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Preparations for a walkthrough

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Bismarck

Sailor
Hi,

I would like to see a good walkthrough for "Age of Pirates 2 - Cities of Abandoned Ships" so I guess we should start collecting quests and solutions.
When it is finished, a moderator could open a stickied, organized thread so everyone can find it easily.

<b>If you have managed to complete a quest, please add your solution to this thread.</b>


<b>SPOILER ALERT!</b>

This thread will contain spoilers. If you don't like it, then don't read it.



<u><b>Important Quests:</b></u>

Peter Blood - Beginning

Kill the beggars - Started in the capital city of hero's nation

Lost Ships City - Started after finishing "Kill the beggars"

Ascold quest - Started randomly in stores

Austin quest - Started in one of those cities: St. John, Marigo, Fort-de-France, Santa Catalina, Cartagena or Panama

Bluebird quest - Started randomly in stores

Dutch Governor-General missions - Started by obtaining a letter of marque of Dutch and talking to General-Governor

English Governor-General missions - Started by obtaining a letter of marque of England and talking to General-Governor

Spain Governor-General missions - Started by obtaining a letter of marque of Spain and talking to General-Governor

French Governor-General missions - Started by obtaining a letter of marque of France and talking to General-Governor

Pirates missions - Started by joining the Brotherhood of the Coast?

Isabella quest - Started in Bermuda, look for Atilla

Flying Dutchman quest - Started randomly in taverns, drunk people

Tenochtitlan quest - Started by landing on Moskito cove between Belize and Portobello

Enchanted city quest - Started in Cumana

Double-barreled musket quest - Started in a room in Port of Spain

Search Sharp spy quest - Started in the Pearl Diver's village


<u><b>
Random generated quests:</b></u>

Governor quests
Priest quests
Port master quests
Shipyard quests
Treasure Hunt
Random missions from citizens

Those are the quests I know/have heard of. Now to the solutions.
 
<b>Solutions:</b>


<b>Austin quest:</b>
Go to one of the following cities (Panama, Cartagena, Santa Catalina, St. John, Fort-de-France, Marigo) and talk to male citizens.
One of them will invite you to a dungeon in the town or in the jungle. He waits till midnight so hurry up and meet him. If you don't meet him on time, this quest can't be completed.
Go to the nearest dungeon and look for him. Prepare for a fight. When you find him, he talks and then attacks. The one in Fort-de-France has a partner so be careful. When you have killed one guy, you have to look for the others in the cities I told you.

There will be six killers:
The first two are trying to kill you (Nice loot for starters by the way). The third one mentions a cult of Sulla, the name Austin and runs away.
The next two will attack you, but you must play the fool. Don't mention that you have meet some of their collegues before or the quest can't be finished.
The sixth guy will tell you that Austin is in the Pearl Diver's village behind a cave which is near San Juan del Norte beach.
Go and "meet" that guy. He likes cold metal if you get my meaning.


<b>Blue Bird quest:</b>
Talk to a store owner about business and he will tell you that a nasty pirate and his very fast ship, the Blue bird, are plundering merchants. They offer you 50000 for sinking that ship.
Go to Bermuda and talk to the store owner about the blue Bird.
Go to the tavern owner and ask him about what he knows. He will direct you to the store owner on Puerto Principe. Go there.
Talk with the merchant on Puerto Principe to learn that Pascal is an evil person with a nice mask.
Go to Bermuda and talk to the Shipyard owner about his dungeon (Don't pay the 20000). Go to the Ruin Shore and enter the cave in the jungle. Go to the dead end behind the white ball. Don't touch it or you will get foul-smelling "company".
The character hears something and waits. You see the crew of the Blue Bird. Leave the cave and go to your ship.
Fight the Blue bird with chain balls to negate its speed bonus and sink or board it.
If you sink the ship, you can collect the money from the store owner that asked you for help. If you keep the ship, it will be considered a violation of the treaty and you receive nothing. Well, you do have a fast xebec. Ask for rumours and you learn that a trader is shipping some wares. You can plunder that ship to gain a big reward.


<b>Double-Barreled musket quest:</b>
Go to Port of Spain and enter one of the rooms. It is on top of wooden stairs. The inhabitant was a musketeer, but he lost his weapon. He will join you if you can find it. The weapon was stolen by a pirate and you get the name "arrow".
Ask the pirate leader on Bermuda about that pirate.
This pirate and his ship "Arrow" are very shy. You will eventually encounter him on the map. It is a ship with unusual sail color (like orange or purple).
When you meet him, board his ship. Kill that bastard and loot his body + containers. You should find the musket.
Give it to the musketeer in Port of Spain and he joins you as a fighting officer. Beware of friendly fire.


