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Unique GPC officers. Walkthrough of the game Corsairs: City of Lost Ships Corsairs City of Lost Ships tips for beginners

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

Storyline for Peter Blood

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

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

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

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

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

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

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

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

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

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

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

To start a national storyline in the game, you need to get a letter of marque (if you want to play a pirate line, you need to talk to Morgan in Port Royale). To do this, you need to complete about 10 small assignments from the governor of the city belonging to the line you need. The possible options for these tasks are described below.

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

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

3) Destroy the smugglers.

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

Dutch national storyline.

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

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

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

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

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

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

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

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

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

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

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

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

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

French national storyline

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spanish national storyline.

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

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

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

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

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

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

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

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

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

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

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

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

Pirate storyline

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

main quest

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

to be continued...

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

Main characters

  • Diego Espinoza
  • Jan 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 - one-eyed artilleryman, taken directly from Sabatini's book, appears on the quest for P. Blood.
  • Jeremy Pitt - navigator, like Ogle taken directly from Sabatini's book, appears on the quest for P. Blood.
  • Humphrey Douglas, a musketeer, asks the protagonist to find a double-barreled blunderbuss stolen by an unknown pirate. After finding it, he agrees to go to the team to the hero.
  • John Workman is one of the officers of Admiral Chad Capper, but soon goes over to the side of the protagonist, 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, Staton, for killing a prisoner - an Aztec one of the officers was cursed along with her team by the god Mictlantecutli, which is why she is doomed to sail forever on her ship, after removing the curse, she agrees to go as an officer to the protagonist.

Pirates 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 gold of Panama" Morgan has a significant influence in Jamaica itself. Also, according to some quests (French national line, etc.), he visits his house in St. John's (Antigua island).
  • Richard Soukins 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 in Hispaniola.
  • Chad Capper - Head of the City of Lost Ships
  • John Morris
  • Rock Brazilian
  • Francois Olone
  • Thomas Lynch
  • Jacques Nightingale - a pirate - an easter egg from the developers, very reminiscent of the famous Black Pearl ship captain 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 raise money to buy a Sloop.
  • Pirates are friends of Captain Blood, also experiencing the hardships of slavery in Barbados.

Other characters

  • Captain Staton - Danielle and Elizabeth Sheppard's father, does not appear in the game, only mentioned.
  • Montezuma is the ghost of Montezuma II, the last leader of the Aztecs. A curse has been placed on him, which is why he cannot retire to the realm of the dead and is forced to walk forever along the banks of Texcoco.
  • Mictlantecuhtli - god of the dead, guardian of Tenochtitlan.
  • Elizabeth Sheppard - daughter of Staton, younger sister of Danielle Sheppard.
  • colonel Bishop - plantation manager on the island of Barbados, taken directly from Sabatini's book, appears on the quest for Blood ..
  • Isabella Olevares (maiden name - de Valdes) - a resident of the city of San Juan, initially the main character enters her house in order to rob, but after meeting with her husband pretends to be a friend. Some time later, GG falls in love with Isabella and, after the death of her husband, marry her. Then Isabella, very dissatisfied with the pirating activities and the player's long absence, constantly tries to extract money from him.
  • Salvator Olevares is Isabella's husband, a former corsair, but after capturing a galleon with jewels, he solders the team and escapes in a skiff with all the good things to San Juan. He married Isabella for money, tries to deceive all her property for himself, but after being exposed, he turns to more cruel methods.
  • Don Miguel de Valdes - brother of Isabella Olevares, arrived from Spain. On the very first evening, he exposes Salvatore and takes counterfeit bills from him, for which he was killed. Salvator will blame this murder on GG.
  • Rosita Fernandez is the cousin of Isabella Olevares and lives in Belize. After the wedding of GG and Isabella, he helps to resolve conflicts in the family.

Passengers

On the left side of the form is a list of all characters cooperating with the player. The same list contains all the possible positions of your officers.

There are four types of characters in the game:

Passenger - characters that you took on board with the aim of delivering to some place and getting a reward for it. Passengers also include officers whom you have hired but not yet assigned to a position (hereinafter they will be called free officers).

Officer - a character that performs the functions of your officer.

