Unofficial Risen 2: Dark Waters Guide by CM Boots-Faubert for
Before we get too deep into the Introduction I wanted to mention that in keeping with the established tradition for the guides in the Unofficial SuperCheats Series, this guide was written with a focus on useability rather than to as a reference-based factoid-filled text file. The idea here is to provide the sort of information, help, tips, and strategies that are useful for a gamer playing the game, and that is what we have done! In order to satisfy gamers who also like to have factoid-based guide content available to use as reference, we have also included that in the second part of the guide, but part one is a living play guide and walkthrough.
Another thing I want to say is this -- it may seem like the graphics in the game are rather crude and awkward, and in a way they are, but if you give this game a chance you are going to find that it is a lot of fun! Considering that this gaming season has seen us get a plethora of RPG games, you cannot think that one more is one too many, especially when it is an interesting and fun play. Risen 2 has a story that is actually better than the story from the first game, and I ended up liking Risen 2 better than I did Risen. I suspect if you give the game a chance, so will you.
Now on to the proper Introduction!
Risen 2: Dark Waters is the direct sequel to the original Risen, which established the series, with both games being developed by the studio Piranha Bytes, and published by Deep Silver.
While the original Risen was a fantasy action-adventure game with a general RPG feel to it that took place in the lands of Faranga, a fictitious volcanic, Mediterranean island, the world of Risen 2 is more of a pirate-themed game, embracing the classic Caribbean Pirate theme in its fantasy action-adventure world. Like the first game, players can expect to encounter monsters, ancient gods, and voodoo magic as well as the human denizens of the land, only this time around as you resume the role of the now older and wiser Nameless Hero from the first game, in place of the challenges that were presented by the wide powers of the Inquisition he now lives in a world where the Inquisition has been reduced to occupying just the Fortress of Crystal at the port of Caldera, which is the last fortress of the Inquisition.
That does not mean that the lands are free from strife -- far from it in fact -- as the ancient Titan Gods have brought danger to the people and the land. The Titans Ursegor and Ismael are fighting each other for dominance of the region, and while this has served to help reduce the pressure on the human fortress of Caldera, the devastation that suffered previously has left parts of the city in flames and abandoned, with the bulk of the population holding its breath because when the epic battle between the Titans is concluded, the winner will inevitably then seek to destroy Caldera.
The only element left to protect the fortress is the largely mysterious power of the crystal cave located beneath it that gives the small garrison there some hope that they might be able to resist and survive. With all these worries there is also the added onus of the Kraken -- a sea monster who attacks every ship that tries to travel to and trade with Caldera -- a sea monster that is under the command of the Titan goddess Mara, whose attention to the shipping has prevented the fortress from being resupplied and rebuilt. Unfortunately for the human inhabitants of Caldera the Kraken is also preventing them from safely abandoning the fortress -- they cannot leave, and they cannot recover as long as Mara continues to wage her battle on the ships at sea that are its only hope of survival. Oh, and then there are the pirates -- did we mention the pirates? No?
An introduction to the dangerous world of Risen 2: Dark Waters
While the garrison struggles with simply surviving, the threat of the two battling Titan Gods, and the Titan Mara and her Kraken, their troubles are increased because of a band of pirates who is bent upon stripping the Inquisition of what little wealth still remains in its storehouses! Of course the pirates are also suffering under the threat of the three Titans, and in particular from Mara and her Kraken, since the ocean is where the pirates more or less live and roam -- in fact as our adventure begins a pirate ship is sunk by the Kraken as it tries to make its way into the bay, and our hero is tasked by the garrison's commander, Commandant Carlos, to do what he can to rescue any survivors of the wrecked ship.
Among the survivors is the Pirate Patty, daughter of the infamous Gregorius Emanuel Steelbeard, who it is rumored may have possession of a secret weapon capable of killing the Kraken and thus permitting safe travel once again on the sea -- and so begins the adventures of Risen 2: Dark Waters.
The characters of Commandant Carlos, Pirate Patty, and her father Emanuel Steelbeard will be familiar to gamers who played the first game of course, and to a great extent so will much of the land and its inhabitants, including the mythical and magical varieties -- knowledge and experience that may very well come in handy as you are about to embark upon an epic adventure from which you will benefit from that knowledge -- and if you did not play the previous game, well, then you get the fun of discovering the lands for the first time, don't you?
As with the first game in the series the world in the game, while not strictly speaking an open-world architecture, offers the player a lot of leeway with respect to what missions and quests they pursue and when -- and this is a quest-centric game to be sure, with an incredible number and variety of quests and missions for you to immerse yourself in! The game is largely land-based, and story-controlled, so there are some key missions and quests that are required in order to open up access to other areas, and the player does not get to choose a character class, but rather plays as the established hero -- though you do get to gain XP, rank up, and improve key skills that are required for your success in your adventure.
If you played the previous game you will recall how factions -- and who your character sided with -- had a dominant role in the game. This time around the role that the factions play has been significantly reduced, allowing for a more character-centric path to be played through the story, but the faction elements still present a significance as far as missions and quests are concerned, and still control some of the kit in the game. The magic system in the game has been considerably altered, with a more voodoo focused bent, but for most players it is the hack-n-slash aspect of the eyepatch and sword pirate adventure that is the real draw.
The console release of the game arrived on store shelves with the Special Edition proving to be dominant (it is the same price as regular games) -- which in addition to the base game also includes the Treasure Island and Air Temple DLC packs containing several hours of extra content. The most important element to the game besides deciding which type of character you will play within the limitations that the game allows for that choice is the path that the player will take in their adventuring, which if you did not get the idea previously is semi-open-world in many respects, which means this is not going to be the same game for every player...
Having mentioned that I also want to say that every effort was made in creating this guide to permit you to make use of the information no matter what order you play through the game in -- that required the guide to be structured in a different manner than might otherwise have been the case, and it is certainly different in the sense that it is less a linear progression than it is a reference-based one... Still you should find the following contents of the guide to be of use to you as you make your way in the lands of Arborea and try to save the world, defeat the Titans, and find true love! Okay, maybe just make your way and defeat the Titans, but still...
I had a lot of fun writing this guide, and I hope that you will enjoy reading and using it as much as I did creating it!
Assuming that you have not yet actually began your game play, well then before you begin to play the game there are a few minor issues that we should cover (and if you have already started to play the game it still cannot hurt to cover them anyway)... Most of this can be thought of as common sense items, but some of it is specific to this game, and ALL of it is important.
-- A Quick Look Inside the Game Case --
Assuming that the version of the game that you bought is the Risen 2: Dark Waters Special Edition, keep reading. If your game did NOT come in a box marked "Special Edition" you have purchased the standard retail version of the game, so skip the rest of this part of this section please, as it does not apply to you. Go ahead and head directly to the next part in the guide!
If the version you bought was Risen 2: Dark Waters Special Edition, which has an RRP of $59.99 US (which was the only version being offered for sale at GameStop on the day that the game was released, which was when we bought it), you either pre-ordered it or you got lucky and bought a copy of the game that someone else pre-ordered and woohoo for you! Score!
When you open the disc case you will find inside the game disc, a folded slick printed piece of paper that is a map on one side and a poster on the other, a game guide that is rather thicker than the usual game guides that come with games for the Xbox 360, and a pair of small gray-and-white pieces of paper that have 25-character Promotion Codes printed at the bottom of each in a wide white bar.
These two pieces of paper are the Air Temple DLC Mission Pack with code, and the DLC for the Treasure Island expansion with its code. For games purchased in North America, on the side with the code you will find the information printed in English, while the opposite side of the paper will have the same information but printed in French. For games purchased elsewhere in the world who knows what the languages will be, but hopefully you will be able to read it!
An Achievement for drinking Rum? Yes, it is that sort of game!
== The Game Guide ==
Let's be realistic for a moment and just agree that the small printed guides that come with games for game consoles these days are usually little more than a convenient spot for the studio and publisher to print a brief intro to the game, the controller layout and what each button does with circles and arrows and a paragraph describing what each one means, and finally the Terms of Use and a list of most of the people involved in creating the game. While this is not entirely critical information it can be handy to have as you embark upon your new adventure, so why not read it and become familiar with it?
If they are feeling especially charitable they might even include the names of the play-testers who helped to make the game as bug-free as they could prior to launch, which just between you and I is a pretty cool thing for them to do... I have mates who are professional play-testers at Electronic Arts, THQ, 2K Games, 505 Games, Zenimax, Valve, Treyarch, Square Enix, and Sony -- people who I know and respect (and for a rare few love) and who for many different reasons have chosen to make the field of professional video game play-testing and bug stomping their profession of choice.
It is not a job that I would willingly do, mostly because it often comes down to playing the same section of a game over-and-over in different ways as you try to break it to learn what needs to be fixed, and it takes a special kind of person with immense and notable patience to do that job. One of my best mates was a sniper in the ADF before he completed his commitment and ended up transitioning to his real-world career of bug-testing and bug-stomping games for EA... He loves his job and I respect him for his abilities and the special skill she brings to the table, so you will probably understand that I consider any acknowledgment of the testers by the development houses to be a good thing. And with that in mind, I lift a glass of Bushmills to the Play Testers of the world and salute them, and I hope that you will too!
Now where was I? Right! In the case of Risen 2: Dark Waters this abbreviated game guide actually contains considerably more than the usual contents for such a guide, and in addition to the above standard content also includes the following:
-- Xbox LIVE Briefing
-- A Summary of the game's Main Menu and its choices defined
-- The Normal Mode Controller Layout
-- The Combat Mode Controller Layout
-- A Summary of Character Traits
-- A Summary of the most important actions in the game
-- An Intro to Thievery
-- The Main Interface Key
-- An Intro to the Main Characters
-- An Intro to Factions
-- An overview of the world including a useless map
-- The Official Game Credits (including the voice talent AND the testers, woot!)
So that is the game guide, some of it is actually useful, and for your first few hours of game play you may want to keep it handy and you certainly will not want to throw it away!
== The Air Temple Mission Pack ==
Note: We add the DLC strategically in the game as it is played during the guide writing process, so if you have yet to add the DLC to your game and you plan to use this guide as a companion to your primary play-through, you may wish to take your lead from the guide as to when you will add the DLC to your game...
The paper with the code on it contains basic instructions that tell you to log into your Xbox LIVE Gamer Tag and Profile -- you need to do that because the code will be attached to both your Gamer Tag and the Console ID for the console you install it on. If you do not have a Gamer Tag and Profile -- very unlikely but apparently it can happen -- the paper gives instructions on how to create one.
Once you have logged into (or created one if you do not have one) your Gamer Tag and Profile, hit the Guide Button on your Official Microsoft Xbox 360 Gamepad and Tardis controller (that is the glowing green X-Button in the very center of the gamepad), which will cause the "Blade" Menu System to be activated. You are now looking at the "Xbox Guide Menu" -- using the D-Pad, go all the way to the left (two clicks on the old menu scheme, but only one click on the new Fall 2012 Menu System), and select "Redeem Code" from the menu page.
This will load a code input screen on which you can enter the 25-character code in the white box at the bottom of the paper insert. Enter that code to redeem, activate, and download the code for this DLC on your console. Once that process is finished, return to the Home Menu on the Dashboard and begin the process anew below...
With Patty's help you can take on hogs and gather fresh meat to cook
== The DLC for Treasure Island ==
The paper with the code on it contains basic instructions that tell you to log into your Xbox LIVE Gamer Tag and Profile -- you need to do that because the code will be attached to both your Gamer Tag and the Console ID for the console you install it on. If you do not have a Gamer Tag and Profile -- very unlikely but apparently it can happen -- the paper gives instructions on how to create one.
Once you have logged into (or created one if you do not have one) your Gamer Tag and Profile, hit the Guide Button on your Official Microsoft Xbox 360 Gamepad and Tardis controller (that is the glowing green X-Button in the very center of the gamepad), which will cause the "Blade" Menu System to be activated. You are now looking at the "Xbox Guide Menu" -- using the D-Pad, go all the way to the left (two clicks on the old menu scheme, but only one click on the new Fall 2012 Menu System), and select "Redeem Code" from the menu page.
This will load a code input screen on which you can enter the 25-character code in the white box at the bottom of the paper insert. Enter that code to redeem, activate, and download the code for this DLC on your console. Once that process is finished, return to the Home Menu on the Dashboard. You have now redeemed all of the codes that came with the game, you clever little bugger, so well done!
-- Notes on the New Content you Just Added to the Game --
The Air Temple Mission Pack adds additional islands for you to explore in the game, with new characters, quests, enemies, and hours of game play. We know that because it is printed right on that piece of paper you found in your game case, and they would not print it on there if it was not true!
The DLC for Treasure Island installs an alternative quest to find Captain Steelbeard's legendary treasure, which translates to an additional 6 hours of game play, the addition of a totally new island with new puzzles to solve, new treasures to find, and new mysteries to unveil. This DLC add-on also installs a new and exclusive "Legendary Element" into the game for you to discover. We know all of that because it is printed on the piece of paper you got the Promotional Code from and they could not do that if it was not true. Really!
For logistical purposes and effective use of this guide you should be aware that the game play that was completed during the writing of the guide (hereinafter referred to as the "Base Guide") was all completed PRIOR to the activation and installation of this new additional DLC based content. There are two reasons for that -- the first being that while the version of the game that we bought -- Risen 2: Dark Waters Special Edition -- was the ONLY version of the game we actually could buy that sunny day when we rolled into our local GameStop looking for a copy of Risen 2: Dark Waters.
The Special Edition of the game was supposed to only be offered to gamers who pre-ordered the game prior to its release date, as it includes alternate box art, the Treasure Isle DLC mission pack and the Air Temple Mission Pack, and a double-sided poster -- all three of which are NOT included in the standard version of the game. With that in mind we chose to complete the guide play-through and write the guide using ONLY the base game content, installing the extra DLC that came with the Special Edition only after having completed the game, and appending that as additional parts of the guide.
== XP and Coin Savings ==
This is only important if the Achievements in the game are important to you -- if not you can safely ignore this and just play as you like. If the Achievements are important to you and you want to be able to unlock most or all of them though, you will want to take note of the following information:
There are a stack of Achievements that are unlocked for capping the various skills -- the problem with them is that it takes a LOT of XP and coin to do this, and on any given play-through you are very unlikely to be able to unlock more than two or at the outside three of them -- unless you play this smart that is.
Playing smart means using as little XP and gold as you can, so that you save up around 61,000 XP (Glory) and around 17,000 gold coins. Those are the magic numbers that allow you to cap off any of the skills all the way to Level 10 (Level 11 if you have the Legendary Artifact that is associated with the specific skill). Once you have the target amounts, you can go ahead and save, then cap-off each skill and unlock its extra abilities to unlock the associated Achievement. Once you have done so simply reload the save and do the next.
Note that due to the faction system you cannot do ALL of them, since each faction has its own specific skill that is related to it, but you can load the pre-faction save that you made and then unlock the last one once the game has been completed, which will then also unlock the cumulative Achievement for capping all of the skills. Doing it this way saves you from having to grind each one out, so it really is a good plan -- just saying.
Please be aware that Risen 2 was released during the traditional Fall period -- and specifically Fall 2012 of the gaming calendar -- which happened to coincide with the Beta Release of the new Xbox 360 Dashboard and Interface. Because of this, gamers who have opted to sign up for an participate as play testers for the new Dashboard should be aware that they will randomly encounter forced reboots, patches, updates, and downloads, and the application of data packages that are related to the new Beta Test of the Fall 2012 Dashboard.
We bring this up to clarify the dangers that are associated with that process, and specifically to make the player aware that a forced update of the Dashboard software CAN cause problems with your game and can potentially result in corrupting your Game Save File if the game forces the reboot during an actual save.
With that in mind, and as we should caution you with respect to forced events in any case, the player should be sensitive to and aware that in addition to player-initiated saves, the game itself uses save points that automatically initiate game saves, and because of that players should be sensitive to that sort of event.
Having a game save corrupted is the worse possible outcome to a save, so care should be taken to reduce the likelihood of such an event occurring by simply playing smart and taking those events into consideration. The following tips will help in that regard:
(1) Dashboard Updates: If you are participating as a Beta Tester for the Fall 2012 Dashboard Update, you should be aware that your console will routinely notify you of the availability of patches and forced updates whenever you turn it on and log into your Gamertag for each session but that is NOT the only time that this can happen.
You should be aware that ANY TIME the development team flags an update or patch as live, you can (and will) receive a forced update notice, EVEN WHILE PLAYING A GAME.
When this event occurs you should reply by saying NO to the update, then save your game, back out of the game to the main menu of the game, then close the game completely. Use the proper shutdown commands to completely shut down your console and then restart it so that the server then prompts you to download and apply the patch/update on a freshly booted system.
The reason you should always follow that procedure is to ensure that the update is being applied to a cleanly booted system in order to reduce the possibility of a memory error during the update due to system use of memory from the game. There are some known bugs in Risen 2 that relate to memory and the use of the system memory by the game, and so approaching the patching process from a clean boot rather than simply exiting the game and applying the update is always the preferred method.
(2) Content-based Reboots: Occasionally when a player initiates a game update, patch, or purchases a new game and initiates the download process in the background, they can end up forgetting that such an action is pending and launch the game to play. This is a bad idea, because often when the system completes a download it immediately and without asking, initiates the application and the installation of that content, which can cause Risen 2 to freeze and/or lock-up the system in such a way that the player is then unaware that the system is actually performing tasks in the background.
When this happens, the system appears to be locked up, but due to the lack of activity status LED's on the Xbox the player has no way to know that the console is still functioning and that any interference that the player initiates -- such as cold rebooting the system -- potentially can result in disastrous consequences.
In particular if the game is writing to the Dashboard files or even worse, is updating the actual OS files live, doing a forced reboot can potentially brick your console. When you try to reboot it in this case, due to the damage that the reboot caused to the OS, you may find that your console will no longer boot! The best way to handle this is to never play Risen 2 when you have pending downloads or when the system is updating.
(3) The Game Save System: Attention should be paid to the Game Save System in the way of strategically using it. The game sets aside an 8th slot for its auto-save function, leaving the player with a potential seven selected game save slots. If you are following this guide, one of the game save slots (it is suggested that you use Slot 1) will be used to save the game after reaching the Pirate Tower, as shortly thereafter the player will need to make a key decision that causes them to declare their primary faction in the game. This is one of the two "Points of No Return" in the game, so having a permanent save that allows the player to return to that point at a later time after the game has been completed using the first faction choice is a necessary asset.
Once the player reaches that point, and makes that save, Save Slot 1 is no longer available for use. During normal play the player should be using two save slots in rotation, so that if one slot ends up being corrupted the loss of progress is negligible, which means that in reality there are only actually four save slots that can be used for key saves. One of those slots should be reserved for making a save when the player has reached the point where they have accumulated 62,000 XP (Glory Points) so that they can later utilize that save in order to unlock -- or work towards unlocking -- the Achievement "All Rounder" (30 GP) which in addition to requiring the player to have capped-off each of the skills, also requires the player to have purchased each of the abilities that are attached to each skill.
The use of the remaining save slots are purely your own call.
== Smart Game Play Environment ==
Risen 2 can be played from the optical drive with little or no real performance hit, but players should be aware that the game will play much smoother and, in most instances, load faster, when it has been completely installed to the console hard drive. In addition to speeding up loads and reloads, it is suspected that installing the game to the HDD has the effect of eliminating some of the more annoying bugs in the game, among which is the random lock-ups that can occur on loading and reloading saved games.
-- Installing the Game to your HDD --
First you should be aware that installing the game to your hard drive on your Xbox 360 is not about piracy -- if you rent the game you cannot just install and play it from the hard drive, as playing any game that you install to your HDD requires the original game media to be in the optical drive of your console. What it is about is speeding up the loading (and therefore game play) process for your gaming entertainment. It also extends the life of your Xbox 360 since running the game content from the hard drive causes less wear, less heat, and less strain over-all on your system.
Installing an Xbox 360 game on a hard drive requires between 4 and 8 gigabytes (GB) of free disc space. As mentioned above, after installing a game on your hard drive, you still need to have the game disc in the disc drive when you start the game. According to Microsoft, installing games on your hard drive improves load times and minimizes game disc access.
Installing the game to your hard drive gives faster loads
To Install the Game on Your HDD
(1) Insert the game disc into the disc drive. If you have your system set to auto-load games when they are inserted, the game will actually load after you put the disc in the optical drive; wait until it fully loads and then exit to the Xbox Dashboard before you proceed to the next step.
(2) From the Dashboard, select the Home Hub, and then highlight the game (upper left corner selection of the Home Hub screen) and hit 'X' to load the Game Details Page.
(3) From the Home Details Page move the active action-cursor to the "Install" box and hit the action button ('A'). The screen will then change to the white "Installing" pop-up, and you will see a progress bar along with a percentage installed display that you can sit and watch if you really want to... I prefer to head for step four below immediately myself.
(4) Go make a sandwich, get a drink, or maybe some Smartfood while you wait for the game to install, which can take anywhere from three to eight minutes depending on the speed of your optical drive, whether the disc is dirty, and other factors that probably do not involve Bigfoot.
Once the installation is complete you have done all that you need to do in order to be kind to your Xbox 360 and save it wear and tear that is normally associated with playing games that make a lot of data calls to the optical drive! From here on the console will detect that the game is installed to your HDD whenever you slots the disc in your optical drive and play it in the future, and so will pull the data from the hard drive rather than the optical drive, which you will notice is much faster, and probably helped save the world, you Rebel you!
== Delete the Game from your HDD after you are Finished With It! ==
You can follow the steps below to remove the game from your HDD after you have completed your play-through -- something you may want to do if you find you are running low on HDD space, we are just saying... To delete the game:
(1) Insert the game disc for Risen 2 in your optical drive;
(2) If your console is set to auto-load upon insertion wait for the game to load and then exit out to the Dashboard and the Home Hub Screen;
(3) From the Home Hub Screen select Risen 2 by moving the action-cursor to the upper-left corner of the menu, and then press the 'X' Button to access the Game Details Screen and Menu. From here you have the option of Playing Now, Rating the Game, and Deleting the game if you are using the old Dashboard, but if you are using the new Fall 2012 Dashboard you also have the option to Pin to Home, which will create a more convenient shortcut to the game that will allow you to quickly access and play it from just off of the Home Hub Menu -- we are just saying.
(4) Highlight the "Delete" box and hit the Action Button ('A') and then confirm that you really do want to delete the game. You will then delete the installed disc content on your HDD but NOT the saves, DLC, or any other extras for the game, freeing up a huge chunk of space on your HDD so you can now install a different game to load and play faster, and how cool is that?
== Managing Game Content ==
There is one additional issue that you should consider when you go about managing the installed game content on your hard drive, and that is a combination of future DLC content and future game play. Just because you have "finished" the game now does not mean that you will not want to come back later and play it again, so retaining certain key files that are installed to your console hard drive is really a smart choice.
With that in mind, instead of accessing the contents of the hard drive installed in your console from the memory menu interface and deleting the entire folder for the game (some players prefer to manage their installed content in that fashion) you should follow the instructions noted above, and use the 'X' method to uninstall the installed game disc content!
By utilizing that method you end up removing the installed disc data and content but preserve all of your game saves, installed DLC content, and other records (including the stat database), and as a result you can easily then come along at a later date and simply slot the game and play it, having fully preserved access to all of your progress.
This is a good idea for several reasons -- first, should the developers release additional DLC content you will be able to add that to your console and resume playing from the previous level of progress in game play, and second, when the sequel or next game in a game series is released, IF it has some Achievements that are unlocked for having played a previous game in the series, bang! You are covered! Your old saves and special content are right there for the new title to find! It would really suck to have to replay the entire game in order to obtain the maximum benefits of previous play -- an aspect of that sort of Achievement structure that gamers who played the Forza Motorsports franchise of games recently learned.
Normally the bulk of the information that is being presented to you in this section would appear at the back of the guide in the Addendum Section (and in fact it DOES appear there) but in this case what follows in this section is not so much the list of Achievements/Trophies as it is some important remarks about them. If the unlocking of Achievements or Trophies is at all important to you, why then you will want to read what follows.
From here onwards the words "Achievement" or "Achievements" will be routinely used; when you encounter these words, know that their use is intended to include Xbox LIVE Achievements, PlayStation 3 Trophies, and Windows LIVE Achievements interchangeably, with the words being used for convenience rather than serving as the presumption that all of you will be playing just the version of the game for Microsoft's Xbox 360. We want to make it very clear to all who read our guides that we have the capability of playing games on every platform!
The staff of Senior Gaming Writers as well as the Senior Game Reviewers at Super Cheats (and Gaming Update and MMOFan) all own at least one exanple of every major video game platform. The writer of this guide personally owns at least one of each of the mobile and console platforms, as well as a PC that can be conservatively considered to be a Gamer Deck. The fact that the version of the game that was used for this guide was the Xbox 360 version in no way implies any favoritism for a specific platform, it just happens to be the version that was purchased.
In addition to maintaining a full stable of all gaming platforms the writer maintains several identities on the official gaming services, including Steam, Nintendo Online, Xbox LIVE, Windows LIVE, the PlayStation Network, and numerous other special-use gaming services such as those attached to the PC-based digital distribution services presently active online. The reason that several accounts are maintained is to ensure that the process of shooting video illustrations for the games that they write guides for can include the unlocking phase for Achievements -- a necessary evil since the use of hidden or secret Achievements by developers often ends up resulting in said Achievements being unlocked with little or no warning.
Our aim is to provide you with entertaining and informative game play guides, and to that end there is literally nothing we will not do to be effective in the process, including multiple play-throughs and the use of multiple ID's to facilitate this. We are just saying...
== Notes on Unlocking Achievements ==
You will notice that there are a fair number of Secret Achievements in the game. A lot of gamers do not like it when a developer chooses to hide the nature of a large number of Achievements in a game, particularly because they often do that when the Achievements are tedious ones. In the case of Risen 2 I am happy to note that that was not the reason that they hid the Achievements -- it appears that they made them Secret largely to prevent the unintended introduction of spoilers to the base game content that will result when the player has open access to all of the Achievements in list form with descriptions... We disclose that factoid here as an official warning to you that reading the Achievement lists and sections in our guide will, necessarily, constitute spoiler content. You have been warned!
While we are on the subject of Achievements, there are a significant number of what most gamers think of as "Metered Achievements" (classically these are thought of as Achievements that have the gamer perform X actions X number of times and the like). The good news here is that the game uses a dynamic stat-recording system that is NOT tied to the game save system. Let me explain that -- the game maintains two completely separate sets of records, with the game saves being one set, and all of the stat-action tracking in a dedicated table being another.
In Risen 2 all of the action counters are dynamic, so if you open a door it immediately adds 1 to the counter for opening doors. If you quit the game without saving and then reload your last save when the open door counter was at 144, it is STILL at 144 when you revert to the previous/older save, and how cool is that?
Very cool actually, because it means that, for example, when you find yourself facing three or four Giant Clams you can save the game, then go ahead and kill all four, revert to the previous save, kill all four again, revert, over and over until you get the counter to the point that it unlocks the Achievement you want to unlock.
This is important largely because there are some Achievements that ask you to do things you cannot do in a single play-through -- like slay 2000 monsters... So grinding them in the most advantageous manner is really in your best interests. Just saying. And just making you aware of this.
Another aspect of this table-based dynamic stat tracking is that you can use it to your advantage with respect to any and every element that is associated with the PRNG System (Pseudo Random Number Generator System). A perfect example of this are the Clam/Oyster Shells that the player finds on beaches. In theory there is a chance for each of these shells to reveal a valuable Pearl in loot upon opening, but in practice whether or not a given shell actually does contain a Pearl is purely a function of the PRNG, so if the player was so inclined, they could make a save, then open a shell and, if the action did not result in the desired finding of a Pearl, simply reload their previous save and try again until the action of opening the shell obtained the desired result.
We are in no way suggesting that you do this -- in fact many gamers think that this sort of play represents a manipulation of the game environment and they consider it cheating! We do not judge you or your game play style, or whether or not you choose to take advantage of the PRNG, of the dynamioc stat tables, or any other aspect of play... How you choose to play the game is your business, but as these elements exist, and as it is our business to write these guides, we must cover each aspect and each tactic with an eye towards its implementation by players because you may find that useful. Remember we are all about being useful!
== Achievements in Risen 2 ==
This game contains a total of 1000 Gamer points in 50 Achievements in the base game. In addition to the base of 1000 GP and 50 Achievements, the DLC offerings available at the time that this guide was written includes another 100 GP contained in 6 Achievements (divided by 3 Achievements per DLC, and totaling 50 GP per DLC).
In our experience in playing the game the average player will spend between 50 and 60 hours of active game play through the base game, with an additional 10 hours of game play for both DLC, giving the game an average play time of roughly 50 to 70 hours total; due to the fact that there are several Achievements in this title that qualify as Grinded Achievements, in our experience the actual play time for gamers who desire to unlock ALL of the possible Achievements in this title works out to something more like 85 hours of game play due to the need to grind-out 2000 kills.
Despite the fact that significant time muse be spent in repetitive and somewhat boring play in order to unlock the two Grinder-Class Achievements in the game, it still receives an estimated difficulty rating of only 4/10. What that translates to is simply that 100% of players will be able to fully complete and unlock ALL of the 56 Achievements in this title if they are willing to put in the time and the effort that is required to do so. None of the Achievements present challenge-or-skills-dependent Achievement limitations in other words.
In the Addendum Sections of the guide the reader will find a complete listing of ALL of the Achievements in this game (by platform) including the "Secret" ones, so be aware that reading the aforementioned sections will present information of a sort that is generally considered to be "spoiler content" and further, since every effort has been made to explain the best tactic to use in unlocking of any Achievement that warrants that treatment, further information of a potentially spoiling nature may be present. This is the second and last warning you will receive of that fact.
After you slot the game and you reach the loading screen you are prompted to select the storage destination for your saved games -- either the hard drive on your console, or the Cloud. Bear in mind that if you select the Cloud you are locked in to having your Internet connection online and available whenever you play the game, since that is where your saved games ultimately reside, so if you have spotty Internet coverage, or you expect to need to play when you have no connectivity you will want to choose your hard drive as your game save location.
Once you pick the game save location you are presented with the main loading screen, where you have the option of choosing to create a new game or continue a saved game (if you have one). In addition you have the choice of Options for the Options Menus and Extras, which takes you to a menu that allows you to review installed content, view the available DLC on Xbox LIVE -- which in the case of Risen 2 is basically The Air Temple and Treasure Isle DLX plus a pirate outfit for your Avatar that costs 240 MSP, and a pair of free video trailers for the game, the GamesCom Trailer and the Reveal Trailer.
From the Extras Menu you can also view the Achievements screens (it loads the screens from LIVE and not an in-game version), the official Game Credits roll-by, and finally a 'Back' selection to return to the Main Menu.
Surprise! A Very Unpleasant way to Die!
One of the drawbacks to the game is that you are only provided with a total of eight save slots -- seven really since one of the eight is used by the auto-save utility. If you are determined to unlock the bulk of the game Achievements in less than two full play-throughs, you will be wishing that you had more game save slots, but that cannot be helped, so we will do the best that we can to point out to you when and where to make your strategic saves.
Note that whenever the graphic of a spinning compass appears on screen the game is saving and you want to be sure that you do not turn off the console when it is doing so since that can corrupt your save...
Selecting New Game creates the initial save for your new game and then plays the Introductory CS in which you learn about the basic situation in the land with respect to the Titan Lords and their war along with the reaction of the Gods, and an explanation for the ancient prophecy -- or at least that you now know that the prophecy is true -- and then a CS begins that shows you the last stronghold of the Inquisition Faction (and the fact that it is largely in flames).
Juan reports in to the Lieutenant -- that would be you, pirate eye patch and all! -- and he delivers the message that Commandant Carlos would like to talk to you, and that he is waiting for you at the top of the tower! The first thing that happens once you gain control of your character is you are prompted to open your Log Book ('B') and that shows you your active quest -- Meet the Commandant!
Hitting 'B' brings up the Log Book, which is pretty much the character tracking and development interface as well as the quest interface. You can hit the 'Y' button over the quest to show the quest dialogue, and the D-Pad you can select from Active Quests, All Quests, and the Character Entries in your Log Book. The Left and Right Triggers allow you to navigate the top blades of the menu in the Log Book, which consist of selections for Character, Inventory, Sea Chart and the Log Book itself (quests).
== Character Menu ==
Under the Character selection you can choose between the display and management of Attributes, Talents, Skills, your Crew, and your Collections.
In the center of the Character Menu is the base display which shows your character's head shot below which are his blood (health) levels, the amount of Gold and Glory Points he has, and his current rank.
-- Character > Attributes
Your Attributes can only be increased using Glory Points, which you obtain by completing tasks, quests, and defeating enemies. Once you have accumulated sufficient Glory Points to increase an Attribute you accomplish that from this menu by selecting the desired attribute and clicking on it with the action button ('A') to increment it however many points you want to spend (or can spend). The number of Glory Points required to improve each Attribute increases with each level.
-- Character > Attributes > Blades
The Blades attribute increases your character's base value for all slashing, thrusting, and throwing weapons, which makes them more successful and dangerous when using a bladed weapon. Each individual Blades Skill may require you to have a minimum Blades value, and they increase the higher and more complex the skill.
-- Character > Attributes > Firearms
The Firearms attribute increases your character's base value for the Musket, Shotgun, and the Pistol weapons, which makes them more successful and dangerous when using a firearm. Each individual Firearms Skill may require you to have a minimum Firearms value, and they increase the higher and more complex the skill.
-- Character > Attributes > Toughness
The Toughness attribute increases your character's base value for the Bladeproof, Bulletproof, and Intimidation talents. Each individual Toughness Skill may require you to have a minimum Toughness value, and they increase the higher and more complex the skill.
-- Character > Attributes > Cunning
The Cunning attribute increases your character's base value for the Thievery, Dirty Tricks, and Silver Tongue talents. Each individual Cunning Skill may require you to have a minimum Cunning value, and they increase the higher and more complex the skill.
-- Character > Attributes > Voodoo
The Voodoo attribute increases your character's base value for the DeathCult, Black Magic, and Ritual talents. Each individual Voodoo Skill may require you to have a minimum Voodoo value, and they increase the higher and more complex the skill.
-- Character > Talents
Your character can increase their Talents by increasing attributes, learning skills, wearing special equipment, and through collecting of legendary items. This screen displays your overall skill levels for each of the specific skills in the game, including:
- Slashing Weapons: Increases Sabre damage and Musket attack damage without Bayonet.
- Piercing Weapons: Increases Epee damage and Musket attack damage with Bayonet.
- Throwing Weapons: Increases Dagger accuracy and attack damage of Spears.
- Muskets: Increases Musket accuracy.
- Shotguns: Increases Shotgun damage.
- Pistols: Increases Pistol accuracy and Scatter Pistol damage.
- Bladeproof: Determines protection from all types of Bladed Weapons.
- Bulletproof: Determines protection from all types of Firearms.
- Intimidate: Determines success of the Intimidate dialogue options.
- Dirty Tricks: Determines the accuracy and effect of Dirty Tricks.
- Thievery: Required for Lockpicking; determines success of Pickpocketing.
- Silver Tongue: Determines success of dialogue options / opens new dialogue options.
- Black Magic: Determines Voodoo success and Curse Effects.
- Death Cult: Determines strength of summoned Ghosts.
- Ritual: Increases effect of Magic Potions.
As you can see above they are organized in like-groups of three.
-- Character > Skills
Your character learns skills by finding a teacher from whom they can learn lessons. In addition to being required to meet minimum levels for related skills, training skills will cost you significant amounts of Gold. Each skill is broken up into a list of related sub-skills, and each sub-skill can be leveled or not, as you prefer.
-- Character > Skills > Blade Skills
The heading that contains the list of all of the Blade-related Sub-Skills, which are made up of the following individually-leveled sub-skills:
-- Character > Skills > Blade Skills > Parry
Allows your character to interrupt their opponent's attack.
Required Blade Skill Level: 1
Cost in Gold: 1000
-- Character > Skills > Blade Skills > Powerful Attack
Allows your character to launch a powerful attack that causes a lot of damage.
