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Corsairs: City of Lost Ships: Guides and Walkthroughs. Corsairs: city of lost ships: merchants - game tactics and tips from masters Corsairs GPK unique ships 1.3 2

A light morning breeze fills the sails of a small xebec heading to Bermuda. There, they say, Henry Morgan is recruiting dashing guys to get easy money. A young captain named Andrew Frost, impressed by pirate romance, is ready to enter Morgan's service and raise the Jolly Roger...

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

Ship's log

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

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

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

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

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

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

Black Mark

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

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

Henry Morgan himself.

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

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

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



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

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

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

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

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

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

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

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

Pearl

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

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

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

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

Head hunter

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

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

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

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

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

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

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

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

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

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

Steve Liney

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

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

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

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

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

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

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

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

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

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

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

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

Legendary trip to Panama

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

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

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

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

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

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

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

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



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


French ruler

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

Mission 1: Pierre Legrand

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

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

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

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

Mission 2: Messenger

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

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

Mission 3: Anna

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

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

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

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

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

Mission 4: Soleil Royale

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

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

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

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

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

Mission 5: Revenge

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

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

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

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

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

Mission 6: Francois Ohlone

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

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

Mission 7: Rock Brazilian

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

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

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

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

Mission 8: Bribery

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

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

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

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

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

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

Mission 9: Defend Port-au-Prince

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

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

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

Missions 10 and 11: Capture cities

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



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

The Spanish squadron is directly ahead, captain!

Thousand devils! All hands on deck! Guns for battle! Prepare grappling hooks and muskets! I will personally feed the cowards to the fish, and the rest will receive gold from the hold of that fat Spanish galleon! Starboard, fire!

More than six months after Return of the Legend, the Seaward team pleased us with an addition (which, by the way, was talked about back then, in February last year). Frankly, after the success of “Legends,” there were a lot of thoughts about a new game. What kind of game will it be? What will change? What will remain the same? However, there was no doubt that the addition would be no worse than the original. Are you ready to return to the Caribbean Sea, to the archipelago of new secrets and mysteries? Then we catch the wind - and full speed ahead!

The recipe is simple

To make a good expansion, you need to replicate the success of the original game. In other words, to do everything the same, but even better, even bigger, more exciting, and in our case, even more mysterious. In essence, “City of Lost Ships” is still the same “Legend”, but with a large chunk of new opportunities. For example, a whole bunch of new items have appeared - these are not just magic pots, but idols of very real Indian gods. Add new unique ships, a new storyline for pirates and a lot of mini-quests. All the innovations can’t be counted; I even doubt that I studied the original game one hundred percent. Well, what’s not a reason to find answers to “old” mysteries along with new adventures?

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

"Stormy" sea

As an unknown player said: “the graphics don’t bother veterans.” No matter how wonderfully Storm draws the sea, sun and sky, ships, characters and landscapes come out disgusting. Judge for yourself, for the first time we saw a gaming heart in “Pirates of the Caribbean,” and that was almost five years ago. On the other hand, the poor capabilities of the engine force us to find another way out of the situation. Instead of rich detail and shaders, the player is encouraged to use his own imagination. Look at a pirate in a tavern or a simple passerby. Yes, for the most part they are of no play interest, but at the same time they are not “furniture”. This thug doesn’t just walk around the city (although in fact he’s just walking), but lives his own life. Maybe he just got off the ship after a long hunt at sea? However, what exactly he did depends only on you. Whether a pirate, a merchant, a money lender or a governor, they are all in your hands, like the entire archipelago.

Let's get back to specifics

The evaluation part ends here, let's now look at the goodies. To begin with, I think it’s worth understanding the main thing: what has changed? The English line was removed so that there would be no conflicts with the new pirate line. A new playable character has appeared, Peter Blood. The main difference from the others is that the game starts differently, that is, in England. If you remember, Blood was not immediately exiled to Barbados, so first you will have to deal with matters at Lord Gilroy’s estate.

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

New tasks are everywhere: searching for the captain, catching pirates and much more. These tasks are generated randomly, but are well written, so they don’t become boring.

Be sure to check out the shipyard; almost all the vessels have been rebuilt, and new vessels have appeared - unique ones. You cannot buy them, you can only receive them for a task or take them away in battle.

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

Pantheon of Indian Gods

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

Mictlantecuhtli totem- the god of the kingdom of the dead with a completely unpronounceable name. Adds twenty to stealth. Indispensable for the British and French if they desperately need to enter a hostile port. It costs even more than the Shochiquetzal idol. If you can’t disguise yourself, you can get a good price in the store.

Quetzalcoatl totem- God of the morning star and lord of the elements. His image adds twenty units of protection to the owner. It won’t be superfluous, because it’s quite difficult to develop defense.

This is interesting: Quetzalcoatl is one of the most famous Indian gods. He is one of the main deities of ancient Mexico - “the serpent with precious feathers.” In mythology, he goes by many names, for example: Tezcatlipoca white, Eectal, Chopotl.

Mixcoatl totem- god of the hunt. His totem gives the owner a keen eye and a steady hand. In digital equivalent, this is twenty accuracy points. Mixcoatl literally means "Cloud Serpent". In mythology, he personifies the Milky Way, and especially the North Star.

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

This is interesting: According to the Aztecs, Tezcatlipoca symbolized winter, cold and the night sky. Therefore, to be honest, it is not very clear why the totem improves the use of pistols.

Chalchihuitlicue totem- goddess of fresh water, rivers, seas and lakes. A totem depicting a goddess adds twenty authority points. Now try to pronounce her name without hesitation, which, by the way, translates as “she is dressed in jade.”

Huitzilopochtli totem- god of the blue clear sky, sun, war and hunting. The owner of the totem receives an increase of twenty units to the proficiency of medium weapons.

This is interesting: Huitzilopochtli is one of the sons of Mixcoatl. His name roughly translates to “left-handed hummingbird.” It is curious that the hummingbird often personified the sun among many Central American tribes.

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

This is interesting: Tlaloc was primarily a beneficent god, but could cause deadly hail, floods, droughts, and lightning strikes.

Totem Mayahuel- the goddess of fertility who gave people an alcoholic drink. The totem adds twenty points to the Heavy Weapon skill. Apparently, alcoholic beverages led to brawls involving heavy clubs.

Tonacatecuhtli Totem- God the creator, who gives food to people. The totem adds twenty trade points. Useful, not worth selling.

