|
Post by CSA FD on Jun 20, 2018 10:40:06 GMT -6
CA.1 Landing in Martinique (Part 3) Quest: Bottleneck Commodity Difficulty: Trivial enemies: none Time Sensitive: 1 week Required items: Excellent Wine (700 pesos), Lots of Excellent Wine (up to 30,000 pesos worth), 3,000 pesos, a patient and understanding demeanor. Rewards: 1000 Pesos, up to 60000 pesos.
Go to the fort that is direclty right out of the gate of Saint-Pierre. Go ahead and go around the front of the fort if you haven't and check the chest for loot. The guy on the right who is guarding the entrance to the fort has a quest for you.
The one on the right. He wants some wine, and not the crap they make on this island either, but European wine... otherwise just known as Excellent Wine. He will be waiting for you at the top of the fort any time tomorrow. One of the merchants in town will sell you a bottle, just ask them about it. Return the bottle to the guy any time after midnight, he will be waiting for you on the top of the fort from now on. After you sell him the bottle talk to him again about more. He will tell you that he is interested in up to 60 bottles of win, but not less than 10, Ay Caramba! This is, by the way, the biggest money maker of the entire beginning quest. I suggest that you save up enough money from all the other quests on the island and buy the entire 60 bottles of wine for this. Anyway, to do this you go back to one of the merchants in the town, and he will promptly tell you that 60 bottles is out of his depth. After a little wheedling and 1000 pesos he will tell you (surprise surprise...) that his wholesaler is the store owner. Go talk to that guy, I'm already salivating over this deal. Storekeep tells you... you are nuts. He doesn't sell that stuff. Go away. ♥♥♥♥♥! Go back and talk to that jerk in the market, but um, be polite. I'm serious, be polite. Tell him there has been some misunderstanding and that you'd like to understand it. If you try to be a bully you will fail the quest. The guy will tell you that the store owner just is wary of dealing with people he doesn't know, and for a small fee of 2000 pesos he can give you a referral. UGH. Fine. Give him his cut, and go back to the store keeper. Make sure at this point you have 30,000 pesos left on you, if you don't, go finish other quests or find another way to get 30,000 pesos, like stealing and gambling. You will literally double your money here. See if this letter changes matters, store keeper guy. It does, and he offers to sell you as many bottles of wine as you want, but no less than 20. So if you don't have enough for all 60, you can get less, but whatever you do get, you will double your cash, so the more the merrier (but not more than 60!). Assuming you can carry all this wine... run, or limp, back to the fort. Give the bottles to the soldier at the top and reap your 1000 pesos per bottle reward! Commerce is awesome! Quest: Rum Matters Difficulty: Trivial (if you can read) Time Sensitive: Must be finished same day you receive. Required items: Reading skills. Rewards: Spyglass (unlocking Go-to at sea), 5000 pesos, 3 bottles of rum Important: do not quicksave while on the "Ghost", your game may break. Talk to the Tavern owner in Saint-Pierre. He will offer you a smuggling job. He wants you to meet some people who have rum for him off the coast of lamentin bay tonight. Some guys in a long boat will pick you up at the dock at 19:00. Do not miss the time or you will not get a chance to do the quest again. Oh, and by the way, the tavern keeper gives you the password to tell the smugglers so they will give you the rum. There are like four different possible passwords, so you need to read what he told you otherwise you are going to be looking them all up on the internet and guessing a few times. He hands you a spyglass to help you out (it allows you to Go-To at sea). After you have read and memorized or written down the password, go ahead and advance the time to 19:00, or anytime between 19:00 and 20:00 will do. The boat will be waiting at the dock for you now. Board and head out to sea (changing the wind direction with Hook's mod until its blowing so you can go out and then right). Hang a right out of the bay and cruise along the coast. Open the "Go-To" menu and wait for Lamentin bay to pop up. After you go there, open the menu again and you should see the ship "Ghost". Go there. After that use the menu again to send a long boat to the ship. Once you arrive on the ship you will be greeted by the captain, and you will be required to type in the password. I hope you remember it or wrote it down, this isn't multiple choice. Spelling counts. The 5 possible passwords "the boards and the oakum will be here in the morning" "the camels are going north" "don't wait for the south wind" "old Thomas has grown tired of waiting for the beer" "the bay is ready for disembarkation" Well since you just got it wrong and failed the quest I'll wait for you to reload, look up the passwords on the internet, and try again. Hum Hum Hum.... ok are you ready now? Now that you have your cargo head back to sea, Go-to Lamatin Bay again, and then start going south along the coast. Once the port of Saint-Pierre pops up on your go-to, you can go there, but remember we are going to the port of Le Francois, so immediately open the menu again and go there now. This just saves you a little sailing time.... Go to shore, and some guys will meet you to unload the cargo. At this point you can leave and go back to town. If you did this quickly enough you might even have time to go pick up your hooker if you haven't already! Multitasking like a pro! Return to the barkeep at your leisure, and he will give you payment and some rum, proving you have done a great deed for society at large! You are done! The one on the right.
He wants some wine, and not the crap they make on this island either, but European wine... otherwise just known as Excellent Wine. He will be waiting for you at the top of the fort any time tomorrow. One of the merchants in town will sell you a bottle, just ask them about it. Return the bottle to the guy any time after midnight, he will be waiting for you on the top of the fort from now on. After you sell him the bottle talk to him again about more.
He will tell you that he is interested in up to 60 bottles of win, but not less than 10, Ay Caramba! This is, by the way, the biggest money maker of the entire beginning quest. I suggest that you save up enough money from all the other quests on the island and buy the entire 60 bottles of wine for this. Anyway, to do this you go back to one of the merchants in the town, and he will promptly tell you that 60 bottles is out of his depth. After a little wheedling and 1000 pesos he will tell you (surprise surprise...) that his wholesaler is the store owner. Go talk to that guy, I'm already salivating over this deal.
Storekeep tells you... you are nuts. He doesn't sell that stuff. Go away. ♥♥♥♥♥! Go back and talk to that jerk in the market, but um, be polite. I'm serious, be polite. Tell him there has been some misunderstanding and that you'd like to understand it. If you try to be a bully you will fail the quest. The guy will tell you that the store owner just is wary of dealing with people he doesn't know, and for a small fee of 2000 pesos he can give you a referral. UGH. Fine. Give him his cut, and go back to the store keeper. Make sure at this point you have 30,000 pesos left on you, if you don't, go finish other quests or find another way to get 30,000 pesos, like stealing and gambling. You will literally double your money here. See if this letter changes matters, store keeper guy. It does, and he offers to sell you as many bottles of wine as you want, but no less than 20. So if you don't have enough for all 60, you can get less, but whatever you do get, you will double your cash, so the more the merrier (but not more than 60!).
Assuming you can carry all this wine... run, or limp, back to the fort. Give the bottles to the soldier at the top and reap your 1000 pesos per bottle reward! Commerce is awesome!
Quest: Rum Matters Difficulty: Trivial (if you can read) Time Sensitive: Must be finished same day you receive. Required items: Reading skills. Rewards: Spyglass (unlocking Go-to at sea), 5000 pesos, 3 bottles of rum
Important: do not quicksave while on the "Ghost", your game may break.
Talk to the Tavern owner in Saint-Pierre. He will offer you a smuggling job. He wants you to meet some people who have rum for him off the coast of lamentin bay tonight. Some guys in a long boat will pick you up at the dock at 19:00. Do not miss the time or you will not get a chance to do the quest again. Oh, and by the way, the tavern keeper gives you the password to tell the smugglers so they will give you the rum. There are like four different possible passwords, so you need to read what he told you otherwise you are going to be looking them all up on the internet and guessing a few times. He hands you a spyglass to help you out (it allows you to Go-To at sea).
After you have read and memorized or written down the password, go ahead and advance the time to 19:00, or anytime between 19:00 and 20:00 will do. The boat will be waiting at the dock for you now. Board and head out to sea (changing the wind direction with Hook's mod until its blowing so you can go out and then right). Hang a right out of the bay and cruise along the coast. Open the "Go-To" menu and wait for Lamentin bay to pop up. After you go there, open the menu again and you should see the ship "Ghost". Go there. After that use the menu again to send a long boat to the ship. Once you arrive on the ship you will be greeted by the captain, and you will be required to type in the password. I hope you remember it or wrote it down, this isn't multiple choice. Spelling counts.
