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Post by CSA FD on Jun 21, 2018 5:25:58 GMT -6
IA.6 Caleuche (Part 5) (MR x 2) (First Half) Quest: Caleuche (Part 5) Difficulty: Very Hard Enemies: Tons of skeletons and Chavinavi, the Caleuche Time Sensitive: 1 month Requirements: Return the jade skull to Tuttuathapak Required items: jade skull, a ship that can defeat the Caleuche, magic amulets from Tuttuathapak Quest Giver: Tuttuathapak on Dominica Rewards: Jaguar Skin, The Flying Heart, Katana, 100,000 pesos, as many doubloons as you can carry, 1 endurance, 1 reaction, 1 stat of your choice (5 Manga Rosa Each) Load yourself up with elixirs, you have quite a bit of fighting ahead of you. Also grab any talismans you are fond of. Its going to be Chavinavi and skeletons all day long. Nathanial Hawk has been to the island, and he gives you its coordinates later in the story, so if you've finished Pirate Saga, then you know exactly where to look. If you haven't, that is ok, cause I'm going to tell you where it is . Just East of St. Christopher about 19 80' 61 40' . If you have the map mod, just center yourself in the square of open sea east of St. Christopher. It stands out like a sore thumb. Lastly its between St. Christopher, Antigua, and St. Martin if you were to make a triangle of them, though a bit closer to St. Christopher and Antigua than St. Martin. You don't have to be exact. When you land on the island, dock in Reef Cove, There is a Manga Rosa here, so be sure to pick it up before you go to the next screen or it will disappear. On the temple screen there is another Manga Rosa on the third tier against a wall behind a tree. Wait until after Midnight, and then go into the temple. You'll have a fight at the end of the hallway after you go through the middle door (only one that is open). Just let them come to you and you only have to worry about one at a time, maybe 2. Once you get up to the top, take the path that has the skull and sun symbol. The sun always points the right direction... super easy. You will have a few more undead to deal with on the way, but nothing hard. Eventually you will come to a room with stone plates on the floor, and pillars. Puzzle time! You know how ancient Incans love their puzzles. Stupid puzzle.. in fact, it isn't even a puzzle in truth. I spent a great deal of time trying to figure out if there was any rhyme or reason to this, and the answer is... there is not. The “answer” is randomly generated when you create your game profile, so the way you pass this part is through the magic of guess and check. For the floor part, it might be the same for every profile. Facing the closed door of the room step on the closest right tile, go left across the next two tiles, then go forward across the next two tiles, and then right two tiles. You should hear a loud click, like the sound of a mechanism turning. If it is a soft click, it is wrong and you start over. There is no penalty for messing up here other than starting over. Once you are done, you will face the door and hear some sounds of things happening. Then you will look at one side of the columns. Go ahead and save here. Go to the columns you looked at and proceed to narrow the options down one by one. Do not hit any column button twice, even though it lets you. Every time you get this wrong 3 chavinavi will spawn, and it will reset. Just load and try again. My combo was Man – snake – llama, yours will likely be different. After you get it right you will hear the mechanisms again. Then you look to the other columns. Save again... repeat the process. Here my combo was Wheat – Water – Spotted...snake? Whatever. I spent a great deal of time going through the entire temple, looking in every room, studying every mural, trying to discern a pattern. Madness. Just spend 3 minutes guessing... you'll thank yourself for not bothering trying to be smart. You will fail anyway. I feel like someone started the process of making a puzzle and then abandoned it half way through. Regardless.... once you are done you will be rewarded with a cutscene of the door opening. Proceed. You will find yourself in a large hall that looks like there is a lot of room to explore. There isn't, the stairs are broken and you cannot go up them. Just go forward and kill the 3 Chavinavi, then head into the green glowing room. Stand on the platform and press “T” to teleport. If you try to go into the purple teleporter you will be taken back to the entrance, where 6 more Chavinavi will spawn and come after you. Go around the top, killing the lone warriors that are blocking your path. Head through the next red teleporter, and then make your way to the wooden walkway and through that middle door guarded by another Chavinavi. The other way just leads to a blocked room, so no reason to go all the way over there. When you go through the red teleporter you will be faced by the Chieftain of the Chavinavi and his chosen warriors. He speaks to you, since you have done what few others have succeeded in for thousands of years. You explain you wish to return the temple's treasures, but he is skeptical. He gives you a test, to prove you have spoken with an Indian shaman and received his wisdom. If you answer him correctly he will let you pass unharmed, and reward you for being a swell fella. The answers to his questions are as follows. Yum Cimil. Chavins. Son of the great Chieftain. Condor. Orb of the rising sun. After this you can go place the jade skull on the altar, and then you will return to the chief for your reward, a Jaguar Pelt that makes your firearms do 10x damage until midnight of the following day. Enough to lay waste to even the most difficult of bosses to be sure. Teleport back at the glowing green sparkles, and head all the way out the way you came. Remember to follow the skulls now to make your way through the labyrinth. Head to the beach and get ready for the showdown with Caleuche now that its crew is mortal once more. The Flying Heart is a tough ♥♥♥ ship, 56 – 36 lbs guns and 666 crew, and fast as hell for a class 1, so good luck. Board it and fight off the undead crew, make sure to loot up the amulets off the sailors. After 3 screens of skeletons face off with captain Balthazar de Cordes. You will have to kill him twice in a row. After you do, loot the good spyglass, the amulet, the highland backsword, and the other crap he's carrying. In his cabin you'll find 100,000 pesos, a katana (sweet!), and 5000 doubloons... that won't be able to carry out =(, but hey, we will get as many as we can! Now, if you have enough crew left, you can man The Flying Heart! An incredibly strong class 1 warship. Unfortunately I'm going to have to moor this baby until I can use it … Note: If you want to make alterations to The Flying Heart, you can see Alexis on Isle Tesoro. He will freshen up the cabin and upgrade it to a proper class 1 warship cabin or keep it as a class 2 cabin, your choice, and he will also change the sails to white for you if you want... but... do you really want to!? The cabin is nice, but I like the black sails =P. It doesn't even look right with the white sails. Changing the cabin will cost you 10 chests of doubloons. Ruining your sails will cost you 100,000 pesos.
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Post by CSA FD on Jun 21, 2018 5:26:09 GMT -6
IA.6 Caleuche (Part 5) (Second Half) Head back to Tutt on Dominica and give him the last amulet. He will offer to brew you some potions in exchange for some weed, err I mean... Manga Rosa. 5 plants per potion. The first will give +1 reaction, the next will give +1 endurance, and the last is one of your choice from the other stats. Strength is a good choice if you aren't already at 10 strength. The intelligence potion could be good as well, but you would need to do some math to see. It is possible that it will allow you to gain an extra rank or get an extra perk throughout the course of the game, but it is also possible that it is too late to have such a profound effect. You would just need to add up all the possible points you can get and divide by the new number and the old number of points per rank/perk. If it isn't going to let you get an extra rank than it probably is not worth getting. I ended up choosing luck cause my Strength was 10 already , and I was 1 rank too late for the talent to help me.
