_____________________________________________________________________________ <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Pirates of the Caribbean for the Xbox FAQ/Walkthrough Last Updated 3/15/05 Version 1.0 Written & Compiled by "TestaALT" Email address TestaALT@aol.com This file is Copyright (c) 2005 Andrew "TestaALT" Testa. All rights reserved. _____________________________________________________________________________ <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> =-=-=-=-=-=-=-=-=-=-=-=- =- Table of Contents: =- =-=-=-=-=-=-=-=-=-=-=-=- 1. What's New 2. Introduction 3. Story 4. Controls 5. Overview 6. Walkthrough 7. Side Quests 8. Item List 9. Trade 10. Secrets 11. Plot Synopsis 12. Credits 13. Legal Disclaimer 14. Contact Information *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 1. What's New *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Version 1.0 (03/15/05): Walkthrough and lists complete! *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 2. Introduction *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Pirates of the Caribbean was such a cool movie, wasn't it? Did it almost make you want to buy the game? Or maybe it did? Well, if you are one of those people who thought the game would be as good as the movie, then I fell pity for you. Pirates of the Caribbean is rigged with glitches, spelling mistakes, and a weird gameplay. It's not really an enjoyable experience - just be thankful the game's short. The ship battles are decent, at least. Enjoy the walkthrough, which will lead you through the game glitch free, hopefully. ;) Notes to the wise: -- Save often because when you run into a glitch the game likes to reset itself. -- Save on a fresh file. If you don't, your file might become corrupt. -- Don't be mad when you see a spelling mistake in every sentence. ;) *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 3. Story *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* [I created this on my own. Only one hate message per day, please.] Buy, sell, maybe even smuggle some contraband? That's the daily life of Nathaniel Hawk, the Captain of a small vessel called Victory. Hawk's currently located in Oxbay, and with his first mate settling down, he needs to find a way to spice things up! But Hawk will need more than Victory, much more, to reveal the lies that surround him. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 4. Controls *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Sailing (1st Person View) ------------------------- Left Joystick: Character movement Right Joystick: Camera movement D-Pad: Move sails/rudders A: Fire artillery X: Speeds up game Y: Open quick menu B: Open menu Black: Zoom out on map White: Zoom in on map Left Trigger: Zoom out with spyglass Right Trigger: Zoom in with spyglass Back: Cancel Start: Open Save Menu Sailing (3rd Person View) ------------------------- Left Joystick: Movement Right Joystick: Camera movement D-Pad: Move sails/rudders A: Fire artillery X: Speeds up game Y: Open quick menu B: Open menu Black: Zoom out on map White: Zoom in on map Back: Cancel Start: Open Save Menu Land (3rd Person View) ---------------------- Left Joystick: Character movement Right Joystick: Camera movement A: Accept/Attack (while in combat) X: Draw sword Y: Open quick menu B: Open menu/Cancel/Dodge (while in combat) Black: Zoom out on map White: Zoom in on map Left Trigger: Block (while in combat) Right Trigger: Fire Pistol (while in combat) Back: Cancel Start: Open Save Menu *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 5. Overview *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* ----------- Land Combat ----------- Land combat is very straightforward, but pretty tough if you aren't facing a lone opponent. Basically, you both fight with your swords - doing a little damage each hit. To make things interesting, you can block the enemies attack. However, you have to be in a block position, so you can't attack while you are there. You can also use a pistol - it's quick damage, but takes a bit to reload. With more party members, things get more interesting because you can use them as meat shields. ^_^ ---------- Sea Combat ---------- Sea combat is much more enjoyable and unique. It's pretty slow, though. The most basic way to sink a persons ship is to shoot at it with your fire power. You can only shoot from three sides, though, and it's hard to maneveur your ship according to the enemy. When you do line up, though, it's time to unload on'em. It will take quite a little while for you to reload after you fire. In addition, you can fire different items that have different effect.s The most effective way to win in sea combat is to get aboard the enemy's ship and take it over! This skill is called "Grappling," and, unless you have the special ability, you have to line up parallel to another ship and hope you are close enough. On the deck, you'll face a series of battles with your crew. In the end, though, you get all the cargo on the ship and the ship itself! Great way to make some quick money. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 6. Walkthrough *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* In-game tips you should know before playing: -- Talk to people everywhere. You will often learn information of great value. -- Remember that you can use an item while you're holding the holding the block button. This allows you to use potions to recover health in critical situations. -- If you get poisoned - use an Antidote or a Mixture to heal yourself. -- Powerful new weapons will be available from the vendors when you reach the higher ranks. -- Buy goods from where they are exported and sell them where they are imported. This will bring you a tidy profit even if you don't have a high Commerce skill. -- Be careful in the dungeons! You can find valuable booty there, but you can also find your doom! -- The Caribbean is a vast place with many treasures waiting to be found and mysteries to be solved. Explore it all and you will be rewarded for your curiosity. -- When you sink a ship, some of the cargo remains afloat where it sank. You can collect this booty by sailing over it with your ship. -- If you want to slow down your enemy ship, use knippels to destroy its rigging and sailing. -- Boarding an enemy ship is a great battle strategy. If you are successful, you get both the cargo and the ship, to do with as you please. -- Having a high Leadership skill will decrease the price of your crew's salary. It will also lower the price for hiring new crewmen in the tavern. -- Your chance of successful boarding with the Instant Boarding ability depends on your Boarding and Luck skills. ---------------- Arrival at Oxbay ---------------- At the start of the game, you'll see some lush, gorgeous PlayStation-caliber graphics. That is, of course, if you didn't get the lag like I did. Imagine that, lag in a console game. At any rate, choose the tutorial if you want to - it's useful if you are playing Pirates for the first time. I'll list the short tutorial anyway. Go over to the dresser next to the bed and take all the items in it. Transfer the items up to you and not down to the dresser. ;) Afterwards, head to the opposite side of the room and take the saber on top of the chest. Before we talk to Malcom again, equip all the weapons by selecting the inventory in the menu. With everything equipped, converse with Malcom. He'll have a little fencing tutorial for ya - it's pretty insightful. Try to fence with Malcom until you win and you will get a level up. After the fight, you can quiz Malcom on abilities and skills, but the big part comes when he states you have to deliver chocolate. We also need to buy a new spyglass. Whee! ----- Oxbay ----- Follow Malcom up the stairs and over to the shopkeeper. Here, buy a Common Spyglass from the merchant under the blue striped tent. So, that's one quest down. Talk to Malcom again and follow him to the door. You'll have to press A to open it, reaching the town area. Choose the first option and follow your firstmate to Oxbay Store. Malcom will give you a little lesson on selling stuff if you like. Talk to the shopkeeper (he's the guy with the funny hat) and sell all of your chocolate and leather to him. Back outside, follow Malcom to the tavern and hire as many crew members as you can - they are very important for manning a ship. =) Trot with Malcom to the shipyard this time around. Repair your ship since you obviously don't have enough money to buy a new one. After you leave the shop, Malcom will tell you that he is not coming with you on your journey. He will, however, give you some good pointers and tell you to buy Silk with money from a loan shark. Before we do that, however, raid the village houses for items. Once done, head to the Loan Shark office. It's located left of the tavern on the middle of the town. Get as much money as you can from the dealer - you will make that back by selling goods. From here, go to the shops and buy all the Silk you can get. ^_^ Fast travel to the port - it's time to leave this rock. Descend to the decks and enter your ship. It is an amazing coincidence that we have to go to Redmond Island because we need to sell stuff there anyway. --------- World Map --------- Not really a "world" map, but we shouldn't be fastidous. Head directly north of Oxbay to reach Redmond. In the quick screen menu, go to "Sail To," "Redmond Fort," and "Moor" to dock the ship. ------- Redmond ------- This place looks much nicer than Oxbay. Well, maybe it's because it wasn't attacked. Go up the stone steps passed the dock and enter the town through the gates. In the town, take the center of the three paths to the Governor's house. After Nathan tells of the French taking over Oxbay, they will most certainly let you inside. Walk up to Governor Bob (hehe) and tell him the bad news. He will try to take your ship, but Nate smoothly talks him out of it. Instead, you have to reenter Oxbay and see what the French are doing. Well, at least the governor will reward you for your efforts. Fast travel back to the port and sail off to the world map. --------- World Map --------- Sail south back to Oxbay. Choose to arrive at Far Beach via the "Sail To" menu. ------------------ Outskirts of Oxbay ------------------ In Far Beach, Moor and we'll be on the beach itself. Travel north up the dirt path to reach the jungle. A couple shaddy bad guys will reside here, and we can't kill them because of our low level. Instead of fighting them, head directly north, following the white line in the dirt, to the outskirts of Oxbay. Run over to the entrance of Oxbay, which is guarded by two weak guards. Tell them whatever you like because they will still try to kill you. Try being the key word here. They go down pretty quickly, remember to mix swordplay, blocking, and shooting together for the perfect combination. Focus on one and then the other. Once they are slain, enter the town. ----- Oxbay ----- Amazingly the other guards won't check for anything - I guess they think you were permitted in by the outside guards. Fast travel to the tavern and talk to the tavernkeeper about everything. He will pretty much tell you everything, too. After the conversation, walk over to the French guy opposite the tavern counter. Bring on the drinks and pick the first option in the talk with the French guy. In the outskirts, wait until the man is a sizeable distance away from the troops before you speak to him. I talked to him at the fork in the road. Just choose the first option and you'll be fine. But opt to kill the French officer when you can. He's drunk, and fairly easy to defeat. The two guards will come running over, but they are also easily disposed of. Afterwards, you have a small dilemma; you can either tell the governor about everything new or go to the port and find this barque. We have to find the ship before we can choose, though. Take the right path back to the Jungle. Go passed the bad men - they WILL kill you at your current level - and follow the white line to the beach. Go down the dirt to the water and swim to the little boat. I decided to go straight for the gold instead of heading back to the governor; the French probably have tons of ships. --------- World Map --------- From Oxbay, head northwest to Falaise de Fleur. Choose to Moor at the port. ---------------- Falaise de Fleur ---------------- Hard name to spell correctly consistently, that's for sure. A man will immediately talk to you, and he will tell you some good information for only five gold pieces. Pay him and choose the first option of the conversation consistently to find out bundles of stuff. After getting the