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Post by CSA FD on Jun 21, 2018 5:01:58 GMT -6
EA.6 Prison Break (Part 2) If you would like to be friends with the Dutch, well then tell the commandant all about those Brits in the jungle and get ready for a fight. You will lead the team to the cave. From there, your job is simple, go in, talk to the soldiers, and scream bloody murder until the Dutch team finds you. So you are the bait... awesome.
You go up and start talking to the lieutenant, who is understandably confused as to why you are there. You try to dissemble, but he just says you are acting like a ♥♥♥♥♥. At that moment I think a Dutch soldier falls down the well into a pile of pots and pans, cause the jig is up, and they aren't morons. The entire troop starts attacking you.
My advice is to run to the well, where the ♥♥♥♥♥♥♥s who are supposed to help you will eventually show up. Hold them off until then, and then turn the blade.
After the fight is done the Dutch captain tells you to visit the governor the next day. Do that by sleeping at the tavern, your wait function is still off. The next morning the governor expresses his thanks, giving you 10000 pesos and a half-year Dutch trading license... a weighty prize indeed valued at over 100,000 pesos.... Incidentally... my English reputation did not drop for this, so you may not get a bounty from England. If you plan on doing any freeplay once you are done with The Final Lesson, this trade license might be just what you need to make some headway in the Spanish community.
Beware the English interceptors after this. They will come for you.
One thing I want to note: If you do the Dutch Gambit soon and choose the Secret Organization then you will lose the trade license during the quest. It is unavoidable because you have to attack a dutch ship... actually a fake dutch ship, but it still takes it anyway =(.
You might lose it siding with England too, but I'm not sure because I didn't get the trade license in the game I sided with England. I can't remember if the Meifang was under a dutch flag or not. Basically... if you end up attacking a dutch flag ship you will lose it =P.
Either way you are done. Get ready for the Final Lesson!
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Post by CSA FD on Jun 21, 2018 5:02:46 GMT -6
EA.7 The Final Lesson (Part 1) Quest: The Final Lesson Difficulty: Ridonculous. Enemies: Hordes of Indians, English and Dutch Navy officers, optionally Bazooka wielding Johnny, Gregoire the unclean and the Olsen Twins, his bodyguards. Time Sensitive: 1 week Requirements: Rank 4, no higher than rank 14, successful completion of all previous Final Lesson DLC missions. Can't have started The Dutch Gambit. Required Items: An eagerness to learn our lesson. Quest Giver: Our old friend Gregoire in Saint-Pierre Rewards: Most likely an ♥♥♥ whooping/ a quarter of the value of the loot you brought from the Main. Possibly All the strategic resources, all the money for the loot, a Naval Klewang, 20 or so Grenades, A double barreled pistol, and a disjointed feeling of time moving way too fast because you've been at 0.5x speed for 6 hours.
Landing in Saint-Pierre it is like old times! Gregoire is here to greet us at the docks, and he has something to say. He's so proud of us. Thanks Dad. He has a proposition for you. Go hunt down some lost Dutch goods and wrestle them away from a horde of hostile Indians. Ooo, sounds fun, lets go. You only have a week to get down there so hop to it. Its at the very south-east part of the map at Boca De La Serpienta Coast. Woo... that is a mouthful.
First of all make sure you have plenty of crew. You will need them as fodder for the indians, and as grunt work to load your booty! When you get there, you may notice the dutch and english ships still out there fighting. Good for them.
Go ahead and land and you immediately need to fight off a horde of savages. So do that while I wait, I'm going to go get a drink. Plus my hand is starting to hurt from all this typing.
Well that was a short break, and now its on to the selva after two waves of those ♥♥♥♥♥♥♥s. Try to keep as many of your crew alive as you can, you'll need them still. In the jungle you'll meet none other than good ole' Prosper! How's your daughter old man? Ah yes, dreaming of me ha-ha! Well I don't doubt it after that last little visit to her bedchamber <wink>. Oh... right... you didn't know about that ... heh... heh... well this just got a bit awkward. You may also find the Villain Clod there if you let him live by recruiting him.
Anyway the chief is coming with his musket wielding personal guard. I dunno if we should be worried about a bunch of guys who have never even seen guns in their life coming after us with single shot muskets they gotta reload manually... but I'm sure they are better than they should be =(. Lets go. Oh ♥♥♥♥... for real these guys are hard. Well after the epic battle ensues... make sure to loot the 5 amulets off the chief. Hopefully I have enough men left to carry the loot out =/. The more people survive the fight the more loot you get at the end.
After you start loading you are interrupted by the English and Dutch soldiers, who start battling it out on the beach. You leap into the fray. AY-AY-AY-AY-AY!
Afterwards you get to find out how much loot you got away with. Probably not that much =(. Load it up and head back to Basse-Terre.
