Quest officers gpk 1.3 2. Corsairs: City of lost ships. Removal from office and dismissal

Passengers

On the left side of the form is a list of all the characters that cooperate with the player. This list also contains all the possible positions of your officers.

There are four types of characters in the game:

Passenger - characters that you took on board in order to deliver to any place and receive a reward for this. Passengers also include officers whom you have hired, but have not yet appointed to the position (hereinafter they will be called free officers).

an officer - a character who performs the functions of your officer.

Companion- if you agree to accompany a merchant's ship, he will become your companion during the journey. Also, those officers whom you instruct to manage the ships of your squadron become companions.

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

Officers

If the protagonist is not strong in any skill, he can hire officers to perform the required functions more efficiently. For example, if you specialize in trade and defense, you may need a navigator and gunner, and an experienced navigator cannot do without a treasurer and carpenter. A hired officer increases your skill by the difference between yours and his level. So, if your navigation skill is 33, and the officer you hired is 43, then your skill will be increased by 10 points. In the case when your skill is improved by an officer, the difference will be highlighted in green.

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

The protagonist can appoint officers to the positions of Navigator, Boatswain, Gunner, Doctor, Treasurer, Carpenter andBoardman... Each officer can increase only skills and abilities that are specific to him. In total, the ship has 9 positions for officers and one captain - the hero himself.Boarding officersthree can be assigned. These officers will accompany the hero on land and on board, cover him with their bodies, sharp steel and pistols. Equip them with bullets, elixirs of life and good blades corresponding to their types of skills (for example, masters of heavy weapons should be given swords and axes, then the damage will be maximum). The officers have the abilities of a part-time and part-time station wagon. These abilities allow one officer to occupy 2 or 3 positions at once, respectively. Thus, only three officers are enough for them to most effectively help the protagonist with their skills and abilities, and at the same time they were also his bodyguards in battle.

Hiringandappointment of an officer

Decent candidates for the role of officer can be found in taverns. They usually sit at tables and offer their own services. When hiring, you can see the characteristics of the character, pay attention to his skills and abilities. By paying their requested rate, the officer becomes the hero's passenger. Then he can be assigned to the position of a ship's officer on the "Characters" form or made a companion by purchasing or seizing a ship. Every month, officers and sailors are paid a salary, officers can occasionally ask for an additional increase or categoricallydeclare disagreement to workwith a hero if their loyalty drops to zero.

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

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


Removal from office and dismissal

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

You can dismiss an officer in the dialogue, meeting with him on land, if heboardman, or in the wardroom, if he holds a different position.

You can fire a companion by first removing it from the ship (cm... section "The ship and its characteristics"), and having appointed an officer to appear in the wardroom or on land.

"Pumping" officers

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

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

Officer's outfit

You can see what is in the pockets of any passenger on the F2 / Items form. But you cannot transfer and equip items for officers there. The transfer is carried out when the officer and the hero are in the same location.Boardingfollow the hero everywhere, and officers of other positions can be found in the wardroom (on ships where it is). The hero approaches the officer and pressingEntercalls the command menu, selects the exchange there, after which an interface opens, similar to the search of corpses and chests (cm... (see section "Searching Chests"). During a battle, exchange in this way is possible only if the hero has the "exchange of experience" ability. The equipment of items is carried out automatically, the officer himself chooses the best saber and pistol for him, according to his skills and attributes of the weapon.

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

Loyalty and salary

An officer's loyalty is determined by his reputation and the actions of the hero. The “good guys” will become less loyal if the hero does “dirty deeds” and vice versa. If the loyalty bar on the F2 / Characters form has dropped to zero, then such an officer will leave the hero at the first opportunity, and it will not be possible to stop him.

Every month the salary calculation also includes the pay of the officers, regardless of the current position. The higher the skills of the officer, the more he will demand money.