information, fast travel to the tavern. Converse with the tavern keeper to learn that the Captain is in his room. Since this game only has one room, climb up the stairs next to the door and enter the Captain's room. Choose the third option in the conversation and then follow it up with the first a few times - the Captain will hand over his papers and say that you can use the ship. Good business there. Fast travel to the port and make your way to the docks. Before we enter the ship, though, we need to show the harbormaster your identification. Enter the house next to the dock (it is the house with the palm tree next to it) and choose the second option. The harbormaster will agree and tell you to leave. When you try to leave, Boon will arrive. Just choose the first of every conversation. Afterwards, go down the stairs and over to the end of the dock. Time to play. --------- World Map --------- Sail to Redmond, which should be on the same screen as the above place (it's name is just too long). Once there, enter the coast and destroy the barque ship. It will only take a couple shots to completely destroy it. Once you are done, enter Redmond. ------- Redmond ------- Quick travel to the Townhall and talk to the governor about everything. He seems almost undelighted that you sank the French's ammunition supply, and he sends you on another quest. Sadly, we have to sail back to Oxbay. The governor will also give you a decent reward before you leave. Fast travel back to the port, talk to Ewan and enter your ship! --------- World Map --------- On the map, steer the ship south back to Oxbay again. Enter on the coast and use the menu to arrive at Greenford Port. --------- Greenford --------- After the conversation with the two men immediately set sail again. Use the Sail To feature to get to Grey Rock Bay the easiest. Here, you'll have to fight a couple French troops, but others will help and make the battle really easy. Get behind the French troops while they are fighting your troops and backstab them. --------- Outskirts --------- The end of the fight will trigger a couple automatic events, which will lead back to the tavern. Use fast travel to the port and sail to Far Beach this time around. Follow the path up to the jungle, run passed the bandits to the outskirts, and take the long path to Oxbay. ----- Oxbay ----- Fast travel to the tavern and talk to the keeper. He'll say that Tobias is quiet and resides on the second floor. Climb the stairs and talk to the man in the funny red hat. It ends with a few French troops rushing in on you. They are easy to defeat - just set yourself by the stairs and you'll only have to fight one at a time. After three are dead, the two will talk a little longer and then it's time to hide somewhere. Tobias recommends talking to the Shipyard person - and we should do just that. Try to fast travel there but your walking be interrupted. Kill the guards quickly with blocking and firing, then use fast travel again to reach the Shipyard. The owner will gladly hide you, amazingly. He asks a favor afterwards, though. It seems he wants you to deliver a chest to Redmond. That's a very easy task, considering we always need to report back to the governor, anyway. After this, Tobias will tell you to find another person in the tavern. Fast travel there and talk to Rabel, who is in the table closest to the stairs. Once the conversation is over, you'll be outside again. Go around the tavern to the right and meet up with Tobias. More talk and it's time to leave. Follow the two men (who like identical) to the port. A French guard will stop you, but if you choose the first option of the conversation a couple times he'll bug off. At least until he sees you trying to leave - then he'll send the coast guard for ya. Follow the men to the docks and fight if you want. It's pretty easy experience because you can fight the guards one on one. Anyway, enter the boat and get ready for some sea battle! ------------ Great Escape ------------ Turn your ship so you are running parallel with the rock coast. The enemy ships are coming from the right so you'll want to stay along the coast. When they are behind you, pick up the pace by heading north of them. They won't be able to shoot you unless they turn, which will hamper there ability to catch up to you. Just put on fast mode while your in a direction away from the French ships. Soon, you'll only see two red blimps on the radar and finally one. You don't really need to shoot at them - it's better if you just sail away. On the world map, head back to Redmond, which is north of Oxbay. ------- Redmond ------- You'll automatically be taken back to the governor, who will reward you and blurt out your next mission - to assist in the siege on Oxbay! Exit the mansion and walk down the center road. A couple men will walk up to you mafia-like and ask for the chest. Don't try to fight them as they will kill you. Hand over the chest with the more passive options and they'll be off. Enter the tavern that they were hording and talk to the two people at the counter. It seems that you know Danielle and you also have the hots for her. Oh brother! Before you can converse your heart out, a small group of ENGLISH soldiers enters the tavern and starts a fight. The three of you will be able to kill the soldiers - they are actually pretty easy to slice through. Danielle's right hand man, though, dies in the swordfight. Yes, even if you kill all the troops before the firstmate gets a chance to fight, he'll still keel over and die. In a couple seconds more troops will come. This time, without the aid of friends, you have to give up. Sadly, at the jail you'll be in a cell. However, after chatting with Edgar and choosing the first conversation option several times, he'll set you free and give you back your weapons. Head down the corridor and take the first open door. Follow this hall through tons of open jail doors. Soon, you will reach two guards. Position yourself a little before the jail door so you only have to fight one at a time. After the battle, the governor himself will run in and apologize. Tell him that you want to take Edgar on as a gunner and he'll gladly give you the drunkard for money. Back at the mansion, the governor tells you that Oxbay was already liberated, but he has another mission for you. Apparently, you have to find a traitor who switched sides. Back to the world map. --------- World Map --------- Now it's time to see Quebradas Costillas. Press the right joystick to find out where that is. The island is to the east. When you get there, head to the port and moor. Walk up the beach and follow the path left to the town. ------------------- Quebradas Costillas ------------------- I'll just call it Costillas for short. When you first enter the town two people will be arguing. Choose the second option if you want Artois, a good navigator. If you do so, you'll have to fight one pirate, but that really isn't a big deal now. After the fight, Artois will join your party - you might want to remove him from the it for now. Fast travel to the tavern and talk to the woman behind the counter. She won't budge on information, amazingly, even if you here her story. Sleep the night and leave the tavern - a pirate should walk up to you. Now, you can do this the good way by giving him 1500 gold, or the not-so-legit way by threatening him. Either way, you'll find out Rheims is at Isla Mulle. Back to the ship! Take the wooden gates to the outskirts of Costillas and follow the path to the fork. Take the right path and run down to the docks. --------- World Map --------- Sail west to Isla Muelle and then head southeast to Conceicao. Moor at the port. --------- Conceicao --------- Since you can't fast travel, scurry north to the wooden gate. Inside the town, it's time to use fast travel. At the tavern, talk to the keeper about Rheims. He'll feign nothing, so leave the bar altogether. Outside, you'll automatically meet up with a smuggler. Just choose the first options all the way through and you'll be taken to Machado. It seems Rheims left, but the leader won't allow you passage inside his house. Exit the house and head down the street. Rheim's house is the one guarded by two big, ferocious pirates, obviously. The tavern is near here, in the middle square. Rest at the tavern and go back to Rheim's house. So the guards are still doing their job, eh? Take the right alley down the house until you see an unlock image. Apparently Nathaniel found a way to get inside! He'll automatically get a logbook and (of course) the two guards will hear you. After you slice through them, exit the house and take the wooden gate outside. Here, you'll find four paths. Take the northeastern one (viewing from the gate) and follow it to the Jungle. Pass the smugglers, continuing to stay on the path, to the outskirts. Walk a little while and a fork will come up. Veer off the path left and follow it until you get to *another* fork. If you look to your right, you will see the town - enter it and set sail! --------- World Map --------- Well, I decided to *also* work on the Black Pearl now. Don't tell me why - it just seems like the right time to do it. With that in mind, sail to Oxbay port. ----- Oxbay ----- You DO know that this was the place where the shipyard owner screwed you over, right? Fast travel to the shipyard and confront the little bugger. He'll talk about the Black Pearl - and the guy at EB said this game didn't relate to the movie! Fast travel to the ship and sail to Falaise de Fleur. ---------------- Falaise de Fleur ---------------- When you are on the coast, you'll encounter the Black Pearl! Please, don't attack it, even if you are a suicidal - it's not fun dying. You can, however, look through your trusty spyglass and see the skeletons manning the ship! After the encounter, enter Falaise via the port. Trudge up the sand and steps to enter the town. Here, head north up the steps and you will see a house on your right. Enter it to find Henry Peat, the guy you were looking for. He'll talk about the curse of the Black Pearl pretty bluntly. Exit the house and fast travel to the port. A man will offer you a pint of rum - accept and see what he has to say. Afterwards, fast travel back to the port and enter your ship. --------- World Map --------- Sail east back to Redmond. ------- Redmond ------- Fast travel to the Townhall if you can. If you can't then you'll have to spend the night at the tavern until morning. Talk to the governor about your failure, but he'll still pay you anyway. And, he'll go a step further and give you another mission. Ready the sails! --------- World Map --------- Costillas - south to Oxbay and south again. ------------------- Quebradas Costillas ------------------- Head north off the port and take the path in front of you. On the next screen take the left path the first chance you get. It will lead to the actual town. Here, fast travel to the Townhall and give the letter to the only guy in the room. After that, take your ship back to Redmond. ------- Redmond ------- Head to the townhall and tell Silehard about the letter. He'll be happy and pay you, but he has another mission for you. This time, you have to track down some pirates and get an artifact back for the governor. Good stuff, I might say, especially the reward! --------- World Map --------- I wish they made Redmond one of the center islands - it would make travelling substantially easier. Look for Douwesen on the map. When you enter the coast, travel to the enemy ship and destroy it. The ship is small and will go down fast. Directly after that, you'll be on the coast and, thanks to the fact that you sank the boat in shallow water, your crew will be able to find the artifacts. Sail back to Redmond. ------- Redmond ------- Sleep at the tavern if it's night, then see the governor at the townhall. He won't act upset that you couldn't get all his idols, but he won't act joyous that you got the other ninety-nine of them. Silehard will send you on another mission, this time you have to escort a prisoner from Greenford to Redmond. --------- World Map --------- Back to Oxbay. Moor at Greenford port. --------- Greenford --------- Follow the road to the town. Here, take the center path north until it forks. Take the right path and enter the prison to your right - it has the guards on either side. After entering, talk to the guy behind the desk to your left. He'll inform you that the prisoner has already escaped. Oh well, the governor will tell you to find him another time. ;/ When you exit the prison a woman will walk up to you and tell you about an old man being burned at the stake for no plausible reason. Choose to help him