Walkthrough "Pirates of the Caribbean". Pirates of the Caribbean: guides and walkthroughs Read the walkthrough of Corsairs 2 Pirates of the Caribbean


First, some useful tips. If you have ruined your relationship with someone
country or accidentally attacked a ship of a friendly power, then hurry to
tavern For a fee, the diplomats sitting there will settle your relations with
hostile countries, and everything will be as before. You can also hire there
officers, so that there is someone to command captured ships or help you in
port fights. Or play dice, maybe you'll get lucky. Or hire new sailors.
Or just spend the night in the little room upstairs, sometimes you just need to pass the time,
so that it is evening, for example. You can often find fresh food in taverns
news and information on the main storyline. By the way, it is associated with
several key figures: Governor Redmond and Robert Silehard,
pirate-athlete-beauty Danielle Greene and eccentric scientist Clement
Aurentius"om. Therefore, if you want to move further along the plot, and not
to rob recklessly, then do whatever these gentlemen wish.
In addition to the tavern in the cities, you can visit the residence of the governor or manager
colony (usually the largest and most beautiful building in the city center); shipyard
useful for repairing and purchasing new ships, installing another type of guns.
The store will supply you with both general goods and ammunition for the ship, and
personal items such as sabers, telescopes and pistols. Spyglasses
differ from each other in that the more expensive ones provide more information about
ships (must be viewed on deck with a first-person view): name of the ship,
damage than shoots etc. The pistols are also quite different from each other as
damage caused, number of shots, and reload time. TO
In other words, you can find good sabers and pistols in various
dungeons, for example in Oxbay Cave, Redmond Dungeon. So that overnight
lose all your cash, there will be a lot of people willing to profit at your expense,
You can deposit some of the money with a local financier. Sometimes you have to
visit other institutions in cities such as churches, prisons, mines, etc. OK,
so as not to spill everything important information, let's go directly to
passing. It only affects the main line, most of the side quests
are left for your own research.
So, you are a captain, a seeker of fortune and simply a “very handsome” young man
named Nathaniel Hawk. Now you are on your own ship, in the captain's quarters
cabin. Once you get comfortable with the controls (you can reassign the buttons for convenience),
take the saber from the chest, the pistol from the table, the spyglass, money and healing
bottle. Talk to Malcolm, he can train you in saber fighting.
In the future, this skill, it should be noted, will be very useful. You came here on business,
you need to sell chocolate and leather to the merchant in the city. Still need to fix the ship,
which was a little battered during the storm, and to replenish the crew. Of course, new
a telescope will also be very useful.
In the port, you can not only wander around on your own two feet, but also instantly
be transported to key places on the island (shop, shipyard, tavern, port) however
You still have to go to some locations as expected. You can also
look into no one's houses and get your hands on various things from chests, maybe
get a healing potion, money, other little things. How to finish everything in the city
business, sell leather and chocolate, hire a team, buy a spyglass from
merchant - return to the ship.
You will be shown a beautiful video about how poor and defenseless Oxbay was attacked
French flotilla. Well, you quickly took off in your little boat. And it's true
It’s not right for a noble pirate to get involved in a showdown between superpowers. On the map
(to make it easier to navigate, press "Tab") swim to the island of Redmond,
The chief English representative is here, and talk to the governor
(Robert Silehard). He won't accept you at night, so wait until the morning, you can take it off
room in the tavern. The Governor will want to hire you and your team, you can
agree, or you can refuse. In general, in this game you are always free
act on your own, but seems to be developing the storyline
it won't have much effect.

You need to return to the besieged city, sail to Oxbay and disembark at Far
Beach. Make your way through the jungle, there will be a robber along the way - you can
pay or kill. At the city gates, talk to the guard if you
unconvincing, you will be attacked. Chat with the tavern owner, he will tell you about
about what is happening in the city. You need to get one Frenchman drunk and interrogate. Here
same, in the tavern, have a chat with Valentine Massoni, he will take you out of town.
Follow him, you will begin to extort secret information from him. You can continue
let this poor fellow go (then he will run to the guards at the gate, and they will immediately attack you
and attack) or... The conclusion is obvious. This chatterbox told about the barque Oiseau that
stands in the harbor of Falaise de Fleur.
Sail to Falaise de Fleur. Faust will talk to you on the pier and tell you about
the city and what exactly the Oiseau ship is waiting for when laid up. Talk to the owner
tavern and ask him about Amriel Berangere, captain of the brig Le Requin. He took off
there is a room here and is now upstairs. Go up to the second floor and
talk to him, he has an eye patch. Threaten to kill or promise
pay more than the French. It will cost you three thousand, but so that he
agreed to capture and sink Oiseau, he would have to pay all ten.
Let's limit ourselves to three, for which we received a note from the governor for the head of the port.
In the port, talk to Turpin Cabanel, in the house on the shore, then with Virgile Boon
on the pier (he will come to you himself if you first looked at Turpin "u).
Set sail and set course for Oxbay, landing and sinking Oiseau. Return to
to the governor of Redmond and tell us what you have done. He in turn
will tell you about a secret cave on the island of Oxbay, where he is hiding for the time being
time, an assault squad of English soldiers.
He will also ask you to guard the sloop Albion under the command of Captain Ewan "a Glover",
so that he sailed to the port of Greenford in Oxbay. Later in a city besieged by the French
you will need to talk to the spy Tobias.
Ewan will talk to you at the port, board the ship and sail to Oxbay port
Greenford. There, chat with Wilfred on the pier. In the city tavern
talk to the owner about Tobias "e. Climb to the second floor and talk to him,
For the sake of secrecy, he is dressed in a French uniform. He will tell you what he bargained with
local ship captain. The guards will come running, kill them, then continue
talk. Now run to the dock (the spy will run after you), where the owner will hide you.
By the way, for the service rendered he will ask you to take the chest to the Redmond tavern.
Return to the tavern and talk to Rabel Yverneau, with whom Tobias
made an appointment. You can continue this conversation outside the walls of the tavern.
Exit the tavern and go around it to the right, talk to Tobias. Follow
Yverneau is outside the city gates, you will be stopped on the way. Run to the pier and
sail from the port on the captain's ship. Sail to Redmond.
Upon arrival, talk to the governor, he is preparing to attack Oxbay and
liberate it from the French invaders. Go to the tavern, a couple of good fellows
will ask you to give them the chest you received from the shipyard owner in Oxbay.
Decide for yourself whether to give or not. Continuing the story with the chest, let's digress a little from
main topic. Sail to Oxbay and talk to the shipyard owner, tell him about
box. He will begin to tell tales about the immortal dead pirate and
hidden treasures. Sail to Falaise de Fleur, enter the city from the port and enter the
the second house on the right, next to another gate where soldiers are standing. There on
Henry is sitting on the bed, he will tell you about the mystical ship Black Pearl and its
team. Once it was an ordinary pirate ship, but then it fell
curse, and the team turned into the walking dead, crazy skeletons,
wrapped in half-rotten clothes. They swim under the leadership of no less
gloomy undead captain, terrifying all the surrounding waters. To make them
calm down, it is necessary to return the stolen treasures, but this is impossible, they are already
dispersed throughout the archipelago. Now you need to know more about Black
Pearl and destroy it! Leave the city, Gordon (the person in
tattoos) and will tell some more horror stories about the Black Pearl and her
team. He will also say that there seems to be one little thing that will help you win
ship of the undead - an artifact in the Inca temple.

Now let's get back to the storyline. In the Redmond tavern, talk to the girl
Danielle Greene, the soldiers will immediately come and arrest you. Kill the insolent people and
continue the conversation with Danielle. The nimble girl will run away, but you will still be arrested, so
That's fucking fate.
Edgar Attwood will talk to you in prison, you will persuade him to help you escape,
for a promise to hire him into his service. He will open his ears and bring you weapons.
Run to the exit from the prison, killing a couple of guards along the way. At the exit you
meets the governor, it turns out there was a mistake, they took him for the wrong person. Communication
will continue at the Governor's Residence. Now Oxbay is free, and you need
capture a traitor named Raoul Rheims.
Sail to Quebradas Costillas Port. Go into the passage between the rocks and into the pirate's
a town behind a picket fence. At the tavern, ask Ines Diaz at the counter how to find
Rheims"a. The old hag will refuse to cooperate. Go outside, she will stop you
a pirate will agree to tell you about what interests you for one and a half grand.
It turns out that Rheims is sailing to Conceicao to meet the leader there
smugglers.
There is nothing to do, we are sailing to Conceicao. Land in the city and talk to
the owner of the tavern about Rheims "e. Go out into the street, here he will meet you
a smuggler who will take Machado to a meeting with his leader.
The elusive Rheims has sailed away again, I wonder where this time... Besides, you
they forbid to enter his house, but who can such prohibitions stop? Go to
tavern and rent a room, and when it gets dark, go around the Rheims' house on the right and
come inside. There is no door here (maybe a glitch - they forgot to screw it on), but
An “open lock” icon appears, so you can go inside.
As soon as you familiarize yourself with the papers, the guards will crawl in and start downloading your license.
They say there are a lot of curious people here, they can’t get through, they can’t fly by, it’s already the third time in the house
climbs. Crush their sides so that it would be discouraging to grumble at a senior in rank.
Then sail to Redmond and talk to the governor. He will give you a letter that
must be taken to the pirate leader. It promises a reward for the capture of the elusive
Rheims"a.
Sail to Quebradas Costillas and talk to Isenbrandt at the pirate leader's house
Jurcksen. Return to Redmond and inform the Governor that you have completed his task,
at least this time it worked. The governor will tell you that the pirates are under
Alistair's leadership seized his ship with golden figurines on board.
Rumor has it that this pirate is hiding somewhere on Douwesen.
Douwesen. Land at Palm Beach and you will be attacked by a barque. How do you sink it?
a sailor on shore will say that statues were found among the wreckage of the ship.
Come back to your beloved Redmond and tell the governor about your
achievements. Now you need to sail to Greenford, talk to the boss there
Ronald Blacklock prison. What bad luck, this "elusive Joe" again
ran away. At the exit from the prison, a woman will approach you and ask you to protect the old man.
This old inventor lives near the lighthouse on the mountain and again he did something strange, something happened
explosion, a stinking cloud covered the city, and the residents decided to throw out their
anger.
Talk to the people surrounding the old man and start a fight with them. After
talk to the “self-made man” himself, his name is Clement Aurentius. You will find yourself at
him on the mountain next to the house and the lighthouse. Here you will meet an old friend
Danielle. Talk to her partner, then talk to her again. Return to Redmond and
report everything to the governor.
Sail to Oxbay, moor at the Lighthouse, where Danielle will meet you.
Now sail to Douwesen, on the shore Danielle will say that you need to visit
tavern In the tavern, talk to Vincent Bethune. Then with Raoul Rheims,
he sits at the table by the door. You will find yourself outside the city next to a waterfall. Danielle
and the Rheims will get away, and you will have to fight off the bandits. Then run after them
at the first crossroads go straight, and at the second to the left. Come to the lonely
jungle house, come inside.

Rheims is lying unconscious, and Danielle will attack you. Next Rheims (alive,
smoking room) will begin to give a lengthy speech about ancient treasures, translation from
library and an Inca idol, which will open access to the treasury. Well, that's it,
board the ship and sail to Isla Muelle. In the church, talk to Padre
Domingues, ask him for permission to visit the library. For this he
will demand the return of the papers that were stolen by someone Ferro Cerezo. They say he
gets mixed up with smugglers in Conceicao. That's where we're headed.
Conceicao. Go to the tavern and talk to the owner. Then with a guy about
windows, this is Ferro Cerezo. He will offer to exchange the stolen papers for ten
pieces of local currency coins. You can bargain.
At the Isla Muelle church, give the papers to your father. As a result, you will visit
library, you will also find out that Danielle has already been there before you and snatched out the necessary
leaves from books. To decipher you will need clay tablets from Oxbay. It seems,
the young lady will always be one step ahead of you.
Sail into Oxbay, disembark at Lighthouse and head deeper into the island. Near
At the entrance to the mines, go into the house and talk to the local chief. Ask him
about the signs. They were destroyed, but someone made copies of them and redrew them onto paper.
You can ask one of the miners about all this. Go down into the mines and
talk to Leborio Drago, this is a black man. You can intimidate him or promise him
release. Well, the one we are looking for has sailed to a Spanish colony, and they also
Danielle was interested.
Isla Muelle. Talk to the tavern owner. Danielle just left... maybe
try to catch up. Bandits will attack you on the street, and then you will meet with
Danielle. Next sail to Redmond, you will moor in a secret bay so as not to
glow before the guards. Talk to Danielle and you will find yourself in the governor's bedroom.
He, of course, will immediately wash away, and you will have to scatter the soldiers.
Return to the ship, along the way Danielle will inform you that the stolen idol
is in Greenford, and now you will have to split up.
Greenfotd. Talk to the soldier at the city gates, he will tell you, among other things,
about the idol. Go to the prison and talk to the warden at the desk. You late,
the idol is already on board the sailing English ship. Kill the guards
rush to the port and sink the ship Arabella (hello to Captain Blood!) in the harbor.
He will be covered by a fort, so it will not be easy. But now you have
idol!
Swim to the lighthouse, Clement will speak to you and tell you that Danielle is somewhere again
got away. Get on the ship and sail...
What an ambush! Watch the video about the storm and how you will find yourself on the shore...
alone, without a ship, crew or money. We'll have to start all over again. Talk with
passers-by who will tell you that fate has brought you to Douwesen. You can go to
city ​​tavern and chat with the owner, he will say that somewhere on the island there is
a team of pirates looking for a leader. Go to the pirate fort, you can enter it
get there if you turn at a fork near a healthy grinning idol. In the tavern
this small pirate town, talk to Pinto (an old man with gray hair
beard). You can work for him, or you can get into a fight and kill him. By
According to the laws of the coastal brotherhood, you will now be the new captain. Your ship is standing
in Palm Beach, that is, in the bay where you were thrown by the storm.
Board the ship and sail to Isla Muelle. You will be met at the pier by your
own team (only you were washed overboard, and they got here and fixed
ship), and everyone will go together to the tavern to celebrate this significant event.
Danielle will also appear in the tavern; she copied the text from clay tablets onto
paper. Then you will talk to her in the room upstairs. We need to find a person
who could translate the text. The old inventor Clement can do this.
Talk to Danielle a little more on the shore and swim to Oxbay, to the lighthouse. Come in
inside the lighthouse, Lieutenant Harris will speak to you. Clement"a was grabbed and held in
city ​​prison. Kill the soldiers, leave the house and talk to Danielle.
She will offer to free the old man, and not just by kidnapping him from prison, but by capturing him.
the whole city! This, I understand, is the scope...













following you.