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

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

Storyline for Peter Blood

You appear at the Oglethorpe estate, England. In the courtyard on January 1, 1665. Servant Jeremy Pitt informs you that Lord Gilda is injured. Enter the house, talk to the servant Andrew James and proceed to the bedroom, in the west wing on the second floor. Go to the bed with the dying lord. A servant will appear and report that he has brought everything you need for treatment. You find yourself in your office. Talk to Andrew James. A second servant, Jeremy Pitt, will appear and report that royal dragoons are galloping here. He will advise you to take a sword from the balcony and run away to hide. leave the office, take the key from the table on the left and go up to the second floor. Unlock the chest on the balcony and grab Brett's sword, pistol and cartridges. Captain Gobart will appear soon and a dragoon will attack you. If you kill him, two more will attack you. You cannot kill all of them. As soon as they defeat you, they will capture you and, according to the plot, put you in prison.

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

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

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

Find also a slave in a spotted bandana - Levays Mouyer. He will complain of a headache and ask you to bring him medicine. Return to town to Mr. Dan's house. He himself is not now. Go to the second floor and take the medicine in the box next to the scales. Return and give the medicine to Levice. In return, he will give you a light dagger that the guards will not be able to detect.

Now find in one of the houses the one-eyed slave Ned Ogle. Return to the city, find the house of the moneylender and repay him 5000 piastres.

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

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

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

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

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

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

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

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

3) Destroy the smugglers.

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

Dutch national storyline.

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

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

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

3) The third task is to get information about the plans of the British in relation to Holland in connection with the trade war. Travel to Hispaniola and speak with the Mayor of La Vega. The head is Edward Mansfield, but in fact, his surname is Mansvelt, he is Dutch by nationality. He is also Modiford's confidant for the robberies of the Spaniards. But Mansfield cannot tell you anything about the plans of the British, but recently an English envoy from Modiford came to him with a proposal to attack Curacao, naturally Mansfield refused. Edik will also say that it is better to learn about the plans of the British from the great and terrible Henry Morgan. Go to Jamaica and find out that Morgan is in Antigua. Go there and talk to him. He will say that if you help him, he will help you too. We need to find out if his companion Pierre Picardian is honest. It is located on Tortuga, then ask the moneylender, the owner of the shipyard, the owner of the shop, in the tavern and in the brothel. It turns out that he spent a lot of money. Now go to Morgan, he says that Vaschet knows nothing about the plans, but one of his officers, who was put in prison, knows about Modiford's plans, go to the Prison, interrupt the guards. You will learn that the British want to attack Fort Orange. Sail to the Governor-General and he will pay 50,000 piastres.

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

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

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

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

8) The eighth task is a business trip at the disposal of Aaron Mendes Chumakeiro. His house is located in the city, not far from the residence. Aaron will give the task to find an ancient book that some English privateer was trying to sell in a pirate settlement in Bermuda. Go to Bermuda and go to Jackman's residence. After talking with him, sail to Martinique, to the local brothel. Ask all the girls there, one will give you new information, for a fee, the filibuster who wanted to sell the book, in an incomprehensible language, called Laurent de Graf, he usually lives on Tortuga. Swim to Tortuga. In the local tavern you will find out that now de Graf has already gone on a raid to Cartagena for two weeks. Swim there. Near Cartagena Laurent fights the superior forces of the Spaniards. Sink the enemy squadron, preventing it from sinking the French ship. Send the boat to Laurent de Graaf's ship. Find out from him about the thing you are looking for, he will offer to buy a card of the buried treasure from him for 235,000 gold. Pay the required amount. The treasure is hidden on Turks Island. Swim to the Turks, go to the cave and find the chest. You will find a holy book there, as well as a blunderbuss, a couple of good pistols, an expensive cuirass, 200 bars of gold, rings, brooches, and a couple of idols, including a very useful idol - the rat god. Sail to Curaçao to Chumakeiro and give him the Bible. You will receive 1,000,000 piastres as a reward. Then go to the residence to report on the success of the mission.

