Corsairs: City of Lost Ships: Guides and Walkthroughs. Walkthrough of the game Corsairs: City of Lost Ships Ships in the city of lost ships

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. Vacker, 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 slipway. 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.


Reward Rating

Addition

Addition


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. Vacker, 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 slipway. 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.

Printable version of the page:
Read and watch all the latest about games
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, dock 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 Bertrand d'Ogeron's congratulations 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 the defense of Cumana from the attack of 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 in 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 this. 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 light morning breeze fills the sails of a small xebec heading to Bermuda. There, they say, Henry Morgan is recruiting dashing guys to get easy money. A young captain named Andrew Frost, impressed by pirate romance, is ready to enter Morgan's service and raise the Jolly Roger...

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

Ship's log

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

This is how the Coastal Brotherhood recruits. Who wouldn't want to earn extra money?

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

They were already waiting for us at the port. No, not Morgan, but English soldiers. It turns out that Jack Bolton is a fugitive, and I am his accomplice. I did not resist, there were too many soldiers, and my ship would have been immediately turned into splinters. Rumor has it that Morgan has great influence in Jamaica, maybe the commandant won’t have to figure out who is a criminal and who is not?

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

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

Black Mark

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

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

Henry Morgan himself.

And sure enough, Lowe lives in Le François; moreover, he’s not even hiding! But what surprised me most was that his face didn’t change one bit when I handed him the tag. He just grinned and said that he and Morgan had worked out everything, so I should return the mark and tell him “that everything is going according to plan.” With these words he kicked me out of the house. There is nothing to do, we will have to return to Jamaica.

The way back was not easy. The sea was calm, only a light breeze created a small ripple, but even this breeze was enough to push our vessel along. The navigator assured me that the weather would not change, but three days later a storm broke out, the likes of which I had not seen for a very long time. The navigator should be thrown overboard, but where can one find a good navigator? Our troubles did not end there; two days from Jamaica we met an English privateer who saluted with a broadside and changed his flag to a pirate one. The xebek, battered by the storm, could no longer give a head start in speed, so it had to be fought. A short shootout ended in a fireball that consumed the pirate brig, and we are forced to get to Jamaica almost by oars. The damned pirate had blown off one of the masts and apparently damaged the hull below the waterline. The ship tilted to the left, and every day the roll is increasing. Morgan promised me a reward, now it will be very useful.

After listening to my story, Morgan called me a blind puppy - he did not settle anything, and Lowe simply deceived me. Naturally, I didn’t receive any money, but Morgan gave me one more chance - I had to find Lowe myself and put an end to him.



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

When I got to Bermuda, Lowe was no longer here, although I was able to get a lot of valuable information from the shipyard, and the innkeeper shared something. It turns out that Lowe deceived the brig “Sea Wolf,” which was being built for Jackman himself. In addition, I learned from an old friend of Goodley that Lowe was interested in Koumana. I don’t know what this scoundrel is thinking, because now all the pirates of the archipelago are hunting for him. His way to the English colonies is also barred, and something tells me that he is not looking for shelter on Maine. Anyway, if Koumana still has Lowe, I'll get him.

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

It is important: to find Lowe at Cumana you need to be on good terms with the Spaniards. If you play as England, like me, you will have to buy a trade license.

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

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

As I expected, Lowe showed up near Cumana when I put to sea in the lugger. This rat can only attack those who are weaker, but we are not cut out for it. After a volley of buckshot and boarding, Lowe was in for an unpleasant surprise.

I took the ship and killed Lowe. Morgan's task is completed, and I think I'll keep Jackman's ship for myself. Let the old pirate sulk all he wants, I already spent a lot hunting Lowe. All that remains is to tell Morgan the good news and receive the reward.

Pearl

It's not easy to rob tartans. You need a light, maneuverable ship, otherwise you will simply crush small boats.

Morgan's third task is to get pearls. He got information about where fishermen are looking for pearls this month - near Turks. Since this is a “sail and do it” style task and it’s difficult to call it an adventure (Morgan himself says so), we will look at it from a purely technical point of view. It’s not easy to accomplish; there are several pitfalls that will lead to the failure of the entire line. So, first, select a maneuverable ship. I performed this mission on the Blue Bird and had no problems.

