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Question: The head of the settlement gave me the task of finding the gang. Where the hell are they to be found?
Answer: Just wander through all the jungle. And as you thought, the bandits also move freely through the jungle.

Question: The governor ordered to find an enemy spy. Well, where to look for it?
Answer: Search all buildings in the city. He's definitely in one of them.

Question: The governor gave the task to find the smugglers. Where are they?
Answer: In the tavern, you need to arrange a meeting with them. Then just swim to the right place (from the "swim to" menu)

Question: How to add new characters?
Answer: In the folder with the game Resource\Ini\texts\russian there is a file, HeroDescribe, it contains all the instructions on how to create your new character. Well, look for other models, a lot of them have already been done

Question: I answer surveys on marine topics, but the answer does not count as correct. Why?
Answer: Check if you have confused anything. Then try entering the answer in lowercase letters.

Question:"Swim to" function not working? Why?
Answer: This feature only works for friendly ships and forts. Well, even for swimming to all kinds of capes, bays and bays. For one more quest

Question: What kind of nonsense? According to Isabella's quest, I have to make it to Belize in 15-16 days - it's impossible!
Answer: Catch the wind. Swim in zigzags. Expect normal wind. Good luck!

Question: Isabella was stolen, found the corpse of her maid, where to look for her herself?
Answer: She's in a cave outside the city.

Question: I can't customize the buttons the way I want. The message "Button already taken" appears. How to win?
Answer: Everything is simple. Look for what the desired button is responsible for, change it to another, and then use the free one. And how did you want?

Question: Why can't I take the city for myself? After the destruction of the soldiers in the city, the governor does not have the required branch in the dialogue.
Answer: First you need to go through the quest line for some nation, and then start capturing settlements!

Question: Sometimes reputation goes down for no reason. What the hell?
Answer: Reputation is hard to gain and easy to lose. And if you do not do anything for a long time, she will return to the "Ordinary Sailor" again. Think!

Question: In the tavern, the pirate offered to meet on the ship. I go out to sea, but there is no one. Sailed around the island, found no one. What to do?
Answer: It is not always possible to swim to the ship. Swim around the island, swim to the bays, capes and try to "swim to" there.

Question: I found a treasure, locked chests with gold inside, how to open them?
Answer: No way. They can only be sold. Expensive.

Question: Where is the unique shipyard located where you can improve the ship?
Answer: In Bermuda. Only here there is one problem with the way back. It's a hell of a place, after all. I advise you to save money

Question: Where is Fort Orange located?
Answer: In Jamaica. Walk through the jungle. If you get bored, buy a card.

Question: How to reduce losses from boarding?
Answer: Destroy the enemy team, keep weapons and medicines in the hold. Certain perks also help.

Question: Once in a tavern I spoke with a maid, and she promised me a night of love. He just says that I'm busy right now. Is this an easter egg or what?
Answer: This is a scam. You've been tricked, ha ha ha

Question: Where is the Isle of Maine?
Answer: It's not an island, it's a mainland. Well now you will find

Question: Where to find good items?
Answer: In treasures. During the passage of national quests.

Question: Fuck the rats, damn them! How to make sure that they do not eat provisions and do not spoil the cargo?!
Answer: We need to find the rat god. Where? Look for

Question: How many tasks do you need to complete to get access to the Governor General?
Answer: 5 to 10, approx. I note that the tasks must be completed by the same governor, otherwise you will complete them until Chinese Easter.

Question: I answered the question, as a prize I should receive a sword. He had to lie in some kind of bay. He climbed the whole bay, but there is a completely different sword. What's the matter?
Answer: This is exactly the sword you were promised. Just said a different name, yeah.

Question: I don't see "experience threshold" in the character UI. What is this, a bug?
Answer: No. Select the desired item in this interface, and the desired value will automatically appear there.

Question: The sails are slowly lowered/raised and the cannons are being loaded. What's the matter, how can you fight like that?
Answer: You have few people on the ship and / or they have a small skill of "sailors" or "gunners".

Question: What is the limit on the number of officers? I would like to get more!
Answer: Maximum number of officers = Leadership*2. But there are also quest officers for Captain Blood.

Question: Is it possible to go through several lines in one game? Like Spain and France?
Answer: No, just one. But you will play many times)

Question: Tired of generated quests. WHERE to look for normal tasks, do they even exist?
Answer: Yes, you have to look for them. Very interesting.

Question: The map is too big, I can't find the island or city I need. What to do?
Answer: You open the map of the archipelago (real) and look ... But it's a long time. I suggest buying or finding location cards, they are all in the game

Question: Why do I have minuses in some characteristics of the character? How to fix?
Answer: There may be a ship that does not match your navigation skill, there may be an overweight of things or poor health. And it’s also easy to have an idol in your inventory that gives a bonus to one, and imposes a penalty on another skill. Be careful!

Question: Is it possible to assign officers to a companion ship?
Answer: No.

Question: Can PIRATES be changed while playing?
Answer: Only at the beginning, on the deck of the ship. You have to think right now!

Question: I collected three skulls, but the promised bonus does not work. Why?
Answer: Skulls must be different colors.

Question: How can I get through Askold, Isabella, the quest with LG? Please describe in more detail. And preferably, a complete passage.
Answer: Look for yourself, it will be more interesting, yeah

Question: How to start playing? I can’t do anything, the team is not enough, there is not enough money.
Answer:
Walk through the jungle, there are free items. Steal in the houses of the townspeople... Take on the task of delivering passengers. As you pass, learn to play and understand where to raise big money

Question: How to get into a city hostile to the GG nation?
Answer:
1) You can buy a license (from the pirates in the tavern), change the flag to the desired one.
2) Just swim to the island, land in the bay. At night there is a chance to sneak into the city. And get out .. Well, you will understand

Question: Well, where to get manovar? It's not in the shipyard!
Answer: At the shipyard it should not be. Only capture. The easiest way to find it is during the siege of colonies.

Question: Where are the islands of Belize, Santa Catalina, Porto Bello, Panama, Cartagena, Maracaibo, Caracas, Cumana?
Answer: These are not islands, but cities. They are located on the mainland, Maine.

Question: Where is Tenochitlan located?
Answer: This is a location with a pyramid (temple). Buy a map of pearl crafts, find out.

Question: How to enable acceleration more than x2?
Answer:+/- on Numpad.

Question: Is the Indian Temple open?
Answer: Yes, by quest

Question: By Isabella. He went to her house and talked to her. What to do next?
Answer: Run through the buildings of the city.

Question: At the wedding with Isabella, four sickly ambals fly into the church. I can't overwhelm them.
Answer: Think. Arm yourself to the teeth. Remember that there is also a circular blow.

Question: Isabella is sinking with the brig "Enthusiastic"! What to do?
Answer: You made a mistake while doing this quest. Present Isabella with some evidence that should have been found earlier. Nothing to help you now, download an early recording of the game.

