The quest is complete as far as the story goes for now.
Horatio Hornblower – Walkthrough (no Spoilers)
NOTE: The word [TRAP] appears from time to time in this walkthrough.
It is not a bug. It indicates the player is at risk if the correct action is not taken.
The game starts with Horatio (the player - you) in Antigua Port.
You must find the Naval Academy and get your first orders. You have just arrived from England.
Go into the Academy.
Once in there you will automatically walk ( auto-walk) to the other characters to start the dialog.
You will be told to go to Naval Headquarters for more orders, and when that is done told to sail to Guadeloupe to land supplies.
When the dialog is done the player should leave the Academy by the main door to the port.
Clayton and Kennedy will complain to you about Jack Simpson.
You should go to Naval Headquarters where you will receive orders to have larger guns fitted to the ship and get more background information.
Leave Naval Headquarters by the main door.
Meet Simpson. Have an argument. (auto)
Go to the Shipyard talk to the Dockyard Commissioner and get larger guns fitted.
You may now go to sea. (This is an auto load function which will start as you reach the end of the dock).
Dialog with Simpson on deck as you board – auto go-to-sea on completion.
Sail to Guadeloupe – (Anse Casse Bois)
Land on beach with Simpson and Clayton where you will meet Lt. Buckland.
He tells you, you are late. An argument with Simpson ensues. Clayton is killed. (auto)
Lt. Clayton returns and sends you back to the ship with orders to sail to Port Royale in Jamaica.
Sail to Port Royale. Go to port.
Captain Keene dismisses you from his ship and you join the Indefatigable under Captain Pellew.
(auto jump-to-new-ship)
Another argument with Simpson on deck. Swordfight. (auto)
Captain Pellew orders you to sail for Nevis (Charlestown) to pick up a new crew. (auto go-to-sea) [TRAP]
Sail to Charlestown. Go to port.
Pellew orders you to get more gunpowder for the ship.
Go to the Store and get gunpowder.
On leaving the store Lt. Buckland says Captain Pellew wants the new crew trained and some officers collected from Bridgetown.
Sail to Bridgetown.
Go to port.
Lt. Buckland does not want to leave the sip so sends you to collect the officers. They are in the Naval Headquarters in the main town.
Go to Naval Headquarters. (near the prison).
Collect Lieutenants Bracegirdle and Quelp.
Sail to Charlestown.
At Charlestown port Pellew will advise that the “Indy” is to accompany the Justinian and sink a French ship (the Vocano) at Martinique.
Auto MOVIE – Pellew talks to crew.
Auto-go-to-sea.
Sail to Martinique find the Volcano (East coast of Martinique). Sink her.
When she is sunk sail back to Charlestown. Go to port.
Pellew will tell you to follow him to the Academy. Follow him.
In the Academy Captain Sawyer will discuss the battle – you are accused of fouling the Justinian’s line of attack. Pellew will defend your actions. Sawyer will agree and accuse Simpson.
Simpson will attack you. (auto)
Kill him.
You are promoted to Acting Lieutenant. At end of the dialog leave the Academy by the main door and on into the port. You will receive your new uniform and meet Archie Kennedy.
You are auto-transported to the room upstairs in the Tavern.
(You have slept for two days!)
The 'Indy' has left for Antigua so you only have a Tartane.
Go downstairs and meet Hunter. He will tell you of French blockade of the town.
You will decide to cut of the French water supply by going to White Bay.
Hunter knows of a short-cut and directs you to the house near the bridge across the stream.
Go to House by the Bridge (Mystery House) and go inside. [TRAP]
You will meet ‘Smug’ Larr who will let you use his tunnel to the beach for 100 in gold. Pay him. (auto)
and go through the back door into the tunnel.
Go through tunnel to the beach.
There you will meet Chosen Man Richard Sharpe and his men, who will ask what you are doing.
Talk to him and he will help you capture part of the French crew.
When crew is captured, go back to the beach and talk to Hunter. Auto MOVIE –cut-in of ship’s capture.
Auto return to beach.
Captain Pellew lands – talk to him. Major Arthur Wellesley and his sister arrive.
All of you go back through the tunnel to the smugglers house.
Back at the smugglers house Lt. Quelp kills Smug Larr to protect Richard Sharpe. (auto-kill)
Pellew sends Quelp and the Wellesley’s away for their protection.
Pellew talks about dead bodies – Harper (Sharpe’s man) says only one was dead, the other was unconscious and told of a second tunnel which leads to the pirate town and the Naval Academy.