You can also choose Authority and it will let you hire 2 additional officers... but you can get an unlimited amount of officers using harbormasters. I'm not sure if Impression would really help you at all other than to make firearms go up more quickly.
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Post by CSA FD on Jun 21, 2018 5:26:35 GMT -6
JA.1 – Flying the Jolly Roger DLC This DLC is a fun, but challenging, diversion that will come right before you start the Pirate Saga. When you return to your brother after having made over a million pesos you will find out that things weren't going to be as easy as you thought (easy!?). This quest line will test your mettle in some cases, and cause you to lose crews, etc. You will also need some items in order to complete the quests (or just to make them easier).
You will also lose reputation (nobility) while you are doing this DLC. In the English version this will never stop.... it is a bug. You can fix it with Hook's mod by using the console. Look in the quirks and glitches section.
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Post by CSA FD on Jun 21, 2018 5:27:05 GMT -6
JA.2 – Preparations for Flying the Jolly Roger, What you need to know There are several things you will require for the FTJR quest lines, so before you embark you may want to go ahead and collect them so you don't find yourself running around the Caribbean later, and possibly when time is of the essence. Here is a quick heads up on a complete list of things you'll need, I will of course go into detail during the quest walkthrough. Good relations with both Spain and Holland – While not 100% necessary, I would recommend getting your relations with both of these nations to excellent, possibly even Admiration in Spain's case. Most of the FTJR quest line will focus around antagonizing these nations, especially Spain. If you do not have great relations to start with you will be paying down bounty constantly, and sometimes you have to have no bounty to complete missions. You need the ability to raise a Spanish Banner. Dutch will not do for at least 1 of the missions. Around 500 doubloons 50 slaves 500 units of either coffee, copra, or vanilla 30 units of weapons (ship goods), 90 healing potions to give up for a quest, 30 soldier's pistols, 2 muskets, 70 lead balls and 70 gunpowder. (the guns are not 100% necessary, but will make the quest easier the more you have, making your troops more powerful during a quest fight, you can get muskets from treasure hunting) 2 extra spyglasses 10 units of leather 20 units of planks a ship joiner that possesses the improved ship defense skill, also at least 30 repair. A throwaway ship that can defeat a special class 3 ship, you will lose the ship afterwards. A flintstone 4 mirrors 4 jade rings or beads 1 emerald beads 1 ruby ring 1 dueling pistol 1 trombone 60 gunpowder, 30 lead balls, 30 grape-shot 300 units of gunpowder (ship goods) 12 antidotes to give up for quest additional antidotes for your boarders fighting poison enemies. You can carry all the goods on your main ship, you won't have to switch out to your throwaway ship until nearly the last quest. Finally, you will likely lose your priest during this if you are carrying him around, but after this quest line another one will spawn, so you don't have to skip the Jolly Roger quests for the sake of him. It is a journey of redemption, I would recommend taking it even as a “good” character .
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Post by CSA FD on Jun 21, 2018 5:27:16 GMT -6
JA.3 – Flying the Jolly Roger, Part 1 Quest: Flying the Jolly Jolly Roger, Part 1 (The Burden of the Gascon transition) Difficulty: Trivial Enemies: none Time Sensitive: no Requirements: Completion of the Dutch Gambit Required items: 1 million pesos.... Quest Giver: Michel De Monper in Saint-Pierre
Once you have amassed your wealth of 1 million pesos requried to free Michel, return to him in Saint-Pierre and give him the good news. He will tell you to visit De Poincy on St. Christopher. Well, lets do that then.
When you arrive at Capsterville you will first need to see the governor and tell him about wanting to meet De Poincy. At that point you can go in. Give De Poincy 1000000 pesos. Ouch. He will promptly explain that while he appreciates the money, you have become way too useful to just let you have what you want for mere money. Instead you must finish what Michel started that got him thrown in jail in the first place. Go ask Michel about it, good day.
Crap.
Go back to Basse-Terre and talk to Michel. Turns out that his mission was to assassinate a heretic. None other than the governor of Tortuga himself... Francois Levasseur. Great, that shouldn't be hard, just crack open the hardest nut in the Caribbean.
Michel suggests you pay a visit to some powerful people to see if they can help you make nut butter . Before you go he decides you need to pay a visit to Marcus Tyrex, the Code Keeper for the Brotherhood of the Coast. Seems we are to get in close with the pirates. Lets go see him then! He is in La Vega on Hispaniola.
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Post by CSA FD on Jun 21, 2018 5:27:34 GMT -6
JA.4 – The Amber Rush Quest: The Amber Rush Difficulty: Easy Enemies: The War Schooner Cantavro Time Sensitive: 3 days, then 3 days, then 5 days Requirements: Completion of the Dutch Gambit, Paid Michel's debts, Spanish or Dutch Flag Required items: 3700 pesos, 250 doubloons, (Trade license can help make your time in Spanish colonies easier, but not required) Quest Giver: Marcus Tyrex in La Vega Rewards: 70ish blue amber, 175ish amber, Talisman “Arguzin”,
You meet Marcus for the first time, and ask him for a job. He needs a bloodthirsty pirate, and you seem to be his man. He has a lead on some blue amber, expensive stuff and useful to boot. Some Spaniard has been throwing the stuff at ♥♥♥♥♥s in Santo Domingo, and one of them is willing to give you the info on it. Go talk to Gabriela at the ♥♥♥♥♥house in Santo Domingo, but you had better do it quick, or the info will be useless.
Head to Santo Domingo, you can land in Samana Cove if you don't have a license and sneak in. Talk to Gabriela at the brothel. She will tell you to go pay for her so you can talk in private. Ask the madam for her specifically. Go upstairs with her, and she will tell you about Esberdo Cabanas of the Cantavro schooner. He headed to Havana a couple days ago, and he said he was going to go get a lot of blue amber. Lets go see if we can part him from it. But first... you did pay for this ♥♥♥♥♥ after all....
Head towards Havana. When you get in the waters around it you will see that the Cantavro is not there. You need to get into Havana and talk to the harbormaster, and he will tell you that you need to see the commandant of the local fort if you need more information. Certainly not my idea of a good time.... lets try the tavern instead.
For a little coin to pay for local information the barkeep will tell you a story about a drunken soldier who had nearly ♥♥♥♥♥ a married woman and was chased back to his ship, only to be put off by the captain. The “honorable” captain of the Cantavro. Insteresting indeed, maybe we should talk to this guy. He's in prison right behind the tavern.
Seems that the honorable captain got the man put into jail because he was supposed to get a hefty cut of the blue amber. Makes sense. He's willing to tell us all the details about the haul if we help him out of prison. Sounds good to us! No one wants him in there anyway, so a little convincing to the governor might do some good. Lets go see him.
