Corsairs are the curse of the distant seas, passage of pirates. Walkthrough of the game Corsairs: Curse of the Distant Seas. Walkthrough for the French

Maxim Hare 1630... During this turbulent time, the captains of ships plowing the expanses of the Atlantic quite easily changed their flag, moving to serve from one monarch to another. The game has four main storylines and a lot of additional quests. Nicholas Sharpe will have the opportunity to serve England, France and Spain or choose the dangerous path of one of the members of the “coastal brotherhood” - while during the game we will be able to easily move from one storyline to another. This walkthrough provides advice for those who want to complete the game as quickly as possible, without being distracted by trade and naval battles, which can be avoided one way or another. However, both are excellent ways to expand the size of your squadron and strengthen its weapons - actions that are absolutely necessary for those who want to create a military force that will be reckoned with by any opponents. But we got a little distracted... So, the Spanish captivity and the escape from the plantation were left behind. There is a pink ship moored at the pier of the main English colony, Highrock. We have forty crew members with us, and we have some ammunition. Life is full of new hopes, the main one of which is to obtain a corsair patent... England We begin the game at the city gates of the English colony of Highrock. In order to enter the service of the King of England, we need to obtain a corsair patent from Governor Samuel Mortons. His residence is located on the other side of the city. Having taken the patent, you need to contact the governor again in order to receive the first task. We will be tasked with delivering a letter to Sir John Clifford Breen, governor of the second English colony in the archipelago. There is nothing secret in this letter, but we must deliver it intact without breaking the seal. The reward for successfully completing this task will be 500 gold. The island on which the colony is located is called Tendales - when the task is issued, it appears on the map. On the way to the city gates, it is worth stopping by the tavern. Traders, captains and ship officers standing on the Highrock pier. At the table to the left of the entrance, one Christopher Clayston, an English officer, is purposefully pumping up rum. He has already crossed the line beyond which alcohol loosens a person’s tongue, and for an extra mug he is ready to tell us a “state secret.” Recently, two frigates arrived from England to fight pirates. They were rearmed and Christopher was assigned to one of them. However, according to him, it turns out that these frigates are floating garbage and are almost falling apart from disrepair. At the next table sits Julius Ironcast, a gunner who lost his sight in battle. He dreams of going to sea and can become a worthy member of our team - in Eventually , his experience is worth a dozen pairs of the sharpest young eyes. His services will cost us 200 gold per month, and 600 coins will have to be paid immediately as a deposit. Finally, at the table to the right sits Pete Dalton, a former apprentice to the local gunsmith. It's not so easy to get this guy to talk - but in the end he tells us a story about how some unknown people tried to drive his former owner off the island. Shortly after speaking with them, the gunsmith's son was killed in a street fight, and the gunsmith left Highrock, fearing for his life. The new owner kicked Pete out, and now the guy is scared and dreams only of how to get to Tendales Island and find work there. Perhaps it’s worth offering him our help - in addition to ordinary human humanity, this should have a good impact on our reputation. Well, it’s worth stopping by to Governor Mortons and trying to ask him about these mysterious frigates. But, contrary to expectations, after the very first question, His Excellency comes into a state of intense anger and simply shows us the door, not forgetting to promise serious trouble to poor fellow Clayston for his drunken chatter. Looks like now it's really time for us to set sail. However, having met a native of Russia, Gavrila Dubinin, on the streets of the city, we can part with another four hundred gold coins and get a boatswain. But, one way or another, we soon leave the port of Highrock and go to Tendales Island. The journey promises to be relatively calm - pirates, and especially Spaniards, are not often encountered in this region. Upon arrival on the island, we go to the residence of Governor Brin and give him the letter. After presenting the well-deserved award, he tells us that Samuel Mortons is far from the best leader, and an example of this is the plight of the small English colony of Dead Island, where a real famine occurred due to a crop failure. Brin invites us to deliver a load of wheat to the island and thereby alleviate the situation of the colonists. You can refuse this task, but... is there any point? One of the characters we need is located on Grandfather Island, and we will still have to sail there, and besides, if we refuse, our reputation will drop. At the same time, you can get a very good fee for delivering the cargo - 2000 gold. We agree and, having loaded 150 English centners of selected wheat into the hold, we set off for Grandfather Island - a new island that appeared on the map at the moment we received the task. Upon arrival at the place, we need to hand over the cargo to the owner of the local tavern. He is incredibly glad that Governor Brin remembers their troubles - moreover, the innkeeper is even ready to reward us for our efforts. Since all the gold on the island was spent on purchasing food, as a reward we are offered to take some linen, which is quite suitable for sale. By agreeing to this proposal, we lose one reputation point - after all, the governor promised us generous payment for this trip, and profiting from someone else’s misfortune is not good. In the same tavern we meet the English officer David Murray. History repeats itself, but in reverse: he is ready to buy us a drink if we agree to listen to his story. Like Christopher Clayston, he was assigned to one of these two ill-fated frigates, moreover, he even managed to attend one of the battles. Murray was the senior gunner, and he saw with his own eyes how, with the first salvo at the pirate ship, the starboard side of the frigate literally fell off. Our interlocutor was the only one who managed to escape from the quickly sunken ship, but the memories of his experience, it seems, will not soon fade in his memory. After this conversation, we can hire Murray as a gunner - he will serve us for 350 gold coins, and is ready to work for free for the first month. Returning to Tendales Island, we receive the promised 2000 gold from Governor Brin, after which we go to Highrock for a new task. This time Samuel Mortons offers us 2000 to escort the Bristol pinnace to Tendales Island. We cannot refuse this task, although it is fraught with a trap: near Tendales we are attacked by the pirate Edwin, nicknamed Cuttlefish. The battle promises to not be too difficult: Edwin’s ship maneuvers rather sluggishly near the island and clearly does not seek to suppress us with its firepower. Don't forget that we now have the Bristol pinnace at our disposal. Having given his captain the order to attack the enemy, we complete what we started with several precise volleys. While Edwin's ship smoothly sinks to the bottom, we learn that the pirate was ordered to kill us, and this order was given by someone named Beltrop. Somewhere in the depths of my soul there appears a desire to get to know this Beltrop better... and the sooner the better. We meet with Bristol captain Lemuel Humm at the Tendales tavern. He gives us the payment of 2000 gold pieces promised by Mortons and tells us that the only cargo he delivered to Tendales were fifty strong guys with a frankly gangster appearance. Perhaps it would not be a bad idea to drop by Governor Brin and tell him this news. After this, we can return to Highrock with a clear conscience. It's time to complete a couple of additional quests. First, we have to find a man in a dark blue scientist’s camisole on the streets of Highrock. His name is Albrecht Zalpfer. In a conversation with him, you should avoid questions about the new era in navigation and the scientist’s new invention. Zalpfer tells us that he worked for Alexander Bishop until he fired him. Now the inventor dreams of getting to Tendales and finding work there. Looks like a good deal is coming up. We offer Zalpfer a position as a ship's carpenter, promising in return to deliver him to Tendales. He happily agrees, and we get a high-class worker for free, who will remain on our ship until we get ready to visit the possessions of Governor Brin. Looking ahead, it should be said that, once on Tendales, Zalpfer will immediately leave our ship, and we will receive a little experience in return. But that's not the end of the story. Having found Zalpfer on the streets of Tendales, we, as an old friend, start talking to him again - and as a result, the scientist gives us drawings of his new invention. Bertram Michelson, the owner of the local shipyard, will happily buy them, and we will become 1,500 gold richer. Let's digress for a little while longer. Returning to the city gates of Highrock, we learn that one of the guards, Billy, is unbearably hard to stand on duty, not being able to wet his throat with a couple of sips of good wine. Shall we help the guy? To do this we will have to look into the tavern. Its owner, Jeremy Wyndham, will happily give us a bottle of local sour for the quite extortionate price of 1 gold. Filled with a sense of legitimate pride in our own nobility, we take the bottle to the soldier and, having resolutely refused money, receive in return an increase in reputation and 250 experience points. But that's not all. Billy's comrade, Frederick, standing on the right, is also suffering from thirst. True, he prefers rum to wine, but he saw us bring a bottle to his partner and... in a word, could Captain Nicholas do one more noble deed? Of course, what a question. We return to the tavern and buy a bottle of rum from the sleazy owner. Having given it to Frederick, we feel slightly guilty for drunkening the sentries of the English army, but the increased reputation and experience received as a reward more than compensates for all the moral torment. Returning to the main storyline, we go to the governor. This time, Sir Mortons invites us to inspect the surroundings of the tiny island of Itkal, explaining that Spanish ships have been spotted there recently. We can agree to this expedition or refuse, citing the fact that our ship is too weak to fight the Spaniards. On the way to the city gates, you should pay attention to a very colorful stranger confidently walking along the streets of Highrock. It's strange, he knows our name. An envoy from a certain Olaf Ohlsson invites us to visit the pirate colony on Shark Island, after which he flatly refuses to answer any questions. Well, curiosity is not a vice, and we will definitely look there... in due time. In the meantime, if we have already decided on the first battle with the Spaniards, it is worth thoroughly stocking up on ammunition. By the standards of the beginning of the game, the battle will be quite serious, and the journey to Itkal itself does not promise to be a joyride - there are quite a lot of pirate ships in this region. The ship Tonina, sailing under the Spanish flag, is waiting for us near the island - the ship is powerful and maneuverable enough to become a serious adversary in the upcoming battle. However, sooner or later we simply have to let it sink. After this, you need to look into the city and talk with John Bartons, the owner of the only local establishment - a small store. He will tell you that the Spaniards captured and plundered Itkal, which was not protected by a fort. The robbery lasted two days, and as a result, only a few townspeople managed to survive. It's a pity we can't sink the Tonina again. But there is nothing to be done - we will have to return to Highrock and tell Governor Mortons such discouraging news. Actually, reporting on the results of our reconnaissance, we can tell the truth about the sack of Itkal... but we can also lie, depicting our great victory over the Spaniards and the salvation of the doomed city. In the first case, we have to take all the blame on ourselves and humbly agree when Mortons accuses us of slowness and incompetence. If you start to object to him, he will drive Nicholas out of his residence, and England will become hostile towards us. If we lie, the result will not be better - the truth will be revealed on our next visit to Mortons, and we will still lose our English corsair patent, having acquired another powerful enemy. Therefore, if we wish to continue to follow this storyline, the only the right decision will humbly agree with all the accusations and meekly leave the residence of the angry governor. Now is the time to leave Highrock for a while and go on a friendly visit to Shark Island. We can find Olaf Ohlsson, the leader of the pirate colony, in the tavern. He invites us to become a member of the "coastal brotherhood" - this is a good opportunity to move on to another storyline of the game. But for now we are still fighting on the side of England. However, there are still benefits from this visit. After telling Ohlsson about the attack by Edwin "Cuttlefish" and about the mysterious note, we receive advice to talk to former first Beltrop's assistant, Peter Ordo. The problem is that Ohlsson has no idea where he can be found right now. However, you can find out about this from Munito Hernando, the owner of the store on Gray Sales (this island is located northeast of Shark Island). For only 50 gold, this guy will happily inform us that Ordo went to see one of the English governors, who, oddly enough, is his old friend. Well, looks like it's time to visit our old governor friends. Mortons extremely unkindly makes it clear that he does not know and does not want to know any of the pirates in general and Peter Ordo in particular; but Brin quite willingly tells us that Ordo visited him a few days ago and, having advised him to leave Tendales for a while, went to the island of Tel Kerrat. It looks like now we will have to follow him. #seadogs011.bmp The island of Tel Kerrat is located in the eastern part of the map. It belongs to the French, but the city is not protected by a fort, we can enter it without hindrance. From the very beginning we are faced with severe disappointment: we do not know what Ordo looks like. However, this is easy to fix. After talking with the local store owner, we learn that Beltrop's former first mate has indeed arrived on Tel Kerrat, and he has the habit of wearing a yellow scarf on his head. We go out into the streets and - what luck! - Peter Ordo himself is striding towards us. After talking with him, we learn that Beltrop is planning a raid on Tendales, and one of the English is helping him in this. Ordo himself, having warned Brin about the danger, hopes to sit out the mess with the French in Tel Kerrat. However, there is still one serious problem in his life: his beloved girlfriend, Alicia Gardener, is now in Gray Sales, and Ordo desperately needs the help of a person who would help her escape from there. Our candidacy is just right. In return, Ordo promises to become our faithful friend and ally - an offer for us is also by no means useless. It's decided: we're going back to Gray Sales for Alicia Gardener. Returning to Gray Sales, we find Alicia Gardener on the streets of the pirate town. The girl happily agrees to run away with us, but Beltrop is not going to part with her prey so easily. A frigate under the command of Peter Glanz is prowling near the shores of Gray Sales, whose main task has recently been the capture of a certain Nicholas Sharpe, a corsair in the service of England. Fighting a frigate is a rather thankless task, and you can simply avoid the battle - but in this case, Glanz will attack us every time we find ourselves near Gray Sales. We must deliver Alicia to Tel Kerrat to Peter Ordo. He honestly fulfills the terms of the agreement and, together with his ship, joins our squadron. While escaping with Gray Sales, Alicia stole a box of documents from Beltrop's cabin, among which Ordo discovered one very interesting letter. An unknown author informed Beltrop that all preparations for the assault on Tandales had been completed, and he could begin the operation. The uninhabited island of Chaktcha was designated as the gathering place for the pirate fleet. Instead of a signature, the letter bore an English official seal. Mortons! Fearing for his career, he seriously decided to get rid of the young and energetic Governor Tandales. It was for this purpose that two dilapidated frigates were discharged from England, which would be absolutely helpless against Beltrop’s squadron, but on the island itself the mutiny was supposed to be supported by those same fifty thugs from the Bristol. It is necessary to warn Brin about the impending attack. We're heading to Tandales. But warning about the danger is only half the battle; you still need to somehow eliminate its source. According to Breen, he does not have enough authority to arrest Mortons, but, fortunately, the royal colonial auditor, Admiral Alexander Gritston, is now on the island. He can order the arrest of Mortons, if, of course, we can prove his guilt. Brin writes a letter to the admiral, and we must deliver it to Highrock. It’s worth talking to Brin again, and then he will tell us about the mysterious disappearance of ships on the way between Highrock and Tendales. Everything indicates that some kind of pirate has begun to operate in these waters, with cunning and impudence surpassing many members of the coastal brotherhood. But the governor does not have accurate information about him, and he advises us to talk to the regulars of the tavern. That's probably what we'll do. According to innkeeper Thomas Hancock, a pirate named Ropflake recently captured a merchant ship belonging to a certain Marcus. Marcus was captured along with the ship, but by some miracle he managed to escape from captivity and get to Tandales, where Hancock sheltered him. But things are still bad for the guy - during the journey, due to bad water and food, some kind of illness befell him, which is about to finish him off. But since we’re going to Highrock anyway, it’s worth trying to get such a useful witness on his feet. Alexander Gritston meets us at the governor's residence. Fortunately, Mortons is absent, and we give Brin’s letter to the admiral without interference. At first, the royal auditor does not want to believe such serious accusations, but a letter found in Beltrop's documents convinces him that we are right. Gritston gives the order to arrest Governor Mortons and sets us the next task: we must defeat the pirate fleet near the island of Chaktcha. However, before you begin this, frankly speaking, difficult task, you can distract yourself a little and take care of the fate of poor Marcus. First, we need to talk to the owner of the local store, George Heavensile. He tells us that the famous doctor Alumnus recently arrived on the island. Having found a respectable doctor on the streets of Highrock and very impolitely interrupting the flow of highly scientific chatter, we take the medicine for Marcus from him. After this, we can return to Tandales and, with a clear conscience, give the medicine to Thomas Hancock. We meet the recovered Marcus the next time we visit the tavern. In gratitude for his rescue, he tells us that Ropflake's corvette "Chance" was last seen near the island of El Caymano. How nice - we're almost on our way. Before heading off to fight the pirate fleet, Ordo and I can sail to El Caymano and rid those waters of yet another hanged man. We will receive the reward for the capture of Ropflake during our next visit to Governor Brin. The sweet hour of retribution has come. The pirate fleet - four ships, from third to sixth class - is waiting for a signal to attack Tandales near the uninhabited island of Chaktcha. They are not expecting an attack, and therefore the ships are located at a fairly large distance from each other. Well, it’s even simpler... Having sunk all Beltrop’s ships (one by one), we return to Highrock to Admiral Gritston and receive a new task from him. This time we are ordered to capture the Spanish colony of Costa Sinistra. And again, before completing the main task, we will distract ourselves a little for the sake of one more good cause. After capturing Ropflake, Doctor Alumnus asks us to bring him a rare herb, which is extremely necessary for some kind of scientific research. Previously, he bought it from a certain Pablo Loco. But where he is now, the venerable doctor, of course, does not know. Pablo Loco... I think we met this guy on Gray Sales (if this is true, then he has now moved to El Caymano). Pablo Loco is a mestizo, he is extremely hostile towards Europeans and studies the remains of the culture of the indigenous population of the archipelago. Having found him, we try to talk to him (this will only succeed if Nicholas’s reputation is not lower than Good Matey). As before, Pablo is willing to share the grass with Dr. Alumnus, but in exchange for this he asks for a sacred native tree from which he can build a new boat. We will have to buy this tree on Dead Island from Nigel Fester for 1,500 gold and then take it to Pablo. But all these efforts will not go without reward. Having exchanged the tree for grass and delivered it to Alumnus, we learn that, as a sign of gratitude, he ordered one of his students to join our team as a surgeon. This student's name is Dick Oakenwood, and he is waiting for us in the Highrock tavern. The next task is also optional, but very, very useful for those who decide to change the plot game thread . In the Highrock Tavern you can meet a sailor named Roberto Gorrando. Having learned that Nicholas is a corsair, he says that on El Caymano there lives a craftsman who makes magnificent telescopes. His name is Adriano Montefi. Having found a person with this name on the streets of El Caymano, we talk with him, trying to be extremely polite. As a result, Montefi agrees to make a pipe for us for free or, if we were rude to him, for 1500 gold. The only problem is that it doesn't have the crystal used to make the lenses for the best spyglasses. Crystal can be bought from Lorenzo Marquez Avido in Granada Avilia, but you can only get there with a Spanish corsair patent in your pocket. Those who wish to change the storyline of the game will be able to easily get into the Granada Avilia store and purchase rock crystal there, from which Andriano Montefi will willingly make the best spyglass. Also on El Caymano we can meet a pirate named Ronald the Lawman. He tells us that his friend was treacherously killed by another pirate - Frederick, nicknamed Mole, and asks to deliver the black mark to Mole. Frederick sits in Gray Sales and doesn’t show his nose there, fleeing from just retribution behind Beltrop’s back. Ronald makes an appointment for him near the island of Chaktcha. Having delivered the black mark to the recipient and returned to El Caymano, we can warn Ronald that the Mole is preparing a trap for him, and even join him in order for pirate justice to prevail. In this case, in addition to the money for delivering the black mark after sinking the Mole, we will receive a solid increase in reputation and experience. The battle with the Costa Sinistra fort promises to be difficult, but sooner or later we still manage to win. Returning to Highrock and informing the admiral that the former Spanish colony is now annexed to England, we receive another task. Now we have to find out where the French are going to install the huge new cannons brought from Marseilles - and, if possible, capture them. At the Grandfather Island tavern we meet an English sailor named Lawrence Norton. Near the island of Omori, he met three French ships that tried to sink his pinnace. By some miracle, he managed to escape, but a couple of salvos still covered the ship, and one cannonball even flew into the captain’s cabin. The weight of this core turned out to be forty-eight pounds. Having thanked Norton for the story, we set off for Omori. It seems that this is where the French placed their monstrous guns. In order to get them, we will have to capture the island. After capturing Omori and delivering the guns, Admiral Alexander Gritston sends us to capture the main base of the Spanish fleet - the island of Islay Ballena. Upon returning from there, Nicholas Sharpe was awarded the title of nobility and appointed viceroy of the English colonies in the archipelago. France In order to go over to the side of France at the very beginning of the game, we must leave Highrock and head to Belflore, the main French colony in the archipelago. Having visited the governor of the colony, Monsieur François de Bijou, we receive from him a corsair's patent and the first task: to meet with the French agent Auguste Bromont on the island of Gray Sales. Well, our service begins in a very unusual way. Having found Auguste Bromont on the streets of the pirate town, we receive a report from him for Governor de Bijou, after which we return to Belflore. I wonder what kind of charming girl is standing next to the governor? After reading the report, de Bijou will fall into a state of panic: he old friend merchant Thierry La Mole fell into the hands of the leader of the Gray Sales pirate Beltrop, and now a huge ransom is demanded for his life. The governor is ready to give the money with joy, the only problem is that he simply does not have the required amount. As a result, we are sent to Isle d'Orange to the head of the merchant guild, Orellan Dupre, in order to borrow money from him. The governor was in such a hurry to send us that he even forgot to name the required amount, therefore, when drawing up a promissory note addressed to Monsieur Francois de Bijou, we name the figure almost at random - twenty thousand. Fortunately, upon returning to Belflore, it turns out that we guessed the amount correctly, but we were slightly wrong with the percentages... but this, however, is the governor’s problem. We are instructed to inform Beltrop about the place and time of the exchange. We are heading to Gray Sales again. Beltrop's residence is located aboard a beached galleon. The leader of the pirates is extremely unkind: he tells us that he will set the time and place of the meeting himself, and demands that the ship with the gold arrive in Gray Sales in a week. Returning to Belflore, we convey Beltrop's answer to the governor. De Bijou immediately declares that sending a ship with gold to Gray Sales means simply giving it to the pirates, and categorically refuses to take part in such stupidity. However, he invites us to try to free La Mole on our own, without money and without the slightest support. Well, it looks like we don't have much of a choice. We are sailing to Gray Sales again. On the streets of the pirate city, we have to find a captain named Damien Rotney, and he will make us an offer that is truly difficult to refuse... Recently, Damien was offered to join the French fleet, and he decided to accept - for a man of his age full of dangers and hardships, the life of a pirate is indeed too hard. Having assembled his team, he invited those who wished to join him. Most of the pirates supported the captain, but, as always, there were those who were dissatisfied. Instead of cutting their throats, Rothney let them go free. As it turned out, in vain. One of those released whispered to Beltrop that old Rotney had decided to betray the coastal brotherhood and defect to the French. Beltrop became enraged and ordered his men to seize the traitor's ship. The brig "Odyssey" was presented to one of the henchmen of the leader of the pirate colony, the crew was captured by Beltrop, and Rotney himself barely avoided walking the plank. This is such a sad story. Rotney offers us a deal: with the help of his friends, he can escape from the island at any time, but before that he needs to free his team from captivity. And he really doesn’t want his ship to belong to some sucker. Rotney would be very happy if we brought him the head of the captain who now commands the brig Odysseus. I’m so glad that I would gladly free, together with my friends, the merchant... what’s his name? Oh yes, Thierry La Molya - fortunately he sits in the same hold as the Rotney team. But the capture of the brig must be carried out as quietly and unnoticed as possible, otherwise the shots will wake up the entire city. Rothney's former ship, the brig Odyssey, is located in the waters of Gray Sales. We'll have to board it - if the ship is sunk, we won't be able to get the head of its captain, and therefore save the merchant. However, no one said that we couldn’t shoot a little, having killed most of the crew on the Odyssey: after all, forty people against a hundred is not the most successful situation, and we need to change it. After a successful boarding, we receive the head of the unlucky captain and, returning to Gray Sales, give it to Rotney. And here is our merchant! After talking with him, we take him on board and return to Belflore. There, the rescued merchant will need to be found again in order to receive a reward for the brilliantly carried out operation. In