<b>Tenochtitlan quest</b>
Go to Moskito Shore west of "Lake Texcoco". If you own the game legally, you should have a map of the caribbean.
Meet the Spanish survivor and continue. When reaching the lake, Montezuma will have a chat with you.
In order to disarm the fire trap, you need to find 2 totems (scene before lake texcoco: in the grass; Portobello outskirts: go left twice and look around) and place them near the dam or you need 1 totem in the water to the left of the dam. This totem is used on the other side of the dam, so use potions to survive the warm welcome.

Later you need to find 10 totems (Seaward, this is stupid, boring and repetitive. Are you working for EA?)

Totem 1: Bermuda, Broken washbasin - swim around the ship
Totem 2: San Juan del Norte beach
Totem 3: Marigot cave
Totem 4: Port of Spain, random merchant
Totem 5: Fort-de-France, Dungeon, at the end
Totem 6: Tortuga, random merchant
Totem 7: Willemstad, residence, column
Totem 8: Hispaniola, in the Lighthouse of Santo Domingo
Totem 9: Santiago, torture chamber under church
Totem 10: Inca Temple, right side near a bush

Those 10 totems have to be placed on 10 platforms which can be found inside the 2 Aztec pyramids with the 5 doors. Every single door leads to a room with 3 Aztec warriors and a platform where you can put the totem on.
When all totems are placed correctly, you can enter the Temple of Great Life Force. There you have to fight Aztec warriors untill you reach the end. There you will find the Jade skull. Take it and Mictlantecuhtli, the god of the dead, appears and challenges you to a duel. Kick his ass! If you defeat him, he allows you to possess the Jade skull and tells you some info about Montezuma.
Then leave. Montezuma will await you on the dam and wants the skull. Kill him. Take his Maquahuitl weapon and leave.


<b>Kill the beggars quest:</b>
Go to the capital of your nation and look for Oliver Trust (He might look for you).
He offers you 1000000 piasters for killing all the beggars. I reclined his offer and told the beggars about it.
After talking to 3 different beggars about this strange mission, the last one will tell you the name of a beggar you should meet.
Visit this guy and he tells you his ideas.
Go to Willemstad on Curacao and try to break into General-Governor Stuyvesant's chest. It will be locked.
Visit the tavern and talk to the owner, then to the keymaster.
Pay him (he takes a certain percentage of your wealth so store most of it by the moneylender) and sleep 2 days. Visit his house in Willemstad and you will have a chat with 2 soldiers. Get rid of them.
Search for the key in the keymasters house and open the chest in the residence with the key's help.
Show those documents to the "head" beggar you met earlier. He will tell you a story about an island of justice a certain beggar called Teaser Dan has mentioned.
Go to Willemstad and ask the tavern owner and then Stuyvesant about Dan. Go to a pirate town and meet the diplomat.
Demand from him the location of a member of the Dutch Trading Company. He wants to know a name. Throw "Oliver Trust" at him and then go to Marigo and search for the house where he lives. Have some tea with him + a fencing lesson. Loot him and take the letter on the table. Meet the beggar again and then you can sail to the "Island of Justice". Keep the Diffindur Key in your inventory.

<b>Warning:</b> You will lose your ship, crew, money, officers and items when entering the City of Abandoned Ships.
Buy a shabby ship (War tartane), give your items (except the Diffindur key) to your officers, store your good ships with your officers/items at the port control, give the money to the moneylender and then you can sail to the "Garden Eden" west of Havana and north of a shore the letter mentions without frustration.
When you reach the position, enter sea mode and you are in a storm. Fast travel to the CoAS.


<b>Dutch General-Governor missions:</b>

1. Peter Stuyvesant wants you to pick up a member of the Jansenites in Marigot and to escort him to Willemstad.
Go to Marigot and look for a house near the residence. Two thugs will hinder your mission so give them some precious metal, preferably lead.
The man with the strange, long name will be in the room on the upper floor.
Sail to Willemstad and go to the residence. You will receive 30000 piasters for your efforts.
 
so many quests to do lol but yea good idea, you could probably cobble together a good bit snipping pieces form the various threads here and the playlogic forums, or wading thru the badly translated seaward.ru forums if you got the patience to wade thru those 80 page threads and do some phoenetic fixes and name adjustments.
 
I was thinking about doing exactly something like this. Need to get a solid FAQ put together with all the quests completely explained and proper walk-through's written.

Kind of a pain trying to go through all the other forums and make sense of all the discussions about the various quest lines.

I'd love to see a proper complete walkthrough for everything that someone can just download and consult as you are going along.

I was also thinking I would eventually put it all together as a PDF file with photos and other notations included.

So if we can get a compilation put together along with screenshots and such, I can compile it into the PDF.

