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Post by CSA FD on Jun 21, 2018 5:15:54 GMT -6
HA.2 – Side Quests (Rank 15+) These are the remaining side quests available in the game. The Manga Rosa quest, which is more like learning recipes than a quest, is covered up before the walk-through.
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Post by CSA FD on Jun 21, 2018 5:16:16 GMT -6
HA.2.i – Slave Trader (Continued, the high ranks) (4 and 5) From here on out the Slave Trader quests are quite difficult. I really only recommend doing them once you've finished the story line, but you can finish them whenever you get a hold of a fleet of first class ships. From the next quest on I'd at least recommend a good 2nd class ship that has a crew of 350+. Quest: Slave Trader (Part 4) Difficulty: Hard Enemies: Pinnance (target), If your Usurer is in Tortuga.... The Fort of Tortuga, A Line ship and its friends a heavy frigate and a frigate.... Oh yeah, 2 more heavy frigates, and 2 corvettes. A brigantine (separate from above), a horde of Indians. Time Sensitive: Until Midnight same day Requirements: Successful completion of part 3 Required items: Very likely a ship that can instantly board a ship that has 300+ crew. Quest Giver: Same banker as before. Rewards: a kick in the pants, 170 emeralds, diamonds, and rubies (ish). Talk to the usurer, he will tell you of a new mission, an easy one. There is a Pinnance sitting in a nearby cove, and its crewed by traders. There are 2000 slaves on board, so go steal em and bring them back for a quick 200,000 pesos. No problem, right? Well the first problem is that this Pinnance probably isn't at the said cove, it is sitting right in front of a fort, a ship of the line, and more... so uh... big freaking problem. Secondly, its a trap.... So as soon as you change your flag there will be a huge squadron of baddies that spawn in and head straight for you (If you are in Tortuga =P). Pretty much the only way this goes down without you sinking, is you face into the best wind possible. Change flag, and immediately board the pinnance. Fight the crew and the captain, and then listen to him tell you how its a trap and you are completely screwed. Get off the ship and Fly you fool! Get far enough away to enter global, and then you can sneak back into town from a nearby beach and talk to the idiot who sent you into this mess.You may have to get a little away from the beach to get out of combat and make landfall. Talk to the banker and he'll tell you he was betrayed by one of his people. Swear at him in Russian a little. You will then go hunt down the Brigantine Diligente, which is on its way to somewhere carrying dome damning evidence of your involvement. Lets go get it. Uh oh.... your conversation is interrupted by some soldiers. Guess you'd better kill them first. Now we can go. To catch the ship you are looking for you will need to enter the battle map somewhere in the region of your destination. This isn't a normal “purple sail” ship on the global. Try not to go into battle near the fort . I'd say they aren't too excited about The Flying Heart bearing down on them at 19 knots.... but who is. Make sure you have a foreign flag flying if you are trying to keep a priest on board. Otherwise you'll change to the Jolly Roger. Board and take out the captain. 5500 peso and the evidence can be found in his chest. Go back to the Usurer, land on nearby beach again, you are still a wanted man. Go see the banker. Give him the letter and he will tell you he has taken care of things with the local authorities. In order to compensate your costs he tells you to go find a trove of jewels he lost on the beach of Boca de la Serpienta Coast. Careful of the natives... He tells you to return to him in a month for your next assignment. Go back to the beach and get on your ship. Things are still grim with your relationship in the town, so go ahead and head down to la Serpienta. Its waaaaaay down south-east. When you land you will immediately be ambushed by a large group of Indians led by a warrior. Kill them all and loot the warrior for the gems. Like 170 ish diamonds, rubies, and emeralds. He also has a 4 barreled pistol. By the time you get back to the town, everything should be fine and you can land in the harbor. Quest: Slave Trader (Part 5) Difficulty: Hard Enemies: Ship of the Line Time Sensitive:Immediately Requirements: Complete Part 4, return in 1 month. Required items: Quest Giver: Same Usurer as before. Rewards: 600,000 pesos abouts. You visit your old friend the Usurer, and he has a new tip for you. A heavy galleon is heading from Caracas to Santiago. He'll give you a time that it will take for them to get there, but it usually leaves immediately. He says there are 3000 slaves aboard and he will give you 200 a head, and also extra for any indian trinkets you may find. Go West from Tortuga and then immediately south towards Jamaica. The ship will likely pass south of the Isla Mona open sea square roughly 3 – 4 days after you take the quest. If you don't see it by day 6 you missed it. I had to reload 4 times to finally find it. One issue. This isn't actually a galleon, it turns out to be a Ship of the Line. Whoops. Fight it, board it, take its cargo. In the cabin you'll find amulet 'monkey's fist', tears of Ixchel, an enchanted bone, 1000 gold nuggets, a 'golden ritual knife' and possibly an excellent map if you are that far along! The ship itself is a really nice ship of the line. It has 36 lb guns, so you probably want to take it for yourself. Especially considering that you may very soon find yourself in need of such a ship... or several such ships... hint hint. Return to the banker and he will tell you that you will get your money in 5 days time. He'll pay you... this time, so don't worry. He gives you 10 chests of doubloons in advance on the money, and 5 chests as compensation for sending you after a warship. Return in 5 days for the rest of the cash. At this point you can also sell him the enchanted bone and the ritual knife if you want, 20,000 or cimuruta amulet for the bone, 30,000 or Ehecatl amulet for the ritual knife.
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Post by CSA FD on Jun 21, 2018 5:16:34 GMT -6
HA.2.i – Slave Trader (Continued, the high ranks) (6 ) Quest: Slave Trader, Part 6 Difficulty: normal Enemies: Corvette Time Sensitive: no Requirements: Finish part 5 Required items: Gemmed Pendant Quest Giver: Same banker... Rewards: 150,000 Pesos and an Excellent Spyglass
After you receive your payment for the last job the usurer will send you after the traitor that turned the both of you in a month or so ago. We do indeed want to hunt down that rat, and so we do. He was last seen in Panama, so we will head down to Mosquito Bay and find out what we can about him. Or if your stealth is good or you have a license land in portobello, whatever you want.
Make your way through the Selva to Panama and talk to the tavern keeper. He will tell you that Gontier left town already to go to Portobello.
Head back to Protobello. I'll tell you already that the tavern knows nothing. You'll need to talk to the shipwright about the guy buying a ship and heading out. Go to the harbormaster to see if you can find out where he went to. Harbormaster says Jamaica. Lets go.
The guy is trying to lay low, so we probably won't find him in Port Royal (we won't find him in port royal) so head over to Cape Negril and Maroon Town. Get your Gemmed Pendant ready.
Talk to the tavern keep, he will tell you that Gontier did indeed rent a room here, but doesn't know much else. Have a drink with one of the patrons and he will tell you that Francois is real friendly like with the barmaid.
She will give you more information for a bribe of one Gemmed Pendant. Gontier had promised one to her and never gave it. He went to Havana. Lets go. From cape San Antonio you go in twice then left, left.
Talk to the tavern keeper in Havana, he will tell you the man was in the city, but that he left to turn himself in. So he is in Tortuga.... wow....
So in the end... back to Tortuga!
If you ask the Harbormaster he will tell you he hasn't seen him or his ship. The barkeep at the tavern doesn't know him by name, but he has seen some strange fellows walking around. Lets go ahead and look around ourselves.