Pellew is perturbed by this and tells you and Sharpe to locate the tunnel entrances.
Go up steps into back room – Harper gives instructions on route to take.
Find entrance to smugglers camp – go into room – go into second room. [TRAP]
return to the tunnel and find entrance to the Academy.
(You can find the Academy first but it is harder to get back) BOTH entrances must be found for the game to continue.
Return to the Back Room in the Smugglers House. Talk to Pellew. A traitor exists, but who?
Go to Academy – talk to Pellew and Qulep.
Quelp leaves. Major Wellesley arrives. Pellew approves plan to catch traitor.
Go with Wellesley to Smugglers House.
Fight with French troops . Kill them all. (Quelp is not present.)
THE LIEUTENANT’S EXAM – FIRE SHIP.
Take Wellesley through tunnel to the beach (White Bay).
At beach meet Dreadnought Foster – he demands you to sail to Port Royale with him.
Sail to Port Royale. Go to port.
Foster tells you to meet Pellew at the residence gates. Wellesley goes to the fort(auto)
Go to meet Pellew outside the Residence. He tells you, you are up for the lieutenants exam.
He will tell you where the Naval HQ is.
Go inside Naval HQ.
Lt. Chadd will direct you to the examination room.
Go to the examination room. There you will find Captains Foster and Hammond.
They will examine you.
During the exam the port guns will sound the alarm and Lt. Chadd will report a fire ship is in the port.
Foster Hammond and Chadd leave the room.
Go to port. (fast travel NOT available) (you will see the fireship.)
Go to dock. You agree with Captain Foster to swim to the fireship. (auto transfer).
On fireship deck go to the ship’s wheel. [TRAP]
Captain Foster will give you directions to avoid hitting the ‘Indy’.
Captain Foster tells you when you are clear of the ‘Indy’.
Foster goes to look for the chase boat which should take you off the fireship but falls down the burning stairs.
Go to Foster and rescue him. (auto back to dock). [TRAP]
An argument ensues between Foster and Hammond as to why Hammond failed to send the chase boat.
After the argument Captain Pellew arrives and takes you back to the ‘Indy’. (auto)
He tells you you are invited to dinner with Major General Hew Dalrymple. (auto transfer).
THE DEVIL AND THE DUCHESS
You are given secret orders to take to England and meet the Duchess of Wharfedale who you must also take to England.
Go to ship. Go to sea. Auto MOVIE –cut-in of capture by Spanish and you giving documents to the Duchess.
Auto-transfer to Spanish prison. Meet Archie Kennedy.
Midshipman Hunter complains that Kennedy "has had it" and should be left alone.
Duchess arrives at prison and takes you to meet the fort commander.
Fort Commander gives you permission to walk on beach.
Walk on cliffs and beach with Duchess – ask her about the documents. (must hit trigger point on beach path for this to happen).
Go to Fort again.
Hunter complains about Kennedy again.
Go to see Kennedy again. He is better.
Duchess comes in to ask about him. She leaves.
Kennedy recognises that the Duchess is an actress.
Fort Commander invites you to dinner.
Go to Dinning Room in fort.
Meet French Major - he also recognises the Duchess as an actress.
The Duchess denies this.
auto transfer to fort after dinner.
Duchess admits she is an actress. you ask for documents back. (not given to you)
French officer arrives and challenges the Duchess as to who she is.
They go off together (auto)
auto next-day - Hunter makes comments about the dinner.
Duchess arrives and explains why she went off with the French officer.
auto next-day Fort Commander tells you the Duchess has left but gives permission for you and crew to go to beach.
auto transfer to beach.
Matthews (auto) runs up to you and tells you about battle bewteen the Indy and a Spanish ship that is going on at sea.
Fort Commander arrives and you discuss the battle.
Spanish ship hits the rocks.
You ask for a boat to rescue the crew.
Fort Commander gives permission and you give parole not to escape (and your crew).
Go to next beach.
Talk to Archie
AUTO MOVIE - Spanish ship wreck – escape – picked up by the “Indy”.
Auto to Indy - Promoted to Commissioned Lieutenant - tell Pellew you and crew must return to prison.
Crew Agree.
AUTO to prison.
Meet Fort Commander again.
auto next day
Talk to Archie
auto next day
talk to prison commander – given freedom.
Go to beach
Go to second beach
Meet Sharpe and Wellesley again and introduced to Lt. Chumley. - told about French at Octopus Bay.