This is interesting: Tonacatecuhtli and his wife Tonacacihual are considered the creators of the world and the first human couple. Moreover, they were considered the lords of Omeyokan - the uppermost sky.

Camashtli totem- god of hunting, stars, war and fate. It does not add any skills, so it is only suitable for sale.

Sinteotl's Totem- god of young corn. The totem adds twenty navigation points. A very useful totem, as it allows you to control ships a couple of ranks higher than the character’s skill.

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

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

This is interesting: Tanatiu means "Sun" in Aztec.

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

This is interesting: All the peoples of Central America had a holiday during which sacrifices were made to Xipe Totec. The priests dressed themselves in the skin of the sacrificed people and danced solemnly with the warriors.

Tlazolteotl totem- goddess-eater of dirt, cleanses from illicit passions. It does not add any characteristics, so it is only suitable for sale.

What do we have at the shipyard?

Barquentine- when Spanish merchants realized that they were becoming easy prey for pirates, they began to massively convert their clumsy galleons into barquentines. Thanks to the mixed sailing rig, the barquentine can move quite quickly in any direction. Although the transatlantic voyage takes longer, the barquentine is sure to escape the pirate. A good, and most importantly, cheap alternative to the brigantine. An expanded hold and excellent maneuverability - what more does a merchant need?

Royal Manowar- an improved version of the “floating fort”. Even more guns, even thicker armor, luxurious hull finish. The price of the vessel is such that hardly any country can afford more than one such beauty.

Flying Dutchman- You cannot buy this vessel, but you can receive it as a reward. It cannot be said that the Dutchman is very strong, but compared to other ships of its class it has excellent maneuverability and performance.

Sea wolf— a unique brig, handmade by master Alexus. High speed and excellent maneuverability make this brig a pirate's dream, and excellent close-hauled sailing guarantees a safe retreat. Nine cannons on each side will help in destroying the enemy team.

Arabella- former frigate Cinco Llagas. It was he who was taken away from the port of Bridgetown by Peter Blood right from under the noses of the Spaniards. An excellent ship, you just need to find a very good navigator.

Corvette- a ship whose equal cannot be found. An outstanding work of shipbuilding. Sturdy hull, large hold, thirty-two pound guns. Add to this excellent sailing rig and excellent close-hauled performance. Don't forget about the four dozen cannons on board. This Corvette is the best in its class.

Blue bird- this bird terrorizes the merchants of the Caribbean. It is not surprising - thanks to the fully oblique sailing rig, this xebec develops very high speed, and also goes very well in close-hauled mode. Add to this fantastic maneuverability, and you get the perfect sailboat for fast boarding.

Captain Blood

I already mentioned that one of the starting characters is Peter Blood. He's got a starting quest line, and if you're going to play as England, there's no better candidate.

Oglethorpe Manor

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

This is interesting: Peter Blood - doctor, bachelor of medicine. In response to a call for help, he rushed to the Oglethorpe estate, and was then captured by Colonel Kirk's dragoons. Gilroy assisted the rebel Monmouth, and Blood was simply in the wrong place at the wrong time.

Some dragoons are invulnerable, so there is no point in running from them.

And here is the key, lying quietly on the table.

Now you need to take the saber, it is on the balcony in the chest. But the chest is locked, and first you need to find the key. While exploring the City of Lost Ships forums, I noticed that the key is usually the first major obstacle. Go down to the first floor and turn right. There is a table next to the stairs, and you will find the key on it. The humor is that when you first enter the house, the key is not yet on the table, and Pitt does not say where it is.

We open the chest and arm ourselves; in a few seconds the dragoons will arrive at the estate. No matter what you say, you will still be accused of aiding the rebels. And when they find Pitt in the fireplace... In general, a fight cannot be avoided.

This is interesting: At Sabatini's, Jeremy was hiding in the linen closet.

No matter how masterly you wield a sword, the dragoons will still prevail (some of them are immortal), but do not rush to load up, this is how it should be. Peter Blood will wake up in prison, and after a short trial he and Jeremy Pitt will be sent to “His Majesty’s Southern Colonies,” or rather, to the island of Barbados.

Plantation

Feel free to rummage through the chests on the plantation and in the city; later you can sell the goods.

Welcome to His Majesty's Southern Colonies!

Welcome to Barbados. Peter Blood is a slave and a sugar cane miner, but he is no ordinary slave. Whatever one may say, he is a qualified doctor, and you can count the smart doctors on the archipelago on one hand. Therefore, Blood is allowed to move freely around the island and the city. Except that trading is prohibited, as is carrying weapons, of course.

It is important: if the guard sees you have a weapon, he will ask you to hand it over. Do not resist, since fighting with an entire island is a disastrous task.

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

A little later, Dr. Wacker, one of the other two doctors on the island, will approach you and suggest... you run away. Peter Blood is the only slave who can leave the plantation and calmly wander around the city, so he can prepare an escape without difficulty or special suspicion. Just first you need to assemble a team, get weapons and buy a ship. Vacker promises to help with the ship, everything else will have to be obtained personally. Well, Pitt will run away with us of his own free will, and three other officers still need to be recruited.

Preparing to escape

Wacker wants to get rid of Blood so much that he is ready to help him escape.

Outside the city, Winterwood is the easiest to defeat, the main thing is to dodge the shot.

So, we have three officers, and each of them is held by something on the island. Hagthorpe, who served in the Royal Navy, demands the death of a certain Stuart Winterwood. This man took him and sold him into slavery. Hagthorpe does not disclose details, but he is not going to leave without proof of Winterwood’s death. Junior officer Nicholas Dake agrees to escape, but right before his escape, Bishop sells him. Slaves are living goods; What can you do, you’ll have to help Dake out somehow. The last one is artilleryman Ogle. He owes a decent amount of money to the moneylender and is not going to leave until he pays it back.

Hagthorpe

Let's start in order. Stuart Winterwood can be found in the tavern, sitting at one of the tables. Invite him to meet outside the city; he will agree and will also give you a weapon. If you run into him in a tavern, you will most likely die. Unless you hid a dusak somewhere...

After an hour, go out into the jungle (there is a second exit from the city, to the right of the residence) and wait for the enemy. Please note that he is quite strong, so I recommend saving before the fight. After winning, do not forget to remove the ring (along with your finger) and a thousand piastres from your body. The ring must be presented to Hagthorp, and a thousand gold pieces will still come in handy.