Once you get to Martinique, Gregoire tells you he has a buyer for you. Come alone, at midnight, to Lamentin Bay. Sure buddy, I just you 100% completely, because I haven't yet learned my lesson! Do get rid of your boarders and meet him at midnight on the shore. Um, bring lots of health potions. Just saying.
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Post by CSA FD on Jun 21, 2018 5:03:14 GMT -6
EA.7 The Final Lesson (Part 2) Once we reach the shore we work out a deal with the smugglers for a pretty good price. Then.. Surprise ♥♥♥♥♥♥♥s! Et Tu Gregoire? Gregoire double crosses the smugglers and you, but since he has a soft spot for you, he's going to let you live, and even give you a quarter of the pesos that the goods would have brought it. I'm going to tell you right now, you probably should just take the money and go. If not, then I suggest you save it during the conversation with Gregoire so that you are as close to the fight as possible, because you are going to be loading the game for the next.... 5 hours or so. I dunno thats what I freaking did. If you recruited Clod and finished Prosper's quest in the tutorial they will both show up to this fight. Whether or not you find that helpful.... is up for debate. They will not last very long against this crowd . OK here is some advice if you are going to punish yourself by trying to do this fight. For one, make sure you brought just plenty of potions, just... bunches. Then make sure you have some decent either offensive or defensive amulets, your preference. I picked poison, because these guys just constantly regenerate health. Like... forever. Then I also picked the voodoo doll to do some extra pistol damage. My suggestion on how to approach this fight is actually exactly as Charles suggest s you do it. Gregoire first, then the indian with a bazooka, and then the two nerds. This is because Gregoire can, and will often, straight up one shot you with his regular attacks. Well I did this on hard, maybe he doesn't do that on normal. Regardless he hits like a truck, and he has a double barreled pistol, so he's periodically doing guaranteed damage to you. So when the fight starts run towards the jungle and the choke points, this will make Greg miss his shots because he'll hit the Olsen Twins, who are chasing after you. The "red-ape" (wooo, the racism these guys have!) won't be able to hit you with his grenades because they will be blocking him as well. So for the duration of your battle with Gregoire you won't have to worry about getting hit by the Indian's boomstick. Best you'll be able to manage here is to take on Gregoire + one of the other guys, but focus on Greg. One he's dead.... after like a 30 minute duel... the chances that you are going to get one-shot and throw your keyboard across the room diminishes considerably. Now only the heavy attacks from the guys and the grenades are the biggest threats, and you should be able to block the heavy attacks. That isn't to say the ladies can't do a bunch of damage with their regulars, cause they can, but generally they don't 1 shot you... which is a step in the right direction. Now on to the Grenade launcher. He's next because you will need to use his buddies as human shields when he gets ready to fire a shot. Chase him down the beach and hit him a little after he fires and misses. Hopefully you'll poison him. After a few hits, and you'll just have to get used to the timing... rule of thumb is, if he hasn't shot a grenade recently, he's gonna soon =P. So anyway when you think he's going to fire you need to run back around the wonder twins and let them take the shot for you. Then you rinse and repeat, blocking hits from the two baddies while you smack the Indian who is probably spending most of his time running away from you. His melee attacks are pretty weak... but its still damage and is annoying. You might want to wait until you have full energy so you can all out blitz him after he fires. Once he is dead the other two are just a matter of time.... unfortunately a lot of time though. Their HP and regeneration is ridiculous. Still, if you have managed to accomplish the other two guys... dying to them is just going to be sad panda. You can't save during this fight either.... or it would be like a million times easier ... If you do manage to kill them... you'll get whatever cash they were going to give you for the strategic resources, and they were paying fairly premium prices, on top of keeping the resources themselves. You'll get a double barreled pistol that the guy was shooting you with, a bunch of grenades (without the grenade launcher unfortunately), the special saber "Naval Klewang", and a giant feeling of accomplishment. A pretty amazing haul... but still not really compared to that god awful fight that just took me 6 hours. You could make more money doing... anything else =P. But hey, maybe you are a way better player than I am and are sitting there eating a sandwich with one hand and backhanding Gregoire around for the 4th time just for ♥♥♥♥♥ and giggles with the other. Who knows. Either way, you just learned The Final Lesson: Gregoire is a ♥♥♥♥. I hope you learned something from these encounters... cause they about sum up the people you will meet in the Caribbean from here on out. Valuable lessons indeed .
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Post by CSA FD on Jun 21, 2018 5:03:29 GMT -6
FA.1 – Preparing for The Dutch Gambit (Freeplay after The Final Lesson) Now that we have that mess over with, you likely find yourself with a bit of free time. If you haven't done much freeplay yet than you may still be fairly low rank, though I'm sure that The Final Lesson did a great deal to help you along. For this portion of the game I'm going to assume you are Rank 8 by now at the very least, and that you are not getting close to Rank 15, If you are Rank 13+ you may want to forgo doing much freeplay and skip directly to The Dutch Gambit. Your decision probably hinges on a few important details.
