The Corsairs is a city of lost ships storyline. Corsairs: City of Lost Ships: Merchants - Game Tactics and Craftsmen Tips. Quest "The Enchanted City"

A light morning breeze fills the sails of the little shebek that makes its way to Bermuda. There, they say, Henry Morgan recruits dashing guys to get easy money. A young captain named Andrew Frost, impressed by pirate romance, is ready to join Morgan and raise the Jolly Roger ...

This time we will sweep like a whirlwind along the lines of the French and pirates. Why exactly are they? Firstly, the French lineup has not changed since the "Return of the Legend", and in the leadership we somehow bypassed it. Secondly, the pirate storyline appeared in the expansion. Thus, we kill two birds with one stone - or, if you prefer, we sink two ships with one shot.

Ship log

“Do you need a worthy person who does not disdain to cut, chop and burn, owning a fast sailing ship and desperate guys? Then I am at your service, Mr. Morgan. " It was with these words that my career began in the service of the famous pirate admiral.

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

But you can't just get Morgan's favor, I was directed to him by Captain Goodley, whom I met in Puerto Principe. In turn, Goodley asked to do Henry Morgan 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 criminal, 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 a lot of influence in Jamaica, maybe the commandant will not have to figure out who is the 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 offered a job that could not be refused. Apparently, someone set up my new employer. But now I have a task - to hand the black mark to a certain Edward Lowe. I don't know why this Lowe did not please Morgan, but I would not want to be in his place ...

I decided to let the team rest, and in the morning we sail to 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 flee from it in 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 destroyed my hopes - there is no Law in Fort-de-France, and he has never heard of such a person. So, Edward lives in a pirate settlement - Le-François, it remains only to go around the island and visit him.

Henry Morgan himself.

And for sure, Lowe lives in Le François, moreover, he is not even hiding! But what surprised me most was that he didn't change a bit in his face when I handed him the mark. He just grinned and said that he and Morgan had settled everything, so I have to return the mark and convey that everything is going according to plan. With these words, he kicked me out of the house. Nothing to do, you have to go back to Jamaica.

The way back was not easy. The sea was calm, only a light breeze created small ripples, but even this breeze was enough to drive our vessel. The navigator assured me that the weather would not change, but after three days a storm broke out, which I had not seen for a very long time. Should have thrown the navigator overboard, but where to find a good navigator? Our troubles did not end there; two days from Jamaica, we met an English privateer, who saluted with a volley from the side and changed his flag to a pirate one. The shebeka, battered by the storm, could no longer give a head start in speed, so she had to fight. A short skirmish ended with a fireball that engulfed the pirate brig, and we were forced to get to Jamaica almost by oars. The damned pirate tore down one of the masts and apparently damaged the hull below the waterline. The ship heeled to the left, and every day the list is increasing. Morgan promised me a reward, now it will be very useful.

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



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

Lowe was no longer here when I got to Bermuda, although I was able to get a lot of valuable information at the shipyard, and the innkeeper shared some. It turns out that Lowe tricked the brig "Sea Wolf", which was built for Jackman himself. I also learned from Goodley's old acquaintance that Lowe was interested in Kumana. I don't know what this scoundrel thinks, because now all the pirates of the archipelago are hunting for him. In the English colonies, his path is also forbidden, and something tells me that he is not looking for shelter on Maine. Anyway, if Lowe is still with Kumana, 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 like me for England, you will have to buy a trade license.

I arrived at Kumana and immediately questioned 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, what makes Jamaican rum wonderful, and that courier ships disappeared near Cumana. Mostly luggers and sloops, larger ships cruise calmly through these waters, but they cannot find anyone. They say that some survivor talked about the 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 board a low class ship: sloop, lugger, and the like. The difficulty here is that Lowe is a skilled fighter, and he has more teams. I advise you to get a cuirass before the fight.

As I expected, Low showed up near Kumana when I went to sea in a Lugger. This rat can only attack those who are weaker, but we are not bastard. After a grapeshot volley and boarding, Lowe was in for an unpleasant surprise.

I took the ship and killed Lowe. Morgan's assignment is complete, and I think I'll keep Jackman's ship for myself. Let the old pirate pout as much as he wants, I've already spent well hunting Lowe. All that remains is to tell Morgan the good news and get his reward.

Pearl

Robbing tartans is not easy. You need a light maneuverable ship, otherwise you will just crush small boats.

Morgan's third task is to get pearls. He found out where the pearl divers are looking for pearls this month - near Turks. Since this is a swim-and-go quest and it is difficult to call it an adventure (Morgan himself speaks about this), we will consider it from a purely technical point of view. It is not easy to complete, there are several pitfalls that will lead to the failure of the entire line. So, first, pick up a maneuverable ship. I completed this mission on the Blue Bird, and I had no problems.

So, we sail to the Turks and first of all, if you have companions, we give them the command to "lower the sails". Pearl divers tartans will be hostile to you, and if you can not "pull the trigger", the allies will not hesitate to fire one or two volley from the cannons, and more tartans do not need it. The highlight of this mission is that you do not need to board, let alone sink, enemy ships. You just need to swim as close as possible, and then you will be given the pearls voluntarily. 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 putting them out anywhere. Yes, the character will be overloaded, and it will take longer to go to his house, but otherwise the task will fail!

Head hunter

An old acquaintance of mine, Goodley, watched me near Morgan's house. Of course, he wasn't expecting 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 has to kill a certain John Avory, but Morgan keeps him in Jamaica, and the task must be completed at all costs. Having estimated the possible profit, I agreed and went to Willemstad - according to Goodley, Avory lives there.

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

Damn that Goodley! It seems that in search of this Avory, I spoke with all the usurers of the archipelago! The fact is that John Avory shakes money out of debtors, and if they run out, he goes to the next city. The usurer on the island of Marigot said that he was robbed, and Avory went to Bermuda to find the robber. 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 left the tavern just a couple of minutes ago and headed towards Orry Bruce. Apparently, this is the robber. I followed him and met both the robber and John. Upon learning that I was going to kill both of them, they temporarily forgot about their enmity and together attacked me. Needless to say, I had to kill them. Be that as it may, I have completed assignments for both Goodley and the loan shark with Marigot. All that remains is to get the reward ...

Instead of a reward, I almost lost my head! Goodley, 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 investigate the issue. He called Goodley, and we solved the issue in the only possible way - I killed him. What to do, the pirates are simple - when both tell the truth, only one survives.

Poor Goodley. Since you're playing dark games, practice your swordsmanship more often!

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

It turns out that rumors are circulating that someone handed Sid Bonnet to the Spaniards. But the most unpleasant thing is that Jackman was whispered that I did it. He sent me to meet with John Leeds and find out what was the matter. He, in turn, said that he let my twin's ship sink to the bottom, 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, by all means, need to punish my double - his actions have already given rise to many problems.

I landed with the team and went deep into the jungle. However, old Leeds did not warn me that more than half of the crew had escaped from the corvette. The fight was hot, but we dealt with both the doppelganger and his team. Surprisingly, whoever called himself Andrew Frost really 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 storming of the forts will seem like a walk to you compared to the battle on the shore.

Steve Linay

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

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

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

Steve's traces lead to Santo Domingo, where, as his friend told me, the sailing ship Linea was on sale. 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 found out that the Swallow was sold to him by some slippery guy, possibly a pirate. Luckily for me, he recently went to sea, and you can still catch up with him. Its frigate is called "Lyon" and is equipped with purple sails. Yes, you can’t confuse this with anything!

I caught up and took the Lyon on board and interrupted the whole team. The cornered captain suggested that I go into the service of his admiral, Richard Soukins. The fool never realized that he had given me exactly what I was looking for. I killed him and sunk the frigate. There is only one pirate admiral - Henry Morgan!

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

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

Stealing Soukins' magazine is best at night, you will be more intact.

It is a pity that it is impossible to carry all the treasures off the Spanish ship ...

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

I was able to intercept the battleship Elusive en route to San Martin, near Antigua. The information was accurate, the Spanish battleship was literally filled with precious stones. I took what I could, but part of it still had to be sent to the bottom. Soukins will be surprised when, even a month later, the Spanish ship still does not appear. Good luck frying in the sun, Richard!

It is important: purple sails are a sign of quest ships. The target vessel is marked on the map, as is the Lyon. The ship is indeed packed with precious stones and ornaments, but you are unlikely to be able to carry off even a third - as the developers intended. We can only guess what kind of money the Spaniard carried, because I sold three hundred diamonds for two hundred thousand.

Legendary hike to Panama

The assault on Fort Porto Bello. Apparently, during the bombardment, one of the cannonballs hit right into this gun.

The next time I arrived in Jamaica, having squandered my profits, Morgan informed me of plans to seize Panama. I think he's gone nuts, but it's not for nothing that he is considered a pirate admiral! We will attack Porto Bello, and then we will move along the isthmus, and not across Cape Horn. The last thing the Spaniards expect from us is such a daring attack, and most likely they are not so good at guarding the "back entrance" to the city. Plus, along the way, I have to present the bullet to our companion Soukins. It is necessary to turn things around so that suspicions do not arise.

Especially for the voyage to Porto Bello, I equipped the largest ship I could find. No, not a corvette or even a frigate, but a whole manowar. This floating fortress will show the Spaniards who is the main 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, Soukins, Morris and, of course, Morgan.

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

We took Porto Bello by storm and interrogated the governor. It turns out that the Spaniards know about our company. Could it be Sawkins' tricks? .. It's high time to get rid of him, so we split up according to Morgan's plan. He, Jackman and Morris will go to Panama from Porto Bello, and I will meet with Soukins in Darnese Bay and move from there.

Breaking through three Spanish ambushes, we finally reached Panama. I didn't have to kill Soukins, some Spanish musketeer did it for me, and I'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 through the jungle, and we were able to defeat them thanks to the superiority. We plundered Panama, and then we dumped all the booty in one heap to divide it according to the laws of brotherhood. But while everyone was minding their own business, the sneaky Morgan stole absolutely all the gold and sailed on a trophy galleon. He left everyone in Panama, and somewhere in the jungle the Spaniards are still waiting. But even worse, they consider me a henchman, and as soon as I hint about returning to the ships, they cut my throat. I decided to try my luck and get to the ship alone.



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


French ruler

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

Mission 1: Pierre Legrand

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

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

Lucky filibuster Pierre Legrand wants to leave the Caribbean. He recently robbed a Spanish galleon and is now literally sitting on a pile of gold. Unfortunately, too many people know about this, so Legrand is unlikely to be able to get to his homeland alive. D "Ozheron 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 Marene Bay. I advise you to prepare for the fight and take with you three well-armed boardingmen. Otherwise, the enemies will collapse with the whole crowd and hack to death 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 is now going after him, you just need to parry this blow.

If you remember, playing as Spain, we intercepted a messenger to get evidence of the Dutch conspiracy. Following the storyline of France, you will be the messenger. This is an unusual postal assignment. Bring the envelope and give it to Stevezan - he will suspect you as a pirate and put you in jail. 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 what the matter is and why he so immediately declared you a pirate. However, the information will be happy to share ... the innkeeper. We ask him and find out that Stevezan looks at all the captains like a wolf, because recently some galleon has sunk as many as nineteen ships! In addition, he will point out two suspicious comrades at the table and advise them to question them - they say, 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 hack to death ... the Spaniards. It is the Spanish heavy galleon that patrols the waters of Curacao, and, moreover, it must dock in the bay any minute. We return to the ship, and here we are given a choice: to sail to Tortuga (or somewhere else) or to sink the Spanish ship. Personally, I chose the second option, since there is no extra money, and heavy galleons are also very spacious and can be used as merchant ships. In the inventory of the captain of the galleon, you can find a thanat and a mortar. If you take the galleon on board, you can get another 20,000 piastres from Stevezan, and if you just sink it, he will not say a word to you, since there is no evidence that this is the "right" ship.

Mission 3: Anna

D "Ozheron 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 also Donna Anna's husband is very jealous and does not let her out of the house, but we are offered to steal the young lady and deliver her to Tortuga.

We leave for Havana; q "Ozheron will issue a trade license so that the Spaniards will not tear you to shreds when they first 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 is to dock somewhere in the bay on the island and walk into the city. As soon as you steal Anna, the Spaniards will become hostile, and if the ship is left in the roadstead, the fort will destroy it.