Nicholas Dake

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

So Weston decided to buy Dake on the cheap. Bishop is an old friend of his and wants to give him a discount. To break the deal, you need to rob a Jamaican merchant. Wait until he turns away and rummage through his chest. There you will find six thousand piastres, an idol and a letter of marque. Now Weston will have nothing to buy Dake with, which means he can run away with us. And a large sum of money, no doubt, will be useful to you.

Ogle

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


Weapon

If you don't have enough cash, you can try to get weapons with the help of a smuggler, but this is much more dangerous.

The team has been assembled. Now you need to take care of the weapons and the ship. Go to the tavern and chat with the bartender; he will tell you that Mr. Griffin is dealing with weapons in the city. Let's go to him.

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

Griffin got robbed! Some Spanish thug ordered weapons from him, but without waiting for the order, he tore the collection sabers from the wall. Everything would be fine, but they are engraved by a master, which means that if the Spaniard is caught, both will be hanged. We cannot allow this, so we set off in pursuit of the Spaniard - he went to the fisherman Hells (his house to the right of the residence).

Entering the house, we will see that the stern fisherman has already dealt with the invader himself. All that remains is to pick up the “marked” weapon and take it to Griffin. By nightfall he will have made the required number of sabers and pistols without any markings.

This is the advice: bargain. Reduce the price for the work to a thousand piastres, the money will still come in handy.

Ship

The basic preparations are complete, all that remains is to get the ship. Wacker gave out only eighteen thousand instead of the required twenty-five. Nothing can be done, we need to get another seven thousand.

It is important: you can't sell anything, so you can only earn money. If you strictly followed the guide, you need to find not seven thousand, but less.

Let's go to the city. The first will be the moneylender - he will ask to extract money from the scammer. He is sure that the debtor has not yet left the island, because no one has sailed today.

Don't forget that Blood is a slave. You will have to return to the plantation every day.

Buddy! Let's have a glass... and then you can tell me where you fish.

Visit the innkeeper - he knows exactly where to find the debtor, but you will have to pay five hundred gold pieces for the information. The bartender will tell you that Rafael Guinness got money for a ship somewhere and went to the shipyard to finalize the deal. This is our “client”, you just need to catch him and threaten him with the gallows to get the money. Minus the innkeeper's remuneration, the reward is two and a half thousand.



The next opportunity to make money is to find out where Hells' competitor is fishing. The fact is that Summerlight has found a fishing spot, but, naturally, is in no hurry to share information. It should be noted that Summerlight loves to drink, you might have seen him in the tavern. He hasn’t gone anywhere, he’s still fermenting in the corner. We sit down next to him and carefully elicit information. I don’t recommend asking direct questions, otherwise Summerlight will suspect something is wrong and won’t say anything.

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



Last day in captivity, we need to rest before escaping.

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

This is interesting: in fact, there are plenty of opportunities to get money, and that’s not all. However, if you followed the guide exactly, then after completing at least these three quests you will have enough money for a ship.

When you enter a store, you will see a pirate instead of a salesman. He will introduce himself " Captain Jacques Sparrow,” and then... However, I won’t spoil the fun. Agree to help Jacques sail to Tortuga and go to the shipyard. The shipbuilder will tell you about a captain who just bought a corvette. Oh, and don't forget that you must keep Jacques's identity a secret. Find John Miner on the streets of the city, he will agree to deliver Jacques to Tortuga. We take one and a half thousand piastres and go to Vacker. The job is done, there should be enough money to buy the ship.

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

Escape and the Spaniards

The large ship that was allowed to enter Carlisle Bay so calmly under a false flag turned out to be a Spanish privateer. He chose the time for the raid when there was not a single warship in Carlisle Bay.

His cunning remained so undetected that, without arousing suspicion, he calmly entered the bay and saluted the fort with a broadside salvo from twenty guns at point-blank range. Just a few moments later, two hundred and fifty Spaniards landed on the shore and took possession of the city.

The weapon lies in this chest, next to the woodpile.

Come in from the rear. While the Spaniards are fighting with your team, you can tickle them with your saber with almost impunity.

And first we need to free Jeremy Pitt. Beware of patrols. If it is quite easy to defeat one Englishman, then it is almost impossible to defeat two or three. I advise you to avoid meeting with soldiers; first you need to get a more solid weapon.

Right at the entrance to Bridgetown you will meet a Spanish officer. I recommend saving before the fight, since he has a pistol, and his fencing skills are also excellent. After defeating him, you will be able to remove a good saber and a long-barreled pistol from his body.

Our team is waiting at the shipyard, there is nothing else to do in the city, so go to the beach and enter the water. The door is barricaded, and you can only get inside through the slipways. You will also have to swim to get to the frigate; there is a gangway on the sea side.

The fight with the soldiers will be relatively easy, but with the captain you will have to work hard. Perhaps, after the key in the estate, this is one of the most “dead-end” moments. The point here is this: the captain kills our hero with one pistol shot. Therefore, do not rush to grab your saber, but run up close. In this case, the captain will not shoot, but will immediately go into close combat. Then everything depends on you.

Sea battle

All that remains is to break away from this lugger, and that’s all - freedom!

The frigate is captured. It would seem that this is freedom. But it was not there. To begin with, you naturally have a low “navigation” score. Pitt, of course, is a navigator, but his skill level is only 50. And to control a frigate without penalties you need at least 80 points. Receive penalties to all stats (-4 each), and all skills will drop to 1.

And now for a surprise. There are two Spanish luggers in the roadstead. I think there is no need to explain that with such skill indicators you will not be able to shoot accurately, and the boarding will end in failure. Therefore, immediately throw everything you can overboard and keep your nose strictly to the wind. Luggers, of course, are fast ships, but they cannot catch up with the frigate. Remember, you have no chance in battle.

This is where the game actually begins. Instead of a small barque or brig, Blood immediately has a frigate. Carry out trade orders - you have a large hold, they will give you a lot of money for transporting goods. By the way, don’t forget to fire the entire team, they are simply not needed. First you need to save up for a fourth-class ship so that there are no fines, and deposit the frigate in the first friendly port.



This concludes the introductory part. I deliberately did not give away all the secrets of the game, but next time I will tell you where to find the City of Lost Ships and how to capture Panama together with Henry Morgan. In addition, I would like to give a glass to Andrei Larionov, who, like an old sailor, led me through the underwater rocks and reefs of this wonderful game.


