• Game Generated Quests.
    • Delivery of a cargo to a shop. It could be taken at any shop from a shopkeeper of friendly nation. The idea is to deliver a cargo to a shop on another island.
    • Ship a passenger. It could be taken from a tavern owner at any tavern. The idea is to ship a passenger to any other port. The destination port may be unfriendly.
    • Escort a merchant. It Could be taken from a tavern owner of any tavern. The idea is to escort a merchant ship to another port. The destination port may be unfriendly.
    • Sink a pirate. Could be taken from a mayor of a friendly nation. The Idea is to sail off and to sink a pirate ship near the island.
    • Bing jungles to an order. Could be taken from a town mayor of a friendly nation. The idea is to walk around the town in the jungle. All robbers on the way must be informed that you represent the Law and to kill them. Repeat the process until the complete number of the gangs indicated by the mayor. Single gangsters who attack without a dialogue are NOT ACCOUNTED.
    • Eliminate smugglers. Could be taken from a mayor of a town of a friendly nation. The idea is to come to an agreement with smugglers about the meeting. Inform them that you represent the Law and kill them all. ATTENTION! To carry out the quest it is necessary to possess goods which are smuggled to the island otherwise the smugglers will not set up the meeting. After several executions of this quest the smugglers shall stop to deal with you – you will have to ask for forgiveness through the closest diplomat.
    • To beat a debt out for a money lender. Could be taken from any money lender. The ides is to find the debtor remind him about the debt and, after that, either to get it, or return back with information about the failure. The debtor may on any other island. The profit is presented by the debt interest but an opposite option may be there – the player shall pay for the debtor (i.e. he improves his reputation for money).
    • Delivery of gold. Could be taken from any money lender. The idea is to deliver chests with gold to a destination: any shop keeper, tavern owner, ship yard owner, priest or any other money lender on the archipelago. Don’t be surprised if somebody will chase you at sea.
    • BURIED TREASURE. Cold be taken from some scum at a tavern (seldom) – a map is bought out for 5 - 40 thousand of gold. The buried treasure value is not dependent upon the map price. A map with a note only, (without a map itself), is a fake and it is possible to inform the “seller” immediately about the fact. Genuine maps indicate one of caves of the archipelago islands and there either in chests/kegs/boxes etc. a buried treasure is placed. Description of the location of the treasure is not always clear how to get there because some of the caves are connected in the underground and the treasure is not always is the first of them (not the one indicated by the map). The treasure may contain gold and precious stones and may incorporate just a heap of junk, it depends. Additionally the treasures may contain pieces of more valuable maps (they are not on sale). After assembly a whole map from them it is possible to find another treasure which (depending on luck) may contain one of single artifacts of the archipelago – an excellent map, a golden cuirass, idol for Aztecs temple, a “killidge” sword, rat god etc. Ordinary buried treasures of the “first level” DO NOT CONTAIN these items disrespectfully the luck level. The treasure may be pretty heavy but it is possible to recover it several times until the beginning of a new day (at midnight). The competitors do not waste their time, either: there may be a chicken chase at sea as during the gold delivery, and on land some guys may try to force you to share the loot with them. In the process of the treasure search you shall get a couple of hints. First, when entering the cave there will be a note informing you about entering the cave with the treasure and the treasure map shall vanish. Secondly, if you find a chest/a keg etc. containing 10 and more identical articles (even when there are clay pots) – for sure it is the treasure and it is possible to abandon subsequent search. The greatest difficulties are encountered under the towns of Curacao and Port Royal. "Under" means below the town level. The entrance to the tunnels is opened from the town (try different doors and you shall find them: there are two entrances in Port Royal where the treasure may be hidden.
    • Pointing a merchant. Could be taken from some drunkards at taverns. They may inform the Main Character that some merchant has sailed off with a valuable cargo. After getting into the map sail near the island normally the merchant shall find you himself. Merchants always sail alone and this fact makes them a good game at low levels. Though, they never have ships better than a galleon so, this quest may be considered for medium levels of the Main Character (1-15). Important! This quest is for the Main Characters with negative reputation. only.
    • Pacify the unholy ones. It is taken from a priest at any church. The idea is to land at the indicated bay (not entering to the map) and kill the skeletons waiting for you there. It is possible to pick up some accursed coins from the corpses of the killed skeletons.
  • Quest “Samsa’s Treasure”.
    • How to initiate: at the port of San Juan on Puerto Rico speak to a man who looks like Barbossa; give him “rat god”. From the suggested options choose “drink rum at a tavern” (âûïèòü ðîìà â òàâåðíå).
    • Requirements: artifact “rat god”, 50 000 money.
    • Accomplishment: the pirate shall sell you a half of a legendary d’Olone’s map. When on Nevis speak to the tavern owner – she will send you to the brothel. One of frequenters for a symbolic sum of 100 shall take you an d’Olone’s alive ex-sailor. The latter shall offer you to sell your half of the map. You may accept the offer and the quest shall be closed. If you do not accept the proposition – kill his throat cutters and he shall surrender his half of the map free of charge. At the exit from Nevis Black Shapk will wait for you – grapple it and capture, it is the best battle ship of the game. Sail off for Barbados – there in a cave there is d’Olone’s treasure: its half is placed in a keg at the tunnels cross and the other half is in a dead end, where a sword is visible from a post (the treasure is invisible, it is necessary to walk by with the map in the inventory and the treasure shall be added on its own).IMPORTANT! Part of the treasure which is placed inside the keg is preserved for a limited period of time (2 days for version 1.05.1002 (the option of getting the junk is 50-50 and it will be subject to revision in the subsequent patch) after battle with Black Shark. After this time the chest shall be filled a junk. Besides, when accomplishing this quest there may be conflict with the generated quest “Buried Treasure”: generation of the treasure in the keg of Samsa’s treasure. So, do not buy or assemble the generated map of buried treasure on Barbados, if you have the Samsa’s map just reload if you get a map which shows the generated treasure in the cave on Barbados.
    • Gain: battle ship “Black Shark”, the money and treasure, an expensive cuirass, a musketoon, Dreik’s map, a pink crystal scull.
  • Quest “Assisting the Church”
    • Requirements: reputation not below “Honorable Knight”.
    • Accomplishment is (developed together with Klint):

1. At the Port Royal church speak to the local priest Father Bernard. Tell him that you are here on business and you have a serious question to him. It becomes clear that after all you have guessed right – indeed Father Bernard is facing a problem which he cannot solve without you (definitely!). in general it is the following: the priest of Bridgetown, someone Father Jerald, , carefully speaking, had got morally corrupted. He exercises the sin of gluttony and, let the God save our souls, depravity. And since Bridgetown is far away from Port Royal you get an honorable assignment to clear the situation at the place.