You will find the commandant's house immediately, it is striking from behind the columns. But it is closed, what to do? .. We leave for the tavern for information. The bartender doesn't know anything, and the waitress? No, but she is ready to give Anna the ring for a modest payment of a thousand coins. Go to your 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 are not meeting Donna Anna, but guess who? Her husband, and in the parade. He found a letter and a ring, locked his wife and calmly waits for the envoy d'Ozheron, 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. , and only one soldier can beat you, besides, all the Spaniards are armed with pistols, so it's useless to fight them in a large room - they will kill you immediately.

Mission 4: Soleil Royal

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

The new task of d "Ozherona is to escort the French flagship" Soleil Royal "to the shores of Dominica to meet the squadron from Guadeloupe. -Four galleons will easily board him.

The task is quite simple, because with such a ship in 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 Royal, but they will easily turn your ship into splinters if it is of a low class. The best course of action is as follows: one ship needs to be boarded personally, and I recommend sinking the remaining three with the help of manovar. Just give him the order to attack any ship, and let the other two board.

It is interesting: passing this line, I already swam on the manovar, so I had absolutely no problems with this task. Any galleon has enough salvo from the side.

Note that there is no squadron from Guadeloupe, so you need to go to Basse-Terre and find out what the matter is. The governor will say that he received news of the campaign only yesterday (the post office is working poorly, very badly) 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 rank.

Mission 5: Revenge

It is not destiny for Leyva's brothers to take revenge on Anna, oh, not destiny ...

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

It is best to land at the lighthouse. From here it is easiest to get to the city (only one location), it is impossible to get lost here, and the fort will not shoot at you. We need to get information in the city; you can do this by talking to Iness de Silierras. She is a longtime friend of Donna Anna and will be happy to help her (and you). Do not poke your nose into the tavern, a whole detachment of Spaniards is sitting 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 don't need to intercept them, and 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 Olone

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

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

Mission 7: Rock Brazilian

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

The famous filibuster was caught by the Spaniards and transported to Cuba in order to calmly draw out all his secrets there. J "Ozheron is afraid that under torture the Brazilian will tell not only about the hidden treasures, but also personal letters with small requests. Well, we need to save Rock before he breaks. Besides, you can not raise the alarm, you will have to act secretly. For this, d "Ozheron will issue a trade license to Spain, you only need to raise the correct 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 is afraid to point out the exact place (no wonder). We go to the church, we learn from the priest that the Inquisition is under the church, and the entrance can be found under the stairs on the street. We go inside, choose a place convenient for battle and kill all the guards. By the way, in order to successfully complete this task, it is better to moor in some bay, otherwise after the release of the prisoner you will be attacked by the fort.

Upon arrival at Tortuga, Rock will tell you where he hid the "little thing, irreplaceable for the corsair," and which one, you have to find out.

Mission 8: Bribery

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

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

I suggest starting with the closest pirate - Morris. Trinidad and Tobago is located near Maine, in the easternmost corner, so you need to sail there first of all, so as not to wind countless circles in 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 set him up, but we need to find this captain's logbook to exonerate Morris. You can find Gaia in Jamaica, at the same time it is worth going to Morgan.

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

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

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

Mission 9: Protecting Port-au-Prince

In this mission, you will be given a Soleil Royal and sent to defend Port-au-Prince from the Spaniards. I advise you to acquire a ship for this battle no less than the first class. At Port-au-Prince, six Spanish ships will be waiting for you, with a manowar 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 stay afloat at any cost. Upon your return, you will be given a generous reward. I bet you will even be surprised at the generosity of the Sun King ...

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

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

Missions 10 & 11: Capturing Cities

Like other lines, the last missions are to capture cities and transfer them 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; besides, 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 deadly, so it is better to go from the side where there are fewer weapons and destroy them as quickly as possible. Don't forget to hire the maximum team as well. Storming a city is not an easy task.



The insidious 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 far from over!

Spanish squadron straight ahead, captain!

Thousand devils! All hands on deck! Cannons for battle! Get your grappling hooks and muskets ready! 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 the "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 Legend, there were a lot of thoughts about the 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, to an archipelago of new secrets and mysteries? Then we catch the wind - and full speed ahead!

The recipe is simple

To make a good addition, you need to replicate the success of the original game. In other words, to do all the same, but even better, even more, more fun, and in our case, even more mysterious. In fact, "City of Lost Ships" is the same "Legend", but with a lot of new features. For example, a whole bunch of new items have appeared - these are not just magic pots, but idols of quite real Indian gods. Add new unique ships, a new storyline for pirates and a lot of mini-quests to your piggy bank. All the innovations are countless; I even doubt that I studied the original game one hundred percent. Well, what is not a reason, along with new adventures, to find solutions to the "old" secrets?

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

"Stormy" sea

As the unknown player said: "The graphics do not bother the veterans." As great as Storm paints the sea, sun and sky ships, the characters and landscapes come out disgusting. Judge for yourself, for the first time we saw a game heart in "Pirates of the Caribbean", and that was almost five years ago. On the other hand, the poor capabilities of the motor force you to find another way out of the situation. Instead of rich details and shaders, the player is invited to connect their own imagination. Look at a pirate in a tavern or a common passerby. Yes, most of them do not represent any game interest, but at the same time they are not "furniture". This thug not just walks around the city (although in fact he just walks), 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 usurer or a governor, they are all in your hands, as is the entire archipelago.

Back to specifics

The appraisal 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 ruler was removed so that there were no conflicts with the new pirate one. There is a new playable character, Peter Blood. The main difference from the rest is that the game starts differently, that is, in England. If you remember, Blood was not immediately exiled to Barbados, so first you have to deal with the affairs of Lord Gilroy's estate.

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

New tasks are everywhere: finding the captain, catching pirates and much more. These tasks are generated randomly, but they are well written, so they do not get boring.

Be sure to check out the shipyard, almost all of the vessels have undergone alterations, besides, new vessels have appeared - unique. You cannot buy them, only get them for a task or take them away in battle.

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

Pantheon of Indian gods

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

Miktlantecutli 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 you desperately need to enter a hostile port. It is even more expensive than the Xochiquetzal idol. If you can't disguise yourself, you can help out a good price in the store.

Quetzalcoatl's Totem- the god of the morning star and the lord of the elements. Its image adds twenty protection units to the wearer. It will not be superfluous, because it is quite difficult to develop protection.

It is interesting: Quetzalcoatl is one of the most famous Indian gods. He is one of the main deities of ancient Mexico - "a serpent with precious feathers." In mythology, he bears many names, for example: Tezcatlipoca the white, Eektal, Chopotl.

Totem Miscoatl- the god of the hunt. Its totem gives the wearer a keen eye and a steady hand. In digital terms, this is twenty points of accuracy. Miscoatl means "Cloud Serpent" in translation. In mythology, he personifies the Milky Way, and especially the Pole Star.

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

It 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- the goddess of fresh water, rivers, seas and lakes. The goddess totem adds twenty credibility points. Now try to pronounce her name without hesitation, which, by the way, translates as "she is in jade clothes."

Huitzilopochtli Totem- the god of the blue clear sky, sun, war and hunting. The wielder of the totem gains a twenty points increase to the possession of medium weapons.

It is interesting: Huitzilopochtli is one of the sons of Miscoatl. His name translates roughly as "left-handed hummingbird." It is curious that hummingbirds often personified the sun among many tribes in Central America.

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

It is interesting: Tlaloc is basically a beneficent god, but could cause deadly hail, floods, droughts, and lightning strikes.

Mayahuel Totem- 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 using heavy clubs.

Totem of Tonakatecuhtli- a creator god who gives food to people. The totem adds twenty trade points. Useful, not worth selling.

It is interesting: Tonacatecutli and his wife Tonacasiual are considered the creators of the world and the first human couple. Moreover, they were considered the rulers of the Omeyokan - the highest heaven.

Totem Kamastli- the god of the hunt, stars, war and fate. It does not add skills, therefore it is suitable only for sale.

Sinteotl's Totem- the 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.

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

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

It is interesting: translated from Aztec Thanatiu means "Sun".

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

It is interesting: all the peoples of Central America had a holiday during which sacrifices were made to Shipe-Toteku. The priests dressed in the skin of the sacrificed people and danced solemnly with the soldiers.

Totem Tlasolteotl- the goddess-eater of dirt, cleanses from illicit passions. It does not add characteristics, therefore it is suitable only for sale.

What do we have at the shipyard?

Barquentine- when the Spanish merchants realized that they were becoming easy prey for pirates, they began to massively convert their clumsy galleons into barkentines. Thanks to the mixed sailing rig, the barquentine can move quickly enough in any direction. Although the transatlantic voyage lasts longer, the barkentina will surely get away from the pirate. A good, and most importantly, cheap alternative to the brigantine. Extended hold and excellent maneuverability - what else does a merchant need?

Royal Manowar- an improved version of the "floating fort". More guns, even thicker armor, luxurious hull finishes. The price of the ship is such that hardly any country can afford more than one such handsome man.

Flying Dutchman- You cannot buy this vessel, but you can get it as a reward. It cannot be said that the Dutchman is very strong, but in comparison with other ships of its class, it has excellent maneuverability and driving characteristics.

Sea wolf- a unique brig, piece work of master Alexus. The high speed and excellent maneuverability make this brig a pirate's dream, and the excellent side-hauled movement guarantees a safe retreat. Nine cannons from each side will help in the destruction of the enemy team.

Arabella- the former frigate "Sinko Llagas". It was him that Peter Blood took from the port of Bridgetown right from under the noses of the Spaniards. An excellent ship, you just need to find a very good navigator.

Corvette- a ship that cannot be found equal. Outstanding work of shipbuilding. Strong hull, large hold, thirty-two pound guns. Add in excellent sailing rigging and excellent sidewind performance. Don't forget about four dozen guns 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 completely oblique sailing rig, this shebek develops a very high speed, moreover, it goes very well in the sidewind. Throw in fantastic maneuverability and you have the perfect sailboat for fast boarding.

Captain Blood

I already mentioned that one of the starting characters is Peter Blood. He has got an initial quest line, and if you are going to play for England, there is no better contender.

Oglethorpe Manor

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

It is interesting: Peter Blood is a physician, bachelor of medicine. On a call for help, he rushed to Oglethorpe Manor and was then caught by Colonel Kirk's dragoons. Gilroy was assisting 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 away from them.

And here it is, 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 studying the forums dedicated to the "City of Lost Ships", I noticed that it is the key that usually becomes the first serious obstacle. Go down to the first floor and turn right. There is a table next to the stairs, on it you will find the key. The humor is that when you first enter the house, the key is not on the table yet, and Pitt does not say where he is.

We open the chest and arm ourselves, in a few seconds the dragoons will descend on 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.

It is interesting: at Sabatini's, Jeremy was hiding in the linen closet.

No matter how skillfully you wield a sword, the dragoons will still prevail (some of them are immortal), but do not rush to load, it should be so. Peter Blood will wake up in prison, and after a short trial, he and Jeremy Pitt will be sent to the "southern colonies of His Majesty," or rather, to the island of Barbados.

Plantation

Do not hesitate to rummage through the chests on the plantation and in the city, later you can sell good.

Welcome to His Majesty's southern colonies!

Welcome to Barbados. Peter Blood is a sugarcane slave, but he is an unusual slave. Whatever one may say, he is a qualified doctor, and you can count on one hand the intelligent doctors on the archipelago. Therefore, Blood is allowed to move freely around the island and the city. Unless it is forbidden to trade, as well as to carry weapons, of course.

It is important: if the guard sees your weapon, he will ask you to surrender it. Do not resist, as fighting an entire island is a disastrous occupation.

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

A little later, Dr. Wacker, one of the other two doctors on the island, will come up to you and suggest ... Peter Blood is the only slave who can leave the plantation and calmly roam the city, so he will be able to prepare an escape without difficulty and special suspicion. Only first you need to assemble a team, get weapons and buy a ship. Waker promises to help with the ship, everything else will have to be mined on his own. Well, Pitt will run away with us of his own accord, 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 overcome, the main thing is to dodge the shot.