Reward Rating

Addition

Addition


Corsairs: City of Lost Ships (CC)

Corsairs: City of Lost Ships" is a new game in the Corsairs line, a continuation of Corsairs: Return of the Legend, which was developed jointly by the Seaward.ru studio and the Akella company as an alternative take on the famous trilogy about pirates.
In "City of Lost Ships" the creators of "KVL" implemented everything that, due to time restrictions, did not find a place in "Return of the Legend".
Mystical motifs in the game’s plot deservedly received more attention: now two full-fledged locations are allocated to the mysterious and otherworldly.
The first is the City of Lost Ships itself. The ominous pier, where ships lost in the Caribbean end up, has accumulated countless treasures over the years. Courage alone is not enough to take them away from the dead.
The second is the golden capital of the Aztecs, Tenochtitlan. Here, as you know, there is also something to profit from. Between the pirate and his comfortable old age stand only mythical creatures from the dark beliefs of a South American tribe.
You might think that this is no longer possible, but “KVL” has really become bigger, more beautiful and more interesting!

Life in the city

Cities are the hub of all life in the Caribbean. In cities, you can repair your ships, hire officers and sailors, buy and sell goods, as well as enter the service of the governor, enter into a contract to escort a ship, and much more. You can always find out the latest news from city residents.

Usually in any city there is:

port

residence

shop

shipyard

moneylender

tavern

port authority

brothel

church

houses of ordinary people

Not far from the city there is a fort, and in it there is a prison

In friendly cities, “quick transitions” work: pressing Enter opens the hero’s command menu, where you can use the arrows to select the desired building.

Residence

The ruler of the city (governor) is in residence and the king's representative - the governor general of all colonies of this nation in the New World - can visit.

Division into governors and governor general

The governor is the mayor of the city and its environs, his interests boil down to maintaining order in the district and, of course, strengthening the position of his country as a whole.

The Governor-General is the king's representative in the New World and can visit the various cities of his nation. His interests are much broader than those of ordinary governors. The tasks received from the Governor General are much more complex and responsible. He also promotes the hero in rank.

The Governor-General will not deal with a captain who does not have a letter of marque.

Obtaining a patent for service

For faithful service to the city and completion of a number of tasks of the governor, he can issue the hero a marque patent. The patent opens the way for the hero to the tasks of the Governor General.

The original nation of the hero is not important for obtaining a patent; a patent can also be obtained dishonestly, by skipping the entire routine of bureaucracy, by giving a bribe to a character who can assist in obtaining a patent.

The acquired patent changes the hero's base nation, he is now in the service and can build his career.

Career

Having received a patent, the hero has the title of privateer. For faithful service, the Governor-General may confer a new title:

Commander

Captain


Commodore

Admiral

If the hero loses his patent - and he can only be lost by attacking his own - all titles and achievements are lost. Having received a new patent, the hero will again be an ordinary privateer.

The speed of career growth depends on the quality and timing of tasks.

Brothel

The name speaks for itself. Here a real corsair will always find what he needs. Your reputation will suffer somewhat, but taking a break from military affairs will restore your health. You can please your team, which will clearly increase the morale of the entire crew. Not every city has such establishments. You can try to start a light flirtation with some beauty, and, in case of reciprocity, you can count on receiving some important information from a grateful female heart.

Church

In addition to the churches themselves, there is also the Holy Inquisition, in whose dungeons it is better not to find yourself.

Donations. Increased reputation

Donations to charitable causes increase the hero's reputation, the greater the amount.

Improve health

Knowledge, concentrated over many centuries only in monasteries and church books, allows the holy fathers to perform true miracles of healing. If the hero’s maximum health level has fallen and is not restored on its own, then there is a direct path to bowing to the priests. They will help and heal the body.

Port Authority

Every city where there is a shipyard also has a port authority.

Abandon ship

If the hero has several ships, then he can leave his companions in the port for a while. At the same time, the crew is dismissed, but the companion and the contents of the hold remain unchanged. You can leave up to three ships in one port. Ship parking is paid according to the class of the ship. The higher the class of the vessel, the correspondingly higher the fee for its safety.

Pick up the ship

You can pick up the ship from the head of the port department. It turns out that the hero can have up to sixty ships. But there are only five in the squadron at a time.

Leaving ships for a while is sometimes very beneficial if the mission requires covert penetration on a small ship, and it is a pity to sell your favorite battleship.


Fort and prison

The fort is located outside the city. There is no quick way there. You can get there by leaving the city gates and walking through the jungle.

Every fort has a prison. If the hero has nothing else to do and his worldview protests against finding someone behind bars, he can try to release the prisoners, but this will clearly lead to aggression from the entire considerable garrison of the fort.

Tavern

Here you can find out the latest rumors, hire sailors or officers. Also, the tavernkeeper will always find people who need escort or transportation. Various dark personalities hang around the tavern, ready to sell a map that supposedly can be used to find treasure, there is a smuggler, and of course, in the tavern you can always sit with the regulars over a glass of rum and play cards or dice.

Recruit a crew

In the dialogue with the bartender, you need to choose a line about the sailors. In the hiring interface that opens, you can select a ship from the list and hire or fire sailors. The crew can only be recruited during the day.

Hire an officer

Officer candidates can sit at tables, and all you have to do is ask them, then they will tell you who they are and what they expect. There may not be any officers, but if there are any, they will sit in place throughout the day. If there is not enough money for hiring, you can leave the tavern, earn extra money or borrow from a moneylender, return and hire a suitable officer. You can view its characteristics before hiring by selecting the appropriate replica.


Game of dice

Poker-joker game. Each person has five dice, all five are rolled in turn. You can reroll any number of dice, placing a bet on each one, but only once. You need to throw out the maximum result.

Results in ascending order:

one pair (2)

two pairs (2+2)

triad (3)

full (3+2)

bob (4)

straight (dice in a row)

poker (5)

If the result is the same, then the one with the higher combination wins.

Controls: click on the glass - roll the dice, click on the dice - to re-roll (there should be money for the bet), click on the portrait - pass the move (when re-roll is not needed).

Card game

The rules are simple. Game "Twenty One". There are 36 cards in the deck, from aces to sixes. Ace - 11 points, king - 4, queen - 3, jack - 2, the rest according to their value. You need to score 21 points. One card at a time is dealt, then the missing ones are collected (click on the deck). The move is transmitted by clicking on the opponent’s silhouette in the upper right corner of the window. If you overdo it, the game ends. Each new card is a bet. You can start the game if you have money for at least three bets. Repeat the game - click on the deck, exit - cross or Esc.