It's a long way from here.






Now attack Fort Greenford from the sea, at the same time, as agreed,
Danielle will attack the city from the jungle. Of course, destroying the fort is easier
said than done, but where to go... We have to! When you see a message that
the fort is destroyed - disembark the capture group (the "land troops" icon will appear). More
wave your saber a little inside the walls of the fort - and the colony will be yours. After the victory
disembark at the port, fight a bunch of soldiers running out, enter the city.
On the city streets, lay down a few more redcoats, to your aid
Danielle will hurry up. Run after her to prison, talk to her in the far cell
old scientist. The conversation will continue at the lighthouse. You ask Clement to translate
text, and he will say that this will take a lot of time.
In the tavern you will talk with Danielle, and at the same time discuss how you will
dispose of your parts of the treasure. Hmmm, it’s always like this, you’ll divide it first
the skin of an unkilled bear, and then you find out that it wasn’t there at all... He’ll come running
the sailor will say that the English fleet is approaching the island. Don't panic.
Go to the ship and sink enemy ships, Danielle has your back
with artillery fire from the fort, you can lure the enemy towards it.
After the fight on the pier, talk to Danielle, the port at the lighthouse with Clement. Old man
said that you need to sail to Khael Roa, and that access there is only two
once a year, a mystery of nature, however.
Sail to Khael Roa, next to the island you will have to fight a whole cloud of pirates
ships who, just like you, are eager to get to the Inca temple and get
powerful artifact. As soon as you sink the flotilla, land on shore. On the shore
talk to Danielle and run to the castle, the girlfriend and the old inventor will run
following you.
Climb to the very top of the Inca temple pyramid and enter the labyrinth. You
you will find yourself in front of three passages, Danielle will go to the left, the scientist to the right, and
you will have to stomp to the central one. On the way to the main room there will be a lot
crossroads, a labyrinth after all, and at the same time rooms with skeletons. So as not to get lost
out of the way - look at the floor. There will be a "skull-sun" drawing, go where
the sun points. Quite quickly you will reach the room where you need to put on
slab in the center of your idol. A passage will open into a huge hall (alcove) with
stairs on both sides. Your friends will join you here.
Walk past the stairs, they are destroyed anyway, and you can’t climb up them, and
into a shining green portal. Exit the red one, go down the steps and
step into another red portal. Coming out of the blue, go around the room on the right and
walk along the healthy beam in the center of the temple. And into the red portal. Find yourself in a room
with a statue with wings. Clement will run to study the inscriptions on the walls, and Danielle
grabs an artifact (well, the same one that was spinning on the right every time
"Loading" screen). Then the “polo-” and “wallquake” will begin, the temple will begin to collapse,
and the brave trio will rush away as fast as they can. On the shore you decide to set sail
It's a long way from here.
But it was not there. You will be attacked by the Black Pearl ship with a crew of skeletons and
the captain in a black cocked hat himself. You may have been with him before
encounter while sailing the seas, but according to the plot, it was not possible to overwhelm him before
no possibility. Now here you go. Use a special ability
(Danielle activates the artifact, and the corpse ship’s health will decrease), then
shoot from cannons until victory!
Now watch the video. The Black Pearl will explode and go to the bottom along with
with all its bony crew. And Nathaniel and Danielle will start cinematically
hugging and cuddling on the deck of a ship under the rays of the setting sun. What
called Hollywood "Happy End"! So, is that all? No matter how...in the end
they will show us how cheerful skeletons and even an ominous captain on
farewell will sparkle with its empty cranial socket. But this is completely different
history, maybe the film "Pirates of the Caribbean" will clarify something.
For now - the end of the fairy tale, we have sailed.


First, some useful tips. If you have ruined your relationship with someone
country or accidentally attacked a ship of a friendly power, then hurry to
tavern For a fee, the diplomats sitting there will settle your relations with
hostile countries, and everything will be as before. You can also hire there
officers, so that there is someone to command captured ships or help you in
port fights. Or play dice, maybe you'll get lucky. Or hire new sailors.
Or just spend the night in the little room upstairs, sometimes you just need to pass the time,
so that it is evening, for example. You can often find fresh food in taverns
news and information on the main storyline. By the way, it is associated with
several key figures: Governor Redmond and Robert Silehard,
pirate-athlete-beauty Danielle Greene and eccentric scientist Clement
Aurentius"om. Therefore, if you want to move further along the plot, and not
to rob recklessly, then do whatever these gentlemen wish.
In addition to the tavern in the cities, you can visit the residence of the governor or manager
colony (usually the largest and most beautiful building in the city center); shipyard
useful for repairing and purchasing new ships, installing another type of guns.
The store will supply you with both general goods and ammunition for the ship, and
personal items such as sabers, telescopes and pistols. Spyglasses
differ from each other in that the more expensive ones provide more information about
ships (must be viewed on deck with a first-person view): name of the ship,
damage than shoots etc. The pistols are also quite different from each other as
damage caused, number of shots, and reload time. TO
In other words, you can find good sabers and pistols in various
dungeons, for example in Oxbay Cave, Redmond Dungeon. So that overnight
lose all your cash, there will be a lot of people willing to profit at your expense,
You can deposit some of the money with a local financier. Sometimes you have to
visit other institutions in cities such as churches, prisons, mines, etc. OK,
In order not to spill all the important information, let's go directly to
passing. It only affects the main line, most of the side quests
are left for your own research.
So, you are a captain, a seeker of fortune and simply a “very handsome” young man
named Nathaniel Hawk. Now you are on your own ship, in the captain's quarters
cabin. Once you get comfortable with the controls (you can reassign the buttons for convenience),
take the saber from the chest, the pistol from the table, the spyglass, money and healing
bottle. Talk to Malcolm, he can train you in saber fighting.
In the future, this skill, it should be noted, will be very useful. You came here on business,
you need to sell chocolate and leather to the merchant in the city. Still need to fix the ship,
which was a little battered during the storm, and to replenish the crew. Of course, new
a telescope will also be very useful.
In the port, you can not only wander around on your own two feet, but also instantly
be transported to key places on the island (shop, shipyard, tavern, port) however
You still have to go to some locations as expected. You can also
look into no one's houses and get your hands on various things from chests, maybe
get a healing potion, money, other little things. How to finish everything in the city
business, sell leather and chocolate, hire a team, buy a spyglass from
merchant - return to the ship.
You will be shown a beautiful video about how poor and defenseless Oxbay was attacked
French flotilla. Well, you quickly took off in your little boat. And it's true
It’s not right for a noble pirate to get involved in a showdown between superpowers. On the map
(to make it easier to navigate, press "Tab") swim to the island of Redmond,
The chief English representative is here, and talk to the governor
(Robert Silehard). He won't accept you at night, so wait until the morning, you can take it off
room in the tavern. The Governor will want to hire you and your team, you can
agree, or you can refuse. In general, in this game you are always free
act on your own, but seems to be developing the storyline
it won't have much effect.

You need to return to the besieged city, sail to Oxbay and disembark at Far
Beach. Make your way through the jungle, there will be a robber along the way - you can
pay or kill. At the city gates, talk to the guard if you
unconvincing, you will be attacked. Chat with the tavern owner, he will tell you about
about what is happening in the city. You need to get one Frenchman drunk and interrogate. Here
same, in the tavern, have a chat with Valentine Massoni, he will take you out of town.
Follow him, you will begin to extort secret information from him. You can continue
let this poor fellow go (then he will run to the guards at the gate, and they will immediately attack you
and attack) or... The conclusion is obvious. This chatterbox told about the barque Oiseau that
stands in the harbor of Falaise de Fleur.
Sail to Falaise de Fleur. Faust will talk to you on the pier and tell you about
the city and what exactly the Oiseau ship is waiting for when laid up. Talk to the owner
tavern and ask him about Amriel Berangere, captain of the brig Le Requin. He took off
there is a room here and is now upstairs. Go up to the second floor and
talk to him, he has an eye patch. Threaten to kill or promise
pay more than the French. It will cost you three thousand, but so that he
agreed to capture and sink Oiseau, he would have to pay all ten.
Let's limit ourselves to three, for which we received a note from the governor for the head of the port.
In the port, talk to Turpin Cabanel, in the house on the shore, then with Virgile Boon
on the pier (he will come to you himself if you first looked at Turpin "u).
Set sail and set course for Oxbay, landing and sinking Oiseau. Return to
to the governor of Redmond and tell us what you have done. He in turn
will tell you about a secret cave on the island of Oxbay, where he is hiding for the time being
time, an assault squad of English soldiers.
He will also ask you to guard the sloop Albion under the command of Captain Ewan "a Glover",
so that he sailed to the port of Greenford in Oxbay. Later in a city besieged by the French
you will need to talk to the spy Tobias.
Ewan will talk to you at the port, board the ship and sail to Oxbay port
Greenford. There, chat with Wilfred on the pier. In the city tavern
talk to the owner about Tobias "e. Climb to the second floor and talk to him,
For the sake of secrecy, he is dressed in a French uniform. He will tell you what he bargained with
local ship captain. The guards will come running, kill them, then continue
talk. Now run to the dock (the spy will run after you), where the owner will hide you.
By the way, for the service rendered he will ask you to take the chest to the Redmond tavern.
Return to the tavern and talk to Rabel Yverneau, with whom Tobias
made an appointment. You can continue this conversation outside the walls of the tavern.
Exit the tavern and go around it to the right, talk to Tobias. Follow
Yverneau is outside the city gates, you will be stopped on the way. Run to the pier and
sail from the port on the captain's ship. Sail to Redmond.
Upon arrival, talk to the governor, he is preparing to attack Oxbay and
liberate it from the French invaders. Go to the tavern, a couple of good fellows
will ask you to give them the chest you received from the shipyard owner in Oxbay.
Decide for yourself whether to give or not. Continuing the story with the chest, let's digress a little from
main topic. Sail to Oxbay and talk to the shipyard owner, tell him about
box. He will begin to tell tales about the immortal dead pirate and
hidden treasures. Sail to Falaise de Fleur, enter the city from the port and enter the
the second house on the right, next to another gate where soldiers are standing. There on
Henry is sitting on the bed, he will tell you about the mystical ship Black Pearl and its
team. Once it was an ordinary pirate ship, but then it fell
curse, and the team turned into the walking dead, crazy skeletons,
wrapped in half-rotten clothes. They swim under the leadership of no less
gloomy undead captain, terrifying all the surrounding waters. To make them
calm down, it is necessary to return the stolen treasures, but this is impossible, they are already
dispersed throughout the archipelago. Now you need to know more about Black
Pearl and destroy it! Leave the city, Gordon (the person in
tattoos) and will tell some more horror stories about the Black Pearl and her
team. He will also say that there seems to be one little thing that will help you win
ship of the undead - an artifact in the Inca temple.

Now let's get back to the storyline. In the Redmond tavern, talk to the girl
Danielle Greene, the soldiers will immediately come and arrest you. Kill the insolent people and
continue the conversation with Danielle. The nimble girl will run away, but you will still be arrested, so
That's fucking fate.
Edgar Attwood will talk to you in prison, you will persuade him to help you escape,
for a promise to hire him into his service. He will open his ears and bring you weapons.
Run to the exit from the prison, killing a couple of guards along the way. At the exit you
meets the governor, it turns out there was a mistake, they took him for the wrong person. Communication
will continue at the Governor's Residence. Now Oxbay is free, and you need
capture a traitor named Raoul Rheims.
Sail to Quebradas Costillas Port. Go into the passage between the rocks and into the pirate's
a town behind a picket fence. At the tavern, ask Ines Diaz at the counter how to find
Rheims"a. The old hag will refuse to cooperate. Go outside, she will stop you
a pirate will agree to tell you about what interests you for one and a half grand.
It turns out that Rheims is sailing to Conceicao to meet the leader there
smugglers.
There is nothing to do, we are sailing to Conceicao. Land in the city and talk to
the owner of the tavern about Rheims "e. Go out into the street, here he will meet you
a smuggler who will take Machado to a meeting with his leader.
The elusive Rheims has sailed away again, I wonder where this time... Besides, you
they forbid to enter his house, but who can such prohibitions stop? Go to
tavern and rent a room, and when it gets dark, go around the Rheims' house on the right and
come inside. There is no door here (maybe a glitch - they forgot to screw it on), but
An “open lock” icon appears, so you can go inside.
As soon as you familiarize yourself with the papers, the guards will crawl in and start downloading your license.
They say there are a lot of curious people here, they can’t get through, they can’t fly by, it’s already the third time in the house
climbs. Crush their sides so that it would be discouraging to grumble at a senior in rank.
Then sail to Redmond and talk to the governor. He will give you a letter that
must be taken to the pirate leader. It promises a reward for the capture of the elusive
Rheims"a.
Sail to Quebradas Costillas and talk to Isenbrandt at the pirate leader's house
Jurcksen. Return to Redmond and inform the Governor that you have completed his task,
at least this time it worked. The governor will tell you that the pirates are under
Alistair's leadership seized his ship with golden figurines on board.
Rumor has it that this pirate is hiding somewhere on Douwesen.
Douwesen. Land at Palm Beach and you will be attacked by a barque. How do you sink it?
a sailor on shore will say that statues were found among the wreckage of the ship.
Come back to your beloved Redmond and tell the governor about your
achievements. Now you need to sail to Greenford, talk to the boss there
Ronald Blacklock prison. What bad luck, this "elusive Joe" again
ran away. At the exit from the prison, a woman will approach you and ask you to protect the old man.
This old inventor lives near the lighthouse on the mountain and again he did something strange, something happened
explosion, a stinking cloud covered the city, and the residents decided to throw out their
anger.
Talk to the people surrounding the old man and start a fight with them. After
talk to the “self-made man” himself, his name is Clement Aurentius. You will find yourself at
him on the mountain next to the house and the lighthouse. Here you will meet an old friend
Danielle. Talk to her partner, then talk to her again. Return to Redmond and
report everything to the governor.
Sail to Oxbay, moor at the Lighthouse, where Danielle will meet you.
Now sail to Douwesen, on the shore Danielle will say that you need to visit
tavern In the tavern, talk to Vincent Bethune. Then with Raoul Rheims,
he sits at the table by the door. You will find yourself outside the city next to a waterfall. Danielle
and the Rheims will get away, and you will have to fight off the bandits. Then run after them
at the first crossroads go straight, and at the second to the left. Come to the lonely
jungle house, come inside.