I'm going to take a moment to give you a little precursor knowledge of The Dutch Gambit. It is the next main story quest that drives The Burdon of the Gascon. It will begin when you return to Michel in Saint-Pierre after having been gone for at least 3 months. There are several directions one can take when you go to do this quest, and your options will rely on a few different factors.
If you want to do the dutch gambit for Holland – There are no restrictions here. If you want to do the gambit for Holland you can freeplay all you like.
If you want to do the gambit for England – You must not be higher than Rank 15, you have to have a Navigation skill of at least 30, and you must be of a neutral or positive reputation.
If you want to do the gambit for the secret organization – You must not be higher than Rank 15, you must have all 3 weapon skills at 25 or higher, and you must be of a negative reputation.
I tell you this now because you may need to work on some of your skills or your reputation in order to go the route you desire, and this will cause you to Rank up. So you need to be careful what you are doing in order to get the required skills and still not outrank the quest. If you aren't sure which side you want to take, skip down to The Dutch Gambit and read through the different rewards. Basically you will get 1 of 3 different quest officers, and 1 of three different special class 4 ships.
Once you have decided what you are doing, you can work towards the requirements, and/or freeplay. Now we are going to take a look at what all we can do in the meantime! I wouldn't get too attached to any fleets at this point, the side quests and the Dutch Gambit itself will require that you be alone for some of the quests. So you will end up mooring extra ships, but you can do that no problem if you want when the time comes.
If you haven't already, start looking to fill our your officer team. It will be helpful with the different side missions and the missions in The Dutch Gambit. Take a look at the available officer for your chosen path, as you may be looking to use them in a specific spot in the future.
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Post by CSA FD on Jun 21, 2018 5:04:06 GMT -6
FA.2 – Available Side Quests (Rank 8 - 14) FA.2.i – Chief of the Redskins (MR) Quest: Chief of the Redskins Difficulty: Hard Enemies: Schooner and War Schooner. Land Soldiers Time Sensitive: 1 month Requirements: Rank 8 Required Items: Sloop or Lugger only in squadron Quest Giver: Indian Chief at random port once you reach Rank 8. Rewards: Boat loads of pearls(4000 small 2000 large... ish), the gratitude of an Indian nation.
After you've reached Rank 8 with your character, you will be approached by an Indian Chief when you land in port sometime. He will tell you that his tribe has been enslaved down near Cumana and being forced to dive for pearls until they die. He needs a brave and non-racist captain to help him out. Perhaps you are that non-racist captain? Start by not calling him a red-ape, and accept his quest. He will tell you that the Indian longboats are being guarded by two schooners (one of these is a War Schooner). To get close to them without them blowing the hapless natives up you need to be in a small boat, like a lugger or a sloop. Typical... You have one month to complete the task, otherwise all the poor guys will have died from pearl diving.
When you are ready, having given up your class 4 or whatever ship you were tooling around in before at dock and taking back that sloop you've been saving just for this occasion because you've been reading and knew this was coming, make your way down to Cumana. You are actually going to Carupano Cove, which is east of Cumana. The best way to do this is to move yourself all the way into the cove on global map and touch land, then enter the sea. This should put you near the ships, and hopefully protecting the Indian long boats. The more long boats that survive this fight, the more pearls you get, so if you are thinking of using the natives as body shields... just know that each one is going to cost you like 2000 pearls =P. If you are having trouble keeping the brave, but ultimately suicidal, natives alive, you can try approaching from afar. The schooners should come after you, and while they might get a few shots off on the longboats, they shouldn't sink any. Once out of range of the little tubs you can take the two schooners down at leisure.
I hope you have some crew left after the fight, because you will be docking for a little land battle afterwards. The more crew you have the easier this fight will be. Try to loot the captain of the Spanish before the Indians come and fill your inventory with pearls. After you put down the Spanish dogs, the Indians will land. There will be one brave for every boat you saved, plus big Chief. Each will give you anywhere from 400 – 800 small and 300 – 500 large pearls per boat. Also the Spanish leader has more on him, about another boat's worth. RNG will play a factor but you should get pretty close to 4k small and 2k large pearls.
Before you leave you should pick up the Manga Rosa that is on this beach. It's over at the edge of the shore near the rocks. Grats, you are done, go sell those pearls , but keep a few as they are used to make potions and also in some quests later.
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Post by CSA FD on Jun 21, 2018 5:04:21 GMT -6
FA.2.ii – Slave Trader (Early Ranks) OK so you want to join the market of human flesh? Shame on you, but to each his own! You should have run into a usurer by now that is interested in buying some people off you, should you come across them in your travels. If not then you may need to look around the various island until you find a banker that has something special to say to you. In two games now I've gotten this quest from Tortuga, and once from Basse-Terre. For more information go up to the original start of this quest in section CA.2.i.