Just down the street at the corner is the house we are looking for. Pretty much across the street from the tavern, it is the first house on the left if you head right from the tavern. Inside you'll find a rude pirate, he'll call his friends and tell Francois to run. Kill him and the other three will charge down the stairs. You can meet them at the bottom to take them one at a time. Careful saving after the fight cause it can bug the next scene.
You'll automatically run up the stairs to confront the mistress, who will tell you he jumped out the window. She'll tell you he landed his ship on the lighthouse island.
When you go to the sea on the dock you may find yourself in combat. The location of the Soledad is random, but it will be hunting you out. You can immediately board it without firing on it, and this will not alert Tortuga to you, but if you fire on it you will raise the jolly roger and Tortuga will spawn its fleet to hunt you down. If you cannot board it immediately due to crew size, then I suggest leading it far away from Tortuga before engaging it. You can switch to a spanish flag to keep from raising the jolly roger.
Sink or otherwise kill the captain of the ship. Nothing special on his corvette. Return to the banker for your reward. 150,000 pesos and the excellent spyglass.
He tells you to come back in a month for a new task. He warns you to bring a “strong squadron”. This is an understatement. Before you wait the whole month and return please read about the next quest below.
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Post by CSA FD on Jun 21, 2018 5:17:38 GMT -6
HA.2.i – Slave Trader (Continued, the high ranks) (7) Quest: Slave Trader (Part 7) Difficulty: Very Hard Enemies: Havana and her 2 ships of the line. Time Sensitive: 1 month. Requirements: Finish part 6, wait 1 month Required items: Fleet capable of seiging Havana... Quest Giver: That dirty rat banker. Rewards: Nothing! Or.... 5000ish slaves.
OK, so there is some prep work to be done if you want to take on this quest. For starters just know that completing the quest and delivering the slaves to the Usurer will get you NOTHING. He will not pay you for them. Instead he runs away never to be seen again, taking all the money with him. That being said, you can still do this quest and keep the slaves for yourself, turning the game on that jerk. You can then make 2 – 3 million pesos selling the slaves yourself. Not a bad pay out.
Havana fort for this mission has about 1400 soldiers and 162 guns. It is also guarded by 2 ships of the line. Pretty big battle. You will need a fleet that can take care of this. My suggestion would be 3 first rate ships with at the BARE MINIMUM 1700 crew. Depending on how good at boarding they are and such, you can make your own assessments here. I would probably go with 2000 crew Just to leave yourself a margin for dying to the ships and the fort. If you get tired of running around hiring crew you could always capture some from ships you find and force the slaves to join your crew... they will seriously lack in the capability department, but it will fill the ranks quickly. I ended up going with about 2500 crew.
The fleet I took.
So... that being said you will need to spend a lot of the month just running around hiring crew.. unless of course you for some reason go around paying 2500 crew every month. I doubt it. I would further suggest that you wait until the 1st of the month to begin doing this. That way you pay as few wages on this massive endeavor as you can manage. If you play your cards right you can get rid of most of them before you ever pay them at all. There is no time limit on returning to him to start the quest, so plan all you want.
About selling the slaves: If you want to cheat him out of the slaves (and if you are even considering doing this quest at all.... you do) 5000+ slaves is a whole lot to get rid of. You won't be able to just head over to Port-Au-Prince and unload them off your Manowars and such. You will need to transfer them to class 3 ships or below. You can do this piecemeal of course with whatever you have at hand... the mirage and the torrero, whatever, but I would suggest hitting a few large sized (on the global map the large three masted ships) trade caravans and stealing some sweet green deadweight pinnance ships. A good one of these can hold pretty close to 6000 deadweight. Two of them will do the trick, or really even just 1 and then the Torrero or whatever you have that is class 3 or smaller. You can look up at my smuggling section for more detail. Essentially you just need to stash those slaves and then sell them all in one go.
Lastly, know that you are going to take a massive hit to the reputation of the banker's nation when you cheat him. If you aren't at least Excellent then expect to get a price on your head. Towards this end you may want to work your Banker's faction up a little. I went from Admiration to Neutral.
You will also take a hit to Spanish, but not quite as bad as the banker's faction. Good or better should be fine. I went from barely Excellent to Neutral.
When you are ready, head to the Havana region. When you enter the battle map anywhere in the region you will be confronted by 2 warships. They don't have anything special in the cabin, so you can sink them or take them for you own uses later, up to you. They have 32 lb guns.
After you deal with those its time to take the fort. It has 162 guns, so you need to get it down to about 78 or so. Once you've done that you will storm the fort. I had almost 2300 soldiers left and I would rate the fight as pretty easy. The spanish practically fell over.
You'll have 4 battle screens for this, 3 in the fort, and then 1 in the town. After that just confront the governor and he will eventually acquiesce to giving you the 5000 slaves. At this point you have 30 days to take the slaves back to the banker (which you are NOT going to do right? He will take them and you will get literally nothing.) before you get a hit to your banker faction. Whoopdie doo.
Time to find a buyer for that ridiculous amount of slaves..... congratulations!
Unfortunately now I have nothing to do with these 2400 nearly max exp sailors. Maybe I should sack some more forts.