2. It is undesirable to refuse the assistance for the church (especially when there is a hint about money) – you hurry to Barbados. In Bridgetown “interrogate” the tavern owner, Father Jerald and his assistant Gilbert Ballester. If you are polite and convincing then you will get an unpleasant picture: it all gets confirmed – even the discrediting letters are with you (Gilbert Ballester shall be kind enough to give them to you, the quest will not be accomplished until you speak to him).

3. What else do you need? But as per the quest book “you are suffering from concealed doubt”. And the tavern owner is likely to use the Article “seduction of a clergyman” against “seduced” Nadinne Yansen (the tavern waitress), then to accuse Father Gerald for the sin (the sin of gluttony is rejected either – the tavern owner would have known about it, for sure!). It seems desirable to speak to the “victim of the sinful passion”.

4. Easily the waitress confirms Gilbert’s words. Yeas, indeed, she was seduced by Father Gerald.). how is it impossible not to trust the poor beauty? Naturally, you run the tavern owner. What the hell are you crossing me up? But it is not as simple – the guy knows his employees better then you do! And he saw the priest’s assistant speaking to some Dutchman, named Idam Kanny. And that honorable person, among other talents, is very well experienced in the field of faking signatures and seals. Well, you run to the Dutchman, the tavern owner get Nadinne (anybody of these two shall sing!)

5. That Idam Kanny lives right behind the tavern. Get into his house and… there are a lot of options, but not blind ends! We may suggest that you politely get his confession: “Act of the devil, I wrote those letters, Father Gerald is pure as a lamb do not kill me, please, good man!”

6. The tavern owner did not waist time either – he has beaten the confession from Nadinne, she acted as she was said by Gilbert Ballester (there is no information in the game what methods to get her confession were used by the tavern owner).

7. It is all clear now. Thank you all: run to Jamaica to get award from father Bernard. The quest is over. Important! As a matter of fact the key figure of the quest is the assistant of Father Gerald – Gilbert Ballester. The quest passage is guaranteed if you get the discrediting letters from him. In any case, after your investigation, disrespectfully the fact whether you set Father Gerald clear or accuse him in all sins) Father Bernard shall trust you and quest “Strange Things Are Going On In Archipelago” becomes passable. Father Gerald’ destiny, gained money is dependent upon your actions (but in case of execution of point 2) any option leads you to an award and a chance to accomplish quest “Strange Things Are Going On In Archipelago”. So, act as per your own logic and your main character’s conscience. Good luck!

