ships is fraught with treasures, a whole million piastres. This good lies in the captain's cabin, in a locker.

Mission 9: Golden Galleons

The Governor General of Oregon and Gascon will direct us to Porto Bello. The local governor instructs us to escort four galleons loaded with gold to Cayman Island. According to him, now there, and not in Belize, is the meeting place with the Spanish fleet. Great, the main thing is not to meet any punitive squadron along the way ...

To get the galleons at your disposal, you will have to get rid of your ships, if you have them. The easiest way is to deposit it with the port authority.

It is important: only three ships can be handed over to one port authority, if you have a squadron of five, you will have to sail to another colony.

We make room for the galleons, pick them up and set sail. Avoid encounters with pirates, and indeed with hostile ships at sea, these galleons are too frail.

At Cayman Island, instead of the Spanish flotilla, pirates will be waiting for us! Five ships under the Jolly Roger, all outclassing the golden caravan in class. The battle tactics are as follows - first of all, destroy heavy ships, they cause indecently large damage, then switch to small ships. It makes no sense to take anyone on board, all the cells for ships are occupied by galleons.

Deal with the pirates and return to Cuba, to Havana. The Governor of Porto Bello is most likely a traitor, but that's none of our business.


Mission 10: Maracaibo

Our new assignment is to protect the city of Maracaibo from a possible invasion. Rumors had reached the governor-general of a large squadron of English plying in those waters, and since Maracaibo was less well defended than other colonies, it was most likely to be attacked.

Collect as many ships as you can, arm everyone with bombs and hire the maximum crew, the fight at Maracaibo will be really difficult.

The English squadron has several ships of the first class, it is on them that you need to concentrate fire, and the fort will help to cope with the trifle.

It is interesting: the cabin of the captain of one of the ships of the first class conceals about one and a half million piastres.

The penultimate task is completed, now you need to get to Havana and get the last task in the line.

Mission 11: ruin

Now we have evidence that Holland is helping France with all her might. We need to cut off the "river of money" that originates here in the Caribbean. To do this, you need to loot two Dutch cities- San Martin and Willemstad. For the king!

Perhaps the most difficult and protracted mission in the entire line. Storming a fort is a long and, most importantly, dangerous business. We advise you to equip only one ship, for example, a manowar with 42 caliber guns. The squadron will only interfere, the forts in the KVL are too strong and tenacious, you will simply lose the entire squadron. Therefore, we will take the trick. Go out to sea near the island and slowly swim up to the fort. The guns are located mainly on the walls, there are fewer of them on the towers. Your task is to stand up so that the cannons from the wall do not reach you, and you will quickly destroy the rest.

It is important: do not forget to stock up on boards, emergency repairs in the battle with the fort will come in handy more than ever.

Destroyed the fort - we land on the shore and destroy the garrison, talk to the governor of the devastated city so that the task is counted.

That, in fact, is all, return to the Governor-General and report on the successes. Now you are free to act as you like, for example, to capture cities for yourself and appoint governors in them.

Dutch storyline

Mission 1: Aaron Mendez Chumaqueiro

We entered the service of the Governor-General of the Dutch colonies, Peter Stuevesant. His first task is to deliver the head of the Jansenist community, Aaron Mendez Chumakeyro, to Willemstad. You can find it in Marigot on San Martin Island.

A simple task, you just need to find the house of Chumakeyro and kill the bandits who planned to rob him. I wonder where the guards were looking? But it's none of our business, we take Aaron to the ship and sail back to Willemstad. Mission accomplished.

Mission 2: trade raid

Stavesant's new assignment is to get to Fort Orange, on the island of Jamaica, and deliver a consignment of goods from there - coffee, black, mahogany and sandalwood. Each product should be purchased in 400 units, by the way, His Excellency will issue a letter that guarantees a special price for these products. The total weight of the consignment is 6,800 centners, and the cargo must be delivered to Willemstad in two months.