So, let’s sail to Turks and first of all, if you have companions, give them the command to “lower the sails.” The Tartans of the pearl fishers will be hostile to you, and if you can avoid “pulling the trigger,” the allies will not fail to fire one or two volleys from their cannons, and the Tartans don’t need more. The highlight of this task is that there is no need to board, let alone sink, enemy ships. You just need to swim as close as possible, and then they will voluntarily give you the pearls. Morgan needs to bring at least 1000 small and 500 large pearls. Having robbed all the tartans, I was able to collect almost one and a half times more and earned about one hundred and twenty thousand piastres.

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

Head hunter

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

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

Damn that Goodley! It seems that in my search for this Avory, I talked to all the moneylenders in the archipelago! The fact is that John Avory shakes money out of debtors, and if it runs out, he heads to the next city. A pawnbroker on Marigot Island said he was robbed, and Avory followed the robber to Bermuda. This happened quite recently, which means I have a chance to catch up with both the target and, possibly, the robber.

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

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

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

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

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

I went ashore with the crew and went deeper into the jungle. However, old Leeds did not warn me that more than half the crew had escaped from the corvette. The fight was hot, but we dealt with both the double and his team. Surprisingly, the one who called himself Andrew Frost actually looked a lot like me. He was even dressed exactly like me!

It is important: stock up on healing potions. This fight is one of the hardest! For example, the fight with Lowe and the assault on the forts will seem like a walk in the park compared to the battle on the shore.

Steve Liney

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

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

Quest ships are highlighted on the global map with purple sails.

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

I caught up and boarded the Lyon and killed the entire crew. Driven into a corner, the captain invited me to join the service of his admiral, Richard Sawkins. The fool never realized that he had given me exactly what I was looking for. I killed him and sank the frigate. There is only one pirate admiral - Henry Morgan!

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

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

It's best to steal Soukins' journal at night, you'll be safe.

It’s a pity that it’s impossible to take all the treasures from the Spanish ship...

It is important: you can write papers with Sawkins' plans whenever you want. But during the day there are a lot of guards there, and the governor of the pirate settlement himself is immortal for the sake of the plot.

I managed to intercept the battleship Elusive on its way to San Martin, near Antigua. The information was accurate, the Spanish battleship was literally filled with precious stones. I took what I could, but some still had to be sent to the bottom. So Sawkins will be surprised when, even after a month, the Spanish ship still does not appear. Have fun in the sun, Richard!

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

Legendary trip to Panama

Assault on Fort Porto Bello. Apparently, during the bombing one of the cannonballs hit this weapon directly.

The next time I arrived in Jamaica, having spent my money, Morgan informed me of his plans for the capture of Panama. I think he's gone crazy, but it's not for nothing that he's considered a pirate admiral! We will attack Porto Bello, and then move along the isthmus, rather than through Cape Horn. The Spaniards least of all expect such a daring attack from us and probably do not guard the “back entrance” to the city so well. Besides, along the way I have to give a bullet to our companion Soukins. We need to handle the matter in such a way that suspicion does not arise.

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

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

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

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

Having broken through three Spanish ambushes, we finally reached Panama. I didn’t have to kill Sawkins, some Spanish musketeer did it for me, and I’m grateful to him - I really didn’t want to shoot in the back, and I couldn’t kill the pirate leader in front of my eyes.

The battle at Panama was terrible, but the Spaniards scattered their troops throughout the jungle, and we were able to defeat them due to our numerical superiority. We plundered Panama, and then dragged all the loot into one pile to divide it according to the laws of brotherhood. But while everyone was minding their own business, the vile Morgan stole absolutely all the gold and sailed on a captured galleon. He abandoned everyone in Panama, and somewhere in the jungle the Spaniards are still waiting. But what’s even worse is that I’m considered his henchman, and if I even hint at returning to the ships, my throat will be cut. I decided to try my luck and get to the ship alone.



The jungle almost killed me, Spanish bullets whistled overhead... But with God's help I was able to get to the ship and headed for Jamaica. In Henry’s house I found only his secretary, who told me that the traitor-admiral had gone to the Old World and would return no earlier than in a year...