Sail to Guadeloupe beach (Octopus Bay)
Go to shore
Battle with French troops. (first part auto – last part you must fight to stay alive.)
After battle Chumley wants to sail back to Charlestown. You want to goto Spieghtstown as it is nearer and the wounded need to be attended to quickly.
Sail to Spieghtstown. Go to port.
Talk with Chumley about the wounded.
MUTINY
(NOTE: This whole section takes place on the quest deck – you cannot leave the ship)
Pellew arrives and tells you you have been transferred to Captain Sawyer and you must go to Naval HQ in Bridgetown to report.
Find Archie Kennedy in the Tavern.
Go to Bridgetown. - Meet Wellard.
Go to Naval HQ.
Meet Sawyer. Told to board ship.
Go to Port – auto board ship.
Lt. Bush arrives.
Go talk to helmsman.
Captain arrives (Auto)
Officers line up for Captains meeting. (auto)
Mr. Bush introduces himself.
Captain orders ship underway.
Archie is concerned about the Captain.
A storm blows up.
Captain allows for sails to be reefed orders hauling.
Wellard is in the rigging. (auto)
Sail tears – Wellard stops hauling sail.
Captain punishes Wellard for countermanding his order.
Auto to crews quarters to see Doctor and ask about Wellard.
Auto back to deck.
Archie discusses the Captain’s condition.
Bush calls you to a meeting with the Captain.
Captain tells you the task is to capture the Spanish fort on Playa de Sabana.
Argument with Captain – he looses his concentration.
Doctor asks all officers to leave.
Bush Buckland and Kennedy discuss taking over the ship.
Bush warns that this will be mutiny.
Bush and Buckland leave.
Wellard arrives.
Go to main deck to talk (Captain is heard on deck).
Captain follows you. (stand still!)
Captain falls into hold.
Auto cut to next morning.
Doctor asks what happened – and that Buckland must take over the ship.
Buckland suggests use the Renown to broadside the fort.
You tell him guns won’t elevate enough and that you must do a land assault.
Agree to land assault.
Auto land at Playa de Sabana beach.
RETRIBUTION
Matthews warns that Spanish might see ship.
Spanish see ship and player and open fire.
Goto Prison Beach. [TRAP]
On prison beach go to rope bridge [TRAP]
Sharpe sends riflemen to shoot guards. (auto)
Remaining guards attack.
Kill guards.
Discuss with Kennedy how to blow up fort gate.
Bush tells you the Fort has surrendered.
Cross bridge and talk to Fort Commander.
Auto into fort.
Find Lt. Quelp was a prisoner there. Free him.
Buckland takes formal surrender of ship.
Buckland sends prisoners and Quelp to ship.
Tells player to stay and blow up the fort.
Bush and Kennedy assist in setting charges. (auto)
Go back to bridge. Auto run across bridge.
Fort blows up. (auto)
Go Back to ship.
Get back to beach.
On beach Matthews reports that the Spanish prisoners have taken the ship.
Go to board ship. (auto transfer to quest deck)
Fight with Spanish. (Kennedy and Bush are wounded).
One prisoner tries to kill Sharpe (auto)
Lt. Quelp saves Sharpe.
Sharpe is now confused as to loyalty of Quelp.
Go to beach to bury the dead.
Return to Port Royal.
Arrested for mutiny (auto).
Court Martial.
Acquitted. Promoted to Commander.
Given the Retribution (ship).
Sharpe calls you to a meeting with Wellesley.
THE NEXT PARTS ARE NOT SHOWN HERE:
There is a twist to the story here which will be spoilt if written down.
At the end of these parts:
Sail to Antigua.
French are attacking the town.
Go to outskirts and find Matthews.
Cannon battle with French.
French retire. Follow them into the next valley with Sharpe and riflemen.
Find two dead rifle men.
Discuss the situation with Sharpe. [TRAP] if you make the wrong choice.
Ending According to decisions made after talking with Sharpe.
EITHER:
A further cannon battle with the French, then if successful in battle:
Told to sail to Bridgetown.
Sail to Bridgetown.
Go to Naval H.Q. – told war is over.
Find somewhere to live (local house)
Meet Maria.
Transported to dock. Maria tells you Sharpe is in the tavern.
Meet Sharpe again. (he explains more of the mystery part).
Go to Lighthouse.
Find bodies. (related to the mystery part).
GAME ENDS (for now)
OR:
Arrested for treason and executed. (Game over).
OR:
Captured and put in a French prison.