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Post by CSA FD on Jun 21, 2018 5:18:16 GMT -6
HA.2.ii – False Trace (Possibly MR, but likely not unless you hate money) Quest: False Trace Difficulty: Hard Enemies: Galleon, possibly Heavy Galleon, Frigate or corvette, possible mercenary troop Time Sensitive: 3 weeks Requirements: Rank 15 Required items: none Quest Giver: Adam Rayner in random port Rewards: 2060 gold nuggets, 890 silver nuggets, 25 platinum ingots; OR 1000 doubloons, 4 “treasure” chests (80 – 90k each), diamonds, rubies, emeralds, jewelry; OR 800 gold(ships goods) and about 200 - 300 strategic resource. Also you will get 15000 pesos, Talisman 'Throat of Cast Iron' and the recipe for it. Regardless which path you choose. Once you are rank 15 you will eventually run into Adam Rayner as soon as you land in a port. The port he approaches you in is random, so you may end up having to go to every city in the game to find him. He meets you at the dock and offers you a tip on finding a Galleon full of silver. He wants 10% as his cut for the information. Probably to help treat the cough he got in the damn mines. Take him on as a boarder and head out to intercept the Galleon on the route he suggests. Best way is to go mid route and wait. About 5 or 6 days should suffice and you will see a purple sail ship. Intercept it and attack and board. Important: If you want the Talisman “Throat of Cast Iron”, which protects you from getting drunk, along with making you automatically win a drinking game later in the story, you need to loot it from the chest next to the captain's desk during the fight with the captain, as once you are done you will automatically go to after battle screen. So just parry him until he's out of energy then sheathe your weapon and loot the chest for 15000 pesos, the talisman “Throat of cast iron”, and the recipe for the talisman. After defeating the captain he will tell you there is no silver, and you have the option to kill him or let him live. Your choice will effect the rewards for the quest. Allowing him to live gives gold and strategic commodities. Killing him and siding with Adam gives 2060 gold nuggets, 890 silver nuggets, 25 platinum ingots Killing him and siding with Katerine gives 1000 doubloons, 4 “treasure” chests (80 – 90k each), diamonds, rubies, emeralds, jewelry One way or another Katerine will come in afterwards,send her to your ship. Go to the cabin and call for Adam to explain wtf. He will tell you that his real motive for capturing the Galleon was to retrieve his wayward wife, Katerine, who had run off with her lover, the captain of the vessel you just took. Oh … I get it now. Adam will offer you a load of gold and silver to take him and his prisoner wife to Blueweld. You can choose to believe him a second time (he's telling the truth this time), but alternately you can listen to his wife, whom you call in after Adam leaves. She tells you a story of her monster husband who uses her as if she's just a hole between legs, and you respond “That is marriage.” Regardless she wants you to talk to the captain Lambert about a different option. You can say naw, or go talk to him. Option 1: Talking to Lambert he will offer you a tip on a real convoy carrying gold if you let him and the woman go in Santo Domingo. If you decide this is the better option, you will need to duel an enraged Adam, lock him in chains, and then go drop them off at Santo Domingo lighthouse. Don't take your time, if you do Adam will escape. Once you land at the lighthouse Lambert will give you the info. Time and departure of the convoy, one heavy galleon protected by either a frigate or a corvette. Repair your fleet and go lie in wait for the next purple sailed ship. Defeating the convoy and boarding the heavy galleon will reward you with 800 gold and about 270 ironwood. A haul worth roughly 2 million pesos (assuming you sell all the ironwood to the dutch merchant for 40 doubloons per). WOAH. Hope you brought some cargo room. That freaking heavy galleon is like 1000 deadweight overloaded =P. Go drop your gold into a warehouse for a while and then sell it for about 800,000 pesos. Unfortunately the resource is random. You might get ropes or resin instead of ironwood, or ship silk, but I wouldn't be sad about that =P. If you don't mind doing the fight a couple times you can savescum the cargo by saving just before the fleet spawns and then fighting it again . Might be worth it to get a hold of 300 ironwood or silk. You can also force the fleet into Martinique or Guadeloupe in order to let the fort help you. Option 2: Kill the captain of the Galleon, this will give you a negative reputation to England. Call adam to your cabin with the think aloud menu. When you talk to Katerine after talking to Adam tell her they deserve each other, and then take them to Blueweld. Land in the port and talk to Adam there. He will tell you the treasure is in San Juan Del Norte Bay, and you have 5 day s to retrieve it before Ole Solly goes to get it. Head to San Guan Del Norte and land, you and your crew will go into the cave and meet Solly's thugs, who you will need to kill. After that you can go to the treasure chest in the cave and find the loot. Roughly 300,000 – 350,000 pesos worth of nuggets. Important: There is a Manga Rosa on this screen, so if you choose this option then you'll want to grab it before you leave. It is through the cave. When you exit go right, and it will be against the wall. I will talk more about this area and Manga Rosa down at The Pirate Saga... because most people won't be choosing this option here =P. After you board you'll need to fight Cockeye'd Solly for the loot. He's in a corvette Prophet. Beat his ♥♥♥, then go back for the rest of the nuggets. Option 3: Kill the captain of the Galleon, this will give you a negative reputation to England. Call adam to your cabin with the think aloud menu. When you talk to Katerine after talking to Adam let her know you'll help her kill Adam. Instead of landing at the port of Blueweld, land in the nearby bay of Cape Perlas. Confront Adam, tell him he's a ♥♥♥♥♥♥, and kill him. Katerine will be true to her word to tell you where the stash is, Port-au-Prince lighthouse. Time to go to Hispaniola. Climb up the lighthouse and then across the little board to the platform and drop down to the chest. In it you will find 1100 doubloons, 4 chests of “treasure”, about 50 – 60 diamonds, 30 rubies, 10 emeralds, and just a bunch of jewelry. Probably like... 700k pesos worth of stuff. Maybe a little less. You'll need to make a few trips for all that stuff... head back down to your boat, and you will be ambushed by a group of men, with Katerine walking around in the background. You'll face a pretty hard fight vs. 4 opponents. You can either go to the lighthouse and try to take them one at a time, fight like a madman vs. 4 guys in the open, or drink a tincture and just …. whoop em all in 12 seconds =P. I chose the last option personally. Afterwards you should automatically do a little cutscene walk up to Katerine, who was wanting to watch you die. She's really displeased you are still alive, and promises you a fight when you get out into the bay with a ship. You can either leave her to her fate and pain... or shoot her in the face. I was feeling merciful, so I shot her. Board your vessel and then defeat the corvette, and go back ashore with your boarding party this time and take the rest of the loot.
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Post by CSA FD on Jun 21, 2018 5:18:36 GMT -6
HA.2.iii Long way to the Gallows (part 1) Quest: Long way to the Gallows Difficulty: Hard Enemies: 3 thugs, 5 mercs, a Frigate, 2 more thugs, a giant group of thugs, incompetence Time Sensitive: 3 days to Antigua, 5 days to Curacao. Requirements: Finished with The Dutch Gambit Required Items: 10,000 pesos, 20,000 pesos, 5,000 pesos Quest Giver: The Brothel Madame in Phillipsburg on St. Martin. Rewards: Hugo Avendell, 550 diamonds and rubies, Ward 'Jonas'
Talk to the Madam of the Brothel in Phillisburg during the day, she will ask you to politely request the repayment of a debt from a local at the tavern, a Mr. Hugo Avendell.
Go to the tavern and talk to Hugo at one of the tables, he will panic and ask you to cover his debt, and if you do he will let you in on a score that will make you both rich. Reluctantly you want to see where this is going, so you agree. Return to the Madam and pay off the 10000 pesos he owes.
The Madam is shocked and upset at this turn of events, as she knows for a fact Hugo cannot pay this, and she assumes that you will probably stick him like a pig when whatever he told you that made you cover him doesn't pay out. They were old friends and she feels sorry for him. Figures. You promise <wink> that you won't hurt him, (I'd totally hurt him!), and return to Hugo.
He tells you about a bounty he had been chasing before he got a bit down on his luck and lost his ship. Bart the Portuguese, an infamous pirate, and Hugo suspects he's in town. The price on his head is 2000 doubloons, quite the haul if you can bring him in alive. He suggests you get your boyz and comb the town looking for him, some of his men were seen at the local pharmacist.
Do a search of the town, near the gate is a house and you find some shady looking characters inside. They attack you, and you have to kill the three of them. They aren't so tough. After they are dead you can go upstairs. You find Bart passed out on the floor, and a doctor hiding in the corner fearing for his life. Seems Bart was subjected to some crazy Carib poison and isn't long for this world. We'd better collect on the “bring him in alive” portion of this bounty quick.
On the way downstairs we meet Hugo, who informs us that the local governor is a cheat, and will likely just collect the reward himself. We need to take Bart to Curacao instead. Alive? Crap.
Hugo warns us that if we just carry him to the ship then we are likely in for a fight with the Man's Frigate along with his crew. He has a pretty good idea that we can dress him up like an officer and carry him out as if he's drunk. We just need to find some really great clothes. Where are we going to get that? Lets try the store I guess.
He does have some noble clothes, for 20,000 pesos. This is starting to add up... buy the clothes and get back to Hugo. Upstairs we talk to the doc, and he tells us that Bart isn't likely to make the trip to Curacao alive, even with him coming with us. Yeah I figured as much. The only hope we have is to get the Portuguese to Gino in Antigua. The doc gives him three days at best, so we'd better fly like the wind.