and talk to one of three men by the stake. I just chose to call them names and fight them - they were easy to slay. Afterwards, agree to see the man's house. Well, isn't that a coincidence! Danielle is back, and with possibly the only person on this rock that knows where Rheims is located! After the *long* conversation in which you have *no* options, it's time to see the governor again. Head in the opposite direction of Danielle and Vincent to reach Oxbay Canyon. Next, follow this path all the way back to Greenford. This game needs sprint or something, as it is a pretty long walk. At Greenford, journey to the port and sail off to Redmond. ------- Redmond ------- Back at the townhall, tell the governor the bad news. He won't seem very excited when you state the good news that you found out where Rheims resides. In fact, he seems a little ticked off. Back at the world map, travel to Oxbay and moor at the Lighthouse. ---------- Lighthouse ---------- After some talk with Danielle, enter your ship and sail to Douwesen port. -------- Douwesen -------- Seems Vincent is at the tavern. Fast travel there and he'll tell you that Rheims is here. Oddly, he'll leave after that. Talk to Rheims - he's the guy nearest the door - and you'll agree to take him to his house. At the outskirts, you'll have to kill three guys while Rheims is with Danielle. The three enemies are easy because they are far away. Use your gun to pick one or two off. In mano-y-mano, take the weaker one and finally the last one with a hack'n'block strategy. After the fight, head in the opposite direction of the way the bad guys came and follow the road to the next screen. In this area, follow the path to the intersection and veer right. Follow this path to another screen, where you'll want to take the path left the first chance you get. Take this road to another screen, which is where Rheim's house resides. After the events unfold, we're back at the house. Pilfer the chest and leave. Make your way back to the port using the directions above backwards. --------- World Map --------- Sail west to reach Isla Muelle. Moor at the port. ----------- Isla Muelle ----------- After entering the town, make your way to the opposite side of where you are at. This will lead to the area with the church. In this area, head west and you will see the church. Once you enter the church, talk to the lone priest at the end of the big room. He wants a favor for a favor, amazingly. Priests have a mafia too, I guess. Back at the ship, sail to Conceicao. --------- Conceicao --------- Moor at the port and walk inside the town, since you can't fast travel to the tavern just yet. When you are within the gates, fast travel to the tavern and converse with the tavernkeeper. He'll say that this Ferro person is the closest guy near the door. Talk to him and use your reputation to get the papers back. Fast travel to the port and walk to your ship. Sail back to Isla Muelle. ----------- Isla Muelle ----------- Make your way back to the Church if it's daytime. It will be closed in the night, and you'll have to sleep at the tavern. Anyway, at the church, you can blackmail the priest if you want a quick 5000 gold. You'll automatically get the stuff you need from the library in the blink of an eye, and then it's time to rock and roll. We're going back to Oxbay! Moor at the lighthouse. ----- Oxbay ----- Run up the shore to the lighthouse and make a swift u-turn when you see a dirt path before it. Follow this path to Oxbay Canyon. Here, go down the road about halfway until you come to the entrance of what looks to be a small town. Walk inside and enter most left of the three houses. Converse with the red coat in this house - he'll tell you who to talk to. Enter the mine itself now, it's next to the house you were just in. Follow the mine's tunnel until you can veer left. Do so, and look for an African slave. If you threaten him (or you can bribe him but that costs money), he'll tell you that Daniel went to Isla Muelle. That's all we need to know, so make your way back to the ship at the lighthouse. Back to Isla Muelle. ----------- Isla Muelle ----------- Fast travel to the tavern and ask the tavernkeeper about "business." Talk about Danielle and he'll say he's seen her. Leave the tavern and you'll be in a gang fight. The three men are cake - you can slice through them easily. After the fight, we'll have tons of dialogue with Danielle. Follow Danielle to your ship and travel back to Redmond. ------- Redmond ------- First, you'll automatically be on the shore. Then, you'll automatically be in Silehard's own room! This game would have been better if they made you work for those things. ^_^ The governor doesn't spill anything besides a quick call for the guards. After slicing them in bits, take the items in the chest and leave the house via the door. The two of you decide to split up - your job being to find the idol at Greenford, Oxbay. --------- Greenford --------- At Greenford, enter the town and make your way back to the prison. Y'know, the prison where you found out that someone had escape and afterwards saved an elderly man from burning at the stake? Yeah, I thought so. Talk to one of the guards inside the prison to learn about the idol and girl. Now talk to the guy at the desk. This will start a fight with the threesome, but it's all fairly easy. Outside, fast travel to the port and board your ship. Another ship will be firing at you - board it by running up parellel next to it or using the instant ability. On the ship you'll have to go through a series of fights, all of which are pretty tough but you'll have your crew to help. After you take your man out, help the other crewmen out by backstabbing who they are going up against. Don't worry - if you hit them your crew they won't lose health, though it's easy to distinguish the enemies with their red coats. ---------- Lighthouse ---------- After the fight, get away from the fort by using the "Sail To" command. Sail to the Lighthouse, which also happens to be our next destination. Here, the crazy old man will run up to you and ask where Danielle is. It seems we have to find her now. Enter your boat and try to escape to the world map. A storm will break out and you'll wake up in Douwesen. -------- Douwesen -------- A man will save you, amazingly, though we don't actually see it. Head north up the path to another area, and run through all the enemies, following the road, until you arrive at a fork. Lots of enemies, as you might see - monkeys and skeletons mostly. Take the left path to another screen. On this screen, walk up to the Y fork and take the left path *again*. Another fork, another left path. In this new screen, follow the path all the way to town. Along the way to the town, you'll face smugglers, skeletons, and crazy monkeys. Yes, even the monkeys want to play. Don't fight any of them unless you want to see the Game Over cutscene. The smugglers are in groups, and the skeletons are too powerful. While the monkeys aren't necessarily powerful, they have a nasty little poison. Fast travel to the tavern and talk to the tavernkeeper about the Victory. He doesn't know of any such ship being docked. V_V Try to sleep at the tavern, but you don't have any money, so you'll "sleep" next to the counter. Exit the tavern and exit Douwesen to the jungle. Walk all the way back to the shore where you started. Use the directions backwards. After that, head to the first fork and take the right path this time. In town, talk to the blue coat by the tavern to learn about Captain Pinto. Enter the tavern and challenge Pinto to a duel. After winning, you'll be the captain of a new ship! Exit the town and follow the path until you can veer left. Do so and enter your boat when you reach the shore. Travel to Isla Muelle, which is just a little north of Douwesen. ----------- Isla Muelle ----------- The crew will be at the port! They'll also tell their story. Things end with everyone getting drunk at the tavern. More events unfold - we'll end up going to the Oxbay Lighthouse to see the old man again. And do just that. ;) ---------- Lighthouse ---------- Run up to the lighthouse and enter through the door. Inside, you'll find a couple English soldiers. After demolishing them, exit the lighthouse and tell Danielle the bad news. She'll think of an idea to capture the fort - pretty heroic if you ask me. Before we continue, it's advisable that you get three battleships to aid in your assault on the fort. If you don't then you'll probably end up dead. When you are ready, enter the lighthouse and, well, tell Danielle that you're ready! Then we'll be off to the fort. Once there, start blowing up the cannons. Get parallel to the fort and go into first person view. Aim your reticle so that it is flashing red - then fire your cannons! It should blow up one of the cannons in the fort. You can see the cannons in the fort by doing this method or by looking for white smoke at the fort. After you have destroyed ten enemy cannons, it's time to raid the fort! This party is actually pretty easy because all of your crew will be helping you out. Kill the man you're fighting and move on to other crew's enemies. Backstab at will! Let your crew suck enemy damage - or at least don't get in the line of fire. It's only three screens, so it's no big deal compared to other captures. --------- Greenford --------- In the lion's mouth! The twenty guards that greet you at the port might seem a little overwhelming at first, but you will soon realize that they are one hit kills! After slaughtering, enter the town via the wooden gate. Take the center path and you'll see the gang running somewhere. Follow them and kill the second horde of guards, this time with the help of the crew. Again, these guards are easy one hit kills. After the conversation, follow Danielle to the prison. Go through the various gates inside the prison until you reach the old man in one of the cells. He sticks out like a red coat with his white shirt. You'll automatically be taken back to the tavern, where someone from the crew will relay that the English fleet is coming! Before we battle, fast travel to the Shipyard and repair your battleships. Then, head to the port and enter your ships. The battle is against two battleships and one Corvette. This battle is surprisingly easy - stay where you are so that the fort is behind you. The ships have to come in one at a time, so the fort will be pelting cannons and you'll be throwing bombs at it. Ability of the day is that Fast Reload one, which makes this battle faster. Bombs also make this battle pretty easy. After the fight, just wait for Danielle to run up to you. She'll be very excited that we won. Afterwards, we kick it back to the old man, who will want to join your party for the last couple of game ounces. From here, it's advisable that you level up a bit and do all the side quests - there's some fun stuff up ahead. At the world map, head to Costillas and finally to Khael Roa. Here, you'll have to face four ships. Two are small ships, one is a medium ship, and the last is the best ship in the game. The Manowar is a huge ship that can hold almost 1,000 people - it's better than even a Battleship. It's advisable that you board the Manowar so you can use the ship for the final battle. After the fight, head to the shore and exit your new ship. Due north up the beach you'll find a temple. Climb up all the stairs to the top of the temple and enter the doorway. Now we're at the dreaded maze. Walk down the hall (if you can even call it that) and head to the debris near the pillar. The gang decides to split up, and you have the job of the middle path. Head down the hall and climb the stairs. After killing the skeleton in this room, you will be faced with a problem - there are four doorways! This will happen a lot, and the answer is simple; always take the tunnel that has the picture of a skeleton and sun on the ground near it. Only one passage will have a picture, so you don't need to know what the picture looks like, just that it is there. The picture will twist and bend if it wants you to take a passage in a tunnel, by the way. If the picture is pointing straight, then obviously you have to head straight. After a little while, you will reach a room with a big square engraved in the center. Once you have killed the two skeletons in the room, choose "PlaceItem" while on the inner square. A door will open! Walk through it and you will now be in the Alcove. This is a big temple-like area with portals and stairs. Head north until you reach two doorways - take the right one. Inside here, you will find your first portal. Take it, and follow the path until you reach stairs