French ruler

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

Mission 1: Pierre Legrand

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

So what if my boat is small. But manovar covers with fire!

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

Bandits will be waiting for you in La Maren Bay. I advise you to prepare for the fight and take with you three well-armed boarders. Otherwise, the enemies will fall in a crowd and kill first Legrand, and then you. After interrupting them, talk to Pierre, and the task will be completed. You can return to Tortuga.

Mission 2: Messenger

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

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

Mission 3: Anna

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

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

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

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

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

Mission 4: Soleil Royale

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

D'Ogeron's new task is to escort the French flagship Soleil Royal to the shores of Dominica to meet the squadron from Guadeloupe there. Why does the royal manovar need security? The fact is that the Spaniards started hunting for this ship, and no matter how powerful it was, three -four galleons can easily board him.

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

This is interesting: While going through this line, I had already sailed on a manovar, so I had absolutely no problems with this task. Any galleon needs a salvo from the side.

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

Mission 5: Revenge

It’s not fate for the Leyva brothers to take revenge on Anna, oh, it’s not fate...

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

It is best to land at the lighthouse. From here it’s easiest to get to the city (only one location), it’s impossible to get lost here, and the fort won’t shoot at you. We need to get information from the city; You can do this by talking to Iness de Silierras. She is an old friend of Donna Anna and will be happy to help her (and you). Don't go into the tavern, there's a whole squad of Spaniards lying in ambush there, and the waitress will immediately recognize you.

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

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

Mission 6: Francois Ohlone

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

Olone will read the letter and offer to join him in attacking Cumana and plundering it. You can refuse - receive 10,000 piastres and complete the task. I chose the first option. Storming a city requires considerable investment and a large team. And the loot - 200,000 piastres - will have to be divided among four. Even according to the most conservative estimates, only the loss of the team, weapons and medicine will cost more. Of course, you can deceive Ohlone and take all the money for yourself, but you will have to fight him and his friends.

Mission 7: Rock Brazilian

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

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

We go to the tavern and ask the bartender about the Inquisition. He will say that she is somewhere in the city, but he will be afraid to indicate the exact location (not surprising). We go to the church, we learn from the priest that the Inquisition is located under the church, and the entrance can be found under the stairs on the street. We go inside, choose a place convenient for battle and kill all the guards. By the way, in order to successfully complete this task, it is better to moor in some bay, otherwise, after freeing the prisoner, you will be attacked by the fort.

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

Mission 8: Bribery

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

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

I suggest starting with the closest pirate - Morris. Trinidad and Tobago is located not far from Maine, in the easternmost corner, so you need to sail there first, so as not to wind countless circles around the Caribbean. Morris does not like the war with Holland, but, on the other hand, he needs to restore relations with England. A certain Captain Gay framed him, but we need to find this captain’s logbook to justify Morris. You can find Gay in Jamaica, but at the same time it’s worth visiting Morgan.

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

In Bermuda, Jackman will tell you that he had no intention of fighting against the Dutch anyway, so there is no need to bribe him. Well, then we'll visit Morgan, and then we'll give Morris the ship's log.

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

Mission 9: Defend Port-au-Prince

In this mission you will be given the Soleil Royale and sent to defend Port-au-Prince from the Spaniards. For this battle, I advise you to acquire a ship no less than first class. Six Spanish ships will be waiting for you at Port-au-Prince, with Manovar as the flagship. Naturally, it is better to board him and destroy the rest. The peculiarity of this mission is that the Soleil Royal must remain afloat at any cost. Upon your return, you will be given a generous reward. I bet you'll even be surprised by the Sun King's generosity...

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

Together with the Soleil Royale, we smashed the Spanish fleet to pieces. The enemy didn't even have time to react.

Missions 10 and 11: Capture cities

Like other lines, the final missions involve capturing cities and handing them over to the French crown. We need to capture the cities of Santo Domingo and Santa Catalina. I advise you to prepare a squadron of first-class ships for these missions; Moreover, it is worth buying a trade license and carefully examining the forts of these cities under the Spanish flag. A direct attack on the fortifications is lethal, so it is better to enter from the side where there are fewer guns and destroy them as quickly as possible. Don't forget to hire the best possible team as well. Storming a city is a very difficult task.