The governor is willing to help, and he tells you to talk to Rosario Gusman, who is also eager to free the soldier. He is making his rounds from 4 to 8 in the afternoon, so look for a guy in armor wandering around town during those hours.
When you find him, he is eager to help, and even contacted the victim regarding the price for absolution... 500 doubloons, for which Rosario is willing to pay half. Give him 250 doubloons and he will take care of matters. You must have been sent by the Lord! Yes... the lord of blue amber. Go ahead and rest 24 hours and you can talk to Lope in the prison about the amber.
He will tell you that the Cantavro is off the Mosquito Coast, which is north of Blueweld. He has a bunch of Indians diving for it at the bottom of the bay. Alrighty, lets go kill us a Spaniard. We only have 5 days to get down there to do it. Easy Peasy with Hook's Mod. Without it you will need to sail most of the way on the battle map using go-to to different bays and beaches down the coast.
When you get to Mosquito Coast you will find the Cantavro, a War Schooner, off shore. Board the vessel and kill its captain. In the cabin you'll find the talisman “Arguzin”, a chronometer, around 50 amber, and some 10 doubloons. Unfortunately you don't get the recipe for this talisman.
After this you will need to go along side the long boats that are in the bay nearby. Get as close as you can to them without ramming and sinking them. They will hand you the amber they are carrying. It is possible to savescum your way to get closer to the maximum amount they give, but you should end up with pretty near 150 blue amber.
Return to Marcus Tyrex in La Vega and give him the haul. Do not try to cheat him or you will fail the quest. He will give you half the blue amber as your cut, and you can keep the regular amber, he doesn't give a crap about it.
He will immediately send you on another mission.
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Post by CSA FD on Jun 21, 2018 5:27:49 GMT -6
JA.5 – The Silk Road Quest: The Silk Road Difficulty: Easy Enemies: Brigantine Time Sensitive: 2 months Requirements: Successfully complete Amber Rush Required Items: 1 silk (given), long boat Quest Giver: Marcus Tyrex of La Vega Rewards: 80 silk or 10000 pesos, 630 doubloons, opportunity to sell 20 – 100 silk for 24 doubloons a roll one time
Marcus wants you to meet up with an associate of his, Bald Geffrey, in the harbor of Capsterville, on St. Christopher. Apparently he has a load of shipsilk he needs to... unload, and he wants you to find a good buyer for it, because Geffrey is a moron and will sell it for pennies. He gives you 2 months to find a good buyer for it, he is looking for at least 20 gold doubloons per silk. Doubloons... not pesos!
Head over to St. Christopher and meet up with Bald Geffrey on the decks of his ship, the Snake.
Tell him you want to find a buyer, and he will hand you one of the silk to show potentials. Go ahead and land in port and go talk to the shipwright there. We all know its not going to be this easy... right?
The shipwright doesn't have the skill to work with the silk, and so you strike out. If you've been playing around in the world at all, then you will know where they DO use shipsilk. If you don't know... I'm going to tell you. Head over to Jamaica and land in Port Royal.
The Shipwright here will be interested in silk, just not YOUR silk. If we read between the lines, we'll know he already has a supplier. So all we need to do is, I don't know, kill him. Go ahead and buy yourself a long boat here, you are going to need it. Don't argue, just do it.
Lets head over to Maroon Town on Jamaica. It isn't on the map, but you just need to go to Cape Negril on the west coast, that is essentially Port Maroon Town. Go to the tavern there and talk to the barkeep, and he will tell you he has no idea who smuggles silk onto the island, but he knows someone who knows someone. The man you are looking for is Husky Billy, and he fishes off the coast of Jamaica in his long boat, the Fly Fish. There is no use looking for him, but he comes to Cape Negril once a week.
Head back to the ship. You'll need to wait for him in Cape Negril. The best way I've found to do this is to head to the global map and speed up time, checking back on the battle map every 3 or 4 hours. I do not know if it will be different for other profiles, but he always appeared for me on day 4. Head up to his boat and send a longboat.
Husky Billy knows about smugglers, and can give you the information you need, but he wants something in return. His boat, the Fly Fish, is a beat up old wreck, and he wants a new one. He also wants a piece of silk so he can “look at the quality”. (He wants it for his long boat sail... )
Well lucky for us we already have a long boat! Imagine that. Go ahead and land at the beach and hand it off to him. He will be happy, and tell you that the smugglers are Dutch, but fly an English flag, and come to the island between the 10th and the 15th of every month. We'll have to wait until then to catch them.
Hopefully you didn't arrive at this point in the quest on the 14th of the month... like I did. Guess I get to wait an entire month. You can pass the time by ramming your ship into the docks and then repairing it! Or... you can sell all the crap you have stored up in your ship's chest. Sell, wait a day, sell, wait a day... fun fun.
I made 700,000 pesos on cutlasses! Sweet.
When the 10th rolls around, head out far south of Jamaica near the edge of the region. If you are too close to the shore the smugglers there will see the battle and flee. Repeat the process of waiting on the global map and checking back. In my case the brigantine, Utrecht, appeared after 18:00 on the final day, results may vary.
As long as you are far enough away, the ship should appear even further out, and you can attack and board it. It has 80 silk in the hold, bonus!
In the captain's cabin you'll find about 8000 pesos, a trombone, 30 doubloons, and an amulet.
Finish sinking the ship and then head to the shores of Portland Bay. Unfortunately the go-to feature will be disabled here... so you get to have fun RP sailing to the coast.
Dock at the bay and speak to the smugglers. Save before you talk to them, if you say the wrong thing they will not deal with you. Choose the bottom option, worked for me. They will offer to pay you 25 doubloons per roll of silk, and they accept them on the 10th to 15th of every month, and will wait in Cape Negril. Mission accomplished!
Alternately, instead of lying in wait for the Utrecht yourself you can go to the governor of Port Royal and tell him about the smuggling operation. He will tell you to wait until the 16th and return to him. When you do he will have taken care of the smugglers and taken the silk for himself. He gives you 10000 pesos for the tip. 80 silk is a way better prize, however... even if you just turn around and sell it to Marcus you would get 1920 doubloons for it.
If you choose to do this anyway then afterwards you can go to the shipwright and negotiate the new deal for silk with him.
If you have some extra silk you want to get rid of, you can go ahead and load up 100 of it (you already have 80!) and take it with you, Marcus will offer to buy it from you later in a one time deal for 24 doubloons a roll. You won't ever find a better price than that. Considering you are going to need hundreds upon hundreds of silk later in the game if you want to upgrade your fleet, and doubloons are not very hard to come by, my personal choice is to not take the deal. If you find yourself in need of 2400 doubloons more than 100 silk though, go for it.