Quest: Slave Trader (Part 2) Difficulty: Normal Enemies: Galleon and Brig Time Sensitive: 2 weeks Requirements: Completion of Slave Trader Part 1 Required items: 1500 slaves! (provided) Quest Giver: Same usurer who gave you the first quest 3 weeks minimum after you turned it in. Reward: 300,000 pesos, Ward "Scorpion" or 100,000 pesos, 20,000 pesos.
Once you sell the first batch of slaves to the banker he will tell you to come back in 3 weeks for another assignment. This is a minimum deadline, and there is no maximum. So if you turn in the slaves you can come back whenever you are ready to start part 2.
The Banker will tell you about a slave galleon stuffed with 1500 slaves making a deal with smugglers at some location. The location is random to a degree so you can savescum yourself somewhere close if you want.
When you get to the location you'll find a galleon and the ship that they are working with, likely a brig. The order you take care of them is up to you, but you want to board and take them both as they have already split the 1500 slaves. The captain of the galleon has a broadsword and some elixirs, as well as ammo. In his chest you'll get the Ward "Scorpion", a very nice permanent talisman that will come in damn handy later in the game. Also 20,000 pesos. The brig captain will just have a hanger and some more elixirs, nothing special in his cabin but the normal loot. Take both prizes, or transfer the slaves to your ship (more dangerous =P), and head back to base. If you take the slaves on your ship you risk a mutiny every day at 00:00. Just save right before that rolls around to savescum your way to victory.
Go see our friend the banker, and he'll take the .... "ebony gold" (ugh these guys...), off your hands.
He'll also ask if you found anything interesting amongst the captain's things. He'll pay you 100,000 pesos for the Scorpion if you want. You can find them in level 2 treasures rarely, but chances are you want to hold on to it. The story quests have a ton of poisoning things later in the game. Even if you tell him about it you can just tell him to buzz off its yours.
Come see him in no sooner than a month if you don't value your soul.
Quickest way to pass some time is to get into fights for booty and then repair your ship =P. Or go around doing other quests if you have a mind!
Quest: Slave Trader (Part 3) Difficulty: Slightly above normal Enemies: A lot of guys who just wanna be free. Time Sensitive: no Requirements: Successfully completed part 2, room in your ship for 1000+ slaves. Required items: some runaway slaves (provided) quest giver: same soulless ♥♥♥♥♥♥♥ as before Rewards: 300 pesos per slave, so 300k or so.
Come back to the banker no sooner than one month after you turned in the last quest and he will have another errand for you. Seems he has caught wind of an entire boatload of escaped slaves out of Curacao. Your mission, hunt them down and return them into bondage, just with a different master. Time to go to Willemstad. If you go to the tavern the barkeep will tell you a little about what happened, two lovers were slaves and some guy wanted to make the woman his personal plaything, dude wasn't going to have it... A ship was stolen the night of the revolt, and that is your only lead. Go talk to the harbormaster about it, and he will be about as helpful as a second ♥♥♥♥♥♥♥. Go back to the tavern and have a drink with someone to think about what to do next. A ship crewed by giant red-eyed macaques (facepalm) or some such nonsense seen off the coast of somewhere or another. It is different every time. For me this time it is Barbados! Off we go to wherever the drunk bigot sends you.
Go ahead and land at the lighthouse, do a quick check and make sure your cargo hold can take 1000 – 1100 slaves. A fight ensues. A pretty hard fight. The leader is a pretty bad mofo , hits hard and has a bit of hp. Kill him and you should do a little cutscene walk up to the lighthouse to tell his woman to get into the hold with the rest of her friends. Go back and loot him for some elixirs and antidotes and a schianova.
Now you are going to have 1000 or so slaves in your hold... so make sure you save before midnight every night, cause unless you are rocking a manowar at this point in the game these slaves are outnumbering your crew by a large amount. A slave revolt will likely spell your doom. Get back to the banker and hand them off ASAP. He will gush about how much he appreciates you, and you'll tell him how much you love him and his money. A match made in heaven right? Come back in a month for more work.
The Slave Trader quest line will be continued after The Dutch Gambit. The remaining quests are very difficult, and will require high class ships, and then tons of crew.
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Post by CSA FD on Jun 21, 2018 5:04:35 GMT -6
A.2.iii – The price of consumption Quest: The price of Consumption Difficulty: Hard Enemies: Juan Consumption in his Galleon (Rank 7 – 12) or Heavy Galleon (Rank 13+), some thugs Time Sensitive: Next Day until Noon Requirements: Rank 7 Required Items: 3000 pesos, 3000 pesos. Not necessarily required, but a trade license is going to make your life a lot easier. Quest Giver: Waitress in San Jose. Rewards: Possible 5000 pesos, Possible 500 doubloons, double barreled pistol, astrolabe, assorted jewels, 40 doubloons, silver, and a map of Trinidad and Tobego. Possible 1000 doubloons if you let Consumption go. A month or so later return to San Jose and Sergio will meet you and tell you to meet him at the lighthouse. There he will give you a deal that every 5th day of the month he will sell you a load of resins for 10 doubloons a barrel, 600 doubloons in all.