descending. Walk down these stairs and take the portal in the room to your right. Scurry up the stairs and follow them to the center plank of wood. Go down it and enter the big doorway. In here, take the portal and run down the room it spawns you in. After the talk, wait a few seconds and Danielle will converse with you again. This time, she'll run to the shrine at the end of the room. After the movie, head down to the shore and we'll have *another* movie. THE BLACK PEARL WITH ZOMBIES THAT WE CAN'T KILL! Well, you *can* kill it, but this will take a long while. You'll have to inject thousands of cannonballs into the pearl before you can use an ability shaped like a crystal ball. After you use it, only ten more blasts with the cannon and the pearl is done for. Congratulations, you just beat Pirates of the Caribbean and the Black Pearl! *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 7. Side Quests *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Quests are written in the order I did them. Consequently, this is the order you should do them in, too. ;) ============= Artois Voysey (Costillas) ============= This quest starts when you first enter Costillas and see two men arguing. It's a small part of one of the first quests in the game. If you save Artois from the man, you start a side quest. I don't know if you can get a side quest for the other guy, but I'd imagine it's similar to this quest. Put Artois in your party and sail to Conceicao. When you moor at the port, Nathaniel will comment that Artois is gone. Fast travel to the port and ask the tavernkeeper about Artois. Something has happened to him, and someone is upstairs. Climb the stairs and talk to the wounded man. He will gut out a few words, but the police will come and arrest you. Just say that you're innocent, because you really are innocent. ;) After everything gets cleared up, leave the townhall and head east to the gates. Exit and follow the road until you see three men. They might seem like smugglers, but if you walk closer to them you see Artois lying on the ground. Talk to one of the pirates and be sure to slaughter them. Once done, choose the first option and Artois will tell you of some treasure. Back at the sea, head to Douwesen port. Exit to the outskirts of Douwesen via the gates near the tavern. Outside, follow the path until you come to a small waterfall to your right. Run up to it and walk on the small stretch of land left of the waterfall. This will lead to a cavern. The cavern is full of skeletons, so it's almost imperative that you use tons of potions. In the middle room, take the left tunnel, which will lead to the outside. Down to the beach we go! To your right, you should see an eye-popping boat and four skeletons in a group. From a distance, fire your pistol at them. Back away and only a couple skeletons will come - kill these and repeat the process for the last skeleton. Scurry over to the broken part of the ship and you will get silver, which is worth an enourmous 50,000 gold, along with a quad-barrel gun in one of the chests. Good stuff! ============================= Take Toff's Daughter Tanneken (Douwesen) ============================= You'll need a reputation at or higher than bloke before we continue or the guy won't even talk to you. Fast travel to Douwesen tavern and talk to the guy with a green shirt and blue pants. Calm him down and he'll realize you aren't like the rest of the pirates. Choose the second option to help Toff and fast travel to the townhall. Tell the guy in the red coat about everything. He's the governor. After that, fast travel to the port and opt to enter the pirate ship. Kill both of the pirates and fast travel back to the tavern. Talk to the same guy and he'll give you the Saber of Nicolas Sharp, which is a pretty decent sword for almost no effort whatsoever. Converse with the governor to get another reward. ============= Finding Lucas (Isla Muelle) ============= First of all, you'll need a reputation of Bloke or better - just make sure it's better than neutral. If it isn't, the guy at the townhall won't even talk to you. When you have a high enough reputation, fast travel to the townhall in Isla Muelle and talk with the guy standing on one side of the room. It seems he is looking for Lucas, and he was last seen at Redmond Tavern. With that hint, we might as well sail to Redmond and check it out. At Redmond Tavern, talk to the tavernkeeper about "stuff on your mind." Ask about Lucas and he'll blurt everything out. So, we have to find the governor's daughter now. Exit the tavern and hang a left at the street. Follow this road and descend down the stairs. On the next screen, follow the road until it leads to gates. These gates lead to the outskirts of Redmond. Just follow the beaten down path in the outskirts to the jungle. Here, follow the path until you see red coats. I guess that's where the daughter is, eh? Converse with her about her father's concern and she'll tell you outright that Lucas is heading back to his father. Nice goose chase, eh? Head back to Isla Muelle's townhall and talk with father again. It seems now Lucas is captured. That weakling! Like a chicken with your head cut off, sail to Falaise de Fleur's tavern. Luckily, Falaise is pretty close to Isla Muelle, so you should break even. ^_^ At the tavern, show the two men the sign and follow them to a house in the city. Don't try any smart stuff or they'll gut Lucas. Travel back to Isla Muelle's townhall and ask for your reward, only after presenting Lucas, of course. ================== Kidnapped Children (Douwesen) ================== This is a super long quest, so get ready. In Douwesen, fast travel to the townhall and exit the building. Outside, you will see three woman to your right. Talk to them to find out everything. Enter the townhall and confront the governor on this matter. Choose to accept his offer to find the children. Now, fast travel to the tavern and ask the man nearest the door about this matter. He'll talk about PIRATES! Travel to the port and exit to the coast. Sail To (yes, the function) Palm Beach and moor there. Run north to another screen. Here, follow the path until it forks - take the right path to reach the Pirate's Fort. In this city, walk a little ways and you should see the tavern to your left. On the opposite side of the tavern you will find the Pirate Leader's house. Enter the house and talk to the guy loathing on the table. He'll tell you that it isn't his ship, and we'd do best to believe him. Exit the house, the city, and head back to your ship at Palm Beach. Just go left at the fork. At the world map, head to Oxbay - Greenford to be exact. At Greenford's tavern, talk to the man at the right table with a friend. Loosen his tongue with rum and he'll talk - it seems the Black Frigate is heading to Costillas. At Costillas port, head up from the shore to another screen. Gates should be in sight to your left. Make your way to the tavern and ask the tavernkeeper about the Black Frigate. She knows about it, but sadly doesn't know where Mefisto went. Head back to Redmond and make your way to the church. Take the right path at the entrance of Redmond. If you don't have the rank of "Matey," you won't be able to continue the quest. Talk to the head priest and ask what is troubling him. He will ask that you check up on a priest in Greenford. So, without further ado, head there! It's on the Oxbay island. At the entrance of Greenford, take the center path. When you come to a fork, journey on the left path. This will lead to the church. Converse with the guy that's not on the steps. He'll give you some love letters. Talk to Father Jerald now (he's the guy that's on the steps) and confront him about the letters. It seems he doesn't know what your talking about. Accept this for what it might be. Fast travel to the inn and talk to the lady next to the counter. She is the person that Jerald's giving the letters to. After the conversation with her, talk with the tavernkeeper to learn who the bad man is. Exit the tavern and go around behind it. A little house resides here - enter and talk with the lone man inside. Bribe him to find out that Jerald didn't make the letters. Head back to the tavern and talk to the tavernkeeper about "business" again. After that, head to the port and sail back to Redmond. At the church, tell the priest about the letters. Now you can talk about the Black Frigate and the abducted children. The Priest wants you to deliver a letter to someone in Isla Muelle. When you enter the coast of Isla Muelle, you'll automatically be taken to the shore where a couple people in red robes will start a fight with you. The "Senor" part makes the bad guys Spaniards this time around, I guess. The three guys are very easy to defeat - they go down in a couple swings. After the fight, moor at Isla's port and walk to the church. Deliver the letter to the priest and question him about the red robe people. Now he has a small quest for you, too. Head to Oxbay and destroy the two small ships there. After the dialogue, board your boat and head to Isla Muelle. At Isla's church, talk to the priest to get another mission. This time, you have to deliver a letter to Redmond's priest. Do just that - we've been to each of these priests fifty times by now. After talking to him, the assistant to the priest will attack you, along with three red robe monks. Kill the assistant quickly, and deal with the monks thereafter. The assistant is pretty easy to kill, but the red robes might pose a little threat. After the fight, talk to the priest again and he'll introduce someone valuable to you. Fast travel to the port and sail back to Isla Muelle. Fast travel to the tavern and converse with the tavernkeeper about "business." Once done, walk outside the tavern and Jordano, the kid the tavernkeeper was referring to, will walk up to you. So, back to Oxbay now, I guess? Sail to Greenford and fast travel to the tavern. The tavernkeeper says that the "Teacher" got arrested. Exit the shop and go around the back of the tavern to reach the prison. Talk to the guy sitting at the desk - choose the first option all the way through and he'll let you talk to the red robe guy. Enter the prison and follow the halls until you reach a cell with *gasps* a guy wearing a red cloak. Choose the first option of the entire conversation - the man will blurt out the animists' lair is on the pirate's island before he croaks. Make your way back to the port and travel to Isla Muelle. Drop anchor at the shore and head up the beach into some hills. Opt to go left at the fork and follow this path until it reaches a cave. This is tough - you'll have to face tons of red robe guys. Luckily, the narrow cave makes it so you only have to fight one or two at a time. Use potions as needed. After you slaughter them, take the center opening and head through the curtains behind the throne. The "Dark Master" will start a fight with you. Use your fencing techniques of block and slash to win this battle. Afterwards, exit the cave and journey back to your ship. Hopefully it is a battleship, is all I can say. ^_^ The Mefisto is a Frigate, but the battle is still pretty tough unless you have a battleship. Once you have sank the Frigate, head back to Douwesen and take the governor's money. =] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 8. Item List *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Small Healing Potion: A brew of healing herbs that cures light wounds. (+40) Healing Elixir: A potent concoction of more than a hundred rare herbs, it can heal even the most horrible of wounds. (HP+150) Antidote: This cocktail cures poison. Mixture: Mixture not only stops poison, it also replenishes some of your health. (HP+60) Cheap Spyglass: A simple spyglass with scratched lenses. This junk does not belong in any self-respecting captain's pocket. Allows the user to see only the ship's name, type, and speed. Common Spyglass: An ordinary spyglass. The lenses are of decent quality, although certainly not the best out there. Allows the user to see only the ship's name, type, and speed, as well as the number of cannons and the amount of damage to the ship. Superior Spyglass: An expensive spyglass with excellent lenses. You can see the grin on the enemy boatswain's face from a mile away with this thing. Allows for user to see the ship's name, type, speed, number of cannons, the amount of damage to the ship, and the number of crew. Masterwork Spyglass: A spyglass made by a true master, with lenses of purest rock crystal. About as good as a spyglass can get. Allows the user to see the ship's name, type, speed, the amount of damage to the ship, the number