Corsairs cursed by fate disappearance of people passage. Passage of game Corsairs: City of lost ships

Passage of quests addon Corsairs: Cursed by Fate

Warning: very independent don't look under spoilers

Quest "Goods for Richard Tillman"

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Where to get: The quest is taken at the very beginning of the game, after killing Tommy the Fat Man in the bay of Dominica Island.
Walkthrough: So we become the owners of a battered lugger with a very funny name "Mad Trough". There is no money, the ship is in a deplorable state, and therefore the delivery of cargo to Barbados seems to be a good job. Upon arrival in Bridgetown, we are looking for Richard Tillman, who lives in a house near the church. We hand over the cargo and get for the work...less than nothing!! However, there is still a chance to make money - the delivery of porcelain to Port-au-Prince, for which 7,000 pistres are promised. Let's hit the road. Arriving in Port-au-Prince, we are looking for the house of Jacques Prenol (delivery destination). A local tavern keeper can help in this difficult matter. We hand over cargo to Prenol. After making the calculations, Prenol offers a job, to get it you need to visit his house during the week. One of these days in the house, in addition to Prenol, we meet three thugs, Jacques, of course, runs away, and we have to settle the situation. After the last thug is on the floor, the question arises: where did Prenol go? We find him on a bench in the temple of God. After a short conversation, it turns out. that Prenola wants to remove a certain Sean Stablelovsky, who lives somewhere in Antigua. Accordingly, we need to kill him. The reward will be a collection of weapons and 20,000 piastres waiting for us in the chest at Stablovski. We arrive in Antigua in St. John's and go to the tavern. The bartender points to Stablovsky sitting quietly in the corner. After a short conversation, it turns out that we were deceived, and the three thugs killed are none other than sales representatives, and Prenol disappeared, taking 200,000 with him ... Without much hope, we return to Port-au-Prince and find an empty house. Of course, Prenol escaped ... We need to search the house. In one of the chests there is a letter delivered by us from Tillmann along with porcelain. It turns out that they share with Prenol and half of the stolen two hundred thousand is owed to Tillmann himself. Naturally, we are going to visit him ... In Tillman's house, he is killed before our eyes by some bandits, who after a couple of minutes set off after him. We find a letter from which it becomes clear that after completing the order, the killers should have received a fee in pearl fisheries ... And two questions arise: what is the key phrase mentioned in the letter? In which of the two settlements to look for a contact? The first question can be answered by visiting Stablewski in Antigua. After a short search, we find a messenger near the settlement of catchers, lying in the jungle behind Amatic Bay. The fee that was meant for Tillman's killers flows into our pocket. The messenger reports that you can find Prenol in Bermuda. Arriving at our destination, we naturally go to the tavern, but the bartender is not up to date ... It is worth asking the visitors of the tavern. For a certain amount, we get information that Prenol is conducting some kind of deal tonight in the Bay of Broken Trough. We are waiting for the night, we go to the bay and ... we find another murder. Prenol is killed, and two bandits are trying to send us after him, of course they don’t succeed ... As a result, we have in our hands a map of the alleged location of the treasure hidden by Prenol. We leave for Cuba, moor at the lighthouse, search the location... The chest was found, and it contains several hundred thousand piastres. We strain back to Stablelovsky, on the way deciding whether to give him the stolen two hundred thousand or lie that they were never found ...
If you choose the first option, you will get a good rapier, but if you decide to keep the money for yourself, you will pay with a decrease in reputation.

Quest "Betrayal of Grifo Saifus"

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How to take: The quest is taken at the very beginning of the game, after killing Tommy the Fat Man in the bay of Dominica Island
Walkthrough: From the very moment the hero manages to get out of Dominica, he has a desire to avenge the betrayal. Such an opportunity will present itself when you first visit Bermuda. From a conversation with the bartender, we learn that the pirates, having learned about the deeds of Grifo Cyfus, did not waste time and dealt with him on their own, considering the hero dead. Unfortunately, Cyfus was the only source of information about the unique "Piranha" xebec, because of which the betrayal was committed, which had such sad consequences. The bartender promises to find out something about the missing xebec, but this will take time. After several weeks of wandering around the archipelago, we visit the tavern keeper again and he tells the story that he heard from his visitors about the xebec that attacked a pirate ship off the coast of Cuba and paid for this adventurous act with the loss of both masts. The tavern keeper hints that she should be under repair in one of the ports of Cuba. We hurry to the island, but we do not find the desired xebec near Santiago. Leaving the global map near Havana, we meet the "Chameleon" shebeca, which is like two drops of water similar to the "Piranha". Naturally, a boarding follows, after which it turns out that this is not a "Piranha", and in terms of seaworthiness, the captured vessel is inferior even to ordinary shebecs. We return back to Bermuda and again we talk with the tavern keeper in Bermuda, he again promises to find out something about the fate of the Piranha. Now you need to wait about two months until new information on the quest appears. Having sailed in two months, we learn that there is no news about xebec, but one person offered to buy several rare African diamonds, which were originally hunted by Grifo Saifus and our main character. And what's more, this man is still on the island. After searching the island, we find it in the jungle. After some "persuasion" the diamond merchant will tell the story of pirate attacks on pearl divers on Turks Island. It becomes known that before that, the catchers found a sunken xebec on the shallows near the South Bay at a depth of seven meters and lifted a chest full of African diamonds from its side, and during the attack, one of the catchers managed to hide the chest somewhere on the island. We're heading to the Turks. We find a chest with diamonds hidden in the North Bay and, as a gentleman of fortune should be, we set off to celebrate this find in a tavern in Bermuda ... Upon arrival on the island, the messenger gives us a note from a certain Otto Groberg with a proposal to talk in a tavern. Groberg will tell the story of three xebecs, similar in appearance, but completely different in seaworthiness, and in exchange for a chest of diamonds, he offers to help capture the unique Marlin xebec, which will have to anchor off Puerto Principe in Cuba within a week. It took only ten days to get to Cuba. Leaving the global map, we enter into battle with the "Marlin" and board the ship. Shebeka is captured. After the boarding, we land Otto Groberg in the bay of Puerto Principe and head for Bermuda, where, after talking with the tavern keeper, the quest ends.

Quest "Watch"

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Where to get: At a man standing near the residence of the island of Bermuda
What you need: 3 rank

Walkthrough: the quest was originally conceived as a test of the player's abilities. It includes 7 tasks of varying difficulty for ingenuity and logic. Here are some tips to help you complete this quest:

Carefully read the text of the assignment, reread it several times;
- special attention should be paid to words or phrases that are repeated in the text of the task 2 or more times. This is done on purpose to focus on them;
- to complete certain tasks, you will need a map of the archipelago. The "Regular Archipelago Map" sold by vendors is great for this.

How to use Mecachrome: Call the "Think Out Loud" function. Among other things, a branch will appear: “Current mecachrome task”

Quest "Help of the Holy Inquisition"

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Where to get: Taken from the Holy Fathers in the Inquisition on Santiago. Of course, you must not be hostile to the nation of Santiago - Spain by default. (The entrance to the Inquisition is under the stairs to the church)
Walkthrough: In the Inquisition, we turn to one of the priests and he asks us to find and severely punish the heretic. We agree to help. Where to look for him, the padre does not know, he only named the name of the captain - Nathan Rich.
We leave the Inquisition and go to the tavern. We ask the owner about Rich. He says that somehow this drunkard stayed with him, told everyone about some kind of artifact of the gods, etc. And when I sobered up, I realized that I had gotten into the very mast, and until the Inquisition realized it, I boarded the ship and gave a tear. Like in Basse-Terre.
We board the ship and rush to Guadeloupe in full sail. In Bas-Terre we ask the innkeeper about Nathan Rich. He says that Rich has a house here, but he himself sailed away a week ago in an unknown direction.
We say goodbye and leave the tavern. Worth a visit to his house, maybe we'll find out something interesting. We find his house (to the left of the pier, if you stand with your back to the pier, wooden) we search and in the chest we find two letters, one of which is threatening Nathan from a certain Francois Defoe.
Again we go to the tavern and ask the owner about Francois Defoe. He recalls that there was a Frenchman with that name, who recently left somewhere, perhaps out of town.
We leave the city gates and not far we come across someone's corpse. We find a diary on the body and understand that this is the corpse of Francois Defoe. While reading the diary, the city guards appear and try to arrest us for the murder of François. We deny it, but the head of the guard says that one person called the guard and said that he saw how we committed the murder. There is no way out, we take out the blades and deal with the guards. You have to get stuck like that. Someone set us up, probably the killer himself. Also, the thread to Nathan broke. In the diary, Francois mentions his wife Jacqueline, who lives in Tortuga. You need to visit her. We return to the ship and head for Tortuga.
Arriving at the place, we are interested in the innkeeper - where to find Jacqueline Defoe. He says that now she is bypassing the hawkers. We find Jacqueline on the street (a woman in a red skirt, but she is not alone in a red skirt). We inform her about the death of her husband. From a conversation with her, we learn that Francois and Nathan Rich often met in Bermuda.
There was a clue. We're going to Bermuda. In Bermuda, sailing to Runa Bay. In the bay we see how several people are talking about something. One of them is Nathan, the rest are unknown to us. Without betraying our presence, we listen. The conversation is about Francois, about some Jake Smith, apparently the murderer of Francois, and about some Klein. Klein, it seems, will be waiting for Nathan in the tavern and he will be able to recognize him by some kind of amulet. Soon we are noticed and we see that we are not welcome. We kill the bandits and talk to Nathan. We ask - what kind of stone is this, because of which such a hype has risen. It tells the story of the Ghostlight Moonstone, an Atlantean artifact that grants its bearer the power of a god. It was brought here by some ancient order, and its followers still keep it. Location is still unknown.
Nathan did not want to tell us anything more, and we solemnly announce that we have arrived in order to punish him on behalf of the Holy Inquisition. We take out the blade and carry out the sentence. From Nathan we have his amulet.
Now we need to rush to the settlement to see Klein, the amulet is with us, you can try to impersonate Nathan.
We go into the tavern and ask the owner about Klein. He says that Klein is sitting at the table (big guy in red pants). We find him in the hall. The deception is successful and Klein says that he needs to get to Martinique (this is the beginning of the quest "The Legend of the Phantom Light").

