Corsairs: City of Lost Ships Storylines. Corsairs: City of Lost Ships: guides and walkthroughs Corsairs GPK 3 unique ships

Corsairs: City of Lost Ships (CC)

Corsairs: City of Lost Ships" is a new game in the Corsairs line, a continuation of Corsairs: Return of the Legend, which was developed jointly by the Seaward.ru studio and the Akella company as an alternative take on the famous trilogy about pirates.
In "City of Lost Ships" the creators of "KVL" implemented everything that, due to time restrictions, did not find a place in "Return of the Legend".
Mystical motifs in the game’s plot deservedly received more attention: now two full-fledged locations are allocated to the mysterious and otherworldly.
The first is the City of Lost Ships itself. The ominous pier, where ships lost in the Caribbean end up, has accumulated countless treasures over the years. Courage alone is not enough to take them away from the dead.
The second is the golden capital of the Aztecs, Tenochtitlan. Here, as you know, there is also something to profit from. Between the pirate and his comfortable old age stand only mythical creatures from the dark beliefs of a South American tribe.
You might think that this is no longer possible, but “KVL” has really become bigger, more beautiful and more interesting!

Life in the city

Cities are the hub of all life in the Caribbean. In cities, you can repair your ships, hire officers and sailors, buy and sell goods, as well as enter the service of the governor, enter into a contract to escort a ship, and much more. You can always find out the latest news from city residents.

Usually in any city there is:

port

residence

shop

shipyard

moneylender

tavern

port authority

brothel

church

houses of ordinary people

Not far from the city there is a fort, and in it there is a prison

In friendly cities, “quick transitions” work: pressing Enter opens the hero’s command menu, where you can use the arrows to select the desired building.

Residence

The ruler of the city (governor) is in residence and the king's representative - the governor general of all colonies of this nation in the New World - can visit.

Division into governors and governor general

The governor is the mayor of the city and its surroundings, his interests boil down to maintaining order in the district and, of course, strengthening the position of his country as a whole.

The Governor-General is the king's representative in the New World and can visit the various cities of his nation. His interests are much broader than those of ordinary governors. The tasks received from the Governor General are much more complex and responsible. He also promotes the hero in rank.

The Governor-General will not deal with a captain who does not have a letter of marque.

Obtaining a patent for service

For faithful service to the city and completion of a number of tasks of the governor, he can issue the hero a marque patent. The patent opens the way for the hero to the tasks of the Governor General.

The original nation of the hero is not important for obtaining a patent; a patent can also be obtained dishonestly, by skipping the entire routine of bureaucracy, by giving a bribe to a character who can assist in obtaining a patent.

The acquired patent changes the hero's base nation, he is now in the service and can build his career.

Career

Having received a patent, the hero has the title of privateer. For faithful service, the Governor-General may confer a new title:

Commander

Captain


Commodore

Admiral

If the hero loses his patent - and he can only be lost by attacking his own - all titles and achievements are lost. Having received a new patent, the hero will again be an ordinary privateer.

The speed of career growth depends on the quality and timing of tasks.

Brothel

The name speaks for itself. Here a real corsair will always find what he needs. Your reputation will suffer somewhat, but taking a break from military affairs will restore your health. You can please your team, which will clearly increase the morale of the entire crew. Not every city has such establishments. You can try to start a light flirtation with some beauty, and, in case of reciprocity, you can count on receiving some important information from a grateful female heart.

Church

In addition to the churches themselves, there is also the Holy Inquisition, in whose dungeons it is better not to find yourself.

Donations. Increased reputation

Donations to charitable causes increase the hero's reputation, the greater the amount.

Improve health

Knowledge, concentrated over many centuries only in monasteries and church books, allows the holy fathers to perform true miracles of healing. If the hero’s maximum health level has fallen and is not restored on its own, then there is a direct path to bowing to the priests. They will help and heal the body.

Port Authority

Every city where there is a shipyard also has a port authority.

Abandon ship

If the hero has several ships, then he can leave his companions in the port for a while. At the same time, the crew is dismissed, but the companion and the contents of the hold remain unchanged. You can leave up to three ships in one port. Ship parking is paid according to the class of the ship. The higher the class of the vessel, the correspondingly higher the fee for its safety.

Pick up the ship

You can pick up the ship from the head of the port department. It turns out that the hero can have up to sixty ships. But there are only five in the squadron at a time.

Leaving ships for a while is sometimes very beneficial if the mission requires covert penetration on a small ship, and it is a pity to sell your favorite battleship.


Fort and prison

The fort is located outside the city. There is no quick way there. You can get there by leaving the city gates and walking through the jungle.

Every fort has a prison. If the hero has nothing else to do and his worldview protests against finding someone behind bars, he can try to release the prisoners, but this will clearly lead to aggression from the entire considerable garrison of the fort.

Tavern

Here you can find out the latest rumors, hire sailors or officers. Also, the tavernkeeper will always find people who need escort or transportation. Various dark personalities hang around the tavern, ready to sell a map that supposedly can be used to find treasure, there is a smuggler, and of course, in the tavern you can always sit with the regulars over a glass of rum and play cards or dice.

Recruit a crew

In the dialogue with the bartender, you need to choose a line about the sailors. In the hiring interface that opens, you can select a ship from the list and hire or fire sailors. The crew can only be recruited during the day.

Hire an officer

Officer candidates can sit at tables, and all you have to do is ask them, then they will tell you who they are and what they expect. There may not be any officers, but if there are any, they will sit in place throughout the day. If there is not enough money for hiring, you can leave the tavern, earn extra money or borrow from a moneylender, return and hire a suitable officer. You can view its characteristics before hiring by selecting the appropriate replica.


Game of dice

Poker-joker game. Each person has five dice, all five are rolled in turn. You can reroll any number of dice, placing a bet on each one, but only once. You need to throw out the maximum result.

Results in ascending order:

one pair (2)

two pairs (2+2)

triad (3)

full (3+2)

bob (4)

straight (dice in a row)

poker (5)

If the result is the same, then the one with the higher combination wins.

Controls: click on the glass - roll the dice, click on the dice - to re-roll (there should be money for the bet), click on the portrait - pass the move (when re-roll is not needed).

Card game

The rules are simple. Game "Twenty One". There are 36 cards in the deck, from aces to sixes. Ace - 11 points, king - 4, queen - 3, jack - 2, the rest according to their value. You need to score 21 points. One card at a time is dealt, then the missing ones are collected (click on the deck). The move is transmitted by clicking on the opponent’s silhouette in the upper right corner of the window. If you overdo it, the game ends. Each new card is a bet. You can start the game if you have money for at least three bets. Repeat the game - click on the deck, exit - cross or Esc.


Brawls and duels

In a tavern you can run into a fight or become its initiator. There are several ways to develop events: this is a brawl right in the tavern, when all the visitors run away, leaving the fighters alone, or a duel outside the city at a certain time, or, if the duelist has his own ship, a ship duel in coastal waters.

Rent the room

In the conversation with the bartender there is a remark about spending the night. You can rent a room until night or until morning. Or you can even sit in the common room or spend the night in a cabin on your ship.

Smuggler

Among the regulars of the tavern there may be a smuggler with whom you can negotiate the sale of goods prohibited by the governor. Or, if the hero does not have his own ship, arrange for the smugglers to be transported to another island on the ship.

Having agreed, you need to get to the bay, where the smugglers will be waiting.

Free privateer

Sometimes in a tavern there may be a corsair just like the hero. If he is disposed towards the hero, he can propose a joint business, or serve as an officer, or even join as a companion with his ship. This privateer can be met later in other places, then he may already be more “pumped up”, since he lives in the game and also carries out tasks for governors, robs merchants, etc. If the hero reaches into the bottle in a conversation with a corsair, then a duel may take place.


Important: The player can specify the list and names of privateers himself in the file RESOURCE\INI\texts\russian\HeroDescribe.txt

Diplomat

In pirate settlements, a diplomat sits in the tavern; he can reconcile the hero with the power by reducing the reward on his head, or help with papers.

Reconciliation. Reducing the bounty

A bounty on the head leads to the appearance of hunters for the hero's violent head. Life can become unbearable, since on land and at sea the hero will not be allowed to breathe easy. If the path to settling matters through the governor is already closed, then a diplomat comes to the rescue. For a certain amount, he will gladly solve your problems. Reducing the reward on your head will take some time (from 5 to 15 days), but the agent will ask for an advance payment in full at once.

Trade licenses

Expanding fair trading opportunities requires increasing the number of stores where transactions can be made. But in hostile cities it is quite difficult to trade. Purchasing a trade license allows you to freely enter a hostile city and undergo inspection by patrols. A license can also be obtained from the Governor General if his assignments require entering the city of another nation. The license has a validity period of 30, 60 and 90 days. The price of the license depends on the term.

Marque patent

Bypassing the honest process of obtaining a patent from the governor for services to the state, a patent can be obtained from a diplomat by paying the amount required by him.

Ransom of the city

When the hero captures the city for himself and is already tired of fighting off constant sieges, then he has a direct path to a diplomat who, for a fairly large ransom, will settle the differences and the power will abandon attempts to recapture the city.

Shop

Here you can buy and sell any goods. Some items may not be available for sale, meaning they are contraband in that city. But you can buy any goods, although smuggled goods are only in small quantities. Merchants in the store can also give various tasks and sell items.

Buy, sell goods

The item is bought or sold from the ship currently selected in the list.


Double-clicking the mouse or pressing Enter on the rows of the table brings up a form for purchasing/selling a product. Shift + left/right arrows on table rows automatically opens a form with a preset purchase/sale quantity to the maximum. Entering a positive quantity from the keyboard sets the purchase of the product, and a negative quantity (with a minus) sets the sale. Left/right arrows change the quantity by pack, and Shift + left/right arrows change the maximum available. Pressing the Enter key on a form is the same as OK, and Esc is the same as Cancel. While in form mode and scrolling the list in the table with the up/down arrows, you can view the product description under the table cursor. Colors: red - smuggling, blue - import, green - export.

Street vendors

Trading items is possible not only in the store, but also from many street vendors. You can buy an elixir, a new saber, replenish your supply of bullets, or purchase a schematic map - all this can be done from merchants.

Buy, sell items

Items are bought or sold to a merchant from the character, hero or his officer selected in the list.


Double clicking the mouse or Enter on the rows of the table brings up a form for buying/selling an item. Shift + left/right arrows on table rows automatically opens a form with a preset purchase/sale quantity to the maximum. Entering a positive quantity from the keyboard sets the purchase of the item, and a negative (minus) quantity sets the sale. The left/right arrows change the quantity one at a time, and Shift + left/right arrows to the maximum available. Pressing the Enter key on a form is equivalent to "OK", and Esc is equivalent to "Cancel". While in form mode and scrolling the list in the table with the up/down arrows, you can view the description of the item under the table cursor.

Important: There are no items equipped by the character in the list for sale.

Moneylenders

There are moneylenders in the game in almost every city. They can lend the hero a certain amount, depending on the player's rank and reputation, at a certain percentage. At the beginning of the game, this money is a good help for obtaining initial capital.

When the hero has a surplus, he can use it to grow by putting it on deposit for an unlimited period at interest.


Attention! The looting of the city by enemies may lead to the cancellation of deposits from the moneylender (force majeure).

Moneylenders can also give tasks, since they always have work for the corsair - debtors do not pay, borrowers need to deliver chests of gold.

Shipyard

Every port city has a shipyard. If your ship is damaged in battle, then here you can repair it. You can also buy yourself or your companion a new ship.

Buy or sell a ship

To buy a new ship, you need to have an officer who will become the captain. We place the cursor in the left list on an empty slot, then the “Buy” button will become active, select the desired one from the right list of ships at the shipyard and make a transaction if there is enough money. If the cursor in the left column is on an already existing ship of the hero (companion), then it is automatically sold and the sale amount goes towards the purchase amount.

Price difference

Several ships of the same type can be present at the shipyard at the same time, but at different prices. The price depends on the parameters of the ship, and they are unique and different from each other.


The price is also influenced by the skills of the hero himself. The selling price of the hero’s ship depends on its condition (does it need repairs?) and the “cleanliness” of the ship, that is, how the hero got it. Ships obtained by robbery are sold at bargain prices, while a ship honestly bought at a shipyard will still be expensive. Considering the fact that different shipyards have different prices for the same ships, you can make money on such price differences by ferrying ships from city to city.

Important: When selling a ship, the contents of the hold and guns are not taken into account and are not included in the price. Sell ​​them separately.

Repair

During a battle or storm, the ship receives damage. You can eliminate them yourself by purchasing boards and canvas. But fallen masts cannot be repaired this way, and such repairs take a lot of time. Therefore, it is much more convenient to repair ships at the shipyard. To do this, select the ship that needs to be repaired in the left list; if it is damaged, a Repair button will be available.

You can specify the desired percentage of repairs, or it will be limited by the amount of the hero’s cash.

Buy or sell guns

Guns are a commodity and can be purchased, just like in a store, at a shipyard, by choosing the appropriate response in a dialogue with the owner of the shipyard. Before selling, the guns must be removed from the sides of the ship.


Improving ship parameters

The archipelago has a unique shipyard where you can not only repair a ship, but also improve its performance according to the following criteria:

Increase gun caliber

Increase hold capacity

Increase a speed

Increase maneuverability

Add crew space

Increase hull strength

Moreover, you can apply improvements in any combination, but only once each.

Dungeons, caves, grottoes

Dungeons, catacombs, grottoes, caves - they are all found quite often on the islands and the mainland. It is quite rare to find dungeons in the city.

Search for treasures

Most often, treasures are hidden in caves, grottoes, etc. But it is impossible to find it without a map.


Evil spirits

In caves and dungeons where sunlight does not penetrate, you can find artifacts that are best avoided. You can recognize them by otherworldly sounds and a glowing rotating sphere. Activating them leads to the resurrection of the dead, who thirst for the blood of the hero who disturbed their peace.

The Spanish squadron is directly ahead, captain!

Thousand devils! All hands on deck! Guns for battle! Prepare grappling hooks and muskets! I will personally feed the cowards to the fish, and the rest will receive gold from the hold of that fat Spanish galleon! Starboard, fire!

More than six months after Return of the Legend, the Seaward team pleased us with an addition (which, by the way, was talked about back then, in February last year). Frankly, after the success of “Legends,” there were a lot of thoughts about a new game. What kind of game will it be? What will change? What will remain the same? However, there was no doubt that the addition would be no worse than the original. Are you ready to return to the Caribbean Sea, to the archipelago of new secrets and mysteries? Then we catch the wind - and full speed ahead!

The recipe is simple

To make a good expansion, you need to replicate the success of the original game. In other words, to do everything the same, but even better, even bigger, more exciting, and in our case, even more mysterious. In essence, “City of Lost Ships” is still the same “Legend”, but with a large chunk of new opportunities. For example, a whole bunch of new items have appeared - these are not just magic pots, but idols of very real Indian gods. Add new unique ships, a new storyline for pirates and a lot of mini-quests. All the innovations can’t be counted; I even doubt that I studied the original game one hundred percent. Well, what’s not a reason to find answers to “old” mysteries along with new adventures?

The Peter Blood storyline is worth mentioning separately. The similarity with Sabatini's creation is so great that you can find the solution to some game problems right in the book! But these are just the beginnings, because there is also a main character - the City of Lost Ships. However, I’m not going to reveal all my cards yet, otherwise the intricate puzzles in the spirit of the first “Corsairs” will lose their unique charm.

"Stormy" sea

As an unknown player said: “the graphics don’t bother veterans.” No matter how wonderfully Storm draws the sea, sun and sky, ships, characters and landscapes come out disgusting. Judge for yourself, for the first time we saw a gaming heart in “Pirates of the Caribbean,” and that was almost five years ago. On the other hand, the poor capabilities of the engine force us to find another way out of the situation. Instead of rich detail and shaders, the player is encouraged to use his own imagination. Look at a pirate in a tavern or a simple passerby. Yes, for the most part they are of no play interest, but at the same time they are not “furniture”. This thug doesn’t just walk around the city (although in fact he’s just walking), but lives his own life. Maybe he just got off the ship after a long hunt at sea? However, what exactly he did depends only on you. Whether a pirate, a merchant, a money lender or a governor, they are all in your hands, like the entire archipelago.