Companion- if you agree to accompany the ship of any merchant, then he will become your companion for the duration of the trip. Also, those officers who you entrust to manage the ships of your squadron become companions.

prisoner - this character is on your ship against his will, and you can always get a ransom for him or offer to become your officer if he is a pirate. You can capture any passenger on your ship when he begins to resent the long delay in delivering him to his destination; those captains who surrender to you during boarding also become prisoners. The prisoner can be interrogated in the hold of the ship, as well as find out his identity. Then you can get a ransom from the authorities of his state. The highest ransom is given by the governor of the same nation as the prisoner, but they also have a spread of prices in different cities.

officers

If the protagonist is not strong in any skill, he can hire officers for himself so that they can more effectively perform the required functions. For example, if you specialize in trade and defense, you may need a navigator and a gunner, while an experienced navigator needs a treasurer and a carpenter. A hired officer increases your skill by the difference between your level and his level. So, if your navigation skill is 33, and the officer you hired has 43, then your skill will be increased by 10 units. In the case when your skill is increased by an officer, the difference will be highlighted in green.

Note: The penalty for the class of the ship is calculated from the skill of navigation, taking into account the skills of the navigator.

The main character can appoint officers to the positions of Navigator, Boatswain, Gunner, Doctor, Treasurer, Carpenter andBoarder. Each officer can increase only certain skills and abilities for him. In total, there are 9 positions for officers on the ship and one captain - the hero himself.boarding officersthree can be nominated. These officers will accompany the hero on land and in boarding, covering him with their bodies, sharp steel and pistols. Equip them with bullets, elixirs of life, and good blades that match their skill types (for example, heavy weapon masters should be given swords and axes, then the damage will be maximum). Officers have the ability of part-time and part-time generalist. These abilities allow one officer to occupy 2 or 3 positions at once, respectively. Thus, only three officers are enough for them to help the protagonist with their skills and abilities as efficiently as possible and at the same time be his bodyguards in battle.

HiringAndofficer appointment

Worthy candidates for the role of an officer can be found in taverns. Usually they sit at tables and offer their services themselves. When hiring, you can see the characteristics of the character, pay attention to his skills and abilities. After paying their requested rate, the officer becomes the hero's passenger. Then he can be appointed on the "Characters" form to the position of a ship's officer or made a companion by buying or capturing a ship. Every month, officers and sailors are paid a salary, officers may occasionally ask for an additional raise or categoricallynot agree to workwith a hero if their loyalty drops to zero.

Appointment to a position is carried out by double-clicking or pressing Enter on an empty officer slot. In the list that appears, select the desired candidate and click the "Assign" button. Under the list of passengers there will be tables of characteristics for the convenience of deciding who should be assigned to which position.

The appointment of a companion is discussed in the "Ship and its characteristics" section.


Removal from office and dismissal

Removal from the position of an officer back to passengers is carried out by double-clicking or pressingEnteron the officer holding the position in the general list of passengers.

You can fire an officer in a dialogue, having met him on land, if heboarder, or in the wardroom, if he occupies a different position.

You can dismiss a companion by first removing him from the ship (cm. section "Ship and its characteristics"), and appointing an officer to appear in the wardroom or on land.

"Pumping" of officers

Officers, like the main character, gain experience in their skills by the fact that they perform actions that use these skills. For example, an officer's light weapons skill will increase if he is armed with a rapier and actively uses it in skirmishes. Companions will have increased ship skills. Also, the experience gained by the hero will be distributed among all his passengers: officers - 25%, companions - 16.5% and the rest - 5%. If the hero has the "exchange of experience" ability, then the value increases to 50, 33 and 10 percent, respectively.

With the growth of skills, the officer's rank and life increase, and free ability points appear, which the player himself can distribute.

Officer equipment

You can see what is in the pockets of any passenger on the F2/Items form. But it is impossible to transfer and equip items for officers there. The transfer is carried out when the officer and the hero are in the same location.Boardersthey follow the hero everywhere, and officers of other positions can be found in the wardroom (on ships where it is). The hero approaches the officer and pressesEntercalls the command menu, selects the exchange there, after which an interface similar to the search of corpses and chests opens (cm. section "Search chests"). During the battle, exchange in this way is possible only if the hero has the "experience exchange" ability. Equipping items is carried out automatically, the officer himself chooses the best saber and pistol for him, according to his skills and weapon attributes.

