Corsairs 1 curse of the distant seas map. Passage of Corsairs: Curse of the Distant Seas - Pirates. Passage for the French

I want to tell you one little secret. In short, you are faced with a huge ship, level 1-2, and you are in control of the 5-6 class. What to do? Of course, you can apply codes, take advantage of glitches, well, it just happens that you want to tell a friend that you have killed a powerful ship. But then listen, first you need to have a bunch of ammunition (especially buckshot, knippers are not really needed, cannonballs will not save, but most importantly bombs!), Well, then you need to lure the enemy so that he stands behind you and cannot shoot (that is in front of your rear (sorry for the expression, but you can't explain it in another way), bomb the sails at first, and then when he is far behind you, wet the impudent man with bombs (I sank (I don't remember what was called) a second-class ship, but I had a normal pink at that time.) But then, of course, you can take him on board (if he has more people than you) and get hold of his goods (and a broken ship).

I want to tell you a couple of tips that will come in handy during a long and tedious (and maybe exciting and interesting) walkthrough of the localized creation of our masters "".
So:

1. When you really do not have enough money, you can do two things: firstly, you can do such a tricky feature that you did as if especially for us: you need to go to Highrok (regardless of your affiliation, you just need to swim very carefully so that a ship or fort does not sink you along the way), overstock there with maximum coffee, then go to Tendales, there also overstock coffee, and then again to Highrok, do the same operation there, and then sail to the Dead Island, and to sell everything that was found in such a difficult way, for about 500 coffee, they give about 10,000 gold. And if at all, then do not rush to sell your ship and change to a tartan, but simply seize some fort, and then talk to its governor or (where he is not) with the Dear Sir, it is important walking down the street !!!

2. And this applies to the seizure of the fort itself !!! You just have to go to the very wall of the fort, and then calmly, unhurriedly gouge this fort to hell, but in no case swim away from its wall, otherwise - an ass !!! It would also be nice to have a decent level of fencing and a team of more than 150, although professionals can get by with 100 !!! And then you can get your long-suffering 20,000 experience and 1000 more for each weapon !!!

Good luck, dear, you are my corsairs !!!

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You can greatly speed up the movement of Nicholas in the colonies in a simple way... Assign the "acceleration" command in the default control settings with the key. You will run around like crazy (and everyone around, of course, too).

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It's no secret that corsairs are a glitchy game, in particular, when storming colonies, the computer does not remember whether you gouged the gun or not, therefore, endless exp, but they give too little for one gun. how to make the process faster? After the merge of the fort (20000exp), you need to do Save / Load, the fort will stand, but it will not shoot (there are no guns), it is enough to shoot at it 1 time and again (20000) this will continue until the entire garrison is merged, i.e. very very long.

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Ha! I found a very interesting joke. Suppose you are on the high seas, and you are attacked by a very strong and terrible ship. Well, the question arises clear and understandable: "What to do !?". Well, for starters, try to board him. And if you succeed, at the moment when your and someone else's ship dock, make a quick save. Load the recording. And will, no need to fight - this ship is now on your side. What do you think about this?

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I play for England and accidentally find a joke ... There is such an eccentric Ronald the Lawyer on El Cayman who asks to take a black mark to someone there (on the pirate islands), and then help him in the battle against this someone (I don’t remember how his name is). Of course, I took the black mark and helped him in the battle, and then for a long time forgot that I had to go after the battle and talk to him in order to gain experience and all that ... After a few years I sail to El Caymano, I see this Lawyer, I remember what was the matter and bazaar with him, I get 2000 experience and 3 reputations ... Then I think ... I'll play the dike one more time ... And I get 2000 more experience and 3 reputations ... And then another ... More. .. So until you get bored ... Bark until you drop ... I'm not sure what will work again because I did not check the second time, maybe a one-time glitch, I don’t know ...

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When you are attacked, press "yes" and enter twice and you are on the map again. This fenya operates on version 1.0.

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If you do not want to pay your team, then anchor until the 1st (from the 29th to the 1st).

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I offer a very easy but long lasting way to make money. 1) Buy coffee in Highrok (preferably a lot) 2) Sail to the Dead Island 3) Sell coffee on the Dead Island. So, do it until you get bored

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During the game, press ~ and enter the codes:

Map - the whole map is open
God-indestructibility
All ships - all ship classes are available
Money-gives 100,000,000,000 gold
People-gives 1000 people
Reputation-maximum reputation always
Squadron - Adds a squadron of 7 ships
Reloading guns are always loaded
Skills - all skills at the maximum level

After entering the codes, press Enter.

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All cheats work only at sea. To enter the code, you need to start - and then enter the code. Enter the code with a complete phrase with spaces.

HAVE LIVE - complete repair of the ship, the whole crew, repair of the sails (if there is sailcloth)
GET ME - increase in damage from each core released by the player by 100 times
NOW I FLYING - allow decoupling of the camera from the ship (view of the ship from the side)
FIRE FROM CAMERA - shoot from the camera with the key
TELEPORT - allow teleporting the ship to the place of the camera
MAKE SCREEN SHOTS - prohibit damage from kernels
EXPU MNE - very, very, very, very many experiences !!!
DENEG - money

I offer a very easy way to make money.
1) buy bombs as much as you can
2) Sail to El Caymano (fortunately there is no fort).
3) save before talking to the merchant.
4) if the price suits you, sell everything, if not, download and try again.
5) DO NOT HURRY TO LEAVE! now talk to the merchant again (pay attention to the price of bombs) it dropped for me if I sold more than 1000 pieces.

If you talk to a priest on the Dead Island, then he (the priest) for 100 gold will raise your reputation by +1

I recommend hiring a first mate. I met this one in one of the taverns and hired him for 1000 gold a month. At first glance, this amount may seem too large, but having your ship in command has many advantages. When you board an enemy ship, you can take it as a "prize ship". It will be managed by your first mate. The class of the ship can be 2 and 3 classes. He will follow you everywhere and take part in battles. When you enter the Shipyard, you can do whatever you want with the "prize ship": repair or sell.

If you play as the Spaniards, you can capture Manovar. We sail to Shark Island, there in the tavern you will find a man named Hugo Sawmill - talk to him, he will tell you that he is tired of piracy, and he wants to go to the service of the Spaniards, in this we will help him. Then we sail to Isla Ballena and go to the governor. If we have a reputation as a Good matey, he will grant a patent to the pirate. We swim back and tell the pirate that he was hired - he gives 1000 gold. We return to Isla Balelena and ask the governor about Hugo, he says that Hugo is a cool soldier, and that he is now in the tavern. We go to the tavern - in a conversation with Hugo we must answer him with a phrase under the second number - we learn that recently during the battle the French "Manovar" was badly damaged, and now it is being repaired near the island of Chaktcha. We are heading there.

The best way to make money.
Necessary:
1) Fencing skill - not lower than the fifth, the more - the better
2) Initial capital (for repairs, for wages)
3) The ship "Shnyava" (may suit another ship of the 5th class, but this is the best!)
4) First mate (optional, but he is responsible for 2/3 of the profit)
We will sail to the pirate islands. They are located in the southwest of the English.
There on the shore you can find yourself a first mate. Then get off the land. If there is a 4th class pirate ship in the port, attack it and board it, if not, go ashore and go out to sea again. When attacking the ship, try not to damage it - attack with buckshot, and, if spinning, with clippers. If you did everything right, you get a prize of around 10,000. If you have saved enough people, you can take the prize ship and sell it on the pirate island (just sell the supplies from it first, or the new owner of the ship will take them for himself). If there are not enough people, or there is no first mate, load all the supplies from the captured ship (there should be a lot of them - I repeat, pirates are rich near the pirate islands). As a result, for one such maneuver, you will receive a lot of money - from 20,000 to 100,000 !! And considering that all

If you want to play as pirates, then you first need to become a member of the Coastal Brotherhood. It is worth noting that up to a certain point you can combine the passage of the game Corsairs: Curse of the Distant Seas, fighting on one side or the other. After you find yourself on the island of Skalshorz, then find Olaf Ohlsson there. After talking with him, you will receive an offer for membership in the Brotherhood. Be sure to accept it.

Travel to Ded Island and find Eugene Huxter, the Jewelcrafter. As soon as you give him the medallion, he will recognize it and tell you that the jewelry was created by a certain Malcolm Sharp. This man was once a famous corsair.

Then you can find Ohlsson and ask him about his father. It turns out that Sharpe was a member of his team, but then mysteriously disappeared. However, you can still find out about his fate from the surviving members of the team: One-Legged Berquist and Mauritio Kammentat. I advise you to first sail to the island of Gray Sales to chat with the first character there.

As soon as you find him, he will tell you that the Emerald Cargo was robbed by Sharpe, which he also hid well. However, he knows nothing more about him. Then head to Costa Sinistra to find Mauritius. But he will be taciturn. Until you do his bidding, he flatly refuses to speak. Agree and deliver the letter to Marquez Avido, who is located in Grand Avilia.

After in the passage of Corsairs: Curse of the Distant Seas, deliver the letter to the addressee, you will immediately receive the wine, which must be delivered to Camentata. Do that, too, and then listen to the Sharpe story. He will also offer you half of the map of the island where the pirate hid his treasures. But for this you have to part with 1000 gold.

Return to Olsson and share the latest news. He will advise you to go to Gray Sales and talk to Desmond Beltrop there. Do so, but I'll tell you right away that the leader of the corsairs will not be very welcoming to you. After talking, go to Olsson again and report on the situation. Now you will receive the next task, which is to sink the caravel "San Miguel", sailing near Grand Avilia. After the ship is defeated, you need to go to Tell Kerrat to report what has been done to Marcus, who will pay you.

I also advise you to ask Ohlsson about the card that Kammentat gave you. He will say that it will come in handy, but you cannot talk about it to Beltrop head-on, because he can immediately kill you. After you find yourself at Marcus to report to him on what has been done, you will learn that he is a counterfeiter. Now in the passage of the game Corsairs: Curse of the Distant Seas, you can offer him to fake a duplicate card. For this you will have to part with 2,000 gold. Only then can you go to Beltorop. In conversation with him, mention the map, instead of talking about your father. You can now become his friend or start threatening him.

It is worth noting that you can now go through a few more additional quests:

1) In a tavern located on Shark Island, find a pirate named James Callow. From a conversation with him, you learn that he took from an Indian priest some idol that brings only misfortune. He constantly throws it out, but this thing mysteriously returns to him. He will ask you to help him get rid of this sculpture. You can agree and take it as a gift to Beltrop. It is worth noting that the pirate will accept your gift if the reputation is at least 7. Otherwise, he will refuse you and there is nothing you can do about it.

You can still try to donate the sculpture to Montferrat, who serves as governor of Isle d'Orange. He will gladly accept your gift, then you can return to James. In the further passage of the game Corsairs: Curse of the Distant Seas, he can join you as an ally or simply reward 2000 gold.

2) Find the pirate Hugo Lambermill in the tavern on Shark Island. A conversation with him will take place only if you have a Spanish patent. He will tell you that he is tired of his life and will ask you to get a patent for him. Agree and go to Governor Guilbertus de Muntral to issue a patent to the old corsair. It is worth noting that if your reputation is lower than Good Matey, he will refuse you. You can then return to the pirate and give the patent to find out that near Chaktcha there is a damaged manowar belonging to the French. It is very easy to board it. After a while, return to the governor and inquire about the fate of the pirate. He made an excellent soldier, so your reputation will increase.

3) Head to the tavern located on the island of El Caymano and talk to Octavie Lambrini. After you tell him that you are the son of Malcolm Sharpe, he will propose a joint business. The fact is that he needs to use your hands to remove Officer Arcadio La Damba, serving on Isle Ballen. He does not take bribes and therefore the smugglers cannot get there. For completing this assignment in the passage of the game Corsairs: Curse of the Distant Seas, you will be offered 3000 gold. Be sure to agree and start your journey to the island.

Arcadio la Damba you can find in the tavern. After chatting with him, you can act in two ways:
- just to fulfill the request of the smuggler Lambrini;
- or, ashamed of the captain, arrange a trap for him (by the way, you can get 2000 gold for this).

If you just kill the captain, then sail around the Isle of Ballena to overtake the brig la Damba. After you sink it, you can return to the smuggler for payment. And if you decide to set a trap for Lambrini, then you will also need to come to him and report on the successfully completed assignment. He will certainly go to Isla Ballena and be killed.

Continue playing Corsairs: Curse of the Distant Seas and return to the captain for a reward. But in this case, beware of the sons of Lambrini, who will attack you near the island of El Caymano.

Now go to the tavern on Gray Sales and find Anna Forge there. From her you will learn that her dad was Beltrop good friend and was a baron. But when the pirate became a member of the group that was planning a conspiracy against the king, he invited her father to participate in this. He refused and tried to change his side of Beltrop. After that, her father surrendered the corsair and he was expelled from the island.

After 5 years, he returned to England and became the leader of the pirates, went to Anna's estate and burned it to the ground. He only kept Anna alive and loaded onto his ship. Now the girl has the right to leave his residence only once a year. Even when the girl's brother, who serves as the captain of the English fleet, ran into one of those close to the corsair in a tavern, he tried to convince him to give the girl up. However, he did not agree and killed him.

Then, in the passage of the game Corsairs: Curse of the Distant Seas, you will learn that the pirate has the other half of Captain Sharpe's treasure map. You will certainly agree to destroy the murderer of Anna's brother, because in return she must steal the card from Beltrop. It is worth noting that her brother's killer is a corsair who calls himself Juan. It is located near Isle d'Orange. Move quickly there and sink his ship "Aspirare". Try not to get involved in a fight with the French, quickly return to Anna.

After you tell her that you killed the pirate, she will give you the other half of the card. She will also tell you that she is going to kill Beltrop. You shouldn't let her do this, because Anna will die. You'd better promise to help her with this a little later.

As soon as you find One-Legged Berquist and ask him about Beltrop to find out about his mistrust. Then you can open the maps and head to Tellak Island. It is worth noting that the cave in which the Emerald Cargo is hidden can be entered in a place that resembles horns. When you find the treasure, rummage in it and take out Sharpe's diary to read about his intentions to create a new state in the archipelago, which will not obey anyone, and its inhabitants will be free.

In the further passage of the game Corsairs: Curse of the Distant Seas, you need to beware of Beltrop, who is looking for you everywhere. It is not necessary to enter into a battle with him near Tellak, it is better to let his ship go to the bottom near Gray Sales. As soon as you do this, you can return to Ohlsson and find out that after the death of the corsair it became very difficult to defend the island of Skalshorz. However, you need to persuade Ohlsson to start creating a new republic. Sooner or later, you will get his consent, only on the condition that you first protect Skalshores from the French. He will give you a new ship for this. Agree.