Let's get back to specifics

The evaluation part ends here, let's now look at the goodies. To begin with, I think it’s worth understanding the main thing: what has changed? The English line was removed so that there would be no conflicts with the new pirate line. A new playable character has appeared, Peter Blood. The main difference from the others is that the game starts differently, that is, in England. If you remember, Blood was not immediately exiled to Barbados, so first you will have to deal with matters at Lord Gilroy's estate.

I have already spoken about a whole set of idols and statues, we will look at them in more detail later.

New tasks are everywhere: searching for the captain, catching pirates and much more. These tasks are generated randomly, but are well written, so they don’t become boring.

Be sure to check out the shipyard; almost all the vessels have been rebuilt, and new vessels have appeared - unique ones. You cannot buy them, you can only receive them for a task or take them away in battle.

And, perhaps, the main change is that artificial intelligence has become much smarter. Local grunts no longer rush at you like a herd of zerglings, interfering with each other. No, fighting one enemy is already a challenge, fighting two is a difficult task, and three or more is certain death! And if it is relatively easy to defeat a simple sailor, then it is much more difficult to defeat a captain or officer. Usually, for a novice adventurer, two or three blows are enough to give up the ghost, and one bullet is enough! Frankly, starting the game on the “Lieutenant” difficulty (this is a little easier than “average”), I did not expect such agility from the enemy, because last time everything was completely different. Be that as it may, the work on the AI ​​was not in vain, the game became more interesting and more realistic. The bulletproof hero from “Return of the Legend” has already become somewhat boring.

Pantheon of Indian Gods

Totem Xochiquetzal- goddess of flowers and love. It is not clear what love and flowers have to do with luck, but a good idol adds as much as twenty units to luck and does not require anything in return. In addition, you can get a tidy sum for it on the market.

Mictlantecuhtli totem- the god of the kingdom of the dead with a completely unpronounceable name. Adds twenty to stealth. Indispensable for the British and French if they desperately need to enter a hostile port. It costs even more than the Shochiquetzal idol. If you can’t disguise yourself, you can get a good price in the store.

Quetzalcoatl totem- God of the morning star and lord of the elements. His image adds twenty units of protection to the owner. It won’t be superfluous, because it’s quite difficult to develop defense.

This is interesting: Quetzalcoatl is one of the most famous Indian gods. He is one of the main deities of ancient Mexico - “the serpent with precious feathers.” In mythology, he goes by many names, for example: Tezcatlipoca white, Eectal, Chopotl.

Mixcoatl totem- god of the hunt. His totem gives the owner a keen eye and a steady hand. In digital equivalent, this is twenty accuracy points. Mixcoatl literally means "Cloud Serpent". In mythology, he personifies the Milky Way, and especially the North Star.

Tezcatlipoca totem- the patron god of priests, punishing criminals. The totem adds twenty points to your pistol proficiency.

This is interesting: According to the Aztecs, Tezcatlipoca symbolized winter, cold and the night sky. Therefore, to be honest, it is not very clear why the totem improves the use of pistols.

Chalchihuitlicue totem- goddess of fresh water, rivers, seas and lakes. A totem depicting a goddess adds twenty authority points. Now try to pronounce her name without hesitation, which, by the way, translates as “she is dressed in jade clothes.”

Huitzilopochtli totem- god of the blue clear sky, sun, war and hunting. The owner of the totem receives an increase of twenty units to the proficiency of medium weapons.

This is interesting: Huitzilopochtli is one of the sons of Mixcoatl. His name roughly translates to “left-handed hummingbird.” It is curious that the hummingbird often personified the sun among many Central American tribes.

Tlaloc Totem- the god of rain and thunder, ruler of all edible plants. The totem adds twenty points to your light weapon proficiency.

This is interesting: Tlaloc was primarily a beneficent god, but could cause deadly hail, floods, droughts, and lightning strikes.

Totem Mayahuel- the goddess of fertility who gave people an alcoholic drink. The totem adds twenty points to the Heavy Weapon skill. Apparently, alcoholic beverages led to brawls involving heavy clubs.

Tonacatecuhtli Totem- God the creator, who gives food to people. The totem adds twenty trade points. Useful, not worth selling.

This is interesting: Tonacatecuhtli and his wife Tonacacihual are considered the creators of the world and the first human couple. Moreover, they were considered the lords of Omeyokan - the uppermost sky.

Camashtli totem- god of hunting, stars, war and fate. It does not add any skills, so it is only suitable for sale.

Sinteotl's Totem- god of young corn. The totem adds twenty navigation points. A very useful totem, as it allows you to control ships a couple of ranks higher than the character’s skill.

This is interesting: Sinteotl was considered the patron saint of farmers and goldsmiths.

Totem Tonatiuh- god of the sky and sun. In the game it acts as a commodity, such as tablets, precious stones and gold bars.

This is interesting: Tanatiu means "Sun" in Aztec.

Totem Xipe Toteku- god of sowing and harvest. Adds twenty to the ability to repair a ship at sea.

This is interesting: All the peoples of Central America had a holiday during which sacrifices were made to Xipe Totec. The priests dressed themselves in the skin of the sacrificed people and danced solemnly with the warriors.

Tlazolteotl totem- goddess-eater of dirt, cleanses from illicit passions. It does not add any characteristics, so it is only suitable for sale.

What do we have at the shipyard?

    Barquentine- when Spanish merchants realized that they were becoming easy prey for pirates, they began to massively convert their clumsy galleons into barquentines. Thanks to the mixed sailing rig, the barquentine can move quite quickly in any direction. Although the transatlantic voyage takes longer, the barquentine is sure to escape the pirate. A good, and most importantly, cheap alternative to the brigantine. An expanded hold and excellent maneuverability - what more does a merchant need?

    Royal Manowar- an improved version of the “floating fort”. Even more guns, even thicker armor, luxurious hull finish. The price of the vessel is such that hardly any country can afford more than one such beauty.

    Flying Dutchman- You cannot buy this vessel, but you can receive it as a reward. It cannot be said that the Dutchman is very strong, but compared to other ships of its class it has excellent maneuverability and performance.

    Sea wolf— a unique brig, handmade by master Alexus. High speed and excellent maneuverability make this brig a pirate's dream, and excellent close-hauled sailing guarantees a safe retreat. Nine cannons on each side will help in destroying the enemy team.

    Arabella- former frigate Cinco Llagas. It was he who was taken away from the port of Bridgetown by Peter Blood right from under the noses of the Spaniards. An excellent ship, you just need to find a very good navigator.

    Corvette- a ship whose equal cannot be found. An outstanding work of shipbuilding. Sturdy hull, large hold, thirty-two pound guns. Add to this excellent sailing rig and excellent close-hauled performance. Don't forget about the four dozen cannons on board. This Corvette is the best in its class.

    Blue bird- this bird terrorizes the merchants of the Caribbean. It is not surprising - thanks to the fully oblique sailing rig, this xebek develops very high speed, and also goes very well in close-hauled mode. Add to this fantastic maneuverability, and you get the perfect sailboat for fast boarding.

Captain Blood

I already mentioned that one of the starting characters is Peter Blood. He's got a starting quest line, and if you're going to play as England, there's no better candidate.

Oglethorpe Manor

On the threshold you will meet Jeremy Pitt. He will say that the lord is seriously injured and you urgently need to give him first aid. Go up to the second floor, the bedroom will be on your left.

This is interesting: Peter Blood - doctor, bachelor of medicine. In response to a call for help, he rushed to the Oglethorpe estate, and was then captured by Colonel Kirk's dragoons. Gilroy assisted the rebel Monmouth, and Blood was simply in the wrong place at the wrong time.

Some dragoons are invulnerable, so there is no point in running from them.

And here is the key, lying quietly on the table.

Now you need to take the saber, it is on the balcony in the chest. But the chest is locked, and first you need to find the key. While exploring the City of Lost Ships forums, I noticed that the key is usually the first major obstacle. Go down to the first floor and turn right. There is a table next to the stairs, and you will find the key on it. The humor is that when you first enter the house, the key is not yet on the table, and Pitt does not say where it is.

We open the chest and arm ourselves; in a few seconds the dragoons will arrive at the estate. No matter what you say, you will still be accused of aiding the rebels. And when they find Pitt in the fireplace... In general, a fight cannot be avoided.

This is interesting: At Sabatini's, Jeremy was hiding in the linen closet.

No matter how masterly you wield a sword, the dragoons will still prevail (some of them are immortal), but do not rush to load up, this is how it should be. Peter Blood will wake up in prison, and after a short trial he and Jeremy Pitt will be sent to “His Majesty’s Southern Colonies,” or rather, to the island of Barbados.

Plantation

Feel free to rummage through the chests on the plantation and in the city, later you can sell the goods.

Welcome to His Majesty's Southern Colonies!

Welcome to Barbados. Peter Blood is a slave and a sugar cane miner, but he is no ordinary slave. Whatever one may say, he is a qualified doctor, and you can count the smart doctors on the archipelago on one hand. Therefore, Blood is allowed to move freely around the island and the city. Except that trading is prohibited, as is carrying weapons, of course.

It is important: if the guard sees you have a weapon, he will ask you to hand it over. Do not resist, since fighting with an entire island is a disastrous task.

The first task is to help Mrs. Steed, the governor's wife. By the way, this is one of the opportunities to earn some money. Chat with her, and then ask the governor for two and a half thousand to buy a “very expensive medicine.” He will promise to check everything, but in reality he will forget about the money as soon as you leave his residence. Migraine medicine can be found in the house of Mr. Dan, the pharmacist, on the second floor.

A little later, Dr. Wacker, one of the other two doctors on the island, will approach you and suggest... you run away. Peter Blood is the only slave who can leave the plantation and calmly wander around the city, so he can prepare an escape without difficulty or special suspicion. Just first you need to assemble a team, get weapons and buy a ship. Vacker promises to help with the ship, everything else will have to be obtained personally. Well, Pitt will run away with us of his own free will, and three other officers still need to be recruited.

Preparing to escape

Wacker wants to get rid of Blood so much that he is ready to help him escape.

Outside the city, Winterwood is the easiest to defeat, the main thing is to dodge the shot.

So, we have three officers, and each of them is held by something on the island. Hagthorpe, who served in the Royal Navy, demands the death of a certain Stuart Winterwood. This man took him and sold him into slavery. Hagthorpe does not disclose details, but he is not going to leave without proof of Winterwood’s death. Junior officer Nicholas Dake agrees to escape, but right before his escape, Bishop sells him. Slaves are living goods; What can you do, you’ll have to help Dake out somehow. The last one is artilleryman Ogle. He owes a decent amount of money to the moneylender and is not going to leave until he pays it back.

Hagthorpe

Let's start in order. Stuart Winterwood can be found in the tavern, sitting at one of the tables. Invite him to meet outside the city; he will agree and will also give you a weapon. If you run into him in a tavern, you will most likely die. Unless you hid a dusak somewhere...

After an hour, go out into the jungle (there is a second exit from the city, to the right of the residence) and wait for the enemy. Please note that he is quite strong, so I recommend saving before the fight. After winning, do not forget to remove the ring (along with your finger) and a thousand piastres from your body. The ring must be presented to Hagthorp, and a thousand gold pieces will still come in handy.

Nicholas Dake

As I already said, they want to buy Dyke, we need to break the deal. Visit the merchant and the bartender, go to the port office, and you will learn that a merchant from Jamaica recently arrived in town. He is located in one of the houses of the city (his abode is next to the tavern), let's visit him.

So Weston decided to buy Dake on the cheap. Bishop is an old friend of his and wants to give him a discount. To break the deal, you need to rob a Jamaican merchant. Wait until he turns away and rummage through his chest. There you will find six thousand piastres, an idol and a letter of marque. Now Weston will have nothing to buy Dake with, which means he can run away with us. And a large sum of money, no doubt, will be useful to you.

Ogle

The last one on our team is the one-eyed artilleryman Ogle. He owes a lot to the moneylender, and we need to pay for it. The moneylender gave Oglu five thousand piastres. If you have already robbed Weston, it will not be difficult for you to pay.

Weapon

If you don't have enough cash, you can try to get weapons with the help of a smuggler, but this is much more dangerous.

The team has been assembled. Now you need to take care of the weapons and the ship. Go to the tavern and chat with the bartender; he will tell you that Mr. Griffin is dealing with weapons in the city. Let's go to him.

This is the guideline: Griffin lives in a white stone house next to the residence, on the left.

Griffin got robbed! Some Spanish thug ordered weapons from him, but without waiting for the order, he tore the collection sabers from the wall. Everything would be fine, but they are engraved by a master, which means that if the Spaniard is caught, both will be hanged. We cannot allow this, so we set off in pursuit of the Spaniard - he went to the fisherman Hells (his house to the right of the residence).

Entering the house, we will see that the stern fisherman has already dealt with the invader himself. All that remains is to pick up the “marked” weapon and take it to Griffin. By nightfall he will have made the required number of sabers and pistols without any markings.

This is the advice: bargain. Reduce the price for the work to a thousand piastres, the money will still come in handy.

Ship

The basic preparations are complete, all that remains is to get the ship. Wacker gave out only eighteen thousand instead of the required twenty-five. Nothing can be done, we need to get another seven thousand.

It is important: you can't sell anything, so you can only earn money. If you strictly followed the guide, you need to find not seven thousand, but less.

Let's go to the city. The moneylender will be the first - he will ask you to extract money from the scammer. He is sure that the debtor has not yet left the island, because no one has sailed today.

Don't forget that Blood is a slave. You will have to return to the plantation every day.

Buddy! Let's have a glass... and then you can tell me where you fish.

Visit the innkeeper - he knows exactly where to find the debtor, but you will have to pay five hundred gold pieces for the information. The bartender will tell you that Rafael Guinness got money for a ship somewhere and went to the shipyard to finalize the deal. This is our “client”, you just need to catch him and threaten him with the gallows to get the money. Minus the innkeeper's remuneration, the reward is two and a half thousand.



The next opportunity to make money is to find out where Hells' competitor is fishing. The fact is that Summerlight has found a fishing spot, but, naturally, is in no hurry to share information. It should be noted that Summerlight loves to drink, you might have seen him in the tavern. He hasn’t gone anywhere, he’s still fermenting in the corner. We sit down next to him and carefully elicit information. I don’t recommend asking direct questions, otherwise Summerlight will suspect something is wrong and won’t say anything.

As a reward you will receive two thousand piastres. Total four and a half thousand.



Last day in captivity, we need to rest before escaping.

The last opportunity to get money is a meeting with Jacques Sparrow.

This is interesting: in fact, there are plenty of opportunities to get money, and that’s not all. However, if you followed the guide exactly, then after completing at least these three quests you will have enough money for a ship.

When you enter a store, instead of a seller you will see a pirate. He will introduce himself " Captain Jacques Sparrow,” and then... However, I won’t spoil the fun. Agree to help Jacques sail to Tortuga and go to the shipyard. The shipbuilder will tell you about a captain who just bought a corvette. Oh, and don't forget that you must keep Jacques's identity a secret. Find John Miner on the streets of the city, he will agree to deliver Jacques to Tortuga. We take one and a half thousand piastres and go to Vacker. The job is done, there should be enough money to buy the ship.

Now you need to transfer the money to James Nuttal so that he can buy the ship without suspicion. By evening you will find out that Nattal deceived you, and Bishop figured out Pitt.

Escape and the Spaniards

The large ship that was allowed to enter Carlisle Bay so calmly under a false flag turned out to be a Spanish privateer. He chose the time for the raid when there was not a single warship in Carlisle Bay.

His cunning remained so undetected that, without arousing suspicion, he calmly entered the bay and saluted the fort with a broadside salvo from twenty guns at point-blank range. Just a few moments later, two hundred and fifty Spaniards landed on the shore and took possession of the city.

