Special officers in the corsairs of the civil military command. Official FAQ for the addon "Return of the Sea Legend". French national storyline

Video - walkthrough of the famous Russian game Corsairs: City of Lost Ships by DirDash. Essentially, let's play. The first part of the passage of a special line...

Main characters

  • Diego Espinosa
  • Ian Stace
  • Peter Blood is a new character in the game; when choosing this character, the player will have to go through an additional quest, created based on one of the books by Rafael Sabatini.

Quest officers

  • Ned Ogle is a one-eyed artilleryman, taken directly from Sabatini's book, appears on the quest for P. Blood.
  • Jeremy Pitt - the navigator, like Ogle, taken directly from Sabatini's book, appears on the quest for P. Blood.
  • Humphrey Douglas, a musketeer, asks the main character to find a double-barreled blunderbuss stolen by an unknown pirate. After finding it, he agrees to join the hero’s team.
  • John Workman is one of Admiral Chad Capper's officers, but soon goes over to the main character's side, helping him get weapons and gunpowder for the ship when escaping from the city of lost ships, and also helping in the fight with the admiral.
  • Danielle Sheppard - the eldest daughter of the captain, a former filibuster, Stayton, was cursed along with her crew by the god Mictlantecuhtli for the murder of an Aztec prisoner by one of the officers, because of which she is doomed to forever sail on her ship; after the curse is lifted, she agrees to go as an officer to the main character.

Pirates found in the game

  • Henry Morgan is the head of the Pirate Brotherhood, whose residence is located on the originally English colony - the island of Jamaica. Also “where is my Panama gold” Morgan has significant influence in Jamaica itself. Also, for some quests (French National Line, etc.), he visits his home in St. John's (Antigua Island).
  • Richard Sawkins is the head of Puerto Principe, a pirate settlement in Cuba.
  • Jackman is the head of a pirate settlement in Bermuda.
  • Edward Mansfield is the head of La Vega, a pirate settlement on Hispaniola.
  • Chad Capper - head of the City of Lost Ships
  • John Morris
  • Rock Brazilian
  • Francois Ohlone
  • Thomas Lynch
  • Jacques Nightingale is a pirate - an Easter egg from the developers, very reminiscent of the famous captain of the Black Pearl ship, Jack Sparrow from the Pirates of the Caribbean trilogy. Found in the store in Peter Blood's unique quest - Escape from Barbados, on the day when you need to collect money to buy a Sloop.
  • The pirates are friends of Captain Blood, also experiencing the hardships of slavery in Barbados.

Other characters

  • Captain Stayton is the father of Danielle and Elizabeth Sheppard, not found in the game, only mentioned.
  • Montezuma is the ghost of Montezuma II, the last Aztec leader. A curse has been placed on him, which is why he cannot retire to the kingdom of the dead and is forced to forever walk along the banks of Texcoco.
  • Mictlantecuhtli - god of the dead, guardian of Tenochtitlan.
  • Elizabeth Sheppard is Staton's daughter, Danielle Sheppard's younger sister.
  • Colonel Bishop is the head of a plantation on the island of Barbados, taken directly from Sabatini’s book, appears on the quest for Blood..
  • Isabella Olevares (maiden name - de Valdez) is a resident of the city of San Juan, initially the main character enters her house with the aim of robbing her, but after meeting her husband he pretends to be a friend. Some time later, GG falls in love with Isabella and, after the death of her husband, marries her. Then Isabella, very unhappy with the pirate activities and the long absence of the player, constantly tries to extract money from him.
  • Salvator Olevares is Isabella's husband, a former corsair, but after capturing a galleon with jewelry, he solders the team and escapes on a skiff with all the goods to San Juan. He married Isabella for money, tries to deceitfully appropriate all her property for himself, but after exposure he switches to more cruel methods.
  • Don Miguel de Valdez - brother of Isabella Olevares, arrived from Spain. On the very first evening, he exposes Salvator and takes the counterfeit bills from him, for which he was killed. Salvator will blame this murder on GG.
  • Rosita Fernandez is Isabella Olevares' cousin and lives in Belize. After the wedding of GG and Isabella, she helps resolve conflicts in the family.
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The game can be played as three characters: Peter Blood, Ian Stace and Diego Espinosa, each with their own unique storyline.