Then go to Isle d'Orange and go to the tavern, in which you need to find a drunk Frenchman. Talk to him and find out that French Superintendent Aymery Dorillac is now on an inspection on the island of Omori, he will also capture Skalshorz. Start your journey to Omori and talk to the officer, offer him a bribe. Sooner or later he will agree, you can be calm about the French, which cannot be said about the British, who also coveted the island.

Now in the passage of the game Corsairs: Curse of the Distant Seas, you will need to go to Highrok and go to the tavern to chat with its owner. After you find out that slaves were brought to the island a few days ago, head to Jeremy McMellon and talk to him too. Tell us about the republic you want to build so that he joins you. Then return to Olsson and report back to him on the progress.

From him you will learn that on Gray Sales now the pirate Felipe is at the head of the corsairs, he is also called the Butcher. He wants you to talk to him. Once you get to know the corsair, tell me about the new republic you want to build. He will approve of your intentions. He will also tell you that three Spanish ships will soon arrive at Skalshores to capture it. You need to prevent this from happening. I advise you to go to Gray Sales and let them go to the bottom with the help of the Butcher. It is worth noting that after you finish the fight, he will become your reliable ally.

Continue through Corsairs: Curse of the Distant Seas and crash the enemy ships, then head towards McMellon. He will tell you that on the island of Highrok everyone has been ready to rebel for a long time, only weapons and money are missing. We'll have to part with 3000 gold. You will also learn that there are three British ships near the Dead Island. You need to sink them, because otherwise they will not allow the riot to take place. Try to get to the Dead Island as quickly as possible and defeat the British.

Then return to Ohlsson to receive your reward. He will also tell you that he wants to leave the archipelago for Europe. He dreams of buying a small tavern to live in peace and quiet. He will appoint you to his position. After you say goodbye to him, you need to go to Shark Island. After disembarking, go to the tavern and talk to its owner. He will give you a message from Jeremy McMellon, from which you will learn that the riot on Highrok has not yet taken place. The reason is that Spanish ships are gathering near Isla Ballen to attack the island.

Cheat codes

If you have a desire to play for Spain, then to switch to this storyline you need to accumulate 5,000 gold and get to Shark Island. Then land and find an agent on the island in order to buy a fake pirate certificate from him. After you have it in your hands, go to the colony of Grand Avilia and find Riccardo Ferrera de Mercadala there, from whom you can get a real Spanish certificate.

In the further passage of the game Corsairs: Curse of the Distant Seas, he will instruct you to deliver an urgent letter intended for the second Spanish mayor Guilabertus da Muntral. It can be found on Isla Ballena. Open the map and find him to set off on the right path.

After you deliver the message to the addressee, you will receive a reward in the amount of 1000 gold coins. You can go to the island's tavern. Approach its owner and learn about the brave corsair haunted by local merchants. Then return to the mayor and agree to complete this task, which is to catch François Jovignon. Open the map and start your journey.

As soon as you see Olaf Ohlsen, go to inquire about the corsair Jovignon. It turns out that he appeared relatively recently in this area, but immediately refused to become a member of the Coastal Brotherhood. For this reason, he was expelled from the island. There are rumors that his ship is now near Aliando. Open the map and move there.

Now in the passage of Corsairs: Curse of the Distant Seas, you will meet a pirate ship that must be sunk. Do not hesitate for a long time, but do it. Then you can return to De Mercadal and tell him that you have eliminated the pirate annoying the merchants. But it turns out that you killed the wrong person, and Jovignon is now actively engaged in an attack on the Spanish colony of El Caymano. Now you get the next task, which is to defend this colony. Agree and open the map to start your journey.

As soon as you find yourself on the banks of El Caymano, immediately head to the tavern and meet its owner. It turns out that the evil corsair seized the island and sailed away, having received a substantial sum for him. Everyone is now waiting for some stranger who, for 1000 gold, promises to reveal the whole truth about Jovignon's whereabouts. Wait for it and pay to get reliable information.

Now it turns out that the evil pirate made a deal with Ohlsson, who granted him refuge on Shark Island.

Continue through Corsairs: Curse of the Distant Seas and return to Shark Island. Find Ohlsson there and accuse him of conspiring with Jovignon. It is worth noting that the fight will not take place now. He will tell you that the stranger who gave you this information for 1000 gold coins is the evil Jovignon himself. However, Ohlsson will now tell you that this corsair did establish a base near the island of Aliando. He will also want to go there with you.

Open the map and start your journey. After sinking the corsair's ship, return to Ricard Ferrrer and receive a reward for your efforts. After he fulfills his promise, he will direct you to Skalshores to meet with Jose Lopez. This man is an informant for the Spanish government, and now he has important information in his hands. I advise you to continue the passage of Corsairs: Curse of the Distant Seas and go to the island of Gray Sales.

After you find the informant, he will tell you that English subjects intend to attack the Isla Ballen colony. You need to pass this information on to Isla Ballen as soon as possible. After it reaches the addressee, he will give you a task, which is to protect the island. It is worth noting that Fort Ballena can come to your aid in completing this mission. Also, this person will tell you that he received a message, which says that Riccardo De Mercadal wants to see Captain Sharp. First, repulse the attack of opponents and defend the island.

It is worth noting that in the passage of the game Corsairs: Curse of the Distant Seas, you can complete several side quests:

1) Head to the tavern located on the island of Grande Avilia to find Ignacio. This man is a Spanish clergyman who must travel to Scalshores. He needs this in order to try to impose the will of the church on the corsairs. After you take him to this island, you will gain some experience and your reputation will increase.

2) Once the priest is delivered to the island, return to Shark Island and go to the tavern. Come and chat with its owner, who will tell you that Father Ignacio succeeded in introducing pirates to the church. They even decided to start restoring an old church located on this island. However, this requires old map colonies. It is worth noting that it can be obtained from one of the governors of France.

Don't wait, go to the residence of Nicholas Montferrat. He will confirm that he has the card, but he will not give it to you just like that. To do this, you need to get him a native little thing. Open the map and head to Tell Kerrat. Go ashore and find a man there by the name of Gallien Brassu. He has an antique dagger that can be purchased for 300 gold coins. Once he is in your hands, continue playing Corsairs: Curse of the Distant Seas and return to Montferrat to hand him the thing. After the card is in your hands, you can deliver it to Thomas Barkhead. This will give you an additional 500 experience points and a reputation boost.

3) Go to the Spanish island of Isla Ballena and find a woman on its streets who calls herself Catalina. Chat with her to get the task, which is to find out the details of the incident with her beloved. His name is Carlos Esperanza. He was once a member of one of the punitive expeditions against pirates.

Now in the passage of Corsairs: Curse of the Distant Seas, you should go to the governor and find out the details of this expedition. However, don't ask specifically about the right person. So you will find out that the expedition went missing near the island of Inachetla. Details have not yet been clarified. Head to the tavern and talk to the innkeeper to find out that the whole group was flooded near Inachetla by pirates. Those soldiers who survived were sent to a slave market on the Scalshore Islands. Open the map immediately and begin your journey to the island of Inachetle.

Approaching him, you will see the corsair ship, which they took away from the expedition. You can let him go to the bottom and return to the governor to report everything to him. Then he will give you a well-deserved reward in the amount of 1000 gold. Continue playing Corsairs: Curse of the Distant Seas and travel to Gray Sales. Find the slave trader Raimundo there and talk to him to find out that Carlos escaped from captivity. Head to Omori Island and find this character there. After you talk to Carlos, you can return to Carolina and tell her that her lover is alive and well.

Then you will see the English citizen Bartholomew Ulster. Talk to him. After a while, he will ask you about some Karl, with whom you are unfamiliar. Head to the tavern and talk to this easy-going girl. After you tell her that Bartholomew Ulster is looking for her, she will get worried. Head to Muntral to learn from him that Ulster has been killed. After the mayor will instruct you to investigate this crime.

Go out into the city streets and find Jaime Zingermann there. This person is the only male who did not have fun with Karla. When you talk to him, it turns out that the whore was engaged in black magic. Continue through Corsairs: Curse of the Distant Seas and head to Arno Manlui to threaten him. After that, he will tell you where Karla is. She sailed with the captain of the ship, Miguel Kenda, and then fled off the coast of the island of Grand Avilia. Go there and find a woman. Then grab her and accuse her of being a witch.

Then you should go to the mayor's residence and find the inquisitor opposite it, to whom you can turn over to Karl. She will be burned by the fire of the Inquisition. Then you can return to Muntral to pick up a good cash reward. However, you can let the girl go in order to get 5000 experience points for this benefit, it's up to you.

4) Go to the tavern located in Grand Avilia and talk to its owner, whose name is Salvador Engano. He will certainly ask you to get rid of the smugglers who deliver cheaper rum to his main competitor. The reward that can be obtained for completing this task is 1000 gold coins. You just need to go out to sea and find the Wiesel barque there, sink it or board it. Then return to Engano for the promised reward.

5) As soon as you sink the ship with the corsair François Jovignon on board, you can meet a merchant named Teodoro Alameda on the streets of the island of Grande Avilia. He will ask you to escort his ship to Costa Sinistra for 2000 gold. Agree to complete this quest in Corsairs: Curse of the Distant Seas to earn some extra money.

6) It is worth noting that if the level of your reputation is on Good Matey, then when you approach Valdrio Garcia, the owner of one of the shops on the Costa Sinistra, he will ask you to transport 50 quintals of tea tree to a certain Simon Benenkas, who owns one of the shops located on Isla Ballena. The amount of the reward is 2000 gold coins. Complete this task and top up your balance.

Now you need to return to Grand Avilia and approach Don Riccardo, who will offer to capture the English colony of Ded Island for 5,000 gold. Agree and complete this mission brilliantly. Then you can return to Don Ricard and get another task, which is to launch two new English ships to the bottom, which is this moment are located near the island of Itkal. You definitely need to destroy them while they are being restored, otherwise it will be impossible.

In the further passage of the game Corsairs: Curse of the Distant Seas, after completing this mission, you can return to Mercadal for a reward. In addition to money, he will give you the title of the Spanish grandee and admiral of the Spanish fleet. Then he will talk a little about the political situation. It turns out that France and England have entered into an alliance against Spain. There are rumors that the enemies are planning to attack one of the Spanish colonies, but which one is still unknown. As soon as you know the details, you will definitely need to return to De Mercadal and talk about everything.

Then you can go to the tavern and talk to its owner Salvador Engano. He will tell you that his brother's ship was recently seized by the French. It is now under restoration near El Caymano. Start your journey to this colony, and as soon as you are there, go to the tavern. In it you need to find Robert Engano and talk to him. At the end of the conversation, he will give you the documents that you need to hand over to Don Riccardo, who is waiting for you in Grand Avilia. It is worth noting that among these papers will be the plan for the siege of Islay Ballen.

Now in the passage of Corsairs: Curse of the Distant Seas, you will receive a task, which consists in attacking enemy ships yourself, without waiting for their attack. Travel to Tell Kerrat Island in Don Riccardo's Warship. The battle will be tough, but you need to make every effort to ensure that victory is on your side. After the last of the ships goes to the bottom, you will receive the next task - to seize the colony of Isle dOrange, and then do the same with Highrock and Belflor.

When you capture the last island, you can return to don Riccardo and talk about your successes. Now you will learn that the corsairs do not give life to merchant ships. Then you will be given another order, which is to convey to Olaf Ohlsson, who is on Shark Island, Don Riccardo's ultimatum. Since Olaf has authority with the Coastal Brotherhood, the latter hopes that he will not resist and surrender without a fight.

As soon as you cross the vicinity of Shark Island, you will be attacked by pirates. Sink their ships and head towards Ulsson to deliver him an ultimatum. After he is in his hands, he will agree to the demands put forward. Continue playing Corsairs: Curse of the Seas Distant and return to Don Riccardo to report it.

Now you will be given a new task - to capture the Tendales colony, which is under English patronage. Agree and complete this mission, so go to Riccardo again and get a well-deserved reward. He will also appoint you Viceroy of the archipelago.

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1630 ... In this turbulent time, the captains of the ships that plowed the expanses of the Atlantic, quite easily changed their flag, switching to service from one monarch to another. The game has four main storylines and a ton of side quests.

Nicholas Sharpe will have the opportunity to serve England, France and Spain, or choose the dangerous path of one of the members of the "coastal brotherhood" - while in the course of the game we can easily move from one storyline to another. This walkthrough provides tips for those who want to complete the game as quickly as possible, without being distracted by trade and sea battles, which can be avoided in one way or another. Nonetheless, both are great ways to expand your squadron and strengthen its armaments - actions absolutely necessary for those who want to create a military force that any adversary will reckon with.

But we were a little distracted ... So, the Spanish captivity and flight from the plantation were left behind. There is a pink moored at the pier of the main British colony of Highrock, with us forty crewmen, there is some ammunition. Life is full of new hopes, the main one of which is to obtain a corsair's patent ...

We start the game at the city gates of the English colony of Highrock. In order to enter the service of the King of England, we need to obtain a corsair patent from Governor Samuel Mortons. His residence is on the other side of the city. Having taken away the patent, you need to contact the governor again in order to get the first task. We will be instructed to take the letter to Sir John Clifford Breen, Governor of the second English colony in the archipelago. There is nothing secret in this letter, but we must deliver it intact, without opening the seal. The reward for successfully completing this quest will be 500 gold. The island on which the colony is located is called Tendales - when you issue a task, it appears on the map.

On the way to the city gates, it is worth stopping by the tavern. Traders, captains and officers of the ships docked on the Highrok pier spend their free time there. Someone Christopher Clayston, an English officer, is purposefully pumping rum at the table to the left of the entrance. He has already crossed the line beyond which alcohol unties a person's tongue, and for an extra mug he is ready to tell us a "state secret". Two frigates recently arrived from England to fight pirates. They underwent rearmament, and Christopher was assigned to one of them. However, according to him, it turns out that these frigates are floating debris and are almost falling apart from dilapidation. At the next table sits Julius Ironcast, a gunner who has lost his sight in battle. He dreams of going to sea and can become a worthy member of our team - after all, his experience is worth a dozen pairs of the most vigilant young eyes. His services will cost us 200 gold a month, and 600 coins will have to be laid out immediately as a deposit. Finally, at the table on the right sits Pete Dalton, a former apprentice of the local gunsmith. It's not so easy to get this guy to talk - but in the end he tells us a story that some unknown people tried to drive his former owner from the island. Shortly after speaking with them, the gunsmith's son was killed in a street fight, and the master left Hirok, fearing for his life. The new owner kicked out Pete, and now the guy is scared and dreams only of how to get to Tendales Island and find work there. Perhaps we should offer him our help - in addition to the usual human humanism, this should have a good effect on our reputation.