Land at Galera point and make your way to town. Do this even if you have a trade license, it will make finding the ship to fight easier later.
Talk to Alberta at the local tavern. Poor lass is in tears! Seems her brother is missing. She doesn't understand why you care so much... you can either tell her that you care about what is between her legs, or that you just think about what Jesus would do. Jesus pays money, her ♥♥♥♥♥♥ doesn't.
For starters... consumption doesn't kill people in a few days. Any moron knows that, even the dumb blonde tending bar. Great cover-up guys. Why don't we go talk to the local prison commandant about it? He is painfully vague, and tells us eventually to mind our own business.
We don't take that kind of crap from a Spaniard. Go poke around his house. Its in front of the Harbormaster at the other side of the city. When you go in you will be confronted by the house steward, and you'll have to tell him a lie, so save before you go in. This is a stealth check, so remove any armor mucking up your stealth before you go in as well. If he buys your story you will get the chance to poke around the house for clues.
In the chests you will find a Ritter's Cuirass, about 500 doubloons, a bunch of rubies, a bunch of silver nuggets, a “pole axe” amulet, an astrolabe, a double barreled pistol, another 40 or so doubloons, a map of trinidad and tobego, a recipe for the ometochli tincture, an ometochli tincture, and a letter that is very suspicious, but otherwise doesn't give you much more information. Time to go back to the tavern.
For 3000 pesos the barkeep will tell you more about “Juan”, basically pointing you to the smugglers, who had a similar problem with consumption, but managed to get one of their people back... after a time. Talk to one of the local smugglers sitting at the table and for 3000 pesos he will tell you about it. He said that one of their own eventually mentioned a name, and then died. It was …. <whispering> JUAN!. WTF with your Juan, thats like the most common Spanish name there is! Not much to go on... but I guess we can ask... every single person in town about it. Start with all the important people, Store clerk, Usurer, Barkeep, Harbormaster, Shipwright, Pastor, and then move on to all the vendors on the street, and then random people. Eventually Sergio Saldo, the fort's medic, will run up to you and beg you to shut the hell up. He wants to meet you after midnight outside of town. Finally.
Go outside and wait till after midnight. He will show up and tell you about Juan Consumption, a slaver who buys people from the local commandant. He wants to put a stop to it, and he hopes you can help him. Juan will be at Galera Point on the north part of Trinidad until Noon tomorrow. You can give him the letter you found in the commandants house to help him prove the man's actions. Time to go meet Juan.
If you are rank 13+ by now and using some kind of class 4 ship, you are going to have a very tough fight ahead of you with a Heavy Galleon. So make sure you are ready. If you are lower rank then you will just be facing a Galleon, so not nearly as bad. I was in the Mirage, 160 crew, facing down the 50 guns and 560 crew of the Rising Sun Heavy Galleon, so you can imagine the time I had.
If you are a suicidal moron like me, my suggestion is to first take out the big guy's sails. You can try and lead him into the fort if you went with the trading license route, just remember you need to board him, not just get him killed.
After you slow him to a crawl you can start you strafing runs and work his crew down to a more manageable level...
Make certain you board him from a good distance away. As far as you can manage it and not against the wind, so you can flee the ship after you board.
After you board him and kill him, he'll tell you he is blowing up his ship, and he will attempt to bribe you with 1000 doubloons to let him go, a pretty decent penny. If you take this bribe and let him go then you'll take a huge hit to your rep. Likewise if you kill him, you'll get a huge boost. Killing him makes the tavern wench pay you 5,000 pesos, and saves her brother. Or she will thank you in “other ways”, if you asked her for that. Either way you save her brother if you don't take the bribe. And you got rid of a huge menace to society.
If you loot anything in the cabin or take anything from his hold his ship will explode immediately. So you will need to take the gunpowder and hope you are far enough away and that your ship has enough HP to survive the blast.
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Post by CSA FD on Jun 21, 2018 5:04:48 GMT -6
FA.2.iv – The Regatta, an important note I am not yet going to go over the Regatta, as it is my recommendation that you wait until a higher rank to complete this quest, but I thought it was important to point out early on the requirements and rewards for the Regatta.
The Regatta is a race, and it is offered to you once you complete some of the Marathon generator quests and/or cargo quests for the harbormaster. Once it is offered to you, you must accept and attend, or you will never be allowed to participate in the quest. This means you need to be careful about completing too many of these tasks/quests. The marathon generator quests are very profitable, so my suggestion here would be to save before you go to the bartender to collect your reward. Once you pick up your reward head to an English settlement. If you are not approached by someone about the Regatta, you are safe.