Brawls and duels

In a tavern you can run into a fight or become its initiator. There are several ways of developing events: this is a brawl right in the tavern, when all the visitors run away, leaving the fighters alone, or a duel outside the city at a certain time, or, if the duelist has his own ship, a ship duel in coastal waters.

Rent the room

In the conversation with the bartender there is a remark about spending the night. You can rent a room until night or until morning. Or you can even sit in the common room or spend the night in a cabin on your ship.

Smuggler

Among the regulars of the tavern there may be a smuggler with whom you can negotiate the sale of goods prohibited by the governor. Or, if the hero does not have his own ship, arrange for the smugglers to be transported to another island on the ship.

Having agreed, you need to get to the bay, where the smugglers will be waiting.

Free privateer

Sometimes in a tavern there may be a corsair just like the hero. If he is disposed towards the hero, he can propose a joint business, or serve as an officer, or even join as a companion with his ship. This privateer can be met later in other places, then he may already be more “pumped up”, since he lives in the game and also carries out tasks for governors, robs merchants, etc. If the hero reaches into the bottle in a conversation with a corsair, then a duel may take place.


Important: The player can specify the list and names of privateers himself in the file RESOURCE\INI\texts\russian\HeroDescribe.txt

Diplomat

In pirate settlements, a diplomat sits in the tavern; he can reconcile the hero with the power by reducing the reward on his head, or help with papers.

Reconciliation. Reducing the bounty

A bounty on the head leads to the appearance of hunters for the hero's violent head. Life can become unbearable, since on land and at sea the hero will not be allowed to breathe easy. If the path to settling matters through the governor is already closed, then a diplomat comes to the rescue. For a certain amount, he will gladly solve your problems. Reducing the reward on your head will take some time (from 5 to 15 days), but the agent will ask for an advance payment in full at once.

Trade licenses

Expanding fair trading opportunities requires increasing the number of stores where transactions can be made. But in hostile cities it is quite difficult to trade. Purchasing a trade license allows you to freely enter a hostile city and undergo inspection by patrols. A license can also be obtained from the Governor General if his assignments require entering the city of another nation. The license has a validity period of 30, 60 and 90 days. The price of the license depends on the term.

Marque patent

Bypassing the honest process of obtaining a patent from the governor for services to the state, a patent can be obtained from a diplomat by paying the amount required by him.

Ransom of the city

When the hero captures the city for himself and is already tired of fighting off constant sieges, then he has a direct path to a diplomat who, for a fairly large ransom, will settle the differences and the power will abandon attempts to recapture the city.

Shop

Here you can buy and sell any goods. Some items may not be available for sale, meaning they are contraband in that city. But you can buy any goods, although smuggled goods are only in small quantities. Merchants in the store can also give various tasks and sell items.

Buy, sell goods

The item is bought or sold from the ship currently selected in the list.


Double-clicking the mouse or pressing Enter on the rows of the table brings up a form for purchasing/selling a product. Shift + left/right arrows on table rows automatically opens a form with a preset purchase/sale quantity to the maximum. Entering a positive quantity from the keyboard sets the purchase of the product, and a negative quantity (with a minus) sets the sale. Left/right arrows change the quantity by pack, and Shift + left/right arrows change the maximum available. Pressing the Enter key on a form is equivalent to OK, and Esc is equivalent to Cancel. While in form mode and scrolling the list in the table with the up/down arrows, you can view the product description under the table cursor. Colors: red - smuggling, blue - import, green - export.

Street vendors

Trading items is possible not only in the store, but also from many street vendors. You can buy an elixir, a new saber, replenish your supply of bullets, or purchase a schematic map - all this can be done from merchants.

Buy, sell items

Items are bought or sold to a merchant from the character, hero or his officer selected in the list.


Double clicking the mouse or Enter on the rows of the table brings up a form for buying/selling an item. Shift + left/right arrows on table rows automatically opens a form with a preset purchase/sale quantity to the maximum. Entering a positive quantity from the keyboard sets the purchase of the item, and a negative (minus) quantity sets the sale. The left/right arrows change the quantity one at a time, and Shift + left/right arrows to the maximum available. Pressing the Enter key on a form is equivalent to "OK", and Esc is equivalent to "Cancel". While in form mode and scrolling the list in the table with the up/down arrows, you can view the description of the item under the table cursor.

Important: There are no items equipped by the character in the list for sale.

Moneylenders

There are moneylenders in the game in almost every city. They can lend the hero a certain amount, depending on the player's rank and reputation, at a certain percentage. At the beginning of the game, this money is a good help for obtaining initial capital.

When the hero has a surplus, he can use it to grow by putting it on deposit for an unlimited period at interest.


Attention! The looting of the city by enemies may lead to the cancellation of deposits from the moneylender (force majeure).

Moneylenders can also give tasks, since they always have work for the corsair - debtors do not pay, borrowers need to deliver chests of gold.

Shipyard

Every port city has a shipyard. If your ship is damaged in battle, then here you can repair it. You can also buy yourself or your companion a new ship.

Buy or sell a ship

To buy a new ship, you need to have an officer who will become the captain. We place the cursor in the left list on an empty slot, then the “Buy” button will become active, select the desired one from the right list of ships at the shipyard and make a transaction if there is enough money. If the cursor in the left column is on an already existing ship of the hero (companion), then it is automatically sold and the sale amount goes towards the purchase amount.

Price difference

Several ships of the same type can be present at the shipyard at the same time, but at different prices. The price depends on the parameters of the ship, and they are unique and different from each other.


The price is also influenced by the skills of the hero himself. The selling price of the hero’s ship depends on its condition (does it need repairs?) and the “cleanliness” of the ship, that is, how the hero got it. Ships obtained by robbery are sold at bargain prices, while a ship honestly bought at a shipyard will still be expensive. Considering the fact that different shipyards have different prices for the same ships, you can make money on such price differences by ferrying ships from city to city.

Important: When selling a ship, the contents of the hold and guns are not taken into account and are not included in the price. Sell ​​them separately.