Then we head to Santiago to please the padre (you can first drive to Santiago and only then to Martinique)
In the Inquisition, we inform the father that Nathan Rich received a free ticket to Hell and accept the gratitude of the Holy Church in the amount of 100,000.

Quest "Legend of the Ghost Light"

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Where to get: The quest is taken at the end of the quest "Help of the Holy Inquisition".

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After the murder of Nathan Rich on the quest "Help of the Holy Inquisition" in Rune Bay in Bermuda, we run to the settlement. In the tavern, we look for Bermuda at one of the tables of Klein and sit down to talk to him. Klein does not suspect anything and asks to be taken to Fort-de-France. Upon arrival in Martinique, we disembark at the port, where Klein says that in a week we need to be at the house of Nathan Rich, for whom we pretend to be, and wait for a messenger from Klein. A week later, in Rich's house in Basse-Terre, we get the task to eliminate the Englishman Adam Cromwell for 25,000 piastres. You need to look for him in the settlement of St. John's. In Antigua, we find Cromwell in a tavern and challenge him to a duel. The duel is over, Cromwell is killed, and here we are in for an unpleasant surprise - Adam was an inquisitor. For killing him, you will have to pay with a serious drop in reputation. We return to Bas-Terre and give the messenger the letter found on Cromwell's body, we collect the fee. Following this, we get another task - to kill Francis Ivo on Nevis, the reward is 25 thousand gold. In Charlestown, for a certain amount, we learn from the tavern keeper that Ivo is in the tavern room upstairs. In the room, Francis Ivo's guard attacks us, we kill him, we talk with Francis, we get interesting information (although there are not many of them), we kill Ivo. And again we get a minus in reputation. Returning to Bas-Terre, we go to Rich's house. Klein's man tells us that our true identity has been revealed and tries to kill us, before that in a conversation he mentions Martinique. We kill him and search him - with him the promised 25 thousand. We are going to Martinique. In Fort de France, the tavern keeper says that Klein is waiting for us (or rather, his messenger) outside the city gates. Outside the city, a terrified Klein says that Jake Smith should be looked for somewhere on the island of Nevis. Let's hit the road. Arriving on the island, we are looking for Smith, we find him in the grotto, we kill him, we find 50 thousand with him. In the grotto, besides him, there is also a scientist - Pedro Carlos. He talks about the true properties of the stone and says that it is somewhere here - on the island. In a couple of seconds, there will be a loading screen and we are back in the grotto, but neither Smith's body nor the scientist is here anymore, but there is a moonstone in the chest, which gives a plus to luck and allows you to quickly restore energy.

Quest "Charlie Wayne"

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Where to take: Church of Port Royal.
Walkthrough:
1). We go to the church of Port Royal. There stands a very homeless-looking man. We talk with him, find out that the gallows pirate escaped from the noose after hanging + details (I won’t write everything here to keep the interest)

2). Right there, in the church, we are talking with the priest. We get a tip on the priest who resigned himself, to whom the escaped corpse confessed during his lifetime. The former holy father O "Maley lives in Antigua. We do not lose sight of an important note about the tavern in the quest book

3). In the tavern of Port Royle, we speak with the sailor Greg Snow and find out that some of the Charlie Wayne team is alive and in a prison in one of the English colonies (most likely, the location is randomly generated each time, but I personally have it on the same Antigua was%)) But before we go in search of a prisoner, we first sail to O'Malley.

4). Maylie tells a mystical story about Wayne's deal with the devil and gives the latter's pectoral cross, which he refused because the crucifix burned his chest. Now we are looking for the prisoner Robert Blake, who will tell about the cave in which the ceremony was held. Fortunately, there are only 4 English colonies - thanks to the developers for not placing it with the Spaniards%)

5). After finding Blake and talking with him (have at least 10,000 piastres - 5 for the head of security and Blake himself), we learn about the location of the shelter (this is one of the caves, it is also assigned randomly) and we get the CC in the ship's log - sleep in the tavern!

6). In the tavern in the morning, a ghostly-mystical character comes to us and gives a leaflet with instructions for the ceremony.

7). In the cave we find a chest with a lot of Wayne's blood. We put his own cross in the chest, close it.

8). Vane's now mortal skeleton comes running. We wet it, ransack the corpse (100,000 piastres, a lot of food and a golden saber) - the quest is completed!

Quest "Disappearance of people"

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How to take: The quest is taken when landing in any port of the archipelago after the hero reaches rank 10.
Walkthrough: The continuation of the quest is worth looking for at the entrance to almost any of the many caves in the archipelago. An interesting picture will appear before the hero: a man fighting with several skeletons. Let's hurry to help him. After the end of the duel, Bill Matthew, the former navigator of the Lucky Joker brig, who was rescued by us, tells us a very entertaining story about the Inca treasure found by the crew of the brig in a cave in Barbados. According to him, the captain of the ship, Ben Gregory, having taken possession of the mysterious box, sold his soul to the devil and, turning into a mummy, kills people, becoming stronger from this. Its main goal is to get three old coins that were in the stash along with the box. Matthew gives us one of these coins. After some time, in one of the bays, several skeletons will attack the hero with a clear desire to take the coin. Soon, in a tavern (any tavern in the archipelago), we will be able to obtain information that some questions in this story can be answered by a historian living in one of the colonies of the Kingdom of the Netherlands - a certain Mr. Gauthier. You can find it on the island of San Martin in the settlement of Marigot, Gauthier's house is located to the right of the residence of the local governor. Gauthier sends us in search of a certain object that will help to cope with Ben Gregory. The path lies to the temple of the Incas on West Maine. Arriving at Amatiche Bay, we disembark and go through the jungle (on the first fork to the left, to the second to the right). In the location with the temple of the Incas, we search every corner and find a tablet with a mysterious pattern. Of course, no one wants to give away the tablet just like that, and therefore, immediately after finding it, a warm welcome from the skeletons awaits us. Having removed an unexpected obstacle from the road, we head back to Gauthier. At the island we are met by a battleship with a team of evil spirits on board, in order to land in the port of Marigot, the ship must be sunk. After examining the tablet, Gautier comes to the conclusion that Ben Gregory is still in a cave on the island of Barbados and cannot leave it without three old coins. In addition, Gauthier claims that only the owner of one of these coins, which we are, can kill Gregory. And that means it is up to us to save the world from evil spirits. Having reached Barbados, we meet another battleship with skeletons in the waters of the island, which we also send to the bottom. At the entrance to the cave, guards are waiting for us. After killing the evil spirits, we go in search of Gregory himself. After a meeting with him and a brief exchange of courtesies, a duel follows, after which all three old coins, giving good bonuses to several skills. The quest is over and the world is saved from a great evil.

Quest "Black Orchid": "Mysterious artifact"

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The quest is taken in the port of any city under the following conditions:
1. The hero has reached rank 10.
2. Finished (passed or failed) the quests "Goods for Richard Tillman" and "Betrayal of Grifo Cyfus"
A messenger will run up to you with a message from the owner of a tavern in Bermuda.

A tavern keeper in Bermuda will tell the hero that his longtime friend Frederick Levinson has returned to the archipelago from Europe. This is very surprising, since Levinson swore that he would never set foot in the Caribbean again, it is no less surprising that when he arrived on the island, for some reason, he went into the jungle. It's worth looking for it. In the jungle we find Levinson at the entrance to the cave, he is trying to pierce some rogue with a sword, although he does not really succeed. Of course we help him. After the attacker is killed, Levinson offers to talk in a tavern. In a conversation, we agree to help Frederick in search of some mythical Black Orchid. Money is needed to start the search, and Levinson sends us to Port-au-Prince to the house of a certain Brian George in search of three hundred thousand that he owes Frederick. Upon arrival in Port-au-Prince, we go to the tavern to find out where George's house is and at the same time make inquiries. It turns out that Brian could not even repay a ridiculous debt of 10 piastres, and Levinson insisted that he had three hundred thousand.

In George's house we meet an alcoholic who temporarily settled there. We find a locked chest. The tramp explains that Brian lost the key to the chest in a drunken brawl at the tavern, but no one seems to have found the key. We go to the tavern. It turns out that the waitress found the key to the chest and left it with her. We pick up the key and go to open the chest. At the exit from the tavern, we are met by a woman, with tears begging to punish the killer of her husband who attacked them in the jungle. We go in search. In the jungle we kill the captain, who by the way attacks the hero first. Upon returning to the city, the commandant arrests us on the denunciation of a certain person. It turns out that the captain we killed is none other than the French hero Bertrand Grenadier. In prison, the commandant offers to forgive the murder of a Frenchman in exchange for some services in favor of France and sends him to Fort-de-France to a certain Lanvin, but with the condition of spending three more days in prison.

Arriving in Martinique, we go to the governor's residence, in the room on the left we find Lanvin. The conversation is extremely interesting. It turns out that not only Frederick Levinson and I are hunting for the Orchid, several other people are looking for it, including Lanvin himself and the devil that set us up in Port-au-Prince. Lanvin gives the order to deliver it to Port-au-Prince and open it at the same time finally a chest in Brian George's house. At the exit from the port, an unpleasant surprise awaits: a Spanish squadron of three warships, it is not necessary to sink them, you can try to escape. We arrive in Port-au-Prince and find out that there is a sentry at the entrance to George's house and does not let anyone inside without the written permission of the commandant. I'm going for permission. In the jungle we run into a company of three thugs. In the dialogue, we are trying to negotiate with Clive (if you mention Tulip, you will get an extra hole in your head), He leads us to his Boss in La Vega. In the tavern we have an unpleasant conversation with Tulip. Tulip eventually hatches a plan to assassinate Lanvin and the governor of Port-au-Prince.

We lead Tulip's accomplices through the jungle to the gates of Port-au-Prince. At the gate - a meeting with a detachment of the French, we pass to their side. The thugs are dead. The commandant gives permission to enter Brian George's house. Finally, the chest is opened, in it we find 500 thousand pistres, a book with a cunning lock and a strange coin. We go to the governor's residence, where we learn that Lanvin has departed back to Martinique. We swim next. We find Lanvin in the residence in Fort-de-France. His next task is to find out the combination of the lock and open the book. It is not difficult to open it, take a closer look at the coin, the cipher on it ... The book is opened, we give it to Lanvin. He will need four days to read the book, we are waiting. After the agreed time, we again come to Lanvin, the book turns out to be absolutely useless, but he has another clue - information about Matilda. She is on a Spanish battleship heading for the Bay of Doom on Maine. Let's hit the road. Having landed in the bay, we see Spanish soldiers calmly walking along the shore, we go to talk with the officer.

