Corsairs GPK questions from Master Alexus. FAQ for the game KVL: City of Lost Ships. Where to find Maine

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

That’s why I say in advance that everything written here is just advice. The choice is still yours.

Shall we begin?

About the place of action and nations

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

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

Shall we begin?

Shall we begin?

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

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

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

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

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

Shall we begin?

PIRATES

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

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

Shall we begin?

Shall we begin?

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

Shall we begin?

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

Shall we begin?

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

Shall we begin?

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

Shall we begin?

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

Shall we begin?

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

Shall we begin?

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

Shall we begin?

How to develop skills and what do they give?

Shall we begin?

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

Shall we begin?

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

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

Shall we begin?

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

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

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

Shall we begin?

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

It develops very simply. - shots.

Shall we begin?

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

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

Shall we begin?

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

It swings in the same cases as needed.

Shall we begin?

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

Shall we begin?

Shall we begin?

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

Genre: RPG

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

Technical problems

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

It works, but there is no talk of official compatibility. In Vista, if there are problems with sound, set “safe mode” in config.exe.

Game stutters and crashes

1 Make sure your computer meets the game requirements.

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

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

4 Install the latest DirectX.

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

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

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

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

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

10. Check your system for viruses.

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

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

13. Try creating a start.bat file in the game folder with the following content: start/affinity 1 engine.exe and launch the game using it.

How to set the game resolution for a widescreen monitor?

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

False detection of emulators

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

The video card is not detected in config.exe, it says “primary video adapter” and there are no options to choose from.

“Primary video adapter” is your default video card, so it’s okay, just a little unusual.

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

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

Screen settings are not available

Screen settings only work in full screen mode.

Game glitches when minimized on Windows

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

I launch the game, a skull spins on the screen... and that’s it!

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

When fighting, the strike switch - Shift key - does not always work the first time

The reason is the specificity of handling frequent presses of the Shift key in Windows XP and older. Solution -Press the Shift key frequently until a window with Accessibility options appears. -In the window that appears, click the top settings button (sticky key settings. Use stickyKeys) -In the window that appears, uncheck the top checkbox (use shortcut)- Click OK to exit the settings.

How to add a new character to the game?

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

How to view textures and edit them?

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

I can't configure the buttons to control the game.

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

After installing the game and writing the security code from the disk, the following appears when starting the game: ATTENTION! A product without a disc in the drive will expire soon. To reactivate, you will need to insert the license disc into the drive and restart the application. The application is valid for a limited period: 2 days left. 23 h. 55 min. Expiration time: December 2, 2007 21:22. The number of launches of this application is limited: 12 times left (including the current launch).

This is a new verification system in StarForce. Now you can run the game without having a licensed disc in the drive. After the specified time or number of starts has expired, you will need to reinsert the disc and click the “Check” button. After this, you can start the game again without the disc. If the check does not work, we send the error log to Starforce, they will provide a link to the necessary fix.

Runtime Error!

1. Install the game in the default directory, especially if the path to the game contains folders with names in Russian. 2. Do you have a licensed version or from a torrent? 3. The patch was installed incorrectly or installed twice.

Wrong Script Version

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

Game questions

How to capture Soleil Royale without failing the French line?

Give him a minimum command, get involved in battle and order him to board an enemy ship. Of course, my enemies are capturing him, our task will be to simply recapture him. Then make the SG your flagship and complete the line, the ship will no longer be taken away.

Does the GPK have combat claws and brass knuckles?

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

I took out a loan from the Civil Procedure Code, but it will still sink. How can I return it now?

Either return it fivefold, or load from an earlier save without a loan.

Is it possible to capture pirate forts?

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

Where can I find representatives of a West Indian company?

In any of the pirate settlements.

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

Its location is random. Search the decks of ships more carefully; some of them have bows that can only be accessed through the interior.

How to equip a musket?

No way. They can only equip one quest officer.

Health has fallen and is not restored!

The usual way (sleeping in a tavern, sailing along the global map) is restored if the health letters are gray, but if the letters are gold, you will have to look for help in the church.

Is it possible to pass the English line?

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

I'm playing as Blood, what should I do with "Cinco Llagas"?

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

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

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

Where to look for stones for a moneylender?

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

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

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

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

Alas, you were simply deceived. You need to sail to Port Royal and talk to Morgan's secretary, who will explain that Morgan went to Europe and will return only in a year. In a year you can visit Morgan, but you will never see the money.

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

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

I was offered the "blue bird" quest, but I refused due to my low level.

There will be no second opportunity to receive this quest.

Character development

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

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

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

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

Is it possible to get all the perks??
If you have a learning ability of 10, then you can collect 20 personal perks, but there is no way to get 37 ship perks.