Storyline for Peter Blood

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

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

You will appear at the tavern the next day. Mr. Vacker is not here. Ask the tavern owner where you can find Dr. Vacker. Head to the tavern room. There you will find Doctor Vacker, who will promise to give you a loan of twenty thousand piastres to help organize your escape. Return to the plantation and find Jeremy Pitt. Tell him that he is the only navigator and the fate of the escape depends on him. After he agrees, you will need to find three slaves: Hagthorpe, Ogle and Nicholas Dyke.

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

Also find a slave in a spotted bandana - Levi's Mower. He will complain of a headache and ask you to bring him some medicine. Return to the city to Mr. Dan's house. He himself is not here now. Go to the second floor and take the medicine in the box next to the scales. Go back and give the medicine to Levis. In exchange, he will give you a light dagger that the guards will not be able to detect.

Now find the one-eyed slave Ned Ogle in one of the houses. Return to the city, find the moneylender's house and pay him the debt of 5,000 piastres.

Talk to Pitt and tell him that you found the weapon and the team.

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

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

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

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

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

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

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

3) Destroy the smugglers.

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

Dutch national storyline.

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

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

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

3) The third task is to obtain information about the British plans towards Holland in connection with the trade war. Travel to Hispaniola and talk to the head of the city of La Vega. The head is Edward Mansfield, but in fact, his last name is Mansvelt, and he is Dutch by nationality. He is also Modyford's confidant in matters of robberies against the Spaniards. But Mansfield cannot say anything about the plans of the British, but recently an English envoy from Modyford came to him with a proposal to attack Curacao, naturally Mansfield refused. Edik will also say that it is better to learn about the plans of the British from the great and terrible Henry Morgan. Go to Jamaica and you'll find out that Morgan is in Antigua. Go there and talk to him. He will say that if you help him, he will help you too. We need to find out if his companion Pierre Picardie is honest. It is located in Tortuga, then ask the moneylender, the owner of the shipyard, the owner of the store, in the tavern and in the brothel. It turns out that he spent a lot of money. Now go to Morgan, he says that Vaschet’s plans don’t know anything, but one of his officers, who was sent to prison, knows about Modyford’s plans, go to the Prison, kill the guards. You learn that the British want to attack Fort Orange. Sail to the Governor General and he will pay 50,000 piastres.

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

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

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

7) The seventh task is to deliver a dispatch to the governor of Tortuga, Bertrand d'Ogeron. Sail to Tortuga in order to deliver the dispatch to d'Ogeron, then he will ask you to walk for two hours while he writes a letter to Stezzant. After two hours, receive the letter. At the port A messenger will meet you and 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. He will tell you to find out at the port department which ships. left the port in the near future. It turns out that the brig La Rochelle has left the port, which is heading to San Juan. Head there and board the ship off the coast of Sna Juan. The captain will say that Antonio, who took the letter from you, left the ship and moved. to the galleon Isabella, which is heading to Santa Catalina. Catch up with the galleon, board it and Antonio will surrender. Take the letter and head to Stezzant, he will give out 150,000 piastres.

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

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

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

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

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

French national storyline

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

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

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

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

5) The fifth task is to protect Donna Anna. It turns out that the relatives of the murdered commandant of the Havana fort want revenge. Go to Havana to find out the details of your revenge against Donna Anna's friend, Ines de Las Sierras. Land near the lighthouse and run to the city, there, as quickly as possible, run to Iness’s house, not paying attention to the guards. It turns out that relatives are walking somewhere in the jungle. You will find them at the lighthouse, followed by a fight with relatives. Next, sail to Tortuga, where you will receive 5,000 piastres from D’Ogeron, at the same time go to Donna Anna, and receive gratitude from her.