With Hook's mod the trip is easy. You can make it on the global map, without you might want to make most of it on the battle map. Once we get to Antigua we head to the house to talk to Gino. He tells you to bring the patient immediately. Go back to your cabin and tell the doctor there to bring Bart. Go to your room in the Drug Store and talk to Gino again. He will need 5000 pesos to get some herbs for the cure. I wonder if this will end up costing us more than 2000 gold doubloons? He informs you to come back later, so go ahead and rest up at the tavern until the next morning, and then another, and another just for good measure. Returning to Gino he says that Bart is alive, but still in critical condition. He won't be good to transport for at least 3 more days. Dammit. Go downstairs and talk to Hugo.
Then repeat the process of staying at the tavern for 3 more days.... Return to Gino and pick up Bart. He will suggest that you stop off in Martinique to let him rest on dry land, but you need to get to Curacao in no more than 5 days. Exit the Drug Store and you should be accosted by Leo Cord and his 4 men. They want to take your prize, and of course we are not having any of that. Kill them, just be careful of the guards around, you don't want to hit them.
Hugo will crawl out of his hidey hole and tell you you've done great, but we have to go. Right, so lets go. Stop over in Saint-Pierre, and take Bart to the tavern. He'll have to rest here a few days, so that will cost us another 50 pesos, just put it on the tab.
Talk to the doctor upstairs, then you decide you need to stretch your legs, all this babysitting is making you cranky. Outside we are greeted by a uniformed officer. Seems like the governor wants to see you, never good.
The governor has been made aware that an unknown frigate has been patrolling the waters, gee, wonder who that could be. He wants you to help him protect the town, cause he apparently can only afford sloops. He's offering you 10,000 dollars for 2 days, 10,000 extra if you have to fight, and an additional 10,000 if you kill the person you fight.
Heh, well whatever. Guess we're going to be fighting a frigate. Outside Hugo complains about our decision, but we are the captain dammit! We do what we please! Lets go kill a damn frigate already.
Sigh, we didn't see the damn frigate. Back to babysitting.... what... Hugo... you.... ♥♥♥♥♥♥♥. He lost Bart and the Doctor. He also knows nothing cause you can't see anything when you are running the opposite way. Useless. Go to the tavern and ask around for someone who might have eyes. The barkeep gives you some information, tip the man another 1000 for being useful. Seems like they must have took Bart to the other side of the island. Lets go check Le Francois.
The barkeep here gives you more info, they are here, and so is Bart, but some guys heard you being nosy, so time for killing. After that is taken care of lets go have a chat upstairs. Not much chatting to be done, so kill Frants and talk to Bart, who has finally come around. He will ask for a weapon, let him have one. You will probably appreciate the help.
Outside you will be mobbed by a … mob. Fight your way clear, a tincture is probably a good idea here. Once we've killed the enemies we go out the gate to find Hugo hiding in some bushes. We drop him like a bad habit... and head to the ship.
Finally, at long last, the Frigate that everyone has been telling you about. Albatross. Board. Kill. PLUNDER! Just fair warning, if you are using something like the Meifang, the Valkyrie, or the Mirage for this... try not to take a full broadside from this guy. It is not good. The crew is pretty tough as well, so you might want to outnumber them.
Nothing special in the cabin or about the frigate really other than it doesn't suck as a frigate. You may get a scimitar from the chests in there if you haven't seen one already. For Fahey's quest.
Go back to your hold on your ship and talk to Bart. In exchange for his life, and in gratitude for saving it, he offers you an alternative to the 1500 doubloons you will get for turning him in. He buried a fortune in diamonds and rubies on the island of Turks. You can agree to spare him in exchange for this greater prize, or go for the 150,000 pesos worth of doubloons that giving him up gives you.
If you chose to see him hanged, take him on to Curacao. Otherwise, listen on!
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Post by CSA FD on Jun 21, 2018 5:19:08 GMT -6
HA.2.iii Long way to the Gallows (part 1) Head to Turks, look for the crooked tree that Bart described. You will find a large contingent of Dutch soldiers battling Indians, apparently looking for the very thing you are searching for. That will not do... so get in there and make yourself the only one standing. The leader of the Dutch may not be able to be hurt until everyone else is dead.
The leafless tree in the middle is the one you are looking for. Go over to it to dig up the treasure, about 550 diamonds and rubies. Roughly 600,000 pesos!
When you get back to your ship you are met by yet another frigate, this time it is under the Dutch flag. You can evade this one if you don't want to engage, it doesn't have anything special. We are kinda interested in knowing what the Dutch are up to, and why they are balls deep in our business. Head back to St. Martin to see if there is any news.
Head to the tavern, the hub of all news in the colonies, and lo and behold you will see a familiar face at a nearby table. Shall we gloat? Maybe a little. You can bribe him to give you information on Don Vasquez, who is in attendance with the governor, and has been for the past few days. You could also give him 20,000 pesos and he will join your crew. His trade skill is pretty damn nice, but you'll have to teach him professional trading... which would be funny if it wasn't so pathetic.
So Don Vasquez has been whispering about you to people, trying to get back at you for killing his crew, sinking his ship, and stealing his treasure. Gee, some people get bent out of shape about the tiniest things.
Lets go see if we can shake things up a bit with the governor. Time to kill this Don once and for all. Well after interrogating one of the servants in the residence you find out that Vasquez was indeed staying there, but apparently out lived his usefulness once his information regarding you didn't pan out, coupled with the fact that your old friend Bart the Portuguese managed to get himself pinched. Bother....
They are scheduled to be executed a month hence in Willemstad, and unless you want to see all your reputation work with the Dutch go down the drain... I guess you should make certain good ole Bart doesn't mention your name. Besides, he did just make you over half a million pesos a few days ago, so you still have the warm and fuzzies about the dude.
We aren't entirely sure what is going down in Willemstad, so why don't we land in Blanca Lagoon, just to be safe. If someone has been crowing your name around, there might already be problems.
Well , so far no one is trying to kill you in the streets, so that is the first good news. Now lets poke around and see where good old Bart is, though I have a really great guess.
If you talk to the barkeep in the tavern, you get the news you pretty much expected. Bart is in prison, alongside his old boatswain Vasquez. So far it seems like he's been keeping his trap shut, but we are sure Vasquez is singling like a canary, no doubt .
So we have two options now, we can either try to do something for poor old Bart, see about getting rid of Vasquez in the process, and ensuring no one peeps our name, or we can just leave them to hang and hope everything works out ok for priority number 1.
Ok so... Option 1... they SAY they are going to execute Bart in a month. They apparently lie. As far as I can tell there is no time limit on this quest. You could leave here and never look back, and that stupid thing would be hanging out in your journal from now to the rest of time. Perhaps they will some day get around to it, but I gave up sitting and “waiting” after 3 months. I went back and talked to the prison and they still said they had him, etc. So... Option 1 you do nothing and pretend you are fine with that quest never completing.
Option 2, balls out and giving no ♥♥♥♥♥, we go to break Bart loose the most blunt way possible. We kill the entire Dutch Garrison. Very Subtle. Prepare to take that big hit to Dutch relations that you came here to avoid....