Question: Why is this wedding with Isabella necessary?
Answer: There are pluses. For example, the improvement of health, and not sickly. There are a few more advantages, but I won't mention them. Well, the plot...

Question: The quest "sink the pirate". It does not exist in coastal waters. Where?
Answer: Send lifeboats to ships you can swim to. If you do not find a pirate, swim to the bays, look for ships there.

Question: The Flying Dutchman drowns me and throws me ashore. Where to get a ship?
Answer: well, if you have reached this place of the game, you will definitely find money. Lots of ways

Question: Can't find treasure! What's the matter?
Answer: 1) If you entered the desired cave, the map will disappear from your inventory and the inscription "treasure somewhere nearby" will appear on top. If it didn't, then this is the wrong cave. 2) If the map has disappeared, then carefully search all the chests. After searching the chest where the treasure is located, skeletons should appear.

Question: How to get to the pearl coast?
Answer: Buy a pearl craft map. Everything is there.

Question: Where to find cursed pearls?
Answer: Take the task from the governors, maybe you will find it.

Question: Why are buckets, candles, lutes, pots and other things needed?
Answer: These are just useless things in terms of getting banknotes. But in everyday life they are not superfluous even for a pirate.

Question:What is the introductory quest to help you find the GPC?
Answer: This is the quest "Kill all the beggars". We get it absolutely by chance, on the street (in the colony of which we appeared, absolutely at any time) Oliver Trust urges us on ...

Question: Well, I started to play, I run through the jungle, I drive passengers, I accompany ships. There is barely enough money to pay the salaries of the crew and officers. How can you get rich faster?
Answer:
1) It is possible and even necessary to engage in trade. Go to the nearest store, look at the goods. You need to choose a product that will cost very little in this store, compared to the prices for the same product in other stores in the archipelago. The most valuable goods: sandalwood, mahogany, ebony, gold, they are most profitable to transport and resell. If you're lucky, you can collect 100% fat and even more.
2) You can capture other people's ships and resell the captured cargo. But this business already requires some skill.

Question: How to find out the prices of goods. Are they changing?
Answer: Prices in the settlements of the archipelago are constantly changing. You can keep track of prices by simply going into stores and talking to traders. You can also ask the ship captains of friendly nations about prices.

Question: I boarded a ship, but I can't take it myself. Why?
Answer: you must have a free officer who could be appointed captain of this ship. Always carry such a person, or better a couple.

Question: How many ships can I have for personal use?
Answer: About sixty. But at the same time, 55 should be deposited with the port authorities of cities. You can only have 5 ships in battle at the same time.

Question: The team is constantly in revolt. What to do?
Answer: Give back to the team, give out a "bonus", thereby increasing their mood. Always carry medicines, food and rum in the hold.

Question: The character's leadership value is not upgraded. What can be done to soften it?
Answer: Some officers are able to hold several positions at once. Look for such people, they are very helpful.

Question: I boarded an enemy ship, there are no officers, but I want to exchange the ship. But there is a problem: there were things in the chest on my old ship, how to transfer them?
Answer: No way. Things themselves will be transferred to the new ship.

Question: Captain Blood's quests. How to defeat a villain sitting in a brothel?
Answer: The easiest way is to arrange a meeting outside the city gates. Before you go to fight him, steal bottles of life, otherwise it will be very difficult to win! In a fight with him, use trample, nothing else can take him. Keep a short distance or he will shoot you every time. If you feel that you can not win, start the game again. When creating a character, make sure that the value of the "light weapon" skill is the highest. That will be much easier!

Question: Captain Blood's quests. Well, how to free my blond comrade? It's full of guards! If I kill everyone, relations with England deteriorate ...
Answer: Everything is easier than it seems. Just run to the camp, take the sword from the chest and talk to your friend. Then run as fast as you can into the city.

Question: Captain Blood's quests. How to get away from the chase on this slow and stupid frigate?!

Answer: Depends on the difficulty of the game you have chosen. On difficulties up to Corsair, the easiest way is to sink both ships and not worry. At higher levels, it's easier to escape. Maneuver. The ships will definitely fall behind, their captains are stupid.

Question: Captain Blood's quests. Where can I find medicine for a comrade in misfortune?
Answer: The medicine for migraine lies in one of the houses, on the second floor. Look, there are few houses. Appears after completing the governor's quest to help his wife.

Question: Collided with a corvette at sea. Hell, you can't get away from him and you can't get into him. What to do?!
Answer: Ruin his sails and masts; use nipples and maneuver. No more, the corvette is a very strong opponent.

Status No new replies can be posted in this thread.

Straight ahead of the Spanish squadron, captain!

Thousand devils! All hands on deck! Guns to battle! Prepare grappling hooks and muskets! I'll personally feed the underpants to the fish, and the rest will get gold from the hold of that fat Spanish galleon! Starboard, fire!

More than six months after The Return of the Legend, the Seaward team pleased us with an addition (which, by the way, was talked about back then, in February last year). Frankly, after the success of "Legend" there were a lot of thoughts about the new game. What game will it be? What will change? What will remain the same? However, there was no doubt that the addition would be no worse than the original. Are you ready to return to the Caribbean, to an archipelago of new secrets and mysteries? Then we catch the wind - and full speed ahead!

The recipe is simple

To make a good addition, you need to repeat the success of the original game. In other words, to do everything the same, but even better, even bigger, more exciting, and in our case even more mysterious. In fact, the "City of Lost Ships" is still the same "Legend", but with a large piece of new features. For example, a whole bunch of new items appeared - these are not just magic pots, but idols of quite real Indian gods. Add new unique ships to the piggy bank, a new storyline for pirates and a lot of mini-quests. All innovations and do not count; I even doubt that the original game has studied one hundred percent. Well, why not find clues to the “old” secrets along with new adventures?

It is worth mentioning separately the storyline of Peter Blood. The similarity with the creation of Sabatini is so great that you can find the solution to some game problems right in the book! But these are only flowers, because there is also the main character - the City of Lost Ships. However, I am not going to reveal all the cards yet, otherwise the intricate puzzles in the spirit of the first Corsairs will lose their unique charm.

"Stormy" sea

As an unknown player said: "the graphics of veterans are not embarrassed." No matter how great Storm draws the sea, the sun and the sky, ships, characters and landscapes come out disgusting. Judge for yourself, for the first time we saw a gaming heart in Pirates of the Caribbean, and that was almost five years ago. On the other hand, the poor capabilities of the motor force us to find another way out of the situation. Instead of rich detail and shaders, the player is invited to connect their own imagination. Look at a pirate in a tavern or a simple passerby. Yes, for the most part they do not represent gaming interest, but at the same time they are not “furniture”. This thug is not just walking around the city (although in fact he is just walking), but lives his own life. Maybe he just got off the ship after a long hunt at sea? However, what exactly he did is up to you. Whether a pirate, a merchant, a usurer or a governor - they are all in your hands, like the whole archipelago.