Required Blade Skill Level: 2
Cost in Gold: 1000
-- Character > Skills > Blade Skills > Riposte
Allows your character to launch a Riposte (attack) immediately after a Parry (defensive move).
Required Blade Skill Level: 4
Skill Prerequisite: Parry
Cost in Gold: 1000
-- Character > Skills > Blade Skills > Forging
Allows your character to repair bladed weapons in the Smithy.
Required Blade Skill Level: 6
Cost in Gold: 1000
-- Character > Skills > Blade Skills > Powerful Riposte
Increases the damage caused by your Ripostes.
Required Blade Skill Level: 8
Skill Prerequisite: Riposte
Cost in Gold: 1000
-- Character > Skills > Blade Skills > Sword Master
Your character's attacks inflict considerably more damage.
Required Blade Skill Level: 10
Cost in Gold: 2000
-- Character > Skills > Blade Skills > Slashing Weapons I
Adds 5 Points to all Slashing Weapon Taunts.
Required Blade Skill Level: 1
Cost in Gold: 500
-- Character > Skills > Blade Skills > Slashing Weapons II
Adds 10 Points to all Slashing Weapon Taunts.
Required Blade Skill Level: 4
Skill Prerequisite: Slashing Weapons I
Cost in Gold: 1000
Your first Epee Duel without training is long but rewarding!
-- Character > Skills > Blade Skills > Slashing Weapons III
Adds 15 Points to all Slashing Weapon Taunts.
Required Blade Skill Level: 7
Skill Prerequisite: Slashing Weapons II
Cost in Gold: 1500
-- Character > Skills > Blade Skills > Piercing Weapons I
Adds 5 Points to all Piercing Weapon Taunts.
Required Blade Skill Level: 2
Cost in Gold: 500
-- Character > Skills > Blade Skills > Piercing Weapons II
Adds 10 Points to all Piercing Weapon Taunts.
Required Blade Skill Level: 5
Skill Prerequisite: Piercing Weapons I
Cost in Gold: 1000
-- Character > Skills > Blade Skills > Piercing Weapons III
Adds 15 Points to all Piercing Weapon Taunts.
Required Blade Skill Level: 8
Skill Prerequisite: Piercing Weapons II
Cost in Gold: 1500
-- Character > Skills > Blade Skills > Throwing Weapons I
Adds 5 Points to all Throwing Weapon Taunts.
Required Blade Skill Level: 3
Cost in Gold: 500
-- Character > Skills > Blade Skills > Throwing Weapons II
Adds 10 Points to all Throwing Weapon Taunts.
Required Blade Skill Level: 6
Skill Prerequisite: Throwing Weapons I
Cost in Gold: 1000
-- Character > Skills > Blade Skills > Throwing Weapons III
Adds 15 Points to all Throwing Weapon Taunts.
Required Blade Skill Level: 9
Skill Prerequisite: Throwing Weapons II
Cost in Gold: 1500
A Pet Monkey can be used to Steal in Stealth or Tight Places
-- Character > Skills > Firearm Skills
The heading that contains the list of all of the Firearm-related Sub-Skills, which are made up of the following individually-leveled sub-skills:
-- Character > Skills > Firearm Skills > Critical Hits
Increases chance to land Critical Hits and add exceptional amount of damage.
Required Firearm Skill Level: 1
Cost in Gold: 1000
-- Character > Skills > Firearm Skills > Nuff Said!
Your character can end some dialogue immediately with a shot to the enemy's head.
Required Firearm Skill Level: 2
Cost in Gold: 500
-- Character > Skills > Firearm Skills > Left-Handed
Significantly reduces cool-down period for Pistols.
Required Firearm Skill Level: 4
Cost in Gold: 1000
-- Character > Skills > Firearm Skills > Gunsmith
Allows your character to use the Workbench to build and repair Firearms.
Required Firearm Skill Level: 6
Cost in Gold: 1000
-- Character > Skills > Firearm Skills > Marksman
Doubles the chance for Critical Hits from Musket and Shotgun.
Required Firearm Skill Level: 8
Cost in Gold: 1000
-- Character > Skills > Firearm Skills > Blazing Barrels
Cool-down period for Firearms greatly reduced.
Required Firearm Skill Level: 10
Cost in Gold: 1000
-- Character > Skills > Firearm Skills > Muskets I
Increases the Musket Taunt by 5 Points.
Required Firearm Skill Level: 3
Cost in Gold: 500
-- Character > Skills > Firearm Skills > Muskets II
Increases the Musket Taunt by 10 Points.
Required Firearm Skill Level: 6
Skill Prerequisite: Muskets I
Cost in Gold: 1000
-- Character > Skills > Firearm Skills > Muskets III
Increases the Musket Taunt by 15 Points.
Required Firearm Skill Level: 9
Skill Prerequisite: Muskets II
Cost in Gold: 1500
-- Character > Skills > Firearm Skills > Shotguns I
Increases the Shotgun Taunt by 5 Points.
Required Firearm Skill Level: 2
Cost in Gold: 500
-- Character > Skills > Firearm Skills > Shotguns II
Increases the Shotgun Taunt by 10 Points.
Required Firearm Skill Level: 5
Skill Prerequisite: Shotguns I
Cost in Gold: 1000
-- Character > Skills > Firearm Skills > Shotguns III
Increases the Shotgun Taunt by 15 Points.
Required Firearm Skill Level: 8
Skill Prerequisite: Shotguns II
Cost in Gold: 1500
-- Character > Skills > Firearm Skills > Pistols I
Increases the Pistol Taunt by 5 Points.
Required Firearm Skill Level: 1
Cost in Gold: 500
-- Character > Skills > Firearm Skills > Pistols II
Increases the Pistol Taunt by 10 Points.
Required Firearm Skill Level: 4
Skill Prerequisite: Pistols I
Cost in Gold: 1000
-- Character > Skills > Firearm Skills > Pistols III
Increases the Pistol Taunt by 15 Points.
Required Firearm Skill Level: 7
Skill Prerequisite: Pistols II
Cost in Gold: 1500
-- Character > Skills > Toughness Skills
The heading that contains the list of all of the Toughness-related Sub-Skills, which are made up of the following individually-leveled sub-skills:
-- Character > Skills > Toughness Skills > Kick
Allows your character to kick an opponent from a distance; some enemies can be knocked down.
Required Toughness Skill Level: 1
Cost in Gold: 500
-- Character > Skills > Toughness Skills > Liquid Courage
Extends the effect of Painkillers.
Required Toughness Skill Level: 2
Cost in Gold: 1000
-- Character > Skills > Toughness Skills > Quack
Adds 20 Points to your character's Blood Level.
Required Toughness Skill Level: 4
Cost in Gold: 1000
-- Character > Skills > Toughness Skills > Distiller
Allows your character to distil Liquor on the Pot Still.
Required Toughness Skill Level: 6
Cost in Gold: 1000
-- Character > Skills > Toughness Skills > Doctor
Adds 20 Points to Blood Level.
Required Toughness Skill Level: 8
Cost in Gold: 1000
-- Character > Skills > Toughness Skills > Indestructible
Allows your character's Blood to regenerate over time.
Required Toughness Skill Level: 10
Cost in Gold: 2000
-- Character > Skills > Toughness Skills > Bladeproof I
Adds 5 Points to Bladeproof Taunt.
Required Toughness Skill Level: 2
Cost in Gold: 500
-- Character > Skills > Toughness Skills > Bladeproof II
Adds 10 Points to Bladeproof Taunt.
Required Toughness Skill Level: 5
Skill Prerequisite: Bladeproof I
Cost in Gold: 1000
-- Character > Skills > Toughness Skills > Bulletproof I
Adds 5 Points to Bulletproof Taunt.
Required Toughness Skill Level: 3
Cost in Gold: 500
-- Character > Skills > Toughness Skills > Bulletproof II
Adds 10 Points to Bulletproof Taunt.
Required Toughness Skill Level: 6
Skill Prerequisite: Bulletproof I
Cost in Gold: 1000
-- Character > Skills > Toughness Skills > Intimidate I
Adds 5 Points to Intimidate Taunt.
Required Toughness Skill Level: 1
Cost in Gold: 500
-- Character > Skills > Toughness Skills > Intimidate II
Adds 10 Points to Intimidate Taunt.
Required Toughness Skill Level: 4
Skill Prerequisite: Intimidate I
Cost in Gold: 1000
-- Character > Skills > Toughness Skills > Intimidate III
Adds 15 Points to Intimidate Taunt.
Required Toughness Skill Level: 7
Skill Prerequisite: Intimidate II
Cost in Gold: 1500
-- Character > Skills > Cunning Skills
The heading that contains the list of all of the Cunning-related Sub-Skills, which are made up of the following individually-leveled sub-skills:
-- Character > Skills > Cunning Skills > Sneaking
Allows your character to move without making noise.
Required Cunning Skill Level: 1
Cost in Gold: 500
-- Character > Skills > Cunning Skills > Pickpocketing
Allows your character to pick pockets.
Required Cunning Skill Level: 2
Cost in Gold: 1000
-- Character > Skills > Cunning Skills > Lockpicking
Allows your character to open locks with lockpicks.
Required Cunning Skill Level: 4
Cost in Gold: 1000
-- Character > Skills > Cunning Skills > Monkey Trainer
Allows your character to command your monkey to steal for you.
Required Cunning Skill Level: 6
Cost in Gold: 1000
-- Character > Skills > Cunning Skills > Parrot Trainer
Allows your character to distract opponents with trained parrots.
Required Cunning Skill Level: 8
Cost in Gold: 1000
-- Character > Skills > Cunning Skills > Old Trickster
Reduces cool-down timer for Dirty Tricks.
Required Cunning Skill Level: 10
Cost in Gold: 1000
-- Character > Skills > Cunning Skills > Dirty Tricks I
Adds 5 Points to Dirty Tricks Taunt.
Required Cunning Skill Level: 3
Cost in Gold: 500
-- Character > Skills > Cunning Skills > Dirty Tricks II
Adds 10 Points to Dirty Tricks Taunt.
Required Cunning Skill Level: 6
Skill Prerequisite: Dirty Tricks I
Cost in Gold: 1000
-- Character > Skills > Cunning Skills > Dirty Tricks III
Adds 15 Points to Dirty Tricks Taunt.
Required Cunning Skill Level: 9
Skill Prerequisite: Dirty Tricks II
Cost in Gold: 1500
-- Character > Skills > Cunning Skills > Thievery I
Adds 5 Points to Thievery Taunt.
Required Cunning Skill Level: 2
Cost in Gold: 500
-- Character > Skills > Cunning Skills > Thievery II
Adds 10 Points to Thievery Taunt.
Required Cunning Skill Level: 5
Skill Prerequisite: Thievery I
Cost in Gold: 1000
-- Character > Skills > Cunning Skills > Thievery III
Adds 15 Points to Thievery Taunt.
Required Cunning Skill Level: 8
Skill Prerequisite: Thievery II
Cost in Gold: 1500
-- Character > Skills > Cunning Skills > Silver Tongue I
Adds 5 Points to Silver Tongue Taunt.
Required Cunning Skill Level: 1
Cost in Gold: 500
-- Character > Skills > Cunning Skills > Silver Tongue II
Adds 10 Points to Silver Tongue Taunt.
Required Cunning Skill Level: 4
Skill Prerequisite: Silver Tongue I
Cost in Gold: 1000
-- Character > Skills > Cunning Skills > Silver Tongue III
Adds 15 Points to Silver Tongue Taunt.
Required Cunning Skill Level: 7
Skill Prerequisite: Silver Tongue II
Cost in Gold: 1500
A Pet Parrot can be used to Distract Your Enemy!
-- Character > Skills > Voodoo Skills
Voodoo is the special Faction Power for the Natives Faction and is not available to you if you choose to align yourself with the Inquisition Faction. In addition to adding magical powers to your kit, it is through Voodoo that your character gains access to the abilities to create and craft potions, scepters, dolls, rings, and amulets. While guns and swords are sexy you should not underestimate the power of Voodoo Magic in the game world, as it can be a pretty awesome skills set all by itself, which is why prior to declaring your Faction choice in the game, it is generally considered to be a good idea for you to make a Key Point Save (another way of saying a save you will never over-write).
Voodoo and most of the related abilities is a skill-based art in the game that in addition to requiring you to level its skills, sub-skills and abilities, also requires your character to collect a number of key items, ingredients, and elements for use in creating magical objects and weapons. The good news is that in Risen 2 (unlike most RPG titles) there is no natural cap on your Inventory, so you can hold on to pretty much every item you collect if you want to -- or you can sell-off the stuff you don't need for the Gold it can bring in.
Among the more attractive aspects of the Voodoo abilities is the ability to use Voodoo Dolls and your powers to take control of the bodies of NPC's, who will then do your bidding and follow your commands. Another very powerful aspect of Voodoo is Alchemy, which specifically allows your character to take the objects and ingredients that they have collected and, using the special recipes and formula that they have learned, perform Rituals and brew Magic Potions that not only allow you to strengthen your character, but also weaken the enemy.
Collecting recipes and formula and learning what you need to make specific potions is an element in the game you will want to focus on, and not just because there are potions that you can make to restore and regenerate health (Blood) but also because there are potions you can make that permanently increase some of the stats for your characters -- including Strength and Dexterity, which are key stats for some of the different combat moves and styles.
The heading that contains the list of all of the Voodoo-related Sub-Skills, which are made up of the following individually-leveled sub-skills:
Character > Skills > Voodoo Skills > Create Doll
Allows your character to make Voodoo dolls at the Voodoo Alter.
Required Voodoo Skill Level: 1
Cost in Gold: 1000
Character > Skills > Voodoo Skills > Create Scepter
Allows your character to make Voodoo Scepters at the Voodoo Alter.
Required Voodoo Skill Level: 2
Cost in Gold: 1000
Character > Skills > Voodoo Skills > Brew Potion
Allows your character to brew Magic Potions with the Voodoo Cauldron.
Required Voodoo Skill Level: 4
Cost in Gold: 1000
Character > Skills > Voodoo Skills > Create Talisman
Allows your character to make Magic Rings and Amulets at the Voodoo Alter.
Required Voodoo Skill Level: 6
Cost in Gold: 1000
Character > Skills > Voodoo Skills > Powerful Curse
Increases the power of Voodoo Dolls.
Required Voodoo Skill Level: 8
Cost in Gold: 1000
Character > Skills > Voodoo Skills > Voodoo Master
Reduces cool-down timer for Voodoo Scepters.
Required Voodoo Skill Level: 10
Cost in Gold: 2000
Character > Skills > Voodoo Skills > Black Magic I
Adds 5 Points to the Black Magic Taunt.
Required Voodoo Skill Level: 3
Cost in Gold: 500
Character > Skills > Voodoo Skills > Black Magic II
Adds 10 Points to the Black Magic Taunt.
Required Voodoo Skill Level: 6
Skill Prerequisite: Black Magic I
Cost in Gold: 1000
Character > Skills > Voodoo Skills > Black Magic III
Adds 15 Points to the Black Magic Taunt.
Required Voodoo Skill Level: 9
Skill Prerequisite: Black Magic II
Cost in Gold: 1500
Character > Skills > Voodoo Skills > Death Cult I
Adds 5 Points to the Death Cult Taunt.
Required Voodoo Skill Level: 2
Cost in Gold: 500
Character > Skills > Voodoo Skills > Death Cult II
Adds 10 Points to the Death Cult Taunt.
Required Voodoo Skill Level: 5
Skill Prerequisite: Death Cult I
Cost in Gold: 1000
Character > Skills > Voodoo Skills > Death Cult III
Adds 15 Points to the Death Cult Taunt.
Required Voodoo Skill Level: 8
Skill Prerequisite: Death Cult II
Cost in Gold: 1500
Character > Skills > Voodoo Skills > Ritual I
Adds 5 Points to the Ritual Taunt.
Required Voodoo Skill Level: 1
Cost in Gold: 500
Character > Skills > Voodoo Skills > Ritual II
Adds 10 Points to the Ritual Taunt.
Required Voodoo Skill Level: 4
Skill Prerequisite: Ritual I
Cost in Gold: 1000
Character > Skills > Voodoo Skills > Ritual III
Adds 15 Points to the Ritual Taunt.
Required Voodoo Skill Level: 7
Skill Prerequisite: Ritual II
Cost in Gold: 1500
-- Character > Crew
The basic play roster for Risen 2: Dark Waters starts with the player-character, who is traditionally called The Nameless Hero but who I like to think of as Bob -- and a total of ten (10) Secret Character Slots that are located under the Crew Blade in your Log Book. Each of the ten Crew are either encountered or unlocked as a product of one of the quests in the game, and once they are unlocked and decide to join your Crew, are added to one of the concealed slots in your Log Book, at which point in addition to their name and headshot being added to the list, you also get a listing of their Blood Level, Grog, and title.
Character > Crew > Crew Slot 01 > Patty
Unlocked: Available from the start of the game with no special action required.
Title / Effect: Tank & Melee with good DPS.
Blood Level:
Grog:
Character > Crew > Crew Slot 02 > Hawkins
Unlocked: Rescued from Inquisition Tower at Puerto Isabella.
Title / Effect: Non-Combatant whose special power is to boost your and the crew's stats.
Blood Level:
Grog:
Character > Crew > Crew Slot 03 > Venturo
Unlocked: Obtained in Puerto Isabella for the Inquisition Faction.
Title / Effect: Ranged Weapon Expert.
Blood Level:
Grog:
Character > Crew > Crew Slot 04 > Chani
Unlocked: Obtained in the Shaganumbi Village if you choose the Native Faction..
Title / Effect: Voodoo Witch with considerable magical talents / Healer.
Blood Level:
Grog:
Character > Crew > Crew Slot 05 > Jaffar (the Gnome)
Unlocked: On the Isle of Thieves.
Title / Effect: Automatically loots bodies during/after combat for you.
Blood Level:
Grog:
Character > Crew > Crew Slot 06 > Bones
Unlocked: In Maracai Bay & will join crew if you intimidate him or feed him Hot Pot.
Title / Effect: Doctor/Healer and Toughness Ability Trainer.
Blood Level:
Grog:
Character > Crew > Crew Slot 07 > Harlok
Unlocked: A temporary crew member from the Treasure Island DLC found at Maracai Bay.
Title / Effect:
Blood Level:
Grog:
Character > Crew > Crew Slot 08 > Eldric
Unlocked: Obtained from the Air Temple/Storm Island DLC
Title / Effect: Non-Combatant.
Blood Level:
Grog:
Character > Crew > Crew Slot 09 > Creuse
Unlocked: A temporary crew member obtained from the Air Temple/Storm Island DLC.
Title / Effect:
Blood Level:
Grog:
Character > Crew > Crew Slot 10 > Secret
Unlocked:
Title / Effect:
Blood Level:
Grog:
-- Character > Collections
The Legendary Items Collection in Risen 2 are collectibles that are found throughout the islands and lands in the game world, with their locations provided to The Nameless Hero in books that he finds and reads; once the "description" of the location of a Legendary Item is acquired, the player will need to puzzle out where specifically it is referring to and then find that location and systematically search for the specified Legendary Item.
A total of twenty (20) Legendary Items appear to exist in the base game plus the first two DLC expansions -- Treasure Island and The Air Temple -- and each Legendary Item provides the player with a different special modifier or power. For example a Legendary Item can boost a specified skill for a certain number of points -- adding 10 to Intimidation, or 10 to Death Cult and etc.
The following Legendary Items are known to exist in the game:
Legendary Item 01 > Bottle of Memories
Special Effect: 10 Death Cult
Located in the Zone: Sword Coast
Location Hints: Obtained from the merchant Kapua in the Native Camp.
Official Description: Legend has it a shaman captured the thoughts of numerous dead people within it.
Legendary Item 02 > The Cannonball
Special Effect: 10 Shotguns
Located in the Zone: Sword Coast
Location Hints: Obtained from the Inquisition Merchant inside of the Ruins.
Official Description: This bullet sent a pirate straight to the bottom of the ocean.
Legendary Item 03 > Comb with One Tooth
Special Effect: 1 Blades
Located in the Zone: Caldera
Location Hints: In a Treasure Chest inside the cave on the beach.
Official Description: Each broken tooth stands for one of the master swordsman's successful battles.
Legendary Item 04 > The Flask
Special Effect: 10 Dirty Tricks
Located in the Zone: The Isle of Thieves
Location Hints: Obtained as a Reward from the Gnome Chief for slaying the Gnome Eater.
Official Description: Just one gulp excites the imagination.
Legendary Item 05 > Hand Mirror
Special Effect: 10 Silver Tongue
Located in the Zone: Tacarigua
Location Hints: Purchase this Legendary Item from the vendor Booze.
Official Description: The finest of craftsmanship for a beautiful lady. Stolen by evil pirates.
Legendary Item 06 > Hook Hand
Special Effect: 10 Slashing Weapons
Located in the Zone: The Island of the Dead
Location Hints: You will find this during the Potion of False Death Quest.
Official Description:
Legendary Item 07 > The Hangman's Noose
Special Effect: 10 Muskets
Located in the Zone: Antigua
Location Hints: On the top floor of the warehouse; climb through a half-boarded window and, further up the roof, locate the hole there. You will need a trained monkey to acquire this...
Official Description: This rope was shot through with a Musket.
Legendary Item 08 > The Jaguar Paw
Special Effect: 10 Ritual
Located in the Zone: Maracai
Location Hints: Located in the southern-most Temple during the quest Grave of Ancestors.
Official Description:
Legendary Item 09 > Meerschaum Pipe
Special Effect: 1 Firearms
Located in the Zone: Tacarigua
Location Hints: Inside Pete's treasure chest near the Ruins.
Official Description: A Gunsmith's Pipe.
Legendary Item 10 > Old Coin
Special Effect: 10 Bulletproof
Located in the Zone: The Island of the Dead
Location Hints: Obtained in the room that you wake up in, after drinking the potion to "Die."
Official Description: This coin intercepted a deadly bullet.
Legendary Item 11 > One Left Boot
Special Effect: 1 Cunning
Located in the Zone: Antigua
Location Hints: On the beach on a small island to the Northwest edge of the Antigua map.
Official Description:
Legendary Item 12 > Parrot Wing
Special Effect: 10 Throwing Weapons
Located in the Zone: The Island of the Dead
Location Hints: Located inside of a Treasure Chest in cave in the beach.
Official Description:
Legendary Item 13 > Peg Leg
Special Effect: 1 Toughness
Located in the Zone: Tacarigua
Location Hints: Continue past the cave with the spider in it, behind bushes and a tree near the Ruins.
Official Description: Has made many a pirate dance again. Carved from a mast.
Legendary Item 14 > The Pirate's Almanac
Special Effect: 10% Glory Bonus
Located in the Zone: Treasure Island
Location Hints: Found during the Treasure Island DLC Quest Lines.
Official Description: This is a record of the most wicked deeds and raids ever committed by pirates.
Legendary Item 15 > The Powder Bag
Special Effect: 10 Pistols
Located in the Zone: Sword Coast
Location Hints: Obtained by completing the 10 Crates Quest in the warehouse in Puerto Isabella.
Official Description:
Legendary Item 16 > Silver Mask
Special Effect: 10 Bladeproof
Located in the Zone: Tacarigua
Location Hints: Located in a grave in the Harbor Town Graveyard.
Official Description: Nobody knows who he was. He was undefeated.
Legendary Item 17 > Shrunken Head
Special Effect: 10 Intimidation
Located in the Zone: Sword Coast
Location Hints: Located on top of the pedestal in the Graveyard.
Official Description: The very sight of him acts as a deterrent to the enemies of his allies.
Legendary Item 18 > Skull Of Death
Special Effect: 1 Voodoo
Located in the Zone: Caldera
Location Hints: Obtained by completing the quest to elect the Native Chief.
Official Description:
Legendary Item 19 > Snuffbox
Special Effect: 10 Thievery
Located in the Zone: Caldera
Location Hints: Purchase from the merchant near the Council Building.
Official Description:
Legendary Item 20 > The Voodoo Needle
Special Effect: 10 Piercing Weapons
Located in the Zone: Sword Coast
Location Hints: Obtain from the Voodoo Merchant Emma in Piratetown.
Official Description: A Witches Voodoo Needle.
== Inventory Menu ==
Under the Inventory selection (by the way there are no limits in hard numbers for Inventory in this game, and how cool is that?), the organization is logically arranged by slot and the main pack -- you will find when you access it through the Log Book that it contains sections for Useable Items (Consumables), Loot, and a catch-all labeled "ALL" and all of that lead by the first section, which is your Equipment menu of slots for the following:
-- Right Hand
-- Left Hand
-- Head
-- Body
-- Legs
-- Feet
-- Earring
-- Amulet
-- Ring
== Seachart ==
The final section of the Log Book is your Maps -- which eventually will include a map for each of the island territories in the game. The Maps include a zoom function once you actually, you know, get a map.
There are a number of special actions that you will want to perfect in the game which range from pedestrian tasks to special actions with predictable and desirable results. Because of the significance of some of these actions they are covered by the game guide that comes with the game in the game case, and on the off chance that you lost that, disposed of it, or are playing the game as a rental and so do not have access to the game guide that came with the game, we are covering those actions here...
Actions > Buying & Selling
While your Inventory is not limited, selling off the items you collect that you no longer need or did not need in the first place is one of the best ways besides finding piles of gold in treasure chests to obtain wealth in this pirate world. You can sell your items to the merchants in the game, as well as purchase items from them.
If you end up selling something to a merchant that you later realize is actually an important item or one that you need for a quest or other action, you can return to the merchant to whom you sold the item to and buy it back for whatever you were paid for it.
Actions > Climbing
Climbing in the game is the only way to access certain areas in each zone, and is accomplished by standing below the area or object that you want to climb up to, and jumping -- your character will automatically grab the object above you and then climb up. Continue that process to reach the top of a given object/path.
Actions > Distilling
One of the more popular pursuits in the game, you will want to go out of your way to collect recipes as well as the special ingredients, and make a mental note of the location for the Pot Stills that you can use to brew your libations. Not only do these restore health, they also taste mighty good!
Actions > Fighting
Regardless of which Faction you end up choosing, fighting will be the focus of much of your actions in the game as you undertake this adventure. Fighting is effected by a number of different facets in the game, from weapons that increase your damage and effectiveness, to the clothing and armor that you wear that improves your defensive stats.
Your left hand holds your throwing weapons, bladed weapons, and spears, while your right hand holds your Firearms and Dirty Trick items. Selecting the weapon that you use for an attack is controlled by the combat mode you are in -- which you change by pressing the Primary Action Button -- allowing you to switch on-the-fly between your primary weapon and secondary weapon.
Actions > Forging
The traditional smithing method, forging skill is used to repair bladed weapons and make your own bladed weapons provided that you have reached the required skill level (Level 6 Blades) and you have the required schematics and materials.
Actions > Gunsmithing
Once you reach the prerequisites for this skill -- Firearm Level 6, regular Smithing skill, learning the skill from a Gunsmith instructor, and having collected the odd bits that you use to actually make the devices that are restricted to the schematics you own -- you can then construct your own weapons.
Bear in mind that your Gunsmithing must take place at a workbench, which you will find at strategic locations throughout the world.
Actions > Mining
Your primary source for the ore that you turn into the metal that you use to make your weapons -- which you will want to do at least a few times just for the fun of it. No special skill is required, just a special tool called a Pickaxe -- and you will need to locate veins of metal ore of course -- but once you have done so you can mine to your heart's content! Note that creating your own weapons is a good way to keep yourself supplied with quality weapons at a tasty price -- free! If you are pressed for fundage you can also turn that into your own little industry.
Actions > Provisions
In addition to sleeping and potions, food (provisions) is the other way to restore your health, and comes in a variety of forms -- purchased from merchants all over the world, traditional food provisions include edibles and drinks, but you can also gather food stuff in the form of raw meats, herbs and other plants, and fish that you can cook over your campfire as needed.
Herbs and plants in addition to healing can have additional effects, but bear in mind that in addition to those special effects, the healing properties of Provisions is not really instant, but is effected over time. You may also find it interesting to learn that booze will also restore health -- though you may find that less convenient than other options...
Actions > Rowing
In addition to being one of the best ways to get to locations on the other side of bodies of water, rowing a boat -- there are a number of them situation around the world -- is also the fastest way to get to other points on the island you are on, and represents the fast-travel system in the game.
Actions > Sleeping
Besides potions, sleeping is the fastest and easiest way to restore your health (Blood Level), and is also a good way to run the timer when you need time to pass. Sleeping in a bed for any length of time will cause your health to be restored.
Your character can sleep in pretty much any unoccupied bed, as long as there are no enemies nearby. Obviously you cannot use a bed while in the midst of combat.
Actions > Traps
Between the Natives, the Pirates, and unknown and mysterious figures from out of the past there are traps all over the place in the world -- traps that can easily kill you when you are not paying attention. The problem with traps is that you only become aware of them when you are about to trigger one and so the only option you have is to immediately and without delay jump to safety the instant you hear the warning sign of a trap about to go off.
Traps come in a variety of forms, from collapsing floors, to pitfalls, and the traditional stake trap. When you encounter a trap you will get only seconds warning by sound and an icon appearing on the screen.
Actions > Treasure and Treasure Collecting
Treasure in the game is usually found by following a Treasure Map that will lead you to a beach, cove, or cave somewhere, marked by the traditional X. When you find the location where the treasure is located your character will use a shovel (so it is a good idea to have one of those) to dig it up.
Treasures can consist of a wide variety of items, including gold, and it is one of those pursuits you do not pass up on when given the opportunity. Remember, there is no such thing as too much money!
While you are certainly free to follow the honorable path of the professional soldier and gentleman, the dynamics of the world in Risen 2 is not really set up to reward that sort of behavior -- it is however set up to reward the shadow-masters called Thieves.
A variety of skills are used in Thievery, and if you are intent upon excelling at that less-than-honorable profession (actually considering that this is a world dominated by pirates perhaps it is actually an honorable profession?) -- either way you will want to develop the following sub-skills:
Dirty Tricks: When you are going into a fight place the item you want to use for your Dirty Trick in your left hand -- sand, rocks, a coconut, whatever -- and hurl that into the noggin of your opponent before laying into them with your main weapon. There is a long cool-down timer for this skill, so be sure that you are accurate and your trick is effective as possible, right?
Lock Picking: One of the most important skills to level even if you are not a thief, being able to pick locks means that you can pass through doors you are not meant to, enter houses that belong to other people, but also open locked containers that may or may not contain treasure and, upon occasion, help out some poor bastard who had found himself wearing jewelry that they do not want to wear -- like shackles!
The process of picking locks is a skill that you will level, and is accomplished by using lock picks -- and involves the manipulation of the bars inside the locks that are what makes them work. They have to be manipulated open in a specific pattern, but that is a lesson that will come with experience.
Picking Pockets: Give a man a fish, you feed him for a day, teach a man to fish, and you feed him for the rest of his life! Same deal with picking pockets really -- as once you learn how to do it and then get better at it, money will be in most of the obvious places you choose to look for it, including the pockets of strangers!
Learning the sub-skills Thievery I through Thievery III improves your skills in picking pockets, but be aware that when you do pick pockets you are only allowed to pick the pocket of a particular NPC once, and only during the brief period of time in which they are distracted (you distract them).
Silver Tongue: One of the Cunning sub-skills, the Silver Tongue sub-skill allows you to convince weaker minds to do the things you ask them to do. While this is technically not a Thieves skill per se, it is a very useful skill for a thief to have, and can save you a lot of time on quests where getting an NPC to help you out will, well, help you out!
Sneaking: If you plan to go into Thievery in a big way this is a skill you will want to master right away, since it is basically the skill that dictates whether or not you wake up the sleeping NPC's in the house you are trying to rob! As you do not want to be caught doing this, raising your Sneak Skill is a really good idea and something you will want to do right away.
When you choose to sneak around it is a good idea for you to be discrete about going in and out of Sneak Mode -- because when NPC's notice you going into Sneak Mode it makes them suspicious of you and causes them to watch you closely.
Towards the end of this guide you will find an Encyclopedia of Quests that lists every quest and includes a description and the actions required as well as any hints that may be useful. Bearing in mind that these quests are also covered in the main body of the guide as they become available or as you do them, as all of that is not really the purpose of this section of the guide! No, this section is meant to discuss with you the missions and quests themselves and key differences in them, as well as what they really mean.
As with any standard RPG game the story is driven by the missions that are part of it. We distinguish between missions and quests (and so does the game) by grouping them separate from each other -- so for example the game considers all of the quests that are key to completing the story elements to be part of the mission to which they are attached. A good example of this is the Titan Weapon Mission, which is the first mission that you flag and begin at the start of the game. Quests and sub-quests that fall within the scope of that mission by virtue of being required actions or elements to the completion of the mission are grouped with it, whereas all of the optional or completely unrelated quests and sub-quests are grouped under the geographical heading for that area.
With me on this so far? Good!
The thing you need to understand is that in addition to the quest that are grouped under the missions, you will also want to complete as many of the optional quests and sub-quests as you can because they are the primary source for both Glory Points and gold in the game. While it is true that you receive a certain amount of Glory Points for the monsters you kill, and you can obtain gold by gathering resources and special items, what you get for completing the quests is on a whole other level, as this resource is not only absolutely necessary to progression in the game, but is necessary to the rapid leveling of your character and expanding their skills and abilities as well as talents!
The game has well over 300 quests in it, and in fact there is an Achievement called "Mr Industrious" (50 GP) that is unlocked for completing 250 quests -- and that may seem like a lot of quests but believe me by the time you get to the end of the game it will have flown by so fast that you will wonder how it ended so quickly!
If you closely examine the game play structure you will realize that the quests and missions are all central to unlocking most of the other Achievements, whether they are the do X actions, kill X beasts, or the Achievements that are awarded for completing specific missions and quests, all of thos is inter-connected.
Even the skill-based Achievements that are awarded for mastery of the different skills and abilities are attached to the questing system, since you obtain the Glory Points that are required to unlock these via those quests!
While we are on this subject, unless you plan to play through the game half-a-dozen times, you are going to have to make a strategic investment in patience early on by only unlocking the upgrades that you actually need. The reason for that is simple: to fully cap-off a skill from Level 1 to Level 10 you will need to spend around 61,000 Glory Points (XP) and around 17,000 gold coins PER skill!
You can do that by playing through the game half-a-dozen times if you really want to, but the wisest method and the most efficient from a time point-of-view is to save up the targeted 61K in Glory Points, and $17K in gold coins, and then intentionally work the system to unlock ALL of the related Achievements in one go! How do you do that?
You will recall that we mentioned earlier that the game tracks your actions separately from the game save system, so when you open a door or dig up a chest that gets permanently recorded as an action whether you save or quit without saving immediately thereafter. It does the same thing for the skills and abilities statistics as well, so what you can do is simply save up the required resources and then cap one skill, quit without saving, cap the next, and rinse and repeat until you have capped each of them separately, and thus you will have unlocked the following Achievements in one go:
All-Rounder 30 Learned each skill once
Blademaster 20 Learned everything about blades
Gunslinger 20 Learned everything about firearms
Rogue 20 Learned everything about cunning
Tough Bastard 20 Learned everything about toughness
Voodoo Wizard 20 Learned everything about voodoo
In addition to the above, the process of obtaining the resources will very likely lead to a number of other Achievements being unlocks, but since we cannot know which as that depends upon the track you follow, we will just generally acknowledge that here.
While it is true that this is a game about a story, it is also true that the process by which you unlock the Achievements that are part of the game are often important to the gamers who play these games. If you had asked me if this was an easy game in which to earn Achievements I would have replied that no, if that is the focus of your interest and how you pick games, this is one I would avoid, but then that is really not the best way to decide on what games you play, is it? Hell no!
Risen 2 is a fun romp through a world of Pirates and plunder, it has a great story (if a bit shallow) and it does not rely upon gimmicks like animated soft port to retain gamer attention -- a choice that I very much respect. In fact other than a few words of wickedness that, let us be realistic, I am sure my teenagers hear a dozen times every day at school, there is really nothing in here that I would be upset about my kids seeing, and that is why I have no worries for them to play this game... Though being realistic I am not all that sure that any worries or concerns that I had -- if I had any -- would be weighed with anything other than anecdotal notice by my kids, because they pretty much prefer to pick the games that they play based upon their own interests, and as their own decisions.