Cap'n Drow
 
<!--quoteo(post=324532:date=Jun 2 2009, 03:45 PM:name=Bismarck)--><div class='quotetop'>QUOTE (Bismarck @ Jun 2 2009, 03:45 PM) <a href="index.php?act=findpost&pid=324532"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>Solutions:</b>

<b>Austin quest:</b>
Go to one of the following cities (Panama, Cartagena, Santa Catalina, St. John, Fort-de-France, Marigo) and talk to male citizens.
One of them will invite you to a dungeon in the town or in the jungle. He waits till midnight so hurry up and meet him. If you don't meet him on time, this quest can't be completed.
Go to the nearest dungeon and look for him. Prepare for a fight. When you find him, he talks and then attacks. The one in Fort-de-France has a partner so be careful. When you have killed one guy, you have to look for the others in the cities I told you.

There will be six killers:
The first two are trying to kill you (Nice loot for starters by the way). The third one mentions a cult of Sulla, the name Austin and runs away.
The next two will attack you, but you must play the fool. Don't mention that you have meet some of their collegues before or the quest can't be finished.
The sixth guy will tell you that Austin is in the Pearl Diver's village.
Go and "meet" that guy. He likes cold metal if you get my meaning.

<b>Blue Bird quest:</b>
Talk to a store owner about business and he will tell you that a nasty pirate and his very fast ship, the Blue bird, are plundering merchants. They offer you 50000 for sinking that ship.
Go to Bermuda and talk to the store owner about the blue Bird.
Go to the tavern owner and ask him about what he knows. He will direct you to the store owner on Puerto Principe. Go there.
Talk with the merchant on Puerto Principe to learn that Pascal is an evil person with a nice mask.
Go to Bermuda and talk to the Shipyard owner about his dungeon (Don't pay the 20000). Go to the Ruin Shore and enter the cave in the jungle. Go to the dead end behind the white ball. Don't touch it or you will get foul-smelling "company".
The character hears something and waits. You see the crew of the Blue Bird. Leave the cave and go to your ship.
Fight the Blue bird with chain balls to negate its speed bonus and sink or board it.
If you sink the ship, you can collect the money from the store owner that asked you for help. If you keep the ship, it will be considered a violation of the treaty and you receive nothing. Well, you do have a fast xebec.

<b>Double-Barreled musket quest:</b>
Go to Port of Spain and enter one of the rooms. It is on top of wooden stairs. The inhabitant was a musketeer, but he lost his weapon. He will join you if you can find it. The weapon was stolen by a pirate and you get the name "arrow".
Ask the pirate leader on Bermuda about that pirate.
This pirate and his ship "Arrow" are very shy. You will eventually encounter him on the map. It is a ship with unusual sail color (like orange or purple).
When you meet him, board his ship. Kill that bastard and loot his body + containers. You should find the musket.
Give it to the musketeer in Port of Spain and he joins you as a fighting officer. Beware of friendly fire.

<b>Tenochtitlan quest</b>
Go to Moskito Shore west of "Lake Texcoco". If you own the game legally, you should have a map of the caribbean.
Meet the Spanish survivor and continue. When reaching the lake, Montezuma will have a chat with you.
In order to disarm the fire trap, you need to find 2 totems and place them near the dam or you need 1 totem in the water to the left of the dam. This totem is used on the other side of the dam, so use potions to survive the warm welcome.

Later you need to find 10 totems (Seaward, this is stupid, boring and repetitive. Are you working for EA?)

Totem 1: Bermuda, Broken washbasin - swim around the ship
Totem 2: San Juan del Norte beach
Totem 3: Marigot cave
Totem 4: Port of Spain, random merchant
Totem 5: Fort-de-France, Dungeon
Totem 6: Tortuga, random merchant
Totem 7: Willemstad, residence
Totem 8: Hispaniola, Lighthouse of Santo Domingo
Totem 9: Santiago, torture chamber under church
Totem 10: Tenochtitlan, near Temple

<b>Kill the beggars quest:</b>
Go to the capital of your nation and look for Oliver Trust (He might look for you).
He offers you 1000000 piasters for killing all the beggars. I reclined his offer and told the beggars about it.
After talking to 3 different beggars about this strange mission, the last one will tell you the name of a beggar you should meet.
Visit this guy and he tells you his ideas.
Go to Willemstad on Curacao and try to break into General-Governor Stuyvesant's chest. It will be locked.
Visit the tavern and talk to the owner, then to the keymaster.
Pay him and sleep 2 days. Visit his house in Willemstad and you will have a chat with 2 soldiers. Get rid of them.
Search for the key in the keymasters house and open the chest in the residence with the key's help.
Show those documents to the "head" beggar you met earlier. He will tell you a story about an island of justice a certain beggar called Teaser Dan has mentioned.
Go to Willemstad and ask the tavern owner and then Stuyvesant about Dan. Go to a pirate town and meet the diplomat.
Demand from him the location of a member of the Dutch Trading Company. He wants to know a name. Throw "Oliver Trust" at him and then go to Marigo and search for the house where he lives. Have some tea with him + a fencing lesson. Loot him and take the letter on the table. Meet the beggar again and then you can sail to the Island of Justice. Keep the Diffindur Key in your inventory.