The 5 possible passwords "the boards and the oakum will be here in the morning"
"the camels are going north"
"don't wait for the south wind"
"old Thomas has grown tired of waiting for the beer"
"the bay is ready for disembarkation"
Well since you just got it wrong and failed the quest I'll wait for you to reload, look up the passwords on the internet, and try again. Hum Hum Hum.... ok are you ready now? Now that you have your cargo head back to sea, Go-to Lamatin Bay again, and then start going south along the coast. Once the port of Saint-Pierre pops up on your go-to, you can go there, but remember we are going to the port of Le Francois, so immediately open the menu again and go there now. This just saves you a little sailing time.... Go to shore, and some guys will meet you to unload the cargo. At this point you can leave and go back to town. If you did this quickly enough you might even have time to go pick up your hooker if you haven't already! Multitasking like a pro! Return to the barkeep at your leisure, and he will give you payment and some rum, proving you have done a great deed for society at large! You are done!
|
|
|
Post by CSA FD on Jun 20, 2018 10:40:35 GMT -6
CA.1 Landing in Martinique (Part 4) Quest: The Burden of Gascon Part 1 (continued) Difficulty: Normal enemies: a tartan, optionally some pirates and a spaniard Time Sensitive: no Required items: 25,000 pesos, (possibly another 10,000 for Folke's debt), 100 of each ammunition for lugger, 200 gunpowder for lugger, 100 food for lugger, 100 medicine for lugger, 50 weapons for lugger, 10 rum for lugger. Rewards: Lugger, 40 crew, Navigator Officer, Freedom from this stupid island, Unlocking the full game.
Yeah, we are still doing this quest. You have hopefully made your money by now, and are sitting on a tidy sum of over 60,000 pesos! If not, you didn't follow my guide! Go give 17,000 to the guy at the shipyard and he will give you a lugger... yay..., well at least it came with cannons and some ammo. Now you just need a crew. Head to the tavern where sailor types like to hang out when they aren't sailing. Talk to the tavern keep and ask him about a crew. Apparently no one is going to sail with a landlubber like you, except maybe the guy at the table behind you. He is just desperate enough to go to sea to die. I mean... he doesn't even know how to use a chair... oh boy. Here we go. The sailor wants 8000 pesos to hire on him and his 40 "experienced" crew. You just need to make certain you have medicine and food for them. Go buy some of that, at least 120 medicine and 200 food should do it, but I usually buy out the 500 food available.
Now you just need a navigator... since you couldn't pilot a raft around a swimming pool. Tavern keeper will tell you to ask around town. Start hitting up the sailors and the other men around town until one of them has something interesting to tell you. A Nav-guy by the name of Folke Deluc is spending time in the clink for debts, and that is your best bet. Go to the commandant and talk about Folke, and he will tell you that the banker (who else?) owns his debt. Go ask him about it. He'll tell you that the man's debt is valued at a little over 10,000 pesos. We are flush with cash so we could just pay that down... but what would be the fun in that? Time for a little espionage! Banker will give you the debt for a little favor. Go at 21:00 to Le Marin Cove and save some spaniard for some unknown reason. You are at war with the Spanish, so just know you will be sneaking back into town with this guy. The banker will be waiting for you in the bank...
Head out of town and go to Le Marin Cove (left, right, right, straight). Before you enter the cove wait until 21:00 – 22:00. You may want to save now as you have a fight ahead of you. On the beach you'll meet some pirates who are holding your new friend hostage.
After a very brief conversation with them they will attack you. You can run to the other side of the beach where there are rocks in order to block them from coming at you all at once. After you dispatch them the extremely grateful Castillian talks to you, and then attacks you. Seems he doesn't like his odds with the French any more than the pirates. Beat some sense into him, and he will come with you. Head back to the city, and then wait until midnight, when the guards will for some reason no longer be guarding the gates. Sneak past the guards (as long as they aren't facing you you can walk past them, but save all the same, it might take a few tries) and wing left into the bank. The banker will happily buy the Spaniard off you for Folkes debt. Woot your first slave sale! Now you can head back to the prison commandant, who will release the debtor into your custody. Sweet, now you have your own slave.
Time to head for the ole lugger! On your way out you get interrupted by a shady character who offers you a sweet deal. Pick up some more liquor in Le Francois and carry it somewhere for 10,000 pesos?! Seems like I can't even say no if I wanted to! Lets do it.
First we need to talk to our new Nav-guy in the cabin. He'll tell you that while your ship is sea-worthy, you are woefully unprepared to go to sea. Go grab some ammo and gunpowder for starters. 200 gunpowder and 100 of each ammo. Welp, time to go back to shore. By the way, I hope you are checking the vendors periodically for more ammo, amulets, and rum! Friendly reminder!
OK I could be a jerk and have you run back and forth from the store to the ship all day looking like the landlubber you are... which is apparently what Folke likes to make you do. While you are at the store, however, you might as well also get the at least 50 weapons and 10 barrels of rum you need. If not, Folke is going to just make you go back twice more to get those... one at a time...
I'm going to go ahead and point out that if you are inside one of the buildings in town you can use go-to in order to teleport straight to the dock. Save you some running around time. Same thing for going to any building in town. Get used to using the go-to menu to get around more quickly.
Allllllrighty then, time to set sail! Finally! Wow I feel like I've been here for a week taking in the sights. First of all lets go over to Port Le Francois and pick up our cargo. Oh yeah, make sure to put Folke in his job.
Go-to the tavern and talk to the guy about his shipment of wine... that... doesn't exist.... crap. Hurry back to your boat, something is fishy.
COMBAT!
Your very first fight is with a tartan. This bad boy is equipped with 6 slingshots and 7.1 stereo surround sound baby. Your best bet, and so you aren't stuck in an endless game of who can miss the most shots because we have like 1 accuracy, is to load the grape shot and go in close for a volley. You can try for more than one, but the thing has half your crew to start with, so one good point blank shot should put the odds firmly in your favor. Thing doesn't even have a captain... so just defeat the crew on deck and you win. Take the remaining suckers (15 survived my assault... ouch) and get out of dodge. Time to head north to Guadeloupe.
|
|
|
Post by CSA FD on Jun 20, 2018 10:41:24 GMT -6
CA.1 Landing in Martinique (Part 5) (Manga Rosa) Once you land in Basse-Terre, you need to head to Fadey's place. Just go straight in from the dock and its the second house on the left. Can't miss it, smell of vodka is coming out of there.
Go away I'm drinking.
Ask him about collecting on the debt Michel was talking about... and he will over you some dagger instead of money. Typical. A magic dagger you say? No kidding... Throw in a magic bean and you got yourself a deal mister!
After he gives you his dagger ask about his theft. He will tell you about his persian sword collection, important! We will keep an eye out for those. In other news, an Indian tried to break in as well. He's being shown off as the main attraction at the jail if we have the time, and we do.
We go to see Tichingitu in the prison.
Greetings Red Skinned Brother.
What? Your wife died? You lost your tribe? You just wanted food?? Wow man... tough break. Maybe I can do something about that, after all I'm a man with connections. First lets talk to the commandant. He doesn't give a rat's flaming ♥♥♥♥. Lets go talk to our connections then. Go ahead and stop by the bank, you need some doubloons... your connections are pretty crap so you probably will need gold.. hint hint. It would be awesome to have 100, and you likely have 35. So buy 65 doubloons at least.
Talk to Fadey now about the Indian. Sigh, he wants 100 doubloons. Woah I just happen to HAVE 100 doubloons. The world works in mysterious ways. Give him the 100 doubloons. Now go get your first real slave. Talk to the commandant and he will not understand, but he doesn't get paid to care. He will release the Indian into your custody. Talk to Tichingitu outside of town, and he will pledge his life in service to you. 100 doubloons for a life-long devoted bodyguard. I would call that a deal any day of the week. The guy is way better then you at fighting right now, and he can fire a gun like a pro. He doesn't really know anything about ships... but maybe some day!