the tavern of Isle d'Orange we meet a certain Foquere Arain, who invites us to take part in one very foul-smelling business... He is going to kidnap the daughter of Francois de Bijou, Jacqueline, and then demand a ransom for her from the governor of Belleflore. Naturally, Nicholas Sharp would never do such a thing. Having refused Arain, in the same tavern we meet the former captain of the French fleet, Milon Anserville. Fokere Arain made him the same offer as he made to us, and Anserville has already made a decision... We return to de Bijou to warn him about the impending kidnapping, but the stubborn old man does not want to listen to anything and only laughs at us. Soon after this, the owner of the tavern on the island of Belleflore, Noire Senaigan, informs us that the daughter of the governor, Jacqueline de Bijou, was kidnapped by unknown persons, and now a huge ransom is demanded for her life. We return to the governor and offer him our services in finding his daughter. This search should begin with the already familiar tavern on Isle d'Orange. Having met Milon Anserville there and threatened him with charges of complicity in the kidnapping, we can extract some information from him, and at the same time force Milon to join us for a while in the search for Mademoiselle de Bijou. It turned out that when Anserville refused Fokere Arain's offer, he hired a pirate named Michel Gattenschrag in his place. After the kidnapping of the governor's daughter, Fokere mysteriously disappeared, and Gattenschrag, according to Anseriville, can be found in Skaoshorz. Gattenschrag is actually located in the tavern on Gray Sales Island. If Nicholas Sharpe's rank is still below fifth, the pirate will simply laugh at our threats. After our rank rises to seven, the ridicule will stop, and Gattenschrag will begin to respect and fear us. He will tell you that the bark belonging to Fokere Arain is anchored off the uninhabited island of Inachetla, ready to immediately weigh anchor and run away without looking back as soon as a single sail appears on the horizon. But Gattenschrag's ship is unlikely to frighten him... We politely offer the pirate to exchange ships, and he, cursing desperately, agrees. In parting, Gattenschrag warns us that if we sink the barque Fokere Arain, then we will have no chance of finding Mademoiselle de Bijou. Having set a course for the island of Inachetla, we board the barque "Nemesis". Unfortunately, Arain himself was killed during the attack, and we can only be content with his ship's log and the ring found in the captain's cabin. From the entries in the journal it follows that we must give this ring to a certain Brantome Tabari, the captain of the caravel on board of which the kidnappers are hiding Jacqueline. Tabari's caravel is in the port of Isle d'Orange, and the captain himself is having a good time in the city tavern. Having received the ring, he decides that the ransom from the governor has already been received, and, mentally calculating his share, he personally delivers Jacqueline to Belleflore. Returning to Belflore, we learn that the Spaniards are preparing an attack on the island. In preparation for war, Monsieur de Bijou laid down several heavy warships, but now he has practically nothing significant at his disposal. Having laid out all this, the governor asks us to protect the island. Hmmm, the task is not an easy one... After the last Spanish ship, with our help, sinks to the seabed, de Bijou gives us a reward and lets us go, saying that now he does not have a suitable task for us. On the streets of Belleflore we meet a stranger who gives us a note. In it, we are convincingly asked to look into the city tavern - it seems that someone really wants to meet us. In the tavern we meet Jacqueline de Bijou, and she confesses her love to Nicholas Sharpe. Probably, this girl shouldn’t talk about the passion that burns us and the irresistible desire to spend this night together in a room on the second floor of the tavern. Having been offended, she will certainly tell her father about everything, and after that France will become hostile towards us. It is better to ask the girl to wait until you become so rich and famous that you can ask Governor de Bijou for her hand in marriage without embarrassment. However, there is also a third option: we can get married secretly and only then confront the happy father-in-law with a fait accompli. The choice is ours - the choice between a secret and open marriage... and at the same time between money and experience. By secretly marrying Jacqueline, we will receive 10,000 experience, and by officially asking de Bijou for her hand in marriage, we will receive a dowry of 8,000 gold. For a secret wedding, we need to find a priest - not a single clergyman on Belflore will agree to perform this ceremony without the permission of the governor. We will look for him on Omori - and at the same time we will also earn some money along the way. On the streets of Belflore we need to find a merchant named Magis Sobrik. He will willingly hire us to escort his ship to Omori, promising as a reward not only to pay 1000 gold, but also to tell all his friends and companions about us. Having safely escorted the La Belle caravel to the port of Omori and received the agreed payment from Magis, you need to contact him again. He will say that the local merchant Yves Samois is looking for someone to transport his coffee to Isle d'Orange. If Nicholas Sharp's reputation is not less than Plain Fellow, Samois will agree to load 1,200 quintals of coffee on our ship, intended for shipment to Joseph Godonville. He will exchange coffee for 1,200 quintals of chocolate, which must be delivered back to Samua. But we can cheat a little and take the coffee not to Godonville on Isle d'Orange, but to Jean Neuville on Belleflore. The latter is ready to exchange 1200 quintals of coffee for 1600 quintals of chocolate. Returning to Yves Samois, we give him the agreed upon 1200 quintals and receive 2500 gold for our work - and at the same time we still have 400 quintals of chocolate left, which can be easily sold. The next task is optional and is intended for those who want to change the storyline of the game. On the streets of Isle d'Orange we meet an old woman who tells us the story of the lost ring... She is clearly not herself. After talking with the owner of the Isle d'Orange tavern, we learn that this woman's name is Josephine Laudet and that her son died during the assault on Isle Ballena by the French fleet. Upon learning of his death, she went crazy and kept talking about some kind of sapphire ring that she had lost. We need to get to the island of Isla Ballena, and to do this we will most likely have to change the corsair's patent. Having asked Arno Manll, the owner of the tavern, about the sapphire ring, we learn that one of the local girls named Francesca wears a similar ring. She is weak-minded, and taking this ring from her will not be difficult. We leave the tavern and meet Francesca on the street. By telling her the story of the crazy woman, we get the ring for free, otherwise we will have to pay for it. Returning to Isle d'Orange, we give this ring to Josephine Laudet. Seeing him, she comes to her senses. And a couple more optional tasks. In the tavern of Isle d'Orange we meet Artois Mulet, who tells us the story of his unhappy life. A year ago, Nicholas de Montferrat put him at the head of an expedition that set out in search of new lands south of the archipelago. Unfortunately, the expedition died, and only Artois Mulet managed to return. When he came to Nicolas Montferrat, he announced that Artois Mulet had simply squandered the expedition funds and now came to him without the slightest evidence of his words. He then demoted Artois Mulet and drove him out of service. We can offer him to join our service (if Nicholas Sharp's rank is below 7, he will refuse) or try to persuade Montferrat to take Artois back. Nothing will come of this last venture, but after we tell Artois about our failure, he can be hired regardless of Nicholas’s rank. After we rescued Francois de Bijou's daughter from captivity, on the streets of Tel Kerrat you can meet a merchant named Jean Filene, who will ask us to escort his ship to Isle d'Orange (if Nicholas Sharpe's reputation is not lower than Plain Fellow). After we convoy the Joan pinnace to Isle d'Orange, we need to talk to Filene in order to receive payment from him. Instead, he will offer us his telescope (average quality), but we can refuse this replacement. But we got a little distracted - after all, there’s a wedding coming up. On Omori we find Prior Modestus, who is ready to secretly marry the lovers for only 3,000 gold. He will promise to visit Belflore immediately after he finishes his business, but he obviously has little to do - by the time we return to the island, the prior is already waiting for us there. Looking into the governor's residence, instead of Monsieur de Bijou himself, we meet Jacqueline and Modestus there. After talking with the prior, we get 10,000 experience, and after that a slightly... hmm, slightly shortened version of the wedding ceremony begins. Once again finding ourselves on the streets of Belleflore, we return to the governor’s residence and receive a new task from Monsieur de Bijou. Spain and England intend to form an alliance, and diplomats from both powers prepare for a secret meeting near the uninhabited island of Aliando. We must go there and sink both ships - the English and the Spanish. If we manage to do everything carefully and leave no traces, the two powers will accuse each other of treachery, and the future alliance will never take place. Having carefully sunk both ships, we return to de Bijou and learn that we have been awarded the baronial title and the rank of admiral of the French Royal Navy. There is one more piece of news: after the death of their ambassador, the Spaniards tried to land troops on the coast of the English colony of Highrock. The attempt was unsuccessful, and now the garrisons of the Spanish forts are significantly weakened. We are instructed to waste no time in capturing the Spanish colony of Costa Sinistra. After the successful completion of this operation, de Bijou sends us to capture the English colony of Highrock. The British have almost finished launching the newest warship , and if we manage to capture the island, this ship will pass into the hands of the French. Highrock is very well protected, and for the duration of this operation we receive a battleship to help (if Nicholas Sharp's rank is above 4, you can simply take this ship for yourself). After the capture of Highrock, we receive orders to deliver the ultimatum to de Bijou Olaf Olsson. Upon his return, the governor will tell us that the British and Spaniards have united and are going to attack Isle d'Orange. De Bijou is firmly convinced that France has enough forces to repel this attack. His plan is to capture the Spanish colony of Islay Ballena while the Spanish themselves attack Islay d'Orange. To complete this task, de Bijou offers us the same warship that we managed to capture at the Highrock shipyard. By the way, by this point we can already ask the governor for the hand of his daughter and receive a dowry of 8,000 gold pieces - or admit that they are now, to some extent, relatives. Having captured Isla Ballen and returning to the governor, we learn that an attack is being prepared on the island. Having collected the remains of their ships, the allies head to Belflore in a vain attempt to turn the tide of hostilities. With the support of the fort, we must defend our island. After the attack is repulsed, the governor will pay us for the two previous missions and say that for the final defeat of the Spaniards and British in the archipelago, it remains to capture the English colony of Tendales and the Spanish Granda Avilia. After successfully completing this last task, we return to de Bijou, and he solemnly reads to us the royal decree appointing Nicholas Sharp as viceroy of the archipelago. Spain In order to start the Spanish line, we need to accumulate five thousand gold and sail to Shark Island, where you can purchase a fake Spanish corsair certificate from a Spanish agent. After this, you need to sail to the main Spanish colony of Grand Avilia and receive a real certificate from the alcalde Ricardo Ferrer de Mercadal. De Mercadal immediately instructs us to deliver an urgent message to the second Spanish alcalde, Guilabertus da Muntral, on the island of Isla Ballena. The island appears on the map. Having delivered the letter and received payment - 1000 gold - we go to Isla Ballen's tavern. The owner, Arnaud Manlu, tells us about a terrible pirate terrorizing Spanish traders. Returning to the alcalde, we express a desire to take part in the hunt for the pirate, whose name, as it turns out, is Francois Jovignon. The Alcalde advises us to ask around about the pirate on Shark Island and informs us that Senor de Mercadal has placed a substantial reward on Jovignon’s head. The island appears on the map. Returning there, we meet Olaf Ohlson and ask him about Francois Jovignon. He says that Francois appeared in the archipelago recently, but refused to join the Brotherhood of the Shore, and therefore was expelled from Rockshores. They say his ship was seen near the uninhabited island of Aliando (this island appears on the map). Going to Aliando, we meet a pirate bastard there. Having sunk it, you can return to De Mercadal with the good news that the evil pirate will no longer rob poor merchants. However, Don Ricardo clarifies the situation. It turns out that we sank some pirate who happened to be near Aliando, and Jovignon and his ally are now attacking the Spanish colony of El Caymano, from where a ship arrived asking for help. The alcalde sends us to El Caymano, since he has no other ships at hand right now. Arriving on El Caymano, we go into a tavern and make acquaintance with its owner. He tells us that Jovignon captured the island, received a ransom for not plundering the city, and sailed away. A stranger is waiting for us in the tavern. For a thousand gold pieces, he offers us information that will allow us to catch Jovignon. Having paid him, we learn that in fact Ohlsson conspired with Jovignon and provided him with refuge on Shark Island. In return, Jovignon shares the spoils with Ohlsson. We return to Shark Island and accuse Ohlsson of conspiring with Jovignon. The pirate will flare up, but everything will work out without a fight. It turns out that the stranger to whom we paid a thousand was Francois Jovignon himself. Ohlsson claims that Jovignon actually established a base somewhere on Aliando, and to confirm his words he invites us to go there, accompanied by his own brig. This time François Jauvignon and his accomplice are actually near Aliando. Having sunk their ships, we can return to Don Ricardo Ferrer de Mercadal for the promised reward. Having handed it over, Don Ricardo sends us to Rockshores to meet with Jose Maria Lopez, a Spanish informant who has an important report. We can find Jose Maria Lopez on the streets of Gray Sales. He tells us that the British intend to attack the Spanish colony of Islay Ballena. There is very little time left, and we must immediately notify Alcalde Isla Ballen of the impending attack. Guilabertus de Muntral orders us to defend the island. Fort Isla Ballena will help us repel the attack of the British. After the battle, we receive a reward from de Muntral for our exploits. The alcalde will also report that he has received a letter saying that Don Ricardo De Mercadal wishes to see Captain Nicholas Sharp. Several optional missions that we can complete while passing the game: * In the Grand Avilia tavern we meet Padre Ignacio, a Spanish priest who is going to sail to Rockshore in order to introduce the pirates to the Holy Church. By delivering it there, we gain experience and increase our reputation. * After we delivered Padre Ignacio to Shark Island, tavern owner Tommy Barkhead will tell us that the padre’s efforts were not in vain, and the pirates turned to the Holy Church. They decided to restore the old church that stood on Shark Island when it still belonged to the French, but for this they need old map colonies. Most likely, the map can be found from one of the French governors. We go to Nicolas Montferrat. He will say that he has such a card, but he cannot just give it away. The governor is ready to exchange it for some curiosity, of which he is a big fan. We sail to Tel Kerrat and buy an ancient dagger from Galien Brashu for 300 gold. Returning to Montferrat, we exchange the dagger for a map and take it to Thomas Barkhead. As a reward for completing this task, we receive a thousand gold, 500 experience points and +5 to reputation. * On the streets of Isla Ballena we meet a woman - Catalina. She will ask us to find out what happened to her lover, Carlos Esperanza - he was a soldier in one of the Spanish punitive expeditions against pirates. Having gone to the governor, we ask him about the fate of the expedition, without specifying the fact that we are interested in the fate of one soldier. The governor says that the expedition went missing off the island of Inachetla. He doesn't know what exactly happened. Innkeeper Arno Manlu tells us that the expedition was sunk near the island of Inachetla by pirates. In that battle, many Spanish soldiers were captured and sold by pirates at the slave market in Rockshores. We are going to Inachetla. The pirate ship El Lobo stands there - it used to be part of the missing squadron. Having sunk it, we return to the governor and tell him about the fate of the expedition. Our reward is one thousand gold pieces. After this, we go to Gray Sales and talk with the slave trader Raimundo. He tells us that the Spanish soldiers participating in the expedition were captured, but when Raimundo's ship passed near the French colony of Omori, Carlos jumped overboard and thus escaped. On Omori we actually meet Carlos. After talking with him, you need to return to Catalina and tell her that Carlos is alive and will soon return to her * On the street of Islay Ballena we meet an Englishman named Bartholomew Ulster. He asks us about a girl named Carla. Naturally, we don’t know any Carla - she is a whore in a local tavern. After looking into the tavern and talking with her, we mention that Bartholomew Ulster is looking for her. The girl will clearly be alarmed and even refuse to do her work. Visit Alcalde de Muntral, we learn that his secretary Bartholomew Ulster was found dead under very strange circumstances. Having learned that Bartholomew was involved with Carla, the alcalde instructs us to investigate this matter. On the streets of the city we need to find a man named Jaime Zingerman. He is the only one who did not use Carla's services. Jaime tells us that Carla was involved in witchcraft. Having learned about this, we go to Arno Manll and, threatening to pass him off as an accomplice of the witch, we find out from him where Karla disappeared (at the same time we can promote him for a couple of thousand, but at the same time our reputation will decrease). The innkeeper says that Carla sailed with a captain named Miguel Kenda to one of the small Spanish colonies. He doesn't know anything else. In the El Caymano tavern we find Victor Martos, the boatswain from Miguel Kenda's ship. He tells us that the woman on board brought the captain to death, and then escaped from the ship near Grand Avilia. Having sailed to Granda Avilia, we finally meet Carla again in the tavern. You can accuse her of witchcraft and adherence to the devil, and then find her opposite the residence of the mayor of the inquisitor and hand over the witch to him. The poor girl will be burned, and we can return to Alcalde Muntral and receive a reward. However, there is a second option: after listening to Karla’s story, you can let her go in all four directions and get 5000 experience for this. * The owner of the tavern on Grand Avilia - Salvador Engano - asks us to help him get rid of smugglers bringing cheap rum to his competitor. For this he offers a thousand gold pieces. Everything is very simple - we go out to sea and, having found the bark "Wiesel", we sink or capture it. After this, you can return to Engano and get your money. * After we drowned François Jovignon on the streets of Grand Avilia, we come across a merchant named Teodoro Alameda. For two thousand gold, he will ask you to escort his galleon to Costa Sinistra. If we agree to this task, then after completing it we will need to find Teodoro Alameda on the streets of Costa Sinistra and get our money. * If Nicholas Sharp's reputation is Good Matey, then Valdrio Garcia, the owner of the store on Costa Sinistra, will ask us to deliver 50 quintals of ebony to Simon Benencas, the owner of the store on Isla Ballena. For this he offers 2000 gold. Having loaded the tree onto the ship, we deliver it to Simon Benencas on Isla Ballena and return to Valdrio Garcia for the money. We return to Granda Avilia, where Don Ricardo offers us a reward of 5,000 gold for the capture of the English colony of Dead Island. Returning after completing this risky mission, we receive an order from Don Ricardo to sink two of the newest English line ships that have just arrived from the Glasgow shipyards. Along the way, the ships encountered a storm and are now anchored near the small English island of Itkal, repairing the damage. If these ships join the English squadron, the Spanish fleet will simply have nothing to oppose the British. The linemen must be sunk or captured now while they are being repaired. Having completed this task, we return to de Mercadal. He informs us that we have been given the title of Spanish grandee and admiral of the Spanish fleet. After this, Don Ricardo introduces us to political events. France and England entered into an alliance against Spain. It became known that the French were assembling a fleet in order to attack some Spanish colony, but which one remained a secret. De Mercadal dismisses us, saying that he does not have any tasks now, but if we manage to find out which colony the French are going to attack, we must immediately inform him about it. After leaving the residence of Governor De Mercadal, we go into the tavern. The owner, Salvadore Engano, tells us that the corvette of his brother, captain of the Spanish fleet Roberto Engano, recently boarded a French messenger brig, on board which were some documents of extreme importance. The corvette was badly damaged in the battle and is now being repaired at the pier of the El Caymano colony. Having gone there, we find Roberto Engano in the El Caymano tavern and talk with him. He gives us the captured documents, with which we return to Grand Avilia to Don Ricardo. Among these documents is a plan to attack Isla Ballen. Don Ricardo complains that the Spaniards do not have enough strength to defend the island from an allied attack, and we offer him a bold solution - to get ahead of the enemy and attack the French ships themselves near the island of Tel Kerrat, where the French have a rendezvous point. Don Ricardo doubts the reality of this adventure, but still gives his consent and even puts his own warship at our disposal. We sail to Tel Kerrat and engage in battle with superior enemy forces. The battle promises to be difficult, but sooner or later victory will be ours. Having sunk the last ship of the allied fleet, we receive the task of capturing the French colony of Isle d'Orange, then the English Highrock and the French Belflore. Having returned victorious after the capture of Belflore, we learn that the pirates have recently become bolder and literally do not allow merchant and messenger ships to live. We will be instructed to go to Shark Island and convey Don Ricardo's ultimatum to Olaf Ohlsson. Since Ohlsson is respected among the Brotherhood of the Shore and has a reputation for insight, Don Ricardo hopes that the pirate will understand the situation and will not resist the inevitable. Near Shark Island we are attacked by pirates who clearly don’t like the idea of ​​leaving their native island and getting away from the archipelago. Having dealt with them, we give Ohlsson an ultimatum. The old pirate understands perfectly well that he has no choice and agrees to Don Ricardo’s demands. We return back victorious and receive the last task - to capture the English colony of Tendales. The Spaniards strive to take possession of the entire archipelago, and therefore there is no place for colonies of other countries on it. Having captured Tendales, we return to Don Ricardo Ferrer da Mercadal and learn that we have been appointed viceroy of the archipelago. Pirates In order to start playing the game as pirates, we need to join the Brotherhood of the Coast. Up to a certain turning point, playing the game as pirates can be combined with playing the game as someone else (England, Spain, France). Having gone to Rockshores, we meet Olaf Ohlsson, and he invites us to join the ranks of the Brotherhood. We agree. After this, on Dead Island we meet Eugene Huxter, an old jeweler who identifies the medallion that lies in Nicholas Sharp's chest. He says that he made this medallion many years ago for Malcolm Sharpe, the famous pirate who plundered the Spanish Emerald Cargo. Having learned about this, we go to Ohlsson and ask him about his father. Olaf tells us that he once sailed under our father and that Malcolm Sharp disappeared after Olaf was left ashore with a fever. He also adds that we can learn about Sharpe's fate from the two members of his team who survived. One of them is One-Legged Berquist, he has not left Gray Sales for a long time. The second is Mauritius Camentata, who long ago abandoned the pirate craft and now owns a tavern on the Spanish island of Costa Sinistra. First we sail to Gray Sales to talk with One-Legged Berquist. He talks about how Sharpe plundered the Spanish Emerald Cargo and after that buried the treasure somewhere and then disappeared. He does not know any details about Sharpe’s death, or pretends that he does not know. Mauritius Camentata refuses to tell us anything until we fulfill his instructions - we need to take the letter to Lorenzo Marquez Avido, a merchant on Granda Avilia. Having delivered the letter (for this we will have to temporarily go over to the side of the Spaniards), we receive from the merchant a cargo of wine for Mauritius Camentata. After that, he tells us about Malcolm Sharpe's last voyage and offers us half a map of the island where Sharpe buried his treasure. Mauritius asks for 1000 gold for it, but you can persuade him to give the card for free. Returning to Ohlsson, we tell him everything we managed to find out. Olaf advises us to try to talk about our father with Desmond Raymond Beltrop, the leader of the pirate settlement of Gray Sales. Nothing good comes out of this conversation. Beltrop laughs at us, but we cannot adequately answer him without ending our lives on the yardarm. Returning to Ohlsson, we tell him about our conversation with Beltrop. Olaf expresses a couple of thoughts about the words of the pirate leader, and then invites us to do one little thing. We must sink the caravel "San Miguel", owned by a merchant named Julio Nederedas, who was "ordered" by his partner. The caravel is located near the island of Grand Avilia. We need to report the completion of this task to “The Dodger” Marcus, who will be waiting for us on the island of Tel Kerrat. He will pay us for fulfilling the order. We ask Ohlsson what we should do with the map we received from Kamentata. He says that Beltrop undoubtedly knew our father and heard about Malcolm Sharpe's treasure. You can catch him on the piece of map that we have, but you can’t do it directly, head-on. If we go to him and declare that we have a map, Beltrop will simply cut us down and take it away. According to Ohlsson, Beltrop must be deceived somehow. But how exactly - we still have to puzzle over this. Having sunk Nederedas and received money for it from “The Trickster” Marcus, in a conversation with him we learn that Marcus professionally forges securities and documents. Having offered him to make a fake, slightly modified duplicate of the map received from Mauritius Kamentata, we pay 2000 gold for this and go with the fake map to Beltrop. By exchanging her for a story about our father (who is also not very truthful), we can either pretend that we are ready to be Beltrop's friend, or openly declare that he will pay for his atrocities. Several optional tasks that we can complete while passing the game: * In the Shark Island tavern we meet a pirate named James Callow. He tells us about an Indian idol that he took from an old Indian priest. According to him, this idol brings misfortune. The pirate wants to get rid of the damn trinket, but he doesn’t know how. Several times he tried to throw the idol away, but it mysteriously came back. According to the old Indian from whom James took the idol, this figurine can only be given as a gift. The pirate asks us to help him get rid of the cursed idol and give this trinket to Desmond Ray Beltrop, with whom he has long been at odds. Having agreed to help him, we go to Beltrop and give him a gift. If Nicholas's rank Printable version of the page:
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1630... During this turbulent time, the captains of ships plowing the expanses of the Atlantic quite easily changed their flag, moving to serve from one monarch to another. The game has four main storylines and a lot of additional quests.