Back to specifics

The evaluation part ends here, let's now look at the goodies. To begin with, I think it is worth understanding the main thing: what has changed? The English line was removed so that there were no conflicts with the new pirate one. There is a new playable character, Peter Blood. The main difference from the rest is that the game starts differently, that is, in England. If you remember, Blood was not immediately exiled to Barbados, so first you have to deal with the affairs of Lord Gilroy's estate.

I have already talked about a whole set of idols and statues, we will look at them in more detail later.

New quests are everywhere: finding the captain, capturing pirates and more. These tasks are randomly generated, but well-written, so they don't get boring.

Be sure to visit the shipyard, almost all the vessels have been reworked, and new and unique vessels have appeared. You can’t buy them, you can only get them for a quest or take them away in battle.

And, perhaps, the main change is that artificial intelligence has become much smarter. Local grunts no longer rush at you like a herd of zerglings, interfering with each other. No, a fight with one opponent is already a test, with two is a difficult task, and three or more is certain death! And if a simple sailor is relatively easy to defeat, then a captain or officer is much more difficult. Usually, a novice adventurer needs two or three hits to give up his breath, and one bullet is enough! Frankly, starting the game on the difficulty of "Lieutenant" (it's a little easier than "medium"), I did not expect such a agility from the enemy, because the last time everything was completely different. Be that as it may, the work on AI was not in vain, the game became more interesting and realistic. The bulletproof hero from The Return of the Legend has already somehow become boring.

pantheon of indian gods

Totem Shochiketsal- Goddess of flowers and love. It is not clear what relationship love and flowers have to luck, but a good idol adds as much as twenty units to luck and does not require anything in return. In addition, in the market you can get a tidy sum for it.

Totem of Mictlantecuhtli- the god of the kingdom of the dead with a completely unpronounceable name. Adds twenty to stealth. Indispensable for the British and French, if you desperately need to go to a hostile port. It costs even more than the idol Shochiketsal. If you can’t disguise yourself, you can get a good price in the store.

Totem of Quetzalcoatl- the god of the morning star and the lord of the elements. His image adds twenty points of protection to the owner. It will not be superfluous, because it is quite difficult to develop protection.

This is interesting: Quetzalcoatl is one of the most famous Indian gods. He is one of the main deities of ancient Mexico - "a snake with precious feathers." In mythology, he has many names, for example: Tezcatlipoca white, Eektal, Shopotl.

Totem Mixcoatl- the god of hunting. His totem endows the owner with a keen eye and a steady hand. In digital terms, this is twenty points of accuracy. Mixcoatl means "Cloud Serpent". In mythology, he personifies the Milky Way, and especially the North Star.

Totem Tezcatlipoca- the patron god of priests, punishing criminals. The totem adds twenty points to pistol proficiency.

This is interesting: According to the Aztecs, Tezcatlipoca symbolized winter, cold and the night sky. Therefore, to be honest, it is not very clear why the totem improves the possession of pistols.

Totem of Chalchiuitlicue Goddess of fresh water, rivers, seas and lakes. A totem depicting a goddess adds twenty prestige points. And now try to pronounce her name without hesitation, which, by the way, translates as "she is dressed in jade."

Totem of Huitzilopochtli- the god of the blue clear sky, the sun, war and hunting. The owner of the totem receives an increase of twenty points to the proficiency of medium weapons.

This is interesting: Huitzilopochtli is one of the sons of Mixcoatl. His name translates roughly as "left-handed hummingbird." It is curious that the hummingbird often personified the sun among many tribes of Central America.

Tlaloc Totem- the god of rain and thunder, the lord of all edible plants. The totem adds twenty to light weapon proficiency.

This is interesting: Tlaloc is mostly a beneficent god, but could cause deadly hail, floods, droughts, and lightning strikes.

Totem Mayahuel- the goddess of fertility, who gave people an alcoholic drink. The totem adds twenty points to the Heavy Weapons skill. Apparently, alcoholic drinks led to brawls using heavy clubs.

Totem of Tonacatecuhtli God is the creator who gives food to people. The totem adds twenty trade points. Useful, not worth selling.

This is interesting: Tonacatecuhtli and his wife Tonacasioual are considered the creators of the world and the first human couple. Moreover, they were considered the lords of Omeyokan - the uppermost sky.

Totem Camashtli- god of hunting, stars, war and fate. It does not add skills, so it is only suitable for sale.

Totem of Sinteotl- the god of young corn. The totem adds twenty navigation points. A very useful totem, as it allows you to control ships a couple of ranks higher than the character's skill.

This is interesting: Sinteotl was considered the patron saint of farmers and goldsmiths.

Totem Tonatiu- the god of the sky and the sun. In the game, it acts as a commodity, such as planks, precious stones and gold bars.

This is interesting: Tanatiu means "Sun" in Aztec.

Xipe-Toteku Totem- God of crops and harvest. Adds twenty to the ability to repair a ship at sea.

This is interesting: all the peoples of Central America had a holiday during which sacrifices were made to Xipe-Totec. The priests dressed in the skin of the sacrificed people and solemnly danced with the warriors.

Totem Tlasolteotl- the goddess-devourer of dirt, cleanses from illicit passions. It does not add characteristics, therefore it is only suitable for sale.

And what do we have at the shipyard?

    Barquentine- when the Spanish merchants realized that they were becoming easy prey for pirates, they began to massively convert their clumsy galleons into barquentines. Thanks to the mixed sailing armament, the barquentine can move quite quickly in any direction. Although the transatlantic journey takes longer, the barquentine will surely get away from the pirate. A good, and most importantly, cheap alternative to the brigantine. Extended hold and excellent maneuverability - what else does a trader need?

    royal manowar- an improved version of the "floating fort". Even more guns, even thicker armor, luxurious hull trim. The price of the vessel is such that hardly any power can afford more than one such handsome man.

    Flying Dutchman- You cannot buy this vessel, but you can get it as a reward. It cannot be said that the "Dutchman" is very strong, but compared to other ships of its class, it has excellent maneuverability and driving performance.

    sea ​​wolf- a unique brig, piece work of the master Alexus. High speed and excellent manoeuvrability make this brig a pirate's dream, while excellent close-hauled action guarantees a safe retreat. Nine guns from each side will help in the destruction of the enemy team.

    Arabella- Former frigate Cinco Llagas. It was him that Peter Blood took away from the port of Bridgetown right from under the noses of the Spaniards. Great ship, you just need to find a very good navigator.

    Corvette- a ship, equal to which it is impossible to find. An outstanding work of shipbuilding. Strong hull, large hold, thirty-two pound guns. Add to this excellent sailing equipment and a great close-hauled move. Don't forget about four dozen guns on board. This corvette is the best in its class.