You don’t have to worry about money, the discount on goods will be really impressive, but the volume of cargo may require the purchase of another ship. Therefore, before taking this task, see if you have enough space in the hold.

This is the advice: unload all goods from the ships, leave only 30-60 units of provisions and dismiss the entire crew. You don’t have to fight with anyone, why then pay the team money and occupy the hold with provisions, rum and kernels? Guns, by the way, can also be sold.

Fort Orange is located on the right side of Jamaica, at Cape Negril. Just go out into the jungle, and on the left you will see the city gates. First go to the governor and give him the papers, otherwise there will be no special price. Then go to the store and buy goods. Be sure to save before sailing, rats can spoil the goods while swimming, it is better to load up and try to swim again than to bring not all the goods.

Mission 3: espionage

The British declared a trade war on Holland, no one knows what it could turn into. It is dangerous to feud with the strongest maritime power, and Peter Stevesant does not want to expose the influence of the Netherlands in the Caribbean to a blow. We need to find out the plans of the British, maybe the head of the buccaneers of La Vega, Mansfield, knows something.

We leave for La Vega, this is in the northern part of Hispaniola.

The path is long, beware of pirates, there is no shipyard in La Vega, and there will be nowhere to repair.

The governor of La Vega, Edward Mansfield, will say that he knows nothing about the plans of the British, but he will send him with a recommendation to Henry Morgan, yes, to that very great pirate. We are heading for Jamaica, and do not forget to buy an English trade license in the tavern.

Henry Morgan will not be there, his secretary will say that he is at his residence in Antigua, well, he will have to sail there.

On Antigua, immediately go to the dungeon of the city, the entrance is between the houses not far from the exit to the jungle, the door of Morgan's house does not open from the outside, and the only way to his house is through the basement. The dungeon of the city is a huge network of caves in which it is easy to get lost, go on the right side, and at the last turn turn left, there you will see a gap in the brick wall, this is Morgan's basement. Climb up the stairs and talk to the legendary pirate.

Morgan will instruct you to collect information about a certain Pierre Picard. Morgan suspects that Pierre deceived him when dividing the booty, but proof is needed. We leave for Tortuga, the Picardy recently lives there.

In Tortuga we communicate with the owners of a tavern, a shipyard, a brothel, a store and with a moneylender, we learn from them that the Picardy is throwing money right and left, this is the proof that Morgan needs, it's time to return to Antigua.

Morgan will tell you that an English officer is being held in the Antigua prison, for some offenses he was sentenced to death, so we have very little time. We immediately go to the port and rearrange the ships in some quiet bay, return to the city and go to the fort. The prison is on the lower floor, we go down, cut out the guards and run to the farthest cell, our officer should be in it. We learn from him that Madiford, the governor of Jamaica, is preparing an attack on Fort Orange. Back to Curacao, mission accomplished!

It is important: if there is no officer in the cell, then this is not a bug, you just didn’t have time, and the officer was executed.

Mission 4: Protecting Fort Orange

Now, knowing the plans of the British, we can have time to help Fort Orange. The governor-general will ask us to defend a small town in hostile Jamaica.

The British are preparing an amphibious landing at Cape Negril, our task is to destroy the ships before they have time to unload a sufficient number of soldiers. Gather the squadron that is most efficient at sea, leave merchant ships, like flutes, in the Port Authority of Willemstad, they can be boarded or simply sunk in the heat of battle.

After the battle, we moor at Cape Negril and go out into the jungle, where the unfinished British troops are already waiting for us. We repel the attack - and that's it, we return to Curacao, the task is completed.

Mission 5: three flutes

A simple trade request: you need to escort three flutes to La Vega and back, in addition, you need to purchase 7000 centners of provisions and deliver them to Curacao.