<b>Warning:</b> You will lose your ship, crew, money, officers and items when entering the City of Abandoned Ships.
Buy a shabby ship (War tartane), give your items to your officers or put them into the cabin of one of your ships, store your good ships with your officers/items at the port control, give the money to the moneylender and then you can sail to the Garden Eden west of Havana and north of a shore the letter mentions without frustration.
When you reach the position, enter sea mode and you are in a storm. Fast travel to the CoAS.<!--QuoteEnd--></div><!--QuoteEEnd-->


R u sure that totem 10 isn't near inka temle?
And about warning.....If u put trinkets in a cabin chest u'll loose them, so u can only give them to officer
About bluebird... If u keep the ship, quest isnt over...u ll eventualy hear gossip about merchant ship from place where u recived quest, so go and collect your payment...
 
i also read for the coas part, if i understood it correctly from the ru forums, that if you goto the diffendur (sp?) before you see admiral cappy, you can use the chest that you have the key for and store your stuff there and it actually stays put, because once you see cappy he will take any possessions you have on you, maps money weapons potions all gone but 2 or 3 useless items.

if true it is also a good idea to store some items there that you get from other chests around the city, you will need some later like a lute, bags of salt etc and some other stuff you better keep a spare of for later.

i did not have time to test this out tho by the time i read it i was already well into the coas line, but random people will tell you to store your stuff in chests particularly ones you swim to so does seem the game hints you can in fact do that.

just do not be too much of a pack rat, you can find a lot of great stuff in the coas and you will not be allowed to store stuff on your corvette of rolling doom before you are forced out of the city so make sure you can physically hold all the loot you want to take with you.
 
Wait, what? The trip to the City of Abandoned Ships is just a one-time visit? That sucks, I was hoping I could make it my personal base. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
if you want spoilers i can tell you what happens <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />.
 
No thanks, I've had enough frustration recently. Later, when I cool off, maybe.

Also, I'm writing up a walkthrough for the Peter Blood beginning quest.
 
@Sordid: That's a word!
@Cap'n Drow: Would you like to make a .pdf if we get a walkthrough together?

What should we do? A big walkthrough with beginner's guide or only the missions?
Who else wants to help? My English skills are not perfect and I would be really glad if someone with good skills could improve the text so readers enjoy it.
 
I think this topic should be pinned <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
 
I'm thinking a full walkthrough for each of the story lines, with screenshots, suggestions, strategies and more.

Something to rival the professional stuff. **grins**

And once we have everything compiled, I would be more than willing to put it together, format it up and publish it as a PDF.

Cap'n Drow
 
Update for Blue Bird quest:
* The smuggler's cave is easier to reach from Broken Washbasin.
* You can keep Blue Bird and still receive some of the promised reward money if you put her in storage at the Port controller right before you go to collect the reward. Storage for Blue Bird costs you 20k, reward is 50k -> you keep the ship and 30k reward.
 
<!--quoteo(post=324532:date=Jun 2 2009, 03:45 PM:name=Bismarck)--><div class='quotetop'>QUOTE (Bismarck @ Jun 2 2009, 03:45 PM) <a href="index.php?act=findpost&pid=324532"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>Solutions:</b>




<b>Tenochtitlan quest</b>
Go to Moskito Shore west of "Lake Texcoco". If you own the game legally, you should have a map of the caribbean.
Meet the Spanish survivor and continue. When reaching the lake, Montezuma will have a chat with you.
In order to disarm the fire trap, you need to find 2 totems (scene before lake texcoco: in the grass; Portobello outskirts: go left twice and look around) and place them near the dam or you need 1 totem in the water to the left of the dam. This totem is used on the other side of the dam, so use potions to survive the warm welcome.

Later you need to find 10 totems (Seaward, this is stupid, boring and repetitive. Are you working for EA?)

Totem 1: Bermuda, Broken washbasin - swim around the ship
Totem 2: San Juan del Norte beach
Totem 3: Marigot cave
Totem 4: Port of Spain, random merchant
Totem 5: Fort-de-France, Dungeon
Totem 6: Tortuga, random merchant
Totem 7: Willemstad, residence
Totem 8: Hispaniola, Lighthouse of Santo Domingo
Totem 9: Santiago, torture chamber under church
Totem 10: Inca Temple behind Amatrice shore<!--QuoteEnd--></div><!--QuoteEEnd-->


Totem 10 is definetly right side of INKA temple (near pearl hunter settlement) next to a bush.

Another totem (needed to obtain SHOTGUN) is ina chamber on a left side of a Tenon... Main temple through UNDERWATER labyrinth. Use this totem to open a box in a main Temple and take ceremonial knife. with that item u'll be able to open Temple of White Gods. Take the SHOTGUN and go blow that dead friend waiting u at the end of the bridge....
 
