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  • Corsairs city of lost ships questions of master alexus. Passage of game Corsairs: City of lost ships. Where to find representatives of the West India Company

    Corsairs city of lost ships questions of master alexus.  Passage of game Corsairs: City of lost ships.  Where to find representatives of the West India Company

    Genre:RPG

    System requirements: Windows XP (rus.), Pentium IV 1.5 GHz, 256 MB RAM, 64 MB 3D graphics card (GeForce 4 or higher, except built-in and MX series), sound card, 7.2 GB free hard disk space, 24x CD-ROM (8x DVD-ROM), keyboard, mouse, DirectX 9.0c or higher

    Technical problems

    Does GPC work under Vista, windows x64 and any non-Russian version of Windows?

    It works, but we are not talking about official compatibility. In Vista, if there are problems with sound, put "safe mode" in config.exe.

    Brakes in the game and crashes

    1 Make sure your computer meets the requirements of the game.

    2 Disable antivirus, firewall and other unnecessary programs. The fewer programs, the better. This is especially true of such a program as Puntoswitcher - problems are guaranteed with it.

    3 Update the drivers, especially if they are standard and installed accordingly with the system. In general, there are few video settings in the game itself, so you will have to configure for the most part already in the settings of the video card itself. Also, do not forget to update the sound drivers, especially if you have AC "97, otherwise you will also have a "stuttering" sound, among other things.

    4 Install the latest DirectX.

    5 Reduce the graphics settings in the game through the config.exe file, which is located in the folder where you have the game installed.

    6.Increase the swap file if necessary. My computer>properties>advanced>performance>advanced>memory.

    7. Perhaps your system does not have a set of C-shnyh and other libraries. In 64-bit OS, they are not installed by default, they come with the software. Copy legend.seaward.ru/forum/index.php?act=Attach&type=post&id=12968 to the game directory where the exe files are located.

    8. The save / load combination is often used (especially when selecting the desired result). In this case, the game may "crash" when changing locations. The solution is to restart the game from time to time.

    9. There is an opinion that the game is unstable under SP2.

    10. Check the system for viruses.

    11. During the game, the Internet messenger is enabled with the option to display messages on top of all windows.

    12. The save / load combination is often used (especially when selecting the desired result 50-100 times), which, due to the features of the engine, can lead to crashes when unloading a new location. To avoid this, after a lot of use of this combination, restart the game.

    13. Try to create a start.bat file in the game folder with the following content start/affinity 1 engine.exe and start the game with it.

    How to set the resolution in the game for a widescreen monitor?

    Open the Engine.ini file in the game folder with any text editor and set the desired resolution manually. Don't forget to make a backup.

    False detection of emulators

    The patch fixes a false detection of emulators if you have a raid array mounted on an Intel chipset. Unzip to the game folder, replacing the old files with the new ones from the patch. help.starforce.ru/corsairs_rl/corsairs.rar False detection of emulators can also occur if you have the Alchogol 120% emulator installed and the "Ignore media type" option is active in it. Disable this option and everything will work. If you do not have the emulator installed, but the error still occurs, then you once deleted it, but the drivers from the emulator remained in the system. They work and need to be removed. There is another option - install the emulator again, deactivate this option and play for your health.

    In config.exe, the video card is not defined, it says "primary video adapter" and there are no options to choose from.

    The "primary video adapter" is your default graphics card, so it's okay, just a little weird.

    What does the "postprocessing" option in config.exe mean?

    Enabling post-processing smooths sharp edges, corners and transitions in the picture, but requires additional resources, so performance can drop significantly on a weak system. So if there are brakes, it's better to turn them off. However, there is an opinion that it is this option that has a very adverse effect on the game, and that it is better to disable it, but force anti-aliasing in the video card settings.

    Screen settings not available

    Screen settings only work in full screen mode.

    Game crashes when minimizing on Windows

    If you want to use the Alt-Tab combination (for example, when hacking through ArtMoney), then you need to run the game in windowed mode. To do this, you need to find the config.exe file in the folder where the game is installed and make the appropriate amendments there - uncheck the box next to the inscription "full screen mode". The required resolution can be set in engine.ini in the game folder.