Head back to Bald Geffrey, he is still waiting for you in Capsterville Harbor. Go to his ship and give him the good news. He will be suitably impressed. After this you can return to Marcus Tyrex in La Vega. He will tell you to return to him in 3 weeks for your reward.
When you do return to him he will offer to buy between 20 and 100 silk for 24 doubloons per roll, as a bonus for your efforts, you have 2 months to take advantage. He also gives you a cut of his profits for the sale, 630 doubloons.
Now he has another task for you!
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Post by CSA FD on Jun 21, 2018 5:28:15 GMT -6
JA.6 – Hot Sun of Maracaibo (MR) Quest: Hot Sun of Maracaibo Difficulty: Normal Enemies: Spanish guards at a slave plantation, 3 spanish ships Time Sensitive: 2 weeks after you talk to Pelly, 1 month after you talk to Jan Requirements: Successfully complete The Silk Road Required Items: 500 coffee/vanilla/copra, 50 slaves, 90 health potions, 30 weapons (ship goods) Optionally: 30 soldier's pistols, 70 lead balls, 70 gunpowder, 2 matchlock muskets Rewards: 40 day trade license, 10000 pesos, 200 sugar, 300 cocao
Marcus wants you to meet another of his knuckleheads, Pelly the Cutlass, in Barbados harbor. One of his associates, Jean Picard (luc?), has found himself captured by the Spanish and turned into a slave at one of their plantations. You are to travel to this final frontier and rescue him. He also wants to know the details of his capture. He gives you an advance of 10,000 pesos and a 40 day trade license to help you.
Before you go to Cutlass, make certain you have your goods that I detailed above in the required items list on board. You are going to be needing them once you reach the Spanish Main.
When you get to Pelly, who is on his corvette, the Moray, he will follow your lead and go to Guajira Bay in Maracaibo. You are heading straight to the source.
Land in Maracaibo and go to the plantation, it is straight from the gate. Go have a meeting with the overseer, he's the guy in the only nice house there. Tell him you are a slave trader and offer him the 50 slaves you brought. He will decline, and tell you he already has a fresh batch of pirates and doesn't require any more, but he lets you look around his plantation anyway.
Find Jan walking around the plantation, and he will say that you need to talk at night. Wait until after midnight and go to his shack.
He will work out a plan, and meanwhile you need to gather some supplies that the crew will need to break out of bondage. Go back to Guajira Bay and speak to Pelly, who sets you up a chest on the beach for you to put supplies in. Gather up the 90 health potions, 30 soldier's pistols, matchlock muskets, the lead balls, and the gunpowder, and put them all in the chest.
These things are not 100% necessary, but they will make the coming fight easier for you, essentially the same as having more crew during a boarding. If you are missing a portion of the items, you have a month to gather more. You can buy soldier's pistols at the weapon merchants at any port, but considering I mentioned them specifically at the beginning of the game, you should have enough! The muskets are more difficult, as you can only get them from treasures. I wouldn't worry overly much if you come up a little short, just put everything else, including ammo for weapons you don't have, in the chest.
Use the thoughts aloud menu to complete the care package, it will automatically pull the ship weapons into the chest. Finalize your gift and personalize it! With Love, Charles.
Head back to Jan, talk to him at night. He will tell you he has come up with a pretty ingenious plan to smuggle the goods in. You will offer 500 of a good that the plantation owner needs, like coffee, vanilla, or copra, and put the weapons into the crates. Don't you just happen to have 500 goods on your ship? Crazy. He will give you 300 cocao and 200 sugar for them.
Go to the plantation guy during the day, and offer him the deal. Don't worry, he accepts. Go back outside and it will cut to night, where you have about 3 hours to get back to Pelly the Cutlass and his men. Take your ship out of the harbor and park it in Guajira Bay. You'll be heading inland from there. It is a straight shot through the cave to the city gates.
If you have not already gotten it, pick up the Manga Rosa at the first screen in from Guajira Bay. Its on the right side of the screen along the wall. No, you aren't just missing it, I accidentally picked it up before I took this picture. Its along the right wall here, just use your imagination =P.
When you get to the plantation, go ahead and head up to the gate, but be careful not to get too close or your cover will be blown.
Wait until after 3:00, and then you can use the thoughts aloud menu to give the signal. CHARGE!
When the fight begins you will likely want to seek out Jan Picard immediately. If he dies, the quest fails. You have 300 seconds to dispatch the guards at the plantation. Some of them will just stand there and not draw their swords, you don't need to worry about them. After the aggressive ones are finished with, head out of the plantation and to the city gates. You are no longer on a time limit once you are there.
Head back through the cave to Guajira bay. When you get there Pelly will tell you about an incoming Spanish fleet. You will give them the order to hoist a spanish flag and flee while you take care of the flagship.
Entering the sea you'll find 3 ships waiting for you. This is what the Spanish call a fleet? Absurd. Kill the “flagship”, Brigantine, and then you can run. They don't have anything special on them.
Just to note, once you get to Very Hard this squadron starts looking a little more robust. Corvette(Flag), Galleon, War Schooner. Not sure what impossible is yet... but you might want to bring more than the quest ship from Dutch Gambit... that was pretty tough =P.
Before you return to Marcus go ahead and repair your ship on the way, sell the slaves you ended up not using, and get rid of the cocao and sugar the plantation owner gave you in trade at Curacao.
Once you return to Tyrex he will have an immediate assignment for you. The payment for rescuing Jan will come later, from Jan himself.
He also tells you to return to him in a month for more work.
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Post by CSA FD on Jun 21, 2018 5:28:41 GMT -6
JA.7 – Pirate Trading for Dummys (MR x 2) Quest: Pirate Trading for Dummys (part 1) Difficulty: Normal Enemies: Corvette, Navio, Fleut Time Sensitive: 1 week and then 5 days Requirements: Successfully complete Hot Sun of Maracaibo Required items: Navigation Equipment (optional) Quest Giver: Marcus Tyrex in La Vega Rewards: 150 pesos per ebony
Immediately upon returning from Maracaibo Marcus has you embark on a new quest. You must visit a friend of his, Pascal Lavoisser in Sharpetown on Isla Tesoro. You have 1 week to meet with the merchant.
Head straight over to Sharpetown, and go into the store to talk to Pascal. He will give you a lead on a Dutch trading vessel carrying a cargo of “ironwood” destined for Europe. He wants you to hit the trader and its escort and bring the wood back to him. He will give you coordinates for the ships, 22 50' ,65 30' and tell you that they will arrive in 5 days.
Go to the coordinates and wait. The ships actually showed up for me on the 6th day just after midnight, but the quest started at 18:00, so it may be 5 days of time, not just days.
You will be facing a Navio, a fleut, and a Corvette. The Navio is your intended target, the other two are just fluff. Once you take the Navio and its cargo you can return to Pascal. He offers you 150 pesos per wood. We are indignant at the price he gives us, but in all honesty it is almost exactly what any trader in the Caribbean offers us for stolen goods. Now if it had really been Ironwood, then yes 150 pesos a piece would be outrageous. Perhaps no one was turning in the quest, and so the developers changed it. =P.