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

City of Lost Ships is the strongest game with many gaming opportunities and development paths. Dozens of tasks, both random, generated during the game, and fixed - national lines or single tasks, for example, the City of Lost Ships task. This huge variety of possibilities, among other things, beckons with the fact that universal character development is simply No.

That’s why I say in advance that everything written here is just advice. The choice is still yours.

Shall we begin?

About the place of action and nations

The 17th-century Caribbean was primarily a battleground for the great European powers for great colonial wealth. Having discovered America in 1493, Columbus simply had no idea what kind of time bomb he was placing under the world order. The first, with full rights (in 1493, Pope Alexander VI signed a decree, the main content of which was the division of the undeveloped world between Portugal and Spain, America almost entirely went to Spain), the Spaniards developed the Caribbean, monopolizing the production of sugar, coffee and gold. It is not surprising that such wealth attracted the attention of other European powers - England, France, and later, Holland, which became independent. However, the fight against Spain, which owns almost all of the Caribbean, is not an easy task. As a result, in total, England, France and Holland accounted for approximately a third of the West Indies (as the Caribbean islands were called).

So, 4 nations are available for the game: England, France, Holland, Spain.

Shall we begin?

Shall we begin?

The choice of nation is one of the key aspects influencing the beginning of the game. This particular choice will have a different number of ports available, which can make traveling around the Caribbean very difficult. Therefore, I built a kind of scale on the attractiveness of nations, on the principle of the comfort of the game for a beginner or a trader.

The best choice for a novice player or a merchant player will undoubtedly be Holland. A peaceful nation made rich by trade. At the start of the game, Holland is at peace with France and Spain - and this is the whole of Maine (the continental part of the game world), Cuba, Hispaniolla and several other islands. The richest scope for trade or exploration of the game world.

In second place in terms of convenience for starting the game is Spain. Spain is at peace only with Holland, which, compared to the latter, reduces the number of islands to which one can sail to a small fraction of the French colonies. Being a Spaniard, you can feel like the master of the Caribbean, making raids along the coast of southern Maine or Hispaniolla (on which there is also a French colony).

Will take third place France, which is at peace with Holland and England. The French get a third of the Caribbean to explore.

Well, apparently it’s becoming the best country for privateers England. The British have enemies in Spain and Holland. All of Maine is up for grabs.

Shall we begin?

PIRATES

The game's role-playing system has 7 main characteristics, 14 skills and 4 dozen personal and ship skills of the hero. Let's start in order.

Characteristics
First - in general. Each characteristic affects the initial value of the skill and the threshold of experience that must be overcome in order to move to a new level in the skill. In addition, the learning skill affects the experience threshold for increasing rank and gaining skills, as well as the experience threshold for each skill. It follows that in general all the characteristics are needed, is this true?

Shall we begin?

Shall we begin?

Strength (P) – affects the initial health of the character, as well as the maximum allowable weight, and hence the conclusion that it should not be thrown away under any circumstances. Each point of strength adds 10 feet to the weight carried. And if you are not going to carry all the weapons in the game with you, then 5-6 units of strength will be more than enough for a comfortable game.

Shall we begin?

Perception (I) – affects... but it doesn’t affect anything except the growth of navigation. And hence the very simple conclusion. 3 units in perception will be enough. It is better to direct the freed points into a valuable reaction or luck.

Shall we begin?

Reaction (R) is the main skill for any fencer, because it is this skill that directly determines the character’s energy level. Each reaction point adds 10 units to energy. And here what you use to fence is decisive. Light weapons require less energy, but they cannot kill the enemy in two hits (medium weapons, in my opinion, are not worth attention at all, either energy or damage). So, for fencing with light weapons, 5 units in reaction are enough, but for heavy weapons you will need at least 8 (and even then, I would not say that with 8 it is comfortable to fencing with heavy weapons).

Shall we begin?

Leadership(A) – determines the number of officers a character can hire. According to the formula n=A*2, where n is the number of officers. In this case, officers located on ships in port departments, or who are governors in colonies, do not participate in the calculation. Free privateers who can be found in taverns are also not taken into account. And hence the question, why a lot of leadership if a good third of all officers can be hired with any number of officers? 4-5 units, no more.