The second way: you can buy items from merchants directly into the officer's pocket, the equipment will be automatic upon exiting the trade mode. You cannot sell an item that is currently equipped.

Loyalty and salary

The loyalty of an officer is determined by his reputation and the deeds performed by the hero. "Good guys" will become less loyal if the hero does "dirty deeds" and vice versa. If the loyalty bar on the F2/Characters form drops to zero, then such an officer will leave the hero at the first opportunity, and it will not be possible to stop him.

Each month, the payroll includes the payment of officers, regardless of the current position. The higher the skills of an officer, the more he will demand money.

Sometimes, after some time with the hero, the officer may "buck up" and want to leave the hero for free bread. A small one-time cash prize can stop such a "sufferer".

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

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

Shall we start?

About the place of action and nations

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

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

Shall we start?

Shall we start?

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

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

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

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

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

Shall we start?

PIRATES

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

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

Shall we start?

Shall we start?

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

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

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

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

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

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

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

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How to develop skills and what do they give?

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

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

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

Shall we start?

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

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

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

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

It develops very easily. - shots.

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

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

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

It swings in the same cases as it is needed.

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

Shall we start?

Shall we start?

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

Description:
PIRATES: 5 9 7 5 10 7 4
Hiring: Goes to the quest team
Officer specialty: Navigator
Peculiarities:

Description:
PIRATES: 8 9 5 5 9 5 7
Hiring: Goes to the quest team Ruler Blood (Escape from Barbados)
Officer specialty: Gunner
Peculiarities:

3. Daniel Sheppard

Description:
PIRATES: 6 9 8 10 8 9 10
Hiring: Goes to the quest team Enchanted City
Officer specialty:
Peculiarities:

Description:
PIRATES: 10 4 9 6 8 9 7
Hiring: Goes to the quest team City of the Lost Ships
Officer position: Boarder
Peculiarities:

Description:
PIRATES: 9 10 10 10 8 10 10
Hiring: condottiere
Officer position:
Peculiarities:

6 Humphrey Douglas

Description:
PIRATES: 7 4 7 3 8 9 9
Hiring: Goes to the quest team Find a double-barreled musket
Officer position: Boarder
Peculiarities:

Description:
PIRATES: 8 6 8 4 5 9 7
Hiring: Goes to the quest team
Officer position:
Peculiarities:

Description:
PIRATES: 8 4 8 8 7 7 6
Hiring:
Officer position:
Peculiarities:

2. Angelica Sharp

Description:
PIRATES: 5 8 9 7 7 7 5
Hiring:
Officer position: Boarder.
Peculiarities:

3. Magnus von Kokkay-Stade

Description:
PIRATES: 7 9 10 4 3 7 8
Hiring:
Officer position: Boarder
Peculiarities:

4. Nicolas Rimalier

Description:
PIRATES: 6 9 8 3 6 9 9
Hiring:
Officer position: Boarder
Peculiarities:

Unique GPC Officers

Quest officers will go to the team regardless of Leadership x2, their loyalty to the GG is blocked for them, so they will never leave you anyway.

Description: A young skipper, nephew of Blood's former neighbors in Bridgewater. He was sold into slavery for participating in the Monmouth Rebellion. After escaping from Barbados, he became the Navigator of the Arabella. Good-natured young man, poetic mindset. He was very devoted to Blood and treated him like a father.
PIRATES: 5 9 7 5 10 7 4
Hiring: Goes to the quest team Ruler Blood (Escape from Barbados)
Officer specialty: Navigator
Peculiarities: An excellent navigator, especially for the beginning of the game, is quickly pumped. In version GPK 1.1 IMMORTAL.

Description: Gunner "Arabella". A man who knows his business has never let his team down.
PIRATES: 8 9 5 5 9 5 7
Hiring: Goes to the quest team Ruler Blood (Escape from Barbados)
Officer specialty: Gunner
Peculiarities: A good gunner, very useful, as it is taken at the beginning of the game.

3. Daniel Sheppard

Description: The eldest daughter of the captain, a former filibuster, Staton. For the murder of a captive Aztec by one of the officers, she was cursed along with her team by the god Mictlantecuhtli, which is why she was doomed to sail forever on her ship.
PIRATES: 6 9 8 10 8 9 10
Hiring: Goes to the quest team Enchanted City
Officer specialty: Good companion, Navigator, Boatswain, Gunner.
Peculiarities: Due to well-pumped skills, almost anyone can be on your team.