Still I feel lucky to have two great and intelligent, mostly well-adjusted kids who are interested in what I do professionally, as it beats the hell out of having kids who could care less (something I know more than a few of my mates face in their lives). I suppose it does not hurt that all of their friends say that they have the coolest dad, heh.
You have been summoned to the top of the tower where Commandant Carlos is waiting for you -- the message being delivered by Juan to you, the Lieutenant. Personally I don't think Juan respects you but I do think he sort of likes you... In a good way! Not THAT way! Sheesh. Your mind is really in the gutter...
Before you do anything else now would be a good time to save your game -- and having done that, take a quick look around this room and pick up anything you think you might be able to use on the off-chance you do not end up coming back here any time soon... You will find the following items in the room:
-- A Fat Purse with 100 Gold (Money)
-- A Chest with 400 Gold in it (Money)
-- Some Chicken (Provisions)
-- Two Apples on the table in the corner (Provisions)
-- Grog (Provisions)
-- An Officer's Sword (Weapon)
Note that the game keeps track of all of the items you pick up for statistical purposes, even if you reload BEFORE you reach a checkpoint save! So if you wanted to you could collect the money and then reload the save you just made and collect the money again to unlock the Achievement "Skinflint" Acquired 1000 gold (10 GP). Nice one, your first Achievement!
Once you grab the items you will see that the game is prompting you to hit 'B' to open the Inventory -- the reason that it wants you to do that is that, now that you have some actual items in your Inventory, you can actually begin putting things in the slots available for putting things... Like that sword?
Hitting 'B' opens your Inventory and you can now arm the sword. You will notice that when you select items by moving the cursor over them in your Inventory you are shown a brief description of the item along with an estimate of its value in Gold.
When you exit your room you pick up some Glory for "finding" the Crystal Tower (you are actually IN the Crystal Tower but let us not quibble)... Juan will urge you to hurry up, so just walk or run up the stairs beside him to the top of the tower, where you will find Carlos, the Commandant, waiting for you. Talk to him using the Action Button to report in to get a CS in which he tells you a ship is trying to enter the harbor...
The ship is attacked by a monster of course, and you can see that survivors may or may not have managed to get off before it was pulled under the surface! Carlos tells you to head to the beach and gather up the survivors -- so go do that!
Bear in mind that everything that you can do to improve your character and their lot in life helps you -- pick up every resource you can, make gold wherever you can, kill monsters and animals wherever you can to gain experience and skill -- because for right now everything is about increasing your characters capabilities!
Saving the sole survivor of the shipwreck - an old friend!
-- The Beach --
On your way to the to the beach when you get to the courtyard below a prisoner named Largo will get your attention -- he asks for gold, and you get your first selectable dialogue event! He says if you give him gold he can give you things -- when you ask about the things he explains that there is a storehouse in the harbor with supplies -- and you point out that even if you pay him you still have to steal the stuff yourself! If you agree he offers to teach you what you need to know to gain access to the loot...
You have 500 gold, and what do you know?! That is what he wants to teach you the Sneak Skill! Now is as good a time as any to learn that, and have your first experience with a teacher character, so go ahead and do that! Once you have learned Sneak and satisfied yourself with the other dialogue options, you can continue to the beach, and test out you shiny new Sneak Skill on the way by clicking down on the Left Joystick. Well done mates!
Talk to Juan (be sure you have your sword equipped or he will not open the gate) to exit the courtyard to the outside area and then head down to the beach where you will find a chest at the bottom of the stairs with a Torch, Provisions, and 10 Bullets -- take them all. Following the water's edge you will see a woman pirate that has reached the shore but is fighting off a group of Sand Devils. You draw your weapon and rush in to save her only to discover it is your old mate Patty!
-- Crystal Tower --
After the CS that you get for saving her and unlocking the Achievement "Knight in Shining Armor" (10 GP) for the rescue of Patty -- and then you get a CS of Patty talking to the Commandant, and as they hash out the details of the information that she has brought, the Commandant decides to volunteer you for this mission and quest!
Patty falls asleep in your bed and you have a choice to make... You can rest, or you can explore. What was that? You want to explore? Hey, me too! I like the way you think!
Down in the Courtyard on a barrel there is some Maki Berry for you to grab, and as you move past the troops who are doing drill training you will find a Rat inside the open doorway just past them - killing it earns you 2 Glory and when you enter the chamber further inside you see the Commandant briefing Sebastiano (the Captain of the ship you will sail on) and you learn a little more about the present situation politically and with the Titans. It is a pretty good idea for you to listen carefully to what they say, and then contribute your own ideas in the dialogue options when they become available.
The Commandant continues to instruct you on the new elements of the plan that he has devised, with you sort of highlighting flaws in the plan which is the game's way of making you aware that this has to be a James Bond type of mission, mates. The Commandant makes it clear that you can trust nobody, not even the Inquisition troopers, and that you will have to act independently and not for the Inquisition in this mission.
After you have exhausted all of the chat options with him head up the stairs in his room and you will find Angus sitting at a table up there doing the payroll. When you ask him about your pay he tells you that you will not be getting paid anything -- he heard what the Commandant said you see, that you are no longer part of the Inquisition! You can use Silver Tongue on him in the dialogue to get him to pay you 200 gold anyway -- and you should! Every man should be paid their wages by jimminy!
NOTE: Remember NOT to tell ANYONE about your secret mission -- it may seem like it is the best way to get what you want, but the consequences of you letting slip any details even to seemingly trustworthy members of the Inquisition will be very bad later on... So just do not do it.
Before we go any further there are some logistical issues that we need to talk about just to be sure you are aware of how this works, starting with your kit, kit slots, and choosing between weapons and the like. So open the Log Book / Inventory just now and follow along with me...
On the Inventory Screen make the Right Hand Slot active and hold down the Right Bumper -- see how that wheel menu pops up? If you had alternative weapons you can have them all equipped to the Right Hand and then use the Right Bumper to change the weapon that is active, and how cool is that? You do that by opening the Inventory, highlighting Right Hand, holding down Right Bumper, and rotating the Wheel Selection Menu with the Left Joystick. Easey-Peasey Lemon-Squeezy!
There are locked chests here about but you cannot do anything with them since you do not know how to pick locks just yet, and the guard at the end of the hall will not let you leave. You can engage him in a philosophical argument about the law, and ask him other questions and, once you are satisfied with the dialogue, bid him good day.
You can speak to Juan to learn about his problems, which includes Largo, and then you have to decide what not to tell him about the reason for your trip to the ends of the earth...
-- A Duel with Severin --
Head over and talk to Severin, the officer who is training the troops, and you can fence with him -- he is also an instructor so you can pick up some skill from him if you have the coin:
Teach me how to parry: 1,000 gold - Blades 1
I want to hit harder: 1,000 gold - Blades 2
How do I make a riposte?: 1,000 gold - Blades 4
What about more powerful ripostes?: 1,000 gold - Blades 8, Riposte
How can I improve my fencing skills?: 500 gold - Blades 2
I want to be the best at fencing!: 1,000 gold - Blades 5, Piercing Weapons 1
When you defeat him you will unlock the Achievement 'Protector' (10 GP) Beat Severin in a duel. The trick to dealing with this bully is to fight defensively and never EVER over-reach. Parry a lot and attack only when he stops after multiple thrusts, when he is winded. You will probably need to use your Provisions to heal but that only works if you prevent him from doing serious damage to you and do a lot of parry and retreat while you heal over time...
Bear in mind that this is clearly not a fair fight -- he can kick, riposte and thrust and he has a much higher level of skill than you do, so really you should only do this duel if you really want that Achievement. You can always come back later when you have leveled up and the match is more even.
Obtaining your pay from Angus the Paymaster
BEFORE you talk to Patty again or do anything to further the quest and mission let us finish the process of exploring the beach and cave areas since we may not have the opportunity to do that for a while if at all, who knows? So after talking to Juan, head outside and down the stairs, following the cliff to a spot near the cave entrance where you can collect some Poku Mushrooms (Provisions).
On the beach near where you rescued Patty are some Sand Devils to battle, and defeating each will earn you 80 Glory per, plus you can loot them to collect their Sand Devil Sensors. On the beach is salvage called Flotsam to be collected -- a total of six of them -- and collecting them activates and completes that requirement for the Flotsam on the Beach Quest under Caldera in the Quests Menu.
Inside the Cave collect the Hero's Crown and kill another pair of Sand Devils, being sure you collect the Sensor off of each of their bodies. DO NOT USE THE Hero's Crown Herb!!!
Hero's Crown (Herb)
Bladeproof 1
Bulletproof 1
Intimidate 1
Permanent Effect
Value in Gold: 50
The Navies of the Southern Islands have known the effect of this herb for a long time. Many warriors use it to handle pain more easily.
You may have guessed that this is a rather rare find -- it is -- and it is also one of the primary ingredients for special permanent stat-raising potions, and because there are only a limited number of these to be found in the world (remember, I said it is RARE), you will want to think long and hard about how you use this Herb and when, in what potion, and why. So for now consider this more valuable than gold, and hold on it it!
You can speak to the Master of the Storehouse, who will give you the Flotsam Quest -- if you have already picked up the six items talk to him again and you will turn in the quest getting an award of Glory for your troubles. He also gives you 200 Gold as the rest of your reward. Remember that you can check the current status of your Gold and Glory as well as maximum Blood by accessing the Attributes blade of the Character Menu in the Log Book -- you should now have around 800 or so in Glory and 200 Gold. Your Blood will be at 100.
Back in the Courtyard speak to the Patty and you can learn a bit about her father Steelbeard, and a bit more about her story and the treasure... If you played the first game you should be very familiar with her nearly pathological need to steal her father's treasure... If not, well, yeah, she really wants to do that! You agree to help her with that quest and she agrees to help you find the special weapon, then she heads for the ship where she says you can meet her when you are ready.
Meeting her at the ship basically concludes this portion of the quest and closes out this area, so make sure you have done everything that you want to and mean to do here, right? When you are ready head down to the ship to meet Patty and you will talk to the Bosun as you come aboard, then talk to Patty, and finally the Captain -- Sabastiano -- and once you confirm you are ready the Captain calls for the crew to set sail, they raise the anchor, and it is gonzo time!
You get a nice CS of the ship departing the harbor and sailing away.
The settlement of Tacarigua presents a unique and fascinating dichotomy for you to experience in that it is both an extension of the formal power base of the Inquisition while at the same time, as a frontier presence, it is a gateway to the other faction and the rest of the world, and all that that represents including the Pirate subculture.
Once the ship arrives in the port you should exhaust your chat options with Patty to learn that she has thrown your old clothes over the side to keep anyone from suspecting that you are part of the Inquisition -- which was probably smart. When you reach the deck the Captain agrees with what she did, so I suppose you should be grateful to him for spreading the rumor that you are a sexual deviant...
The gangplank is at hand, but before you step on to it you have an important choice to make. You can either continue with the adventure straight away, heading for the village and looking for the next step to advance the story which is, of course, one obvious option -- OR -- you can head down to the beach and begin fighting beasties and collecting resources, the idea being to get your character some levels and some loot that can be turned into gold...
A journey by slave ship is the first step on this long adventure
Spending a little time and the effort down on the beach to kill the odd Sand Devil and pick up resources may not seem like that significant an activity, but all of those small victories and minor items add up and will pay off handsomely and almost right away! The reason this is true is simple really -- you are in a new community, with only one friend and very few possessions, you are a babe in the wilds with respect to your present skill levels in spite of the fact that you have already completed a major adventure in the first game in the series (it is my understanding that your unfortunate descent into the bottles of Grog and Rum that became your world is the source of your having forgotten pretty much every useful skill that you previously mastered, as well as all of the wicked cool magical weapons and kit you had acquired), so you really do have a LOT of territory to make up!
This is a situation in which every little bit counts, so while you can choose to continue with the story, I chose to explore, to gather resources, and build my skills as well as flag new quests as the opportunities presented, because that is how I roll! And in addition to a trio of Sand Devils to kill and loot I gathered my first Left-Hand strategic game-changing throwable items (I gathered some Coconuts near the treeline) and, at a concealed camp off of the beach, I found a bottle of Rum and a chest with some sand (yet another throw-able strategic Left-Hand item), an oyster shell, gold, and a bottle of Grog! A second bottle of Grog is on the barrel behind the chest so be sure to grab that, and then open your Inventory and drink that bottle of Rum!
Drinking the Rum unlocks the Achievement 'Just a little tipple' (10 GP) Drank first Rum. Nice one!
By the water line there is an Oyster Shell to be taken, and on the beach on the other side of the docks there is your first transport boat (dingy) but until you get a map you cannot use it... Further up the beach on that side though you can gather Golden Clover, Makiberries, Oyster Shells, Skullflowers, and do battle with another Sand Devil! Your first Warthog is further up the beach and you can kill it with Patty's help so be sure to gather the meat from it so you can cook it up later! A chest at the far end on this side has a Gold Nugget and a Bottle of Grog, and a nearby plant called Spirit Lily, you can head into town where you are stopped by a guard and interrogated before being admitted -- and remember, information security is critical.
Chatting with the guard will provide (among other things) directions to a quest to deliver a message to the pirates, and in addition to that he cheerfully shares with you his assessment of how you need to conduct yourself in order to enjoy a friction-free existence in this new village you find yourself in! He tells you which way up is in other words -- and then you are free to enter the town. Right next to him on the ground is a Bloodroot plant -- be sure you harvest that!
Pedro is standing in the courtyard by the dinner table, and when you speak to him you can ask obtain information on where you can obtain supplies (from Osorio the Cook), where you can obtain clothes (from Carter), where to get a map of the island (from Di Feugo), and some information about the Pirates (from Roquefort).
Roquefort is sitting on a nearby bench, and when you speak with him he shares his woes with you, about which you can get more detailed information by remarking that he has to take orders from the colonial governor... When you ask about the pirates, he offers you a messenger job (quest) to deliver a message to the Pirates and return with their reply for which he will pay 100 gold! Asking him to teach you about Swords causes him to offer to have a practice Epee duel with you as a way to get you started...
I don't think you are meant to actually beat him if you have yet to level your Blades skill but anything is possible I suppose... Roquefort is an NPC Blades Trainer, so asking him to show you Swords Skills results in training opportunities -- see the Leveling Abilities & Skills List further down this section for the details! If you decide to duel him and you win you will get 75 Glory (XP) as your reward.
Chat up the Cook in the Cook Shed to get a job that will pay 200 gold -- you know nothing about cooking but he says he can use you as a messenger and suggests that Patty can help him in the kitchen but she is violently opposed to that idea! Basically what you will need to do is upgrade your Cunning in order to get the Silver Tongue Ability to a level wherein you can try to convince her - once you have done so you then return to the Cook and let him know that Patty will be helping him, at which point he gives you the messenger job as well, instructing you to deliver Grog to the soldiers on the farther outposts.
In addition to doing the odd job for him, you can buy (and sell) items from the Cook -- he will sell you Rum, Grog, and Provisions. You are going to need to level your persuasion abilities before you can get Patty to do your bidding, so hold off on worry about that quest for now.
In town you overhear the local Commandant laying into one of his officers, and then you can talk to Pedro about jobs. Look around the area and you can find a chest with gold and some resources in it, a wide variety of plants, some Turkey you can kill and harvest, and food stuff from the loaded table in the town proper you can re-purpose as personal provisions... There is a hut on the outskirts with beds you can use, and it seems that Largo is locked up here in town for starting trouble in the fields!
When you talk to Largo if you mention you are thinking of joining up with the Pirates he tells you that one of them can give you a Lockpick and if they do, bring it back to him and he will show you how to use it. Bonus! He instructs you to seek out the Pirate Blacksmith named Stone to get the pick, but you need to obtain one of Largo's possessions that have been taken from him to prove that you came from him first... So ask him about those and then keep an eye out for the opportunity to acquire one.
After you are properly dressed with at least pants and a shirt, you can visit the colonial governor, Di Fuego, who is upstairs in his house. When you arrive you will encounter a heated argument between the governor and Captain Sebastiano -- after that plays out and the Captain leaves you can talk to the governor and ask for a Map of the Island. He demands 100 gold -- pay that and you have your map! This completes the quest A Map of Iacarigua.
You should next ask about the escaped slaves -- he will tell you what there is to know, and then mention that they have bounties on their heads. You can accept the quest (Bounty) which will pay 100 gold per slave head -- there are three in total it seems. You have the option of telling the governor about Roquefort's letter -- you show it to him and he instructs you to leave it sealed and deliver it.
The governor is also a merchant -- he sells kit -- and from him you can buy the following:
-- Silk Shirt (500 gold - Bladeproof: 1 / Bulletproof: 1 / 10 Silver Tongue / 10 Piercing Weapons)
-- Elegant Waistcoat (300 gold - Bladeproof: 10 / Bulletproof: 10 / 5 Silver Tongue)
-- Black Trousers (200 gold - Bladeproof: 3 / Bulletproof: 3 / 3 Intimidate)
-- White Trousers (200 gold - Bladeproof: 3 / Bulletproof: 3 / 3 Silver Tongue)
-- Elegant Shoes (400 gold - Bladeproof: 5 / Bulletproof: 0 / 5 Silver Tongue)
-- Good Shoes (200 gold - Bladeproof: 3 / Bulletproof: 0 / 3 Silver Tongue)
-- Duelists Earring (250 gold - 5 Piercing Weapons)
-- Pearl Earring (200 gold - 5 Silver Tongue)
-- Pearl (50 gold)
Upgrading your Cunning Skill allows you to Convince Patty to Cook!
At the very least you should buy the map, as in addition to being naturally equipped with the fog of war so that it tells you what parts you have explored and what parts you have not, it is used as the Fast Travel system initiator for the game -- meaning you can open the map, select a marked location on it, and then fast travel to that location, allowing you to get around much easier when you need to!
-- Leveling, Wealth, Resources, and The Jungle --
It will not escape your notice for very long that the paths leading out of the village take you into the nearby Jungle, or that the Jungle that basically surrounds the village is lush, green, dense, and presents considerable dangers to your character. So before you go off all willy-nilly into that Jungle you should be very aware that it is a dangerous place full of savages, vicious monkeys, leopards, and other wild beasties that can (and will) kill and eat you!
The dangers that are posed by the Jungle are not as great a concern when you have Patty with you, but if she has started to work in the Cooling Shed as the Cook's Helper on the quest
So you may want to go easy on that, slowly exploring a little bit at a time, and returning to your hut in the village to rest as needed.
In the Jungle you will find some of the following resources that you can harvest and collect -- and you really should collect as many of them as you can since there are no limits to the number of items you can carry or their weight in your Inventory. There is also the fact that all of the resource can be used as crafting ingredients, for specific effects, or for other purposes in the game, and failing all of that can be sold to the various merchant NPC's at a profit, and as you will always require copious s supplies of gold, that is really a no-brainer.
Bear in mind that after a set amount of time depending upon the resource these respawn in the world, so you may want to revisit areas you found resources in previously to get more of them. This does not apply to the really rare stuff mind you -- I wish it did -- but what can you do?
As you explore the beaches, village, bush areas, and the Jungle, keep an eye out for the following items to collect them:
--== Drinks, Provisions, Tools & Utility Items ==--
-- Bullets (Cannot be Sold)
-- Grog (A Bottle of... Give to Patty to boost her mood/health)
-- Pearl (Obtained by opening Oyster Shells in your Invetory)
-- Provisions (Individual Food Items; Raw Foods must be Cooked first)
-- Raw Chicken (from birds/turkey -- cook to convert to Provisions)
-- Raw Meat (from Hogs / other animals that are not birds or fish -- cook to convert to Provisions)
-- Rock Hard Coconut (Throwing Weapon)
-- Rum (a bottle of...)
-- Sand (Throwing Weapon / Cannot be Sold)
-- Torches
--== Resources ==--
-- Black Oleander
-- Bloodroot
-- Choking Vine
-- Gold
-- Gold Nugget
-- Golden Clover
-- Hero's Crown (Very Rare Potion Ingredient - do NOT accidentally consume or sell!)
-- Makiberries
-- Oyster Shells (Open them in your inventory for the chance to find a Pearl inside)
-- Powdered Poppy Seed
-- Skullflower
-- Spirit Lily
--== Leveling Abilities & Skills ==--
The following abilities and skills are leveled by obtaining training from the proper NPC:
> Largo the Pirate and Thief (Found in the jail cell)
-- (Largo) Beginner Thief Training (500 gold - Cunning 2)
-- (Largo) Better Thief Training (1000 gold - Cunning 5 / Thievery 1)
-- (Largo) Master Thief Training (1500 gold - Cunning 8 / Thievery 11)
-- (Largo) Lockpicking (Quest Item Cunning 4)
-- (Largo) Pickpocket (1000 gold - Cunning 2)
-- (Largo) Sneaking (500 gold - Cunning Level 1)
-- (Roquefort) Parrying (1000 gold - Blades 1)
-- (Roquefort) Better Blades Skill (1000 gold - Blades 2)
-- (Roquefort) Riposte (1000 gold - Blades 4 / Parry)
-- (Roquefort) More Powerful Riposte (1000 gold - Blades 8 / Riposte)
-- (Roquefort) Faster Attacks (500 gold - Blades 2)
-- (Roquefort) Master the Epee (1000 gold - Blades 5 / Piercing Weapons 1)
Before you head out of the town and begin to delve into the Jungles, go to the hut and sleep until Midnight, then make your way to the soldier's barracks and sneak inside. On the floor near Pedro's bed is a pair of Worn Out Boots that have an "L" sewn into the leather. Collect those and then head for the door -- you may be discovered on your way out by one of the guards who is coming off duty -- no worries there as long as he did not actually SEE you stealing the boots -- he will order you to get out and warn you that you had better not try anything else!
You still need to get one of the items for the quest to obtain the lockpick -- the boots do not count, only the earring or the head scarf -- from the Pirate Smith named Stone. You can go challenge the Warden to a duel now if you want but be sure that you (A) save first, and (B) have plenty of Provisions to heal with during the battle, and (C) you have then set as a hot button selection -- I prefer the bottom or 6 O'Clock spot so I can just tap down on the D-Pad myself...
It may not be obvious when you first meet him in the Crystal Fortress back in Caldera, but the Pirate and Thief Largo who you encounter in the jails of Caldera and Tacarigua will turn out to have a fair impact on your character and the game!
In Caldera you could pay him for information about the storehouse by the docks, but that information is really not worth the price you pay -- so you can easily ignore that interaction opportunity... The fact that Largo happens to be a Pirate/Thief Instructor turns out to be rather useful and important, since he can teach you some of the skills that you need in order to complete the quests that are required in so that you can break him out of jail...
The reason that he gets his own special section here is largely due to the fact that the different actions you are going to need to take with respect to Largo and his needs are fairly complex and really should be focused on exclusively until they are completed. That being the case, here is his section, and in it we will address each action by the numbers so to speak, starting with your meeting him in the Tacarigua Jail...
-- Largo's Woe --
When you arrive in Tacarigua it was on the ship The Black Betty, which was also the ship from Caldera that Largo was transported in. As you explore the village and port you will be surprised to discover that once again you will encounter Largo in a jail cell!
This time around he has been placed in the cell for causing trouble in the fields, where he was sent to work. The agricultural pursuits in Tacarigua all center around the production of sugar, which is then distilled into Rum, and the sugar cane production is largely completed using slave and prisoner labor, and it seems that Largo has made himself a disruptive influence in the fields with the other prisoners and the slaves to the extent that the powers that be here concluded that locking him in a cell alone was the smartest action to take.
When you talk to Largo he tells you what has happened to him since you last met -- that all of his possessions have been stolen from him by a guard whose name is Carter, and who is charged with overseeing the prisoners, and he details the meager list of his stolen possessions:
-- A Red Head Scarf
-- Black Pearl Earring
-- Leather Shirt
-- Worn Boots
At first the list of stolen kit is not really important, until you are offered a quest in which you can help Largo escape, which he offers you once he learns you have an interest in joining the Pirates on the island. You see it turns out that Largo was one of them! He knows them and he knows where they are located, and he can serve as an introduction to them for you should you like that. Of course you do, but before that can happen, you are going to need to help him break out of his cell...
To free Largo you will need to have acquired some basic lockpicking skills AND a lockpick -- happily he tells you about the Pirate Smith named Stone who can supply you with a pick -- but in order to obtain a lockpick from Stone, you will need to provide and show him proof that you come from Largo, and it is in fact Largo making that request of him. Largo explains that you will need to acquire either his Black Pearl Earring, or his Red Head Scarf, both of which are well known to the Pirates as being Largo's possessions and will certainly ID you and show that you are on a legitimate mission from the Pirate. Note that to complete the Pirate Clothes quest you need to recover all of the items that were stolen from Largo anyway, since you will need them to give to him after you open the cell to help him escape anyway -- and that means that you will want to replace with an upgrade any of the items of his clothes that you were using...
A duel with swords to obtain the stolen bandana from Riley
-- Obtaining the Proof --
Largo explains what you must do -- which is obtain the head scarf or the earring, or both if you are feeling especially adventurous!
The Red Head Scarf: Sold by Carter to the field warden, you can only recover this by heading to the cane fields and challenging Warden Riley to a duel. If you have already had some dueling experience with either Severin or Roquefort, you should be aware of how it works. If not, then this will be your first experience! Be sure that you have plenty of Provisions going into the duel so that you can heal as needed... Granted the Provisions heal over time, so you have to do a lot of Parry-Nine's as you fight, but it is a workable tactic.
The Black Pearl Earring: This item was retained by Carter because he likes it. It is therefore to be found in his pocket, and the only way that you can obtain it is to acquire some basic skills in the pickpocket ability, and then use them on him to obtain the earring.
As you are not very likely to have the gold that you need to obtain the Pickpocket skill at present, we can start out by exploring the immediate area of the port and village, the beaches, outbuildings, and the like, and completing as many of the local quests as you can manage, as you basically do all of the things you can do to earn gold. Once you have a few thousand gold, come back to this spot in the section of the guide!
-- Obtaining Training --
So, now that you have some gold head back to Largo and access his training menu, and have him teach you the basic Pickpocket skill. After you have acquired that (you should already have learned Stealth Sneaking from him but if not, do that too), save your game!
Now head to Roquefort and ask him to teach you basic Blades skill -- which will make you a much more formidable person to duel against with swords, and particularly with piercing weapons! Now save your game!
-- Obtaining the Items --
So our next step after saving the game is to head to the cane fields where we will find Warden Riley and challenge him to a duel! It is important that you actually challenge him to a duel and not simply attack him on sight, because as long as you challenged him fair-and-square, the other guards will treat it as an honorable combat and not interfere, and your battle with him will not cause aggro in town. If you just outright attack Riley though, you will gain aggro and kill-on-sight status with the guards there.
The process of sword duels is simple enough - you basically want to do enough damage to put him on his knees and cause him to yield to you, at which point he will give you the item you are seeking. To accomplish this you will basically want to assume a defensive posture, holding the Left Trigger to keep your blade in the parry-position, and wait for him to complete his attacks so that you can get a few hits in of your own. Obviously you want to limit as much as possible the damage that he does to you, so it would be helpful for you to at least be kitted out in the basics, -- boots, shirt, pants, and the like.
The duel will take anywhere from five to fifteen minutes, but should result in you standing over Riley, who is on his knees having had the snot beaten out of him! Once he hands you the Head Scarf you have obtained the second "proof" and good on ya mate! Well done! Now save your game!
-- The Black Pearl --
To obtain this -- now that you have the proper skills -- head over to Carter and get him drunk on Grog, and once he is drunk, pick his pocket to get the Pearl Earring. Simple as that. You should have some bottles of Grog in your Inventory - if not you can buy some more from the Cook.
Now here is the thing, at this point you have everything you need to complete the quest, but there are some other things we will want to do, including farm the money we need to further upgrade our character, so we are not going to be heading directly to the Pirates Den but sort of in that direction mates...
-- Gathering Intel from a Slave --
At nightfall head to the hut where the slaves sleep and talk to Asad, who will tell you he is hungry. Give him one of your Provisions and that flags and completes the quest A Hungry Slave. So you did a good deed -- fed Asad -- gained some Glory, and you learned exactly where the escaped slaves are. You also learned hat they will go postal upon seeing you and do not care who you are... If you encounter them, he explains, you are going to have to kill them.
You can get information from him about the graves of his ancestors, which include stone tombs filled with treasure! He also warns you of the wrath of his ancestors as well when graves are robbed... If you have not figured it out, he is talking about Voodoo.
I am in no way making any moral judgments here but it sounds like you are going to have to kill these guys when you find them anyway, so if you accepted that quest you cannot consider it having done a bad thing, things being the way that they are. That is all I am saying about that...
Now that you possess a map and thus you can not only determine where you are and where you have been, but more or less where you are going, it is time to seriously think about exploring the Jungle and harvesting lots of great resources, killing lots of pesky animals, and meeting a Pirate or three when you locate their hideout! Not only that but you get to advance some quests in the process, and really if you think about it the whole point of a Pirate-themed RPG is to do quests!
Completing the Grog Delivery Quest and meeting Thompkins
-- Grog Delivery Service --
BEFORE you set out on this exploration and resource gathering adventure you need to get Patty released from the Kitchen so that she can accompany you! Seriously, her sharp blade and powerful pistol are very necessary to your continued existence on the planet, so getting her released from duty is of major importance. You can accomplish this by simply completing the quest that the Cook gave to you, and deliver all of the Grog to the five guards to which it is destined!
From the town square head north and follow the lightly-vegitated path to the sugar cane fields and locate a guard named Giles. After you give him his Grog he orders you to tell another guard named Thompkins that the Grog has been delivered. Technically you can tell him to do it himself and go to hell, but that will not flag the small quest that involves following his order, which in turn will cost you Glory Points (XP) you otherwise could earn... So go ahead and accept the order, which flags the quest "Let Thompkins Know."
Thompkins can be found around the corner of the shed near the grass field, and when you talk to him he tells you about the hogs and the forest, and where to get a gun (from him)... He also gives you some meat to deliver to the Cook which flags the quest Meat for the Cook. Asking him to hunt flags the quest A Fat Roast.
You can peruse the list of guns he has available to sell, which include:
-- Shotgun (Cost: 750 gold - Damage: 50 / Talent: Muskets / 5 Muskets)
-- Bomb (Cost: 250 gold - Damage: 3000 / No Talent Required)
-- Dagger (Cost: 10 gold - Damage: 20 / Talent: Throwing Weapons)
-- Boarding Pistol (Cost: 400 gold - Damage: 50 / Talent: Pistols / 10 Pistols)
-- Bullets (Cost: 1 gold - For Muskets and Certain Pistols)
-- Lead Shot (Cost: 1 gold - For Shotguns and Certain Pistols)
He explains that he does not know the finer points of the use of these weapons and cannot train you in them, for that you need to find a Gunsmith.
Now that you have completed what needed to be done here, head back to town and speak to the Cook to turn in the Grog Delivery quest, as well as the meat from Thompkins which completes that quest as well. This will also cause the Cook to release Patty from her job in the kitchen, and she now rejoins your party, which is what we were seeking in the first place!
After you get Patty back in your party return to the sugar cane fields and head into the Jungle behind where you met Thompkins and hunt down and kill the Jaguar that he told you about, and then return to him and let him know that you did that for an extra 50 Glory in addition to the Glory you got for the actual killing of the beast!
Reclaiming Patty to your Party and Finishing the Cook's Quests
-- Into the Wild Jungle... Sort of... --
Now that we have Patty back in our party we can begin to explore the Jungle and look for the path to the Pirate Den, as well as fill in some locations on our shiny new map! So, follow the path past the jail and up the hill to reach Vasco's Tower, where you can meet Vasco and complete the Location Quest Tacarigua Found > Vasco's Tower
Vasco will fill you in on the cave and the pass, and offer you advice about the safest ways to travel and has some small bits of information on the Pirate's Den, so he is worth talking to. He warns you that there is a huge monster to the North -- probably a Titan or something almost as deadly...
If you head through the cave in the cliff above his tower you will find some gold and Provisions in a chest as well as other resources on the ground, and a bridge that has a few monkeys near it you can kill for Glory. Now, instead of crossing over the bridge continue along the path on this side, kill a few Warthogs and, in the brush ahead on the right of where you fought the warthogs you will find the scattered bones of an old Pirate, among which there is a bottle of Grog and a Pirate's Peg Leg -- that Peg Leg is the first Legendary Item for you to collect! So collect it!
After you cross over the bridge follow the left path and you arrive at the main gate to the Pirate Den, where you are confronted by a Pirate who interrogates you to learn if you are an Inquisition Spy! If you have upgraded Cunning twice you should be able to persuade this guy to let you in, if not then you will not be entering via the Main Gate!
Bear this in mind if you cannot either persuade him using Silver Tongue or Intimidate him -- this is not the only way into the Den. There is another entrance along the side by the sea, so you can head there and get in as the guard on that side is not as snarky as Fence is here... But on the other hand you also do not get the Glory that you could have gotten from your encounter with Fence. Considering that all you really need to do is remember to upgrade your Cunning Ability a second time, it really is not that big a deal. BUT, if you went through this and saved and you were not able to get Fence to let you in, well mates, you cannot cannot come back and try again, you only get one chance with him, so it is to the other gate you go!
-- Cooking Your First Meal --
Either way the gates get opened, the gates stay shut, head to the right of the gates where you will find a Campfire with some food at it. You can take the food, that is not the important bit, the important bit is that you can ALSO cook your OWN meat at this fire! That's right all the meat you have been collecting as you killed animals can now be turned into usable Provisions! Well done mates! Eat up!
After you cook up all your raw meat, assuming you got the gate open (and I am assuming that because I did) you can now head inside the Pirate Den! This also updates the sub-quest Find the Pirates Den that is part of the Titan Weapon quest...
As you pass through the gates and approach the first building you will find that it has a Gunsmith Workbench in front of it! Inside is Barney, the Gunsmith. He is a bit hard of hearing in a funny way, but as you talk to him he will teach you about pistols, he will teach you about the different types of pistols, and he will teach you the Gunsmith Skill -- for a price... Check the training options at the bottom of the section for the details.
Barney is both a Gunsmith and a Firearms Merchant, and he has the following for sale in his shop:
-- Pistol (Cost: 750 gold - Damage: 60 / Taunt: Pistols / 20 Pistols)
-- Scatter Pistol (Cost: 500 gold - Damage: 60 / Taunt: Pistols / 5 Pistols)
-- Bullets (Cost: 1 gold - For Muskets and Certain Pistols)
-- Lead Shot (Cost: 1 gold - For Shotguns and Certain Pistols)
-- Schematics for "The Twins" (Cost: 900 gold - Parts Required are Pistol Barrels: 2 / Wheel Locks: 2)
In addition to all of that he also offers you a shooting mini-game in which he throws 10 targets and you shoot them. The rules are really simple -- you get 10 shots in total, and he will throw targets out for you to take those shots. If a target is moving too fast and you know you cannot hit it, do NOT try. Just wait for the next target, but be aware that you are only allowed to NOT shoot at three targets in a row, as failing to shoot at the third target ends the game. Just take your time, shoot the ones you know you can hit, and she'll be right mates. The first three times you play the game are free, and after that you have to put up 10 gold to play - but as long as you hit at least five targets you get the 10 gold back.
Unlocking the Crack Shot Achievement by hitting all 10 Targets
Each time you play you can earn 10 Glory, and get in a little target practice of course, and if you manage to hit all ten targets without a single miss you unlock the Achievement 'Crack Shot' (10 GP) for hitting all 10 targets in one game.
After your first three plays you unlock a second game that is called "Shooting the Fleet" which is another shooting mini-game in which you shoot three sets of targets. Hit the majority and you get your money back, win all of them and you can win a purse prize. In theory between the two games you can milk them for a very little Glory -- but bear in mind that the Glory is only awarded when you have improved your performance and only in small amounts, and once you have averaged 9 out of 10 it stops granting Glory for equaling that score, so you cannot use this as an unlimited fountain of Glory but wouldn't it be cool if you could?