So, we have three officers, and each has something to keep on the island. Hagthorp, who served in the Royal Navy, demands to kill a certain Stuart Winterwood. This man took him away and sold him into slavery. Hagthorp did not disclose details, but he is not going to leave without proof of Winterwood's death. Junior Officer Nicholas Dyck agrees to flee, but just before he escapes, Bishop sells him. Slaves are a living commodity; what to do, you have to somehow rescue Dake. The latter is the artilleryman Ogle. He owes a decent amount of money to the moneylender and is not going to leave until he gives it back.

Hagthorp

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 besides, he will give you a weapon. If you run into him in the tavern, you will most likely die. Unless you have hidden 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. Keep in mind that he is quite strong, so I recommend saving before the fight. After the victory, do not forget to remove the ring (along with the finger) and a thousand piastres from the body. The ring must be shown to Hagthorpe, and the thousand gold pieces will still come in handy.

Nicholas Dyck

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

So Weston decided to buy Dyck 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 looks away and rummage in his chest. There you will find six thousand piastres, an idol and a marque. Now Weston will have nothing to buy Dyck with, which means he can run with us. And a large amount of money, no doubt, will come in handy.

Ogle

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


Weapon

If there is not enough cash, you can try to get weapons with the help of a smuggler, but this is much more dangerous.

The team is 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. We will go to him.

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

Griffin's been robbed! Some Spanish thug ordered a weapon from him, but without waiting for the order, he tore collectible sabers from the wall. All would be fine, but they are engraved by the 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).

Upon entering the house, we will see that the stern fisherman has already dealt with the invader himself. It remains only to pick up the "marked" weapon and take it to Griffin. By nightfall, he will make the required number of sabers and pistols without any markings.

This is a tip: bargain. Throw off the price for work up to a thousand piastres, the money will still come in handy.

Ship

The main preparations are over, it remains only to get the ship. Wacker gave out only eighteen thousand instead of the required twenty-five. There’s nothing to be done, we need to get another seven thousand.

It is important: you cannot sell anything, so money can only be earned. If you've followed the guide closely, you shouldn't find seven thousand, but less.

We leave for the city. The first will be the usurer - he will ask to knock out the money from the swindler. He is sure that the debtor has not yet left the island, because today no one has sailed yet.

Remember that Blood is a slave. You will have to return to the plantation daily.

Buddy! Let's have a mug ... 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 for the information. The bartender will tell that Rafael Guinness somewhere got the money for the ship and went to the shipyard to draw up the deal. This is our "client", you just need to catch him and threaten him with a gallows in order to get 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's competitor is fishing. The fact is that Summerlight found a fishing spot, but, of course, is in no hurry to share information. It should be noted that Summerlight loves to drink, you may have seen him in the tavern. He has not gone anywhere, and is still souring in the corner. We sit down to him and carefully elicit information. I do not advise asking direct questions, otherwise Summerlight will suspect that something is wrong and will not say anything.

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



The last day in captivity, you need to rest before escaping.

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

It 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 the ship.

Entering the store, instead of the seller, you will see a pirate. He will introduce himself " Captain Jacques Sparrow ", and then ... However, I will not spoil the pleasure. Agree to help Jacques sail to Tortuga and go to the shipyard. The shipman will tell you about the captain who just bought a corvette. Yes, and don't forget that you must keep Jacques' 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 Waker. The deed is done, there should be enough money to buy the ship.

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

Escape and the Spaniards

The large ship, which had been 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 unrevealed that, without arousing suspicion, he calmly entered the bay and saluted the fort with an onboard volley at point-blank range from twenty cannons. In just a few moments, two hundred and fifty Spaniards disembarked and took possession of the city.

The weapon is 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 a saber with almost impunity.

We need to free Jeremy Pitt first. Beware of patrols. If one Englishman is easy enough to overthrow, then two or three is almost impossible. I advise you to avoid meeting with soldiers, first you need to get a more impressive weapon.

You will meet a Spanish officer right at the entrance to Bridgetown. I recommend saving before the fight, as he has a pistol, and fencing skills are also at their best. After defeating him, you can remove a good saber and a long-barreled pistol from your body.

Our team is waiting at the shipyard, there is no more business in the city, so go to the beach and enter the water... The door is barricaded, and you can only get inside through the slipways. You will also have to swim to the frigate, there is a ladder from the sea side.

The fight with the soldiers will be relatively easy, but with the captain you will have to sweat. Perhaps, after the key in the estate, this is one of the most "dead-end" moments. The point is this: the captain kills our hero with one pistol shot. Therefore, do not rush to grab the 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

It remains only to break away from this lugger, and that's all - freedom!

The frigate is captured. It would seem that here it 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 fly a frigate without penalties, you need at least 80 points. Receive penalties for all stats (-4 for each), and all skills will drop to 1.

Now for a surprise. There are two Spanish Luggers in the roadstead. I think there is no need to explain that with such indicators of skills 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 straight to the wind. Luggers, of course, are nimble 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 barge or brig, Blood immediately has a frigate. Execute trade orders - you have a large hold, they will give a lot of money for the transportation of goods. By the way, do not forget to fire the entire team, it is simply not needed. First, you need to save up for a fourth class ship so that there are no penalties, and deposit the frigate in the first friendly port.



This is where the introductory part ends. I deliberately did not give out 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 with Henry Morgan. In addition, I would like to put a glass to Andrei Larionov, who, like an old sailor, led me between the underwater rocks and reefs of this wonderful game.


Reward Rating

Addition

Addition


Printable page:
Read all the latest about games and look at
The game can be played with three characters: Peter Blood, Ian Stays and Diego Espinoza, each with their own unique storyline.

Storyline for Peter Blood

You appear at the Oglethorpe estate, England. In the courtyard on January 1, 1665. Servant Jeremy Pitt informs you that Lord Gilda is injured. Enter the house, talk to the servant Andrew James and proceed to the bedroom, in the west wing on the second floor. Go to the bed with the dying lord. A servant will appear and report that he has brought everything you need for treatment. You find yourself in your office. Talk to Andrew James. A second servant, Jeremy Pitt, will appear and report that royal dragoons are galloping here. He will advise you to take a sword from the balcony and run away to hide. leave 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. Captain Gobart will appear soon and a dragoon will attack you. If you kill him, two more will attack you. You cannot kill all of them. As soon as they defeat you, they will capture you and put you in jail according to the plot.

You will appear in hard labor. April 1, 1665. Jeremy Pitt will inform you that Colonel Bishop wants to see you. Exit the room. Talk to Colonel Bishop. Go through the houses, you may find something useful. But do not take your weapon - the guards will take it away from you when they meet. Leave 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. You will have a talk with the governor sitting at the table, go into the door near him and go up to the second floor to the bedroom of his wife. Talk to Mrs. Steed. Talk to the governor. Tell him you went to look for Mr. Dan and you need money to buy the medicine. Take 1000 piastres. Go outside and turn right. There you will find Mr. Dan's house. Dan himself is not in it, but there is your competitor - Dr. Wacker. He 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 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 in the tavern the next day. Mr. Wacker is gone. Ask the innkeeper where you can find Dr. Wacker. Head to the tavern room. There you will find Dr. Wacker, who will promise to give you a loan of twenty thousand piastres to help organize your escape. Return to the plantations and find Jeremy Pitt. Tell him that he is the only navigator and the fate of the escape depends on him. After he agrees, you will need to find three slaves: Hagthorp, Ogle and Nicholas Dyke.

Nicholas Dyke will tell you that Colonel Bishop wants to sell him. 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's, has recently arrived in the city. This is probably Vernon. Find his home. Exit the tavern to the right, pass by the house of the moneylender you need before - next. Wait for Vernon to go up the stairs and search the chest that is directly below it. Take everything that is in it and go out into the street. Talk to Nicholas Dyke and inform him that the deal will not take place and he can calmly prepare to escape.

Find also a slave in a spotted bandana - Levays Mouyer. He will complain of a headache and ask you to bring him medicine. Return to town to Mr. Dan's house. He himself is not now. Go to the second floor and take the medicine in the box next to the scales. Return and give the medicine to Levays. In return, he will give you a light dagger that the guards will not be able to detect.

Now find one-eyed slave Ned Ogle in one of the houses. Return to the city, find the house of the moneylender and repay him 5000 piastres.

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

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

He will be scared and will 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 leave it for your own needs. Now that you have the required amount on hand, return to the tavern and talk to the carpenter at one of the tables. Exit the tavern. A soldier will approach you and order you to go to the plantation. Return to the plantation. On the way, Nathaniel Hagthorpe will meet you and report that Pitt was captured by the guards. After the conversation, you will find yourself at the gates of the city at night.

Run to the plantation. You will need to sneak past the guards to the edge of the plantation unnoticed and take a weapon from the chest. Please note that each guard has its own patrol zone. The visibility zone in the dark is small, so the main thing is not to pass directly on the way. Get to the longest white building. In the corner of the plantation closest to it, you will see a pile of logs and planks. Among them is a chest with weapons. Unfortunately, you only have to be content with a saber and a few healing potions. Fighting the guards is almost useless. near the colonel's house you will see the captured Pitt and two guards near him. You will see the guards somewhere around the corner and deal with them. Then talk to Pitt. He will say that 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 a lady will come up to you to thank you for saving her. She will tell you that the Spaniards took over the city. Head towards the shipyard. Sail the shipyard on the side of the sea and find your comrades. Swim to the ship. Climb onto it and kill the guards. Then go to the cabin and fight one-on-one with the captain. The ship is yours. Exit the cabin and talk to Pitt. Talk to the team. Only Ogle will agree to serve you faithfully, the rest will ask you to drop them off 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 obtain a privateer patent (if you want to go through the pirate line, you need to talk to Morgan at 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 variants of these tasks are described below.

1) Destroy a gang of thugs in the jungle. Run through the jungle, find a couple of thugs, destroy them, soon you will come across the head of the gang. 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 go to the desired house, a conversation with him will immediately take place, after which the battle will begin. After killing the scout, you can return to the governor for a reward.

3) Destroy the smugglers.

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

Dutch national storyline.

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

1) The first task is to deliver the head of the Jansenists Chumakeiro to Curacao, at the moment he is on the island of San Martin. Having arrived on the island, go to the tavern keeper and ask about Chumakeiro, he says that he took a house for himself, which is located near the governor's residence. As soon as you enter the house, you will be attacked by two people. 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, Chumakeiro will give you 30,000 piastres.

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

3) The third task is to get information about the plans of the British in relation to Holland in connection with the trade war. Travel to Hispaniola and speak with the Mayor of La Vega. The head is Edward Mansfield, but in fact, his surname is Mansvelt, he is Dutch by nationality. He is also Modiford's confidant for the robberies of the Spaniards. But Mansfield cannot tell you anything about the plans of the British, but recently an English envoy from Modiford 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 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 Picardian is honest. It is located on Tortuga, then ask the moneylender, the owner of the shipyard, the owner of the shop, in the tavern and in the brothel. It turns out that he spent a lot of money. Now go to Morgan, he says that Vaschet knows nothing about the plans, but one of his officers, who was put in prison, knows about Modiford's plans, go to the Prison, interrupt the guards. You will 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 ruin. Sail to Jamaica as quickly as possible. A small squadron of 3 British ships will cruise around the island. Sink them and land in the bay. Kill all the British in the bay and in the next location. The task is completed. You can go to Stavezant, he will pay 100,000 piastres.

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

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

7) The seventh task is to deliver the dispatch to the Governor of Tortuga Bertrand d'Ogeron. Sail to Tortuga in order to deliver the dispatch to d'Ogeron, then he will ask you to walk for two hours while he writes a letter to Stezzant. After two hours, you will receive a letter. At the port You will be met by a messenger and will say that a messenger from the Governor of Holland is waiting for you in the tavern. Go to the tavern and go up to the room, Then you will be stunned and the letter will be taken away. Go to the Governor d'Ogeron. He will tell you to find out which ships left the port in the near future.It turns out that the port has left the brig La Rochelle, which is going to San Juan.Go there and take the ship on boarding off the coast of Sna Juan. on the galleon Isabella, which is going to Santa Catalina. Catch up with the galleon, take him on board and Antonio will surrender. Take the letter and go to Stezzant, he will give out 150,000 piastres.