of crew and cannons, and what the cannons are loaded with. Large Pearl: A gift from the sea. It may be more than 100 years old. Ruby: A precious stone the color of the blood. It can fit perfectly in your sword and will make your hand stronger. Emerald: Even the worst scoundrel will look upon this wonderful stone and dream of the green-eyed lover he left behind. Small Pearl: A small, but beautiful, pearl. Royal Cuspidor: Ritual item from the court of the Incan emperor. Morchachtulak Idol: A large golden Incan idol. A great deal of gold was used to create this. Gold Brooch: You wouldn't give this beauty to the first woman you meet. It's a gift suitable for a queen - but only to hold for a while. Gem Necklace: It may not be the most expensive piece of jewelry, but the ladies love it. Pikachuatl Idol: This idol depicts an Incan earth goddess of fertility. Clay Ritual Bath: Ritual bath - a cermonial object of the Incans. Diamond: An exquisite stone. They say you can see your future in this gem's sparkle. Bronze Cross: A symbol of faith. Perhaps this little cross will save your life in the heat of battle. Irgantachul Idol: Figurine of an Incan god. Weird Animal Figurine: No one knows exactly what it is. It may be a toy for Incan children. Valentin Massoni's Papers: These papers say that the supply barque is at Falaise de Fleur right now, waiting for a vessel. Gold Ring with Sapphires: A luxury fit for only the most dignified hand. Yxtoikchatlu Idol: Very beautiful gem-encrusted gold figurine of an Ican god. Clay Jar: Beautiful jar adorned with pictures. Ancient Ritual Jar: A traditional Incan ritual jar. Gold Nugget: A nugget of pure gold. Men kill for it, and women swoon over it. Wisdom Tooth Figurine: Incan god of wisdom. He appears happy. Sapphire: A clear, blue stone. Perfectly cut. Markuchankatu Mask: A golden mask of an Incan god. Bakachukta Idol: On the one hand it's a figurine of an Incan god. On the other, a cup. A useful item. Rheims' Journal: Journal of captain Rheims. Silver Brooch: A gift suitable for any woman - and she will remember you for the rest of her life. Unusually Painted Pot: Colorfully painted pot, in a traditional Incan style. Gold Ring with Emerald: Of course it looks too flashy, but are you afraid? Silver Ring with Sapphire: An ideal combination of luxury and style. Bronze Ring: Your lucky ring. Small Mosaic: Astonishinly beautiful work of art. The secret of making such things was lost ages ago. Ichyloxtumba Idol: Gold Incan idol made in very unusual style. Golden Idol: A golden idol of Hurukacelitipochtli, the Incan god of death. ----------------------------------------------------------------------------- Short Pistol Damage: 30/45 Reload: 8 seconds Accuracy: 30% A small, cheap pistol. Only dangerous at very short range. ----------------------------------------------------------------------------- Long Pistol Damage: 40/55 Reload: 12 seconds Accuracy: 50% A common pistol with a long barrel. Decent range and punch, but it reloads slowly and is not too accurate. ----------------------------------------------------------------------------- Quad-barrel Pistol Damage: 35/45 Reload: 24 seconds Accuracy: 50% Four pistols in one. Long reloading time, but it's definitely worth it. "Professional Gunman" ability is required to use this pistol. ----------------------------------------------------------------------------- Grapeshot Pistol Damage: 70/90 Reload: 20 seconds Accuracy: 20% A genuine hand cannon. Formidable stopping power, but it lacks range and accuracy. ----------------------------------------------------------------------------- Scrapper Pistol Damage: 60/80 Reload: 16 seconds Accuracy: 70% This pistol is a true work of art. Serious stopping power, fast reload, excellent range and accuracy make it a weighty argument in any quarrel. ----------------------------------------------------------------------------- Saber Damage: 10/15 Piercing: 10% Block: 10% A poorly crafted saber. Blades such as this can be found all over archi- pelago. Cheap and dull. ----------------------------------------------------------------------------- Saber Damage: 10/15 Piercing: 10% Block: 10% A poorly crafted saber. Blades such as this can be found all over archi- pelago. Cheap and dull. ----------------------------------------------------------------------------- Schiavona Damage: 13/18 Piercing: 15% Block: 15% A graceful, deadly blade used by Italian mercenaries. ----------------------------------------------------------------------------- Dagger Damage: 6/10 Piercing: 25% Block: 0% A sinister-looking dagger. Looks especially elegant when sticking out from someone's back. ----------------------------------------------------------------------------- Yataghan Damage: 15/20 Piercing: 15% Block: 5% Few things cut better than a yataghan - it can split a whale in two. If you manage to sneak up on it. ----------------------------------------------------------------------------- Cutlass Damage: 14/19 Piercing: 10% Block: 0% A pirate's best friend. This short and heavy sabre is perfectly suited for combat on a cramped deck. ----------------------------------------------------------------------------- Badelaire Damage: 12/16 Piercing: 10% Block: 5% A French butcher's favorite toy. Combat qualities are mediocre at best, but this heavy sabre is perfectly suited for dressing meat. ----------------------------------------------------------------------------- Rapier Damage: 10/12 Piercing: 15% Block: 10% More of a skewer than a rapier. Hardly suited for fighting anything larger than a pig. A sleeping pig. ----------------------------------------------------------------------------- Badelaire Damage: 12/16 Piercing: 10% Block: 5% A French butcher's favorite toy. Combat qualities are mediocre at best, but this heavy sabre is perfectly suited for dressing meat. ----------------------------------------------------------------------------- Tizona Damage: 21/25 Piercing: 25% Block: 20% Swords of this type are mostly favoured by the Spaniards. This particular blade bears the brand of one of the finest smiths of Toldedo. ----------------------------------------------------------------------------- Brazo del Colon Damage: 19/21 Piercing: 30% Block: 25% The handle of this sword is relatively new, but the blade looks more than a century old, and it's still perfectly sharp. ----------------------------------------------------------------------------- Needle Damage: 16/18 Piercing: 25% Block: 20% This rapier's ability to pierce blocks and armor is exceptional. There is almost no defense against its lightning-fast thrusts. ----------------------------------------------------------------------------- Piranha Damage: 21/26 Piercing: 20% Block: 10% A bloodthirsty-looking short shord of finest steel. Not made for defense, but it's bite more than makes up for that. ----------------------------------------------------------------------------- Saber of Nicolas Sharp Damage: 19/24 Piercing: 25% Block: 25% Nicolas Sharp, the most horrible, bloodthirsty, and depraved pirate that sailed the high seas, has boarded ships and plundered towns with this sabre in hand. An excellent sabre, by the way. ----------------------------------------------------------------------------- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 9. Trade *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Falaise de Fleur Importing: Planks, Ebony, Rum, Leather Exporting: Sailcloth, Chocolate, Linen, Silk Contraband: Sandal, Fruit, Cinnamon Redmond Importing: Planks, Cinnamon, Silk, Sandal Exporting: Sailcloth, Linen, Ale, Clothes Contraband: Ebony, Coffee, Paprika Isla Muelle Importing: Planks, Sailcloth, Sugar, Linen Exporting: Ebony, Mahogany, Cinnamon, Sandal Contraband: Ale, Silk, Tobacco Oxbay Importing: Sailcloth, Chocolate, Silk, Leather Exporting: Sandal, Rum, Tobacco Contraband: Ebony, Coffee, Paprika Conceicao Importing: Silk, Ale, Rum, Chocolate Exporting: Sailcloth, Sugar, Cinnamon, Fruits Contraband: Wine, Mahogany, Copra Douwesen Importing: Planks, Sailcloth, Wheat, Wine Exporting: Tobacco, Coffee, Copra, Ale Contraband: Sugar, Linen, Rum Trade Good Average Price Weight ----------------------------------------- Knippel............20...............5 Grape..............10...............2 Bombs..............50...............3 Cannonballs........2................3 Chocolate..........14...............2 Sugar..............6................2 Wine...............12...............2 Linen..............8................3 Rum................6................1 Tobacco............10...............4 Coffee.............14...............2 Mahogany...........16...............4 Wheat..............4................2 Ebony..............25...............6 Planks.............4................4 Sailcloth..........3................3 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 10. Secrets *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* ================= Push Button Codes (By SPC3rd112thFA) ================= AXYBYBXBBA - give player +100,000 gold AYXXYYBYXA - god mode (ship and land) ABYXYBBYBA - give 50 skill points Code Effect give 50 skill points ABYXYBBYBA give player +100,000 gold AXYBYBXBBA god mode (ship and land) AYXXYYBYXA ============== Infinite Money (By Faxanadu7) ============== Keep going in and out of any tavern until there is a viable officer candidate waiting to be hired. Tell them you don't think they are worth what they are asking, they will lower their price, then say they are still not worth their fee. Keep doing this, and eventually it will turn into a negative sum. The amount of money you hire them for (which will be shown as a negative amount, -5000 for example) will INCREASE your gold instead. ================ Reset Reputation (By JWhalls) ================ Press AXYXYBBYBA on the controller to change your reputation back to neutral. This can only be done on land and no menus should be open at the start. ======================== Easily Avoid Enemy Ships (By rEdeMPtIOn soNg) ======================== If your ship is too weak, or you don't want to fight, just tap A while in map mode right before the enemy ship comes into fighting range. Then, go back to map mode and the enemy ship will disappear. ================= Smuggler's Routes (By Admiral Fry) ================= For those aspiring merchant pirates, I have thrown together a rather nice smuggling route and accompanying trade route map. If you want to download the map, you may do so here: http://www.geocities.com/kevintheinvincible/TradeMap.gif Remember that bandwidth is limited on geocities, so please be kind and down- load only once so that other players may have the chance to download and use it. The most important things to remember while smuggling are the following: 1. Even if you buy a good and pay a price other than export, smuggling the good will more than make enough money for profit. 2. Having a high commerce skill will of course, make it cheaper to buy goods and increase your profit. 3. Have as many officers as possible be active and walk around with you when you go make the deal, as the more people that are with you, the higher price you will get paid. (I guess the NPC's get intimidated when you have a lot of officers with you because I've saved and sold the same smuggled goods both with and without my officers active and when they're there with you, you get paid more the more officers you have present.) 