After you kill all the guards in the prison, talk to Bart. He will be surprised to see that you would come … LOOK OUT BEHIND YOU!
Vasquez tries to shoot you in the back. Dodge his pistol shots and then kill him. After that you talk to Bart again and go outside. For your Heroism he gives you the permanent ward “Jonas”, that protects you from storms. Very nice! You can really get some nav skill using this.
Head back to your ship and get away. The Dutch are not going to be so friendly to you until you get to the global map. Good thing you didn't land in port, right?
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Post by CSA FD on Jun 21, 2018 5:19:56 GMT -6
HA.3.iv Racing the Regatta (Part 1) Quest: Racing the Regatta Difficulty: Hard Enemies: Your fellow racers, Time. Time Sensitive: yes. Requirements: Complete multiple courier tasks for the harbormasters/Sea Marathon quests from Merchants in taverns, Rank 3+ Required items: Lugger (regular), 50,000 pesos Quest Giver: English soldier in English port (any). Rewards: Ranks 3 – 10: 250,000 pesos, Brigant, boussole, swept-hilt rapier Ranks 11 – 24: 250,000 pesos, Hand Mortar, boussole, Madonna sword Ranks 25+: 250,000 pesos, Asoleeta rapier, Milano Cuirass, boussole
All ranks: Also you may bet 100,000 pesos on yourself, payout varies.
SPECIAL NOTE: If you don't have Hook's Mod, this quest is bugged and cannot be finished. Hook fixed the bug in his mod.
Once you have completed a number of courier quests for harbormasters and/or Sea Marathon quests from merchants in taverns you will be approached by an English courier the next time you land in an English port. He will hand you an invitation to The Regatta, a race held in Port Royal by the governor. You have a month to go to Port Royal and sign up. To do so you will need a lugger, and 50,000 pesos. Before you can enter you must also put all ships other than the lugger into mooring.
I strongly suggest that you upgrade speed and maneuverability on the lugger in Port Royal and Capsterville respectfully.
When you arrive in Port Royal talk to the governor, he will send you to his aide in the meeting room across the room. The man there will give you more details on the race, including the route you will take, and the rules.
You musn't switch ships for the duration of The Regatta, and you cannot add any other ships to your squadron. You have to check in with the harbormaster at each port, and they should be open 24 hours during the duration of the race (they aren't, or at least one of them isn't).
He then offers to take a bet for you, you can bet up to 100,000 pesos on yourself. The payout, he says, varies.
Once you give him the money and tell him you are ready, he will tell you to meet him in 3 days at noon at the docks. Prepare your ship with the necessities, gunpowder, some resources for repairs, and grape shot, and chain shot. If you plan on fighting your way across the ocean you may also take bombs and cannonballs, but I didn't want the extra weight. You will want extra gunpowder though, for mines.
Three days later at noon everyone will gather at the docks to see off the contestants. Three, Two, One, GO!
Port Royal to Belize
The start of the race is pretty straight-forward. Head down the coast West towards Belize, hitting Cape Negril with your Go-To function if it is available. It never came up for me. Make sure you are popping into global whenever you reach a region line, or you will be essentially sailing in place for a while.
Depending on the wind direction you may want to go southwest and hit Caratasca Lagoon, or straight on to Belize. When you get there you will be greeted by a shipwright who wants to sell you pretty blue sails. He says they go faster, but I honestly couldn't find the difference. It might be similar to the speed boost you get from port Royal, only without the silk, and I already had it. It did make them blue though! 15,000 pesos well spent.
Belize to Port-Au-Prince
You have two choices upon leaving Belize, you can either head north along the coast, tagging the different bays and coves as you go, eventually grabbing Cuba and heading East, or you can just head straight east by the Cayman island.
If you choose north, you will eventually come across Anna Maria Bay, where you will be greeted by a couple Spanish luggers that will attack you. You will need to take care of them either through violence or by slowing them down enough to escape them.
If you just go East, you will encounter some water and wind, and an Island. After that you can go north and hit Port-Au-Prince from the other side of the cape. Much easier.
After you check in with the harbormaster you will exit to find a smuggler type offering to shoot at your competitor's sails for 50,000 pesos. Sir! I am a gentleman sir! So of course I want that.
Actually he didn't offer this service to me in the last game I played... dunno why, but maybe it was my reputation.
Port-Au-Prince to St. John's
You again have some options. Option 1 is that you sail north, hitting Gonaive Bay and curling around to eventually tag La Vega and then Samana Cove. At this point you could head East past Puerto Rico and go south beyond that, but if you do you will be attacked by 2 luggers and a Corvette. EW. Alternately you could hit Santo-Domingo lighthouse and go south, skirting the Puerto Rico region altogether and heading East by way of Guadeloupe. If you do this you do not encounter any enemies.
You can also sail south around the horn of Port-Au-Prince and tag the Spanish beaches/port. Then you have the same option of heading past Puerto Rico or not.
Sail into St. John's harbor, and you will be greeted by a monk. He will ask for a donation, and if you are generous enough (10,000 pesos), he will warn you about a lugger in the harbor that is planning on trying to blow you up. I just told you for free though.
After you check in at the Harbormaster you will meet a girl who will offer to sell you a good telescope for 10,000 pesos. Ripoff....
Leaving the bay you will see that lugger, named “Welcome”, in the harbor. Give it a wide berth.
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Post by CSA FD on Jun 21, 2018 5:20:11 GMT -6
HA.3.iv Racing the Regatta (Part 2) St. John's to Bridgetown
After you dodge the first attempt the lugger makes to get close to you, drop a few mines while you run away. 2 should be enough to sink it. If you let it get too close to you it will blow itself up and take you with it. That is some dedication to a race I'll tell you what. Something you don't see in Nascar.... yet.
After it is sunk, head South past Dominica, tagging Cape Scott Head and moving on. When you get close enough you can go to Harrison Cape on Bermuda, at this point you will notice something distinctly wrong... the Spanish Fleet in the harbor.
That isn't good, but we have to land at the harbor anyway. They should be far enough away for you to dock, but save before you try either way. I don't think you will be taking any of those ships of the line on with your lugger. Land at the port and go to the harbormaster. If it is night time, and of course it is... it will be closed. Wait until day and visit him. On your way out you will be stopped by an English soldier. He will tell you that the governor wants to see you. Do you think it has anything to do with the horde of women standing behind him? Probably.... I hope I don't know all of them.
The Governor asks for your help in evacuating the women and children from the island before the Spanish attack the city. Apparently every ship he had is now sunk, and so your lugger is all that stands between 100 women and a mass ♥♥♥♥♥♥. At some point he mentions children too, but since there aren't any children in the Caribbean, I must have misheard.
If you agree, and how can you not, you will load all of them up on your lugger. Then you will take them down to Harrison Cape, where of course a Sloop is waiting for you. You will need to defeat it, so give it a few shots of grape shot and board it. Afterwards you can land at the cape, and then you will battle a small squad of Spanish soldiers.
Once that is done, the lieutenant asks for you to escort him and his harem to a nearby cave, just in case there are more Spaniards. Just go left to the cave, and inside he will thank you and tell you about an expert navigator at the church in Bridgetown. Give him the soldier's name and he will go with you the rest of the way to Port Royal. He has 100 navigation. You get a large boost to honor for this.