Well now that we've bought an Indian and received a dagger as repayment of some astronomical debt, time to head back to Michel and give him the good news. Hell, we may have the 1 million pesos he needs already!
While you are here, go land at Cape Inaccessible and go into the selva (one screen in) to grab your first Manga Rosa.
So Michel, look what I have, and I only had to trade our only milking cow for it! Eat that with your E pluribus Unum mumbo jumbo. Huh? Worthless you say? Crap.
So now I need a million pesos. Well where to start? Maybe Fadey has a job for us? Hint... he does, and you only have 10 days to go get it or it expires. So go get it. As for this part of the Burden of Gascon, you are done. The game is now open for freeplay, but go get that quest.
|
|
|
Post by CSA FD on Jun 20, 2018 10:41:40 GMT -6
CA.2 – Brief interlude (Now that the game is unlocked) So the game is unlocked. Good for you. Now is when the real fun starts. Aside from only having 10 days to go get that quest from Fadey, the world is your oyster. Don't get too comfortable though, because there are some things you need to know. For one, and I've said this before but I'll say it again because its really important, some quests are blocked out if you level past rank 15. So if you spend too much time in freeplay at this point you may miss out on some key events in the story. It won't break your game, but you may want to experience them, so I am just warning you.
At this point in the game you can do things like... replenish the crew you threw away at that tartan battle because I told you to charge in. You can also start snatching up quests from local people, shipyards, and shop keepers. Some of the early quests can give you some really great loot. I would also advise you set your sights on a sloop, it has more deadweight, more crew, and more firepower than a lugger, at the cost of a little speed and maneuverability. Well worth the upgrade. You can either buy one at a shipyard, or take one from a pirate out on the high seas. I vote pirate. If you are worried about leveling too much, just save after you leave Saint-Pierre and then attack the first little pirate ship you see. If it isn't a sloop, load and try again, even if it is the same battle the ships are randomly generated when you enter the battle map. You don't want any class 4 ships, you don't have the nav skill to handle them and they are going to be tough for your lugger anyway. A single sloop is your best bet. You will probably want to hold on to that sloop until you manage to finish the Indian chief quest, as it requires a sloop to do, this is at rank 8.
You can also now HIRE OFFICERS. Score. Lord knows you need them. You can't captain your way out of a wet paper sack with a hole in it. Once you have a little cash in your pocket you can save-scum your way to a full officer contingent! Officers are now found in taverns randomly, and their disposition is also equally random. Some people like to think that more evil officers are found in pirate towns, while good ones are found in regular taverns. I do not find this to be true. I think it is completely random. The quickest way to tell if an officer is "evil" or "good" is how he replies to your question about being an officer. If they are ♥♥♥♥-sure of themselves they are evil, if they are humble, they are good. So if they say they are "the best damned BLANK in these waters!" then they are a scumbag. If they say "People say I'm not a bad BLANK", then they are polite to their mama and go to church on Sunday. As long as you have the cash, you might as well fill out your crew. It will give you an edge in the battles to come, and the sooner you get them on board, the sooner their skills will start going up as well. The perk Shared experience helps when leveling your officers. The trick to finding officers is to save right before you enter a tavern. If there are some unique looking people sitting at the tables, they could be officers. Talk to them and see. If not, you can reload your save and try again. Once you settle on hiring an officer then more won't show up for at least another day, sometimes more. Best to just go to the next port and try again.
If you are looking for companions, that is, people to captain other vessels in your squad, then they are really best pulled from pirate ships. Pirate captains can be held and captives, and recruited from your hold. Find one of a similar nature to yerself, and hire him. They often have very rounded out skills, and that is what you need from a companion because they have to do everything themselves with no officers.
A Tip about handling a squadron – DONT DO IT. Naw... but really they do suck. They are more frustrating than useful most of the time. I don't find it very useful to have more than 1 other ship in my fleet, or maybe 2 at most. For one you will want spots open to capture enemy vessels that are full of loot and/or capable of carrying loot, or to sell to shipyards. For two it is just too much trouble to keep track of them when they do stupid things like charge the enemy and get boarded... or ram into you and sink you both. Anyway you can call a companion from your cabin and change how they react when it comes to boarding. Chances are you won't want them giving up the ship you gave them, so go ahead and tell them that, but maybe you do. By default they will swap ships with whomever comes close to them. Sending all cargo they had on their former ship to the bottom with it. If you don't want them doing that... you have to tell them. You can also tell them not to board at all, which I feel is mostly preferable, since they don't do anything but sink the ship they board if they aren't taking it. I mostly just sit them behind me somewhere to draw fire from far away enemy ships. That way they waste shots on them instead of me, who is usually closing in to grape-shot and board.
|
|
|
Post by CSA FD on Jun 20, 2018 10:42:19 GMT -6
CA.2.i – Available Side Quests Quest: I want your Shop, Your Goods, and Your Life. Difficulty: Easy Enemies: optionally some bodyguards Time Sensitive: Immediately Requirements: Rank 5 or lower Required Items: The Animus (actually nothing). Reward: 35500 pesos, assorted gemstones and gold nuggets.
The first shop keeper you visit, even if you just go there from Michel in Saint-Pierre, will want help with a special favor. He wants you to go to the tavern and find a guy and send him to his shop. The person you are looking for will be fairly obvious... he's the only dude in the tavern that looks like he walked out of Assassin's Creed. Send him on his way and report back. Ask the merchant if you can be of any assistance, as it seems like he requires the Brotherhood to guard his store. He will say that he's fine, but if you could just deliver a letter to the commandant of the prison, he'd pay you 300 pesos. Sure why not, after all, I can teleport there!
The Commandant is tired of hearing this store owners whinging about smugglers, and tells you to tell him so. You, being the good hearted samaritan that you are, will offer to get to the bottom of this notorious ring of cutthroats! Where best to find smugglers, but the tavern? To the tavern! Talk to the smuggler there, he's the only pirate looking guy in the place (now that Altair is gone). Ask him about some unusual business, and hint that you have some stuff to sell and are looking for a great deal. I wouldn't ask about the owner... I just thought that was a bit crass, so I've never tried, the bottom option seems to do the trick. Smuggler tells you to meet him at night at the harbormaster. Wait until all the shops are closed (past 21:00), and then knock on the harbormaster's door. A pirate looking guy will come running and lead you to a nearby house. Here you meet the face of evil itself! Go ahead and tell him you are working for an interested party that wants to shut him down, he will sic his pirate bodyguards on you. If you need to run back to the staircase and use it to fight the guys one at a time. After they are dead, you can confront the "merchant". Tell him if he gives you all his stuff, he can leave with his life. He will hand you 20500 pesos and a random amount of gems and gold nuggest. If you save before you talk to him you can savescum the gem portion of the reward to maximize your profits. You wouldn't do that though... would you? After this you will be ported outside, and you can wait until morning to talk to your benefactor. He will be very pleased to hear his competition is gone, to the tune of an additional 15000. Not bad for a night's work!
Quest: Slave Trader (Part 1) Difficulty: Normal Enemies: your conscience. Time Sensitive: No Requirements: none Required items: none Quest giver: Random usurer. This quest is NOT given in the following cities. Havana, Santiago, Panama, Capsterville, Williamstad, Port Royal. Reward: 250 pesos per slave he asks for
At some point when you visit a banker he will offer you a quest to bring him some slaves. He will pay you 250 pesos per slave. A low amount to be sure, but this is the start of a long... friendship.... well whatever just bring him the slaves. They have to be all in one batch. There is no time limit so don't worry about it until you are ready. The next quest requires you to take a galleon, and beyond that it just gets much... much worse. I only put this quest here at all because you may run into it and be wondering. My advice: leave it for now, we'll come back to it later.
The best way to get slaves for this quest is to receive the smugglers quest from a governor. Governors that offer this for certain are Guadeloupe, Curacao, Jamaica, and Port-Au-Prince. Probably a lot of others do, but I wasn't able to squeeze it out of the Saint-Pierre governor, so if you want to be certain go to one of these 4 ports. You can either hope to randomly stumble upon it, but my favorite method is to go up to the governor and save. See if he has the quest, and if he doesn't, load the save and rest for a day. See if he has the quest. If not, load the save and rest for a day. The quest he gives is generated randomly each day, so instead of wasting a lot of days resting, you can just waste the same day over and over until he has the quest you want.