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

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

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

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

French national storyline

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

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

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

4) The fourth task - escorting the first class battleship to the island of Dominica. Rumor has it that this ship is already being hunted by the Spaniards, 3-4 galleons, under the command of Juano Galeno. Near Dominica, the ship is to connect with the squadron of the island of Guadeloupe. Go to the port office and take command of the Soleil Royal. Your course is now on Dominica. 4 galleons will be waiting for you near Dominica, but there will be no French squadron. After the sinking of Juano Galeno's squadron, you need to go to Guadeloupe and find out why the promised squadron did not meet you. The governor of the city of Bas-Ter will justify himself by the fact that he received a letter about the promotion of your squadron only yesterday and did not have time to prepare anything. He will take the royal manowar and thank you for completing the mission. Return to the Governor-General. You will receive 28,000 piastres as a reward. Also talk to d "Ozheron again and get a promotion.

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

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

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

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

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

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

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

9) The ninth task - repelling the attack of the Spaniards on Port-au-Prince. For this task you will be given a "Soleil Ruyal", however, it must stay afloat. Next comes the battle with Spanish ships. Travel to Tortuga for 5,000 piastres.

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

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

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

Spanish national storyline.

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

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

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

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

5) The fifth task is a business trip to Santiago. Travel to Santiago and go to the residence, as instructed by the local governor. The task will consist in the complete destruction of the pirate settlement of La Vega on Hispaniola. Sail to Hispaniola, dock in La Vega Bay, passing to the next location, the assault will begin, kill all the pirates and go to the city where the carnage will continue. After destroying everyone in the settlement, go to the residence, there you will have to fight with the leader of the filibusters of La Vega, Edward Mansfield. Kill him and leave the residence. The task is completed, you can return to Jose Jimenez. Don Jimenez will present an award of 100,000 piastres. Return to the Governor-General and receive thanks from him.

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

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

8) The eighth task is to protect the Cumana from the attack of the united Franco-British squadron of pirates. Sail to Cumana, sink the enemy squadron and get 100,000 piastres in Havana.

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

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

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

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

Pirate storyline

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

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

In Port Royal, Jamaica, escort John Bolton to the Morgan house (the Morgan house with columns is on the left side of the city, if you go from the port). On the way to the house, you are stopped by British soldiers. The soldier commander says that you and John Bolton have been accused of having pirate ties. You are sent to prison pending clarification of the circumstances. However, you are freed by Morgan himself, who says that he paid a ransom for you and waits at his residence, after which he leaves.

At the residence, Morgan assigns the black mark to Edward Lowe, who lives somewhere in Martinique. Go to Martinique in Le François. On arrival, ask the innkeeper about Edward Lowe. It turns out that the innkeeper knows Lowe and that he lives not far from the tavern. Exit the tavern and go right to the house, paneled with boards, where Lowe lives. Go into the house and, when talking with Edward, give him a black mark. Lowe will say that all problems with Morgan have already been resolved and will ask him to return the black mark back to Henry Morgan. Return back to Jamaica to Morgan.

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

First, go to the shipyard and ask the owner if Lowe has dropped by. It turns out that Lowe did come in and wanted to buy a ship (brig), but he had no money for such a ship and Edward went to the moneylender. Since then, the owner of the shipyard Lowe has not seen again.

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

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

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

Ask the people in the taverns in the archipelago about rumors until someone tells you that there are more attacks on mail ships in the Kumana area on Maine. Head towards Kumane. If the ship is more powerful than the 6th class, then it must be parked in the port department of Kumane and any ship of the 6th class must be bought at the shipyard. After that, on this ship go out to sea and sail to the Trinidad and Tobago area. There you will meet Lowe in the brig. Take the brig on board, talk to Lowe, who says that Morgan's power will soon change. Kill him. Go to Morgan with a progress report.

Morgan proposes an operation, the result of which will outshine all of Sharpe's affairs. Namely, Morgan proposed to rob the pearl divers who would collect pearls on tartans for a month on the Turks Island in North Bay. Morgan offered to deliver at least 1,000 small and 500 large pearls. The profit is halved.

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

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

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

After hearing the story, Morgan says that John Avory was his confidant and you killed him. You explain that it was Captain Goodley's order. Morgan immediately calls the captain to sort out the situation. Goodley comes and says that he did not give you any orders. To sort out what happened, Morgan assigns a duel between you and Captain Goodley. Kill Goodley. Morgan says you have proven your innocence in this case.