Well, it is worth stopping by Governor Mortons and trying to ask him about these mysterious frigates. But, contrary to expectations, after the very first question, his Excellency comes into a state of strong anger and simply points us to the door, not forgetting to promise at the same time serious troubles to poor Clayston for his drunken chatter. It looks like now we really need to go sailing. However, having met on the streets of the city a native of Russia Gavrila Dubinin, we can part with another four hundred gold coins and acquire a boatswain. But, one way or another, soon we leave the port of Highrock and go to Tendales Island.

The journey promises to be relatively calm - pirates, and even more so the Spaniards, are not often met in this region. Upon arrival on the island, we go to the residence of the governor of Brin and give him a letter. After the presentation of the well-deserved award, he informs us that Samuel Mortons is far from the best leader, and an example of this is the plight of the small English colony of Grandfather Island, where a real famine began due to crop failure. Brin offers us to deliver a cargo of wheat to the island and thereby alleviate the situation of the colonists. You can refuse this task, but ... is there any point? One of the characters we need is located on Grandfather Island, and we still have to sail there, besides, because of the refusal, our reputation will fall. At the same time, you can get a very good fee for the delivery of cargo - 2000 gold. We agree and, having loaded 150 English quintals of selected wheat into the hold, we go to Grandfather Island - a new island that appeared on the map at the time we received the assignment.

Upon arrival at the site, we need to hand over the cargo to the owner of the local tavern. He is overjoyed that Governor Brin remembers their troubles - moreover, the innkeeper is even ready to reward us for our labors. Since all the gold on the island went to buy food, as a reward we are offered to take some linen, which is quite suitable for sale. By agreeing to this offer, we lose one point of reputation - in the end, the governor promised us a generous payment for this trip, and it is not good to cash in on someone else's misfortune. In the same tavern we meet with the English officer David Murray. History repeats itself, but on the contrary: he is ready to treat us to a drink if we agree to listen to his story. Like Christopher Clayston, he was assigned to one of these two ill-fated frigates, moreover, he even managed to be in one of the battles. Murray was the senior cannoneer, and he saw with his own eyes how, at the first salvo at a pirate ship, the frigate's starboard literally fell off. Our interlocutor turned out to be the only one who managed to escape from the quickly sunken ship, but the memories of what he experienced, it seems, will not soon be smoothed out in his memory. After this conversation, we can hire Murray as a gunner - he will serve with us for 350 gold coins, and the first month is ready to work for free.

Returning to Tendales Island, we receive the promised 2000 gold from the Governor of Brin, after which we go to Highrok for a new assignment. This time Samuel Mortons offers us 2000 for escorting the Bristol pinnacle on the way to Tendales Island. We cannot refuse this mission, although it is fraught with a trap: near Tendales, we are attacked by the pirate Edwin, nicknamed the Cuttlefish. The battle promises to be not too difficult: Edwin's ship maneuvers rather sluggishly near the island and clearly does not seek to suppress us with its firepower. Do not forget that we now have a pinnacle "Bristol" at our disposal. Having given his captain the order to attack the enemy, we complete what we have begun with several accurate volleys. As Edwin's ship sinks smoothly to the bottom, we learn that the pirate was ordered to kill us, and this order was given by someone named Beltrop. Somewhere in the depths of my soul, there is a desire to get to know this Beltrop better ... and the sooner the better.

We meet with the captain of the Bristol Lemuelle Humm at the Tendales tavern. He gives us the payment of 2,000 gold promised by Mortons and tells us that the only cargo that he delivered to Tendales were fifty strong guys of frankly gangster appearance. Perhaps it would not be superfluous to drop by Governor Brin and tell him this news. After that, we can return to Highrok with a clear conscience.

It's time to complete a couple of additional quests. To begin with, we have to find a man in a dark blue jacket of a scientist on the streets of Highrok. His name is Albrecht Zalpfer. In a conversation with him, one should avoid questions about a new era in navigation and a new invention of a scientist. Zalpfer tells us that he worked for Alexander Bishop until he fired him. Now the inventor dreams of getting to Tendales and finding work there. Looks like a good deal is pecking. We offer Zalpfer the ship's carpenter job, promising to deliver him to Tendales in return. He happily agrees, and we get a high-class worker for free, who will remain with us on the ship until we are going to visit Governor Brin's property. Looking ahead, it should be said that, once on Tendales, Zalpfer will immediately leave our ship, and we will get some experience in return. But this is not the end of the story. Having found Zalpfer on the streets of Tendales, we, as an old friend, talk to him again - and as a result, the scientist gives us the blueprints of his new invention. Bertram Michelson, the owner of the local shipyard, will gladly buy them, and we will become richer by 1,500 gold.

Let's digress for a while. Returning to the city gates of Highrok, we learn that one of the guards, Billy, is unbearably difficult to stand at the post, unable to wet his throat with a couple of sips of good wine. Can we help the guy? To do this, we will have to look into the tavern. Its owner, Jeremy Wyndham, will gladly give us a bottle of local sour for a quite extortionate price of 1 gold. Filled with a sense of legitimate pride in our own nobility, we take the bottle to the soldier and, decisively giving up money, we receive in return an increase in reputation and 250 experience points. But that's not all. Billy's comrade on the right, Frederick, is also thirsty. True, he prefers wine to rum, but he saw how we brought a bottle to his partner and ... in a word, could Captain Nicholas do another noble deed? Of course, what a question. We return to the tavern and buy a bottle of rum from the skvaliga owner. Having given it to Frederick, we feel a little guilty for soldering the sentries of the English army, but the increase in reputation and experience received as a reward more than compensates for all the moral torment.

Returning to the main storyline, we go to the governor. This time Sir Mortons invites us to inspect the surroundings of the tiny island of Itkal, explaining that in Lately Spanish ships were seen there. We can agree to this expedition or refuse, citing the fact that our ship is too weak to fight the Spaniards. On the way to the city gates, you should pay attention to a very colorful stranger, confidently pacing the streets of Highrok. Strange, he knows our name. A messenger from a certain Olaf Ohlsson invites us to visit a pirate colony on Shark Island, after which he flatly refuses to answer any questions. Well, curiosity is not a vice, and we will definitely look there ... in due time. In the meantime, if we have already decided on the first battle with the Spaniards, we should thoroughly stock up on ammunition. By the standards of the beginning of the game, the battle is going to be quite serious, and the journey to Itkal itself does not at all promise to be a pleasure trip - there are quite a lot of pirate ships in this region. Near the island, the shnyava "Tonina", sailing under the Spanish flag, is waiting for us - a ship powerful and maneuverable enough to become a serious enemy in the upcoming battle. However, sooner or later we are simply obliged to let it go to the bottom. After that, you need to look into the city and talk to John Bartons, the owner of the only local establishment - a small store. He will tell you that the Spaniards captured and plundered Itkal, not protected by a fort. The robbery lasted two days, and as a result, only a few of the townspeople managed to survive. It's a shame we can't sink Tonina again. But there’s nothing to do — we’ll have to go back to Highrock and give Governor Mortons such uncomfortable news. Actually, reporting on the results of our intelligence, we can tell the truth about the plunder of Itkal ... but we can also lie, depicting our great victory over the Spaniards and the salvation of the doomed city. In the first case, we have to take all the blame on ourselves and humbly agree when Mortons accuses us of slowness and incompetence. If you start to object to him, he will expel Nicholas from his residence, and England will become hostile to us. If we lie, the result will not be better - the truth will be revealed already at the next visit to Mortons, and we will still lose our English corsair's patent, gaining ourselves another powerful enemy. Therefore, if we wish to continue to follow this storyline, the only correct decision would be to humbly agree with all the accusations and resignedly leave the residence of the angry governor.

Now is the time to leave Highrock for a while and go on a friendly visit to Shark Island. Olaf Ohlsson, the leader of the pirate colony, we can find in the tavern. He invites us to become a member of the "coastal fraternity" - this is a good opportunity to move on to another storyline of the game. But for now, we are still fighting on the side of England. However, there is still some benefit from this visit. After telling Ohlsson about Edwin "The Cuttlefish" attack and the cryptic note, we get advice to speak to Beltrop's former first mate, Peter Ordo. The problem is that Ohlsson has no idea where to find him right now. However, you can find out about this from Munito Hernando, the owner of the store on Gray Sales (this island is located northeast of Shark Island). For just 50 gold, this guy will happily inform us that Ordo has gone to see some of the English governors, who, oddly enough, is an old friend of his.

Well, it looks like it's time to visit our old friends the governors. Mortons makes it very unkindly that he does not know and does not want to know any of the pirates in general and Peter Ordo in particular; on the other hand, Brin quite willingly tells us that Ordo was with him a few days ago and, having advised him to leave Tendales for a while, went to the island of Tel Kerrat. It seems that now we will have to follow him.

# seadogs011.bmp Tel Kerrat Island is located in the eastern part of the map. It belongs to the French, but the city is not protected by a fort, we can enter it without hindrance. From the very beginning, we are in for a terrible disappointment: we do not know what Ordo looks like. However, this is easy to fix. After talking with the owner of a local store, we learn that Beltrop's former first mate has indeed arrived in Tel Kerrat, and he has a habit of wearing a yellow headscarf on his head. We go out into the streets and - here is good luck! - Peter Ordo himself is striding towards us. After talking with him, we learn that Beltrop is planning a raid on Tendales, and in this he is helped by someone from the British. Ordo himself, having warned Brin about the danger, hopes to sit out the mess with the French in Tel Kerrat. However, in his life there is still one serious problem: his beloved girlfriend, Alicia Gardener, is now in Gray Sales, and Ordo desperately needs the help of a person who could help her escape from there. Our candidacy is just right. In return, Ordo promises to become our loyal friend and ally - a proposal that is not useless for us either. Resolved: We return to Gray Sales for Alicia Gardener.

Returning to Gray Sales, we find Alicia Gardener on the streets of the pirate town. The girl happily agrees to run with us, but Beltrop is not at all going to part with his prey so easily. Off the coast of Gray Sales, a frigate under the command of Peter Glantz is prowling, the main task of which has recently been to capture a certain Nicholas Sharpe, a corsair in the service of England. Fighting a frigate is a rather thankless task, and you can simply dodge the battle - but in this case Glantz will attack us every time we find ourselves near Gray Sales.

We need to get Alicia to Tel Kerrat to Peter Ordo. He honestly fulfills the terms of the agreement and, together with his ship, joins our squadron. While fleeing with Gray Sales, Alicia stole a box of documents from Beltrop's cabin, among which Ordo found a very curious letter. An unknown author informed Beltrop that all preparations for the assault on Tendales had been completed and that he could begin the operation. The place of gathering of the pirate fleet was designated the uninhabited island of Chaktcha. Instead of a signature on the letter, there was an English official seal. Mortons! Fearing for his career, he seriously decided to get rid of the young and energetic Governor Tendales. It was for this purpose that two dilapidated frigates were discharged from England, which would be absolutely helpless against Beltrop's squadron, but on the island itself the rebellion had to be supported by those very fifty thugs from Bristol. Brin must be warned of the impending attack. We're going to Tandales.

But warning about the danger is only half the battle; you still need to somehow eliminate its source. Breen says he doesn't have the authority to arrest Mortons, but luckily there is now the Royal Examiner for the Colonies, Admiral Alexander Gritston, on the island. He can order the arrest of Mortons, if, of course, we can prove his guilt. Brin writes a letter to the admiral, and we must deliver it to Highrok. It is worth talking to Brin again, and then he will tell us about the mysterious disappearance of ships on the way between Highrock and Tendales. Everything indicates that in these waters some pirate began to wield, with cunning and arrogance surpassing many members of the coastal brotherhood. But the governor has no exact information about him, and he advises us to talk to the regulars of the tavern. So, perhaps, we will do it. According to innkeeper Thomas Hancock, a pirate named Ropflake recently hijacked a merchant ship belonging to a certain Marcus. Marcus was captured along with the ship, but by some miracle he managed to escape from captivity and get to Tendales, where Hancock sheltered him. But the guy's business is still bad - during the journey from bad water and food, some kind of illness happened to him, which is about to finish him off. But since we're going to Highrok anyway, it's worth trying to get such a helpful witness back on its feet.

Alexander Gritston meets us at the Governor's House. Fortunately, Mortons is absent, and we are handing over Brin's letter to the admiral without hindrance. At first, the royal examiner does not want to believe such grave accusations, but a letter found in Beltrop's documents convinces him that we are right. Gritston orders the arrest of Governor Mortons and sets before us the next task: we must defeat the pirate fleet near the island of Chaktcha. However, before embarking on this, frankly, difficult task, you can get a little distracted and take care of the fate of poor Marcus. First, we need to talk to the owner of the local store, George Havensile. He tells us that the famous physician Alumnus has recently arrived on the island. After finding the venerable doctor on the streets of Highrok and quite impolitely interrupting the stream of highly scientific chatter, we take the medicine from him for Marcus. After that, we can return to Tendales and with a clear conscience give the medicine to Thomas Hancock. We meet the recovered Markus the next time we visit the tavern. In gratitude for his rescue, he tells us that Ropfleik's corvette "Chance" was last seen near the island of El Caymano. How sweet - we are almost on the way. Before heading off to battle the pirate fleet, Ordo and I can sail to El Caimano and rid the waters of yet another gallows. We will receive the reward for capturing Ropfleik during our next visit to Governor Brin.

The next task is also optional, but very, very useful for those who decided to change the storyline of the game. In Hirok's tavern, you can meet a sailor named Roberto Gorrando. Upon learning that Nicholas is a corsair, he reveals that a craftsman lives on El Caymano who makes magnificent telescopes. His name is Adriano Montefi. Having found a person with this name on the streets of El Caymano, we talk with him, trying to be extremely polite. As a result, Montefi agrees to make a pipe for us free of charge, or, if we were rude to him, for 1,500 gold. The only problem is that it doesn't have the crystal from which the lenses for the best spotting scopes are made. Crystal can be bought from Lorenzo Marquez Avido in Granada Avilia, but you can only get there with a Spanish corsair patent in your pocket. Those who wish to change the storyline of the game can easily get into the Granada Avilia store and buy rhinestone there, from which Andriano Montefi will willingly make the best telescope. Also on El Caimano we can meet a pirate named Ronald the Lawyer. He tells us that his friend was treacherously killed by another pirate - Frederick, nicknamed the Mole, and asks to deliver a black mark to the Mole. Frederick sits in Gray Sales and does not show his nose from there, fleeing from just retribution behind Beltrop's back. Ronald makes an appointment with him near Chaktcha Island. Having delivered the black mark to the addressee and returned to El Caymano, we can warn Ronald that the Mole is preparing a trap for him, and even join him in order for pirate justice to prevail. In this case, in addition to the money for the delivery of the black mark after the sinking of the Mole, we will receive a solid increase in reputation and experience.