Repair

During a battle or storm, the ship receives damage. You can eliminate them yourself by purchasing boards and canvas. But fallen masts cannot be repaired this way, and such repairs take a lot of time. Therefore, it is much more convenient to repair ships at the shipyard. To do this, select the ship that needs to be repaired in the left list; if it is damaged, a Repair button will be available.

You can specify the desired percentage of repairs, or it will be limited by the amount of the hero’s cash.

Buy or sell guns

Guns are a commodity and can be purchased, just like in a store, at a shipyard, by choosing the appropriate response in a dialogue with the owner of the shipyard. Before selling, the guns must be removed from the sides of the ship.


Improving ship parameters

The archipelago has a unique shipyard where you can not only repair a ship, but also improve its performance according to the following criteria:

Increase the caliber of guns

Increase hold capacity

Increase a speed

Increase maneuverability

Add space for crew

Increase hull strength

Moreover, you can apply improvements in any combination, but only once each.

Dungeons, caves, grottoes

Dungeons, catacombs, grottoes, caves - they are all found quite often on the islands and the mainland. It is quite rare to find dungeons in the city.

Search for treasures

Most often, treasures are hidden in caves, grottoes, etc. But it is impossible to find it without a map.


Evil spirits

In caves and dungeons where sunlight does not penetrate, you can find artifacts that are best avoided. You can recognize them by otherworldly sounds and a glowing rotating sphere. Activating them leads to the resurrection of the dead, who thirst for the blood of the hero who disturbed their peace.

The Spanish squadron is directly ahead, captain!

Thousand devils! All hands on deck! Guns for battle! Prepare grappling hooks and muskets! I will personally feed the cowards to the fish, and the rest will receive gold from the hold of that fat Spanish galleon! Starboard, fire!

More than six months after Return of the Legend, the Seaward team pleased us with an addition (which, by the way, was talked about back then, in February last year). Frankly, after the success of “Legends,” there were a lot of thoughts about a new game. What kind of game will it be? What will change? What will remain the same? However, there was no doubt that the addition would be no worse than the original. Are you ready to return to the Caribbean Sea, to the archipelago of new secrets and mysteries? Then we catch the wind - and full speed ahead!

The recipe is simple

To make a good expansion, you need to replicate the success of the original game. In other words, to do everything the same, but even better, even bigger, more exciting, and in our case, even more mysterious. In essence, “City of Lost Ships” is still the same “Legend”, but with a large chunk of new opportunities. For example, a whole bunch of new items have appeared - these are not just magic pots, but idols of very real Indian gods. Add new unique ships, a new storyline for pirates and a lot of mini-quests. All the innovations can’t be counted; I even doubt that I studied the original game one hundred percent. Well, what’s not a reason to find answers to “old” mysteries along with new adventures?

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

"Stormy" sea

As an unknown player said: “the graphics don’t bother veterans.” No matter how wonderfully Storm draws the sea, sun and sky, ships, characters and landscapes come out disgusting. Judge for yourself, for the first time we saw a gaming heart in “Pirates of the Caribbean,” and that was almost five years ago. On the other hand, the poor capabilities of the engine force us to find another way out of the situation. Instead of rich detail and shaders, the player is encouraged to use his own imagination. Look at a pirate in a tavern or a simple passerby. Yes, for the most part they are of no play interest, but at the same time they are not “furniture”. This thug doesn’t just walk around the city (although in fact he’s just walking), but lives his own life. Maybe he just got off the ship after a long hunt at sea? However, what exactly he did depends only on you. Whether a pirate, a merchant, a money lender or a governor, they are all in your hands, like the entire archipelago.

Let's get back to specifics

The evaluation part ends here, let's now look at the goodies. To begin with, I think it’s worth understanding the main thing: what has changed? The English line was removed so that there would be no conflicts with the new pirate line. A new playable character has appeared, Peter Blood. The main difference from the others is that the game starts differently, that is, in England. If you remember, Blood was not immediately exiled to Barbados, so first you will have to deal with matters at Lord Gilroy’s estate.

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

New tasks are everywhere: searching for the captain, catching pirates and much more. These tasks are generated randomly, but are well written, so they don’t become boring.

Be sure to check out the shipyard; almost all the vessels have been rebuilt, and new vessels have appeared - unique ones. You cannot buy them, you can only receive them for a task or take them away in battle.

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

Pantheon of Indian Gods

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

Mictlantecuhtli totem- the god of the kingdom of the dead with a completely unpronounceable name. Adds twenty to stealth. Indispensable for the British and French if they desperately need to enter a hostile port. It costs even more than the Shochiquetzal idol. If you can’t disguise yourself, you can get a good price in the store.

Quetzalcoatl totem- God of the morning star and lord of the elements. His image adds twenty units of protection to the owner. It won’t be superfluous, because it’s quite difficult to develop defense.

This is interesting: Quetzalcoatl is one of the most famous Indian gods. He is one of the main deities of ancient Mexico - “the serpent with precious feathers.” In mythology, he goes by many names, for example: Tezcatlipoca white, Eectal, Chopotl.

Mixcoatl totem- god of the hunt. His totem gives the owner a keen eye and a steady hand. In digital equivalent, this is twenty accuracy points. Mixcoatl literally means "Cloud Serpent". In mythology, he personifies the Milky Way, and especially the North Star.

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

This is interesting: According to the Aztecs, Tezcatlipoca symbolized winter, cold and the night sky. Therefore, to be honest, it is not very clear why the totem improves the use of pistols.

Chalchihuitlicue totem- goddess of fresh water, rivers, seas and lakes. A totem depicting a goddess adds twenty authority points. Now try to pronounce her name without hesitation, which, by the way, translates as “she is dressed in jade.”

Huitzilopochtli totem- god of the blue clear sky, sun, war and hunting. The owner of the totem receives an increase of twenty units to the proficiency of medium weapons.

This is interesting: Huitzilopochtli is one of the sons of Mixcoatl. His name roughly translates to “left-handed hummingbird.” It is curious that the hummingbird often personified the sun among many Central American tribes.

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

This is interesting: Tlaloc was primarily a beneficent god, but could cause deadly hail, floods, droughts, and lightning strikes.

Totem Mayahuel- the goddess of fertility who gave people an alcoholic drink. The totem adds twenty points to the Heavy Weapon skill. Apparently, alcoholic beverages led to brawls involving heavy clubs.

Tonacatecuhtli Totem- God the creator, who gives food to people. The totem adds twenty trade points. Useful, not worth selling.