    Blue bird- This bird terrorizes the merchants of the Caribbean. No wonder - thanks to the fully oblique sailing armament, this xebec develops a very high speed, besides, it is very good in badewind. Add fantastic maneuverability to this and you have the perfect sailboat for fast boarding.

Captain Blood

I already mentioned that one of the starting characters is Peter Blood. He's got a starter quest line, and if you're going to play as England, there's no better contender.

Oglethorpe Manor

On the doorstep you will meet Jeremy Pitt. He will say that the lord is seriously injured and you need to urgently give him first aid. Rise to the second floor, the bedroom will be on the left hand.

This is interesting: Peter Blood is a medical doctor with a bachelor of medicine. On a call for help, he rushed to the Oglethorpe estate, and was then caught by Colonel Kirk's dragoons. Gilroy assisted the rebel Monmouth, and Blood just happened to be in the wrong place at the wrong time.

Some dragoons are invulnerable, so there is no point in running from them.

And the key is here, quietly lying on the table.

Now you need to take the saber, it is on the balcony in the chest. But the chest is locked, and first you need to find the key. While browsing the City of Lost Ships forums, I noticed that the key is usually the first major obstacle. Go down to the first floor and turn right. There is a table next to the stairs, on which you will find the key. The humor is that when you first enter the house, the key is not yet on the table, and Pitt does not say where it is.

We open the chest and arm ourselves, in a few seconds dragoons will descend on the estate. No matter what you say, you will still be accused of aiding the rebels. And when they find Pitt in the fireplace ... In general, a fight cannot be avoided.

This is interesting: at Sabatini's, Jeremy was hiding in the linen closet.

No matter how skillfully you wield a sword, the dragoons will still prevail (some of them are immortal), but do not rush to load, as it should be. Peter Blood wakes up in prison, and after a short process, he and Jeremy Pitt will be sent to the "southern colonies of his majesty", or rather, to the island of Barbados.

Plantation

Feel free to rummage through the chests on the plantation and in the city, you can sell the good later.

Welcome to His Majesty's southern colonies!

Welcome to Barbados. Peter Blood is a slave and extracts sugar cane, but he is an unusual slave. Whatever one may say, he is a qualified doctor, and smart doctors in the archipelago can be counted on the fingers. Therefore, Blood is allowed to move freely around the island and the city. Unless trading is prohibited, as well as carrying weapons, of course.

It is important: if the guard sees your weapon, he will ask you to hand it over. Do not resist, as fighting with the whole island is a disastrous occupation.

The first task is to help Mrs. Steed, the wife of the governor. By the way, this is one of the ways to earn some money. Chat with her, and then ask the governor for two and a half thousand to buy a "very expensive potion." He will promise to check everything, but in fact he will forget about the money as soon as you leave his residence. The migraine medicine can be found in the house of Mr. Dan, the pharmacist, on the second floor.

A little later, Dr. Wacker, one of the other two doctors on the island, will come up to you and offer to... run away. Peter Blood is the only slave who can go beyond the plantation and roam the city calmly, so he will be able to prepare an escape without difficulty and special suspicions. Only first you need to assemble a team, get weapons and buy a ship. Wacker promises to help with the ship, everything else will have to be mined personally. Well, Pitt will run away with us of his own accord, and three other officers still need to be recruited.

Preparing to escape

Wacker wants to get rid of Blood so much that he is ready to help him escape.

Outside the city of Winterwood, it is easiest to defeat, the main thing is to dodge the shot.

So, we have three officers, and everyone is holding something on the island. Hagthorpe, who served in the Royal Navy, demands to kill a certain Stuart Winterwood. This man took it and sold it into slavery. Hagthorpe does not disclose details, but is not going to leave without proof of Winterwood's death. Junior officer Nicholas Dyck agrees to run, but right before the escape Bishop sells him. Slaves are a living commodity; what to do, you have to somehow help Dyck. The last one is artilleryman Ogl. He owes a decent amount of money to the moneylender, and until he gives it back, he is not going to leave.

hagthorpe

Let's start in order. Stuart Winterwood can be found in the tavern, sitting at one of the tables. Invite him to meet outside the city; he will agree and also give you a weapon. If you run into him in the tavern, you will most likely die. Unless you hid a dusak somewhere ...

After an hour, go out into the jungle (there is a second exit from the city, to the right of the residence) and wait for the enemy. Keep in mind that he is very strong, so I recommend saving before the fight. After the victory, do not forget to remove the ring (along with the finger) and a thousand piastres from the body. The ring must be presented to Hagthorpe, and the thousand gold pieces will still come in handy.

Nicholas Dyck

As I said, Deyk wants to buy, we need to break the deal. Visit the merchant and the bartender, go to the port authority, and you will find out that a merchant from Jamaica has recently arrived in the city. He is located in one of the houses of the city (his home is next to the tavern), let's visit him.

So Weston decided to buy Dyck on the cheap. Bishop is his old friend and wants to give him a discount. To break the deal, you need to rob a Jamaican merchant. Wait until he turns away and rummage through his chest. There you will find six thousand piastres, an idol and a letter of marque. Now Weston will have nothing to buy Dyck, which means he can run with us. Yes, and a large amount of money, no doubt, will come in handy.

Ogle

The last one on our team is the one-eyed gunner Ogle. He owes a large debt to the moneylender, and we need to pay for him. The usurer gave Oglu five thousand piastres. If you have already robbed Weston, paying you will not be difficult.

Weapon

If there is not enough cash, you can try to get weapons with the help of a smuggler, but this is much more dangerous.

The team has been assembled. Now we need to take care of the weapons and the ship. Go to the tavern and chat with the bartender; he will tell you that Mr. Griffin deals with weapons in the city. Let's go to him.

This is the guideline: Griffin lives in a white stone house, next to the residence, on the left hand side.

Griffin got robbed! Some Spanish thug ordered weapons from him, but, without waiting for the order, tore the collectible sabers from the wall. Everything would be fine, but they are engraved by the master, which means that if the Spaniard is caught, both will be hanged. We cannot allow this, so we set off in pursuit of the Spaniard - he went to the fisherman Hells (his house is to the right of the residence).

Entering the house, we will see that the stern fisherman has already dealt with the invader himself. It remains only to pick up the "marked" weapon and take it to Griffin. By nightfall, he will have made the required number of sabers and pistols without any markings.

This is the advice: bargain. Throw off the price for the work up to a thousand piastres, the money will still come in handy.

Ship

The main preparations are over, it remains only to get the ship. Wacker gave out only eighteen thousand instead of the required twenty-five. Nothing to do, you need to get another seven thousand.

It is important: you can't sell anything, so money can only be earned. If you strictly followed the manual, you need to find not seven thousand, but less.

We leave for the city. The moneylender will be the first - he will ask you to get money from the scammer. He is sure that the debtor has not yet left the island, because no one has set sail today.