Go pick up your navigator and move on to Port Royal.
Alternately, you can leave them all to get ♥♥♥♥♥ and murdered. You monster.
Bridgetown to Port Royal
Here is where it gets real. If you enter the global map from this point on you will be chased down and attacked by Gentlemen of Fortune. In my game they consisted of 2 Heavy Galleons. Just a warning.
Leaving Bridgetown you have several options. You can go north, and hit Dominica and then Guadeloupe, but as soon as you go into the battle map of Guadeloupe you will encounter 3 ships.
You can go south, and past Curacao, but there you will meet some angry Dutchmen with a corvette and a lugger.
The third option, and my favorite, is to go past Martinique. Here you will encounter nobody, and sail smoothly the rest of the way to Port Royal. At Port Royal you will not be able to use Go-To, so you will have to RP sail the rest of the way to the port, and dock.
There you will be greeted by everyone, who will hopefully tell you that you have won! My time was 90 hours total, and I blew them away. Just to test it out I did the last leg of the journey on the global map, forcing the fort at Port Royal to take care of the heavy galleons when I got there. I ended up with 130 hours, and still first. My guess is that at 90 hours my competition was just docking at Port-Au-Prince....
Rest until the next day, and then go to the governor for your rewards. See Henry Stivenson about the winnings you made from betting on yourself.
Do not tarry, you only have a week to claim your prizes or the government gets them!
Congratulations, you've won the Regatta!
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Post by CSA FD on Jun 21, 2018 5:22:02 GMT -6
HA.3.v – The Spanish Golden Fleet Quest: The Spanish Golden Fleet Difficulty: Ridonculous Enemies: (may vary) 4 Heavy Frigates, 4 Heavy Galleons, 1 Manowar Time Sensitive: twice a year, random, Portobello to Havana Requirements: none Required items: The force is strong in you. Rewards: 6500ish silver, 200ish gold (may vary), the chance at capturing a manowar
Twice a year at random times the Spanish will send a fleet of gold and silver from Portobello to Havana. When it leaves the port people will begin talking about it around towns and in taverns. Honestly if you hear about it... a lot of times you are too late to intercept it, unless you happen to be in Blueweld or Port Royal.
The fleet is represented by a large ship on the global map that has golden sails. If you are looking to tackle this bad boy... be ready for a REAL fight. The squadron is led by a massive manowar, and consists of 9 ships that are all packs to the rails with crew.
1 Manowar – carries nothing but pain. In the cabin you can find an ordinary map(always), and sometimes as many jewels and gold nuggets as you can carry. 4 Heavy Frigate – Holds Silver 4 Heavy Galleon – Holds Gold and/or silver
The composition of the fleet may vary, but this is a good example of what you are going to face. I just took the flying heart by itself and managed to come away with 100% of the silver/gold, along with the manowar, but it took a few hours and a lot of loading....
One strat: I like to herd the fleet into the bay of Blueweld. If you catch it early enough you can just nudge it along the coast until it enters the bay. Then you can sit your ship right at the tip where the fort is, and wait for it to try and get out close enough to engage. This will put the ships all stuffed into a pile at the end of the bay, being hammered by the fort.
This isn't to say the fort is much help... By the end of the fight the fort was at about half cannons and I was actually afraid they might somehow pillage the town =P. It does draw a lot of fire away from you though. I sit at the mouth of the bay and wait for one of the ships to come out while they are attacking the fort. I hammer it with grape shot and board and sink it, careful not to lose many men... since you can't afford much attrition in this fight. After you take out 4 or 5 of them, you can make a run at the Manowar, which is hopefully busy still annihilating the fort. Take that one (I had to swap ships cause my poor Flying heart at this point was at like 10% hp), and then let it help you take the rest of them. Capture the last 3 ships to help you hold all the loot, and tada.
I started with like 550 crew, ended with around 200. It was not pretty, but it worked. The fort helped bring down at least 2 ships, they were at 10% health and 10% crew and 20%/20% when I went after them. It also is a great distraction.
Ouch.
You can also just go balls to the walls with like 3 first rate ships and hope for the best. I've taken the fleet out with just a good ship of the line before, taking out the manowar first thing and then using it in concert with my line ship to mop up the rest of them. However you do it, expect to come away with like 6500 silver and 200 gold. They should call the thing the Silver Fleet.....
I have a hard time complaining though, that is about 3.5 million pesos!
If you find yourself just having a hellish time, you could always sink some of the ships. You lose the booty... but some booty is better than no booty. The Manowar will many times do that in one good volley.
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Post by CSA FD on Jun 21, 2018 5:22:23 GMT -6
IA.1 – Caleuche DLC After you finish The Dutch Gambit you will have the option of diving into the DLC quest Caleuche. I would certainly recommend doing so before moving on with the Raising the Jolly Roger quest line and The Pirate Saga. Not only do you get access to a very fine ship, but also some weapons and armor that will help you in the coming quests. You may have to moor your Flying Heart for some upcoming content, but still.
If you aren't ready to take on the last battle with The Flying Heart, you can save that until later. You can't use the ship yet anyway most likely, so no worries. Once you have the Jade Skull the undead will leave you alone, so you can go turn it in and get your amulets at any time. There is no time limit. Once you get the amulets though, you only have a month before they run out. Not sure if this makes the quest impossible, but I assume you will have a super hard time killing the Jaguar warriors after that =P.
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Post by CSA FD on Jun 21, 2018 5:22:40 GMT -6
IA.2 – Caleuche (Part 1) Quest: Caleuche (Part 1) Difficulty: Trivial Enemies: none Time Sensitive: no Requirements: Finished with Dutch Gambit Required Items: Strange Amulet, Matchlock Musket Quest Giver: Random Beggar, Random Indians, Cabins of ships you board
As you go around the world you will eventually fall upon one of the Strange Amulets that can be gathered from a variety of places. Once you do get it, you'll want to take it to one of the three lighthouses that deal in Amulets. These are Cartegena, Santiago, and Guadeloupe. The one that will know something about the item is random, so you may end up having to try all three.
One of them will have an interesting story to tell you about captive Indian shaman's, curses, and plague. He ultimately suggests that you go to Dominica and seek out an Indian shaman to ask about the item. Just be careful, he HATES white people. <sigh> who doesn't? If you bring a Matchlock Musket with you, he will talk to you.
Before you go to Dominica, you will want to switch out your ship for one you don't care to lose, but still has a good crew capacity (around 300 is preferable). Personally I just went and grabbed a ship from sea... and was rewarded with 500 silk, 400 resin, 200 ironwood, and 100 slaves. I just mention this cause... that is likely the best haul I have ever seen of contraband goods all from one ship lol. ANYWAY enough about me. Get into your throwaway ship, and head to Dominica. Find the Indian Village. If you land in Cape Scott Head, go right and then left. Talk to the shaman in the middle house, and give him the musket for his cooperation.