-- The Rest of the Den --
Now it is time to explore the rest of the Den, but before we do that I want to warn you about something -- do NOT talk to Patty's father during this visit! Seriously, if you do talk to Steelbeard you will lose Patty, as she parts company at that point. Since we sort of need her to stay in the party while we obtain the Glory and gold we need to improve our character, we want to hold off on completing that part of the Titan Weapon quest until we are actually ready to do that.
Something for you to bear in mind with respect to gathering resources and items... Inside the Pirate Den the residents may be a bit more sensitive to having their things stolen from them so you want to be very aware of what you are doing here. Just because an item is sitting out in the open does not mean that (A) one of the pirate NPC's does not believe they own it, and (B) they tend to aggro quickly if they feel you screwed them over. So do not steal from them, right?
From Barney's shop there are two directions to head in -- well, three really since you can also return to the Main Gate -- and those are The Main Gate, the bridge and the stairs going down.
Across the bridge is located the Pirate Merchant and Monkey Trainer Flannigan, who sells the following items:
-- Bone Saw (Cost: 100 gold - Used to cut off limbs, bones, or claws)
-- Colourful Trousers (Cost: 150 gold - Bladeproof: 2 / Bulletproof: 2)
-- Fire Oil(Cost: ??? gold)
-- Old Bandana (Cost: 100 gold - Bladeproof: 2 / Bulletproof: 2)
-- Old Shoes (Cost: 75 gold - Bladeproof: 2 / Bulletproof: 0 / 2 Silver Tongue)
-- Old Short Boots (Cost: 125 gold - Bladeproof: 5 / Bulletproof: 0)
-- Pickaxe (Cost: 150 / For Mining Gold)
-- Plain Shirt (Cost: 100 gold - Bladeproof: 5 / Bulletproof: 5)
-- Salt (Cost: 100 gold - Taunt: Dirty Tricks / Reload: 10 Seconds)
-- Shovel (Cost: 150 gold - For digging treasure or graves)
-- Skull Earring (Cost: 200 gold - 5 Intimidation)
-- Sparkling Gold Ring (Cost: 150 gold - 5 Silver Tongue)
-- Striped Bandana (Cost: 100 gold - Bladeproof: 2 / Bulletproof: 2)
-- Striped Shirt (Cost: 100 gold - Bladeproof: 5 / Bulletproof: 5)
-- Torch (Cost: 15 gold)
Flannigan can teach you how to tame Monkeys and how to teach your parrots tricks -- see the abilities list at the end of this section for more details and the costs! Regardless of what else you purchase from him you should at a minimum buy a Shovel and a Pickaxe -- you will recall that we passed through a cave before we crossed the bridge that lead to the open glade in which the Main Gate is located in? Well, we could have mined the walls of that cave if we had owned a Pickaxe, which we did not -- but now we can! So yeah, you really should buy one of each and this is me assuming that you did in fact do so --> :) <-- but only ONE, so check the amount of them when you make the purchases to be sure you are not buying more than you actually need, right?
The second bridge leads to the distillery on the floor above the Pub, but the blokes tending to it will kill you if you go in there, so best not then.
== The Pirates Den Public House ==
Heading down the stairs from Barney's place takes you to the docks area and a Public House -- out front you are accosted by Curtis, who fills you in on which way up is around here, and it works out that he sort of fills the unofficial role of Port Commander...
Standing by the fire in front of the Pub is a bloke named Morris, from whom you can learn some details about the local Rum Industry, and then tries to convince you to help him steal some Rum for his personal consumption needs. He wants to sell you his plan to steal the Rum -- and he wants 100 gold for his "plan" which as far as I am concerned was just too dear a price to pay.
Across the way from the Pub is Steelbeard's Pirate Ship, but we are avoiding that for now.
Inside the Pub you will find Pirate Hank, the aforementioned Booze the bartender and distiller, who also happens to be a Skills and Ability Teacher (see the list at the bottom of the section for more information on that) including improved Bulletproof! Booze is a Merchant who sells the following items:
-- Rum (Cost: 100 gold - 100 Blood)
-- Grog (Cost: 60 gold - 50 Blood)
-- Bloody Mary (Cost: 75 gold - 100 Regeneration)
-- Painkiller (Cost: 150 gold - 50 Bladeproof / 50 Bulletproof for 60 Seconds)
-- Recipe for Painkiller (Cost: 500 gold - Requires 1 Sugar, 1 Bloodroot)
-- Recipe for Rum (Cost: 500 gold - Requires x2 Sugar)
-- Recipe for Grog (Cost: 250 gold - Requires x1 Sugar)
-- Hand Mirror (Cost: 2000 gold - 10 Silver Tongue)
Finally you can ask him about Steelbeard, who he has strong feelings about and will share them with you -- and you learn that while Booze respects Steelbeard, he is very angry at him too. Asking about his need for sugar flags the new quest The Sugar Shipment (a sub-quest under The Titan Weapon Quest). You also flag he sub-quest The Water Carriers (also a sub-quest under The Titan Weapon Quest). Asking about the Sugar situation also flags the quest The Sugar Trade under the local quests.
Before you leave Booze be sure to deliver the letter you were given to deliver to him, so you can complete this part of the quest Pirate Post -- and of course you get the reply from Booze to take back to the port.
Speak to Holly the barmaid, who you can pump for information about happenings in the Den, including information about treasure and Steelbeard (if you are willing to pay her 100 gold that is)... She also wants paying (another 100 gold) for information about the treasure... Holly is also an ability teacher, and she can instruct you on Cunning and persuasion. See the list at the bottom of the section for the details.
If you pay her the 100 gold that she is asking for information on Pete's Treasure, she gives you the new quest Pete's Treasure Map, which is actually a sub-quest of the Titan Weapon quest, so you actually should go ahead and pay her for this.
Paying her 100 gold for what amounts to nothing but worthless gossip over Steelbeard though seems to be a waste of money! All that she tells you is a rumor she heard about Steelbeard joining with other captains for a raid, and them fighting over the loot in the end.
Unlocking the Drunkard Achievement by winning 10 Times
-- The Pirate O'Brian --
Standing near a table is a drunken pirate named O'Brian to whom you can talk to get information about the ship and how to become a member of the crew. He tells you to get a map and shovel and go dig for treasure -- and you of course ask him if he has treasure buried?
You can challenge him to a drinking contest, and he agrees, at which point after you discuss the rules, you can make it more interesting by adding a wager to the contest, either $50 gold -- or -- you can bet his Treasure Map! Of course you will have to put up your own valuables against his map, and in this case that is $500 gold, so you will not be wanting to lose this!
Once the contest starts you need to pick up each of the bottles off of the table by its neck and drink it down. Sounds simple enough, right? Well, not so much... You see you need to consume all of your bottles before O'Brian drinks his, and you must NOT allow any to get knocked over, fall, or break! If you knock over a bottle you have to wait for it to get reset, and that can allow him to beat you, so you know, do not do that! Got it? Oh, and the drunker you get the harder that will be!
It would be a really good idea to save the game BEFORE you do this, right? You will need to finish the $50 bets several times before he will do the treasure map one as well, just so you know, and after you win 10 matches you will unlock the Achievement "Drunkard" (10 GP) for winning the 10th contest. Do it right and you get his map and a tasty 10 GP Achievement in the bargain!
In the corner is a bloke named Meeks who you can talk to about the curse that Steelbeard sails under. You have to buy him some Rum first, but after you do he tells you what he knows! After you chat with Meeks Booze calls you over and yells at you not to give Meeks any Rum -- apparently Meeks is an outsider... Booze fills you in about Garcia, who Meeks works for, a Captain who is actually aligned with the Titan Mara!
Exhausting the chat options reveals Booze's take on Meeks, and the fact that he is up to something -- you offer to find out what Meeks is up to and Booze jumps at the chance to have you do that, adding that he will tell you when the time is right for following the booze hound.
-- Curtis --
As you exit the Pub talk to Curtis again and he will ask you to go get someone to relieve Fence at the gate, as well as deal with the Water Bearers. Head to the Waterfall and talk to Doggs and Foster -- who pretty much ignore you as they argue who gets to do whatever it is they were supposed to do... Talk to Colby on the other side of the water and he will fill you in -- you deliver the message that Curtis sent and learn that THAT is what those idiots are arguing about!
You sort out the situation and then tell them what you want done but they are not having any and you end up having to fight both of them just to decide who does guard duty!
-- O'Brian's Treasure --
Once you have that all sorted out and before you go back to Curtis, head through the cave on the other side of the river and you will find a beach there with the red-X marking the spot where the treasure is buried. First kill the Sand Devils on the beach -- there are two groups of them by the water -- then dig up the chest, which also unlocks the Achievement "Treasure Hunter" (10 GP) for finding your first treasure in the game. Well done!
Opening the chest reveals am Emerald, some gold, a Golden Goblet, and a Bowl. The Emerald is worth 75 gold, the Goblet is worth 100 gold, and the Bowl is worth 75, and of course there is 800 gold coins to be taken as well!
Make sure you clear out the resources that are to be had down here, and then carefully go up the grassy hill and kill the Jaguar with Patty's help! With that dead and the 100 Glory well-earned, go clear the other beach of more Sand Devils and a Giant Crab... Patty knows Kick, and that will knock it onto its back so you can kill it! Loot the corpses and grab all of the resources from the beach (make sure you heal and save as needed and appropriate).
Digging up your first Treasure Chest - and a few Achievements
With the second beach area now completely cleared of monsters and its resources gathered, return to the Den to talk to Curtis, and he expresses his thanks to you.
Before departing head down to the beach through the other gate and talk to Blake, who is also a teacher, and at the minimum learn the Kick move from him! See the listing at the bottom for all of the things he can teach you!
We have not actually explored the entire Den area -- there is the Smithy past the Pub, and a fire with some pirates at it, but we are going to save that for later, when we are ready to progress the Largo rescue, so for now head back to the Port in order to deliver the message to Pedro!
--== Drinks, Provisions, Tools & Utility Items ==--
You can find the following items here and there in the Jungle and its environment, as well as animals and Savages to kill... When you end up badly mauled it is usually a good idea to head back to town and spend the night sleeping in one of the beds in the Hut to heal...
--== Resources ==--
-- Black Oleander
-- Bloodroot
-- Gold (Found in a chest near Vasco's Tower)
-- Golden Clover
-- Makiberries
-- Powdered Red Poppy Seed
-- Skullflower
-- Swordthorn
--== Leveling Abilities & Skills ==--
The following abilities and skills are leveled by obtaining training from the proper NPC:
-- (Barney) Learn Gunsmithing (1000 gold - Firearms 6)
-- (Barney) Critical Hit Training (1000 gold - Firearms 1)
-- (Barney) Headshot Attack (500 gold - Firearms 2)
-- (Barney) Fast Draw (1000 gold - Firearm 4)
-- (Barney) Level Pistols (500 gold - Firearms 1)
-- (Barney) Marksman Training (1000 gold - Firearms 4, Pistols 1)
-- (Blake) Kick Move (500 gold - Toughness 1)
-- (Blake) Heal (500 gold - Toughness 2)
-- (Blake) Better Healing (1000 gold - Toughness 5, Bladeproof I)
-- (Booze) Make Painkillers last Longer (1000 gold - Toughness 2)
-- (Booze) Intimidation Skill (500 gold - Toughness 1)
-- (Booze) Improved Intimidation (1000 gold - Toughness 4, Intimidate I)
-- (Booze) Advanced Intimidation (1500 gold - Toughness 7, Intimidate II)
-- (Booze) Handle Gunshot Wounds (500 gold - Toughness 3)
-- (Booze) Handle Gunshot Wounds Better (1000 gold - Toughness 6, Bulletproof I)
-- (Flannigan) Monkey Taming (1000 gold - Cunning 6)
-- (Flannigan) Parrot Tricks (1000 gold - Cunning 8)
-- (Flannigan) Faster Dirty Tricks (1000 gold - Cunning 10)
-- (Flannigan) FIghting Dirty Tricks (500 gold - Cunning 3)
-- (Flannigan) Improved Dirty Tricks (1000 gold - Cunning 6, Dirty Tricks 1)
-- (Flannigan) Advanced Dirty Tricks (1500 gold - Cunning 9, Dirty Tricks II)
-- (Holly) Basic Persuasion (500 gold - Cunning 1)
-- (Holly) Improved Persuasion (1000 gold - Cunning 4, Silver Tongue I)
-- (Holly) Advanced Persuasion (1500 gold - Cunning 7, Silver Tongue II)
Either run back or fast travel using the map, either way when you are back in the Port, track down Pedro and talk to him, and you will have the opportunity to extort an extra 100 gold by asking for 300 gold if you have the Intimidate ability raised -- as I did not I had to accept 200 gold... Still, once you have the money head upstairs and speak with the Governor, forking over the 200 gold to the Governor. He happily takes the money but offers no reward to you, telling you to see Roquefort!
When you talk to Roquefort he tells you it is not his problem -- and refuses to pay you. If you have high Intimidate you can get him to pay... If not you can fight him to get him to pay... If you do not want to do that, then you will just have to forget the debt.
If you still do not have as much gold as you will need to do the training you want to do, continue with scouring the Jungle for resources and, now that you have a pickaxe, you can mine in some of the caves as well! There is gold in the cave you go through near Vasco's Tower to get to the Pirates Den area remember...
After you are well rested and save head to Vasco's Tower but take the right-hand path down the slope and you will encounter the trio of escaped savages. Kill them with Patty's help and take their heads, then return to town and give them to the Governor. I had the occasion to deliver them to him at the dinner table and he freaked out good and proper... It seems he did not mean literally bring him their heads, rather he meant it figuratively... Well you know what they say -- say what you mean, and mean what you say!
Delivering the Three escaped Savage Heads to the Governor!
Having managed the escaped savages that should be the last non-Largo quest left, which means basically you are done in the Port! Good on ya! It is not time to address Largo's needs, so here is what we need to do: visit Largo and have him teach you the Pickpocket Skill if you have not already done so... Now assuming that you have the money, go see Roquefort and learn how to Parry -- both of these will cost you 1000 gold by the way, but you need the one and the other is very much worth knowing!
Now find someone in town to practice your Pickpocket skill on -- that is important, you need to have done it before you can do it to Carter!
Now that you have your skills lined up for the quest, head over to chat with Carter over by the jail and talk to Largo for instructions on how to get the Pearl Earring. Give Carter some Grog and, after he drinks it, you automagically obtain the earring! Good on ya mate! That is the last of the kit we need, so go ahead and fast travel to the Pirates Den and speak to the Smith, who you tell that Largo is in trouble. You show him the bandana, then tell him that Largo is in prison...
The Smith demands 500 gold, but after you tell him Largo told you that HE owed Largo money the Smith relents and gives you the Pick.
-- Setting Largo Free --
Open the Map Screen and fast travel back to the Port and head to the jail where Largo is waiting for you. Approach the cell door and talk to Largo, telling him that you have obtained the Pick -- at which point you give it to him and he opens the cell door, promising to show you how to do that later! As the door opens Carter sobers up quickly and attacks -- Patty will engage him but you may want to help her silence him as quick as you can, and then greet Largo as he exits the cell. You have an important pair of decisions to make next...
Basically the way that this is planned and what you are supposed to do is give him his kit back so that he is properly outfitted to make a trip through the Jungle -- as wearing what he is currently wearing is so not appropriate for that environment! If you are using bits of his stuff yourself -- you should not be as I mentioned earlier you needed to have your own kit to replace anything of his you were using -- you will be giving that up when you hand it over. Something to think about...
If your concerned that he has some stuff in his kit that has good stats, believe me when I say this but that kit of his is really nothing special, and shortly you will have much better kit anyway. If you choose to give him all of his kit back on the other hand he will hand over the 1000 gold you paid him a while ago to teach you your skill, and in addition to that you get a tasty 100 Glory, and that is always nice. I went ahead and gave him his kit back...
The second decision you need to make is to follow or not... Since we have completed all of the quests here, there really is no good reason to stay, and the fact that we had to kosh Carter on the head is a really good reason to leave with Largo! So I chose "I am coming with you" and then followed him after giving him his kit.
-- Run Through the Jungle --
At this point Largo is going to run through the Jungle following a path that he knows well -- but as you follow him you need to take care to stay nearer to the rock walls in the area where the savages were, because they have booby-trapped the area and if you don't you will die. So as you approach that area, stay close to the cliff walls, and then once you are past it you can start to follow in Largo's footsteps again!
You will recall that we spent a significant amount of time gathering resources and killing monsters in this area and in the Jungle. We actually did that for more than just to level up, get money, and get resources -- we did it in order to make this run through the Jungle as painless as possible by thinning out potential enemy encounters to a bare minimum. As you will see, Largo gets to run through the Jungle to the Pirates Den largely unopposed thanks to you!
That does not mean he will make it all the way without being attacked though, so try to stay close to him and be ready to defend him as needed... But there are a few important things you need to know here...
(1) Largo cannot really die. He will fall to his knees like you do when you are defeated in a duel, but will eventually get back up and start walking again.
(2) Because Largo cannot die, he makes a great staked goat for you. You can allow him to draw the attention of any attackers, and while they focus upon trying to kill and eat him, you can ninja along behind them and kill THEM! Great fun!
(3) Largo leads the way, and he will not take the most obvious or safest route.
With all of that in mind, after you choose to go with him to the Pirates Den do just that, following behind him and protecting him to the best of your abilities until, finally, he reaches the Den!
Largo has himself an escape - with your help of course!
-- Back at the Pirates Den --
So a few things have changed for us, and in particular our focus. At this point we have completed all of the quests for this island that take place outside of the Pirates Den. That being the case, we now want to focus on wrapping up all of the quests that are centered here -- and that means we STILL want to avoid having that conversation with Patty's father because when we do, zip, she is gone. So, avoid going onto the ship, right?
When you and Patty and Largo reach the Den, Largo heads off to grab a drink while you take stock of what you have left to do here...
--== The Titan Weapon Quest Lines ==--
Currently the only active quests that are outstanding are those that are contained within the sub-quest structure of the Main Storyline Quest, The Titan Weapon, and optionally only if you purchased it, the DLC Quest "The Pirate Garb." Specifically the following Sub-Quests are still incomplete:
1. The Titan Weapon (Primary Quest Entry)
1a. The Titan Weapon > Find Steelbeard
1c. The Titan Weapon > The Sugar Shipment
1e. The Titan Weapon > Night-Time Pursuit
1g. The Titan Weapon > Pete's Treasure Map
While these are the only active incomplete quests currently in the Log, that is not to say that they are the ONLY quests, because they are not. While it is not obvious right now, some of the things that you do will have results later, and you don't know from the doing of them that they can lead to another quest...
For example while we are here anyway, head into the Pub and talk with the Barmaid Holly -- talk to her a lot, work your way through all of her dialogue options, and talk to her persistently. Be polite, but monopolize her time a bit. And nothing happened! Yet.
What you don't know and will not find out until later (there seems to be a timer in play here and a certain amount of time has to pass before Hank decides to approach you -- for me it happened outside of the Pub just after I completed the Meeks quest, but I have heard that it happened at other times for other players) when Hank walks up to you and demands 100 gold coins from you for the time you spent with Holly.
As it works out, Hank is her pimp, and Holly is not, strictly speaking, a Barmaid. What is more, this is not a relationship that Holly likes or wants, but it seems she has no say in the matter and was never consulted about whether or not she wanted to be a prostitute, or be Hank's bitch!
As Hank runs his mouth at you, you will be forgiven if you think he is some sort of bad-ass... He may be a bad-ass in his own mind, but you can take him, trust me on this, you just have to be consistent in how you do it. If you choose to take the Intimidate route, you must not waver, you must remain in total Intimidation Mode for your entire exchange with him, because he will pounce upon any weakness you show. If you choose the violence route you must break your foot off in his ass; you cannot go any half-measures here... You are probably wondering why? I will explain...
The Pirates Den is a very small community in which everybody knows everybody else, and they know each others' business, so the moment you stick your nose in between Holly and her Pimp Hank, that becomes common knowledge. The fact is that there are a lot of people in the Den who admire you for the doing of it -- including Patty's father Captain Steelbeard -- but at the same time that admiration will only last and go so far as you being successful at your interference. That is to say that if somehow you fail, or Hank is perceived to win (whether he actually does or not) that foible will impact your reputation in the community in a massively unfortunate and unforeseeable way that you will come to regret later. Trust me on that.
You want to obtain both the respect AND the good opinion of Patty's old man, and to do that you must be a macho, reliable, consistent MAN. Weakness is simply not an option in the world of a Pirate, nor is failure. That being the case, you should save before you attempt this quest because if you make a mistake, accidentally hit the wrong button, whatever, well, there is no do-over in the game, all you can do is reload your save and try again! Another thing that is significant is that in addition to helping Holly out, you will also be actively seeking another quest via Holly that you may or may not have already flagged (Pete's Treasure Map).
Oh and one other thing -- earlier when talking to Holly we blew off paying her 100 gold for her gossip... Go ahead and pay that now. You can afford it! Really! Now go in and talk to her until you feel like you have spent too much time with her, and then exit the Pub and, if you have managed this mischief, Hank's shorts will be in a bunch and eventually -- though not right now -- he will brace you and demand that you pay him some gold. Either Intimidate him or kick is arse.
Finding Pete, Pete's Treasure, and an amazing Golden Idol
-- Finding Pete --
Head out the Main Gate and turn west (right) and follow the path until you reach the gorge area -- on the right side of the path mid-way to the bridge you will see where an opening has formed leading down into the gorge. If you are careful you can go down into this opening, and follow the slope down to a ledge part way down where you can loot a chest and then turn to the north to see the temple entrance. There are some Warthogs here AND there are some booby-traps here, so kill the hogs and be ready to hit the 'Y' button to evade any traps if/when you trigger one!
After you kill the hogs search the area around the temple entrance and you will find a body -- actually not just A body, but Pete's body! When you search it you will also find Pete's Treasure Map! You have now completed the quest Pete's Treasure Map, and flagged the quest Pete's Treasure.
The treasure is located to the north and closer to the entrance to the temple, so save and then search for the red X on the ground and dig up the treasure chest, and then open and loot it! Note that there is a shovel here if you did not bring one, and even if you did you should take the shovel anyway!
Inside the chest you will find x700 gold coins, a gold ingot, an Idol, and a Meerschaum Pipe (the second of the Legendary Items you will find and obtain). Digging up and looting the chest fully completes the quest line, so good job mates! Well done!
-- A Brief Visit to the Temple --
Now before you leave, save your game and then enter the temple and do exactly what I say below -- and nothing else -- because we really just want to complete a short and simple quest here for the reward and the bragging rights, which will actually be important later when we are talking to Captain Steelbeard and we are seeking to impress him with our adventures!
Enter the temple and take the left hall, approach the ledge and jump up, then carefully proceed to the alter with the idol on it. Take the idol -- this flags and completes the quest Old Grave Plundered. Note that taking the idol off of the alter arms the traps in the hall outside! You can actually avoid the traps completely by simply fast-traveling right from the alter room -- that is what I would do if I were you...
-- The Sugar Shipment & Termite Plague --
After you visit with Jack at the Lighthouse you learn a little more about why the Sugar has not been packaged up and delivered to the Den and its Rum Distillation facilities... There is a plague of termites down by the beach and they are both stealing the Sugar and preventing Jack from delivering it. There are basically two quests associated with this part of the story -- The Sugar Shipment, and The Terminte Plague.
When you consult the Log Book you will see that for the Termite Plague quest there is a target number for each type of Termite that you need to kill... That works out good for us since killing things adds Glory, and we can use Glory to improve our abilities and skills -- and since we still have Patty as part of our team, why not go kill some Termites? Excellent plan!
-- Effective Use of the Map and Fast Travel --
Before we begin dealing with the Termites we should address the issue of travel and your best use of the different utilities that you have available to you! Of course there is the base utility -- your feet, legs, knees, you know, the meat and muscle that allows you to move about unassisted. That will get you most places, sure, but you trade time and inconvenience when using that method. Another thing to consider is that you should only be walking to key destinations once, because once you have reached them the first time, they get added to your map as a black-circled location, which means you can not fast travel to and from these marked locations!
Check your map now by opening the Log Book and then selecting Sea Chart with the triggers. At the moment all you own is a map of Tacarigua -- which is fine since that is the area we are concerned with at the moment. Examining the map should reveal that you have visited and marked the following five locations on it:
-- Puerto Sacarico: The Port City of Tacarigua and home of the Inquisition.
-- Vasco's Tower: The jumping-off point for the south-central part of the island.
-- Large Gate: The main entrance to the Pirates Den.
-- Pirates Den: The headquarters for the pirates in the area and temporary home of Steelbeard.
-- Jack's Lighthouse: Just what it sounds like, and the place the Sugar is smuggled through!
So now that you are aware of where you can quickly go pretty much whenever you like, select Jack's Lighthouse and go there now via Fast Travel!
Recovering the 7 Bags of Sugar and killing the Termites
-- Jack's Lighthouse --
If you have not talked to Jack, do that and exhaust your dialogue options first, and then be sure to do the limited looting you can do here, including the nearby chest. From the Lighthouse head down the path towards the beach until you encounter some Termites, and kill them while you track them to the cave from which they clearly are emerging and which they call home. You can hang around outside and kill all of the bugs that come out, but eventually you are going to want to go inside and take the battle to them -- so be sure that you save your game every so often so that if you end up getting dead (and that can happen) you do not lose too much in the way of progress.
There are some looting opportunities in the area including a chest or two, and of course wild monster encounters to be enjoyed, but eventually you will locate the Termite Cave and inside as you battle the different Termite types you will find Sacks of Sugar scattered around the cave. Pick up all seven of these as you progress -- you will want to have a lit Torch in here, that will help a lot!
As you make your way through the cave the large amount of pirate plunder and supplies suggests that the bugs were not the only entities to call these caves home -- and there are even some modest loot opportunities available to you in addition to the Sugar Bags, like a chest with some gold coins in it for example. Working your way through the caves is the best way to find and kill the Termites you need for the Termite Plague quest -- once you have killed all of them and recovered the Sugar it is time to head back to talk to Jack at the Lighthouse. Just Fast Travel there to save some time.
When you report your success Jack rewards you with 150 gold coins and tells you that there is a book in the tower you may want. Inside of the tower you can read The Pirate's Raid which flags the quest The Hand Mirror (not really a quest actually, but the third Legendary Item location, which is the Pub back at the Den). More on that in a bit...
Now that you have completed all of the actions for this site of the map, fast travel back to the Pirates Den.
With the quests that relate to Jack now well in hand, fast travel back to the Pirates Den and speak with Booze in the Pub in order to deliver the Sugar to him -- he tells you to give the Sugar to Alister and then come back to get your reward. If you have not resolved the other quests you were doing for him, do that now - you will get a reward of x5 bottles of Rum for dealing with the Governor and Pedro for Booze.
Head outside and go upstairs and you will find some loot in the room on the left on the first floor up, including a book of Pirate Stories that you can read to flag the Legendary Item The Left Boot.
In the main room of the Rum Works you will meet Elia, who is the brewer -- and in addition to filling you in on needing to be careful he also has recipes you can get from him... Talking to him leads to asking for the Bloody Mary Recipe -- and flags the quest 10 Bloody Roots, which is what he requires to make the libation. If you have the roots on you now you can turn them in and complete the quest, otherwise return when you do have them to do that! He does tell you where you can purchase roots if you need them, as Colby the bloke you put on guard duty at the Main Gate sells them!
Once you have a sufficient quantity return to Elia and hand them over, and he gives you the recipe plus 100 Glory Points for your efforts. Good on ya! That completes the quest 10 Bloody Roots!
Speak to Alister to tell him that you have the Sugar, and he will thank you (up to a point) though he warns you to stay the hell out of Booze's apartment upstairs. You can ask him about how Rum is made, but you were not expecting him to tell you all without being compensated, did you? No, he wants 1000 gold coins mates. Pay him and he will teach you the secret to making Rum. Whether you pay him the gold or not, you have completed the quest The Sugar Shipment, so well done!
With that quest now completed all that remains for the area and mission are the following quests:
-- The Titan Weapon > Find Steelbeard
-- The Titan Weapon > Night-Time Pursuit
-- The Pirate Garb
Wrapping Up Meeks, Hank, and clearing the way to Steelbeard
We do not want to do the first just yet, so it is time to deal with the second, Night-Time Pursuit, but to do that we need it to be nighttime, so find a bed and doss out until dark and then head to the Pub and chat up Booze, telling him you are ready to follow that git of a traitor, and you will!
Actually when you talk to Booze he pays you the 200 gold he owes you for the Sugar quest, and you have the option to ask him about the Rum for Steelbeard, and he gives you a message for the Captain that he is ready to talk price! Now it is time to deal with the Meeks situation finally... Tell Booze you are ready to follow the man and if it is only dusk and not nighttime he will tell you to return at night. If it is nighttime however, he will instruct you to follow Meeks, who conveniently walks past you just then, so carefully follow him to the beach.
When you arrive at the beach you encounter Meeks and his meeting with the beast! Unfortunately Jim Rockford you are not, and your presence is detected, making it necessary for you to kill both Meeks and the Beast, which has the effect of completing the quest Night-Time Pursuit, and flagging and completing the quest The Traitor and the Beast -- so how about that? Two quickly completed quests!
After the battle be sure to pick up the fallen weapons -- a Cutlass and a Sunken One's Axe -- and then loot the bodies before returning to the Pub. As I returned to the Pub just outside I was approached by Hank, who demanded 100 gold coins for the time that I had spent talking to Holly earlier (we covered this). Whether the confrontation comes here or at some other point, if you want to add to the respect that you receive from Steelbeard when you make the move to become a member of his crew you are going to want to deal with Hank as effectively as you can.
Paying him is not an option for you assuming you want the respect of this community, so you will just have to kick his ass! You can do that by simply fighting a defensive duel and popping a round in his face as soon as your pistol reloads. Once he is defeated he stalks off all sulky, and if you talk to him he begrudgingly allows that you can forget the debt -- well duh?! We just kicked his ass, of course we will forget the debt!
It is also while approaching the Pub after dealing with Meeks and the Sunken One that Curtis will introduce himself to you, again warning you about playing silly buggers in the Den, and mention that he is also an instructor in the combat arts -- something you should remember right?
Head inside and speak with Booze, who will hear you out and then reward you with 250 gold coins and advise you to tell all of this to Steelbeard.
At this point you really have wrapped up all of the side-quests and the mission-related activities. There are some other optional actions that you could do, but that requires your character to be fairly advanced in some of the stats and abilities -- I am speaking specifically of buying the Parrot and the training on how to use it, which is required to unlock an Achievement, and then there is buying and the training for a Monkey -- but these you can come back and do later and in any event with respect to the Monkey you will want to do that as part of the story, so just keep them in the back of your mind for now.
So you have completed everything, there really is only one thing left for you to do now, and that is meet with Steelbeard and impress him with your most excellent and awesome you-ness! Personally I chose to find a bed and sleep until morning because I wanted to do this during the day, in the pleasant and bright sunshine -- but you can do it right away if you like. Your call!
This is the final section for the first part of the game that covers Caldera and Tacarigua, and that being the case let's have a quick recap, shall we? We began our adventure by being called to a drunken meeting with our commandant, rescued an old friend from the sea, and found ourselves dispatched upon an adventure to meet the Pirates, during which we explored the island of Tacarigua, gained a fair amount of experience, and began to develop our character and their skills and abilities. We completed around fifty quests of varying difficulty, met some interesting people, killed some interesting people and creatures, and managed to establish ourselves as a reputable pirate! Well done mates!
Now it is time to meet Patty's dad, convince him that we are worthy to join his crew, and begin a hopefully brief stint as a pirate in order to locate and obtain the magical weapon that will once and for all dispatch the Kraken that serves the Titan Mara to the hottest depths of hell!
So our next step is to climb the gangplank of the pirate ship The Bearded Lady and introduce ourselves to Patty's dad, Captain Steelbeard! As you head up the gangplank the method by which you will accomplish this is taken out of your hands, as the Captain greets his daughter and they have something of an argument -- with Patty getting the upper hand at least morally speaking...
Using girl logic she manages to convince her father to ask her to accompany him on his adventures, and then Steelbeard turns his eyes to you. Steelbeard makes it clear that to be accepted you will have to prove your worth as a Pirate -- and that means passing the pirate tests, you know, all of the normal piratey pirate things!
Reuniting Patty with her Dear Old Dad!
Talk to Steelbeard to tell him what you are there for -- the Kraken Weapon -- and you learn that the special weapon called the Titan Harpoon is not simply a weapon that can kill the Kraken, it could be used to kill the Titan Mara herself! As this information sinks in you unlock the Achievement "He Really Exists!" (20 GP) for completing the quest "Find Steelbeard." Well done mates!
Now you should exhaust the dialogue options available -- there are quite a few -- and in addition to gaining additional information you also gain some of the backstory, for example the stories of the curse it seems are true. You learn about Captain Garcia and the Pirate War, you learn that Crow has the Titan Harpoon. He asks you which route you took to get from the Port to here, and naturally we answer the Jungle way, which while he acknowledges that it was ballsy, it also put his daughter at risk.
-- Quests to be Judged By --
Crab Slapping With Blake
Free Largo
Night Time Pursuit
O’Brian’s Treasure
O’Brian’s Treasure Map
Old Grave Plundered
Pete’s Treasure
Pete’s Treasure Map
Settling The Score With Hank
The Sugar Shipment
The Traitor And The Beast
The Water Carriers
You then run through a sort of automated set of bragging that covers the different quests you have completed, and Steelbeard asks you to get Rum for the ship -- he cannot put to sea without the Rum it seems -- and you finally come to the option to say that you have something that will probably change his mind about you -- which is where you get to tell him about all of the brave and noble things you did questing! Go ahead! Tell him! Your options if you have been following this guide should include:
-- I freed a pirate they had locked up.
-- Booze is going to give you your rum.
-- I gook care of that crabs problem.
-- I found Pete's treasure.
-- I found O'Brian's treasure.
Now remember he has already acknowledged you for handling Meeks and dealing with Hank... After you brag about your accomplishments, you flag and complete the quests Become a Pirate and The Rums Got to Come.
Swearing the Oath to become a Pirate
The question of whether he will have you aboard, he reviews all of your accomplishments and then decides that all you need to do is swear the oath and you are in! This unlocks the Achievement "Pirate" (20 GP) for becoming a pirate as well as another Gamer Picture.
You can ask a few more questions and then you swear the oath, at which point if you bought the Pirate Clothes DLC you can now wear the special Pirate outfit! Bear in mind that you should get everything you planned to get done here done because once you swear the oath it is time to move on to the next island and the next part of this adventure!
After you swear the oath go into your Inventory and equip your Pirate Garb and you complete the quest The Pirate Garb. Well done again! Good on ya!
Now chat with Steelbeard again to learn that it is time to cast off for the Sword Coast -- you overhear a conversation by some of the other pirates, and then you can chat up the other pirates in the crew before you head up to the wheel and tell the Captain you are ready to cast off, at which point he issues all of the orders, the ship gets under way, and you have completed the first major part of the story!
After a brief voyage you arrive on a new shore -- the Sword Coast -- and Captain Steelbeard suggests that the "shitbirds" up in the tower may have information that will help you proceed! This bit of dialogue flags the quests Talk to the Pirates at the Tower and Help Against Crow, as well as causes Patty to rejoin your party!
As you make your way to the tower it pays to remember that you are also still able to search for and collect resources, empty chests, and all of the other actions of opportunity, and you should be doing those things. On the beach there are cargo boxes that when you pick one up signal that it is 1 of 10 of these -- more on that in a bit. There is a chest nearby to empty, and another chest further along. Just because your party now includes Steelbeard and Patty does not mean you can not or should not scrounge for resources, so it would be an idea to do that along the beach prior to heading up the path to the tower, right?
In the brush on the beach you will find some Turkey to get meat from as well as a new beast called a Firebird from which you get chicken meat from as well, but that take a bit more killing than a Turkey! On the beach you find a message in a bottle that you can open and read -- a plea for help it seems.
Near the waterfall at the far end of the beach is a cave inside of which in addition to large Cave Bats for you to kill there is scattered gold coins and gold nuggets as well as a sword and bowl near the bones of an old pirate, gold nuggets on the floor of the cave, and a seam of gold that you can mine here as well for more gold nuggets! hey, free money! Sweet!
Exploring the Temple near the Beach and encountering Natives!