8) The eighth task is a business trip at the disposal of Aaron Mendes Chumakeiro. His house is located in the city, not far from the residence. Aaron will give the task to find an ancient book that some English privateer was trying to sell in a pirate settlement in Bermuda. Go 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 fee, the filibuster who wanted to sell the book, in an incomprehensible language, called Laurent de Graf, he usually lives on Tortuga. Swim to Tortuga. In the local tavern you will find out that now de Graf has already gone on a raid to Cartagena for two weeks. Swim there. Near Cartagena Laurent fights the superior forces of the Spaniards. Sink the enemy squadron, preventing it from sinking the French ship. Send the boat to Laurent de Graaf's ship. Find out from him about the thing you are looking for, he will offer to buy a card of the buried treasure from him for 235,000 gold. Pay the required amount. The treasure is hidden on Turks Island. Swim to the Turks, go to the cave and find the chest. You will find a holy book there, as well as a blunderbuss, a couple of good pistols, an expensive cuirass, 200 bars of gold, rings, brooches, and a couple of idols, including a very useful idol - the rat god. Sail to Curaçao to Chumakeiro and give him the Bible. You will receive 1,000,000 piastres as a reward. Then go to the residence to report on the success of the mission.

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

10) The tenth task - the defense of Curacao from the attack of the Spanish squadron, consisting of 8 ships, including 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 the water, the mission to protect Curacao will be completed. Return to the residence for your award of 200,000 piastres.

11) The eleventh task is to repel the attack of the Spaniards on San Martin. Get out to sea and sail the Marigot as fast as possible. After reaching San Martin, engage in battle against 8 enemy ships. After sinking their fleet, return to Willemstad and receive a reward, again 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 so powerful and it will not be difficult to smash it. After the capture of a colony for Holland, you will receive 300,000 piastres of awards and the possibility of capturing English and Spanish colonies for yourself or Holland.

French national storyline

1) The first task is to escort the French privatier Peer Legrand, who captured a military galleon with a 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 Martinique Island, Le Marne Bay. On the shore, five thugs will be waiting for you, who need Legrand's gold. Fight them, trying to save Pierre. After defeating them, you will receive the promised reward of 20,000 piastres. Swim to Tortuga and report to complete the mission.

2) The second task is to deliver a letter to the Governor-General of the Dutch Republic Peter Stezzant. After arriving in Curacao, go to the Governor's residence. You will be put in jail, mistaken for one of the pirates who killed the envoy D'Ozheron. After a while, the jailer will be in prison. Talk to him. It turns out that his relative is one of the officers in this colony. Persuade him to ask a relative to search our ship, which has 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 details about this story with the pirates. Go to the tavern. There you will overhear a conversation between two people in a tavern. Then it will be necessary to follow them. And so, having reached the bay, it turns out that these are not pirates at all, but sailors from the Spanish galleon, who, under the pirate flag, robbed ships in the local waters. Next there will be a fight with the Spaniards. Now go to the port. A Spanish galleon is waiting for you there. Take him on board, then the captain of the ship will tell you everything at death. Go to Stezzant and tell them that filibusters are innocent, you will receive 20,000 piastres. Go to Tortuga, tell the governor everything and get the rank of Commander of the French Navy.

3) The third task is to find a way to bring Donna Anna to Tortuga. For this mission you will be given a Spanish trade license and a ring by which the wife of the commandant of the fort will know that we are D'Ogeron's envoy. There are three ways to get into Havana. First. Having raised the friendly Spain flag, enter the port and dock. Second. Disembark at the lighthouse and then go to the city. The third. If the license has expired, then go to the city at night, landing on the Lighthouse. Next, go to the tavern and ask the servant to take the ring to Donna Anna. After 3-4 days, the maid will say that she took the ring and Donna Anna will wait for you at night, opening the door. Enter the house and kill the soldiers waiting for you. Go to 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 - escorting the first class battleship to the island of Dominica. Rumor has it that this ship is already being hunted by the Spaniards, 3-4 galleons, under the command of Juano Galeno. Near Dominica, the ship is to connect with the squadron of the island of Guadeloupe. Go to the port office and take command of the Soleil Royal. Now your course is on Dominica. 4 galleons will be 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 the city of Bas-Ter will justify himself by the fact that he received a letter about the promotion of your squadron only yesterday and did not have time to prepare anything. He will take the royal manowar and thank you for completing the mission. Return to the Governor-General. You will receive 28,000 piastres as a reward. Also talk to d "Ozheron 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 revenge from Donna Anna's friend, Iness de Las Sierras. Disembark near the lighthouse and run into 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. Then sail to Tortuga, where you will receive 5,000 piastres from D'Ozheron, at the same time go to Donna Anna, and receive gratitude from her.

6) The sixth task is to deliver the letter to François Olone. The letter should under no circumstances fall into the wrong hands, and if you get into trouble, before you die, you must first destroy the package. Get out to sea and head for Guadeloupe. As you approach Guadeloupe, you will be attacked by a Spanish warship. Having finished 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. At first, François will not receive you in the best way, but as soon as he finds out the purpose of your visit, his attitude will change. Then you can choose one of the options:

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

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

The squadron will include yours and 3 more ships, a frigate and two corvettes. Keep heading for Kumanu and hurry. Having defeated 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 honestly and get 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 Roca Brazilian from prison. He is kept 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 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 hits.

8) The eighth task is to go at the disposal of the Marquis Bonrepos. Monsieur Bertrand d'Ogeron asks you to report to Guadeloupe, to the Marquis Bonrepos, the French naval commandant. Sail to Guadeloupe and dock at Basse-Terre. Go to the residence and talk to the Marquis. He will introduce you to the details of the policy and give you his own assignment. in the agreement of 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 business. sail to John Morris, to Trinidad and Tobago, tell him about the upcoming events. He does not like attacking the Dutch, but for this, he will demand to carry out a small assignment for him - to deliver him the log of Captain Gay. 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 the log and personal belongings. Go to the residence. Henry Morgan, but he's 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 make your way back to Maurice, give him the ship's log and in return you will receive what was required of him, his consent 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 dwelling, behind the house is a hatch to Morgan's basement. Go to his house and talk about non-aggression against the Spaniards. Henry does not want to attack the Dutch and will demand 250,000 piastres. Give him the money. The task is completed, it's time to go to the Marquis Bonrepos. Instead of the yellow award, you are awarded the title of baron. Return to Tortuga, where you will receive congratulations from Bertrand d "Ozheron, and your next title.

9) The ninth task - repelling the attack of the Spaniards on Port-au-Prince. For this task you will be given a "Soleil Ruyal", however, it must stay afloat. Next comes the battle with Spanish ships. Travel to Tortuga for 5,000 piastres.

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

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

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

Spanish national storyline.

1) The first task is to free three Spanish citizens who were taken prisoner by Henry Morgan, a famous English pirate. For the release of the prisoners, he demands an amount of 500,000 coins. You are required to enter the Port Royal prison and free the Spaniards. The term is one month. Sail to Jamaica and dock in Portland Bay, then make your way through the jungle to the enemy fort, if you have an English trade license and the flag of a friendly England nation, calmly pass through the guards to 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 easy if you run out of the prison and run to the bay. Return to Havana. Oregon and Gascon will thank you for your successful assignment and give 50,000 piastres.

2) The second task is to work for the Holy Inquisition. The meaning of the assignment is this: a high-ranking Jesuit, Antonio de Suoza, has arrived in the archipelago. You are put at his disposal. Head to Santiago, the seat of the Inquisition is under the church building. Find Suozu and get the data for the second mission from him. It consists in the following: it is necessary to collect an indulgence, which is 50,000 piastres from three merchants: Joao Ilhaio, Joseph Nunen and Jacob Lopez de Fonseca, if they refuse, then you need to kill them. You can find them in Curacao. They organize a sect there called Janensinta. In the port, a priest will come up to you and say that it is highly undesirable to kill them. Go to Curacao. First, go to the tavern and ask the owner about the three Jansenists. Get information from him that Joao Ilhaio and Jacob Lopez run a store, and Joseph Noonen is a usurer. 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, Jacob Lopez, is, he will answer that he does not know. He will offer a deal. If you find Lopez, their families will collect 100,000 piastres and can buy indulgences. Agree. Sail to Panama, go to the store, and ask about Lopez. It turns out that he should have stopped by a month ago, but never came. Now go through the houses of Panama and run into the bandits in one. Kill them and go up to the second floor, where you will find the missing. He will ask you to do him a favor, which consists in finding the stolen Gospel of Judas Iscariot. The thief was last seen at a shipyard in Bermuda, from where he did not return. This request is optional. But if you took up the execution, sail to Bermuda, go to the shipyard. Talk to Alexus, he will open the door for you. Next, go to the dungeon, kill several skeletons. In one of the chests you will find a treasure and a Gospel. Now return to Curacao to see Joao Ilhaio. He will give the promised amount of 100,000 piastres, tell him about the gospel for Jacob. He will issue an award of 1,000,000 piastres. Go now 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 to pirate near Jamaica, to Fort Orange. Sail there, take his ship on board, take the beritsyn prisoner, and give your son for ransom in the form of indulgence, now the task is completely completed. Swim to Suoza and get a reward, which depends on the timing of the task. Then report back to the Governor-General.

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

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

5) The fifth task is a business trip to Santiago. Travel to Santiago and go to the residence, as instructed by the local governor. The task will consist in the complete destruction of the pirate settlement of La Vega on Hispaniola. Sail to Hispaniola, dock in La Vega bay, passing to the next location, the assault will begin, kill all the pirates and go to the city where the carnage will continue. After destroying everyone in the settlement, go to the residence, there you will have to fight with the leader of the filibusters of La Vega, Edward Mansfield. Kill him and leave the residence. The task is completed, you can return to Jose Jimenez. Don Jimenez will present an award of 100,000 piastres. Return to the Governor-General and receive thanks from him.

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

7) The seventh task is to help Manuel Rivero Pardal. We urgently need to go to Antigua, to the aid of 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 Vauclaine, went to intercept it. Sail to Antigua as quickly as possible and fight between the unequal forces of the Spanish corsair and the French pirate squadron. After sinking the last ship, go for a reward, which will be 25,000 piastres.

8) The eighth task is to protect the Cumana from the attack of the united Franco-British squadron of pirates. Sail to Cumana, sink the enemy squadron and get 100,000 piastres in Havana.

9) The ninth task is the task of the governor of Porto Bello to escort the ships. Sail to Porto Bello, where Governor Cabral will brief you in detail. You need to deliver 4 galleons, loaded with gold, to the uninhabited island of Cayman, where you need to transfer the squadron to the powerful Spanish fleet sent to Europe. Take command of a squadron of 4 galleons laden with 10,000 quintals of gold. Near Cayman, instead of Spanish ships, pirate ships will be waiting for you. The galleons entrusted to you must stay afloat in order to receive the maximum reward. Having sunk the last pirate, head for Havana, where tell the Governor-General about the strange events that happened to you. He cannot understand at all why the meeting point was Cayman, if it was necessary to escort ships to Belize. He will promise to sort out this situation and will reward you for saving all the galleons in the 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 assignment 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 carrying bad news: the city was attacked by an English pirate squadron. Go to the governor again, he will order to start repelling the attack. Go out to sea and start a battle against 8 ships, among which there will be several manowars. There will be a fort on your side. After sinking 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 to receive a commendation from the Governor General.

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

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

Pirate storyline

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

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

In Port Royal, Jamaica, escort John Bolton to the Morgan house (the Morgan house with columns is on the left side of the city, if you go from the port). On the way to the house, you are stopped by British soldiers. The soldier commander says that you and John Bolton have been accused of having pirate ties. You are sent to jail pending clarification of the circumstances. However, you are freed by Morgan himself, who says that he paid a ransom for you and waits at his residence, after which he leaves.

At the residence, Morgan assigns the black mark to Edward Lowe, who lives somewhere in Martinique. Go to Martinique in Le François. Upon arrival, ask the innkeeper about Edward Lowe. It turns out that the innkeeper knows Lowe and he lives near the tavern. Exit the tavern and go right to the house, paneled with boards, where Lowe lives. Go into the house and, when talking with Edward, give him a black mark. Lowe will say that all problems with Morgan have already been resolved and will ask him to return the black mark back to Henry Morgan. Return back to Jamaica to Morgan.