We learn that Lanvin is dead, and Matilda returned to Santiago. We take the Spaniards with us and sail to Cuba. The city will need to be taken by storm (During the assault, you will lose the ship, officers, money, and therefore if they are dear to you, put the ship in the port authority, there the officers, assigning them to any ships. It is better to leave the money with the moneylender, and do not forget to take all items from the chests in the cabin). We get to Cuba, anchor at Cape Camagüey, disembark. On the shore, a Spaniard, picked up in the Gulf of Doom, says that there are only two days to storm Santiago, and you can start the attack the next day. But in the morning the situation is complicated by the fact that pirates attack Fort Santiago at night, which means there is no more element of surprise. We go through the jungle to Santiago, not far from the city we meet a detachment of pirates, we are trying to agree on a joint assault on the city (unsuccessfully, they still will not agree).

Then we go out to the city gates and the battle begins. Having destroyed the Spaniards, we enter the city, where the second fight begins. When the resistance of the garrison is broken, we go to the residence. In a conversation with the governor, it turns out that the assault plan failed, the squadron of the Spaniards is already on its way. There is only one chance left - to try to break through on a dilapidated frigate to La Vega. While the ship is preparing to sail, we are looking for Matilda in the city. We find her in a warehouse in a store, where before her death she gives us an incomprehensible object. We go to the pier, go out to sea. We are met by three Spanish battleships, not to mention the fire of the fort, after a few seconds of the battle the hero loses consciousness, the frigate explodes...

Quest "Black Orchid": "Gift of Fate"

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The hero wakes up after some time in a completely unfamiliar place, as it turns out - this is one of the pearl settlements ... There is no ship, no money either, you will have to work for the head of the settlement in order to scrape up money for a tartan. But first of all, you need to relax, you can do this in a stone house with a ladder opposite the house of the head of the settlement (the scheme is the same as rest in the ship's cabin). Two days later we come to the head of the settlement, he gives the task to find and kill two thieves who stole the pearls. We go into the jungle, find the thieves in the location of the Inca temple, kill them, return to the settlement. We are immediately sent back in search of the four pearls stolen by the murdered bandits. We find pearls in a chest in the nearest grotto. We bring them to the head of the settlement. He picks them up and offers to take a walk for a couple of days until the next task, to admire the surroundings. We run to the bay of Nicoya and meet there a mysterious man named Feregueiro. He says something about revenge, but it's impossible to make out what he means. We run back to the settlement of pearl divers.

The head of the settlement is in a panic at the mere mention of Feregueiro, the inhabitants are preparing for protection, and we are sent in search of a certain Cristobal Kuvalda. We run to the nearest cave and find Cristobal there, fighting with enemies, we come to his aid. After explaining the situation, we again run to the settlement. On the way to it, we engage in battle with the servants of Feregueiro, kill them and enter the settlement. There's another fight. Having cut out the Indians, we go into the house of the head of the settlement and help him deal with the last Indian (do not forget to search him, Shotgun is with him). In a conversation, the head of the settlement asks for the last favor - to kill Feregueiro. Having received the lugger with the team, we run to the Amatic Bay, go out to sea, then to the global map. From the lagoon of Caratasca, a ship with purple sails will depart to the north. We catch up, we attack, we board. In the captain's cabin we fight with Feregueiro, he surrenders, then the conversation follows. From the conversation we learn a lot of important things about the Orchid and about Meritor, the subject that helps to find it. Feregueiro gives us one of the parts of Meritor, then we have to kill him.

We return to the settlement of pearl divers for a reward, instead we get the third part of Meritor. For the fourth part we go to Bermuda in search of Frederick Levinson. We learn from a tavern keeper in Bermuda that Levinson has not yet managed to leave the island and is probably hiding somewhere nearby, but the pirates, who were promised 10 thousand piastres for him, cannot find Frederick. We search the island and find Levinson in the room of Jackman's residence. After some bickering, we kill Levinson, the fourth part of Meritor is with us. Jackman does not give any reward, it turns out he needed Frederick alive. Now we are going in search of the Spanish merchant Bernaldinio Thoranger, the captain of the Vulture ship. We'll have to interview all the merchants in the Spanish colonies. After a while, one of the merchants will give information about Thoranger's companion - Fernando Estikos, who is chilling in a local tavern. As it turns out, Estikos does not know anything about Thoranger's fate, however, in a conversation, he mentions that a familiar merchant saw the rotten wreck of the Vulture ship somewhere on Maine.

The remains of the ship rest in a place called the Cape of Unfulfilled Hopes south of Maracaibo. We get to the cape and disembark on the shore. You need to search the bay. In the chest in the wreck of the ship we find Thoranger's suicide note and the fifth part of Meritor. We go out to sea, where we are met by the heavy galleon "Tulip" under the Dutch flag. We take the ship for boarding. The tulip is dead, we have a sixth of Meritor. A month after this battle, an entry will appear in the ship's log that the hero managed to see the contours of the island of Curacao on one of the parts of Meritor. In Willemstad, the last part of Meritor is worth looking for from merchants on the street. And now Meritor is assembled, and he points to the island of Turks. Let's hit the road. In the cave of Turks we meet Alekhon Kendart, who gives us the Black Orchid. True, now she is not as omnipotent as before. The orchid grants you immortality for two months. After which it will need to be destroyed. Kendrat disappears, and the Indians attack us, but what can they do against a man who has gained immortality...

Quest "Black Orchid": "Spanish generosity".

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Ten days after the announcement of the end of immortality in one of the ports, a messenger from a certain Emilio Alboretto will approach the player with a proposal to sell the Orchid to the Spaniards. The meeting is at Santiago's tavern. Dropping anchor in the harbor of the city, we go to the tavern. Alboretto offers 25 million gold for the Orchid, but we demand 200 million, we can't agree. At the exit from the tavern, we are stopped by a messenger from Alekhon Kendart with a request to go to Kendart in the tavern of the Le Francois settlement. We leave for Martinique and find Kendart in the upper room of the tavern. In conversation, Kendart proposes a plan according to which we can take possession of the Spanish colony of San Juan and 25 million gold. It will take a long time to prepare for the operation. We need to capture an impressive warship with a class above the battleship for the defense of this colony.

A month and a half later, having obtained a ship, we go to the Le Francois tavern and find Kendart in the common room. We discuss a plan of action. The first step will be a visit to Santiago, to Emilio Alboretto. Arriving in the city, we go to the residence and talk with the governor. He rests and does not want to reveal the whereabouts of Alboretto. You'll have to look for yourself. For 1000 piastres we learn from the tavern keeper that Alboretto left Santiago two or three days ago on the Andromeda military crabble two or three days ago. Arriving at the destination, we find a battle between the "Andromeda" and three pirate ships: two warships and one heavy galleon. Having destroyed the pirates, we send a boat to the "Andromeda" and put forward Alboretto's condition in three weeks to transfer us 25 million and the colony of San Juan in exchange for Orchid.

Three weeks later, at the residence of the governor of Santiago, we receive from Emilio Alboretto consent to the conditions put forward, but it becomes clear that the Spaniards are up to something. After talking with Alboretto, we move to Martinique in Le Francois to Alehon Kendart. He gives us the Orchid, it must be hidden in a chest in a grotto on the island of Dominica, which we do. After we left the orchid in Dominica, we return to Le Francois. In the tavern, the orderly passes a letter from Kendart, which says that a pirate flag has been raised over San Juan, and the Spanish squadron of Admiral Merkes is already in a hurry to Dominica for the Orchid. Now we need to hurry - course for San Juan. Before leaving the global map near the island of Puerto Rico, I advise you to change the flag on the ship to a pirate one. At the residence, Kendart outlines the plan for the upcoming battle, and the approximate strength of the enemy and the defenders of San Juan. One of the main tasks of the upcoming battle is to capture the flagship of the Spanish squadron by boarding. (I do not advise you to go far from the harbor of San Juan - after destroying the enemy, you will need to return there on your own, the "sail to" function will not work). When the enemy squadron is destroyed, we land in the port. We go to the residence, we speak with Kendart. The Spanish were defeated, the colony was captured, although the squadron's treasury could not be found. Alejon asks to come to the San Juan residence in a couple of months, he again has some ideas.

Quest "Little Bastard"

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How to take: The quest is taken 2 months after the end of the quest "Black Orchid - Spanish Generosity" in the residence of San Juan from Alekhon Kendart.
Passage: Kendart tells the story of a mysterious ghost ship - the brigantine "Little Bastard", promising death to all who meet her. And only one person survives this meeting. Among other things, Kendart says that a similar bigantina was seen in Bermuda under the protection of pirates on the orders of Jackman. We sail to Bermuda, go to the residence, but the entrance to it is closed. In the tavern we learn that an attempt was made on Jackman, and now in order to get to him you need to find a certain Allen Barrett somewhere on the street. Barret wanders along the shore in the bay of broken trough. The conversation turns out to be quite sharp and leads to a duel. Barret will have to lose the duel (it is impossible to kill him). And only then will it be possible to properly question him. It is possible to find out that now you can get to Jackman's residence only after paying the entrance fee. We return to the settlement, find Barret on the streets, pay him for the entrance, go to the residence.

It turns out that "Little Bastard" has already been sold to Jackman's worst enemy - Bloody Bill. He set off towards Curacao to hunt Dutch merchants. We follow him. In Willemstad, we ask the owner of the tavern. The brigantine was in the port three or four days ago, but just yesterday it disappeared from the raid. For details, we go to the port authority. The head of the department has no idea how the ship was hijacked, the only helpful information- merchants saw a pirate brigantine heading for Martinique, presumably in Le Francois. Arriving in the settlement, we go to the store and receive information from its owner that the brigantine "Little Bastard" entered the harbor and loaded with provisions, but he does not know where the ship went next. In Le Francois we do not find anyone who would have seen the brigantine.

In Fort de France, a man named Jenson comes up to us and asks us to take his friend Frank out of the dungeon. We go down to the dungeon, we take out the drunkard from there. It turns out that both of them are loaders from Le Francois, and one of them (Frank) was loading food onto the brigantine. But he is in a completely insane state. We'll have to wait a couple of days for him to sober up. Two days later we come to the Le Francois store, we talk with the owner, he says that Frank is waiting in the room upstairs. Frank manages to learn that the brigantine left for Puerto Principe in Cuba. Let's go in pursuit. In the tavern of Puerto Principe, we sit down to the merchant and start a conversation with him, he talks about the death of his team and that he sold his brigantine to Captain Harpich. Harpich weighed anchor last night and could not have gone far.