Rheims is lying unconscious, and Danielle will attack you. Next Rheims (alive,
smoking room) will begin to give a lengthy speech about ancient treasures, translation from
library and an Inca idol, which will open access to the treasury. Well, that's it,
board the ship and sail to Isla Muelle. In the church, talk to Padre
Domingues, ask him for permission to visit the library. For this he
will demand the return of the papers that were stolen by someone Ferro Cerezo. They say he
gets mixed up with smugglers in Conceicao. That's where we're headed.
Conceicao. Go to the tavern and talk to the owner. Then with a guy about
windows, this is Ferro Cerezo. He will offer to exchange the stolen papers for ten
pieces of local currency coins. You can bargain.
At the Isla Muelle church, give the papers to your father. As a result, you will visit
library, you will also find out that Danielle has already been there before you and snatched out the necessary
leaves from books. To decipher you will need clay tablets from Oxbay. It seems,
the young lady will always be one step ahead of you.
Sail into Oxbay, disembark at Lighthouse and head deeper into the island. Near
At the entrance to the mines, go into the house and talk to the local chief. Ask him
about the signs. They were destroyed, but someone made copies of them and redrew them onto paper.
You can ask one of the miners about all this. Go down into the mines and
talk to Leborio Drago, this is a black man. You can intimidate him or promise him
release. Well, the one we are looking for has sailed to a Spanish colony, and they also
Danielle was interested.
Isla Muelle. Talk to the tavern owner. Danielle just left... maybe
try to catch up. Bandits will attack you on the street, and then you will meet with
Danielle. Next sail to Redmond, you will moor in a secret bay so as not to
glow before the guards. Talk to Danielle and you will find yourself in the governor's bedroom.
He, of course, will immediately wash away, and you will have to scatter the soldiers.
Return to the ship, along the way Danielle will inform you that the stolen idol
is in Greenford, and now you will have to split up.
Greenfotd. Talk to the soldier at the city gates, he will tell you, among other things,
about the idol. Go to the prison and talk to the warden at the desk. You late,
the idol is already on board the sailing English ship. Kill the guards
rush to the port and sink the ship Arabella (hello to Captain Blood!) in the harbor.
He will be covered by a fort, so it will not be easy. But now you have
idol!
Swim to the lighthouse, Clement will speak to you and tell you that Danielle is somewhere again
got away. Get on the ship and sail...
What an ambush! Watch the video about the storm and how you will find yourself on the shore...
alone, without a ship, crew or money. We'll have to start all over again. Talk with
passers-by who will tell you that fate has brought you to Douwesen. You can go to
city ​​tavern and chat with the owner, he will say that somewhere on the island there is
a team of pirates looking for a leader. Go to the pirate fort, you can enter it
get there if you turn at a fork near a healthy grinning idol. In the tavern
this small pirate town, talk to Pinto (an old man with gray hair
beard). You can work for him, or you can get into a fight and kill him. By
According to the laws of the coastal brotherhood, you will now be the new captain. Your ship is standing
in Palm Beach, that is, in the bay where you were thrown by the storm.
Board the ship and sail to Isla Muelle. You will be met at the pier by your
own team (only you were washed overboard, and they got here and fixed
ship), and everyone will go together to the tavern to celebrate this significant event.
Danielle will also appear in the tavern; she copied the text from clay tablets onto
paper. Then you will talk to her in the room upstairs. We need to find a person
who could translate the text. The old inventor Clement can do this.
Talk to Danielle a little more on the shore and swim to Oxbay, to the lighthouse. Come in
inside the lighthouse, Lieutenant Harris will speak to you. Clement"a was grabbed and held in
city ​​prison. Kill the soldiers, leave the house and talk to Danielle.
She will offer to free the old man, and not just by kidnapping him from prison, but by capturing him.
the whole city! This, I understand, is the scope...













following you.








It's a long way from here.






Now attack Fort Greenford from the sea, at the same time, as agreed,
Danielle will attack the city from the jungle. Of course, destroying the fort is easier
said than done, but where to go... We have to! When you see a message that
the fort is destroyed - disembark the capture group (the "land troops" icon will appear). More
wave your saber a little inside the walls of the fort - and the colony will be yours. After the victory
disembark at the port, fight a bunch of soldiers running out, enter the city.
On the city streets, lay down a few more redcoats, to your aid
Danielle will hurry up. Run after her to prison, talk to her in the far cell
old scientist. The conversation will continue at the lighthouse. You ask Clement to translate
text, and he will say that this will take a lot of time.
In the tavern you will talk with Danielle, and at the same time discuss how you will
dispose of your parts of the treasure. Hmmm, it’s always like this, you’ll divide it first
the skin of an unkilled bear, and then you find out that it wasn’t there at all... He’ll come running
the sailor will say that the English fleet is approaching the island. Don't panic.
Go to the ship and sink enemy ships, Danielle has your back
with artillery fire from the fort, you can lure the enemy towards it.
After the fight on the pier, talk to Danielle, the port at the lighthouse with Clement. Old man
said that you need to sail to Khael Roa, and that access there is only two
once a year, a mystery of nature, however.
Sail to Khael Roa, next to the island you will have to fight a whole cloud of pirates
ships who, just like you, are eager to get to the Inca temple and get
powerful artifact. As soon as you sink the flotilla, land on shore. On the shore
talk to Danielle and run to the castle, the girlfriend and the old inventor will run
following you.
Climb to the very top of the Inca temple pyramid and enter the labyrinth. You
you will find yourself in front of three passages, Danielle will go to the left, the scientist to the right, and
you will have to stomp to the central one. On the way to the main room there will be a lot
crossroads, a labyrinth after all, and at the same time rooms with skeletons. So as not to get lost
out of the way - look at the floor. There will be a "skull-sun" drawing, go where
the sun points. Quite quickly you will reach the room where you need to put on
slab in the center of your idol. A passage will open into a huge hall (alcove) with
stairs on both sides. Your friends will join you here.
Walk past the stairs, they are destroyed anyway, and you can’t climb up them, and
into a shining green portal. Exit the red one, go down the steps and
step into another red portal. Coming out of the blue, go around the room on the right and
walk along the healthy beam in the center of the temple. And into the red portal. Find yourself in a room
with a statue with wings. Clement will run to study the inscriptions on the walls, and Danielle
grabs an artifact (well, the same one that was spinning on the right every time
"Loading" screen). Then the “polo-” and “wallquake” will begin, the temple will begin to collapse,
and the brave trio will rush away as fast as they can. On the shore you decide to set sail
It's a long way from here.
But it was not there. You will be attacked by the Black Pearl ship with a crew of skeletons and
the captain in a black cocked hat himself. You may have been with him before
encounter while sailing the seas, but according to the plot, it was not possible to overwhelm him before
no possibility. Now here you go. Use a special ability
(Danielle activates the artifact, and the corpse ship’s health will decrease), then
shoot from cannons until victory!
Now watch the video. The Black Pearl will explode and go to the bottom along with
with all its bony crew. And Nathaniel and Danielle will start cinematically
hugging and cuddling on the deck of a ship under the rays of the setting sun. What
called Hollywood "Happy End"! So, is that all? No matter how...in the end
they will show us how cheerful skeletons and even an ominous captain on
farewell will sparkle with its empty cranial socket. But this is completely different
history, maybe the film "Pirates of the Caribbean" will clarify something.
For now - the end of the fairy tale, we have sailed.

Main storyline.

You will start your game in the cabin. If you are playing for the first time, I advise you to take fencing training and learn about the distribution of skills. Then go ashore. Your task now is to sell the cargo of cocoa and leather, hire a crew, repair the ship and buy a new spyglass. Since you don’t have much money, I advise you not to buy a pipe, but to buy a good sword. For the first moments of the game, a scimitar or schiavone will do. I do not recommend buying sabers such as a rapier, a wide saber, or a cutlass. A waste of money. So. At the pier you bought a sword, sold cargo, repaired the ship and hired a crew. Well, it's time to go to sea. Watch a heartbreaking cutscene that tells you about the French attack on Oxbay and tells you what to do. Our path lies to Redmond - the main English colony of the archipelago.

1. We immediately go to Governor Sailhard. Whatever dialogue option you choose, you will still have to enter his service. His tasks are poorly paid, tedious and monotonous. But you have to come to terms with it. The developers didn’t present us with any other way. The first task is to reconnoiter the situation in captured Oxbay. We sail there and land at Greenford. From Greenford we go out into the jungle (precisely into the jungle. There is also a canyon location, but it is not needed yet). In the jungle you will come across robbers and demand money. So if you don’t want to say goodbye to your money or your life, save before moving to a new location and if something goes wrong, just load. So, straight ahead at the first fork. The second one is also straight. There will be guards waiting for you at the entrance to Oxbay. Kill them. Come into the city. At the tavern, talk to the bartender about how the residents feel about the invaders. You will come up with a plan. Get the Frenchman drunk and find out all the necessary information. If the authority is greater than 1, say that Sailhard will pay for the drink. He will agree. If the authority is 1, then you will have to fork out money. If there is no money, then he will do everything for free, regardless of the level of authority. So, after the conversation, you will find yourself outside and go into the jungle. Talk to the French guy. When you find out all the information, release him.
You can, of course, kill him. The choice is yours. Make your way back through the jungle. At night, instead of bandits, vile monkeys sometimes appear - skeletons and just skeletons. Also disgusting. I advise you to just run past. When you get to Greenford, go to the port and board the ship. Swim to Sailhard.

2. The governor will thank you, give you 3000 piastres and give you a new task. Sink a ship with ammunition. We are sailing on the Fale de Fleurs. At the port, talk to the sailor from the barque Oiseau, the very ship that needs to be sunk. Let's go to the tavern. Talk to the innkeeper. Head upstairs. You can kill the man, you can just pay. If you still killed him, the innkeeper will come running. To get rid of the corpse he asks for 1500 piastres. You can give it, or you can silence him with threats. One way or another, you will have the accompanying papers. Talk to the port master. His house is closest to the water. After talking with him on the street, the captain of the barge will run up to you. Go out to sea. The easiest way is to bring the bark to Redmond's fort, and when it has a couple of percent of hit points left, fire a control salvo. You can simply board him at sea. True, if you have not captured any ships before and are sailing on a lousy lugger, this may become a problem for you. Well, then use the first option.

3. The governor will thank you, give you 5000 clerks and give you a new task. Escort the sloop to Greenford and meet the agent in Oxbay. When you land in Greenford, a peasant will approach you and assign a arrow to the gray rock bay. If you arrive during the day, then pass the time in the tavern. There will be a little trouble with the Frenchies in the bay. When you kill everyone, you will find yourself in Greenford again. Follow the already known path to Oxbay. On the second floor of the tavern, talk to the man in the French uniform. Kill the soldiers who came running. Stand on the stairs and kill one at a time. Then run to the shipyard.
The shipyard owner will give you a chest. Then go back to the tavern and talk to the Frenchman. You will find yourself on the street. Run left. You will see an old friend. After the conversation, run to the port. When talking to the guard, say that you are friends of the captain. Run to the boat. The path will be closed until your friends board the boat. Quickly swim away from the fort and ships. If you're lucky, the wind will blow where you want and you'll run away without any problems. On a corvette. When you find yourself on the map, you can attack someone. Or you can return to Redmond.

4. Sailhard will give you several tugriks and say that the next task is to storm Oxbay. He will tell you the date later. Let's go to the tavern. Near the entrance you will be met by two pirates and asked to give them a chest. Give it back. Otherwise they will kill you. Pirates are immortal. We go into the tavern. There are two people standing at the counter. Talk to the woman. Her name is Danielle. After talking with her, soldiers will enter the tavern. Kill them. During the battle, Ralph, Danielle's boatswain, will be killed. Even if he doesn't get hurt, he will fall dead after the fight. From a heart attack, probably. Daniel will run away. And the soldiers will enter the tavern again. Nathaniel will give up. What a fool! You can kill them without any problems! Well, because of Nathaniel's stupidity you are in jail. Talk to the jailer. If the authority is more than 6, then he will help you escape. When you get the sword, kill the soldier guards. The governor will come in and apologize. If the authority is less than 6, which is more likely, you won’t have to kill anyone and the governor himself will release you. One way or another, you are free! The governor will say that Oxbay has been liberated (When did they have time, interesting?) without our participation. Great! The governor will explain the reason for the arrest and give a new task.

5. You need to find Raoul Reims (remember that dude who met you on your first day in Redmond). He was on a very important mission and defected to the French. Our path lies to Quebradas Costillas, to the pirate's lair! Upon arrival at the port, you can ask the sailors about Reims. They will answer that they saw him, but we’d better ask the local bartender, Iness Diaz, about it. From the port, go right to the gate. Or you can go left to the strange house. If you killed Malcolm Hatcher during training, then a surprise awaits you in the house. True, there is no sensible explanation of how to kill him. You can only use Hex. So, in the city a performance will be staged for you, or rather a duel, and not really for you: You can let one kill the other, or you can help the other. One way or another, an officer will join you. This duel is the beginning of a new quest, but see about that in another article. Talk to Iness Diaz in the tavern. What an intractable woman! Well, we leave her bedbug infestation and on the street a certain pirate will give out information about Raul for 1,500 piastres. Pay money! If you consider these measly one and a half grand as money! Now our path lies to the Portuguese colony of Conceicao. This island is located at the very top of the map. Your path lies to the tavern. Ask about Raul. He won't answer anything sensible. Now ATTENTION! When you go outside, a man from Camilo Machado will approach you and will take you to the leader of the smugglers. BUT! You may feel stupor. That is, the game seems to work, but you can’t do anything! This can happen if you completed the quest "French Pirate in the Tavern", which can be taken on Isla Muelle in version 1.01. So I advise you not to complete side quests until this moment. So, talk to Camilo. He will say that Raoul was really here, but has already left. He lived in his personal home, into which we are prohibited. Well, good. If you want to have fun, kill EVERYONE in town and go to his house. If you don't want to, wait until the night in the tavern. And climb into the house through the window to the right of the house. There is no window there, but the sign to enter and an open lock will appear there. Start searching in the house. After you find the ship's log and letter, guards will come through the door. Even if you killed them. They are, like, important quest characters and were resurrected themselves. We return to Redmond.