After hearing the story, Morgan becomes furious and says that Lowe deceived you. To rectify the situation, Morgan instructs you to track down and deal with Lowe personally without any black marks. So quickly return to Le François and go to Edward Lowe's house. However, he had already left the house in an unknown direction. Go to the innkeeper and ask him about Lowe. The owner will confirm that Edward recently left the settlement, left his things for safekeeping, and where he himself could go, the owner of the tavern does not know. Go to the store and ask about Lowe. The merchant says that Edward came, was interested in the place where it would be possible to purchase a ship, but his business, the merchant, was to trade in goods, and not the 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 in the port of Fort-de-France.

First, go to the shipyard and ask the owner if Lowe has dropped by. It turns out that Lowe did come in and wanted to buy a ship (brig), but he had no money for such a ship and Edward went to the moneylender. Since then, the owner of the shipyard Lowe has not seen again.

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

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

In a settlement in Bermuda, head to the tavern, where its owner says that Lowe was here and was interested in the local shipyard. Go to the shipyard to the master Alexus. To the question of the master about who you are with Lowe, answer that you want to catch up with him in order to settle scores with him. The master begins to complain that the rogue 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 over what happened and asks for only one thing, when we kill Lowe to send him greetings from Jackman. But where Lowe went on the kidnapped brig is unknown.

Ask the people in the taverns on the archipelago about rumors until someone tells you that there are more attacks on mail ships in the Kumana area on Maine. Head towards Kumane. If the ship is more powerful than the 6th class, then it must be parked in the port department of Kumane and any ship of the 6th class must be bought at the shipyard. After that, on this ship go out to sea and sail to the Trinidad and Tobago area. There you will meet Lowe in the brig. Take the brig on board, talk to Lowe, who says that Morgan's power will soon change. Kill him. Go to Morgan with a progress report.

Morgan proposes an operation, the result of which will outshine all of Sharpe's affairs. Namely, Morgan proposed to rob the pearl divers who would collect pearls on tartans for a month on the Turks Island in North Bay. Morgan offered to deliver at least 1,000 small and 500 large pearls. The profit is halved.

Make your way to North Turks Island Bay. There, pearl divers are already fishing on tartans under pirate flags. When they see you, they scatter away. You need to catch up with them and catch up with each tartan side by side, then the pearls will be automatically loaded 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 the Morgan's residence, Captain Goodley meets you and offers to work as a bounty hunter for a good reward. Target - John Avory, who was last seen in Willemstad (Kyrosau Island). Go there and go to the moneylender. The moneylender confirms that John Eyvory was here recently, but that he is no longer in the city. He heard that John was going to Port of Spain in Trinidad and Tobago. Go there. There, go to the moneylender. The Port of Spain moneylender says that Eyvory did work for him in the city, but after doing it, he left the city and went to the Spaniards on the Maine in the city of Maracaibo. The pawnbroker Maracaibo confirms that John was in the city, but according to rumors he overheard in a brothel, Avory went to the French in Port-au-Prince, on Hispaniola. In Port-au-Prince, the first thing to do is 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 usurer 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 have gone to Willemstad, since a moneylender was recently robbed there. The usurer of Willemstad is still going through 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. Also, the usurer promises to pay you 5,000 piastres for bringing the gold to the usurer first. John Avory himself went to Bermuda. The owner of a tavern in Bermuda confirms that John Avory is now on the island, or rather in the house of Orry Bruce, apparently a moneylender robber. The house is next to the tavern, go there. In the house you will meet John Avory and Orry Bruce, sorting out the relationship. Tell them that you have an order for both of them, then kill them and take valuable things from the corpses, and take away 50,000 piastres from Orry Bruce. You can return to the moneylender for a reward and report to Captain Goodley about the completed order.

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

After hearing the story, Morgan says that John Avory was his confidant and you killed him. You explain that it was Captain Goodley's order. Morgan immediately calls the captain to sort out the situation. Goodley comes and says that he did not give you any orders. To sort out what happened, Morgan assigns 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 about Goodley's death.

Seeing you, Jackman is very surprised and says that you allegedly captured and handed over to the Spaniards to be torn apart by his captain Sid Bonnet. We'll have to figure it out. Jackman directs you to Cozumel Bay on Maine, where John Leeds anchored on the frigate Antwerp, with whom you need to talk. Head to Cozumel Bay.

There you are met by John Leeds on his frigate. Lower the boats into the water and climb aboard his ship. After a conversation with Leeds, it turns out that the team and the captain of the corvette sunk by Leeds have 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 hang on you. Therefore, you need to deal with your double. Land in the bay, where you will 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 the captain there, who really looks like you. The doppelganger says that he will tell everything if he and the team are released from the encirclement and allowed to quietly leave. Kill him and the rest of his team.

Then return to the ship and head to Bermuda to Jackman. Jackman, after hearing the story, sends you to Morgan with a report on what happened. Report the situation to Morgan.

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

Upon arrival, ask the innkeeper for help. He says he hasn't seen Steve Linnaeus for a while, but his friend just went out to sea. We need to intercept him. Go out to sea and catch up with Linnaeus's friend, who really did not 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" seems to be sold at the Santo Domingo shipyard. Linnaeus, according to a friend, would never have sold his ship willingly. Therefore, a friend of Linnaeus weighed anchor and went to sea, so that the story of Linnaeus would not repeat itself with him. In any case, check out the Santo Domingo shipyard.

The owner of the Santo Domingo shipyard said that the deal on the sale of the Swallow was the most successful, because it was given to him for a pittance. Under some pressure, the owner also says that he bought the "Swallow" from a guy who did not introduce himself, but the servant of the owner of the shipyard saw him go to sea on the frigate "Leon". According to the owner of the shipyard, the frigate must still cruise in the waters of Hispaniola. Go out to sea, on the global map, there you will see a ship with purple sails - this is the frigate "Leon", take it on board.

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

After the report, Morgan directs you to Puerto Principe, where, according to rumors, Richard Soukins is planning some kind of operation against the Spaniards, which must be disrupted. 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 planned now, but Soukins keeps all the details in the strictest confidence even from his close associates and is almost always sitting at home. We need to get into the house of Richard Soukins and steal documents. Go to Soukins' house, grab the papers from the table and run out of the settlement. Because everyone becomes enemies. Soukins' papers set out a plan for an upcoming operation against the Spaniards. Sawkins learned that the Spaniards had begun transporting the largest shipment of precious stones from Panama. To carry out this operation, the Spaniards abandoned the overland delivery of jewelry from Panama to Porto Bello and sailing in the Caribbean. Only one ship of the line must go around Cape Horn, rise to the fortieth parallel, then turn right and reach Lisbon in a straight line.

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

Two weeks later, San Martin has a ship with purple sails - this is your goal. Take the ship on board. In the chest, in the captain's cabin, you will find a large number of gems. That's it, mission accomplished, you can report to Morgan.

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

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

It turns out by this time Morgan had already assembled a squadron of 5 powerful ships of the 1st class. He gives you the task of performing and taking Porto Bello right away. Move towards Porto Bello, attack the fort and capture the city. Go to the Governor's House and talk to the Governor. The governor is already aware of the plan of the march to Panama and was ready for your attack on his city and therefore was greatly surprised that you took the city so quickly. He also said that you will die in the jungle on your way to Panama. Tell this news to Morgan who comes up. He believes that Richard Soukins managed to secretly warn the Spaniards about the plan to march to Panama. Morgan is not going to give up the campaign and offers to split up. You will command the second squad, which will include Sawkins. You have been instructed to disembark at Darien Gulf within two days and go to Panama. On the way to Panama, you need to shoot Soukins unnoticed, because Morgan does not want to see him at the city walls.

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

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

The last battle will be at the walls of Panama. Morgan approaches and gives the task to find the governor of Panama, tk. Since the Spaniards were exhausted by ambushes in the jungle, 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, El Escorial's gold is in a closed chest in the same room, but the key is with the commandant of Panama, who participated in the defense of the city and most likely died. We need to find the key. When you leave the governor's house, you will meet Morgan. He gives the order to find the key, while he himself goes to interrogate the governor.

Go to Fort Panama. There, in the prison on the commandant's desk is the necessary key, take it and return to the governor's house. Open the chest - there is El Escorial's gold (50,000,000 piastres). At this moment, Morgan approaches and takes the gold with the words 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 tell about another chest, which is located on the outside of the fort. Morgan sends you there to check the given words. Go to the fort. In front of the fort, there is a narrow path that bends around it from the outside. Follow it, at the end of the path there is indeed a chest, but there is nothing of value in it. Go back to town.

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 Darien Bay, you will be attacked by the Spaniards, but you don't have to fight with them, you can run around them.

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

Main quest

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

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

Enter the residence and go into the room (door opposite the entrance), go to the chest near the round table. The chest is locked, but you do not have the key. Exit the residence and go to the tavern. Ask the owner about the keykeeper, the innkeeper will tell you to go to the keymaster, 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 keeper. Go to the house. An officer and 2 soldiers will come, kill them and go up to the second floor and take the key from the table. Now go to the residence to the chest. When the soldier turns away, open the chest and take away all its contents, a letter (Stavesant'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 Stavezant and talk to him. Dock in the sweat of Willemstad, go to the tavern and ask the tavern keeper about Teaser, where Den has disappeared, the tavern owner does not know, and he will also advise not to get involved in the affairs of the Governor-General and the Dutch West Indian Company. Now go to the residence and start a dialogue with Stavesont. But as soon as you mention the name of Teaser, the governor will be on his guard. Say that you are writing a book, but you will not be able to find out really anything. We need to find a representative of the Dutch West Indian Company in the archipelago.

Get to the nearest pirate colony. When you reach 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 the client can be found in San Martin. Sail to this island.

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

The tramp will give you Diffindur's key, which will come in handy later.

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

Swim to the upper left corner of the map. You will go out to sea. After the command "swim" a video will go, and then the hero is in the City. The sea is raging, a wild storm. A local resident named George Stokes comes up to you and says that he saw the sinking of your ship. You are the only one who survived. He will give you a little bit of insight. The city consists of many interconnected incomprehensibly wrecked ships. You are on the Velasco galleon, which is home to one of the established criminal clans - the narwhals. The second clan, the Caspers, is on the barque "San Gabriel". Neither one nor the other spares anyone who dares to disturb them. Stokes will also say that you need to visit the head of this godforsaken place, Admiral Chad Capper, on the San Augustine warship, before the storm ends. As it turned out, this is the same missing privateer who came out three years ago for the prize and disappeared without a trace. And now he is the admiral and head of the City.

Turn around and jump into the water. You need the "Fernando Diffindur" flute, which contains the same chest that opens with the Diffindur key. The ship has a rift approximately in the middle. Having found the ship, swim it and go into the breach. 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 inherent in an ordinary port: a tavern, a shop, a church, a usurer. The moneylender has a special story. Everyone will tell you that he is a terrible, terrible man, a warlock. The debtor will be obliged to return him an amount five times the given. It turns out that Brahms gave the soul of Miclantlecuetli, the Aztec god of the dead. If the debt is not returned, after a while, when you go to any location, you will be transported to the sacrificial temple, to Tenochtitlan. God will appear to you and demand money back. If you do not have them, you will not get out of there. This will happen even after you get out of the City.

Now go to the Fleuron caravel, to the owner of the tavern, Hill Brunner, and ask him about Teaser Dan (that same missing beggar). Everyone thinks he drowned. Hill asks you to be silent about the fact that Teaser managed to get to the mainland, because the admiral should not in any case find out about it. The law of the City says that no one can build rafts and boats to sail away. Hill will ask you to come to him later, he should consider the information received.

Return to Hill after a while. 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 on deck and go to the stern of the ship). After the conversation, you will need to visit the "Fernando Diffindur" flutes, where Teaser often sailed. Hill needs proof that you are right.