Edit #1: Added alternate solution for the weapons quest. (thanks Leongt)
Edit #2: Turns out you can get a vial of medicine from doctor Dan even after taking the one from his office. Corrected.
Edit #3: Restructured.
Edit #4: Added fugitive Spaniard encounter, minor tweaks.
Edit #5: Added detailed description of the smuggler branch of the Arms of Freedom quest.

PETER BLOOD BEGINNING

PROLOGUE

The prologue in England is fairly straightforward, talk to [strike]Cloud[/strike] Pitt and the buttler, then go upstairs to the left, enter the room, and walk towards the bed. You will be teleported into another room, talk to the butler, then Pitt, then exit back to the hall. Pick up a key from the table immediately on your left, go upstairs and get a sword, a gun, and some bullets from the chest on the balcony. Moments later some soldiers arrive and after a brief chat with the captain one of them attacks you. You can fight but there's not much of a point, if you kill the soldier, two more are going to attack you, one of whom is a cuirassier. If you manage to kill them too, the captain attacks and he is invulnerable, so you're going to lose no matter what you do.
Even though the fight is unwinnable, you do have to at least get and equip the sword. If you don't, you will be killed rather than captured once your health reaches 0.

FIRST NIGHT

Next stop, Bridgetown plantation in Barbados. The slave quarters, to be exact. After you distribute your stat points and leave the shack, you will be stopped by your owner, colonel Bishop. He tells you the governor's wife requires your services, so leave the plantation, go to the town, and enter the governor's mansion. Talk to the governor, then proceed to his wife's room. After you examine her you will need to fetch some medicine; you can ask the governor for some money to buy the potion. Feel free to ask for the largest sum, the governor says you're going to have to account for it when you return but you won't, so it's free money. Leave the residence via the main entrance and turn right, enter the first house. You meet doctor Whacker there but learn from him that doctor Dan is not at home, and also that he has more to tell you later.
Go upstairs and grab a vial of medicine from one of the shelves, then exit the house. You will be stopped by doctor Dan, tell him you need some medicine, he will give you a second vial. Do NOT tell him you helped yourself to the one from his office, you're going to need both and he wouldn't give you the second one, leaving you one short.

DAY ONE

You will be teleported to the tavern. Talk to the barkeeper and ask him about doctor Whacker, then go to the tavern back room. You learn that doctor Whacker and his colleague doctor Dan are willing to supply you with enough money to buy a small ship and escape. Head back to the plantation and talk to pretty boy Pitt.
Now you need to convince three of your slavemates to join you. Two of them are walking around, while the third is in a small house with a forge next to it. They're fairly easy to spot due to their distinct appearance: Dyke wears a brown vest and a beret, Hagthorpe wears dark blue and a tall hat. Talk to each of them.

Headache slave

A slave with a spotted red cloth tied around his head will ask you to get him some migrane medicine. Lucky for him you already have a vial on you, which he will trade you for a dagger that the guards won't find and confiscate as long as you don't wave it around.

Junior officer Nicholas Dyke

Dyke has lost hope because Bishop is about to sell him. Talk to Bishop before you leave the plantation to learn the name of the man who wants to buy Dyke, a certain Weston. Have a drink with the drunk in the pub, you find out a merchant, likely Weston, has rented a house in the town. The house you're looking for is the first residential building to your right as you exit the tavern, past the moneylender. Do not attack Weston, he's invulnerable; instead wait for him to turn his back or go upstairs and loot the chest.

Hagthorpe's quandary

Hagthorpe will want you to kill a man who ruined his life. You can talk him out of it, but if you want an extra 1k in cash, agree to do the deed. The man you agreed to kill is one Stewart Winterwood, you can find him either drinking in the tavern or enjoying himself in the brothel's upstairs room. Talk to him and challenge him to a duel, which is to be held in one hour outside the city gates. In the meantime you can take care of other business.
If it's already been an hour, save your game and head out of the city gates (NOT back to the plantation, the other way). You will be approached by Winterwood and given a weapon. After you kill him, be sure to collect his severed finger and 1k in cash from his corpse, along with some bullets that will come in handy later. He will also drop his sword and gun, but you might as well leave those since a guard will take them, along with the sword you've been given for the duel, as soon as you return to the city anyway.

The one-eyed gunner

Do Dyke's quest first, then go to the moneylender and use the money you 'found' in Weston's chest to pay off Ogle's debt. That's it, quest done.