Nicholas Sharpe will have the opportunity to serve England, France and Spain or choose the dangerous path of one of the members of the “brotherhood of the coast” - while during the course of the game we will be able to easily move from one storyline to another. This walkthrough provides advice for those who want to complete the game as quickly as possible, without being distracted by trade and naval battles, which can be avoided one way or another. However, both are excellent ways to expand the size of your squadron and strengthen its weapons - actions that are absolutely necessary for those who want to create a military force that will be reckoned with by any opponents.

But we got a little distracted... So, the Spanish captivity and the escape from the plantation were left behind. There is a pink ship moored at the pier of the main English colony, Highrock. We have forty crew members with us, and we have some ammunition. Life is full of new hopes, the main one of which is to obtain a corsair patent...

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

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

Well, it’s worth stopping by to Governor Mortons and trying to ask him about these mysterious frigates. But, contrary to expectations, after the very first question, His Excellency comes into a state of intense anger and simply shows us the door, not forgetting to promise serious trouble to poor fellow Clayston for his drunken chatter. Looks like now it's really time for us to set sail. However, having met a native of Russia, Gavrila Dubinin, on the streets of the city, we can part with another four hundred gold coins and get a boatswain. But, one way or another, we soon leave the port of Highrock and go to Tendales Island.

The journey promises to be relatively calm - pirates, and especially Spaniards, are not often encountered in this region. Upon arrival on the island, we go to the residence of Governor Brin and give him the letter. After presenting the well-deserved award, he tells us that Samuel Mortons is far from the best leader, and an example of this is the plight of the small English colony of Dead Island, where a real famine occurred due to a crop failure. Brin invites us to deliver a load of wheat to the island and thereby alleviate the situation of the colonists. You can refuse this task, but... is there any point? One of the characters we need is located on Grandfather Island, and we will still have to sail there, and besides, if we refuse, our reputation will drop. At the same time, you can get a very good fee for delivering the cargo - 2000 gold. We agree and, having loaded 150 English centners of selected wheat into the hold, we set off for Grandfather Island - a new island that appeared on the map at the moment we received the task.

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

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

We meet with Bristol captain Lemuel Humm at the Tendales tavern. He gives us the payment of 2000 gold pieces promised by Mortons and tells us that the only cargo he delivered to Tendales were fifty strong guys with a frankly gangster appearance. Perhaps it would not be a bad idea to drop by Governor Brin and tell him this news. After this, we can return to Highrock with a clear conscience.

It's time to complete a couple of additional quests. First, we have to find a man in a dark blue scientist’s camisole on the streets of Highrock. His name is Albrecht Zalpfer. In a conversation with him, you should avoid questions about the new era in navigation and the scientist’s new invention. Zalpfer tells us that he worked for Alexander Bishop until he fired him. Now the inventor dreams of getting to Tendales and finding work there. Looks like a good deal is coming up. We offer Zalpfer a position as a ship's carpenter, promising in return to deliver him to Tendales. He happily agrees, and we get a high-class worker for free, who will remain on our ship until we get ready to visit the possessions of Governor Brin. Looking ahead, it should be said that, once on Tendales, Zalpfer will immediately leave our ship, and we will receive a little experience in return. But that's not the end of the story. Having found Zalpfer on the streets of Tendales, we, as an old friend, start talking to him again - and as a result, the scientist gives us drawings of his new invention. Bertram Michelson, the owner of the local shipyard, will happily buy them, and we will become 1,500 gold richer.