Don't forget that Blood is a slave. You will have to return to the plantation every day.

Buddy! Let's have a drink... and then you can tell me where you fish.

Visit the innkeeper - he certainly knows where to find the debtor, but you will have to pay five hundred gold for the information. The bartender will tell you that Rafael Guinness somewhere got the money for the ship and went to the shipyard to make a deal. This is our "client", you just need to catch him and threaten him with the gallows in order to get the money. After deducting the innkeeper's remuneration, the reward is two and a half thousand.



The next opportunity to make money is to find out where Hells' competitor is fishing. The fact is that Summerlight has found a fishing spot, but, of course, is in no hurry to share information. It should be noted that Summerlight likes to drink, you could see him in the tavern. He hasn't gone anywhere, just sour in the corner. We sit down to him and carefully elicit information. I advise you not to ask direct questions, otherwise Summerlight will suspect something is wrong and will not say anything.

As a reward, you will receive two thousand piastres. Total four and a half thousand.



Last day in captivity, need to rest before escaping.

The last opportunity to get money is a meeting with Jacques Sparrow.

This is interesting: in fact, there are plenty of opportunities to get money, and that's not all. However, if you followed the guide exactly, then after completing at least these three quests, you will have enough money for the ship.

Entering the store, instead of the seller you will see a pirate. He introduces himself " Captain Jacques Sparrow”, and then ... However, I will not spoil the fun. Agree to help Jacques sail to Tortuga and go to the shipyard. The shipbuilder will tell you about the captain who has just bought a corvette. Oh, and don't forget that you must keep Jacques' identity a secret. Find John Miner on the streets of the city, he will agree to deliver Jacques to Tortuga. We pick up one and a half thousand piastres and go to Wacker. The deed is done, there should be enough money to buy a ship.

Now you need to transfer the money to James Nattalu so that he buys the ship without suspicion. By evening, you will find out that Nettal deceived you, and Bishop figured out Pitt.

Escape and the Spaniards

The big ship that had been allowed so quietly to enter Carlisle Bay under a false flag was a Spanish privateer. He chose the time for the raid when there was not a single warship in Carlisle Bay.

His cunning remained so unrevealed that, without arousing suspicion, he calmly entered the bay and saluted the fort with a broadside salvo from twenty guns at close range. In just a few moments, two hundred and fifty Spaniards landed on the shore and took possession of the city.

The weapon lies in this chest, next to the woodpile.

Come in from the back. While the Spaniards are fighting with your team, you can tickle them with a saber with almost impunity.

And we need to get Jeremy Pitt free first. Beware of patrols. If one Englishman is easily defeated, then two or three are almost impossible. I advise you to avoid meeting with the soldiers, first you need to get a more impressive weapon.

Right at the entrance to Bridgetown you will meet a Spanish officer. I recommend saving before the fight, as he has a gun, and fencing skills are also on top. After defeating him, you can remove a good saber and a long-barreled pistol from your body.

Our team is waiting at the shipyard, there is no more business in the city, so go to the beach and enter the water. The door is barricaded, and you can get inside only through the slipway. You will also have to swim to the frigate, there is a ladder from the sea.

The fight with the soldiers will be relatively easy, but with the captain you will have to work hard. Perhaps, after the key in the estate, this is one of the most "dead end" moments. The point here is this: the captain kills our hero with one shot from a pistol. Therefore, do not rush to grab a saber, but run up close. In this case, the captain will not shoot, but will immediately go into close combat. Then everything depends on you.

sea ​​battle

It remains only to break away from this lugger, and that's it - freedom!

Frigate captured. It would seem that this is freedom. But it was not there. To begin with, you naturally have a low "navigation" score. Pitt, of course, is a navigator, but he only has a skill level of 50. And to control a frigate without penalties, you need at least 80 points. Receive penalties on all characteristics (-4 for each), while all skills will fall to the level of 1.

And now the surprise. There are two Spanish luggers on the road. I think there is no need to explain that with such indicators of skills you will not be able to shoot accurately, and the boarding will end in tears. Therefore, immediately throw everything overboard that you can, and keep your nose strictly into the wind. Luggers, of course, are nimble ships, but they cannot catch up with the frigate. Remember, you have no chance in battle.

This is where the game really starts. Instead of a small barque or brig, Blood immediately has a frigate. Fulfill trade orders - you have a large hold, you will get a lot of money for transporting goods. By the way, do not forget to fire the entire team, it is simply not needed. First you need to save up for a fourth-class ship so that there are no fines, and deposit the frigate in the first friendly port.



This concludes the introductory part. I deliberately did not give out all the secrets of the game, but next time I will tell you where to find the City of the Lost Ships and how to capture Panama with Henry Morgan. In addition, I would like to put a glass to Andrey Larionov, who, like an old sailor, led me between the underwater rocks and reefs of this wonderful game.

Straight ahead of the Spanish squadron, captain!

Thousand devils! All hands on deck! Guns to battle! Prepare grappling hooks and muskets! I'll personally feed the underpants to the fish, and the rest will get gold from the hold of that fat Spanish galleon! Starboard, fire!

More than six months after The Return of the Legend, the Seaward team pleased us with an addition (which, by the way, was talked about back then, in February last year). Frankly, after the success of "Legend" there were a lot of thoughts about the new game. What game will it be? What will change? What will remain the same? However, there was no doubt that the addition would be no worse than the original. Are you ready to return to the Caribbean, to an archipelago of new secrets and mysteries? Then we catch the wind - and full speed ahead!

The recipe is simple

To make a good addition, you need to repeat the success of the original game. In other words, to do everything the same, but even better, even bigger, more exciting, and in our case even more mysterious. In fact, the "City of Lost Ships" is still the same "Legend", but with a large piece of new features. For example, a whole bunch of new items appeared - these are not just magic pots, but idols of quite real Indian gods. Add new unique ships to the piggy bank, a new storyline for pirates and a lot of mini-quests. All innovations and do not count; I even doubt that the original game has studied one hundred percent. Well, why not find clues to the “old” secrets along with new adventures?

It is worth mentioning separately the storyline of Peter Blood. The similarity with the creation of Sabatini is so great that you can find the solution to some game problems right in the book! But these are only flowers, because there is also the main character - the City of Lost Ships. However, I am not going to reveal all the cards yet, otherwise the intricate puzzles in the spirit of the first Corsairs will lose their unique charm.

"Stormy" sea

As an unknown player said: "the graphics of veterans are not embarrassed." No matter how great Storm draws the sea, the sun and the sky, ships, characters and landscapes come out disgusting. Judge for yourself, for the first time we saw a gaming heart in Pirates of the Caribbean, and that was almost five years ago. On the other hand, the poor capabilities of the motor force us to find another way out of the situation. Instead of rich detail and shaders, the player is invited to connect their own imagination. Look at a pirate in a tavern or a simple passerby. Yes, for the most part they do not represent gaming interest, but at the same time they are not “furniture”. This thug is not just walking around the city (although in fact he is just walking), but lives his own life. Maybe he just got off the ship after a long hunt at sea? However, what exactly he did is up to you. Whether a pirate, a merchant, a usurer or a governor - they are all in your hands, like the whole archipelago.