4. SAVE YOUR GAME before you make the smuggling transaction! The game doesn't consider your luck on whether or not the authorities come until you're actually talking to the smugglers. So, when you're facing them on the beach, save the game before you talk to them. 5. The more ships that you have, the more goods you can smuggle and the more money you will make, but you'll also have that many more enemy ships engaging you when you get caught and cast out to sea. More than likely, you'll go up against a corvette or similar ship for every ship that you have sailing along with you in your personal fleet. If you're lucky, you can actually board and seize the corvette rather than try (and fail) at sinking it. For this, be sure you have plenty of officers (even in reserve) to pilot a stolen ship. My personal smuggling route: The Western Triangle Starting in Conceicao it is wise to buy as much sugar (mainly sugar, as it is an export here), linen and rum as possible - all of which are contraband on Douwesen. Sailing southeast to Douwesen, smuggle those goods and load up on tobacco (which is an export), silk and ale. Sail west toward Isla Muelle and smuggle your goods. Load up on Mahogany (which is the export) and as much wine and copra as possible. Sail northeast to Conceicao and repeat. Hope this helps! If you want, I can submit this into the FAQ's. Let's see what we can all add to make our smuggling routes the best possible! ================= Smuggler's Routes (By The Sofa of Death) ================= You can usually make a heap of money by buying Ebony in Isla Muelle and selling it in Oxbay. Even without smuggling, with a commerce skill of 10 and the commerce and trustworthy lad abilities, I'm buying Ebony at Isla Muelle for about 8 and selling in Oxbay for about 80. Filling up my battleship with Ebony makes me quite a bit of money each trip. ================= Smuggler's Routes (By expert_gamer) ================= I usually bought as much ebony as i could from isle mulle for about 8 or 9 a piece and smuggled it to Redmond for about 126 a piece. (~200,000 gold pieces) =================== Getting Mystery Man (By Unfunny Joke Account) =================== I submitted this into the Cheats but it wasn't put up for some reason... oh well. Mystery Man is a cultist, he wears red robes with a hood, he starts on level 1, has pretty good skills, and really high hps. To keep him, you need to start the Missing Children quest (Strange Things in the Archipelago). You start it in Douweson by talking to the women outside the governor's office. Well, you can look in the FAQs for the info on it, so I won't go over the quest... Before you get the Teacher you need to get a second ship. The Teacher (Mystery Man) is in Oxbay, you have to go talk to him for the quest. Once you get to that part, in the prison, don't tell the Warden why you want to speak to the guy. The Warden will get pissed off, and you end up killing the guards and freeing the Mystery Man. Unfortunately, this makes you hostile with England, but you can pay a diplomat later. Once you have Mystery Man in your group, set him on your second ship in the passenger slot ie. not as the captain, but as the second officer there. Then progress to Isla Muelle and continue the quest. You'll end up killing the Mystery Man once he finds out that you're not a cultist, but he'll still be on your other ship - he's been cloned or something. The game for some reason seems not to count anyone in the passenger spots of your other ships, the Mystery Man glitch works the same way as the glitch that gets rid of any secondary officers of ships that you sell (so don't sell the ship that Mystery Man is on...) Anyway, you can take him off the ship after that and he's yours. Btw, I suggest you take Mefisto, it's cooler than normal frigates. ================ Ship Information (By Upright8infinitY) ================ I have a few suggestions for your list of things some related info. 1: When buying ships from a shipyard there are two different models. Depending on random chance you will get one or the other. Each model has a different paint job. You can sleep in the Tavern and go back later to the same Shipyard for another chance to get a different model if you didn't get the right one. Or you can save before talking to the owner and just reload 'til you get the right one. But as soon as you talk to him it will be locked on the ship selection and models for that day. 2: A ship's speed not only depends on the wind speed and sail integrity...but also on how much cargo you have aboard. So if you're in need of a speed boost to escape death, you can empty you holds for a few extra knots to help you get away. 3: There is a glitch when repairing your ship at sea; the planks/sails used will not free up space in your holds but the planks/sails will be gone. You can quickly fix this by discarding anything. So just discard a few cannon balls to fix the problem. Repairing ships at sea can be a life-saver and will cost you much less. Note: Only Hawk can learn abilities like repair and quick repair. So don't bother giving them to an officer. 4: Quick repair can be used only while a ship is sinking. Once you see the sinking icon you can access the quick repair ability. It will last for one minute and any damage incurred during will be repaired upto %10 of the ship's total HP. By using this you can survive any amount of time in a storm as long as you don't take any large amounts of damage. Just remember to reactivate it if you start sinking again one the minute is up. If you'd like to add some info about ship tactics, like things depending on ship sizes and what not I'd be happy to go into some detail. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 11. Plot Synopsis *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Not much in the form of side quests or lists, so I decided to list the plot as seen in the game. This should help people better understand what is happening in the story, and it is a good reference if people want to know where to go. ---------------- Arrival at Oxbay ---------------- After surviving a fearsome storm, I've finally arrived at Oxbay. Thankfully the ship's cargo is intact. -------------------------------------------- Inform the governor about the French attack. -------------------------------------------- A French squadron captured the English colony, Oxbay. The French succeeded because the fort's defenses were so weak. I escaped only by great good fortune. I suppose I should inform the governor of the main English colony - Redmond, Sir Robert Christopher Silehard, about the attack, so he can take appropiate measures. By chance, I noticed someone else also managed to escape the French. I saw a ship sailing away from the bay. I wonder who the captain was. -------------------------------- Reconnoiter captured Oxbay city. -------------------------------- Perhaps I shouldn't have told the governor that Oxbay was attacked. When he heard my news, he began immediate preparations for war, and nearly commandeered my ship. I had to join the King's army in order to save my ship. The first task the Governor gave me is to land on Oxbay island not far from the captured city, then sneak into the city and learn all I can about the French squadron and any further plans of the French. When I got to Oxbay, I managed to talk to the local tavern-keeper, whose name is Everard Gordon. He told me that local citizens are ready to give any help in order to free Oxbay. The French behave outrageously, and the locals hate them. The tavern keeper also told me that the French are filling their crews with volunteers. That's a good opportunity for sending out a spy to the French. During our conversation, I got the idea to make friends with some French officer, get him drunk, then tease all the information I need out of him. Everything worked as I hoped. Under threat of death, the drunken Massoni told me that the barque 'Oiseau' is at Falaise de Fleur harbor. That very barque is supposed to deliver ammunition to the French squadron, but it's not going to put to sea unless they find an escort ship. Should I inform Silehard about that, or just sail to Falaise de Fleur and find out about everything by myself? We just left the town, and I killed Massoni. Before soldiers approached me, I searched his body. It appears that Massoni was escorting a barque named 'Oiseau' to the French colony, Falaise De Fleur. There the barque will be loaded with supplies and armaments. But now that Massoni is not available to accompany them, the barque won't sail to Oxbay until they find a new escort ship. Amiel Berangere gave me the honor to escort the 'Oiseu' barque to Oxbay island. He gave me a letter of identification. Now I need to show the letter to the harbormaster of Falaise de Fleur. He'll introduce me to the captain of the barque, Virgile Boon, and then we'll be ready to sail. Of course, thanks to my cunning plans, that barque will never make it to Oxbay, hahaha! I've done it! I've completed the mission! The French will be without ammunition, and I expect a handsome reward for my services. ---------------------------------------------------------- Escort a ship with troops to Oxbay and then meet an agent. ---------------------------------------------------------- My second task is to escort the sloop 'Albion' to Oxbay. There is a regiment of English soldiers who are going to harass the French. A local citizen of Greenford will show me a landing place, and will guide them to a cave discovered on the island. When I am done with that mission, I'll have to sneak into the captured town of Oxbay and meet there a certain English agent. The captain of the stoop is waiting for me by the port's entrance. I talked to Ewan Glover who is the captain of the sloop 'Albion'. He said that he is ready to put to sea at any moment, and as soon as I'm on board my ship, he'll join me. A thousand devils!!! Just as we approached our destination, it was God's will that the sloop 'Albion' sloop should be lost. Alas, now I need to sneak into Oxbay and try to find Tobias there. The local fellow named Wilfred found me himself. He said that we should land soldiers at night on a small deserted beach so the French wouldn't sniff out our operation. The beach is to the north-east from Greenford' harbor. We must sail round the island and right behind the lonely rock we'll see at the beach. Wilfred will wait for us there. I found a little surprise when I came to the place where I agreed to meet with Wilfred. The French patrol appeared at the beach and I had to fight with them. Luckily, not a single French soldier managed to escape and give the alarm. Then Wilfred took our soldiers to the cave, then Ewan Glover and I returned to Greenford where we bid farewell to each other. It's time to start on the second part of the mission. I met Tobias at the Oxbay tavern, and he told me that he managed to bibe one of the captains of the French squadron. Unfortunately, while we were talking, several French guards rushed into the tavern, and I had to fight to avoid being captured. After the shipwright named Oweyn Mc Dorey hid us from the French soldiers, Tobias told me that he needs to meet up with a captain, Rabel Yverneau, today. He is supposed to wait for Tobias at the tavern, but Tobias wants to meet at another location, and I must inform Rabel about that. It looks like we'll have to escape from here on Rabel's ship. I'll have to get back to Redmond harbor for my ship. I escaped the French squadron, returned to the governor and got the gold I earned. The governor decided that I should take part in the liberation of Oxbay. I can't say that I['m] very happy about his decision. Of course, I've no objection to a little fighting... but not for the English crown. I'm to be informed when our squadron will put to sea. In the meantime I can do as I wish. As His Serene Highness recommends, I am going to go and check out the local tavern, hehehe! ---------------------------------- Wait for new orders from Silehard. ---------------------------------- Silehard ordered me to participate in the liberation of Oxbay. Unfortunately, I have little choice; all the city's entrances are blocked. The only thing I can do is await his orders in the tavern. What the devil! The English soldiers attacked Danielle and me! Danielle, of course, disappeared immediately after the fight - I suppose she is hiding something from me. Poor girl, she nearly cried - her boatswain Ralph was killed. That's unfortunate; he was a good man. In any case, I need to fire out what's going on here. I should have listened to Danielle and gotten out of the tavern. As soon as Danielle left, the soldiers entered the tavern and told me to lay down my arms. There were four of them, so the odds were in their favor and I was forced to yield. What the devil is going on? ---------------- Get out of jail. ---------------- The soldiers put me in jail. I don't know where my weapon is, and they probably neglected to inform the governor that I am here. What should I do? The jailer named Edgar Attwood said that he had been a good gunner, but that he had been fired for hard drinking. I offered him as a gunner on my ship... but only if he let me out of the prison cell. He just laughed. Governor Silehard himself came to the jail. He said it was a terrible mistake that I was imprisoned, and he offered his full apology. Then he invited me to follow him to his study for a serious conversation. ----------------------- Deliver a closed chest. ----------------------- Oweyn MacDorey, the owner of Oxbay shipyard, asked me to deliver a closed chest to Redmond. I have no reservations about doing this favor for a man who just saved Tobias and me from arrest. When I walked into the tavern, some strangers approached me and demanded Oweyn's chest. I gave the chest to the strangers. They informed me that Oweyn must have set me up, if it was Oweyn who asked me to dliver this particular chest