Let's digress for a little while longer. Returning to the city gates of Highrock, we learn that one of the guards, Billy, is unbearably hard to stand on duty, not being able to wet his throat with a couple of sips of good wine. Shall we help the guy? To do this we will have to look into the tavern. Its owner, Jeremy Wyndham, will happily give us a bottle of local sour for the quite extortionate price of 1 gold. Filled with a sense of legitimate pride in our own nobility, we take the bottle to the soldier and, having resolutely refused money, receive in return an increase in reputation and 250 experience points. But that's not all. Billy's comrade, Frederick, standing on the right, is also suffering from thirst. True, he prefers rum to wine, but he saw how we brought a bottle to his partner and... in a word, could Captain Nicholas do one more noble deed? Of course, what a question. We return to the tavern and buy a bottle of rum from the sleazy owner. Having given it to Frederick, we feel slightly guilty for drunkening the sentries of the English army, but the increased reputation and experience received as a reward more than compensates for all the moral torment.

Returning to the main storyline, we go to the governor. This time, Sir Mortons invites us to inspect the surroundings of the tiny island of Itkal, explaining that Spanish ships have been spotted there recently. We can agree to this expedition or refuse, citing the fact that our ship is too weak to fight the Spaniards. On the way to the city gates, you should pay attention to a very colorful stranger confidently walking along the streets of Highrock. It's strange, he knows our name. An envoy from a certain Olaf Ohlsson invites us to visit the pirate colony on Shark Island, after which he flatly refuses to answer any questions. Well, curiosity is not a vice, and we will definitely look there... in due time. In the meantime, if we have already decided on the first battle with the Spaniards, it is worth thoroughly stocking up on ammunition. By the standards of the beginning of the game, the battle will be quite serious, and the journey to Itkal itself does not promise to be a joyride - there are quite a lot of pirate ships in this region. The ship Tonina, sailing under the Spanish flag, is waiting for us near the island - the ship is powerful and maneuverable enough to become a serious adversary in the upcoming battle. However, sooner or later we simply have to let it sink. After this, you need to look into the city and talk with John Bartons, the owner of the only local establishment - a small store. He will tell you that the Spaniards captured and plundered Itkal, which was not protected by a fort. The robbery lasted two days, and as a result, only a few townspeople managed to survive. It's a pity we can't sink the Tonina again. But there is nothing to be done - we will have to return to Highrock and tell Governor Mortons such discouraging news. Actually, reporting on the results of our reconnaissance, we can tell the truth about the sack of Itkal... but we can also lie, depicting our great victory over the Spaniards and the salvation of the doomed city. In the first case, we have to take all the blame on ourselves and humbly agree when Mortons accuses us of slowness and incompetence. If you start to object to him, he will drive Nicholas out of his residence, and England will become hostile towards us. If we lie, the result will not be better - the truth will be revealed on our next visit to Mortons, and we will still lose our English corsair patent, having acquired another powerful enemy. Therefore, if we wish to continue to follow this storyline, the only correct decision would be to meekly agree with all the accusations and meekly leave the residence of the angry governor.

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

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

#seadogs011.bmp The island of Tel Kerrat is located in the eastern part of the map. It belongs to the French, but the city is not protected by a fort, we can enter it without hindrance. From the very beginning we are faced with severe disappointment: we do not know what Ordo looks like. However, this is easy to fix. After talking with the local store owner, we learn that Beltrop's former first mate has indeed arrived on Tel Kerrat, and he has the habit of wearing a yellow scarf on his head. We go out into the streets and - what luck! - Peter Ordo himself is striding towards us. After talking with him, we learn that Beltrop is planning a raid on Tendales, and one of the English is helping him in this. Ordo himself, having warned Brin about the danger, hopes to sit out the mess with the French in Tel Kerrat. However, there is still one serious problem in his life: his beloved girlfriend, Alicia Gardener, is now in Gray Sales, and Ordo desperately needs the help of a person who would help her escape from there. Our candidacy is just right. In return, Ordo promises to become our faithful friend and ally - an offer for us is also by no means useless. It's decided: we're going back to Gray Sales for Alicia Gardener.

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

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

But warning about the danger is only half the battle; you still need to somehow eliminate its source. According to Breen, he does not have enough authority to arrest Mortons, but, fortunately, the royal colonial auditor, Admiral Alexander Gritston, is now on the island. He can order the arrest of Mortons, if, of course, we can prove his guilt. Brin writes a letter to the admiral, and we must deliver it to Highrock. It’s worth talking to Brin again, and then he will tell us about the mysterious disappearance of ships on the way between Highrock and Tendales. Everything indicates that some kind of pirate has begun to operate in these waters, with cunning and impudence surpassing many members of the coastal brotherhood. But the governor does not have accurate information about him, and he advises us to talk to the regulars of the tavern. That's probably what we'll do. According to innkeeper Thomas Hancock, a pirate named Ropflake recently captured a merchant ship belonging to a certain Marcus. Marcus was captured along with the ship, but by some miracle he managed to escape from captivity and get to Tandales, where Hancock sheltered him. But things are still bad for the guy - during the journey, due to bad water and food, some kind of illness befell him, which is about to finish him off. But since we’re going to Highrock anyway, it’s worth trying to get such a useful witness on his feet.

Alexander Gritston meets us at the governor's residence. Fortunately, Mortons is absent, and we give Brin’s letter to the admiral without interference. At first, the royal auditor does not want to believe such serious accusations, but a letter found in Beltrop's documents convinces him that we are right. Gritston gives the order to arrest Governor Mortons and sets us the next task: we must defeat the pirate fleet near the island of Chaktcha. However, before you begin this, frankly speaking, difficult task, you can distract yourself a little and take care of the fate of poor Marcus. First, we need to talk to the owner of the local store, George Heavensile. He tells us that the famous doctor Alumnus recently arrived on the island. Having found a respectable doctor on the streets of Highrock and very impolitely interrupting the flow of highly scientific chatter, we take the medicine for Marcus from him. After this, we can return to Tandales and, with a clear conscience, give the medicine to Thomas Hancock. We meet the recovered Marcus the next time we visit the tavern. In gratitude for his rescue, he tells us that Ropflake's corvette "Chance" was last seen near the island of El Caymano. How nice - we're almost on our way. Before heading off to fight the pirate fleet, Ordo and I can sail to El Caymano and rid those waters of yet another hanged man. We will receive the reward for the capture of Ropflake during our next visit to Governor Brin.

The next task is also optional, but very, very useful for those who decide to change the storyline of the game. In the Highrock Tavern you can meet a sailor named Roberto Gorrando. Having learned that Nicholas is a corsair, he says that on El Caymano there lives a craftsman who makes magnificent telescopes. His name is Adriano Montefi. Having found a person with this name on the streets of El Caymano, we talk with him, trying to be extremely polite. As a result, Montefi agrees to make a pipe for us for free or, if we were rude to him, for 1500 gold. The only problem is that it doesn't have the crystal used to make the lenses for the best spyglasses. Crystal can be bought from Lorenzo Marquez Avido in Granada Avilia, but you can only get there with a Spanish corsair patent in your pocket. Those who wish to change the storyline of the game can easily get into the Granada Avilia store and purchase rock crystal there, from which Andriano Montefi will willingly make the best spyglass. Also on El Caymano we can meet a pirate named Ronald the Lawyer. He tells us that his friend was treacherously killed by another pirate - Frederick, nicknamed Mole, and asks to deliver the black mark to Mole. Frederick sits in Gray Sales and doesn’t show his nose there, fleeing from just retribution behind Beltrop’s back. Ronald makes an appointment for him near the island of Chaktcha. Having delivered the black mark to the recipient and returned to El Caymano, we can warn Ronald that the Mole is preparing a trap for him, and even join him in order for pirate justice to prevail. In this case, in addition to the money for delivering the black mark after sinking the Mole, we will receive a solid increase in reputation and experience.

The battle with the Costa Sinistra fort promises to be difficult, but sooner or later we still manage to win. Returning to Highrock and informing the admiral that the former Spanish colony is now annexed to England, we receive another task. Now we have to find out where the French are going to install the huge new cannons brought from Marseilles - and, if possible, capture them. At the Grandfather Island tavern we meet an English sailor named Lawrence Norton. Near the island of Omori, he met three French ships that tried to sink his pinnace. By some miracle, he managed to escape, but a couple of salvos still covered the ship, and one cannonball even flew into the captain’s cabin. The weight of this core turned out to be forty-eight pounds. Having thanked Norton for the story, we set off for Omori. It seems that this is where the French placed their monstrous guns. In order to get them, we will have to capture the island.

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

In order to go over to the side of France at the very beginning of the game, we must leave Highrock and head to Belflore, the main French colony in the archipelago. Having visited the governor of the colony, Monsieur François de Bijou, we receive from him a corsair's patent and the first task: to meet with the French agent Auguste Bromont on the island of Gray Sales. Well, our service begins in a very unusual way. Having found Auguste Bromont on the streets of the pirate town, we receive a report from him for Governor de Bijou, after which we return to Belflore. I wonder what kind of charming girl is standing next to the governor? After reading the report, de Bijou will fall into a state of panic: his old friend, merchant Thierry La Mole, has fallen into the hands of the leader of Gray Sales, the pirate Beltrop, and now a huge ransom is demanded for his life. The governor is ready to give the money with joy, the only problem is that he simply does not have the required amount. As a result, we are sent to Isle d'Orange to the head of the merchant guild, Orellan Dupre, in order to borrow money from him. The governor was in such a hurry to send us that he even forgot to name the required amount, therefore, when drawing up a promissory note addressed to Monsieur Francois de Bijou, we name the figure almost at random - twenty thousand. Fortunately, upon returning to Belflore, it turns out that we guessed the amount correctly, but we were slightly wrong with the percentages... but this, however, is the governor’s problem. We are instructed to inform Beltrop about the place and time of the exchange. We are heading to Gray Sales again.

Beltrop's residence is located aboard a beached galleon. The leader of the pirates is extremely unkind: he tells us that he will set the time and place of the meeting himself, and demands that the ship with the gold arrive in Gray Sales in a week. Returning to Belflore, we convey Beltrop's answer to the governor. De Bijou immediately declares that sending a ship with gold to Gray Sales means simply giving it to the pirates, and categorically refuses to take part in such stupidity. However, he invites us to try to free La Mole on our own, without money and without the slightest support. Well, it looks like we don't have much of a choice. We are sailing to Gray Sales again.

On the streets of a pirate city, we have to find a captain named Damien Rothney, and he will make us an offer that is truly difficult to refuse... Recently, Damien was offered to join the French fleet, and he decided to agree - for a man of his age, full of dangers and hardships The life of a pirate is really too hard. Having assembled his team, he invited those who wished to join him. Most of the pirates supported the captain, but, as always, there were those who were dissatisfied. Instead of cutting their throats, Rothney let them go free. As it turned out, in vain. One of those released whispered to Beltrop that old Rotney had decided to betray the coastal brotherhood and defect to the French. Beltrop became enraged and ordered his men to seize the traitor's ship. The brig "Odyssey" was presented to one of the henchmen of the leader of the pirate colony, the crew was captured by Beltrop, and Rotney himself barely avoided walking the plank. This is such a sad story. Rotney offers us a deal: with the help of his friends, he can escape from the island at any time, but before that he needs to free his team from captivity. And he really doesn’t want his ship to belong to some sucker. Rotney would be very happy if we brought him the head of the captain who now commands the brig Odysseus. I’m so glad that I would gladly free, together with my friends, the merchant... what’s his name? Oh yes, Thierry La Molya - fortunately he sits in the same hold as the Rotney team. But the capture of the brig must be carried out as quietly and unnoticed as possible, otherwise the shots will wake up the entire city.

Rothney's former ship, the brig Odyssey, is located in the waters of Gray Sales. We'll have to board it - if the ship is sunk, we won't be able to get the head of its captain, and therefore save the merchant. However, no one said that we couldn’t shoot a little, having killed most of the crew on the Odyssey: after all, forty people against a hundred is not the most successful situation, and we need to change it. After a successful boarding, we receive the head of the unlucky captain and, returning to Gray Sales, give it to Rotney. And here is our merchant! After talking with him, we take him on board and return to Belflore. There, the rescued merchant will need to be found again in order to receive a reward for the brilliantly carried out operation.

In the tavern of Isle d'Orange we meet a certain Foquere Arain, who invites us to take part in one very foul-smelling business... He is going to kidnap the daughter of Francois de Bijou, Jacqueline, and then demand a ransom for her from the governor of Belleflore. Naturally, Nicholas Sharp would never do such a thing. Having refused Arain, in the same tavern we meet the former captain of the French fleet, Milon Anserville. Fokere Arain made him the same offer as he made to us, and Anserville had already made his decision...

We return to de Bijou to warn him about the impending kidnapping, but the stubborn old man does not want to listen to anything and just laughs at us. Soon after this, the owner of the tavern on the island of Belleflore, Noire Senaigan, informs us that the daughter of the governor, Jacqueline de Bijou, was kidnapped by unknown people, and now a huge ransom is demanded for her life. We return to the governor and offer him our services in finding his daughter.

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

Gattenschrag is actually located in the tavern on Gray Sales Island. If Nicholas Sharpe's rank is still below fifth, the pirate will simply laugh at our threats. After our rank rises to seven, the ridicule will stop, and Gattenschrag will begin to respect and fear us. He will tell you that the bark belonging to Fokere Arain is anchored off the uninhabited island of Inachetla, ready to immediately weigh anchor and run away without looking back as soon as a single sail appears on the horizon. But Gattenschrag's ship is unlikely to frighten him... We politely offer the pirate to exchange ships, and he, cursing desperately, agrees. In parting, Gattenschrag warns us that if we sink the barque Fokere Arain, then we will have no chance of finding Mademoiselle de Bijou.

Having set a course for the island of Inachetla, we board the barque "Nemesis". Unfortunately, Arain himself was killed during the attack, and we can only be content with his ship's log and the ring found in the captain's cabin. From the entries in the journal it follows that we must give this ring to a certain Brantome Tabari, the captain of the caravel on board of which the kidnappers are hiding Jacqueline. Tabari's caravel is in the port of Isle d'Orange, and the captain himself is having a good time in the city tavern. Having received the ring, he decides that the ransom from the governor has already been received, and, mentally calculating his share, he personally delivers Jacqueline to Belleflore.

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

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

For a secret wedding, we need to find a priest - not a single clergyman on Belflore will agree to perform this ceremony without the permission of the governor. We will look for him on Omori - and at the same time we will also earn some money along the way. On the streets of Belflore we need to find a merchant named Magis Sobrik. He will willingly hire us to escort his ship to Omori, promising as a reward not only to pay 1000 gold, but also to tell all his friends and companions about us. Having safely escorted the La Belle caravel to the port of Omori and received the agreed payment from Magis, you need to contact him again. He will say that the local merchant Yves Samois is looking for someone to transport his coffee to Isle d'Orange. If Nicholas Sharp's reputation is not less than Plain Fellow, Samois will agree to load 1,200 quintals of coffee on our ship, intended for shipment to Joseph Godonville. He will exchange coffee for 1,200 quintals of chocolate, which must be delivered back to Samua. But we can cheat a little and take the coffee not to Godonville on Isle d'Orange, but to Jean Neuville on Belleflore. The latter is ready to exchange 1200 quintals of coffee for 1600 quintals of chocolate. Returning to Yves Samois, we give him the agreed upon 1200 quintals and receive 2500 gold for our work - and at the same time we still have 400 quintals of chocolate left, which can be easily sold.

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

And a couple more optional tasks. In the tavern of Isle d'Orange we meet Artois Mulet, who tells us the story of his unhappy life. A year ago, Nicholas de Montferrat put him at the head of an expedition that set out in search of new lands south of the archipelago. Unfortunately, the expedition died, and only Artois Mulet managed to return. When he came to Nicolas Montferrat, he announced that Artois Mulet had simply squandered the expedition funds and now came to him without the slightest evidence of his words. He then demoted Artois Mulet and drove him out of service.

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

After we rescued Francois de Bijou's daughter from captivity, on the streets of Tel Kerrat you can meet a merchant named Jean Filene, who will ask us to escort his ship to Isle d'Orange (if Nicholas Sharpe's reputation is not lower than Plain Fellow). After we convoy the Joan pinnace to Isle d'Orange, we need to talk to Filene in order to receive payment from him. Instead, he will offer us his telescope (average quality), but we can refuse this replacement.

But we got a little distracted - after all, there’s a wedding coming up. On Omori we find Prior Modestus, who is ready to secretly marry the lovers for only 3,000 gold. He will promise to visit Belflore immediately after he finishes his business, but he obviously has little to do - by the time we return to the island, the prior is already waiting for us there. Looking into the governor's residence, instead of Monsieur de Bijou himself, we meet Jacqueline and Modestus there. After talking with the prior, we get 10,000 experience, and after that a slightly... hmm, slightly shortened version of the wedding ceremony begins.

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

Having carefully sunk both ships, we return to de Bijou and learn that we have been awarded the baronial title and the rank of admiral of the French Royal Navy. There is one more piece of news: after the death of their ambassador, the Spaniards tried to land troops on the coast of the English colony of Highrock. The attempt was unsuccessful, and now the garrisons of the Spanish forts are significantly weakened. We are instructed to waste no time in capturing the Spanish colony of Costa Sinistra. After the successful completion of this operation, de Bijou sends us to capture the English colony of Highrock. The British have almost finished launching the newest warship, and if we manage to capture the island, this ship will pass into the hands of the French. Highrock is very well protected, and for the duration of this operation we receive a battleship to help (if Nicholas Sharp's rank is above 4, you can simply take this ship for yourself).