Alternately, you can go out hunting slaves from trade vessels and roaming pirates, but at early stages of the game you might have a hard time finding large numbers that will surrender to you. Trade vessels sometimes will even if the odds are not hugely in your favor.
There may be more side quests you will have access to, if you are leveling your butt off, but for now I'm going to go back to the main quests, because you returned to Fadey before that 10 days was up, right? He has an assignment for you if so.
Fadey's Persian Swords I put this here just to say that I put it in detail further down under Rank 8 – 15 side quests. If you start boarding rank 3 ships before you get down there, then you might take a look so you don't miss the scimitar (hint: its on random rank 3 ships...).
|
|
|
Post by CSA FD on Jun 21, 2018 4:55:09 GMT -6
DA.1 The Caribbean in a Nutshell (Part 1) Quest: Carribbean in a Nutshell, Part 1 Difficulty: Easy Enemies: probably an interceptor Time Sensitive: 10 days (to deliver the goods, not to see Fadey) Requirements: Go to Fadey within 10 days like I said. Required Items: 2500 bombs and Gunpowder (provided) Quest Giver: Fadey in Basse-Terre Guadaloupe Rewards: 5000 pesos
Fadey does indeed have an assignment for you, so don't let him down. Meet with his contact the next day at the store, and he will give you further orders. When you talk to the guy who is standing in the store, he will tell you that he would like you to deliver a load of bombs and gunpowder to the fort of Port-Au-Prince. Easy enough as long as you have enough cargo space... If you are still sporting that same 700 deadweight lugger, its going to be a tight fit. Hopefully you didn't pick up say... 200 deadweight of contraband goods you can't get rid of easily <sigh>. Guess I'm going to be buying me a 1100 deadweight sloop here in Basse-Terre after all. So much for taking my own advice. Now that you are loaded down with enough explosives to shame Unabom, its time to head to Hispaniola.
Once you have arrived, oh by the way were you chased by pirates? Probably. You can out run them with the battle map if you want, or fight them. Likely you don't have room for any plunder though... so I pick outrun. If you chose fight, more power to you. Go out of Port-Au-Prince and hang a right to the fort, go to the bottom and through the armory door to talk to the commander there. He will be happy to take the load of bombs and gunpowder out of your hold and give you some cash. Nice.
Quest: Caribbean in a Nutshell, Part 2 Difficulty: Easy Enemies: Spanish Interceptor Time Sensitive: 14 days Requirements: Complete Part 1 successfully Required Items: 15 24 lbs cannons (provided) Quest Giver: Commander of the fort at Port-Au-Prince Rewards: 200 doubloons
The commander will ask you to deliver some cannons to a ship preparing to battle on the spanish main. On your way down south to Portobello you will likely encounter a spanish interceptor. Take care of this, or out run it if you have to using the battle map. It is just a sloop after all. Well just know you need to keep yourself in fighting condition for when you finish delivering your cannons, so don't get too excited about engaging everyone. Once get to Portobello go to the battle map far out of reach of the fort, closer to Mosquito Bay. Use the Go-To menu to travel to the Warlike, and send a boat to mee the captain there. They will spend a few hours unloading the cannons and give you 200 doubloons for your efforts. Not bad.
Quest: Caribbean in a Nutshell, Part 3 Difficulty: Normal Enemies: none if you are sneaky Time Sensitive: 2 days Requirements: Complete Part 2 successfully Required Items: 5000 pesos and to be one with the night. Rewards: 250 Doubloons After delivering the cannons the captain of Warlike will ask you if you'd like to earn an additional 250 gold. Seems as if one of his spies has gone missing, and he'd like you to sneak into Portobello at night and see what the problem is. Easy peasy... right? This is likely your first stealth mission into town if that is what you just said.
So travel through the selva, keep to the left to get to town. Wait until night-time and you can pass through the gates without the guards harrassing you. From here you can either make your way to the tavern (its facing the docks) at night, avoiding every guard's line of sight, or you can wait until morning. Enemy cities are much easier to walk around during the day. Guards will stop and engage in chat with citizens, and you can just walk right by them.
Once you are in the tavern, don't talk to the barkeep about your "friend" the merchant. This will just bring the guards. Instead have a friendly chat over some rum with one of the people at the tables. They will gossip freely about how a French spy has been caught trying to learn something about the spanish warship that is in dock. Bummer. So now we need to find out more about this ship, but asking directly is probably a terrible idea... considering recent events in town.
Hey, I have an idea, lets send a tramp. For one, no one notices or suspects a hobo of anything but being a hobo. Two, they will do anything for money. And last but not least, if he dies I don't care. Go out of the tavern and find someone who looks like they've been rolling around in crap and getting into fights with squirrels over nuts. (Bums don't appear in town until after noon.)
Hey, you'll do.
Ask the tramp to do something for you for money. You know he will. For 5000 pesos he says he has some friends at the docks and as a service to spain and the governor he will find out what they know and have been telling dirty frog eating spies. Meet him at the shipyard at 23:00 that night to see what he's learned. Just walk right up behind the guards at the dock and rest until 23:00 – 24:00, and then run forward. Talk to El Trampo, and he will tell you some news about the ship. It is waiting in port for gunpowder, because it doesn't have enough for a fight. Wierd though, the governor himself ordered this, and so why do you need to know about it? Um, it has all been a ruse! I just wanted to see who talks to French spies! Now take your money and get out of here.
After you pay the man for his information you can go back to Florian Shoke, the captain of the Warlike. This is the easy part..... RUNNNNNNNNNNNNNNN. Save before you do this in case your companion gets killed or something. Just put away your weapon before you try to open gate to get out. Go back to Mosquito bay (Left, Right, Right) and go-to the Warlike and send a boat to report to the captain. He will be very pleased (aside from the little snafu of his agent being caught, doh) to hear that the ship he has to fight has no gunpowder. He will give you the coins, and by now you are eager for your next task.
|
|
|
Post by CSA FD on Jun 21, 2018 4:55:36 GMT -6
DA.1 The Caribbean in a Nutshell (Part 2) Quest: The Caribbean in a Nutshell, Part 4 Difficulty: Normal Enemies: Barque Time Sensitive: 3 days Requirements: Complete part 3 successfully Required Items: none Rewards: 5000 pesos, Matchlock musket, 20 doubloons, ordinary spyglass, 400 doubloons
The captain understandably does not want the shipment of gunpowder to reach the Alacantra. So your job is to intercept the Barque that is carrying said gunpowder and make certain that this comes to pass. It is on the way from Cartagena, so lets head down the coast and see what is to be seen.
If you go towards Cartagena you will see a ship with purple sails on the global map. This is the Puebla, your target. It is a trading vessel, but it is still overloaded with crew, so you'll need to whittle away at it with grapeshot before you board. Engage and sink or board that mofo, preferably board because it has special loot. In the captains chest you may find yourself 5000 pesos, a matchlock musket, 20 doubloons, and an ordinary spyglass. Yay! Don't forget to check the dresser over there either. It has a talisman "Stayer", along with the recipe to make it. At this point the Spanish are really started to get tired of your meddling. Your reputation is probably hostile with them now, unless for some crazy reason you've managed to buy a trade license already and have been doing business with the Castillians.
Now its time to head back to our merchant friend and collect the final reward from him.
Once you get back to Basse-Terre, head to the local shop. (If a guy runs up to you and asks you to take him somewhere for a couple chests of gold, say yes.) That blasted cheat Gerard is no where to be found! Lets give the shopkeeper a piece of our mind! Listen you dirtbag... oh... I see... ahem. Well thank you very much kind sir for the coins, I bid you a good day and a fine morrow <bow>.
Sweet, 400 doubloons! ARRRR! Time to go back to see Fadey.
You are still kinda salty about that dagger, so you are going to have a little bit of a talk with Santa Claus over here. He convinces you again (you county bumpkin you) that the dagger is awesome. He offers again to have a drink with you, he's gone some chilled Russian Vodka in the cellar. Have a drink with good ole Father Christmas, its important, seriously. Have a Drink. JUST DRINK IT.