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

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

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

The squadron will include yours and 3 other ships, a frigate and two corvettes. Head for Cumana and hurry up. After defeating the fort, disembark and after a fight in the city, go to the residence and demand money from the local governor. Then you can either divide everything fairly and receive a legal share equal to 50,000 piastres, or keep the money for yourself, but then you will have to fight with Olone and his comrades. Now head for Tortuga and talk to the governor.

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

8) The eighth task is to go to the disposal of the Marquis of Bonrepos. Monsieur Bertrand d'Ogeron asks you to appear in Guadeloupe, to the naval commandant of France, the Marquis Bonrepos. Sail to Guadeloupe and land in Basse-Terre. Go to the residence and talk to the Marquis. He will tell you the details of the policy and give you his own task. It consists in persuading famous pirates (in Jamaica, Jackman in Bermuda and Morris in Trinidad and Tobago) not to participate in the war against the Dutch. You will not be given funds for this operation. Sail to Bermuda, to Jackman, he was not even going to get involved in this matter. sail to John Morris, to Trinidad and Tobago, tell him about the upcoming events. He doesn’t like to attack the Dutch, but for this, he will demand that you carry out a small assignment for him - deliver him Captain Gay’s ship’s journal. 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 Henry Morgan's residence, but he is not there. The servant will say that he is in his house in Antigua, and will warn that Morgan's house is always closed. Now head back to Maurice, give him the ship's log and in return you will receive what was required of him, his agreement not to attack the Dutch. It's time to go to Antigua and visit the famous English pirate Henry Morgan. The door to the house is locked, go around his home, behind the house there is a hatch to Morgan's basement. Go to his house and talk about not attacking the Spaniards. Henry does not want to attack the Dutch and will demand 250,000 piastres. Give him the money. The task is completed, it’s time to go to the Marquis of Bonrepos. Instead of a yellow award, you are given a baronial title. Return to Tortuga, where you will receive Bertrand d'Ogeron's congratulations and another title.

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

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

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

12) Twelfth task - meeting with the Marquis of Bonrepo. Head to Guadeloupe, where you will learn that peace has been concluded with Spain, the Soleil Royal is withdrawn from your squadron, the Louvre knows about you and everything. Don’t forget to visit D’Ogeron, he will promote you to admiral, and now you can seize colonies for yourself or for France.

Spanish national storyline.

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

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

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

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

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

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

7) The seventh task is to assist Manuel Rivero Pardal. We urgently need to go to Antigua, to help the Spanish corsair Manuel Rivero Pardal, who is in search of British merchant ships in the waters of the island. French filibusters, under the command of Moses Vauclein, set out to intercept him. Sail to Antigua as quickly as possible and enter the battle between the unequal forces of the Spanish corsair and the French pirate squadron. Having sunk the last ship, go for a reward, which will be 25,000 piastres.

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

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

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

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

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

Pirate storyline

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

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

In Port Royal, Jamaica, escort John Bolton to Morgan's house (Morgan's house with columns is on the left side of the city when coming from the port). On the way to the house you are stopped by English soldiers. The soldier's commander says that charges have been brought against you and John Bolton for connections with pirates. You are sent to prison until the circumstances are clarified. However, you are freed by Morgan himself, who says that he paid a ransom for you and is waiting at his residence, after which he leaves.

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

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

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

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

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

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

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

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

Make your way to North Bay of Turks Island. There, pearl fishers are already fishing on tartans under pirate flags. When they see you, they run away in all directions. You need to catch up with them and match each tartan side by side, then the pearls will be automatically reloaded into your inventory. Collect the required amount and return to Port Royal to Morgan, where you will hand over half of the loot.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Set out to sea and reach the Gulf of Darien. Disembark there. Sawkins will approach you and say that he is ready for the upcoming operation.

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

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

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

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

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

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

Board the ship and head to Port Royal, to Morgan's residence. Morgan's secretary says that Morgan himself is in London and will arrive only in a year. Return a year later to Morgan and demand your share of the spoils. However, Morgan says that the Coastal Brotherhood has come to an end, he himself is now a planter, and he bought his forgiveness and forgiveness for other surviving pirates from the English crown for the gold of Escorial. The end of the pirate storyline.