We hurry to the ship, go out to the global map and catch up with the brigantine (on the map it is indicated by purple sails). We board the ship and capture it. After the ship passes into our hands, we need to search the ship in search of an item that can cause a curse. In the cabin near the table next to the door to the gun deck we find a strange hourglass. Now you can return to San Juan. We give Kendart the watch, it seems to him that he had already seen the skull depicted on them. Kendart will try to solve this mystery, "Little Bastard" remains with us. You can return for the next task in a month.

Quest "Raul Esperanto"

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How to get: The quest is taken a month after the end of the quest "Little Bastard" in the residence of San Juan from Alekhon Kendart.
Walkthrough: According to Kendart, the symbol found on the hourglass from the "Little Bastard" brigantine refers to Captain Andersen, a pirate who sailed the Caribbean Sea thirty years ago. Alekhon believes that this watch was created for Andersen by a scientist named Raul Esperanto, and is a kind of weapon that cannot be dismantled, broken, or drowned. They can only be destroyed with the help of Esperanto, which we have to find. The only clue is that Raul Esperanto was once held in a Nevis prison. Let's hit the road. Arriving in Charlestown, we go to the head of the fort's prison. He has only been in office for three years, so he cannot give any information about Raoul. The only chance to find out anything about his fate is a conversation with ... the ghost of former prisoner Joe Newman, who is in prison every three months on the same day. The next appearance of the ghost is expected in 8 days (if you miss this point, you will have to wait three months before the next appearance of the ghost). After 8 days, we appear in prison, after the duel, the defeated spirit of Newman, among other things, mentions that Raul Esperanto managed to escape and he settled somewhere in Cuba. After searching the island, we find a Spanish soldier who guards a lighthouse near Santiago by order of the commandant. He manages to find out that Esperanto is somewhere on the island, but it is possible to find out where he was taken by order of the commandant only if one request of the soldier is fulfilled. You need to meet a pirate battleship off the coast of Tortuga, board it, take the key from the captain, and bring to the Spaniard what is in the chest in the captain's cabin. Having boarded the ship, we take the musket from the chest and head for Cape San Antonio, south of Havana. We give the musket to the Spaniard and in return we get information that Esperanto is contained in one of the Spanish prisons (the prison can be located in any city, it is randomly generated), where the High Inquisitor of Spain Antonio De Souza should soon arrive. We get to the prison. We learn from the commandant that four days ago Raul Esperanto was sent by ship to Santiago, to the dungeon of the Inquisition. We arrive in Santiago and go to the Inquisition (the entrance is under the stairs near the church). Raul is sitting in one of the cells, in order to get permission to talk to him, we go to Monsignor De Souza, who heads the Inquisition. De Souza will allow us to speak with Esperanto, but only on the condition that we deliver to the Inquisition dungeon a certain Jan Byusing, enemy number one of the Inquisition. You can find it somewhere in the Dutch settlement of Marigot on San Martin. In Marigot, we will find out from the owner of the tavern where Busing can be found, but in order to get to his house, you need to find his secretary. We find the corpse of the secretary in a cave outside the city. We hurry back to Marigot. In the house of Busing, we kill three bandits, then we talk with him (as a reward for killing the bandits we get a French cuirass). Of course, Jan refuses to go to Santiago. You have to convince him, you need to win a duel with swords, and not once, but four times. After that, Busing has a new plan, you need to take the Gospel from the moneylender in Willemstad. Byusing assures that the Inquisition needs this book, not him. Having taken the Gospel, we go to Santiago. In the dungeon of the Inquisition, we give De Souza the Gospel, for which he allows us to take Raul Esperanto. Raul cannot move on his own, he needs to find some kind of stick for support. Near the bed under the cross we find a broom handle, we take it to Raul. After his release, we board the ship and sail to San Juan. Having anchored in the bay, we go to the residence to Kendart, among other things, we tell him about the ghost of Newman in the Nevis prison. Alekhon finds it very strange that we managed to defeat the ghost. One way or another, Esperanto will be able to start destroying the clock only after a month and a half, we are invited to rest this time. And don't forget to drop Busing off at Marigot. It will disappear from the passengers as soon as you step ashore. Quest is over.

Quest "Search and Destroy"

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How to take: The quest is taken a month and a half after the end of the quest "Raul Esperanto" in the residence of San Juan from Alekhon Kendart.
Walkthrough: We learn from Kendart that Raul Esperanto died last night. And now we will have to destroy the hourglass ourselves. To do this, you need to find two keys that allow you to open the clock and destroy the power hidden inside. The first key thirty years ago fell into the hands of the English privateer Rick Fisher, who personally killed Andersen. Two years ago, Rick gave his frigate (and rumored to be the key) to his son Bruce. You can find out about his whereabouts from Maurice Barthélemy. His barquentine Anna will anchor in San Juan Harbor in three or four days. We spend the night in a tavern for three days, on the fourth we go to the ship. The brigantine is in the raid. We send a boat to her. It turns out that the crew of "Anna" revolted and Barthelemy was landed on the shore on the uninhabited island of Dominica. Let's go in search of him. On Dominica, we land on Cape Scotts Head and find the corpse of Barthelemy.

After that, we board the ship and sail towards the direction of San Juan. In the governor's residence we speak with Kendart. He doesn't give any new clues. We need to look for information about Bruce Fisher from old friends. We're going to Bermuda. I'm going to the tavern keeper. We learn from him about one of the partners of Morris Barthelemy - Harvey Moore, who has been chilling in the San Juan tavern for a week. In the tavern we talk with Moore, he says that Bruce Fisher is hunting the Spaniards somewhere in the western Maine area, from San Juan del Norte Bay to Doom Bay. We go to Maine in search. Along the coast of Maine, on a global map, Fisher's ship sails under purple sails. We catch up with the frigate and take it on board, we find the first of two keys. With this find, we return to San Juan to Kendart. In a conversation with Kendart, it turns out that this is an ordinary key, and not the one we are looking for. But it is possible that in the chest unlocked by the key we found is the desired key.

To find out the purpose of the key taken from the corpse of Bruce Fisher, you need to find the Master of Keys on the archipelago (not the master who, according to the GPK quest, but the one who opens the chests found in the bays). Its location can be found in a conversation with people sitting in taverns with a glass of rum. When we find out the location of the master (or maybe you already know it), we go to visit him. The Keymaster determines that the key is ancient and was once used in the mines to lock the locks. The abandoned mine is located in Guadeloupe, where the Master of Keys sends us. We disembark in the harbor of Bas-Tera, go to the jungle. Coming out of the gate, go straight ahead, at the next fork to the left. In the mine, we are met by miners who are trying to find gold here, they are extremely hostile, we will have to appease them with a sword. On a wooden platform in the mine we find a chest, open it with a key.

In the chest, in addition to various useful things, we find the real key that we are looking for, and Rick Fisher's letter to his son, from which it becomes clear that the second key is located in Tortuga at the daughter of the local governor. But we are not sailing to Tortuga, but we are going to San Juan - to talk with Kendart. We give the found key to Kendart. To get the second you need information. It can be obtained by hiring a born spy, Clovis Dubois. Kendart himself will take care of this, we need 300 thousand to pay for his services. After the money is given to Kendart, he asks to wait two weeks. After the specified time, we again come to Kendart. He talks about a letter that came from Tortuga. In this letter, Clovis Dubois asks to anchor off the Eye of the Fish beach in Tortuga, and Kendart recommends that you leave your ship at the port authority and go to Tortuga on another ship (although you don't have to). On the shore of the Tortuga, we meet with Clovis Dubois and discuss a plan to steal the key.

After that, we go through the jungle to the city gates. And there a very unpleasant surprise awaits us - the French detachment. There are a lot of French, and there are two of us, but we have to fight. When all the French are killed, it turns out that the escape routes are cut off and you need to break through the city. There we are again met by French soldiers. After killing all the attackers, we take cover in the house at the gate. But you need to get out quickly, you need a plan. In one of the chests we find cast-offs. We put on. A second later, an officer enters the house. This is followed by a conversation and he, suspecting nothing, leaves. We move forward to the governor's residence for the key. We circle the guard around the finger and penetrate the residence. We kill the commandant, we fight with swords with the governor, taking away from him the key to the daughter's bedroom. In the bedroom, we select the key from the daughter of the governor. A few moments later, the French burst into the room. To escape from the city we take the governor's daughter hostage. To run, you need to go through the dungeon (the entrance at the store building) to the Fish's Eye beach.

On the shore, we hand over the governor's daughter into the hands of the French and board the ship. We're heading back to San Juan. In the residence we give the key to Kendart, he asks us to open the clock. We open (fortunately there are few combinations). But there is one subtlety here: first we insert the first key (the one on the left), and then the second one (the one on the right), if you do the opposite, it will be a mistake. When the clock is open, a man runs up to us and reports that a large black manowar is approaching the port. We go out to sea and take the fight in a storm. The ship must be boarded (it won't be easy). In the cabin of the ship we meet a man who tells us the true story of the "Little Bastard" and asks us to kill ourselves, which we do. Having captured the ship, we get to the harbor, moor, go to the residence. We talk with Kendart, he gives us the hourglass, the curse is lifted. Now you can rest for a month and a half before the next business.

Quest "Mysterious Island"

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Where to get: The quest is taken upon reaching rank 15 in any tavern from a beggar sitting in it.
Walkthrough:
The tramp's name is John Smith, he is a former sailor from the Starfish frigate, which once sailed the waters of the archipelago under the command of Captain Devi Forser. If you believe the stories of a tramp, once sailors from a frigate landed on a mysterious island, where they discovered hidden treasures in a cave. After collecting as much as they could carry, they returned to the ship, where it turned out that Captain Forser had disappeared. Deciding that he was dead, the pirates sailed away from the island and almost immediately fell into a severe storm, the ship sank, and four survivors ended up on the shore. One of the surviving sailors managed to pull off a map of the island from the captain's cabin, which the sailors divided into two parts. Soon, all evil spirits began to appear to the survivors at night, in fear they decided to leave all the stolen gold and, making a skiff, hurried to get off the island ...