Arms of freedom

You're going to need weapons for your escape attempt. Three ways to do this: The weaponsmith, the barkeeper, or the smuggler.
For the weaponsmith way, head over to the weaponsmith's house, which is the second house to the left of doctor Dan's house (third to the left of the governor's mansion). Talk to the weaponsmith, then exit the house. A Spaniard will approach you; it doesn't matter what you say to him, he will go to the weaponsmith's house either way. Talk to a guard, then wait a few moments for a logbook update. Head back into the house and loot a sword from the slain guard. Save your game and enter the first room. Kill the Spaniard and talk to the weaponsmith, he will be more helpful this time. When you exit the house you will be approached by a guard demanding that you turn over your weapon. You may safely do so, he only takes the equippable weapon you've looted off the dead guard. The bundle of sabers and cutlasses that the weaponsmith gave you is apparently invisible.

Alternately, you can pay the barkeeper for information on how to acquire weapons. If you do so, you will be sent to the weaponsmith and the conversation with him will go differently. The Spaniard had already been there and had stolen some of the weaponsmith's display weapons; you need to get them back. Head over to the fisherman's house (first house on the left, between the weaponsmith's house and doctor Dan's house). The Spaniard is already dead, so all you have to do is collect the weapons from his corpse and deliver them to the weaponsmith. He will agree to provide you with several unmarked weapons, for which you're going to have to pay.

The third and most profitable way involves the smuggler sitting by the left wall as you enter the tavern. If you talk to him, you may be given the opportunity to get the weapons you need from him in exchange for retreiving a ring from the governor's residence. Both the main doors and the back entrance are locked, however, so talk to the guard outside, then head back to doctor Dan's house and ask him for more medicine. You will now be allowed inside the residence. The governor's wife will initiate conversation when you approach and give you the permission to take the ring. It is on the small round table to your right. Pick it up and return it to the smuggler in exchange for the weapons you need as well as a bonus of 3000 piasters.

Having taken care of all the business, you can now return to the plantation and talk to all three of the slaves, then to Pitt.

DAY TWO

It's tomorrow morning. Head back to the tavern again and speak to Whacker in the back room. Contrary to his promises, he is only able to provide you with 18k, which is 7k short to buy a sloop. You will need to get the rest of the money elsewhere. You may find Nattal (white shirt) drinking in the pub, whom you're going to use as a middleman to purchase the ship. If he's not there, he's wandering around outside and you'll need to tell him to wait for you in the pub.

The fallen pirate

In the store you will meet captain Jacques Swallow, who's in the market, as it were, and needs transportation off this rock. Speak to the shipyard owner and tell him Jacques Swallow needs a little help. He will direct you to a captain who might be able to take Jacques, you will find him wandering outside. Talk to him and this time don't use Swallow's real name. Collect your reward from Swallow in the tavern.

The fish place

Go to the fisherman's house, he needs you to find out where his competitor has been getting all those fish. You will find the man in the tavern, he will reveal his fishing spot if you treat him to a drink and then wait for him to tell you (don't pressure him, choose the "..." dialog option). Collect your reward from the fisherman.

The anonymous debtor

The moneylender needs some help tracking down a con man. The tavern keeper will tell you where to find him, for a price. Head over to the shipyard, the con man will be there. Here you have a choice, you can choose the third dialog option to get him to repay what he owes (30k), or you can con him in turn with the second one, netting you 55k for a slight drop in reputation. Either way you have a second choice to make as well: You can go and return the 30k to the usurer, minus ten percent that you keep as your reward, or you can simply keep it all, in which case you get a 25k bounty on your head from England later.
Note: This quest is bugged, even if you choose to keep the money, it will be taken from you next time you talk to this moneylender. 27k can be a big help in the beginning, though, while later you'll have more money than you'll know what to do with.

Fugitive Spaniard

In the house next to the exit to the jungle you will find a fugitive Spaniard who mistakenly assumes you work for his informant. He asks you a series of questions, the correct answers to which are:
"Hmm... So it seems."
"There are five of them."
"They have light weaponry, but they aren't showing it off."
"They tried to worm some information about you out of the innkeep."
"They've actually been here for a while, lurking out of sight..."
"Bounty hunters."
If you answer correctly to all of them, you will receive a thousand piasters.

You should have more than enough by now, so find Nattal in the pub. Note that this is a point of no return, so if you have any loose ends you wish to tie up, you should do so now, before you give him the money. When you have done so and leave the pub you will be stopped by a guard, who will order you to return to the plantation. On your way there you will meet Hagthorpe, who will inform you that Pitt has been captured; you will have to set him free while the others make their way to the shipyard.

SECOND NIGHT

The game again advances time for you, it is dark now. You can use the dagger you obtained from the headache slave to kill the guards or you can try and sneak between them, either way make your way towards the far end of the plantation. You will find a chest there between stacks of planks with a saber in it. Pitt is over by Bishop's house, guarded by two soldiers that you can't sneak past. You can kill them easily one at a time by luring them into the narrow passage between the stacks of planks, or you can just show yourself to them and run away until they give up the pursuit - they won't return to their posts but will instead start patrolling like the other guards, allowing you to slip back in and talk to Pitt. Either way, once you have done so head back to the city gate.
Note: Killing the guards reduces your relation with England into hostile. It is recommended that you evade the guards without killing any, that way England will not be your enemy once you leave the island.