    • Gain: some insignificant sum of money and positive reputation.
  • Quest “Strange Things Are Going On In Archipelago”.
    • How to initiate: Near residence of Curacao Mayor speak to poor ladies. To carry out this quest either prior to it (or in the process) it is necessary to carry out the quest named “Assisting the church” (could be take at the church of Port Royal); on its own turn your reputation must be not lower than “a defender of dejected.
    • Requirements: alive Chief of the prison of Bridgetown at least one Dutch colony (i.e. not captured by other nations); accomplished quest “Assisting the Church”.
    • Accomplishment (added by Jard; not checked by the composer): speek to ladies at the entrance into the Governor residence in Curacao. Speak to the Governor (if Curacao is captured by another nation find the Governor after speaking to the ladies on some other islands). If you agree to help go the tavern (on Curacao) and speak to the man at the tavern. The latter will tell you that the ship had sailed off to Bridgetown but he shall suggest to speak to the pirates the fort of which is located in jungles of Curacao. Go to the pirates. When you see a stone statue turn left (if you are moving from the town) or to the right if you are moving from harbor “Palm shore”. Enter the house of the Leader of the pirates and speak to him. The pirates had nothing to do with the accident: they had suffered from the black ship themselves. Go to Bridgetown. Ask the tavern owner about the frigate. Speak to the man sitting at the nearest table. He shall tell you to sail to Nevis. Speak to Iness Diaz on Nevis. That’s it! Your luck is over! What is there to be done? Perhaps it’s worth to pay a visit to your old friend, the priest on Jamaica: perhaps, he will have some information? Sail off for Jamaica to Prot-Royal (if you did not accomplished quest “Assisting the Church” you will have to do it right now!) Splendid! The Father knows everything! He shall request you to deliver a letter to the priest on Puerto-Rico. Well out we go! As soon as reach the island (it does not matter we you landed), you shall find yourself in a harbor and you will be approached by men wearing scarlet robes. Do not give them the letter! Kill them. Return to the ship and land at the port of San Juan. Speak to the priest. He shall issue another assignment for you – sail off for Bridgetown and meet a ship fro the Old World. Near Bridgetown you will have to defend a bark from a corvette, brig and another bark. After you sunk the last ship you will get a note in your log book. But! Before you automatically shifted to the tavern of Bridgetown do not press F2! The game may get hanged. After speaking to the Spaniard sail off. Report to the priest on Puerto Rico about accomplishment of the mission. He is happy and assigns another mission – deliver a letter to the priest on Jamaica, to Port Royal. When you exit the church through the door (do not get shifted to another location!) you shall be attacked by men wearing scarlet robes. Sail off for Jamaica. The priest shall tell you that we good lads and that Father of Puerto Rico was kidnapped for some secret ceremony. Here you shall know who had done all evil and who reported about our actions. It is the assistant of the priest! Kill the traitor and kill the men in scarlet robes. The priest shall acquaint you to the person you have rescued near Barbados. He will join you as a moderately good officer (and he will join you for good, not until the end of the quest). Now it is necessary to get information on Puerto Rico in San Juan. Speak to the tavern owner about Satanists. He will tell you a story of the local black smith and his son and some words about the “Teacher”. Go outside. You will be met by a baboonish Jordano who stands behind the tavern. After speaking to him go to Bridgetown. Speak to the tavern owner about the “Teacher”. He is in jail. Go to the Chief of the prison. Ask him to set the prisoner free. If your authority is equal to 1, you will have either to threat him or go to Jamaica to the priest to get a letter for setting the prisoner free. If your authority exceeds 1 but below 60, you will have to pay 5,000 just to speak to the prisoner. If your authority exceeds 60 you will be allowed to speak to the prisoner free of charge. If you went to Jamaica and got the papers surrender them to the Chief of the prison and set the “Teacher” free. In this case after arrival to Puerto Rico he would tell you where their lair is situated. If you paid money/threatened or you were just allowed to speak to him then during the conversation he would blow the gab and after that commit seppuku. Either way you shall have to go to a small island near Puerto Rico, San Marko Shore. Prior to landing be sure that you have a good ship, as minimum a frigate. Get on to the land. Go to the left to the cave. Enter it. Kill all guardsmen one by one. Proceed to the big hall with a star in the center. There is a room behind the throne. Kill the leader of the satanists. You shall get a good sword (but only if you killed him yourself, if it was done by the officer you shall have no sword). Leave the cave. Prior to sail off save the game you may face problems. In the harbor frigate “Mefisto” with black sails shall be waiting for you. Grapple it! If you capture it you shall get an excellent ship with great speed and maneuverability properties. It remains to take children to Curacao to their parents, to get an award from the Governor and the priest in Port Royal.
    • Gain: corvette “Dark Angel”, frigate “Mefisto”, money, blade “combat claws” improvement of the reputaion.
  • Quest “on Spanish Service” (“Íà ñëóæáå Èñïàíèè”) (Spanish line).
    • How to initiate: Buy the Spanish letter of marque at the brothel on Nevis or gain it accomplishing missions issued by a mayor of one of the Spanish towns (perhaps some missions you will have to accomplish several times. Find the Governor of Spanish colonies.
    • Accomplishment: first of all find the Governor of Spanish colonies (do not mix him up with mayors! Mayors are placed at every island and Governor is the only one; at the beginning he would be in San Juan and later begins to wander about his ñíà÷àëà îí ñèäèò íà Ñàí-Õóàíå, ïîòîì íà÷èíàåò øàòàòüñÿ ïî ñâîèì domains) and then carry out his first simple quest – sink two British ships. After that he would send you to report for duty to his general Miguel Kalladez. Differing from the Governor the general always is in San Juan. If you have spoken to the Governor there it shall be very simple: at the moment of the end of you conversation the general enters the residence and assigns you with the new mission – to escort a merchant and capture Brinish galleons with gold. If you are on another island then you will have to sail to San Juan. At the moment of your landing you will be met by the skipper whose ship you have to escort. After speaking to him DO NOT SAIL OFF TO ESCORT HIS SHIP IMMEDIATELY (you were not awarded with the quest, yet!) – first go the residence to meet thre general and after that go back to the pier. Escort the merchant and go to chase galleons. You will have to grapple and capture one of them to accomplish the quest and you may sink the others. Go back share the gold with the general and get the last quest – to search a Spanish fleet which was supposed to arrive from the Old World. Go to Nevis pay to any whore at the brothel and get the latest news about French. Go to Isla de Muerto – there a pretty good Man-of-War shall be waiting for you and a couple of smaller ships. Sink them (although it would be better to retain the man-of-war for yourself). There will be a note in the journal that you have to go to Curacao. Sail there get to one of the harbors and there will recover the last survived ship of the Spanish fleet – Man-of-War “Titan”. Speak to the skipper and take his ship under your protection. After you leave the land and sail off there are four French ships which open fire upon you immediately. Pay special attention to their yellow and blue flag ship! It will be your main prize, provided you manage to chase it and capture, (definitely, it is much faster than any ship of the line and its crew is 1500 men). Try to save the ship under your protection. Escort it to San Juan to the general and get your award (the Spanish skipper with his ship shall abandon you and the capture Men-of-War shall stay with you).
    • Gain: a French quest Man-of-War (the strongest quest Man-of-War of the whole game), one more heavy Man-of-War, 30 000 (?) money.
  • Quest “A Book of the dead” ("Êíèãà Ìåðòâûõ") (Necronomicon).
    • How to initiate: Speak to the tavern owner on Nevis about the monk in the tavern. Speak to the monk in black robe.
    • Accomplishment: the monk shall offer you to recover a book for him which is possessed by someone named Amelo Vormius who, it seems, must be on Venezuela. Accept the proposition. Sail off for Venezuela to Cumana. Speak to the tavern owner about Vormius and he shall send you to a fisherman at the port. Speak to him. The latter shall mention the local priest and we are heading to the priest. The priest will tell you about smugglers. The Leader of smugglers for exchange for information about Vormius request you to beat a debt from someone Luis de Cruissiet if necessary to kill him. De Cruissiet lives on Martinique. Sail off for Martinique arrive to Fort de France and speak to the tavern owner. The latter shall tell you the man in question lives in the house near the port, go there and either beat the debt out of him or kill the guy. Go back to Venezuela to the smugglers Leader, He shall send you to the tavern to speak to some skipper who was taking Vormius somewhere. The latter says that ha had take Vormius to Jamaica, Port Royal. Speak to the tavern owner in Port Royal and he would tell you that Vormius indeed lived here, but some night when there was a terrible noise from his house he has vanished and the people were too scared to get some information about it all. He resided in the house near the bridge, from the port gates to the right and go to the next location (the location is not described in the log book). There is some bridge and a two floor house near it. First go to the second floor – find a work-book. After that go to the basement, kill a lot of skeletons. Find Vormius’ corpse sitting near a wall – you will get the book automatically. Go to Nevis. On Nevis in the tavern speak to the monk, pass the book to him, gain his gratitude and money and a hint that if it is necessary he would find you again.
    • Gain: 30 000 money
  • Quest “Pirate Line” ("Ïèðàòñêàÿ ëèíåéêà").
    • How to initiate: Speak to any pirate on Nevis and, after that, go and speak to he pirates Leader Yurksen.
    • Requirements: availability of a ship.
    • Accomplishment:

Part 1. Speak to Easybrandt at his residence an agree to join the Coastal Brotherhood with all subsequent consequences. Yurksen shall assign you with the mission to find James Ford who had cheated the pirates for a great sum of money: they had complete a very successful attack against Panama and looted a lot of treasures and money, so much that they had to distribute the loot on several ships. Including skipper Ford’s brig “Isabella”. Last time he was seen at the Dutch town Fort Orange on Jamaica. There is in the left side of the local tavern. He is a crafty varmint and shall offer you twice as much for ensuring his escape. You may accept and may deny the offer.