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

How to upgrade skills?
The general rule is that what you do is how you improve :)
AUTHORITY
It swings when you command people. Let's say you boarded a ship, captured a colony, or are completing some quests, for example, a moneylender's quest to repay a debt, delivering goods, etc.
LIGHT/MEDIUM/HEAVY WEAPONS, PISTOLS
It's simple - what weapon you have in your hands increases your skill. For a description of the weapon, see its properties, the type is indicated there.
LUCK
Play gambling - with every win your luck increases. In addition, every successful salvo from a ship and a successful fight have an effect.
STEALTH
1. Trade with smugglers.
2. Sneak into a hostile city and spend the night there in a tavern, and during the day walk in front of the guards. Another option is to buy yourself a trade license, then the security will definitely not pay attention to you. The main thing is that your ship has a flag hostile to the city, so in this case, enter through the bay.
3. Successful sailing under a foreign flag.
4. An unsuccessful walk in front of the guards of a hostile city.
5. Deception of OZGs.
NAVIGATION
1. During a naval battle.
2. In a storm, especially if the ship is pointed against the wind. It’s an expensive method, of course, but then you’ll improve both the repair and the team’s skills.
3. It doesn’t swing on the map.
ACCURACY/CANNONS
Ship guns are not for decoration :) Shoot more often and more accurately.
BOARDING
It's clear from the name.
PROTECTION
Boardings and naval battles.
REPAIR
Repair the ship at the shipyard or at sea (there must be boards and canvas in the hold).
TRADE
Buy/sell goods/personal items in a store. When trading with smugglers, the level does not increase.

I met a man, he told me that there are teachers who can improve their skills for money
There really are such teachers in the game, but it is almost impossible to meet them. Look for these outside the city, in stores, churches. There are definitely none in houses or on city streets.

Artifacts and all that
Some items in the game tend to increase or decrease certain properties. Read the descriptions of items carefully and do not put any nasty things like shoes and cormorants in your pockets. The artifact only works when the player carries it with him. In the case when the player’s skills reach a maximum of 100 points, the artifact influencing this skill will no longer affect him, so you can sell it, give it to an officer, or simply put it in a chest for a long memory;)

Geographical issues

I can't find the settlement I need.

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

Where is Fort Orange?

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

Where to find Maine?

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

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

These are all Maine towns.

Where is Tenochtitlan?

Buy a map of the pearl industry, and you’ll see it clearly.

How to get deep into the mainland?

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

All settlements are not displayed on the global map.

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

Where can I find the GPK?