Save your game and enter the city. A woman approaches, running from a Spaniard. After you kill him, the woman reveals that on top of everything the town has been attacked by a Spanish warship. Don't forget to loot the corpse, you will find a rather good saber, a pistol, and more bullets. Your objective is to get to the shipyard, but there are a lot of Spaniards in your way. The good news is that they don't respawn, so you can lure them to the gate one by one and kill them. Once you make your way to the shipyard, you will discover that the door is locked. You will need to enter the water and swim around the back, into the dry dock. Once in, your buddies will talk to you and start following you. Swim over to the ship, save your game, and go up the conveniently placed ramp. Make sure Ogle, the one-eyed guy, doesn't get killed, he'll come in handy later. Haghtorpe and Dyke will chicken out on you anyway, so you need not concern yourself with their safety too much.
Once all the Spaniards on the deck are dead, save your game and enter the captain's cabin. You need to be fast: draw your sword and IMMEDIATELY run towards the captain. If you hesitate, he's just going to pull out his pistol and with all probability kill you in a single shot. Unlike Winterwood and the Spaniard in town he does not always drop all his stuff, but he does have a chance of dropping good items, so if you don't mind savescumming, now is the time; you need to save before you kill him, as corpses aren't saved and will not be there if you reload. Don't forget to loot the chests and cabinets, too.
Once you exit the cabin, you will be greeted by Pitt, then talk to the officers. Ogle will join you, the other two will not. This right here is another good savescumming opportunity, as the ship stats are randomly generated when it is added into your ship list, which happens when Pitt talks to you. If you save right before he initiates conversation, you can reload until you get a ship that you like. Go into the character screen and assign Pitt and Ogle as navigator and gunner. Save your game and head back into the cabin.

You are now in sailing mode and all you have to do to regain your freedom is lose the two luggers that have just teleported in. The problem is that you have a huge ship with a minimal crew, so you don't have much of a chance in a boarding battle and reloading the guns takes awfully long. It is recommended that you use the two broadsides that you have to shred their sails and make a run for it. You may need to savescum again to get a favorable wind (you did follow the instructions in the previous paragraph and saved before going back into the cabin, right?). If you found a spyglass along the way, you can use it to find out the enemy ships' distance and speed; you need to be at least 850 meters away from the nearest enemy ship to be allowed to switch to the map.
Contrary to what doctor Whacker told you, do NOT go to Curacao - the Dutch are at war with England and will shoot at you on sight. The nearest friendly port is the French colony of Fort de France in Martinique; alternately, you can go to an English colony if you don't have a price on your head and haven't killed enough soldiers to lower your relation with England to hostile.

That concludes your opening quest, from now on you are a free man and can do as you wish. Despite what Whacker implied in one conversation, there is no follow-up to this quest.

Notes:

Some notes in closing:
- Pitt and Ogle are 'quest officers'; as all other officers obtained from quests (as opposed to recruited in the tavern), they will not leave even if their loyalty reaches zero. This can make them very valuable, so don't let them get killed.
- You will notice your officers and crew demand ridiculous salaries. This is because the ship is too large for your navigator to handle (class 2 requires at least 80 navigation skill, Pitt has 50), which imposes penalties on your stats, which impact your skills, which in turn determine the prices you pay for stuff, as well as the effectiveness of pretty much everything else you do.
- For the same reason, you won't be able to sell the frigate for a decent price or indeed do much of anything else while you're in command of it. You can work around this by buying a tartane as a second ship (~1k), then switching to it. Commanding a large ship gives you stat penalties, having it follow you around does not (it gives them to its skipper, but who cares). That you should do no matter what you decide to do next.
- The frigate is unique in the game, having better stats and a distinct appearance. If you sell it or lose it, it's gone forever. If you want to keep it, it is recommended that you put it in storage until you have good enough skills to handle her, which you can do at the port controller for about 20-40k. Note that you will need to leave an officer in charge of it; don't waste your quest officers on this, hire some bum in the pub.
- Once you get rid of the stat penalties, you can sell the frigate, should you choose to do so, for about 70k. Don't forget to remove the guns and sell them separately first, since they are not included in the ship's price - a ship with guns sells for exactly as much as a ship without, so selling them separately earns you more money. That you should also do regardless of whether you decide to keep the ship or not. The money you get for the guns will come in very handy early on, while by the time you come back for the ship you will have more than enough to buy new ones.
- If you have a bounty on your head or a hostile relation to a nation, you can go to any pirate settlement and find a diplomat in the pub there. He will clear up those little misunderstandings for you, for a price, as well as provide you with trading licences and privateer patents.