END OF QUEST (for now)
Horatio Hornblower – Walkthrough (no Spoilers)
NOTE: The word [TRAP] appears from time to time in this walkthrough.
It is not a bug. It indicates the player is at risk if the correct action is not taken.
The game starts with Horatio (the player - you) in Antigua Port.
You must find the Naval Academy and get your first orders. You have just arrived from England.
Go into the Academy.
Once in there you will automatically walk ( auto-walk) to the other characters to start the dialog.
You will be told to go to Naval Headquarters for more orders, and when that is done told to sail to Guadeloupe to land supplies.
When the dialog is done the player should leave the Academy by the main door to the port.
Clayton and Kennedy will complain to you about Jack Simpson.
You should go to Naval Headquarters where you will receive orders to have larger guns fitted to the ship and get more background information.
Leave Naval Headquarters by the main door.
Meet Simpson. Have an argument. (auto)
Go to the Shipyard talk to the Dockyard Commissioner and get larger guns fitted.
You may now go to sea. (This is an auto load function which will start as you reach the end of the dock).
Dialog with Simpson on deck as you board – auto go-to-sea on completion.
Sail to Guadeloupe – (Anse Casse Bois)
Land on beach with Simpson and Clayton where you will meet Lt. Buckland.
He tells you, you are late. An argument with Simpson ensues. Clayton is killed. (auto)
Lt. Clayton returns and sends you back to the ship with orders to sail to Port Royale in Jamaica.
Sail to Port Royale. Go to port.
Captain Keene dismisses you from his ship and you join the Indefatigable under Captain Pellew.
(auto jump-to-new-ship)
Another argument with Simpson on deck. Swordfight. (auto)
Captain Pellew orders you to sail for Nevis (Charlestown) to pick up a new crew. (auto go-to-sea) [TRAP]
Sail to Charlestown. Go to port.
Pellew orders you to get more gunpowder for the ship.
Go to the Store and get gunpowder.
On leaving the store Lt. Buckland says Captain Pellew wants the new crew trained and some officers collected from Bridgetown.
Sail to Bridgetown.
Go to port.
Lt. Buckland does not want to leave the sip so sends you to collect the officers. They are in the Naval Headquarters in the main town.
Go to Naval Headquarters. (near the prison).
Collect Lieutenants Bracegirdle and Quelp.
Sail to Charlestown.
At Charlestown port Pellew will advise that the “Indy” is to accompany the Justinian and sink a French ship (the Vocano) at Martinique.
Auto MOVIE – Pellew talks to crew.
Auto-go-to-sea.
Sail to Martinique find the Volcano (East coast of Martinique). Sink her.
When she is sunk sail back to Charlestown. Go to port.
Pellew will tell you to follow him to the Academy. Follow him.
In the Academy Captain Sawyer will discuss the battle – you are accused of fouling the Justinian’s line of attack. Pellew will defend your actions. Sawyer will agree and accuse Simpson.
Simpson will attack you. (auto)
Kill him.
You are promoted to Acting Lieutenant. At end of the dialog leave the Academy by the main door and on into the port. You will receive your new uniform and meet Archie Kennedy.
You are auto-transported to the room upstairs in the Tavern.
(You have slept for two days!)
The 'Indy' has left for Antigua so you only have a Tartane.
Go downstairs and meet Hunter. He will tell you of French blockade of the town.
You will decide to cut of the French water supply by going to White Bay.
Hunter knows of a short-cut and directs you to the house near the bridge across the stream.
Go to House by the Bridge (Mystery House) and go inside. [TRAP]
You will meet ‘Smug’ Larr who will let you use his tunnel to the beach for 100 in gold. Pay him. (auto)
and go through the back door into the tunnel.
Go through tunnel to the beach.
There you will meet Chosen Man Richard Sharpe and his men, who will ask what you are doing.
Talk to him and he will help you capture part of the French crew.
When crew is captured, go back to the beach and talk to Hunter. Auto MOVIE –cut-in of ship’s capture.
Auto return to beach.
Captain Pellew lands – talk to him. Major Arthur Wellesley and his sister arrive.
All of you go back through the tunnel to the smugglers house.
Back at the smugglers house Lt. Quelp kills Smug Larr to protect Richard Sharpe. (auto-kill)
Pellew sends Quelp and the Wellesley’s away for their protection.
Pellew talks about dead bodies – Harper (Sharpe’s man) says only one was dead, the other was unconscious and told of a second tunnel which leads to the pirate town and the Naval Academy.