After the capture of Highrock, we receive orders to deliver the ultimatum to de Bijou Olaf Olsson. Upon his return, the governor will tell us that the British and Spaniards have united and are going to attack Isle d'Orange. De Bijou is firmly convinced that France has enough forces to repel this attack. His plan is to capture the Spanish colony of Islay Ballena while the Spanish themselves attack Islay d'Orange. To complete this task, de Bijou offers us the same warship that we managed to capture at the Highrock shipyard. By the way, by this point we can already ask the governor for the hand of his daughter and receive a dowry of 8,000 gold pieces - or admit that they are now, to some extent, relatives.

Having captured Isla Ballen and returning to the governor, we learn that an attack is being prepared on the island. Having collected the remains of their ships, the allies head to Belflore in a vain attempt to turn the tide of hostilities. With the support of the fort, we must defend our island. After the attack is repulsed, the governor will pay us for the two previous missions and say that for the final defeat of the Spaniards and British in the archipelago, it remains to capture the English colony of Tendales and the Spanish Granda Avilia. After successfully completing this last task, we return to de Bijou, and he solemnly reads to us the royal decree appointing Nicholas Sharp as viceroy of the archipelago.

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

Having delivered the letter and received payment - 1000 gold - we go to Isla Ballen's tavern. The owner, Arnaud Manlu, tells us about a terrible pirate terrorizing Spanish traders. Returning to the alcalde, we express a desire to take part in the hunt for the pirate, whose name, as it turns out, is Francois Jovignon. The Alcalde advises us to ask around about the pirate on Shark Island and informs us that Senor de Mercadal has placed a substantial reward on Jovignon’s head. The island appears on the map. Returning there, we meet Olaf Ohlson and ask him about Francois Jovignon. He says that Francois appeared in the archipelago recently, but refused to join the Brotherhood of the Shore, and therefore was expelled from Rockshores. They say his ship was seen near the uninhabited island of Aliando (this island appears on the map).

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

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

We return to Shark Island and accuse Ohlsson of conspiring with Jovignon. The pirate will flare up, but everything will work out without a fight. It turns out that the stranger to whom we paid a thousand was Francois Jovignon himself. Ohlsson claims that Jovignon actually established a base somewhere on Aliando, and to confirm his words he invites us to go there, accompanied by his own brig.

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

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

* After we delivered Padre Ignacio to Shark Island, tavern owner Tommy Barkhead will tell us that the padre’s efforts were not in vain, and the pirates turned to the Holy Church. They decide to restore the old church that stood on Shark Island when it was still owned by the French, but to do this they need an old map of the colony. Most likely, the map can be found from one of the French governors. We go to Nicolas Montferrat. He will say that he has such a card, but he cannot just give it away. The governor is ready to exchange it for some curiosity, of which he is a big fan. We sail to Tel Kerrat and buy an ancient dagger from Galien Brashu for 300 gold. Returning to Montferrat, we exchange the dagger for a map and take it to Thomas Barkhead. As a reward for completing this task, we receive a thousand gold, 500 experience points and +5 to reputation.

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

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

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

* If Nicholas Sharp's reputation is Good Matey, then Valdrio Garcia, the owner of the store on Costa Sinistra, will ask us to deliver 50 quintals of ebony to Simon Benencas, the owner of the store on Isla Ballena. For this he offers 2000 gold. Having loaded the tree onto the ship, we deliver it to Simon Benencas on Isla Ballena and return to Valdrio Garcia for the money.

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

Having completed this task, we return to de Mercadal. He informs us that we have been given the title of Spanish grandee and admiral of the Spanish fleet. After this, Don Ricardo introduces us to political events. France and England entered into an alliance against Spain. It became known that the French were assembling a fleet in order to attack some Spanish colony, but which one remained a secret. De Mercadal dismisses us, saying that he does not have any tasks now, but if we manage to find out which colony the French are going to attack, we must immediately inform him about it.

After leaving the residence of Governor De Mercadal, we go into the tavern. The owner, Salvadore Engano, tells us that the corvette of his brother, captain of the Spanish fleet Roberto Engano, recently boarded a French messenger brig, on board which were some documents of extreme importance. The corvette was badly damaged in the battle and is now being repaired at the pier of the El Caymano colony. Having gone there, we find Roberto Engano in the El Caymano tavern and talk with him. He gives us the captured documents, with which we return to Grand Avilia to Don Ricardo. Among these documents is a plan to attack Isla Ballen. Don Ricardo complains that the Spaniards do not have enough strength to defend the island from an allied attack, and we offer him a bold solution - to get ahead of the enemy and attack ourselves French ships near the island of Tel Kerrat, where the French have a rendezvous point. Don Ricardo doubts the reality of this adventure, but still gives his consent and even puts his own warship at our disposal.

We sail to Tel Kerrat and engage in battle with superior enemy forces. The battle promises to be difficult, but sooner or later victory will be ours. Having sunk the last ship of the allied fleet, we receive the task of capturing the French colony of Isle d'Orange, then the English Highrock and the French Belflore. Having returned victorious after the capture of Belflore, we learn that the pirates have recently become bolder and literally do not allow merchant and messenger ships to live. We will be instructed to go to Shark Island and convey Don Ricardo's ultimatum to Olaf Ohlsson. Since Ohlsson is respected among the Brotherhood of the Shore and has a reputation for insight, Don Ricardo hopes that the pirate will understand the situation and will not resist the inevitable.

Near Shark Island we are attacked by pirates who clearly don’t like the idea of ​​leaving their native island and getting away from the archipelago. Having dealt with them, we give Ohlsson an ultimatum. The old pirate understands perfectly well that he has no choice and agrees to Don Ricardo’s demands. We return back victorious and receive the last task - to capture the English colony of Tendales. The Spaniards strive to take possession of the entire archipelago, and therefore there is no place for colonies of other countries on it. Having captured Tendales, we return to Don Ricardo Ferrer da Mercadal and learn that we have been appointed viceroy of the archipelago.

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

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

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

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

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

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

Returning to Ohlsson, we tell him about our conversation with Beltrop. Olaf expresses a couple of thoughts about the words of the pirate leader, and then invites us to do one little thing. We must sink the caravel "San Miguel", owned by a merchant named Julio Nederedas, who was "ordered" by his partner. The caravel is located near the island of Grand Avilia. We need to report the completion of this task to “The Dodger” Marcus, who will be waiting for us on the island of Tel Kerrat. He will pay us for fulfilling the order.

We ask Ohlsson what we should do with the map we received from Kamentata. He says that Beltrop undoubtedly knew our father and heard about Malcolm Sharpe's treasure. You can catch him on the piece of map that we have, but you can’t do it directly, head-on. If we go to him and declare that we have a map, Beltrop will simply cut us down and take it away. According to Ohlsson, Beltrop must be deceived somehow. But how exactly - we still have to puzzle over this.

Having sunk Nederedas and received money for it from “The Trickster” Marcus, in a conversation with him we learn that Marcus professionally forges securities and documents. Having offered him to make a fake, slightly modified duplicate of the map received from Mauritius Kamentata, we pay 2000 gold for this and go with the fake map to Beltrop. By exchanging her for a story about our father (who is also not very truthful), we can either pretend that we are ready to be Beltrop's friend, or openly declare that he will pay for his atrocities.

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

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

* In the Shark Island tavern we meet a pirate named Hugo Lambermill. If we have a Spanish corsair patent in our pocket, we should talk to him, and then we will have a chance to capture the manovar. Hugo complains to us that he is tired of the pirate life and asks us to get him a Spanish corsair patent. We are heading straight to Guilabertus de Muntral, and if Nicholas has a reputation as Good Matey, then we will be able to persuade the governor to issue a patent to the old pirate, but if it is lower, we can invite de Muntral to deceive the old pirate - to issue him a patent in order to lure Ballen to Isla, and then hang it up. After this, we return to Lambermill and give him the letter. If we brought a real corsair patent, he will tell us that there is a damaged French manovar near the island of Chaktcha, which is very easy to capture. After a while we can look at Guilabertus de Muntral and inquire about how the old pirate serves. It turns out he made an excellent soldier. If we set up a trap for Hugo, then after transferring the patent we must return to Guilabertus de Muntral for a reward - 2500 gold.

* After Eugene Huxter tells us about Malcolm Sharpe in the El Caymano tavern, we will meet a smuggler named Octavio Lambrini. Having learned that Nicholas is the son of Malcolm Sharpe, the smuggler will offer us a little business. On Isla Ballena there is a customs captain named Arcadio la Damba. As a matter of principle, he does not accept bribes, and because of this, the path to Isla Ballena is closed to smugglers. Octavio wants us to help him get rid of this officer, and is ready to pay 3,000 gold for this. Having agreed to these conditions, we sail to Isla Ballena and talk in the tavern with Arcadio la Damba. Now we have two options: complete Lambrini’s task or negotiate with the captain and set up a trap for Lambrini (for this we will receive 2000 gold). Having decided to kill the captain, we explore the waters near Isla Ballena and, having met the brig la Damba, we let it sink and return to Octavio Lambrini for payment. If there is a desire to come to an agreement with the captain, after talking with him we need to see Octavio Lambrini and inform him about the successful completion of the task and that he can now freely visit Isla Ballena. Near the island of Arcadio, La Damba will intercept the smuggler and bring him to a fair trial. Our participation in this is not required, so we can immediately go to Isla Ballen and there, in the tavern, receive our reward from the captain. However, if we hand over Captain Octavio Lambrini, his sons will be waiting for us near El Caymano.

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

Five years later, he returned to England at the head of a pirate fleet, plundered and burned the estate of Anna's father, sparing no one but her. Beltrop took Anna onto his ship and kept it with him ever since, only allowing her to leave his residence a year ago. Anna's brother, the captain of the English fleet, tried to find her, and during his search he encountered one of the henchmen of the pirate leader in the Grandfather Island tavern. They talked, and then Beltrop’s friend waylaid her brother in a dark alley, killed him and brought Beltrop’s bloody head as proof of his devotion.

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

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

Having received the map, we go to Telltak Island, which is shaped like a bull's head. The entrance to the cave where Malcolm Sharpe hid the Emerald Cargo is located just between the “horns”. Along with the treasures, we find Malcolm Sharpe's diary, which tells about our father's dream of creating a new state in the archipelago, free and independent.

Meanwhile, the deceived and enraged Beltrop prowls around the island in his Gorgon manovar. If we don't sink it near Telltak, it will pursue us when we appear in the waters of Gray Sales. Having sunk Beltrop and returning to Olsson, we learn that after the death of Beltrop it became much more difficult to defend Rockshores, and, as luck would have it, England, France and Spain just decided to take Rockshores into their hands. It looks like the island will have to be abandoned. But Nicholas was so inspired by his father’s ideas that he persuades Ohlsson to begin creating a new free republic in the archipelago. Olaf eventually agrees and says that they must first get rid of the threat from the colonial powers and, first of all, protect Rockshores from France, who has already begun to assemble a fleet to capture the pirate islands. Ohlsson offers us a new ship.

On the island of Isle d'Orange, in a tavern, we meet a French officer who has already gotten pretty drunk, but does not stop drinking. From him we learn that the French superintendent Aimery d'Aurillac went to inspect the condition of the fort on Omori Island. It is Dorillac who is responsible for the punitive expedition to Rockshores, and we will have to go to Omori to talk with him. Having bribed the superintendent, we get his consent to sabotage the supply of ammunition. The threat from the French has been temporarily eliminated, which we, having returned to Rockshores, joyfully inform Olsson about. However, now the British are preparing a fleet to attack the pirate colony.

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

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

Having sunk all three line ships (we need to try to capture one of them), we go to visit McMellon. He says that everything is ready to start a riot on Highrock, and the only thing he needs is money to buy weapons for the rebels. He needs three thousand gold. Having given the money, we learn that there are three new English ships at Dead Island. We must get rid of them, otherwise they will crush the rebellion with their guns and land troops on Highrock to restore control over the colony.

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

Having said goodbye to Ohlsson and promising to visit his tavern on occasion, we look at the owner of the tavern on Shark Island. Francis Dullars gives us a letter from Jeremy McMellon, in which he reports that unforeseen circumstances are preventing a rebellion on Highrock. The Spanish assemble a fleet near Isla Ballena to attack Highrock. We are invited to sink the Spanish fleet, and at the same time capture Isla Ballena.

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

Near Shark Island we are attacked by pirates who clearly don’t like the idea of ​​leaving their native island and getting away from the archipelago. Having dealt with them, we give Ohlsson an ultimatum. The old pirate understands perfectly well that he has no choice and agrees to Don Ricardo’s demands. We return back victorious and receive the last task - to capture the English colony of Tendales. The Spaniards strive to take possession of the entire archipelago, and therefore there is no place for colonies of other countries on it. Having captured Tendales, we return to Don Ricardo Ferrer da Mercadal and learn that we have been appointed viceroy of the archipelago.

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

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

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

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

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

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

Returning to Ohlsson, we tell him about our conversation with Beltrop. Olaf expresses a couple of thoughts about the words of the pirate leader, and then invites us to do one little thing. We must sink the caravel "San Miguel", owned by a merchant named Julio Nederedas, who was "ordered" by his partner. The caravel is located near the island of Grand Avilia. We need to report the completion of this task to “The Dodger” Marcus, who will be waiting for us on the island of Tel Kerrat. He will pay us for fulfilling the order.

We ask Ohlsson what we should do with the map we received from Kamentata. He says that Beltrop undoubtedly knew our father and heard about Malcolm Sharpe's treasure. You can catch him on the piece of map that we have, but you can’t do it directly, head-on. If we go to him and declare that we have a map, Beltrop will simply cut us down and take it away. According to Ohlsson, Beltrop must be deceived somehow. But how exactly - we still have to puzzle over this.

Having sunk Nederedas and received money for it from “The Trickster” Marcus, in a conversation with him we learn that Marcus professionally forges securities and documents. Having offered him to make a fake, slightly modified duplicate of the map received from Mauritius Kamentata, we pay 2000 gold for this and go with the fake map to Beltrop. By exchanging her for a story about our father (who is also not very truthful), we can either pretend that we are ready to be Beltrop's friend, or openly declare that he will pay for his atrocities.

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

* In the Shark Island tavern we meet a pirate named James Callow. He tells us about an Indian idol that he took from an old Indian priest. According to him, this idol brings misfortune. The pirate wants to get rid of the damn trinket, but he doesn’t know how. Several times he tried to throw the idol away, but it mysteriously came back. According to the old Indian from whom James took the idol, this figurine can only be given as a gift. The pirate asks us to help him get rid of the cursed idol and give this trinket to Desmond Ray Beltrop, with whom he has long been at odds. Having agreed to help him, we go to Beltrop and give him a gift. If Nicholas's rank is 7 or higher, then Beltrop will accept him, but if not, he will refuse, and we will have to return to James Callow with a slurp. You can also try to sell the idol to Nicholas de Montferrat, governor of Isle d'Orange. This option is a win-win - the governor will gladly accept a gift from us. Having completed the assignment, we return to James.

If Nicholas's reputation is Good Matey, James will join us as an ally, but if his reputation is lower, he will give two thousand gold, apologize and leave us.

* In the Shark Island tavern we meet a pirate named Hugo Lambermill. If we have a Spanish corsair patent in our pocket, we should talk to him, and then we will have a chance to capture the manovar. Hugo complains to us that he is tired of the pirate life and asks us to get him a Spanish corsair patent. We are heading straight to Guilabertus de Muntral, and if Nicholas has a reputation as Good Matey, then we will be able to persuade the governor to issue a patent to the old pirate, but if it is lower, we can invite de Muntral to deceive the old pirate - to issue him a patent in order to lure Ballen to Isla, and then hang it up. After this, we return to Lambermill and give him the letter. If we brought a real corsair patent, he will tell us that there is a damaged French manovar near the island of Chaktcha, which is very easy to capture. After a while we can look at Guilabertus de Muntral and inquire about how the old pirate serves. It turns out he made an excellent soldier.

If we set up a trap for Hugo, then after transferring the patent we must return to Guilabertus de Muntral for a reward - 2500 gold.

* After Eugene Huxter tells us about Malcolm Sharpe in the El Caymano tavern, we will meet a smuggler named Octavio Lambrini. Having learned that Nicholas is the son of Malcolm Sharpe, the smuggler will offer us a little business. On Isla Ballena there is a customs captain named Arcadio la Damba. As a matter of principle, he does not accept bribes, and because of this, the path to Isla Ballena is closed to smugglers. Octavio wants us to help him get rid of this officer, and is ready to pay 3,000 gold for this. Having agreed to these conditions, we sail to Isla Ballena and talk in the tavern with Arcadio la Damba. Now we have two options: complete Lambrini’s task or negotiate with the captain and set up a trap for Lambrini (for this we will receive 2000 gold). Having decided to kill the captain, we explore the waters near Isla Ballena and, having met the brig la Damba, we let it sink and return to Octavio Lambrini for payment.