The tramp is happy to get rid of the piece of map and gives it to us. We ask the tavern keeper. It is possible to find out that the tramp wants to leave for Charlestown for some reason, while mentioning the church. We're heading to Nevis. After talking with the priest, we find out that two of Smith's comrades in misfortune lived at the church of Charlestown, but neither the second part of the map, nor any valuable information can be obtained. At the exit from the church, a certain Geoffroy Dubben comes up to us with an invitation to talk outside the city. The conversation begins with a duel with swords and ends with Dubben's story that he, along with Forser, participated in an expedition to a mysterious island, and most recently he managed to find the last of the four surviving sailors from the Starfish frigate. The sailor is sentenced to imprisonment in Santo Domingo prison for a debt to a local moneylender (from now on, Dubben follows the player everywhere inseparably).

Dropping anchor in the harbor of Santo Domingo, we go to the moneylender. After talking with the moneylender, it will be possible to free Diego Marquez by paying a round sum of 100 thousand piastres. To talk to him you need to come to the usurer the next day. We go to spend the night in a tavern. The next morning, a conversation will take place with Marquez, after which we get the second piece of the map. So you need to go to the island near Bermuda (for those who have not guessed - this is the Turks). Leaving the global map near Turks Island, we do not find the island itself, but an unpleasant surprise awaits us: an entry will appear in the journal stating that the map is a simple piece of paper, a fake. We vaguely remember that the moneylender in Santo Domingo mentioned something about Devi Forser, we need to ask him in more detail, we return to Santo Domingo to the moneylender. From a conversation with him, we learn that Forser just yesterday took a large amount of money that was in the bank. Where could he go? After running around the town, we learn from the owner of the local shipyard that Forser took his ship after modernization and headed to La Vega, we follow him. At the entrance to La Vega, an entry will appear in the journal stating that you need to thoroughly search the entire island. Forcer can be found at the entrance to the cave. The conversation ends with a fight with swords, and now we have a real map, and with it a mysterious golden idol. We enter the cave and find there an Indian shaman named Monchitlan, he will explain to the hero the purpose of the found idol.

We're heading to the Turks again. At the island, we are met by the "Red Devil" warship (a unique ship) with a team of skeletons, having captured or sunk the ship, we land on the island. Having entered the cave, we put the idol in its proper place (near the wall to the left of the chest) and find a very decent amount of gold in the chest. An impressive detachment of evil spirits appears, which is not so easy to kill, we deal with the mummies of the Indians and talk with Dubben. He does not want to share and tries to get rid of the Hero. You have to kill Dubben. We take the gold from the chest and return to our ship. After some time (about 5-10 days), a new entry will appear in the journal, hinting that everything did not go as smoothly as we would like, and it is worth visiting Monchitlan again. In a cave on Hispaniola, it turns out that the shaman deceived us, for which he must pay with his life. We find a mysterious amulet from the shaman and conclude that it needs to be returned to the chest in a cave in Turks. Do not forget to search the shaman, he has a unique weapon with him. Again we sail to the Turks and go to the already familiar cave. And again we are met by evil spirits. After finishing off the last attacker, we put the amulet in the chest. A shaman appears who says that the spell has been restored again. Life in the cities is returning to its usual course and all the inhabitants are back in their places.

Quest "Ship of Monkeys"

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How to take:
A man standing at the Bas-Tera church (looks like a pirate).
Requirements:
15th rank for GG.
Walkthrough:
During one of the visits to the priest in the city of Basse-Terre, in Guadeloupe, we notice a gangster-looking man near the church. In a conversation with him, we learn that his ship, near such and such an island or city, was boarded by a ship with a team of monkeys. Allen Gladstone says no one believes him. And we, as people who have seen everyone in their pirate life, agree to believe the unfortunate pirate. A record of this story appears in the SJ. Now we go to check his words.

After going out to sea near the indicated place, we do not find any ship. It remains to check the island itself. See note. Searching the caves. In one of them (often a grotto) a monkey will run up to us and start a conversation. Then there will be a fight, and no matter how hard we try, we can't win. So, we are captured by a macaque named Captain Mowgli. After the fight, Allen Gladstone will come up to us, and we will find out that it was a trap set up to lure out all our savings.

Allen leaves, leaving us alone with the skeleton guards. What to do? As usual, there is a chest in the grotto. Open it and take out a light rapier. While we put it on, the guards uncover themselves and rush to deal with us. With the song "Our proud Varyag does not surrender to the enemy", we send them to guard the way out of hell)). It won't be easy. Dealt with the skeletons.

Now we are looking for a raft, it should be in one of the bays of the island. If you can't find it anywhere, it's probably a bug, use an earlier save. The raft is found, we swim to the port, pick up the ship from the launcher, or buy a new one. Now in search of the swindler Gladstone.

He is probably again waiting for the same mug as we are in one of the churches of the archipelago. See note. So, in church, he will sit on a bench with the parishioners. We talk with him, go out the gate and again Allen deceived us! Instead, skeletons are waiting for us again. Well, it’s already easier here, there will be more space.

There are no leads yet. Well, let's check the place of our captivity. In the grotto we find the man Ralph Watterson, save him from the same skeletons, and find out that he also fell for Gladstone's bait. At the same time, he wrote a letter to his wife so that she would give Allen all their money. There is no time to lose, we are going to the city of Ralph in full sail. We need to get there before Allen gets the money.

After arriving in the city, we go to the pawnbroker, we talk with Ralph's wife, we learn that she should meet with Allen outside the gate. So, out of town. We meet Gladstone there, but he is so afraid of Captain Mowgli that even before his death he does not say where he is. We kill him, and again there are no hints of a place where to look for this monkey.

Let's go back to the island where we were captured, maybe we'll find some clue. When searching on the island, in one of the bays we meet a Negro named Black Boy. Here, finally! From him we will learn where this Mowgli and his team came from, and how to kill him. In one of the grottoes of the archipelago, in a chest, Mowgli's contract with a demon is stored, which must be burned. It is guarded by many skeletons. So, we stock up on medicines, food and forward to the desired place.

In the grotto we approach the chest, pick up the contract, it starts to burn. At this time, we wet all the skeletons. All! Now Mowgli has become an ordinary monkey.
We sail to the island where we first met him. After going out to sea, we meet two ships: a tartan and a combat ship "Banana Paradise". We take combat boarding or sink. I boarded, I wanted to hear a dialogue with Mowgli. We talk to him, kill him. If you lost all your things after meeting Mowgli in the cave, then they should be in the chest. (I did not check it myself, so I hid everything before entering the grotto).

That's it, quest completed.

NOTE.

After a fight with Mowgli in a cave, you lose everything: money, artifacts (even totems), weapons, a ship. Therefore, you can do this.

Ship to the port authority, take the things of the chests with you.

Before entering the grotto, remove all ammunition from yourself (instead of a cool weapon, take a saber, which is not a pity). During the fight, do not rush to take out your weapon (he will win anyway), but bury your things in the treasure. And after talking with Gladstone, you can unearth the treasure and take weapons. The guards do not notice him, they only react to the light rapier from the chest. When you take a rapier, they will rush at you, but voila, you already have a powerful saber in your hands and a bunch of healers with food !!!

If you have a lot of money, and everything cannot be given to the usurer, and a lot of valuable weapons and artifacts that all will not fit in the treasure, then I did this: I put all the things and money, except for the weapons I needed, in the chest. I think that it can be anyone - in the city at someone's house, or near the fort. I threw everything into a chest near the fort. Immediately after the fight, he ran there and took it away. The main thing is not to sail away from the island, as everything will be lost.

The church in which Gladstone sits is believed to be in Barbados. If not, then it's random.

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Walkthroughs are taken from the forums: Libertalia.ru and Harbor of the Corsairs.

We learn that people began to disappear throughout the archipelago, especially in the San Juan colony. Let's swim there. In the city, one of the locals runs up to us and says that today he saw how two living skeletons dragged a man into the jungle. We go to the dungeon in the jungle, there we find a crowd of skeletons and a kidnapped citizen. We kill skeletons, we speak with a man, his name is Bill Matthew. He tells us his story. Once he was a navigator on the pirate brig "Lucky Joker". One day they were hiding their prey in a cave in Barbados and stumbled upon the treasure of the Incas. In addition to jewelry, they found a box containing a vial of some kind of liquid and three old gold coins. They divided the booty, and one of the coins went to him. After some time, their captain Gregory found a man who could read the inscription on the lid of the box. It turned out that the owner of the contents of the box could contact the evil Indian spirits by reading the spell written on the lid and mixing his blood with the liquid from the vial. Their captain did just that, as a result of which he turned into a mummy, an evil spirit moved into him. He also gained inexplicable power over his crew, and turned some of his sailors into living skeletons. Miraculously, because of the coin, the spell did not work on Bill and he managed to escape. Now Gregory needs to put together all three coins. One coin went to Gregory in the division, the second coin went to the boatswain, who was recently killed on Guadeloupe, and the third coin Bill gives to us. We return to the city. There a man runs up to us, says that he has urgent business and asks to take a walk with him to the bay. In the bay we are met by a crowd of skeletons who are looking for a coin. We kill them. We return to the city. We ask the tavern keeper if there is a person in the city who could explain what is happening. He says that there is such a person, a scientist, historian, connoisseur of Indian Culture - Mr. Gauthier. He is Dutch, but where exactly he lives, the tavern keeper does not know, most likely in one of the Dutch colonies ... In the waters of St. Eustache, we are attacked by a warship full of the living dead. We're taking him in for an abortion. Gauthier must be living in St. Euphstace. We find his house, tell him the whole story. He tells us that we should visit the temple of the Incas and find an image on the wall and make an exact copy of it. We sail to Dominica to the Temple of the Incas. As always, they are already waiting for us there. We kill skeletons, we go to the temple. We find a drawing on the wall (not far from the developer's room), we return to Gauthier. On St. Ephstathia, enemy ships are waiting for us again. Let's get them boarded. We take a copy of the drawing to Gauthier. He says that Captain Gregory cannot leave his cave without the third coin, so he is still in the Barbados cave. Let's swim there. There, too, enemy ships are waiting for us. We deal with them, we go to the cave of Barbados. Skeletons are waiting for us near the cave. We kill them, we go into the cave, we meet Gregory there, we kill him. Quest completed.