This is interesting: Tonacatecuhtli and his wife Tonacacihual are considered the creators of the world and the first human couple. Moreover, they were considered the lords of Omeyokan - the uppermost sky.

Camashtli totem- god of hunting, stars, war and fate. It does not add any skills, so it is only suitable for sale.

Sinteotl's Totem- god of young corn. The totem adds twenty navigation points. A very useful totem, as it allows you to control ships a couple of ranks higher than the character’s skill.

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

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

This is interesting: Tanatiu means "Sun" in Aztec.

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

This is interesting: All the peoples of Central America had a holiday during which sacrifices were made to Xipe Totec. The priests dressed themselves in the skin of the sacrificed people and danced solemnly with the warriors.

Tlazolteotl totem- goddess-eater of dirt, cleanses from illicit passions. It does not add any characteristics, so it is only suitable for sale.

What do we have at the shipyard?

    Barquentine- when Spanish merchants realized that they were becoming easy prey for pirates, they began to massively convert their clumsy galleons into barquentines. Thanks to the mixed sailing rig, the barquentine can move quite quickly in any direction. Although the transatlantic voyage takes longer, the barquentine is sure to escape the pirate. A good, and most importantly, cheap alternative to the brigantine. An expanded hold and excellent maneuverability - what more does a merchant need?

    Royal Manowar- an improved version of the “floating fort”. Even more guns, even thicker armor, luxurious hull finish. The price of the vessel is such that hardly any country can afford more than one such beauty.

    Flying Dutchman- You cannot buy this vessel, but you can receive it as a reward. It cannot be said that the Dutchman is very strong, but compared to other ships of its class it has excellent maneuverability and performance.

    Sea wolf— a unique brig, handmade by master Alexus. High speed and excellent maneuverability make this brig a pirate's dream, and excellent close-hauled sailing guarantees a safe retreat. Nine cannons on each side will help in destroying the enemy team.

    Arabella- former frigate Cinco Llagas. It was he who was taken away from the port of Bridgetown by Peter Blood right from under the noses of the Spaniards. An excellent ship, you just need to find a very good navigator.

    Corvette- a ship whose equal cannot be found. An outstanding work of shipbuilding. Sturdy hull, large hold, thirty-two pound guns. Add to this excellent sailing rig and excellent close-hauled performance. Don't forget about the four dozen cannons on board. This Corvette is the best in its class.

    Blue bird- this bird terrorizes the merchants of the Caribbean. It is not surprising - thanks to the fully oblique sailing rig, this xebec develops very high speed, and also goes very well in close-hauled mode. Add to this fantastic maneuverability, and you get the perfect sailboat for fast boarding.

Captain Blood

I already mentioned that one of the starting characters is Peter Blood. He's got a starting quest line, and if you're going to play as England, there's no better candidate.

Oglethorpe Manor

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

This is interesting: Peter Blood - doctor, bachelor of medicine. In response to a call for help, he rushed to the Oglethorpe estate, and was then captured by Colonel Kirk's dragoons. Gilroy assisted the rebel Monmouth, and Blood was simply in the wrong place at the wrong time.

Some dragoons are invulnerable, so there is no point in running from them.

And here is the key, lying quietly on the table.

Now you need to take the saber, it is on the balcony in the chest. But the chest is locked, and first you need to find the key. While exploring the City of Lost Ships forums, I noticed that the key is usually the first major obstacle. Go down to the first floor and turn right. There is a table next to the stairs, and you will find the key on it. The humor is that when you first enter the house, the key is not yet on the table, and Pitt does not say where it is.

We open the chest and arm ourselves; in a few seconds the dragoons will arrive at the estate. No matter what you say, you will still be accused of aiding the rebels. And when they find Pitt in the fireplace... In general, a fight cannot be avoided.

This is interesting: At Sabatini's, Jeremy was hiding in the linen closet.

No matter how masterly you wield a sword, the dragoons will still prevail (some of them are immortal), but do not rush to load up, this is how it should be. Peter Blood will wake up in prison, and after a short trial he and Jeremy Pitt will be sent to “His Majesty’s Southern Colonies,” or rather, to the island of Barbados.

Plantation

Feel free to rummage through the chests on the plantation and in the city; later you can sell the goods.

Welcome to His Majesty's Southern Colonies!

Welcome to Barbados. Peter Blood is a slave and a sugar cane miner, but he is no ordinary slave. Whatever one may say, he is a qualified doctor, and you can count the smart doctors on the archipelago on one hand. Therefore, Blood is allowed to move freely around the island and the city. Except that trading is prohibited, as is carrying weapons, of course.

It is important: if the guard sees you have a weapon, he will ask you to hand it over. Do not resist, since fighting with an entire island is a disastrous task.

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

A little later, Dr. Wacker, one of the other two doctors on the island, will approach you and suggest... you run away. Peter Blood is the only slave who can leave the plantation and calmly wander around the city, so he can prepare an escape without difficulty or special suspicion. Just first you need to assemble a team, get weapons and buy a ship. Vacker promises to help with the ship, everything else will have to be obtained personally. Well, Pitt will run away with us of his own free will, and three other officers still need to be recruited.

Preparing to escape

Wacker wants to get rid of Blood so much that he is ready to help him escape.

Outside the city, Winterwood is the easiest to defeat, the main thing is to dodge the shot.

So, we have three officers, and each of them is held by something on the island. Hagthorpe, who served in the Royal Navy, demands the death of a certain Stuart Winterwood. This man took him and sold him into slavery. Hagthorpe does not disclose details, but he is not going to leave without proof of Winterwood’s death. Junior officer Nicholas Dake agrees to escape, but right before his escape, Bishop sells him. Slaves are living goods; What can you do, you’ll have to help Dake out somehow. The last one is artilleryman Ogle. He owes a decent amount of money to the moneylender and is not going to leave until he pays it back.

Hagthorpe

Let's start in order. Stuart Winterwood can be found in the tavern, sitting at one of the tables. Invite him to meet outside the city; he will agree and will also give you a weapon. If you run into him in a tavern, you will most likely die. Unless you hid a dusak somewhere...

After an hour, go out into the jungle (there is a second exit from the city, to the right of the residence) and wait for the enemy. Please note that he is quite strong, so I recommend saving before the fight. After winning, do not forget to remove the ring (along with your finger) and a thousand piastres from your body. The ring must be presented to Hagthorp, and a thousand gold pieces will still come in handy.