The rewards for the Regatta very by rank. From Ranks 3 – 10 you get a swept-hilt rapier, 250,000 pesos, a boussole, and a Brigant armor. From ranks 11 – 25 you get a Madonna, 250,000 pesos, the Hand Mortar, and a boussole. From 25+ you will get the 250,000 pesos, a Milano cuirass, the best light armor in the game, the boussole, and the special weapon only available here , the rapier Asoleeda.
So depending on what type of character you are playing, you may want to finish the Regatta before rank 25, or after. Either way I think completing it below rank 11 is a waste =P. I will go over the Regatta in full after The Dutch Gambit.
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Post by CSA FD on Jun 21, 2018 5:05:06 GMT -6
FA.2.v – Manga Rosa Quest: Manga Rosa Difficulty: Easy Enemies: none Time Sensitive: no Requirements: Discover a Manga Rosa Required Items: Manga Rosa Quest Giver: Manga Rosa Rewards: Manga Rosa Potions, Quest potions from Caleuche Manga Rosa is a plant that can be found in specific places around the world. Some are in the environment, much like other plants, only in static positions. Others are found in chests pertaining to quests and specific boss entities. There is a set number of Manga Rosas available in the world.
One very important note regarding Manga Rosa is that if you enter a screen that has one and leave without getting it, it will vanish upon entering another screen that has a Manga Rosa. You will never be able to get it again.
I will briefly outline where to get the plant here, and I will include detailed information throughout the walk-through so that you can pick them up as you go along. If you follow the walk-through for the whole game you will have all the Manga Rosa you need when you need it. Technically you only <need> it to get stats at the end of Caleuche.
World Map locations that have Manga Rosa (In the order that I suggest grabbing them)
Guadeloupe – In the Selva of the small island between Cape Inaccessible and Grand Bourg Cove. St. Christopher – In the Selva, one screen past the cemetery Antigua – In the Selva, one screen past the gate, to the right Hispaniola – Port-Au-Prince Lighthouse nearish to the exit to the selva. Hispaniola – In the cave, it is in the water under the stone bridge, opposite of the chest. Carupano Cove (near Cumana) – On the beach Cumana Selva – In the cave with the bridge over water. It is in the water near to the chest. Cartagena – Covenas Cove, on the beach Panama – On the beach of San Miguel Bay Maracaibo (Guajira Bay) – One screen in from Guajira Bay, to the right. Cuba (Cape Camarguey) – On the beach Cuba (Cape Camarguey) – One screen in, one screen right. In the selva near the center trees. Cayman – Desert Coast San Juan Del Norte – On the first screen (through the cave) San Juan Del Norte – At the entrance to the Grotto San Juan Del Norte – In the cave (not grotto) with the bridge over water. San Juan Del Norte – Screen after you exit the cave by way of the rope. San Juan Del Norte – Coronando Bay Isla De Coche (Dutch Gambit) – Buccaneer Bay Isla de Coche – Next location after Buccaneer Bay, the crossroads Isla de coche – At the cave entrance Isla Tesoro – Benures Bay Isla Tesoro – In the cave, directly left if entered from Benures Bay direction. Khael Roa (Caleuche) – On the beach of Reef Cove Khael Roa – On the screen with the temple. Amatique Cove – On the beach Amatique Cove – Two screens in at the crossroads that lead to Temple Amatique Cove - On the screen with the statue Amatique Cove – In the Grotto to the right of the Statue Amatique Cove – Papagayo Bay Amatique Cove – Gulf of Nicoya Caratasca Lagoon – Once you Break the dam for FTJR quest “Nemesis” Caratasca Lagoon – In the Ruins for the FTJR quest “Nemesis” Skeleton Reef – Behind the broken house Belize - One screen in from Cape Catoche Belize – Bay of Peril, the beach.
You will also get them during the following quests.
Just Like Home (Final Lesson DLC) - In the chest you loot for Lavassuer's wife. Mystery of Santa Lucia - In one of the chests on the "Santa Lucia" Turtle Soup - In the chest of Henri Thibault while trying to rescue Catherine Fox Caleuche (Caleuche DLC) – In the metal chest in Merriman's room when you kill him. Nemesis (FTJR DLC) – Loot 3 pieces off Luke Leprechaun The Defense of Saint-Pierre – In the cabin of the manowar "San Felipe" Seeking the Guardian of Truth - In the cabin of the Fast Frigate "Fortune" Seeking the Guardian of Truth – In the cabin with Diego de Montoya Ancient Mayan City – There are 5 pieces in one of the stone chests of the Great Temple
After you find at least 1 you can take it around and ask different “drink vendors” about them. Eventually one will tell you that the wandering gypsies usually deal in them. Ask one of them and they will tell you of a woman who can give you additional information about the plant in exchange for the one that you show them. They will also buy them from you for 50 doubloons each... but you really don't want to do that.
The woman you are looking for is Amelia. She is on Chiriqui Lagoon. She will sell you recipes that use the plant for 300 doubloons and 1 Manga Rosa each.