Main quest

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

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

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

It turns out that Teaser Dan actually visited the Island of Justice. You, again, need to go back to Willemstad, to Stavesant and talk to him. Moor in the sweat of Willemstad, go to the tavern and ask the tavern owner about Teaser, where Den disappeared, the owner of the tavern does not know, also, he will advise you not to interfere in the affairs of the governor general and the Dutch West India Company. Now go to the residence and start a dialogue with Stavesont. But as soon as you mention Teaser’s name, the governor will become sharply wary. Say you’re writing a book, but you won’t be able to really learn anything. We need to find a representative of the Dutch West India Company in the archipelago.

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

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

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

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

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

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

You will be officially declared a “citizen of the City.” The City has almost everything that is typical of an ordinary port: a tavern, a store, a church, a money lender. The moneylender is a special story. Everyone will tell you that he is a terrible, terrible person, a warlock. The debtor will be obliged to return to him an amount five times greater than this. It turns out that Brahms gave his soul to Miclantlecutli, the Aztec god of the dead. If the debt is not repaid, after some time, when moving to any location, you will be transported to the sacrificial temple, to Tenochtitlan. God will appear to you and demand your money back. If you don't have them, you won't get out of there. This will happen even after you get out of the City.

Now go to the Fleron caravel, to the tavern owner Hill Brunner and ask him about Teaser Dan (that same missing beggar). Everyone thinks he drowned. Hill asks you to remain silent about the fact that Teaser managed to get to the mainland, because the admiral must under no circumstances find out about this. The law of the City states that no one is allowed to build rafts or boats to sail away. Hill will ask you to visit him later, he must consider the information received.

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

Now your task is to find Andre Labor, a carpenter, in the city. According to Brunner, it was he who helped Dan build the floating craft. Labor makes an appointment for you in the cabin of the corvette Protector. The carpenter betrays you. He brings a policeman with him. Kill them. Tell Hill what happened. He proposes to cover up the traces of the crime and frame one of the clans, namely the “narwhals”. To do this, you need to waylay one of the “narwhals” in the bow of their base (the Velasco galleon), take the clan amulet from him and take it to the admiral, and thus remove suspicions of murder from you. After completing this, you will be tasked with destroying all the "narwhals". Officers will be given to help. After killing everyone, go to the barrels opposite the entrance. Between them lies an ordinary key for chests. Report to the admiral about the successfully completed task. Now go back to Hill Brunner and tell him what happened. He will ask you to come see him later. Spend the night at the tavern for a few days, then go to Hill. He says that today at midnight in the tavern there will be a meeting between Capper and a certain person. You must eavesdrop on the conversation while hiding behind a column in the wine cellar (stand sideways and don't move or you will be discovered). The information turned out to be really very important. It turned out that Kapper and the leader of the “Kasperov” clan (and it was he) were in the same bundle. It turns out that you are not the admiral, but he has you wrapped around his finger. With your hands you destroyed the “narwhals”. In addition, they mentioned a certain Mechanic. Report everything to Brunner. He will express his thoughts on this matter and try to remember who already lived here before him. This is necessary in order to find out who this Mechanic is.

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

Go to the admiral. He will tell you not to get involved in this matter. Try to find the oldest residents of the City. One of them is Cecile Galard, who lives in the Eva galleon. When you go to her, you will see three “caspers” trying to kill the unfortunate woman. Kill them and receive information about the Mechanic as gratitude (if you fail to save the elderly lady, Aurélie Bertin will tell you everything). His name is Henrik Wedeker, and it was he who came up with the way to anchor the City's ships. It seems that the admiral isolated him on the barque San Gabriel, the base of the Casper clan. You need to get to him. You will have to destroy the entire clan alone.

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

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

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

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

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

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

Having reached the indicated place, go through the “open” icon to the open sea. The quest is completed.

to be continued...