The battle with Fort Costa Sinistra promises to be a tricky business, but sooner or later we still manage to win. Returning to Highrok and informing the admiral that the former Spanish colony is now annexed to the possession of England, we receive another task. Now we have to find out where the French are going to install the huge new cannons brought from Marseilles - and, if possible, capture them. At Grandfather Island's tavern, we meet an English sailor named Lawrence Norton. Near the island of Omori, he met three French ships that were trying to sink his pinas. By some miracle, he managed to escape, but a couple of volleys nevertheless covered the ship, and one core even flew into the captain's cabin. The weight of this kernel was found to be forty-eight pounds. After thanking Norton for the story, we set off for Omori. It seems that this is where the French placed their monstrous weapons. In order to get them, we will have to capture the island.

After capturing Omori and delivering the guns, Admiral Alexander Gritston sends us to capture the main base of the Spanish fleet - Isla Ballena. Upon his return from there, Nicholas Sharpe was awarded a title of nobility and appointed Viceroy of the English colonies in the archipelago.

In order to switch to the side of France at the very beginning of the game, we must leave Highrock and head to Belflor - the main French colony in the archipelago. After visiting the governor of the colony, Monsieur François de Bijou, we receive from him a corsair's patent and the first assignment: to meet with the French agent Auguste Bromont on Gray Sales Island. Well, our service begins in a very unusual way. Having found Auguste Bromont on the streets of the pirate town, we receive a report from him for the governor de Bijou, after which we return to Belflor. I wonder what kind of charming girl is standing next to the governor? After reading the report, de Bijou will fall into a state of panic: his old friend, the merchant Thierry La Mol, fell into the hands of the Gray Sales leader, the pirate Beltrop, and now they are demanding a huge ransom for his life. The governor is ready to give money with joy, the only problem is that he simply does not have the required amount. As a result, we are sent to Isle dOrange to the head of the merchant guild, Orellan Dupre, in order to borrow money from him. The governor was in such a hurry to send us that he even forgot to name the required amount, therefore, drawing up an IOU in the name of Monsieur François de Bijou, we call the figure almost at random - twenty thousand. Fortunately, upon returning to Belflor, it turns out that we guessed the amount correctly, but we were a little mistaken with the interest ... but this, however, is already a problem for the governor. We have been instructed to inform Beltrop of the place and time of the exchange. We go to Gray Sales again.

Beltrop's residence is aboard a beached galleon. The pirate leader is extremely unfriendly: he tells us that he will appoint the time and place of the meeting himself, and demands that the ship with the gold arrive at Gray Sales in a week. Back at Belflor, we relay Beltrop's response to the Governor. De Bijou immediately declares that sending a ship with gold to Gray Sales is simply a gift to the pirates, and categorically refuses to take part in such nonsense. However, he invites us to try to free La Mola on our own, without money and without the slightest support. Well, it looks like we don't have much choice. We are sailing to Gray Sales again.

On the streets of the pirate city, we have to find a captain named Damien Rotney, and he will make us an offer, which is truly difficult to refuse ... Recently, Damien was offered to go to serve in the French fleet, and he decided to agree - for a man of his age full of dangers and hardships the life of a pirate is really too hard. Gathering his team, he invited those who wish to join him. Most of the pirates supported the captain, but, as always, there were some dissatisfied. Instead of cutting their throats, Rotney let them go in all four directions. As it turned out, in vain. One of the released men whispered to Beltrop that old Rotney had decided to betray the coastal fraternity and go over to the French. Beltrop flew into a rage and ordered his men to seize the traitor's ship. The brig "Odysseus" was presented to one of the henchmen of the leader of the pirate colony, the team was captured by Beltrop, and Rothney himself barely escaped a walk on the board. Such a sad story turned out. Rotney offers us a deal: with the help of his friends, he can escape from the island at any time, but before that he needs to free his team from captivity. And he really doesn't want his ship to belong to some sucker. Rotney would be very happy if we could bring him the head of the captain who is now in command of the Odysseus brig. I am so glad that I would gladly free the merchant along with my friends ... how is he? Oh yes, Thierry La Mola - fortunately, he sits in the same hold as Rotney's team. But the capture of the brig must be carried out as quietly and inconspicuously as possible, otherwise the shots will wake up the whole city.

Rotney's former ship, Brig Odysseus, is in the waters of Gray Sales. We'll have to take him on board - if the ship is sunk, we will not be able to get the head of its captain, which means we will not save the merchant. However, no one said that we could not shoot a little, interrupting most of the team on the Odyssey: in the end, forty people against a hundred - the alignment is not the most successful, and it needs to be changed. After successfully boarding, we get the head of the unlucky captain and, returning to Gray Sales, we give it to Rotney. Here is our merchant! After talking with him, we take him on board and return to Belflor. There, the rescued merchant will need to be found again in order to receive a reward for a brilliantly performed operation.

In the Isle d'Orange tavern, we meet a certain Fauquere Arain, who invites us to take part in a very foul-smelling business ... He is going to kidnap François de Bijou's daughter, Jacqueline, and then demand a ransom from the governor of Belflore for her. Naturally, Nicholas Sharpe would never do that. Having refused Arain, in the same tavern we meet the former captain of the French fleet Milon Anserville. Fokere Arain made him the same offer as to us, and Anserville has already made a decision ...

We return to de Bijou in order to warn him about the impending abduction, but the old stubborn man does not want to listen to anything and only laughs at us. Soon after this, the owner of the tavern of the island of Belflor Noiret Senaigan informs us that the daughter of the governor Jacqueline de Bijou has been kidnapped by unknown persons, and now a huge ransom is being demanded for her life. We return to the governor and offer him our services in finding our daughter.

This search should begin with the already familiar tavern on Isle d'Orange. Having met Milon of Anserville there and threatening him with accusation of complicity in the abduction, we can extract some information from him, and at the same time force Milon to join us for a while in the search for Mademoiselle de Bijou. It turned out that when Anserville turned down Fokere Arain's offer, he hired a pirate named Michel Gattenschrag to replace him. After the abduction of the governor's daughter, Fokere mysteriously disappeared, but Gattenshrag, according to Unseryville, can be found on Skaoshors.

Gattenshrug is indeed in a tavern on Gray Sales Island. If Nicholas Sharpe's rank is still below 5, the pirate will simply laugh at our threats. After we rise to rank seven, the ridicule will end, and Hattenschrag will begin to respect and fear us. He will tell you that the bark, owned by Foker Arain, is anchored at the uninhabited islet of Inachetla, ready to immediately wend anchor and run away without looking back, as soon as at least one sail appears on the horizon. But the ship of Gattenschrag will hardly frighten him ... We politely offer the pirate to exchange ships, and he, desperately cursing, agrees. At parting, Gattenschrag warns us that if we sink the barque Fokere Arain, we will have no chance of finding Mademoiselle de Bijoux.

Having laid a course to the island of Inachetla, we take the barque "Nemesis" on board. Unfortunately, during the attack, Arain himself was killed, and we can only be content with his logbook and the ring found in the captain's cabin. From the entries in the journal it follows that we must give this ring to a certain Brant Tabari, the captain of the caravel, on board of which the kidnappers hide Jacqueline. The Tabari caravel is in the port of Isle d'Orange, and the captain himself has a pleasant time in the city tavern. Having received the ring, he decides that the ransom from the governor has already been received, and, counting his share in his mind, he personally delivers Jacqueline to Belflor.

Returning to Belflor, we learn that the Spaniards are preparing an attack on the island. In preparation for the war, Monsieur de Bijou laid down several heavy warships, but now he has practically nothing significant at his disposal. Having laid out all this, the governor asks us to protect the island. Hmmm, not an easy task ... After the last Spanish ship, with our help, descends to the seabed, de Bijou gives us a reward and lets us go, saying that now he does not have a suitable assignment for us.

On the streets of Belflore we meet a stranger who gives us a note. In it, we are convincingly asked to look into the city tavern - it seems that someone really wants to meet with us. In the tavern we meet Jacqueline de Bijou, and she confesses her love to Nicholas Sharpe. Probably, this girl should not talk about the passion that burns us and the irresistible desire to spend this night together in a room on the second floor of a tavern. Offended, she will certainly tell her father about everything, and after that France will become hostile to us. It is better to ask the girl to wait until you become so rich and famous that, without embarrassment, ask for her hand in the Governor de Bijoux. However, there is also a third option: we can get married secretly and only then put the happy father-in-law in front of a fait accompli. The choice is ours - the choice between a secret and an open wedding ... and at the same time between money and experience. By secretly marrying Jacqueline, we will receive 10,000 experience, and by officially asking for her hand in de Bijoux - a dowry, 8,000 gold.

For a secret wedding, we need to find a priest - no priest on Belflore will agree to hold this ceremony without the permission of the governor. We will look for him on Omori - and at the same time we will also earn some money along the way. On the streets of Belflore, we need to find a merchant named Magis Sobrik. He will willingly hire us to escort his ship to Omori, promising not only to pay 1000 gold pieces as a reward, but also to tell all his friends and companions about us. Having safely escorted the La Belle caravel to the port of Omori and having received the agreed payment from Magis, you need to contact him again. He will tell you that the local merchant Yves Samois is looking for someone to transport his coffee to Isle d'Orange. If the reputation of Nicholas Sharpe is not less than Plain Fellow, Samua will agree to load 1200 centners of coffee on our ship, intended to be sent to Joseph Godonville. He will exchange the coffee for 1,200 quintals of chocolate, which must be delivered back to Samua. But we can cheat a little and take coffee not to Godonville in Isle d'Orange, but to Jean Neville to Belflor. The latter is ready to exchange 1200 quintals of coffee for 1600 quintals of chocolate. Returning to Yves Samua, we give him the agreed 1,200 centners and receive 2,500 gold for our work - and at the same time we still have 400 centners of chocolate that can be easily sold.

The next task is optional and is intended for those who want to change the storyline of the game. On the streets of Isle d'Orange we meet an old woman who tells us the story of a lost ring ... She is clearly not herself. After talking with the owner of the tavern Isle d'Orange, we learn that this woman's name is Josephine Lodet and that her son was killed during the assault on Isle Ballena by the French fleet. Upon learning of his death, she lost her mind and kept repeating about some kind of sapphire ring that she had lost. We need to get to Isla Ballena, and this will likely require a corsair patent change. After asking Arno Manllu, the owner of the tavern, about the sapphire ring, we learn that one of the local girls named Francesca wears a similar ring. She is feeble-minded, and it will not be difficult to take this ring from her. We leave the tavern and meet Francesca on the street. After telling her the story of a mad woman, we get the ring for free, otherwise we will have to pay for it. Returning to Isle d'Orange, we give this ring to Josephine Lodet. Seeing him, she comes to her senses.

And a couple more optional tasks. In the tavern of Isle d'Orange we meet Artua Mulet, who tells us the story of his unhappy life. A year ago, Nicholas de Montferrat put him in charge of an expedition that went in search of new lands south of the archipelago. Unfortunately, the expedition was lost, and only Artois Mulet managed to return. When he came to Nicholas Montferrat, he announced that Artois Mulet had simply squandered the expeditionary funds and now appeared to him without the slightest proof of his words. Then he demoted Artua Mulet and drove him out of service.

We can offer him to join us (if the rank of Nicholas Sharpe is below 7, he will refuse) or try to persuade Montferrat to take Artois back. Nothing will come of the last venture, but after we tell Artois about our failure, he can be hired regardless of the rank of Nicholas.

After we rescued the daughter of François de Bijou from captivity, on the streets of Tel-Kerrat it will be possible to meet a merchant named Jean Filené, who will ask us to escort his ship to Isle d'Orange (if Nicholas Sharpe's reputation is not lower than Plain Fellow). After we have escorted Pinas "Joan" to Isle d'Orange, you need to talk to Filena in order to get payment from him. Instead, he will offer us his telescope (medium quality), but this replacement can be discarded.

But we are a little distracted - after all, a wedding is on the way. On Omori we find Prior Modestus, who is ready to secretly marry lovers for only 3000 gold. He will promise to visit Belflore as soon as he finishes his business, but he obviously has little to do - by the time we return to the island, the Prior is already waiting for us there. Looking into the governor's residence, instead of Monsieur de Bijou himself, we meet Jacqueline and Modestus there. After talking with the Prior, we get 10,000 experience, and after that, a slightly ... um, slightly abbreviated version of the wedding ceremony begins.

Once again on the streets of Belflore, we return to the governor's residence and receive a new assignment from Monsieur de Bijou. Spain and England intend to conclude an alliance, and diplomats of both powers prepare for a secret meeting near the uninhabited island of Aliando. We must go there and sink both ships, the English and the Spanish. If we manage to do everything carefully and leave no trace, the two powers will accuse each other of treachery, and the future alliance will never take place.

Having carefully sunk both ships, we return to de Bijou and learn that we have been awarded the baronial title and the rank of admiral of the French Royal Navy. There is one more piece of news: after the death of their ambassador, the Spaniards tried to land troops on the coast of the English colony of Highrok. The attempt was unsuccessful, and now the garrisons of the Spanish forts are significantly weakened. We are instructed, without wasting time, to seize the Spanish colony of Costa Sinistra. After the successful completion of this operation, de Bijou sends us to capture the British colony of Highrok. The British have almost finished launching their newest warship, and if we succeed in capturing the island, this ship will pass into the hands of the French. Highrok is very well protected, and for the duration of this operation we get a ship of the line to help (if Nicholas Sharpe's rank is higher than 4, you can just take this ship for yourself).

After the capture of Hirok, we receive an order to deliver the ultimatum to de Bijou to Olaf Ulsson. Upon his return, the governor will tell us that the British and the Spaniards have nevertheless united and are going to attack Isle d'Orange. De Bijou is firmly convinced that France is strong enough to repel this attack. His plan is to take over the Spanish colony of Islay Ballena while the Spanish themselves attack Isle d'Orange. To complete this task, de Bijou offers us the same warship that we managed to capture at the Hirok shipyard. By the way, by this time we may well ask the governor for the hand of his daughter and receive a dowry of 8,000 gold - or admit that they are now, to some extent, relatives.

Having captured Isla Ballen and returning to the governor, we learn that an attack is being prepared on the island. Having collected the remnants of their ships, the Allies are sent to Belflore in a vain attempt to turn the tide of hostilities. With the support of the fort, we must defend our island. After the attack is repulsed, the governor will pay us off for the two previous missions and say that for the final defeat of the Spaniards and the British in the archipelago, it remains to capture the English colony of Tendales and the Spanish Grand Avilia. After the successful completion of this last assignment, we return to de Bijou, and he solemnly reads us the royal decree appointing Nicholas Sharpe Viceroy of the archipelago.