Back to specifics

The evaluation part ends here, let's now look at the goodies. To begin with, I think it is worth understanding the main thing: what has changed? The English line was removed so that there were no conflicts with the new pirate one. There is a new playable character, Peter Blood. The main difference from the rest is that the game starts differently, that is, in England. If you remember, Blood was not immediately exiled to Barbados, so first you have to deal with the affairs of Lord Gilroy's estate.

I have already talked about a whole set of idols and statues, we will look at them in more detail later.

New quests are everywhere: finding the captain, capturing pirates and more. These tasks are randomly generated, but well-written, so they don't get boring.

Be sure to visit the shipyard, almost all the vessels have been reworked, and new and unique vessels have appeared. You can’t buy them, you can only get them for a quest or take them away in battle.

And, perhaps, the main change is that artificial intelligence has become much smarter. Local grunts no longer rush at you like a herd of zerglings, interfering with each other. No, a fight with one opponent is already a test, with two is a difficult task, and three or more is certain death! And if a simple sailor is relatively easy to defeat, then a captain or officer is much more difficult. Usually, a novice adventurer needs two or three hits to give up his breath, and one bullet is enough! Frankly, starting the game on the difficulty of "Lieutenant" (it's a little easier than "medium"), I did not expect such a agility from the enemy, because the last time everything was completely different. Be that as it may, the work on AI was not in vain, the game became more interesting and realistic. The bulletproof hero from The Return of the Legend has already somehow become boring.

pantheon of indian gods

Totem Shochiketsal- Goddess of flowers and love. It is not clear what relationship love and flowers have to luck, but a good idol adds as much as twenty units to luck and does not require anything in return. In addition, in the market you can get a tidy sum for it.

Totem of Mictlantecuhtli- the god of the kingdom of the dead with a completely unpronounceable name. Adds twenty to stealth. Indispensable for the British and French, if you desperately need to go to a hostile port. It costs even more than the idol Shochiketsal. If you can’t disguise yourself, you can get a good price in the store.

Totem of Quetzalcoatl- the god of the morning star and the lord of the elements. His image adds twenty points of protection to the owner. It will not be superfluous, because it is quite difficult to develop protection.

This is interesting: Quetzalcoatl is one of the most famous Indian gods. He is one of the main deities of ancient Mexico - "a snake with precious feathers." In mythology, he has many names, for example: Tezcatlipoca white, Eektal, Shopotl.

Totem Mixcoatl- the god of hunting. His totem endows the owner with a keen eye and a steady hand. In digital terms, this is twenty points of accuracy. Mixcoatl means "Cloud Serpent". In mythology, he personifies the Milky Way, and especially the North Star.

Totem Tezcatlipoca- the patron god of priests, punishing criminals. The totem adds twenty points to pistol proficiency.

This is interesting: According to the Aztecs, Tezcatlipoca symbolized winter, cold and the night sky. Therefore, to be honest, it is not very clear why the totem improves the possession of pistols.

Totem of Chalchiuitlicue Goddess of fresh water, rivers, seas and lakes. A totem depicting a goddess adds twenty prestige points. And now try to pronounce her name without hesitation, which, by the way, translates as "she is dressed in jade."

Totem of Huitzilopochtli- the god of the blue clear sky, the sun, war and hunting. The owner of the totem receives an increase of twenty points to the proficiency of medium weapons.

This is interesting: Huitzilopochtli is one of the sons of Mixcoatl. His name translates roughly as "left-handed hummingbird." It is curious that the hummingbird often personified the sun among many tribes of Central America.

Tlaloc Totem- the god of rain and thunder, the lord of all edible plants. The totem adds twenty to light weapon proficiency.

This is interesting: Tlaloc is mostly a beneficent god, but could cause deadly hail, floods, droughts, and lightning strikes.

Totem Mayahuel- the goddess of fertility, who gave people an alcoholic drink. The totem adds twenty points to the Heavy Weapons skill. Apparently, alcoholic drinks led to brawls using heavy clubs.

Totem of Tonacatecuhtli God is the creator who gives food to people. The totem adds twenty trade points. Useful, not worth selling.

This is interesting: Tonacatecuhtli and his wife Tonacasioual are considered the creators of the world and the first human couple. Moreover, they were considered the lords of Omeyokan - the uppermost sky.

Totem Camashtli- god of hunting, stars, war and fate. It does not add skills, so it is only suitable for sale.

Totem of Sinteotl- the god of young corn. The totem adds twenty navigation points. A very useful totem, as it allows you to control ships a couple of ranks higher than the character's skill.

This is interesting: Sinteotl was considered the patron saint of farmers and goldsmiths.

Totem Tonatiu- the god of the sky and the sun. In the game, it acts as a commodity, such as planks, precious stones and gold bars.

This is interesting: Tanatiu means "Sun" in Aztec.

Xipe-Toteku Totem- God of crops and harvest. Adds twenty to the ability to repair a ship at sea.

This is interesting: all the peoples of Central America had a holiday during which sacrifices were made to Xipe-Totec. The priests dressed in the skin of the sacrificed people and solemnly danced with the warriors.

Totem Tlasolteotl- the goddess-devourer of dirt, cleanses from illicit passions. It does not add characteristics, therefore it is only suitable for sale.

And what do we have at the shipyard?

Barquentine- when the Spanish merchants realized that they were becoming easy prey for pirates, they began to massively convert their clumsy galleons into barquentines. Thanks to the mixed sailing armament, the barquentine can move quite quickly in any direction. Although the transatlantic journey takes longer, the barquentine will surely get away from the pirate. A good, and most importantly, cheap alternative to the brigantine. Extended hold and excellent maneuverability - what else does a trader need?

royal manowar- an improved version of the "floating fort". Even more guns, even thicker armor, luxurious hull trim. The price of the vessel is such that hardly any power can afford more than one such handsome man.

Flying Dutchman- You cannot buy this vessel, but you can get it as a reward. It cannot be said that the "Dutchman" is very strong, but compared to other ships of its class, it has excellent maneuverability and driving performance.

sea ​​wolf- a unique brig, piece work of the master Alexus. High speed and excellent manoeuvrability make this brig a pirate's dream, while excellent close-hauled action guarantees a safe retreat. Nine guns from each side will help in the destruction of the enemy team.

Arabella- Former frigate Cinco Llagas. It was him that Peter Blood took away from the port of Bridgetown right from under the noses of the Spaniards. Great ship, you just need to find a very good navigator.