Pellew is perturbed by this and tells you and Sharpe to locate the tunnel entrances.
Go up steps into back room – Harper gives instructions on route to take.
Find entrance to smugglers camp – go into room – go into second room. [TRAP]
return to the tunnel and find entrance to the Academy.
(You can find the Academy first but it is harder to get back) BOTH entrances must be found for the game to continue.
Return to the Back Room in the Smugglers House. Talk to Pellew. A traitor exists, but who?
Go to Academy – talk to Pellew and Qulep.
Quelp leaves. Major Wellesley arrives. Pellew approves plan to catch traitor.
Go with Wellesley to Smugglers House.
Fight with French troops . Kill them all. (Quelp is not present.)
THE LIEUTENANT’S EXAM – FIRE SHIP.
Take Wellesley through tunnel to the beach (White Bay).
At beach meet Dreadnought Foster – he demands you to sail to Port Royale with him.
Sail to Port Royale. Go to port.
Foster tells you to meet Pellew at the residence gates. Wellesley goes to the fort(auto)
Go to meet Pellew outside the Residence. He tells you, you are up for the lieutenants exam.
He will tell you where the Naval HQ is.
Go inside Naval HQ.
Lt. Chadd will direct you to the examination room.
Go to the examination room. There you will find Captains Foster and Hammond.
They will examine you.
During the exam the port guns will sound the alarm and Lt. Chadd will report a fire ship is in the port.
Foster Hammond and Chadd leave the room.
Go to port. (fast travel NOT available) (you will see the fireship.)
Go to dock. You agree with Captain Foster to swim to the fireship. (auto transfer).
On fireship deck go to the ship’s wheel. [TRAP]
Captain Foster will give you directions to avoid hitting the ‘Indy’.
Captain Foster tells you when you are clear of the ‘Indy’.
Foster goes to look for the chase boat which should take you off the fireship but falls down the burning stairs.
Go to Foster and rescue him. (auto back to dock). [TRAP]
An argument ensues between Foster and Hammond as to why Hammond failed to send the chase boat.
After the argument Captain Pellew arrives and takes you back to the ‘Indy’. (auto)
He tells you you are invited to dinner with Major General Hew Dalrymple. (auto transfer).
THE DEVIL AND THE DUCHESS
You are given secret orders to take to England and meet the Duchess of Wharfedale who you must also take to England.
Go to ship. Go to sea. Auto MOVIE –cut-in of capture by Spanish and you giving documents to the Duchess.
Auto-transfer to Spanish prison. Meet Archie Kennedy.
Midshipman Hunter complains that Kennedy "has had it" and should be left alone.
Duchess arrives at prison and takes you to meet the fort commander.
Fort Commander gives you permission to walk on beach.
Walk on cliffs and beach with Duchess – ask her about the documents. (must hit trigger point on beach path for this to happen).
Go to Fort again.
Hunter complains about Kennedy again.
Go to see Kennedy again. He is better.
Duchess comes in to ask about him. She leaves.
Kennedy recognises that the Duchess is an actress.
Fort Commander invites you to dinner.
Go to Dinning Room in fort.
Meet French Major - he also recognises the Duchess as an actress.
The Duchess denies this.
auto transfer to fort after dinner.
Duchess admits she is an actress. you ask for documents back. (not given to you)
French officer arrives and challenges the Duchess as to who she is.
They go off together (auto)
auto next-day - Hunter makes comments about the dinner.
Duchess arrives and explains why she went off with the French officer.
auto next-day Fort Commander tells you the Duchess has left but gives permission for you and crew to go to beach.
auto transfer to beach.
Matthews (auto) runs up to you and tells you about battle bewteen the Indy and a Spanish ship that is going on at sea.
Fort Commander arrives and you discuss the battle.
Spanish ship hits the rocks.
You ask for a boat to rescue the crew.
Fort Commander gives permission and you give parole not to escape (and your crew).
Go to next beach.
Talk to Archie
AUTO MOVIE - Spanish ship wreck – escape – picked up by the “Indy”.
Auto to Indy - Promoted to Commissioned Lieutenant - tell Pellew you and crew must return to prison.
Crew Agree.
AUTO to prison.
Meet Fort Commander again.
auto next day
Talk to Archie
auto next day
talk to prison commander – given freedom.
Go to beach
Go to second beach
Meet Sharpe and Wellesley again and introduced to Lt. Chumley. - told about French at Octopus Bay.