6. The governor is disappointed. Well, okay! Nevertheless, he will give the money and give a new task. Take the letter to the pirate leader on Quebradas Costillas. You won't run into any trouble during this mission, so let's move on to the next one.

7. The governor turned out to be a collector and asks to deliver him several Hindu, excuse me, Indian figurines. They were stolen by pirates from Duwezen. An interesting task, but it can be completed in different ways. Path one: We sail to Duvezen and immediately sink or capture the bark (you can use the swim to button. You now have the figurines.
Path two: We make our way through the jungle to the bay, where a sailor will meet us and offer to attack and take them by surprise. You have the figurines.
The third way. Hemorrhoid: At Duwezen's tavern, ask the innkeeper about the figurines. A pirate will approach you and, for a small fee, will take you to the pirate camp in the jungle. Go to the pirate leader. He can sell the figurines for 10,000 piastres. Big money. Well, let's pay! Return to Duwezen. Then to Redmond to Sailhard.

8. When Sailhard sees the trinkets, he will immediately go play. When he returns, he will give a new task. Bring a prisoner from Greenford. Sail to Oxbay, to the town of Greenford. The warden will say that the criminal has escaped. Well, we don't care! The governor won't like this. When you leave prison, a girl will approach you and ask you to save an old man who is about to be burned. We agree. Now talk to the people nearby. Either give them a drink and they will leave or just kill them. The choice is yours again. The old man will invite you to his monastery, to the lighthouse. But he is very busy and invites us to chat with his guests. Bah! Yes, it’s Danielle herself with her new boyfriend! She is also looking for Reims. And I’m ready to help. We return to Sailhard. He is upset, but you will make him happy that you know where to look for Reims. We continue our search.

9. Near the lighthouse you will meet Danielle. Your path lies on Duwezen. At the tavern, Vincent will tell you that Reims is sitting at the table on the left. Talk to him. He will invite you to his jungle house. On the way, you will discover that your tail is behind you. Guess who will have to get rid of him. Right! To you. When you kill everyone, move on. At the first fork go straight, at the second - go left. Come into the house. You will see that Vincent is killed, Reims is wounded, Danielle is alive. After the dialogue, you will gain control over Danielle for a while. For fun, you can remove the gun from the items you use. She herself will not guess to turn it on.

10. Now your path lies on Isla Muella. In church. Ask the padre to let you into the library. If the authority is 6 or more, he will let you in. If it is less, he will give you a task. In the tavern, talk to the dude who sits to the left of the door. He will not give what is asked. Go out to sea and capture or sink his pinnace. Give the priest the papers. If they drowned him, he would be upset, but he would still let him into the library. Now our path lies to Oxbay, into the mines (not to be confused with the cave). The mines are located in the canyon location. If you enter there from Greenford and your fencing is less than 7, you will be taken into slavery. I was never taken, so I won’t write how to escape from there. If you don’t want to go into slavery, land at the lighthouse and from there go to the canyon location. Talk to the mine manager about the signs. He will advise you to talk to Leborio Drago, a black man in the mines. You can threaten him, then he will say what is necessary. You can promise to release him. Ask your boss to release him. He will sell Leborio for 1000 piastres. We buy. Leborio will tell you everything and join as an officer. We sail to Isla Muella.

11. At the tavern, ask the bartender about Reims and Danielle. Go outside. Kill some people. Daniel will come running to you. Follow her to the port and board the ship. Our path lies to Redmond. Talk to Danielle on the shore. After waiting until nightfall, make your way into Sailhard's bedroom. Don't be afraid, you will find yourself there right away and there is no need to run anywhere. Sailhard will come out to you. It turns out he even sleeps in his blue camisole. Poor guy. Since he doesn't have enough brains, he will call the guards. Kill two people and leave. Now we are on our way to Oxbay, to Greenford. Before the governor blabs about your betrayal, you need to steal the golden idol! Ask the warden about him. He will ask for a document. Kill him and two soldiers. Go to the port. Save before going out to sea. Now you need to sink or capture the frigate on which the idol is located. The problem is that the fort is now hostile to you. And you will need a good ship to cope with the task. One thing I can say for sure: you won’t capture a frigate on the pinnace. No matter how you like it. Now you have the idol. Return to the lighthouse. Danielle isn't there. Clement will tell you this. Well, go out to sea. You will be caught in a storm. You will wake up on the shore.

12. Find out from a local resident what brought you to Duvezen. Go out into the jungle. At the fork, go right. You will find yourself in a pirate fort. At the tavern, talk to a man named Anaklento Rui Sa Pinto. He sits on the right, closer to the bartender. Kill him. An officer from his team will approach you and say that, according to the laws of brotherhood, his ship is now ours. Go to the bay. Your new ship is a pinnace. Well, let's sail to Isla Muella. We will meet you at the port old team. Daniel will come down to you at the tavern. She doesn't have a ship now, and she wants to join us. But we need to translate the tablets that talk about treasures. Only Clement Aurentis, the old man from the lighthouse, can translate them. We are heading to Greenford.

13. Soldiers are waiting for us in the lighthouse. Kill them after the dialogue. Now go out to Daniel. Clement is in prison and you decide to take over Greenford. You can immediately go on the assault, or you can prepare first. If you decide to prepare, swim away calmly. Before the assault on Greenford, drop Daniel off at the lighthouse. Otherwise the fort will be immortal. Before attacking the fort, I recommend that you properly upgrade the characteristics of your character and ship. After taking Greenford, kill the crowd of soldiers on the pier. They are so weak that they can be killed alone, despite their numbers. Daniel will join you in the city. Your task is to free Clement. Now you find yourself in a tavern and the sailor says that an English squadron is approaching: a battleship and two frigates. With the support of the fort, kill them. After the dialogue with Daniel, your path lies on Cael Roa - an uninhabited island on which there is an Inca temple and treasure.

14. A surprise awaits you near Kael Roa - one of the best ships in the game - the manovar - under the command of Governor Sailhard himself, and several ships of the pirate squadron. I advise you to capture Manovar. Sink the squadron. Land in the bay. In the depths of the island, go to the Inca temple. You will find yourself in a labyrinth. It's difficult to get through, but it's possible. Run and run until you see drawings on the floor in the form of a sun and a skull. You need to go where the sun points. Eventually you will end up in a square room. Insert the idol into the center of the room (to do this, stand in the center and press F3). After the cutscene, run left. You will be joined by Clement and Daniel. Run to the end of the room and enter the portal on the right. In the portal on the left there is a trap in the form of Incan mummies. Do this several times. When you find yourself in the room with the statue, a dialogue with Danielle will follow. After the cutscene, save. Go out to sea. ABOUT! Another surprise. Activate the artifact in the abilities section. Then finish off “him” with the cannons. You will find out for yourself who needs to be finished off. Enjoy the final video and watch the credits.

Side quests

1. Strange things are happening on the archipelago:
Where to get? The women standing at the entrance to the house of Governor Duwezen.
Required: Living warden of Greenford Prison. Completed the quest "Help the Church."
Winning: frigate Mephisto, sword Shkval.
Difficulty: medium

Talk to the women at the entrance to Governor Duwezen's house. Talk to the governor. If you agree to help, go to the tavern and talk to the man who sits to the left of the door. He will say that the ship sailed towards Greenford. He will also suggest asking the pirates, whose lair is located on Duwezen. Go to the pirates' lair. It is located in the jungle. When you see the stone statue, turn left (if you were coming from the city) or right (if you were coming from the bay). Go to the pirate leader's house and talk to him. The pirates are not to blame for anything; they themselves suffered from these people. Let's sail to Greenford. Ask the tavernkeeper about the frigate. Talk to the person sitting next to you at the table. He will tell you to sail to Quebradas Costillas. At the tavern on Quebradas, talk to Iness Diaz. All. Your luck has run out! What to do now? Maybe we should visit our old friend, Priest Redmond. Perhaps he will have some information. Let's sail to Redmond (if you haven't completed the "help the church" quest before, you will need to complete it now!). Great! Padre knows everything! He will ask you to take the letter to the priest on Isla Muelle. Well, let's go! As soon as you approach the island (no matter where you land), you will find yourself in a bay and people in red will approach you. Don't give them the letter! Kill them. Board the ship and dock at the port. Talk to the priest. He will give you a new task. Sail to Oxbay and meet a ship coming from the old world. Near Oxbay you will need to protect a barque from a brig and another barque. Basically, it's quite simple. When you sink the last ship, a log entry will appear. But! Before you are automatically transported to the Greenford Tavern, do not press F2! The game may freeze. After talking with the Spaniard, hit the road. Report to priest Isla Muella that the task has been completed. He is happy and gives a new task. Deliver the letter to the priest in Redmond. On the way, you will be attacked by people in black, excuse me, in red. Sail to Redmond. The priest will say that we are great and that the padre from Isla Muelle was stolen to perform a secret rite. Here you will find out who is to blame for everything and who reported on our actions. Kill the traitor and deal with the people in red. The priest will introduce you to the very man you saved from Oxbay. He will join as a good officer. Now you need to reconnoiter the situation on Isla Muella. Talk to the tavernkeeper about the Satanists. Go outside. The monkey-like Giordano will call out to you. After talking with him, go to Greenford. Talk to the tavernkeeper about the teacher. He's in prison. Let's go to the warden. Ask him to release the prisoner. If the authority is 1, you will need to either threaten or go to Redmond to the priest for a release document. If the authority is greater than 1 but less than 6, you will have to pay 5,000 to talk to the prisoner. If the authority is more than 6, then you will be allowed to talk just like that. If you went to Redmond, then give the papers to the boss and release the teacher. Then, arriving at Isla Muelle, he will tell you where their lair is. If you paid/threatened or they just let you in, during the conversation he will blurt out and then do hara-kiri. One way or another, our path lies on a small island next to Isla Muelle, in the bay of oysters (or on the “coast” in some versions in different ways). Before you land, make sure you have a good ship, such as a frigate. Disembark. Go left to the cave location. Come in. Kill all the guards one by one. Come in Big hall with a star in the center of the room. Behind the throne is a room. Kill the leader of the Satanists. You will receive a good sword "Squall". Come out. Save before you go out to sea. Then how can you have problems. The frigate Mephisto with black sails will be waiting for you in the bay. Board him! If you capture it, you will receive an excellent ship with great speed and maneuverability. It’s not a problem to take a fort on such a beauty! All that remains is to take the children to Duvezen to their parents, and receive a reward from the governor and from the priest on Redmond. Quest completed!

2. Help the church



Where to get? At the priest's on Redmond.
Required: reputation as "Defender of the Oppressed"
Win: the opportunity to continue the quest about Satanists.
Difficulty: zero

The priest at Greenford sinned. We need to find out whether this is true or not. At the Greenford tavern, talk to the tavernkeeper about the priest. He will say that he is innocent. The priest himself will say the same thing. But his assistant is ready to provide proof - love letters. Talk to the tavernkeeper again. He will say that they could have been forged by a Dane who lives in the same house, only on the other side. Talk to him. Again it all depends on authority. Either he will not say anything, or he will ask for money, or he will say everything for free. If he doesn't say anything, go back to the tavern. The waitress admitted everything. We return to Redmond for a reward. Quest completed!

3. Artois Voisier/Nigel Blythe
Where to get? On your first visit to Quebradas Costillas
Required: free seat for an officer
Winning: 50,000 and a four-shooter pistol.
Difficulty: medium

When you first visit Quebradas Costillas, you will see a duel between Artois and Nigel. A conversation with Nigel will follow. You can let him kill Artois, or you can kill Nigel and save Artois. The choice is yours. Option one, normal: You save Artois. Go to Conceicao. He will disappear. Talk to the innkeeper about Artois in the tavern. Go upstairs. After the dialogue, the guards will come running into the room. You can kill them, or you can surrender. If killed, run into the jungle. If you surrender, you will find yourself at the governor's residence and, after a short investigation, you will be free. Run into the jungle. You will see several people and a lifeless Artois. Talk to them. Then kill. Talk to Artois. You can put pressure on him and find out why all this is happening, or you can say that this is his personal secret. If you haven't pressed it, sail to any port. You'll get shot at the Artois pier. To do this, he must be on the passenger list. Take him to the tavern to the doctor. Pay the money and stay with him. After recovery, he will tell his secret. There are treasures behind the waterfall in Duwezen. Let's sail to Duvezen. To the left of the waterfall there is a passage into a cave. From the cave there is a passage to the beach. Everywhere is full - full of skeletons. So stock up on cocktails and potions if you don't have them. Just in case. When you approach the ship you will have 50,000 gold. Take the pistol from the chest. There will be more skeletons on the way back. If you didn't put pressure on Artois in the jungle and he didn't die, you'll have to take a couple of thousand to the priest in Redmond. Quest completed!
Option two, impossible: You allow Nigel to kill Artois. On Oxbay, Nigel will disappear. You will find him in the tavern. He agreed on a deal - he needed to transport the cargo for the merchant. You can refuse, or you can agree. On Conceicao, Nigel will disappear again. In versions 1.01 and 1.00 you will never find it again. This seems to have been fixed in version 1.02b. You will find him in the tavern. He bet 10,000 that you would sink the dirty Gary's ship in the waters of Conceicao within a month. Sink his ship and receive 2,000 as a reward from the governor. If you give Nigel a ship, he will attack the smugglers on Duwezen. If he wins, the smuggler will blame you for everything. Help Nigel deal with this matter. You don't have to help. If Nigel has a ship of 3rd class or higher, he will disappear again on Isla Muella. In the tavern you will learn how to find the person with whom Blythe spoke. Talk to him. Now our path lies on Quebradas Costillas. In the tavern, talk to Florence Klaus. In the store you can buy this guy back. Talk to Klaus in the tavern. He will tell you about the treasures and join you. Quest completed! Or not?