to Redmond. I've got to ask Oweyn what they could possibly be talking about. Oweyn is not the fool he seemed to be. He already knows this legend about skeleton pirates and cursed coins. He wanted me to deliver these cursed coins to his enemy Redmon. Not a bad joke... but the pirates spoiled it. Apparently the fellow who knows all about this business lives on Falaise de Fleur. Henry Peat told me a lot about the cursed ship called 'Black Pearl'. Now I just have to find out some more details about that ship and a way to destroy it. ------------------------------------ Find the traitor named Raoul Rheims. ------------------------------------ The governor gave me a new mission. I was told to find a certain Rheims who deserted to the French side find a certain Rheims who deserted to the French side while carrying out an important mission for the governor. It's know that Rheims' ship has called at the pirate's island. I should sail there, and if Rheims is not there, I'll proceed according to the circumstances. In any case, I'm to find him and bring him to the governor. I have found out that Rheims really stayed on Quebradas Costillas, and he spent most of the time in the local tavern. I suppose I should talk to the owner of the tavern. I am sure she has something worthwhile she could tell me. The tavern-keeper Ines Diaz refused to talk to me. I'll have to find some other source of information. I found out that Rheims has set out for Concecao where he plans to meet with the leader of the smugglers, Camilo Machado. I tried to ask the tavern-keeper in Conceicao about Rheims, but the fellow was frightened when I mentioned the name of the smuggler leader. Finally I got lucky! Machado's messenger was waiting for me by the tavern's entrance. Unfortunately, I didn't get the information I needed from my conversation with the smuggler leader. Rheims sailed away several days ago and Machado posted some guards by his house. It appears I have no other choice but to sneak into Rheim's house - even though that's just what Machado told me not to do. It's best to wait until nightfall. I am going to rent a room in the tavern in order to have a place to wait. Night has fallen. Now it's time to sneak into Rheim's house. The guards shouldn't present much of a problem. I've seen a small window in the house, and it should be easy to get to the house through it. If anything goes wrong, I may be forced to kill the guards to get inside the house. I found a letter in Rheim's house where he tells someone to wait for him in a certain place while he is preparing a big expedition. What is he talking about? A couple of minutes after I got inside the house, two cutthroats broke into the house, and I had to fight with them and kill them. It's strange that they said I am the third person who tried to sneak into Rheims's house. However that may be, I have lost track of Rheims, and now I'll have to return to Silehard to report my failure. Governor Silehard reacted rather mildly when I reported my failure. I thought he'd be upset. He even paid me the rest of the money for this mission. Perhaps Lady Fortune smiles on me. -------------- Artois Voysey. -------------- In Quebradas Costillas I saw two men fighting on the street. When I asked one of them what was going on, he attack me. I think he was mad. The man I've saved is Artois Voysey, and, judging by his word, a good navigator. I made him a member of my crew. I think I saw Artois in Conceicao port. It looks like he was going to Conceicao town. Interesting. What is he up to? I learned that Artois was here in the tavern. He spoke with some Spanish fellow. Then three other people entered the tavern and confronted Artois and the wounded fellow Artois was speaking with. The wounded fellow is in the tavern upstairs now, so perhaps he knows where Artois has gone. Oh, dear. The first thing I saw when I came upstairs was the knife in the fellow's chest. I cam too late.... he was already dead. I decided to go with the soldiers. I hope that my innocence will be quickly proven. That's taken care of, thank heavens. They found witnesses that saw the murderers. I've been set free, and now I can leave the island, or try to find Artois. I suspect he is here somewhere. In the jungle near the town I saw strange people standing over Voysey's dead body. After I killed all the bandits, I've found that Artois was not dead. I asked him why he was kidnapped. And he told me about a ship whose cargo holds are filled with silver! The ship sank near Douwesen, so you can't reach it by sea, but there is a path through the waterfall. There's a promise of rich treasures in this affair. Artois was telling the truth. I believe I can get about 50,000 for this silver. ----------------------------------- Deliver a letter to a pirate chief. ----------------------------------- The Governor Silehard charged me with delivering a letter to a certain Izenbrandt Jurksen who is a pirate chief. In that letter the governor says that he'll reward anyone who can find and kill Rheims. After completing the mission, I'll have to return to Redmond to get another mission. I can't say that Jurksen gave me a very hearty welcome. Nonetheless, I gave him the letter. It's interesting - Jurksen mentioned that the governor has used his services many times. Now I am going to sail back to Redmond and tell the governor that I completed his mission. ------------------------------------------------------ Return the native art collection to Governor Silehard. ------------------------------------------------------ The governor told me that the pirates under the command of Alistair Garcilaso captured the ship that was delivering a collection of native artifacts to Redmond. The pirate's den is on Douwesen island. I've got a mission to find the collection and deliver it to Redmond. This is a difficulty challenge, but I'll be well-paid. First I need to find out exactly where the pirate's den is, and then I'll proceed according to circumstances. During the engagement, I sank the pirate barque. Fortunately it sank in shallow water, and we should be able to get the cargo from her hold. My crew spent all day retrieving the goods from the sunken pirate ship's hold. They managed to recover the whole collection, and now it's time to sail to the governor. Hmm. It seems that Silehard was most upset because a single idol from the collection is missing - that one idol bought by some unknown girl. But perhaps I am mistaken... he didn't specifically complain to me about it. ----------------------------------- Deliver a prisoner to the governor. ----------------------------------- The governor charged me with a mission to bring him the prisoner held in Greenford's prison on Oxbay. When I said that I wanted to see the prisoner, the commandant told me he had escaped several hours ago. They are looking for him, but there is no good news so far. When I arrived at Redmond, I told the governor that the prisoner had escaped. Silehard wasn't at all pleased to hear that. ------------------------ ------------------------ When I got out of Greenford's jail, I witnessed a group of cutthroats trying to burn one old man. One woman came to me and asked me to help her save the old man because the soldiers refused to help. The old man I saved turned out to be [a] peculiar little fellow. Calls himself a 'researcher' - mad as a March hare, no doubt. When he found out I was a captain, he immediately got a notion to perform an experiment on my ship. In order to distract him from such unsound ideas, I agreed to go to his house with him. ------------------------------ Continue searching for Rheims. ------------------------------ What a surprise! I've met Danielle with a fellow named Vincent at the researcher's house. It turned out that she is also looking for Rheims, and that Vincent helped her locate him. Danielle doesn't mind if I join her and Vincent in search of Rheims. We decided to meet up at the researcher's house in a couple days. Now I need to get to Silehard in order to tell him that the captive escaped. I also want to let him know that I finally found traces of Rheims. Danielle also wants to settle her affairs. I told the governor that I know where Rheims is hiding. He was happy about that and ordered me to find Rheims and take him to Redmond. Now all I have to do is find that poor fellow with the help of Danielle and Vincent. I sailed back to Oxbay where I met Danielle. She told me that Vincent got the information that Rheims is on Douwesen island. We are on our way now. As soon as we got outside the city, some cutthroats attacked us. Danielle and Rheims ran to Rheim's house while I stayed to fight with our attackers. I settled our dispute, and now I have to go to the jungle. When I see the first fork on the road, I have to go straight, and when I see the second fork, I should turn to the left. What on earth? Rheims and Vincent are dead, and Danielle seems to be hysterical! That hurts! That crazy girl stuck her dagger in me when I tried to figure our what was going on. Rheims was mortally wounded, and from their talk with Danielle, it appears that SIlehard is the one who ordered Rheims killed. What's more - he ordered Rheims killed because Rheims had discovered some treasures. Vincent was a killer in Silehard's service. Oh, dear! To think I served such a rascal! I have to find Danielle now and convince her that I am not to blame. -------------- Find Danielle. -------------- Rheims mentioned that the legend that helped him find the treasures is at the church's library at Isla Muelle. If I want to find Danielle and find out what's going on, I need to go there. The Spanish priest named Padre Domingues refused me access to the library. But if I find some documents for him that were stolen by a person named Ferro Cerezo, he'll let me into the library. Cerezo is in Conceicao now. It appears that the stolen papers have information that compromise Padre Domingues. I managed to persuade Ferro that I need the papers that incriminate Domingues more than Ferro does. Now I can return to Isla Muelle. I went to the library and pretty quickly found the book I need[ed]. It was on the table. Unfortunately - someone had torn some pages out of it - and I think that someone was Danielle. All I know is that some clay tablets with some strange characters were found in Oxbay's mines. I suspect the original details of the legend were written on those tablets. I am sure that Danielle is already on Oxbay. There's not a moment to lose. I talked to a soldier and told him I worked for Silehard. It made an impression on him, and he called an officer. The officer was a good fellow, and now I am free. Moreover, that officer said that if I want to find those clay tablets, I can talk to Leborio Drago. He was the one appointed to look after the fellow who studied the tablets. I learned a little on Leborio and he laid out everything he knows to me. It appears that Danielle has already been here, but she left for Isla Muelle in search of the person who made a copy of the tablets. I am in Isla Muelle now. I talked to the tavern-keeper, but I didn't get any useful information from him. Nonetheless, I know Danielle is still somewhere here in the colony. As soon as I got out of the tavern, I saw Danielle. I followed her. I lost sight of her for some time, and then I saw her again, lying on the ground with some scum with a dagger in his hand standing over her trying to kill her. Thanks be to God I got there in time! I talked to Danielle, and everything is fine now. We joined hands, and together we plan to find the treasures and take revenge on Silehard for his treachery. ------------------------------ Get details from the governor. ------------------------------ Danielle proposed to use a secret bay hidden behind the reefs to get to Redmond. She said she knows how to get there through the big crack in the rocks. The scoundrel Silehard has slipped away. So, unfortunately, we didn't get the information we're looking for. Well, what can we do? We'll have to go back to our ships. We decided to separate. Danielle is going to sail to Isla Muelle to find the original [origin?] of the legend, while I will sail to Greenford and try to get the information from the soldiers about the idol that was supposed to be at the house of the late Rheims' navigator. I got to Greenford and talked to the soldier. I learned that some captain has the idol. I can find this captain in prison. Silehard is one step ahead of me. The idol is on a ship, and the guard captain has an order to arrest everyone interest in the idol. I need to hurry to the port and try to catch the English ship with the idol on board. It was a hot battle! It's no easy