Sail to Guadeloupe beach (Octopus Bay)
Go to shore
Battle with French troops. (first part auto – last part you must fight to stay alive.)
After battle Chumley wants to sail back to Charlestown. You want to goto Spieghtstown as it is nearer and the wounded need to be attended to quickly.
Sail to Spieghtstown. Go to port.
Talk with Chumley about the wounded.
MUTINY
(NOTE: This whole section takes place on the quest deck – you cannot leave the ship)
Pellew arrives and tells you you have been transferred to Captain Sawyer and you must go to Naval HQ in Bridgetown to report.
Find Archie Kennedy in the Tavern.
Go to Bridgetown. - Meet Wellard.
Go to Naval HQ.
Meet Sawyer. Told to board ship.
Go to Port – auto board ship.
Lt. Bush arrives.
Go talk to helmsman.
Captain arrives (Auto)
Officers line up for Captains meeting. (auto)
Mr. Bush introduces himself.
Captain orders ship underway.
Archie is concerned about the Captain.
A storm blows up.
Captain allows for sails to be reefed orders hauling.
Wellard is in the rigging. (auto)
Sail tears – Wellard stops hauling sail.
Captain punishes Wellard for countermanding his order.
Auto to crews quarters to see Doctor and ask about Wellard.
Auto back to deck.
Archie discusses the Captain’s condition.
Bush calls you to a meeting with the Captain.
Captain tells you the task is to capture the Spanish fort on Playa de Sabana.
Argument with Captain – he looses his concentration.
Doctor asks all officers to leave.
Bush Buckland and Kennedy discuss taking over the ship.
Bush warns that this will be mutiny.
Bush and Buckland leave.
Wellard arrives.
Go to main deck to talk (Captain is heard on deck).
Captain follows you. (stand still!)
Captain falls into hold.
Auto cut to next morning.
Doctor asks what happened – and that Buckland must take over the ship.
Buckland suggests use the Renown to broadside the fort.
You tell him guns won’t elevate enough and that you must do a land assault.
Agree to land assault.
Auto land at Playa de Sabana beach.
RETRIBUTION
Matthews warns that Spanish might see ship.
Spanish see ship and player and open fire.
Goto Prison Beach. [TRAP]
On prison beach go to rope bridge [TRAP]
Sharpe sends riflemen to shoot guards. (auto)
Remaining guards attack.
Kill guards.
Discuss with Kennedy how to blow up fort gate.
Bush tells you the Fort has surrendered.
Cross bridge and talk to Fort Commander.
Auto into fort.
Find Lt. Quelp was a prisoner there. Free him.
Buckland takes formal surrender of ship.
Buckland sends prisoners and Quelp to ship.
Tells player to stay and blow up the fort.
Bush and Kennedy assist in setting charges. (auto)
Go back to bridge. Auto run across bridge.
Fort blows up. (auto)
Go Back to ship.
Get back to beach.
On beach Matthews reports that the Spanish prisoners have taken the ship.
Go to board ship. (auto transfer to quest deck)
Fight with Spanish. (Kennedy and Bush are wounded).
One prisoner tries to kill Sharpe (auto)
Lt. Quelp saves Sharpe.
Sharpe is now confused as to loyalty of Quelp.
Go to beach to bury the dead.
Return to Port Royal.
Arrested for mutiny (auto).
Court Martial.
Acquitted. Promoted to Commander.
Given the Retribution (ship).
Sharpe calls you to a meeting with Wellesley.
THE NEXT PARTS ARE NOT SHOWN HERE:
There is a twist to the story here which will be spoilt if written down.
At the end of these parts:
Sail to Antigua.
French are attacking the town.
Go to outskirts and find Matthews.
Cannon battle with French.
French retire. Follow them into the next valley with Sharpe and riflemen.
Find two dead rifle men.
Discuss the situation with Sharpe. [TRAP] if you make the wrong choice.
Ending According to decisions made after talking with Sharpe.
EITHER:
A further cannon battle with the French, then if successful in battle:
Told to sail to Bridgetown.
Sail to Bridgetown.
Go to Naval H.Q. – told war is over.
Find somewhere to live (local house)
Meet Maria.
Transported to dock. Maria tells you Sharpe is in the tavern.
Meet Sharpe again. (he explains more of the mystery part).
Go to Lighthouse.
Find bodies. (related to the mystery part).
GAME ENDS (for now)
OR:
Arrested for treason and executed. (Game over).
OR:
Captured and put in a French prison.
END OF QUEST (for now)