4. Rescue of Toff's daughter



Where to get? At Duwezen's tavern.
Required: reputation not lower than "honest captain"
Winning: Nicholas Sharp's Cobra Saber
Difficulty: zero

Talk to the person sitting on the right. Don't send him away, but ask him why he's upset. His daughter was kidnapped. Agree to help. You can immediately go to the port (you will be prompted to automatically transfer to the kidnapper’s ship) and, after killing everyone, pick up Toff’s daughter. You can first go to the governor and ask him for support. Go to the port. After the conversation, you will only have to kill the capiatna. Anyway, take the reward from the governor and the sword and Toff. Quest completed!

5. Delivery of a locked chest.
Where to get? Along the main storyline
Necessary: ​​-
Difficulty: zero
The owner of the shipyard on Oxbay will give you the chest after he hides you from the French. On Redmond, near the tavern, you will be met by cursed pirates and asked to give you a chest. Give it to them, otherwise they will kill you! They are immortal. Return to Owen McDorey, the owner of the shipyard on Oxbay. He will send you to Fale de Fleur to a merchant. His house is in the next location after the port, on the left. After the conversation at the port, Gordon Carpenter will call you (I’ve already heard this name somewhere, have you?) and over a glass of beer (or rum?) he will tell you about an artifact with which you can destroy the Black Pearl. Quest completed!

6. Find the missing son of the Spanish admiral.
Where to get? At the governor's residence, Isla Muella
Required: reputation not lower than "ordinary sailor"
Winning: 10,000 and a good officer
Difficulty: zero

Talk to the Admiral at the Isla Muelle Governor's Residence. Let's go to the tavern on Redmond. Ask the bartender about Lucas. Go out into the jungle. Go left. In the next location you will see a woman with guards. Just what you need! Talk to the woman. You can choose any dialogue option. We return to Isla Muelle. The admiral will give you 3,000 and a new task. Lucas was kidnapped on his way home. Now they demand a ransom for him. We agree. We go to the tavern on Fale de Fleur. Show the kidnappers: sign. Go outside. Follow the house opposite. Give the ransom. After talking with Lucas, return to Isla Muelle. Go to the residence. The Admiral will thank you, and Lucas will join as a good officer. Quest completed!

7. Sink an English corvette.
Where to get? At Governor Fale de Fleurs
Necessary: ​​-
Winning: 5,000
Difficulty: medium

The governor will ask you to sink the pirate corvette. We go out to sea and drown. You can also capture it. We return for a reward. Quest completed!

8. The Hard Life of a Hitman
Where to get? At the Conceicao tavern
Required: level 5 hero
Winning: approximately 25 - 30,000 piastres, terrible reputation (this can be avoided if, after each murder, you raise your reputation with local priests for money)
Difficulty: medium

A man will approach you in a tavern and ask you to kill someone. Some people live in the house to the right of the shipyard, when looking at the shipyard. And this someone is immortal for the time being. Ladies and Gentlemen! Santos. Matheus Santos. He will offer to work for him, for much more money. Agree to Santos's offer. Sail to Leviathan Rock on Conceicao Island. On the shore, kill Ambrose. Come back for your reward. The next target lives in Greenford. Kill him and his bodyguard. Personally, I just shot them. Both. We return for a reward. The next target is Pepin Bertillon. Lives in Quebradas Costillas. At the port, shoot Pepin and his two bodyguards. Come back for your reward. The next target is Amerigo Vieira. The best swordsman. Sail to Conceicao, to the house to the right of the governor's residence. You don't have to kill him if the authority is 6, you can hire him as an officer, but to continue the quest you must kill him. After Amerigo falls the death of the brave, return to Santos. Sail to Conceicao and ask the tavernkeeper about Mr. Leone (this surname also seems familiar to me, don’t you?). He is waiting for us in the church. Agree to Mr. Leone's offer and help kill Santos. He will be waiting in a room in the Isla Muelle tavern. Kill Santos. Go downstairs. Mr. Leone (What's his name? Salvatore?) will give you the reward. Quest completed!

9. Gold mines.
Where to get? Tavern Isla Muelle. Version 1.01 and higher.
Required: a hero of at least level five.
Winning: a lot of money.
Difficulty: below average

After accepting the quest, sail to Oxbay. You will automatically be in in the right place. Kill the soldiers. Ha Ha! The little gold has already been taken away! Let's go! Through Greenford we go out into the jungle. Let's run and run until we see the soldiers! Kill them all. Run to the bay nearby. Go back one location and go right at the fork. Get ready for a fight. After all the English are dead, divide the gold. Either kill him and take everything for yourself, or share according to the laws of brotherhood. In the first case, a hostile brig will be waiting for you in the bay; in the second, this brig will join your squadron. The choice is yours. Quest completed!

10. Girl won at cards.
Where to get? In any tavern
Required: 40 dice wins
Winning: at best - several thousand gold, at worst - a black girl in the hold!
Difficulty: zero

When you win a girl at dice (I don’t know why the quest book says cards), tell her that you will help her. She is looking for her beloved. The beloved is located in the Fale de Fleurs tavern. It turns out that Virginia, the black girl we won, doesn’t need him anymore! Well, okay. Come out. On the street, the girl will ask you to take her to the governor. What a fool! She can’t get there on her own! Tell the governor that she is the guest of honor. He will give you money. Quest completed!

11. Loser Bloom.
Where to get? At the port of Redmond.
Required: 500 gold per officer
The payoff: a disgusting, good-for-nothing officer. Cannon fodder!
Difficulty: below zero.

Talk to Rhys Bloom at the Redmond port. Agree to help. Go to the port master, his house is to the right of the entrance to the city. Ask to take Bloom with you. Pay Bloom 500 gold. Now you have your own personal cannon fodder! Quest completed!
12. Help the priest on the Fale de Fleurs
Where to get? In the church on Fale de Fleurs
Required: 1,000 gold and good reputation
Benefit: Increased reputation
Difficulty: zero

The priest will ask you to persuade the woman to return to church. The priest will tell you where she lives. Go to her. Listen to her story and give her 1000 gold. Return to the padre. Quest completed!

13. Thierry Bosquet
Where to get? Tavern Fale de Fleurs
Required: 500 gold
Winning: -
Difficulty: below average

A black man sits in the Fale de Fleur tavern. He allegedly owed the bartender 500 gold. If we pay the bartender, he will say that he cheated us and that he doesn’t owe anything. And the bartender, an asshole, even though he warned him, didn’t refuse the extra money. Now if you go out into the jungle, he and his friend will attack you. Kill them. Now, if you want to go into the jungle, this black man will attack you all the time, only without a friend. Quest completed!

Have a good game!

"And we will never die until

The lights are swinging over the gear..."

A. Gorodnitsky

Introduction

"Argh! Tremble, you landlubbers, full of rotten squid eyes! The Pirates of the Caribbean are on their way!" — it was with this exclamation that my friend appeared on the doorstep on July 18 and, without letting go of the box with two 1C disks, rushed to the computer. Just after starting the installation, he began to untie his shoelaces, from which you can understand how the release of the Pirates of the Caribbean game threw him off balance. Those who played Corsairs, I think, don’t need to say anything more, but for the rest I’ll explain: it was apparently the best at that time, and perhaps still remains the best RPG-action from Russian manufacturers. Moreover, action, made on its own, and very good engine. In general, "Corsairs" could outshine (and outshine) most of the games in this genre that I know.

The release of "Pirates of the Caribbean" (by the way, the film of the same name will be released soon) was awaited with impatience and slight apprehension. Well, we can safely say: the fears were not justified. The fantastic beauty of the seas and shores makes you take screenshots almost every second, the naval combat system has grown noticeably, as well as ground and deck combat (although there is still room for improvement), the character development system has greatly expanded, etc. and so on. In my opinion, the usability of the interface has decreased somewhat; on the other hand, the map for sailing between islands is implemented fundamentally better... however, everything is in order.

Attention! For the most curious and impatient, I suggest you immediately look at the end of the article, in the section " Instead of a conclusion".

What are we playing?

For the main part of the game you are an English corsair. This means that you have to carry out tasks of the English authorities, simultaneously causing possible harm to the enemies of the crown in the archipelago. This archipelago, as the name suggests, is located somewhere in the Caribbean, however, you should not look for it on real maps, better take a look at the attached one.

In addition, you, naturally, have to achieve possible enrichment, as well as find someone with whom to share the joy of a wealthy old age... For more information on how to do all this without problems, see the walkthrough.

There are two fixed assets, and they are somewhat...er...different in size. This is your ship and your saber (and also your pistol).

Which do you think is more important? Write it down on a piece of paper or remember it. It will soon be said how things really are.

This is interesting: There are quite a lot of different types of both bladed and firearms in the game. The good news is that the variety extends not only to you, but also to your enemies. It is quite interesting to fight with three bandits, one of whom has a Turkish scimitar (where did he get it?), another has a French saber, and the third... and what the third has is unknown, since you shot him with a pistol on the way.

The English government, through its governor, will set you a variety of tasks, and you shouldn’t forget your own interests, and therefore gamers will have to travel both by sea (which those who played “Corsairs” are already accustomed to) and by land (which is already somewhat new, especially the opportunity get out of the city and walk through the jungle). And, I assure you, fighting with numerous opponents (both living and not so alive), getting to know the local residents (happy, unhappy, honest, mean, treacherous, good-natured and others), even just looking at land and sea landscapes - you will get a lot pleasure.

Land

The game begins with a routine: your ship is in port, and you have to go ashore to sell the cargo, give orders to repair the hull, and also recruit a crew.

The first thing that strikes you on the shore is the scale of the city. It's quite impressive (and Oxbay, where you start, isn't the most impressive settlement in the game). In addition to the plot buildings (shop, shipyard, tavern, governor's house, port), there are many houses of ordinary residents, some of them are locked, and some will hospitably open their doors to you... and the lids of their chests.

This is interesting: Locals prefer to store jewelry in chests, but for some reason they don’t care about their protection at all and are not even particularly indignant when you rummage through their things in front of them. For an unscrupulous corsair, the money received from selling rings, pearls and other things obtained in this way can serve as a serious help, at least at first.By the way, such chests are also on the ships that you board.

Residents of the city, whom you can meet on the streets, are usually friendly and ready to tell you about the city and local rumors, or give you directions to somewhere; However, as a rule, you don’t need all this at all. Functional characters are much more useful - the innkeeper, the owner of the shipyard, the merchant (shop owner), the governor - as well as the plot ones (see " Walkthrough").

Advice: You can navigate to the desired building by pressing Enter and selecting what you want in the bottom left corner of the screen. However, you should first walk around an unfamiliar city at least a little. They are all different from each other and quite beautiful.

The difference from the Corsairs is not only in the size and variety of cities. Now you can go beyond them and wander through the jungle to your heart's content! However, there are no guards keeping order here (who quickly and large quantities appears in any populated area, barely noticing any disorder), which means that robbers can be expected around every next turn. However, more about these scoundrels and the fight against them a little later, but now about nature. She deserves special mention. First of all, the sky. Sometimes when playing Pirates of the Caribbean, stop and look up. Better - more often. You are guaranteed a good mood, no matter how the fight against the enemies of the crown and the search for treasures progresses. In addition, there are rocks. Coastal sand and reflections on the water. Palm trees. Butterflies. And grass, yes, of course, grass! When I left the city gates for the first time, I deliberately walked along it for several minutes.

This is interesting: The grass in the game moves when a character walks over it. This seemingly small detail seriously adds realism to the world around the player.

In addition to cities and jungles, the game also contains a variety of catacombs, both urban and suburban (abandoned mines, for example). They contain creatures that are much less close to civilized man than the cute inhabitants of cities and even the not so pleasant thugs from the jungle - skeletons. However, you will encounter skeletons both on the surface and even in the sea.

This is interesting: It turns out that post-death in the Caribbean is guaranteed not only to people. Skeleton monkeys are quite dangerous opponents. Don't underestimate them!

The catacombs are useful, of course, for the treasures hidden in them. So, in one abandoned mine on Oxbay you can find a good blade at the very beginning... which is very useful.

Wandering through the jungle/catacombs, you will have to wave your saber quite a bit. The first people you will meet are ordinary robbers. They will stand around the bend in the road, and their ordinariness is compensated by their numbers: as a rule, four go to work. If you have low fencing skill, it is better to avoid them (as a rule, this is possible; you can usually see them from afar, if you look carefully) or fork out some money. They kill the greedy. It's another matter if your fencing skill allows you to compete with them (for this it would be good to have it at least 3-5... I quickly raised it to 9 and never regretted it). About skills and their development, see below, but for now - about hand-to-hand combat.

Fans of “Corsairs” remember that there it was necessary to guess the direction of the enemy’s strike and place the necessary block, and in response, confuse the opponent with feints and hit him in the unprotected heel. The system is logical, but practically does not allow organizing a battle with 3 or more participants. In Pirates of the Caribbean, things are a little different. The character takes care of the directions of the blows himself (more precisely, he simply ignores these directions). The player only needs to determine what the character should do now: block, attack, or just stand. In the state of “blocking,” the character is protected from attacks from any number of opponents from any direction, including from the back, but cannot strike himself or even walk. Depending on the characteristics of the character and the enemy, in this state you may or may not receive damage, however, as a rule, with developed fencing skills you can withstand an impressive crowd for quite a long time. However, in order to attack, you have to open up - remove the block - and then you become vulnerable. There are thus two effective battle tactics: waiting and retreating.