The weapon lies in this chest, next to the woodpile.

Come in from the rear. While the Spaniards are fighting with your team, you can tickle them with your saber with almost impunity.

And first we need to free Jeremy Pitt. Beware of patrols. If it is quite easy to defeat one Englishman, then it is almost impossible to defeat two or three. I advise you to avoid meeting with soldiers; first you need to get a more solid weapon.

Right at the entrance to Bridgetown you will meet a Spanish officer. I recommend saving before the fight, since he has a pistol, and his fencing skills are also excellent. After defeating him, you will be able to remove a good saber and a long-barreled pistol from his body.

Our team is waiting at the shipyard, there is nothing else to do in the city, so go to the beach and enter the water. The door is barricaded, and you can only get inside through the slipways. You will also have to swim to get to the frigate; there is a gangway on the sea side.

The fight with the soldiers will be relatively easy, but with the captain you will have to work hard. Perhaps, after the key in the estate, this is one of the most “dead-end” moments. The point here is this: the captain kills our hero with one pistol shot. Therefore, do not rush to grab your saber, but run up close. In this case, the captain will not shoot, but will immediately go into close combat. Then everything depends on you.

Sea battle

All that remains is to break away from this lugger, and that’s all - freedom!

The frigate is captured. It would seem that this is freedom. But it was not there. To begin with, you naturally have a low “navigation” score. Pitt, of course, is a navigator, but his skill level is only 50. And to control a frigate without penalties you need at least 80 points. Receive penalties to all stats (-4 each), with all skills dropping to 1.

Now comes the surprise. There are two Spanish luggers in the roadstead. I think there is no need to explain that with such skill indicators you will not be able to shoot accurately, and the boarding will end in failure. Therefore, immediately throw everything you can overboard and keep your nose strictly to the wind. Luggers, of course, are fast ships, but they cannot catch up with the frigate. Remember, you have no chance in battle.

This is where the game actually begins. Instead of a small barque or brig, Blood immediately has a frigate. Carry out trade orders - you have a large hold, and they will give you a lot of money for transporting goods. By the way, don’t forget to fire the entire team, they are simply not needed. First you need to save up for a fourth-class ship so that there are no fines, and deposit the frigate in the first friendly port.



This concludes the introductory part. I deliberately did not give away all the secrets of the game, but next time I will tell you where to find the City of Lost Ships and how to capture Panama together with Henry Morgan. In addition, I would like to give a glass to Andrei Larionov, who, like an old sailor, led me through the underwater rocks and reefs of this wonderful game.

The Spanish squadron is directly ahead, captain!

Thousand devils! All hands on deck! Guns for battle! Prepare grappling hooks and muskets! I will personally feed the cowards to the fish, and the rest will receive gold from the hold of that fat Spanish galleon! Starboard, fire!

More than six months after Return of the Legend, the Seaward team pleased us with an addition (which, by the way, was talked about back then, in February last year). Frankly, after the success of “Legends,” there were a lot of thoughts about a new game. What kind of game will it be? What will change? What will remain the same? However, there was no doubt that the addition would be no worse than the original. Are you ready to return to the Caribbean Sea, to the archipelago of new secrets and mysteries? Then we catch the wind - and full speed ahead!

The recipe is simple

To make a good expansion, you need to replicate the success of the original game. In other words, to do everything the same, but even better, even bigger, more exciting, and in our case, even more mysterious. In essence, “City of Lost Ships” is still the same “Legend”, but with a large chunk of new opportunities. For example, a whole bunch of new items have appeared - these are not just magic pots, but idols of very real Indian gods. Add new unique ships, a new storyline for pirates and a lot of mini-quests. All the innovations can’t be counted; I even doubt that I studied the original game one hundred percent. Well, what’s not a reason to find answers to “old” mysteries along with new adventures?

The Peter Blood storyline is worth mentioning separately. The similarity with Sabatini's creation is so great that you can find the solution to some game problems right in the book! But these are just the beginnings, because there is also a main character - the City of Lost Ships. However, I’m not going to reveal all my cards yet, otherwise the intricate puzzles in the spirit of the first “Corsairs” will lose their unique charm.

"Stormy" sea

As an unknown player said: “the graphics don’t bother veterans.” No matter how wonderfully Storm draws the sea, sun and sky, ships, characters and landscapes come out disgusting. Judge for yourself, for the first time we saw a gaming heart in “Pirates of the Caribbean,” and that was almost five years ago. On the other hand, the poor capabilities of the engine force us to find another way out of the situation. Instead of rich detail and shaders, the player is encouraged to use his own imagination. Look at a pirate in a tavern or a simple passerby. Yes, for the most part they are of no play interest, but at the same time they are not “furniture”. This thug doesn’t just walk around the city (although in fact he’s just walking), but lives his own life. Maybe he just got off the ship after a long hunt at sea? However, what exactly he did depends only on you. Whether a pirate, a merchant, a money lender or a governor, they are all in your hands, like the entire archipelago.

Let's get back to specifics

The evaluation part ends here, let's now look at the goodies. To begin with, I think it’s worth understanding the main thing: what has changed? The English line was removed so that there would be no conflicts with the new pirate line. A new playable character has appeared, Peter Blood. The main difference from the others is that the game starts differently, that is, in England. If you remember, Blood was not immediately exiled to Barbados, so first you will have to deal with matters at Lord Gilroy's estate.

I have already spoken about a whole set of idols and statues, we will look at them in more detail later.

New tasks are everywhere: searching for the captain, catching pirates and much more. These tasks are generated randomly, but are well written, so they don’t become boring.

Be sure to check out the shipyard; almost all the vessels have been rebuilt, and new vessels have appeared - unique ones. You cannot buy them, you can only receive them for a task or take them away in battle.

And, perhaps, the main change is that artificial intelligence has become much smarter. Local grunts no longer rush at you like a herd of zerglings, interfering with each other. No, fighting one enemy is already a challenge, fighting two is a difficult task, and three or more is certain death! And if it is relatively easy to defeat a simple sailor, then it is much more difficult to defeat a captain or officer. Usually, for a novice adventurer, two or three blows are enough to give up the ghost, and one bullet is enough! Frankly, starting the game on the “Lieutenant” difficulty (this is a little easier than “average”), I did not expect such agility from the enemy, because last time everything was completely different. Be that as it may, the work on the AI ​​was not in vain, the game became more interesting and more realistic. The bulletproof hero from “Return of the Legend” has already become somewhat boring.

Pantheon of Indian Gods

Totem Xochiquetzal- goddess of flowers and love. It is not clear what love and flowers have to do with luck, but a good idol adds as much as twenty units to luck and does not require anything in return. In addition, you can get a tidy sum for it on the market.

Mictlantecuhtli totem- the god of the kingdom of the dead with a completely unpronounceable name. Adds twenty to stealth. Indispensable for the British and French if they desperately need to enter a hostile port. It costs even more than the Shochiquetzal idol. If you can’t disguise yourself, you can get a good price in the store.

Quetzalcoatl totem- God of the morning star and lord of the elements. His image adds twenty units of protection to the owner. It won’t be superfluous, because it’s quite difficult to develop defense.

This is interesting: Quetzalcoatl is one of the most famous Indian gods. He is one of the main deities of ancient Mexico - “the serpent with precious feathers.” In mythology, he goes by many names, for example: Tezcatlipoca white, Eectal, Chopotl.

Mixcoatl totem- god of the hunt. His totem gives the owner a keen eye and a steady hand. In digital equivalent, this is twenty accuracy points. Mixcoatl literally means "Cloud Serpent". In mythology, he personifies the Milky Way, and especially the North Star.

Tezcatlipoca totem- the patron god of priests, punishing criminals. The totem adds twenty points to your pistol proficiency.

This is interesting: According to the Aztecs, Tezcatlipoca symbolized winter, cold and the night sky. Therefore, to be honest, it is not very clear why the totem improves the use of pistols.

Chalchihuitlicue totem- goddess of fresh water, rivers, seas and lakes. A totem depicting a goddess adds twenty authority points. Now try to pronounce her name without hesitation, which, by the way, translates as “she is dressed in jade clothes.”

Huitzilopochtli totem- god of the blue clear sky, sun, war and hunting. The owner of the totem receives an increase of twenty units to the proficiency of medium weapons.

This is interesting: Huitzilopochtli is one of the sons of Mixcoatl. His name roughly translates to “left-handed hummingbird.” It is curious that the hummingbird often personified the sun among many Central American tribes.

Tlaloc Totem- the god of rain and thunder, ruler of all edible plants. The totem adds twenty points to your light weapon proficiency.

This is interesting: Tlaloc was primarily a beneficent god, but could cause deadly hail, floods, droughts, and lightning strikes.

Totem Mayahuel- the goddess of fertility who gave people an alcoholic drink. The totem adds twenty points to the Heavy Weapon skill. Apparently, alcoholic beverages led to brawls involving heavy clubs.

Tonacatecuhtli Totem- God the creator, who gives food to people. The totem adds twenty trade points. Useful, not worth selling.

This is interesting: Tonacatecuhtli and his wife Tonacacihual are considered the creators of the world and the first human couple. Moreover, they were considered the lords of Omeyokan - the uppermost sky.

Camashtli totem- god of hunting, stars, war and fate. It does not add any skills, so it is only suitable for sale.

Sinteotl's Totem- god of young corn. The totem adds twenty navigation points. A very useful totem, as it allows you to control ships a couple of ranks higher than the character’s skill.

This is interesting: Sinteotl was considered the patron saint of farmers and goldsmiths.

Totem Tonatiuh- god of the sky and sun. In the game it acts as a commodity, such as tablets, precious stones and gold bars.

This is interesting: Tanatiu means "Sun" in Aztec.

Totem Xipe Toteku- god of sowing and harvest. Adds twenty to the ability to repair a ship at sea.

This is interesting: All the peoples of Central America had a holiday during which sacrifices were made to Xipe Totec. The priests dressed themselves in the skin of the sacrificed people and danced solemnly with the warriors.

Tlazolteotl totem- goddess-eater of dirt, cleanses from illicit passions. It does not add any characteristics, so it is only suitable for sale.

What do we have at the shipyard?

Barquentine- when Spanish merchants realized that they were becoming easy prey for pirates, they began to massively convert their clumsy galleons into barquentines. Thanks to the mixed sailing rig, the barquentine can move quite quickly in any direction. Although the transatlantic voyage takes longer, the barquentine is sure to escape the pirate. A good, and most importantly, cheap alternative to the brigantine. An expanded hold and excellent maneuverability - what more does a merchant need?

Royal Manowar- an improved version of the “floating fort”. Even more guns, even thicker armor, luxurious hull finish. The price of the vessel is such that hardly any country can afford more than one such beauty.

Flying Dutchman- You cannot buy this vessel, but you can receive it as a reward. It cannot be said that the Dutchman is very strong, but compared to other ships of its class it has excellent maneuverability and performance.

Sea wolf— a unique brig, handmade by master Alexus. High speed and excellent maneuverability make this brig a pirate's dream, and excellent close-hauled sailing guarantees a safe retreat. Nine cannons on each side will help in destroying the enemy team.

Arabella- former frigate Cinco Llagas. It was he who was taken away from the port of Bridgetown by Peter Blood right from under the noses of the Spaniards. An excellent ship, you just need to find a very good navigator.

Corvette- a ship whose equal cannot be found. An outstanding work of shipbuilding. Sturdy hull, large hold, thirty-two pound guns. Add to this excellent sailing rig and excellent close-hauled performance. Don't forget about the four dozen cannons on board. This Corvette is the best in its class.

Blue bird- this bird terrorizes the merchants of the Caribbean. It is not surprising - thanks to the fully oblique sailing rig, this xebek develops very high speed, and also goes very well in close-hauled mode. Add to this fantastic maneuverability, and you get the perfect sailboat for fast boarding.

Captain Blood

I already mentioned that one of the starting characters is Peter Blood. He's got a starting quest line, and if you're going to play as England, there's no better candidate.

Oglethorpe Manor

On the threshold you will meet Jeremy Pitt. He will say that the lord is seriously injured and you urgently need to give him first aid. Go up to the second floor, the bedroom will be on your left.

This is interesting: Peter Blood - doctor, bachelor of medicine. In response to a call for help, he rushed to the Oglethorpe estate, and was then captured by Colonel Kirk's dragoons. Gilroy assisted the rebel Monmouth, and Blood was simply in the wrong place at the wrong time.

Some dragoons are invulnerable, so there is no point in running from them.

And here is the key, lying quietly on the table.

Now you need to take the saber, it is on the balcony in the chest. But the chest is locked, and first you need to find the key. While exploring the City of Lost Ships forums, I noticed that the key is usually the first major obstacle. Go down to the first floor and turn right. There is a table next to the stairs, and you will find the key on it. The humor is that when you first enter the house, the key is not yet on the table, and Pitt does not say where it is.

We open the chest and arm ourselves; in a few seconds the dragoons will arrive at the estate. No matter what you say, you will still be accused of aiding the rebels. And when they find Pitt in the fireplace... In general, a fight cannot be avoided.

This is interesting: At Sabatini's, Jeremy was hiding in the linen closet.

No matter how masterly you wield a sword, the dragoons will still prevail (some of them are immortal), but do not rush to load up, this is how it should be. Peter Blood will wake up in prison, and after a short trial he and Jeremy Pitt will be sent to “His Majesty’s Southern Colonies,” or rather, to the island of Barbados.

Plantation

Feel free to rummage through the chests on the plantation and in the city, later you can sell the goods.

Welcome to His Majesty's Southern Colonies!

Welcome to Barbados. Peter Blood is a slave and a sugar cane miner, but he is no ordinary slave. Whatever one may say, he is a qualified doctor, and you can count the smart doctors on the archipelago on one hand. Therefore, Blood is allowed to move freely around the island and the city. Except that trading is prohibited, as is carrying weapons, of course.

It is important: if the guard sees you have a weapon, he will ask you to hand it over. Do not resist, since fighting with an entire island is a disastrous task.

The first task is to help Mrs. Steed, the governor's wife. By the way, this is one of the opportunities to earn some money. Chat with her, and then ask the governor for two and a half thousand to buy a “very expensive medicine.” He will promise to check everything, but in reality he will forget about the money as soon as you leave his residence. Migraine medicine can be found in the house of Mr. Dan, the pharmacist, on the second floor.

A little later, Dr. Wacker, one of the other two doctors on the island, will approach you and suggest... you run away. Peter Blood is the only slave who can leave the plantation and calmly wander around the city, so he can prepare an escape without difficulty or special suspicion. Just first you need to assemble a team, get weapons and buy a ship. Vacker promises to help with the ship, everything else will have to be obtained personally. Well, Pitt will run away with us of his own free will, and three other officers still need to be recruited.

Preparing to escape

Wacker wants to get rid of Blood so much that he is ready to help him escape.

Outside the city, Winterwood is the easiest to defeat, the main thing is to dodge the shot.

So, we have three officers, and each of them is held by something on the island. Hagthorpe, who served in the Royal Navy, demands the death of a certain Stuart Winterwood. This man took him and sold him into slavery. Hagthorpe does not disclose details, but he is not going to leave without proof of Winterwood’s death. Junior officer Nicholas Dake agrees to escape, but right before his escape, Bishop sells him. Slaves are living goods; What can you do, you’ll have to help Dake out somehow. The last one is artilleryman Ogle. He owes a decent amount of money to the moneylender and is not going to leave until he pays it back.

Hagthorpe

Let's start in order. Stuart Winterwood can be found in the tavern, sitting at one of the tables. Invite him to meet outside the city; he will agree and will also give you a weapon. If you run into him in a tavern, you will most likely die. Unless you hid a dusak somewhere...

After an hour, go out into the jungle (there is a second exit from the city, to the right of the residence) and wait for the enemy. Please note that he is quite strong, so I recommend saving before the fight. After winning, do not forget to remove the ring (along with your finger) and a thousand piastres from your body. The ring must be presented to Hagthorp, and a thousand gold pieces will still come in handy.