Tidal Wave: +Strength and Endurance , better skills in Sabers/Cutlasses and Broadsword/axes, take less damage, carry more weight. Ingredients:1 Manga Rosa, 1 Ipecacuanha, 1 amber, 1 bottle of rum, 1 ginger root, 3 small pearl, 1 vial. Instruments: 1 Alchemist's chest, 1 Icon Lamp, 1 Copper Ewer, Squall : +reaction and Impression, better skills in firearms and rapiers/foils, faster energy regen Ingredients: 1 Manga Rosa, 2 Guarana, 1 Amber, 1 Excellent Wine, 1 Verbena, 2 Large Pearls, 1 Vial. Instruments: 1 Alchemist's Chest, 1 Mortar and Pestle, 1 Silver Ewer, 1 Silver Spoon Sea Hug : all the effects of previous potions, but at 50% strength, and also gives luck and charisma ingredients: 1 Manga Rosa, 1 Elixir, 1 Blue Amber, 3 Small Pearls, 2 Large Pearls, 1 Vial Instruments: 1 Icon Lamp, 1 Alchemist's chest, 1 Mortar and Pestle, 1 old mug, 1 wooden spoon,
All three potions will heal health as well. (Not HP, but health). The effects last for 2 passings of Midnight. So “Up to” 2 days if you drink them at 00:01.
You will also need 15 Manga Rosa for the Caleuche quest rewards. These are permanent stat increases so use your first 15 on this.
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Post by CSA FD on Jun 21, 2018 5:06:21 GMT -6
FA.2.vi – Fadey's Swords Quest: Fadey's Persion Cavalry Swords Difficulty: Easy Enemies: Class 3 ships, Arbutus Corvette, Levasseur Time Sensitive: no Requirements: Talk to Fadey. Required items: the swords Quest Giver: Fadey in Basse-Terre Rewards: 300 doubloons and ability to buy ropes, 300 doubloons and war 'scarab ring, 400 doubloons and ability to buy wicker armor for 700 doubloons.
Fadey will mention this the first time you meet him, and from then on you will be on the lookout for the Persian swords he is missing.
Scimitar – This one can be randomly found in the main chest in the cabin of any class 3 or above ship. If you miss it by not looting the chest you are fine, but if you see it and do not loot it, you will never see it again.
The Prophet's Wrath- This is found in the cabin of the Arbutus during the main story quest “The Pirate Saga”. This is Arthur Donovan's corvette near Antigua.
Patissa Khandu- This is found in the chest of Francois Levasseur after you complete the main story quest “Turtle Soup”. It is in the governor's residence. You get the key off of Levasseur's corpse.
You get a reward every time you turn in one of the swords to Fadey.
First sword – 300 doubloons and the ability to buy 50 rope from Fadey on the 20th of every month for 10 doubloons each (500 total).
Second sword – 300 doubloons and the ward 'Scarab Ring', which speeds up your automatic repair by 50% per day.
Third sword – 400 doubloons and the ability to buy the armor “Wicker Armor” for 700 doubloons after 2 weeks. Unfortunately the armor kind of sucks. Its a poor-man's version of the Lamport's costume, so it is really only worth anything if you don't have Caleuche DLC. Same defense, but +15 stealth instead of +30 that the lamport gives, -15 Charisma instead of -25, and 8 weight instead of 6. The Patissa Khandu sword is in the running for best broadsword in the game (for a lower power character), and looks cool as hell, so the trade is pretty bad.
There is an achievement for this quest, however. So even if you don't want the armor you may want to save, turn it in, then load for the cheese.
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Post by CSA FD on Jun 21, 2018 5:06:34 GMT -6
FA.2.vii – Dangerous Cargo Quest: Dangerous Cargo Difficulty: Normal Enemies: Transporting Gunpowder Time Sensitive: No sooner than a week. Requirements: Famous reputation, Gentleman or higher reputation (Hidalgo), Neutral or better reputation with Spain. Required items: 50,000 Gunpowder Quest Giver: Fort Commandant of Cumana Rewards: Up to 450,000 pesos, based on Authority.
Talk to the Commandant in the arsenal of the fort. He will say he trusts you based on your reputation. He is embarrassed to tell you that he is out of gun powder. Quite the problem for a fort. He wants 50,000 barrels and is willing to pay you 300,000 pesos for bringing them to him. A tidy little sum. He warns you of the dangers of carrying that much gunpowder... don't get into a storm or get shot at.
He will have the money in a week, so don't come before then.
Time to unload some of that gunpowder you've been hoarding in Curacao!
If you do not pass a stealth check you may get attacked by a ship on your way back to Cumana. You may also encounter a courier lugger in the harbor, but it can be avoided.
When you get back to the commandant he tries to cheat you, offering you 150,000 pesos.