Now your task is to find Andre Labo, a carpenter in the city. According to Brunner, it was he who helped Dan build the swimming facility. Labor makes an appointment for you in the cabin of the "Protector" corvette. The carpenter betrays you. He brings a policeman with him. Kill them. Tell Hill about what happened. He offers to cover up the traces of the crime and set up one of the clans, namely the "narwhals". To do this, you need to lie in wait for one of the "narwhals" in the bow of their base (galleon "Velasco"), take the clan's amulet from him and take it to the admiral, and thus remove suspicions of murder from you. After doing this, you will be instructed to destroy all "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 on the successfully completed assignment. Now go back to Hill Brunner and tell him what happened. He will ask to come to him later. Spend the night in the tavern for a few days, then go to Hill. He says that today at midnight in the tavern there will be a meeting of the Capper with a certain person. You must eavesdrop on the conversation by hiding behind a pillar in the wine cellar (stand sideways and do not move, otherwise you will be discovered). The information turned out to be very important indeed. It turned out that Capper and the leader of the “Kasperov” clan (and it was he) were in one bundle. It turns out that it is not you the admiral, but he circled you around his finger. Destroyed the "narwhals" with your hands. 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 will not learn anything else from Hill. After a while, they kill him. The 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 person 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. Going to her, you will see three "Caspers" trying to kill the unfortunate woman. Kill them and receive information about the Mechanic as a thank you (if you cannot save the old lady, Aurelie Bertin will tell you everything). His name is Henrik Wedecker, and it was he who invented the way to attach the City's ships. It looks like the admiral has isolated him on the barque San Gabriel, at the base of the Casper clan. You need to get to it. You will have to destroy the entire clan alone.

Talk to Henrik. It turns out that the City is supported by only three ship wrecks and can be destroyed by any storm. Fortunately, he has a ship to sail away from here. But: firstly, he will sell it to you, and only for 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 down under the water in a special suit (this can be done only from 10.00 to 19.00) and get the gear. The suit has only six minutes of air supply, and horrible, gluttonous creatures have wound up under the City.

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

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

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

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

Go to the residence. There is no mechanic here. He's in prison on the Tartarus. Run there as fast 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, go through the "open" icon to the open sea. The quest is complete.

to be continued...

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

Storyline for Peter Blood

You appear at the Oglethorpe estate, England. In the courtyard on January 1, 1665. Servant Jeremy Pitt informs you that Lord Gilda is injured. Enter the house, talk to the servant Andrew James and proceed to the bedroom, in the west wing on the second floor. Go to 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. A second servant, Jeremy Pitt, will appear and report that royal dragoons are galloping here. He will advise you to take a sword from the balcony and run away to hide. leave 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. Captain Gobart will appear soon and a dragoon will attack you. If you kill him, two more will attack you. You cannot kill all of them. As soon as they defeat you, they will capture you and put you in jail according to the plot.

You will appear in hard labor. April 1, 1665. Jeremy Pitt will inform you that Colonel Bishop wants to see you. Exit the room. Talk to Colonel Bishop. Go through the houses, you may find something useful. But do not take your weapon - the guards will take it away from you when they meet. Leave 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. You will have a talk with the governor sitting at the table, go into the door near him and go up to the second floor to the bedroom of his wife. Talk to Mrs. Steed. Talk to the governor. Tell him you went to look for Mr. Dan and you need money to buy the medicine. Take 1000 piastres. Go outside and turn right. There you will find Mr. Dan's house. Dan himself is not in it, but there is your competitor - Dr. Wacker. He 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 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 in the tavern the next day. Mr. Wacker is gone. Ask the innkeeper where you can find Dr. Wacker. Head to the tavern room. There you will find Dr. Wacker, who will promise to give you a loan of twenty thousand piastres to help organize your escape. Return to the plantations and find Jeremy Pitt. Tell him that he is the only navigator and the fate of the escape depends on him. After he agrees, you will need to find three slaves: Hagthorp, Ogle and Nicholas Dyke.

Nicholas Dyke will tell you that Colonel Bishop wants to sell him. 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's, has recently arrived in the city. This is probably Vernon. Find his home. Exit the tavern to the right, pass by the house of the moneylender you need before - next. Wait for Vernon to go up the stairs and search the chest that is directly below it. Take everything that is in it and go out into the street. Talk to Nicholas Dyke and inform him that the deal will not take place and he can calmly prepare to escape.

Find also a slave in a spotted bandana - Levays Mouyer. He will complain of a headache and ask you to bring him medicine. Return to town to Mr. Dan's house. He himself is not now. Go to the second floor and take the medicine in the box next to the scales. Return and give the medicine to Levays. In return, he will give you a light dagger that the guards will not be able to detect.

Now find one-eyed slave Ned Ogle in one of the houses. Return to the city, find the house of the moneylender and repay him 5000 piastres.

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

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

He will be scared and will 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 leave it for your own needs. Now that you have the required amount on hand, return to the tavern and talk to the carpenter at one of the tables. Exit the tavern. A soldier will approach you and order you to go to the plantation. Return to the plantation. On the way, Nathaniel Hagthorpe will meet you and report that Pitt was captured by the guards. After the conversation, you will find yourself at the gates of the city at night.

Run to the plantation. You will need to sneak past the guards to the edge of the plantation unnoticed and take a weapon from the chest. Please note that each guard has its own patrol zone. The visibility zone in the dark is small, so the main thing is not to pass directly on the way. Get to the longest white building. In the corner of the plantation closest to it, you will see a pile of logs and planks. Among them is a chest with weapons. Unfortunately, you only have to be content with a saber and a few healing potions. Fighting the guards is almost useless. near the colonel's house you will see the captured Pitt and two guards near him. You will see the guards somewhere around the corner and deal with them. Then talk to Pitt. He will say that 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 a lady will come up to you to thank you for saving her. She will tell you that the Spaniards took over the city. Head towards the shipyard. Sail the shipyard on the side of the sea and find your comrades. Swim to the ship. Climb onto it and kill the guards. Then go to the cabin and fight one-on-one with the captain. The ship is yours. Exit the cabin and talk to Pitt. Talk to the team. Only Ogle will agree to serve you faithfully, the rest will ask you to drop them off 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 obtain a privateer patent (if you want to go through the pirate line, you need to talk to Morgan at 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 variants of these tasks are described below.

1) Destroy a gang of thugs in the jungle. Run through the jungle, find a couple of thugs, destroy them, soon you will come across the head of the gang. 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 go to the desired house, a conversation with him will immediately take place, after which the battle will begin. After killing the scout, you can return to the governor for a reward.
3) Destroy the smugglers.

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

Dutch national storyline.

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

1) The first task is to deliver the head of the Jansenists Chumakeiro to Curacao, at the moment he is on the island of San Martin. Having arrived on the island, go to the tavern keeper and ask about Chumakeiro, he says that he took a house for himself, which is located near the governor's residence. As soon as you enter the house, you will be attacked by two people. 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, Chumakeiro will give you 30,000 piastres.

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

3) The third task is to get information about the plans of the British in relation to Holland in connection with the trade war. Travel to Hispaniola and speak with the Mayor of La Vega. The head is Edward Mansfield, but in fact, his surname is Mansvelt, he is Dutch by nationality. He is also Modiford's confidant for the robberies of the Spaniards. But Mansfield cannot tell you anything about the plans of the British, but recently an English envoy from Modiford 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 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 Picardian is honest. It is located on Tortuga, then ask the moneylender, the owner of the shipyard, the owner of the shop, in the tavern and in the brothel. It turns out that he spent a lot of money.

Now go to Morgan, he says that Vaschet knows nothing about the plans, but one of his officers, who was put in prison, knows about Modiford's plans, go to the Prison, interrupt the guards. You will 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 ruin. Sail to Jamaica as quickly as possible. A small squadron of 3 British ships will cruise around the island. Sink them and land in the bay. Kill all the British in the bay and in the next location. The task is completed. You can go to Stavezant, he will pay 100,000 piastres.

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

From sloop to galleon and warship

The choice of a ship (or ships) for trade operations is a very important matter. In fact, the style of the entire game depends on it. You can choose a small boat and win at the expense of speed, or you can equip an entire squadron. Of course, the difference in net profit will be very significant, but there is another side to the coin. On a small ship, it is easier to get away from pirates, and the "heavy" squadron is clumsy and vulnerable. The effect of the cargo is especially felt on huge ships such as the Manovar. On a trough loaded to the eyeballs, one cannot escape pursuit, and a tactical maneuver is unlikely to succeed. And a pirate on a light corvette (brig, sloop, frigate) will have time to change sides ten times.

How can these problems be solved? First, you need to choose a route. Second, estimate your budget and decide which playstyle will work best. Decide in advance whether you will fight or run away when meeting with ill-wishers. The fact is that there is no point in equipping one, but a heavy ship. You will take up precious space in the hold with cannonballs, gunpowder, provisions and other goods. On the other hand, many small pelvis will be able to escape from pursuit, and the price sometimes turns out to be lower. And thirdly, you should choose a group of products. Some are cheaper, some are more expensive, but only you will lose money from rats, not buyers (and sellers).

On a note: in Tenochtitlan you can find a whole bunch of "Rat Gods". If you are going to start trading seriously, it makes sense to complete this task first.

Depending on the strategy, you need to choose ships. In this chapter, we will take a look at all vehicles in turn, assess their efficiency in relation to cost and other parameters. It is money that is the main thing to pay attention to. How well this or that ship behaves in battle is the tenth thing, because for military raids a successful merchant can easily create a separate squadron.

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

So, after buying a ship of any group, the first thing to do is to decide on the equipment and tactics.

It is important: the equipment advice applies to all ships within the group.

From all legs

If you decide to cut across the sea on a small boat with great speed (and maneuverability), the first thing to do is to sell the guns. Yes, you will not be able to oppose anything to the pirates, but you do not need it! The main thing is to leave, to break away, and for this you need to lighten the ship. Plus, the cannons take up cargo space. Cannons can be dropped perfectly in battle, but they cost so much that it’s better to sell them.

It is interesting: in Corsairs Online, dropping cannons is common among merchants. True, the guns there are restored by themselves, and you do not need to buy them again.

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

Sell ​​cannonballs, buckshot, knipples and bombs after the cannons (or throw them away, they are cheap anyway). Gunpowder is there too - all this is not needed. True, it does not take up much space, so you can, in principle, leave the knippers and a very small amount of guns in order to shoot at the pursuers, and then make your legs.

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

You better stay away

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

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

Combat trade squadron in all its glory.

This strategy achieves maximum efficiency (in terms of defense) when controlling manowars (and ships of similar class). We buy the heaviest guns and bombs, and if anyone attacks, it is worse for him. But there is one very serious nuance - you will have to look for captains with maximum navigation skills. Otherwise, instead of fighting vehicles, you will end up with useless piles of wood and metal. As you know, the level of the mercenary depends on yours, and the jack of all trades are found only at the highest (fortieth and further) levels. Another con is the volume of the transported cargo.

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

For all the downsides of strategy, it has one merit - you can go through the story and bargain along the way to keep the budget. You won't really make money, but the cost of maintaining the squadron will not be so tangible (which is no less important).

It is interesting: the maintenance of a thousand people costs almost two hundred thousand every month. Calculate how much money is needed to maintain a full squadron.

Classic scheme

Being a rogue trader is, of course, good and romantic. Here you will be chased, and responsible only for yourself and your actions, and real money in your hands. In addition, you can do whatever you want at any time, no one will adjust. But the profit in this case is not so impressive. A large merchant, managing an entire squadron, turns millions, and in some cases - tens of millions. He can sell (and buy) the entire Caribbean, but the preparation (and cost) is completely different. The highest step in trade, in my opinion, is occupied by the warrior-merchant.

This is how the trading screen of a self-respecting merchant should look like. Information about the quantity of goods in all shops of the archipelago is purchased from the bartender.

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

In addition, do not forget that you have a huge advantage in the form of critical shots, skills that improve reloading and other goodies. And if you manage to fire from two sides at once, you can be sure of victory. I remember, having run into a punitive squadron of five Spaniards, I drowned their manovar with three volleys. Two of them, however, were critical, but even without them fifty cannons inflict tangible damage.

Remember that squadrons of other powers are never made up of only Manowars. Yes, only first class ships can be encountered, and so what? Warships and warships are no match for you. As for the pirates, it's even easier with them. Rarely will you find among them even the simplest battleship (they are not for this part), and no matter how maneuverable corvettes, frigates and others are, several powerful salvoes will still send them to the bottom.

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

Advice: merchants offer different goods for transportation, but try to choose ones that do not chew rats. For example, cannonballs, knipples, buckshot and bombs. Try not to take expensive goods if you do not have "Rat Gods". Rats can easily gobble up all the fat. Because of these rodents, more than once I had to pay a forfeit out of my pocket.