Nicholas Dake

As I already said, they want to buy Dyke, we need to break the deal. Visit the merchant and the bartender, go to the port office, and you will learn that a merchant from Jamaica recently arrived in town. He is located in one of the houses of the city (his abode is next to the tavern), let's visit him.

So Weston decided to buy Dake on the cheap. Bishop is an old friend of his and wants to give him a discount. To break the deal, you need to rob a Jamaican merchant. Wait until he turns away and rummage through his chest. There you will find six thousand piastres, an idol and a letter of marque. Now Weston will have nothing to buy Dake with, which means he can run away with us. And a large sum of money, no doubt, will be useful to you.

Ogle

The last one on our team is the one-eyed artilleryman Ogle. He owes a lot to the moneylender, and we need to pay for it. The moneylender gave Oglu five thousand piastres. If you have already robbed Weston, it will not be difficult for you to pay.


Weapon

If you don't have enough cash, you can try to get weapons with the help of a smuggler, but this is much more dangerous.

The team has been assembled. Now you need to take care of the weapons and the ship. Go to the tavern and chat with the bartender; he will tell you that Mr. Griffin is dealing with weapons in the city. Let's go to him.

This is the guideline: Griffin lives in a white stone house next to the residence, on the left.

Griffin got robbed! Some Spanish thug ordered weapons from him, but without waiting for the order, he tore the collection sabers from the wall. Everything would be fine, but they are engraved by a master, which means that if the Spaniard is caught, both will be hanged. We cannot allow this, so we set off in pursuit of the Spaniard - he went to the fisherman Hells (his house to the right of the residence).

Entering the house, we will see that the stern fisherman has already dealt with the invader himself. All that remains is to pick up the “marked” weapon and take it to Griffin. By nightfall he will have made the required number of sabers and pistols without any markings.

This is the advice: bargain. Reduce the price for the work to a thousand piastres, the money will still come in handy.

Ship

The basic preparations are complete, all that remains is to get the ship. Wacker gave out only eighteen thousand instead of the required twenty-five. Nothing can be done, we need to get another seven thousand.

It is important: you can't sell anything, so you can only earn money. If you strictly followed the guide, you need to find not seven thousand, but less.

Let's go to the city. The moneylender will be the first - he will ask you to extract money from the scammer. He is sure that the debtor has not yet left the island, because no one has sailed today.

Don't forget that Blood is a slave. You will have to return to the plantation every day.

Buddy! Let's have a glass... and then you can tell me where you fish.

Visit the innkeeper - he knows exactly where to find the debtor, but you will have to pay five hundred gold pieces for the information. The bartender will tell you that Rafael Guinness got money for a ship somewhere and went to the shipyard to finalize the deal. This is our “client”, you just need to catch him and threaten him with the gallows to get the money. Minus the innkeeper's remuneration, the reward is two and a half thousand.



The next opportunity to make money is to find out where Hells' competitor is fishing. The fact is that Summerlight has found a fishing spot, but, naturally, is in no hurry to share information. It should be noted that Summerlight loves to drink, you might have seen him in the tavern. He hasn’t gone anywhere, he’s still fermenting in the corner. We sit down next to him and carefully elicit information. I don’t recommend asking direct questions, otherwise Summerlight will suspect something is wrong and won’t say anything.

As a reward you will receive two thousand piastres. Total four and a half thousand.



Last day in captivity, we need to rest before escaping.

The last opportunity to get money is a meeting with Jacques Sparrow.

This is interesting: in fact, there are plenty of opportunities to get money, and that’s not all. However, if you followed the guide exactly, then after completing at least these three quests you will have enough money for a ship.

When you enter a store, instead of a seller you will see a pirate. He will introduce himself " Captain Jacques Sparrow,” and then... However, I won’t spoil the fun. Agree to help Jacques sail to Tortuga and go to the shipyard. The shipbuilder will tell you about a captain who just bought a corvette. Oh, and don't forget that you must keep Jacques's identity a secret. Find John Miner on the streets of the city, he will agree to deliver Jacques to Tortuga. We take one and a half thousand piastres and go to Vacker. The job is done, there should be enough money to buy the ship.

Now you need to transfer the money to James Nuttal so that he can buy the ship without suspicion. By evening you will find out that Nattal deceived you, and Bishop figured out Pitt.

Escape and the Spaniards

The large ship that was allowed to enter Carlisle Bay so calmly under a false flag turned out to be a Spanish privateer. He chose the time for the raid when there was not a single warship in Carlisle Bay.

His cunning remained so undetected that, without arousing suspicion, he calmly entered the bay and saluted the fort with a broadside salvo from twenty guns at point-blank range. Just a few moments later, two hundred and fifty Spaniards landed on the shore and took possession of the city.

The weapon lies in this chest, next to the woodpile.

Come in from the rear. While the Spaniards are fighting with your team, you can tickle them with your saber with almost impunity.

And first we need to free Jeremy Pitt. Beware of patrols. If it is quite easy to defeat one Englishman, then it is almost impossible to defeat two or three. I advise you to avoid meeting with soldiers; first you need to get a more solid weapon.

Right at the entrance to Bridgetown you will meet a Spanish officer. I recommend saving before the fight, since he has a pistol, and his fencing skills are also excellent. After defeating him, you will be able to remove a good saber and a long-barreled pistol from his body.

Our team is waiting at the shipyard, there is nothing else to do in the city, so go to the beach and enter the water. The door is barricaded, and you can only get inside through the slipways. You will also have to swim to get to the frigate; there is a gangway on the sea side.

The fight with the soldiers will be relatively easy, but with the captain you will have to work hard. Perhaps, after the key in the estate, this is one of the most “dead-end” moments. The point here is this: the captain kills our hero with one pistol shot. Therefore, do not rush to grab your saber, but run up close. In this case, the captain will not shoot, but will immediately go into close combat. Then everything depends on you.

Sea battle

All that remains is to break away from this lugger, and that’s all - freedom!

The frigate is captured. It would seem that this is freedom. But it was not there. To begin with, you naturally have a low “navigation” score. Pitt, of course, is a navigator, but his skill level is only 50. And to control a frigate without penalties you need at least 80 points. Receive penalties to all stats (-4 each), with all skills dropping to 1.

Now comes the surprise. There are two Spanish luggers in the roadstead. I think there is no need to explain that with such skill indicators you will not be able to shoot accurately, and the boarding will end in failure. Therefore, immediately throw everything you can overboard and keep your nose strictly to the wind. Luggers, of course, are fast ships, but they cannot catch up with the frigate. Remember, you have no chance in battle.

This is where the game actually begins. Instead of a small barque or brig, Blood immediately has a frigate. Carry out trade orders - you have a large hold, and they will give you a lot of money for transporting goods. By the way, don’t forget to fire the entire team, they are simply not needed. First you need to save up for a fourth-class ship so that there are no fines, and deposit the frigate in the first friendly port.



This concludes the introductory part. I deliberately did not give away all the secrets of the game, but next time I will tell you where to find the City of Lost Ships and how to capture Panama together with Henry Morgan. In addition, I would like to give a glass to Andrei Larionov, who, like an old sailor, led me through the underwater rocks and reefs of this wonderful game.


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

Storyline for Peter Blood

You appear at Oglethorpe's estate, England. It is January 1, 1665. Servant Jeremy Pitt informs you that Lord Gildoy has been 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 galloping here. He will advise you to take a sword from the balcony and run off to hide. exit the office, take the key from the table on the left and go up to the second floor. Unlock the chest on the balcony and take Brett's sword, pistol and ammo. Soon Captain Gobart will appear and the dragoons will attack you. If you kill him, two more will attack you. You won't be able to kill them all. As soon as they defeat you, you will be captured and, according to the story, thrown into prison.

You will appear at hard labor. April 1, 1665. Jeremy Pitt will inform you that Colonel Bishop wants to see you. Leave the room. Talk to Colonel Bishop. Go door to door and you might find something useful. But do not take a weapon - the guards will take it away from you when they meet you. Exit the plantation and run along the path to the right. You will find yourself on the streets 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 to look for Mr. Dan and you need money to buy medicine. Take 1000 piastres. Go out onto the street and turn right. There you will find Mr. Dan's house. Dan himself is not in it, but your competitor is there - Dr. Wacker. He will ask you to come to the tavern the next day for an important conversation. Leave the house and you will meet Mr. Dan. Tell him that you came to get medicine from the governor's wife. He will give it to you completely free of charge. Return to the residence and give the medicine to Mrs. Steed.

You will appear at the tavern the next day. Mr. Vacker is not here. Ask the tavern owner where you can find Dr. Vacker. Head to the tavern room. There you will find Doctor Vacker, who will promise to give you a loan of twenty thousand piastres to help organize your escape. Return to the plantation 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: Hagthorpe, 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 drunks. He will tell you that an important merchant, a friend of Colonel Bishop, recently arrived in the city. This is probably Vernon. Find his house. Exit the tavern to the right, go past the moneylender's house, the one you need is the next one. Wait for Vernon to go up the stairs and search the chest that is located directly below it. Take everything in it and go outside. Talk to Nicholas Dyke and tell him that the deal will not take place and he can calmly prepare to escape.

Also find a slave in a spotted bandana - Levi's Mower. He will complain of a headache and ask you to bring him some medicine. Return to the city to Mr. Dan's house. He himself is not here now. Go to the second floor and take the medicine in the box next to the scales. Go back and give the medicine to Levis. In exchange, 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 moneylender's house and pay him the debt of 5,000 piastres.

Talk to Pitt and tell him that you found the weapon and the 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 you need to get somewhere. Go to the moneylender, he has a deal for you. After talking with him, return to the inn and talk to its owner. Give him 500 piastres or he will refuse to talk. Head to the shipyard. Talk to the impostor. Tell him that he is your old debtor.

He will get scared and give 55,000 piastres instead of 30,000, although this will negatively affect your reputation. Now you can either nobly return the money to the moneylender, or keep it for your own needs. Now that you have the required amount in your hands, return to the tavern and talk to the carpenter at one of the tables. Exit the tavern. A soldier will approach you and order you to go to the plantation. Return to the plantation. On the way, Nathaniel Hagthorpe will meet you and inform you that Pitt was captured by guards. After the conversation, you will find yourself at the city gates at night.

Run to the plantation. You will need to quietly sneak past the guards to the edge of the plantation and take the weapon from the chest. Please note that each guard has his own patrol area. The visibility zone in the dark is small, so the main thing is not to pass directly in their path. Get to the longest white building. In the corner of the plantation closest to him you will see a pile of logs and boards. Among them is a chest with weapons. Unfortunately, you will have to be content with only a saber and a few healing potions. Fighting the guards is almost useless. near the colonel's house you will see captured Pitt and two guards near him. See the guards somewhere around the corner and deal with them. Then talk to Pitt. He will say that Natall 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, luring them out one by one, and one 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 side of the shipyard and find your comrades. Swim to the ship. Climb onto it and kill the guards. Then go into 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 ask you to disembark them at the first port. This is where the uniqueness of Blood's storyline ends.

To start the national storyline in the game, you need to get a marque patent (if you want to go through the pirate line, you need to talk to Morgan in Port Royal). To do this, you need to complete about 10 small orders from the governor of the city belonging to the line you need. Possible options for these tasks are described below.

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

2) Search for an enemy spy in the city. You need to look for it in houses. As soon as you enter the desired house, you will immediately have a conversation with him, after which the battle will begin. After killing the spy, you can return to the governor for a reward.

3) Destroy the smugglers.

4) Get into the enemy fort (city) and take documents from the messenger. The task is not easy. You will have to make your way under 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 sneak in 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. Arriving on the island, go to the tavernkeeper and ask about Chumaqueiro, he says that he took himself a house, which is located near the governor’s residence. As soon as you enter the house, two people will attack you. After killing them, enter the room on the second floor where Chumakeiro is standing. Now sail to Curacao, where at the residence of Peter Stezzant, Chumaqueiro will give you 30,000 piastres.

2) The second task is to purchase a batch of coffee, black, red and sandalwood for Curacao in Fort Orange. You will be given papers to purchase goods at a special price and a sum of money. The entire cargo will take up 6800 quintals, 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 the papers to receive 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 British plans towards Holland in connection with the trade war. Travel to Hispaniola and talk to the head of the city of La Vega. The head is Edward Mansfield, but in fact, his last name is Mansvelt, and he is Dutch by nationality. He is also Modyford's confidant in matters of robberies against 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 Curacao, 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. Go to Jamaica and you'll find out that Morgan is in Antigua. Go there and talk to him. He will say that if you help him, he will help you too. We need to find out if his companion Pierre Picardie is honest. It 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’s plans don’t know anything, but one of his officers, who was sent to prison, knows about Modyford’s plans, go to the Prison, kill the guards. You learn that the British want to attack Fort Orange. Sail 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 destruction. 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. The task is completed. You can go to Stevezant, he will pay 100,000 piastres.

5) The fifth task is to escort three flutes to the La Vega pirate settlement and back. Sail 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 that survive, the greater the reward. If all the ships survive, it will amount to 60,000 piastres.

6) The sixth task is to find Morgan and notify him that the Dutch are seeking revenge. Sail to Jamaica, make your way 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 whether Don Jose will be in the city in the near future. Sail to Santiago and dock at the lighthouse. Make your way into town and go to the tavern. Ask the owner about the governor, under the pretext that you want to join the service. Several Spanish officers will enter. Kill them and run to the ship. The task is completed, you have learned that there is a holiday in the city soon and the governor should be present at it. Return to Jamaica to Morgan. The task is completed. Sail to Curacao to the governor and receive 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, receive the letter. At the port A messenger will meet you and tell you that a messenger from the Governor of Holland is waiting for you at the tavern. Go to the tavern and go up to the room. Then you will be stunned and the letter will be taken away. Go to Governor d'Ogeron. He will tell you to find out at the port office which ships left the port in the near future. It turns out that the brig La Rochelle has left the port, which is heading to San Juan. Head there and, off the coast of Sna Juan, board the ship. The captain will say that Antonio, who took the letter from you, left the ship and moved to the galleon Isabella, which is heading to Santa Catalina. Catch up with the galleon, board it and Antonio will surrender. Take the letter and head to Stezzant, he will give out 150,000 piastres.

8) The eighth task is a business trip at the disposal of Aaron Mendez Chumakeiro. His house is located in the city, not far from the residence. Aaron will give you the task of finding an ancient book that some English privateer tried to sell in a pirate settlement in Bermuda. Travel to Bermuda and go to Jackman's residence. After talking with him, sail to Martinique, to the local brothel. Ask all the girls there, one will give you new information, for a reward, the filibuster who wanted to sell the book, in an incomprehensible language, was called Laurent de Graf, he usually lives in Tortuga. Sail to Tortuga. In the local tavern you will find out that de Graf has now gone on a raid to Cartagena for two weeks. Sail there. Near Cartagena, Laurent fights with superior Spanish forces. Sink the enemy squadron without letting it sink the Frenchman's ship. Send a boat to Laurent de Graaf's ship. Find out from him about the item you are looking for, he will offer to buy a map of the buried treasure from him for 235,000 gold. Pay the required amount. The treasure is hidden on Turks Island. Swim to Turks, go into the cave and find the chest. You will find a holy book there, as well as a blunderbuss, a pair 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 first-class battleships, 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 is the defense of Curacao from an attack by a Spanish squadron consisting of 8 ships, including manovars. 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 your reward, which will amount to 200,000 piastres.

11) The eleventh task is to repel the Spanish attack on San Martin. Go out to sea and sail to Marigot as quickly as possible. Having reached San Martin, enter into battle against 8 enemy ships. Having sunk their fleet, return to Willemstad and receive a reward, again of 200,000 piastres. The Governor General says it's time to retaliate against Spain.