feat to take an English frigate protected by a fort! I am most pleased with my victory, and my prize - the idol. --------------- To Isla Muelle. --------------- When I got to Oxbay, I discovered that Danielle wasn't there yet. I suspect she is in trouble, so I am going to find her and help her. I recall that she was going to sail to Isla Muelle. A terrible storm blew up as soon as I put to sea. I [was] struggling to save my ship for several hours before I was washed overboard. When I came to my senses, I found myself on Douwesen, but my ship and my crew had disappeared. I was forced to kill the scoundrel Anacleto and capture his ship. Now I can sail to Isla Muelle to meet Danielle or I can try to find my ship and my crew. If my fellows are alive, they are probably on one of the nearby islands. ----------------------------- Meet Danielle on Isla Muelle. ----------------------------- To my great surprise, when my new ship entered Isla Muelle's harbor, I saw my old ship at an anchor there. My fellows met me ashore. It turned out that they managed to survive the storm, and then reached the nearest port and made repairs on the ship. Another fortunate chance has occurred. I met Danielle at Isla Muelle's tavern, and she told me that she has those clay tablets where the legend is recorded. She lost her ship, and she plans to sail on my ship for some time. She's made a copy of those native tablets, and we are going to Aurentis. I remember he boasted of his knowledge of native languages, so perhaps he'll be able to translate the legend of the Temple of the Sun God. Having dropped anchor by Greenford's lighthouse, Danielle and I climbed to the top of the rock. It turned out that English soldiers were waiting for us by the lighthouse rather than Aurentis. It turned out that [the] poor old man has been arrested by order of Governor Silehard for giving aid to traitors to [of?] the English Crown - that is, Danielle and me. Now he is held in Greenford's prison. ---------------------------------------------------- Free Clement Aurentis by capturing Greenford colony. ---------------------------------------------------- The English soldiers wanted us to join Aurentis in prison. They have been disappointed - fatally so, I'm afraid. Since we can scarcely hope to find another person in this archipelago to read those native texts, we have resolved to capture the Greenford colony. Why waste energy on half-measures? With our bold plan, we're confident we'll get the old man out of jail. When we are ready to attack the colony, I'll make a landing by the lighthouse. Danielle with part of the crew will attack the city from the land, and I'll concentrate on the fort. Thousand devils, what a fine time we will have! The English soldiers wished us to join Aurentius in prisons so badly that they got hurt. And since we can't hope to find another man to read those native languages, we have [are?] determined to capture Greenford. Danielle will fight on the land, and I will take to the sea. ----------------------------------------------- Repel the English squadron attacking Greenford. ----------------------------------------------- Apparently, Silehard didn't appreciate our capturing his colony. I was informed by a sailor that the governor has assembled troops and the English squadron is on its way to Greenford. We expect a terrible battle. Danielle will command the fort, and I'll confront the enemy from my quarterdeck as always. ---------------------------------------------- Sail to Khael Roa with Danielle and Aurentius. ---------------------------------------------- The English squadron lies at the bottom of Greenford's harbor. The fish will feast well. We doubt we could repulse a second attack, se we'd best take our expert on native languages aboard and make sail for Khael Roa. He can finish the translations during the voyage. ----------------------- Saving Toff's daughter. ----------------------- Toff Oremans told me that his girl was kidnapped by some Spaniard in Holland's service. I think I should deal with that problem and help this girl return home. This Spaniard was unforgivably rude with me. So I killed him and his officer. The girl is saved. I've got Nicolas Sharp's saber! Toff Oremans, father of the girl that I saved, gave it to me, and something about this weapon makes me think that it really belonged to the legendary pirate. -------------------------------------------- Find the missing son of the Spanish admiral. -------------------------------------------- Admiral Da Saldanha has entrusted me with the task of finding his missin son, Lucas, for a reward of 10000 gold. He told me that he lost Lucas' track on Redmond. The innkeeper Charles Windem told me that Lucas has indeed been on Redmond, but that he has recently sailed away somewhere. Windem also told me that Lucas had some relationship with Governor Silehard's daughter, Arabella. Maybe she knows where Lucas has gone. Windem said that she often walks in the jungle near the town. Well, I admit that the boy has got some taste. Arabella told me that Lucas has gone to his father. I must get back to the admiral - maybe the boy is already there. It turns out that some bastards kidnapped Lucas when he was on his way to Redmond, and they are holding him for ransom. I have agreed to help the admiral find his son, and now I must bring the kidnappers 20000 gold in exchange for Lucas. They will be waiting for me at the tavern on Falaise de Fleur. I gave the ransom to the kidnappers, and got Lucas alive and well in return. I must hurry to get him to his father. Lucas' father has generously thanked me foir saving his son - 10000 coins are now jingling in my pockets. ------------------------------------------- Strange things going on in the archipelago. ------------------------------------------- When I was on Douwesen, I found out that several children had been kidnapped last night. The women whose children were kidnapped tried to see the governor to ask him for help, but he wouldn't receive any visitors. Maybe I can speak to him. The Governor of Douwesen asked me to investigate the affair of the kidnapped children and promised to pay me well if I succeed. The only thing I know is that a captain of a merchant ship saw a mysterious frigate in the morning, sailing away from the island's bay. The captain is in the tavern now, and I plan to begin my investigation by talking with him. I talked to the captain of the merchant ship and found out that a black frigate left Douwesen and headed for Greenford. Perhaps it was the priates living in the jungle who kidnapped the children. I found out from the Douwesen pirates that they themselves suffered from the black frigate that sank one of their ships. Now I have no doubt that the children are on the black frigate. The pirates heard children crying, and the crying was coming from the frigate. I was lucky to talk to the navigator of the ship attacked by the black frigate. He said that the name of the frigate is 'Mefisto', and it was headed for Quebradas Costillas after it couldn't catch his ship. Alas, I am out of luck, all I managed to find out in the pirate's den is that they black frigate really was here, and that the members of the frigate's crew even killed someone on the seashore. Father Bernard hired me to deliver a letter to padre Domingues. At first sight, the mission seemed quite simple. However, one messenger has already been killed in the city by some people in red cassocks. I suspect that the fellows from that mysterious black frigate have something to do with it. Some strange people proposed that I give them the letter to read in return for 1000 gold, saying that they will return the letter after reading it. I refused so they drew their weapons... Afterwards, on their dead bodies I found some strange medallions. After I gave the letter to Padre Domingues, I got another mission. I'm to meet the barque 'Montanez' near Oxbay and guide it to Isla Muelle. I arrived just in time! When I reached Oxbay, the 'Montanez' was close to sinking, under attack by three ships without any identification. I've dealt with them. As I suspected, the padre is none too happy with the loss of the barque. Nonetheless, he didn't blame me. 'Montanez' is anchored near Isla Muelle. Padre Dominguess seems to be very glad. It looks like something quite valuable is on this barque. My next mission is to deliver a letter to Father Bernard on Redmond, and to watch out, because nobody should read this letter. The letter is delivered now, and I received the reward I deserved. And now I know who is trying to stop me. Farther Gareth. Who could predict that? But now he has attacked me, in the church. My new mission is to find the animists' lair. The church will give me a great reward, but more importantly, these animists have kidnapped children from Douwesen, and I suspect they also are responsible for Padre Domingues' disappearances just after I left Isla Muelle. I think I will start my investigation on Isla Muelle. Maybe somebody there knows something about Padre Domingues' disappearance. Now I know the identity of the passenger of the 'Montanez'. It is a Maltese knight, Jaoquin de Masse, who arrived here to help us defeat a[n] animists band. He looks like an experienced warrior. After speaking with the innkeeper, I learned that a 'teacher' who looks like an animist has arrived here. This 'teacher' has great influence upon the local youth, and, in particular, upon one Jordano, the son of the local blacksmith. And by a strange coincidence, the father of Jordano has died in very strange circumstances. I should have a talk with this Jordano. I've found Jordano without any trouble. I should say that he found me. In any case, I know that this 'teacher' has left Isla Muelle for Greenford, on Oxbay island. I know that the man I am searching for is in Greenford's prison. At my instistence, the captain let me in. I decided to question the prisoner in the cell, but he died. Before he died, he said something about the Isla Muelle. Maybe the animists' lair is somewhere nearby? Perhaps on the little island to the north? All the animists are dead, including their master. He was no easy opponent. But now I've got to get the children back to Douwesen and tell Father Bernard that our mission has been accomplished. With the destruction of the animists band, my problems are solved 'Mefist', the frigate with black sails, was waiting for me in the bay. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 12. Credits *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* * CJayC for creating GameFAQs. * IGN for posting this guide. * Contributors in the Secrets section. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 13. Legal Disclaimer *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* This document is Copyright (c) 2005 Andrew "TestaALT" Testa. All Rights Reserved. This document may not be reproduced or retransmitted in any form and under any circumstances without the complete consent of the author. It may not be sold, altered, or published in any way without the advanced permission of the author. All sources, which have contributed to this document, are cited and/or credited in some form. The only sites I allow this document to be viewed at are: GameFAQs IGN If you see this document at any other site please email me as I do not allow this document to be published at any other sources. Please do not ask me if you want this document on your website, as the answer will most likely be no. These terms have become binding once the recipient (or reader) opened this document. Violation of these terms are strictly prohibited and will result in a lawsuit. Please do not take these terms as threats and/or not read them as they are all very much true. I can sue you for an act of plagiarism and will not hesitate to do so. Thank you for reading this legal disclaimer and have a nice day! =) *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 14. Contact Information *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Contact me via email (TestaALT@aol.com) or AIM (TestaALT) if you have any questions, comments, or suggestions about this guide. Just make sure that you put the game name in the subject line. If you don't, I'll probably delete you're email thinking it's spam. Also, make sure that the question isn't answered in the latest version of the document, which can be found at GameFAQs. Try to ask me legibly, as I can't decipher chickenscratch. For AIM, just beep me whenever you like. Thanks for reading, and check some of my other work at: -> http://gamefaqs.com/features/recognition/23249.html <- >>>>>>>>>>>>>>>>>>>>>>>>>>>>> END OF DOCUMENT <<<<<<<<<<<<<<<<<<<<<<<<<<<<<