Shall we begin?

Trainability (T) is a key skill that determines the speed of character development in this game. With maximum learning ability, to gain a rank you need to raise your skills a total of 25 times, to get the hero’s personal or naval skills, you need to raise your personal and naval skills 30 times, respectively. For a fairly comfortable game (for me personally), 7-8 units of learning ability are enough.

Shall we begin?

Endurance (E) – determines the initial number of hit points and their increase per level. It also affects the maximum allowable weight for the character to carry. Accordingly, keep in mind that you should only take odd stamina values. Otherwise you will lose more than you gain.

Shall we begin?

Luck(S) – any gentleman of luck needs luck. The most important thing is that luck, like luck, affects the likelihood of finding useful things in chests and treasures. Walking with little luck? Collect a collection of cormorants. But maximum luck is also not needed, because at high levels luck still matters more than luck. 6-7 units is enough.

Shall we begin?

How to develop skills and what do they give?

Shall we begin?

Personal skills relate directly to the character, and accordingly, gaps in them can only be filled with the help of artifacts. Don't rely on officers, pump yourself.

Shall we begin?

Authority, as it should be, affects respect for the character. The higher the authority, the more sailors you can hire in a tavern, the less you can pay officers and the higher the chance of capturing the captain of an enemy ship.

Authority develops in several ways. Firstly, these are the tasks of governors. Secondly, your authority grows when you hire sailors in a tavern or kill your opponent or win a naval battle, i.e. There is no point in thinking about increasing your authority while playing actively. He will grow up on his own.

Shall we begin?

In general, fencing in this game should probably be given a separate post. Above in the text I have already spoken about different types of weapons. It's time to paint everything in detail. In fact, a weapon has 3 characteristics: minimum damage, maximum damage - which can be seen in its description - and energy consumption per strike (generally speaking, strikes are different, but I am generalizing), which is hidden in the type of weapon. However, even weapons of the same type have different energy consumption per strike (compare the strike of a dagger and a rapier - both belong to the class of light weapons). You can fencing with light weapons for the longest time, but its main problem is that you cannot kill the enemy with a couple of swings of the blade, and the enemy can also be healed. This is why the battles are dragging on. The fastest way to cut an enemy is with heavy blades; finishing off is especially good after firing a pistol. And the average between this... In general, this is only for those who do not have enough reaction points for heavy weapons. Either fight for a long time or quickly, but of course everything is to your taste.

The easiest way to destroy weapons is in taverns in duels - 1-2 opponents, not very strong. True, fame creeps in quickly and after the second tavern there will be no one to fight with. Everyone is afraid.

You can go to the nearest cave, but as soon as you run into high-level skeletons, run, plus there is a very high chance of getting poisoned. And of course, any fight is always at your service.

Shall we begin?

Everything depends on pistols if reloading is turned on and a lot if it is not. A sharp shooter is able to kill an enemy with one shot. This also applies to opponents. Run in circles - wait for the enemy to shoot, and only then engage in a fencing match. The higher the skill, the greater the damage and accuracy.

It develops very simply. - shots.

Shall we begin?

As already mentioned - what is a pirate without luck? Needed everywhere and always. The bullet will fly past, the enemy's ship will shatter into pieces from a critical hit, there will be no cormorants in the treasure...

It grows always and everywhere. But purposefully play dice, you can earn money... (namely dice, the chance of winning in them depends not only on the computer - but also on you personally, and cards are pure luck).

Shall we begin?

Stealth is needed when smuggling (there are no patrols and ships in the bay) and when penetrating an enemy city. Under a flag friendly to the nation, you can sail directly into the port.

It swings in the same cases as needed.

Shall we begin?

The main difference between naval skills and personal ones is that the imbalance in their development can and should be corrected by good officers. There is not enough navigation level for the frigate - they hired a navigator! We want to make money by trading - the treasurer is at your service! And hence another conclusion - in the initial stages of the game without officers it is very, very difficult.

Shall we begin?

Shall we begin?

Navigation is the most important skill for any pirate. If the navigation level is too low to control your ship, your character will receive significant penalties to his characteristics and skills. If the level is high, then the ship can survive with more speed and maneuverability.