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

Questions from citizens

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

1. What is the name of the group of cables secured in the drilled leading edge of the topsail and passing through a special block on the forestay? Hint: needed to avoid the topsails rubbing against the forestays and getting caught on the topsails.
Anapath
2. Name a small wooden barrel for storing fresh water?
anchor
3. What is the name of a wooden cylindrical block with a brush, mounted on a shaft, used to clean the bore of a gun from powder deposits?
banner
4. What is the name of the reinforced row of outer hull plating above the waterline?
velhout
5. What is the name of the piece of cable covered with leather, with the help of which the yard or gaff is held in the girth of the mast or topmast?
bayfoot
6. What is the name of tying two cables with a thin cable or line?
seizing
7. What is the name of the transverse bulkhead in the bow of sailing ships?
bikged
8. What are the names of the ship's transverse braces that serve to support the decks, connect the opposite side branches of the frames and give the ship lateral strength?
beams
9. What was the name of the ancient rowing warship with two rows of oars?
bireme
10. What is the name of the wooden stand on the deck of a ship for fastening cables?
bitt
11. What is the name of the small mast on the bowsprit, carrying a yard with a straight sail?
topmast blind
12. Name the sail that is placed under the bowsprit.
blind
13. What are the names of horizontal spar trees that have fastenings at only one end? I can tell you that they are used to carry the sail overboard, carry the rigging and hang the boats.
Bokanians
14. Name the spar tree that serves as a continuation of the topmast.
topmast
15. What is the name of the running rigging gear used to rotate the yard in a horizontal plane?
bras
16. Name a device with a horizontal shaft for lifting anchors and loads.
windlass
17. What is the name of the powerful cable used to hold the ship's gun during rollback?
trousers
18. Name the additional sail that is attached by lacing directly to the main one.
Bonet
19. What is the name of the cable that serves to pull the luff of a straight sail towards the bow when the ship is moving close-hauled?
bowline
20. Name the third straight sail from the bottom on the mast, placed between the top yard and top yard.
bramsel
21. What are the names of the powerful standing rigging cables that serve to hold the masts from the sides?
guys
22. Name the cable fastening of the bowsprit with the stem.
water-wooling
23. Name the auxiliary ship anchor used to refloat a ship.
verp
24. What is the name of the rounded boss on the breech of a gun?
vingrad
25. What are the names of thin cables tied across the cables and serving as steps when climbing along the cables to masts and topmasts?
bleached
26. Name the metal hook attached to the end of a rope used to lift boats, cargo, and more.
that way
27. What is the name of the flat part of the stern end of the ship on which the stern lights are installed?
hook lift
28. Name the running rigging gear for pulling the clew of the sail towards the bow.
tack
29. Name an inclined spar tree for attaching the upper luff of a trysail.
gaff
30. Name a measure of length equal to one tenth of a nautical mile.
cable
31. What is the name of a linen bag with a charge of gunpowder?
cap
32. What is the name of the raised part of the upper deck at the stern of the ship?
quarterdeck
33. Name a cone-shaped piece of hard wood that is inserted into a knot to prevent the knot from being tightened.
brake
34. Name the oblique triangular sail attached to the rigging that runs from the mast to the bowsprit.
jib
35. What is the name of the hole in the side of the ship for the anchor rope?
hawse
36. What is the topsail of a mizzen mast called?
kruysel
37. What is the name of the additional trapezoid-shaped sail that is placed on the outside of a straight sail?
studdingsail
38. Name the soft cable used to trim the edges of sails.
lyktros
39. What is the name of the weight used to measure depth?
lot
40. Name a person who measures depths with a lot, and therefore knows the nature of the coast.
pilot
41. What is the name of the round, stitched hole in the sail?
grommet
42. Name the second straight sail from the bottom on the mast, placed between the tops yard and the lower yard.
Marseilles
43. What is the name of a wooden nail?
nog
44. What is the name of the wooden cabinet where the compass, lamp and hourglass are kept?
binnacle
45. Name the cables that sailors stand on while working on the yards.
Perth
46. ​​Name the topmost beam on the bulwarks of deck ships.
gunwale
47. What is the name of the horizontal row of ties threaded through the sail, which reduce its area?
reefs
48. Name the anchor ring to which the anchor rope is attached.
eye
49. What is the name of the frame that serves to connect the components of the mast?
crosstrees
50. Name the socket into which the mast is inserted with its spur.
steps
51. What is the name of the spar tree that serves as a continuation of the lower mast?
topmast
52. Name a triangular or trapezoidal oblique sail placed on a forestay.
staysail
53. What is the name of the ship's ointment used to protect the bottom of the ship from woodworms?
shooting gallery
54. Name an oblique trapezoidal sail, the upper luff is laced to the gaff, and the lower one is stretched along the boom.
trysail
55. What was the name of a combat rowing ship in Ancient Greece with three rows of oars, the main weapon of which was a ram?
trireme
56. What was the name of a combat rowing ship in Ancient Rome with three rows of oars?
trireme
57. What is the name of the spar tree that serves as a continuation of the bowsprit?
jig
58. Name the gear used to hoist some yards, sails, signal flags and much more.
halyard
59. What is the extension of the side above the open upper deck called?
bulwark
60. What are the names of the cylindrical lugs, with the help of which the gun can be set to the desired height?
axles
61. What is the name of the upper deck at the stern of a sailing ship, where watch officers are located and compasses are installed?
quarterdeck
62. What are the names of the wide boards laid horizontally along the sides for passage from the forecastle to the quarterdeck?
waist
63. What is the name of the tackle that pulls the lower corner of the sail towards the stern of the ship and holds the sail in the desired position?
sheet
64. What is the name of the transverse link that forms the rib of the ship’s hull?
frame
65. What is the name of the rope loop that is formed when it is carried around an object?
slag
66. What is the name of the large cylindrical spoon for unloading a gun, that is, for pulling out the cannonball and cap?
shufla
67. What is the name of the wooden connecting clip with two holes that serves to connect the components of the mast?
ezelgoft
68. Name a round wooden block without a pulley with three through holes for tensioning stays and cables.
deadeyes
69. Name the major commercial export product in the Caribbean in the early to mid-century.
sugar
70. Name the major trade import product in the Caribbean in the early to mid-century.
slaves
71. What is the full name of the first Dutch navigator to circumnavigate the world?
Oliver Van North
72. What was the name of the first trading post of the Dutch West India Company in America? It was founded in 1626.
New Amsterdam
73. Which English poet, pirate, sea captain, colonizer of Virginia and admirer of Queen Elizabeth I was executed (by beheading) in 1618?
Sir Walter Raleigh
74. Who was the first pirate to depict a skull and crossbones on their flag?
Emmanuel Wynn
75. The name of the ship on which Magellan circumnavigated the world?
Victoria
76. The man who completed the third circumnavigation of the world.
Thomas Cavendish
77. The name of the admiral who defeated the pirates in the Mediterranean Sea and destroyed their base of Cilicia.
Gnaeus Pompey the Great
78. Name of Francis Drake's ship.
Golden Hind
79. The island that Columbus named Santiago.
Jamaica
80. The nation that was the first to build the frigate type of ship.
France
81. The first English city on the American coast.
Jamestown
82. Francis Drake's ship renamed the Golden Hind.
Pelican
83. Year of birth of Henry Morgan.
1635
84. Year of death of Francis Drake.
1596
85. The first English city founded by the Spaniards in America.
Santo Domingo
86. A regulatory act that in 1494 divided the New World between Spain and Portugal at 50 latitude.
Treaty of Tordesillas
87. Name the full name of one of the first known English privateers who received the blessing of Elizabeth I to fish. Contemporary of Francis Drake.
John Hawkins Hawkins or simply John Hawkins

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

Storyline for Peter Blood

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

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

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

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

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

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

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

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

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

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

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

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

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

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

3) Destroy the smugglers.

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

Dutch national storyline.

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

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

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

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

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

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

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

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

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

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

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

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

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

French national storyline

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spanish national storyline.

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

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

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

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

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

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

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

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

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

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

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

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

Pirate storyline

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Main quest

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

to be continued...