If there is a desire to come to an agreement with the captain, after talking with him we need to see Octavio Lambrini and inform him about the successful completion of the task and that he can now freely visit Isla Ballena. Near the island of Arcadio, La Damba will intercept the smuggler and bring him to a fair trial. Our participation in this is not required, so we can immediately go to Isla Ballen and there, in the tavern, receive our reward from the captain. However, if we hand over Captain Octavio Lambrini, his sons will be waiting for us near El Caymano.

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

Five years later, he returned to England at the head of a pirate fleet, plundered and burned the estate of Anna's father, sparing no one but her. Beltrop took Anna onto his ship and kept it with him ever since, only allowing her to leave his residence a year ago. Anna's brother, the captain of the English fleet, tried to find her, and during his search he encountered one of the henchmen of the pirate leader in the Grandfather Island tavern. They talked, and then Beltrop’s friend waylaid her brother in a dark alley, killed him and brought Beltrop’s bloody head as proof of his devotion.

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

"Corsairs" is wonderful pirate game from Russian developers. In ideological terms, it is largely inspired by the legendary game “Pirates!” Sid Meier and can even be considered its 3D remake. In the role of young Captain Sharpe, you will taste all the delights

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"Corsairs" is a wonderful pirate game from Russian developers. In ideological terms, it is largely inspired by the legendary game “Pirates!” Sid Meier and can even be considered its 3D remake. In the role of young Captain Sharpe you will taste all the delights pirate adventures: make dashing raids, board ships, unravel treacherous intrigues, trying to move up the career ladder and find legendary treasures, simultaneously finding out the secret of its origin... Excellent graphics and a bunch of special effects create a stunning effect of presence. The game is spoiled only by the abundance of bugs, which, however, are already being fixed by the Akella team.

In the West, the game was published by Bethsoft under the name Sea Dogs.

Corsair unwillingly

Nice quest! — transfer the “black mark” to its destination

So, you are the young English captain Nicholas Sharp, who escaped from Spanish captivity. You are heading to Highrock Island, the capital of the British colony, in order to obtain a corsair patent, allowing you to “legally” rob Spanish ships (in fact, not only Spanish ones) and thereby compensate for your losses, as well as the moral damage caused. However, you are not obliged to receive a corsair patent from the hands of the British and can take it from the French or even from your former offenders - the Spaniards. Finally, no one forbids you to join the pirate fraternity and become a “free pirate.” Depending on which path you choose, four completely different plots await you and, therefore, four different passages the same game. However, the goals of the game are approximately the same: if you take the corsair patent, then your goal is to become the governor of the entire archipelago (whether from the English, French or Spanish side), if you choose the path of a free pirate, then your goal is to proclaim some kind of “independent free pirate state" and become its head.

Quests

To complete the game, you must complete a chain of mandatory quests (different for each of the four sides: the British, the French, the Spaniards and the pirates). Main quests are usually given to you by island governors. There are also additional quests, which are not required for passing, but can significantly help you in this matter. (For example, get a wonderful spyglass, through which you can see absolutely everything, even the skills of the officers of enemy ships.) Anyone can give you these quests, so talk to everyone you meet. Never rush to end the conversation, even if it seems to you that everything is clear - the conversation can take an unexpected turn. In addition, you can get experience simply by listening to the ravings (or advice) of your interlocutors to the end. You can and should talk to some characters a second or third time: after performing any action, they can give you Additional information. (For example, this is a hint: if you return something to the alchemist from Highrock, then after the first quest he will give you a second one.)

All quests bring you much-needed experience and usually give you gold or something useful (a valuable officer joins your team, you get valuable item or an item for a further quest, etc.).

During the game, in principle, you can switch to either side. It is enough to sail to Shark Island (pirate island) and acquire a patent of any nation there or become a free pirate. It will cost you 5000 gold and -10 reputation. Of course, this will complicate and confuse the passage of the game. For normal passage there is no need to “change the owner”.

Grow, grow, my Captain!

You start as a rank 12 green captain (no lower), and as you progress through the game you can work your way up to rank 1 captain. Promotion to each rank gives you the opportunity to control a ship of a higher class: a captain of ranks 12 and 11 can control ships of no higher than the 6th class, a captain of ranks 10 and 9 - ships no higher than the 5th, etc. In addition, as you increase in rank, you are given 3 special points that can be used to develop certain skills.

Skills

Your captain has 9 skills, each of which can be upgraded to level 9.

Navigation - increases the speed and maneuverability of the ship.

Accuracy - gun firing accuracy; Each point increases accuracy by 10%.

Recharge - Reload time is reduced by 5% for each point.

Coordination - all guns do not fire at the same time; Each coordination point reduces the time between the first and last cannon firing by 5%.

Protection - this is your team’s ability to take cover during enemy fire; Each defense point reduces your team's losses by 5%.

Boarding - allows you to board enemy ships from a longer distance; Each point increases the “boarding distance” by 5%.

Fencing - the ability to effectively fight when capturing an enemy ship; roughly speaking, this is the strength of your blow.

Repair - the ability to repair the hull and sails right on the open sea; It is necessary to have a sufficient number of boards and canvas in the holds. At the maximum "repair" value, it is possible to repair a ship's hull that is even 90% damaged. The higher the repair skill, the faster the ship is repaired: for every two points, the repair time is reduced by 1 day; however, repairs cannot be completed in less than 4 days. If you have an understaffed team, the repair will be slower.

Commerce - the ability to buy goods cheaper and sell them more expensive; each point reduces the selling price by 5% and increases the buying price by 5%; however, this skill does not in any way affect the price of the ships you purchase.

Which skills to develop first depends on your playing style. However, we can give a series general advice. First of all, pay attention to fencing. Even if you don't intend to board ships, get this skill to at least 5 as soon as possible. During quests you will still have to take on forts, where this skill plays a critical role: thanks to a high fencing skill, you can cope with an enemy whose team is 2-4 times larger than yours. Pay special attention to 3 “shooting” indicators: accuracy, reloading and coordination - they significantly increase the firepower of your ship. Further, it would be useful to raise the navigation in order to initially have an advantage in speed and maneuverability. If you are going to trade in boarding, develop the skill of the same name, which will make it easier for you to approach enemy ships. Defense and repair are clearly secondary skills: fight well and you won't need to "patch holes." Well, if you run into a strong enemy, immediately after the battle head to the port and make up for your losses. And the commerce skill seems completely useless, since there are almost no problems with money (well, you will make an extra trade flight in order to compensate for its low level).

Officers

There is another way to increase your skills - hiring officers whose skills add to your skills. True, officers, as a rule, have to pay a very decent salary (often even exceeding the total salary of all sailors), but this does not matter, since money can always be easily earned from trade. Officers can usually be found in taverns or obtained through quests.

First Mate - your right hand; enhances navigation. But most importantly, if you have an assistant, you can take prize ships (captured during boarding) and take them to ports for sale (otherwise you have to sink them).

Gunner - perhaps the second most valuable officer. It raises 3 important skills at once: accuracy, reloading and coordination.

Bosun - not the last person on the ship: usually improves navigation and fencing skills.

Ship's doctor - gives several defense points.

A carpenter - adds a few repair points.

Treasurer - increases commerce.

The most valuable officers are presented in Table 1. Let's keep silent about where and how they can be hired - otherwise it will be uninteresting to play. Let's just give a little hint: there are two first mates in the game, both of which can be found on the French islands (and the patch moves one of them to the pirate island).

Gaining experience

So, rank increases as you gain experience. For each completed quest you get experience points, but these points are clearly not enough to quickly move up the ranks and get the cool ship you want. Therefore, we have to engage in a typical “pirate trade”: robbery of ships. Points are awarded for each sunk or captured ship, and significantly more for a sunk ship (usually in the region of 2000-7000, while for capturing a ship you will not be given more than 2000). This takes into account your skill and dexterity: for a direct hit in the powder magazine (the so-called critical hit, which leads to the immediate death of the ship) you will be given twice as much experience. If, while sailing on a sloop, you manage to sink a frigate, you will receive significantly more experience than if you sank some pinkie. The largest expa is given for the destruction of the fort (at least 20,000), but this is not an easy task and can only be achieved on “cool” vessels of at least 3rd class. At the very beginning of the game, it is very difficult to get exp by direct pirate methods, since almost all opponents are clearly stronger than you. Therefore, this is my advice to you: do not get involved in a fight alone, it is better to join the battle in which ships allied to you are participating. Then you will be able to share their experience, making a very modest contribution to the defeat of the enemy.

Reputation

Reputation is how people treat you: whether they consider you a man of his word, capable of helping out at any moment, or a flighty tramp who cares only about his own well-being. With a low reputation level, it will be difficult for you to negotiate anything with people, and some may even refuse to talk to you at all. If you do not pay your salary on time with a low reputation level, then there will immediately be a riot on the ship, and you will be strung up on the yardarm (this, of course, will be the end of the game). At high level reputations are willing to do business with you, and transactions (such as hiring officers, buying ships) are cheaper.

Accordingly, behave in such a way that people will think highly of you. Do not demand unnecessary or additional rewards and fulfill the requests of residents (such as bringing wine to a thirsty guard), do not abandon your allies in trouble. True, reputation can also be bought for money from the local priest on Dead Island (+1 to reputation for only 100 gold).

Ships

Class Type Load capacity (ts) Max. Team Min. Team Speed Maneuverability Hit points Total guns Purchase price Selling price Available caliber
1 Improved Manowar 6000 850 140 11,50 30 20000 98 100000 90000 12 16 24
1 Manowar 6000 800 175 10,50 25 18000 98 100000 90000 12 16 24
1 Enhanced Battleship 3800 540 140 10,00 25 15500 68 85000 80000 12 16 24
1 Warship 4000 540 140 11,20 30 14000 68 85000 80000 12 16 24
2 Heavy Warship 3000 500 150 8,50 25 13200 46 70000 65000 12 16 24
2 Warship 2750 425 120 9,50 30 12000 46 70000 65000 12 16 24
2 Fast Linear Ship 2200 300 90 10,50 35 9200 46 60000 55000 12 16 24
2 Battleship 2400 340 115 9,50 30 10000 46 60000 55000 12 16 24
3 Reinforced Frigate 2000 300 100 10,00 30 8800 34 45000 42000 12 16 24
3 Frigate 2100 300 100 10,80 35 8000 34 45000 42000 12 16 24
3 Sheathed Corvette 1500 250 70 11,50 35 7100 26 38000 35000 12 16 24
3 Corvette 1800 280 70 12,80 40 6500 26 38000 35000 12 16 24
3 Heavy War Galleon 3100 450 100 6,00 15 7600 38 40000 37000 12 16 24
3 War Galleon 3000 400 75 6,50 20 7000 38 40000 37000 12 16 24
4 Heavy Flute 2100 210 45 6,50 20 3600 24 15000 13500 12 16
4 Flutes 1900 180 30 7.0 20 3200 24 15000 13500 12 16
4 Swift Galleon 2100 250 50 9,50 25 3600 36 35000 31000 12 16
4 Sheathed Swift Galleon 2000 250 50 8,50 20 4000 36 35000 31000 12 16
4 Trade Caravel 2900 180 40 6,50 30 2500 28 20000 18500 12 16
4 Caravel 2600 190 50 7,00 35 2500 28 20000 18500 12 16
4 Light Caravel 2200 240 50 8,00 35 2300 28 20000 18500 12 16
4 Sheathed Brig 1200 160 45 10,00 35 2740 16 25000 23000 12 16
4 Brig 1500 160 45 11,00 45 2540 16 25000 23000 12 16
4 Reinforced Pinas 2100 200 35 8,00 25 3100 16 16000 14500 12 16
4 Pinnace 2300 200 35 8,50 30 2900 16 16000 14500 12 16
5 Enhanced Galleon 2000 180 50 5,00 15 4800 16 15000 13500 12 16
5 Galleon 2400 160 50 6.0 20 4200 16 15000 13500 12 16
5 Trading Shnyava 1400 170 50 10,00 40 1400 12 22000 20000 12 16
5 Shnyava 1100 150 50 11,50 45 1400 12 22000 20000 12 16
5 Fast Lugger 1200 100 25 7,00 25 1000 10 11500 10500 12
5 Lugger 1400 120 30 5,70 20 1200 10 11500 10500 12
6 Fast Bark 1000 75 20 9,00 30 950 10 12000 10500 12
6 Barque 1200 90 20 8,00 30 1100 10 12000 10500 12
6 Light Sloop 500 35 10 11,00 45 800 12 8000 6500 12
6 Sloop 600 40 15 9,50 40 850 12 8000 6500 12
6 Heavy Barque 900 70 15 6,50 30 1000 8 8000 6500 12
6 Barge 800 70 15 7,20 35 900 8 8000 6500 12
6 Trade Pink 600 50 15 7,50 45 900 9 6000 4500 12
6 Pink 400 40 15 9.0 55 800 9 6000 4500 12
6 Improved Bilander 500 50 10 9.0 45 850 8 6500 5000 12
6 Bilander 500 45 15 8.0 40 800 8 6500 5000 12
7 Boat 30 6 1 5.0 50 50 0 0 0 0
7 Tartan 30 10 2 7.0 50 300 0 0 0 0

Ships are divided into 7 classes: from the simplest unarmed boat (7th class) to the “floating fortress” - manovar (1st class). At the very beginning, only simple vessels of the 6th class are available to you, but as Nicholas’s rank increases, you will be able to acquire more and more respectable vessels. When choosing a ship, pay special attention to its speed and maneuverability: a nimble ship with skillful tactics is quite capable of sinking a slow-moving vessel, even if it has at least 2-3 times more firepower. Then look at the number and caliber of guns. Next - on maximum amount teams: here the more the better, although at first it may seem the opposite, because each sailor must be paid 50 gold monthly. However, after conducting at least one boarding battle, you will clearly feel the advantage of a large team. Carrying capacity on ships above the 6th class plays practically no role (there is usually always enough space in the holds).

The choice of ship depends on your preferred naval battle tactics. But if you rely on speed and maneuverability, then a typical chain of transition from ship to ship looks like this: Pink - Sloop - Shnyava - (possibly Brig) - Corvette - (possibly Fast Linear Ship) - Combat Ship. The longed-for goal of many players is to sail on Manowar, but to complete the entire game it is enough to limit yourself to the Corvette - the fastest and most highly maneuverable ship with decent firepower.

For more detailed information on all ships, see the table above.

SECOND PAGE

Armament

There are four types of charges: cannonballs cause the most damage to the hull, pins - to the sails, buckshot - to the crew; bombs cause damage to everything and are especially good at shelling forts, but bombs are also the most expensive. Bomb prices are about the same everywhere, but on the French islands they are slightly lower. Bombs are especially highly valued on El Caymano, so you can get rich very quickly by delivering them to this island. Please note that all projectiles have different ranges, and this range depends on the caliber. Complete data is presented in these tables.

Islands

There are 20 islands in the game, and almost all of them are inhabited. In general, there are no “useless” islands in the game: even if the island is uninhabited, it means that you can complete some quest on it in due time. Islands appear on the World Map as they become known to you (usually when talking to someone or receiving a quest). But you can discover islands on your own, simply by setting a course at random on the World Map. In this case, it is not at all necessary to “stumble” on the island: it is enough to sail next to it. (CHIT: the Resource\Images\Map\Russian subdirectory contains an open map in the form of a graphic file map_open.tga, which can be viewed in almost any graphic editor/viewer.)

Cities

Entire settlements and even cities are spread out on inhabited islands. All “life” in the game takes place in the cities: there you get all the information, take on quests, hire a crew, trade and equip your ship. On the largest islands there are 4 types of "useful buildings":

Tavern - only here you can replenish the thinned team of sailors (click F1, select “Staff” and click on the “Hire” button); Most often, it is in taverns that you can find officers to hire for your team and meet other useful people.

Shop - Here you can buy/sell goods and ammunition.

Shipyard - here you can sell your ship or a prize ship (but not allied ships) and buy yourself a new ship; You can also repair your ship (allied ships too) and replace the guns with more advanced ones.

Castle - it is the residence of the island's governor; usually it is the governor who gives you mandatory quests to complete - however, only if you have a patent from his nation; if you don’t have a patent, then at most you can only talk to the governor, but you won’t receive any quest.

You cannot enter a city protected by a fort if its population is hostile to you. The maximum that can be done is to bomb the fort and take bribes from the local population; however, you will not be able to talk to anyone, and you will not be able to enter anywhere either (except for the palace, where you will receive a bribe). After you leave the island, the fort will automatically be restored and the city will live as if nothing had happened. (So ​​you can, if you wish, repeat the looting.) The only exception is when the destruction of the fort was a quest task. Then the city comes under the flag of your nation with all the ensuing consequences.

Gold!

Trading is the simplest, easiest and safest way to get rich. You buy goods on one island and sell them on another - it turns out to be a kind of “trading simulator”. The "trick" here is that each island has its own list

Trade Islands
Island Cocoa Sugar Wine Canvas Rum Tobacco Coffee Red tree Wheat Ebony Bombs
Orange - + + - - + -
Belfort + + - - - -
Omori - + - +
Highrock + - + + + - -
Tendales + + + - -
Dead Island + + + - -
El Caymano + - + -
Ballena + + - - - +
Avilia + + - - - + +
Sinistra - +

Note: “+” means export; “-” means import.

import/export goods. Imported goods are highly valued, while exported goods are sold at bargain prices. So load up export goods, take them to the island where they are imports, sell them, load up with new export goods, take them to the next island, etc. In this way you can enrich yourself ad infinitum, without doing anything else. Only there are two “buts” here: 1) do this at a time when you do not have “last minute quests”, that is, those that must be completed in certain time; 2) your peaceful activities may be interrupted by pirates; if you do not have the strength or desire to fight back, save before each sailing and reboot; if this unpleasant event occurs, most likely it will not happen after the reboot.