1.1 If you refuse: you go outside the fort he attacks you. (Do not exit the gates of Fort Orange before Ford there will be a bug: you shall just stand at the place and that’s it.) First you must defeat him during a fencing duel and he shall offer you thrice as much. Further:

1.1.1 It is possible to agree to accept money = paragraph 1.2

1.1.2 It is possible to swat him for pleasure. In the log book there will be a note: that you have a sort of killed Ford – go to Nevis for the award. Yurksen shall be pleased and assigns you with a new mission.

1.1.3 It is possible to reject the offer and sailor shall take him to your ship as a prisoner. Now go to Nevis for the award. Yurksen shall be pleased and assigns you with a new mission.

1.2 If agree to accept money than there will be a note in the log book: “It is necessary to invent something for Yurksen”. But keep it mind that after arrival to Nevis when you inform Yurksen that Ford, a sort of escaped from Jamaica before your arrival and request 50 % of the agreed some we shall finish the deal, Yurksen shall go mad. He shall name you a crock of shit and promises your life shall not last for long. The quest is over.

Part 2. Near Barbados Yurksen’s friend - Thomas Green – is captured and a hanger tree is waiting him in Bridgetown. It is necessary to rescue him. Go to the tavern owner in Bridgetown. He would suggest to speak to a prison guard George Clover who is in the tavern at the moment. George Clover shall tell you that today morning Thomas Green was posted to Kingstown and, after that, on a prison ship he would be sent to Jamaica for trial and execution. It is possible to intercept the prison escort on land on the way to Kingstown, and it is possible to intercept the prison ship at sea when the prison ship (a combat galleon) sails off for Jamaica. In any case we come back to Yurksen together with Thomas for a new appreciation and w new assignment. This part is limited in time if you fail to accomplish it within a month: Green is hanged. Although, the quest accomplishment is uninterrupted – Yurksen just feels sorry and does not pay money, naturally. But you will get it when accomplishing the new assignment!

Part 3. Spain together with France decided to abolish piracy completely in the New World. For this purpose to San Juan on Puerto Rico French Ambassador Plenipotentiary with a plan of joint actions of the Spanish and French fleets against pirates. To destroy these plans it is necessary to kill him. Sail off for San Juan. In the Tavern from the tavern owner Claudio Burietz you shall get the information that frog-eater Jean le Roche, who had arrived on some important business has taken a room on the second floor. You break in, quietly say “Hello!” and he shall ask you what business you are on here. With terrible roars of laughter you confirm, that indeed, “You are on business here. Just came to make you to bite the dust”. As strange it sounds, but he does not become embarrassed and offers 20 000 for his life and information about the Customer. You may accept the offer and may refuse it.

3.1 If you accept you would have to go the Nevis and in vain try to outsmart all knowing Yurkens. He rightfully accuse you in betrayal of entire Coastal Brotherhood.

3.2 If you refuse you will have to fight with the ambassador and after you kill him there will be three more Spanish dumb heads. Send them after the ambassador and run to the ship and back home passing the hostile fort and two guarding ships. At he initial levels if there is a risk of getting killed when meeting the guard ships it is better to land at the harbor prior to the visit to the ambassador. After you come back to Yurksen accept his appreciation and money award. The quest is over.

    • Gain: money and negative reputation.
  • Quest “Rescue of Toff Oremans’ daughter”.
    • How to initiate: In the tavern of Curacao speak to Toff Oremans (at the closest right table).
    • Requirements: reputation no below “Honest Skipper” ("×åñòíûé êàïèòàí").
    • Accomplishment: (added by Klint):

1. Approach Toff begin conversation. The main thing is an extreme politeness because as it is evident that Oremans hates all and everybody who may sail, but it is necessary accept the fat that there are some serious grounds for that. His pretty daughter was kidnapped by some scum name Gamboa who is a ship skipper whose ship had dropped an anchor in the harbor of Curacao. But we are positive characters and we do not feel insulted (definitely, as soon as we feel insulted the quest shall be over!), so we offer our assistance to him. At the same time it becomes known that Toff cannot go and speak to the Governor about protection the Governor is involved in some business with Gamboa and they are intimate friends.

2.1 we may run to the port immediately, get to the ship and cut the bastard’s throat, explain silly girl (Toff’s daughter) that that her perished lover was taking her to the brothel on Nevis to sell her there, return back to the tavern and calm the father down. And, of course to get Nicholas Sharp’s fire iron. Definitely it is a rarity but Sharp always used to be a looser and it is impossible to sell his fire iron to anybody for more than 5 coins. But for the ones who love the archipelago rarities collection the price does not matter! Put it into your chest and admire it at nights.

2.2 But since we are not just altruists but corsairs, too, it would be fine to try to get some profit from the situation. Why do not we want to speak to the Dutch Governor for beginning? If he is on Curacao than paragraph 3 is applied if he is absent than entering the port we reply in the dialogue window for the question “Shall we go to Gamboa’s ship? (Ïîéòè ëè íà êîðàáëü Ãàìáîà) “Not at the moment” ("Íå ñåé÷àñ") and sail off to find the Governor.

3. The Dutch Governor is not at all happy with our proposition (it is even strange that they were at war with pirates and no friendship), but suggest to hustle the business through not calling names. I.e. if Takkeren Oremans and Gamboa fall in crazy love for each other let them go wherever they wish and if it is not so, than the Governor shall be considered as a glorious protector and liberator. It seems that Governor reputation was going down pretty fast (and would not continue for a long time with negative reputation at his position) but he accepts our offer and even promises to pay us but not much (she is a plebeian, after all). Well, something is better than nothing go back to Curacao port and to Gamboa’s ship.