Once you get your “cut”, you head back out to your ship. You are greeted by Bald Geffrey, who informs you of the nature of the relationship between Pascal and Tyrex. Seems that Marcus always gets a cut of the profits, and so there is nothing you can do about it. Instead we return to Marcus for our next task.
Before you leave Isla Tesoro, you might want to grave the 2 Manga Rosa here. One is on Benures Bay.
The other is a couple screens in, inside the cave. If you enter from the Benures Bay side, it is just to the left as you go in.
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Post by CSA FD on Jun 21, 2018 5:28:57 GMT -6
JA.8 – Stones of Blood and Forest Quest: Stones of Blood and Forest Difficulty: Hard Enemies: Hordes of Indians, Hordes of Spanish Soldiers, your humanity. Time Sensitive: 14 days once you talk to the Indian woman. Requirements: Successfully complete Pirate Trading for Dummys Required Items: oh boy.... 2 spyglasses, compass, 4 mirrors or jade rings/beads, emerald beads, ruby ring, dueling pistol, trombone, 30 lead shot, 30 grapeshot, 60 gunpowder, 10 leather, 20 planks, ship joiner of some skill (30+, advanced ship defense), 12 antidotes, more antidotes for your officers (optional) Quest Giver: Marcus Tyrex in La Vega Rewards: 250 emeralds, 325 opals, and 84 Fire Opals.
Marcus has another task for you, to explain it, he brings in Jan. Jan tells a tale about a town deep in the jungles of the Spanish Main. It is a gem mining town, and has been hoarding a trove of gems including opals and fire opals. Our task is to relieve them of said gems, and you will get part of Jan's cut in repayment for saving him.
This time you will be accompanied by Luke the Leprechaun and his buccaneers. For luck. Before you leave Luke will tell you to be certain to bring gifts to offer the local Indians, as we will need to gain them as guides through the Selva.
Depart down to Maracaibo again, this time heading to the Cape of Delusive Hope. Make sure you bring all the items mentioned in the Required Items list. Save before you enter the battle map, just in case there are Spanish ships close. You don't want to be pulled into a battle with the fort.
After you land on the beach and talk to your companions you will move into the selva, just keep straight until the indian village. Visit the chief in the left house during the day. He will tell you that all his warriors are scared to go into the jungles, where an aggressive enemy tribe lies in wait. He will assemble his people anyway and see if anyone is willing to go with you. They aren't....
You learn that when you wait till the next day to talk to him. Come out and ask Luke for some advice. After all, what is he there for? He will suggest that you talk to some of the Indian women in town, offer them shiny gifts, and see if they can't convince their brave warrior husbands to do your bidding. Greed conquers all.
Speak to the women in town and offer them gifts, one of the mirrors you brought, or the jade rings/beads. One of them will know just the man for you, her man. He is to return from hunting the following night, and she will talk to him then.
Wait until after sundown the next night and go into the right hut. She will be standing over her unconscious husband. Turns out she didn't beat him into submission, he's just drunk. She tells you that he will agree to guide you to Merida, but in return he wants a dueling pistol, a trombone, and 30 ammo for each along with the gunpowder. She wants a ruby ring, and some emerald beads. Also he's not to be doing any fighting.
Wait until the next day and then go back into the hut and give her the items. She will leave and your brave Indian guide will come in. Follow (or wait forever while he strolls...) him out of the village and down to the river bank. There you will need to build the long boats for the journey. The materials you will require are 10 leather and 20 planks from your ship. Two days later, the boats are ready.
Talk to the Indian again and you will head down the river. Once you arrive, having bypassed much of the forest, you can head off down the trail towards the nearby town. Go through the cave, and continue until you find a gift the local tribes left for you. How sweet, a skull totem.
On the next screen you encounter what you might expect, a horde of savage Indians. You take them out in short order, and then move on to the next screen.
Here there are some more hardy foes, the town of Merida and its Spanish garrison. The soldier on watch doesn't like the cut of your jib. He calls for help. Be wary of the soldiers that emerge from the nearby houses, they have guns, and the one on the right has a grenade launcher! After a big battle you can move into the city, where you will face what remains of the Spanish musketeers and the unarmored men of the city who attempt to protect their women and children... to no avail.
Go into the governor's mansion and demand he give up the gems. He will try to dissemble, but eventually gives them up upon the promise that you won't burn, ♥♥♥♥, and pillage the rest of the city. Sure.... I totally won't do that....
After gathering up the goods you go outside. Oops. The city is burned, the women are ♥♥♥♥♥ and murdered, and the rest of the place is pillaged. My bad. Oh well, nothing to do but leave now.
On your way back to the river you must go through that cave again. This time its filled with Caribs. Kill them before moving on.
A quick cutscene and we are back on familiar shores. Head to the Cape of Delusive Hope, and there Jan will split up the booty. Your cut, including a third of Jan's cut, is around 250 emeralds, 325 opals, and 84 Fire Opals.
When you exit to the sea you will probably face a couple small ships. They seem to always be there, but aren't quest ships, so I am not sure. Kill them to move on. Your honor and Spanish reputation take a huge hit for this quest... no surprise.
Return to Marcus Tyrex and learn that... everyone is happy. Except for the women and children of Merida. He also has another job for you. Escort the Kitty to Barbados. Its in the bay waiting for you.
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Post by CSA FD on Jun 21, 2018 5:29:38 GMT -6
JA.9 – Master of Trickery Quest: Master of Trickery Difficulty: Hard Enemies: Navio, Pinnance, Fleut, The Spanish Armada.... (Heavy Galleon, Xebec, Time Sensitive: no Requirements: Complete Stones of Blood and Forest Required items: none Quest Giver: Marcus Tyrex in La Vega Rewards: 10,000 pesos, 400 silver, 1000 or so Mahogany
After Marcus gives you your marching orders, head to the bay and take a boat over to the Kitty and talk to its captain. Then you are on your way to Barbados.
Don't expect any trouble, this part is pretty straight-forward. Get to Bridgetown and disembark. The Merchant will thank you, and then you are approached by Ignacio, an English Privateer. He has a proposition for you. Something about this seems awfully familiar...
In the tavern he gives you the run down of a Dutch trade caravan that has been damaged by a storm and is making repairs on a nearby island. It is full of silver! He offers to participate in a joint venture to claim the silver. You are a little wary, but you agree. He gives you the coordinates... ok now its just getting weird.
Make sure you have a fast ship ready, preferably 2 ships, one that is fast, one to fight.
The coordinates he gave you is to Isla De Coche. Tres Bizarre! So we head to the familiar location East of Curacao. 12 50' 64 50', or there abouts.