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Post by CSA FD on Jun 21, 2018 5:23:30 GMT -6
IA.3 Caleuche (Part 2) Quest: Caleuche (Part 2) Difficulty: Hard Enemies: Caleuche Time Sensitive: Happens immediately Requirements: Find the Indian Shaman and give him a musket Required items: 500 doubloons, a ship that can outrun the Caleuche. Quest Giver: Indian Shaman on Dominica Rewards: Superimposed Two-shot pistol, Map of Barbados, Jewels, treasure map piece The Indian Shaman sends you on a quest to find the 3 amulets that were stolen from his tribe. He will offer you power you can keep if you help him. We all would like some power we can keep forever, right? So leave this island and start your search. Immediately upon boarding a storm sweeps in, and you are attacked by the Caleuche, The Flying Dutchman! I don't think this one is Van Berg... or the Mirage.... Don't bother fighting it, this thing is boarding you and you can't do anything about it. The fight will be easier if you have a decent number in your crew though, so God save you if you brought a long boat. After a very tough fight with the undead sailors, you get to meet their captain. He's worse. He can't be damaged, so just hold out for a few seconds until he decides to taunt you. Then you will pass out. When you wake up you find the last few survivors of your crew dragged you, and more importantly your valuables, to shore. You decide to go talk to the Indian Shaman again, since he apparently left out an important detail regarding these amulets.... did I mention he hates white men? Charles finds out what we knew already, The Caleuche flies again! A crew cursed by the God of Death for stealing a jade skull with green gem eyes, never to die, and never to set foot on land again. Wait... didn't we have a skull just like that, or at least hear about it? If you return the jade skull to the temple it was stolen from it will break the curse, and the undead on the ship will become vulnerable once again. Only one problem, well two... First the temple is guarded by undead jaguar warriors that can only be defeated if you possess one of the amulets of power, two... if you possess such an amulet, the Caleuche will know of it, and hunt you mercilessly. Fan-TASTIC. So we need to get a ship faster than a ghost ship, and find some amulets to kill undead, so we can kill more undead.... If you upgrade the speed on the ship you get from The Dutch Gambit, you should be good, especially with the Mirage or the Meifang. Remember that the guy at the lighthouse you visited told you about people who have amulets like yours? Now we need to find those amulets, so maybe he has more information. Upon inquiring about them, he tells you that his friend who had one of the amulets is in Belize, and his name is Fergus Hooper. The next one belongs to a man named Jack, or Jackson... on his pelvis? Um... what? The Russian word for Xebec must somehow translate to pelvis. It has some demonic name that means bird-woman. Regardless he tells us to look for him on Barbados. We go to Barbados and ask the harbormaster about a Xebec owned by Jack or Jackson... he needs the specific name of the ship to help you. The only clue you get is that it is “Bird-Woman” and “born of sea gods. The “born of the sea gods” refers specifically to the version of harpies according to the greek poet Hesiod, who said they were the daughters of Thaumus and Electra, a Sea god and a Nereid. Tell the harbormaster Harpy. He will recognize that ship, and tell you to check Willemstad, because that is where Reginald Jackson works for the Dutch Trading Company. Inquire with the company, the same person you buy licenses from, about Jackson. He will tell you that the man makes regular trips from Port Royal to Phillisburg, and you can find him en route between those destinations. Get 500 doubloons ready from your treasury and head that way. If you head straight there you should find his ship roughly half-way between the two destinations. It has green sails. Go ahead and encounter him and send a long boat, bring the doubloons with you. Meet with Jackson and explain you want his amulet. He will tell you that he left it in his chest at the lighthouse on Barbados. Explains why he is alive still then.... He will gladly sell you the amulet, but he cannot go to Barbados due to his trade obligations. If you want the key, you'll have to pay for everything in the chest including the amulet. Trust is a rare commodity you understand. Agree and buy the key from him. Head back to Barbados and to the lighthouse, and get the amulet out of the chest. You will also find a special double-shot pistol called “Superimposed 2-load pistol”, a map of barbados, a treasure map piece, some assorted gems and metal, another amulet “Coral Head”, and a few pieces of other junk. Altogether a decent deal for the 500 doubloons. When you leave the bay you will want to channel Ricky Bobby, cause you gotta go FAST, cause if you ain't first... you're last. If you need to make any last minute repairs, or unload anything that is weighing you down, do so in Bridgetown before you leave. You'll need every bit of speed you can muster. You may want to drop a fisherman amulet, a pilgrim, and an Ehecatl on your navigator as well. Head straight to Dominica, dry land is your friend. If The Caleuche catches up to you, you'll need to outrun it on the battle map. In my souped up Mirage wearing amulets and such I was at 22.28 effective speed, easily out pacing The Caleuche before it could get going. I will note that at the right heading the Caleuche can reach monster speeds of over 19 knots, so hopefully you aren't moving at its perfect wind heading . At 148 angle, it could barely move at 3.8 knots to my 15 =P. I dare say the Meifang could sail straight into the wind upgraded and with Pilgrim.... leaving the Caleuche sitting still lol. Hand off the amulet to the shaman so you aren't dodging skeletons all the way to Belize, then start heading to Belize!
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Post by CSA FD on Jun 21, 2018 5:23:47 GMT -6
IA.4 Caleuche (Part 3) Quest: Caleuche (Part 3) Difficulty: Normal Enemies: Caleuche, Bandits, merchant's guards. Time Sensitive: no Requirements: Find the Indian Shaman and give him a musket Required items: a ship that can outrun the Caleuche. Quest Giver: Indian Shaman on Dominica Rewards: Lamport's Suit, 100 doubloons OR 30 Rum and 12 Wine, 170 doubloons, 2 amulets, 10 elixirs, 55 bottles of Rum, 30ish rubies, 15 diamonds, Tincture.
When you get to Belize, inquire at the local tavern about the hunter Fergus Hooper. He is currently in the selva, so you will need to wait three days. Come back in three days between the hours of 18:00 and 22:00. I had to wait 5, so it may take longer. Fergus will let you know that his house got robbed by bandits in the selva, and so he no longer has the amulet. The commandant knows about the bandits, so maybe we should ask him.
At the jail, unfortunately, the commandant tells us he knows very little. They have accomplices in town, and thats it.
If you search houses in town (I found him in one by the gate) you'll find a suspicious fellow. He'll get ♥♥♥♥♥♥ and attack you. You kill him and find a note on him, as well as a broadsword and a 4 shot pistol.
The note mentions a messenger arriving at midnight in the selva outside of town. Go there at midnight and pose as the messenger (to the left). When you get to the Selva some guys will meet you.
At first they try to rob you, then you spin them a yarn about being the new messenger, but they want you to prove your worth. Here, hit this, cops can't.... wait... actually they want you to help rob a merchant who is trying to smuggle his goods in. Ok lets do that.
Head straight back to the gate and participate in the fight with the merchant's team. Afterwards the guy will reward you for your heroism with either cash (100 doubloons), or merchandise (30 Rum, 12 Wine... much more than 100 doubloons), he'll also pay you for delivering the message, a purse of 25 doubloons.
He asks if you want to help do more work, and of course we do. So he tells you to come to their hideout in three days after midnight. Its 2 lefts from the city. We aren't interested in meeting them, however, so we just go the next night and have some alone time with their stash. Make sure you have enough room, you'll need about 150 stones of space to carry it all . The stash is Left, Left, and then first right. Lamport's suit (a sweet special light armor that will boost your stealth by +30), the amulet, 70 doubloons in purses, 75 additional doubloons in heavy purses, a couple amulets, 10 elixirs, 55 bottles of rum, a tincture, and some diamonds and rubies. Altogether about a 100,000 peso haul. Noice.