    I start the game, the skull is spinning on the screen ... and that's it!

    Problem with codecs. Super-mega-codec packs especially often cause this problem (especially problems with fddshow), so you may have to deal with them a bit, either simply remove or turn off an option like "use always" in them (depending on the pack). The codec required to play the video in the game is on the game disc. If for some reason you do not want to demolish the installed codec packs, delete the video in the game folder.

    When conducting a battle, the strike switch does not always work the first time - the Shift key

    The reason is the specificity of handling frequent Shift key presses in Windows XP and older. Solution -Press the Shift key frequently until the Accessibility options window appears. Press OK to exit the settings.

    How to add a new character to the game?

    In the folder with the game ResourceInitextsrussian there is a file, HeroDescribe, it contains all the instructions on how to create your new character. To simply add more Persians, it is enough to change the parameter hero_qty (3) in the same file, you need to set the parameter to 18. New models can be found in the modifications.

    How to view textures and edit them?

    To do this, you need the Convertor TX - utility. In the right window, select the desired texture, in the left window, specify the path to save.

    I can't set up buttons to control the game.

    If for some reason you want to set up control keys that are not configurable in the game (the key is already occupied), then at your own peril and risk (maybe you can go too far and set up conflicting button combinations - one click 3 actions) climb into the folder with the game SAVEprofilenameoptionsoptions there with a text editor (Notepad, etc.) look for controls.primaryland.ChrForward=key_w and change some buttons to whatever you want VK_UP up arrow VK_RIGHT - right VK_DOWN - down VK_LEFT - left VK_INSERT VK_DELETE key_w - and other letters (buttons on the keyboard with letters) the rest see the file - they are there. Important: there should be no conflicting intersections with system buttons (for example, Enter and Esc)

    After installing the game and writing the security code from the disk, the following appears when you start the game: ATTENTION! A product without a disc in the drive is expiring soon. To reactivate, you will need to insert the license disc into the drive and restart the application. Application expires: 2 days left. 23h 55 min. Expiration time: December 2, 2007 9:22 pm. The number of launches of this application is limited: 12 times left (including the current launch).

    This is a new verification system in starforce. Now you can start the game without having a license disc in the drive. After the specified time or number of starts has elapsed, you will need to re-insert the disc and click the "Check" button. After that, it will be possible to start the game again without a disc. In the event that the check does not work, we send a log with an error to Starforce, they will give a link to the necessary fix.

    Runtime Error!

    1. Install the game in the default directory, especially if there are folders with the name in Russian in the path to the game. 2. Do you have a licensed version or from a torrent? 3. Installed the patch incorrectly or installed it twice.

    Wrong Script Version

    This is a mismatch error between the game version and the no-cd version. Check that everything matches. And first you need to install the patch. and only then no-cd. On a licensed game, with the launch using the original disc, you will not encounter such an error.

    Game questions

    How to capture the Soleil Royal so as not to fail the French line?

    Put a minimum of a team on him, get involved in battle and order him to board an enemy ship. Enemies of course capture it, our task will simply be to beat it back. Then you make the SG your flagship and follow the line, the ship will not be taken away now.

    Are there combat claws and brass knuckles in the GPC?

    No, they were removed due to changes in the fencing system.

    He took out a loan from the GPC, but he'll sink anyway. And how now to return?

    Either refund 5x or boot from an earlier save without a loan.

    Is it possible to capture pirate forts?

    No, you can only capture cities belonging to other countries.

    Where can I find representatives of the West India Company?

    In any of the pirate settlements.

    I can't find the Admiral's key, where can it be?

    His location is random. Search the decks of ships more carefully, some of them have bows that can only be entered through the interior.

    How to wear a musket?

    No way. They can only equip one quest officer.

    Health dropped and not restored!

    In the usual way (sleep in a tavern, swim on the global map) it is restored if the health letters are gray, if the letters are gold, then you will have to seek help in the church.

    Is it possible to pass the English line?