Nicholas Dake

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

So Weston decided to buy Dake on the cheap. Bishop is an old friend of his and wants to give him a discount. To break the deal, you need to rob a Jamaican merchant. Wait until he turns away and rummage through his chest. There you will find six thousand piastres, an idol and a letter of marque. Now Weston will have nothing to buy Dake with, which means he can run away with us. And a large sum of money, no doubt, will be useful to you.

Ogle

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

Weapon

If you don't have enough cash, you can try to get weapons with the help of a smuggler, but this is much more dangerous.

The team has been assembled. Now you need to take care of the weapons and the ship. Go to the tavern and chat with the bartender; he will tell you that Mr. Griffin is dealing with weapons in the city. Let's go to him.

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

Griffin got robbed! Some Spanish thug ordered weapons from him, but without waiting for the order, he tore the collection sabers from the wall. Everything would be fine, but they are engraved by a master, which means that if the Spaniard is caught, both will be hanged. We cannot allow this, so we set off in pursuit of the Spaniard - he went to the fisherman Hells (his house to the right of the residence).

Entering the house, we will see that the stern fisherman has already dealt with the invader himself. All that remains is to pick up the “marked” weapon and take it to Griffin. By nightfall he will have made the required number of sabers and pistols without any markings.

This is the advice: bargain. Reduce the price for the work to a thousand piastres, the money will still come in handy.

Ship

The basic preparations are complete, all that remains is to get the ship. Wacker gave out only eighteen thousand instead of the required twenty-five. Nothing can be done, we need to get another seven thousand.

It is important: you can't sell anything, so you can only earn money. If you strictly followed the guide, you need to find not seven thousand, but less.

Let's go to the city. The first will be the moneylender - he will ask to extract money from the scammer. He is sure that the debtor has not yet left the island, because no one has sailed today.

Don't forget that Blood is a slave. You will have to return to the plantation every day.

Buddy! Let's have a glass... and then you can tell me where you fish.

Visit the innkeeper - he knows exactly where to find the debtor, but you will have to pay five hundred gold pieces for the information. The bartender will tell you that Rafael Guinness got money for a ship somewhere and went to the shipyard to finalize the deal. This is our “client”, you just need to catch him and threaten him with the gallows to get the money. Minus the innkeeper's remuneration, the reward is two and a half thousand.



The next opportunity to make money is to find out where Hells' competitor is fishing. The fact is that Summerlight has found a fishing spot, but, naturally, is in no hurry to share information. It should be noted that Summerlight loves to drink, you might have seen him in the tavern. He hasn’t gone anywhere, he’s still fermenting in the corner. We sit down next to him and carefully elicit information. I don’t recommend asking direct questions, otherwise Summerlight will suspect something is wrong and won’t say anything.

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



Last day in captivity, we need to rest before escaping.

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

This is interesting: in fact, there are plenty of opportunities to get money, and that’s not all. However, if you followed the guide exactly, then after completing at least these three quests you will have enough money for a ship.

When you enter a store, you will see a pirate instead of a salesman. He will introduce himself " Captain Jacques Sparrow,” and then... However, I won’t spoil the fun. Agree to help Jacques sail to Tortuga and go to the shipyard. The shipbuilder will tell you about a captain who just bought a corvette. Oh, and don't forget that you must keep Jacques's identity a secret. Find John Miner on the streets of the city, he will agree to deliver Jacques to Tortuga. We take one and a half thousand piastres and go to Vacker. The job is done, there should be enough money to buy the ship.

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

Escape and the Spaniards

The large ship that was allowed to enter Carlisle Bay so calmly under a false flag turned out to be a Spanish privateer. He chose the time for the raid when there was not a single warship in Carlisle Bay.

His cunning remained so undetected that, without arousing suspicion, he calmly entered the bay and saluted the fort with a broadside salvo from twenty guns at point-blank range. Just a few moments later, two hundred and fifty Spaniards landed on the shore and took possession of the city.

The weapon lies in this chest, next to the woodpile.

Come in from the rear. While the Spaniards are fighting with your team, you can tickle them with your saber with almost impunity.

And first we need to free Jeremy Pitt. Beware of patrols. If it is quite easy to defeat one Englishman, then it is almost impossible to defeat two or three. I advise you to avoid meeting with soldiers; first you need to get a more solid weapon.

Right at the entrance to Bridgetown you will meet a Spanish officer. I recommend saving before the fight, since he has a pistol, and his fencing skills are also excellent. After defeating him, you will be able to remove a good saber and a long-barreled pistol from his body.

Our team is waiting at the shipyard, there is nothing else to do in the city, so go to the beach and enter the water. The door is barricaded, and you can only get inside through the slipways. You will also have to swim to get to the frigate; there is a gangway on the sea side.

The fight with the soldiers will be relatively easy, but with the captain you will have to work hard. Perhaps, after the key in the estate, this is one of the most “dead-end” moments. The point here is this: the captain kills our hero with one pistol shot. Therefore, do not rush to grab your saber, but run up close. In this case, the captain will not shoot, but will immediately go into close combat. Then everything depends on you.

Sea battle

All that remains is to break away from this lugger, and that’s all - freedom!

The frigate is captured. It would seem that this is freedom. But it was not there. To begin with, you naturally have a low “navigation” score. Pitt, of course, is a navigator, but his skill level is only 50. And to control a frigate without penalties you need at least 80 points. Receive penalties to all stats (-4 each), and all skills will drop to 1.

And now for a surprise. There are two Spanish luggers in the roadstead. I think there is no need to explain that with such skill indicators you will not be able to shoot accurately, and the boarding will end in failure. Therefore, immediately throw everything you can overboard and keep your nose strictly to the wind. Luggers, of course, are fast ships, but they cannot catch up with the frigate. Remember, you have no chance in battle.

This is where the game actually begins. Instead of a small barque or brig, Blood immediately has a frigate. Carry out trade orders - you have a large hold, they will give you a lot of money for transporting goods. By the way, don’t forget to fire the entire team, they are simply not needed. First you need to save up for a fourth-class ship so that there are no fines, and deposit the frigate in the first friendly port.



This concludes the introductory part. I deliberately did not give away all the secrets of the game, but next time I will tell you where to find the City of Lost Ships and how to capture Panama together with Henry Morgan. In addition, I would like to give a glass to Andrei Larionov, who, like an old sailor, led me through the underwater rocks and reefs of this wonderful game.

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