A normal trade mission will turn into a combat one immediately after visiting La Vega. The city has been ravaged by the Spaniards, Governor Mansfield has been killed, and a Spanish squadron is already waiting for us near the island. It is desirable for this mission to have a flagship of at least the second class, and best of all the first, flutes are not intended for naval battles, and there is no point in relying on them.

It is important: to take control of the flutes, you have to surrender all your ships. That is, with a maximum squadron size of five ships, you cannot leave two and take three flutes, you will have to deposit all ships.

You don’t have to buy provisions, the task will still be counted, only the reward will be less, but it’s not scary - you can earn dozens of times more on trading. Return to Willemstad and tell the Governor General about the events in La Vega. Mission accomplished!

It is important: do not forget to buy provisions after completing the task, the governor takes all supplies from all ships without asking.

Mission 6: Retribution

Edward Mansfield is killed by the Spaniards, Governor-General Stavesant wants revenge, but Holland cannot openly kill the governor of the Spanish colony. However, the Coastal Brotherhood also wants to take revenge on Jimenas, so we need to meet with Henry Morgan and find out what he is up to.

Morgan returned to his home in Jamaica, he entrusts us with the mission of a scout: we need to find out if Jimenas is going to sail somewhere from the island. We are neutral with Spain, so no trade license is needed, just sail to Santiago and leave the ships in some bay.

It is important: do not leave ships near the lighthouse and in the port. And there, and there the fort will be able to get your ships, and this is certain death.

Go through the jungle to the city and immediately go to the tavern, talk to the bartender, and he will lay out everything you need. Be careful, he will suspect you of being a spy and hand him over to the two officers who entered the tavern so unluckily for us. There are only two opponents, but what! Pistols, excellent sword skills and a whole bunch of healing elixirs.

After the battle, immediately get out of the city, the whole city is up in arms, everyone is looking for you. Return to Morgan, mission accomplished!

Mission 7: delivery of a dispatch to Tortuga

A new task from Stavesant, it is necessary to deliver a top secret dispatch to Tortuga to the Governor-General of the French colonies d "Ogeron. The situation is so important that if we are attacked along the way, it is ordered to destroy the package immediately.

This task is a reflection of the Spanish "messenger interception", only now you will be in the role of a diplomat. Go to Tortuga and immediately go to the governor's residence, he will take the dispatch from you and ask for two hours to study the document. In any case, you need to take d "Ogeron's answer back, so you have to wait.

This is the advice: wait at sea, there you can quickly "scroll time"

Take the reply letter and go to the port, on the way you will be approached and informed that a man of Stavesant is waiting in the tavern with some very urgent matter. You will have to go to the tavern, just going out to sea will not work according to the plan of the task.

In the tavern, go up to the second floor, and there a certain Antonio is waiting for you, who in a few moments will stun the character, take the answer d "Orange and it will be like that. Then you need to act quickly, go to the bartender, ask him about this Antonio, he will say that he sailed about an hour ago. Then we go to the governor-general and tell him about what happened, then we go to the port chief and find out the name of the ship - "La Rochelle", he went to San Juano, in Puerto Rico. "La Rochelle" - brig, so we advise you to buy some maneuverable boat right on Tortuga, like a lugger or a barque, you can’t sink a fugitive, just take it on board, otherwise the task will not be counted.

Swim to Puerto Rico and go out to sea next to the island, the desired ship will appear next to you, it's up to you to take it on board.

After the battle, the captain of "La Rochelle" will tell you that he put Antonio on the military galleon "Isabella", which headed for Santa Catalina. We must by all means catch up with this galleon, we are heading for Maine!

Go out to sea somewhere near the city, but not too close, so as not to fall under the fort. The target ship should, like the previous one, appear nearby. We board him and after a short dialogue with the thief we return the return dispatch. Now you can return to Curacai. Mission accomplished!

It is important: although the quest description says "war galleon", Antonio's ship may be a warship, battleship, or even a ship of the line.