    No, it is not in the Code of Civil Procedure, although there is an opportunity to acquire an English patent.

    Playing as Blood, what should I do with Cinco Llagas?

    Since the ship at the beginning of the game is not available according to the characteristics of the GG, it is better to leave it in the port management or transfer it to an officer. I do not advise selling - the ship is unique.

    I play as Blood, the officers are asking for an incredible amount of salary!

    Pitt, of course, is worth the money he asks - where else can you find such an officer at level 1? Well, a lot depends on the level of difficulty, many complained that they had nowhere to put their money, so they got it ... Hire a good Treasurer and get items that increase Authority and Trade. If you continue to sail on Cinco Llagas and your skills are minus, then on the night of the first day (the day of payment of salaries), you need to transfer to a ship that is suitable for the level.

    Where to look for stones for the moneylender?

    Look along paths, walls, on bumps, along the edges of locations. Look carefully at the ground - usually these stones are clearly visible.

    I passed the pirate line, came to the governor, and he sends me away :(

    There are 2 options here - either go through the national line before passing the pirate one, or before going to Panama, Mogran will offer to complete things, here you can just temporarily postpone the pirate one and return to the national line.

    Morgan ran away with money after the capture of Panama, what to do?

    Alas, you were simply deceived. You need to sail to Port Royal and talk to Morgan's secretary, who will explain that Morgan went to Europe and will return only a year later. A year later, you can visit Morgan, but you will not see the money.

    When I play in a tavern, it feels like the computer is cheating - it has poker all the time!

    Well, it is possible that you just have very low luck, well, or there is really a crook sitting in front of you, try talking to him after the game, an additional branch may appear in the dialogue.

    I was offered the quest "blue bird", but I refused because of the low level.

    There will be no second chance to get this quest.

    Character development

    What is PIRATES and what is it eaten with :)
    For those who once played the PKM addon: VML, this system is known as S.P.E.C.I.A.L., and everything you know from there can be used now. This system allows you to create a GG that is unique in its characteristics. Each characteristic varies from 3 to 10 points, and in total there are 42 of them and your task is to best distribute them for yourself. That is, think about how you would like to see your GG - let's say a good skipper, merchant or professional swordsman, and already distribute skills based on this. That is, let's say for the skipper you need navigation first of all - it depends on Perception and Learnability and so on. There is no single solution here, how many people - so many opinions that it is better to choose. My personal opinion is that it is better to create a GG-universal than having a narrow profile (i.e. some skill is raised to 10, and some have very low values).

    What does character class mean?
    In total, 3 classes are available: adventurer, merchant and corsair. Unlike many other RPGs, this distinction is very arbitrary and only affects the initial distribution of skill points and the property with which the player starts.

    Hero Rank
    The level indicator of the character in the game changes depending on the experience gained by the character. As the rank increases, the Life of the GG also increases by an amount depending on Endurance. The rank does not affect the receipt of perks (abilities).

    Hero Perks
    Perks are additional abilities of the hero. They are divided into 2 groups - personal and ship. Accordingly, each group of these skills has its own experience threshold for obtaining the next perk. Before choosing a perk, carefully read what it gives and decide which is more important for you at the moment. Some perks can be "closed" with the help of officers who are assigned to a suitable position. But this applies to those perks that work automatically.
    If you pump evenly personal and ship skills, then perks will be given less often.

    Is it possible to get all perks?
    If you have a trainability of 10, then you can collect 20 personal perks, but you can’t get 37 ship perks in any way.

    Why do you need a reputation?
    Reputation is a kind of indicator of your popularity in the Caribbean. It can be low (negative) or high (positive). Depends on your actions. And it depends on your reputation how other characters in the game react to you. Moreover, the reputation tends to gradually tend to the mark "Ordinary sailor" in the event that you do nothing, the good one falls faster, the bad one rises slowly, respectively.