  • What types of officers are there and what are they for? Officers in the game are sometimes simply irreplaceable. As a rule, an officer can be found in a tavern, whiling away the evening with a glass of rum. Or find out from the tavernkeeper (for a fee, the amount directly depends on the rank of the player) if anyone would like to be hired on the ship. Talk to the officer, and perhaps he will join you in your service (for a certain reward). In a dialogue with an officer during recruitment, you can find out his type and characteristics. There are several types of officers in the game. Here is their approximate description:
    • First mate. One of the most necessary officers at sea. Keep in mind that only he can be placed in command of another ship.
      Developed skills: authority.
    • Skipper. Whoever will help you chart the right course and squeeze out of your vessel everything that it is capable of.
      Advanced skills: navigation.
    • Quartermaster. Responsible for the cargo and condition of the ship. Reduces the amount of goods spoiled by rats. It will also help the captain achieve better prices in stores.
      Developed skills: trade, repair.
    • Gunner. Guns are his strong point. An experienced gunner will always be useful in a naval battle, and he will also be able to command a fort.
      Advanced skills: weapons and accuracy.
    • Boatswain. Who can throw a grappling hook the furthest? Who has the most powerful throat on the ship to call the boarding party to attack? Of course, this is the boatswain. It will also help to correctly place the team on the deck and yards to reduce the damage caused by the enemy.
      Advanced skills: boarding and defense.
    • Boarder. An extra strong hand and a keen eye during a boarding or a brawl on the shore.
      Advanced skills: mastery of various weapons and pistols.
    Note. This description does not apply to quest officers (see below). All quest officers are of the “first mate” type, but, in addition to authority, they also have skills in other skills, each in their own. In addition, they are all fluent in both bladed weapons and firearms.

    By status, officers are divided into the following categories:

    1. Active officers. They form the GG's retinue, which accompanies the GG on land and at sea, and participates in fights, boardings and assaults. The ship (and only) skills of these officers are taken into account when calculating the overall values ​​of ship skills. “Plus” and “minus” items in the inventory of these officers also count.
    2. Passenger officers. They are located on the GG ship, where they await their appointment to some position. The skills of these officers are not taken into account anywhere.
    3. Companions. Officers assigned to command the ships of the GG squadron. They can have their own officers. The ship skills of the companion's officers are taken into account when calculating the overall values ​​of ship skills for the companion ship. The companions themselves and their officers are on their ships and accompany the GG only at sea, as part of the squadron.
    In addition, an officer can be appointed to the position of governor of a colony (captured or rebuilt), an experienced Quartermaster with great authority is best suited for this purpose, or an officer can be placed in command of a fort in a rebuilt colony (an experienced gunner is best suited).
  • How many officers can you hire? The number of officers who can join the GG depends on the effective value of the Charisma characteristic and is equal to Effective_Charisma*2. Effective Charisma is Charisma taking into account the maluses that the player receives if his health is different from Excellent or if he controls a ship of a class that is not suitable for his Navigation skill. Active GG officers, passenger officers and companions are taken into account. Captains of ships left for storage in the port, officers of companions, prisoners in the hold, passengers on delivery quests and governors appointed by the GG in the colonies are NOT included in the count. In addition, even if the GG has a full set, quest characters will still join him, such as the Knight of Malta from the quest “Strange Things...”. Also, without taking into account Charisma, merchants on the convoy quest, or, for example, pirates on the English Line quests, join as companions.
  • Who are Danki and where can I find them? Not bad officers for initial (up to 20) levels are girls. They got their name from the name of the model - Daniel. There are three of them on the archipelago - Louise Drake on the island. Nevis in the pirate city, Annie Bonnie on the island. Venezuela at the smugglers' fort, Mary Read on the island. Curacao at the pirate fort. Their characteristics vary, the cost of hiring does not (30,000 gold for any). However, they will not join a team if the main character's reputation does not match theirs. For example, to hire Annie Bonnie, the GG must have a sufficiently high, i.e. a very positive reputation, such as "Noble Knight" or "Hero". A low (negative) reputation is required to hire the other two girls. So with a reputation higher than “Scoundrel” you shouldn’t even try...
  • How to recruit Jack, Blade, Turner and other quest officers? Only two of them can be hired. At the beginning of the game, from the list of characters for whom you can start the game, two are randomly selected and placed in random prisons around the archipelago (in different ones, of course). One of them has a high (positive) reputation, the other has a low (negative) reputation. Having the appropriate reputation, the GG can persuade them to join him as officers. To hire a “good” prisoner, you need a reputation no lower than his reputation; to hire a “bad” one, on the contrary, no higher than the reputation of the future OGG. Of course, in order to be able to hire these guys, you will have to give a very significant (50,000) bribe to the head of the prison.
  • How to view an officer's stats? In the F2 menu there is a “CHARACTER” item - in addition to the parameters of your hero, you can use the keys to view the stats and perks of all your officers and passengers. You can also view the characteristics, skills, perks and reputation of an officer before hiring by selecting the appropriate branch in the dialogue.
  • In the character menu in the pictures of my officers there are icons: ship, sabers, white flag - what does this mean? Ship - is the captain of one of the player’s ships; sabers - walks and fights with the main character on the ground and on board; sabers and white flag - fights only on the ground (during boarding he sits in the hold); sabers and boat - is an officer of one of the captains; nothing - it just floats with the hero (the passenger - his stats do not affect anything on the ship).
  • How to equip an officer? Approach the officer face to face, press Enter and select the item exchange icon - here you can give the officer any items and pick up those that he agrees to give. Things like amulets, idols, bullets can be freely moved to the officer and back; But quest officers equip more powerful weapons and cuirasses immediately after the transfer - and these items cannot be returned back (only if given out even better).
  • Why are others able to exchange things with officers during a boarding, but not me? These others have the “exchange of experience” perk - it provides such an opportunity.
  • How to put a cuirass on an officer? The officer must have the Cuirass perk. Give him a cuirass - he will put it on himself, although outwardly it will not be noticeable (otherwise it would require changes to all models, and this is an extra - and a considerable! - volume of files).
  • What perks should be given to officers? Only those perks that do not need to be activated manually work for officers. For example, officers never use the Rage perk, even if they have it. It doesn’t matter whether they swim independently or as GG officers. As for personal perks, it makes sense to give the officers who sail with the GG the “Iron Will” and “Trustworthy” perks. The effect of these perks extends to the GG if his officers have them. Important! The “Trustworthy” perk has one feature: if the GG has a reputation as the Storm of the Seas, and only the officer has this perk (the GG does not have it), then the GG will see contraband goods in the store, but will not be able to persuade the architect to build a colony or receive a task from mayor (merchant, moneylender). With a reputation of Bloody Killer or higher, the effect of the perk is fully extended.
    All other personal perks (fencing, shooting, etc.) do not apply to the GG. The "Exchange of Experience" perk for officers will only work for their officers - not for the GG. You are not your officer's officer. This perk is beneficial to use when a companion has his own officers - they will level up well.
    Unlike personal perks, almost all ship officer perks work for the PC. The only exceptions are the “Customs” perk and perks associated with changing flags. Therefore, it makes sense to give officers and companions the following perks:
    • pre-loading guns
    • easy repair
    • quick repair
    • turn 180
    • shallow water swimming
    • fire-ship
    • boarding order
    • landing
    If the GG's officers have these perks, the GG himself can use them during battle, activating them through the menu. If the captain of one of the ships of the GG squadron has these perks, then he will not use them on his own, but he can be ordered to use them (order -> abilities). In addition, all perks that do not need to be activated independently will work.