There is no point in buying/selling goods that are not marked as import/export - in this case, you will most likely end up with a loss or even a small gain. To make it easier for you to navigate, in Table 5 we provide a list of import/export goods for all islands (excluding a few islands where there are no export or import goods). If, for example, you play for the British, then from the very beginning of the game you have access to enough safe route: Tendales - Highrock - Dead Island. Load linen and coffee to Tendales, sell linen to Highrock, load more coffee there and drive all the coffee to Dead Island. You are guaranteed revenue of 7-9 thousand gold in 3 weeks! (a vessel with a displacement of about 1000 quintals is required).

But if you consider yourself a real pirate, do something proper: rob merchant ships! But don’t drown them, but board them. If you sink a ship, you will gain little in terms of money: you will only collect the pitiful crumbs floating at the site of the ship's sinking. But if you capture the ship, then all its cargo will become yours, and you can sell it as your own. In addition, in the captain's cabin you will find several thousand gold coins (usually 2-5 thousand). Well, and most importantly, you will get a captured ship, which you can take to the nearest port and sell. Only for this it is necessary to have a first mate who will temporarily take command of the captured ship; in addition, your crew should be enough, at least at a minimum, for both ships. If there is no first mate, and the captured ship is of a class higher than yours, then it makes sense to transfer to someone else’s ship, in order to then sell it and return your own. But, in principle, you can remain in command of a ship that you have not yet reached in rank. Only in this case you get a -1 penalty to each skill, multiplied by the difference in ship classes - so it’s hardly worth doing this (For example, if you can only fly 5th class ships and switch to a 3rd class corvette, you will get -2 to each skill.)

Thus, the capture of one merchant ship is approximately equal in monetary terms to one trade turnover. However, if captured, you also gain experience! The destruction of a fort and subsequent capture of the city is an even more profitable, but also the most difficult task. For this you get at least +15,000 gold and +20,000 experience!

Naval battles

Ship control

You can make maneuvers and shoot from both a “third-person” and “first-person” view (transitions - key Q). It is, of course, more convenient to maneuver, observing the whole picture from above, but shooting, as a rule, is better “from the first person” - because then you have the opportunity to aim yourself. There are two exceptions: 1) foggy weather, when you can’t see a damn thing, but your gunner, nevertheless, manages to shoot accurately; 2) you find yourself between two enemy ships; then, by pressing the “space”, you simultaneously shoot from both sides, then you can quickly leave. "In first person" you can also use the spyglass (key Ctrl). By pointing the pipe at the ship, you will receive its most important characteristics (the coolest pipe allows you to get complete information, right down to the skills of the officers).

Tactics

Thanks to skillful tactics, you can take out an enemy with several times your firepower. The whole “trick” here is to shoot at the enemy yourself without receiving any response in return. A typical maneuver is to walk sideways to the bow of an enemy ship and fire with the entire side, since neither ship has guns on the bow. The second option is to go broadside to the stern, but here you risk running into a small slap in the face in the form of a shot from the stern guns (usually insignificant, since there can be no more than 6 guns at the stern, and then only on the coolest ships; and so on the stern usually only 2 guns are located). To carry out all these maneuvers you need to have the fastest and most maneuverable ship possible. But if you are sailing on a heavy, heavily armed vessel of the 1st or 2nd class, then all these maneuvers are usually of no use to you: lower the sails and just turn in place, tracking the enemy’s maneuvers. As soon as he gets close enough, hit him with the whole side: it’s rare that a ship will survive 2-3 such salvoes.

In general, from the very beginning, decide what you will do with the enemy: drown him or board him. If you drown it, throw cannonballs and bombs at it from a long distance until it sinks. If you board, then you don’t need to make holes in the ship’s hull - this will not affect its combat effectiveness in any way (and, besides, a riddled ship will be worth less if you then want to sell it). So immediately load the knipels and trim his sails. Once you have an overwhelming advantage in speed and maneuverability, you can calmly approach from the bow or stern and spray the crew with buckshot. Then you will have to approach the enemy ship side to side (almost parallel) - otherwise you will not be able to board it. As soon as your ship approaches the enemy at a sufficiently close distance (the higher the boarding skill, the greater the distance), an icon with the image of a boarding “cat” will appear in the upper right corner of the screen - then press F2 on keyboard.

It makes sense to board if you want to get some good stuff and/or you know that the enemy captain is very weak in fencing (this way you can defeat the enemy sailing on stronger ships).

Aboard!

The boarding battle is symbolically represented by hand-to-hand combat between two captains, but behind each of them stands his entire team in the literal sense: the number of hit points (that is, health) of each is equal to the size of his team. In addition, the strength of the captain’s blow depends both on his fencing skills and, again, on the number of gavriks behind him. Remember that the battle is tactical, so the winner is not the one who swings the saber faster. The fact is that every captain gets tired: the degree of his fatigue is displayed by a green indicator (right under the blue health indicator). And the more fatigue, the weaker the blow. Therefore, it is better to wait a little and hit with full force, rather than zealously hammering on the keys and rewarding the enemy with 5%-10% blows. While resting, watch your opponent, trying to guess the direction of his strike and set up the desired block. Just remember that even a successful block misses part of the blow, so you won’t be able to “sit out”. Don't forget about deceptive feints. Finally, a piece of advice: be sure to sign up before the first boarding battle, since you will almost certainly lose it - after all, you also need to get comfortable with the keyboard. Then this save will serve as a good simulator for you to hone your fencing skills.

Capture of the fort

This is the most difficult, but also the most profitable business. You will need a ship of at least 1-2 class (although you can manage to take out the fort on a Brig). Load it with at least 1000 bombs (preferably 3000). Move on to 16 gauge - it has the longest range. Upon entering the harbor, lure all the ships away from the fort and deal with them (so that the fort cannot support them with fire). Now you need to take the most advantageous position to shell the fort. Based on the indicator on the mini-map, approach so that the fort is on the very border of your firing zone. At the same time, you can arrange it so that only one of the fort’s cannons can hit you, and even then, for the most part, it won’t finish you off. Lower the sails completely. Switch to first person view. Aim as high as possible - right up to the position where the crosshair cursor begins to disappear. Shoot, shoot and shoot. When the message about the destruction of the first cannon appears, come A LITTLE closer and shoot the second cannon. And so on... When all the cannons are destroyed (a message about this will appear), swim closer (until the icon with the image of a soldier in a helmet appears in the upper right corner of the screen) and click on F2. After this, you will have to win a hand-to-hand duel with the governor of the island (as during a boarding). About 500 thugs will stand behind him.

Escape

If you are forced into a forced battle and you see that you have no chance of winning it, then it is quite possible to try to escape. Turn the ship to the wind, raise full sails and fly away! They will, of course, follow you. Shoot at the enemy from the stern guns. If you see that your pursuers are still overtaking you, try to pierce their sails with hinges and continue fleeing. (To speed up the process, you can click on R.) Once you are far enough away, you will gain access to the World Map and can sail anywhere.

Allies

As the game progresses, allies may join you. Allies are very desirable in the early stages of the game, when the power of your own ship is very weak. However, by the end of the game they become a clear liability, making little real contribution to your victory, but sharing your experience. In addition, you have to look after your allies so that they don’t accidentally get sunk, which could damage your reputation.

Allies can be given general orders:

Follow me - an ally will follow your ship, shooting at all enemies in its affected area. AI behaves “straightforward”: if you lower the sails and start shooting at someone, turning around on the spot, then soon an ally with lowered sails will be next to you, standing exactly in the line of fire.

Attack - the ally will fire at the ship until it is completely destroyed.

Capture - will not actually capture the ship, but will fire with grapeshot to kill the crew; This way you can accidentally sink a ship.

Retreat - it is better to give this order at the starting position, which is actually tantamount to the order “not to get involved in a fight”; in the future, this order is practically useless, since a visibly damaged ship, as a rule, is simply not allowed to leave.

Allied ships can be repaired at the shipyard as if they were your own, but they cannot be sold. You can load any goods onto an ally’s ship, but you can’t take them back from there.

If you capture a prize ship and transfer your first mate onto it, then such a ship will also be considered an allied ship. The only difference is that this ship is considered your property, so you can sell it or unload any goods from it.

THIRD PAGE

Inhabitants of the archipelago

Desmond Ray Beltrop

Beltrop has been leading the pirate settlement of Gray Sales for many years. His past is shrouded in darkness, and his reputation discourages the curious from asking questions. A cold-blooded and calculating scoundrel, he gathered around himself a whole group of similar people who now support his power. Those who are not happy with this are usually expelled from Gray Sales.

Samuel Mortons

The governor of the main British colony in the Archipelago, a high-ranking English official, arrogant and greedy. He uses his position to extort bribes and pocket government money. However, you will have to deal with him if you decide to play as the English.

Jacqueline de Bijou

Daughter of the Governor of Belleflore, Monsieur François de Bijou. A beautiful and well-mannered girl who came with her father from France. Accustomed to high society there, in Paris, on the archipelago, Jacqueline is naturally bored. She would probably love to meet the young and handsome captain who had entered her father’s service.

Gavrila Dubinin

The only native of Russia in the game, a restless bosun-troubler who does not even recognize the concept of discipline. Over the many years he spent at sea, Gavrila sailed far from his homeland and at the same time gained experience. If you hire him as a boatswain, his experience will help you steer the ship, and his enormous physical strength and the ability to carry people along with you will help you in hand-to-hand combat.

"Golden" bugs

The game is replete with bugs. Some of them can be used as real cheats (and no codes or trainers are needed!).

How not to pay your team? Bug: if you are at anchor, then at the beginning of the month they simply will not ask for your salary (the corresponding offer will not appear)! So anchor on the 29th-30th and wait a couple of days.

How to avoid an unwanted meeting? Sometimes you are forced into battle, leaving no choice. Well, click on “Yes”, and as soon as the screen goes dark (going to the battle screen), immediately click on Pause(this is a button on the keyboard). Now press Enter. If you managed to stop the game in time, then you will have access to a world map from where you can taxi anywhere.

How to defeat the fort garrison in hand-to-hand combat? The problem is that initially each fort has at least 1000 soldiers, and after your shelling there are still 500 people left in it. This is a bit much, but you won’t be able to shell the fort as soon as all the guns in it are destroyed. However, if you save at this moment and load through this save, then all the guns will “come to life” as if nothing had happened, but the number of soldiers will not be restored! Here is a great opportunity for you to further thin out the enemy’s manpower.

NOTE: all these bugs “work” in the original version 1.0.

Walkthrough for the British (detailed)

First of all, do not forget to distribute the 3 skill points given to you at the very beginning (enter the desired window via F1).

Highrock. Near the gate, talk to guard Billy and promise him a bottle of wine. Wander the streets of the city and find Teodore (in a green jacket). He will tell you that in almost every city there are three useful places: 1) a tavern where you can hire a team, listen to gossip and get auxiliary quests; 2) a shipyard where you can repair a ship, buy new weapons or a completely new ship; 3) a store where you can replenish your ammunition, as well as purchase a variety of goods. Listen to him to the end, and for this you will receive +250 experience points. There is also an old gunner (with a wooden leg) wandering the streets. If you listen to the end of his reasoning about guns (a basic educational program), you will receive another +250 experience. Also talk on the street with the unrecognized genius - engineer Albrecht Zalpfer. He will talk about his brilliant invention, but you don’t try to find out everything to the end - otherwise he will suspect you as a spy and refuse to talk to you further. Instead, offer him a position as a carpenter on your ship - Albrecht will agree to this job for free, but will go ashore on the nearest English island.

There is nothing for you to do at the shipyard or in the store for now. Go to the tavern and talk to all the people sitting there. The old sailor and the old grunt will teach you some basics of sailing and fencing. After listening to both of them to the end, you will receive +250+250=500 experience points. From Roberto Gorrando you will learn about the existence of the island of El Caymano, and also that you can get an excellent spyglass from Andriano Montefi, who lives on it. Julius Ironcast will agree to serve as a gunner on your ship for 600 gold per month - hire him. Listen also to the gossip of the innkeeper himself.

Now - to the palace. The local governor, Samuel Mortons, will give you a corsair patent. Talk to the governor again, and he will give you the first task - to take a letter to the island of Tendales to the local governor, Sir John Canford Brish.

Head to the gate, but before heading out to sea, don't forget to give poor Billy a bottle of wine. For this deed, your reputation will increase by +1, and you will receive an additional +250 experience points. You can now talk to the second guard - Frederick, who will ask you for rum. It's worth returning to the inn and buying a bottle for only 1 gold. But by giving the rum to Frederick, you will receive +250 experience points.

Tendales. Upon landing on the island, you will receive +100 experience, and Albrecht will leave your team. However, do not rush to part with him and talk. During a friendly conversation, Albrecht will give you his drawings. Go with him to the shipyard. There you will buy these drawings for 1500 gold (the drawings cannot be used anyway - they are a prototype of the future paddle steamer). Here you can already buy a more spacious boat, having previously sold your pink. Buy an improved billander - it is only slightly inferior to Pink in maneuverability, but can carry 100 quintals more cargo. This will be very useful, since there is a trade quest ahead of you.

In the tavern, you can, in principle, hire boatswain Andrew Shu (400 gold per month) and treasurer Adam Moulin (1000 gold per month). But you probably won’t have enough money for this. But even if there is enough, you shouldn’t do this just yet, otherwise your gold reserves will completely dry up, and you will have nothing with which to pay the team at the end of the month. However, you can talk to Adam Moulin in order to earn +50 experience (you need to ask Adam what he actually knows how to do).

Now - to the palace to the governor. By handing him a letter, you will receive +500 experience and +2 reputation. Take the next quest from the governor: take the wheat of a starving colony to Dead Island. Before sailing, visit the store and buy coffee (114 centners), which is highly valued on Dead Island, for the remaining space in the hold.

Dead Island. Former jeweler Eugene Huxter (in a green camisole) is wandering the streets - be sure to talk to him and let him carefully examine your medallion. Eugene will lift the mystery of the veil over the story of your father - you will learn a lot of useful things for further passage. Well, in addition, you will receive +500 experience points. (About this time, your rank will increase to 11, so do not forget to redistribute 3 new skill points.) Now - straight to the innkeeper's tavern. The innkeeper will want to thank you for delivering the wheat. It’s better to modestly refuse the reward, because the innkeeper will only be able to give you 250 centners of linen, which will still need to be sold, and, most importantly, your reputation will drop by 4 units, which is very noticeable (especially since you can’t buy reputation for any money!) . Also talk to gunner David Murray in the tavern and ask him about his service on the Savage - for this you will be given as much as +1000 experience points (hiring David instead of old Julius is not worth it yet). In the tavern you can also talk to the merchant who will offer you a quest: escort him first to Highrok, and then to Itkal (for 800+800=1600 gold). Do not take on this quest, because a more profitable and more relevant quest awaits you ahead. You will receive it in the store: merchant Nigel Forster will ask you to take 400 quintals of linen to Tendales, and from there bring a load of cocoa, for which he will give you 2000 gold. This is exactly what you need, especially since you need to return to Tendales in order to collect the promised fee for the delivery of wheat. (Don't forget to sell him all the coffee, for which you will receive approximately 1125 gold!)

Before setting sail, you can talk to the priest (standing at the end of the street behind the tavern), and for the modest price of 100 gold he will absolve you of your sins, which will increase your reputation by +1.

Tendales-2. Go to the store and hand over a load of linen, for which you will receive +1 to your reputation. You will be automatically loaded with 150 units of coffee. You still have some space left in the hold, so fill it with coffee, which is so scarce on Dead Island. Notify the governor about the completed task. He will want to reward you even more than he promised. Modestly refuse, otherwise you will lose a few reputation points: he will generously reward you with 2000 gold. In addition, you will receive +3 reputation and +1000 experience points. Ask the governor for the next task, and he will complain that trade caravans between his island and Highrock are often robbed by some pirate. You need to establish who this is and stop his activities. Go to the tavern and talk to the innkeeper. He will tell you that one merchant (Margus) miraculously escaped pirate captivity, but now he is in an unconscious state and it is not clear how to treat him - otherwise he could tell a lot about this pirate. Hire a boatswain at the tavern (now you have money for this) and sail to Dead Island.

Dead Island-2. For delivered cocoa you will receive 2000 gold, as well as +500 experience points and +2 to reputation. Sell ​​your entire load of coffee in the store, for which you will receive about 1000 gold. Buy all the linen and sugar there, they can be sold profitably at Highrock. A companion to Highrock will be found in the same tavern - merchant Jacob Ashton will ask you to accompany him there for 800 gold (plus another 800 for a further trip to Itkal). Before sailing, you can also visit the priest to get +1 to your reputation for 100 gold.