12) The twelfth task is the capture of Maracaibo. The fort there is not that powerful and it won’t be difficult to demolish it. After capturing a colony for Holland, you will receive a 300,000 piastres reward 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 Pere 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, Le Marne Bay. Five thugs who need Legrand's gold will be waiting for you on the shore. Engage them in battle, trying to save Pierre. After defeating them, you will receive the promised reward of 20,000 piastres. Sail to Tortuga and report on the completion of the mission.

2) The second task is to deliver a letter to the Governor General of the Dutch Republic, Pieter Stezzant. After arriving in Curacao, go to the governor's residence. You will be put in prison, mistaking you for one of the pirates who killed the envoy D'Ogeron. After some time, a jailer will pass through the prison. Talk to him. It turns out that his relative is one of the officers at this colony. Persuade him to ask his relative to conduct a search on 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 more about this story with pirates. Go to the tavern. There you will overhear a conversation between two people in a tavern. Then you will need 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, which, under the pirate flag, robbed ships in these waters. Next there will be a fight with the Spaniards. Now go to the port. A Spanish galleon is waiting for you there. Board him, then the captain of the ship will tell you everything when he dies. Go to Stezzant and tell him that the filibusters are not to blame for anything, you will receive 20,000 piastres. Go to Tortuga, tell everything to the governor and receive the rank 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 fort commandant will know that we are D’Ogeron’s envoy. To penetrate Havana, you can act in three ways. First. Raising a flag friendly to Spain, enter the port and dock. Second. Land at the lighthouse and then go to the city. Third. If the license has expired, then go into 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 brought the ring and Donna Anna will be waiting 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. There are rumors that the Spaniards are already hunting for this ship, on 3-4 galleons, under the command of Juano Galeno. Near Dominica, the ship should join the Guadeloupe Island squadron. Go to Port Control and take command of the Soleil Royale. Now your course is towards Dominica. There will be 4 galleons waiting for you near Dominica, but there will be no French squadron. After the sinking of Juano Galeno's squadron, you need to go to Guadeloupe and find out why the promised squadron did not meet you. The governor of Basse-Terre will justify himself by saying that he received the letter about the nomination of your squadron only yesterday and did not have time to prepare anything. He will take the royal manovar and thank you for the completed mission. 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 the Havana fort want revenge. Go to Havana to find out the details of your revenge against Donna Anna's friend, Ines de Las Sierras. Land near the lighthouse and run to the city, there, as quickly as possible, run to Iness’s house, not paying attention to the guards. It turns out that relatives are walking somewhere in the jungle. You will find them at the lighthouse, followed by a fight with relatives. Next, 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, you must first destroy the package before you die. Go out to sea and head for Guadeloupe. As you approach Guadeloupe, you will be attacked by a Spanish warship. Having dealt with the ship, moor at the port and go to the house of the French filibuster, which is located almost opposite the governor’s residence. François 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. Next, 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 attack on Kumana in the proposed adventure, 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. Head for Cumana and hurry up. After defeating the fort, disembark and after a fight in the city, go to the residence and demand money from the local governor. Then you can either divide everything fairly and receive a legal share equal to 50,000 piastres, or keep the money for yourself, but then you will have to fight with Olone and his comrades. Now head for Tortuga and talk to the governor.

7) The seventh task is to free Rock the Brazilian from prison. He is being held in Santiago. Land at the lighthouse, then go to the church, ask the priest about the Inquisition, then leave the church. There is a door under the stairs. Enter there, then ask the prisoners where Rock the Brazilian is and kill the 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 blows.

8) The eighth task is to go to the disposal of the Marquis of Bonrepos. Monsieur Bertrand d'Ogeron asks you to appear in Guadeloupe, to the naval commandant of France, the Marquis Bonrepos. Sail to Guadeloupe and land in Basse-Terre. Go to the residence and talk to the Marquis. He will tell you the details of the policy and give you his own task. It consists in persuading famous pirates (in Jamaica, Jackman in Bermuda and Morris in Trinidad and Tobago) not to participate in the war against the Dutch. You will not be given funds for this operation. Sail to Bermuda, to Jackman, he was not even going to get involved in this matter. Next sail to John Morris, in Trinidad and Tobago, tell him about the upcoming events. He doesn’t like attacking the Dutch, but for this, he will demand that you carry out a small task for him - deliver him Captain Gay’s logbook. Sail to Jamaica and go to the local tavern , ask the owner where to find Captain Gay. He rents a room. Go into the room and kill Captain Gay. Search the body and take away the ship's log and personal belongings. Go to Henry Morgan's residence, but he is not there. The servant will say that he is in his house in Antigua, and will warn that Morgan's house is always closed. Now head back to Maurice, give him the ship's log and in return you will receive what was required of him, his agreement not to attack the Dutch. It's time to go to Antigua to visit the famous English pirate Henry Morgan. The door to the house is locked, go around his home, behind the house there is a hatch to Morgan's basement. Go to his house and talk about not attacking 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 another title.

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

10) The tenth task is to capture Santo Domingo and transfer it to France. Sail to Hispaniola, destroy the fort and land troops. After the battle inside the city, go to the residence and embrace the Spanish colony with the French. Return to Tortuga and receive your reward, 40,000 piastres.

11) The eleventh task is the capture of Santa Catalina. The city is located on Maine and controls the pearl fisheries of the New World. Having defeated the fort and landed troops, having dealt with the soldiers in the city, go to the residence and declare Santa Catalina a French colony. Return to Governor General Bertrand d'Ogeron. As a reward you are given everything that you plundered in Santa Catalina. Now you should go again to Guadeloupe to the Marquis of Bonrepos.

12) Twelfth task - meeting with the Marquis of Bonrepo. Head to Guadeloupe, where you will learn that peace has been concluded with Spain, the Soleil Royal is withdrawn from your squadron, the Louvre knows about you and everything. Don’t forget to visit D’Ogeron, he will promote you to 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 captured by Henry Morgan, a famous English pirate. For the release of the prisoners, he demands an amount of 500,000 coins. You are required to enter the Port Royal prison and free the Spaniards. Duration - one month. Sail to Jamaica and moor in Portland Bay, then make your way through the jungle to the enemy fort, if you have an English trading license and the flag of a nation friendly to England, calmly go through the guards into the prison. If not, you will have to break through with a fight, or just run a little. In the prison, kill all the soldiers and free the prisoners. The way back will be simple if you run out of the prison and run to the bay. Return to Havana. Oregon y Gascon will thank you for successfully completing the 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, Antonio de Suoza, has arrived in the archipelago. You are placed at his disposal. Go to Santiago, the seat of the Inquisition is located under the church building. Find Suozu and get information on the second task from him. It is as follows: you need to collect an indulgence, which amounts to 50,000 piastres, from three merchants: Joao Ilhayo, Joseph Nunen and Jacob Lopez de Fonseca, but if they refuse, then you need to kill them. You can find them in Curacao. They organize a sect there called the Janensints. At the port, a priest will come up to you and say that it is highly undesirable to kill them. Travel to Curacao. First, go to the tavern and ask the owner about the three Jansenists. Get information from him that Joao Ilhayo and Yakov Lopez run a store, and Josef Nunen 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 companion, Yakov 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 an indulgence. Agree. Go to Panama, go to the store, and ask about Lopez. It turns out that he was supposed to come a month ago, but never came. Now walk through the houses of Panama and in one you will run into bandits. Kill them and go up to the second floor, where you will find the missing one. He will ask you to provide him with a service, which is to find 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 take up the task, sail to Bermuda, go to the shipyard. Talk to Alexus, he will open the door for you. Next, go into the dungeon, kill several 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 give a reward of 1,000,000 piastres. Now go to the moneylender, he will refuse to talk to you. Go to the tavern. Ask the waitress about the moneylender's son. It turns out that he sailed off to pirate near Jamaica, to Fort Orange. Sail there, board his ship, take his son prisoner, and give his son for ransom in the form of an indulgence, now the task is completely completed. Swim to Suoza and receive a reward, which 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, make your way into the city and go to the tavern for information. It turns out that he is not in Tortuga now, he is piracy near Maracaibo. Set course for Maracaibo. Board his ship, Rock the Brazilian will surrender. Take him into the hands of the Holy Inquisition, to Monsignor de Suosa. Antonio will send you to the Governor General. Oregon y Gasconom will tell you to come to him in a few days. Return to the residence in a few days and receive a task to find the treasures of the Brazilian rock, which are located in Cuba, Hispaniola and near Belize on Maine. The exact location of the treasures is unknown. The first will be the treasure located in Cuba. Swim to Ana Maria Bay, dock, then turn left and then straight, go into the cave and open the chest, which contains 150,000 piastres and several idols. Next, 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 treasure that will amount to 150,000 piastres, diamonds, gold bars, gold rings, gold brooches. Now set course for Maine, towards Belize. Moor at the port, go outside 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 what was in the chests) and receive 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, there you will find out from the waitress that she gave a letter to the commandant’s wife from some ladroon. Now go to Oregon-y-Gascon, get a trade license. Next, sail to Tortuga and talk to the tavern owner. After talking, he will tell you about D'Ogeron's passion, Spanish national Donna Anna, who was brought by one of the trusted officers of the Governor General, Henri d'Estrée. Next, go to Henri's house. The servant will say that the owner is talking next to the house, then Henri will run from you. Run after him into the dungeon in the bay, there he will stop you and ask why you are chasing him, then kill the ladrone. Now go to the governor general for a reward of 120,000 piastres.

5) The fifth task is a business trip to Santiago. Travel to Santiago and go to the residence for instructions from the local governor. The task will be to completely destroy the pirate settlement of La Vega on Hispaniola. Sail to Hispaniola, dock 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 the leader of the La Vega filibusters, Edward Mansfield. Kill him and leave the residence. The task is completed, you can return to Jose Jimenez. Don Jimenez will present a reward of 100,000 piastres. Return to the Governor General and receive his gratitude.

6) The sixth task is to intercept the messenger of the Governor-General of Holland in Tortuga. You will be issued a trade license. Go to Tortuga, go to the port office there, the boss will agree to send a messenger when the Dutch messenger's 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 messenger into the tavern room, where you take the dispatch from him. Receive a reward of 50,000 piastres.

7) The seventh task is to assist 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, under the command of Moses Vauclein, set out to intercept him. Sail to Antigua as quickly as possible and enter the battle between the unequal forces of the Spanish corsair and the French pirate squadron. Having sunk the last ship, go for a reward, which will be 25,000 piastres.

8) The eighth task is to protect Kumana from an attack by a joint French-English squadron of pirates. Sail to Cumana, sink the enemy squadron and receive 100,000 piastres in Havana.

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

10) The tenth task is to protect Maracaibo from invasion. Don Francisco will say that the problems in the previous task were the result of uncoordinated 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 bearing bad news: the city was attacked by an English pirate squadron. Visit the governor again, he will order you to begin repelling the attack. Go out to sea and start a battle against 8 ships, among which there will be several manovars. 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 destruction of the Dutch colonies. Returning after some time, Don Francisco will ask you whether you are ready to attack 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, destroy the fort, and capture the city. Then attack San Martin. Having captured the city, you can return to Havana. Your reward will be all the loot you loot. Oregon y Gascon will ask you to come to him in about a month.

12) The twelfth task is the capture of Port-au-Prince. In a month you will be tasked with capturing the French Port-au-Prince. All trophies are your property, the task time is not limited. After destroying the fort and killing the French soldiers in the fort and the city, go into the residence and declare the colony a Spanish possession. Return to Governor General Francisco Oregon y Gascon. All tasks have been 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 orders, but Captain Goodley, who is currently in Puerto Principe, 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 a guy 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 when coming from the port). On the way to the house you are stopped by English soldiers. The soldier's commander says that accusations of connections with pirates have been brought against you and John Bolton. You are sent to prison until the circumstances are clarified. However, you are freed by Morgan himself, who says that he paid a ransom for you and is waiting at his residence, after which he leaves.

At the residence, Morgan instructs Edward Lowe, who lives somewhere in Martinique, to deliver the black mark. Travel to Martinique at Le Francois. Upon arrival, ask the innkeeper 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 house covered with boards, where Lowe lives. Go into the house and when talking to Edward, give him the black mark. Lowe will say that all problems with Morgan have already been resolved and will ask to return the black mark back to Henry Morgan. Go back to Jamaica and Morgan.

After listening to the story, Morgan becomes furious and says that Lowe deceived you. To rectify the situation, Morgan instructs you to find and deal with Lowe personally without any black marks. So quickly return to Le Francois and go to Edward Lowe's house. However, he had already left the house in an unknown direction. Go to the tavern owner and ask him about Lowe. The owner will confirm that Edward recently left the settlement, leaving his things for safekeeping, but the tavern owner does not know where he could have gone. Go to the store and ask about Lowe's. The merchant says that Edward came and was interested in a place where he could buy a ship, but his business as a merchant is to trade goods, not ships that are sold at the shipyard. There is no shipyard in Le François; the nearest shipyard is in Fort-de-France. Either go there on foot across the island, or by boat, dock at the port of Fort-de-France.

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

Head to the loan shark. He will say that Edward Lowe really came in and tried to borrow money, but the moneylender immediately saw swindlers and deceivers, and therefore did not give the loan to Lowe. Where Edward Lowe went next, he doesn’t know.

From the moneylender, head to the port office. Ask a question about Edward Lowe to the head of the department. He asks: for what purpose are you interested in Edward Lowe? Answer that Lowe is your close friend and you must inform him about his mother’s serious illness, but you just can’t catch up with Edward. The head of the port department falls for this trick and says that Lowe boarded a passing ship that went to Bermuda.

In the Bermuda settlement, head to the tavern, where the owner says that Lowe was here and was interested in the local shipyard. Go to the shipyard to see Master Alexus. When asked by the master about who you are with 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 Lowe forged Jackman's signature, and he (Alexus) gave Lowe a ship - the brig "Sea Wolf" with unique characteristics, which was built by order of Jackman. Go to Jackman. He is in a state of quiet rage at what happened and asks only one thing: when we kill Lowe, to give him greetings from Jackman. But where Lowe went on the stolen brig is unknown.

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

Morgan proposes to carry out an operation, the result of which will eclipse all of Sharpe's affairs. Namely, Morgan proposed to rob pearl fishers who would collect pearls on tartans 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.

Make your way to North Bay of Turks Island. There, pearl fishers are already fishing on tartans under pirate flags. When they see you, they run away in all directions. You need to catch up with them and match each tartan side by side, 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 loot.

At the exit from Morgan's residence, Captain Goodley meets you and offers you to work as a bounty hunter for a good reward. The target is John Avory, who was last seen in Willemstad (Kyurosau Island). Go 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. A Port-of-Spain moneylender says that Avory did work for him in the city, but after completing it he left the city and went to the Spaniards on Main in the city of Maracaibo. The moneylender of Maracaibo 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 tavern owner says that John was here a couple of days ago and killed the sharper. You need to visit the moneylender. The moneylender will tell you that Avory did some work for him. But where John went next is anyone's guess. Although the moneylender has an assumption that John could go to Willemstad, because... a moneylender was recently robbed there. The moneylender of Willemstad is still worried about what happened, but this is not surprising, because an unknown person stole 50,000 piastres from him. He hired John Avory to find the robber. The moneylender will also promise to pay you 5,000 piastres if you bring the gold to the moneylender first. John Avory himself headed to Bermuda. The tavern owner in Bermuda confirms that John Avory is now on the island, or rather in the house of Orry Bruce, apparently a robber of a moneylender. The house is located next to the tavern, go there. In the house you will meet John Avory and Orry Bruce, sorting things out. Tell them that you have an order for both of them, then kill them and take valuables from the corpses, and also take 50,000 piastres from Orry Bruce. You can return to the moneylender for your reward and report to Captain Goodley about the completed order.

Give the money to the moneylender of Willemstad, he will pay 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 grins. Go to Morgan's residence.

Having heard the story, Morgan says that John Avory was his confidant and you finished him off. You explain that this was an order from 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 have proven your innocence in this case.