  • If you give an officer an item +10 to something (for example, to trade) and put this officer in the place of the mayor, will this + count? What if you put it on another ship? Pluses are added to the stats only of their own officers (those who sail on the GG ship) and the captains of the squadron ships. The mayor is no longer an officer; officers of other captains are also not counted in this formula (there are too many of them - and this is a load on the engine).
  • How much should an officer be paid each month? (With the Philosopher and tributes a lot!) The philosopher and tributes need to pay so much only once - when hiring. And then - like ordinary officers. The amount of maintenance for officers is included in the amount of maintenance for the crew, and it can be viewed in the menu Ship - Crew.
  • How to upgrade officers?
    • Fencing and pistols: carry with you to assaults, boardings and caves.
    • Naval skills: become captains of the ships of your squadron, as well as their officers.
    • That's all: have the “exchange of experience” perk, and keep upgraded officers in your squad!
    Yes, and only this way. "Teachers" increase stats only for the main character.
  • How to hire a Philosopher? What does he want? Reputation as a “hero”, blade “kilij” and a ship of at least 3rd class.
  • My beloved officer left me!! If an officer has a positive reputation, then he leaves when things are bad (for example, “selling” captured captains to mayors, smuggling), and if he has a negative reputation, then when things are good (for example, about releasing prisoners without ransom, when transporting goods on merchants’ quests). If the team has both of them, you need to alternate things: either rob, smuggle and kill unarmed people, or carry out positive quests (donations to the church do not affect the officer’s loyalty). An officer's loyalty indicator is a bar under his picture in the "Characters" menu; when it decreases to the very left edge, the officer will leave. IMPORTANT! It is the deeds that influence the loyalty of the officer, and not the reputation of the GG itself! There is no direct relationship between an officer's reputation and loyalty: you can have a reputation as a "hero", engage in smuggling, increasing your reputation in the church - and the hero officer will still leave. Displacing an officer as a passenger during a meeting with smugglers does not help; but if you make him captain of one of the ships of the Exadry, then the officer will not leave (responsibility, after all). Likewise, a good reputation in itself does not discourage a “bad” officer. You can hire a “bad” tribute, increase your reputation in the church to the maximum - but if at the same time you are engaged in robbery, smuggling and murder of the defenseless - she will stay with you and will be very pleased with you.
  • I'm not doing anything wrong and the "good" officer is still trying to leave!!! He’s not trying to leave, but trying to extort a bonus for himself. You can pay it, or you can kick out the extortionist. By the way, quest officers don't do this. However, if a quest officer is appointed governor of the colony, and then removed from this position and taken into his retinue, he will cease to be different from others and can also engage in extortion of bonuses. A similar effect occurs if the quest officer has at least once escaped from a sinking ship on a boat.
  • Where to recruit a huge team (for Manovar, battleship)? All taverns have 5-10 people! The number of sailors in the tavern does not depend on the island, but on your effective authority and level of difficulty. IMPORTANT! Do not confuse the hero's base authority (visible in the "Character" menu) and effective authority (what remains of the base after a penalty for lack of navigation is applied). If your navigation is not enough to control a ship of this class, the penalty goes to all skills (including authority). You can view effective stats using F2-Ship (click on the ship) or in brackets behind the base stats. Effective stats do not go into minus (1 minimum), but even -30 in all skills is already very, VERY bad. Better change to a smaller class ship. Another important point: if you have a squadron of 3-4 ships with a large crew (manovar, battleship, warship), then you will not be able to hire a full team for everything even with an effective authority of 100. The addon is not designed for players to sail for 4 manovars with a FULL team each! Either leave an incomplete team (for trade), or park 1-2 ships in the port (for assaults and other battles).
  • Why don't the slaves want to join my team? The same restrictions are imposed on the admission of slaves to the crew as on the admission of ordinary sailors - if there is not enough authority (general throughout the ship, taking into account bonuses/maluses), no one will join the crew.

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

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

Shall we begin?

About the place of action and nations

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

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

Shall we begin?

Shall we begin?

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

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

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

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

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

Shall we begin?

PIRATES

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

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

Shall we begin?

Shall we begin?

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

Shall we begin?

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

Shall we begin?

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

Shall we begin?

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

Shall we begin?

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

Shall we begin?

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

Shall we begin?

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

Shall we begin?

How to develop skills and what do they give?

Shall we begin?

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

Shall we begin?

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

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

Shall we begin?

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

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

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

Shall we begin?

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

It develops very simply. - shots.

Shall we begin?

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

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

Shall we begin?

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

It swings in the same cases as needed.

Shall we begin?

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

Shall we begin?

Shall we begin?

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

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