Description: One of Admiral Chad Capper's officers in the City of the Lost Ships.
PIRATES: 10 4 9 6 8 9 7
Hiring: Goes to the quest team City of the Lost Ships
Officer position: Boarder
Peculiarities: An excellent Boarder, a lot of ship perks have also been pumped at once, if you pump ship skills to him, you get a “Master of everything and everything”.

Description: Captain of the elusive Blue Bird.
PIRATES: 9 10 10 10 8 10 10
Hiring: You can take the team after passing the line condottiere
Officer position: Boarder, officer MONSTER, he can be sharpened to suit anyone.
Peculiarities: Excellent PIRATES. Most of the personal and ship perks are also open. After pumping, it will become a real "terminator".

6 Humphrey Douglas

Description: Musketeer, good shooter. He had a rare double-barreled musket, but lost it in battle.
PIRATES: 7 4 7 3 8 9 9
Hiring: Goes to the quest team Find a double-barreled musket
Officer position: Boarder
Peculiarities: Musketeer. Useful at the beginning of the game, as it will kill enemies with one shot.

Description: Smart, cunning and agile. Sitting behind bars, for years he deceived the guards, preparing an escape, but at the same time he patiently waits for his chance.
PIRATES: 8 6 8 4 5 9 7
Hiring: Goes to the quest team Flute accompaniment "Orion"
Officer position: Boarder, Doctor, Carpenter, you can grow a good Companion.
Peculiarities: To be accepted into the team, you need Authority - 25 and Luck 30. I advise you to take it to the team as early as possible, because the later you take it, the more useless it will be.

Unique officers will go to the team if you have fewer officers according to the formula: Leadership x2, their loyalty to the GG is normal, so if it falls, they will leave you. If you do not have a place in the team for officers, then buy ships, put officers on them and put them in the Port Authority, hire new officers, then take the ships from the PU. Thus, you can hire the number of officers you need, regardless of Leadership.

Description: They say a woman on a ship is in trouble. Well, tell this fable to her Sorta.
PIRATES: 8 4 8 8 7 7 6
Hiring: Lives in the Pirate Settlement in Bermuda, look for her on the street. To hire, you will need a Reputation not lower than "Man of Honor" and 50 thousand, but believe me, it's worth it.
Officer position: Boarder, as well as a good boatswain.
Peculiarities: Indispensable for a character with a low rank, she will help you out both in sea voyages and in the hottest boarding battle, she can combine several positions. The sooner you hire, the more benefit this girl will bring to you. You can incline to intimate relationships.

2. Angelica Sharp

Description: Another fearless fury, with an unusual fencing technique.
PIRATES: 5 8 9 7 7 7 5
Hiring: It lives on the island of Cuba in Puerto Principe, you need to look for it on the street. For hiring, you will need: Negative Reputation "Slicker" and Money - 50 thousand.
Officer position: Boarder.
Peculiarities: Beautiful animation, perfectly controlled with medium weapons, part-time. Take the same as Yoku, the sooner the better. You can incline to intimate relationships.

3. Magnus von Kokkay-Stade

Description: Musketeer, served various dukes and kings, after an unfortunate set of circumstances ended up in the Caribbean. Every morning he goes to the pier, learning about the arrived captains who need the head of the boarding company, the old man does not want to go to rest yet.
PIRATES: 7 9 10 4 3 7 8
Hiring: Lives on the island of Espanllola, walks the streets of Santo Domingo. Required for hiring: Money - 40 thousand, Good reputation "Nice fellow", Authority - 30.
Officer position: Boarder
Peculiarities: The musketeer, like all other musketeers, has excellent personal skills and perks for firearms.

4. Nicolas Rimalier

Description: was marooned for "careless" handling of weapons in relation to the leadership of the ship's crew.
PIRATES: 6 9 8 3 6 9 9
Hiring: Located on about. Trinidad and Tobago in Scarborough Bay. To hire, you need: Negative reputation "Scammer" and Luck - 35.
Officer position: Boarder
Peculiarities: A musketeer is not particularly different from other officers of the same kind.