Ships

Until now, not a single intelligible analysis of the ships, in fact, has been. There are several reasons for this: ships of the same type (frigates, for example) can differ significantly from each other. The caliber of the guns, the volume of the hold, the thickness of the armor - everything is different, the ships were not built on machine tools, and each had its own characteristics. Naturally, all this also affects the price (sometimes quite significantly). In this chapter, we will take a look at the ships in order and in detail. Since different strategies imply fundamentally different playstyles, a comprehensive assessment of the characteristics will come in handy.

Ship characteristics

Not all parameters of ships in Corsairs are designated. For instance, the size of the allowed team measured by "footprints", and gun caliber- pounds. However, nothing is said about the speed, maneuverability, volume of the hold. In fact, everything is very simple. The developers, most likely, decided not to overload the player with unnecessary data (nodes, degrees and rolls), so they introduced abstract values ​​for some indicators. Hold capacity, for example, is measured in terms of "net cargo". "Net weight" is already multiplied by weight and volume, expressed in abstract game units. So a basket of fruits takes places "1", and a package of ebony - "5". The rest of the characteristics are calculated according to the same principle. Hull strength- these are the same virtual hits. If the mark reaches zero, you drowned. Speed created to compare ships with each other, because you can only sail to another island on the global map. In the heat of battle, the one with the higher score will be faster. Maneuverability is calculated in the same way. The one with the higher score is the better. Only beydewind calculated differently. The higher the number, the steeper towards the wind you can go.

"Small" class

Tartana (grade 7)

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

The tartana is, in fact, an ordinary boat, but with a sail. Its size does not allow it to make long journeys (although it is possible in the game), and the general indicators say that if you are sailing on it, you are doing very badly. Fishing is not allowed in the game, and the tartan is only suitable for this. It is not suitable for anything and is present in the game only for the entourage.

Average parameters
frame95
speed6,5
maneuverability46
beydewind8,2
hold50
team10
cannonsNo
price, gold350

Barkas (class 7)

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

This is the same tartan, but slightly larger. The hold is usually three times more capacious, but the cannons occupy the lion's share of its volume. "Dead" armor and general uselessness is compensated by maneuverability and speed. An experienced captain will escape any pursuit on this vessel. Just save something?

Average parameters
frame200
speed13,5
maneuverability72
beydewind7,5
hold200
team17
guns (caliber 12 pounds)8
price, gold2500

Lugger (class 6)

The Lugger is a small ship designed to carry cargo and guard small convoys. Despite the fact that the Lugger's weapons are weak and the crew is small, he is specially designed for both trade and battle. Many captains value the lugger for its speed and maneuverability, and its small size allows it to make long sea voyages.

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

Average parameters
frame700
speed14,5
maneuverability62
beydewind9,5
hold550
team57
guns (caliber 12 pounds)12
price, gold14500

Sloop (class 6)

With a shallow draft and excellent sailing characteristics, the sloop is a highly efficient reconnaissance ship suitable for coastal patrols and trade.

However, the hold is too small, and at a comparable price, the sloop completely loses to the Lugger in terms of running characteristics. The situation is not changed by the improved weapons. In my opinion, additional guns only take up precious space in the hold. It is not worth buying a sloop, it is better to wait for the next ship - a schooner.

Average parameters
frame1000
speed13,5
maneuverability36
beydewind7,85
hold750
team66
guns (caliber 12 pounds)16
price, gold18000

Schooner (class 5)

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

The schooner is the first worthy trade ship. Its hold is usually twice as large as that of the sloop, and its handling characteristics are almost identical. The armament of the schooner, like the armor, is also at the appropriate level - twenty cannons will allow you to fight off small pirates. The only gripe is the price.

Average parameters
frame1400
speed12,5
maneuverability32
beydewind7,5
hold1400
team105
cannons (caliber 16 lb)20
price, gold32500

Barque (class 5)

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

Average parameters
frame1500
speed9,5
maneuverability26
beydewind3,5
hold1900
team80
guns (caliber 12 pounds)16
price, gold30500

Caravel (class 5)

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

Excellent hold and weak combat characteristics. It's all to blame for low speed and poor maneuverability. On the other hand, there are thirty cannons (13 per side and two in front and behind), and the caliber is not bad - up to twenty-four pounds. Of the shortcomings, it is possible to note a poor course to the sidewind, since all the sails of the caravel are straight. The caravel will work well as a "truck", but military cover is a must. Another plus - the caravel is only slightly more expensive than the bark, and the hold is almost one and a half times larger.

Average parameters
frame2300
speed9,5
maneuverability28
beydewind3,5
hold3000
team175
cannons (caliber 24 lbs)30
price, gold38500

Barkentina (class 4)

When the Spanish merchants realized that they were becoming easy prey for pirates in the Caribbean, they began to massively convert their galleons into barkentines. Thanks to the mixed sailing rig, the barquentine can move quickly enough in any direction. And although the transatlantic voyage lasts a little longer, the barkentina will surely leave the pirates.

Excellent running characteristics and a good hold. An excellent ship for the scheme "at full speed". The hold, however, is not as spacious as that of the caravel, but against the wind the barkentin walks perfectly. Of the shortcomings, only weak weapons can be noted, but the price does not bite. The maximum crew reaches two hundred people, which means that you can safely board an impudent pirate.

Average parameters
frame2300
speed10,5
maneuverability38
beydewind9,5
hold2500
team195
guns (caliber 12 pounds)16
price, gold33500

Chestplate (class 4)

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

The brigantine has excellent driving characteristics, although at a price only slightly more expensive than the barkentine. The hold, however, is very small, therefore the brigantine is hardly suitable for trading operations. Choosing a pirate or privateer, but not a merchant.

Average parameters
frame2100
speed16,5
maneuverability52
beydewind8,5
hold1200
team105
cannons (caliber 16 lb)20
price, gold32500

Flutes (class 4)

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

The first ship for large merchants. Excellent hold capacity and good running characteristics, a fairly strong hull and a large crew. Yes, it is difficult for him to find a rival in the class (only a galleon), but, as you remember, flutes were built from the cheapest types of wood. They were originally conceived as workhorses, and the guns were installed on them more for the sake of appearance. The flute is a truly merchant ship, but it is also suitable for the "full-blown" scheme, although it manifests itself best of all in guarded merchant squadrons.

Average parameters
frame3100
speed12,5
maneuverability36
beydewind4,5
hold3200
team165
cannons (caliber 24 lbs)18
price, gold50000

Brig (class 4)

The brig is often used as a merchant ship, but more often as a warship. Its high speed and excellent maneuverability make it one of the most harmonious vessels. However, the direct sail armament limits its capabilities while sailing in close-hauled direction.

Brig is good for a full-blown scheme. Still, in battle, he is rather weak (only 16 guns). On the other hand, even a small number of guns can pay off thanks to agility and speed, but there are pitfalls here too. The fact is that the direct sailing arrangement does not allow the brig to go steeply to the wind. The only sensible use is to boot to capacity and run.

Average parameters
frame2700
speed14,05
maneuverability44
beydewind3,5
hold2000
team177
cannons (caliber 24 lbs)16
price, gold41500

Galleon (class 4)

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

They were used by everyone, but most often by the Spaniards. It was on galleons that gold (like other goods) was exported from the colonies. The Galleon is a great merchant ship, but unimportant in combat. It's all about poor maneuverability and low speed. With such indicators, only the battle line is suitable for battle, but the relatively thin armor puts an end to this venture. The Galleon is perfect for a merchant, and if he has a ship (or ships) to guard, the legendary ship will pay off in one trip.

Average parameters
frame3500
speed10,5
maneuverability31
beydewind3,2
hold3600
team366
guns (caliber 12 pounds)20
price, gold53500

"Big" class

Corvette (class 3)

The corvette was designed as a vessel with powerful weapons, but at the same time as fast and light as possible. As a result, corvettes have a weak hull, but are able to catch up with lighter ships and fight successfully against heavier ones. Typically, the corvette was used as a patrol vessel and also as an auxiliary warship.

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

Average parameters
frame3200
speed15,5
maneuverability58
beydewind4,6
hold2600
team202
cannons (caliber 32 lbs)32
price, gold73500

Heavy Galleon (Class 3)

The Heavy Galleon is a powerful warship. Large-caliber guns, a solid hull and a large team provide reliable protection for any cargo. Unfortunately, the durable armor resulted in an even greater reduction in performance.

Heavy galleons eventually replace flutes (due to the hold) and regular galleons. Yes, in terms of driving performance, heavy galleons lag (and quite noticeably) from other ships in their class, but the huge hold more than pays for all the shortcomings. Due to its low top speed, the heavy galleon is not suitable for a full-blown strategy. Ideal application - "better do not approach" or "classic scheme". The armor is strong, and there are fifteen guns on each side, and the caliber is decent. Verdict - the heavy galleon is great for armed squadrons, but only opens up under escort.

Average parameters
frame5500
speed7,5
maneuverability23
beydewind2,6
hold5000
team448
cannons (caliber 32 lbs)36
price, gold100000

Pinas (class 3)

This ship is large and strong enough for long sea voyages. The capacity of his hold allows transporting a large amount of cargo, and weapons - to drive away pirates. Nevertheless, in battle, it sorely lacks the maneuverability and speed of a real warship.

Pinas is simply an improved version of the flute. Its hold is capacious, there are few cannons, but it is cheap and fast. Cheapness makes pinas a workhorse, but there is no point in buying it - better save up for a galleon.

Average parameters
frame3600
speed12,5
maneuverability32
beydewind5,7
hold3600
team241
cannons (caliber 16 lb)18
price, gold62500

Frigate (class 2)

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

In fact, the frigate is the first heavily armed ship (twenty guns per side), and everything that is heavier is more likely to play the role of a floating fort. Meanwhile, the frigate's hold is not as small as that of a corvette, so you can both guard the squadron and carry additional cargo. Please note that the sails of the frigates are straight, so you will not be able to go steeply to the wind.

Average parameters
frame5000
speed15,5
maneuverability37
beydewind3,9
hold3200
team323
cannons (caliber 32 lbs)46
price, gold150000

Warship (class 2)

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

The warship is just a weighted frigate. To tell you the truth, the armor and additional guns came out sideways to him - maneuverability and speed dropped dramatically. It makes no sense to use a warship as a "truck", since there is a heavy galleon in the lower class, which is equal in armor, and you can carry more cargo. In addition, the galleon is much cheaper, and speed with a military escort is not so important.

Average parameters
frame5200
speed13
maneuverability36
beydewind1,8
hold4200
team435
cannons (caliber 24 lbs)56
price, gold170000

"Huge" class

Battleship (class 1)

The battleship is a formidable force. Armed with the most powerful and long-range guns, with a very strong hull, it is able to successfully resist any ship at sea and destroy coastal fortifications.

An excellent ship for the "better not approach" scheme. Lots of guns, a solid hull, a large crew and a spacious hold. Unfortunately, it is hardly suitable for other schemes - it is too expensive, and in terms of the volume of the hold, it is not far from the heavy galleon. On the other hand, good speed allows you to apply the scheme "at full speed".

Average parameters
frame7600
speed12,5
maneuverability32
beydewind1,4
hold5000
team571
cannons (caliber 32 lbs)66
price, gold250000

Battle ship (class 1)

Warship - the development of a warship (in essence, a frigate) by increasing the size and strengthening of the hull. Huge and clumsy, it carries several batteries of heavy weapons and is serviced by a large crew.

Good only for combat. Its hold is not much larger than that of a battleship and a heavy galleon, but its armor is much thicker, and there are as many as thirty-six guns on each side. Suitable for the scheme "better not approach", but nothing more. "With all its might" will not work, since the speed of the battleship does not shine, and in the "classical scheme" there is no sense. Why guard an expensive ship when you can buy three heavy galleons for the same money

Average parameters
frame7700
speed11,5
maneuverability29
beydewind1
hold5300
team523
cannons (caliber 32 lbs)80
price, gold345000

Manowar (class 1)

Man-of-war is the most powerful ship in history. On three gun decks, it carries up to a hundred cannons, and its hull is practically unbreakable for cannonballs. Unfortunately, the huge size and displacement of the ship limits its use in naval battles and siege of forts.