They disappear into the mists of time, leaving no trace. Their disappearance is often associated with the most unthinkable reasons. And versions are put forward, each of which is more absurd than the other.

Someone believes that the missing people are prisoners of space aliens who are kept on one of the planets. However, such an opinion is unlikely to console relatives and not alleviate suffering. Sometimes they will wait all their lives for the return of loved ones who disappeared under mysterious circumstances and hope for a miracle ...

The Beaumont Kids: Went to the Beach and Didn't Come Back

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Australia Day became cursed for Jim and Nancy Beaumont: the national holiday turned out to be a terrible tragedy for them. On January 26, 1966, they sent the children to the beach of the Glenelge resort coast, hoping that nine-year-old Jane, in family tradition, would take care of the younger Arne and Grant. The children left by bus at ten in the morning to return home by noon. They didn't show up at the appointed time, and Nancy thought the kids were walking back from the beach and a little late. However, the feeling of anxiety did not leave her, and she panicked when more than three hours had passed.

Evening came, and the children did not return. Jim rushed in from work, along with Nancy, rushed to the search. Desperate, the poor parents filed a complaint with the police. The search for children was carried out throughout South Australia, but all attempts to find even the slightest traces were unsuccessful. The version that children could drown has not received evidence. In this strange and mysterious case, a certain blond, young man was allegedly seen next to Jane, Arna and Grant.

The behavior of the children seen in Wenzel's confectionery also remained completely incomprehensible. Here they bought some pies and a cake, paying with a one-pound note, although, as Nancy claimed, she gave eight shillings and sixpence for pocket expenses.

Norfok Regiment: 267 disappeared without a trace

The story of his disappearance on the battlefield during the First World War is one of the most mysterious and enigmatic. On August 25, 1915, a whole British regiment, along with officers, who stormed the positions of the Turkish army near Gallipoli, entered the forest and disappeared from sight. No shots were heard, not the slightest rustle: 267 people disappeared without a trace. Reports from the British company stated that the regiment had been swallowed up by a mist of unknown origin. But this hasty conclusion only confused the situation. Of course, it was easier to blame the Turkish military for this dark matter: they say, they killed a bunch of people in an unknown way. However, none of them even knew about the existence of such a unit. The British, being victorious, began searching for the Norfok Regiment.

At first, they were very lucky: on the battlefield they found cockades, boots, shoulder straps of military personnel, which confirmed their belonging to the missing unit. And having found hundreds of corpses in one village, they hastened to say that the regiment had died heroically in battle. Although even with the naked eye one could notice some inconsistencies. For example, it seemed that the dead were thrown from a great height. This was evidenced by numerous fractures on the corpses, their dispersion throughout the territory.

In the early 70s of the last century, when the archives of the mysterious disappearance of the Norfok Regiment became public, a real boom began in the scientific world. Each of the scientists put forward his own hypothesis of a historical incident. But all, figuratively speaking, outdid British ufology. They claimed that the cloud of unknown origin was a UFO. Like, aliens killed part of the regiment, and took the other with them.

April Fabb: went to visit her sister on a bike and disappeared

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All Britain was excited by this tragic event. A thirteen-year-old girl from Norfolk went missing in broad daylight. April 8, 1969 April went on a bicycle to visit her sister in a nearby village. The truck driver was the only witness who saw the girl for the last time. She seemed to have sunk into the water, disappearing without a trace. April Fubb's bicycle was found near the field. The police searched the entire area, but the search did not bring results.

Investigators would later try to link this case to the disappearance in 1978 of a young girl, Janet Tate, in which, according to police, notorious child killer Robert Black was involved. However, this version had to be abandoned: there was no direct evidence of his involvement in the disappearance of April. The case of the missing girl is still the most mysterious in the history of Britain.

The Sodder children of Fayetteville: Disappeared from their room when the fire started

It happened on Christmas Eve 1945. Maurice, Martha, Louis, Jenny and Betty Sodder strolled nonchalantly through the night streets, not at all worried that they were too late. Meanwhile, their other brothers and sisters and their parents slept peacefully in their beds. But in the middle of the night, the mother suddenly heard loud sounds that came from the roof. In a moment, she suddenly realized that the house had been set on fire. The smell of smoke and fiery glow forced the woman to raise her family to their feet. They got out to escape the fire.

Then the parents began to look for a ladder to get to the top floor and rescue Betty, Jenny, Maurice, Martha and Louis from the fiery captivity. However, the search ended in failure. When firefighters arrived, only the remains of the house were smoldering. But it was not possible to find the bodies among the ashes. The heartbroken parents explained to the police that apparently someone had kidnapped the children and set fire to the house to cover up the crime.

The investigators could not give an intelligible answer to many of the questions that were asked of them. And, in all likelihood, they put the mysterious case on the shelf. In 1968, my parents received a strange photograph in the mail. It showed a young man, and on the back of the photo was the caption: "Louis Sodder." The poor parents believed until their death that it was their missing son, despite the fact that the police were never able to identify the man.

Nicole Maureen: disappeared in her own house without leaving it

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It is incomprehensible to the mind, but an eight-year-old girl disappeared without leaving a huge building with 20 floors. True, one of the tenants claimed to have seen Nicole approach the elevator. On July 30, 1985, the girl, having received parting words from her mother, left the apartment. She hurried to the pool, and her friend was already waiting for her. But after a while they called the apartment - Nicole's friend was standing on the threshold and asking why she was late and did not leave the house.

The best police forces in Toronto were involved in the search for the girl. They searched literally every floor of the house, trying to find traces of the presence of Nicole Maureen. Even today, the authorities have been forced to admit that the case of the disappearance of the girl has not moved a single step. This recognition, of course, did not console the parents, who also spent a lot of effort in search of their daughter.

Barbara Bolik: disappeared when her friend turned away

This case defies any explanation at all. An elderly woman from Corvallis, Montana, was known to be a big fan of hiking in the mountains. And one day, together with her friend Jim Ramaker, who came from California, she went on another trip. The picturesque places spread out under one's feet seduced Barbara Bolik's companion with their beauty. For the sake of this spectacle, he paused for a moment, and when he turned around, he did not see Barbara. Jim searched every corner of the path he had traveled, but he did not find her. He sounded the alarm and called the police, who also could not find any trace of Barbara Bolik.

It was as if the woman had sunk into the ground. Naturally, suspicion first fell on Jim Ramaker. But the investigation proved that he had nothing to do with Barbara's disappearance. And until now, this story is full of secrets and mysteries: it’s hard to imagine that the person you saw a minute ago suddenly dissolves into space and disappears from your field of vision forever.

Dorothy Arnold: went shopping and didn't come back

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With a book in hand and a bag containing half a pound of chocolate, she went for an easy walk in New York's Central Park to disappear from this city forever. It happened on December 12, 1910. Bright beauty Dorothy Arnold left the house to choose a new dress for the next ball. The young society girl and wealthy heiress was the pride of the local society. In addition, she was considered an aspiring writer. True, someone doubted her talent, but everything was written off by Dorothy's beauty, which attracted almost all enviable suitors in New York. Strangely, the parents announced the disappearance of their daughter only six weeks later. Perhaps in this way they wanted to avoid unnecessary noise, but it turned out the opposite. The whole city was shocked by this news.

Active searches for the girl only gave rise to versions, but did not bring positive results. It was rumored that Dorothy could have fled to Europe, trying to get rid of excessive parental care. But this assumption was immediately dismissed: the appearance of a young beauty here would not have gone unnoticed.

Maura Murray: disappeared at the scene of the accident

A few days before the incident, the parents drew attention to the strange behavior of their daughter. The girl seemed to be afraid of someone, but she did not dare to tell about her fears. On February 9, 2004, University of Massachusetts student Maura Murray sent an email to faculty and employers saying that she was forced to leave due to the death of a family member. Although in reality this did not happen. Why Maura did this remains a mystery. And on the evening of February 9, the girl had an accident, crashing into a tree. And two days earlier, she broke another car. The bus driver who witnessed the accident offered to help Maura. However, she refused. Worried about the fate of the girl, the driver still called the police.

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He was one of the most famous travelers of his time. The intrepid explorer Colonel Percy Fawcett has traveled to almost every corner of Brazil and Bolivia where no man has gone before. And he was obsessed with the idea - to find the lost city of Zet in the Amazon jungle. Percy even came up with a theory that his traces must be looked for in the Mato Grosso region of Brazil. With his dream of the possibility of a sensational discovery, Fawcett captivated his eldest son Jack and his friend Reilly Rimmel.

In 1925, they set off on a journey to disappear forever into the wilds of the Amazonian jungle. Several expeditions were sent out to find traces of the brave explorers. Of course, each of the participants was well aware that he was risking his life, finding himself face to face with wild nature, fraught with many dangers, with tribes of local aborigines who were not always friendly to strangers. And hundreds of people died, and unraveling the mystery of the disappearance of Colonel Percy Fawcett. One can only assume that they fell victim to a tropical disease, attacked by predatory animals, or were killed by the natives.

Annette Sagers: Disappeared a year after her mother went missing

This story, with a certain mystical touch, is still considered one of the most mysterious in America. Judge for yourself: Corrina Sagers Malinoski, a 26-year-old resident of Berkeley County (South Carolina), disappears first. The statement about her disappearance was received by the police on November 21, 1987. The woman's car was discovered near the Mount Holly plantation. But this fact did not give the police a single chance to find even the slightest trace of Korrina. And almost a year later, in early October, her eight-year-old daughter Annette Sagers disappears.

By a strange coincidence, the school bus stop was across from the ill-fated Mount Holly Plantation. Annette disappeared before the bus arrived, leaving a note with the following words: “Dad, mom is back. Hug your brothers for me." Experts have established that the handwriting belongs to her. However, this circumstance did not affect the results of the search for the mother and daughter of Sagers. They are still listed as missing, and the hope of finding them is fading every day. It is worth noting that in 2000, a call from an unknown person to the police excited the investigators. After all, the stranger reported that Annette was buried in Sumter County. But it was not possible to find her grave, and the case of the disappearance of the girl is still considered unsolved.

Welcome to the world of sea adventures, fast ships and brave pirates. Today we will go on a journey with a new addon of the most popular game called "Corsairs: Cursed by Fate". The passage of all the quests presented on our website will help you not to get lost in the endless expanses of the sea and find out all the possibilities of this amazing game. In this article, we will analyze not only some of the main, but also Additional tasks. So we start.