When you get to the battle map you will be greeted by the Dutch trade convoy. It consists of a Navio, a Pinnance, and a Fleut. All of them damaged and missing crew. Awesome.
Take them out, preferably by boarding so you can get all of the loot. Aside from the silver they also have great quantities of mahogany. Altogether an expensive haul. Try to conserve your sails during this, you are going to have the need for speed once this is done. In fact I would recommend you leave your “getaway vehicle” out of the fight so that it doesn't get damaged. Once you have finished with these guys you can take the time to arrange the holds to your liking, give everyone the minimum crew, and make your fast ship as light and quick as possible. Switch to that ship before landing. Once you land you wont be able to trade between ships except as during a battle... because you will be in a battle.
Land and split up the loot. You will get 400 silver and about 1000 or so mahogany, maybe a bit more I had to dump some I couldn't carry. Your lookout, that you were smart enough to put in place because of what happened to Jan, spots an approaching Spanish fleet. And you thought that it would never happen to you!
If you happened to bring a ship of the line or two to this fight, then you might consider just sinking this fleet. There is really no reason to do this, however, as they do not have anything worth taking. They are also far beyond overloaded with troops, and working them down for boarding would take a long time.
Best we just get out of here, and I'm going to tell you the best way to do this so you can keep all that loot and the wallowing trade vessels that are carrying it.
First you want to drop all the sails from your companion vessels. Leave them sitting on the shore of the bay. Head out at an angle to the approaching fleet, as close as you dare. When you pass them they will all follow you, leaving your vulnerable ships alone on shore. Outpace the fleet, and after 3000 meters you will be able to enter the global map, losing them for good. All of your ships will magically be with you now, along with their precious cargo.
Now its time to report to Marcus regarding your successful escort mission (oh yeah... I forgot we did that), and also the news about Ignacio and the trap you sailed into. Dump the silver and mahogany into a storehouse on the way, so it can regain some value.
Marcus will give you 10000 pesos for the escort job... yay. He also promises to find out more about the English Privateer and his relationship with the Spanish. Later. For now he has another job for you.
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Post by CSA FD on Jun 21, 2018 5:30:53 GMT -6
JA.10 – The Jarl's Treasure Quest: The Jarl's Treasure Difficulty: Normal Enemies: Wulfric's former crew Time Sensitive: no Requirements: Successfully complete Master of Trickery Required items: ships log (given), magic reading chair in the cabin Quest giver: Marcus Tyrex in La Vega Rewards: Your own bloody island, The Vulture (special axe), 500,000 pesos, 600 doubloons Marcus tells you a tale of a viking pirate that was recently brought down by the Spanish. He was much feared and for a while, at least, successful. No one has found his treasure. So Tyrex wants you to find it, and in return you keep 66% of it. Pretty good deal. He hands you the ship's log, so there is a start. Go back to your ship and go to the cabin. This is the only place in the game you are allowed to read this ship log. Go to your inventory and equip it, once you are comfortably seated in your magic reading chair. The results go to your documents tab. Seems like Wulfric spent a great deal of time in Mosquito Bay. So we will spend some time in Mosquito Bay too. Head down there. Are you already there? Good, that was fast. Land in the bay and head in. You will be checking out the local caves. The first one is directly right in the Selva. It is a grotto, and inside you will find some Indians worshiping fire or something. They aren't amused at your intervention. Kill them. Check the chest, there is nothing there. Now we move on to the next cave. Keep right and you will find it a couple screens later. Its more of a mine than a cave, and can be kind of a maze. Facing away from the ladder go right, then take a left and curve around the bend, then take the next left, and finally there will be a short right leading to a cave in, and that is a treasure. A treasure, not THE treasure. Also you will probably encounter either bandits or Caribs randomly standing near the treasure. This is unrelated I promise. In the stash you will find 5000 pesos, a heavy purse of 75 doubloons, 22 silver nugs, 5 platinum, 8 copper, 4 chrysoprase, and 6 azurite. Not the windfall you were hoping for. Head back out, when you get to the entrance you will be confronted by a group of men who's hoard you just plundered. It is really amazing how everyone in the Caribbean has such perfect timing. They are always arriving just as I find treasure! Take care of them, finders keepers, and head back to the ship. You can try to read the log here... but you can't. You need your reading glasses and they are in the cabin. Upon further inspection of the log you will find that he visited a man in Tortuga quite often. Perhaps this man knows more about Wulfric and his gold. Perhaps not... but we're obliged to go anyway. When you are finally in Tortuga you go to the tavern and talk to the barkeep. He will tell you where to find Gaspard. Its around the corner from the Harbormaster, next to the entrance to the dungeon. Go knock on his door. Try again. Try AGAIN. You see the rat inside but he won't answer. Go stand by the dungeon entrance and it will have you wait a few hours. Charles is a patient man. Eventually you will see a familiar face, Pelly the Cutlass! Wait for him to come out and he will tell you about Gaspard. The man is a glorified fence, nothing more. Drat... time to go to the cabin and read more. The only other lead you have is that the man used the word gord a lot in his diary. Now either this is his nickname for his member, or its a word we don't understand. Who do we know that speaks words good? Gino, that is who. He helped us with Latin after all, so lets go ask him about it. Head to Antigua to your house that you probably haven't even visited since you got it... and talk to Gino. He will tell you, after a little viking context, that gord refers to a pirate stronghold. Wulfric had a base of operations, it would seem. The log gives you a little information about this stronghold, and we are to figure out by this information where to find it. If you want to do this the hard way, go ahead and take a look and see if you can figure it out. I'll wait. If you want a little more help, you can treat it like a police search. He gives you the ports of departure as well as the time it takes him to reach his stronghold. Draw a line from the port that is the distance you estimate he can travel in the time he gives, then draw a circle around that port using the line as a radius. Do this for every port, and where they intersect is the likely location of the gord. Since you are reading a full walkthrough... you probably skipped all of that and are now reading this.... the coordinates of the gord are around 19 North, 72 West. It is straight south of Port-Au-Prince, and straight west of St. Johns. If you are using the map mod, it is the square of open sea south of hispaniola. It doesn't have to be exact, anywhere in that square will take you to the island now. When you reach Isla Mona, land at one of the bays, I'm partial to Vieques Cove. Head to the next screen and face a horde of angry, hungry pirates. Once you finish them off you decide that it might be in your best interests to gather more men before you continue. It is. Go back to the ship, board, and debark again. You now have your own horde of angry pirates. Go to the next screen and go right and circle back. You will then be at the pirate fort, facing a cannon. Not my favorite activity to do on a Sunday. Now that you have the numbers, Rodgar will talk to you. You can talk him down and away from his artillery, and he will agree to join your team as a carpenter on the island. He also tells you he doesn't know much about the treasure, but that Wulfric's house is just to the left as you go in. Go into the house, in the chest by the door you can find a good start to that treasure. The Vulture, a sweet axe that gives +5 to axes and broadswords, a ritter's cuirass, talisman “spinebiter”, some amulets, a chronometer, and a tincture. Also some potions. Before you go into the trap door on the floor, make sure you can carry at least 90 weight. It will save you a trip.... Go down into the trap door and you will find... another trap door. Go into that trap door.... surprise! Another trap door. This one, however, does not lead you further down the rabbit hole. Instead you will find yourself playing the best mini-game ever... Charles swimming. You have 60 seconds to find the treasure. Spoiler alert... Charles is crap at swimming. So go towards the pillar in the middle of the room, behind it is a chest. The chest contains 750,000 pesos and 900 doubloons. I hope you have at least 90 weight available... you SHOULD. Quickly (ha-ha) swim back out of the cave. You can now return to Rodgar and give him the good news. You now have your own island! All said and done this place is pretty sweet. You have a free storehouse that is centrally located, mooring room for two ships (as long as they aren't first class), and a place to repair. I usually use the gord as a base for smuggling operations. You can put your class 3 smuggling ships here to store slaves on, and unload stolen cargo at the storehouse to gain its value back. It is well suited to sell at a variety of different places in the Caribbean, and also central to all the different ship upgrades. It is good. Now it is time to return to Marcus. Unfortunately, if you recall, a third of the treasure you just went diving for belongs to him. Go give him his cut of 250,000 pesos and 300 doubloons. Everything else, including an entire island, is yours.