The largest ship of the line is great for a merchant. Are you surprised? Manovar has the largest hold, and the armor level allows you to wait until the military escort has dealt with the enemy. Great for the "better not fit" scheme. There is nothing more terrible than five manovars. I remember how a punitive squadron of Spaniards ran into me at sea ... With the first salvo we sent the Spanish flagship to the bottom. Two and a half hundred cores are no joke. Especially when the caliber is forty-two pounds.

Average parameters
frame10000
speed10,5
maneuverability25
beydewind0,7
hold7300
team850
guns (caliber 32-42 lbs)102
price, gold525000

Royal Manowar (Grade 1)

First class royal ship of the line. Terrifying firepower is combined with exquisite hull finishes and impressive handling characteristics. This is the greatest ship of all time.

Suitable only for war. To be honest, its usual modification has a much more spacious hold, and additional guns are not as important as the cargo. Ideally, you can make the royal manovar the flagship, and let the "trucks" be the usual ones. The same squadron configuration will work for the "better not approach" scheme.

Royal Manowar is the pinnacle of shipbuilding. However, it is only suitable as a flagship warship. It is better to adapt ordinary manowars for trade, they are cheaper.

Trade routes

In the Guide to Return of the Legend, we have compiled a table of exports and imports of goods for all stores in the archipelago. Since then, the economic system has been slightly modified, and some goods have changed their status. The new version takes into account all the changes since the "Return of the Legend" and the latest patches. Based on the table below, we will consider the optimal trade routes.

Trade types

Of course, the economic system in the Corsairs is far from ideal, it lacks changes in prices, demand, supply, and much more. The economy is simple and asks for money to be made on it. The game is kind to the player who can assess their strengths. Let's take a look at a few of the Corsairs' trading techniques (dating back to time immemorial).

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

Direct flight

A direct flight will be understood as an ordinary journey from point A to point B and back. We buy the desired product, sell it and come back for the next portion. For direct flights, goods from the highest price category (ebony and mahogany, silk, gold) are best suited. Why? It's simple: you make a huge profit, and the sooner you transport the entire product, the sooner it ends and the sooner you can switch to another product. At this time, the stores will replenish stocks. A distinctive feature is that the method is suitable only if you have money for an expensive product. This is true, for example, for a squadron of manowars. You need to invest an unimaginable amount of money, but the return exceeds all expectations. The best use of the scheme is smuggling.

Chain

The essence of the chain is in the selection of a group of goods that you will trade. For example, you buy ebony at the lowest price and take it to where you buy it the most. In this port, you buy another export item and take it to the next port. Etc. The scheme is difficult to implement, as you need to be aware of the quotes in all stores. Use the table and make the best route.

Circular flight

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

Caribbean goods
Kernels - - - - - NS NS - - - - AND AND AND
Buckshot - - NS - - AND - - AND - - AND AND -
Knippel - - - - NS - - NS - - NS - - NS
Bombs - - - - - - - NS - - - - - -
Powder TO - NS NS - NS - - - AND - - - -
Provision NS - TO AND NS - - TO AND - NS NS NS -
Weapon AND - AND NS - - NS - TO AND - AND AND AND
Medicines - TO AND - AND TO AND NS NS - AND AND AND AND
Canvas AND NS - TO - - - AND AND AND - AND AND -
Planks - AND - AND TO AND - - NS NS TO - - -
Cocoa AND AND AND TO AND TO - - NS - AND NS NS -
Coffee - NS - NS - - TO - - NS - - - NS
Tobacco TO - NS - NS - - AND TO AND NS AND AND AND
Sugar AND - - NS NS - AND AND TO NS NS - - -
Wheat - NS NS - NS - TO AND AND TO NS - - NS
Wine TO AND NS - NS - AND TO TO AND NS NS NS -
Rum - AND - - AND - NS NS - - AND NS NS -
Ale NS - TO AND - - NS NS - NS - NS NS NS
Cotton NS - NS - NS - TO AND - TO NS - - -
Canvas NS NS - TO AND - NS - NS NS AND - - NS
Leather - - AND - AND TO AND - NS NS AND - - NS
Silk - TO TO - - NS - AND - TO - - - AND
clothing - - - TO AND AND - - AND - AND - - -
Ebony - NS - - TO AND AND TO - - TO TO TO TO
Red tree NS - TO - TO AND - - NS - TO - - AND
Sandalwood NS NS NS NS - AND - TO - - - NS NS -
Cinnamon TO TO AND AND - NS - - - NS - NS NS -
Copra - - AND AND - TO AND - AND TO - TO TO TO
Paprika AND AND - NS - NS - NS - - - - - NS
Fruits AND TO - AND TO - AND AND - AND TO AND AND -
Oil NS NS - NS - AND TO - NS - - TO TO TO
Bricks AND - AND AND - NS - NS AND AND - TO TO TO
Slaves TO TO TO TO TO TO TO TO TO TO TO TO TO TO
Gold - AND - - AND - NS - - - AND - - -
Silver - AND - - - NS NS - - - - - - AND
Kernels - AND AND - - - - NS AND - - AND -
Buckshot TO AND AND AND - - - NS - NS - AND -
Knippel - - - - - - - NS - - - AND -
Bombs NS - - - - - - NS - - - AND NS
Powder AND TO TO TO - NS NS NS - - TO AND AND
Provision NS - - NS - - - - - - TO - -
Weapon - TO TO TO AND TO TO NS - - TO AND -
Medicines AND - - NS - AND AND - NS AND AND AND -
Canvas - AND AND AND TO AND AND AND AND TO - - AND
Planks - NS NS - AND TO TO - - NS NS NS -
Cocoa - NS NS - AND TO TO - - NS - - -
Coffee - NS NS - TO NS NS - - AND - NS -
Tobacco - TO TO TO AND - - AND - AND - TO -
Sugar NS - - NS - NS NS - NS - NS NS -
Wheat - NS NS - NS - - - - NS AND - -
Wine NS - - NS NS - - NS NS - AND TO -
Rum NS - - - NS NS NS - AND AND AND TO NS
Ale - - - - - NS NS - NS - - NS AND
Cotton AND TO TO TO NS - - AND - NS - NS -
Canvas NS NS NS - AND - - - NS - - - -
Leather - - - NS TO AND AND TO AND AND TO TO -
Silk AND - - AND - - - AND AND TO - - -
clothing NS - - - - NS NS AND TO AND AND NS -
Ebony TO AND AND - NS AND AND - - NS NS - -
Red tree - - - NS - AND AND - - - NS - -
Sandalwood - NS NS - AND AND AND TO AND - NS - -
Cinnamon - - - - NS - - - NS - - - -
Copra TO - - AND - - - TO TO - - NS -
Paprika - - - NS AND - - TO AND TO - - -
Fruits AND NS NS - - - - - TO AND AND - -
Oil TO AND AND AND TO TO TO - NS NS - - -
Bricks TO AND AND AND - NS NS - TO TO AND - -
Slaves TO TO TO TO TO TO TO TO TO TO TO TO AND
Gold AND AND AND - - AND AND AND - - NS - AND
Silver - - - AND NS - - AND - - NS - AND

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

Destinations

In the final chapter, we will analyze goods and ports, and also put together some illustrative examples of trade routes.

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

Direct flight

The simplest and most expensive at the same time. For direct flights it is better to choose the most expensive goods: gold, silver, silk, black, mahogany and sandalwood. For a time, one of the most lucrative flights was smuggling, but recently a smuggler has disappeared in a pirate town near Curacao (mahogany). Although store records indicate that the product is being smuggled, no one will buy it from you. And for the best. Honestly, having found one single route with colossal profitability, I abandoned all the others. Why waste time when you can make phenomenal amounts over several flights?

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

Let's take a look at the expensive items one by one. Mahogany is sold at fair prices in only four colonies: Havana, Maracaibo, Marigot and Willemstad. Only in Port of Spain and Fort-de-France is the noble wood species considered to be smuggled. There are only two cities, and they belong to the French and the British. The shortest route for mahogany is from Curacao to Martinique. Do not forget to just settle relations with other nations and take a suitable flag in the skills. Unfortunately, trade patents are indispensable (unless you play as Holland). The second good route is from Marigot there, to Martinique. Use it if you run out of mahogany in Willemstad. Havana is of little use for profitable trade. There are no ports nearby with sufficiently high purchase prices, and the nearest "contraband" cities very long away.

Another viable option is a flight from Maracaibo to Martinique. This option is also suitable for starting a semi-chain. Let's say you have a squadron of five manowars and you easily buy up the entire stock of goods in the store. It turns out that you are wasting your time, as you leave the hold empty. To get the maximum benefit, you need to start with Maracaibo, then look at Curacao and only then sail to Martinique. If the business does not grow together with the smugglers, you can simply sell the product at a high price. Mahogany is imported, for example, in Bas-Tera. However, the difference in profit is very significant.

Let's count. With a stock of goods in the store at 10,000, you can buy mahogany for an average of 250 gold. You can sell it to a store labeled "import" for 400 gold. If you do not have Rat Gods, we will write off another 10% for losses from rodents. We multiply 150 by 10,000, and subtract 10% of the average losses from rats from the total profit. In total, you will receive 1,350,000 net profit. Not bad? And now we will count for smuggling. A unit of mahogany in Fort-de-France costs 700 gold. 450 times 10,000, subtracting losses from rats, totaling 4,005,000 gold. The difference is obvious.

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

Mahogany is the best commodity for a direct flight, especially if you haven't gotten rid of the rats. Silk is consumed by the gray robbers in obscene quantities. Gold, however, is not touched, but there is no smuggling for it either. When choosing between gold, silver and ebony, choose wood. First, even with a larger volume, the final profit will be greater. Secondly, only a few colonies are "rich" in gold, and even then there is so little of it that the game is not worth the candle. Ebony, in a successful scenario, can be bought at an average price of 100 coins, and sold for 550. Gold, with its ratio of 650-820 (170 income per unit), cannot compete with noble wood in any way. Best routes: Cumana, Maracaibo, Cartagena - Fort-de-France.

We have not covered two of the high end products - slaves and sandalwood. It is impossible to make money on the first, because they are sold (and then with "import") only in Bermuda, and they can only be obtained by boarding (you leave the survivors as slaves). But this earnings cannot be called permanent, besides, slaves can raise a rebellion, and if the rebellion is suppressed, someone will inevitably die.

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

Chain

For the chain, the best goods are in the middle and lower price categories, since the "export-import-smuggling" schemes are much more diverse for them. Judge for yourself, mahogany, for example, we carry to Martinique (or to St. John's), as there are the best prices. Ebony - there too. But you can buy and sell bricks, wheat, rum, ale and other inexpensive goods wherever you want, since the ratio of the purchase price of one unit of the product to the selling price is not so great. The benefits here are achieved in large quantities, rather than the cost of a single bag of wheat.

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

It is interesting: the difference in the prices of buying and selling for goods of the lowest category is no more than ten doubloons and rarely reaches at least a two-fold excess.

The first thing to do is create a good itinerary. For a novice trader, the purchase of trade licenses is a very burdensome business, so you need to trade only with those ports where they do not dream of letting you go to the bottom. Life is easiest for the Spaniards and the Dutch. Many ports are open to them, which means you can trade anything. The question "where?" does not play a role, except that the distance between cities can somehow affect the choice of goods (route). Otherwise, everything is the same. Unfortunately, in "Corsairs" there is no binding of NPCs to any specific islands, ports or areas of the sea. In the deep rear of the Spaniards, on the Maine, you can meet a huge punitive squadron of, say, the British. This is a shame, since the chance of avoiding pursuit depends only on the course relative to the wind. Blowing in the back? Come off. No? So they will catch up.

It is important: don't rely too much on the Expert Navigator ability. Yes, it allows you to get away from meeting on the high seas, but this does not mean that you will hide from any pursuers. In the worst cases, the menu will pop up every fraction of a second. In other words, after refusal, you will be immediately offered to enter the battle - and so on until you agree. Or don't load the closest save.

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

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

Circular flight

Circular flight starting in Cartagena. Note that our beloved Fort-de-France is not included in the circle.

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

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



So, we have dealt with trade. Of course, no article will be enough for a comparative analysis of the profit from the sale of different products, but we have “built a foundation” on which you can create schemes yourself. And whether they are profitable or not - only a test flight will show. I wish you successful voyages and profitable deals. You will especially need luck!