    How to download skills?
    The general rule is that what you do is pumped :)
    AUTHORITY
    Swings when you command people. Let's say you boarded a ship, captured a colony, or are doing some quests, such as moneylender's quests to repay a debt, delivery of goods, and so on.
    LIGHT/MEDIUM/HEAVY WEAPONS, PISTOLS
    It's simple - what weapon you have in your hands, that skill increases. See the description of the weapon in its properties, the type is indicated there.
    LUCK
    Gamble - with each win, luck increases. In addition, every successful volley of the ship and a successful fight affect.
    STEALTH
    1. Trade with smugglers.
    2. Sneak into a hostile city and spend the night there in a tavern, and during the day walk in front of the guards. As an option - buy yourself a trading license, then the guards will definitely not pay attention to you. The main thing is that your ship should have a flag hostile to the city, so in this case, enter through the bay.
    3. Successful sailing under a false flag.
    4. An unsuccessful walk in front of the guards of a hostile city.
    5. Deception of OZGs.
    NAVIGATION
    1. During a naval battle.
    2. In a storm, especially if you direct the ship into the wind. An expensive method, of course, but then you can upgrade the repair and the skills of the team.
    3. The map does not swing.
    ACCURATE/GUNS
    Ship guns are not for decoration :) Shoot more often and more accurately.
    BOARDING
    It's clear from the name.
    PROTECTION
    Boarding and naval battles.
    REPAIR
    Repair the ship at the shipyard or at sea (there must be boards and canvas in the hold).
    TRADE
    Buy / sell goods / personal items in the store. When trading with smugglers, the level does not increase.

    I met a man, he told me that there are teachers who can improve skills for money
    There are indeed such teachers in the game, but it is almost impossible to meet them. Look for these outside the city, in shops, churches. In the houses and on the streets of the city they are not exactly there.

    Artifacts and all
    Some items in the game have the ability to increase or decrease certain properties. Read item descriptions carefully and don't put any nasty things like shoes and cormorants in your pockets. The artifact only works when the GG carries it with him. In the event that the GG's skills reach a maximum of 100 points, the artifact that affects this skill will no longer affect him, so you can sell it, give it to an officer, or just put it in a chest for a long memory;)

    Geographical issues

    I can't find the location I need.

    Buy a geographic map from a merchant, slow down time on the global map and press TAB to look around. Also, since the real geography of the Caribbean is saved in the game, you can even use a real map.

    Where is Fort Orange?

    In Jamaica, there is no port, so you have to walk. It is desirable to have a map of Jamaica.

    Where to find Maine?

    This is not an island or a city, but the name of the coastline of the mainland. Look in the west and south, there is no single map of it, but you can buy maps of its individual parts.

    Where to find Belize, Santa Catalina, Porto Bello, Panama, Cartagena, Maracaibo, Caracas, Cumana?

    These are all cities of Maine.

    Where is Tenochtitlan located?

    Buy a map of pearl crafts, and you will clearly see it there.

    And how to get deep into the mainland?

    No way. If you go to a certain location, but hit a dead end, then you need to go back and look for another way, most likely you just went the wrong way.

    All settlements are not displayed on the global map.

    Some settlements are located far in the jungle, so they are not visible from the shore :)

    Where can I find the GPC?

    Swim in the area indicated to you and wait for the storm (of course, all this during the quest), then use "swim to".

    Questions from citizens

    A complete list of questions - answers in the GIC game and partially in the KVL:

    1. What is the name of a group of cables fixed in the drilled front edge of the mars platform and passing through a special block on the stay? Hint: needed in order to avoid grinding the topsails on the stays and catching on the topsails.
    anapath
    2. Name a small wooden barrel for fresh water supplies?
    anchorage
    3. What is the name of a wooden cylindrical block with a brush, mounted on a shaft, which serves to clean the gun channel from powder deposits?
    banner
    4. What is the name of the reinforced row of outer skin of the ship's hull above the waterline?
    velvet
    5. What is the name of a piece of cable, sheathed in leather, with which the yard or gaff is held in a girth at the mast or topmast?
    bayfoot
    6. What is the name of the ligation of two cables with a thin cable or line?
    seizing
    7. What is the name of the transverse bulkhead in the bow of sailing ships.
    bighead
    8. What is the name of the transverse bracing of the ship, which serves to support the decks, connecting the opposite side branches of the frames and giving the ship transverse strength?
    beams
    9. What was the name of the ancient rowing warship with two rows of oars?
    bireme
    10. What is the name of a wooden pedestal on the deck of a ship for attaching cables?
    bitt
    11. What is the name of a small bowsprit mast carrying a square sail yard?
    blind topmast
    12. Name the sail that is placed under the bowsprit.
    blind
    13. What is the name of horizontal spar trees that have fastenings at only one end? I can tell you that they serve to take the sail overboard, spread the rigging and hang the boats.
    bokantsy
    14. Name the spar tree that serves as a continuation of the topmast.
    topmast
    15. What is the name of the running rigging tackle, which serves to turn the yoke in a horizontal plane?
    brace
    16. Name a device with a horizontal shaft for lifting anchors and cargo.
    windlass
    17. What is the name of a powerful cable that serves to hold a ship's gun during a rollback?
    trousers
    18. What is the name of the additional sail, fastened by lacing directly to the main one.
    bonet
    19. What is the name of the cable that serves to pull the side luff of the direct sail to the bow when the vessel is in badewind?
    bowline
    20. Name the third straight sail from the bottom on the mast, placed between the bram-ray and the mars-ray.
    brahmsel
    21. What is the name of the powerful standing rigging cables that serve to hold the masts from the sides?
    guys
    22. Name the cable fastening of a bowsprit with a stem.
    water-wooling
    23. Name the auxiliary ship's anchor, which is used to remove the vessel from the shoal.
    verpe
    24. What is the name of the rounded tide on the breech of the gun?
    vineyard
    25. What are the names of thin cables tied across the shrouds and serving as steps when climbing the shrouds to the masts and topmasts?
    faded
    26. Name the metal hook attached to the end of the cable, used to lift boats, cargo, and more.
    hook
    27. What is the name of the flat part of the aft end of the vessel, on which the stern lights are installed?
    tackboard
    28. Name the tackle of running rigging for pulling the clew of the sail to the bow.
    tack
    29. Name the inclined spar for attaching the luff of the trisel.
    gaff
    30. Name a measure of length equal to one tenth of a nautical mile.
    cable
    31. What is the name of a linen bag with a charge of gunpowder?
    cap
    32. What is the name of the raised part of the upper deck in the stern of the ship?
    quarterdeck
    33. Name the tapered piece of hard wood that is inserted into the knot so that the latter is not tightened.
    toggle
    34. Name the oblique triangular sail attached to the tackle going from the mast to the bowsprit.
    jib
    35. What is the name of the hole in the side of the vessel for the anchor rope?
    hawse
    36. What is the name of the mizzen mast topsail?
    cruisel
    37. What is the name of the additional sail in the form of a trapezoid, which is placed on the outside of the direct sail?
    studdingsail
    38. Name the soft cable used to sheathe the edges of the sails.
    lyktros
    39. What is the name of the weight used to measure the depth?
    lot
    40. Name a person who measures the depth with a lot, and therefore knows the nature of the coast.
    pilot
    41. What is the name of the round swept hole in the sail?
    eyelet
    42. Name the second from the bottom straight sail on the mast, placed between the top yard and the bottom yard.
    Marseilles
    43. What is the name of a wooden nail?