Please point out any omissions or errors I may have made. The only one that I can think of is that Blood implies in his journal that there might be someone else able to help him find the con man other than the greedy barkeeper, but I haven't been able to find anybody.
 
The story of Isabella:
1.Quest starts after talking with Attilla on Bermuda (do not use fast travel, just keep walking in settlement and you will find him sooner or later)
2.Go to San Juan, go to Isabella house, speak with her husband, speak with her, go to store, go to church, go to her home.
3.Go to Cumana. In tavern you will find captain of her's brother ship. Speak with him. (I do not remember, maybe you need to talk to tavern owner first)
4.Back to San Juan, speak with them. Rest until night. Go to her house, kill those guys(you may use officers). LOOT HER BROTHER's body. You will need those notes in point 8. Speak with Salvatore. Run from town. (you do not need to kill soldiers in house).
5. Bermuda, speak with tavern owner about Attillla. He will tell you, that Attilla bought house in the city, its next to tavern. Speak with your friend.
6. Go to Isabella house and kill everyone inside(I am not sure if you need to do this point, but I made it)
7. After two months meet again with Attilla(you have date in your logbook)
8. Save game and go to Portobelo. That was difficult for me, because brig had different name that the one Attila told me.. Anyway finally I just entered sea near Portobelo and boarded brig.
9. Go to Portobelo town and in one of houses prepare for battle. There are two guys, take good position to fight one by one, otherwise the second guy will be attacking you from behind..
10. Go to Belize, enter one of the houses and speak with Isabella cousin. Exit house, Isabella will speak with you.
11. Go to Bermuda again, speak with Atilla.
12. Go to Belize, speak with Isabella cousin. Before continuing sell/place in your ships chest all not needed staff, quite good loot awaits:) Go outside the city, then turn left and turn left. Enter the cave. (It is a cave with a ledder.) Find guy and kill him. Speak with Isabella and kill Salvatore.
13. After a month go to San Juan(I was on time, but I do not know, maybe you can be late). Speak with Isabella, sleep until morning, save before church. When bad guys enter you will need to block way to Isabella, otherwise they will kill her. Try to fight one by one. After fight speak with Isabella and then speak with Governorn. At least! You can go to bed <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
14.(WARNING) Isabella will ask you to bring 20000plasters to home each month, I gave her 500000, so I hope I can forget about her for 2 years.. She will also ask you to stop being a pirate <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> I do not know if she checks it in anyway, cause I have just finished playing.. <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
 
<!--quoteo(post=324532:date=Jun 2 2009, 05:45 PM:name=Bismarck)--><div class='quotetop'>QUOTE (Bismarck @ Jun 2 2009, 05:45 PM) <a href="index.php?act=findpost&pid=324532"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>Solutions:</b>

Later you need to find 10 totems (Seaward, this is stupid, boring and repetitive. Are you working for EA?)

Totem 1: Bermuda, Broken washbasin - swim around the ship
Totem 2: San Juan del Norte beach
Totem 3: Marigot cave
Totem 4: Port of Spain, random merchant
Totem 5: Fort-de-France, Dungeon
Totem 6: Tortuga, random merchant
Totem 7: Willemstad, residence
Totem 8: Hispaniola, Lighthouse of Santo Domingo
Totem 9: Santiago, torture chamber under church
Totem 10: Inca Temple behind Amatrice shore<!--QuoteEnd--></div><!--QuoteEEnd-->

You have the freedom to choose.
You can't find ten totems. They can be bought. Alternatively, you can't search jewelry, wife, man, friend ... do not take those quests. You can buy some artifacts of Askold quest. But some artifacts, as the Admiral key, totems for bridge, you will need to find.
 
I have finally found the text file which contains all the logbook entries. This could be helpful for our walkthrough.
Now I can start the CoAS quest and hopefully complete it in order to get the super corvette (20 knots!!!).

The location of the totems are from the Playlogic forum. Someone seems to have looked into the Program folder where those thingies hide.
 
<!--quoteo(post=324746:date=Jun 3 2009, 02:37 PM:name=Bismarck)--><div class='quotetop'>QUOTE (Bismarck @ Jun 3 2009, 02:37 PM) <a href="index.php?act=findpost&pid=324746"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have finally found the text file which contains all the logbook entries. This could be helpful for our walkthrough.
Now I can start the CoAS quest and hopefully complete it in order to get the super corvette (20 knots!!!).<!--QuoteEnd--></div><!--QuoteEEnd-->
The contents of the text file does not help you find a admiral key, find under water Mechanic lost gear, find a Morgan rapier, find all under water treasures, destroy Narwal and Casper clans and swim to Diffindur.
 
But it tells the reader which quest starts where and what to do/await.
Now I feel really prepared to complete the CoAS and to buy that fantastic corvette.
The small details can only be found by playing though.
 
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