Waiting is based on the fact that each enemy can strike with a certain frequency, and not more often (less often - it can). However, they do not coordinate their actions, and someday they will all strike at the same time. Immediately after this, you need to get out of the blocking state and attack one. With some skill and a bit of luck, you can kill quite a lot of opponents this way. The advantage of this method is its versatility: it can be used in almost any case (the character even blocks attacks from behind). The downside is unreliability: with some probability, opponents will break through your block, and the more of them there are, the longer you will have to wait for synchronization.

Retreat is a classic tactic. Seeing opponents rushing at you, you run back (backward forward, of course), choosing a path so that the opponents are on the same line (they try to run straight at you). This way you will prevent simultaneous attacks. A bandit (as well as a skeleton or even a soldier) who runs within striking distance should be immediately attacked until he goes into a blocking state himself, and then continue to retreat. Repeat until done... that is, until everyone is ready. The advantage of this tactic is its effectiveness and reliability: it allows you to win without losses in approximately 90% of cases. The downside is that it is demanding on environmental conditions. The tactic is applicable only when there is somewhere to run, and, as a result, in the case of not too many attackers (after all, the more there are, the further you will have to run, and the island will very quickly seem a little small to you). An important consequence: this method is not applicable for boarding!

This is the idea: in fact, it’s a little strange to see how a character, especially without moving, blocks the blows of many attackers from different directions, including from the back. However, the effectiveness of the idea that the player simply orders the block and does not have to specify what kind of hit is undoubted. Thus, there is a desire to somewhat expand the combat system. For example, a character who is able to “block” defends himself to the best of his ability from blows, meeting each of them with his own blade. He can do this with some frequency (bOhigher than the permissible frequency of attacks of one person), determined by his skill. The main thing is that each block is drawn (this process can be simplified by standardizing hits and blocks). The hero will have the ability to repel 3-4 blows delivered from different directions (and the player will see how he does this!), with good fencing skills - more. However, an opponent greatly outnumbered will overwhelm even a very competent fencer: he simply will not be able to keep up. The only question is how difficult the introduction of such a system is in itself, and how demanding it is on computer resources.

Yes, and I almost forgot about the gun. As a rule, it can be fired exactly once during a battle - at the very beginning, while the enemy is still far away. And the point is not in the inability to reload (somehow it reloads itself... probably the character has a tame monkey trained in this art hidden somewhere), but in the time it takes to fire the shot itself. During this time, a good opponent will have time to deal two blows, which you most likely will not be able to survive. So heavy artillery (how heavy depends on the thickness of your wallet... a good gun is approximately equal in cost to a bad ship), as it should be, only works before the battle.

And one last thing. Buy, collect and otherwise obtain bottles of medicinal potions, and in battle do not forget to monitor your health. As a rule, after one successful blow from the enemy, there is not enough health left, and you should be treated immediately. Luckily, all you need to do is press a few times. Enter. Just make sure that the supply is not depleted.

Sea

Well, enough about land rats, it’s time to say a few (or better yet, more) words about the sea. First of all, having raised the sails, look - where? No, not to the sky, we have already agreed that you look there periodically to maintain a good mood. Look at the computer A s (in the upper right corner of the screen). The arrow on it indicates, however, not the north magnetic pole, but the direction of the wind. This is exactly what you should keep in mind at any time when you are at sea (unless on a map). In general, the tactical navigation system has changed little compared to Corsairs, except that the views have become noticeably more beautiful (a good video card is highly recommended!). The speed at which you can follow the chosen course depends on the direction and strength of the wind, the speed of the turn depends on your seafaring skills, the ship, and also on the number of sails raised (before turning, it is better to take reefs - collect the sails partially; there are three gradations of sail in total - sails lowered, sails half lowered, sails raised). I suggest paying special attention to the fins and silhouettes of sharks periodically flashing around the ship, as well as to the strange colored growths on the rocks found at the bottom (corals? polyps? something else?). However, you still have to sail from island to island using the map, and not in tactical mode.

The map has changed quite a bit. Instead of indicating on paper where we are sailing and waiting with some trembling in the knees (either from fear or anticipation) for a possible meeting with some ship, you seem to rise above the deck to a bird's eye view, and from this height (there are two gradations: low and high) you survey the surroundings, including nearby ships, as well as natural phenomena(tropical storms, to put it simply).

This is interesting: On the map, ships can sail in reverse. It’s not fast, it’s true, but it’s very convenient for getting out of the narrow fjords near the islands. Although it’s quite funny to see, say, a frigate backing away...

Generally speaking, this system is logical. You can spot an approaching problem, say a gathering storm front, with enough anticipation, and change course to avoid it. On the other hand, you can, on the contrary, boldly move towards her. Everything depends on you. In a tropical storm, say, it is better not to get into a damaged ship - you may not get out. On the other hand, going through it means gaining a certain amount of experience, which is extremely useful, especially at first. Naturally, sailing in a storm is carried out exclusively in tactical mode. If you, intentionally or accidentally, get into it, there is only one piece of advice: lower the sails at least halfway and hold on to the helm tightly. It will shake you mercilessly, and maybe even strike you with lightning. Don’t forget, however, to look around - the beauty in some places is indescribable. And I categorically reject complaints about the absence of circles on the water: you won’t have time for them. Yes, it is strongly not recommended to get caught in a storm in the coastal area: it can easily be thrown onto the rocks, which is very bad for the ship.

However, the storm is somewhat, let’s say, a secondary phenomenon. As you know, the most dangerous people on this planet are people. Some of the ships, seeing you, will pass by on their own course, some will try to escape, but there will also be some that will go the other way. Most likely, these are pirates (judging by their sails), and they have one goal (explain what? No need? I knew, I knew...). If you were unable to escape from such a pursuer, or if you yourself turned out to be a pursuer who overtook the victim, a naval battle awaits.

This is interesting: As far as I can tell, the initial courses of ships in tactical mode (when you first get into it) correspond to the courses in map mode; at least I didn't notice too many deviations from this rule, although maybe I was lucky. If this statement is true, you can lay the foundations for a successful collision at sea already on the map, by correctly setting your course relative to your opponent’s course.

The naval combat technique has changed little compared to the Corsairs. However, these changes led to some evolution in tactics. However, everything is in order. For those who haven’t played Corsairs, I’ll explain: you can either sink your enemy, or capture them, or get away from them. For the first, the ships have cannons, for the second, grappling hooks and a crew armed to the teeth, for the third, of course, sails. Cannons can be loaded with one of four types of shells - cannonballs, buckshot, nipples or bombs. They differ in the effect and distance of the shot

Unlike the Corsairs, the cannons are also located on the bows of the ships. This nullifies the tactics of “sail after me until there are enough sails”: the pursuer walking in the wake was methodically shot with nipples from the stern guns. Now, alas, he can respond in kind. However, true sea wolves quickly abandoned this tactic. After all, boarding will allow you not only to defeat an enemy who has a significant advantage in cannons, but also to take his ship as a prize (and if you have a free officer, to add it to your squadron). However, before you can give the command “Hooks on board!”, you will have to get close enough to the enemy. Here you need to remember one thing: you must go with the wind, and it must go against it. If there is ground nearby, you can try to press it to it; if not, just try to maneuver it so that the wind works for you. This sounds extremely vague, but with a little practice it will become clear what we are talking about. In addition, the enemy’s broadside should be exposed to the bow or stern, and in no case the side (this will make the target for his gunners smaller, and they will miss more often). At the same time, it would be better for you to hit your opponent’s side (for the same reasons).

Advice: when shooting from the deck, when you set the aim yourself, the likelihood of a good salvo is higher, especially at first. Therefore, if you strive for maximum efficiency, you will have to aim yourself. However, I was usually too lazy to do this. In addition, when viewed from above there are people on the deck, but as soon as you go down onto it, they disappear somewhere... It's a shame, however!

Thus, maneuverability is extremely important: ideally, you should turn twice as fast as the fastest of the enemy ships (so that for one of its phases “shoot-turn-shot with the second side” there are two of yours, and you shoot it at the substituted, but already shot your ammunition on board). This is quite difficult, and a long naval battle will inevitably lead to damage to your ship, the repair of which can cost a lot of money (probably even exceeding the proceeds from the sale of the opponent taken as a prize... if he is not too large compared to you).

SECOND PAGE

Advice: in Pirates of the Caribbean, the ship can be controlled by any officer, not just the first mate, as in Corsairs. To prevent the captain candidate from being killed during boarding, do not assign him to the position (in the window with officers, do not transfer him to the bottom 4 rectangles, but leave him in the strip at the top). He will not help you in battle, but he will remain alive. And somehow you yourself...

Therefore, the fastest possible boarding of the strongest enemy should be considered an effective tactic. After the ships hit the sides, and yours, as well as the enemy sailors, throw ladders over them (so that there is somewhere to wave your saber), you will appear not in the captain’s cabin familiar from the “Corsairs”, but on your own deck, with a saber (or that , what you will be armed with at that moment) in your hand and the enemy right in front of you. Next, see tips on hand-to-hand combat (above); Just don’t forget that sea wolves fight better than land rats, and don’t relax after clearing the upper deck - there are also lower ones, on big ships- some.

Advice: Be sure to inspect the chests and barrels, near which the “hand” sign appears on the screen (it signals an opportunity to profit). It is quite possible to earn several thousand coins in this way, and bottles with medicinal infusion will also be a good help in the upcoming battles.

Your sailors (if there are many of them) and officers (if you have appointed them to a position) will be with you. For the latter, this is a serious risk: they, at least at the initial levels, can easily be killed. The most annoying result of this is the inability to take your opponent's ship as a prize (or you will have to sink your own). And it’s a pity for the officer, although finding him is not nearly as difficult as in “Corsairs.”

This is interesting: Actually, not all officers can be killed. Danielle apparently grew up with a sword from the very cradle. Not a single enemy is able to inflict damage on her, but she shreds them into cabbage. So, if she is participating in the boarding, you can quietly smoke somewhere in the corner. Just remember to hold the block.

This one will not miss out... Business in the store goes on as usual.

After a successful boarding, as you probably already understood, you will either appoint one of your officers as captain, or part with one of the two ships you now have. As a rule, you should exchange your ship for another without a twinge of conscience if it is of a higher class. On the other hand, if you are very attached to your lugger, barque or frigate, well, the prize ship can always be sold in the port for good money (let me remind you, this is done in the shipyard). And the money will come in handy.

Income and losses

Have you forgotten what our goal is? Yes, of course, to serve the English crown, but that’s not the main thing. What's the main one? Undoubtedly - enrichment! In other words, your income should be slightly higher than your expenses. And the latter can be quite large.

First of all, the team wants money, and so do the officers. And it’s better to pay them (although you don’t have to pay them, but in this case her mood will worsen... which is not welcome for obvious reasons). Secondly, the ship needs to be repaired (either in port, which is quite expensive, or while sailing, which requires having planks and canvas on board). Finally, thirdly, in some places in the plot it is worth forking out (see “Walkthrough”). At the end of the game, monthly expenses can reach up to twenty to thirty thousand coins.

This is interesting: Compared to "Corsairs", the price level in "Pirates of the Caribbean" has increased slightly. Either the value of money fell due to the huge influx of gold into the metropolis from the New World (this really happened), or something else... In general, selling a ship for more than 100,000 coins is a very real operation.

Where can I get so much money?

Firstly, at first you can... uh... take what is not lying well. In unlocked chests in unlocked houses you can find jewelry and antiques, which you can later sell. Not bad at first, but somehow disgusting, and you won’t make much money from it. Although it’s worth looking for bottles this way.

Advice: As you move around the island, watch for the “hand” symbol that appears. Sometimes precious things, stones or bottles of healing potions can be found in the most unexpected places...

Secondly, you can trade. In the ship's log you can find records of the trading preferences and restrictions of a particular island. Smuggling (a smuggler can be found in a tavern) is much more profitable than ordinary trade through a store, but also more dangerous (with some probability, soldiers will come running at the moment the deal is concluded, and in the port you will also have to fight off a customs, say, frigate). However, even this activity will quickly tire of active corsairs.

Thirdly, you can perform escort missions. Merchants are ready to pay for their safety, and if someone attacks, you can also take cargo from the attacker (don’t forget about the chests on the decks), or earn experience by sinking the enemy. In addition, you can load up on goods and make some extra profit.

And finally, fourthly - the most interesting thing. The English crown does not care at all what exactly we do with the attacked ships of its enemies - we sink, we capture... But for us it is more interesting to capture. Even if for one reason or another you do not have an officer to bring the ship to the port and sell it there, you can always take its cargo. However, trading ships, as in the Corsairs, is an extremely efficient enterprise from a financial point of view. Try it - you will like it!

Character

"Pirates of the Caribbean" - RPG-action. That is, in addition to shooting bow-stern-right-left and randomly waving your saber left and right, you have to develop your character somewhat. The system is classic: experience is gained for useful actions, and upon reaching a certain amount of experience, a level is given, which allows you to improve the character’s characteristics. But what happens next is more interesting.

For each level we are given the opportunity to increase one of the character’s characteristics by 2 points, as well as give him one of the abilities. I deliberately do not provide here full list characteristics and abilities: dealing with them, especially abilities, is a special pleasure for a true gamer. However, I’ll give you a couple of tips (those who want to figure it out completely on their own can safely skip next two paragraphs).

First, the characteristics. Which ones should be developed?

Here we return to the question I asked at the beginning of the article. What is more important: the ship or the blade? Correct answer: blade. In principle, both are a means to win the battle. However, the blade also allows you to make money on this (during boarding). In addition, at one point in the plot you are left without a ship (I warned you - if you want everything yourself, don’t read here!), and guess how you get it for yourself?

First of all, you should master fencing. Without him, you cannot survive in the cruel world of Pirates of the Caribbean. I, as mentioned, quickly raised it to 9 and have never regretted it. Further - at will. The good thing about RPGs is that different characters, using different tactics in accordance with their characteristics, can win with equal success.

Secondly, abilities. They can be divided into basic and advanced. The former can be developed without any conditions; for the second, it is necessary that the character already masters some basic ones. Therefore, the main advice is: be consistent. Select the ability you want to get, build the entire tree up to it, and develop all the necessary abilities one by one.

And finally, on the general tactics of character development. The division into abilities and characteristics suggests a logical solution: develop characteristics in one direction, and abilities in another. This way you can get a balanced character. On the other hand, you can focus on one thing (say, like me - on fencing), compensating for the lack of the rest with the skill of the player. Decide for yourself, I won’t recommend anything. The fun here is in the decision making.