Mission 8: search for a relic

Peter Stavesant puts us at the disposal of Aaron Mendez Chumaqueiro,

leaders of the Jansenist community of Curaçao. There is no need to sail anywhere, the indicated person lives in his house in Willemstad, and it will not be difficult to find him.

He will tell that in Bermuda some pirate tried to sell an ancient Christian book in an unknown language, most likely, this is a long-lost second version of the Gospel. If we can find this relic, the reward will be very generous. Let's head to Bermuda!

In the pirate settlement in Bermuda, immediately go to the tavern, talk to the bartender, and then go to the leader of the pirates, Jackman. He will tell you that they were walking in a company in a brothel of Fort-de-France and it seems that one of the thugs was trying to sell the bible. Well, I'll have to sail to Martinique, find out in a brothel what's what.

For a symbolic sum of a thousand piastres, a girl from a brothel will name the filibuster - Laurent de Graf, by the way, is also a Dutchman. Usually he lives in Tortuga, and there you need to look for him.

The owner of the tavern in Tortuga will tell you that Laurent de Graf went on a raid to Cartagena, he cruises somewhere near the city in search of lonely Spanish ships, you need to get there and talk to him.

It seems that Laurent annoyed the Spaniards with something, his frigate got into a big mess, he was attacked by a Spanish squadron of five ships. Be careful and save early, the Spaniards will have at least two first class heavy ships.

This is the advice: go out to sea closer to the coast, but away from the city itself. In this case, all ships will appear next to each other, if you have a manowar or a warship - this is the best option for the fight. One volley from the side - and the enemy ship goes to the bottom.

After the battle, sail on a boat to Laurent's ship and talk to him, buy a book from him and return to Willemstad, to Chumakeyro. The reward for the tome will be a million piastres! Mission completed.

This is a bug: it may happen that even after the victory over the Spanish squadron, de Graf will not talk to you. He will claim that there is a fight, although there is no fight.

Mission 9: Capture four battleships

Holland is currently having difficulty building large naval vessels, so we need to capture four ships of the line and put them in the possession of Peter Stuevesant.

A fairly simple task, hand over your ships to the port chief and go to sea. Look for large ships on the sea map, as either large clusters of ships are marked, for example, merchants with guards, or punitive squadrons. Your task is to find such a punitive squadron, destroy all small ships and board the big one. By the way, save right on the sea map if you find a squadron: the fact is that it may not have desired ship. Boot again and the set of ships will change.

This is the advice: do not hesitate to board and sink the ships of France and Holland, you can restore relations with the powers in any pirate city.

Capture the required number of ships and hand them over to Willemstad. Mission completed.

Missions 10 and 11: Defending Marigot and Willemstad from the Spanish

These missions are a reflection of the Spanish line, but this time we are on the defensive side. It makes no sense to paint them, you have already defended Fort Orange, everything is the same here, only the ships are larger, and the guns are larger. Otherwise, nothing remarkable.

Mission 12: Capture Maracaibo

The last mission, unfortunately, also does not differ from those in Spain, you just need to capture the city. We destroy the fort, land troops, capture, and in Willemstad we transfer the city to Stevezant. Everything, the storyline of the Netherlands is completed, you are now a free corsair and can do whatever you want ...



We got acquainted with two storylines, there are two more - for France and England. But that's not all, there are love story, and a mysterious adventure related to ancient Indian artifacts, and, finally, the story of the Flying Dutchman! We will talk about all this next time. Caramba!

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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 planks. Among them is a chest with weapons. Unfortunately, you will have to be content with only a saber and a few healing potions. Fighting the guards is almost useless. near the colonel's house you will see a captured Pitt and two guards near him. You will see the guards somewhere around the corner and deal with them. Then talk to Pitt. He will say that Natal escaped on your sloop.

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

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

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

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

3) Destroy the smugglers.

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

Dutch national storyline.