-- The Native Temple --
At the other end of the beach you encounter a large native temple that impresses Patty -- and this is your first introduction to the other faction and their Voodoo powers -- bearing in mind that soon you are going to have to make a choice with respect to your faction. If you head inside of this temple you will be attacked by the natives inside, who have blades, spears, and throwing weapons (they may have blow guns for all I know).
Inside if you follow the left path you arrive at an alter similar to the one that we raided for Pete's Treasure -- and if you place the Idol you got there on this one, it opens a secret door (and you get attacked by another native) and, inside the secret room, there is some loot to be had including another Idol, a plate, some Jade, some statues, that sort of thing. On the opposite side of the temple is another alter that has an Idol on it -- if you take that you will cause the entrance to the room to close and another door to open, and inside the next room there is a Rituals book that tells a brief story and flags the quest for the Legendary Item The Bottle of Memories. To get back out you will need to replace the Idol on the alter.
Bear in mind that the temple has a bunch of mushrooms in it that count as Provisions, and you would be wise to collect those :)
As you exit the Temple head right and up the hill and a bit left to find a Level 20 locked Chest -- you should have advanced your picking to at least that level, so go ahead and open that to score some gold and torches!
Once you are satisfied that you have collected everything that there is to be collected down here, you have cleared out the gold in the cave, and explored the temple to the extent that you are going to explore it, head towards the path to the right from where you landed when you first arrived. When you reach the start of the path up the hill STOP. Save your game, preferably to the first save slot (or at least a save slot you will remember not to save to again and remember that this is your revert save) because in just a bit you will reach the point where you have to choose your faction -- this save will be your revert point for after you finish the game and you want to come back and play out the other faction's missions, quests, and story!
Picking your first Chest Lock - Mind Like Water
-- After You Save Your Game --
Now that you have your revert save made, head up the path and you will trigger the CS in which you encounter the pirates at the tower, and the story gets added to -- these are Crow's men... As you might expect they are not pleased to see you and, what is more, their orders are simple -- kill any strangers who happen along! The battle begins with Steelbeard taking on the two pirates while you and Patty take on a native each. Bear in mind that battle with spear-wielding natives is a bit different than your previous battles with swordsman and other melee type weapons -- when you hold down the parry (Left Trigger) the game will automatically cause your character to duck under swings of the spear (though really since a spear is a poking weapon and it should be safe to presume that natives would be aware of that as well as highly skilled with that weapon, you have to wonder why they are swinging it in the first place?) which will keep you from taking damage.
Attack when there are openings, and do not forget that you have a pistol mates -- a lead ball in the face is a great way to end a fight quickly! With your native down, help Patty with hers if she needs it and then focus on the final pirate, and once they are all dead be sure to loot their fallen weapons and bodies -- the natives can have gold nuggets on them (bonus!).
Head over to the tower and have a look around to find that the Captain has decided this is a great spot for a local camp. He finds some rum and then you run through a conversation with him to advance the story -- and this is the point we have been working towards, where we have to decide which faction to join. It may not seem like that is the decision you are making, but it is.
After carefully weighing the options I decided to go with the Native Faction first rather than the Inquisition, and I have a logical reason for that. First, it is going to have more quests, and a deeper story line, and second, the Inquisition side is sort of the fast-track to resolving the story, and as we are not looking for a fast track, well, the Natives just make more sense. So I chose the Natives, and as a consequence of that, the guide will now diverge in that direction. If you decide you would rather do the Inquisition Faction first, skip ahead to that part of the guide, otherwise if you are doing the Native Faction then just keep going from here!
At this point, having followed the dialogue to select the Native side, you can immeidately begin that side of the story but I recommend against it -- use the "End" option and Steelbeard tells you that as soon as you are ready to tell him -- as this will allow you to finish having a look around the tower and its immediate area, which we very much want to do.
Bear in mind that having made this choice you have flagged the quest The Natives.
When you step to the side of the Tower near the Rum keg you will complete the Location Quest "Pirate's Tower Found" and pick up a nice bit of Glory for your troubles.
Behind the Tower is a campfire and some raw meat, as well as a pair of live Turkey -- kill them, collect the meat, and cook it up on the campfire to add some more Provisions to your kit. Beside the cannon in the back is a Bullet Bag with x10 Bullets in it so be sure to grab that as you can never have enough ammunition for your pistol, right?
By the wood pile is a skin of wine, and inside the Tower you will find more raw meat (be sure to cook it) other Provisions, and a bit of loot -- clear all of that off while you are here and you can use the bed to rest until morning. Outside up the stairs to the left of the door you will find a Level 20 Chest that has some Grog and Provisions -- go ahead and pick that and empty it as you can never have enough Provisions and Grog!
I am not sure if this is actually hard-scripted into the game or not (maybe you all can let me know?) but immediately after selecting the Native Path the game weather turned to a thunder and lightning storm, which persisted even if I had my character sleep overnight in the bed. The storm has the effect of making the world rather dark, which I suppose adds a bit of flavor to the story but still is rather annoying... Once you have looted and cooked and there is nothing left to do, talk to the Captain to continue the story, telling him you are ready to look for the natives.
Choosing Your Adventure: Following the Native Story
Prior to speaking to the Captain again and telling him that you are ready to go you may want to go ahead and explore the area behind the Tower -- there is a path there that has some resources including some mushrooms and some rats you can kill for a small amount of Glory -- but if you are not paying attention as you follow the path it may appear that the gently sloping entrance down into the cave is the only route there -- however if you stop short of the cave entrance on the path facing the cave entrance and then glance to your left you will see that there is another path heading in that direction, and when you follow that you will find resources like a Spirit Lily, Choking Vine, and outside the far end some of the aggressive monkey types that you can kill for 50 Glory each (note that these are the ones that throw coconuts at you as well as have claw and teeth attacks!).
If you check around the area on the other side (including the area above you can reach by doubling back over the cave) you will find Skull Flowers, Maki Berries, and other resources that are worth collecting! In the clearing ahead on in the level area past the first group of Claw Monkeys you will find a trio of Warthogs (mind them though as they can easily kill you if you let them flank you and you end up fighting all three at the same time). Take your time and be sure you are aware of where you are as you explore as this is a sort of maze of connecting paths and short tunnels and you can easily get turned around as you fight the different mobs here -- which include Termite Warriors, Claw Monkeys, Warthogs, and Firebirds.
A good tactic to use if you find yourself outnumbered by these animals is to retreat until just one or two (but ideally just one) is following and then turn and take it on one-on-one, as that prevents you from taking the damage you are bound to take if they flank you and attack together. When you reach the trio of Firebirds engaging them flags the quest Firebird's Blocking the Bridge -- and defeating all three completes that brief quest for a little extra Glory!
A bit of free advice -- I would stop short of the bridge and stay away from the water, as this is the first area in the game where you encounter alligators, and while you may believe that you are an effective warrior when it comes to dealing with human enemies and most beasts, all bets are off when it comes to taking on a gator by yourself -- you are going to want help with that! So yeah, avoid heading into the river or towards the falls (there is an alligator here for sure), and do not cross the bridge as you will be doing that with your buds once you decide to continue. This whole pre-continue adventuring is more aimed at allowing you the time to collect the resources that are to be had here and the Glory from killing off the minor beasts, so just treat it as a pleasant side-excursion and try to avoid dealing with things that will make you dead, right mates?
At the top of the right-hand path (following it to the left after going through the original cave that is the right-hand path) you will find yourself getting jumped by a pack of Monkeys that is made up of the by now familiar Claw Monkey but also Tough Blue Claw Monkeys -- which you will be encountering for the first time here! Your encounter with the blue variety flags the quest Monkey Business, and defeating them completes that mini-quest. They are, as their name suggests, a bit tougher than the normal white Claw Monkey, but with a but of defensive posture you should be able to come out of this battle on top! (See the video below).
Your first encounter with the Tough Blue Claw Monkeys!
You can easily burn through an hour or more just in exploring here, so if time is an issue for you well, you want to keep an eye on that, right? After you have done all of the exploring and resource gathering you feel like doing, killed a bunch of Claw Monkeys, Warthogs, Firebirds, be sure to cook up the raw meat you have obtained to add that to your Provisions. Now it is time to chat up the Captain and get this show on the road!
When you talk to Steelbeard he asks if you are ready to go, and of course you are! Saying yes (actually what you say is "You Lead, I'll Follow") flags the quest "To the Natives" and causes Steelbeard to run off along the trail while Patty rejoins the party. Simply chase after and follow Steelbeard and you will find yourself quickly reaching a juncture where the Captain stops, turns to you for a mini-CS, so ask the question you think is best for you -- if you pick the first option he will run through the nearby cave and, when he reaches the other side, turn for another mini-CS in which he declares that he recognizes the path (you flag and complete the quest Farther Inland for some modest Glory) and he tells you that the shortest path is ahead as well as the safest, and you need to make a decision.
Asking what is along the other way reveals that there are lots of monsters that way -- and that causes him to choose to take the safe route, and flags the quest Over the Pass. Continue to follow the Captain until he runs up a slope to the top, where he will turn to chat with you again for a mini-CS and offer you three dialogue choices. The first two irritate him, the third causes him to fill you in on the area information. Stand still and wait a moment and Steelbeard and Patty enter into one of their elongated arguments -- go ahead and let that play out as it is amusing and sets the mood. This also causes the sub-quest The Cave at the Pass to flag, in which you are encouraged to take a closer look into the cave at the pass. This is a good spot to save your game, right?
Clearing the Cave means combat and riches - gold nuggets!
-- The Cave at the Pass --
Inside there is a gold nugget in the basket -- light a Torch and carefully advance and you will encounter a pair of Natives and a Pirate from Crow's crew -- this also flags the sub-quest Hidden Lookouts! Basically you need to defeat them to complete the sub-quest, and an easy way to do that is to strategically retreat back through the cave and out of its entrance which will cause Patty and the Captain to help you with the fight but there is something you should be aware of -- you only get full Glory credit for the ones upon whom you deliver the killing blow, not the ones that Patty or the Captain kill. So to maximize the Glory you acquire in addition to the 100 Glory you get for the sub-quest, you will want to be the one who delivers the killing blow on each of the three enemy, right?
With the Pirate and his Native buds dead, loot their bodies / grab their dropped weapons, and then go back into the cave and look around the area where you encountered them and you will find some raw meat, a statuette, a Level 30 Chest, and a book called Diary of a Pirate. There is a bottle of wine and mushroom here to be collected as well, and you can use the Campfire to cook the meat. If your Lockpicking is just 20 you will need to improve it to open this chest -- you do that by increasing Cunning, but chances are you do not have the required amount of Glory at the moment to advance it twice, so just make a mental note that the chest is here and move on.
You can sleep in the bed here if you need to rest, and you should read the Diary to flag the Legendary Item Quest "The Voodoo Needle" (and you should flag that so it is added). Sleeping in the bed until the next morning will recover your health without you having to use Provisions so it is highly recommended that you make use of beds when you can safely do so in order to heal your character.
On your way out of the cave notice the Ore VEin on the left as you exit -- mine that to gain x5 Gold Nuggets! Well done!
When you emerge Patty and her dad are standing outside drinking rum and insulting each other. Speak to the Captain and he asks what you discovered -- tell him. After you report the Captain heads onward and you flag the quest "Down into the Valley."
When you reach the next CS you complete the Down the Valley sub-quest and the Captain gives you advice on how to deal with the Tough Blue Claw Monkeys he is sensing are present in the area -- basically he wants you to find them and lure them back to the clearing where you can all take them out as a group! Patty leaves the group, and you can now go and lure the group of Blue and White Monkeys here -- but if like me you did some pre-quest exploration and took out the group of monkeys prior to advancing the story, well then they are already dead! So you can simply report to the Captain "The Blueclaws are dead!"
The Captain is impressed with you - and them - Patty rejoins the group, and you flag the quest "Just a Little Farther" after the CS ends. Following the Captain will complete that quest just like the previous sub-quests in the chain. At the next CS you complete that sub-quest and Steelbeard points out that the village is just the other side of the river -- which flags the sub-quest "Across the River."
Following Steelbeard across the river completes the sub-quest and initiates a CS and dialogue in which you are basically assigned the task of visiting the Native Village while Steelbeard heads off to get drunk on some Pirate Rum. Patty parts company with you here as well -- oddly the dialogue that she uses presupposes a quest direction we are not actually taking, but what can you do?
Bearing in mind that you have essentially completed the journey from the Pirate Tower, which is where we started this section from, to the Native Village, which was the destinations that we desired, that nicely wraps up this section! Well done mates! Good on ya!
A Journey to the Native Village in which Much is Revealed...
So to recap, you have learned that Captain Crow is active on the Sword Coast but that his ship has not been seen. His men have somehow ingratiated themselves with the Natives, and you understand that it is in your best interest to learn how it is that they managed to do so? Starting at the Pirate Tower after landing on the beach on the Sword Coast, you made your way with Patty and Captain Steelbeard's assistance through the jungle, over the Pass, and along the Valley to the outskirts of the Native Village.
While you are still able to exercise moderate skills as a warrior with edged weapons, the primary offensive skill that is associated with the Natives is Voodoo, of which you will soon be learning more.
A by-product of your adventuring and the battles you have fought between the beach and the village should include having acquired the following resources as well as treasures (if you missed some of the major elements now is the time to backtrack and get them but look out for alligators!):
== Resources ==
-- Black Oleander
-- Bloodroot
-- Choking Vine
-- Golden Clover
-- Golden Nuggets (x7)
-- Jade (x2)
-- Powdered Poppy Seeds
-- Skullflower
-- Spirit Lily
-- Swordthorn (Rare Potion Ingredient - Retain)
In addition to the above resources you should also have acquired a fair bit of loot in the form of weapons and kit taken off of the bodies of the enemy who you have slain. That is all good since you will eventually be selling off the bits you do not want or cannot use to the merchants in the Village...
After the CS ends Steelbeard heads off to find his barrel of Rum and to get drunk with it, while Patty heads off to parts unknown (having departed from your Party) and you are left all by your lonesome with the task of ingratiating yourself with the Natives by visiting the Native Village, which is very near where you have ended up after crossing the river!
Basically assuming that you obtained all of the items that are referenced in the previous section you should be good to go and head into the Native Village. If for whatever reason you failed to obtain the items previously referenced, bear in mind that of them all, the only really important ones from among the list are the Swordthorn (this is a very rare and valuable not to say useful resource) as well as the gold nuggets -- the rest of the items can be found elsewhere...
With everything in order go ahead and enter the Village where you will meet with a Native named Masaru who demands to know if Captain Crow sent you? Completing the conversation with Masaru also completes the sub-quest The Shaganumbi Village.
A meeting with Masaru in the Shaganumbi Native Village
The village is occupied by a group of Natives, and each has a quest for you -- the reason that you want to talk to each and to do their quests is because doing so unlocks other interactions with them -- well that and doing quests is what we do, right?
Near the fire is a Pirate named Slick -- you can talk to him and if you persist in wanting to see Crow he will eventually tell you that you will have to make yourself useful first. It is at this point that you can ask him why they need the Natives, and obtain part of the information that Steelbeard wants - the reason that Crow has hooked up with the Natives. The funny bit is that the whole time you are first talking to him he refuses to tell you anything about Crow, and then when you ask if he is sure that all of the tribute is taken to the Earth Temple, he basically admits that that is where Crow is!
It works out that Slick wants you to encourage the Native women to start finding gold which, it seems, they have not been doing at a fast enough pace to suit Crow and his men. This is actually a quest you can take from Slick -- so do that to flag the quest The Shipment for Crow.
== Native 1 - Badriya (Voodoo Witch and Merchant) ==
Near Slick is a Native girl named Badriya who is something of an entrepreneur and merchant. What she wants is gold, and she will happily trade with you for gold... You learn that not all of the Natives are in Crow's service, and that the daughter of the Chief opposes him. Good to know! She explains how the Natives use gold, and if you offer to help her she will give you the quest Four Offerings for Kanadiktu.
To complete her quest you will need to collect the offerings from the Natives Samir, Nakutu, Ranapiri and Chani (daughter of the Chief). As you will be chatting each of them up anyway was part of the process of exploring the Village and obtaining their quests, so this is more of a passive rather than an active quest... You will find Rana somewhere near the fire, Chani to the left of where you met Badriya near the Voodoo Alter, Nakutu around the fire in the center of the village at night, and finally Samir, who is the designated guard at the Temple and one of the later Natives you will meet.
After you work your way through the chat options and agree to help her, select the native word at the bottom of the chat options and this will open her trade window for merchant services. Remember that what Badriya wants from you is gold coins, not raw gold, and what she offers you in trade is mostly Native crafted items, which include Potions of various types, and natural resources in the form of plants and objects that may or may not have significance in the Voodoo arts (we don't know this yet). We are also not really aware that Badriya is also the Voodoo teacher.
The really odd thing is that despite the fact that she really badly wants to obtain gold coins from you, you actually have the option of selling HER the stuff you have collected FOR gold coins! Yeah, this is not really a faithfully followed element of the story, but just go with it...
== Achievement Opportunities ==
One of the odd characteristics of the game is that it maintains a separate and unrelated track of all of the numerical stats that you generate in the game that are not connected with the formal game save system, which means that, for instance, the amount of gold that you acquire in selling things in the game to the various NPC merchants is tracked, and as there are some Achievements associated with that number, this is actually an opportunity for you to get those Achievements out of the way if you want to. Now.
How this works is simple -- you make a save standing near Badriya and then open her merchant window, choose Sell, and sell her everything you possess. If you have been following the guide you should have almost $6,000 worth of kit, items, and resources on you right now. The most you have ever had at any point in the game up to now. By selling her all of your stuff you add that sales amount in gold coins to the stat being tracked by the game. Now all that you need to do is quit out of the sale window, hit Start and then load your last save, and you are standing before her with all your stuff again but with the value of the previous sales having been added to the hidden stat figure.
Simply rinse and repeat (remembering NOT to save the game after each cycle) and you will very quickly hit the first mark (if you have not already) of acquiring $1,000 gold coins and unlock the related Achievement. Well done! The complete list of related Achievements for this action are:
-- Skinflint (10 GP) Acquire $1000 gold coins.
-- Cash Cow (30 GP) Acquire $100,000 gold coins.
-- Made of Money (50 GP) Acquire $300,000 coins.
If you are going to do this then do it (see the video embedded below here) and you will score yourself an easy 80 GP for your efforts. Once you are done it is time to talk with the next Native and learn their story and what you can do for them!
Unlocking the money-based Achievements
Jim's Treasure Map
Nearby the hut where you found Badriya is a Level 20 Treasure Chest you can open to obtain a Grog, 15 Gold Coins, and Jim's Treasure Map -- so be sure to grab those now and especially the Treasure Map, right? Taking the Treasure Map flags the quests Jim's Treasure Map and Jim's Treasure, and taking the map completes the Jim's Treasure Map sub-quest right then and there.
The aforementioned Jim is standing nearby the chest -- he asks you for Rum -- let him have a drink and you can then chat with him. Jim explains that Crow put him here with Slick to keep an eye on the Natives -- he is full of information now that you have juiced him up, and he is also a Thief Teacher if you need that. After you ask him about the shipment be prepared to be rejected -- but you can offer him a second bottle of Rum to learn more about the Natives. He actually knows quite a bit about them so pump him for what you can...
Once you have exhausted the chat options and learned a fair bit about the tribe, continue along the camp and chat with Chani, who is standing by the alter. She will tell you just where you stand with her, and you can ask her why her people allied with Crow -- and you learn a bit more about the Titan Spear. She is a Voodoo Teacher. Be sure to ask for the offering from her to advance that quest, and then tell her that you heard that she does not agree with Bakir's decision to advance that quest. Continue the conversation with her in order to get her to assign you a test mission to the burial grounds -- the quest is Free Tahana and it is part of the Titan Weapon Line, and you will note that you have completed the sub-quest Chani, Daughter of the Chieftain.
Kapua is nearby, and when you chat with her she warns you about the witches -- mention that Slick is waiting for the idol and she tells you about the magic jade stone that is required -- this flags the sub-quest Jade. The Jade must be raw, not cut, and you need to protect Hikoko as the four pieces of raw Jade are collected.
Hikoko is just nearby and when you talk to her she predicts a dim future for you, and then tells you about the Animal Amulet of the Ancestors that you can purchase for just 50 gold coins! Being a sucker for amulets I bought it. Mmmm.. Rat tail... Asking her to help find the Jade advances the sub-quest. Don't tell her to go just yet -- open your menu and equip the amulet, which adds 2 Bulletproof first, and then continue along the edge to speak with Ranapiri -- run through his dialogue options to get the offering, ask about Tahana, and ask about hunting equipment to flag the quest to kill "A Dangerous Beast."
Near the center of the village is the warrior Nakutu -- who you can get to find some information for you, including what you need to know about the Natives guarding the temple. You can get some information about the items that Jim delivers to the temple, as well as some background on what you need to know about the village. Be sure to ask for the sacrificial gift to advance the quest (that should be the third of the four you need).
Samir is the only one left for this -- he can be found guarding the native temple in the back area of the village, so head across the bridge and into the temple, follow the corridor until you are confronted by Samir, who asks you what you want. Ask him for the offering and after he gives it to you, head back and chat with Badriya to turn in the quest and collect a small amount of Glory and some answers to your questions, and some gold for your troubles. Well done!
Defeating the Alligator Solo
Back on the river you crossed to get to the village you need to chat with Lin, who is panning for gold to collect the gold she has for Slick. Natsumi is further along the river, who is collecting plants -- she tells you about the alligator ahead -- head along and when you encounter it run into the jungle and up onto the rocks there, where it cannot follow, and kill it at your leisure! With it dead head back to talk to Natsumi, ask about her plants, and she tells you that they are lost -- you then flag the sub-quest Natsumi's Bag of Herbs. Follow the river bank and collect the three bags, then return to her and complete the quest, receiving the Herbs to give to Slick for that sub-quest as well!
Yuzuki is nearby -- talk to her to collect the Fruit Basket for Slick, then return to the village and tell Ranapiri about killing the alligator. That completes his sub-quest, and he offers to sell you a weapon and will teach you about fighting with spears -- all for a price. He is now a merchant to you, and among the items that he can sell you are tools you can use to harvest resources from the animals you kill, so be sure to buy those!
Obtaining the Jade
Head back to Hikoko and chat them up, and tell them you are ready to go -- follow her as she leads you along the jungle path until she confronts a pair of hogs and kill them. If you purchased the special tools earlier as suggested you will find that when you loot the new killed animals you will acquire more resources -- in this case some Tusks, Warthog Skins, and Raw Meat! Good on ya!
As you cross the stream you will be attacked by a large cat -- be ready! If it jumps you rapidly press Y to get it off and then kill the bastard! Just up the hill from here you will need to kill a pair of Claw Monkeys -- there is a Bloodroot plant nearby be sure to harvest that -- and then continue to follow her up the hill to the Jade Cave.
You gain a small amount of Glory, and tell her to remain here while you go in to get the Jade -- four pieces to be precise -- and she warns you that there may be Termites inside. No may be about it, there are Termites you will need to defeat, and as you have the new tools be sure to loot each as you will harvest a Sickle from each, which is described in your Inventory as an important Voodoo ingredient. There are also other harvest-able resources including the Raw Jade -- some Mushrooms, Grog, and the like, so pick up everything you encounter then, right?
You should obtain all four pieces of Raw Jade before you encounter the Termite Warrior -- but if you head up and kill that you will find a purse with 50 gold coins near by it, and further up the cave you will encounter a few more Warriors and Workers which are good for some extra Glory, and down in the next area of the cave a trio of Warriors who if you are aggressive enough you should be able to tackle all at the same time!
Ghouls!
Here is where you may want to back on out of the cave, as just past where you fight the three Warriors there are three Ghouls, and I seriously doubt you can handle that many at the moment -- I know I could not. Just head out of the cave and talk to Hikoko, who you can have lead you back or not, your call! If you ask her to show you the way it flags another sub-quest, called Back to the Village with Hikoko. Follow her back to the village to complete that sub-quest, which also gains you a very small amount of Glory.
Take the Jade to Kapua so that she can finish the idol that she is crafting -- you can tell her that Hikoko told you something about your future, and she will offer to look into your future as well... You seem to have the Mark of the Tiwas mates. She gives you some good advice, and then you give her the Jade, and that completes the quest and earns you some Glory and some Jade!
Kapua makes the idol and gives it to you, and if you finish off her chat options she is now a merchant you can trade with! Not only that but she will sell you potions and the odd Voodoo object! One of the items that she has is the Bottle of Memories (a Legendary Item) so be sure to buy that from her to complete that sub-quest and gain a nice chunk of Glory!
Talk to Nakutu in the center by the fire and he accuses you of being up to no good -- but hey, whatever. Talk to Slick and turn in that quest, handing over all of the items, and then he puts you off on when he will take you to Crow... That is fine, we still have to talk to Ranapiri and free Tahana, remember?
Free Tahana
Talking to Ranapiri flags the sub-quest Follow Ranapiri into the Jungle -- so follow him to complete that sub-quest and flag the sub-quest Follow Ranapiri Farther Inland. After a fairly long journey with a lot of combat with animals including another Jaguar, you reach the split in the path that ends the sub-quest and flags the next one, Follow Ranapiri to the Tower. STOP!
Before you follow him, look around this area and, a little way up hill, you will find a Shaganumbi Idol that completes a sub-quest you have not flagged. Even so, once you pick it up, it flags and marks complete the sub-quest Shaganumbi Idol Found which is part of the quest series that we are doing now! Not sure why it did it this way but hey, done is done!
Ranapiri is on the path up directly opposite from where the idol is found, and when you reach the top he parts company with you, telling you that the tower is at the top of the path. That completes the sub-quest Follow Ranapiri to the Tower, and leaves you with the main quest still to complete.
Now that you have made your way to the top of the path continue along and you will find before the entrance to the Tower area a chest with some gold and Provisions -- grab that and then cross the bridge to chat with the guard as you arrive at Puerto Isabella! The guard at the gate will refuse to allow you to enter the city... You can however go down the side of the cliff here and have a chat with Eusebio, who will warn you about the Jungle animals and savages. Nearby is the Gunsmith, named Webster, who you can buy and sell, and upgrade your weapons if you have the coin... Webster will refuse to sell you a Musket without Commandant Sebastiano's consent first, which means you will need to obtain that...
Tito the Butcher is out back here, and you can buy meat from him if you need it. There is a low-level chest you can pick in the back past Tito that has some Grog and a Torch, may as well. Cooper, the Blacksmith is just down the road, and you can chat him up to learn his opinion of the situation in town with respect to the weapons. You can offer to help (if you have the Blacksmith skills - and you can pay for that if you want, but as this is one of the quests you will be doing on the second play-through may as well wait, right?).
Miguel the Storehouse Master is down by the port -- you can chat him up and learn that his wife Sophia has stuff for sale. Chat him up to flag the quest Cargo Crates for Miguel. You will recall that we collected all of the crates from the far beach where we first landed on the Sword Coast. There are others on the beaches at this end and collecting them is how we complete the quest! As you chat him up you learn that they sank Crow's ship, which is why he is here it seems.
Benito is by the cannon, and you can chat him up to hear about the cannons, as well as get a few small hints about the situation here militarily and strategically. Head past the cannons and down to the beach to harvest resources and cargo -- and kill some Giant Crabs! There are two cargo boxes down here as well as some odds and ends of resources to gather, and once you have all that the beach can offer head back to the docks and speak to Sophia at the bar to use your Silver Tongue and complete the quest A Good First Impression. Well done!
If you follow the proper drink path you will unlock her merchant services, and you can ask her about local information for some strategically significant information, as well as unlock her quests. She needs bottles of wine -- and this flags the quest Red Wine. She needs five bottles so keep an eye out for it and loot it when you find it! Sophia is also a teacher who can train you in Toughness. About the only thing that she has that you really need to buy now is the Treasure Map -- so do buy that! Doing so flags the quest The Treasure on Puerto Isabella Beach.
After you work your way through her chats and you buy the map, head back to the beach and dig at the large red X to bring up the chest, which has Jade, 600 gold coins, a King's Mask, Golden Plate, and Silver Goblet in it! Good on ya! Looting the chest completes the quest.
Completing Sophia's Red Wine Quest
The Citadel
Head up to the Citadel in the top area to speak with Alcazar, who you have to convince to allow you not to be locked up... Remember, we do not know who to trust, so you cannot blab that you are on an official mission... Once you clear things with him, instead of heading directly for the Commandant head up the steps to the right, pick the lock on the chest inside and loot it, and then head to the next room to read the book that advances the Legendary Items quest The Come with One Tooth. The fifth bottle of wine is in this room, so be sure to grab that while you are here!
We will hold off talking to the Commandant for the moment, and instead head back to the docks to turn the Red Wine over to Sophia and wrap up that quest. After that head out the gate nearby to the beach below over the bridge -- mind the Firebirds and try not to get killed, right?
The Far Beach
After you cross the bridge and go down to the beach you will be fighting the odd Giant Crab -- grab the Cargo Crate here, and the odd resource, and do not forget to grab the Message in a Bottle, as that contains a Treasure Map in the Native Graveyard, but as that is defended you will have to wait until your character is a bit more capable to do it!
As you explore the beach you will be attacked by Firebirds as you look for additional Crates -- be sure to heal up and allow the Blood to restore before you proceed, and save often, right? Of all of the animals that you will be tangling with it is the Firebirds and the Alligators that seem to pose the biggest danger at least getting dead wise... So just try to tackle them one at a time.
As you work your way along the coast and through the jungle you can actually reach the bridge that leads to the Pirate Tower above the beach where Steelbeard's ship is moored. As we do not need to go there at the moment though, our efforts are better spent exploring the beach and the jungle above it around the port city, as this will give you the chance to pick up some more Glory in kills, resources, and provisions.
If you are feeling adventurous, before you head back to turn in the Cargo Crates quest head up into the mountain behind the town and you will find a lot of animals to kill, resources to harvest, and the bit of odd loot in chests, as well as a mining spot on the path that leads to the upper falls, where you will find the bane of all adventurers -- more Firebirds! I don't know about you but I really do not like them as they have that seven-attack string that they do that cannot be blocked. When you are done exploring and picking up extra Glory and loot, open your Log Book and select Jim's Treasure as the active quest, then use the Map to Fast-Travel to the Pirate Tower.
Hunting down Jim's Treasure
Jim's Treasure
Check the Map location for the Treasure and head there, and you will see the standard red 'X' on the ground where you need to dig! After you kill the Alligator dig up the treasure spot to obtain an Emerald, 400 gold coins, a Golden Goblet and Bowl, and a Decanter. Odd treasure that, but nice Glory combined, right?
Now that we have taken care of that minor quest, Fast-Travel to Puerto Isabella and give Miguel his crates to complete that one. He actually awards you with a nice prize -- the Powder Bag -- as well as decent Glory, so hey, win-win!
Now open your quest log and highlight the one for Free Tahana, check the map and head towards that location. You will encounter a hunting soldier named Martinez on the way to the Tower -- he is hunting a particular Jaguar, and you can agree to help him in order to make up for making so much noise... This flags a new quest called Jaguar Cave.
Martinez will go a short distance into the cave with you, but then tell you to take care of the Jaguar on your own. The cat is along the right-hand path, and not as tough it seems as the ones we have fought before! Be sure to skin it before you report back to Martinez for your 50 gold coins reward and the Glory of it all!
When you head up the path towards the tower you will encounter a guard who allows you to pass but warns you not to make trouble. Chatting with him reveals that he has a quest for you -- he is hungry -- he gives you a statue and asks you to trade it to Tito for a parcel of meat! Well, it just so happens that we bought a parcel of meat from Tito for 100 gold coins, which is considerably less than that statue is worth, so hey, fair deal! This flags and completes the quest Barter -- and not only did we get a gold idol, we also got the Glory of it and 200 gold coins from Torres! Sweet!
Free Tahana
Past Torres you will see at the top of the path the wall to the Tower area. As you enter the quest is updated, and you will find a chest with some Provisions and 10 gold coins. Loot that and then speak to Tahana in the cell. He tells you about the idol that he threw away, and you reassure him that you found it and have it, which pleases Tahana. You tell him that Chani sent you, and he tells you that the guard dropped the key to the cell in the yard.
You will find the key across the yard by the wooden barricade. You release Tahana and he runs off, flagging the quest Escape from the Tower! Follow Tahana and he will lead you toward the village -- you both battle with and disable Torres, and then when you reach the bottom of the path this part of the quest completes. Note that if you failed to find the idol previously it is at this point that Tahana will direct your attention to it.
You now flag the sub-quest Through the Jungle, and follow Tahana, well, through the jungle! When you reach a spot near the Temple, Tahana warns you not to get too close to them, and that completes this sub-quest. You now flag the sub-quest Heading Back Home -- and follow Tahana the rest of the way to the village, wrapping up the Tahana phase of hte quest. Now go speak to Chani to wrap up the main quest line, and you have impressed Chani.
She tells you about why the tribe is following Crow, and then tells you that she has a plan for dealing with Crow. It seems that despite having completed her quest she still does not trust you... It is at this point that you have to decide to side with the Natives -- well, what are you waiting for?? Side with the Natives!
After giving your word Chani declares that she trusts you -- you now complete the main quest Help Against Crow.
The truth and a sharp sword are your key to the temple
To fully be vested in the Voodoo arts you have to obtain the blessing of the ancestors -- and thus you flag the quest The Ancestor's Blessing. Fortunately we already obtained the Ancestor's Idol in our earlier exploration -- so we tell Chani that and that completes the quest and flags the quest Access to the Temple! Chani warns you to be truthful during the test and then heads off to meet you at the Temple -- which is over the bridge behind the Village.
Just follow her into the Temple and Samir tries to stop you. You explain why you are there and convince him to let you pass. He asks you a series of questions -- first which of the Ancestor's you wish to summon, and you answer Yiziakil. He asks who are you, and you tell him you are a Cursed Pirate. He asks who your Captain is, and you tell him Steelbeard. This is all true, and he acknowledges that you have indeed spoken the truth, so all that is left is for you to defend yourself against him! The sub-quest Are you Worthy? is flagged and the fight commences.
Basically he is going to use spear-wielding skills to his advantage -- all that you need to do is beat him to the point that he is incapped and you are golden! Defeating him completes the Are you Worthy? sub-quest and gains you access to the Temple.
As she said before, Chani waits for you in the Temple -- so head to the back of the Temple and talk to Chani to confirm that you have earned the Ancestor's favor. Place the Idol on the Alter and the Ancestor is summoned! The ghost-like Native is not impressed by you it seems, but explains that he will answer three questions for you, though he adds that they may not be the answers you want...
The first and obvious question is for the Blessing of the Ancestor's so that you can learn Voodoo. This takes you down a narrow path that allows him to answer you without answering anything, and then he tries to weasel out of it -- but you blurt out the situation with Mara, and the Ancestor is angered -- but not at you! At Mara!
He grants the blessing you seek, and you unlock the Achievement "VooDoo Pirate" (20 GP) for completing the Ancestor's Blessing quest.
Chani begins your education in Voodoo -- flagging the quest The Chieftains Hair in the process -- and then you learn the first secret of Voodoo. After a bit more explaining you flag the quest Ouch!, and then she reminds you what you need to do. So, you need a hair from Chani's father, but to get that you need to be able to visit the other temple, which you cannot do yourself. That means you need to find a surrogate -- the drunken Pirate Jim will do -- so you will need to get one of HIS hairs to make a doll for him to get one of Chani's father's hair to make a doll for him... Easy-Peasy! Cha!
Obtaining the Ancestor's Blessing to learn Voodoo
Remember to grab the Idol off of the Alter -- who knows if you will need that again? On the way out instead of following Chani straight away, you can jump up to the hallway on the right (left facing in) and empty the Sarcophagus of loot if you like -- and once you have looted the place to your satisfaction you can head back outside.
Talk to Jim and follow the hair conversation, convincing him that you can get an amulet made from his hair that will protect him -- and he hands over his hair willingly. He even offers to put in a good word with Captain Crow for you! What a nice bloke!