4. Gambo is not too itchy to return Tanneken to us and asks his officer to throw us overboard. Politely we give him a hint about the fort’s cannons, loaded and aimed upon the ship by the Governor’s order. It changes the situation. The officer hints his skipper that neither himself nor the crew would not be too happy to become a feeding for sharks because of his fancy. Gamboa is trying to attack but the officer (and we too) decide that Gmaboa alone shall make a good feeding for the sharks at the time and helps us to knock Gamboa out and exceptionally actively, as we note. (The main character may just jump back) because the question who was going to become the skipper of this bucket is only rhetorical.

5. Well go back to the Governor to get the award (very moderate as it was promised) and to Toff and for the fire iron we so much dreamt about. The quest is over.

    • Gain: some money, plusses for reputation, “A great Nicholas Sharp’s fire iron”.
  • Quest “A dice won girl” ("Äåâóøêà, âûèãðàííàÿ â êîñòè")
    • Requirements: 20 dice winnings.
    • Accomplishment(written by Robby Hook):

1. 1. Instead of playing for money your rival shall suggest to play for something specific. Following him to the room to your surprise you get aware that he was betting a girl. You may throw dice and, either you are lucky enough (or if you just kill the scum for his proposition) the girl shall be yours. The girl indeed is beautiful, she claims to be noblewoman, and judging by the name from France, and she followed her beloved one to the archipelago. He was a skipper and resides on Martinique somewhere. All could be fine but she had been captured by pirates. After that she asks you to help her. You may either agree and take her to the ship as a guest of honor or you may refuse and take her to the ship anyway by as a prisoner or it is possible to refuse an let her go wherever she wants to (the quest shall be over).

2. But it is not the end, yet. If you take her to the ship either way at the exit from the room you shall be approached by some weasel who would suggest selling the girl to him. You may either agree (the quest shall be over) or you may refuse as you did it before.

2.1. If you took her to the ship as a guest of honor. Sail off to Martinique and in the tavern you shall encounter the bastard Virginia had covered such a great distance for. But he is the bustard thrice as much, he will tell her a lot of dirty words and get retired to some room together with a whore. Virginia will tell you that she was going home but would like to express her gratitude, so, she requests you to escort her to the Governor. Ask the mayor where the Governor is and sail there. The French Governor shall give you a modest award for Virginia’s happy return. The quest is over.

2.2. If you take the girl to the ship as a prisoner. Ask the mayor where the Governor is and sail there. Of course it is a bit risky but everything finishes fine: no being to happy the Governor shall pay you a good ransom. The quest is over.

    • Gain: money and reputation.
  • Quest “Black Pearl” ("×åðíàÿ Æåì÷óæèíà")
    • How to initiate: drink in a tavern until some of other drunkards tell you a story about a black ship the crew of which is composed of live dead.
    • Accomplishment:

1. Initiate the search. Question other drunkards until you get two more notes in the quest book. The last will be the one that recently Black Pearl was seen at sea near the same island. Every drunkard speaks about Black Pearl not more than one time for the game.

2. Afetr getting the information that Black Pearl is near sail off into the sea it shall find you. To boost the process up she will help you sail around the island. You cannot capture it for the first time – but you can sink it (it is very difficult heading it on, either you must have a very strong ship or to get sunk yourself. Being different from ordinary death in combat if you are sunk by the Black Pearl is not the end of the game: you shall come back to your consciousness on the beach of the closest island but all ships, officers and money shall be lost.

3. Paragraph 2 may be repeated many times (it is limited by the number of drunkards in the taverns of the islands, see paragraph 1) but it will not be the end of the quest. To make it possible to capture Black Pearl and its crew mortal it is necessary to find Cortez’s skeleton who would tell you the story of Black Pearl and about the only way to achieve the goal – collect 666 accursed coins. Cortez is chained to a lost tavern in the depth of one of the islands of the archipelago.

4. It is possible to find the coins anywhere – take them as trophies from corpses, recover them in chests and treasures but the greatest number could be recovered at the moments when you are involved in fighting the Black Pearl sailors when they are ashore to rob towns. It is possible to get information about Black Pearls attack upon the town from the town mayors (pretty seldom, naturally).

5. After recovery of the necessary number of the coins (it is possible to collect more than 666 – the extra ones can be sold out, you will not become an live dead) go back to Cortez again and give them to him. Now speak to another drunkard and sail off for the last meeting with Black Pearl – it possible grapple it and capture it and either take it for yourself or to sink it for good (the quest shall be closed disrespectfully the combat result).

    • Gain: a quest battle ship “Black Pearl”.
  • Quest line for England
    • Requirements: English letter of marque.
    • How to initiate: Speak to English Governor Madiford (do not mix him up with the mayor).
    • Accomplishment: (developed by MONBAR)

Mission 1. Escorting Duke Albermail.

Sir Thomas Madiford assigns his first mission for you to escort his keen Duke Albermail to the residence of town Kingstown. Also the Governor anticipates that Spaniards had open a hunting season for the Duke and you have to be careful. Go to the second floor of the residence and speak to the Duke. After leaving Port Royal sail off for Barbados where Kingstown is situated. Prior to getting into the archipelago map save the game because a Spanish fluit shall chase you – sink it. It is possible to use ruse of war and get into the sea from the map right near Kingstown and its fortress shall sink it by a few salvos. After landing at Kingstown port go to the mayor residence: there Duke Albermail shall give a letter for the Governor of Jamaica. Go to Jamaica get into the residence and inform Madiform about the mission accomplishment. Get 50,000 piasters as a reward.

Mission 2. Convince famous pirates to launch an attack upon Curacao.

You get the following mission from the Governor – to gain support of 4 corsairs: Edward Mansfield in the buccaneers settlement on Hispaniola. Henry Morgan on Antigua in town Sent Johns, Jackman on Nevis and John Morris on Barbados in Brigetown during attack upon Dutch town Curacao. Sail off to Hispaniola, go to buccaneers settlement and speak to Edward Mansfield but get refusal. He explains that in fact he was a Dutchman and he was not going to attack his own colanders. After that we are going to Nevis to speak to Jackman but there we are refused too. His motivation was that Nevis pirate were not going to attack Dutch. The next person in our list is Henry Morgan. Sail off for Antigua but there we are rejected again because he did not have enough force to launch an attack but he proposes to visit him on Jamaica to discuss some business. Go to the last corsair John Morris be he also refused because of his poor relations with Madiford. After getting refusal from all pirates we return back to Madiford having nothing on hands. The governor is upset but there is nothing he could do. In this quest the reward is generated depending upon the execution duration.