    nog
    44. What is the name of the wooden cabinet where the compass, lamp and hourglass are stored?
    binnacle
    45. Name the ropes that the sailors stand on while working on the yards.
    perths
    46. ​​Name the uppermost beam on the bulwark of decked ships.
    gunwale
    47. What is the name of the horizontal row of strings threaded through the sail, which allow you to reduce its area?
    reefs
    48. Name the anchor ring for which the anchor rope is attached.
    eye
    49. What is the name of the frame used to connect the components of the mast?
    crosstrees
    50. Name the socket into which the mast is inserted with its spur.
    steps
    51. What is the name of the spar tree that serves as a continuation of the lower mast?
    topmast
    52. Name a slanting triangular or trapezoidal sail, placed on the forestay.
    staysail
    53. What is the name of the ship's ointment to protect the bottom of the ship from woodworms?
    shooting range
    54. Name an oblique trapezoidal sail, the upper luff is laced to the gaff, and the lower one is stretched along the boom.
    trysail
    55. What was the name of a rowing warship in Ancient Greece with three rows of oars, the main weapon of which was a ram?
    triremes
    56. What was the name of a rowing warship in Ancient Rome with three rows of oars?
    trireme
    57. What is the name of the spar tree that serves as a continuation of the bowsprit?
    jib
    58. Name the tackle used to raise some of the yards, sails, signal flags, and more.
    halyard
    59. What is the name of the extension of the side above the open upper deck?
    bulwark
    60. What is the name of the cylindrical tides, with the help of which the gun can be set to the desired sight in height?
    pins
    61. What is the name of the upper deck in the stern of a sailing ship, where the officers of the watch are located and compasses are installed?
    dowels
    62. What is the name of wide boards laid horizontally along the sides for passage from the tank to the quarterdeck?
    waist
    63. What is the name of the tackle that pulls the lower corner of the sail towards the stern of the vessel and holds the sail in the desired position?
    sheet
    64. What is the name of the transverse link that forms the rib of the ship's hull?
    frame
    65. What is the name of the cable loop formed when it is encircled around an object?
    hose
    66. What is the name of a large cylindrical spoon for discharging the gun, that is, for pulling out the core and cap?
    shufla
    67. What is the name of a wooden connecting clip with two holes, which is used to connect the components of the mast?
    ezelgoft
    68. Name a round wooden block without a pulley with three through holes for tensioning the stays and shrouds.
    yufers
    69. Name the main trade export in the Caribbean in the early to mid-century.
    sugar
    70. Name the main trade import in the Caribbean in the early to mid-century.
    slaves
    71. What is the full name of the first Dutch navigator who circumnavigated the world?
    Oliver Van North
    72. What was the name of the first trading post of the Dutch West India Company in America? It was founded in 1626.
    New Amsterdam
    73. Which English poet, pirate, sea captain, colonizer of Virginia and admirer of Queen Elizabeth I was executed (by beheading) in 1618?
    Sir Walter Reilly
    74. Who was the first of the pirates to depict a skull with crossbones on his flag?
    Emmanuel Wynn
    75. Name of the ship on which Magellan circumnavigated the world?
    Victoria
    76. The man who completed the third circumnavigation of the world.
    Thomas Cavendish
    77. The name of the admiral who defeated the pirates in the Mediterranean and destroyed their base of Cilicia.
    Gnaeus Pompey the Great
    78. Name of Francis Drake's ship.
    Golden Doe
    79. The island that Columbus named Santiago.
    Jamaica
    80. The nation that first started building the "frigate" type of ships.
    France
    81. The first English city on the coast of America.
    Jamestown
    82. Francis Drake's ship renamed Golden Hind.
    Pelican
    83. Year of birth of Henry Morgan.
    1635
    84. Year of death of Francis Drake.
    1596
    85. The first English city founded by the Spaniards in America.
    Santo Domingo
    86. The normative act, which in 1494 divided the New World between Spain and Portugal at the 50th latitude.
    Treaty of Tordesillas
    87. What is the full name of one of the first famous English privateers who received the blessing of Elizabeth I for fishing. A contemporary of Francis Drake.
    John Hawkins Hawkins or simply John Hawkins