So after a painfully long cutscene of sitting down and drinking with Fadey, he teaches you how to properly drink alcohol. Important business for a pirate. First off, make sure you drink a half pint of vodka before you start drinking vodka, this will prepare your body for the vodka. Oh really? I never thought of that! I'll have to try that later.... just let me notify the hospital first to let them get a bed ready for me. This is the end of this quest line.
|
|
|
Post by CSA FD on Jun 21, 2018 4:55:46 GMT -6
DA.2 Intermission At this point in the game you <may> have an opportunity to freeplay if you so choose. In all reality some fat ♥♥♥♥♥♥♥ probably ran up to you as soon as you landed in Basse-Terre to ask you to take him and his buddies to Portobello. You need to say yes. If not, you may not be Rank 4 yet. Hopefully you aren't past rank 12.... because if so you cannot get this. Also you need the DLC content: The Final Lesson. That is what has just started for you.
Beyond that you may have landed in Saint-Pierre, in which case you might have been asked to start Resin Dogs first... God help you if you took both at once, just try to juggle the separate time tables accordingly. For the sake of this walkthrough however I'm going to start with The Price of Discretion, which starts in Basse-Terre.
If you don't have the DLC, are not Rank 4 yet, or leveled out past rank 12, then you will just need to skip down until we are finished with The Final Lesson, and there will be some more goodies for you. At this point in the story I am Rank 4, which is perfect. Still young, still have time for love and life, and the world is at my fingertips. Still 4 ranks away from redskin chiefs bothering me and giving me more time sensitive quests. OK, so let us continue.
|
|
|
Post by CSA FD on Jun 21, 2018 4:56:03 GMT -6
EA.1 The Final Lesson DLC This DLC consists of 5 seemingly unrelated quests, and then a 6th bonus quest upon successful completion of the other 5 quests. They are recieved after the hero has reached rank 4, and the hero cannot be more than rank 12 for the first 5 quests, and no more than rank 14 for the final quest. You also CAN NOT START THE DUTCH GAMBIT or these quests will no longer be available.
If you end up hitting Rank 8 during this, which is a good possibility, you may be confronted by an Indian Chief in port. He will give you 1 month to complete a mission for him, and if this is the case and you feel pressed for time, you can scroll down to the area below the final Lesson for tips on that quest.
|
|
|
Post by CSA FD on Jun 21, 2018 4:57:31 GMT -6
EA.2 Price of Discretion (Part 1) Quest: The Price of Discretion Part 1 Difficulty: Trivial enemies: none Time Sensitive: 10 days Requirements: Rank 4, No higher than rank 12, Can't have started the Dutch Gambit. Required Items: none Quest giver: Landing in Basse-Terre Reward: 300 doubloons A man, Bertrand Pinette, appoaches you upon arriving in Basse-Terre. He wishes you to take himself and his friends to Panama, or rather Mosquito Bay near Portobello, for two chests of doubloons. You have 10 days to complete the task. Sweet. Why not? Well.... you and me know why not... because money is never that easy! But Charles is a bit naive still.... I guess thats why you can't be past rank 12! So we accept! Meet him and his friends that night at 22:00 – 23:00 on Capster Beach. He's hiding behind a rock... He will hand you the first chest of doubloons and you can start your journey immediately to Mosquito Bay. If you have Hook's mod, this is a pretty straight-forward endeavor. Use the global map to sail to Mosquito Bay in the south-west Main. If you don't have Hook's mod... why don't you have Hook's mod? Well anyway, if you want to be super hard core like that then I won't stop you. You may need to do some battle map sailing to meet the 10 day deadline depending on your wind conditions. Just be sure to check the global map every now and then to make sure you haven't passed the invisible (since you don't have the map mod either probably...) region lines. You must sail over those on global. Anyway, one way or another once you land the guy will hand you the other chest of gold. You are done! Or.... are you? Spoiler alert, you're not. Quest: Price of Discretion Part 2 Difficulty: Normal Enemies: A war schooner, optionally a group of bodyguards, optionally a pair of assassins. Time sensitive: 2 months Requirements: Successful completion of Part 1, No higher than rank 12, Can't have started the Dutch Gambit. Required items: Bertrand Pinette, or something of equal value. Quest Giver: Landing in Basse-Terre Reward: 150 doubloons and an amulet or 150 doubloons OK at this point in the game as long as you don't go back to Basse-Terre you have a chance to freeplay. You may also want to avoid landing in Tortuga, Saint-Pierre, Capsterville, or Port-Au-Prince (yet), if you don't want to gather up more quests. At least not in Capsterville, and I will explain why. The quest Prison Break, given in Capsterville, will end with severe negative relations with either the Dutch or the English, depending on which side you choose in the matter. If you want to avoid having a huge bounty on your head, you may want to visit the colonies of the offended party and do some quests to raise yourself to an excellent or admirable relationship with them beforehand. Finding lost ships is the best, but also donating 10000 to the wandering monk in Dutch or English towns will do it. I only ask of you two things. Don't raise yourself in rank any more than strictly required, because again if you pass the rank of 12 these quests will become unattainable for you, and don't go back to your brother to accept The Dutch Gambit. This will also block the quests for you. You may want to try not to get to rank 8 either, as this will trigger the Redskin Chief to seek you out, and if you don't want to be sidetracked with another time sensitive quest you do not want this. Also you can take this time, if you haven't already, to get the Spanish flag as a perk under the ship tabs. I reccomend the Spanish flag only because you will need it specifically in the future. While the Dutch flag might seem more versatile and still get you in with Spain, just get the Spanish one. You'll thank me later. You might want to get yourself a Class 4 ship for this next part while you are at it. You will be going up against a War Schooner. This <can> be done with a class 5 if you really want to though, just will be a tougher fight. Just know you will want to hold on to the sloop/lugger when you go to do Redskins, as it will require a class 5. Ok so I'm going to assume that you went and did some work for the Dutch and got yourself to excellent relations with them. Damn that was quick, good job. After you get back to Basse-Terre, you will be confronted with this dude. He wants you to go see the local banker. Well that is never good.... Welp, since I can't seem to leave town without doing that, I guess I'll do that! The banker asks if you if you recently helped out a guy in a wig, and like a total baffoon, you say yes. Didn't someone tell you something about discretion? Well this guy shoves a bag of gold in your hand and says "please, go on.", and again... like a complete moron, you do just that. Turns out this guy has a business proposal for you. You go fetch dude in a wig and bring him back so that he can pay the banker his money.... or he has you arrested. Since you aided and abetted an escaped convict, you grumpily agree. Great.
|
|
|
Post by CSA FD on Jun 21, 2018 4:58:02 GMT -6
EA.2 Price of Discretion (Part 2) (Manga Rosa) Time to go back down to Mosquito bay and start asking questions. But first, if you so choose, you can make a little side trip up to Port-Au-Prince and pick up another passenger that needs to go to Portobella. This will kill two birds with one stone, and give you a free trading license so you don't have to sneak around in the Spanish Main. So why don't you scroll down a little bit to the next quest, and I'll wait. Don't worry, I'm patient.
Welcome back! I hope you have fun with Senor Domingo. If so you are sitting at a plantation right now, ready to head to Panama. If not... then head down to Portobello now and land at Mosquito Bay since you didn't go get that Trade License I was talking about!
Either way make your way outside Portobello and then find your way through the selva to Panama. (Left, Left, Left, Straight). From the Bay it is just Left, Right, Left, Straight.
As a little aside here, if you exit Panama and go Straight, Straight, Right, you will come to San Miguel Bay. Directly ahead of you against the rock wall and next to a palm tree you will find a Manga Rosa plant.
This is a rare and powerful reagent used in a couple side quests, and to make useful potions, including ones that increase your stats permanently. Best grab it. Another note about Manga Rosa is that if you visit a place that has one and miss it, and then visit another place that has one, the last one will despawn forever. YIKES. If you haven't already Go ahead and take a look at the Manga Rosa section to get a feel for where they are just in case.