Corvette- a ship, equal to which it is impossible to find. An outstanding work of shipbuilding. Strong hull, large hold, thirty-two pound guns. Add to this excellent sailing equipment and a great close-hauled move. Don't forget about four dozen guns on board. This corvette is the best in its class.

Blue bird- This bird terrorizes the merchants of the Caribbean. No wonder - thanks to the fully oblique sailing armament, this xebec develops a very high speed, besides, it is very good in badewind. Add fantastic maneuverability to this and you have the perfect sailboat for fast boarding.

Captain Blood

I already mentioned that one of the starting characters is Peter Blood. He's got a starter quest line, and if you're going to play as England, there's no better contender.

Oglethorpe Manor

On the doorstep you will meet Jeremy Pitt. He will say that the lord is seriously injured and you need to urgently give him first aid. Rise to the second floor, the bedroom will be on the left hand.

This is interesting: Peter Blood is a medical doctor with a bachelor of medicine. On a call for help, he rushed to the Oglethorpe estate, and was then caught by Colonel Kirk's dragoons. Gilroy assisted the rebel Monmouth, and Blood just happened to be in the wrong place at the wrong time.

Some dragoons are invulnerable, so there is no point in running from them.

And the key is here, quietly lying on the table.

Now you need to take the saber, it is on the balcony in the chest. But the chest is locked, and first you need to find the key. While browsing the City of Lost Ships forums, I noticed that the key is usually the first major obstacle. Go down to the first floor and turn right. There is a table next to the stairs, on which you will find the key. The humor is that when you first enter the house, the key is not yet on the table, and Pitt does not say where it is.

We open the chest and arm ourselves, in a few seconds dragoons will descend on the estate. No matter what you say, you will still be accused of aiding the rebels. And when they find Pitt in the fireplace ... In general, a fight cannot be avoided.

This is interesting: at Sabatini's, Jeremy was hiding in the linen closet.

No matter how skillfully you wield a sword, the dragoons will still prevail (some of them are immortal), but do not rush to load, as it should be. Peter Blood wakes up in prison, and after a short process, he and Jeremy Pitt will be sent to the "southern colonies of his majesty", or rather, to the island of Barbados.

Plantation

Feel free to rummage through the chests on the plantation and in the city, you can sell the good later.

Welcome to His Majesty's southern colonies!

Welcome to Barbados. Peter Blood is a slave and extracts sugar cane, but he is an unusual slave. Whatever one may say, he is a qualified doctor, and smart doctors in the archipelago can be counted on the fingers. Therefore, Blood is allowed to move freely around the island and the city. Unless trading is prohibited, as well as carrying weapons, of course.

It is important: if the guard sees your weapon, he will ask you to hand it over. Do not resist, as fighting with the whole island is a disastrous occupation.

The first task is to help Mrs. Steed, the wife of the governor. By the way, this is one of the ways to earn some money. Chat with her, and then ask the governor for two and a half thousand to buy a "very expensive potion." He will promise to check everything, but in fact he will forget about the money as soon as you leave his residence. The migraine medicine can be found in the house of Mr. Dan, the pharmacist, on the second floor.

A little later, Dr. Wacker, one of the other two doctors on the island, will come up to you and offer to... run away. Peter Blood is the only slave who can go beyond the plantation and roam the city calmly, so he will be able to prepare an escape without difficulty and special suspicions. Only first you need to assemble a team, get weapons and buy a ship. Wacker promises to help with the ship, everything else will have to be mined personally. Well, Pitt will run away with us of his own accord, and three other officers still need to be recruited.

Preparing to escape

Wacker wants to get rid of Blood so much that he is ready to help him escape.

Outside the city of Winterwood, it is easiest to defeat, the main thing is to dodge the shot.

So, we have three officers, and everyone is holding something on the island. Hagthorpe, who served in the Royal Navy, demands to kill a certain Stuart Winterwood. This man took it and sold it into slavery. Hagthorpe does not disclose details, but is not going to leave without proof of Winterwood's death. Junior officer Nicholas Dyck agrees to run, but right before the escape Bishop sells him. Slaves are a living commodity; what to do, you have to somehow help Dyck. The last one is artilleryman Ogl. He owes a decent amount of money to the moneylender, and until he gives it back, he is not going to leave.

hagthorpe

Let's start in order. Stuart Winterwood can be found in the tavern, sitting at one of the tables. Invite him to meet outside the city; he will agree and also give you a weapon. If you run into him in the tavern, you will most likely die. Unless you hid a dusak somewhere ...

After an hour, go out into the jungle (there is a second exit from the city, to the right of the residence) and wait for the enemy. Keep in mind that he is very strong, so I recommend saving before the fight. After the victory, do not forget to remove the ring (along with the finger) and a thousand piastres from the body. The ring must be presented to Hagthorpe, and the thousand gold pieces will still come in handy.

Nicholas Dyck

As I said, Deyk wants to buy, we need to break the deal. Visit the merchant and the bartender, go to the port authority, and you will find out that a merchant from Jamaica has recently arrived in the city. He is located in one of the houses of the city (his home is next to the tavern), let's visit him.

So Weston decided to buy Dyck on the cheap. Bishop is his old friend and wants to give him a discount. To break the deal, you need to rob a Jamaican merchant. Wait until he turns away and rummage through his chest. There you will find six thousand piastres, an idol and a letter of marque. Now Weston will have nothing to buy Dyck, which means he can run with us. Yes, and a large amount of money, no doubt, will come in handy.

Ogle

The last one on our team is the one-eyed gunner Ogle. He owes a large debt to the moneylender, and we need to pay for him. The usurer gave Oglu five thousand piastres. If you have already robbed Weston, paying you will not be difficult.


Weapon

If there is not enough cash, you can try to get weapons with the help of a smuggler, but this is much more dangerous.

The team has been assembled. Now we need to take care of the weapons and the ship. Go to the tavern and chat with the bartender; he will tell you that Mr. Griffin deals with weapons in the city. Let's go to him.

This is the guideline: Griffin lives in a white stone house, next to the residence, on the left hand side.

Griffin got robbed! Some Spanish thug ordered weapons from him, but, without waiting for the order, tore the collectible sabers from the wall. Everything would be fine, but they are engraved by the master, which means that if the Spaniard is caught, both will be hanged. We cannot allow this, so we set off in pursuit of the Spaniard - he went to the fisherman Hells (his house is to the right of the residence).

Entering the house, we will see that the stern fisherman has already dealt with the invader himself. It remains only to pick up the "marked" weapon and take it to Griffin. By nightfall, he will have made the required number of sabers and pistols without any markings.

This is the advice: bargain. Throw off the price for the work up to a thousand piastres, the money will still come in handy.

Ship

The main preparations are over, it remains only to get the ship. Wacker gave out only eighteen thousand instead of the required twenty-five. Nothing to do, you need to get another seven thousand.

It is important: you can't sell anything, so money can only be earned. If you strictly followed the manual, you need to find not seven thousand, but less.