A quick chat with Chani reveals the ingredients that you will need -- the hair, eyes, teeth, and a jade stone -- and you must assemble it at the Voodoo Alter. Simple enough really... Now if you have been saving your resources you already have these items, but if not you can easily buy them -- and the dolls (2 remember, one for Jim and one for Chani's father) that you will need -- from Kapua who is standing nearby. With the items in hand use the Voodoo Alter that stands before Chani and you have the option to make the doll for Jim -- which also completes the A Doll for Jim quest.
Talking to Chani again informs you that now that the doll is ready so are you -- and she tells you to stand before Jim and use the doll! Bearing in mind that we have already completed the quest for Slick so they have all the items that are needed for the delivery, there really is no good reason not to head right over to Jim and use the doll (equip it like a weapon and then draw it and use 'X' to activate it). Doing that puts you in control of Jim from the inside out, with you looking out his eyes, and moving his body! Sweet!
Jim at the Temple
After you take over Jim's body there is a fade to black and then you are standing (as Jim) at the Temple! Simply head to entrance and talk to Floyd, who is guarding the entrance. You tell him that you have the idol for the Chieftain, but it seems that nobody is being allowed in, including you! Talk to him again, asking what his problem is? And hey, he tells you!
You offer to make it up to him, and he tells you what he wants, which is items that are owned by the others in the area. Basically you need to pick the pockets of all of the people in the area -- one of them, Skinner, you cannot pickpocket straight away due to your sour history with him. The conversation that you have flags the sub-quest Distract Skinner, so for now just bypass him and hit all the others (including the Natives) and then return to him for another go!
You get the statue from Gunpowder Ben, 35 gold coins from the first native, 28 gold coins from the second, and 32 gold coins from the third. Digger demands the 100 gold coins you owe him, and what do you know?! Head back to Floyd and pick his pocket for the rest of the gold coins that we need -- you should get around 78 from him -- and then pay them to Digger (a very surprised Digger to be sure!) and then buy some Rum from him. He demands 50 gold coins up front for a bottle -- pay him as you need the Rum to distract Skinner! With that done, steal his mask and then head back to Skinner...
When you talk to Skinner again you have the option of offering him a drink of Rum while you pick his pocket and take the Golden Plate. That also completes the sub-quests Master Thief and Distract Skinner.
You now have everything that you need for Floyd, so head back up to him and chat him up to give him his loot. That completes the sub-quest Redistributing the Loot, and gains you access to the Temple!
Into the Temple
Entering the Temple causes you to overhear Crow ordering the Chieftain to start the ritual, but the Chief turns and asks what you want. Telling him you have the idol for him, at which point you have the opportunity to distract him, and pluck a hair from his head. That completes the sub-quest Chieftain's Hair, and Crow starts yelling, but for you it is time to leave, so head out of the Temple across the yard to the exit now.
Entering the exit puts you back at the Village, and in control of your body again! Well done mates!
Report back to Chani and she will tell you that it is time to make the Voodoo Doll -- which flags the quest A Doll for Bakir. Making the doll on the Alter completes this sub-quest, and when you talk to Chani again and tell her that the doll is ready she is slightly impressed by your handiwork! She tells you it is time to act, and time to fight! Bear in mind that there is a boss fight coming -- and you have just flagged the sub-quest Assault on the Temple!
When you move through the camp you get engaged by Nakutu who is very angry at you -- as you work through the conversation you realize that he is jealous of you and Chani -- and now that you have convinced him that your intentions are honorable he allows that she can go with you, but that you must protect her!
Defeating Crow and a Boss Battle with an Earth Elemental
Assault on the Temple
At this point you need to make some preparations BEFORE you head to the Temple. Start by marking the quest in your list so that you can see the destination on the map, check the map so you know where you are going. Next you should verify that you have adequate supplies to complete this mission, which means Provisions, bullets, that sort of thing. Seriously you need to be able to heal yourself -- if you cannot this is going to end in failure...
When you are ready -- meaning when you have re-supplied and have what you think you will need -- head through the jungle to the location of the Temple, where Chani follows you. If you need to hit the town or whatever she will not draw attention to you, so you can pretty much do that as needed... But basically once you arrive at the Temple you have to kill the eight native guards there, and that is part of the reason why I said you needed to be prepared.
If you are short on Provisions, remember that most of the plants do provide very limited healing when eaten raw, and Grog (which you should have been building up a supply of) will restore 50 Blood (health), while Rum will restore 100. You can also gain health from Bloody Marys if you have them, as they will restore 100 Blood.
So head over to the path in and take on the natives, and with Chani's help kill them all!
After you kill the 8th warrior you flag and complete the sub-quest The Warriors in front of the Temple, which is one of the Sword Coast sub-quests. Be absolutely certain that you pick up all of the dropped spears and loot each body, because after all you killed the bastards and used up a lot of resources doing it, you deserve to profit from the experience! Make sure that you make a save at this point that you can revert back to if you need to -- just in case your spear-wielding skills are not up to snuf and you need to revert back, return to the Village, and level them a bit?
Fighting Crow and the Earth Titan
As you enter the Temple grounds you flag and complete the Location quest for it, and then a CS plays out showing Crow being his brutal best -- he tells Bakir to kill you and his daughter Chani, but Chani uses the doll you made to take control of her father and have him order the native warriors that are with him to your side of the battle -- this completes the sub-quest Assault on the Temple, and flags the sub-quest The Fight Against Crow.
What comes next will be a fast and furious fight for you... First thing first, you need to target Crow and make him dead as fast as you can. Ignore everyone and everything else, and go after him as fast as you can, make him dead, and that solves half of your problem. The other half is the Earth Titan, but now that you have killed Captain Crow you have the special Titan-slaying weapon! This wraps up The Fight Against Crow nicely.
Basically the Earth Titan will be using a special attack on you, tossing a large boulder, and each time that it does that it is vulnerable to attack by you. Its chest opens and you can then throw the Titan Spear into it -- you need to do that four times to actually cripple it, after which it stops the special attacks and it then rushes you -- now you need to hit it in the chest between four and six more times to trigger a CS in which you climb on top and are prompted to hit 'X' to drive the Spear into its head, killing it. That completes the sub-quest The Earth Titan.
In the process of fighting this mini-boss-fight you will unlock the Achievements "Harpooner" (20 GP) for completing the Titan Weapon Quest Line, and "Mr. Industrious" (50 GP) for completing 250 quests. Well done mates!
So to sum things up, you defeated Crow's outer guard, you braced him in the Temple, stripped away his native support, defeated him and his summoned creature, and resolved the outstanding differences between Chani and her father Bakir. I call that a good day's work mates! Well done again!
Wrapping Up the Battle
With the battle now won and the Titan Slaying Weapon in hand, make your way around the area and loot the dead pirates -- do not forget Crow! Pick up their fallen weapons as well, every gold coin you get for selling them counts mates! Once you complete the looting, talk to Chani and she praises you, and sort of thanks you. She allows that there is still more to do, and that it is time for you to leave... Talk to Bakir to obtain his wisdom and welcome -- scoring a point in Chani's favor. Nice one!
Now head into the Temple and you will find some loot by opening the Sarcophagus you find, and using the items you looted from Crow to unlock the secret door and gate in the back. The idols are in the Sarcophagus' so loot then place, go in, loot the Jade and Gold Plate, and be sure to grab both idols on the way out! The Crystal Face thingy you cannot take back but since it could not be sold anyway that is no great loss.
With that mischief managed, exit the temple and head for the exit of the Temple Grounds to have a CS with Steelbeard, who asks what all the fuss was about? You tell him about obtaining the Harpoon and he breaks the news that you are only halfway there -- he has the Earth Amulet, you have the Harpoon, but that leaves you two artifacts short!
Steelbeard tells you of the legendary treasure of the Water Temple, and how their finding it was what ended up awakening Mara -- Crow joined, Steelbeard refused, and that is why Mara is after him. You ask where the other artifacts are and he evades the question. You report the rest of the battle to him during the next CS and then you get to watch as Steelbeard's ship is destroyed by the Kraken!
Then who should show up but Mara herself, and she executes Steelbeard! When you run to attack her she retreats, and then a CS plays in which you and Patty watch as Steelbeard gives up the ghost. Well, sort of... Steelbeard tells you what little he can about the next artifact, and then dies.
The CS that plays out that resolves the previous quests and initiates this new adventure includes flagging the quests Talk to the Commandant, The Cunning Captain, Find Captain Slayne, and Steelbeard's Artifact. Basically you learn of the existence of the Earth Amulet, you learn about the remaining pair of undiscovered artifacts, and you get just the basic hints of where they might be found, starting with Captain Slayne in Antigua.
Unfortunately you no longer have a ship, so your first order of business is to return to Puerto Isabella to speak to the Commandant about obtaining transport -- with an eye towards heading to your next strategic destination, Antigua, where you will pick up the trail and hopefully find more clues. Patty mentions to you that you can now use the small skiffs on the beach to rapidly travel to the other locations (though you can also use Fast-Travel via the map for that matter). Heading up the beach you will notice that there is a small skiff there -- you can use that to get to the port.
However you choose to do it, go to the port and just outside you will find Chani, who has been banished from the tribe for her crimes and now sort of lives outside of the walls of the port. You can tell her that Steelbeard is dead, and she tells you that all is not lost -- you can head to the Isle of the Dead and talk to the Spirit of the Captain! Well, good news indeed! You tell her about Mara, and then Chani offers to join your crew. She asks for your plan and you tell her -- kill Mara! You can then decide if you want her to join the crew! Why not?
When you reach the gate Franco talks to you, and you learn that the town knows a lot about what happened at the Temple. You talk your way past him and enter the Port, and now is as good a time as any to dell of your loot to Sophia (or whatever merchant you prefer) just to get it out of your inventory and add to your bank... Speaking of bank, if you did not read the Pre-Play and Special Edition Notes section at the start of this guide, you should do that now, because it addresses some information you need to be aware of with respect to money and XP... Go do that now, OK?
Back? Good... So now you know why you should be using as little of the money and XP you have as you can manage, at least until you reach the target of 61,000 XP and around 17,000 gold coins, right? Right!
Chat up Sophia to learn that even she is aware of the battle at the Temple. You can sell off the loot you have been acquiring -- I did not end up selling the gems that I had simply because I was not sure if I would need them later, and besides they are always worth what they are worth, so it does not hurt to hold on to them.
Wrapping up the Treasure Map in the Native Graveyard
The Native Graveyard
Before you head further now is a good time to Fast-Travel to the Native Graveyard and take out the defenders there, then dig up the chest to complete the Treasure Quest there -- the chest contains a gold nugget, 500 gold coins, and a pair of gold bowls. There is a Shrunken Head on one of the gravestones that you can pick up, which automatically flags and completes the Legendary Item Quest The Shrunken Head!
Before you head back to the Port go into the Temple here at the Graveyard and loot the chest in the first room -- take the idol to open the door and then battle the two warriors inside, so that you can loot Ti'Ha Ko from the Sarcophagus inside the next room. Pull the lever on the wall to open the exit door and leave the Temple and then Fast-Travel back to the port! Well done! That pretty much wraps up the last of the outstanding quests for this area, which means that we can move on now with no reservations!
Back in Puerto Isabella (Fast-Travel there) you will now be ready to talk to the Commandant -- but before you do that, if you are low on bullets now is a good time to chat with Webster the Gunsmith here, and resupply your ammunition!
Head to the Commandant's office and chat with him -- if you have not already done so, grab the map of the Sword Coast from the table here -- and then talk to him to learn that he is sort of betraying you... He wants the Spear and demands that you turn it over to him! He orders you to turn the weapon over to the Armory in Puerto Isabella, and you then flag the quest Talk to Patty.
Talk to Patty and she parts company and orders you to follow her, flagging the quest Follow Patty. BEFORE you do that, go into the next room and take the hairbrush form the table. Once you have that, go ahead and follow her to the harbor, where she tells you her plan... You need to sabotage the cannon, water the ship, and you need a 4th member of the crew... Patty explains how to sabotage the cannon, and which cannon to deal with, and then she explains how much water is needed. She finally tells you about the Pirate in the Prison Tower who you can free. Patty has a chat with Chani, offering a rather snide comment about you.
So you have now flagged the quest line A New Ship, as well as the sub-quests Sabotage, A Few Barrels of Water, The Third Crew Member, and The Fourth Crew Member. As Chani is the Third Crew Member that quest is flagged and completed since we already had her join our party.
Freeing Hawkins
Head back to the upper level and to the right of the Commandant's Citadel and you will find the prison tower in which Hawkins is imprisoned. Talking to him reveals that the Commandant has the key... If you have a Pickpocket Skill of 35 you could steal the key from the Commandant -- but if you do not the easy way is to make a Voodoo Doll and control him... Remember that hairbrush? Yup, that is why we took it!
You should have everything that you need to make the doll -- if you do not you can buy it in the Native Village -- either way once you have the stuff talk to Chani and she tells you that you can also have the ship loaded with water as well as help Hawkins escape! Excellent! Not only that but the Commandant can be used to distract the guards in order to sabotage the cannon as well... Hey this is working out to a one-stop solution! As we have the hair, so go ahead and tell her that, and she will remove the hair from the brush and hand you back all of the pieces required for the doll. Either go to the cave she designates or to the Village and make the doll.
Return to Chani and talk to her to be reminded that you only get one go at this...
Liberating the Ship with a little help from the Commandant
Liberating the Ship
Head to the Commandant and use the doll to take control of him -- with the Commandant firmly in your control, take him outside and have him talk to Alcazar, issuing the orders to free Hawkins, and then while you are at it, have him reward you for killing Crow! Now go to the prison tower and talk to Hawkins, releasing him and giving him your instructions, and unlocking the Achievement "Liberator" (10 GP) for freeing Hawkins.
That pretty much addresses the things you need to do here, so head down to the harbor now and tell Miguel to load the ship. Once that is under way, talk to Manolo on the ship and tell the guard you have a task for them - tell them whatever you want of the three choices, and that gets rid of the guards!
With that done head back to the Commandant's office, return to your body, and then ask Alcazar for your reward. It is paltry but better than nothing... With that done, head up the nearby stairs and spike the cannon in the tower, then return to the harbor and chat with Chani, Patty, and Hawkins.
Head over to the bed and sleep until midnight, then Benito should be gone from the cannons, and you can sabotage them all Ninja-like! Maybe... See the thing is there is a bug that can happen where Benito does not actually leave like he is supposed to but simply moves to sitting on a bench nearby, so if you try to sabotage them he calls in the guard and you are in shit's creek! So if he is still there you have to make a choice -- reload and try again, maybe trying to wait until he leaves his post which means standing around a while, or you can try to lure him into the jungle towards the beach and incap him by fighting him...
If you go the Ninja route you will need to wait until Benito leaves and mind the patrolling guard, that he is not nearby when you do the sabotage. If you are seen doing it you will be attacked, there is no way around that, just so you know. If you cannot get alone time with the cannon another option is to sabotage the cannon that is closest to the path to the beach, at which point you will be attacked by Benito -- move towards the beach to get him alone and incap him, then finish the cannon as quick as you can and head for Patty. Talk to Patty to advance the quest, board the boat, and get the hell out of Dodge... Err... Puerto Isabella!
A fast cheat to getting the cannons sabotaged mostly painlessly
If you are having trouble with the cannon...
There is a cheat that you can use... Head up and make sure that the tower cannon is sabotaged, then do the one nearest the jungle path and when Benito aggros run down the path until the combat music ends, and immediately Fast-Travel to the port, and as quick as you can, Sabotage the first cannon (closest to the storehouse) before Benito returns. Now rinse and repeat until they are all sabotaged. Fast-Travel resets the aggro so after you do the third one, run to the beach, and Fast-Travel back you should be fine!
Talk to Hawkins to have him join the party, report your success to Patty, and then head on board the boat! You pick your destination now, and for me that was Caldera! Completing the series unlocks the Achievement "Captain" (30 GP) for finishing the quest line A new Ship.
We make a brief run back to Caldera, where we have a few minor tasks to complete and some information to obtain! First leave the ship and talk to the Storehouse Manager to learn that Garcia was here just five days ago, and may in fact be the source of the information that caused the Council to act against you!
Reporting to Commandant Carlos you explain the happenings, and your success. From Carlos you learn that the High Council is about to sign a Treaty with Mara! She is offering a devil's bargain to the Council, and Carlos warns you that you are now in more danger than you were before because of your success! It is a bad situation, but as there is nothing you can do about it, it simply is what it is.
Exhausting the conversation options with Carlos flags the quests The Greedy Captain, Following Garcia's Trail, and Mauregato! all of which pertain at least now to Caldera, and you now have access to that town as Carlos will order the gate opened for you!
On your way out of the Fortress you may as well duel with Severin, as defeating him unlocks the Achievement "Protector" (10 GP) for defeating him in the duel. Well done!
Picking your 100th Lock unlocks the Achievement Kleptomaniac
Visiting Caldera
Head out the gate to the town and talk to the guard outside who will direct you to the house you are seeking and to the High Council... Talk to Campbell, who confirms that Mauregato and Garcia did indeed visit the High Council together. He will fill you in on the details of the High Council if you ask. Bear in mind that for now we want to avoid visiting Mauregato until we have gathered all of the intelligence that there is to be had -- forewarned is forearmed!
You can talk to Lopez, who remembers you, and offers you a reward for any new recruits you can bring him... This flags the quest Three New Recruits. Inside the building nearby is the gun shop, where you can talk to Fernando to get a few hints on how to proceed and some information about the principle players in the game.
Fernando will also sell you some ordinance we have not seen elsewhere in the game -- Bombs and Powder Kegs basically... You know he would not be selling them if they were not useful at some point, so if you have the extra gold (and really there is no such thing as extra gold) you might want to buy a few of each... There is a Pirate's Dagger on the table in the back, be sure to nick that.
Talk to the two citizens nearby and convince them to sign up, then find the Worker near the bridge, who you can convince to join by telling him that all new recruits get a musket of their very own... Campbell gets very mad at you for poaching his worker, but you can defuse that situation.
Lucia at the Inn will confirm that Garcia rented a room there, so you tell her that you want to stay in Garcia's Room... She says no. Odd. You can ask who else is staying there, to pick up a little info on the happenings here.
The merchant down the street named Possodino will sell you the Legendary Item The Snuffbox, so be sure to buy that, and while you are at it you can buy a local map as well! He also offers you some additional information about the High Council, and Mauregato. Once you have all of the information and you have bought and sold everything that you want, head back to the main street, as it is time to visit with Mauregato!
Visit with Mauregato
After talking to the Guard outside, and the servant inside, before you make your way to the second floor spend some time searching the house and stealing everything you can find -- which should turn out to be a Bottle of Grog in the kitchen, as well as Apple, Cheese, and some Raw Chicken. Pick the chest lock in the kitchen to obtain Rum, Grog, x4 Provisions, and some Raw Chicken, Fish, and Meat. Be sure to read the book Chaka Pagabuda in the kitchen to flag the Legendary Item quest The Skull.
In the room on the other side of the first floor is a Key, a Claim Ticket, Candlestick, Goblet, Decanter, and a Level 65 Chest -- you can take what you want but the Claim Ticket and Key are the obvious things -- and do not get seen stealing by either the Guard or the Servant, right?
In the bedroom on the left up the stairs there is another high-level chest, but there is also a Signet Ring on the bedside table -- you want to steal that.
If you run into trouble with one or both following you, the trick is to get them to follow you to the far side of the floor and then run in and grab the item you want before they enter the room, so they do not see you taking it.
When you are ready (you have stolen what you want to) head to the second floor right-hand room to chat with Mauregato. You ask about Garcia, and he shuts you down. No help here just yet, eh?
Doing a right proper job of ruining Mauregato's Life!
Onward Through the Fog
Here is where things get complicated... You will recall when we spoke with the Innkeeper she said that she would not be able to rent us the room that Garcia used until her other vacant room was occupied... So head to the Inn and rent the vacant room, then head to the merchant named Possodino -- on the way to him a Servant will stop you to talk to you about Garcia. He works for the merchant Azaro -- work through the dialogue with him but tell him later, then continue to Possodino and give him the keys to the room you just rented,
Head back to Lucia and rent Garcia's room from her -- head upstairs and look in on DiSilva to discover that he has a Voodoo Alter, which is very good to know! As you chat with him you can work your way through the chat options until you unlock the ability to trade with him, and you can tell him how you make Voodoo Dolls. He offers to trade knowledge with you -- you teach him how to make Voodoo Dolls, he teaches you how to make Voodoo Potions!
You can go sleep in your room, and in the morning to downstairs to the room on the right and speak with Pantaleo, who you can chat with. You need to use the Claim Ticket to claim the wig that he has so do that. If your lockpicking skills are high enough you should open whatever chests in your room you can -- one is Level 60, the other Level 90 -- but if you are saving up Glory so you can unlock the Achievements that is probably not going to be doable just now...
The Merchant Azaro
When you visit Asaro you learn that he wants to take down Mauregato. He explains that he knows you need to get to the High Council, and he can help you do that, if you are willing to do him a favor once you get there? This is obviously the way to go -- the only way to go as it works out -- and as the conversation unfolds you learn what his plan is: you will pose as a messenger from Mauregato.
To accomplish this you will need to obtain Messenger's Clothes from Pantleo the Tailor -- the bloke we got the wig from -- and thanks to our conveniently picking up the Signet Ring on our visit to Mauregato's, we have half the battle won! After you tell him you have the seal, he makes the letter for you. This flags and completes the sub-quests Errand Boy, Messenger's Attire, and The Signet Ring. It also completes The Signet Ring. Head back to the hotel and buy the clothes from the Tailor -- they cost you 500 gold coins and you automatically wear them. This completes that sub-quest.
Making a Voodoo Doll for Mauregato
You should have all the items that you need to make this doll -- if not you need to get them -- ask DiSilva to use his Alter, and thanks to the wig you got from the Tailor you have one of Mauregato's hairs -- use the alter to make the doll, as you will need to soon.
Head to Mauregato's house and use the doll to control him -- use him to enter the High Council Chambers and then chat with Custodio, who tells you that the meeting will start soon. The vote on Mara's offer is to be held, and he asks you to inform the others to start the meeting. Before you do that head up the left-hand stairs and enter Mauregato's Office. Read his personal notes, and then head downstairs and tell Godin about the meeting. Head down into the Archives and look around, reading the High Council Notes. This flags the quest Maracai Bay and unlocks the Achievement "Bookworm" (20 GP) for completing the quest line "Following Garcia's Trail."
Upstairs you find Puco -- tell him about the meeting and tell him you think we should reject Mara's offer. Head into the meeting and it begins -- Custodio asks for the vote and you give it, and he is not happy! Since you are putting the boots to Mauregato, you may as well truly run his life off the rails, and tell the Council you -- he -- must resign as a member! Having him confess to what he has actually done is pure justice.
You have done all of the damage we came to do -- well, most of it. Head back to the house and switch back to your body, then head to Azaro and report the events that you made happen. You tell him that you need access to the High Council, and he gives you a letter declaring you his Messenger.
There was a chest back at the gun smith at the far left end of the main road -- a Level 60 Chest -- if you have the Thief's Ring and a Potion you can open that chest, and inside there is a special sword that is called Wave Dancer that flags a quest of the same name... You need to collect your 300 gold coins from Lopez for the three recruits anyway, so head down there and open the chest to flag the quest and unlock a new quest category: Weapons.
Head to the High Council and talk to the guard outside to gain admittance, then go inside and visit the High Council Chamber to get a little Glory and add that to the location quests. You can talk to Godin to unlock his advanced Firearms training, and there are a few chests you can empty of loot. Gain access to the Archives however you can and loot the chest for gold coins, and pick up some Glory reading the books.
After you are satisfied that you have obtained all that there is to obtain here, you are officially finished with Caldera for the moment, so head back to the Inn to sleep until morning and recover your health, and then head back to the ship, because we have places to go and people to see!
Now that you have your own ship you are able to Fast Travel directly to it by opening the map and hitting the 'X' button (Return to Ship) -- something to bear in mind. You can do that now if you like, or you can run through town back to the Fortress and chat with Carlos to tell him about your taking care of the situation with Mauregato. You also report that you have picked up Garcia's trail.
There is a chest upstairs where the paymaster used to be you can pick to obtain 500 gold coins, and another in the barracks below that has x2 Provisions, x10 Bullets, x10 Lead Shot, and 18 gold coins in it. Looting the chests that you can is one of the last activities that we need to complete before it is time to head back to the boat. Have a chat with Patti to let her know about your progress, then set a new course.
To the left of Carlos there is another Level 60 Chest that you should be able to open using the Thief's Ring and a Thief's Potion -- inside of that you will find some Grog, 50 gold coins, and a Treasure Map. When you take the Treasure Map it flags the quest Treasure on Fortress Beach. Head for the beach and enter the Crystal Cave below the Fortress and you will find the red 'X' there -- digging that chest up earns you 400 gold coins, a Golden Sceptre, Monkey Statue, Candlestick, and the Legendary Item the Comb with One Tooth. Well done!
Considering that we ended up using up our Voodoo Doll supplies and Thieves Potions, I thought it was a good idea to briefly make a stop on the Sword Coast and hit the Native Village to resupply that before I continued -- you may want to do that as well?
One thing you will want to do is talk to Kapua and learn the basics of Voodoo if you have not already done so -- you want to do this in order to be able to make some of the more useful potions, such as the Thief's Potion. Talk to Hikoko to learn how to make potions, and then you can make use of some of the resources you have been collecting. The ability requires you to spend some Glory to get Voodoo to Level 4, and 1000 gold coins to learn how to make Potions, but really mates it is worth it in the end! Once you have that ability cook up a few Thief's Potions (you can buy the recipe) and there you go! If you have also resupplied your Voodoo Doll kit now we can head back to the ship!
Making twenty voyages unlocks the Achievement Seafarer
If you want to -- just to get it out of the way -- you can sail back and forth between Caldera and the Sword Coast until you have made 20 sea voyages, and that will unlock the Achievement "Seafarer" (10 GP) for making twenty sea voyages.
A Character Development Pause
You could just sail back and forth if you wanted to, but that is really not as productive as it would be if you combined that process with a little character development -- or in our case banking XP and obtaining a fair bit of supplies in the process. What you should remember is that each time you return to an area it resets the wild beasts for that area, so for instance when we land on the beach on the Sword Coast, we can now fight the Giant Crabs and Firebirds again! That gets us Raw Chicken, Oyster Shells, and some Glory as well! If we then sail back to Tacarigua we can fight the different respawned beasts here...
The idea to this is to acquire sufficient Glory, gold, and resources to develop your character because the more capable they are, the easier a time you will have with the battles and the different challenges that lay ahead of you!
Once you have reached a point where you hare happy with your character and their skills, you can end this interlude and head for the Pirate's Den in Tacarigua!
On to Tacarigua
Talk to Patty and tell her to set course for Tacarigua, and when you arrive head into the bar and talk to Booze, the owner, and ask him if he will tell you where Steelbeard hid is artifact? Booze tells you after you convince him; the story he tells sort of says where it is, but it is more of a riddle than an answer. Still it is your first clue in the general direction of that quest! Now engage Booze as a merchant and you will see that he possesses the Hand Mirror from the Legendary Items - it is 2000 gold coins, which is a lot, but as that is the only way to get it, well, suck it up buttercup! Pay the money!
Basically all that we really need to do here at this point is wrap up any outstanding tasks for the island and chat with anyone who might be able to offer a clue as we did with Booze... If you did not search the Commandant's house in the port city previously now is a good time to head there and do that! All that you really need to do is read the book on the table in the room on the left as you enter... Whether you pick the locks on the chests is your call. Just do not get caught.
With that done head back to the ship and set sail for Antigua!
Upon our arrival in Antiqua there are a few minor tasks that we need to complete, starting with a meeting with Rick the Storehouse Master on the docks. You chat with him to learn that the other ship in port belongs to Captain Slayne! Rick tells you where the Captain's House is and then tells you that now is not a good time to be selling you anything... This flags the quests Powder Kegs and A Treasure on Antigua.
In the pub you can talk to Morgan and flag the quest The Helmsman, and you can learn a bit from Harvey about Captain Slayne -- at least you can learn what he thinks of his Captain. Harvey confirms that Slayne has the Dagger on board, and suggests that you talk to Alvarez if you want to know more about it... A chat with Spence the bartender reveals that the port has fallen on hard times thanks to Mara and the Kraken. In fact that is why the bar is short on pretty much everything you want to drink! Talking more on the subject causes him to offer you the quest Procure Fresh Supplies from Tacarigua -- that is to say, go to Booze for a shipment of Rum!
-- A Quick Run to Tacarigua --
After you flag the quest from Spencer you may as well jump in your boat and head back to Tacarigua to chat up Booze, get the cargo loaded, and head back to Antigua to deliver it. Who knows, you just may make a friend out of the deal! Well, maybe not a friend, but you do earn 1000 gold coins and a few hundred Glory so it is not really a bad thing...
Re-Supplying the Rum on Antigua
-- Emma the Port Witch --
The building behind the pub is where you will find Emma, a witch of sorts, who you can buy some Voodoo resources from, and she has an Alter if you need it, and quite a few recipes as well. She also has the Legendary Item the Voodoo Needle, which is 2000 gold coins -- just suck it up and pay the cost on that, and it is a done deal!
She has something to say about Captain Slayne... There is an Alter here that you can use, and if you look on the fireplace there is a book to read that flags the quest for the Legendary Item The Broken Rattle.
Head down onto the beach and you find Quinn, who says he has some special and rare items that he wants to sell to you! Basically he has two items to sell to you, but you have to buy them before you learn what they are. One is 200 gold coins, the other is 300 gold coins. The first item is a Treasure Map, the second is the Tavern Key! This flags the quest The Treasure on a Rocky Plateau on Antigua. Quinn is also a merchant of a mixed bag of items, some Voodoo as well, so check out his wares. The chest here has a Curse Doll, Grog, some Lead Shot and 15 gold coins if you want them...
-- The Back Alley and the Jungle --
In the alley behind Emma's shop you will find Wilson the Armorer -- he explains he is not making any sales until the trade embargo is lifted, but you can nick a sword blank from a barrel here and if you chat him up you will flag the quest Pure Luxury -- assuming you can figure out who the lady is that Wilson has a fancy for that is...
Head outside of town along the road out of the alley and you will run into a Pirate named Bill, who warns you that if you head into the jungle you are on your own! He is not talking about regular animals, but the Sunken!
Follow the path past him and you will find Miles by a pond -- he asks for Rum -- if you ask him for water he tells you now water is available due to the embargo... This flags the quest Water Barrels... You get to meet Butch a little farther down the path, but as there is no dealing with him and you will have to deal with him later, just have a chat and then move on...
Down towards the beach you can fight some beasts for Glory and resources, find yourself the odd chest to loot, and get some exploring in. It is a good idea to do this but not a good idea to go alone, because there are some monsters out there you may need help killing!
Keep in mind that this area is worth exploring though it can be a bit complicated in keeping track of where you have been and where you have not -- the thing is there is a lot of Glory to be had as well as a fair bit of resources and money, so as I say, taking the time now to go ahead and explore the areas outside of town before you progress the quests is really a good and worthwhile activity!
In the Fisherman's Hut you will find a book The Courageous Man -- that talks about the Peg Leg we already found -- and a chat with Eddie the fisherman reveals the fate of his mate Duncan, and that flags the quests The Hobgoblin, The Missing Fisherman, and Fresh Fish.
-- The Hobgoblin --
As you work your way along the beach you will find the entrance to a large cave, and inside of it will be a Hobgoblin as well as an army of other beasts. Slay them and be sure to mine the ore vein here, pick up the odd loot, and explore the cave to find Duncan!
Duncan is so relieved to have been saved by you that he rewards you with the Treasure Map he has, and that flags the quest The Treasure in the Grotto on Antigua. Well done mates! The treasure mark is on an alcove on the way out, so why not dig up the chest, as it contains a Gold Nugget, 500 gold coins, and a pair of idols! Head back to the shack to let Eddie know that Duncan is safe and he is so relieved that he ignores the ban on trade and rewards you with the Fish Barrels you were seeking, completing that sub-quest! Well done!
As you continue to explore the area you will come to a narrow area with a Claw Monkey and a Chest -- after you kill it and loot the chest, climb the ledges all the way to the top to find the location with the red 'X' for the Treasure on a Rocky Plateau on Antigua (map) and loot that to find a Black Pearl, Ruby, 200 gold coins, and a Golden Plate. Remember that you should hold on to gems, jewels, and the odd pearl as those are used in recipes -- but you can sell the plate!
Finding the Legendary Left Boot and unlocking Storyteller
-- Finding Mac's Tower --
In addition to Hobgoblins you will also find a lot of Claw Monkeys, a Gorilla, an Alligator or two, some Sunken Ones, and other significant beasts to kill, as well as more than a few chests! You will eventually locate Mac's Tower -- and Mac -- and chat him up to learn about him and hear some of his stories. He only tells you so much and then asks you to do a quest for him -- Rick the Storehouse Manager in town was supposed to deliver a package of supplies and food to him but it is overdue. He asks you to get it for him -- and that flags the quest A Package for Mac.
Fast-Travel back to town, talk to Rick, and he remembers that he was supposed to deliver the food and forgot. You tell him you will do it, and he agrees, then you tell him about one of the treasures and in exchange for that he will deliver your powder kegs. This completes the quests Powder Kegs and A Treasure on Antigua. Fast Travel back to Mac's Tower and talk to him to deliver the supplies.
Now that he has his food he is happy to tell you more stories -- you can ask about Garcia and Steelbeard, and then about Mara. What he has to say about her is not good news, but Mac knows a lot and it is worth asking and knowing, so be sure you do that.
As you explore further you will find the Large Waterfall, and toward the back of it, the Strange Gate upon which is written the instructions "Speak the Password" and this flags the quest The Password! Since you do not know the password, for now this has to go on the back-burner, so backtrack to the main path and continue exploring to find the Legendary Item the Left Boot at the upper left-side of the map, unlocking the Achievement "Storyteller" (10 GP) for collecting 10 Legendary Items for your efforts! Well done mates!
Just up the hill from where you found the boot is another Heroes Crown, which is a rare resource so you will want to grab that... Farther along the coast you will find a cave in which there are some chests and the book A Pirate's Life which flags the Legendary Item quest The Hook Hand, which it explains is found on the Isle of the Dead. Follow the upper branch of the tunnel to find a Level 60 Chest and an ore seam. This branch of the tunnel lets out at the graveyard near the port city, and you will find a rare resource here called Grave Root that you should collect. If you head to the right and along the beach in addition to some Giant Crab you will find another rare resource, Sharpeye, so collect that as well before you head back to the ship to heal and save and get ready to resume the story and quests as you have pretty much explored the island completely!
What we are about now is solving some of the minor tasks, and the first one on our list is the task of finding the lady for the Armorer... To do this without ending up spending a huge chunk of gold coins you are going to need your Silver Tongue to be at least 60 -- check it and see what it is, then put on clothes and jewelry that raise it. You should be able to get it to 60 that way without having to spend Glory -- once you have it there you want to look for the Lady Grace, who you can find outside of the fort.
Talk to her but go easy, do not rush it and take care what you say to her. She will end up suggesting that you pay her money, that is fine, but as long as you have your Silver Tongue skill to at least 60 you can half the amount she demands. After you pay her the 500 gold coins, return to Wilson and talk to him and let him know that you squared the deal. Reminding him of the deal completes the quests Pure Luxury and The Cannon. Well done!
To summarize, at this point and in spite of the trade block placed by the Admiral you have obtained the cannon, the powder, and the food (fish) you needed. All that is left is the water and to get that you are going to need to deal with Butch, who is something of a piece of work.
-- Obtaining the Ship's Water --
Head back to the Water Camp and talk to Miles again -- this time work your way through the chat options pertaining to Butch, and Miles will share his observations on how you could deal with Butch, outlining three options: Bribery, Beating, or Voodoo. This flags the quests Butch has Got to Go, and The Butch Puppet.
Head over to Butch and distract him so you can steal some hair (it is a chat option). Once you have that, head to Emma's and use her Alter to make the doll you need -- this flags and completes a new quest called Create Butch's Voodoo Doll -- and with that in hand return to the Water Camp and use the doll to take control of Butch! Have him order Miles to fill the water kegs and deliver them to the ship now.