Mission 3. Henry Morgan’s proposal.

After get the reward from the Governor for the previous mission execution when on Jamaica go to Henry Morgan’s residence locate in front of the church. Morgan will suggest you to launch an attack and to capture town Cumana on island Venezuela. He has got some information that there is gold subject for shipment to the Old World. Since you are going to launch an assault upon the town we have to get more forces. We will have to go Jackman on Nevis and John Morris in Bridgetown. They are ready and only wait for our arrival to join us. For everything we get ONE MONTH. First we go to Nevis to see Jackman and he joins us. After that we are going to Bridgetown to meet Morris and he joins us, too. Now our fleet is complete and it is composed of four ships. We are going to Venezuela sink guarding ships and capture the fortress. The crews of our companions will render us support during assault. After Cumana is captured we are going to the fortress and speak to every pirate. Speaking to Morgan he shall inform us that the operation was completed successfully and will propose to buy the whole lot of the gold from us 200 piasters per piece. We refuse this proposition because we can sell the gold for the greater price. He bids goodbye and leaves the fleet together with other expedition participants. Now we have to sell the captured gold.

Mission 4. Reconnaissance in Curacao.

Go to Thomas Madiford to get a new mission related to reconnaissance of the situation in Curacao. Sail off for Curacao and through the jungle go to the town. There we get into the tavern and speak to the tavern owner telling him that we have something to sell and he (for 1 000 piasters) sends us to the money lender. We ask the money kinder about the issue in question and he proposes to buy information from him for 100,000 piasters. We give him money and he informs us about the brig on moor at the port of Curacao and ready to sail off. We sail off and GRAPPLE the brig, search the skipper’s state room and discover a secret order for Fort Orange, On the basis of the text it is evident that the Dutch are ordered to reinforce Fort Orange. The mission is accomplished; we go to Jamaica for our reward. Thomas Madiford gives us 110,000 piasters only.

Mission 5. Assault upon Dutch town Fort Orange.

We get a new mission from the Governor of Jamaica: to launch and assault upon Dutch town on Jamaica named Fort Orange. Land in harbor Rocky coast and as soon as we get to the location with gates the assault is initiated. Capture the gates first, after that town and enter the residence we the commandant (well improved) of Fort Orange is waiting for us. Kill him and search the corpse. Now we go to the Governor of Jamaica and inform him about the mission accomplishment.

Mission 6. Skipper of the caper frigate Morris Williams.

A new mission from Madiford. Its aim is to speak to English caper Morris Williams who is back from a successful adventure. We get a permission for the Williams frigate to enter the port of Port Royal to sell the prize. Sail off to the sea and approach frigate “Favorite”, launch a lifeboat and report the regulations of the Governor to Williams. He accepts the proposition and go back for the reward equal to 5000 piasters. After getting the reward we are approached by Simon Bourd, a boatswain of ship “Favorite”. He passes us a word from Morris who was waiting for us at the tavern. Go to the tavern and speak to Morris Williams. He accuses us that his cargo was confiscated. We tell him that we shall investigate the case and go to Madiford’s residence. But the Governor inform us that back in Europe Carl II had arrived to an agreement with Spaniard about seizure of fire. Passage of the goods is a gesture of good will of Britain for Spain. We are going to the tavern where Williams is almost ready to attack us. He claims that the local money lender has bought out all his debts (140,000) and now the caper’s ship is arrested at the port and the cargo has been confiscated. We must return him all goods because he had got into this mess because of us. We go to the Chief of the Port and ask him if any Spanish ship had sailed off recently. We get information about pinnace “Santa Agueda” which had left yesterday to San Juan. We must chase the ship and grapple it. (It is necessary to keep in mine a couple of the following things: it is necessary to sail of for the sea right after conversation with the Chief of the port , not later than a couple of hours. After getting to the map sail straight to San Juan do not wander around the sea searching hell knows what. Otherwise you will fail to accomplish the mission in time and there will be no any pinnace and you will have to go back to Williams with nothing. Editor’s remark.) We sail off for the sea and go to Puerto Rico. Near the island we find the ship grapple and capture it and find 140,000 piasters in the skipper’s state room. (Or we find nothing. If we attack the pinnace on a man-of-war it may be so that there will be no skipper’s state room. Editor’s remark). Return back to Jamaica go to the tavern and claim that we shall help him. He shall depart on some business and when leaving the tavern we are approached by the boatswain of “Favorite”. He informs us that the skipper had been arrested and the crew disperses. We have to go to the commandant of the prison of Port Royal. Speaking to him we get information that Moris was arrested by orders issued by Madiford. We go to Madiford and he sends us to the money lender. The money lender send us to hell. It’s time to visit Father Bernard and question him about the money lender. The priest advices us to address J.Ettenberry she may be found at the port. At the port we find the girl and ask her about the money lender. She tells us a sad story about the money lender and her family. Her husband had vanished, he has gone outside the town and never came back. We leave the town (near the church) and go straight till we find a cave. We get inside the cave and fight the guy off from the smugglers. When speaking to Ettenberry we get information that the money lender maintains relations with smugglers. No we posses a compromising information against him! We return back to the town and tell him that we know everything about his relations with the smugglers For our silence we demand from him to call off his suit against Morris Williams. He accepts the proposal. We go to the tavern where the caper is waiting for us. Go to the girl at the port and she would tell you a news. Not very much but still a pleasure.

Mission 7. Find the treasures of famous corsairs.

This mission is pretty boring. Madiford shall inform you that it is necessary to find buried treasures of famous corsairs which are composed of bullion and idols. Here is the list:

1. Thomas WitsonAntigua;

2. Adrian SwarthNevis

3. Skipper GuayBarbados;

4. Skipper Cooper – Barbados:

5. George BraininghamBarbados;

6. Skipper GoogleyJamaica;

7. Abraham BlauweltHispaniola

The aggregate number of bullion must be 2100 pieces (!) and you have to deliver to him personally. The gold shall be in caves. Every treasure shall be composed of golden bullion from 150 up to 450 and personal items of the pirates (idols, weapons). The first treasure is located in the cave on island of Antigua. The 2-nd treasure in the catacombs of island of Nevis. The 3-rd treasure is in the cave of the island of Barbados. The 4-rth treasure is under town of Kingstown, Barbados. The 5-th treasure is inside the beacon on Barbados. The 6-th treasure is under Port Royal (near the church). The 7-th treasure is located inside the cave under the water fall (exit from Santo-Domingo) on Hispaniola. All this gold must be delivered to the Governor. For our work we shall get discovered idols and 10 % of the golden bullion equal to 70,000 in gold.