In order to start the Spanish line, we need to accumulate five thousand gold and sail to Shark Island, where a fake Spanish corsair certificate can be purchased from a Spanish agent. After that, you need to sail to the main Spanish colony of Grand Avilia and get a real certificate from the mayor Ricardo Ferrer de Mercadala. De Mercadal immediately instructs us to deliver an urgent message to the second Spanish mayor, Guilbertus da Muntral, on the island of Isla Ballena. The island appears on the map.

After delivering the letter and receiving payment - 1000 gold - we go to Isla Ballen's tavern. The owner, Arnaud Manlu, tells us about scary pirate terrorizing Spanish traders. Returning to the mayor, we express a desire to take part in the hunt for the pirate, who, as it turns out, is called François Jovignon. The mayor advises us to ask about the pirate on Shark Island and informs us that the lord de Mercadal has appointed a substantial reward for Jovignon's head. The island appears on the map. Back there, we meet Olaf Ohlsson and ask him about Francois Jovignon. He tells that François came to the archipelago recently, but refused to join the Coastal Brotherhood, and therefore was expelled from Skalshorse. They say that his ship was seen near the uninhabited island of Aliando (this island appears on the map).

Going to Aliando, we meet a pirate shnyava there. Having sunk it, you can return to De Mercadal with the good news that the evil pirate will no longer rob poor merchants. Don Ricardo, however, clarifies the situation. It turns out that we sank some pirate who happened to be near Aliando, and Jovignon and his ally are now attacking the Spanish colony of El Caymano, from where the ship arrived with a request for help. The mayor is sending us to El Caymano, since he has no other ships at hand now.

Having sailed to El Caymano, we go into a tavern and make an acquaintance with its owner. He tells us that Jovignon captured the island, received a ransom for not plundering the city, and sailed away. A stranger is waiting for us in the tavern. For a thousand gold pieces, he offers us information that will allow us to catch Jovignon. After paying him, we learn that in fact, Ulsson conspired with Jovignon and granted him refuge on Shark Island. In return, Jovignon shares the booty with Ulsson.

We return to Shark Island and accuse Ohlsson of conspiracy with Jovignon. The pirate will flare up, but everything will go without a fight. It turns out that the stranger to whom we paid a thousand was François Jovignon himself. Ohlsson claims that Jovignon did establish a base somewhere on Aliando, and, in support of his words, invites us to go there, accompanied by his own brig.

This time, François Jovignon and his accomplice are indeed near Aliando. Having sunk their ships, we can return to Don Ricardo Ferrer de Mercadal for the promised reward. Having handed it over, Don Ricardo sends us to Skalshores to meet with Jose Maria Lopez, a Spanish informant who has an important report. We can find Jose Maria Lopez on the streets of Gray Sales. He informs us that the British intend to attack the Spanish colony of Islay Ballena. Time is very short, and we must immediately notify Mayor Isla Ballen of the impending attack. Guilbertus de Muntral orders us to defend the island. Fort Isla Ballena will help us to repel the attack of the British. After the battle, we receive a reward from de Muntral for our exploits. The mayor will also report that he received a letter stating that Don Ricardo De Mercadal wishes to see Captain Nicholas Sharp. Several optional missions that we can complete when passing the game:

* In the tavern of Grand Avilia, we meet Padre Ignacio, a Spanish priest who is about to sail to Skalshorz in order to introduce pirates to the Holy Church. By delivering it there, we gain experience and reputation gain.

* After we brought Padre Ignacio to Shark Island, innkeeper Tommy Barkhead tells us that the padre's efforts were not in vain, and the pirates turned to the Holy Church. They decided to restore old church, which stood on Shark Island when it was still owned by the French, but for this they need an old map of the colony. Most likely, the map can be found with one of the French governors. We go to see Nicholas Montferrat. He will say that he has such a card, but he cannot just give it away. The governor is ready to exchange it for some curiosity, to which he is a great lover. We sail to Tel-Kerrat and buy an old dagger from Gallien Brassu for 300 gold. Returning to Montferrat, we exchange the dagger for a card and take it to Thomas Barkhead. As a reward for completing this task, we receive a thousand gold, 500 experience points and +5 to reputation.

* On the streets of Isla Ballena we meet a woman - Catalina. She will ask us to find out what happened to her lover, Carlos Esperanza - he was a soldier in one of the Spanish punitive expeditions against pirates. Having gone to the governor, we ask him about the fate of the expedition, without specifying the fact that we are interested in the fate of one soldier. The Governor says the expedition has gone missing off the island of Inachetla. What exactly happened - he does not know. The innkeeper Arno Manlu tells us that the expedition was sunk near the island of Inachetla by pirates. In that battle, many Spanish soldiers were captured and sold by pirates in a slave market in Skalshores. We go to Inachetla. There is a pirate ship El Lobo - it used to be part of the missing squadron. Having sunk it, we return to the governor and tell him about the fate of the expedition. Our reward is one thousand gold pieces. After that we go to Gray Sales and talk to the slave trader Raimundo. He tells us that the Spanish soldiers who participated in the expedition were captured, but when Raimundo's ship passed near the French colony of Omori, Carlos jumped overboard and thus escaped. On Omori we actually meet Carlos. After talking with him, you need to return to Catalina and inform her that Carlos is alive and will soon return to her * On Isla Ballen Street we meet an Englishman named Bartholomew Ulster. He asks us about a girl named Karla. Naturally, we do not know any Karla - she is a whore in a local tavern. After looking into the tavern and talking to her, we mention that Bartholomew Ulster is looking for her. The girl will clearly be alarmed and even refuse to do her job. Drop by the Mayor de Muntral, we learn that his secretary Bartholomew Ulster was found dead under very strange circumstances. Upon learning that Bartholomew was associated with Karla, the mayor instructs us to investigate the matter. On the streets of the city, we need to find a man named Jaime Zingermann. He is the only one who did not use Karla's services. Jaime tells us that Karla was engaged in witchcraft. Upon learning of this, we go to Arno Manll and, having threatened to marry him off as an accomplice of the witch, we find out from him where Karla disappeared (at the same time, you can promote him by a couple of thousand, but at the same time our reputation will decrease). The innkeeper says that Karla sailed with a captain named Miguel Kenda to one of the small Spanish colonies. He doesn't know anything else. In El Caymano's tavern we find Victor Martos, boatswain of Miguel Kenda's ship. He tells us that the woman on board brought the captain to death, and then escaped from the ship near Grand Avilia. Having sailed to Grand Avilia, in the tavern we finally meet Karla again. You can accuse her of witchcraft and adherence to the devil, and then find the inquisitor opposite the mayor's residence and hand over the witch to him. The poor girl will be burned, and we can return to Mayor Muntral and receive the reward. However, there is a second option: after listening to Karla's story, you can let her go in all four directions and get 5000 experience for this.

* The owner of a tavern on Grand Avilia - Salvador Engano - asks us to help him get rid of the smugglers carrying cheap rum to his competitor. For this he offers a thousand gold pieces. Everything is very simple - we go out to sea and, having found the "Wiesel" bark, we sink or capture it. After that, you can return to Engano and get your money.

* After we drowned François Jovignon in the streets of Grande Avilia, we come across a merchant named Teodoro Alameda. For two thousand gold pieces he will ask to escort his Galleon to the Costa Sinistra. If we agree to this task, then after completing it we will need to find Teodoro Alameda on the streets of the Costa Sinistra and get our money.

* If the reputation of Nicholas Sharpe is Good Matey, then Valdrio Garcia, the owner of the store on the Costa Sinistra, will ask us to deliver 50 quintals of ebony to Simon Benenkas, the owner of the store on Isla Ballena. For this he offers 2,000 gold. After loading the tree on the ship, we deliver it to Simon Benenkasa on Isla Ballena and return to Valdrio Garcia for money.

We return to Grand Avilia, where Don Ricardo offers us a reward of 5,000 gold for the capture of the English colony of Grandfather Island. Returning after completing this risky assignment, we receive an order from Don Ricardo to sink two of the newest English linemen who have just arrived from the Glasgow shipyards. On the way, the ships were caught in a storm and are now anchored near the small English island of Itkal, repairing damage. If these ships join the British squadron, the Spanish fleet will simply have nothing to oppose to the British. The rulers must be sunk or captured now while they are being repaired.

After completing this task, we return to de Mercadal. He informs us that we have been awarded the title of the Spanish grandee and admiral of the Spanish fleet. After that, Don Ricardo introduces us to the course of political events. France and England formed an alliance against Spain. It became known that the French were gathering a fleet in order to attack some Spanish colony, but which one exactly remains a secret. De Mercadal lets us go, saying that now he has no assignments, but if we can find out which colony the French are going to attack, we must immediately inform him about it.

After leaving the residence of Governor De Mercadala, we go into the tavern. The owner, Salvador Engano, tells us that his brother's corvette, the captain of the Spanish navy, Roberto Engano, was recently boarded by a French messenger brig carrying some documents of extreme importance. In the battle, the corvette was badly damaged and is now being repaired at the pier of the El Caimano colony. Having gone there, we find Roberto Engano in the El Caymano tavern and talk to him. He gives us the captured documents, with which we return to Grand Avilia to don Ricardo. Among these documents is the plan for the attack on Isla Ballena. Don Ricardo complains that the Spaniards do not have enough strength to defend the island from the allied attack, and we offer him a bold decision - to get ahead of the enemy and attack the French ships near the island of Tel Kerrat, where the French have a rendezvous point. Don Ricardo will doubt the reality of this adventure, but nevertheless gives his consent and even gives us his own warship at our disposal.

We sail to Tel Kerrat and engage in battle with superior enemy forces. The battle promises to be difficult, but sooner or later the victory will be ours. Having sunk the last ship of the allied fleet, we get the task to seize the French colony of Isle d'Orange, then the English Highrok and the French Belflor. Returning victorious after the capture of Belflore, we learn that the pirates have grown bolder lately and literally do not give life to merchant and messenger ships. We will be tasked with going to Shark Island and delivering Don Ricardo's ultimatum to Olaf Ohlsson. Since Ohlsson is respected by the Coastal Brotherhood and has a reputation for being shrewd, Don Ricardo hopes that the pirate will understand the situation and not resist the inevitable.

Near Shark Island we are attacked by pirates, who clearly do not like the idea of ​​leaving their native island and get out of the archipelago. Having dealt with them, we give Ulsson an ultimatum. The old pirate is well aware that he has no choice and agrees with the demands of Don Ricardo. We come back with a victory and get the last task - to capture the English colony of Tendales. The Spaniards seek to take possession of the entire archipelago, and therefore the colonies of other countries have no place on it. Having captured Tendales, we return to Don Ricardo Ferrer da Mercadal and learn that we have been appointed Viceroy of the archipelago.

In order to start playing the game for the pirates, we need to join the Coastal Brotherhood. Until a certain turning point, the passage of the game for the pirates can be combined with the passage of the game for someone else (England, Spain, France). Having gone to Skalshores, we get to know Olaf Ohlsson, and he invites us to join the ranks of the Brotherhood. We agree.

After that, on Grandfather Island, we meet Eugene Huxter, an old jeweler who identifies the medallion that lies in Nicholas Sharp's chest. He says that he made this medallion many years ago for Malcolm Sharpe, the famous pirate who plundered the Spanish Emerald Cargo.

Having learned about this, we go to Olsson and ask him about his father. Olaf tells us that he once sailed under our father and that Malcolm Sharpe disappeared after Olaf was left on the shore with a fever. He also adds that we can learn about Sharpe's fate from two members of his team who survived. One of them is One-Legged Berquist, he has not left Gray Sales for a long time. The second is Mauritio Camentata, who long ago abandoned the pirate craft and now owns a tavern on the Spanish island of Costa Sinistra.

First, we sail to Gray Sales in order to talk to One-Legged Berquist. He tells how Sharpe plundered the Spanish Emerald Cargo and then buried the treasure somewhere, and then disappeared. He does not know any details about Sharpe's death, or he pretends not to know.

Mauritio Camentata refuses to say anything until we have completed his assignment - we need to take the letter to Lorenzo Marquez Avido, a merchant in Grand Avilia. Having delivered the letter (for this we will have to temporarily go over to the side of the Spaniards), we receive from the merchant a shipment of wine for Mauritio Camentata. After that, he tells us about Malcolm Sharpe's last voyage and offers half of the map of the island on which Sharpe buried his treasures. Mauritius asks for 1000 gold, but you can persuade him to give the card for free.

Returning to Ulsson, we tell him about everything that we managed to find out. Olaf advises us to try to talk about our father with Desmond Raymond Beltrop, the leader of the Gray Sales pirate settlement. Nothing good comes out of this conversation. Beltrop laughs at us, and we cannot adequately answer him without ending our life on the yard.

Returning to Ulsson, we tell him about our conversation with Beltrop. Olaf expresses a couple of thoughts on the words of the leader of the pirates, and then invites us to pull off a little business. We must sink the San Miguel caravel belonging to a merchant named Julio Nederedas who was "ordered" by his partner. Caravel is located near the island of Grand Avilia. The completion of this task must be reported to "Trickster" Markus, who will be waiting for us on the island of Tel Kerrat. He will pay us for the execution of the order.

We ask Ohlsson what to do with the map we received from Kamentata. He says that undoubtedly Beltrop knew our father and heard about the treasures of Malcolm Sharpe. You can catch him on the piece of the map that we have, but you cannot do it directly, head-on. If we go to him and claim that we have a card, Beltrop will just stab us and take it. According to Ohlsson, Beltrop must be tricked somehow. But how exactly - over this we still have to smash our heads.

After sinking Nederedas and receiving money for this from "Trickster" Markus, in a conversation with him we learn that Markus professionally forges securities and documents. Having offered him to make a fake, slightly altered duplicate of the card received from Mauritio Camentata, we pay 2000 gold for this and go with the fake card to Beltrop. By exchanging her for the story about our father (who is also not very truthful), we can either pretend that we are ready to be a friend of Beltrop, or openly declare that he will pay for his atrocities.

Several optional tasks that we can complete when passing the game:

* At the Shark Island tavern we meet a pirate named James Callow. He tells us about an Indian idol that he took from an old Indian priest. According to him, this idol brings misfortune. The pirate wants to get rid of the damn trinket, but he doesn't know how. Several times he tried to throw out the idol, then he mysteriously returned back. According to the old Indian from whom James took the idol away, this figurine can only be gifted. The pirate asks us to help him get rid of the cursed idol and give this trinket to Desmond Ray Beltrop, with whom he has long been at odds. Having agreed to help him, we go to Beltrop and give him a gift. If the rank of Nicholas is 7 or higher, then Beltrop will accept him, if not, he will refuse, and we will have to return to James Callow unashamedly. You can also try to foist the idol on Nicholas de Montferrat, Governor of Isle d'Orange. This is a win-win option - the governor will gladly accept a gift from us. After completing the assignment, we return to James. If the reputation of Nicholas is Good Matey, James will join us as an ally, if the reputation is lower - he will give two thousand gold, apologize and leave us.