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Post by CSA FD on Jun 21, 2018 5:32:37 GMT -6
JA.11 – Corrida Quest: Corrida Difficulty: Hard Enemies: Torrero, Navio, Heavy Galleon, Xebec Time Sensitive: 3 weeks, immediate, Requirements: Successfully complete The Jarl's Treasure Required Items: Ship that can defeat the Torrero that you do not mind losing, Spanish Flag, nav equipment (optional) Quest Giver: Marcus Tyrex on La Vega Rewards: Torrero, almost 600 gold, 25000 pesos, ordinary map, part of a treasure map
Now that you have returned the treasure to Marcus he will tell you that he has a lead on Ignacio. The man is currently on Martinique, and you are to do some recon to see what he is up to. You are not to engage, but only witness.
On the way to the dock we are greeted by Jan. He was recently sent to Pascal on Isla Tesoro by Marcus, and has come to give the pirate lord a piece of his mind. You explain why that would be a bad idea, but Jan is not appeased. He asks you to meet him at Gonaive Bay in two weeks before you report back to Tyrex. You are interested, and so you agree. This begins the 2nd part of Pirate Trading for Dummys, which I will continue below this quest.
Head down to Martinique, when you enter the region it will tell you that the Torrero is currently raiding La Francois. We land in St. Pierre and go through the jungle to the pirate nest. Left Right Left, in case you didn't recall. Once you get into town head past the tavern towards the back shack, and there will be a cutscene of you witnessing Ignacio's arrival, and he has a few compatriots with him.
After a few hours they leave, and you rush back to St. Pierre to attempt to get to your ship and follow them. Alas, he is gone. We return to Marcus to report, but first we stop by and talk to Jan.
Before you go back to Marcus you need to have your “throwaway” ship ready for battle. Any ships you take to go after the Torrero must be sunk afterwards, and so you won't want to bring your best ship, or any of your special ships. I took a corvette along with a xebec just to draw fire. It worked out really well, as the Xebec took a grape shot and I was able to move in for a full broadside of my own and board.
Last time I brought a couple of Brigantines... and it did not go well.
When you tell Marcus about what you saw he will give you some background information about his fellow pirate rival, Barbason, and his lackeys. Apparently all of the assassination attempts on you were merely to ♥♥♥♥ in Tyrex' cheerios.
Marcus has a plan on how to get them back, maybe for good. There is a ship that is part of the Spanish Golden Fleet that has been recently damaged, and had to be repaired in dock. It is forced to catch up with the remaining fleet at a later time. A time that Barbason, and now you, wish it never to see. The Torrero is on its way back from Cuba right now with vital information regarding the planned route of that ship and its escort, and we are to intercept it and then use it and the information to lay a trap for the other pirate. After that we can go take the gold for ourselves, just as icing on the cake.
The only problem is we are left facing a heavy galleon and its friends with only a heavy polacre and our good looks. Marcus promises us that he will provide the necessary aid when the time comes, and towards that end he gives you Spyke, the carrier pigeon.
OK....
So hurry out of harbor and intercept Ignacio on his way to St. Martin. Best route is to go straight to Turks and wait just south of it. He will show up before long, purple sails and all. It actually comes out of the south bay of Turks.
Once you defeat the Torrero, and kill that ♥♥♥♥♥♥♥ Ignacio, loot his two barreled pistol and the potions off him. You can search the cabin for the ship log, along with about 25000 pesos, 155 doubloons, an ordinary map, and part of a treasure map.
nce you are safely aboard the Torrero, you can go to the cabin and read through the log. It will tell you that the Golden Galleon will arrive between Turks and Isla Tesoro, and it will give you the date.
You go back to see and see Spyke fly away to La Vega with the information. Now you need to deliver the false info to Barbason and his boys.
We don't want them to go to Turks-Tesoro, so instead we raise the Spanish Flag, and enter the waters of St. Martin. Get within 1500 meters of the fort and then you can leave, don't get too close or they will see it isn't Ignacio.
Now we need to hunt the Golden Ship. It will be arriving a week after you discovered the log. You must be between the given coordinates. 23 – 23 30' North, 64 25' – 64 55' West. You don't have to have navigation equipment, but if you are having trouble even with the given screenshot, you may want to equip them.
If you enter the sea after like 18:00 on the given day the Spanish should appear. The idea here is to wait for Marcus. You don't want to be taking too many shots from the Navio, Heavy Galleon, and Xebec. The fastest way to get him to show up that I've found is to fire a couple volley of chain-shot at the lead Navio. Fleeing too much seems to delay the Red Dragon from showing up.
Regardless how you do it, you need to last long enough for Tyrex to appear on his monster ship of the line, The Red Dragon. After that you pretty much want him taking all shots from the fleet. Send him after the Xebec to start with, he will sink that toy boat in about 2 seconds. It doesn't have anything good on it anyway. After that you can change his ammo to grape shot and let him pepper the Navio and the Galleon down to boarding range. It seems like he has more like 80000 hp than the 8000 it says he has.
The Heavy Galleon is your main target, it has the gold. The Navio has some paprika....
Once you manage to board the galleon and rid the sea of the other ships one way or another, you can board The Red Dragon and talk to Marcus. He will split the gold with you 50/50, so you get almost 600. He doesn't care about the paprika, its all yours baby!
You'll want to stick all of it into a warehouse somewhere to let it gain its full value back before selling it. Otherwise you will only get like 400 pesos per gold, and we don't want that.