Unique GPC Officers


This is a quest off. He "doesn't care". It remains with the GG under any conditions (if they don’t “bang”, of course). You don't have to worry about loyalty.

This is off - PGGshnik. He is also “correct” (like GG). Accordingly, when the GG performs “correct” actions, loyalty increases, and when the “NOT correct” actions are performed, loyalty decreases. Doesn't ask for money. It can fall down if loyalty becomes rebellious. All of the above also applies to simple offs from the "Tavern", with the exception that they "beg" for money and can "dump" if they do not increase their salary. They do not dump if they are companions, but if loyalty is zero, i.e. "rebellious" arrange a riot and leave the squadron when entering the "globalka".

This is also off - PGGshnik. But he is NOT correct. He has everything topsy-turvy. Loyalty is directly opposed to the loyalty of the "correct". Accordingly, for simple offs, everything is the same.

Note.: "rebellious" loyalty works the same for all offs, as well as for Sharp (like a quest one, but it can also "beg" for money and arrange riots, in short, like offs from the "Tavern" almost) except for quest ones.

Unique GPC Officers

Quest officers will go to the team regardless of Leadership x2, their loyalty to the GG is blocked for them, so they will never leave you anyway.

Description: A young skipper, nephew of Blood's former neighbors in Bridgewater. He was sold into slavery for participating in the Monmouth Rebellion. After escaping from Barbados, he became the Navigator of the Arabella. Good-natured young man, poetic mindset. He was very devoted to Blood and treated him like a father.
PIRATES: 5 9 7 5 10 7 4
Hiring: Goes to the quest team Ruler Blood (Escape from Barbados)
Officer specialty: Navigator
Peculiarities: An excellent navigator, especially for the beginning of the game, is quickly pumped. In version GPK 1.1 IMMORTAL.

Description: Gunner "Arabella". A man who knows his business has never let his team down.
PIRATES: 8 9 5 5 9 5 7
Hiring: Goes to the quest team Ruler Blood (Escape from Barbados)
Officer specialty: Gunner
Peculiarities: A good gunner, very useful, as it is taken at the beginning of the game.

3. Daniel Sheppard

Description: The eldest daughter of the captain, a former filibuster, Staton. For the murder of a captive Aztec by one of the officers, she was cursed along with her team by the god Mictlantecuhtli, which is why she was doomed to sail forever on her ship.
PIRATES: 6 9 8 10 8 9 10
Hiring: Goes to the quest team Enchanted City
Officer specialty: Good companion, Navigator, Boatswain, Gunner.
Peculiarities: Due to well-pumped skills, almost anyone can be on your team.

Description: One of Admiral Chad Capper's officers in the City of the Lost Ships.
PIRATES: 10 4 9 6 8 9 7
Hiring: Goes to the quest team City of the Lost Ships
Officer position: Boarder
Peculiarities: An excellent Boarder, a lot of ship perks have also been pumped at once, if you pump ship skills to him, you get a “Master of everything and everything”.

Description: Captain of the elusive Blue Bird.
PIRATES: 9 10 10 10 8 10 10
Hiring: You can take the team after passing the line condottiere
Officer position: Boarder, officer MONSTER, he can be sharpened to suit anyone.
Peculiarities: Excellent PIRATES. Most of the personal and ship perks are also open. After pumping, it will become a real "terminator".

6 Humphrey Douglas

Description: Musketeer, good shooter. He had a rare double-barreled musket, but lost it in battle.
PIRATES: 7 4 7 3 8 9 9
Hiring: Goes to the quest team Find a double-barreled musket
Officer position: Boarder
Peculiarities: Musketeer. Useful at the beginning of the game, as it will kill enemies with one shot.

Description: Smart, cunning and agile. Sitting behind bars, for years he deceived the guards, preparing an escape, but at the same time he patiently waits for his chance.
PIRATES: 8 6 8 4 5 9 7
Hiring: Goes to the quest team Flute accompaniment "Orion"
Officer position: Boarder, Doctor, Carpenter, you can grow a good Companion.
Peculiarities: To be accepted into the team, you need Authority - 25 and Luck 30. I advise you to take it to the team as early as possible, because the later you take it, the more useless it will be.