* At the Shark Island tavern we meet a pirate named Hugo Lambermill. If we have a Spanish corsair patent in our pocket, it is worth talking to him, and then we will have a chance to capture the manovar. Hugo complains to us that he is tired of the pirate life, and asks us to get a Spanish corsair patent for him. We are heading straight to Guilbertus de Muntral, and if Nicholas has a Good Matey reputation, then we will be able to persuade the governor to issue a patent to the old pirate, but if it is lower, we can offer de Muntral to deceive the old pirate - to issue him a patent in order to lure Isla Ballena, and then hang. After that we return to Lambermill and give him the letter. If we have brought a real corsair's patent, he will tell us that there is a damaged French manovar near the island of Chaktcha, which is very easy to capture. After a while, we can drop by Guilbertus de Muntral and inquire about how the old pirate serves. It turns out that a great soldier came out of him. If we set up Hugo's trap, then after the transfer of the patent, it is necessary to return to Guilbertus de Muntral for a reward - 2,500 gold.

* After Eugene Haxter tells us about Malcolm Sharpe at the El Caimano tavern, we will meet a smuggler named Octavio Lambrini. Upon learning that Nicholas is the son of Malcolm Sharpe, the smuggler will offer us a little business. Isle Ballena has a customs captain named Arcadio la Damba. He does not take bribes on principle, and because of this, the path to Isla Ballena is closed to smugglers. Octavio wants us to help him get rid of this officer, and is willing to pay 3000 gold for this. Agreeing to these conditions, we sail to Isla Ballena and talk in the tavern with Arcadio la Damba. Now we have two options: to complete Lambrini's mission, or to agree with the captain and set up a trap for Lambrini (for this we will receive 2000 gold). Deciding to kill the captain, we explore the waters near Isla Ballena and, having met the brig of la Damba, let him go to the bottom and return to Octavio Lambrini for payment. If there is a desire to come to an agreement with the captain, after talking with him, we need to see Octavio Lambrini and inform him about the successful completion of the mission and that he can now freely visit Isla Ballena. Near the island, Arcadio la Damba will intercept the smuggler and bring him to a fair trial. Our participation in this is not required, so we can immediately go to Isla Ballena and there, in the tavern, receive our reward from the captain. However, if we hand over to Captain Octavio Lambrini, his sons will be waiting for us near El Caymano.

After that, in the Gray Sales tavern, we will meet Anna Forge, who will tell us the story of her unhappy life. She is of a noble English family. Her father was a friend of Beltrop, who, it turns out, once held a baronial title. Beltrop became involved in a conspiracy against His Majesty and tried to persuade her father to participate in it. He refused and tried to convince the baron to give up the bad idea. But Beltrop had refused now. Then the father, torn between loyalty to His Majesty and friendship, was forced to hand the future leader of the pirates into the hands of justice. Beltrop was exiled.

Five years later, he returned to England at the head of a pirate fleet, plundered and burned Anna's father's estate, sparing no one but her. He took Anna Beltrop to his ship and has kept it with him ever since, only allowing her to leave his residence a year ago. Anna's brother, a captain of the English fleet, tried to track her down, and during his search he ran into one of the henchmen of the pirate leader in the tavern of Grandfather Island. They talked, and then Beltrop's buddy watched her brother in a dark alleyway, killed him and, as proof of his loyalty, brought Beltrop a bloody head.

During the conversation, it is revealed that Beltrop has his own half of Captain Sharpe's treasure map. We agree to punish the murderer of Anna's brother in exchange for a promise to steal this half for us. The killer of Anna's brother - a pirate named Juan "Cocodrillo Sangre" - is on the prowl in search of prey near the French colony of Isle d'Orange. Having gone there, we sink his ship "Aspirare" and, without getting involved in a battle with the French, we return to Anna. Upon learning that her brother's death was avenged, she gives us a piece of the map. When asked what she is going to do next, Anna replies that she decided to stick a knife into Beltrop's belly. We can promise her to do it instead of her and then return for her - otherwise she will try to kill Beltrop and die herself.

After finding One-Legged Berquist, we learn that some of the captains do not like the way Beltrop manages the pirates on the Gray Sales. Berquist tells Nicholas the true story of the death of his father, who was treacherously killed by Beltrop.

Having received the map, we go to Tellak Island, which resembles a bull's head. The entrance to the cave where Malcolm Sharpe hid the Emerald Cargo is right between the "horns". Together with the treasures, we find Malcolm Sharpe's diary, which tells about our father's dream to create a new state in the archipelago, free and independent.

Meanwhile, deceived and enraged, Beltrop prowls around the island in his Gorgon manovar. If we don't sink it near Tellak, it will haunt us when we arrive in the waters of the Gray Sales. Having sunk Beltrop and returning to Ulsson, we learn that after the death of Beltrop it became much more difficult to protect Skalshores, and, as luck would have it, England, France and Spain just decided to take Skalshores into their hands. It looks like the island will have to be abandoned. But his father's ideas inspired Nicholas so much that he persuades Ohlsson to start creating a new free republic in the archipelago. Olaf finally agrees and says that first it is necessary to get rid of the threat from the colonial powers and, first of all, to protect Skalshorz from France, which has already begun to gather a fleet to capture the pirate islands. Ohlsson offers us a new ship.

On the Isle of Isle d'Orange, in a tavern, we meet a French officer who has already gotten pretty drunk, but does not stop drinking. From him we learn that the French Superintendent Aymery Dorillac went to inspect the fort on the island of Omori. It is Dorilyak who is responsible for the punitive expedition to Skalshores, and we will have to go to Omori in order to talk to him. By bribing the superintendent, we get him to agree to sabotage the supply of ammunition. The threat from the French has been temporarily removed, which we, having returned to Skalshorz, happily inform Ohlsson. However, now the British are preparing the fleet for the attack on the pirate colony.

We go to Highrok and talk to the innkeeper. He tells us that a new batch of convicts has recently been brought to the island. In the same tavern, we can talk to Jeremy McMellon. Inspired by the idea of ​​building a new republic in the archipelago, he promises to find a way to stop the impending expedition.

Returning to Ulsson, we tell him that we have found a new ally among the British. Olaf also has news: a new leader has appeared on Gray Sales - the pirate Felipe, nicknamed the Butcher. Ohlsson advises us to talk to him. Having met the Butcher, we tell him about the idea of ​​creating a new free state in the archipelago. The new leader likes this idea, but he warns us that three Spanish ships of the line are going to Skalshorz in order to capture pirate settlements. You must meet them on the way to Gray Sales. The butcher offers us his help in the battle with the Spaniards. After the battle, he will always be ready to help us.

After sinking all three linemen (one of them you need to try to capture), we go to visit McMellon. He says that everything is ready to start a riot on Highrok, and the only thing he needs is money to buy weapons for the rebels. He needs three thousand gold pieces. After giving the money, we learn that the Dead Island has three new English ships. We must get rid of them, otherwise they will use their weapons to suppress the revolt and land troops on Highrok to regain control of the colony.

We raise the sails and sail to the Dead Island. Having defeated the English fleet, we return to Ohlsson, who praises us for the battle with the Spaniards and says that he is tired of the pirate life and is going to leave the archipelago and head to Europe. There he will buy a small tavern on the beach and spend the rest of his life in warmth and peace. Instead, he appoints Nicholas Sharpe as the head of the Skalshores pirates.

Saying goodbye to Ulsson and promising to visit his tavern on occasion, we drop by the owner of a tavern on Shark Island. Francis Dullars gives us a letter from Jeremy McMellon informing us that unforeseen circumstances prevent a riot on Highrock. The Spanish are gathering a fleet near Isla Ballena to attack Highrok. We are invited to sink the Spanish fleet, and at the same time capture Isla Ballena.

After capturing Isla Ballen, we return to Gray Sales. There Berkvist gives us the second letter from McMellon. Returning to Highrok and talking with McMellon, we set out to capture Grand Avilia, and then Isle d'Orange. After the capture of the island, we persuade its governor to join the new republic and celebrate the victory.