If your Authority is high enough you don't have to take that. Less than 50 Authority: You do indeed have to take that... and get 150000 for the quest. 50-75 Authority: you get what you originally asked for. 300000. More than 75 Authority: Demand 450000 from him, its the jerk tax.
Show him you have big cojones! Tell him since he was going to be a jerk about it, you now want 450,000 pesos. When you make the point that you have a ship filled with 50000 gunpowder sitting in dock at his fort, he promptly agrees.
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Post by CSA FD on Jun 21, 2018 5:07:40 GMT -6
GA.1 The Dutch Gambit Think you are ready for the Dutch Gambit eh? Itching for some special ships and a new quest officer? Alrighty then. Lets do a quick run down. Looked down below and decided which path you are going to take? Browsed the ships, the officer, the requirements? Meet them? Good. Then we can begin the next leg of our epic journey.
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Post by CSA FD on Jun 21, 2018 5:07:49 GMT -6
GA.2 The Dutch Gambit, dutch stylez. Requirements for helping the Dutch: None Officer received: Longway, a decent boarder (45 weapons 250 hp), navigator (50), and doctor (50) Ship recieved: Meifang, a nice class 4 special Xebec called a light Xebec.
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Post by CSA FD on Jun 21, 2018 5:08:09 GMT -6
GA.2.i The Dutch Gambit for Holland, Part 1 Quest: The Dutch Gambit (For Holland, part 1) Difficulty: Easy Enemies: 2 brigantine Time Sensitive: 2 weeks Requirements: 3 months passed since you finished the tutorial Required Items: none Quest Giver: Michel on Saint-Pierre Rewards: 5000 pesos
Alright so we go and visit Michel in prison again, and he's so happy to see us. He can tell you are growing into your own, and the conceited young boy, which LITERALLY drove him insane (wait... he's insane then?), is melting away from your demeanor. He tells you you need to make some powerful connections in the Caribbean, or your money will mean nothing. You have three options, The Dutch, The English, or the super spooky secret organization. We are going to go see the Dutch. He also tells you how to make some navigation devices, which will come in handy later when we have to find specific places that aren't on the map.
Go to Caracao, and head into the HWIC headquarters. The doorman will ask you to state your business and you ask for work, he will send you up to Rodenburg. He will give you a crap job of guarding some overstuffed merchant who ♥♥♥♥♥♥ off a powerful privateer. So go to the harbormaster and talk to the guy standing in there. Talk to him then go to the docks and set sail. Go up to St. Martin, when you get to the port there will be two brigantines waiting for you. The fort will help you kill them, easy peasy. Nothing special at all on the brigantines, but one of them was better than the Amsterdam for me, so I took it!
Meet the Merchant on the dock and get your measly 5k, then go back to Curacao.
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Post by CSA FD on Jun 21, 2018 5:08:22 GMT -6
GA.2.ii Dutch Gambit for Holland, Part 2 Quest: The Dutch Gambit (For holland, part 2) Difficulty: Easy Enemies: An Australian and his buddy. Time Sensitive: 15 days Requirements: Completed Part 1 Required Items: 5 chests of doubloons(given) and a sealed letter (given) Quest Giver: Rodenburg at the Dutch Headquarters. Rewards: 20 day trading license, 25000 pesos, a headache
Upon returning to Rodenburg he will inform you he is going to send you to Santiago on Cuba to deliver some chests of gold to the banker there. He is giving you a 20 day license to help you out, and you have 15 days to get there. Oh and his woman's intuition is telling him you will have trouble... good luck!
Head up to Cuba, and don't forget to put on your Spanish flag before you land in Santiago. Head over to the banker, he's right from the docks down the street. He takes the money and tells you to visit the sights in the city and enjoy the local cuisine while he writes a proper letter back to Rodenburg. Guess we'll stay a night at the tavern.
I'll just exit the bank here and... GYAH! You wake up to find an australian fondling you. He starts asking you a lot of questions about why you are here. I ain't saying nothing pig!
He leaves you alone with someone watching the door supposedly. I'm a bit of a snoop so I'm checking the boxes in the room. One of them has a harpoon and a health potion. Great... I'm a broadswords kinda guy. So Miguel barges in since you made a whole lot of noise picking up that harpoon apparently, and you are in the unenviable position of dueling him with your harpoon. If you are rapiers based you are better off than I was... just feint attack seems to work best.
This guy at least drops you a cutlass... going up in the world, better equip it. Downstairs you'll square off with Croc Dundee. Kill him, and don't forget to get all your equipment back from the chest in the room. Go ahead and go outside. Who knows where your faithful boarders are.... nowhere to be seen at the moment.
You can go ahead and go back to the banker, he gives you the eloquent message "this man must die". Quaint. Whatever just another day for me. Back to Curacao.
Get back to Rodenburg and tell him all about it. He has some ideas but tells you to come back in 7 days. Gives you 25000 pesos for your troubles.
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