Miles reluctantly gets to work as do the other carriers, and that completes the quests Butch had Got to Go, The Butch Puppet, and Water Barrels! Well done! You have completed the supplies. Now it is time to brace the Admiral and Captain Slayne!
Obtaining the Fair Grace at a Substantial Discount
-- The Captain's House --
Return to the fort and go in to speak with the Admiral and Slayne, and when you do you overhear the tail of the argument between them. It seems that the Admiral wants the Sacrificial Knife (and so do we). Talking to Slayne completes the quest Find Captain Slayne. You ask about the knife and he tells you it is better if you talk on board his ship. Follow him there.
This flags the quest Follow Slayne outside, and when you do that one is completed and you flag the quest Follow Slayne. When you reach the gateway this quest is completed, and you have a brief chat about the knife. The next quest is Follow Slayne to his ship -- you do that and the quest completes as Slayne tells you the knife is hidden on an island not too far away. You discuss your accomplishments, and you strike an agreement with him -- how trustworthy he is remains to be seen.
After you work your way through the chat options you agree to help Slayne get his ship supplied -- ah but we already did that didn't we, clever us! Ask him what he needs, and you discover he needs all the stuff we need too. In addition to all of that he needs a new Helmsman -- and we know just where to find one!
Choose the "One More Thing" option and tell him that the Fresh Water is on its way, then the powder kegs are being delivered. Ask how many barrels of fish he needs and tell him that is covered. Ask what type of cannon he wants, and then once you have exhausted the chat options head to the pub and recruit Morgan. He demands you to compete with him in a contest; first you have a duel, then a drinking contest, then a shooting contest. You only need to win two out of the three contests to win over-all, and once you do he tells you he will gather his kit and report on board Slayne's ship.
On the way to report to Slayne you run into the Admiral -- he is very very angry at you... But as you talk to him he shares a lot of important information with you, including the fact that he does not know where the Water Temple is - but Steelbeard does. Yet another question we need to ask his ghost when we see it.
Before you board the ship and talk to Slayne head back to the Captain's House and read the book on the table in his bedroom called Old Diary to flag the Legendary Item quest The Hangman's Noose. Pick the lock on the chest to acquire the Treasure Map for the quest The Treasure on Antigua's Western Beach, and then head upstairs and read the book on the table called The Pirate's Creed. You now know all eight rules! There is a Map of Antigua on the table here if you need that.
There is no need to head to the Storehouse and look around to find the noose because you cannot -- or rather you cannot unless you have a Trained Monkey -- so you will have to come back for this. But that does not mean we are quite done with artifacts at the moment! You will recall the Tavern Key we bought from Quinn? Head to the Tavern, open the door, go in and read the Yellowed Book, as that shows you where the Silver Mask is, flagging the quest Gibson's Grave.
Go dig up the mask and then head to the beach and dig up the treasure, and then fast-travel to Mac's Tower and make your way to the beach to dig up the last treasure chest.
Now return to town and talk to Slayne, telling him that he has all that he needs to put to sea, at which point you unlock the Achievement "Provisions Master" (20 GP) for completing the quest line "Ship's Equipment" and the others. Slayne instructs you to tell Patty to put you ashore on the Isle of Thieves.
Return to your ship and tell Patty that both ships are fully stocked, and that Slayne wants to meet on the Isle of Thieves. She tells you that she knows where it is, so tell her it is time to set a new course and set sail for the Isle!
When you arrive at the Isle of Thieves talk to Patty to get the official welcome and learn that Slayne's ship is anchored nearby -- and that you need to row the dingy to shore alone. So take the dinghy ashore and that completes the current quest, The Journey to the Isle of Thieves.
Meet up with Captain Slayne a few steps up the beach and have a chat -- and you learn that the island is inhabited by Gnomes! Gnomes! Completing the conversation flags the quest Treasure Cave, and has Slayne warn you to check that your weapons are ready. Telling him that you are ready flags the quest Along the Beach.
Follow Slayne -- seriously follow him -- and he will stop for a brief CS completing this quest and flagging the next, The Way Up. A short distance into the Jungle triggers another CS ending the current sub-quest and flagging the next, The Cave is Not Far Off. When you reach the cave mouth he tells you that the Sacrificial Knife is inside -- have the brief conversation with him and he tells you to go in alone... Hmmm...
As you approach the entrance you complete the sub-quest The Cave is Not Far Off and flag the sub-quest Slayne's Treasure. Inside is the Treasure Chest and yep, you guessed it, he betrayed you! He tosses in a barrel of powder and shoots it, caving in the entrance, and you then flag the quest A Way out of the Cave. Light a Torch and start making your way through, and you will battle a few Cave Bats. There is a vein of ore ahead so be sure to mine that, and then just ahead there is a box with a book and ring on it -- take the ring and read the book, The Master Thief. We already have the Snuff Box it is talking about but cool, nice story.
Three Rare Sword Blanks in One Go!
Make sure you grab the Potion and the three Sword Blanks here before you continue. There is a bed you can sleep in if you need to heal. The chest contains a Rogue's Ring, some Rum, Spirit Essence, and an Oyster Shell, so you may as well loot those.
Along the left-fork ahead there is some Jester's Cap (a rare resource) so be sure you loot that, and then a trio of Termites ahead to battle. Kill them, heal up, and then continue along and you will find ahead to the left another rare resource, Swordthorn, with some minor loot items. Backtrack and take the right-hand fork and you will find yourself in a battle with a Leviathan and an army of Sunken Ones and nothing for it but to win! Just do the best you can, stay healed, and hurt them as well as you can, right?
Strategically your best bet is to rest and heal and then save between battles, and try not to bite off more than you can easily chew. After you defeat all of the Sunken Ones and the Leviathan be sure to pick up the wine bottle on the beach and open it to find the map for the Treasure in the Cave!
-- The Treasure in the Cave --
After you win the day, kill the Levithan and all of those Sunken Ones, your reward is a bottle on the beach with a message in it! Opening the bottle flags the quest The Treasure in the Cave, and if you run back to the cave you will find the red 'X' just inside. Digging up the chest reveals a Diamond, 500 gold coins, a Silver Decanter, an Idol, and a Parrot Wing. Bear in mind that the Diamond and Parrot Wing you will want to not sell.
Head down the beach to the path and you complete the current quest, A Way Out of the Cave.
-- Marooned --
Continuing along the shore here instead of going inland and you fight a Giant Crab and flag the quest Marooned -- and you realize that everything is gone, the ship, the crew, Patty... Gone. You have to find a way off of the island!
Your first task should be to continue up the beach to see what you can find that might help -- and have a meeting with a Gnome named Jaffar who asks you nicely not to kill him! Jaffar tells you that he has a mission of his own, a grand journey, and that is why he learned to speak Pirate! Work your way through the chat options with Jaffar, and you will learn a bit more... Looks like you have a new crew mate!
Jaffar tells you that he can build a raft -- and that is good news for you -- so ask him what he needs for the raft and you have your shopping list: 10 Wooden Planks, 5 Vines, and 6 Shirts. This flags the quest Build a Raft.
A short way into the Jungle you will find a chest with some loot and a map of the island in it -- be sure to loot it! He leads you to his cave house, and part company here -- you to gather the items you need, and he to wait for you to bring it to him! If you talk to him he will tell you to get the wood from driftwood on the beach, the vines from the jungle, and the shirts from other gnomes.
-- The Threatening Giant Crab --
You can get the first of the five vines right in front of the cave house here, and a quick search of the beach will easily net you the wood that Jaffar requires. Just past the last of the wood you trigger the sub-quest Kill the Threatening Giant Crab -- so do that, there are four of them, and when you kill all four the quest is completed.
Nearby is the gnome named Kalil who the crab were attacking it seems -- he shoes his gratitude by gifting you with a Feather, and you flag and complete the sub-quest The Lost Gnome. Well done!
At the far end of the beach in a little grotto is a sword called the Crabstabber you can collect. As you work your way into the jungle form here be prepared to be attacked by a Panther!
Near the chest you looted with the map there are some ledges you can climb, at the top of which there is some gold, a potion, Jade, and a bottle of Grog. Farther up the ledges to the left is a Cutlass and a Level 60 Chest with a Sparkling Gold Ring, a Torch, a bottle of Grog and 3 gold coins.
-- The Gnome Cave in the Jungle --
As you reach the next Gnome Cave you will find a book there called Lucky Coincidence that flags the Legendary Item quest The Old Coin which can be found later in the Underworld. Nearby is the Gnome Zeki, who tells you that a bad thing happened -- it seems that Monster Ants came and stole all of Zeki's things -- and he wants them back! This flags the quest The Thief has been Robbed, and Zeki tells you he will give you his shirt if you help get his things back.
Behind Zeki is a vine so be sure to grab that, and there is Grog and gold in the chest in his house, as well as some cheese and a coconut.
Kalil can be found at the next house, here is a vine there as well so be sure to grab that, then go into the house to meet Ulvi. Talk to Ulvi to swap the Feather you received earlier for a Black Pearl, then ask if they have any shirts to receive x2 shirts. Ulvi happens to be a merchant gnome, so you may want to take this opportunity to see what they have that you need, and you can sell off some of the loot you do not need! Among the items that they have that you absolutely should buy is the Treasure Map. This flags the quest The Treasure in the Valley of the Gnome Eater.
-- Lost in Translation --
In the next house you meet Nuri, who you can talk to and, using Silver Tongue, you can flag the quest Lost in Translation. Trade Nuri a Black Pearl for the Shirt to complete the quest! Be sure to grab the vine in his yard as you leave.
The last Vine you need is near the next house where there is a gnome named Gnome. Inside you will find a Yoda-like gnome named Kaan... You know, THE Kaan? And he speaks good Engrish! Work your way through the chat options and hey, be polite, it costs nothing right? If you are nice he tells you about the monster that they fear -- and they would really like it if you killed it. This flags the quest The Gnome Eater.
Before you leave read the Book on the table. In a basket by the wall is a Schematic for a Plank Breaker and you may as well take it. Not sure if you want to loot the rest of the stuff, might send the wrong message?
Doing Battle with the Gnome Eater - Tough One!
-- Into the Valley of Death... Err... Gnomes! --
After you leave flag the Treasure Map quest and you will note that you are not too far from the X... Conveniently this also takes us to the valley we need to go to, so hey, win-win!
Digging up the chest gets you another Diamond, 400 gold coins, a Priest's Mask, Golden Bowl, Idol, and hey! Another Treasure Map! Sweet! The map flags the quest The Treasure in the Sea. Gotta love it when treasure leads to more treasure!
WARNING: This beast consumes weapons. It will eat ANY weapon you are holding except Mara's Spear, so make sure that you have the Spear armed BEFORE you engage this thing.
Strategically speaking what you want to do is dig up the chest on the right side of the valley and then look for the ledge you can climb up a little further down -- if you stand at the back of that ledge the beast should not be able to reach you, and you can take it out at your leisure with the Spear. Seriously this is the best way to handle it because it is nasty. Probably the most difficult battle in the game if you do not stay out of its reach.
This is a tricky move but what you need to do is get it to come to the edge of the ledge -- that may mean moving around a bit on the ledge to get it to come closer -- watch the video if you have trouble with this to see how close it actually has to be and the ideal location for it. While you can still damage it if it is not in that spot, it really does work better if you can coax it into the area just in front of the right side of the ledge. At that point even though the spear only does moderate to small damage to it, you can also use your pistol on it (which is how I ended up finishing it off).
Once it is dead that completes the quest, earns you some Glory, and when you loot it some fish?! Strange beast this is! Killing it also unlocks the Achievement "Friend of the Gnomes" (20 GP) for completing this quest line. Be sure to loot the loose items and the chest in the area as it contains a Blade Ring ( 20 Thieving) which is very worth having.
Now that we have dealt with the monster open your log book and tag the quest for the Ant Cave and you will see by looking at the map that it is also in this area. May as well complete that bit while we are here, right?
-- The Ant Cave --
Head back through the village and up the path that leads up towards the marker on the map. This is actually a more useful quest than it may appear because inside the cave there is a Level 40 Chest and inside that chest is the blade to the special weapon for the Weapon Quest Wave Dancer! Looting the Chest does not actually complete the quest mind you, it simply gives you both pieces to the weapon. To complete it you will need to head to a smithy and repair the blade putting the sword back together, and to do that you will need the Smith Ability... But it is worth doing, seriously!
There is a vein of gold in the cave, and in the back of the other section of the cave is the Crown as well as some other items and gold coins to be looted. With that in hand return to the Gnome Village and speak with Zeki to return the Crown. Zeki gives you x3 Shirts, which is more than enough to complete the quest Shirts, as well as Zeki's quest. And you figure out that the crown you just handed him? Yeah, it was the king's.
Now that you have eliminated the major threat to the tribe, you can return to the village and tell the Kaan, who is very grateful to you. As an expression of his unbridled joy he promises to stop correcting your grammar -- and he gifts you with The Flask (which flags and completes the Legendary Item quest).
Completing the chat options with the Kaan sets you up as Jaffar's official teacher and he your student. You Jedi, he Padawan!
-- Back to the Grotto --
Remember the grotto at the end of the beach where we found the crab sword? Well that is where the treasure chest is located for the last map we got, so head there and dig on the big red 'X' to obtain a Sapphire, 600 gold coins, a pair of Gold Bowls, and a Candlestick. Nice one! Well done! That completes the quest The Treasure in the Sea, and that pretty much wraps up all of the outstanding quests, so it is time to return to Jaffar and have him build us a raft!
Tell him that we are his teacher, then hand over the resources and he will tell you to meet him at the western beach. This also unlocks a Gamer Pic, and the Achievement "Tub Captain" (20 GP) for completing the 'Build a Raft' quest line. Good on ya mates!
Meet Jaffar on the beach, talk to him, and then select the raft and sail to Tacarigua!
Your arrival back on Tacarigua completes the sub-quests and series Marooned, and flags the new quest, Where is My Ship? You can either Fast-Travel there or, since you may not have cleared this area, go ahead and walk so you can gather glory and resources. I chose to walk... Be sure to talk to Jaffar so he joins your group and then make your choice.
Bear in mind that Jaffa pretty much loots and picks up anything he comes across... That is good and bad, good in that he gets lots of stuff, bad in that you have to remember to tell him to give it to you...
A little ways inland you will be attacked by an Alligator - be prepared and kick its arse!
-- Back in Pirate’s Den --
Once you are back in the Pirate port head onto your ship and talk to Patty, which wraps up the quest Where is My Ship? Patty seems happy to see you and you get to learn what happened after you were shut into the cave... All is well that ends well, right?
You may want to step on to shore and use the fire to cook any of the raw meat you have, turning it into Provisions. It may also be an idea to step into the pub and buy some Grog and Rum if you can afford it as you can never have too much of either one! There is a Smith here so if your Blades Level is at least 6 why not step over and get the training he can provide you in forging so you can repair that sword...
Learning to Forge costs you 1000 gold coins plus whatever you spent in Glory, but when you assemble and repair Wave Dancer what you end up with is a much better sword than the best one you have now, which is probably still Prizetaker? Prizetaker has stats of 35-50 Damage and 15 Slashing Weapons, while Wave Dancer has stats of 60-100 Damage and 20 Slashing Weapons! Plus if you upped Blades to do this you will have also improved the damage you do with your weapons, and repairing the sword also completes the quest Wave Dancer, so well done!
-- Back to Antigua --
As Patty says, it is obvious that Slayne wants something from the Admiral, and that whole side-trip to the Isle of Thieves was just to get rid of you! Well it did not work, and now it is time to demonstrate that to Slayne! Chart a course for Antigua mates, it is time we dealt with Captain Sport!
When you arrive in Antigua Patty will spot Slayne's ship -- now it is time for the showdown -- but BEFORE you go to the Admiral's house there is something you need to know about a bug that can kick in here...
As this part of the adventure progresses you are going to be told to follow Slayne to the square for the duel. You need to do that immediately and follow him closely -- because if you go too far from the square a bug can kick in that makes him invulnerable, and that means you cannot complete the quest. Which means you are stuck mate. So SAVE your game BEFORE you go into the Admiral's house, then if you are too slow to follow and you get hit by the bug, why you can just reload!
A Duel with Captain Slayne and Acquiring his Artifact!
-- Killing Captain Slayne --
Exit the Admiral's house and turn left, the square is just ahead of you. You have a brief conversation with Slayne and then he attacks. Like without warning.
At this point it is really important that you succeed in killing this guy, so take your time, do it right. Make sure you have plenty of healing items on macro to the D-Pad and the shizzle is wha-hizzle! Muahahaha. No, seriously... Healing items.
You should have done some duels previously so you know how this works -- parry, attack, parry. She'll be right mates, just take your time and stay healed. Once you kill him make sure that you loot his body to get the Sacrificial Knife Artifact. This also completes the entire remaining quest line for The Cunning Captain, so well done mates, well done indeed!
As Slayne dies you unlock the Achievement "Cheese Knife" (20 GP) completing the 'Cunning Captain' quest line. We now have the Sacrificial Knife and The Titan Harpoon, so it is time for us to go and have a chat with the Ghost of Captain Steelbeard so that we can locate his Artifact -- but before we set sail for the Isle of the Dead stop in to say 'Sup to the Admiral, right?
If you did not know it, The Admiral is a Master Swordsman and Master Blades Trainer -- just so you know that now so when you are ready to train up in Blades you know where to go.
== Looting Slayne's Ship ==
Now fair is fair, we killed Captain Slayne, all his stuff is now ours, right? But when we try to board his ship Harvey is waiting and he is angry! Ah well, we have to duel with him first, no worries, kick his butt! With that managed we can head on board and take the small amount of loot there is here to be taken. Basically it is rather insulting but I did find a gold nugget below decks and pickpocketed 150 gold coins from the Cook, so...
On your way past the pub you run into Scarlet and she is very worried about Rick the Storehouse Master. It seems that the idiot went off into the Jungle looking for treasure! Well, there is nothing for it, we have to make a side-excursion to find him if we can, after all we told him about the treasure damnit! She suggests that we check with Bill by the gate to see if he knows where Rick might be...
When we talk to Bill we learn that Rick took a shovel and went into the Jungle... Miles the Water Carrier is ahead, and when we talk to him he tells us that he did see Rick -- and he went into the Jungle heading for the Rock Face. Assuming you are fully rested now is a good time to head in after him!
You will find Rick at the camp by the waterfall, standing near the fire. When you talk to him he tells you that things did not work out the way that he thought that they would... You agree to take him back to the town, which completes the quest Where is Rick? and flags the quest There's No Place Like Home :)
Escort Rick back to town, keeping him alive, and when you reach the gates he thanks you and gives you some Painkiller just by way of thanks. This completes the quest. Be sure to tell Scarlett that Rick is back as she rewards you with a Sparkling Gold Ring and a Pearl Necklace for rescuing him! Sweet, loot! Love loot!
That wraps things up here for now, so head back to the ship to talk to Patty!
Talk to Patty and tell her to set a course for the Isle of the Dead, as it is now time for us to have a chat with her Dad... We really need to figure out where his Artifact is, and that means getting the password to Garcia's Treasure Storehouse, which you probably figured out is in Antigua at the Large Waterfall, right? Well I think so anyway. So off to the Isle of the Dead we go!
When you talk to Patty you learn that Jaffar has been stealing from the crew -- you have to go and have a chat with him before you set sail, so get that done and then chart the course mates! When you arrive at the Isle of the Dead you will note the ominous environment, sunken ships, and just an overall negativity about the place... Talking to Patty you learn that the crew are going to hide below decks. You tell her you will be going alone, and she does not seem to mind that at all...
Take the dinghy and row ashore, and then head inland where you will see a large Temple-like structure. To the far left above you will find a Level 60 Chest inside of which is some Rum, a Torch, and another special weapon hilt -- Sword Hilt: Stormwind! Loot those and then head up stairs to flag and complete the quest The Entrance Found. A native named Tao stops you at the door, and confirms that this is the gateway to the Underworld.
After you exhaust the chat options with him, and you learn that you are supposed to have to be dead to pass through this gate. As you talk with him you convince him to help you, mostly because of your shared hate of Mara. It will take some effort to work your way through the chat options, but once you do you learn a lot about the temple and the Underworld, and what it takes to get there. He explains that you need to drink a potion of False Death before he can take you to the other side...
The Potion of False Death requires six handfuls of Grave Dust and five Black Locust Flowers. You will be obtaining all of that inside -- and before he opens the gate to let you in, Tao gives you a map of the island. Sweet!
Dealing with the troubles that Jaffar has created on board.
-- Inside the Gate --
Before you reach the first resource point you will have to do a little fighting, so keep your healing stuff handy, right? Your first opponent is a Native Warrior, and after that be sure to grab the rare Jester's Cap resource off of the work bench you just passed! Outside on the stairs you battle a Guardian and a Ghoul pretty much at the same time. Kill them both but keep a sharp eye on your health, as you will be chugging Grog here mates.
At the bottom of the steps in the rocks directly ahead is Black Locust 1/5, and Black Locust 2/5 is directly to the right by the torch thingy. The path splits ahead, so stick to the left-hand side for the moment and you will battle another Ghoul. Another Guardian is ahead, so you will need to take it down and then search this area for Grave Dust 1/6.
On a table inside the crypt is a book called The Cut-Throat that talks about the Parrot Wing that we already have. There is a bottle of Painkiller here as well, then climb the ledge on the left wall and kill the Ghoul and Native Warrior, and loot the Grave Dust from the shelf on the wall -- that is 1/6.
Continue to follow this upper path and you find another Ghoul and Native Warrior -- kill them and then look around for the next two Black Lotus, with Black Lotus 3/5 near the closest tree and Black Lotus 4/5 near the tree on the right. With those in hand, grab the Statuette from the shelf on the wall nearby, and then go to the far left side of the area and battle another Native Warrior. After you kill him mine the gold from the vein here and then empty the chest of some Grog, x3 Sword Blanks, a Hammer and 5 gold coins. There is a Grave Root growing here -- collect it.
Head back to the main area and around on the right-hand side (but not up the ramp, rather beside it), and you will encounter another Native Warrior; after you kill him collect Grave Dust 2/6 nearby the grave here.
Now head to the right of the ramp and mine the gold vein here before heading up the ramp to the next Native Warrior on the right above; kill him and collect Grave Dust 3/6 from just inside the building here. There is some Jade, a Goblet, and an Old Sword inside for you to loot. Across the area outside is another pair of Ghouls and a Native Warrior for you to battle, and beyond them on the left-hand side is a second Native Warrior for you to fight.
Out on the ledge of the hut-like structure on the edge of the path is a Jester's Cap on a shelf, be sure you get that, and then backtrack to where the room with the ledge we climbed was and take the left path out of that room, fighting the Ghoul that is patrolling there. Just ahead you will face another Native Warrior, and then enter into a darker area where you will face a Guardian and another Ghoul!
To the left is a small room in which there is a Grave Root and Grave Dust 4/6 are found. Directly across from this is another room at which you battle a Native Warrior and Ghoul, and inside find Grave Dust 5/6. Head outside and to the left, backtracking to the main area where we originally split via what ends up being the middle path. You fight two sets of two Native Warriors each, and you emerge in the main area where the paths originally split.
Taking the far left path (what would have been the far right when facing in) you will battle a pair of Native Warriors, a Guardian, and a Ghoul (hopefully not all at the same time) and then you will battle yet another Ghoul at the building on the far right above, and then harvest Black Lotus 5/5 near the grave ahead. Inside the small building is a Treasure Map, and a bottle of Grog.
In the next building (counter-clockwise) is a Level 20 Chest with a Buccaneer's Knife, Rum, Jade, and 35 gold coins. After you loot that, grab the rare Swordthorn to the left of the chest, and then head to the next building and collect Grave Dust 6/6 to complete that sub-quest.
Now that we have all of the ingredients it is time to head to the end of the path to the Shrine and lay on the Alter so that Tao can whip up the Potion and lead us in!
-- The Underworld --
At the top of the steps going into the Shrine there are some Native Warrior guards who have to be dealt with, after which we talk to Tao and tell him that we have all of the ingredients. He hands us the potion and instructs us to lay down on the alter after we drink it... We do just that, and then we falsely die?
As we awaken we unlock the Achievement "Ghost Pirate" (20 GP) for completing this quest line and entering the Underworld. Tao tells us what we need to do, and we flag the quest The Skull Sceptre. Well done so far, mates! Bear in mind that he had a price for helping us, and so we need to help some tormented or confused souls -- something like that :O
On the table to the right of the door is a Potion and an Old Coin -- take both since the Old Coin is actually the Legendary Item of that name, and we need that!
On the right after we exit the Shrine we meet with Nahele, who tells us her story, and it turns out that she was one of the four people who originally trapped Mara! She explains that she needs to make the Skull Sceptre -- and if we bring her the materials she will make it for us. She needs trophy of a hunter, spear of a warrior and the spoils of a thief. She also needs an item that belonged to the dead spirit that you wish to call back. This flags the quest The Artist's Curse.
Motega is on the other side of the area across from her, and when you talk to him you learn that he is being punished for rebelling against Mara. He is one of the four, it seems. We need to help him slay the Silverback -- this flags the quest The Hunter's Curse.
Follow Motega into the "cave" and kill the Silverback to complete the sub-quests and obtain his reward. After he thanks you his soul is at rest and disappears!
-- The Area Above Where We Killed the Silverback --
Climb up the ledge and head into the area above where we killed the Silverback, and you find a Confused Ghost who after you talk to him you flag the quest The Split Soul. Further up the path is Akando, who says he was waiting for you...
Akando is another of the Chiefs, and he wants you to help him. He tells you how Mara did him dirty, and asks you to steal the item that she used to curse him. This flags the quest The Thief's Curse. He tells you that you will need the help of a Voodoo Witch. Once you accept this flags the quest Akando's Chest.
Inside the room near him is his chest, which is a Level 60 so you should be able to pick it no worries! Do so, loot it clean, and that completes the quest Akando's Chest. Now head back to him and tell him, and you set free his soul. He tells you to keep the Diamond and that completes his quest!
As you continue to search this area you find the red 'X' for the Treasure Map and dig it up to obtain a Diam,ond, 500 gold coins, a Crown, a King's Masj and -- wait for it... A Hook Hand! The Hook Hand is of course the Legendary Item so that completes that sub-quest!
-- The Warrior's Curse --
Backtrack to the ledge and jump down and then take the exit to the right, heading up to the Arena area, where you meet Kusko, who wants to battle you! He is another of the four, and his curse is to find his equal in battle -- all that you need to do is beat him and you will set him free!
Just kick his arse and you win, he is free, and you get what you came for! After you win and chat with him, he tells you that he is finally free and gives you his Spear - you know, the item we needed? He thanks you again, says goodbye, and zap! At peace. Man we are really good at this!
After you loot the buildings in the Arena area, head back to the Artist and talk to her, and she takes all of the items you obtained plus Steelbeard's hat and then she gives you the Skull Sceptre. She is now at peace, she bids you well, and she tells you that she believes that you can succeed where they failed -- then she disappears.
Fast-Travel to the Entrance and talk to Tao, telling him that you have the Skull Sceptre. He agrees that you fulfilled your end of the bargain and now he will do the same! He heads to the edge and he summons Steelbeard for you! Sweet!
A long overdue chat with the Ghost of Captain Steelbeard
-- Steelbeard's Ghost --
Of course he arives on a ghost Pirate Ship! The reunion is just what I expected it to be, with an angry Pirate Captain! His arrival completes the quest Steelbeard's Ghost, and you can now talk to him... You have to drag it out of him but he does tell you where the Artifact is -- that completes the quest Talk to Steelbeard's Ghost. He gives you the map and the password to the door, and now you know where the Artifact is! Well, we hope... I mean what if Garcia did find it?
Steelbeard disappears at this point and we need to head back to the ship and talk to Patty. Tao tells you that you can use the Skull Sceptre yourself -- you are that strong in the arts of Voodoo he claims -- so you can use the thing to summon Steelbeard even when you are not in the Underworld! Sweet!
Fast-Travel to the Alter, use it, and then Fast-Travel to the ship, and there talk to Patty and tell her what has happened. She tells you which way up is, and then you tell her what her father did...
After you arrive in Antigua you Fast-Travel to the Large Waterfall, head to the door, and using the password, you let yourself in. You have to battle a few Cave bats but in you go, and when you finally get to the back of the cave you find a vein of gold, and one giant Cave Spider who eats your lunch for you! Better bring help for this... Patty at least...
In the back of the cave you find a red 'X' and, after digging it up, you find inside the Treasure Chest the Earth Amulet! Well done! Oh, and there is also a Sparkling Gold Ring, 700 gold coins, a Golden Goblet and an Idol! Looting the chest completes the quest series Steelbeard's Artifact and unlocks the Achievement "Artifact Hunter" (20 GP) for the completing of it!
Recovering the third artifact, The Earth Amulet
With the third Artifact in hand all that is left is for you to track down Garcia, but before you do that you may want to hit the town, sell-off some of the loot you have, and resupply your healing drinks and kit, as you must have burned through a massive stack in the last few quests, right?
Back in town you can hit the pub to sell off and buy some Rum, and you can head to Pirate's Den on Tacarigua for Grog and more Rum and you probably should.
Once on the ship you should tell Patty that you got the Earth Amulet, and then set sail for Tacarigua and hit the pub there to get more supplies.
Once you have resupplied to your liking though, there really is nothing left for it but to head for Maracai Bay!
With the three Titan Artifacts in hand, all that is left is for us to finish tracking down Captain Garcia and relieve him of his Artifact -- and that means heading off to Maracai! Before you do that though it would be a good idea to resupply your kit and consumable items -- basically that means healing items and any potions you feel like you need. I have found that the Thief's Potion is probably the most useful to have, so making more if you ran out is a good idea. Once you have obtained your healing items, potions, and bullets, it is time to plot a course for Maracai and the next stage in this epic adventure!
-- Making Landfall in Maracai --
When you arrive Chani warns you that the Bluecoats are awaiting you at the water. She tells you that she made a mistake -- she is afraid that you will all end up dead because that is usually what happens when a non-native leads a party. Wow. She sure has a lot of confidence in us! Thankfully when you ask her for clarification she changes her tune, and tells you that you are a strong and brave warrior and a great leader. That is more like it!
When we walk down the gangplank the Bluecoat officer is waiting with two of his men. He tells you that Garcia attacked them a few days before and sank their ship -- you tell him that you have a common enemy in Garcia and he tells you that you need to speak to Commandant Corriente, who is in the jungle with the rest of the expedition. This flags the quest The Expedition.
It seems that the Bluecoats are seeking the Fire Temple, and that the Commandant has gone to talk to the Natives. That flags the quest Hidden Valley. Work your way through his chat options to flag the quest Map of Maracai, and that completes the conversations with Valdez!
Marcos is ahead on the right and warns you that the cannon are lined up to sink your ship if you betray them -- work your way through the chat options with him and then head into the Temple to talk to Mercutio, who you can ask about provisions. Asking him if he has anything to trade flags the quest Storage Barrels from the Wreck, and you will need to collect the barrels for him before you can trade. Note that you cannot loot any items from the Bluecoats in their sight as it aggros them when you do!
Recovering the Supply Barrels on the beach for Mercutio
-- Storage Barrels from the Wreck --
On the beach in addition to the barrels you will find a variety of beast to do battle with for Glory and resources, and the six barrels of course. Turning the barrels in opens up the trade option, and among the items you can purchase are some special swords -- though none quite as good as Wave Dancer -- and some odds and ends including some Voodoo components, general supplies, and most important of all, one of the Legendary Items -- the Cannonball! Obviously you want to be sure that you buy that from him.
Note that once you have purchased the Cannonball from him, that is the 16th Legendary Item Quest that you have completed from the 19 that you actually know about so far. There are a total of 20 of them (really there are 21 since one of the DLC has one as part of it, but for now as we have not added the DLC yet, consider it 20 for the time being). Purchasing the Legendary Cannonball means that the remaining quests that you know about are The Broken Rattle, The Hangman's Noose, and The Skull.
Another item that he has that is pretty good is the Heavy Leather Coat, which has 20 for both Bladeproof and Bulletproof! It costs 800 gold coins but if you can afford it is a good buy.
There are items that you could loot here including a chest in the back with some good items in it, but doing so will aggro the Bluecoats, and we may need their good opinion for now, so hold off on that until they no longer matter, right?
-- Exploring the Jungle --
Heading along the path to the left (facing the Temple) we end up battling some Firebirds and to the left of where we battle them is a series of ledges that we can climb, at the top of which is a rare resource, Sharpeye. With that in hand continuing to follow the ledge path leads to a chest with x2 Torches, a Ritual Potion, and 11 gold coins to loot. From here we can see the path below, where there is a Panther as well as some monkeys.
Head back down the ledges and follow the left branch to the Panther and after you dispatch it, you see that it has previously killed two Bluecoats! There is some loose gold coins and a torch on the ground here, and to the left up the hill is a Level 40 chest with a Bloodthorn Earring, x6 Bullets, and x2 Gold Nuggets inside. After looting that you will note that you can go several ways from here -- either cross the bridge or down some ledges into the valley below.
-- The Bridge --
For now head over the bridge and down the path to battle a pair of Panthers, and then where the path splits ahead go up to the left into a cul-de-sac where there is a Level 40 chest with Provisions and x2 Jade in it. After opening and looting that head back down and continue to follow the main path, and it ends!
Double back and cross back over the bridge then take the ledges down into the valley -- to the left is is a dead end with some monkeys guarding a Level 20 chest with Grog, Lead Shot, 15 gold coins and the blade for the special weapon Stormwind! Excellent! That gives us another completed quest and special weapon once we can repair it! There is also a rare resource here -- a Swordthorn -- so be sure to harvest that!
Back up the valley the path splits, with a branch to the left and straight ahead; for now continue straight ahead and you will encounter a Firebird and, on the left side, a raised area with a Level 30 Chest that has Lead Shot, some gold coins, and the schematics for Ti'Ha Ko! Be sure to loot that!
There is a path branching back and up on the opposite side that leads back to the bridge -- and straight ahead leads back to the beach, as we have come full circle back to the right-hand branch of the main path where we went left!
Double back and take the path up out of the valley we ignored before and the path splits ahead -- keep going straight and fight a monkey then climb the ledges at the end of the path to find a rare Jester's Cap resource. Head back down and take the split, heading up to the camp site. Loot the Grog, Potion of Persuasion, and gold from the chest and use the bed if you need to heal. You should cook whatever raw meat you have on the fire, and then continue on the path!
Just ahead there is a Firebird to battle and then the path splits again, left and straight. To the left you will find a path leading down to another split -- left and right -- the left path leads back up to the camp we were just at and the right path leads to the valley, so ignore that if you like. The path straight leads to a right split and straight path -- both paths take you to the same juncture ahead, so it does not really matter which you take, but ahead at the juncture the path forks. On the left is a Temple building, then there is a straight path and a right-hand branch.
Busted trying to loot a tomb you flag an Ancestor's Quest.
-- The Temple --
Inside the Temple you face a trio of Ghouls -- and kill them! Past the Ghouls there is an alter with a Golden Mask on it. Taking the Mask summons a demon called Yagul, who tells you that the mask is a Holy Relic that must not be removed! He explains who he was and what he does, and you learn that to not be killed he demands that you must find all of the missing masks and return them to their rightful places! He tells you that there are four memorials you must restore the masks to, and this flags the quest The Graves of the Ancestors. Great!
Back on the path again, taking the right path up leads immediately to some ledges, at the top of which is some gold and a cutlass. Back down continue along that path to the end a short distance away and find a Level 20 chest to open, which has a Diamond, Gold Nugget, and a few gold coins. With that managed double-back and hit the straight path.
Continue along the main path until you reach the bottom and fight some monkeys. There is a sort of statue here, and to its left in a shallow cul-de-sac there are some ledges to climb, at the top of which is a Level 20 chest with x2 Torches, Grog and a Ruby. Loot that and then head back down and follow the path left, to a battle site with lots of loot on the ground and a Level 20 chest with Rum, Bullets, and some gold coins. After you loot that and the stuff on the ground if you look to the back of the area you will note that there are two paths, not one...