Instead of a conclusion

Actually, I haven’t told you everything. It would be possible, say, to describe the performance characteristics of ships for a long time and conduct a comparative analysis of them (in a kind of mentoring tone, with a frown and pursed lips: “When attacking a frigate with a barque in a south-south-west wind, it is necessary to set the maximum possible sail area and move at an angle of up to 30 degrees to the wind, choose the moment of approach during the reloading phase of the enemy vessel...", well, etc.). Or draw a map of the islands and tell where small joys in the form of bottles are hidden, precious stones and so on. You can spend a long time developing different schemes for character development, and also talk about the effectiveness of constantly hiring officers compared to the desire to keep them alive for as long as possible...

But, damn it, this is all for those very land channels that were threatened by my friend who burst into me like a fresh sea breeze! It is better for true corsairs to try everything on themselves once than to follow a hundred stupid pieces of advice! So - go ahead, friends, seven feet under the keel, and an anchor in my throat, if you don't like Pirates of the Caribbean! And the most curious and impatient are invited to run for the disk faster than others, because they will take it apart...

WALKTHROUGH

Introduction

I’ll make a reservation right away - in this walkthrough the actual plot moves will not be described in detail. This would be similar to the popular prose adaptation of Eugene Onegin. The goal here is to help the player progress through the story, not to retell it. I hope that with my help you will be able to kill two birds with one stone - both enjoy the game and easily complete it to the end.

Attention! This walkthrough contains information about the plot and characters, the possession of which may reduce the enjoyment of self-study games. If you want to go through everything yourself, please do not read further.

Basics

We start the game on our ship. Immediately after loading, either the first assistant or someone else comes up to us (it doesn’t matter at all), and offers help in mastering, so to speak, the vastness of the universe (that is, the game itself). Well, the player, of course, is not a fool, we agree to everything, especially focusing our attention on fencing training. We train until we begin to consistently win against this same officer. We study the system of skills and abilities, and so on and so forth, in general, we do everything as he says.

Fully equipped, we head to land. Advice: we let the annoying assistant go immediately, we say that we can handle everything ourselves, we wish him good luck and all that. No need to cry: the game, unlike "Corsairs", is densely populated with officers (boatswains, first mates, gunners...).

Getting ready for the first voyage

The first thing we need to do is sell all the goods on board in the store. To find it faster, click Enter, at the crossing (lower left corner) select the “store” sign (gun and bag), and are transported there. By the way, this operation can also be done with a shipyard, port, etc. If there is no sign, then the “establishment” is closed until the morning. You can wait out the night in a tavern by talking with the innkeeper (you can rent a room for the night).

Having sold all the goods (except for ammunition), we go to the shipyard and completely repair the ship (by pressing the "repair" - "complete" buttons). Now you can type the command. We go to the tavern, ask the owner if there are any newcomers in his establishment who are ready to set sail. If the corresponding menu opens, it means it is there. But he can also say that it is too late and everyone has gone home. In this case, we rent a room for the night and repeat the question in the morning.

Well, now we are ready to sail, we go to the port and board the ship.

The helm fits into the hand as usual, and we begin to scan the horizon in search of prey...

Capture of Oxbay

But it was not there. Immediately after going to sea, we are shown a colorful cartoon about the attack of the French fleet on Oxbay (where we were until the last moment). Fortunately, we were one of the few ships that managed to escape.

Now our path lies to Redmond, to the governor of the English colonies in the archipelago.

Redmond

Sailing to the port of Redmond, we disembark and go to the residence of the head of the archipelago. At the entrance, a soldier is blocking the way, we tell him about the capture of Oxbay and he urgently lets us in, saying something like “why didn’t you say before?” Having entered the residence, we report an attack. In response, we are asked to give up the ship voluntarily or it will be taken away from us. Let us put forward a counter-proposal: we will enter the service of England together with the ship.

We are immediately given our first task: to penetrate the captured city and find out what it costs. We agree without delay. We leave the residence, go to the port - and to the ship.

On the island of Oxbay, in addition to the town of Oxbay, there is also the town of Greenford. So, it’s better to land at its port. For obvious reasons.

We reconnoiter the situation

Having gone ashore, we head to the city - to the exit from it that is on the left hand. We stomp through the jungle all the way straight to the city gates of Oxbay, and then go to the tavern to talk with the innkeeper. He talks about the situation in the city (residents are complaining, and the French soldiers are drinking more and more and paying nothing), and also gives some useful information: it turns out that a French ship with ammunition is supposed to arrive on the island. We leave the city back to Greenford. We board the ship and leave.

Report from a captured city

Having dropped anchor in the port of Redmond, we go to the governor’s residence and report: they say, the ship should sail from the island of Fale de Fleurs, and it would be nice to capture or sink it. Having considered the current situation, the governor gives the answer: “Do what you want, but the ship with supplies should not sail to Oxbay.” We take this literally and sail on the Fale de Fleurs (for those in the tank: this is a French colony, and we are now an English corsair).

Fale de Fleurs - ammunition

Having arrived on the island, we go into the city. We are met by a sailor from a French barque. For some pennies, he reports that the captain is now in the tavern. We go there, talk to the innkeeper, we find out that the captain is upstairs in the room. After going up the steps, we go into the room and talk to him. We need to get a letter to escort a ship with ammunition, so we can kill this captain and take it from the corpse, or pay him 3,000 piastres, and he will give the letter voluntarily. We leave the tavern and head to the port manager (a two-story building in the port). With a quick glance at the paper, he sends us off to carry out our mission. We run to the ship, talking with the ward captain along the way (he will come up himself).

So as not to swim...

Now we have two ships under our command. Let's go to the map. We are faced with a task: to make sure that the ship with ammunition does not sail to Oxbay. There are four ways to solve it:

Sink the ship yourself.

Capture the ship.

Bring the ship to any English fort, where he will be shot.

Bring him to the pirates: first they will sink the ship, and then you just have to shoot them to the bitter end.

The best option is to capture the ship; other options are good if the player absolutely does not know how to wield a blade and does not have even minimal boarding skills. Having completed the task, with a clear conscience we sail to Redmond to the governor.

On Redmond we receive a new task: to bring a friendly ship to the port of Greenford, and also talk to an informant in Oxbay. We leave the city to the port, talk to the captain of this very ship, sail to Greenford.

Informant

There, a local resident meets us on the pier. He reports that at night you need to swim to the bay of the gray rock. We immediately board the ship, and using the “follow to” button we sail to this bay, disembark there and talk to him again, and after killing the French who came running, again. After this, we appear in the tavern, where we talk with the captain of the transport ship. We go out into the jungle, go straight to the city gates of Oxbay. In the tavern we talk to the innkeeper about some business, he tells us where the English informant is. We go to the second floor, there we talk with the man sitting by the window. During the conversation, French soldiers run into the tavern - we kill them. We continue the conversation with the informant, he offers to take refuge with the owner of the local shipyard. We leave the tavern and run to the shipyard.

Her owner is hiding us from the patrol. After the departure of this same patrol, the conversation with the informant continues, and from it it becomes clear that the captain with whom he was supposed to meet is waiting for him in the tavern, and since the English agent cannot appear in public places, we need to go there and reschedule the meeting behind the tavern to the city wall. After finishing the conversation with the informant, we will have a conversation with the owner of the shipyard, Owen. He asks to take a chest with unknown but important contents to Redmond. We leave the shipyard and, without fearing anything, head to the tavern. There we speak with the captain and reschedule the meeting at the appointed place. The captain got nervous, but went (what, exactly, can he do?).

We leave the tavern, immediately turn left, talk to the agent. We will have to sail from the island on the captain's ship, follow him to the ship, sail to Redmond.

Monstrous mistake

On the island we immediately appear at the residence of the governor, who, having paid for the previous task, gives a new one. We must participate in the capture of Oxbay. We leave the residence and go to the tavern. Near it we are met by a couple of unknown and slippery types who demand to give up Owen’s chest. Sensing something was wrong, we immediately agree (those interested and confident in their fencing skills can try to refuse... “whoever plays seven diamonds is surprised”; by the way, soldiers will come running to the aid of such daredevils). We remember that it would be good to discuss this episode with Owen. We go into the tavern, there we talk with the girl (Daniel). After the conversation, English soldiers burst into the tavern and attack us; we kill them. Ralph (the girl's friend) is dead; cursing about his death, she runs away. After this, soldiers enter the tavern and arrest Nathaniel (that is, us). In prison we talk with the jailer about how he came to live this way. After the conversation, the governor comes into the prison and reports a terrible mistake. We follow him to the residence, where he informs us that Oxbey has been liberated, and that we took a huge part in this. We receive a new task: to find and present before the bright eyes of Raoul Reims, a malicious traitor to England, and generally a bad person, a radish. The last time Reims was seen was in the pirates' lair, in the settlement of Quebradas Costillas - that's where we'll head.

Quebradas Costillas - Reims

At the entrance we break up the fight (since we are now self-respecting English corsairs); By the way, you can take the rescued gunner, but I chose not to do this, since there was already one. We go to the tavern, talk to the innkeeper, she gently sends us away. We leave the tavern, and a pirate meets us at the entrance, who will clarify the situation somewhat - in particular, he will say that he can guess where Reims is. After exchanging a few words with the sailors from the Reims team, he learned that the ship was heading to Conceicao - we were heading there.

Conceicao - Reims

We go into the city, there we go to the tavern, we talk with the innkeeper, we begin to ask him about a certain Raul, they say, has he appeared here... However, during the conversation we mention the name Machado (the head of the smugglers), and the owner of the tavern refuses to talk to us . We leave the tavern, and some guy meets us right in front of it. We'll have to threaten to kill him, after which he will agree to take us to Machado. From a conversation with him, we learn that Raul has already sailed, but he has a house (Machado placed guards there). We go straight there and kill the guards, as well as everyone who came running to their aid (it’s our own fault, we should have been more polite and orderly). We go into the house, there we find the ship's log of Reims; Unfortunately, there is nothing useful in it. More guards appear - we kill immediately. We leave the smugglers' lair and go into the city - to the right, and after crossing straight. From the city to the port and to the ship. Now we're sailing to Oxbay.

THIRD PAGE

Oxbay - Owen

In Oxbay we go to Owen and talk to him. The result of a long conversation is this: one man sold him this chest, saying: send it to any of your competitors, and he will be cursed. In general, we were involved in some mystical affairs. It also becomes clear that we need to sail to the Fale de Fleurs, however, this is not urgent. We leave for the port and head for Redmond.

Redmond - letter

We come to the governor. With our heads down and a little despondent, we report that Raul’s trail has been lost in the smugglers’ lair. The governor asks to deliver a letter to the leader of the pirates: they say, if you haven’t caught it, then maybe they will catch you. We go to the port, cast off and sail on the Fale de Fleurs. From the port we enter the city and go to the house in the far right corner. There we ask Pete about the legend. We go out to the port, our old friend meets us there, and together we go to the tavern. Over a glass of the vaunted Spanish rum, he talks about a way to destroy the ghost ship - the Black Pearl. From the tavern we head to the port. We sail to Quebradas Costillas.

Quebradas Costillas - letter

We speak with the head of the pirates, give him the letter. We leave the house to the port and sail to Redmond.

Redmond - collection

On Redmond we go to the governor, receive a long-awaited reward and a new mission: return the stolen collection. Let's go to the port. We are heading for Duwezen.

Duvezen - collection

We moor at the port of Duwezen, go into the city, and from there straight into the jungle. We go along the right “wall” to the bay with a pirate ship. One of our sailors meets us there. We tell him to return on board, and we ourselves go on the boat to the pirate ship. Once there, we kill all the attackers, take the collection and swim ashore.

We go back to the city (accordingly, along the left “wall”). With a sense of accomplishment, we get to Redmond to see the governor and hand over the collection. We receive a reward and a new task: deliver the prisoner from Greenford prison. We sail to Oxbay to Greenford.

Greenford - prisoner

In Greenford we go to the prison (far right corner), go into it, talk to the head of the garrison (the man on the right), from the conversation we learn that the prisoner has escaped. What a disaster! Bunglers. We leave the prison, at the exit we are met by a girl begging for help - to help out the old man. We calm her down. From the conversation we learn: the old man is an experimenter, he lives in a lighthouse, something exploded there, some clouds rose, and now the whole city is ready to kill him. We approach the crowd (three are already a crowd), talk to someone, run into a fight, kill all the attackers. The old man thanks and promises to put his innovations on the ship for us, we refuse (another ship will blow up, old eccentric), then he takes us to the lighthouse to show us how he lives. At the entrance we meet our old friend, Danielle, we talk to her, she talks about her friend. We talk to him, he says that he knows where Reims is.

We agree with Danielle about a joint search. We return to the city through the canyon (straight all the time). We go to the port, sail to Redmond, there we talk with the governor. We inform you that we will be able to continue the search for Reims; he agrees. We leave the residence to the port, sail to Oxbay. It’s better to land at Oxbay from the direction of the lighthouse, and we’ll disembark there. We go to the lighthouse, Danielle comes up behind us, we talk to her, after the conversation we return to the ship by boat. We are sailing to Duvezen.

Douvezen - Reims

There, at the port, Danielle meets us again, we talk to her, we go to the tavern (to get drunk, perhaps, out of grief?), where her friend comes up to us and tells us that Raoul is sitting at the end table. Such a surprise! We talk with Reims, he, a nice man, takes us to his home. Outside the city gates, Daniel notices surveillance. The pursuers must be detained (killed, in other words). We do our dirty work and catch up with Daniel and Raul (straight at the first intersection, right at the second). We go to the swindler's house and go into it. We talk with Danielle; She, having learned that we work for Sailhard, pokes a knife at us. Damn, it hurts! We are falling (any other suggestions?). We pretend to be dead and listen to the conversation through the pain. We need to find clay tablets, they are mentioned in the church library of Isla Muelle. Having come to life, we sail there.

Isla Muelle - library

We go to the local church and talk to the clergyman. He promises to give us access to the library if we deliver him the papers stolen from the church, supposedly very important, necessary and useful (he even gives us an indulgence for any action). We agree. We run to the port and sail to Conceicao.