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

Seeing you, Jackman is very surprised and says that you allegedly captured and handed over to the Spaniards to be torn apart by his captain Sid Bonnet. We'll have to figure it out. Jackman directs you to Cozumel Bay, on the Maine, where John Leeds anchored on the frigate Antwerp, with whom you need to talk. Head to Cozumel Bay.

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

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

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

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

The owner of the Santo Domingo shipyard said that the deal on the sale of the Swallow was the most successful, because it was given to him for a pittance. Under some pressure, the owner also says that he bought the Swallow from a guy who did not introduce himself, but the servant of the owner of the shipyard saw him go to sea on the frigate Leon. According to the owner of the shipyard, the frigate must still cruise in the waters of Hispaniola. Go out to sea, on the global map, there you will see a ship with purple sails - this is the frigate "Leon", take it on board.

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

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

In Puerto Principe, go to the tavern and ask the tavern owner about the operation. He will answer that something is really planned now, but Soukins keeps all the details in the strictest confidence, even from his close associates, and is almost always sitting at home. We need to get into the house of Richard Soukins and steal documents. Go to Soukins' house, grab the papers from the table and run out of the settlement. Because everyone becomes enemies. Soukins' papers set out a plan for an upcoming operation against the Spaniards. Sawkins learned that the Spaniards had begun transporting the largest shipment of precious stones from Panama. To carry out this operation, the Spaniards abandoned the overland delivery of jewelry from Panama to Porto Bello and sailing in the Caribbean. Only one ship of the line must go around Cape Horn, rise to the fortieth parallel, then turn right and reach Lisbon in a straight line.

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

Two weeks later, San Martin has a ship with purple sails - this is your goal. Take the ship on board. In the chest, in the captain's cabin, you will find a large number of gems. That's it, mission accomplished, you can report to Morgan.

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

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

It turns out by this time Morgan had already assembled a squadron of 5 powerful ships of the 1st class. He gives you the task of performing and taking Porto Bello right away. Move towards Porto Bello, attack the fort and capture the city. Go to the Governor's House and talk to the Governor. The governor is already aware of the plan of the march to Panama and was ready for your attack on his city and therefore was greatly surprised that you took the city so quickly. He also said that you will die in the jungle on your way to Panama. Tell this news to Morgan who comes up. He believes that Richard Soukins managed to secretly warn the Spaniards about the plan to march to Panama. Morgan is not going to give up the campaign and offers to split up. You will command the second squad, which will include Sawkins. You have been instructed to disembark at Darien Gulf within two days and go to Panama. On the way to Panama, you need to shoot Soukins unnoticed, because Morgan does not want to see him at the city walls.

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

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

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

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

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

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

On the way to the Darien Bay, you will be attacked by the Spaniards, but you do not have to fight with them, you can run around them.

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

Main quest

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

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

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

It turns out that Teaser Dan really visited the Island of Justice. You, again, need to go back to Willemstad, to Stavezant and talk to him. Dock in the sweat of Willemstad, go to the tavern and ask the tavern keeper about Teaser, where Den has disappeared, the tavern owner does not know, and he will also advise not to get involved in the affairs of the Governor-General and the Dutch West Indian Company. Now go to the residence and start a dialogue with Stavesont. But as soon as you mention the name of Teaser, the governor will be on his guard. Say that you are writing a book, but you will not be able to find out really anything. We need to find a representative of the Dutch West Indian Company in the archipelago.

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

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

The tramp will give you Diffindur's key, which will be useful later.

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

Swim to the upper left corner of the map. You will go out to sea. After the command "swim" a video will go, and then the hero is in the City. The sea is raging, a wild storm. A local resident named George Stokes comes up to you and says that he saw the wreck of your ship. You are the only one who survived. He will give you a little bit of insight. The city consists of many interconnected incomprehensibly wrecked ships. You are on the Velasco galleon, which is home to one of the established criminal clans - the narwhals. The second clan, the Caspers, is on the barque "San Gabriel". Neither one nor the other spares anyone who dares to disturb them. Stokes will also say that you need to visit the head of this godforsaken place, Admiral Chad Capper, on the San Augustine warship, before the storm ends. As it turned out, this is the same missing privateer who came out three years ago for the prize and disappeared without a trace. And now he is the admiral and head of the City.