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

Seeing you, Jackman is very surprised and says that you allegedly captured his captain Sid Bonnet and gave him to be torn to pieces by the Spaniards. We'll have to look into this. Jackman directs you to Cozumel Bay, on Main, where John Leeds dropped anchor on the frigate Antwerp, with whom you need to talk. Head to Cozumel Bay.

John Leeds meets you there on his frigate. Launch the boats and board his ship. After a conversation with Leeds, it turns out that the crew and 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 you 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.

Then return to the ship and head 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, on Hispaniola, to find out a series of oddities that have been happening lately in the Brotherhood of the Coast. Go to La Vega.

Upon arrival, contact the tavern owner for help. He says he hasn't seen Steve Linnaeus for a while, but his buddy has just gone to sea. We need to intercept him. Go out to sea and catch up with your friend Linnaeus, who really didn’t have time to go far, and climb aboard. When talking with Steve's friend, a strange story emerges. According to him, Steve recently left with two strangers in an unknown direction and disappeared. And his schooner “Swallow” is apparently being sold at the Santo Domingo shipyard. Linnaeus, according to a friend, would never have sold his ship of his own free will. Therefore, Linnaeus’s friend weighed anchor and went to sea, so that Linnaeus’ story would not be repeated with him. In any case, you need to check out the Santo Domingo shipyard.

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

The captain of "Leon" invites you to go over to the side of HIS admiral. This is Richard Sawkins. He also says that their brotherhood needs people like you, and Henry Morgan himself nominated himself for the post of admiral of the Coastal Brotherhood and no one elected him. In addition, the captain of the Leon reports that Steve Linnaeus is already resting 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 Sawkins is planning some kind of operation against the Spaniards that needs to be thwarted. This will damage Sawkins' reputation among the pirates.

In Puerto Principe, go to the tavern and ask the tavern owner about the operation. He will answer that something is really being planned now, but Soukins keeps all the details in the strictest confidence even from those close to him and sits at home almost all the time. You need to get into Richard Sawkins' house and steal documents. Go to Sawkins' house, grab the papers from the table and run away from the settlement. Because everyone becomes an enemy. Sawkins's papers set out the plan for the upcoming operation against the Spaniards. Sawkins learned that the Spaniards had started transporting the largest consignment of precious stones from Panama. To carry out this operation, the Spaniards abandoned the land delivery of jewelry from Panama to Porto Bello and sailing in the Caribbean Sea. Just one battleship must round Cape Horn, rise to the fortieth parallel, then turn right and reach Lisbon in a straight line.

Sawkins assembles a squadron and plans 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.

Two weeks later, a ship with purple sails appears near San Martin - this is your goal. Board the ship. In the chest in the captain's cabin you will find a large number of precious stones. That's it, the mission is completed, you can report to Morgan.

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

Morgan will invite us to take a trip to Panama. Morgan's plan is to take Porto Bello and reach Panama by land, because... The Spaniards will definitely not wait for this. Morgan suggests taking a more powerful ship (if the squadron consists of more than one ship, then the rest must be placed in the port department) and gives 20 days for preparation. During these days, hire people, buy food, medicine, 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 1st class ships. He gives you the task of performing and immediately taking 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 turns out to be 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. In addition, he said that you will die in the jungle on the way to Panama. Tell this news to Morgan who comes up. He believes that Richard Sawkins was able to secretly warn the Spaniards about the plan to march on Panama. Morgan is not going to give up the trip and suggests splitting up. You will command the second squad, which will include Soukins. You are instructed to land in the Gulf of Darien within two days and go to Panama. On the way to Panama, you need to quietly shoot Soukins, because... Morgan does not want to see him at the city walls.

Set out to sea and reach the Gulf of Darien. Disembark there. Sawkins will approach 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 Spaniards' forces were exhausted by ambushes in the jungle, and there was no one 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, the gold of Escorial is in a locked chest in the same room, but the key is in the possession of the commandant of Panama, who participated in the defense of the city and most likely died. We need to find the key. When leaving 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 the prison on the commandant's desk there is the necessary key, take it and return to the governor's house. Open the chest - the gold of Escorial lies there (50,000,000 piastres). At this moment, Morgan comes up and takes the gold, saying that now he will collect 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 talk about another chest, which is located on the outside of the fort. Morgan sends you there to check these 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 standing in the port, and secretly left Panama in an unknown direction. The sailors refuse to go back with you and continue to plunder the city, so you will return to the ship alone.

On the way to the Gulf of Darien, you will be attacked by the Spaniards again, but you don’t have to engage them in battle, you can run around them.

Board the ship and head to Port Royal, to Morgan's residence. Morgan's secretary says that Morgan himself is in London and will arrive only in a year. Return a year later to Morgan and demand your share of the spoils. 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 for other surviving pirates from the English crown for the gold of Escorial. The end of the pirate storyline.

Main quest

To start the main quest of the game - the game quest City of 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 Spain it is Willemstad).

Oliver Trust will stop you on the street and offer you, for a reward of 1,000,000 piastres, to kill all the beggars on the archipelago. You can either agree or refuse the offer; this will have little effect on the further outcome. Now you should look for beggars (a man in rags, usually sitting 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 soon be found. The tramp suggests that the Governor-General of Curaçao, Peter Stavesant, himself is involved in this case. Head to Curacao, to the Willemstad colony.

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, but 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 sits at a table near the counter. The key master 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 holder. Go into 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 all its contents, the letter (Stuvesant's correspondence with the Dutch West India Trading Company) and the treasure. Return to the beggar.

It turns out that Teaser Dan actually visited the Island of Justice. You, again, need to go back to Willemstad, to Stavesant and talk to him. Moor in the sweat of Willemstad, go to the tavern and ask the tavern owner about Teaser, where Den disappeared, the owner of the tavern does not know, also, he will advise you not to interfere in the affairs of the governor general and the Dutch West India Company. Now go to the residence and start a dialogue with Stavesont. But as soon as you mention Teaser’s name, the governor will become sharply wary. Say you’re 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. Having reached the nearest diplomat, ask him about the representative, but the diplomat refuses to name the location of the representative of the Dutch Trading Company. Give the agent the name Oliver Trust, and he says that the customer can be found in San Martin. Sail 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 sail to the beggar you know.

The tramp will give you the key of Diffindur, which will be useful later.

Before heading to the city of lost ships, leave your ship at the port office and change to tartan. Give the money to the moneylender for safekeeping. Place the officers on the boats and also leave them with the port master. Since you will lose everything upon entering the City.

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

Turn around and jump into the water. You need the flute "Fernando Diffindur", on which is the very chest that opens with Diffindur's key. The ship has a rift approximately in the middle. Having found the ship, swim around it and go into the gap. The chest is 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 typical of an ordinary port: a tavern, a store, a church, a money lender. The moneylender is a special story. Everyone will tell you that he is a terrible, terrible person, 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 Miclantlecutli, the Aztec god of the dead. If the debt is not repaid, after some time, when moving to any location, you will be transported to the sacrificial temple, to Tenochtitlan. God will appear 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 Fleron caravel, to the tavern owner Hill Brunner and ask him about Teaser Dan (that same missing beggar). Everyone thinks he drowned. Hill asks you to remain silent about the fact that Teaser managed to get to the mainland, because the admiral must under no circumstances find out about it. The law of the City states that no one is allowed to build rafts or boats to sail away. Hill will ask you to visit him later, he must consider 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 out onto the deck and go to the stern of the ship). After the conversation, you will need to visit the Fernando Diffindur flute, where Teaser often sailed. Hill needs proof that you are right.

Now your task is to find Andre Labor, a carpenter, in the city. According to Brunner, it was he who helped Dan build the floating craft. Labor makes an appointment for you in the cabin of the corvette Protector. The carpenter betrays you. He brings a policeman with him. Kill them. Tell Hill what happened. He proposes to cover up the traces of the crime and frame one of the clans, namely the “narwhals”. To do this, you need to waylay one of the “narwhals” in the bow of their base (the Velasco galleon), take the clan amulet from him and take it to the admiral, and thus remove suspicions of murder from you. After completing this, you will be tasked with destroying all the "narwhals". Officers will be given to help. After killing everyone, go to the barrels opposite the entrance. Between them lies an ordinary key for chests. Report to the admiral about the successfully completed task. Now go back to Hill Brunner and tell him what happened. He will ask you to come see him later. Spend the night at the tavern for a few days, then go to Hill. He says that today at midnight in the tavern there will be a meeting between Capper and a certain person. You must eavesdrop on the conversation while hiding behind a column in the wine cellar (stand sideways and don't move or you will be discovered). The information turned out to be really very important. It turned out that Kapper and the leader of the “Kasperov” clan (and it was he) were in the same bundle. It turns out that you are not the admiral, but he has you wrapped around his finger. With your hands you 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 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 some time he is killed. Tavern waitress Armo Dulin 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 residents of the City. One of them is Cecile Galard, who lives in the Eva galleon. When you go to her, you will see three “caspers” trying to kill the unfortunate woman. Kill them and receive information about the Mechanic as gratitude (if you fail to save the elderly lady, Aurélie Bertin will tell you everything). His name is Henrik Wedeker, and it was he who came up with the way to anchor the City's ships. It seems that the admiral 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 is supported by only three ship skeletons and can be destroyed by any storm. Luckily, he has a ship to get him out of here. But: firstly, he will sell it to you, and only for one and a half million, and secondly, the ship still needs to be freed from the wreckage. But this can only be done with the help of a gear that Henrik dropped into the water. Your task is to go underwater in a special suit (this can only be done from 10.00 to 19.00) and get the gear. The air supply in the suit is only six minutes, and terrible voracious creatures have appeared 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.

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

Having found the gear, return back to the Mechanic. The corvette must be provided with all the necessary goods for sailing. These are cannonballs, buckshot, nipples, bombs, canvas, medicines, boards, provisions, gunpowder and weapons. Go to the tavern waitress Armo Dulin. So, shells for guns can be obtained from housewives. These are Lea Toors, Aurelie Bertin, Alice Taylor and Elisa Calvo. Eliza will need a lute, 10 bunches of grapes and 3 bottles of wine, Leah - 10 bags of salt. Provisions, boards and canvas can be purchased from the store owner. Padre Angel will give you the 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 finishing the set, go to the Mechanic, the storm has already begun. But Capper arrested him. We need to help out the scientist.

Go to the residence. There is no mechanic here. He is in prison on Tartarus. Run there as quickly as possible. Unfortunately, it will not be possible to free Wedeker - 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, use the “open” icon to go out into the open sea. The quest is completed.

to be continued...

A pirate, a free privateer, even an officer in the service of His Majesty is always thinking about how to sell something. I don’t know if this actually happened (it is doubtful that the captains of the royal ships carried goods for their own benefit), but I can say with confidence that the most profitable business in the Corsairs was trade. You can sink hundreds of ships, but you will not earn even a tenth of one successful transaction of a true merchant. We will talk about speculation in exotic (and not so exotic) goods in the vast Caribbean Sea.

From sloop to galleon and warship

Choosing a ship (or ships) for trading operations is a very responsible matter. In fact, the style of the entire game depends on it. You can choose a small ship and win due to speed, or you can equip a whole squadron. Of course, the difference in net profit will be very significant, but there is another side to the coin. It’s easier to evade pirates on a small ship, but a “heavy” squadron is clumsy and vulnerable. The impact of cargo on huge ships, such as the Manovar, is especially felt. It’s impossible to escape pursuit on a loaded trough to capacity, and a tactical maneuver is unlikely to succeed. And a pirate on a light corvette (brig, sloop, frigate) will have time to change sides ten times.

How to solve these problems? First, you need to choose a route. Secondly, evaluate your budget and figure out what style of play will suit you best. Decide in advance whether you will fight or run away when meeting ill-wishers. The fact is that there is no point in equipping one, but a heavy ship. You will take up precious space in the hold with cannonballs, gunpowder, provisions and other goods. On the other hand, many small pelvises will be able to escape prosecution, and sometimes the price will be lower. And thirdly, you should select a product group. Some are cheaper, some are more expensive, but only you will lose money from rats, not buyers (and sellers).

On a note: There's a whole bunch of "Rat Gods" to be found in Tenochtitlan. If you are going to get serious about trading, it makes sense to complete this task first.

Depending on the strategy, you need to choose ships. In this chapter, we will look at each vehicle in turn, assessing their effectiveness in relation to cost and other parameters. Money is the main thing you need to pay attention to. How well this or that ship behaves in battle is of secondary importance, because for military raids a successful merchant can easily form a separate squadron.

Let's divide the ships into three groups: small, large and huge. Everything below third grade will go to the first. In the second - third and second grade. Huge ships - all first class.

So, after purchasing a ship of any group, the first thing you should do is decide on equipment and tactics.

It is important: Equipment tips apply to all ships within the group.

With all my might

If you decide to cut through the sea with great speed (and maneuverability) on a small boat, the first thing you need to do is sell the guns. Yes, you won’t be able to do anything against the pirates, but you don’t need that! The main thing is to leave, to break away, and for this you need to lighten the ship. In addition, guns take up space for cargo. The guns are great for dropping in battle, but they cost so much that it’s better to sell them anyway.

This is interesting: In Corsairs Online, dropping cannons is a common occurrence for merchants. True, the guns there are restored on their own, and there is no need to buy them again.

The next category is people. This includes the team itself (and its salary), its provisions (provisions) and rum (for morale). Since you will not participate in battles, you can immediately forget about weapons and medicine. Weapons are needed during boarding, and medicines are needed after. If there is no cause, then there will be no consequences.

Sell ​​cannonballs, buckshot, nipples and bombs after the cannons (or throw them away, they are still cheap). Gunpowder goes there - all this is not needed. True, it doesn’t take up much space, so you can, in principle, leave the grips and just a few guns to fire at the pursuers, and then make your legs.

To summarize: a light ship strategy requires maximum movement speed, which means you need to provide the best captain (with maximum navigation) and a full crew so that the ship does not drag along like a lame turtle.

Better not come near

This strategy is valid for any variant of ships. However, its trading efficiency is slightly lower than that of all the others. The point is this: you equip the ship to its fullest extent (except perhaps without boarding materials) and give battle to anyone who decides to attack you. For ships of the first group (small ones), this strategy is only useful if you are only afraid of pirates. Otherwise, the very first punitive squadron will send you to the bottom. No options.

Owners of large and huge ships will feel somewhat more confident. Heavy warships almost always have the best hold volume. Therefore, the fact that you are carrying cargo imposes only one limitation - mobility. It is much more difficult for a galleon loaded with the most “I don’t want to” to pick up speed, turn around, and trim. Please note that you will have nowhere to put loot from other ships, so you don’t have to take anyone on board.

Combat merchant squadron in all its glory.

This strategy reaches its maximum effectiveness (in terms of defense) when controlling manovars (and ships of similar class). We buy the heaviest guns and bombs, and if someone attacks, it’s worse for him. But there is one very serious nuance - you will have to look for captains with maximum navigation skills. Otherwise, instead of fighting vehicles, you will get useless piles of wood and metal. As you know, the level of a mercenary depends on yours, and jacks of all trades are found only at the highest (fortieth and beyond) levels. Another argument against is the volume of cargo transported.

Let's calculate how much is needed for the combat capability of the ship. First, of course, the guns. A set of 32 pound guns for the royal manowar (112 guns) weighs 1,700 units. Five thousand bombs - another 300. Provisions - about a thousand, no less. Don’t forget gunpowder - at least 250. Rum is optional, but 500 barrels will weigh 500. In other words, goods for combat require two and a half, or even three thousand volumes. With a total carrying capacity of seven thousand (sometimes a little more), this is almost half. That is, you can earn half as much. In addition, do not forget about the costs of repairs, and the team needs to be paid and maintain its morale. Officers also regularly demand wages, and the higher the level of the mercenary, the more money you will have to pay.

Despite all the disadvantages of the strategy, it has one advantage - you can follow the plot and make trades along the way to maintain the budget. You won’t really earn money, but the costs of maintaining the squadron will not be so noticeable (which is no less important).

This is interesting: maintaining a thousand people costs almost two hundred thousand every month. Calculate how much money is needed to maintain a full squadron.