Story missions. desert island

The passage of "Corsairs: Cursed by Fate" will begin on where we will get after character creation. One of the sailors will run up to us and tell us that our ship has been hijacked by traitors. Now the main character needs to get out of this situation, and for this we go to the grotto located on the island and find another team member. From a conversation with him, we learn that an unknown ship is approaching the island.

When the sailors begin to search the island, we try not to make a sound. We take out the saber and the necessary items from the chest. We go to the beach and find a captain named Tommy the Fat Man. We pay him for transportation, but after the betrayal we kill the villain and return our money. For this task we get our first ship and access to new tasks.

Richard Tilman and his merchandise

Together with the first ship, we also receive a quest: to deliver a cargo of cocoa to In the port, next to the exit to the plantation, we are looking for the owner of the cargo - Richard Tilman, who will pay us only 750 piastres, allegedly for delaying the goods. But we will receive from him the task of delivering porcelain to the island of Hispaniola. And this case promises to bring us already 7000. The passage of "Corsairs: Cursed by Fate" will continue already in Porto-au-Prince, where we learn a lot of interesting facts from a conversation with the owner of the tavern.

We go to the Prenol residence and collect our money. We also receive an offer to come in a week for a new task. We go to Prenol every day and one day we help him get rid of three bandits. We go to the church and get an order for Sean Stablelovsky.

In Antigua, we go to a tavern to find out about our victim, but we find Stablovski himself and learn a lot of useful facts. We receive a request to come in 3 months and go to Antigua in order to search Prenol's house. We find a letter from which we learn that Tilman is also involved in the robbery, and we go to him in Barbados. Entering the residence, we see how several bandits deal with Richard, after which we engage in a fight with them. From the note found on the corpse, we learn that the customer of this murder is Prenol. If 3 months have passed, then we go to Sean, who will tell you the key phrase. We sail to the pearl fishery on Amatica and find Charlie. We tell him the key phrase and find out the location of Prenol. We go to Bermuda and find out in a bar that Prenol is meeting with accomplices in the "broken trough" bay. We eavesdrop on the conversation and learn about the treasure. We enter the fray and get a map, and now we just have to go to Santiago, where we find a chest with 300,000 piastres. We return to Stablovski and give him the money, for which we get the Spanish rapier and a new task.

Betrayal of Griffo Cyphus

We continue the game "Corsairs: Damned by fate." The passage of the next quest will take us to the island of Bermuda, where we will learn about the death of the count in a local tavern. We return to the tavern in two months and find out where the shebeca is. We find a ship on the high seas, to the right of the lighthouse in Havana, but after boarding we learn that this is not a Piranha. In a month, the bartender will tell us about the merchant who needs to be found in the Rune Bay. We disembark and go to the jungle. After the battle, we learn about the crash of the Piranha.

We sail to the island of Turks and in the northern bay we find a chest. We return to Bermuda and talk with Otto Groberg, who will tell you that the Marlin xebec will be in Puerto Principe. Now you need to get to Cuba within 10 days, otherwise the quest will fail. We board the ship and finish the quest after talking with the owner of the tavern in Bermuda.

Quests of the Black Orchid. Mysterious Artifact

We continue the passage of the game "Corsairs: Damned by fate." The next quest will bring us 500,000 piastres. After reaching rank 10 and having passed or failed the previous task in any port, a messenger from the tavern owner will approach us. By the way, this task will not cause a lot of trouble, it is enough to go to the destination recorded in the task diary. Places that can cause difficulties is the battle with three near Martinique. But in this case, you can run away from opponents if you feel that this fight is too tough for you. Also a problem for many players is the code for the book, which can be found on a coin found in Brian's chest. Then we go to the Gulf of Doom, but before that we leave all the money to the usurer. The ship with the officers must be sent to the port authority, otherwise you will lose everything. Follow the marker when necessary, wait, or engage in combat. We kill the governor, the bodyguard and Matilda herself, get a strange thing and board the frigate, which is attacked by Spanish ships. During the battle, our hero will lose consciousness. This ends the quest, but a new quest begins.

A gift of fate

Waking up, we learn about the losses, we carry out the tasks of the pearl fisher, and when the time comes, we go to the bay of Nicoya. After getting to know Feregueiro, we have to run around and learn about this character, as well as get a task to eliminate him. We find a frigate with purple sails, board it, talk with the team and learn about Meritor.

After the murder, we get the first part of the artifact, and the next one is waiting for us in the settlement, already as a reward. We find another part in Bermuda after the murder of Jackman. Further searches will lead us to a chest on the wreckage near the Bay of Unfulfilled Hopes. The rest of the parts where to look is unknown, so you have to wait a bit. After some time, we will find an entry in the ship's log that will lead us to another part of the artifact. And we will find the last shard from street vendors. After collecting all the parts, we sail to the Turks Island, we get the "Black Orchid", and to it - 2 months of invulnerability.

Spanish generosity

We will receive the next main quest 10 days after the end of immortality. The passage of "Corsairs: Cursed by Fate" will continue after a messenger from Emilio Albaretti approaches us. We go to him and talk about the sale of the Black Orchid artifact. The deal should be carried out when Kendrath says that a useless artifact can make that continues immortality for three days. During the transformation, we need to capture a battleship or manowar, although this is not necessary. You can just return to the tavern after a while. So let's follow the marker. On the way of our hero, various adventures and sea battles await, which will bring many useful things. But the main thing is that at the end of the quest we will get the colony of San Juan.

Little Bastard

Let's continue the passage of "Corsairs: Damned by fate." We will receive the next quest two months after the end of the Black Orchid trilogy. You can take the task from Alekhon Kendrat in his residence. We listen carefully to the legend of the brig, which brings death to its owner and set off in search. Our hero will have to visit many places and meet many useful and not very characters.

And now the brig is in our hands. Now the main thing is not to forget to search the ship and find the cursed object, namely those standing in the cabin near the door to the gun deck. We take the artifact to Kendrat and get a rather powerful ship as a reward for completing the task. We will be able to receive the next task not earlier than in a month.

Raul Esperanto

We return in due time to Kendrat, who remembered where he saw the mysterious sign on the cursed hourglass. We go in search of the scientist Raul Esperanto. During the passage of this task, we will visit the prison on Navis, visit Cuba, Marigot and Willimstad. The reward for completing the task will be a French cuirass, which will save life and health more than once in battles with pirates, because this armor reduces damage from sabers by 20%.

Find and destroy

This task is taken from Kendrat only one and a half - two months after the previous one. Let's go in search of the keys that remove the curse - just follow the quest marker. Now that the keys are found, open the hourglass. As soon as this happens, an assistant will run in and tell you about the approaching black manowar. Before going out to sea, do not forget to save, because the enemy is strong enough, and fighting in a storm is not the easiest thing to do. After the fight, you will get a powerful ship "Breath of Death" and an artifact that adds 10 units to stealth and prestige as a trophy.

Additional missions

The brave pirate will always find something to do while waiting for the main tasks of the game "Corsairs: Cursed by Fate". "Loss of Ships" (passage will be given later) - a quest that can overtake a hero in any port if you spend the night in a tavern. It is quite easy to complete this task, just ask the owner of the shipyard, the governor, the bartender and the seller, who will definitely give a tip about which direction our ship sailed. We find a ship and set off in pursuit. The only thing to consider is that the task is given for a while, so you should not linger.

Another quest that can be easily obtained in the game "Corsairs: Cursed by Fate" is "The Disappearance of People". The passage can be started only after the main character reaches level 10. On any archipelago there are many caves, and we go there. At the entrance to one of them we find a man fighting with skeletons. We rush to his aid and learn about the treasure of the Incas. Next, exciting adventures await us, after which we will receive three coins as a reward, which give excellent bonuses to skills.

But that's not all that is in store for us in the game "Corsairs: Cursed by Fate" walkthrough. "Mysterious Island" - another quest that can be obtained after level 15 will bring us just a great reward. It starts in a tavern, where after a conversation with the tramp Jim Smith, we learn about the cursed treasure. We go in search and as a reward we get a unique and powerful ship "Red Devil" and a thousand gold bars. Also, do not forget to search the shaman after the murder, because you can find the "Imperial Ax" on his corpse.

This concludes the passage of the game "Corsairs: Cursed by Fate". All the quests presented in our article will bring a lot of pleasure to players who love freedom and the salty smell of the sea. So go ahead, brave and courageous pirates, to conquer uncharted spaces and search for artifacts!

During your short journey through the Talos 1 space station, you will surely stumble upon several secondary tasks. Although it will be possible to ignore them and focus on passing the main plot, however, we do not advise you to do this. The fact is that a good reward is given for their implementation. In addition, when carrying out additional missions, you will be able to learn a lot of new information about the game world. For this reason, we have decided to publish a walkthrough of all side quests in Prey 2017, indicating the reward given for them and where they start.

Everything is about to change (Everything you know if about to Change)

  • Location: Neuromod Department, lobby

Talk to January to learn about a whole pack of Neuromods. After that, deal with the mimic in this area and go to the display case with the skull. Now you need to break it and take all the items inside. Neuromods will allow you to unlock additional skills, as a result of which you will improve your combat abilities. We advise you to read our special guide, which shows the exact location of all Neuromods in the game.

Stolen Neuromods

  • Location: Talos 1 Hall, Security Area

In order to get to this location, you will need a special key cardlocated in the information security department. However, you can not bother with her prey and just climb through the vent located directly above the door. Once inside, find a note that contains the code from the storage cell. To do this is quite simple - get rid of the facial expressions, and then read the note lying not far from it. After that, head to Kimura's office, which is located in the sales area in the lobby of the space station. Please note that you will need a few things to get into the trading area.

Once in the right location, catch Kimura's phantom form by surprise and follow the nearby Mimics. After that, check Kimura's office to get four Neuromods at once under her desk. Interact also with the computer, where there is a lot of interesting plot information. Also, while you're here, don't forget to look into Randolph's back office, where you can find the Huntress Boltcaster weapon.

Disappearing corpse

  • Location: Neuromod Department

It is necessary to view the workstation of Jovan Gavrilovic and examine all e-mails in German. After that, a new quest will appear in the quest log.