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

You will be officially declared a Citizen of the City. The City has almost everything that is inherent in an ordinary port: a tavern, a shop, a church, a usurer. The moneylender has a special story. Everyone will tell you that he is a terrible, terrible man, a warlock. The debtor will be obliged to return him an amount five times the given. It turns out that Brahms gave the soul of Miclantlecuetli, the Aztec god of the dead. If the debt is not returned, after a while, when you go to any location, you will be transported to the sacrificial temple, to Tenochtitlan. God will appear to you and demand money back. If you do not have them, you will not get out of there. This will happen even after you get out of the City.

Now go to the Fleuron caravel, to the owner of the tavern, Hill Brunner, and ask him about Teaser Dan (that same missing beggar). Everyone thinks he drowned. Hill asks you to be silent about the fact that Teaser managed to get to the mainland, because the admiral should not in any case find out about it. The law of the City says that no one can build rafts and boats to sail away. Hill will ask you to come to him later, he should consider the information received.

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

Now your task is to find Andre Labo, a carpenter in the city. According to Brunner, it was he who helped Dan build the swimming facility. Labor makes an appointment for you in the cabin of the "Protector" corvette. The carpenter betrays you. He brings a policeman with him. Kill them. Tell Hill about what happened. He offers to cover up the traces of the crime and set up one of the clans, namely the "narwhals". To do this, you need to lie in wait for one of the "narwhals" in the bow of their base (galleon "Velasco"), take the clan's amulet from him and take it to the admiral, and thus remove suspicions of murder from you. After doing this, you will be instructed to destroy all "narwhals". Officers will be given to help. After killing everyone, go to the barrels opposite the entrance. Between them lies an ordinary key for chests. Report to the admiral on the successfully completed assignment. Now go back to Hill Brunner and tell him what happened. He will ask to come to him later. Spend the night in the tavern for a few days, then go to Hill. He says that today at midnight in the tavern, the Capper will meet with a certain person. You must eavesdrop on the conversation by hiding behind a pillar in the wine cellar (stand sideways and do not move, otherwise you will be discovered). The information turned out to be very important indeed. It turned out that Capper and the leader of the “Kasperov” clan (and it was he) were in one bundle. It turns out that it is not you the admiral, but he circled you around his finger. Destroyed the "narwhals" with your hands. In addition, they mentioned a certain Mechanic. Report everything to Brunner. He will express his thoughts on this matter and try to remember who already lived here before him. This is necessary in order to find out who this Mechanic is.

You will not learn anything else from Hill. After a while, they kill him. The tavern waitress Armo Dulin will tell you that she found Brunner's corpse in the wine cellar, and noted that before his death he asked her questions about the person who lived here before him.

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

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

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

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

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

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

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

Having reached the indicated place, go through the "open" icon to the open sea. The quest is complete.

to be continued...

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

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

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About the place of action and nations

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

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

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Let's start?

The choice of the nation is one of the key aspects affecting the start of the game. Specifically, from this choice, a different number of ports will be available, which can greatly complicate travel in the Caribbean. Therefore, I built a kind of scale for the attractiveness of nations, on the principle of how comfortable the game is for a beginner or a merchant.

The most successful choice for a novice player or a trader player will undoubtedly be Holland... A peaceful nation made rich by trade. At the start of the game - Holland is at peace with France and Spain - and this is the entire Maine (the continental part of the game world), Cuba, Hispaniolla and a few more islands. The richest space for trading or mastering the game world.

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

In third place will be France which is at peace with Holland and England. The French get a third of the Caribbean to develop.

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

Let's start?

PIRATES

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

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

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Let's start?