Unique officers will go to the team if you have fewer officers according to the formula: Leadership x2, their loyalty to the GG is normal, so if it falls, they will leave you. If you do not have a place in the team for officers, then buy ships, put officers on them and put them in the Port Authority, hire new officers, then take the ships from the PU. Thus, you can hire the number of officers you need, regardless of Leadership.

Description: They say a woman on a ship is in trouble. Well, tell this fable to her Sorta.
PIRATES: 8 4 8 8 7 7 6
Hiring: Lives in the Pirate Settlement in Bermuda, look for her on the street. To hire, you will need a Reputation not lower than "Man of Honor" and 50 thousand, but believe me, it's worth it.
Officer position: Boarder, as well as a good boatswain.
Peculiarities: Indispensable for a character with a low rank, she will help you out both in sea voyages and in the hottest boarding battle, she can combine several positions. The sooner you hire, the more benefit this girl will bring to you. You can incline to intimate relationships.

2. Angelica Sharp

Description: Another fearless fury, with an unusual fencing technique.
PIRATES: 5 8 9 7 7 7 5
Hiring: It lives on the island of Cuba in Puerto Principe, you need to look for it on the street. For hiring, you will need: Negative Reputation "Slicker" and Money - 50 thousand.
Officer position: Boarder.
Peculiarities: Beautiful animation, perfectly controlled with medium weapons, part-time. Take the same as Yoku, the sooner the better. You can incline to intimate relationships.

3. Magnus von Kokkay-Stade

Description: Musketeer, served various dukes and kings, after an unfortunate set of circumstances ended up in the Caribbean. Every morning he goes to the pier, learning about the arrived captains who need the head of the boarding company, the old man does not want to go to rest yet.
PIRATES: 7 9 10 4 3 7 8
Hiring: Lives on the island of Espanllola, walks the streets of Santo Domingo. Required for hiring: Money - 40 thousand, Good reputation "Nice fellow", Authority - 30.
Officer position: Boarder
Peculiarities: The musketeer, like all other musketeers, has excellent personal skills and perks for firearms.

4. Nicolas Rimalier

Description: was marooned for "careless" handling of weapons in relation to the leadership of the ship's crew.
PIRATES: 6 9 8 3 6 9 9
Hiring: Located on about. Trinidad and Tobago in Scarborough Bay. To hire, you need: Negative reputation "Scammer" and Luck - 35.
Officer position: Boarder
Peculiarities: A musketeer is not particularly different from other officers of the same kind.

Unique GPC Officers

Quest officers will go to the team regardless of Leadership x2, their loyalty to the GG is blocked for them, so they will never leave you anyway.

Description: A young skipper, nephew of Blood's former neighbors in Bridgewater. He was sold into slavery for participating in the Monmouth Rebellion. After escaping from Barbados, he became the Navigator of the Arabella. Good-natured young man, poetic mindset. He was very devoted to Blood and treated him like a father.
PIRATES: 5 9 7 5 10 7 4
Hiring: Goes to the quest team Ruler Blood (Escape from Barbados)
Officer specialty: Navigator
Peculiarities: An excellent navigator, especially for the beginning of the game, is quickly pumped. In version GPK 1.1 IMMORTAL.

Description: Gunner "Arabella". A man who knows his business has never let his team down.
PIRATES: 8 9 5 5 9 5 7
Hiring: Goes to the quest team Ruler Blood (Escape from Barbados)
Officer specialty: Gunner
Peculiarities: A good gunner, very useful, as it is taken at the beginning of the game.

3. Daniel Sheppard

Description: The eldest daughter of the captain, a former filibuster, Staton. For the murder of a captive Aztec by one of the officers, she was cursed along with her team by the god Mictlantecuhtli, which is why she was doomed to sail forever on her ship.
PIRATES: 6 9 8 10 8 9 10
Hiring: Goes to the quest team Enchanted City
Officer specialty: Good companion, Navigator, Boatswain, Gunner.
Peculiarities: Due to well-pumped skills, almost anyone can be on your team.

Description: One of Admiral Chad Capper's officers in the City of the Lost Ships.
PIRATES: 10 4 9 6 8 9 7
Hiring: Goes to the quest team City of the Lost Ships
Officer position: Boarder
Peculiarities: An excellent Boarder, a lot of ship perks have also been pumped at once, if you pump ship skills to him, you get a “Master of everything and everything”.