Classic scheme

Being a Rogue Trader is, of course, good and romantic. Here you have a chase, and responsibility only for yourself and your actions, and real money in your hands. Besides, you can do whatever you want at any time, no one will force you to do it. But the profit in this case is not so impressive. A large merchant, managing an entire squadron, turns millions, and in some cases - tens of millions. He can sell (and buy) the entire Caribbean, but the level of preparation (and costs) are completely different. The highest level in the trade business, in my opinion, is occupied by a warrior-merchant.

This is what a trade screen should look like for a self-respecting merchant. Information about the quantity of goods in all stores in the archipelago is purchased from the bartender.

What does this mean? It's simple - you don't run from the enemy, but drown him, but you don't spend half your cargo on weapons. The key is specialization. Each ship must perform a specific function. Only those who are suitable for this should fight. Naturally, the role of an escort should be played by the player, since the allies, although not stupid as traffic jams, cannot boast of complete adequacy. Practice shows that one single manovar with maximum caliber guns and full equipment can easily cope with a serious squadron.

In addition, do not forget that you have a huge advantage in the form of critical shots, skills that improve reloading and other goodies. And if you manage to fire from both sides at once, there is no doubt about victory. I remember that when I ran into a punitive squadron of five Spaniards, I sank their manovar in three salvos. Two of them, however, were critical, but even without them fifty guns cause significant damage.

Do not forget that the squadrons of other powers never consist of only manovars. Yes, only first class ships can meet, but so what? Warships and warships are no match for you. As for pirates, everything is even easier with them. You will rarely see even the simplest battleship among them (they are not in this category), and no matter how maneuverable corvettes, frigates and others are, several powerful salvos will still send them to the bottom.

The rest of the ships with this style are completely unnecessary in battle. They can simply be turned into “trucks”. Fire the entire crew, hire the cheapest officers, remove the guns and throw shells, provisions, weapons and medicine overboard. This way you can achieve maximum efficiency when trading. Count for yourself: four completely empty ships (from 6500 to 8000 holds) and no payments to the team, because there is none at all! The huge total size of the hold will allow you to extract tangible benefits even from relatively cheap goods. In addition, you will be able to earn fabulous money from smuggling, and to accumulate starting capital, complete tasks from merchants in cities. Don't forget that any merchant wants to fill out All space available on your ships. And the more goods, the greater the reward.

Advice: merchants offer different goods for transportation, but try to choose ones that are not chewed by rats. For example, cannonballs, nipples, buckshot and bombs. Try not to take expensive items unless you have Rat Gods. Rats can easily eat all the fat. Because of these rodents, I have had to pay a fine out of my own pocket more than once.

Ships

Until now, there has not been a single intelligible analysis of the ships. There are several reasons for this: ships of the same type (frigates, for example) can differ significantly from each other. The caliber of the guns, the volume of the hold, the thickness of the armor - everything is different, but the ships were not built on machines, and each had its own characteristics. Naturally, all this affects the price (sometimes quite significantly). In this chapter we will analyze the ships in order and in detail. Since different strategies involve fundamentally different playstyles, a comprehensive assessment of the characteristics will be very helpful.

Ship characteristics

Not all ship parameters in Corsairs have a designation. Eg, number of permissible team measured by “seats”, and gun caliber- pounds. However, nothing is said about speed, maneuverability, or hold volume. In fact, everything is very simple. The developers most likely decided not to overload the player with unnecessary data (nodes, degrees and rolls), so they introduced abstract values ​​for some indicators. Hold capacity, for example, is measured in units of "net load". “Net cargo” is the multiplied weight and volume, expressed in abstract game units. So the fruit basket occupies the “1” positions, and the ebony package occupies the “5” positions. The remaining characteristics are calculated using the same principle. Hull strength- these are the same virtual hits. If the mark reaches zero, you drown. Speed created to compare ships with each other, because you can only sail to another island on a global map. In the heat of battle, the one with the higher indicator will be faster. Maneuverability is calculated according to the same scheme. Whoever has a higher score is better. Only close-hauled calculated differently. The higher the number, the steeper you can go into the wind.

"Small" class

Tartan (grade 7)

Tartan first appeared in the Mediterranean Sea. Initially, it was a small fishing boat with a triangular sail, but its good performance made it a very popular ship for coastal voyages and trade between neighboring settlements.

A Tartana is essentially an ordinary boat, but with a sail. Its size does not allow it to travel long distances (although this is possible in the game), and general indicators say that if you sail on it, things are very bad for you. Fishing is not allowed in the game, and the tartan is only suitable for this. It is not suitable for anything and is only present in the game for decoration.

Average parameters
frame95
speed6,5
maneuverability46
close-hauled8,2
hold50
team10
gunsNo
price, gold350

Longboat (class 7)

A longboat is a large boat on which small cannons are mounted. It will never become a serious ship, but it is used for pirate or smuggling operations all over the world.

This is the same tartan, but slightly larger in size. The hold is usually three times larger, but the guns take up the lion's share of its volume. “Dead” armor and general uselessness are compensated by maneuverability and speed. An experienced captain will be saved on this vessel from any persecution. Just save something?

Average parameters
frame200
speed13,5
maneuverability72
close-hauled7,5
hold200
team17
guns (caliber 12 pounds)8
price, gold2500

Lugger (Class 6)

A lugger is a small ship designed to transport cargo and guard small convoys. Although the lugger is poorly armed and has a small crew, it is specially designed for both trade and battle. Many captains value the lugger for its speed and maneuverability, and its small size allows it to make long sea voyages.

The first more or less serious ship, which, in principle, is perfect for a free trader. With this you can sink a pirate and transport something. Another thing is that the lugger is a small ship and not very strong, and only 12 guns are not at all impressive. In addition, combat equipment takes up almost half of the hold. The only undeniable advantage is that oblique sails allow you to sail steeply into the wind.

Average parameters
frame700
speed14,5
maneuverability62
close-hauled9,5
hold550
team57
guns (caliber 12 pounds)12
price, gold14500

Sloop (class 6)

With a shallow draft and excellent sailing performance, the sloop is a highly effective reconnaissance ship suitable for coastal patrol and trade.

However, the hold is too small, and at a comparable price the sloop is completely inferior to the lugger in terms of performance. Improved weapons do not change the situation. In my opinion, additional guns only take up precious space in the hold. It’s not worth buying a sloop; it’s better to wait for the next ship - a schooner.

Average parameters
frame1000
speed13,5
maneuverability36
close-hauled7,85
hold750
team66
guns (caliber 12 pounds)16
price, gold18000

Schooner (class 5)

The good performance of this ship, coupled with a spacious hold, made the schooner one of the most attractive ships as a merchant vessel for middle-class merchants who cannot afford something better.

The schooner is the first worthy ship for trade. Its hold is usually twice as large as that of a sloop, and its performance is almost identical. The schooner's armament, like its armor, is also at an appropriate level - twenty guns will allow it to fight off small pirates. The only complaint is the price.

Average parameters
frame1400
speed12,5
maneuverability32
close-hauled7,5
hold1400
team105
guns (caliber 16 pounds)20
price, gold32500

Bark (class 5)

A bark is essentially a converted longboat. The bark is better suited for long voyages. With a spacious hold and sufficient firepower, the barque is considered one of the best ships in its class. However, the design does not allow it to reach high speeds, and maneuverability fails. In terms of performance, the barque is losing. On the other hand, a small crew and a spacious hold will allow you to transport goods with little cost. In addition, a barque is somewhat cheaper than a schooner.

Average parameters
frame1500
speed9,5
maneuverability26
close-hauled3,5
hold1900
team80
guns (caliber 12 pounds)16
price, gold30500

Caravel (class 5)

The unusual formula of the caravel's deck makes it easy to identify this ship from a great distance by its outline. It is advantageous to use caravels for transporting large loads, especially since they have proven to be unimportant as warships.

Excellent hold and weak combat characteristics. This is due to low speed and poor maneuverability. On the other hand, there are thirty guns (13 per side and two each at the front and rear), and the caliber is not bad - up to twenty-four pounds. One of the disadvantages is the poor close-hauled sail, since all the sails of the caravel are straight. The caravel works well as a “truck”, but military cover is required. Another plus is that a caravel is only slightly more expensive than a barque, and the hold is almost one and a half times larger.

Average parameters
frame2300
speed9,5
maneuverability28
close-hauled3,5
hold3000
team175
guns (caliber 24 pounds)30
price, gold38500

Barquentine (class 4)

When Spanish merchants realized that they were becoming easy prey for pirates in the Caribbean, they began to massively convert their galleons into barquentines. Thanks to the mixed sailing rig, the barquentine can move quite quickly in any direction. And although the transatlantic journey lasts a little longer, the Barquentine will certainly escape the pirates.

Excellent running characteristics and good hold. An excellent ship for the “all-out” scheme. The hold, however, is not as spacious as that of a caravel, but the barquentine sails well against the wind. Among the shortcomings, only weak weapons can be noted, but the price does not bite. The maximum crew reaches two hundred people, which means that you can safely board an impudent pirate.

Average parameters
frame2300
speed10,5
maneuverability38
close-hauled9,5
hold2500
team195
guns (caliber 12 pounds)16
price, gold33500

Brigantine (class 4)

Legendary type of sailing ships. Fast and maneuverable, like a swallow, the brigantine soars over the endless expanses of seas and oceans.

The brigantine has excellent driving characteristics, although the price is only slightly more expensive than the barquentine. The hold, however, is very small, so the brigantine is hardly suitable for trading operations. The choice of a pirate or privateer, not a merchant.

Average parameters
frame2100
speed16,5
maneuverability52
close-hauled8,5
hold1200
team105
guns (caliber 16 pounds)20
price, gold32500

Flute (class 4)

Flute is a fairly strong and large ship. It is excellent for long-distance voyages, but it is unwise to use it for military purposes. The flute is good as a merchant ship, since in terms of the size of the hold and the strength of the hull it is very difficult to find a rival to the flute in its class. The flute first appeared in Holland. They were built from soft wood to make the ship as cheap as possible.

The first ship for large merchants. Excellent hold capacity and good performance characteristics, a fairly strong hull and a large crew. Yes, it is difficult for him to find a rival in the class (only a galleon), but, as you remember, flutes were built from the cheapest types of wood. They were originally conceived as workhorses, and guns were installed on them more for show. Flute is a true merchant ship, but it is also suitable for the “all-out” scheme, although it works best in guarded merchant squadrons.

Average parameters
frame3100
speed12,5
maneuverability36
close-hauled4,5
hold3200
team165
guns (caliber 24 pounds)18
price, gold50000

Brig (class 4)

The brig is often used as a merchant ship, but even more often as a warship. High speed and excellent maneuverability make it one of the most harmonious ships. However, the straight sail rig limits its close-hauled capabilities.

The brig is good for the “all-out” scheme. Still, it is rather weak in battle (only 16 guns). On the other hand, even a small number of guns can pay off due to maneuverability and speed, but there are pitfalls here too. The fact is that the straight sail rig does not allow the brig to sail steeply into the wind. The only reasonable use is to load up and run.

Average parameters
frame2700
speed14,05
maneuverability44
close-hauled3,5
hold2000
team177
guns (caliber 24 pounds)16
price, gold41500

Galleon (class 4)

This is undoubtedly the most famous type of ship in history. A close relative of the caravel, the galleon is a clumsy but reliable ship that has served sailors for two hundred years. Easy prey for a real pirate.

Everyone used them, but most often the Spaniards. It was on galleons that gold (as well as other goods) was exported from the colonies. The galleon is an excellent merchant ship, but unimportant in battle. It's all about poor maneuverability and low speed. With such indicators, only the battle line is suitable for battle, but the relatively thin armor puts an end to this idea. The galleon is perfect for the merchant, and if he has a ship (or ships) for protection, the legendary ship will pay for itself in one voyage.

Average parameters
frame3500
speed10,5
maneuverability31
close-hauled3,2
hold3600
team366
guns (caliber 12 pounds)20
price, gold53500

"Big" class

Corvette (Class 3)

The corvette was designed to be powerfully armed, but at the same time as fast and light as possible. As a result, corvettes have a weak hull, but are able to catch up with lighter ships and conduct successful battles with heavier ones. Typically, the corvette was used as a patrol vessel and also as an auxiliary warship.

The corvette has the thinnest armor in its class, but in terms of speed only a frigate can compare with it, and in terms of maneuverability it has no equal at all. However, a corvette is not at all suitable for trade, because a loaded ship is not so fast, and this is its main advantage. Each ship must be used in accordance with its specialization. A corvette is a fast, nimble and relatively powerful ship. You can’t take a fort on it, but on the open sea it has no equal.

Average parameters
frame3200
speed15,5
maneuverability58
close-hauled4,6
hold2600
team202
guns (caliber 32 pounds)32
price, gold73500

Heavy Galleon (Class 3)

A heavy galleon is a powerful warship. Large caliber guns, a durable hull and a large crew provide reliable protection for any cargo. Unfortunately, the strong armor resulted in an even greater reduction in performance.

Heavy galleons eventually replace flutes (due to the hold) and regular galleons. Yes, in terms of performance, heavy galleons lag behind (quite noticeably) other ships in their class, but the huge hold more than makes up for all the shortcomings. Due to its low top speed, a heavy galleon is not suitable for a full-on strategy. The ideal application is “better stay away” or “classic scheme”. The armor is strong, and there are fifteen cannons on each side, and the caliber is decent. Verdict - a heavy galleon is excellent for armed squadrons, but only opens up under escort.

Average parameters
frame5500
speed7,5
maneuverability23
close-hauled2,6
hold5000
team448
guns (caliber 32 pounds)36
price, gold100000

Pinas (class 3)

This ship is large and strong enough for long sea voyages. The capacity of its hold allows it to transport a large amount of cargo, and its weapons allow it to ward off pirates. However, in combat it sorely lacks the maneuverability and speed of a real warship.

A pinas is simply an improved version of a flute. Its hold is spacious, there are few guns, but it is cheap and fast. The cheapness makes the pinnace a workhorse, but there is no point in buying it - it’s better to save up for a galleon.

Average parameters
frame3600
speed12,5
maneuverability32
close-hauled5,7
hold3600
team241
guns (caliber 16 pounds)18
price, gold62500

Frigate (class 2)

Fast and maneuverable frigates are very popular with many captains for their good performance and firepower. A squadron of frigates may well destroy the fort and plunder the city.

In fact, a frigate is the first heavily armed ship (twenty guns on board), and anything heavier plays the role of a floating fort. Meanwhile, a frigate’s hold is not as small as a corvette’s, so you can both protect the squadron and carry additional cargo. Keep in mind that frigates have straight sails, so you won’t be able to sail steeply into the wind.

Average parameters
frame5000
speed15,5
maneuverability37
close-hauled3,9
hold3200
team323
guns (caliber 32 pounds)46
price, gold150000

Warship (Class 2)

A warship, although superior in number of guns to a frigate, is inferior to it in speed and maneuverability. However, by strengthening the hull and increasing the size, some warships can be equipped with the heaviest guns.

A warship is simply a weighted frigate. To tell the truth, the armor and additional guns backfired on him - his maneuverability and speed dropped significantly. There is no point in using a warship as a “truck,” since there is a heavy galleon one class lower, which is equal in armor, and you can carry more cargo. In addition, a galleon is much cheaper, and speed is not so important in the presence of a military escort.

Average parameters
frame5200
speed13
maneuverability36
close-hauled1,8
hold4200
team435
guns (caliber 24 pounds)56
price, gold170000

"Huge" class

Ship of the line (class 1)

A battleship is a formidable force. Armed with the most powerful and long-range guns, with a very strong hull, it is capable of successfully confronting any ship at sea and destroying coastal fortifications.

An excellent ship for the “better stay away” scheme. Lots of guns, a strong hull, a large crew and a spacious hold. Unfortunately, it is hardly suitable for other schemes - it is too expensive, and in terms of the volume of the hold it is not far from a heavy galleon. On the other hand, good speed allows you to apply the scheme “with all your might.”