Anyway visit the tavern in Panama. (Sneak if you don't have a license). The barkeep will tell you that you are mistaken, and that you might have better luck in Portobello. Well... balls. Back to Portobello you go. Left, Right, Right, Right. Talk to the tavern keeper here now. He will tell you to go ask the Don about it if you wanna know. That glint in his eye means he knows more than he is letting on. Lets grease the wheels here, we can play this game. So, here's 1000 gold, any "random" news you have for me?
Ah, Jean Deno is now Juan Deno, a spanish Don. Well then, he is captain of the Sario now, so maybe we should pay Don Juan a visit. Go back to the sea, and take a look at the Sario, which is loading in port. Looks like we might have a bit of a wait unless we want to try and take the thing in front of the fort... and we don't. So go back to the global map and hang out for a minute. The Sario, the War Schooner I promised you would face, will show up shortly, purple sailed and lookin' fine. Let it get a little ways away from Portobello, and STRIKE. Board that bitz.
A few knees to the groin later and Don Juan is softened up enough to talk. He'll be waiting for you in your hold once your done sinking or stealing his ship. It is a piece of crap though...
After you have a chat with the Don in your hold, he will agree to roll over on Pinette as long as you drop him off in Mosquito Bay. Whatever, I don't need you anyway. After you go back to Mosquito Bay he will spill the beans. Pinette is continuing his Modis Operandi in Barbados. On a plantation... geez I'm sick of those.
Time to head back over to Barbados and see if we can't pluck the spider from his web.
Once in Barbados go to the plantation, it is not through the selva but instead directly out of town, right facing away from the dock. In one of the shacks there you will find Pinette hanging out. He is wondering why you even bothered finding him, and you let him know. Here you have the choice to let him speak his piece, or tell him he's going with you to Basse-Terre and to stop whinging about it.
Option 1: Take him with you
If you decide justice is your bag, then you will demand he come with you to face his debts in Basse-Terre. He will disagree and tell you that you can't do anything here on Barbados. You respectfully disagree with his disagreement, but you don't want him to know that, so you tell him you give up. You can optionally just kill him, but that really doesn't make anyone happy, and when people aren't happy, you don't get paid.
So leave and go to the lighthouse to gaze at the sea for inspiration. Here you will come up with the amazingly deep plan of... waiting for him to go to town and mugging him. You evil genius you.
So park your ship at the lighthouse and head towards the plantation. Apparently this is the best place for an ambush. So wait for him.... and uh... wait... and wait... and... damn I should have brought snacks.
After thorough testing this is the way it was in my game. He will appear between 20:00 and 23:55 the day after you set up the ambush. Don't move from your mark or he won't appear. Just stand there, advance 1 day, and then advance until 20:05 – 21:00. He should immediately appear. There is no delay if it works, you will be practically standing on him and his party.
So once the group appears, attack the guards. Ignore Pinette. Once his crew is killed he will surrender, and at this point you are put back at the lighthouse, ready to deliver him to his fate. Back in Guadeloupe you go see the banker and sell your prisoner to him for a chest of doubloons and an amulet. That will teach you to open your big mouth.
Option 2: Take his offer If instead you want to put it over on the banker for blackmailing you, you can ask Pinette what other choices you have. He will let you in on the banker's dirty dealings, and give you some evidence to take back to Goudeloupe that will get the usurer off your back. Additionally he will give you a tip on where he has hidden some loot that you can have for your understanding. Accept the deal and take the letter(s) back with you. See the banker in Basse-Terre and tell him you know what he did last summer. He will reluctantly agree to let the matter go. Now you can go collect your reward!
Travel to the cave in the selva. Inside you will find a chest stashed behind some rocks. There are 150 doubloons in purses inside the chest. Once you get out of the cave you will be confronted by 2 men who think you know too much. Well you know how to kill cutthroat ♥♥♥♥♥♥♥s sent by usurers to silence you, you at least know that.
Once you have dealt with tweedle-dee and tweedle-dum, go back to the banker to let him know, in no uncertain terms, that you have additional proof of his misdeeds (should have led with that in the first place) and if anything unfortunate happens to you, it will come out.
That should be that.
|
|
|
Post by CSA FD on Jun 21, 2018 4:59:18 GMT -6
EA.3 Grandee Albalate (MR) Quest: Grandee Albalate Difficulty: Easy Enemies: a pair of thugs, a butler and his henchmen, a spanish interceptor, optionally a bad uncle and his posse. Time Sensitive: 20 days Requirements: Rank 4, No higher than rank 12, Spanish or Dutch Flag, no bounty with spain, Can't have started The Dutch Gambit. Required Items: Domingo Albalate, he's a Spanish grandee...fancy, trade license (given) Quest giver: Tavern wench in Port-Au-Prince Rewards: 20 day trade license, 20000 pesos : 200 coffee, Small sword, 3 amulets, good spyglass OR 20,000 pesos
Hi there, yes I'm down here as well. You may be reading this because I told you to up above, and that is good. Go ahead and read on friend!
Since you are landing in Port-Au-Prince, go ahead and stop by the lighthouse in order to pick up the Manga Rosa there.
We arrive in the tavern of Port-Au-Prince, only to be immediately informed by the resident scullion that there be MURDER afoot. Quick, you are apparently the only one in the establishment with a weapon. Except for you know... that pirate looking guy with the saber... or that officer looking fellow... or... well whatever upstairs we go. Inside there are 2 thugs trying to beat down some Spaniard. Help him. The guard will come in afterwards and take him away, but not before he invites you to visit him in Santo Domingo. Hmm, any relation to this Domingo? Guess we'll find out.
His house is right next to the gate, which is a good thing, since we're going to have to sneak in. I guess Spanish Grandee's can't officially invite you to their home? Well whatever, just land in Samana cove and take a few lefts to the city.
It is indeed right inside the gate, and you can go at night so even better. Ugo the butler says the naughty boy isn't home, so you tell him about the troubles you'd been having. Ugo thinks you should leave. You disagree. Ugo and his friends try to throw you out the hard way.
Wow, Spanish butlers are freaking touchy.
So after you've killed Ugo and pals... hard to find good help and all.... search the house for clues as to why the housekeeper had two thugs upstairs and attacks guests practically on sight. Uh oh, there is a dead body upstairs, and a half-finished note. I think it might be time to leave. On the way down you see your friend Santiago, thank God someone that isn't attacking you. Turns out sometimes family are the worst enemies. Spoken like prophecy Charles.
So you guys go to raise a glass to the real Ugo in the local tavern, and Domingo tells you all about the family intrigue. Apparently someone has been trying to kill him for a while, and he has just been managing to stumble around and avoid death by accident. He asks you to take him to his plantation in Portobello, which you might be going to already, which is convenient! You agree and he gives you a 20 day trade license to make your life easier. Thank you senor. Now it is time to go back to the ship. Since I have this license I should be able to just walk right out of here.... oh... oh my... nope. RUN!!!!
After you get back to your ship go ahead and head down south to Portobello. I assume you are already looking for someone down there anyway. You will be chased by a Spanish Intercepter. Make sure you hoist your Spanish (or Dutch) flag before you try and land in Portobello Port... or you are gonna have a bad time.
Exit through the gate, and then just go straight to the plantation. Dude doesn't know anything about his own land, so you are on your own to find the house. Going to take an educated guess that it is the one house that doesn't look like a slave lives in it.
The almanac is next to the fireplace. Looks like the Uncle has been... cooking the books... huh-huh. So mighty Domingo is rightiously peeved, and we are going to go to Portobello to turn in the ♥♥♥♥♥♥♥ uncle for illegal slave trade, theft, and ♥♥♥♥♥♥♥♥♥gery.
Outside we meet, surprise, Luis Otiz himself. He also seems to think Domingo is a naughty boy. What is with these dudes.... Anyway he throws some accusations Domingo's way, saying he killed his parents to get at the family fortune. Hard to believe considering he seems to give no ♥♥♥♥♥ about keeping track of said fortune. Regardless the guy offers you 20k to leave well enough alone. You can take this and leave now if you wish. Personally... I'm curious to see whats at the bottom of this rabbit hole. En Guarde!