Marcus congratulates you, and tells you to come see him in 3 weeks time. He has something big planned. Bring 1 ship, and be prepared for battle.
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Post by CSA FD on Jun 21, 2018 5:32:52 GMT -6
JA.11.i – Pirate Trading for Dummys (Part 2) Quest: Pirate Trading for Dummys (Part 2) Difficulty: Trivial Time Sensitive: 2 weeks Enemies: none Requirements: Completion of Pirate Trading for Dummys (Part 1), Completion of The Jarl's Treasure Required items: none Quest Giver: Jan Picard on La Vega Rewards: 2 chests of treasure, chest of doubloons, talisman “cupid's balm”, 10 rum, 50 rubies,map of hispaniola, a sex slave.
On your way out of La Vega after talking to Marcus about Corrida, you will meet Jan Picard, who will have had a similar experience with Pascal on Isla Tesoro that you yourself had. He is less pleased about it than you are. He wants you to meet him in 2 weeks to discuss retribution against Lavoisser.
When you meet him at Gonaive Bay 2 weeks later (after dismissing your boarding officers) he tells you that he has witnessed Pascal on La Vega and entering a storage building. He is convinced that there are valuables stored away, and he has made a wax key of the building. He wants you to help him pilfer the place. We're in!
Cut to that night, and you make your way to La Vega by foot. Left, Left, Right, Left. Once you get there follow Jan to the building and go in.
Inside, he will have you check the chest by the door. There will be a chest of doubloons, 10 rum, 50 rubies, and a map of hispaniola inside. Go upstairs and check the night stand for some odd items, including a “cupid's balm” talisman, a candle, a mirror, some wine, some manacles, and a lash... what...
Look behind the bed. OHHHHHHHHHH. Now I get it.
Mirabelle is there, she is Marcus Tyrex's sex slave. If you stop Jan from killing her she will now be YOUR sex slave. Nifty. Either way Jan will give you part of the loot he found, which was a great deal better than the 50 rubies you found. 2 treasure chests.
Take ALL your booty to the ship. Jan will tell you that he is done with Tyrex and La Vega, and that he doesn't think that Marcus is fair. Essentially he feels like Tyrex sits on his ♥♥♥ while everyone else does all the work. Well... that is just called delegating. Considering that we've made millions and millions of pesos as well as our own private island... and now a sex slave... we disagree. Respectfully.
Speaking of private islands and sex slaves... take Mirabelle to Isla Mona when you get a chance. Rename it to Isla Moan-a? Ugh... I hate myself now.
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Post by CSA FD on Jun 21, 2018 5:33:21 GMT -6
JA.12 – City of Blood Harvest Quest: City of Blood Harvest Difficulty: Hard Enemies: Fort of Cartegena, Soldiers of Cartegena, City Garrison of Cartegena, Fleet of Cartegena.... get it? Cartegena. Time Sensitive: Immediately Requirements: Successfully complete Corrida Required items: A single ship, not 1st class, as many crew as you can bring Quest Giver: Marcus Tyrex of La Vega Rewards: 25,000 pesos, Additional reward based on the amount of men you bring.
Note: If you do not want to go through Nemesis, this is your last chance to back out of the FTJR story. You will miss out on nearly a million pesos worth of loot, but you will not have to participate in the final quest. From a story standpoint, Nemesis is very nicely done, and if you have not completed it at least once, I still recommend that you do so. You have been warned.
You have 3 weeks with which to prepare to meet Marcus Tyrex back in La Vega and participate in his big raid. You need to get a ship ready to use to assault the Cartagena fort. How much money you make off this mission depends entirely on how much you contribute to the final assault. I used a Heavy Galleon with around 470 men. You cannot use a first class ship, I guess Marcus doesn't like being shown up...
Also be certain to equip your boarding officers with health potions and ammo. They are going to be in for a long fight as well.
When you arrive on La Vega Marcus and the entire breakfast club will join you in your fleet, but first, you will party!
It is a pirate's life for me, yo-ho! So if you survived that cutscene you are well prepared for the trials ahead.
Take everyone down south to Cartegena, before you go into the region you may want to test the wind on the battle map. You need an Easterly wind ideally, Westerly is horrible, any other direction is just ok. This is because of the direction you and Marcus will have to sail to assault the fort, and if it is blowing out to sea it will cause him to get out of range during his assault, and then he will just sit there looking stupid while you are forced to finish it off by yourself, which is bad.
As soon as you enter the region Tyrex will signal everyone to go to Covenas Cove. You will land and get your orders. First order of business is to sink the patrol fleet in the bay. Pelly the Cutlass will be assisting you on the Moray. Try not to get too close to the fort. The defending ships consist of a brigantine, a galleon, and a polacre. Nothing too terrible. On very hard you get a Xebec instead of a brigantine.
You aren't allowed to board them during this assault, so just sink them and get it over with. Be very mindful of losing crew, your reward for the quest as well as the difficulty of the final assault is at stake.
Once you have sunk the ships, meet up with Tyrex on The Red Dragon. He will order you to help him assault the fort. Try to let him do the heavy lifting, hopefully he won't spin his way out to sea and out of range of his own cannons....
Once the fort is down to about 45% of its guns (or 30% for VH), it will be breached and you will begin the invasion by land. This is the point that your crew is calculated into your reward, so hopefully you've conserved as many lives as possible. After this, however, they are all expendable!
I have to just note that once you get to Very Hard.... this fight is stupid difficult. I had 550 crew survive for the assault, and all the soldiers in the forts and towns were 500 - 600 hp.
You will have 5 brutal battles on land against the Castillians. 3 in the fort, and then 2 at the city. Once that epic melee is finished you can finally talk to Marcus, who will send you to get a ransom of 250,000 pesos out of the governor. Meanwhile he will go sort the gold that is under the fort.
We're Charlie Prince, we can do better than 250,000! Bring out the governor's women, that should motivate him.
After some hard negotiating we manage 350,000 pesos from the man. Guess we won't let Pelly the Cutlass have at his daughter after all. Head back to the fort and talk to Marcus again. He will give you the rundown of the take. 5000 gold. Your share of it, based on bringing X number of men... is Y!
I had 418 sailors survive to assault the fort, and received 825 gold and 49500 pesos, on top of the 25,000 bonus you get for being so suave at negotiating.
For 549 I had 925 gold and 55500 pesos.
Just for context, my reward when I brought the Torrero and its 260ish crew was about 225 gold and 25000 pesos. The more the merrier.
Now you can leave Cartegena, but with one last order from Marcus. Go to Tortuga and spend your entire bonus on ♥♥♥♥♥s and booze. 30000 pesos should buy a hell of a lot of ♥♥♥♥♥s and booze.... one would think.
So we go to Tortuga and see the madam at the brothel. -30000 pesos and two days later.... we stagger out of the brothel.
Here we meet Camilla... and begin the last leg of our journey as a pirate. After we throw up on her shoes.
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