Average parameters
frame7600
speed12,5
maneuverability32
close-hauled1,4
hold5000
team571
guns (caliber 32 pounds)66
price, gold250000

Gunship (Class 1)

Warship - development of a warship (essentially a frigate) by increasing the size and strengthening the hull. Huge and unwieldy, it carries several batteries of heavy guns and is served by a large crew.

Only good for combat. Its hold is not much larger than that of a battleship or a heavy galleon, but the armor is much thicker, and there are as many as thirty-six guns on each side. Suitable for the “better stay away” scheme, but that’s all. “At full speed” will not work, since the warship does not shine with speed, and the “classical scheme” is of no use. Why guard an expensive ship if you can buy three heavy galleons for the same money?

Average parameters
frame7700
speed11,5
maneuverability29
close-hauled1
hold5300
team523
guns (caliber 32 pounds)80
price, gold345000

Manowar (class 1)

Man-of-war is the most powerful ship in history. It carries up to a hundred cannons on three gun decks, and its hull is practically impenetrable for cannonballs. Unfortunately, the ship's enormous size and displacement limit its use to naval battles and sieges of forts.

The largest ship of the line is perfect for a merchant. Surprised? The manovar has the most voluminous hold, and the level of armor allows you to wait until the military escort deals with the enemy. Also great for the “don’t come near” scheme. There is nothing more terrible than five manovars. I remember how the Spanish punitive squadron ran into me at sea... With the first salvo we sent the Spanish flagship to the bottom. Two and a half hundred cores are no joke. Especially when the caliber is forty-two pounds.

Average parameters
frame10000
speed10,5
maneuverability25
close-hauled0,7
hold7300
team850
guns (caliber 32-42 pounds)102
price, gold525000

Royal Manowar (Class 1)

Royal first class ship of the line. Terrifying firepower is combined with exquisite hull finish and impressive performance. This is the greatest ship of all time.

Only suitable for war. To be honest, its usual modification has a much more spacious hold, and additional guns are not as important as the cargo. Ideally, you can make the royal manovar the flagship, and let the “trucks” be ordinary ones. The same squadron configuration is also suitable for the “better stay away” scheme.

The Royal Manowar is the pinnacle of shipbuilding. However, it is only suitable as a flagship warship. For trading, it is better to use ordinary manovars, they are cheaper.

Trade routes

In the Return of the Legend guide, we have compiled a table of export and import of goods for all stores in the archipelago. Since then, the economic system has been slightly modified, and some goods have changed status. The new version takes into account all the changes since “Return of the Legend” and the latest patches. Based on the table nearby, we will look at the optimal trade routes.

Types of trade

Of course, the economic system in the Corsairs is far from ideal; it lacks changes in prices, demand, supply, and much more. The economy is simple and just begs to be made money. The game is kind to the player who can evaluate his strength. Let's look at a few trading techniques that have been common to the Corsairs (since time immemorial).

This is interesting: in fact prices change. If you buy a lot of a certain type of product, its price rises (scarcity), and if you sell a lot, it falls (supply). But if something is exported somewhere, even the end of the world will not force the merchant to import this product.

Direct flight

By direct flight we mean a regular trip from point A to point B and back. We buy the product we need, sell it and come back for the next portion. For direct flights, goods from the highest price category (black and mahogany, silk, gold) are best suited. Why? It's simple: you make a huge profit, and the faster you transport all the goods, the sooner it runs out and the sooner you can switch to another product. During this time, stores will be restocked. A distinctive feature is that the method is only suitable if you have money for an expensive product. This is true, for example, for a squadron of manovars. You need to invest an unimaginable amount of money, but the return exceeds all expectations. The best use of the scheme is smuggling.

Chain

The essence of the chain is to select a group of goods that you will trade. For example, you buy ebony at the lowest price and take it to where they buy it the most. At this port you buy another export product and take it to the next port. And so on. The scheme is difficult to implement as you need to be aware of quotes in all stores Use the table and plan the best route.

Circular flight

This method is essentially a mixture of the first two. You choose a starting port and transport the best goods to another city. There you buy another product and take it somewhere else. Eventually you should return to the first port you selected. This scheme is the most difficult to implement, but it is also the most profitable - your ships will not be idle. Pure profit, complete confidence and accuracy. The point of the scheme is that when you return to the starting city, there will already be enough goods there. In addition, you can change the round trip as much as you like, simply by choosing a different product.

Caribbean Products
Cores - - - - - E E - - - - AND AND AND
Buckshot - - E - - AND - - AND - - AND AND -
Knippel - - - - E - - E - - E - - E
Bombs - - - - - - - E - - - - - -
Powder TO - E E - E - - - AND - - - -
Provisions E - TO AND E - - TO AND - E E E -
Weapon AND - AND E - - E - TO AND - AND AND AND
Medicines - TO AND - AND TO AND E E - AND AND AND AND
Canvas AND E - TO - - - AND AND AND - AND AND -
Boards - AND - AND TO AND - - E E TO - - -
Cocoa AND AND AND TO AND TO - - E - AND E E -
Coffee - E - E - - TO - - E - - - E
Tobacco TO - E - E - - AND TO AND E AND AND AND
Sugar AND - - E E - AND AND TO E E - - -
Wheat - E E - E - TO AND AND TO E - - E
Wine TO AND E - E - AND TO TO AND E E E -
Rum - AND - - AND - E E - - AND E E -
El E - TO AND - - E E - E - E E E
Cotton E - E - E - TO AND - TO E - - -
Canvas E E - TO AND - E - E E AND - - E
Leather - - AND - AND TO AND - E E AND - - E
Silk - TO TO - - E - AND - TO - - - AND
Cloth - - - TO AND AND - - AND - AND - - -
Ebony - E - - TO AND AND TO - - TO TO TO TO
Red tree E - TO - TO AND - - E - TO - - AND
Sandalwood E E E E - AND - TO - - - E E -
Cinnamon TO TO AND AND - E - - - E - E E -
Copra - - AND AND - TO AND - AND TO - TO TO TO
Paprika AND AND - E - E - E - - - - - E
Fruits AND TO - AND TO - AND AND - AND TO AND AND -
Oil E E - E - AND TO - E - - TO TO TO
Bricks AND - AND AND - E - E AND AND - TO TO TO
Slaves TO TO TO TO TO TO TO TO TO TO TO TO TO TO
Gold - AND - - AND - E - - - AND - - -
Silver - AND - - - E E - - - - - - AND
Cores - AND AND - - - - E AND - - AND -
Buckshot TO AND AND AND - - - E - E - AND -
Knippel - - - - - - - E - - - AND -
Bombs E - - - - - - E - - - AND E
Powder AND TO TO TO - E E E - - TO AND AND
Provisions E - - E - - - - - - TO - -
Weapon - TO TO TO AND TO TO E - - TO AND -
Medicines AND - - E - AND AND - E AND AND AND -
Canvas - AND AND AND TO AND AND AND AND TO - - AND
Boards - E E - AND TO TO - - E E E -
Cocoa - E E - AND TO TO - - E - - -
Coffee - E E - TO E E - - AND - E -
Tobacco - TO TO TO AND - - AND - AND - TO -
Sugar E - - E - E E - E - E E -
Wheat - E E - E - - - - E AND - -
Wine E - - E E - - E E - AND TO -
Rum E - - - E E E - AND AND AND TO E
El - - - - - E E - E - - E AND
Cotton AND TO TO TO E - - AND - E - E -
Canvas E E E - AND - - - E - - - -
Leather - - - E TO AND AND TO AND AND TO TO -
Silk AND - - AND - - - AND AND TO - - -
Cloth E - - - - E E AND TO AND AND E -
Ebony TO AND AND - E AND AND - - E E - -
Red tree - - - E - AND AND - - - E - -
Sandalwood - E E - AND AND AND TO AND - E - -
Cinnamon - - - - E - - - E - - - -
Copra TO - - AND - - - TO TO - - E -
Paprika - - - E AND - - TO AND TO - - -
Fruits AND E E - - - - - TO AND AND - -
Oil TO AND AND AND TO TO TO - E E - - -
Bricks TO AND AND AND - E E - TO TO AND - -
Slaves TO TO TO TO TO TO TO TO TO TO TO TO AND
Gold AND AND AND - - AND AND AND - - E - AND
Silver - - - AND E - - AND - - E - AND

* K - smuggling, E - export, I - import, dash - regular price.

Destinations

In the final chapter, we'll look at goods and ports, as well as some illustrative examples of trade routes.

First, keep in mind that cities that are nearby have almost the same trade policies. In other words, if Havana imports canvas, Puerto Principe imports it too. There are no short but profitable routes in Corsairs. Or rather, they were, but with the release of the patches, the easy life ended. Let's consider several routes for each type of trade.

Direct flight

The simplest and most expensive at the same time. For direct flights it is better to choose the most expensive goods: gold, silver, silk, ebony, mahogany and sandalwood. For a time, smuggling was one of the most profitable voyages, but recently a smuggler went missing in a pirate town near Curacao (Mahogany). Although store data indicates that the goods are smuggled, no one will buy it from you. And for the better. To be honest, having found one single route with enormous profitability, I abandoned all the others. Why waste time when you can earn phenomenal amounts in just a few flights?

Direct trade scheme for mahogany. The final destination is Fort-de-France.

Let's look at expensive products one by one. Mahogany is sold at reasonable prices only in four colonies: Havana, Maracaibo, Marigot and Willemstad. The noble type of wood is considered smuggled only in Port of Spain and Fort-de-France. There are only two cities, and they belong to the French and the British. The shortest route for mahogany is from Curaçao to Martinique. Just remember to settle relations with other nations and take the appropriate flag in your skills. Unfortunately, you cannot do without trade patents (unless you play for Holland). The second good route is from Marigot to Martinique. Use it if the mahogany stock in Willemstad runs out. Havana is unsuitable for profitable trade. There are no ports nearby with sufficiently high purchase prices, and the nearest “smuggling” cities Very far.

Another viable option is a flight from Maracaibo to Martinique. This option is also suitable for starting a “half chain”. Let's say you have a squadron of five manovars and you can easily buy up the entire stock of goods in the store. It turns out that you are wasting your time because you are leaving the hold empty. To make the most of it, you need to start in Maracaibo, then look at Curacao and only then sail to Martinique. If things don't work out with the smugglers, you can simply sell the goods at a high price. Mahogany is imported, for example, to Basse-Terre. However, the difference in profit is very significant.

Let's do the math. With a store stock of 10,000, you can buy mahogany for an average of 250 gold. You can sell it to a store marked “import” for a price of 400 gold. If you don’t have “Rat Gods”, we’ll write off another 10% for losses from rodents. We multiply 150 by 10,000, and subtract 10% of the average losses from rats from the final profit. In total you will receive 1,350,000 net profit. Not bad? Now let’s do the math for smuggling. A unit of mahogany in Fort-de-France costs 700 gold. We multiply 450 by 10,000, subtract the losses from rats, for a total of 4,005,000 gold. The difference is obvious.

On a note:“Corsairs” is partly a role-playing game. Try to play the role to the end. In particular, you can play without the save-load link. If something happens, continue the game no matter what. With this style, selling goods to “import” is perhaps the safest option.

Redwood is the best product for a direct flight, especially if you haven't gotten rid of rats. Gray robbers consume silk in obscene quantities. True, they don’t touch the gold, but there is no smuggling of it either. If you choose between gold, silver and ebony, choose wood. Firstly, even with a larger volume, the final profit will be greater. Secondly, only a few colonies are “rich” in gold, and even then there is so little of it that the game is not worth the candle. In a successful situation, ebony can be bought at an average price of 100 coins and sold for 550. Gold, with its ratio of 650-820 (170 income per unit), cannot compete with noble wood. Best routes: Cumana, Maracaibo, Cartagena - Fort-de-France.

We did not consider two products from the upper price range - slaves and sandalwood. It is impossible to make money on the former, because they are sold (and then with “import”) only in Bermuda, and they can only be obtained by boarding (you leave the survivors as slaves). But this income cannot be called permanent, besides, slaves can start a rebellion, and when the rebellion is suppressed, someone will inevitably die.

Sandalwood, on the other hand, is a good choice for trading, but only if the supply of wood has completely dried up. Sandalwood is considered smuggled in Charlestown and Santa Catalina. It's a pity, but these cities are too far from the main trade routes, so, in essence, you have two options: take sandalwood from Willemstad to Charlestown, and then stock up on mahogany in Marigot, or not trade sandalwood at all.

Chain

For the chain, the best goods are in the middle and low price categories, since the “export-import-smuggling” schemes for them are much more diverse. Judge for yourself, for example, we transport mahogany to Martinique (or St. John's), since the prices are best there. Ebony - right there. But you can sell and buy bricks, wheat, rum, ale and other inexpensive goods wherever you want, since the ratio of the purchase price of one unit of goods to the selling price is not so high. The benefit here is achieved by the large quantity, and not by the cost of a single bag of wheat.

Chain starting in Cartagena. The final destination is Fort-de-France.

This is interesting: the difference in purchase and sale prices for goods of the lowest category is no more than ten doubloons and rarely reaches at least two times the excess.

The first thing to do is to create a good route. For a novice trader, purchasing trade licenses is a very burdensome matter, so you need to trade only with those ports where they don’t dream of letting you go to the bottom. The Spaniards and the Dutch have the easiest life. Many ports are open to them, which means you can trade anything. The question "where?" does not matter, except that the distance between cities can somehow affect the choice of product (route). Otherwise everything is the same. Unfortunately, in Corsairs there are no NPCs tied to any specific islands, ports or areas of the sea. You can, deep in the rear of the Spaniards, on the Maine, meet a huge punitive squadron of, say, the British. This is unfortunate, since the chance of evading pursuit depends only on the course relative to the wind. Blowing in the back? Have a blast. No? So they will catch up.

It is important: Don't rely too much on the Skilled Sailor ability. Yes, it allows you to escape from a meeting on the high seas, but this does not mean that you will hide from any pursuers. In the worst cases, the menu will pop up every split second. In other words, after refusing, you will immediately be offered to enter the battle - and so on until you agree. Or don't load the nearest save.

Let's consider an illustrative diagram using the example of the main character from Spain. The choice is not accidental. Spanish traders have the easiest life. Let's say you start a chain in Cartagena. The nearest city is Maracaibo. We take a load of wheat, and in Maracaibo we buy a shipment of sugar to bring it to Curacao. In addition, we fill the holds with gold and silver. Having sold sugar in Willemstad, we fill the hold with mahogany and sail to Cumana. There we will sell gold and silver, and fill the empty space with ebony, which can be sold to smugglers in Fort-de-France. Starting with simple goods, at the finish line you will trade the most expensive ones. The chain should be replenished exactly by the time you return to the starting point. If upon return the goods have not yet appeared, extend the chain.

In the resource-rich Caribbean, there are many different trade chains, because the route is determined only by the opportunity to buy or sell a certain product.

Circular flight

Round trip starting in Cartagena. Please note that our beloved Fort-de-France is not included in the circle.

Any merchant should have a good map - as well as a whole bunch of more detailed ones. For dark things, you know...

The example of a round trip is simple. Let's take the route given in the “Chain” chapter as a basis and modify it a little. The last city in the chain is Fort-de-France. To get a round trip we need to change Fort de France to Basse Terre. Of course, you will have to buy a trade license, but the profits are worth it. Looking at the table "Products of the Caribbean", we see that the French in Basse-Terre import ebony and mahogany, and export silk. Now you have a choice: either sail to Porto Bello and sell the silk you bought honestly, or hand it over to smugglers in Cartagena. To be honest, the second option is much preferable. Using this principle, you can build a chain of such size that you will literally buy and sell the entire Caribbean Sea.



So, we figured out the trade. Of course, no article is enough for a comparative analysis of profits from the sale of different products, but we have “built a foundation” on which you can create schemes yourself. Whether they are profitable or not - only a test flight will tell. I wish you successful voyages and profitable transactions. You will especially need luck!