We leave for the city. The moneylender will be the first - he will ask you to get money from the scammer. He is sure that the debtor has not yet left the island, because no one has set sail today.

Don't forget that Blood is a slave. You will have to return to the plantation every day.

Buddy! Let's have a drink... and then you can tell me where you fish.

Visit the innkeeper - he certainly knows where to find the debtor, but you will have to pay five hundred gold for the information. The bartender will tell you that Rafael Guinness somewhere got the money for the ship and went to the shipyard to make a deal. This is our "client", you just need to catch him and threaten him with the gallows in order to get the money. After deducting the innkeeper's remuneration, the reward is two and a half thousand.



The next opportunity to make money is to find out where Hells' competitor is fishing. The fact is that Summerlight has found a fishing spot, but, of course, is in no hurry to share information. It should be noted that Summerlight likes to drink, you could see him in the tavern. He hasn't gone anywhere, just sour in the corner. We sit down to him and carefully elicit information. I advise you not to ask direct questions, otherwise Summerlight will suspect something is wrong and will not say anything.

As a reward, you will receive two thousand piastres. Total four and a half thousand.



Last day in captivity, need to rest before escaping.

The last opportunity to get money is a meeting with Jacques Sparrow.

This is interesting: in fact, there are plenty of opportunities to get money, and that's not all. However, if you followed the guide exactly, then after completing at least these three quests, you will have enough money for the ship.

Entering the store, instead of the seller you will see a pirate. He introduces himself " Captain Jacques Sparrow”, and then ... However, I will not spoil the fun. Agree to help Jacques sail to Tortuga and go to the shipyard. The shipbuilder will tell you about the captain who has just bought a corvette. Oh, and don't forget that you must keep Jacques' identity a secret. Find John Miner on the streets of the city, he will agree to deliver Jacques to Tortuga. We pick up one and a half thousand piastres and go to Wacker. The deed is done, there should be enough money to buy a ship.

Now you need to transfer the money to James Nattalu so that he buys the ship without suspicion. By evening, you will find out that Nettal deceived you, and Bishop figured out Pitt.

Escape and the Spaniards

The big ship that had been allowed so quietly to enter Carlisle Bay under a false flag was a Spanish privateer. He chose the time for the raid when there was not a single warship in Carlisle Bay.

His cunning remained so unrevealed that, without arousing suspicion, he calmly entered the bay and saluted the fort with a broadside salvo from twenty guns at close range. In just a few moments, two hundred and fifty Spaniards landed on the shore and took possession of the city.

The weapon lies in this chest, next to the woodpile.

Come in from the back. While the Spaniards are fighting with your team, you can tickle them with a saber with almost impunity.

And we need to get Jeremy Pitt free first. Beware of patrols. If one Englishman is easily defeated, then two or three are almost impossible. I advise you to avoid meeting with the soldiers, first you need to get a more impressive weapon.

Right at the entrance to Bridgetown you will meet a Spanish officer. I recommend saving before the fight, as he has a gun, and fencing skills are also on top. After defeating him, you can remove a good saber and a long-barreled pistol from your body.

Our team is waiting at the shipyard, there is no more business in the city, so go to the beach and enter the water. The door is barricaded, and you can get inside only through the slipway. You will also have to swim to the frigate, there is a ladder from the sea.

The fight with the soldiers will be relatively easy, but with the captain you will have to work hard. Perhaps, after the key in the estate, this is one of the most "dead end" moments. The point here is this: the captain kills our hero with one shot from a pistol. Therefore, do not rush to grab a saber, but run up close. In this case, the captain will not shoot, but will immediately go into close combat. Then everything depends on you.

sea ​​battle

It remains only to break away from this lugger, and that's it - freedom!

Frigate captured. It would seem that this is freedom. But it was not there. To begin with, you naturally have a low "navigation" score. Pitt, of course, is a navigator, but he only has a skill level of 50. And to control a frigate without penalties, you need at least 80 points. Receive penalties on all characteristics (-4 for each), while all skills will fall to the level of 1.

And now the surprise. There are two Spanish luggers on the road. I think there is no need to explain that with such indicators of skills you will not be able to shoot accurately, and the boarding will end in tears. Therefore, immediately throw everything overboard that you can, and keep your nose strictly into the wind. Luggers, of course, are nimble ships, but they cannot catch up with the frigate. Remember, you have no chance in battle.

This is where the game really starts. Instead of a small barque or brig, Blood immediately has a frigate. Fulfill trade orders - you have a large hold, you will get a lot of money for transporting goods. By the way, do not forget to fire the entire team, it is simply not needed. First you need to save up for a fourth-class ship so that there are no fines, and deposit the frigate in the first friendly port.



This concludes the introductory part. I deliberately did not give out all the secrets of the game, but next time I will tell you where to find the City of the Lost Ships and how to capture Panama with Henry Morgan. In addition, I would like to put a glass to Andrey Larionov, who, like an old sailor, led me between the underwater rocks and reefs of this wonderful game.


Reward Rating

Addition

Addition


City of the Lost Ships is the strongest game with many game features and development paths. Dozens of quests, both random, generated during the game, and fixed - national lines or single quests, such as the City of the Lost Ships quest. This huge variety of possibilities, among other things, beckons with the fact that the universal development of the character is simply No.

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

Shall we start?

About the place of action and nations

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

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

Shall we start?

Shall we start?

The choice of nation is one of the key aspects that affect the beginning of the game. Specifically, from this choice a different number of ports will be available, which can make it very difficult to move around the Caribbean. Therefore, I built a kind of scale for the attractiveness of nations, according to the principle of the comfort of the game for a beginner or a trader.

The most successful choice for a novice player or a merchant player will undoubtedly be Holland. A peaceful nation that grew rich through trade. At the start of the game - Holland is at peace with France and Spain - and this is the whole of Maine (the continental part of the game world), Cuba, Espanyolla and a few more islands. The richest space for trade or development of the game world.

In second place in terms of convenience for starting the game is Spain. Spain is in the world only with Holland, which, compared with the latter, reduces the number of islands to which you can sail to a small fraction of the French colonies. Being a Spaniard, you can feel like the master of the Caribbean, making raids along the coast of southern Maine or Hispaniola (on which there is also a French colony).

Will take third place France, which is at peace with Holland and England. The French get a third of the Caribbean for development.

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

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PIRATES

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

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

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

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Perception (I) - affects ... yes, it does not affect anything, except for the growth of navigation. And from here and very simple conclusion. 3 units in perception will be enough. It is better to use the freed points in the most valuable reaction or good luck.

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

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

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

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

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

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How to develop skills and what do they give?

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Personal skills relate directly to the character, and, accordingly, the gaps in them can only be filled with the help of artifacts. Do not rely on officers, swing yourself.

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

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

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

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

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

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

It develops very easily. - shots.

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

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

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

It swings in the same cases as it is needed.

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

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