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

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Perception (I) - affects ... yes, it does not affect anything except the growth of navigation. And hence the very simple conclusion. 3 units in perception will be enough. It is better to direct the freed glasses into the most valuable reaction or luck.

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

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

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

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

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

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How to develop skills and what do they give?

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Personal skills relate directly to the character, and accordingly, it is possible to fill in the gaps in them only with the help of artifacts. Do not rely on officers, swing by yourself.

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

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

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

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

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

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

It develops very simply. - shots.

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

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

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

Swing in the same cases as needed.

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

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Let's start?

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

  • What types of officers are there and what are they for? The officers in the game are sometimes simply irreplaceable. As a rule, the officer can be found in the tavern, whiling away the evening with a glass of rum. Or find out from the tavern keeper (for a fee, the amount directly depends on the rank of the GG), if anyone wants to be hired on the ship. Talk to the officer, and, perhaps, he will go to your service (for a certain reward). In a dialogue with an officer during recruitment, you can find out his type and characteristics. There are several types of officers in the game. Here is a rough description of them:
    • First mate. One of the most essential officers at sea. Keep in mind that only this ship can be commanded.
      Skills developed: authority.
    • Skipper. Whoever he may help to lay the right course and squeeze out of your vessel everything that it is capable of.
      Skills developed: navigation.
    • Quartermaster. Responsible for the cargo and the condition of the ship. Reduces the amount of goods spoiled by rats. It will also help the captain achieve better prices in stores.
      Developed skills: trade, repair.
    • Gunner. Cannons are his strong point. An experienced gunner will always be useful in sea battles, and he will be able to command a fort.
      Developed skills: weapons and accuracy.
    • Boatswain. Who can throw the grappling hook the furthest? Who has the most powerful throat on a ship to call the boarding crew to attack? Of course, this is the boatswain. It will also help to correctly place the team on the deck and yards in order to reduce the damage inflicted by the enemy.
      Developed skills: boarding and defense.
    • Boardman. An extra strong hand and a keen eye during a boarding or brawl on the shore.
      Developed skills: possession of various weapons and pistols.
    Note. This description does not apply to quest officers (see below). All quest officers are of the "first assistant" type, but, in addition to authority, they also have skills in other skills, each in his own. In addition, they all have excellent command of both melee weapons and firearms.

    By status, officers are divided into the following categories:

    1. Active officers. They make up the GG's retinue, which accompanies the GG on land and at sea, participate in fights, boarding and assaults. The ship's (and only) skills of these officers are taken into account when calculating the total values ​​of the ship's skills. Also included are "plus" and "minus" items in the inventory of these officers.
    2. Passenger officers. They are on the GG ship, where they are awaiting their appointment to any position. The skills of these officers are not counted anywhere.
    3. Companions. Officers assigned to command the ships of the GG squadron. They can have their own officers. The ship skills of the companion officers are taken into account when calculating the total values ​​of the ship skills for the companion ship. The companions themselves and their officers are on their ships and accompany the GG only at sea, as part of a squadron.
    In addition, an officer can be appointed to the post of governor of a colony (captured or rebuilt), an experienced Quartermaster with great authority is best suited for this purpose, or you can put an officer in command of a fort in a rebuilt colony (an experienced gunner is best suited).
  • How many officers can you hire? The number of officers who can join the GG depends on the effective value of the Charisma characteristic and is equal to Effective_Charm * 2... Effective Charisma is Charisma, taking into account the malus that the GG receives if his health is different from Excellent, or if he controls a ship of a class that is not suitable for his Navigation skill. Active officers of the GG, officer-passengers and companions are included in the account. The captains of the ships left for storage in the port, the officers of the companions, the prisoners in the hold, the passengers on the delivery quests and the governors appointed by the GG in the colonies DO NOT go into the account. In addition, even if the GG has a full set, quest characters will still join him, such as the Maltese knight from the "Stranger Things ..." quest. Also, without taking into account the Charm, merchants on the convoy quest, or, for example, pirates on the quests of the English line, join as companions.
  • Who are Danki and where to find them? Not bad for the initial (up to 20) levels, the officers are girls. They got their name from the name of the model - Daniel. There are three of them on the archipelago - Louise Drake on the island. Nevis in the pirate city, Annie Bonnie on the island. Venezuela at the smugglers' fort, Mary Reed on the island. Curacao at the pirate fort. Their characteristics differ, the cost of hiring is not (30,000 gold for any). However, they will not join the team if the protagonist's reputation does not match theirs. For example, to hire Annie Bonnie, the GG must have a high enough, i.e. a very positive reputation such as "Noble Knight" or "Hero". Hiring the other two girls requires a low (negative) reputation. So with a reputation higher than "Scoundrel" you shouldn't even try ...
  • How do you hire Jack, Blade, Turner and other quest officers? Only two of them can be hired. At the beginning of the game, two are randomly selected from the list of characters for which you can start the game and placed in random prisons on the archipelago (in different ones, of course). One of them has a high (positive) reputation, the other has a low (negative) reputation. With a proper reputation, the GM can persuade them to join him as officers. To hire a "good" prisoner, you need a reputation not lower than his reputation, to hire a "bad" one - on the contrary, not higher than the reputation of the future OGG. Of course, in order to be able to hire these guys, you will have to give a very tangible (50,000) bribe to the warden.
  • How can I view an officer's stats? In the F2 menu there is an item "CHARACTER" - in addition to the parameters of your hero, you can use the keys to view the stats and perks of all your officers and passengers. You can also see the characteristics, skills, perks and reputation of an officer even before hiring by selecting the appropriate branch in the dialogue.
  • In the menu of characters in the pictures of my officers there are icons: a ship, sabers, a white flag - what does it mean? Ship - is the captain of one of the player's ships; sabers - walks and fights together with the main character on the ground and on boarding; sabers and a white flag - fights only on the ground (sits in the hold during boarding); sabers and a boat - is an officer of one of the captains; nothing - just floats with the hero (passenger - his stats do not affect anything on the ship).
  • How to equip an officer? Approach the officer face to face, press Enter and select the icon for the exchange of things - here you can give the officer any things, and pick up those that he agrees to give. Items such as amulets, idols, bullets can be freely moved to the officer and back; but quest officers equip weapons and cuirasses immediately after the transfer - and these items cannot be returned back (only if they are given even better).
  • Why do others manage to exchange things with officers during boarding, but I do not? These others have the perk "exchange of experience" - and it gives such an opportunity.
  • How to put on a cuirass on an officer? The officer must have the Cuirass perk. Give him a cuirass - he will put it on himself, although outwardly it will not be noticeable (otherwise it would require changes to all models, and this is an extra - and at the same time considerable! - volume of files).
  • What perks should you give to officers? Officers only have perks that do not need to be activated manually. For example, officers never use the Fury perk, even if they have one. At the same time, it does not matter whether they swim on their own or as officers of the GG. Of the personal perks, it makes sense to give the officers who swim with the GG the Iron Will and Trustworthy perks. The effect of these perks applies to the GG, if his officers have them. Important! The "Credible" perk has one feature: if the GG has the reputation of the Thunderstorm of the Seas, and this perk is only available to the officer (the GG does not), then the GG will see the smuggled goods in the store, but will not be able to persuade the architect to build a colony or get a task from mayor (merchant, usurer). With a reputation of Bloody Assassin and above, the effect of the perk is fully extended.