Mission 8. To Edward Mansfield for gold.

The aim of the following mission which will be assigned by Madiford shall be to deliver a great sum of money in golden bullion from the buccaneers settlement on Hispaniola. It will be necessary to get the gold from the leader of the Brotherhood. Sail off for Hispaniola and go to the buccaneers settlement. When we get into the fort we find nobody there. It is necessary to get into the house located in front of the residence and speak to the survived pirate. He will tell you that the buccaneers had been subject to the Spanish attack and Mansfield has got killed, half of the buccaneers are killed and another half had hidden in the jungles. It is supposed that galleons are heading for Santiago. We have to chase them. Sail off fpr Cuba and grapple a galleon and capture it. In the state room of the skipper we find a letter form Pardal for the Governor of Santiago. We have to report about it to the Governor. If you fail to get to Santiago it will constitute no problem just go to Madiford and report “good news” to him.

Mission 9. Attacking Santiago.

The subsequent mission of Madiford is to capture town of Santiago and the only thing Madiford wants to capture Governor Jose Sancho Himenez. Sail for Santiago and capture the town, capture the Governor. Prior to sail off save the game because Manuel Rivero Pardal’s fleet shall be waiting for you who hurried to help Santiago. His fleet consists of four ships. If you are provided with sufficient forces and repel the attack if not sail off. After arrival to Jamaica go to Jamaica and report about mission execution to him and Thomas shall tell you to visit Henry Morgan. Go to Henry and he will claim that perished Mansfield was just like a father for him and as a token of gratitude presents HIS BACKSWORD to you!

Mission 10. Spanish assault upon Port Royal.

After getting to Madiford take the next mission from him and he would tell you that Port Royal is under seizure of the Spanish fleet. 7 ships of line had blocked off the colony. They had chosen the best time for this purpose because all capers had departed together with Morgan. Save the game prior to sailing off. The colony is being attacked not by 7 ships of line but 2 fast galleons, 2 battle ships fast man-of-war, Man-of war and a reinforced man-of-war. Sink all ships and return back to the Governor for the reward which equal to 200 000 piasters.

Mission 11. Capturing Puerto Rico.

The next mission shall be responding one in respect of the Spanish attack: we are assigned with the mission to capture island Puerto Rico and bring all towns on that island to Britain. Go to Puerto Rico and capture San Juan and San Damaso. It is possible not capture all towns all together immediately but one by one. After the towns have been captured we return back to Sir Thomas Madiford and tell him that two colonies were belonged to England not without our interference, speak to him about the mission he should express his gratitude.

Mission 12. To clarify situation in Kingstown.

The next mission shall be awarded for you one month later. The Governor shall tell you that he did not get documentation form Kingstown for a long period of time and we would have to find out what was going on in there. Sail of for Barbados land at Kingstown port and go to the residence. There we would be met by colonel Linch who would ask who were we. We explain the goal of our visit. The colonel assigns you with the mission to arrest Governor of Jamaica Madiford motivating it with the fact that he was a bribetaker, embezzler of State property and criminal. Sail off for Jamaica and go to the residence and it is better to save the game because Madiford knows that we had arrived to arrest him and he shall summon the guards pretty well trained. Kill four soldiers and an officer. Go to the jail: the ex-governor is placed behind the bars. Return back to the residence where colonel Linch was waiting for us. He is the new Governor. He informs us that Madiford shall be send for trial and we must arrive one month later when proceeding are completed. Come back one month later and he would inform us that we were conferred with the title of a Knight, now our name is added with word “Sir” and he also informs us that he had managed to recover Madiford’s hidden wealth we are entitled to get a part of this money since we had deserved it. We get 2,000,000 piasters. Do not forget to speak to the colonel once more to be promoted to Admiral!

    • Gain: More than 2,500,000 piasters, ~800 gold bullion, Morgan’s backsword (light weapon), rank of an Admiral.

P.S. The method of accomplishment of the quest is developed to gain maximum profit and some quests may be accomplished using another techniques. (remark of the developer)