"Corsairs" - wonderful pirate game from Russian developers. Ideally, it is largely inspired by legendary game"Pirates!" Sid Meier and can even be considered her 3D remake. In the role of young Captain Sharpe, you have to taste all the charm of pirate adventures: make dashing raids, take ships on board, unravel insidious intrigues, trying to move up the career ladder and find legendary treasures, simultaneously finding out the secret of your origin ... Gorgeous graphics and a bunch of special effects create stunning presence effect. The game is spoiled only by the abundance of bugs, which, however, are already being corrected by the Akella team. In the West, the game is published by Bethsoft under the name Sea Dogs. Corsair inevitably Nice quest! - transfer the "black mark" to its destination So, you are a young English captain Nicholas Sharp, who escaped from Spanish captivity. You head to the island of Highrok, the capital of the British colony, in order to obtain a corsair's patent, which allows you to "legally" rob Spanish ships (in fact, not only Spanish ones) and thereby recover your losses, as well as the moral damage caused. However, you are not obligated to obtain a corsair's patent from the hands of the British and can take it from the French or even from your former offenders - the Spaniards. Finally, no one forbids you to join the pirate brotherhood and become a "free pirate". Depending on which path you choose, four completely different plots await you and, therefore, four different walkthroughs of the same game. However, the goals of the game are approximately the same: if you take a corsair's patent, then your goal is to become the governor of the entire archipelago (whether from the English, French or Spanish side), if you choose the path of a free pirate, then your goal is to proclaim a kind of "independent free pirate state "and become its head. Quests To complete the game, you must go through a chain of mandatory quests (different for each of the four sides: the British, French, Spanish and pirates). The main quests are usually given to you by the governors of the islands. There is additional quests, not required for passing, but can significantly help you in this matter. (For example, get an excellent telescope through which you can see absolutely everything, even the skills of officers of enemy ships.) Anyone can give you these quests, so talk to everyone you meet. Never rush to end a conversation, even if it seems to you that everything is clear - the conversation can take an unexpected turn. In addition, you can get an experience by simply listening to the nonsense (or advice) of the interlocutors to the end. With some characters, you can and should talk for the second or third time: after performing an action, they can give you additional information. (For example, such a hint: if you return something to the alchemist from Highrok, then after the first quest he will give you a second.) All quests bring you much needed experience and usually give you gold or something useful (a valuable officer is poured into your team, you get a valuable item or item for a further quest, etc.). In the course of the game, in principle, you can go over to either side. It is enough to sail to Shark Island (pirate island) and acquire a patent of any nation there or become a free pirate. It will cost you 5,000 gold and -10 reputation. Of course, this will complicate and confuse the passage of the game. For normal passage there is no need to "change the owner". Grow, grow, my Captain! You start out as a green rank 12 captain (there is no lower one), and as you progress through the game you can advance to rank 1 captain. An increase by each rank gives you the opportunity to control a ship of a higher class: a captain of 12 and 11 ranks can control ships no higher than 6th class, a captain of 10 and 9 ranks can control ships no higher than 5th, etc. In addition, with an increase in rank, you are given 3 special points that can be used to develop certain skills. Skills Your captain has 9 skills, each of which can be pumped up to level 9. Navigation - increases the speed and maneuverability of the ship. Accuracy - cannon firing accuracy; each point increases accuracy by 10%. Reloading - recharge time is reduced by 5% per point. Coordination - all cannons do not fire at the same time; each point of coordination reduces the time between the first and last cannon firing by 5%. Protection - this is the ability of your team to take cover during enemy shelling; each point of defense reduces your team's loss by 5%. Boarding - allows you to board enemy ships from a longer distance; each point increases boarding distance by 5%. Fencing - the ability to fight effectively when capturing an enemy ship; roughly speaking, this is the strength of your blow. Repair - the ability to repair the hull and sails right in the open sea; there must be a sufficient number of boards and canvas in the holds. At the maximum value of "repair", you can repair the ship's hull, even damaged by 90%. The higher the repair skill, the faster the ship is repaired: for every two points, the repair time is reduced by 1 day; however, the repair cannot be completed in less than 4 days. If you have an undersized team, then the repair will go slower. Commerce - the ability to buy goods at a lower price and sell at a higher price; each point reduces the sale price by 5% and increases the purchase price by 5%; however, this skill does not in any way affect the price of the ships you purchase. What skills to develop in the first place depends on your style of play. However, a number of general tips can be given. First of all, pay attention to fencing. Even if you are not going to take ships on boarding, still bring this skill to at least 5 as early as possible. In the course of completing quests you will still have to take forts, where this skill plays a critical role: thanks to high skill fencing, you can cope with an enemy whose team is 2-4 times larger than yours. Pay the main attention to 3 "shooting" indicators: accuracy, reloading and coordination - they significantly increase the firepower of your ship. Further, it will be useful to raise navigation in order to initially have an advantage in speed and maneuverability. If you are going to trade with boarding, develop the skill of the same name, which will make it easier for you to approach enemy ships. Defense and repair are clearly secondary skills: fight well and you don't need to patch holes. Well, if you run into a strong enemy - immediately after the battle, head to the port and make up for the losses. And the skill of commerce seems completely useless, since there are almost no problems with money (well, make an extra trade flight in order to compensate for its low level). Officers Officer Name Contents What gives? First Mate Raymond Ibelin 900 +3 Navigation Boatswain Andrew Shue 500 +3 Navigation, +1 Fencing Treasurer Adam Mullen 1000 +3 Commerce Cannoneer Dreyfus Fuze 2000 +3 Accuracy, +3 Reload, +3 Coordination Carpenter Jacques Delurs 300 +2 Repair Ship Doctor Dick Oakenwood 0 +2 defense There is another way to improve skills - hiring officers, whose skills give a plus to your skills. True, officers, as a rule, have to pay a very decent salary (often even exceeding the total salary of all sailors), but this is not a problem, since money can always be easily earned from trade. Officers can usually be found in taverns or obtained through quests. First mate - your right hand; enhances navigation. But most importantly, if you have an assistant, you can take prize ships (captured during boarding) and take them to ports for sale (otherwise you have to sink them). Cannoneer - perhaps the second most valuable officer. It raises 3 essential skills at once: accuracy, recharge and coordination. Boatswain - not the last person on the ship: usually improves navigation and fencing skills. Ship doctor - gives several points of protection. A carpenter - adds a few repair points. Treasurer - boosts commerce. The most valuable officers are presented in table 1. Let's not say where and how they can be hired - otherwise it will not be interesting to play. Let's give just a little hint: there are two first assistants in the game, and both can be found on the French islands (and the patch moves one of them to the pirate island). Gaining experience So, the increase in rank occurs as you gain experience. For each completed quest, you earn experience points, but these points are clearly not enough to quickly move up the career ladder and get hold of the coveted cool ship. Therefore, we have to engage in a typical "pirate trade": robbery of ships. Points are awarded for each sunk or captured ship, and significantly more for the sunk (usually in the region of 2000-7000, while for capturing a ship you will not be given more than 2000). This takes into account your skill and dexterity: for a direct hit in the powder magazine (the so-called critical hit, which leads to the immediate death of the ship) you will be given twice as much exp. If, while sailing on a sloop, you manage to sink a frigate, you will get significantly more experience than if you sunk any pink there. The largest exp is given for the destruction of the fort (no less than 20,000), but this is not easy and achievable only on "cool" vessels of at least 3rd class. At the very beginning of the game, it is very difficult to get EXP in a direct pirate way, since almost all opponents are clearly stronger than you. Therefore, this is your advice: do not get involved in a fight alone, it is better to join a battle in which ships allied to you are participating. Then you will be able to share their experience, making a very modest contribution to the defeat of the enemy. Reputation Reputation is how people treat you: whether they consider you a man of their word, able to help out at any moment, or a windy vagabond who cares only about their own well-being. With a low reputation level, it will be difficult for you to negotiate something with people, and some may even refuse to talk to you at all. If you do not pay your salary on time with a low level of reputation, then a riot will immediately rise on the ship, and you will be thrown onto the yarn (this, of course, will end the game). With a high level of reputation, people are willing to do business with you, and deals (such as hiring officers, buying ships) are cheaper. Accordingly, behave in such a way that people think highly of you. Do not demand extra or additional rewards and fulfill the requests of the inhabitants (such as bring wine to a thirsty guard), do not leave your allies in trouble. True, a reputation can also be bought for money from a local priest on the Dead Island (+1 to reputation for only 100 gold). Ships Class Type Loading capacity (c) Max. Team Min. Team Speed ​​Maneuverability Hit Points Total Guns Purchase Price Selling Price Available Caliber 1 Improved Manowar 6000 850 140 11.50 30 20,000 98 100,000 90,000 12 16 24 1 Manovar 6000 800 175 10.50 25 18000 98 100000 90,000 12 16 24 1 Reinforced Combat Ship 3800 540 140 10.00 25 15500 68 85000 80000 12 16 24 1 Warship 4000 540 140 11.20 30 14000 68 85000 80000 12 16 24 2 Heavy Warship 3000 500 150 8.50 25 13200 46 70000 65000 12 16 24 2 Warship 2750 425 120 9.50 30 12000 46 70000 65000 12 16 24 2 Fast Ship of the Line 2200 300 90 10.50 35 9200 46 60000 55000 12 16 24 2 Ship of the Line 2400 340 115 9.50 30 10000 46 60000 55000 12 16 24 3 Reinforced Frigate 2000 300 100 10.00 30 8800 34 45000 42000 12 16 24 3 Frigate 2100 300 100 10.80 35 8000 34 45000 42000 12 16 24 3 Sheathed Corvette 1500 250 70 11.50 35 7100 26 38000 35000 12 16 24 3 Corvette 1800 280 70 12.80 40 6500 26 38000 35000 12 16 24 3 Heavy Military Galleon 3100 450 100 6.00 15 7600 38 40000 37000 12 16 24 3 Military Galleon 3000 400 75 6.50 20 7000 38 40000 37000 12 16 24 4 Heavy Flute 2100 210 45 6.50 20 3600 24 15000 13500 12 16 4 Flute 1900 180 30 7.0 20 3200 24 15000 13500 12 16 4 Fast Galleon 2100 250 50 9.50 25 3600 36 35000 31000 12 16 4 Sheathed Fast Galleon 2000 250 50 8.50 20 4000 36 35000 31000 12 16 4 Trade Caravel 2900 180 40 6.50 30 2500 28 20000 18500 12 16 4 Caravel 2600 190 50 7.00 35 2500 28 20000 18500 12 16 4 Light Caravel 2200 240 50 8.00 35 2300 28 20000 18500 12 16 4 Sheathed Brig 1200 160 45 10.00 35 2740 16 25000 23000 12 16 4 Brig 1500 160 45 11 , 00 45 2540 16 25000 23000 12 16 4 Reinforced Pinus 2 100 200 35 8.00 25 3100 16 16000 14500 12 16 4 Pinus 2300 200 35 8.50 30 2900 16 16000 14500 12 16 5 Reinforced Galleon 2000 180 50 5.00 15 4800 16 15000 13500 12 16 5 Galleon 2400 160 50 6.0 20 4200 16 15000 13500 12 16 5 Torgovaya Shnava 1400 170 50 10.00 40 1400 12 22000 20000 12 16 5 Shnyava 1100 150 50 11.50 45 1400 12 22000 20000 12 16 5 Fast Lugger 1200 100 25 7.00 25 1000 10 11500 10500 12 5 Lugger 1400 120 30 5.70 20 1200 10 11500 10500 12 6 Rapid bark 1000 75 20 9.00 30 950 10 12000 10500 12 6 Bark 1200 90 20 8.00 30 1100 10 12000 10500 12 6 Light Sloop 500 35 10 11.00 45 800 12 8000 6500 12 6 Sloop 600 40 15 9.50 40 850 12 8000 6500 12 6 Heavy Barge 900 70 15 6.50 30 1000 8 8000 6500 12 6 Barca 800 70 15 7.20 35 900 8 8000 6500 12 6 Trade Pink 600 50 15 7.50 45 900 9 6000 4500 12 6 Pink 400 40 15 9. 0 55 800 9 6000 4500 12 6 Improved Bilander 500 50 10 9.0 45 850 8 6500 5000 12 6 Bilander 500 45 15 8.0 40 800 8 6500 5000 12 7 Boat 30 6 1 5.0 50 50 0 0 0 0 7 Tartana 30 10 2 7.0 50 300 0 0 0 0 Ships are divided into 7 classes: from the simplest unarmed boat (7th class) to the "floating fortress" - manovar (1st class). At the very beginning, only simple 6th class vessels are available to you, but as Nicholas's rank grows, you will be able to acquire more and more solid vessels. When choosing a ship, pay special attention to its speed and maneuverability: a nimble boat with skillful tactics is quite capable of sinking a slow-moving vessel, if it has at least 2-3 times more firepower. Then look at the number and caliber of the guns. Further - on the maximum number of crew: here the more, the better, although at first it may seem the opposite, because each sailor has to pay 50 gold monthly. However, having carried out at least one boarding fight, you will clearly feel the advantage of a large team. The carrying capacity on ships above the 6th class practically does not matter (there is usually always enough space in the holds). The choice of the ship depends on your preferred tactics of conducting naval battles. But if you rely on speed and maneuverability, then a typical chain of transition from ship to ship looks like this: Pink - Sloop - Shnyava - (possibly Brig) - Corvette - (possibly Fast Ship of the Line) - Battle Ship. The coveted goal of many players is to swim on Manovar, but to complete the entire game it is quite enough to limit yourself to the Corvette - the fastest and most highly maneuverable ship with decent firepower. For more detailed information on all ships see the table above. SECOND PAGE Armament Key Charge Damage to the hull Damage to the sails Damage to the team Flight range Weight (20 pcs.) Where used 1 Cores 10 8 1 100% 3 c Around the ship's hull 2 ​​Canister 3 20 10 50% 2 c Before boarding, at command 3 Knipels 5 30 3 75% 5 q For sails 4 Bombs 7 10 6 90% 3 q For forts, for the hull of the ship There are four types of charges: cannonballs inflict the greatest damage on the hull, knipels - to sails, buckshot - to the team; bombs do damage to everything and are especially good at shelling forts, but bombs are the most expensive. Bomb prices are roughly the same everywhere, but slightly lower on the French islands. Bombs are especially highly prized on El Caymano, so you can get rich very quickly by delivering them to this island. Please note that all shells have different flight ranges, and this range depends on the caliber. Complete data are presented in these tables. Islands Caliber Range Cooldown 12 400 steps 40 sec 16 444 steps 45 sec 24 355 steps 50 sec There are 20 islands in the game, and almost all of them are inhabited. In general, there are no "useless" islands in the game: even if the island is uninhabited, it means that it will be possible to complete some quest on it in due time. Islands appear on the World Map as soon as they become known to you (usually when talking with someone or when receiving a quest). But the islands can be discovered independently, simply by setting a course at random on the World Map. In this case, it is not at all necessary to "bump" into the island: it is enough to swim next to it. (CHIT: the subdirectory Resource \ Images \ Map \ Russian contains an open map in the form of a graphic file map_open.tga, which can be viewed in almost any graphic editor / viewer.) Cities Whole settlements and even cities are spread on the inhabited islands. All "life" in the game takes place in cities: there you get all the information, take quests, hire a team, trade and equip your ship. The largest islands have 4 types of "useful buildings": Tavern - only here it is possible to replenish the thinned crew of sailors (click F1, select "State" and click on the "Hire" button); most often, it is in taverns that you can find officers to recruit to your team and meet other useful people. Score - here you can buy / sell goods and ammunition. Shipyard - here you can sell your own or a prize ship (but not allies' ships) and buy yourself a new ship; you can also repair your ship (allied ships too) and replace the cannons with more advanced ones. Castle - it is the seat of the governor of the island; usually it is the governor who gives you the quests that must be completed - however, only if you have a patent of his nation; if you do not have a patent, then at most you can only talk to the governor, but you will not receive any quest. You cannot enter a city protected by a fort if its population is hostile to you. The most that can be done is to bomb the fort and take bribes from the local population; however, you will not be able to talk to anyone, and you will not be able to enter anywhere (except for the palace, where you will receive a bribe). After you leave the island, the fort will automatically rebuild, and the city will heal as if nothing had happened. (So ​​you can, if you like, repeat the plunder.) The only exception is the case when the destruction of the fort was a quest task. Then the city goes under the flag of your nation with all the ensuing consequences. Gold! Trading is the easiest, easiest and safest way to get rich. You buy goods on one island and sell them on another - it turns out a kind of "trading simulator". The "trick" here is that each island has its own list Trading Islands Cocoa Island Sugar Wine Linen Rum Tobacco Coffee Mahogany Wheat Ebony Bombs Orange - + + - - + - Belfort + + - - - - Omori - + - + Highrock + - + + + - - Tendales + + + - - Dead Island + + + - - El Caymano + - + - Ballena + + - - - + Avilia + + - - - + + Sinistra - + Note: “+” means export; “-” stands for import. import / export goods. Imported goods are highly valued, while exported goods come at bargain prices. So load exported goods, take them to the island where they are imported, sell, load new exported goods, take them to the next island, etc. In this way, you can enrich yourself at least to infinity, without doing anything else. Only here there are two "buts": 1) do it at a time when you do not have "burning quests", that is, those that must be completed in a certain time; 2) your peaceful occupation can be interrupted by pirates; if you do not have the strength or desire to fight them back, save before each sailing and reboot, if this unpleasant event happened - most likely, it will not happen after the reboot. It makes no sense to buy / sell goods that are not marked as import / export - in this case, you will most likely find yourself even at a loss or gain very little. To make it easier for you to navigate, in table 5 we provide a list of import / export goods for all islands (excluding a few islands where there are no export or import goods). If, for example, you play for the British, then from the very beginning of the game you have a fairly safe route: Tendales - Highrock - Dead Island. Load linen and coffee on Tendales, sell linen on Highrock, load more coffee there, and drive all the coffee on Dead Island. You are guaranteed a profit of 7-9 thousand gold in 3 weeks! (requires a vessel with a displacement of about 1000 centners). But if you consider yourself a real pirate, do the right thing: rob merchant ships! But don't drown them, but board them. If you sink the ship, you will gain little in monetary terms: you will only collect the pitiful crumbs floating on the site of the ship's death. But if you seize the ship, then all its cargo will be yours, and you can sell it as yours. In addition, you will find several thousand gold coins (usually 2-5 thousand) in the captain's cabin. Well, and most importantly, you will get a captured ship, which you can take to the nearest port and sell it. Only for this it is necessary to have a first mate who will temporarily move to command the captured ship; in addition, your crew should be enough, at least at a minimum, for both ships. If there is no first mate, and the captured ship is a class higher than yours, then it makes sense to transfer to someone else's ship in order to then sell it and return your own. But, in principle, you can stay in command of a ship to which you have not yet grown in rank. Only in this case, you get a -1 penalty to each skill multiplied by the difference in ship