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

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

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

3) The third task is to obtain information about the plans of the British in relation to Holland in connection with the trade war. Go to Hispaniola and talk to the head of the city of La Vega. The head is Edward Mansfield, but in fact, his surname is Mansvelt, he is Dutch by nationality. He is also Modyford's confidant in the robberies of the Spaniards. But Mansfield cannot tell Vaschet of the plans of the British, but recently an English envoy from Modyford came to him with a proposal to attack Curaçao, naturally Mansfield refused. Edik will also say that Vaschet's plans for the British are best learned from the great and terrible Henry Morgan. Go to Jamaica and there you will find out that Morgan is in Antigua. Go there and talk to him. He will say that if you help him, then he will help you too. We must find out if his companion Pierre Picard is honest. He is located in Tortuga, then ask the moneylender, the owner of the shipyard, the owner of the store, in the tavern and in the brothel. It turns out that he spent a lot of money. Now go to Morgan, he says that Vaschet knows nothing 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 to Antigua as fast as possible and join the battle between unequal forces Spanish corsair and a 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 desert island Cayman, where it is necessary 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 swindler Low forged Jackman's signature, and he (Alexus) gave Low a ship - the Sea Wolf brig with unique characteristics, which was built by Jackman's order. 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 that have been happening lately 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 sailing along 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 gap. 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...

Quest first. Deliver Jansenist leader Chumakeiro to Willemstad.

So, the governor-general of the Dutch colonies gives us the task to deliver the head of the Jansenists Chumakeiro to Curaçao, at the moment he is on the island of San Martin. Having sailed to the island, we go to the tavern keeper and ask about Chumakeyro, he says that he took the house for himself, which is located near the residence of the local governor. Entering the house, we see two people who will attack us, then we cut them out, then we enter the room on the second floor, where Chumakeyro is whole and healthy, it turned out that those impudent people were bandits who wanted to rob him. Now we are sailing to Curaçao, where in the residence of Peter Stezzant, Chumaqueiro will give us 30 thousand piastres.

Quest second. Buy a consignment of goods at Fort Orange and deliver everything to Willemstad.

Here in this quest it is desirable to have a capacious hold on the ship, since Peter Stezzant will ask us to purchase 6800 centners at reduced prices (all the goods are, but you need to deliver sandalwood, ebony and mahogany and something else and everything must be delivered in two months. Having bought goods, we return to Curacao and for our operation, we will receive as much as 75 thousand piastres (to get to Fort Orange, you need to moor in Negrip Bay, Jamaica and go out into the jungle and here we are at the city gates).

Quest third. Obtain information about the plans of the British in connection with the trade war.

We have to learn about the plans of the British in relation to Holland. In Hispaniola, there is a pirate settlement of La Vega, the head of which 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 say anything about 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 it is better to learn about the plans of the British from the great and terrible Henry Morgan. We go to Jamaica and there we learn that Morgan is in Antigua, as you further know from the passage of the French line, then you will have to go through Morgan's basement. Further, he will say that if we help him, then he will help us too. In general, you need to find out honestly (since he thinks that he hid part of the booty) whether his companion is Pierre Picard. He is located in Tortuga, then we ask the moneylender, the owner of the shipyard, the owner of the store, in a tavern and in a brothel we ask. Further it turns out that he littered money specifically. Now we go to Morgan, he says that he knows nothing about plans, but one of his officers, who was imprisoned, knows about Modiford's plans, then we go to the Prison, interrupt the guards and find out that the British want to attack Fort Orange. Now we sail to the governor-general and get 50,000 piastres.

Quest four. Defend Fort Orange from an impending British attack.

In general, we quickly sail to Jamaica, drown the English squadron, consisting of three ships, land further in Negrip Bay and destroy the landing group. Fort Orange is saved.

Quest fifth. Escort three flutes to the La Vega buccaneer settlement and back.