You will of course be caught by 3 of the bandits, who were keeping an eye on the place. Kill all three of them, then you are free to go back to your ship with all their stuff. Suckers. Before you leave let the commandant know about the bandits demise. He will reward you after three days with an arquebus and a chest of doubloons. Double-noice.
Now that you have the last amulet you can go to the shaman on Dominica again. Remember to save and to repair/unload your ship, cause the Caleuche will be chasing you down again.
Once again, it will be no match for our souped up Mirage!
Now that you have given the amulet to the shaman, he will tell you about a white Warlock who was looking for the jade skull. He lived on a Dutch island as far as the Indian knows. We might just know who he is talking about, unless we helped the English then maybe we don't =P.
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Post by CSA FD on Jun 21, 2018 5:24:20 GMT -6
IA.5 Caleuche (Part 4) Quest: Caleuche (Part 4) Difficulty: Hard Enemies: Tons of skeletons and Chavinavi, Jaochim Merryman Time Sensitive: no Requirements: Give both amulets to the Indian shaman on Dominica Required items: none Quest Giver: Tuttuathapak on Dominica Rewards: lots of holy amulets, 30 day trading license, amulets of power to fight the Jaguar warriors, Alchemy stuff When to go to Willemstad to check on this warlock you are greeted by a Monk of the holy church. He asks you to look into a problem involving Jaochim Merryman, who used to live in a house across the street from the governor's residence. The monk says the man is a warlock, and weird things have been happening involving the house. Well how convenient! I was just looking for a white warlock! Wait until after 1 AM at night and then visit the house. Upstairs you are going to find a disturbing sight... kill it.... again.... and loot all the stuff off it. Turns out it was wearing a lot of ladies jewelry. Guess we found the lady of the house. Go to the local church and talk to the pastor there. He will tell you about what he knows of Merryman. Apparently he was dabbling in necromancy for a while back in Europe, until people noticed him procuring corpses... he fled here to the new world to continue his blaspheming! The pastor wants you to track him down, and he has heard disturbing things about goings on in Havana jungles. He gives you a 30 day license to help you in your search. Go ahead and head to Havana. If I haven't missed my guess I'd say good ole Jaochim is making trouble for the Inquisition there as retribution for hunting him. You need to make sure all of your guys have at least an antidote or two, the skeletons poison, and wear your scorpion ward if you have it. Then potions of course, lots of hard fighting up ahead. I can't stress this enough. 1 or 2 tinctures wouldn't be amiss either. First we need to see the local pastor, he will tell you about his troubles. Go out into the jungles and to the cave there. (straight, left, left, left) You'll meet a brave musketeer who will not shy away from a fight with the undead. 10 points for nerves of steel brother. Note: He will only offer to help you if you bring 3 boarders with you. Otherwise he will just assume you are going to die and say good luck. You can just fill the slot before you talk to him, and then dismiss the officer again if you want. I didn't bother having 3 boarders since I was going to get Mary soon =P. A horde of undead await you at the entrance to the grotto. Be super aware of your boarders. These skeletons hit hard and poison, and will kill people in 2 hits a lot of times. Once you've taken care of that... its time for the really difficult part. Inside the cave you will immediately be faced with another 5 or 6 skeletons. To top it off you will likely be stuffed back into the entrance behind the musket man and one of your boarders... you may need to sheathe your weapon and push through before the fight starts, you really don't want them taking point. After the last skeleton of this group dies then about 5 more will teleport into the main room all at once and surrounding you and your people. Again be careful with your boarders... they may get mobbed and killed instantly. You can save at any time during the fight by sheathing your weapon. Weirdly I found this fight easier on Very Hard than on Hard. Possibly due to having Tonzag... with him 1 shotting skeletons one after another for 500 damage. After these die, you will do a roleplay walk up to the water, where you will watch one of those nasty little chavinavi things spawn in. Take care of it, and the musketeer will congratulate you. Go back to the pastor. He will be glad, and horrified, to hear of your success. He will reward you with another fist full of holy amulets. All well and good, but you still need to find out where that necromancer is hiding. If I were a man who raised dead bodies to fight in my army, where would I be? Hmm... probably a place with a lot of dead bodies. Lets go look in the cemetery. Question the graveyard watch. He will start to look really nervous. Go ahead and apply some pressure, mention the inquisition a little and... ah there we go look at all the words spilling out! We'd better get a bucket. Seems that Merryman is indeed living beneath the crypt, and as luck would have it, our compliant friend here has an extra key. Time to go purge the undead. Down in the crypt on the right you will find a door, and behind that door... madness! In the entry hallway you will be greeted by a horde of skeletons, most of which are the black suited kind, meaning they can't be parried. If you do parry you won't take damage, but they also won't use energy, so you just will continue to do that for all time. Block them instead to wear down their energy. After you take care of them, you can look right and find a sacrificial altar with more skeletons. Take them out, and don't worry about the dudes eating dinner.... you can take care of them here in a bit. Behind the throne you find Merryman. He does the usual villain monologue, and then reveals that he has been using experimental skin treatments on his face. Dude... I'm pretty sure you have a slam dunk law suit on your hands. The resulting rage over his complexion makes for a very difficult fight. He will continue to spawn in Chavinavi guards, so you want to push out of that little room ASAP. Thin the skeletons out, and then you can let your boarders keep the Chavinavi busy while you take care of Senor Skullhead. After he dies the minions of death lose their will to go on. Loot his body for the jade skull and a horseman's axe. Make sure you go back into his room and get the metal box off the floor. It is an alchemist's kit, and contains a Manga Rosa, a crucible, some nitric acid, and some ethyl alcohol, along with the recipe for elixir if you don't have it already. Now you can go around finishing off the dormant undead out of principle, unless you want skeletons endlessly chatting over dinner under the Havana cemetery. Maybe you do at that. Same thing applies to the skeletons in cages... I don't suffer the dead to... live... ? Boom shaka-laka, time to leave. While you are around Cuba you might want to go to Cape Camaguey and grab the Manga Rosa there on the beach under the broken tree. There is another nearby, one screen in and one screen right, on the little hill there in the center. Now you can return to Dominica and the shaman. Important! Before you return to the shaman on Dominica be certain you are ready for the next part. You are going to have to face off against the Flying Heart, one of the nastiest ships in the game. 666 Crew, 56 guns that are 36 lbs, and fast. Once you turn in the amulets you will be on a 1 month timer to beat the temple and then immediately face this ship. I recommend at the very least a good class 2, but of course if you are crafty and skilled you might can do better. If you can get into a line ship with 700 - 800 crew then all you need do is close in, grape shot once and board. The Flying Heart is a class 1 ship that takes 95 navigation to properly handle, so you might be content to leave this last step until after you are done with The Pirate Saga. Show him you have the jade skull, and he will give you a hint where the island with the temple is located. He will also tell you a story, and you should probably listen to him, you might need his wisdom later . He is going to empower your amulets, one is to be used for offense, the other for defense. I'm partial to the defensive one, cause it protects against poison... and honestly my offense skill was already at 100, so 25% to it did nothing =P. The enchantment will last for a month, so you have to finish before then or the jaguar guards will ream you... shouldn't be an issue.
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