    All other personal perks (fencing, shooting, etc.) do not apply to the main player. The "Exchange of experience" perk for officers will only work for their officers - not for the GG. You are not your officer's officer. This perk is beneficial to use when the companion has his own officers - they will swing well.
    Unlike personal perks, almost all of the officer's ship perks work for the main player. The only exceptions are the "Customs" perk and perks associated with changing flags. Therefore, it makes sense to give officers and companions the following perks:
    • preloading of guns
    • easy repair
    • quick fix
    • turn 180
    • swimming in shallow water
    • firebrand
    • boarding order
    • landing
    If the officers of the GG have these perks, they can be used by the GG himself during the battle, activating them through the menu. If the captain of one of the ships of the GG squadron has these perks, then he will not use them on his own, but he can be ordered to use them (order -> abilities). In addition, all perks that do not need to be activated on your own will work.
  • If you give an officer a thing +10 to something (for example, to trade) and put this officer in the place of the mayor, will this + be counted? And if you put it on another ship? Advantages are added to the stats only for their own officers (those who sail on the ship of the GG) and for the captains of the ships of the squadron. The mayor is no longer an officer; officers of other captains are also not calculated in this formula (there are too many of them - and this is a load on the engine).
  • How much does an officer have to pay every month? (There are a lot of tributes with the Philosopher!) A philosopher and a tribute need to be paid so much only once - when they are hired. And then - like ordinary officers. The sum of the officers' upkeep is included in the sum of the upkeep of the team, and it can be viewed in the Ship - Team menu.
  • How to download officers?
    • Fencing and pistols: carry with you on assaults, boarding and into caves.
    • Naval skills: put the captains of the ships of your squadron, as well as their officers.
    • All: have the "exchange of experience" perk, and keep the rocking officers in the squad!
    So, and only so. "Teachers" increase stats only for the main character.
  • How to Hire a Philosopher? What does he want? Reputation "hero", blade "keelidge" and a ship not lower than 3rd class.
  • My beloved officer left me !! If an officer has a positive reputation, then he leaves in case of bad deeds (for example, "selling" captive captains to mayors, smuggling), and if negative - then with good (for example, about the release of prisoners without ransom, when transporting goods on quests of merchants). If the team has both this and the other, you need to alternate things: either rob, smuggle and kill unarmed, then complete positive quests (donations to the church do not affect the officer's loyalty). An officer's loyalty indicator is a strip under his picture in the "Characters" menu; when it decreases to the very left edge, the officer will leave. IMPORTANT! It is the deeds that affect the loyalty of the officer, and not the reputation of the GG in itself! There is no direct relationship between the reputation and loyalty of an officer: you can have a reputation as a "hero", engage in smuggling, raising your reputation in the church - and the officer-hero will leave anyway. Shifting an officer into a passenger during a meeting with smugglers does not help; but if you put him as the captain of one of the ships of the exadré, then the officer will not leave (responsibility, after all). Likewise, a good reputation alone does not deter a “bad” officer. You can hire a "bad" tribute, increase your reputation in the church to the maximum - but if you are engaged in robbery, smuggling and murder of the defenseless, she will stay with you and will be very pleased with you.
  • I am not doing anything bad, and the "good" officer is still trying to leave !!! He is not trying to leave, but extorting a bonus for himself. You can pay it, or you can expel the extortionist. By the way, quest officers don't do this. However, if the quest officer is appointed governor in the colony, and then removed from this position and taken to his retinue, he will cease to be different from others and can also be engaged in extortion of a bonus. A similar effect occurs if the quest officer has ever escaped from a sinking ship in a lifeboat.
  • Where to recruit a huge team (manowar, battleship)? All taverns have 5-10 people! The number of sailors in the tavern does not depend on the island, but on your effective authority and level of difficulty. IMPORTANT! Do not confuse the hero's base authority (visible in the "Character" menu) and effective authority (what remains of the base authority after being penalized for lack of navigation). If your navigation is not enough to control a ship of this class, the penalty goes to all skills (including authority). You can view the effective stats by F2-Ship (click on the ship) or in brackets behind the base stats. Effective stats do not fall into minus (1 minimum), but even -30 in all skills is already very, very bad. Better get on a smaller class ship. Another important point: if you have a squadron of 3-4 ships with a large team (manovar, battleship, warship), then you won't be able to hire a full crew for everything, even with an effective authority of 100. The addon is not designed for players to sail for 4 manowarah with a FULL team each! Either leave an incomplete crew (for trading), or put 1-2 ships on the dock in the port (for assaults and other battles).
  • Why don't the slaves want to join my team? The same restrictions are imposed on the admission of slaves to the team as to the admission of ordinary sailors - if there is not enough authority (general in the ship, taking into account bonuses / malus), no one will go to the team.