Conceicao - documents

In the city of Conceicao, we go to the tavern and talk to its owner about the person the priest is looking for. The innkeeper points to one sitting by the window, we go to him. In the conversation we convince him to give us the documents for a good cause, from the same conversation we learn that the papers are incriminating evidence on the priest. We take them and sail back to Isla Muelle.

Isla Muelle - Library 2

Having landed on the shore, we go to church. There you can simply give the papers to the priest or start blackmailing him. In the case of blackmail, you can also get 5,000 piastres (not so bad, although it could be better... The Church is not a poor organization). After delving into the church books, we learn that the tablets were found in the Oxbay mines. We sail to Greenford (logical, isn't it?).

Greenford - signs

We speak with the innkeeper. We go to the Oxbay Canyon, to the mining village, there we go into the house to the left of the entrance. The owner begins to be indignant - they say it’s private property. We quickly calm him down and start asking him about the signs. First he says that they were destroyed, then, when we explain that we work for Sailhard, the owner quickly adds that a person came to make copies of the signs, and one of the workers was assigned to him. We go into the mine and talk to a more or less dressed black man (Leborio Drago). It turned out that Danielle was here, but had already sailed to Isla Muelle, in search of the person who was deciphering the tablets. Let's sail there. A thousand curses on this headwind!

Isla Muelle - signs

On the island we will go to the tavern and talk with the innkeeper. He will say that Danielle just left (that means all is not lost yet!). We go out after her. On the street, three suspicious characters attack us - without blinking an eye, we kill (are you not used to it yet? Get used to it...). Once all three are killed, Daniel runs up. A long and difficult conversation begins, which results in an agreement to join forces in search of the treasure. Daniel knows a secluded bay on Redmond where you can land without risk. It's time to visit Sailhard. We are sailing to Redmond.

Redmond - Sailhard

Having arrived, we speak with Daniel, after which we immediately appear in His Majesty’s bedroom (we climbed through the window - it’s a bit cramped, but unnoticeable), we speak with Sailhard. He seems to agree to cooperate, but then runs away, calling security. Two foreheads burst in (so-so security, to be honest) - we kill. We return to the bay, where we come to the decision to split up. Daniel will look for the continuation of the legend, and Nathaniel will look for the Idol. We're sailing to Greenford.

Greenford - idol

In Greenford we go into the tavern and talk to the innkeeper about the idol. He reports that the idol is with the chief of the garrison. We go to the prison, there the captain sits on the left - this is the head of the garrison. We talk to him. He will say that Governor Sailhard ordered not to give the idol to anyone unless that someone presents the appropriate paper (what a cunning one, huh?!).

The guards and the captain attack us, we kill them (well, are we used to it now?). Sylhard, it turns out, ordered the figurine to be sent with the first ship to Redmond, but the ship is still in the port of Greenford - we run there. Immediately after going to sea we find ourselves under fire from the fort. We swim away from him to a safe distance as soon as possible. There will be an enemy frigate there (it will most likely swim up to our ship on its own), we board it (if your ship is worse than a frigate, then, without hesitation, we change it; a frigate is already serious). We sail to the lighthouse. There, an old experimenter will run up to us and say that Daniel has not appeared yet (everything is clear, she is on Isla Muelle). We go out to sea with the goal of showing everyone where Kuzka’s mother spends the winter, but that was not the case... A colorful screensaver - a storm. And the screensavers don't just show...

This is true. We are washed away from the ship and washed up on the shores of Duwezen. "Everything that is acquired by honest labor...". Hmmm.

Duvezen - storm

Without a ship, crew, money - not the best situation. On the shore we are met by a local resident who saved us. We leave the bay and go to the city (after crossing to the left). We talk to the owner of the tavern about work, he tells us that something can be found in the pirate settlement. We leave the city and go to the village (at the idol stone to the left). There in the tavern we speak with a bearded man sitting to the left of the entrance. You can hire him on his ship, or you can kill him and, according to pirate law, become the captain of his ship (guess which is better?). Having taken possession of the ship, we go to the bay to the left of the settlement. We load on board and sail to Isla Muelle.

Isla Muelle - meeting

There, at the port, our team meets us (from the ship from where we were washed away). They are all delighted (did you pay them regularly? It’s better to pay them regularly!), and we throw a grand party with all the officers, and we buy several barrels of rum for the whole team. At the tavern, Daniel comes up to us and says that he is waiting for us in the room upstairs.

What, did you want a pornographic cartoon? You won't get it. This is not "Mafia" for you. In the room we talk with the girl about our difficult fate.

Having talked enough, we go to the port. We board the ship and sail to Oxbay to the lighthouse.

Lighthouse - Ambush - Greenford

We go to the lighthouse, go into it, there will be an ambush there. We kill everyone (and they call this an ambush? The mice went to catch the cat...). "Ambush" told us that the old man was in prison. After thinking a little, we come to a decision: we will capture Fort Greenford (logical, right? Really, why waste time on trifles?). Nathaniel is from the sea, Daniel is from the land. To capture the fort, we will need 12-caliber culverins (they have a longer range) and 6-7 thousand cannonballs. It is better to stand so that the fire of the fort does not reach us, i.e. at the very entrance to the bay. From here you can fire at the fort until it is left completely without guns: then an icon will appear, signaling the possibility of landing. Trying to exchange fire with the fort is not the best solution. It is quite capable of sinking 4 battleships.

We go to the prison and talk to the old man (last cell). Having picked it up, we go to the tavern. There, an alarmed sailor runs up to us and reports that an English squadron is moving towards Greenford, and “he has never seen such huge ships in his life.” Well, we’ll have to deal with the squadron, since Daniel will command the hastily restored fort. The British can be dealt with quite easily by luring ships under fire from the fortress. After we sank (or boarded) the last ship, we sail to Coel Roa. There we will be met by another squadron, this time - pirates. Somehow they got wind of the treasure. In addition, there you may (or may not) meet Sailhard on a manovar - an excellent prize for boarding.

Having entered the bay, we disembark.

Coel Roa

Having landed, we go to the pyramid. We rise to the very top and enter the labyrinth. There the trio of characters are separated, we are given the central passage. Generally speaking, it’s difficult to get confused: there are “skull-sun” signs on the floor; we go where the sun points. Having calmed (without killing: “Die! Die! I killed you! You’re dead!” - “Idiot! I’ve been dead for a long time!”) several skeletons along the road, we reach the place where we need to put the idol on a stand - a passage will open.

Behind this passage, the trio are reunited (and how did they get here? After all, only one passage out of three should have led to this hall...). In the large hall, through a simple system of teleporters (first to the right one, it is blue, then to the one with a passage on the staircase-ramp), you can get to the thick central beam, and along it you can go to the supposed treasure.

"I"ll be back!", wait for guests!

"Black Pearl"

Having escaped from the temple destroyed by the earthquake, we urgently board the ship, as the old man scares us with further cataclysms. However, we have some prey with us - a strange spherical artifact. Alas, it won't last long.

At the exit from the bay, the Black Pearl, a ship of skeletons and ghosts, awaits us. Having good speed, almost perfect maneuverability and even better accuracy (what, oh, what are these skeletons looking at?! Why can’t we recruit such gunners for our team?), they will easily sink our squadron - two battleships and a manovar, by the way - in an open clash. The maximum that was achieved in a fair battle was to demolish about 30% of the hull of this “Pearl”. However, we have a secret weapon taken from the temple, and now is the time to use it. Click on “abilities” and find the ball symbol that appears among them. Apparently, the priests of the ancient American Indians did a good job of conjuring their artifact: the skeletons really don’t like it, and the “Black Pearl” has 20% of its body left. This is about 5 good broadsides of our manovar. Taking into account the enemy's maneuverability and the less than ideal conditions (a storm is clearly approaching), 10 salvos can be completely dealt with.

That's all, actually. “Tired, but happy...” Nathaniel and Daniel stand hugging each other on the deck of a common manovar, and everything is clear with them. Happy ending, ladies and gentlemen! Yes, happy ending... only skeletons don't know about it. And, leaving the sunken Black Pearl, they look straight at us with eerie blue eyes. Wait for the guests!

ADDITIONALLY

Helpful city residents

(excluding various random encounters and the main storyline)

Innkeeper. You can do a lot with it: hire a crew, rent a room for the night (to wait until other establishments open), find a merchant willing to pay for an escort to some island. In a tavern, you can hire an officer, sell contraband, play dice, drink and let them steal all your money... In general, the innkeeper is one of the most useful NPCs in the game.

Shipyard owner. He can repair and equip the ship under your control. Here you can sell or buy a ship. The effectiveness of the last action, however, is questionable: boarding, of course, is noticeably more profitable, but buying a ship of a class higher than you have ever managed before will not work.

The owner of the store. In the store you can sell various goods or purchase them. True, in "Pirates of the Caribbean" trade plays a noticeably less role than in "Corsairs": as a rule, there are simpler and faster ways to make money. However, to each his own.

They stand apart traders — they buy and sell personal items, unlike a store where there is wholesale trade. The stolen jewelry is sold to them, and it makes sense for them to choose a better blade and pistol.

Governor. Well, everything is clear here. They came, received money for the previous mission, took on a new one, and off they went. Unless, of course, we climbed through the window and communicate with the governor in... uh... raised voices. However, beyond that - into the walkthrough.

Types of charges for naval guns

Cores: the simplest charge, a metal ball. They fly the farthest, causing damage to the main body, and relatively little. In use they are quickly replaced by bombs.

Buckshot: many small pieces of metal. The shot distance is minimal, the damage is mainly done to the team. Good to use immediately before boarding.

Knipples: halves of kernels connected by a chain or otherwise connected. They fly far enough and mainly damage the sails. They are effective in pursuit, both for the victim (to slow down the attacker) and for the pursuer (to finally catch up with these cowardly creatures). Who will be more useful is a matter of accuracy.

Bombs: Cannonballs with a fuse explode after being hit. They damage mainly the hull (noticeably more than the cores) and cause damage to the team. The shot distance is average. Effective for sinking the enemy.

Historical reference

The development of the Corsairs, from which Pirates of the Caribbean grew, was not an easy task, although it was fun. At the dawn of the creation of the sea epic, the developers sat in the basement, in which regularly, about once a week, the sewer broke through, and it spewed out rivers of... uh... liquids.

The developers are hardy people, and everything would have been fine, but one day the sewer broke just during the visit of guests from Activision... That’s when everyone got a slap on the head!

1. Strange things are happening on the archipelago...
Where to get? The women standing at the entrance to the house of Governor Duwezen.
Required: Living warden of Greenford Prison. Completed the quest "Help the Church."
Winning: frigate Mephisto, sword Shkval.
Difficulty: medium

Walkthrough:
Talk to the women at the entrance to Governor Duwezen's house. Talk to the governor. If you agree to help, go to the tavern and talk to the man who sits to the left of the door. He will say that the ship sailed towards Greenford. He will also suggest asking the pirates, whose lair is located on Duwezen. Go to the pirates' lair. It is located in the jungle. When you see the stone statue, turn left (if you were coming from the city) or right (if you were coming from the bay). Go to the pirate leader's house and talk to him. The pirates are not to blame for anything; they themselves suffered from these people. Let's sail to Greenford. Ask the tavernkeeper about the frigate. Talk to the person sitting next to you at the table. He will tell you to sail to Quebradas Costillas. At the tavern on Quebradas, talk to Iness Diaz. All. Your luck has run out! What to do now? Maybe we should visit our old friend, Priest Redmond. Perhaps he will have some information. Let's sail to Redmond (if you haven't completed the "help the church" quest before, you will need to complete it now!). Great! Padre knows everything! He will ask you to take the letter to the priest on Isla Muelle. Well, let's go! As soon as you approach the island (no matter where you land), you will find yourself in a bay and people in red will approach you. Don't give them the letter! Kill them. Board the ship and dock at the port. Talk to the priest. He will give you a new task. Sail to Oxbay and meet a ship coming from the old world. Near Oxbay you will need to protect a barque from a brig and another barque. Basically, it's quite simple. When you sink the last ship, a log entry will appear. But! Before you are automatically transported to the Greenford Tavern, do not press F2! The game may freeze. After talking with the Spaniard, hit the road. Report to priest Isla Muella that the task has been completed. He is happy and gives a new task. Deliver the letter to the priest in Redmond. On the way, you will be attacked by people in black, excuse me, in red. Sail to Redmond. The priest will say that we are great and that the padre from Isla Muelle was stolen to perform a secret rite. Here you will find out who is to blame for everything and who reported on our actions. Kill the traitor and deal with the people in red. The priest will introduce you to the very man you saved from Oxbay. He will join as a good officer. Now you need to reconnoiter the situation on Isla Muella. Talk to the tavernkeeper about the Satanists. Go outside. The monkey-like Giordano will call out to you. After talking with him, go to Greenford. Talk to the tavernkeeper about the teacher. He's in prison. Let's go to the warden. Ask him to release the prisoner. If the authority is 1, you will need to either threaten or go to Redmond to the priest for a release document. If the authority is greater than 1 but less than 6, you will have to pay 5,000 to talk to the prisoner. If the authority is more than 6, then you will be allowed to talk just like that. If you went to Redmond, then give the papers to the boss and release the teacher. Then, arriving at Isla Muelle, he will tell you where their lair is. If you paid/threatened or they just let you in, during the conversation he will blurt out and then do hara-kiri. One way or another, our path lies to a small island next to Isla Muelle, in the bay of oysters. Before you land, make sure you have a good ship, such as a frigate. Disembark. Go left to the cave location. Come in. Kill all the guards one by one. Go into the large hall with a star in the center of the room. Behind the throne is a room. Kill the leader of the Satanists. You will receive a good sword "Squall". Come out. Save before you go out to sea. Then how can you have problems. The frigate Mephisto with black sails will be waiting for you in the bay. Board him! If you capture it, you will receive an excellent ship with great speed and maneuverability. It’s not a problem to take a fort on such a beauty! All that remains is to take the children to Duvezen to their parents, and receive a reward from the governor and from the priest on Redmond. Quest completed!