Highrock-2. First of all, go to the store and sell all the linen and sugar. Also talk to the seller, and he will tell you that the miracle doctor alchemist Alumnus has returned to the city, who can put anyone back on their feet. Alumnus is very easy to recognize: he wears a red beard. Go outside and look for the alchemist. After politely listening to his learned nonsense, you will receive the necessary drug. In the tavern you will find your travel companion Jacob, who will give you the promised reward (800 gold) and ask you to accompany him further to the island of Itkal. You can refuse, but then you will lose 3 reputation points. It’s better to sail to the island, especially since there’s plenty there, than to overstock.

Itkal. Upon entering the island, you will receive +1000 experience points. Contact Jacob and he will pay you the promised 800 gold. Your reputation will increase by +3. Go to the store and buy plenty of linen and sugar to sell at Highrock.

Highrock-3. Sell ​​all the sugar and linen in the store. Go to the governor and take the quest from him: escort the ship to Tendales.

Tendales-3. Upon leaving the ship, you will receive +500 experience and +2 reputation. Go to the innkeeper and give him the medicine for poor Marcus. There, in the tavern, you will find the captain of the ship that you accompanied - this is Lemuel Hamm. The captain will give you the promised 2000 gold and tell you that he was carrying a strange “valuable cargo” on his ship - 50 thugs. Go to the governor and tell him about this strange event. For this you will receive +250 experience. The governor, in turn, will inform you that the royal auditor will soon arrive in the colony. Fill the hold with coffee and sail to Dead Island. A pirate ship will be waiting for you in the harbor, but the fort's cannons will quickly deal with it. (This is in best case scenario; and in the worst case, you will have to fight a pirate ship one on one on the high seas). You will find a note from the seasoned pirate Beltrop, and also receive +500 experience points and +3 to your reputation. After this, your experience should be enough to reach rank 10.

Dead Island. Sell ​​all the coffee and return to Tendales. (Actually, the purpose of this voyage is to wait until Marcus “recovers.”)

Tendales-4. In the tavern you will find a recovered Marcus. He will say that the evil pirate's name is Ropleik, and that he often replenishes supplies

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The game takes place in 1630. At that time, captains traveling the Atlantic did not think much and sought only personal gain, passing under the patronage of one monarch to another. In the walkthrough of the game Corsairs: Damnation distant seas There are four main storylines and a huge number of side quests.

You will have to play as Nicholas Sharpe, who will have the opportunity to serve the governments of England, France, and Spain. You can also take a dangerous path, becoming one of the members of the “coastal brotherhood”. It is worth noting that you have the opportunity to freely switch from one storyline to another throughout the game.

England

Walkthrough of the game Corsairs: Curse of the Distant Seas you will begin standing at the gates of the Highrock colony, located in England. To become a subject of the King of England, you first need to obtain a corsair patent, which is issued by Governor Samuel Mortons. Hit the road, now you need to move to the other end of the city. Find the governor there and pick up your patent. But don’t rush to leave, talk to him a little more so that he gives you the first task.

So, you will be instructed to deliver a letter to Sir John Clifford Breen. This man is the governor of the second English province. I will say right away that there is no need to open this message, because it must be delivered with the seal intact, and besides, there is nothing interesting in it. The reward for successfully completing this task is 500 gold. Open the map and find the island you should move to. It's called Tendales.

When you see the tavern, go there. It is usually full of captains and officers who have dropped anchor near Highrock Pier. Traders also like to relax in this establishment. Look around and go to the table on the left. Behind him sits officer Christopher Clayston, who is in the service of the English king. Approach him and talk. You can buy him an extra portion of alcohol to loosen his tongue. It turns out that two dilapidated frigates recently arrived from England and were rearmed. The officer was assigned to one of them.

After listening to Christopher, continue the passage of the game Corsairs: Curse of the Distant Seas and go to the next table, at which Julius Ironcast is drinking drinks. This man is a gunner who lost his sight in battle. Talk to him and find out that he has long wanted to be at sea again. By the way, if you hire him, you will first need to pay 600 coins as a deposit, and then pay him 200 gold monthly. But his experience is worth it, so don't hesitate.

Then go to the table on the right and talk to Pete Dalton, who was once an auxiliary worker at the gunsmith. Make every effort to make him start talking, and listen to his story that once unknown people wanted to drive his owner off the island. His son was killed, and the master himself left the island. The new owner drove Pete away and he is looking for work. You can offer him to work for you.

Now go to Governor Mortons and ask him about the frigates you learned about. But as soon as you ask him a question, he will get angry and throw you out the door. So hurry up and leave. Along the way, come up with a plan for how to set sail as quickly as possible.

Now, in the walkthrough of Corsairs: The Curse of the Distant Seas, you will meet Gavrilo Dubinin on the street, whom you can take into your service as a boatswain. His services cost 400 gold per month. Hurry to the port and gather a team to quickly go to Tendales Island.

When you board the ship and begin your first voyage, don’t worry too much, since pirates flying the Spanish flag are rare here. As soon as you set foot on the island, head to Governor Brin to give him a message. After you do this, he will reward you. He will also tell you that Samuel Mortons is not the best leader, because he brought the inhabitants of the English colony of Dead Island, who are now starving, to despair. He will offer you to transport the wheat there. I advise you to agree to complete this task, because you can find one important character on the island. In addition, if you refuse this task, your reputation rating will drop to a minimum.

Continue through the game Corsairs: Curse of the Distant Seas and begin completing this task for a reward of 2,000 gold. Open the map and start your journey to Grandfather Island. As soon as you find yourself on the shore of your destination, head to the tavern and find its owner, because he needs to be given 150 centners of wheat. After you talk to the innkeeper, he will also want to thank you with a linen that can be sold at a profit. Agree, but you will lose a little in reputation. Then go to the officer, who is also in the service of the King of England, David Murrer.

He will offer you a drink, agree and listen to him. So you will learn that he, like Clayston, was sent to serve on one of the dilapidated frigates. He even managed to get into a fight on one of them and saw how, after firing a salvo at an enemy ship, one of the sides of the frigate fell off. Murrer is the only one who managed to survive from the frigate.

Now, in the passage of Corsairs: Curse of the Distant Seas, you can hire Murray to serve as a gunner for 350 gold coins per month. It is worth noting that he does not have to pay for the first month. Board the ship and head to Tendales Island. Find Governor Brin there and receive the promised reward of 2000 gold. Then go to Highrock to receive a new task.

Once there, approach Samuel Mortons and receive a new task from him. Now you will need to escort the Bristol pinnace for 2000 gold. But be careful, because near Tendales the ship will be attacked by the pirate Edwin, better known as Cuttlefish. However, the fight should not be difficult, since his ship is unmaneuverable and sluggish in attacking with fire projectiles. Also, you should not forget that you are accompanying the Bristol. Give the captain of the pinnace to attack the enemy in order to sink him in a few salvos.

When the pirate's ship goes down, you will learn that he was given an order to destroy you by a certain Beltrop. Having stepped onto the shore of Tendales, go to the tavern to get to know the pinnace captain Lemuel Humm better. Talk to him to receive the promised reward of 2000 gold. He will also tell you that the cargo that was on his ship was 50 brave guys with a gangster appearance. Head to Governor Brin and tell him the news. After chatting, you can return to Highrock.

Now, in the passage of the game Corsairs: Curse of the Distant Seas, you can begin to complete several side quests. First, go out into the streets of Highrock and find a man wearing a dark blue scholar's camisole. Come and meet him. It turns out that this is Albrecht Zalpfer. In the process of communication, I advise you to avoid questions about the new era in navigation and the scientist’s new invention. Zalpfer will tell you that he once served Alexander Bishop until he got rid of him. Now he sleeps and sees himself on Tendales. Agree to transport him there.

Thus, you will have a high-class master who works for free. It is worth noting that in the walkthrough of the game Corsairs: Curse of the Distant Seas, he will be on board until you go to Governor Brin. This is inevitable, as soon as you dock at Tendales, the scientist will immediately leave your ship. However, you will gain some experience. After you find Zalpfer on one of the streets of the island, talk to him to receive the drawings of his unique invention as a gift.

Go to the shipyard and find its owner Bertram Michelson, who will buy these drawings from you for 1,500 gold coins. You can return to the Highrock gate and approach the guard named Billy. After you talk to him, you will find out that he can no longer be on duty until he drinks some wine. You can help him with this and go to the tavern. Approach owner Jeremy Wyndham and purchase wine for 1 gold. After you give the drink to the guard, you will be rewarded with 250 experience points.

Continue the passage of Corsairs: Curse of the Distant Seas and approach the guard who is standing on the right. His name is Frederic and he wants to drink rum. Go to the tavern again and buy a bottle of rum. After you give it to the guard, you will again receive experience points and a reputation increase. Now you can go to Governor Mortons.

He will give you a task, which is to inspect the surroundings of the small island of Itkal for the presence of ships flying the Spanish flag there. Agree and go to the city gates. Along the way, notice a stranger walking down the street. Talk to him and find out that he was sent by a certain Olaf Ohlsson. The stranger will also invite you to visit the corsair colony on Shark Island. It's worth noting that you don't have to ask him questions because he will refuse to answer them. But start this task later, but for now go to the ship to carry out the governor’s instructions. Don't forget to replenish your ammunition.

The battle with the Spaniards will be brutal. Open the map and start sailing to the island of Itkal, the surrounding area is crowded with Spanish ships. For example, when you are off the coast of the island, “Tonina” will attack you. This is a powerful vessel and very maneuverable. Try your best to make it go down. After this, go ashore and go to John Bartons, who is the owner of a small store. After talking with him, you will learn that ships flying the flag of Spain captured and devastated Itkal, which was left unprotected. Hurry to return to Highrock and tell Mortons this news.

If you tell Mortons the whole truth about the sack of Itkal, then you will need to take all the blame on yourself and agree with everything, because otherwise he will drive you out of his possessions, after which the English government will begin to be hostile towards you. But even if you lie, the truth will be revealed on your next visit to Mortons. Be that as it may, you will have to further play through the game Corsairs: The Curse of the Distant Seas without the patronage of England. You can leave the governor's residence.

Open the map and start your journey to Shark Island. Go ashore and find the leader of the corsair colony in the tavern. Chat with Olaf Ohlsson and accept the offer of membership in the "shore brotherhood". This will take you to the second storyline. It's worth noting that for now, you're better off fighting on England's side. After you approach Ohlsson and tell him that the captain of the Cuttlefish attacked you, and then about the message, you will be directed to Peter Ordo. This man is Beltrop's former assistant.

However, Ohlsson does not know where he is. You should find Munito Hernando, the owner of the store on Gray Sales. To find him, simply open the map and sail to Shark Island, just be prepared to part with 50 gold for information on Ordo's whereabouts. Now, in the passage of the game Corsairs: Curse of the Distant Seas, you need to go to one of the familiar governors to find this character. When you come to Morton, he will escort you out.

Head to Brin and he will tell you that Ordo is now on Tell Kerrat. Hit the road, namely to the east. Since the city is not protected by any of the forts, you can safely enter it. Head to one of the local shops and find out that Ordo has appeared on the island. He can be recognized by the yellow scarf he wears on his head. You can go outside to meet him.

After you talk to him, you will find out that he is planning a raid on Tendales with the help of the British. However, he wants to wait until things calm down on the island of Tell Kerrat. However, he has a loved one named Alicia Gardener, who is now in Gray Sales. Ordo really wants you to help her escape from this place. In return for this service, you will receive him as a loyal friend and ally. You can return to Gray Sales and rescue Alicia Gardener.

After you step ashore in the passage of Corsairs: The Curse of the Distant Seas, you will meet the girl you are looking for on the street. Chat with her, after you receive consent to escape, you will find out that Beltrop will not give her up just like that. He will want you to sink a frigate under the command of Nicholas Sharpe, who is subordinate to the King of England. I’ll say right away that you can get away from the fight, but then he will attack you every time after you find yourself near Gray Sales.

As soon as you deliver the girl to Tell Kerrat to Peter Ord, he will fulfill his promise and become one of the members of your team. Next, you will learn that Alicia stole a box of documents from Beltrov, which contained an interesting message. From it it will become known that all preparations for the assault on Tandales have been completed, and he can begin operations. The main gathering place for corsairs is the uninhabited island of Chaktcha.

Now it will become clear that Mortons decided to simply get rid of his competitor Tandales and for this purpose acquired two dilapidated frigates that were not rivals to the Beltrop squadron. I advise you to warn Brin about the attack. Continue through Corsairs: Curse of the Distant Seas and sail to Tandales.

Now find Alexander Gritstone on the island, who acts as the royal auditor. It is he who can issue an order for the arrest of Governor Morton. This will happen if you are able to prove his guilt. After you take the letter written by Brin, you can go to Highrock. Before you set sail, you can approach him again and chat. This is the only way you will learn about the inexplicable disappearance of ships plying between Highrock and Tandales.

In order to get more information about the unknown pirate who is causing mayhem, go to the tavern and talk to the innkeeper Thomas Hancock. You will learn that the corsair Ropflake attacked a merchant ship that was in the possession of Marcus. By the way, he also escaped from captivity and was able to get to Tandales. However, he is not feeling well due to his illness. Hancock has it. Now, in the walkthrough of the game Corsairs: Curse of the Distant Seas, you need to hurry to Highrock to help the guy recover.

Having crossed the threshold of the governor's property, you will meet Alexander Green. Come and hand over the letter from Brin. At first he will not want to communicate with you, but after reading the message, he will change his mind. Then the royal auditor will write an order for the arrest of Morton and give you a task, which is to sink the pirate ships cruising near the island of Chaktcha. However, don’t rush to do it right away; it’s better to go to the sick guy.

Head to the local store and chat with its owner, George Heavensile. It turns out that the eminent doctor Alumus is now on the island. After you find him, he will give out a medicine that will save Marcus. Once you receive it, return to Tendales and give the potion to Hancock. Then, in the walkthrough of Corsairs: Curse of the Far Seas, you need to go to the tavern to meet Marcus there.

He will thank you for his rescue and tell you that Ropflake's corvette "Chance" was spotted near the uninhabited island of El Caymano. Hurry to remove this corsair from local waters, and then deliver him to Brin to receive a worthy reward. You will need to fight with four corsair ships walking around the island of Chaktcha.

They do not expect that someone might attack them, so all the ships are far from each other. After all Beltrop's ships are sunk, return to Highrock. I advise you to immediately go to Admiral Gritston so that he can give you a new task. Now you have to capture the colony of Costa Sinistra, which is under Spanish oppression.

But first, go to Dr. Alumnus and get a task from him, which is to find a rare herb. Go to El Caymano and find Pablo Loco there, from whom you can get the necessary herb. After you talk to him, he will ask you to deliver him a foreign tree. He needs it to build a new boat.

Open the map and begin your journey to Grandfather Island. Find the merchant Nigel Fester there and buy the required tree from him for 1,500 gold. Then take it to the doctor, who will give you the weed you need. It is worth noting that he will send one of his students. Don't refuse because this person will become an important member of your team as a surgeon. This name is Dick Oakenwood. He can be found in the bar on Highrock Island.

If you want to follow a different storyline, then go out onto the streets of the island and find Robert Gorrando on them. It is worth noting that during the passage of the game Corsairs: Curse of the Distant Seas, he can also be found in the tavern. Go up to him and tell him everything. It turns out that on the island of El Caymano there lives a craftsman who builds telescopes of unsurpassed quality. This master is called Adriano Montefi.

Try to find this person on the island as soon as possible. Afterwards, during the communication process, try to be very polite. In the end, he will agree to make one of these telescopes for you. It is worth noting that if you communicated with him politely, then he will give it to you, and if not, then you will have to part with 1500 gold. However, he will tell you that he does not have a crystal for the lens. But don't be discouraged, because it can also be purchased by Lorenzo Marquez, who resides in Granada Avilia. But in order to find yourself there and not die, you must first achieve the patronage of the Spanish government. If you want to move on to another storyline, then go there and get the crystal to become the owner of a first-class spyglass.

Continue through the game Corsairs: Curse of the Far Seas and go in search of a corsair calling himself Ronald the Lawyer. After you tell him that his comrade was killed by the pirate Mole, he will certainly give you a black mark that must be delivered to the traitor. It is worth noting that he is on Gray Sales, fearing for his life.

After delivering the mark to the corsair, you can return to El Caymano. Find Ronald and be sure to tell him that a trap is being prepared for him. You can offer him to restore justice and neutralize your opponents with him. In this case, you will be rewarded with increased reputation and experience points.

Passing the battle with the fort under Spanish patronage in the game Corsairs: Curse of the Distant Seas will not be easy. You need to try hard to emerge victorious from the battles. After you win, you can return to Highrock. Go ashore and go to the admiral. Having met, talk and tell him about your exploits, namely that the Spanish colony is now annexed to England.

After receiving the next task, you will need to find out in what place the French are going to install new weapons. I advise you to head to the tavern located on Grandfather Island. Go inside and find Lawrence Norton there. He serves England, go up to him and chat. After he tells an amazing story about his salvation, you can get out and go to your ship. Open the map and sail to Omori. Why there? Because it is in that place that the French are going to install new weapons. It is worth noting that if you want to master them, then get ready for a tough battle for the island.

Once you win, load the conquered weapon on board and head to Gritston. He will thank you and give you the next task. Now you need to capture the main base of the Spanish fleet - the island of Isla Ballena. After you make every effort to conquer this piece of land, you will be awarded a noble title. You will also receive the title of Viceroy of the English colonies in the archipelago.



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