    City of the Lost Ships is the strongest game with many game features and development paths. Dozens of quests, both random, generated during the game, and fixed - national lines or single quests, such as the City of the Lost Ships quest. This huge variety of possibilities, among other things, beckons with the fact that the universal development of the character is simply No.

    Therefore, I say in advance that everything that is written here is only advice. The choice is still yours.

    Shall we start?

    About the place of action and nations

    The Caribbean of the 17th century is, first of all, the battlefield of the great European powers for great colonial wealth. Having discovered America in 1493, Columbus simply could not imagine what kind of time bomb he was laying under the world order. The first, with full rights (in 1493, Pope Alexander VI signs a decree, the main content of which was the division of the undeveloped world between Portugal and Spain, America almost entirely went to Spain), the Spaniards master the Caribbean, monopolizing the extraction of sugar, coffee and gold. It is not surprising that such wealth attracted the attention of other European powers - England, France, and later, Holland, which became independent. However, the fight against Spain, which owns almost all of the Caribbean, is not an easy task. As a result, in total, England, France and Holland accounted for about a third of the West Indies (as the islands of the Caribbean were called).

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

    Shall we start?

    Shall we start?

    The choice of nation is one of the key aspects that affect the beginning of the game. Specifically, from this choice a different number of ports will be available, which can make it very difficult to move around the Caribbean. Therefore, I built a kind of scale for the attractiveness of nations, according to the principle of the comfort of the game for a beginner or a trader.

    The most successful choice for a novice player or a merchant player will undoubtedly be Holland. A peaceful nation that grew rich through trade. At the start of the game - Holland is at peace with France and Spain - and this is the whole of Maine (the continental part of the game world), Cuba, Espanyolla and a few more islands. The richest space for trade or development of the game world.

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

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

    Well, the best country for privateers, as you can see, is becoming England. The British enemies are Spain and Holland. The entire Maine is fully prepared for capture.

    Shall we start?

    PIRATES

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

    Characteristics
    First, in general. Each characteristic affects the initial value of the skill and the threshold of experience that must be overcome in order to move to a new level in the skill. In addition, the trainability skill affects the experience threshold in rank growth and skill acquisition, as well as the experience threshold in each skill. It follows that, in general, all the characteristics are needed, is it so?

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    Strength (P) - affects the initial health of the character, as well as the maximum allowable weight, and hence the conclusion that it is by no means impossible to throw it. Each point of strength adds 10 feet to the carry weight. And if you are not going to carry all the weapons of the game with you, then 5-6 units of strength will be more than enough for a comfortable game.

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    Perception (I) - affects ... yes, it does not affect anything, except for the growth of navigation. And from here and very simple conclusion. 3 units in perception will be enough. It is better to use the freed points in the most valuable reaction or good luck.

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

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

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    Trainability (T) is a key skill that determines the speed of character development in this game. At maximum trainability, to obtain a rank, you need to raise skills in total 25 times, to obtain a personal or naval skill of a hero, raise personal and naval skills 30 times, respectively. For a fairly comfortable game (for me personally), 7-8 units in learning are enough.

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    Endurance (E) - determines the initial number of hit points and their increase per level. It also affects the maximum allowable weight for a character to carry. Accordingly, keep in mind that it is worth taking only odd values ​​​​of endurance. Otherwise, you will lose more than you gain.

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

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    How to develop skills and what do they give?

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    Personal skills relate directly to the character, and, accordingly, the gaps in them can only be filled with the help of artifacts. Do not rely on officers, swing yourself.

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

    Authority develops in several ways. Firstly, these are the tasks of the governors. Secondly, the authority grows by itself when you hire sailors in the tavern or kill your opponent or win in a naval battle, i.e. Thinking about the growth of authority with an active game is not worth it. It will grow on its own.

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

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

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

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

    It develops very easily. - shots.

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

    Grows always and everywhere. But purposefully swing by playing dice, you can earn money ... (namely, dice, the chance to win in them depends not only on the computer, but also on you personally, and cards are pure luck).

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

    It swings in the same cases as it is needed.

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

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    Shall we start?

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

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

    Storyline for Peter Blood

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

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

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

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

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

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

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

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

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

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

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

    To start a national storyline in the game, you need to get a letter of marque (if you want to play a pirate line, you need to talk to Morgan in Port Royale). To do this, you need to complete about 10 small assignments from the governor of the city belonging to the line you need. The possible options for 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. After defeating him, you can return to the governor for a reward.

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

    3) Destroy the smugglers.

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

    Dutch national storyline.

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

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

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

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

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

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

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

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

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

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

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

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

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

    French national storyline

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Spanish national storyline.

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

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

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

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

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

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

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

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

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

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

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

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

    Pirate storyline

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    main quest

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    to be continued...