classes - so it is hardly worth doing this (For example, if you can only control ships of the 5th class and switch to a corvette of the 3rd class, you will get –2 to each skill.) Thus, the capture of one merchant ship is approximately equal in monetary terms to one trade turnover. However, if captured, you also gain experience! The destruction of the fort with the subsequent capture of the city is even more profitable, but also the most difficult thing. For this, you will receive at least +15,000 gold and +20,000 experience! Battles at sea Q). Maneuvering, of course, is more convenient, observing the whole picture from above, but shooting, as a rule, is better "in the first person" - because then you have the opportunity to aim yourself. There are two exceptions: 1) foggy weather, when not a damn thing is visible, and your gunner, nevertheless, manages to shoot aimingly; 2) you are caught between two enemy ships; then, by pressing the "space", you simultaneously shoot from two sides, then you can abruptly leave. "From the first person", you can also use a telescope (key Ctrl). By pointing the pipe at the ship, you will get its most important characteristics (the "coolest" pipe allows you to get complete information, right down to the skills of officers). Tactics Due to skillful tactics, you can take out an enemy several times superior to you in firepower. The whole "trick" here is to shoot at the enemy yourself, without getting back in response. A typical maneuver is to go sideways to the bow of the enemy ship and shoot with the whole side, since no ship has guns on the bow. The second option is to go sideways to the stern, but here you run the risk of running into a small slap in the face in the form of a shot from stern guns (usually insignificant, since no more than 6 guns can stand at the stern, and then only on the steepest ships; and so at the stern usually only 2 guns are located). To carry out all these maneuvers, you need to have the fastest and most maneuverable ship. But if you are sailing on a heavy, heavily armed vessel of the 1st and 2nd class, then all these maneuvers are usually useless to you: lower the sails and just turn on the spot, tracking the enemy's maneuvers. As soon as he gets close enough, shoot with the whole side: rarely does any ship survive 2-3 such volleys. Having taken the city, do not rush to rejoice. Corpses are scattered everywhere, blocking the passages, so you cannot go anywhere. In general, from the very beginning, decide what you will do with the enemy: drown him or take him on board. If you sink it, throw it with cannonballs and bombs from a long distance until it sinks. If you board, then you don't need to perforate the hull of the ship - this will not affect its combat effectiveness in any way (and, moreover, the riddled ship will cost less if you then want to sell it). So just load your knipels and cut his sails. Once you have an overwhelming advantage in speed and maneuverability, you can calmly approach from the bow or stern and spray the team with buckshot. Then you will have to go sideways to the side (almost parallel) to the enemy ship - otherwise you will not be able to board it. As soon as your ship approaches the enemy at a sufficiently close distance (the greater the higher the boarding skill), an icon with the image of a boarding "cat" will appear in the upper right corner of the screen - then press F2 on keyboard. It makes sense to board if you want to get hold of good and / or you know that the enemy captain is very weak in fencing (in this way you can defeat the enemy sailing on stronger ships). Aboard! A boarding fight is symbolically represented by hand-to-hand combat of two captains, but behind each of them stands his entire team in the literal sense: the number of hit points (that is, health) of each is equal to the number of his team. In addition, the power of the captain's blow depends both on his swordsmanship and, again, on the number of gavriks behind him. Remember that the fight is tactical, so the winner is not the one who swings the saber faster. The fact is that every captain gets tired: the degree of his fatigue is displayed by a green indicator (right below the blue health indicator). And the more tired, the weaker the blow. Therefore, it is better to wait a little and hit with full force than, zealously thrashing the keys, reward the enemy with 5% -10% hits. While resting, watch the enemy, trying to guess the direction of his blow and place the necessary block. Just remember that even a successful block misses a part of the blow, so you won't be able to "sit out". Do not forget about deceiving feints. Finally, a tip: be sure to sign up before the first boarding battle, as you will almost certainly lose it - you also need to get comfortable with the keyboard. Then this save will serve as a good trainer for honing your fencing skills. Taking the fort This is the most difficult, but also the most profitable business. You will need a ship of at least 1-2 class (although you can manage to take out the fort on Brig). Load it with at least 1000 bombs (better than 3000). Go for 16 gauge - it has the longest range. After entering the harbor, lure all the ships away from the fort and deal with them (so that the fort cannot support them with fire). Now you need to take the most advantageous position to fire at the fort. Guided by the indicator on the mini-map, approach so that the fort is on the very border of your firing zone. In this case, you can guess so that only one cannon of the fort could hit you, and that for the most part would not finish. Lower the sails completely. Go to first person view. Aim as high as possible - up to the point where the crosshair cursor starts to disappear. Shoot, shoot and shoot. When the message about the destruction of the first cannon appears, come A LITTLE closer and shoot the second cannon. And so on ... When all the guns are destroyed (a message will appear about this), swim closer (until the icon with the image of a soldier in a helmet appears in the upper right corner of the screen) and click on F2... After that, you have to win a hand-to-hand combat with the governor of the island (as in boarding). There will be about 500 thugs behind him. Flight If you are dragged into a forced battle and you see that you have no chance of winning it, then it is quite possible to try to escape. Turn the ship into the wind, raise full sails and fly away! Of course, they will follow you in pursuit. Shoot at the enemy from stern guns. If you see that the pursuers are still overtaking you, try to pierce their sails with clippers and continue your flight. (To speed up the process, you can click on R.) Once you are enough distance, you will have access to the Map of the World and you will be able to sail anywhere. Allies During the game, allies can join you. Allies are highly desirable for initial stage games when the power of your own ship is very weak. However, by the end of the game, they already become a clear burden, making almost no real contribution to your victory, but sharing your experience. In addition, you have to take care of your allies, so that they are not accidentally drowned, from which your reputation may fall. Allies can be given general orders: Follow me - an ally will follow your ship, shooting at all enemies in the zone of its impact. AI behaves in a “straightforward” manner: if you lower the sails and start firing at someone, turning on the spot, then soon an ally with lowered sails will be next to you, standing exactly in the line of fire. Attack - the ally will fire at the ship until it is completely destroyed. Capture - will not actually capture the ship, but will fire canister to kill the team; so you can inadvertently sink the ship. Retreat - it is better to give this order at the starting position, which is actually tantamount to an order "not to get involved in a fight"; in the future, this order is practically useless, since a noticeably damaged ship, as a rule, is simply not allowed to leave. Allied ships can be repaired in the shipyard as your own, only they cannot be sold. Any product can be loaded onto an ally's ship, only it is no longer possible to take it back from there. If you capture a prize ship and transfer your first mate to it, then such a ship will also be considered an allied one. The only difference is that this ship is considered your property, so you can sell it or unload any goods from it. PAGE THREE Inhabitants of the Archipelago Desmond Ray Beltrop Beltrop has been the leader of the Gray Sales pirate settlement for many years. His past is shrouded in darkness, and his reputation discourages curious people from asking questions. A cold-blooded and calculating bastard, he has gathered around him a whole group of similar people who now support his power. Those who do not like this are usually expelled from Gray Sales. Samuel Mortons Governor of the main British colony in the Archipelago, a high-ranking English official, arrogant and greedy. He uses his position in order to extort bribes and pocket government money. However, you will have to do business with him if you decide to play for the British. Jacqueline de Bijou The daughter of the Governor of Belflore, Monsieur François de Bijou. A beautiful and well-mannered girl who came with her father from France. Accustomed to secular society there, in Paris, on the archipelago, Jacqueline, of course, is bored. Probably, she would love to meet a young and handsome captain who entered the service of her father. Gavrila Dubinin The only native of Russia in the game, a restless boatswain-boozer who does not even recognize the concept of discipline. Over the many years he spent at sea, Gavrila sailed far from his homeland and at the same time gained experience. If you hire him as a boatswain, then his experience will help you control the ship, and his enormous physical strength and ability to carry people along will help you in hand-to-hand combat. "Golden" bugs The game is full of bugs. Some of them can be used as real cheats (and you don't need any codes or trainers!). How not to pay your team? Bug: if you are not anchored, then at the beginning of the month you will simply not be asked for a salary (the corresponding offer will not appear)! So anchor at 29-30 and wait a couple of days. How to avoid unwanted meeting? Sometimes you are forced into battle, leaving no choice. Well, click on "Yes", and as soon as the screen fades (going to the battle screen), immediately click on Pause(this is such a button on the keyboard). Now click Enter... If you managed to stop the game in time, then the World Map will be available to you, from where you can taxi anywhere. How to defeat the garrison of the fort in hand-to-hand combat? The problem is that initially there are at least 1000 soldiers in each fort, and after your shelling there are still 500 people in it. This is a bit too much, but you will not be able to fire at the fort as soon as all the guns are destroyed in it. However, if you save at this moment and load through this save, then all the guns will "come to life", as if nothing had happened, but the number of soldiers will not be restored! Here is a great opportunity for you to further thin out the enemy's manpower. NOTE: all of these bugs "work" in the original 1.0 release. Passage for the British (detailed) First of all, do not forget to distribute the 3 skill points given to you at the very beginning (enter the required window through F1). Highrock. Near the gate, talk to the guard Billy and promise him a bottle of wine. Wander the streets of the city and find Theodore (in a green jacket). He will inform you that in almost every city there are three useful places: 1) a tavern, where you can hire a team, listen to gossip and get auxiliary quests; 2) a shipyard where you can repair a ship, buy new weapons or a completely new ship; 3) a store where you can replenish ammunition, as well as purchase a variety of goods. Listen to it to the end, and for this you will receive +250 experience points. There, an old gunman (with a wooden leg) wanders the streets. If you listen to the end of his reasoning about guns (elementary educational program), you will get another +250 experience. Also talk on the street with the unrecognized genius - engineer Albrecht Zalpfer. He will talk about his ingenious invention, but do not try to find out everything to the end - otherwise he will suspect you of a spy and refuse to continue talking to you. Instead, offer him a carpenter's job on your ship - Albrecht will agree to this job for free, but will go ashore on the nearest English island. At the shipyard and in the store, you have nothing to do yet. Go to the tavern and talk to all the people sitting there. An old sailor and an old grunt will teach you some basics of sailing and swordsmanship. After listening to both to the end, you will receive + 250 + 250 = 500 experience points. From Roberto Gorrando, you will learn about the existence of the island of El Caymano and that you can get an excellent telescope from Andriano Montefi, who lives there. Julius Ironcast will agree to serve as a gunner on your ship for 600 gold per month - hire him. Also listen to the innkeeper's gossip. Now - to the palace. Local Governor Samuel Mortons will hand you a corsair patent. Talk to the governor again, and he will give you the first task - to take a letter to the island of Tendales to the local governor Sir John Kenford Brisch. Head to the gate, but before going out to sea, do not forget to hand over a bottle of wine to poor Billy. For this action, your reputation will rise by +1, and you will receive an additional +250 experience points. You can now talk to the second guard - Frederick, who will ask you for rum. It is worth going back to the inn and buying a bottle for only 1 gold. But, giving the rum to Frederick, you will receive +250 experience points. Tendales. After leaving the island, you will receive +100 experience, and Albrecht will leave your team. However, do not rush to part with him and talk. During a friendly conversation, Albrecht will give you his blueprints. Go with him to the shipyard. There you will save these blueprints for 1500 gold (all the same, the blueprints cannot be used in any way - they are the prototype of the future paddle steamer). Here you can already buy a more capacious boat, having previously sold your pink. Buy an improved bilander - it is only slightly inferior to Pink in maneuverability, but it can carry 100 quintals of cargo more. This will be very helpful, as there is a trade quest ahead of you. In the tavern, you can, in principle, hire the boatswain Andrew Shue (400 gold per month) and the treasurer Adam Moulin (1000 gold per month). Only for this you are unlikely to have enough money. But even if that's enough, you shouldn't do it yet, otherwise your gold reserves will completely dry up, and you will have nothing to pay with the team at the end of the month. Nevertheless, you can talk to Adam Moulin in order to earn +50 experience (you need to ask Adam what he actually knows how to do). Now - to the governor's palace. By handing him a letter, you will receive +500 experience and +2 reputation. Take the next quest from the governor: take the wheat of the starving colony to the Dead Island. Before sailing, visit the store and buy coffee for the rest of the hold in the hold (114 centners will come out), which is highly valued on the Dead Island. Dead Island. Former jeweler Eugene Haxter (in a green jacket) wanders the streets - be sure to talk to him and let him carefully examine your locket. Eugene will reveal the secret of the veil over the story of your father - you will learn a lot of useful things for further passage. And besides, you will get +500 experience points. (Around this time, your rank will rise to 11, so be sure to redistribute 3 new skill points.) Now - straight to the tavern to the innkeeper. The innkeeper will want to thank you for the wheat delivered. It is better to modestly refuse the reward, because the innkeeper will only be able to give you 250 quintals of linen, which still needs to be sold, and, most importantly, your reputation will drop by 4 units, which is very noticeable (especially since you cannot buy a reputation for any money!) ... You will also have a talk in the tavern with the cannoneer David Murray and ask him about his service on the "Savage" - for this you will be given as much as +1000 experience points (Hiring David instead of old Julius is not worth it yet). In the tavern, you can also talk to the merchant, who will offer you a quest: accompany him first to Highrok, and then to Itkal (for 800 + 800 = 1600 gold). Do not take on this quest, as there is still a more profitable and more appropriate quest ahead of you. You will receive it in the store: the merchant Nigel Forster will ask you to take 400 quintals of linen to Tendales, and from there bring a load of cocoa, for which he will give you 2,000 gold. This is exactly what you need, especially since you need to return to Tendales in order to collect the promised fee for the delivery of wheat. (Do not forget to sell him all the coffee, for which you will receive approximately 1125 gold!) Before sailing, you can talk to the priest (standing at the end of the street behind the tavern), and for a modest price of 100 gold he will absolve you of your sins, which will raise your reputation by + one. And this is the pirate king himself. It's better not to joke with him. Tendales-2. Go to the store and hand over the load of linen, for which you will receive +1 to reputation. You will be automatically loaded with 150 units of coffee. You still have room in the hold, so fill it with coffee, which is so scarce on the Dead Island. Inform the governor about the completed assignment. He will want to reward you even more than he promised. Modestly refuse, otherwise you will lose a few reputation points: he will generously reward you with 2000 gold anyway. In addition, you will receive +3 reputation and +1000 experience points. Ask the governor for the next task, and he will complain that trade caravans between his island and Highrok are often robbed by some pirate. You need to establish who he is and stop his activities. Go to the tavern and talk to the innkeeper. He will tell you that one merchant (Margus) miraculously escaped pirate captivity, but now he is in an unconscious state and it is not clear how to treat him - otherwise he could tell a lot about this pirate. Hire a boatswain in the tavern (now you have money for this) and sail to the Dead Island. Dead Island-2. For the delivered cocoa, you will receive 2000 gold, as well as +500 experience points and +2 to reputation. Sell ​​all your load of coffee in the store, for which you will receive about 1000 gold. Buy all linen and sugar there, you can sell them profitably on Highrok. A fellow traveler to Highrok can be found in the same tavern - merchant Jacob Ashton will ask you to accompany him there for 800 gold (plus another 800 for a further trip to Itkal). Before sailing, you can still look at the priest to get +1 to reputation for 100 gold. Highrock-2. The first step is to go to the store and sell all the linen and sugar. You will also have a talk with the seller, and he will tell you that the wonderful doctor alchemist Alyumnus has returned to the city, who can put anyone on their feet. It is very easy to recognize Alumnus: he wears a red beard. Go outside and look for the alchemist. Having politely listened to his learned nonsense, you will receive the necessary medicine. In the tavern you will find your fellow traveler Jacob, who will present you with the promised reward (800 gold) and ask you to accompany him further to the island of Itkal. You can refuse, but then you will lose 3 points of reputation. Better to float to the island, the more that there is, than overstocked. Itkal. After leaving the island, you will receive +1000 experience points. Contact Jacob and he will pay you the promised 800 gold. Your reputation will rise by +3. Go to the store and shop for linen and sugar to sell on Highrok. Highrock-3. Sell ​​all the sugar and linen in the store. Go to the governor and take the quest from him: escort the ship to Tendales. Tendales-3. After getting off the ship, you will receive +500 experience and +2 reputation. Go to the innkeeper and give him a potion for poor Marcus. There, in the tavern, you will find the captain of the ship that you accompanied - Lemuel Hamm. The captain will give you the promised 2000 gold and tell you that he was carrying a strange "valuable cargo" on his ship - 50 thugs. Go to the governor and tell him about this strange event. For this you will receive +250 experience. The governor, in turn, will inform you that the royal examiner will soon arrive at the colony. Load a hold of coffee and sail to the Dead Island. A pirate ship will be waiting for you in the harbor, but the cannons of the fort will quickly deal with it. (This is at best; at worst, you will have to fight a pirate ship one-on-one on the high seas). You will find a note from the hardened pirate Beltrop, and you will also receive +500 experience points and +3 reputation. After that, your experience should be enough for the 10th rank. Dead Island. Sell ​​all the coffee and return to Tendales. (Actually, the purpose of this voyage is to wait until Marcus "recovers".) Tendales-4. In the tavern, you will find the recovered Marcus. He will say that the name of the evil pirate is Ropleyk, and that he often restocks.