Ok so after you leave a pile of dead around, Domingo tells you he is ready to take up the mantle of ... um... oh yeah Marquis. Come back the next day and he will reward you, he has work to do.
When you visit him the next day (did you just sit in the same place and rest for 24 hours? I sure did) he thanks you for your noble service and rewards you with 200 coffee from his plantation, some amulets, a good spyglass, and his rapier (a small sword). Tada! Now you can go round up a guy in a wig if you haven't already. Back up you go!
|
|
|
Post by CSA FD on Jun 21, 2018 4:59:51 GMT -6
EA.4 Resin Dogs Quest: Resin Dogs Difficulty: Normal (Or Very Difficult) Enemies: Barque, Barkentine, Lugger, a group of smugglers, optionally a hardened team of marines. Time Sensitive: Next Day until ship reaches San Juan Requirements: Rank 4, No more than Rank 12 Required Items: At least 50 Resin (given), a ship that can take on a convoy of 3 (Barque, Barkentide, Lugger). Can't start The Dutch Gambit or this quest is unavailable. Quest Giver: Land in Saint-Pierre between 8:00 and 20:00 Rewards: up to 100ish resin, Also possibly some Ropes, ironwood, silk.
Go ahead and land in Saint-Pierre between the hours of 8:00 and 20:00, there will be a guy there waiting for you asking you to visit the local shipyard. Seems someone has a proposition for you. Hey well all these other random encounters have been going so well, why not.
He's going to give you the run down of a ship leaving Trinidad and Tobego the next day. It will be sailing to San Juan in Peurto Rico. He wants you to relieve the convoy of 3 ships of their cargo, a hundred barrels of resin or so. He is saying he will pay you 15 doubloons per resin, very nice. I'm sure I can trust this guy I don't know and who just happens to want a brand new, inexperienced captain to pull off his important heist. Lets do it!
Head straight down towards Trinidad. You should see a purple sailed ship before long. Intercept it and lets get down to business.
There are 3 ships in this convoy, and if you are still using a sloop, or god forbid the starting lugger, it is going to be a tough fight. Not impossible, but you won't have much crew to go around capturing ships. Board the barque at least, its holding the resin. It also has a couple amulets and 4500 pesos in the captains chest.
If you have a class 4 ship by now the lugger might opt to just flee. Good riddance. The Barkentine, however, is carrying a pretty good load of goods. You might want it.
Now that you have a squadron filled with booty, head back to Martinique. You only need around 50 resin for this quest, so if you have a ship, say... a sloop you are keeping in storage for The Redskin Chief quest I keep mentioning, you can stuff the rest of the resin into the hold and store it for later.
But why would we do that Dark? This guy is giving us 15 gold doubloons per barrel! Really, imaginary guy? You actually believe that is what is going to happen? Well... this DLC may teach you a valuable life lesson after all.
Whether or not you store the extra barrels, return to the shipyard and talk to the guy. Start rubbing your hands together because here comes the gold! Crap its the po-po!
No, Monsieur, this great captain has nothing to do with those barrels of resin! Oh and uh, what barrels of resin!?
So the gallant shipwright falls on his sword for you, but now you are out the resin and with no gold to show for it. Boo.
Gregoire the tutorial master meets you outside of the shipyard, and you guys go to tie one off in the tavern and talk about your woes. He has a hard time believing that the officer would arrest his BEST FRIEND IN THE WORLD. You must be mistaken. Oh.... I see what's going on here. Powerful people playing games with you again. Lets see if this guy is right, and if two days go by and the shipyard is back up and running again.
Gee, two days went by and the shipyard is back up. Our noble shipwright had to spend two nights in that hell-hole, oh the fresh air of freedom! And what about my money? Fate is a ♥♥♥♥♥.
Gregoire, ever-watchful Gregoire, tells you outside that the lieutenant has taken a tartan to Guadaloupe (specifically Morne a l'Eau Cove). Lets go see if we can't beat the tar out of him. Go ahead and go to the north side of the island and into the bay and enter the battle map. Then go into your cabin and start waiting days until your quest updates. Then you can sit in the bay 2 more hours and you can land. Some smugglers are waiting for you, and they aren't interested in giving you back your money or your goods. A fight breaks out.
Once you have finished with them, your old officer friend shows up, having smelled trouble in the wind.
He gives you a choice, half the resin, or your life. If you choose the former, you get half the resin and go home. The latter, you get a tough fight with a lot of musketeers. Good luck with that.... If you do manage to win you get not only half the resin (or half of a half if you stored the rest away safely!) but also a load of other strategic resources! Boom shaka-laka! you get to battle the tartan after you debark... dunno what they were thinking but ok. Important note here... if you are using a class 4 ship this tartan will likely flee. This is super unfortunate for you, because you cannot go back to global until you kill it. So you need to slow it down or board it before it gets by you. I did this with half sail life on a brigantine... BAD IDEA. Took me an hour to maneuver my way into being able to to board it before it zips past me and out to sea.
Anyway once you kill it you are finished with this quest.
|
|
|
Post by CSA FD on Jun 21, 2018 5:01:00 GMT -6
EA.5 Just Like Home Quest: Just Like Home (Or what I like to call... The Honey Pot) Difficulty: Easy, just like the governor's wife. Enemies: optionally 2 guys in a bar, A mercenary Time Sensitive: Any night after 6 Requirements: Rank 4, No higher than Rank 12, Thinking with our ♥♥♥♥♥. 26 Charisma and Luck (If you want to recruit Clod Durand) Unavailable if the Dutch Gambit has begun. Required Items: A ♥♥♥♥♥, 50 doubloons if you want to buy the key. Quest Giver: hot blonde in front of the bank in Tortuga between 10:00 and 16:00. Rewards: 10000 pesos, Cupid's Balm talisman, 3 amulets, 5000 pesos, 100 diamonds, 1 Manga Rosa, Possibly 3 additional amulets, 3 wine, some jewelry, 50 doubloons, an optional villianous boarding officer, and a really good time with the governor's wife while he sits just downstairs.
You land in Tortuga during the day, and if you hang out in front of the bank for a few minutes a girl should come up to you.
She wants to (giggle) introduce herself (giggle) (bat eyelashes) (push up cleavage), etc. She'd really like it if you'd meet her at a dance party that the governor's wife throws during the evenings after 6. You would love to come, because when has following a beautiful woman ever led to anything bad? Oh Charles.
So of course you show up after 6 in the governor's residence. Go to the meeting room, and you can see the party in full swing. Hmm, seems you are all alone with the governor's wife instead. Well this is innocent enough. All she wants to do is tell you how great you are, how big your muscles are, how styled and cultured and full of grace and charm and... Do you think I look pretty?
What? Um, yes. Yes of course I do.
Well she could use your help with something. Oh by the way (giggle), I hate my dog of a husband who is always whoring around on me and doesn't pay me much attention. Oh boy.
So she wants you to steal her husbands money and... who knows? If you choose the 1st dialogue then you might very well know later. If you are a fat lipped lummox with no class and grasping paws, she will string you along like the meathead you are with no hope of cookies out of her box.
Sit down with the goober in the tavern, that upon meeting him expounds high philosophy.
Don't trust women. Sage advice indeed. After a little drinking you drop the bomb on him. You really just want his key. He spins you a yarn about some commandant's daughter and blah blah who cares. Give me the key.
You can either pay him for it, or duel him for it. If you duel him, he brings a friend. They aren't that tough, and on the guys corpse you get a Messer sword, some pesos, and a cupid's balm talisman... hmm this might just come in handy in a few hours (fist pump). Take the key too, and we can go see the governess.
If you choose to pay him instead he leaves you with words of advice. She will put a lot of valuable things in the chest next to her door in the bedroom after you leave. Nice to know. (this is the most profitable line.)
Wait until the next day, but not too late, and go see her in the bedroom of the residence.
She will tell you to give her the key and she'll get the goods and you can come back tomorrow and pick up your share. Uh-huh. Go ahead and choose that... and you'll get nothing =P. Big surprise. Tell her you feel better doing it yourself.Go into the other room and take the chest to the left, 10000 pesos, 200 diamonds, a manga rosa, and a few amulets. If your charisma and luck are both at least 26 then Clod will accept your offer to join your crew. If you choose to let him go, he'll just come back in a few minutes to try again.... ♥♥♥♥♥♥. So one way or another you need to get rid of him.