Description: Captain of the elusive Blue Bird.
PIRATES: 9 10 10 10 8 10 10
Hiring: You can take the team after passing the line condottiere
Officer position: Boarder, officer MONSTER, he can be sharpened to suit anyone.
Peculiarities: Excellent PIRATES. Most of the personal and ship perks are also open. After pumping, it will become a real "terminator".

6 Humphrey Douglas

Description: Musketeer, good shooter. He had a rare double-barreled musket, but lost it in battle.
PIRATES: 7 4 7 3 8 9 9
Hiring: Goes to the quest team Find a double-barreled musket
Officer position: Boarder
Peculiarities: Musketeer. Useful at the beginning of the game, as it will kill enemies with one shot.

Description: Smart, cunning and agile. Sitting behind bars, for years he deceived the guards, preparing an escape, but at the same time he patiently waits for his chance.
PIRATES: 8 6 8 4 5 9 7
Hiring: Goes to the quest team Flute accompaniment "Orion"
Officer position: Boarder, Doctor, Carpenter, you can grow a good Companion.
Peculiarities: To be accepted into the team, you need Authority - 25 and Luck 30. I advise you to take it to the team as early as possible, because the later you take it, the more useless it will be.

Unique officers will go to the team if you have fewer officers according to the formula: Leadership x2, their loyalty to the GG is normal, so if it falls, they will leave you. If you do not have a place in the team for officers, then buy ships, put officers on them and put them in the Port Authority, hire new officers, then take the ships from the PU. Thus, you can hire the number of officers you need, regardless of Leadership.

Description: They say a woman on a ship is in trouble. Well, tell this fable to her Sorta.
PIRATES: 8 4 8 8 7 7 6
Hiring: Lives in the Pirate Settlement in Bermuda, look for her on the street. To hire, you will need a Reputation not lower than "Man of Honor" and 50 thousand, but believe me, it's worth it.
Officer position: Boarder, as well as a good boatswain.
Peculiarities: Indispensable for a character with a low rank, she will help you out both in sea voyages and in the hottest boarding battle, she can combine several positions. The sooner you hire, the more benefit this girl will bring to you. You can incline to intimate relationships.

2. Angelica Sharp

Description: Another fearless fury, with an unusual fencing technique.
PIRATES: 5 8 9 7 7 7 5
Hiring: It lives on the island of Cuba in Puerto Principe, you need to look for it on the street. For hiring, you will need: Negative Reputation "Slicker" and Money - 50 thousand.
Officer position: Boarder.
Peculiarities: Beautiful animation, perfectly controlled with medium weapons, part-time. Take the same as Yoku, the sooner the better. You can incline to intimate relationships.

3. Magnus von Kokkay-Stade

Description: Musketeer, served various dukes and kings, after an unfortunate set of circumstances ended up in the Caribbean. Every morning he goes to the pier, learning about the arrived captains who need the head of the boarding company, the old man does not want to go to rest yet.
PIRATES: 7 9 10 4 3 7 8
Hiring: Lives on the island of Espanllola, walks the streets of Santo Domingo. Required for hiring: Money - 40 thousand, Good reputation "Nice fellow", Authority - 30.
Officer position: Boarder
Peculiarities: The musketeer, like all other musketeers, has excellent personal skills and perks for firearms.

4. Nicolas Rimalier

Description: was marooned for "careless" handling of weapons in relation to the leadership of the ship's crew.
PIRATES: 6 9 8 3 6 9 9
Hiring: Located on about. Trinidad and Tobago in Scarborough Bay. To hire, you need: Negative reputation "Scammer" and Luck - 35.
Officer position: Boarder
Peculiarities: A musketeer is not particularly different from other officers of the same kind.

Unique GPC Officers

This is GG. He is "correct". Performing such actions as: performing the tasks of the governors, the head of the PU, the beginning. shipyards, priest, moneylender, townspeople (for search), "rescue aunts in the jungle", etc. etc., the GG does the “right”, good deeds. Accordingly, the reputation and attitude of nations increases.
When the GG captures the captain and sells him, is engaged in smuggling, refuses to save the "aunt in the jungle", "throws" a passenger or a merchant from the store, etc. and so on. he does "NOT right", bad deeds. Accordingly, the reputation and attitude of nations falls.