  • Ascold Quest. (developed by: kynda, editor: TANAT)
    • ATTENTION! If  the game adjustments are featured with the switched option “Quests of nations” ("Êâåñòû íàöèè") then this quest may be accomplished ONLY AFTER accomplishment of one quest lines for the nations.
    • Instead of the preface...
      1. If you have tried to find something and failed to do so it means: à) You did not keep searching; b) You did not keep searching well; c) You did not accept an assignment to get involved in searching.
      2. The quest is pretty complex, the accomplishment (as the quest itself) is estimated for the Main Character level equal to 30, not less, it is desirable to have a man-of-war (it is desirable to have as a reinforced one and upgraded) and some other ship, it would be better to have either a corvette or a frigate, you shall understand why it is so later. Among the perks I had used the perk of  escape on a life boat” ("ñïàñåíèå íà øëþïêå"),  to get shifted to another ship. If you had initiated the quest at the level of “Impossible” and at the tenth level and you fail to accomplish it do not shout that it was impossible to accomplish it. If you try to develop problems for yourself nobody shall help you the resolve them, do it yourself, the accomplishment is not estimated for such a situation. (All presented above is the developer’s opinion and the modes developers and   the editor are entitled to take them into account...editor’s remark).
    • How to initiate: speak to the store keeper on Nevis named Peter Blowhorn.
    • Accomplishment:
      • The first assignment: the store keeper proposes to find a mummy powder to you. Sail off to the closest town and keep asking the street traders about the mummy powder; first time - refused, second time - refused, third time - refused, after the fourth time he/she would either give up or refuse to deal with the Main Character (it is temporary, it shall all come back to normal later... editor’s remark). The price of the powder is equal to 1000. After quarreling all traders (it may happen with all of them in the archipelago) and finding the powder you sail off to Nevis. Blowhorn shall send you to Martinique to meet Ascold. To find Ascold’s house on Martinique go to the store, turn left and go through the gate to the next location the house shall be on the right side. Give the powder to Ascold for 30000.
      • The second assignment: Ascold proposes the Main Character to find three articles: a ceremonial cup, a mask made of red gold and priest’s scepter. It is possible to find these articles in buried treasures (a chance to find them is dependent upon the luck level of the Main Character and difficulty level). So, if you are not too lazy, you may get engaged in digging the treasures. Another option is the following – sail off to Jamaica, get inside Morgan’s house located on the opposite side of the street from the church. There the secretary has all these three articles and he shall sell them to you for one million piasters. Go back to Ascold and give them to him. Ascold shall take the article as one batch, he does not accept them one by one. After that Ascold shall suggest you to come back one month later. This month may last one full year, it all depends, just keep visiting him and he refuses to speak to you it is not an error or a bug, it shall just be this way. Important! If option “Quests of the nations” ("Êâåñòû íàöèè") is switched on and you did not complete either line (Spanish or British) it is the time to do it. Otherwise you shall sail and keep coming to him for eternity, Asciopd shall not give you another assignment.
      • The third assignment: the most difficult in the quest. Ascold informs you that a ship with articles valuable for him is sailing off for Spain. It is presumed for Havana. Sail there, meet the tavern keeper he shall give you a hint that he would not tell you anything but there are some other people for that. The log book of the ship shall contain an entry about some Ascold’s acquaint who shall provide the necessary information for money. That acquaint is in one of Santiago houses at the location “Church”. He shall inform you that the Spanish expedition is gathered near the shore of Isla0de-Muerto and on one of the ships there is a book with description of the articles. Ascold needs this book badly. First be ready for a complex battle. At the entrance to the straits there are 10 men-of-wars, and the book is on the board of one of them, you shall have to capture them one by one. (Take the fact into account that S/L will no9t help you because the list shall be affixed to a concrete ship only after either  you have engaged into the battle and won the battle or you have managed to leave the battle. If you have got loaded because of  the main character’s death or due to some other reason  the list shall be located in some other place...editor’s remark.) After destroying the Spanish fleet Ascold shall propose to kill everybody on the island (“you are a corsair, prove it”). Land on the island, go to Incas’ temple and at the location “Temple” there shall be about 30 Spaniards, 10 of them are officers equipped with musketoons. Be aware of them.
      • The fourth assignment: the most interesting and the most boring one (it is my personal opinion). You shall lose the letter of marque. Ascold shall ask you to find a tomb of hell knows who. The tomb is placed inside the cave near the harbor. From its entrance run straight and there will be “a hand” and a dialogue. Come back to Ascold. He shall send you find scrolls. They are located on one of uninhibited islands, either in caves or in Incas’ temple (Isla-de-Muerto). Search carefully the scrolls may be placed in bushes insi9de the temple, they are not available in jungles. Return back to Ascold. After that you shall go to the cave and insert the scrolls at the left side from the entrance into the wall, there will be a “hand”, “use” and go to the catacombs. The tomb itself is located at the dead end. In the catacombs there are two kegs only, one is located on the cross road and another one you know yourself, near the wall where there is a cross road for three tunnels. So, from the second one, if you face it the backward tunnel shall lead you to the tomb. Enter the tomb, go back to Ascold, take a stinking fluid and return back to the tunnels. Here is the most interesting place, pour the fluid onto the mummy. Five skeletons become alive, kill them. The mummy says that the Main Character is a “tough guy” and issues an order to launch an attack upon Fort-de-France and bring four articles to it: three sculls and a strange item. All these articles are kept at the mayor office. Not to let you escape you are forced to change your looks and get a team of skeletons as an addition. Controlling the yourself as a mummy and skeletons team launch an attack upon the town. At location “Center” you may loose all skeletons, be ready for that. After that run to the residence. The mayor screaming shall surrender the articles to you. Go back to the mummy, pass the articles to it return your own looks and bid goodbye wishing not to meet it again. Go to Ascold. He tells you about the attack and claims that it is necessary to save the world and it will be necessary to kill the mummy for that purpose. That’s what you shall do. There you shall face the same five skeletons and the mummy with 5000 (or about it) lives. As soon as you kill the mummy search it. It shall carry a lamp and some other unique articles. After that go back to Ascold and as you wish either pass over/sell/retain the lamp (it is better not to give the lamp to him, the essence of the quest is incorporated by that lamp) and bid goodbye.
      • end/finish: if you had retained the lamp for yourself you must go to the shipyard on Curacao. Ther you approach the table, press “use”, and the Main Character shall be transferred to the harbor. In the harbor you shall face demon Azzi. He suggests (to be precise we ask him): rum free of charge every day, 3 million piasters, improvement of S.P.E.C.I.A.L readings and (the most critical): immortality. Now there is an independent topic: "what is the meaning of immortality what it is eaten with and what kind of a stomachache you shall suffer from, later". It is possible to refuse – it shall be the end of the quest. If you decided to take the lamp you must have three sculls and a strange article although you were supposed to give them to Ascold. (Although if necessary these articles may be bought out from Morgan’s secretary for 5 million – editor’s remark). Accepting immortality you get it along with an immortal ship (a hull only), but you shall have to kill 5 persons every day (it shall be so at the very beginning). With the time being this figure shall get increased on its own. With the time being this figure shall get increased +5. For failing to kill -5 lives every time. So you shall have to get rid of it (you shall be force to do so). For this purpose loose at least five lives as minimum (because of failing to accomplish the contract obligations) and go to Ascold. The latter shall send you to Philosopher’s wife Kate. With the help of three sculls and a strange article she will call upon Azzi and he shall make you a mortal person again. That is the end of the quest.

 

 

  • Quest “Enigmatic story of a Madam” ("Òàèíñòâåííàÿ èñòîðèÿ ìàäàì")
    • How to initiate: Speak to the brothel owner on Nevis.
    • ATTENTION! In the present Add-on’s version (1.05.1002) the quest cannot be accomplished.
  • Quest “Isabella’s treasure” ("Ñîêðîâèùà Èçàáåëëû").
    • How to initiate: At Port Royal port speak to the pirate.
    • ATTENTION! In the present Add-on’s version (1.05.1002) the quest cannot be accomplished.