Note: If you want help with The Final Lesson from Clod and Prosper, you will need to recruit him. He is only temporary anyway, but they will both show up in the final fight, or neither.
Ok this is pretty important... give all your money to one of your boarding officers waiting outside. All the pesos anyway. Then you can go see the "lady". If you chose the first option of dialogue in the beginning she will get weak in the knees at how different you are than all the men she meets. You get what you want. Do you want her? Apparently you do!
♥♥♥♥♥ robs you of some of your pesos. Lesson learned. OR WAS IT!? You're welcome.
There is also a chance that she doesn't rob you. It might be based on if you pay the pirate in the tavern vs. Killing him. When I killed the guy she robbed me, when I paid for the key, she was just really nice to me.
If you didn't kill the guy in the tavern you can now exit the room and come back in, then you can check the chest next to the door. (Don't open it before you leave and come back or it will be empty). Inside this chest is the cupid's balm you missed out on by not killing the guy, the 50 doubloons you spent on the key, 5000 pesos, 3 more amulets, some wine, and an assortment of jewels.
Ah, what a lass! Money and sex, I'm so glad I didn't learn anything from this lesson!
Alternately you can just take everything in the chest and run away, but this will give you a negative relation hit to France. Also I think this counts as failing so you won't get to do the final lesson.
|
|
|
Post by CSA FD on Jun 21, 2018 5:01:41 GMT -6
EA.6 Prison Break (Part 1) (MR x2) Quest: Prison Break Difficulty: Normal Enemies: English or Dutch soldiers, possibly a Brigantine. Time Sensitive: 5 days. Requirements: Rank 4, no higher than Rank 12, Can't have started the Dutch Gambit. Required Items: none, or 24 doubloons. Quest Giver: English soldier in Capsterville upon landing. Rewards: 25 doubloons, 10,000 pesos or 10,000 pesos and a 6-month trade license or 30,000 pesos, and arbeques, a broadsword, and a decent brigantine if you board it =P.
Ok we are finally to the quest I have been warning you about. In the Prison Break, you will be siding with either the English or the Dutch as it pertains to some captured English soldiers. First of all we are just asked to ferry some men from Capsterville to St. Martin. No big deal, the payout is 10000 pesos in doubloons. He gives you 2500 of it right off the bat. Lets get started.
Before you leave Capsterville, you may want to head over and grab the Manga Rosa on St. Christopher. It is one screen past the graveyard out from town.
We land at Grand Case Beach in Saint-Martin, only to find out things are already not going to plan. They were expecting to have a ride out of here, but it doesn't seem to be there. They ask if they could trouble you to wait a couple days to take them to Antigua after they are done .... sight seeing.
After the English leave you have the option to get the hell out of dodge. We are braver than that though, aren't we? Stay a while, and listen!
If we are going to stay, though, then we want to know what is going on. We are friendly with the Dutch, lets go talk to some people in Phillipsburg.
The Tavern is always a great place to start. Pay the barkeep his information fee, and he will let you know that the Dutch colony is on high alert. Apparently there are English soldiers prowling the jungles. You don't say? How peculiar. Well the Dutch captured some English spies or whatnot and they aren't about to let them get broken loose. So this is why you are here. ♥♥♥♥♥♥♥♥!
No sooner do you get out of the tavern but a soldier stops you in the street. The governor wants to see you. Uh-oh. He assures you there is no trouble, so you go along without slaughtering everyone in town. Good for you, you are learning something! The governor just wants to know if you've seen any English, no you haven't. He wants to know how long you will be here. A few days. He wants to know if you want to hunt English scum for the glory of Holland. Hell yeahs we do! Whoops, got a little caught up there. You might not want to do that, but you can tell them what you want, not like they can read your mind.
If you do tell them your interested instead of just playing dumb, you can go talk to the local commandant. He'll tell you one of his patrols are missing, and asks you to investigate. Sounds about right. Head off to the jungle to see if you can find your "friends". The most logical place to look is probably the local cave, read: they are in the local cave.
Take a left and then a right and you are there. In the cave you'll find the lieutenant and his crew, dressed like Dutch soldiers. You tell him that his cover is blown and that the Dutch are looking for him due to a traitor amongst the captured soldiers. He will ask you to go see a monk at the local church, a spy. He's there every morning from 8:00 to 10:00. You also learn the fate of the Dutch patrol, they are tied up in the bushes outside.
Now this can go one of three ways. Either you continue helping the brits, which rewards you 30,000 pesos, a decent sword, and an arquebus gun, increases your relationship with England, and decreases your relationship with the Dutch.
You can tell on the spies to the commandant and agree to help him flush them out. You get there and they realize you are a dirty rat. You kill them, and apparently no one hears about it so your English rep doesn't suffer (thought it would...). You get 10,000 pesos and a six month trade license, valued at around 1000 doubloons. Pretty nice honestly.
If you didn't go around improving relations like I told you to you might like option C, which I call the way of the yellow bellied coward! You refuse the commandant's offer and return the next day for your 10,000 pesos and complete anonymity in the entire matter. Since Option B doesn't seem to effect your relations with England negatively, you probably don't want this option since a 6 month license is on the table, or a nice Brigantine and 30,000 pesos and a gun.
Well first lets do it the English way. For some horrible reason wait is disabled during this quest, so you'll need to go to the tavern and sleep till tomorrow morning. Unless it happens to be between 8:00 and 10:00 right now. You'll wake up around 7:30, so you'll need to just sit and wait for 8:00 to come around. This is best done on the ship, since you can go 6x instead of just 3x. Go meet the monk that is standing at the back door like he's ready to bolt. He'll need 24 doubloons for his crack brained plan of drugging the guards in the jail. He tells you to return the following day, so repeat the process of spending the night at the tavern and then waiting on your ship. Another option to quickly pass time is to make some stuff in alchemy, like those little bullet packets you like to use in your guns. If you have any lead and gunpowder, or go buy some from the local vendor to help you out.
The abbot tells you that the plan is in motion, and you need to return tonight between 21:00 and 00:00 when the guards will be sleeping. Go ahead and move your ship back to Grand Case Beach, cause that will be the rendezvous when this is all over. Go back to the cave and inform Lieutenant Dan and his crew. He'll tell you to move your ship to Grand Case Beach (CHECK), and meet them in front of the city at 23:00. Luckily we have the wait function back. The team will run up to you after you are done waiting and you will be teleported into town. Make your way unmolested to the jail. When you get to the door you will do a little cutscene walk and the crew will go in, coming out with friends a few minutes later.
Make your way unseen out of town, and success! Just go to the beach and get on your ship.
Oh Shniekies! The Dutch are coming, The Dutch are coming! On the beach you find a welcoming party. A contingent of Dutch soldiers attack. You can play the hero and get all up in that battle, or just kinda hang back and put in a few kidney shots where it counts, your choice. Now you can board. Immediately you are in a battle with a Brigantine, I'd tell you that the Dutch have suffered enough and you should just outrun it, alas, that is not an option. You have to sink it or capture it. It is super overloaded with troops, so boarding it can be a pain in the ♥♥♥, but it is a pretty nice Brigantine if you are in the market for one. If you managed to get your rep with the Dutch to good, then congratulations, you are just now Neutral. Not too bad. If not, you probably have a bounty. You should see Abbot Benoit about that in Saint-Pierre ASAP. He'll take care of it in a few weeks for some doubloons. Unless you feel like fighting the endless Dutch hordes.
Also as soon as you defeat the Amsterdam, you will get a notification that the Corvette Zeepard is after you. You probably don't want any part of that, so go to the global map and be on your way.
Take your friends to Antigua, and drop them off. The Lieutenant will tell you to go see Colonel Fox for your reward tomorrow. So go do that. He'll give you the 30,000 pesos, the Arbeques rifle, and a broadsword... hopefully better than the one he gave me with 0.3 balance. Also some rep with England.
While you are here on Antigua, you might also want to pick up the next Manga Rosa. One Right from gate.
|
|