Once in the main hall, look for a key card that opens access to the emergency room (you can find two such cards - their receipt is described in the passage of the main story missions). Head to the desired location and view the letters on the computer. So you learn that the corpse of Dr. Bellamy was transferred to the psychotronics laboratory.

Once in the desired location, find the exit from the room with a glass "booth", which leads to the elevators. Go down and explore the area. Deal with all mimics. You will find the morgue, but the door to it will be blocked. Destroy the glass, and then use the crossbow to interact with the button located on the left side of the door. There you will be able to open it.

Go inside and take the key card from the morgue. Examine the corpses - one of them will belong to Bellamy. Pick up the key from the body that opens access to the doctor's cabin. Now you will need to go to the living compartment.

After reaching the desired zone, find the cabin you need to complete the side quest. In this room you will find three neuromods and a chip. We advise you to read all letters on the terminal to unlock a new psi-skill.

Golden gun (Golden Gun)

By completing this secondary quest, you will be able to get a real golden pistol, which not only looks stylish, but also deals much more damage than a regular gun. Plus, it is more accurate than its standard "brother". Below we will provide detailed instructions for completing this quest:

  1. First of all, you should go to the Arboretum location, the entrance to which can be found in the main hall.
  2. Once in the area, note the gravity shift of the Deep Vault and look for a room with a mirror image.
  3. Break the glass and stand next to the screen. Be careful, one of the boxes will fall to the floor and immediately turn into a facial expression.
  4. Next, use the gypsum gun and climb into the mine.
  5. Once in the upper level, you will stumble upon the corpse of Marietta Kirkos. Search it to find a key card and an audio recording.
  6. Listen to the recording to get started side mission"Golden Pistol"
  7. Start following the quest marker and make your way to Jada Marks' safe in the Crew Quarters.
  8. In the audio recording, the code to the safe is called, so it will not be difficult for you to open it. If anything, then the combination looks like this: 9712.
  9. Open the container and take the golden Artemis Cannon. The safe also contains a weapon upgrade kit.


Unfortunately, we did not find other types of golden weapons. Although it is possible that they are still present in the game.

Do no harm

  • Location: Arboretum

Not far from the main elevator, located in the Arboretum, you can find the body of Hendrik Devris, during the search of which the main character will receive a key card in his hands, which opens access to the office located in the Trauma Center. It is also worth picking up a transcriptor from the corpse. To decipher it, head to the doctor's office on the second level of the station's main hall. There we download one file from the terminal.

Listen to the audio recording, and then go to Matthias Kohl's office, located nearby. It must pass a behavioral test. You should choose the following answers: A, C, B, A, C. When you do this, the picture hanging in front of the workstation will move up, thereby revealing a small safe. The code for it can be found in the trampoint in the quarantine department - it is written on the wall. If you are too lazy to go there, then here it is: 7324. Inside the vault you can find 3 neuromods and a recording of Morgan Yu's session with a psychiatrist.

If desired, access to this data can be obtained without wasting time on Devris. To do this, you just need to enter the above answers into the terminal of Matthias Kohl. You will unlock the safe and be able to get to its contents.

Disgruntled employee

This quest is connected with the search for Grant Lockwood, a former employee of the station, who missed the shuttle to Earth. You need to follow a few basic steps to complete this task. Most of them are quite simple, but the game does not talk about the most important thing - where to actually look for this loser employee?

How to find Grant Lockwood?

To find Grant, you must first go to the Data Vault. Get to the control center on the second floor. After killing the fire phantom and mimic, use Daniella Shaw's computer. So you can activate the tracking bracelet of the character you need. Enter the number 1129 .

Now the hard part begins. To find Lockwood, you need to follow him through the security room. In part, one of them is located on the first floor of the data warehouse. Open the crew tab and find their name in the Cargo Bay section. Once you click on it, you will get a marker pointing to Grant's body.


Already in the security room, you will see that Lockwood is dead and is outside the station. Go out into outer space and follow the marker. Without a pointer, finding the body is almost impossible, so you don't even have to try. You will find that he is near the shuttle in an area outside the magnetosphere - the radiation here is extremely high, so try not to linger in this area.

As soon as you find it, the quest will be automatically completed and you will receive several useful items: spare parts, a suit chip, a gun and a neuromod. In general, feel like a space marauder.

Hole

  • Location: Talos 1 skin

Head to the office where Dr. Calvino's body floats in weightlessness. Find the corrupted console here. Repair it with Repair Level 1 and 7 Spare Parts. As a result, you will open access to the laboratory of wave physics and complete this mission.

Inside the new room, you can find a K-Beam Gun and many other valuable items, including an email that will allow you to start a new side quest.

Blackbox Project

  • Location: hardware laboratory (wave physics laboratory)

After unlocking the Wave Physics Lab (see the previous mission), examine the email at Lane Carpenter's terminal for Blackbox supplies. Nearby you will find a closed door behind which you can see a scary, but not yet a threat to you phantom. The main goal is to find the designer Josh Dalton, who disappeared in SAGITT. You also need to find out what the Blackbox project is.

The first step is to simplify the search for the character by marking his location using the terminal of the security office.

Next, head to SAGITTA and go to the tunnel in which the entrance to the Arboretum is located. Opposite the entrance, on the wall you can see the inscription SUBSECTION 19, and next to it is a large gray pipe. It is behind her that Dalton lies. Destroy the cystoids ahead and find an opening to get to the dead body of the constructor.

Look in his pockets for a key card that gives access to the Blackbox laboratory, and a couple of other valuables. Then return to the wave physics room and open the locked door. Next, deal with Lane Carpenter's phantom and download the file from the terminal. This will complete the mission.

Get Neuromod

  • Location: Talos 1 main hall, in Morgan Yu's office

Listen to the message written by the main character to himself. After that, take the neuromod from the table, which was left by January. This is where the quest ends. It's a pity not all tasks are so simple.

Dr. Klestrup's Neuromods

  • Location: Psychotronics Lab, Atrium

Head to the psychotronics laboratory and approach the passage leading to SAGITT. Look to the left, there you will see the entrance to Dr. Kelstrup's office. Go inside and find the safe. The code for it will be communicated by Morgan's brother. Before searching, the first thing to do is to neutralize the faulty console located on the wall. This can be done either with a gypsum gun, or by turning off the electricity in the room. In the latter case, you will not be able to use the fabricator next to it.

Then go to the safe and open it. In it you will find a couple of neuromods and a blueprint for their manufacture.

Ambiguous Signals

  • Location: Appears during the mission "A Nightmare Hunts You"

If you start actively using Alien Neuromods or take on the “Copy Protection” quest, then you may be sent for by Typhon Nightmare, which is a special alien form created to kill Morgan.

As soon as the monster appears at the station, a countdown counter will start, which will start counting down 3 minutes. Next, you will either need to hide from the monster, or try to deal with it. By choosing the first option (you just need not to die during the given time), you will get access to the quest "Ambiguous Signals". To complete it, you will need to find a special companion that can send special psychotronic signals to the monster, thanks to which you can lure or drive away the monster.

However, before using the device, it must first be repaired. Head to the machine shop located in the hardware lab and repair the console located at the opposite end of the room - you will need 8 spare parts and the Repair skill level 3. Remove the communication device from the other satellite that you will be accessing, and then go to the station shell.

Watching the indicator, find the satellite circling Talos-1 and fix the device you found on it. From now on, in the “Data” section (“Audio diaries” menu), you will have 2 transcriptors with which you will be able to scare away and lure the nightmare to you. Unfortunately, they can only be used 4 times. Already on the first use, you will unlock the “Did you call?” trophy. .

Prisoner in the Psychotronics Lab

  • Location: psychotronics laboratory, processing of raw materials

This quest is issued and completed while traveling to SAGITTA. Get to the raw materials processing department, which is located in the psychotronics laboratory. Here you will find a new character, whose name is Aaron Ingram. He will be locked in a glass room. You will learn that he is an ex-prisoner - he was sent to prison on charges of kidnapping and human trafficking. You can either let him go or have the Mimic attack him.

If you choose the first option, you will be able to take a small amount of rare resources from Aaron's dead body, and if the second, then you will be able to get the password to the armory located nearby (8714). However, you can get into the arsenal without using the code - you just need to use your dart launcher correctly.

Save Rani

  • Location: arboretum, greenhouse

The minds of 3 station workers were captured by a telepath at once. He keeps them in a greenhouse, which is located in the arboretum. If you want to get there, then you will either have to open the access panel (you need the Lockpicking skill level 3), or find the code to it. Did you choose the second option? Then head to the other side of the location and find the dead body of Iris Stein. Under her legs is a note with the password you need.

Go back to the greenhouse and open the door. Next up is a tough fight. If the prisoners you need to rescue get too close to you, their heads will explode. For this reason, you need to stay as far away from them as possible and use the Mind Hack skill to save them from the monster's control. The Stunner can also help in this matter - one shot will be enough to knock out people. If you do not have these elements, then we advise you to wait with the passage of this mission.

As for the alien, with the help of a gypsum gun, it can be walled up for a short time. Then use the Null Wave Silencer to disarm the enemy and fire a few shots from the K-Beam at the end. After dealing with all the aliens in the room, go to Rani Chodari and talk to her. She will tell you the password for the warehouse (AR01) located on the way to the data warehouse. Go there to complete the quest. Inside, you'll find a pair of pistols, two weapon turrets, a shotgun, batteries for the K-Beam, and a weapon upgrade kit.

  • Location: arboretum

To gain access to this mission, you need to look at the note hanging on the sprayer near the greenhouse (arboretum). Next, you will need to find Dr. Julien Howard, or rather his dead body. It lies on a rise that is adjacent to Alex Yu's office. You can climb there in two ways:

  • After passing through the office of the protagonist's brother we mentioned earlier. We talked about this in detail in the passage of the task "Who are you, December?" in the article with the implementation of story missions. You just need to jump to the corpse.
  • Passing through the "mirror station" located in the park. To do this, you need to break the glass panel next to the bench and use the gypsum gun to climb onto the ledge.

Once you reach the dais, deal with a couple of Mimics and take Julien's Transcriptor. Next, head to the fabricator and make a growth formula. It can be created from 3 units of organic materials and 1 unit of all other resources. Then return to the irrigation system, go to the device and place the previously made formula in a special test tube. At the end, you need to click on the button.

After 10 minutes (you can wander around for now) a unique fruit will grow, which you need to pick to complete this side quest. This item is able to quickly restore a character's health points.

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