In general, it is necessary to purchase 7 thousand centners of provisions at a local store. We sail to La Vega, disembark and it turns out that the damned Spaniards attacked the settlement and killed Mansild, well, why do we still need to buy provisions. Having bought provisions, I advise you to save yourself, since the Spanish squadron will be waiting for us at sea, the flutes must be saved, because our reward depends on how many flutes remain afloat. If all the ships survive, then we will get 60 thousand piastres.

Quest six. Retribution for Mansfield's death.

In general, you need to go to Morgan and say that the Dutch are hungry for revenge for the death of Mansfield. Morgan will say that the attack was organized by Governor Santiago Jimenez and it is necessary to conduct reconnaissance whether he will be in the city. Well, then we land at the lighthouse, then we ask the tavern keeper about the governor, saying that we want to enter the service of the governor Jimenos and find out that he will be at the nearest holiday. And then a Spanish officer and his soldiers enter, well, it's time to run to the ships and tell Morgan that we found out that the British will storm the city. We return to Stezzant and get 200 thousand piastres.

Quest seven. Deliver a dispatch to the Governor of Tortuga, Bertrand d'Ogeron.

We leave for Tortuga in order to deliver a dispatch to d'Ogeron, then he will ask us to take a walk for two hours while he writes a letter to Stezzant. Time can be spent on hiring sailors, buying goods in a store, and so on. Next, we get a letter with a strict order; the letter should not fall into the wrong hands, because it is secret. In the port, we will be met by an embassy and will say that a dishonor from the governor of Holland is waiting for us in the tavern. We go to the tavern and go up to the room, Then we will be stunned and the letter disappeared by running to the governor d'Ogeron. He will tell us to find out from the port authority which ships were leaving the port in the near future. It turns out that the brig La Rochelle left the port, which goes to San Juan and board the ship off the coast of San Juan. The captain will say that Antonio, who took the letter from us, left the ship and boarded the galleon Isabella, and then two sailors run in, who will have to be slaughtered, who goes to Santa Catalina, having swum to the galleon, take it on board and Antonio surrenders and we receive a dispatch , then we sail to Stezzant and get as much as 150 thousand piastres as a reward.

Quest eight. Business trip at the disposal of Mr. Aaron Mendez Chumaqueiro.

Aaron will tell us that he needs a rare book, then we sail to Bermuda, where we talk with Jackman, he directs us to the Martinique brothel, they say he lost the book there, then we sail there and ask all the inhabitants of the brothel and one for the reward will say that the book Laurent de Graf, who often hangs out on Tortuga. Next, we go to the Tortuga tavern and find out that Laurent went to Cartagena to rob. Then we go to Cartagena, where Laurent is fighting against superior forces and we are trying not to drown his ship. Further, after the destruction of the squadron, we send a boat to Laurent's ship, he agrees to sell us a map with the location of the book for 235 thousand piastres. The treasure is located on the Cayman, the treasure itself is already magnificent, good weapon, expensive things and much more. From Aaron Chumaqueiro we receive 100,000 piastres for the book and 235,000 piastres for the maps.

Quest ninth. Capture four First Class battleships.
Well, in general, the quest is boring, you need to capture four manowars for Holland. Manowars are usually found in carvans of the golden fleet, in large trading caravans, in punitive expeditions and squadrons. For each manovar we will be given 50,000 piastres. And the captured manowars will not be used in the colonies, but in vain they would give these manowars to us, then it would be bad for the Spanish and the British.

Quests ten and eleven. Defend Curaçao and San Martin from Spanish aggression.

I decided to combine the description of these quests, since they are of the same type, they just need to sink the ships of the Spaniards and receive 200 thousand piastres as a reward for protecting Curacao and 200 thousand piastres for San Martin.

Quest twelve. Capture of Maracaibo.

We now need to capture Maracaibo for the great republic, the fort, in principle, is not so powerful there and it will not be difficult to smash it. In general, after capturing a colony for Holland, we will receive 300 thousand piastres of reward and the possibility of capturing English and Spanish colonies for ourselves or Holland.