One of them continues the main path, the other is a switchback up the hill. On the switchback is a Bloodroot, and at the top is a Turkey and Skullflower and further along is a Choking Vine. Near the camp at the far end is a Black Oleander, another Turkey and a Maki Fruit. Sitting at the campfire is a lad named Angus, who tells you his story. This is not the first time you met him -- he was the Angus at the start of the game who worked as the paymaster!
The path ahead leads down to a beach and there are some Firebirds for you to battle; just before the path lets out on the beach you will note some ledges on the left and a path on the right. Go up the ledges and loot the Level 20 chest up there for its Bullets and Gold Nuggets -- you can never ever have too many of those!
-- The Small Beach --
This gets a little complicated... First kill the three Firebird on the beach to the left then cut back and then follow the beach to the right collecting a bunch of resources and Turkeys until you reach the Level 60 chest with the mucking huge pirate flag! Right, use your special Thievery kit to pick open this chest and you will score yourself Provisions and gold coins -- and then be sure you pick up the Message in a Bottle nearby.
When you open the Message in the Bottle two things will happen - you will automatically complete the outstanding quest Map of Maracai, and you will obtain a Treasure Map, which flags the quest The Treasure in the Panther Cave. Well bloody done mates! Nice one!
On the beach here is a dinghy -- use that to reach Garcia's ship and board it! Taking out the four guards on board means you have taken the ship (and that may turn out to be a good thing since the Bluecoats have their eyes on YOUR ship). Once you kill and loot the guards, search the ship for loot and why not read Garcia's Journal in his cabin -- it does not tell you anything you did not already know, but hey, dot those i's and cross those t's!
Taking Garcia's Ship away from him.
Be sure to grab the nearby treasure map to flag the quest Treasure on the Pirate Coast, and sleep in his bed to heal if you need to! Once you have looted the ship use the dinghy to return to the shore and then follow the beach to the other end where you will find the red 'X' for the Treasure on the Pirate Coast. Dig that up to obtain 400 gold coins, a Ruby, Priest's Mask, Silver Plate and an Idol!
Open the Log and tag the quest The Treasure in the Panther Cave and check the map -- select that quest. Follow the side path to where it connects to the main path.
Along the way you will battle a large Gorilla, climb some ledges to find a Level 60 chest with a pirate marker beside it that contains Grog, some gold coins, and a Buccaneer's Knife. The path dead-ends here, so backtrack to the small beach, then up the other path and dig up the chest.
The Panther Cave is not located above the camp site and campfire where you found Angus, though it does appear to be. While you are at that campsite though, there is a Level 30 chest above there that has some Torches and gold coins so be sure to loot that on the way up, and then at the top of another set of ledges nearby is a chest with a Hunter's Ring, gold coins, and Lead Shot, so be sure to grab that as well, and then head above the chest on the path to find a rare resource -- Hero's Crown -- to harvest.
Our destination is actually the Maracai Native Village...
When you check the map note the lake to the south that is sort of bean-shaped? That is our destination, so follow the path down and when you reach the corpse at the attack site at the bottom of the switchback head left and along that path to the lake and the Village. You will battle a pair of Firebirds, and it will start raining again (I think that is scripted actually), and at the bottom of the path as you reach the fire you will find the Native Hanu.
Talk to Hanu to learn that there is a beast lurking in the water -- work your way through all of the chat options with him to learn what he can tell you, and you flag the quest The Beast in the Lake. He also tells you that the Bluecoats are in the Village, which is left around the lake. Let's take care of the Beast in the Lake first, shall we?
The Beast is an Alligator named "Beast" and killing it completes the quest. Once you have done so be sure to return to Hanu to get a reward from him, and then before you go into the Village head to the far side of the lake to loot a chest that has an Emerald, Oyster Shells, and some gold coins.
-- The Temple --
In a nearby Temple you will the corpses of both Natives and White Men -- farther inside are some Cave Bats for you to kill as well as a few Rats, and you will note the Lever in the wall? All that does is close and open the door you just came through. You can loot the sarcophagus inside for some odds and ends, but you do not have the item you need to place on the Alter at the end of the Temple path... For now anyway.
Dealing with The Beast in the Lake for the Fishermen
-- The Panther Cave --
Before we make our way to the Village let us get the treasure from the cave, shall we? We shall! So check the map and head towards the marker, and as you work your way along the path in the jungle you will fight some Firebirds and Monkeys, and then when we reach the cave there is a Cave Bat to kill. No Panther though, which was odd... Inside is a Level 90 chest (I could not open) and the treasure spot.
The chest contains some Jade, 500 gold coins, a Gold Bowl, Silver Goblet, and an Idol. Digging it up completes this quest! With the treasure in hand now, it is time to head to the Village for the next phase of our adventure! On the way out if you did not already do so be sure to mine the ore vein here.
On the left side of the path a little above is a Level 60 chest with a Soul Ring, Tourches, Painkiller, and gold coins. A little south of that is a Level 20 chest with Grog, Lead Shot, and a Voodoo Doll. Farther south up a small path where you battle a Firebird is another Level 20 chest with a Sapphire and a Gold Nugget. Continue along that path south to fight more Firebirds and a Panther, and some Monkeys and eventually you will find a Level 60 chest with some Spears, Pearls, and gold.
Near the chest is the entrance to a cave, inside of which are Cave Bats and along the left-hand path up a ledge is a Level 30 chest with a Fencing Foil, Torches, and a Silver Goblet. If you continue along the left path and down you come to an ore vein and an exit, but to the right there are some Termites you can kill first. Then use the exit and you are in the Village!
-- The Native Village --
The first native you reach is named Zaalu, who gets all testosterone on you; work your way through the conversation to learn that he does not have a high opinion of Pirates... Even if Chani is not with you you will introduce her anyway, and he asks you for your help in freeing his people. He fills you in about the Succession Ritual, and you learn that he is a combat trainer. Work your way through the rest of his chat options to become his Halmak, flagging the quest Become Halmak of the Maracai.
To the left up a rise is a Voodoo Alter and the native Kenan, who is standing near a Level 60 chest that contains a Marksman's Potion, some Emerald and Jade. Kenan is a Hunter and when you talk to him you can trade with him -- he has about what you would expect...
Potaka is down in the center of the village and you can talk to him to let him know you want his job... And then fight him for it! This flags the quest Follow Potaka to the Ritual Site, so go ahead and follow him and that flags the quest Get Rid of Potaka, and you begin hand-to-hand combat! He is pretty good with his spear but not as good as you with your sword!
With him defeated that concludes the quest, so talk to him to have him confirm your new title. You make peace with him and that completes the quest Become the Halmak of the Maracai! Speak to Zaalu to let him know the good news, and you flag the quest Talk to Chaka Datu.
You can talk to Malaika in the Village to learn about her, and by talking to her you can learn a lot about the tribe. When you ask her why she is sad she tells you about the Pirates theft and the disruption of her dead ancestors... You can offer to help to flag the quest The Peace of the Dead. In addition to getting the quest from her you can also trade with her -- she can sell you Potions and Plants and teach you Potion Making if you still need that. In addition to basic and advanced potions, recipes, and resources she also has a Treasure Map -- you should buy that from her to flag the quest The Treasure in the Hidden Valley!
-- The Bluecoats in the Village --
You can talk to Egas by the fire to be told that you need to talk to the boss, and Palomo pretty much says the same thing. Cordobar on the other side of the fire tells you that the Commandant is in his hut...
The native girl Dara tells you what she thinks of your mates, and as you work your way through her chat options you can learn about the pirates in the jungle -- something we need to know about -- and you flag the quest Where is Koraka?
On a table near a bed is a book called War Traditions that talks about the Legendary Item the Shrunken Head -- which we have already found and added to our collection -- but hey, it is more information about the item we already have, that is cool...
-- Meeting Bones --
Down the path out of the Village there is a painted white man named Bones -- we really want to talk to him now, trust me on that. Work your way through his chat options (remember we have already met part of his soul in the Underworld), and once he will no longer talk to you, you have done all you can at the moment.
Bones then heads back up to the Village and stands on the platform, preaching to the natives and tells them to find their way to the Underworld... Listen to what he has to say and then read between the lines. The important thing is that once he finishes preaching his predictions, you can talk to him again. This time as you work your way through the chat options you get a little more sense out of him. He was dead and the Natives revived him -- that explains how half of his soul ended up in the Underworld, right?
When you offer to help he asks you to kill him then tells you he does not want to die. He tells you that what he needs is in the Underworld, but we knew that. He mentions that he is a Doctor, and you can then ask him to join your crew and you should! Once you do that flags the quest Unwanted Sermon.
Basically you need to either have Intimidate at 90 or above, or you can do a quest for Jamila in the very back of the Village by the Voodoo Cauldron. As you work your way through her chat options she tells you about the recipe she is making, and tells you that she needs a Fire Pepper. Ask her where to find the Pepper, then tell her you will do that for her, and you flag the quest Nice and Spicy.
Simply head to the highlands area to the Northeast where you will find Ezana and the Fire Peppers! Gather the four that you need, talk to her to work through her chat options, and you get one of the Fire Peppers from her. There is another nearby to harvest, and a Level 20 chest with Grog, Spirit Essence, and gold in it. All of the Fire Pepper you need are in this general area, and once you have the fourth one you complete the quest Fire Peppers.
Return to the Village and talk to Jamila and that completes the quest Nice and Spicy, and she makes her soup, giving you your reward. Take the soup to Bones and give it to him, and that completes Unwanted Sermon. You can now ask him to join the crew again, which unlocks the Achievement "Tour Guide" (10 GP) for having five crew members!
Completing the Split Soul Quest Line and Freeing Bones
You can not chat with him about his soul in the Underworld, and as you work your way through those chat options you trigger the White Scarf conversation, which flags the quest A Message from the Afterlife. Now tell him you went to the Underworld and met him and that instantly completes this quest. At this point tell him to come with you, and then fast travel to the Old Camp, head north to the landing and tell Patty to sail back to the Isle of the Dead.
Head back to the Underworld and tell Bones soul about the White Scarf, and then return to the Overworld and back to the ship, where you talk to Bones and tell him and that completes the quest line, and causes the soul to reunite with its living body. That completes the quest Split Soul, and unlocks the Achievement "Necromancer" (20 GP) for completing the Split Soul quest line.
-- Speaking to the Commandant --
Now that we have wrapped up the side-quests, it is time to have a chat with Commandant Corrientes who as you have been told is in his hut. Tell Patty to sail back to Maracai and Fast-Travel back to the Maracai Village, then head to the Commandant's tent.
Talking to the Commandant completes the quest The Expedition. Work your way through the chat options with him and you can ask about the bodies and get the map (you already have). Asking what the favor is predictably causes him to ask for your help in finding the entrance to the Hidden Valley. That flags the quest The Hidden Entrance -- and the Commandant asks you to kill Angus which flags the quest The Deserter. You can get away with picking and looting the Level 30 chest in here if you like, they will not aggro if you do.
The first thing we need to do is deal with the Angus situation -- for reasons that will quickly become very clear... Fast-Travel to Garcia's Ship and then use the dinghy to get to the beach, and head up to the camp where Angus is resting. Tell him what the situation is -- that you were ordered to kill him -- but do NOT kill him! Instead ask him to join your group and tell him you want to take him to Lt. Valdez at the main camp.
When you arrive and report the events to Valdez he freaks out a little, and tells you that the Commandant would never order such a thing. You work out together that the bloke you thought was the Commandant is really Garcia! This fully resolves the quest Deserter and unlocks the Achievement "Detective" (20 GP) for working out the mystery. You then tell him about Garcia's Ship and he says he will send some men to get it. Next you tell him about the bodies in the Temple and you work out that they are the bodies of the expedition. Mystery solved and you complete that quest! Well done!
The process of saving Angus reveals much more than you suspected
-- Resolving some Outstanding Quests --
Before we continue on with the story line and deal with Garcia, we need to resolve some outstanding quests first. Let's start with two of the quests -- The Graves of the Ancestors and The Peace of the Dead as we accomplish both in this run through...
Check the map and travel to the Old Camp, then to the Lake and to the east and a little south of the lake you will find a Temple with Termites infesting it. Kill them, then CAREFULLY go inside, prepared to hit 'Y' when the trap is sprung -- you should save BEFORE you go in mates, as this is a touchy bit.
Once you get past the trap though, you should search the bodies to find the Golden Mask and then place it back on the Alter to complete this one. Look on the ground near the body of the Pirate and you will see an object that is labeled Jaguar Paw -- picking that up flags and completes the Legendary Item quest The Talisman, which was the last of the twenty quests in that line that we had yet to flag! Well done mates!
Now it is time to depart the tomb and return to the surface as our task is done here. North and a bit farther east of this location is the next tomb -- you can actually see them marked on the map as little brown squares really -- and you will know that you arrived in the right place as there are a trio of Pirate Grave Robbers near a campfire outside who will attack you! After you kill the first one that flags the sub-quest Plunderers of the Ancestral Grave, and killing all three completes the quest as well as rewards you with the third Idol that you need for The Peace of the Dead sub-quests, so that is basically almost completed.
Use the bed to heal, and the campfire to cook any raw meat you have, then be sure you loot the Level 30 chest in the back of this area, as it has Jade, a Bloody Mary, and Curved Dagger in it.
As you head inside you will reach a hole in the floor that you must drop down, and then you need to battle a Ghoul. Ahead just before you fight a Temple Guard you will find a Pirate body that has the mask we need so loot that and then take out that Guard! Actually that can be a bit of a battle really... That being the case you really should SAVE before you enter then, right?
In the room that the Guardian emerged from is a sarcophagus with x2 Jade and an Emerald in it you should loot... You will need to avoid another trap as you work your way to the end of the hallway, where you pull a lever on the wall to open the door to the Alter room, where you battle another Ghoul, and then you can replace the mask!
Having done that, make your way out through the door that opened when you pulled the lever, jump over the hole in the floor and exit. Once you are outside you may want to use the bed to heal.
-- Locating The Next Mask --
This is where things get a little complicated, because the next mask that you need to recover is not actually located in or near the tomb it needs to be restored to. That is OK though, because the finding of it actually serves another purpose as well, so open your map and look to the bottom left corner and you will see an area that we have not visited -- that is the Hidden Valley. Look to the right of it and you will see a path that heads south from the lake along its west side and south -- THAT is where we want to go!
As you depart the Tomb area on the path to the right you will encounter Koraka, the Native you are supposed to be looking for. Work your way through his chat options and you will complete the sub-quest Where is Koraka. Nice one! Koraka is a Weapons Teacher so you can learn Thrown Weapons from him if you like. You have convinced him to return to his wife, so that is good. Now head to the Lake and then to its west side and south to find the path.
A little ways along the south path you will spot some ledges on the right -- at the top is a Native Alter with gold coins, Grog, and a Goblet, along with a few Oyster Shells for you to loot. Go back down and a little way along the path and you encounter a Pirate Camp! Not only that but four Pirates including one named Black Dog, who attack you. I have to warn you this is a rough battle, so SAVE FIRST.
I ended up burning through the bulk of my Grog in taking them out because they kept flanking me, but once they were all dead that completed the quest Enemy Pirate Camp which you flagged when you discovered them. Looting Black Dog gets you the Gold Mask that we were seeking, so well done mates!
Now remember I said this is a bit complicated -- I said that mostly because we are actually working on several quests as we do this -- so head to their Camp and read the book Valuable Items -- that tells you the story of the Talisman that we have already found. A Level 20 chest here contains and Old Sword, Rum, Pearl, and Blade Ring. Loot that!
You will note that the path continues south from the Camp -- go ahead and follow it and you will battle a Blueclaw Monkey, and a bit deeper in a pair of Firebirds. If you stick to the right-side of the path you go up a bit and through an opening to the west, and you will enter a cave and kill a Cave Bat. Deeper in you will see that the path splits.
Take the right-hand path and battle a freaking huge Grave Spider and find that the path is blocked by a closed door. Returning to the main path and taking the left-hand opening leads to a battle with another Grave Spider -- sheesh! Once you defeat that you should heal and SAVE. No joke mates, because as you continue along you will be attacked by TWO of them at the same time! After you defeat them both (you did, right?), follow the path left (taking left turns when you can) and you will arrive at an Ore Vein. Mine that and then continue and you will discover the Fire Barrier!
I know this sounds like a bad idea, but go ahead and click on it and your character will check it out and you will complete the sub-quest Secret Entrance Found. You know you are doing quite well with this!
Now as you are facing the Fire Barrier slowly turn to the left and you will see an opening -- you should probably save your game at this point -- then head into the opening and up the stairs where you will find an Amulet on a Native Alter. Take that.
Obtaining the Broken Rattle Legendary Item Reward
-- The Treasure on the Hunting Ground --
Now that you have found the Hidden Entrance and the Fire Barrier, backtrack out of the cave and flag the quest The Treasure on the Hunting Ground, and then go to the red 'X' and dig up the chest to score yourself a Ruby, 500 gold coins, a Gold Bowl, Silver Candlestick, and an Idol! That completes this quest. Be sure to loot the three Blueclaw Monkeys you had to kill who were guarding this as well, right?
-- Back on the Graves --
With that bit managed check your map, the next Tomb is just north of the eastern side of the Lake, so head to the Lake and to the area above the eastern side and you will find it -- you have been to it before as it is the Tomb with the bodies of the Expedition, as you will recall. Go inside and replace the Mask.
That completes the restoration and causes Yagul to appear before you and thank you. He tells you that you have done a great service to the people of the Maracai -- and this completes the quest line! He instructs you to speak to the elders of the tribe -- and that is exactly what we need to do as the significant parts of this quest line are not quite done!
The elder that we need to talk to is not actually located in the Maracai Village -- open your map and look for the path on the bottom right side of the map -- we want to go down that path about half the way and look on the left side for a side-path leading up that is marked by a statue with a fire in it. Head back up that side path and you will flag and complete the Location quest Shaman Found thus having located the elder named Osamu.
Approach him to chat with him to learn of the legend of your coming. Working your way through his chat options you learn he used to be the leader of the Maracai, but gave that up to study Voodoo! After you tell him that Garcia has infiltrated his village you should tell him about restoring the graves -- he will reward you with the Legendary Item The Broken Rattle, which completes that quest! Well done!
There is a Level 60 chest here with a Hunter's Necklace, Provisions, a Ritual Potion, and x2 Jade in it. You can pick and open it and loot it without causing him to aggro, so why not? Once you have done that and you are done talking with him, Fast-Travel to the Maracai Village, but do NOT confront Garcia yet! In fact do not go near him!
Instead seek out Dara and get your reward from her, and then find Malaika and complete the quest The Place of the Dead, returning the Idols to her. She tells you that you can choose your reward. Telling her that you restored the Graves pleases her, and she tells you where to find Osamu but as we have already done that we don't really need to worry about it.
This is one of the final handful of side-quest for the Maracai Section of the quests, and it is also the path towards obtaining the second from last Legendary Item that we need for THAT quest line: The Skull. So head back to the Maracai Village and speak with Chaku Datu to complete the sub-quest Talk to Chaku Datu.
You learn that Garcia killed his son -- working your way through the chat options pretty much fills in the details of the stories you have already uncovered, and forget about convincing him of Garcia's treachery because he does not believe you. Asking after the challenge reveals that there are three tasks that must be completed: The Test of Speed, which is a challenge to kill the Black Hunter. This flags the sub-quest Paws for Zaalu.
Return to Zaalu and tell him about the Black Hunter challenge and he tells you that he knows where to find this beast. This flags the sub-quest Follow Zaalu. Follow him until he stops to talk to you and that ends this sub-quest and flags the next, which is Follow Zaalu Through the Jungle. When you reach the Panther Cave (hey, remember we cleared this and did not find a Panther? Now we know why!) he chats with you again and that ends this sub-quest. He tells you to go in and lure the Panther out so he can kill it!
Simple enough -- head in and light a torch, find the Panther and then run like hell! When you get it outside Zaalu kills it while you watch and that flags and completes the side-quest The Black Hunter. Loot the body to get the Paws and talk to Zaalu, so you can give him the Paws. This completes the quest Paws for Zaalu, and he tells you to go back to the Chief to get the next challenge!
Tell him that you should head back to the Village together and that flags the quest Back to the Village with Zaalu. You run through the Jungle with him to the path up to the Village and that completes this quest. Now go talk to the Chief and tell him that Zaalu has the Paws.
Passing the Tests to Elect a New Chief of the Maracai
-- The Test of Weakness --
The Chief tells you about the Test of Weakness -- the Chief wants to see Zaalu and ask him three questions in order to test his wisdom, so you are to tell Zaalu to visit the Chief. This flags the quest The Three Questions. You explain the details to Zaalu, and he tells you that this is why he chose you to be his Halmak! Interesting.
There was a plan all along it seems -- he tells you that he will have a Voodoo Doll made for you to control his body and answer the questions, and you shock him when you tell him you can do that yourself, flagging the quest Take Over Zaalu's Body. You ask for a strand of his hair and flag the quest Zaalu's Voodoo Doll.
Head to the nearby Alter and use it to make the Doll, which completes the quest Zaalu's Voodoo Doll, and then return to Zaalu and use the Doll. As Zaalu, go to the Chief to be questioned.
The Chief asks you the questions:
(1) What devours everything it touches, yet eats nothing? The answer is Darkness.
(2) What can never be borrowed or earned, but is often wasted? The answer is Time.
(3) What do the dead eat, that if eaten by the living, will bring them painful death? The answer is Nothing.
Each of the questions is actually a sub-quest, and once you finish them, you complete the quest The Three Questions. Return to your body and switch back now, and that completes the sub-quest Take Over Zaalu's Body. Talk to him to fill him in on what took place, and he reminds you that there is one more challenge left, and he asks you to go to the Chief and tell him that he is ready for the final challenge.
-- The Test of Strength --
The next test leans towards battle prowess, and the Chief explains that this test will rely upon the wisdom of a Chief in choosing those who they associate with, and that means their Halmaks! He tells you that you must battle the other Halmak, and to prepare and come to the Place of Ritual -- which in this case is by the fire in the center of the Village.
Find Zaalu and tell him, and he tells you that you must fight, and warns you about your opponent being very nimble... Talk to Daiki to get some smack talk thrown at you then head for the Ritual Site -- by the Alter. Once there he talks more smake and the quest Follow Daiki to the Ritual Site is completed.
You have the battle and, once it is complete and you have won, you flag and complete the quest Duel with Haikeke's Halmak! Well done mates! Talk to your opponent to wrap this bit up and then go to the Zaalu and talk to him; he is happy with you. Now it is time to talk to the Chief, which completes the quest The Final Test and unlocks the Achievement "The Right Hand" (20 GP) for completing this quest line.
The Chief acknowledges that you have proven yourself and gives you the Legendary Item The Skull -- which is the 19th of the 20 we need to collect! Nicely done! That completes the Legendary Item quest The Skull, which only leaves The Hangman's Noose to be collected, and we will do that shortly!
Return to Zaalu and give him the good news. He gives you a ring as your reward, and that pretty much wraps up all of the Maracai quests save for the Treasure in the Hidden Valley.
Completing the Legendary Items Collection and Achievement
-- The Final Legendary Item --
This is not really part of the Maracai quests, but it is something we want to get out of the way, and as you should have plenty of money and Glory it will be easily accomplished now. Basically in order to obtain the 20th Legendary Item you must have a Trained Monkey -- which you will buy from Flannigan on Tacarigua -- but to buy it from him (or rather to be trained in it) you must have your Cunning Level to at least Level 6.
Head back to the ship now, and tell Patty that you need to set a new course, and sail to Tacarigua. Open the Log and upgrade Cunning to Level 6, then leave the ship and visit with Flannigan on the bluff above that is directly across from the Gunsmith's. The Monkey will cost you 1000 gold coins, and is then a selectable item.
You do not use it in combat -- when you select it (use it) it causes the Monkey to be released and you are then in control of it. Be aware that if your Monkey is caught stealing by ANYONE they can KILL it, which means you have to buy another, so do not let it get caught or killed, right? You can take this opportunity to use the Monkey 20 times (you can just use it, then return to your body 20 times) and that will unlock the Achievement "Monkey Dance" (10 GP) for the doing of it.
With your Monkey, return to the ship and ask Patty to set a course for Antigua. When you arrive leave the ship and enter the Storehouse via the stairs on the outside of the back, which is the only way to get to the third floor... Use your Monkey. Have it climb out the half-boarded up window that is facing the direction of your ship and then climb up the side of the building and you will see that there is a hole in the roof through which it can climb.
Among the loot here is a chest, a bone, a Torch, and the Hangman's Noose! Mind that your Monkey does not fall through a hole or anything, get the items then have it return to you and you will then obtain the items that it looted, unlocking the Achievement "Legendary Hero" (20 GP) for obtaining all 20 Legendary Items. Well done!
With that minor item out of the way, return to your ship and tell Patty to set a new course, and return to Maracai. Fast-Travel to the Maracai Village, as you are now ready to complete the final part of the story for the Maracai area!
Now that we are back and ready to proceed, make sure that you bring Patty with you because you are going to need as many swords as you can muster to deal with Garcia! Before you talk to him, which will cause you to automatically reveal you know who he really is, you need to consider strategy. You basically have two choices -- fight him in the Village, or fight him outside of it IF you can lure his men away.
If you try to fight him outside you basically need to run away as soon as the attack starts. But as you have Patty with you, if you can keep the enemies down to no more than two inside his hut and you stay healed, you can manage eliminating him there. Just bear in mind that you will not only be fighting Garcia and his lot, but also the Natives, because they believe that he is Commandant Corrientes, and that you by attacking him are an enemy.
You can avoid killing the Natives by staying inside the hut and luring the Pirates in to face them there, which really is a much more defensible position anyway. Once you have killed ALL of the Pirates the Natives stop being aggro on you, though they are now temporarily offended with you. Even if you are forced to kill a few of them the offended status wears off.
Whichever you choose, you need to be sure that Garcia gets dead. Once that happens, loot all the bodies -- when you loot Garcia you will unlock the Achievement "The Hand of God" (20 GP) for completing the Greedy Captain quest line! You will loot some key items from Garcia, as well as the Titan Artifact the Thief's Bone Hand. Well done mates!
The Battle with Garcia and Obtaining the Last Artifact
-- To the Hidden Valley --
With Garcia dead you can now pass through the Fire Barrier, so leave the Village and cross the Lake and head for the entrance to the Hidden Valley now! When you arrive you will be able to walk through the Barrier and enter the area beyond -- drinking the Blood and passing through completes the quest The Barrier of Flames. You will have to defeat a Ghoul in here so do that, and then head down the path to the right and back to a doorway -- use the button to open it as that and then go through the door and follow the path to the right until you rejoin Patty which allows her to join you, since she could not pass through the Barrier herself. Now backtrack to the door and go through it again, but head straight down the decline path ahead instead of up to the Barrier.
Following the path down you will find a Level 40 chest -- loot the Torches, Thief's Potion, Pistol Barrel and gold from it, and then take continue along to have a battle with a Grave Spider, before exiting the cave and battling a pair of Firebirds. You are now in the Hidden Valley, so first thing you should do is tag the Treasure Map quest for here. Check the map and it shows you the location of the 'X' so head there, battle the Termites on the way and the Panther at the site, and then dig up the chest to complete the quest and obtain 700 gold coins, a Crown, Gold Plate, and Decanter.
-- The Fire Temple --
At the foot of the hill below the Temple is a pair of Gorilla you have to battle -- after you kill them but BEFORE you go up the hill, SAVE. Be ready to hit 'Y' because there is a trap ahead -- once you get past the trap you can climb the stairs and enter the Temple, where you will find that it has already been looted and it is empty! Outside to the right of the entrance is a Level 40 chest with x3 Oyster Shells, a Diamond, Ruby, and some gold.
Bit of a disappointment but there you have it. Open your map and return to the ship, then head up to Patty and open her chat options, and tell her that you got Garcia's Artifact. You can tell her that you have all that you need -- the Titan Artifacts -- and she suggests that you talk to her father. Make a semi-permanent save now and remember not to write over it...
Use the Skull Scepter to summon Steelbeard -- after you have the initial conversation with him in which you get smart-mouthed and he gets angry, work your way through the chat options with him, and then tell him you have all of the Titan Artifacts.
He is pleased to learn that you have all four Artifacts, and then he tells you that you need to take them all back tot he Water Temple -- which flags the quest The Water Temple. Asking him where that is eventually has him tell you about the Water Temple, and you try to coax the location out of him. Eventually he tells you what you want to know -- and then he tells you about Mara and the fact that she is dwelling in the Water Temple.
WARNING: Once you set out for the Water Temple you have crossed the second point of no return. You need to be certain and sure that you have created a save here, BEFORE you go there, for reasons that will be clear later. You should also verify that you have completed ALL of the outstanding quests in your Log BEFORE you head there!
Now, talk to Patty again and tell her that you know how to find the Water Temple. When that conversation concludes the Water Temple is added as a destination on the map. You are close to the end here mates, and well done indeed!
The last thing you need to do is return to Antigua and let the Admiral know you have all of the Titan Artifacts. He will tell you to set sail for the Water Temple and wrap this quest up!
The Kraken Boss Battle Outside of the Water Temple
-- Set Sail for the Water Temple --
If you are sure that you have completed all of the outstanding quests, and you have resupplied your kit and healing items, and you are ready to go to the Water Temple, then set the course. If you are NOT ready, well then, don't. If you are low on healing items it might be an idea to return to Tacarigua briefly to buy some Grog and Rum -- just saying...
When you are ready, set the course for the Water Temple and you will arrive to a rather cinematic scene in which you end up being attacked by the Kraken! Using the Titan Harpoon you must properly gauge your throws to hit its open maw -- Once you hit it four times you have to then hit it perfectly in the mouth to kill it. Be an idea to save your game when you score a hit, just so you do not have to repeat the process if you blow it on the killing throw, right?
Once you kill the Kraken you will unlock the Achievement "Lord of the Tentacle" (50 GP) for killing the Kraken! Mara appears and is injured in the CS that plays then, and you need to follow her to the Water Temple in order to battle her directly.
-- Clearing the Way to the Water Temple --
The path ahead is littered with Leviathans and Sunken Ones -- too many for you to deal with on your own, but lucky for you you do not have to! Simply lure them closer to the ship and your crew will take them out for you!
-- The Mara Boss Battle --
With the path to the Temple cleared head in and get a CS of Mara healing, and you use an Artifact to prevent this. There are a few ways you can kill her but melee works the best! Just blitz-attack and DO NOT let up. She is not as tough as you might think, and once you slice and dice her to the point she loses all of her health she falls down and tries to hit you with magic, but you use another Artifact to bounce it back at her and poof! She dies!
Once Mara dies all of her minions die as well. Mara turns to stone and then you make sure that there will never be another revival by smashing the Mara-Statue into pieces! Now before you start thinking this is the end, hold on... This success unlocks the Achievement "The Curse is Broken!" (50 GP) for killing Mara.
The Mara Boss Battle Inside the Water Temple
-- Talking to your Mates --
Head down to the wharf and talk to each of your mates -- first Patty -- then Jaffar. Jaffar tells you that he has not found his Auri Culci yet (that flags the quest Jaffar's Auri Culci), and you assure him that you will still find it. Jaffar tells you that finding it is not the problem, he found it long ago. You see, YOU have it and he does not want to steal from you!
Working your way through the chat options and you discover that the Auri Culci is Steelbeard's Hat. You give it to Jaffar, and that completes the quest. You deliver the graduation message and Jaffar is happy.
Talk to Chani next, and she tells you that she feels it would have been better to learn Mara's powers -- but it seems that Chani is changing her world view, so that is something.
When you talk to Bones he tells you that the doom has passed -- well, sort of. You are still doomed he says, but you should all go now. Then he complains about the food on board.
Talk to Hawkins next, and he tells you how happy he is. He asks what your plans are and you surprise him again! He confides with you that he is sure you are a pirate now... Perhaps he is right?
Finally we talk to Patty again, and she agrees with you that it is time to go... First though she wants to tell you thanks. Wow. Even Patty has changed!
That chat triggers a CS in which we see the badly damaged ship sailing off into the sunset, after which we see the credits roll! Well done mates! Good on ya!
Before you pack things up and hit the power button, we are not quite done yet... Remember the DLC? Yeah, we still need to do that, so after the credits completely roll out, hit the dashboard and punch in the DLC codes for both DLC now. Once you have downloaded the DLC and patched the game, load it back up and hit the save that we created before heading to the Water Temple.
Once the DLC is loaded after a short delay in the game you flag the quest Treasure Island > The Rumor Mill. According to the quest description you need to ask Patty about this -- so do that and you a rumor has popped up about Harlok. She tells you that Harlok stole her father's diary, which shows the way to the treasure of Steelbeard. This flags the quest The Lost Diary Pages.
Talk to Patty about the treasure and you can ask a few questions -- about the treasure which flags the quest Steelbeard's Notes, about leads on Harlok which flags the quest The Sleezy Cook, and about the diary. You ask where to start looking for Harlok and she suggests the Inquisition.
Tell Patty to set a course for Tacarigua and when you arrive, mark the quest so you can look at the map to see where the chest is. Head there and talk to Patty to find out where the chest is. Head into the pub via the stairs on the side and then take the left door, into the room that the prostitute uses and head out on the balcony that overlooks the pub room to find Steelbeard's Chest. Loot it and then talk to Patty to tell her that you found the notes!
Ask her who Nesir is, and she tells you -- and she tells you that the next destination is the Antigua Harbor Pub, which flags the quests The Pirate Grave, The Temple Ruins, and The Treasure at the First Temple! Head back to the ship now and have Patty set a course for Antigua.
-- Arriving in Antigua --
When you arrive talk to Patty again about her father's treasure and she gives you instructions to talk to the bartender. Asking about Nesir reveals that he is dead! The barkeeper gives you a map to his grave -- he is buried at the Captain's house. Head back to Patty for a chat, then head to the graveyard behind the Captain's house and dig up Nesir's grave -- there is a red 'X' you see!
That completes the quest The Map to Nesir's Grave. Open the chest to find a Bone and some gold. That completes the quest Pirate Grave! Talk to Patty about the chest in the grave, and in spite of there not being much to go on Patty refuses to give up!
Head back to the ship and sail to the Sword Coast, and then travel to the Pirate Tower and mark the quest The Treasure at the First Temple, then head to the marker to the left of the entrance and dig up the chest. Inside you find Grog, 300 gold coins, and the third Diary Page! That completes both the map quest and the Temple Ruins quest.
Return to the ship to talk to Patty to tell her you found another diary page. It has clues to avoiding the traps -- but more important it is the final page. Tell her that we have the diary pages and that completes the sub-quest!
Unlocking the Achievements for Treasure Island
-- Finding Harlok --
Set sail for Maracai Bay and then talk to Valdez and tell him that you are looking for a pirate named Harlok. He tells you about a pirate that was seen inland -- so follow the path inland and you will encounter a Native named Habib -- talk to him to learn that some Pirates robbed him of his hunted game.
You can ask him about Harlok -- and you learn that he was who robbed him! After you promise to get his meat back and ask where the Pirates are, you get the spot marked on your map. Excellent! Head to the marker and you will find three Pirates and Harlok! Kill the three Pirates and then talk to Harlok to learn that he lost the journal you are seeking long ago. Sigh.
Work your way through the chat options, and you work out a deal with him -- you have the Journal pages already so bonus! That flags the quest Deal with Harkok, and he goes aboard the ship. Open the chest by the fire and loot it to get the meat you need to give to Habib, then head back and talk to him to wrap that sub-quest up.
Get back to the ship and talk to Harlok and tell him that you have the missing pages. He tells you that there was no fourth clue, and that completes the quest The Deal with Harlok! Asking after the journal confirms that he knows the way to Treasure Island -- which adds the location to the map and the quest The Journey to Treasure Island.
Head up and have Patty set the course for Treasure Island -- which unlocks the Achievement "Long John Silver (10 GP) for setting course for Treasure Island the first time. When you arrive talk to Patty, then to Harlok, then take the dinghy to the Island and that completes the quest The Journey to Treasure Isle.
Follow the left path and take out the Giant Crabs to find a camp with a Level 90 chest that has x2 Spears, a Torch, Bloody Mary, Lead Shot and some gold coins. Backtrack to the boat and take the right path to battle Giant Crab and Sunken Ones, and fins a Level 60 chest with a Pistol, Pirate's Pendant, Bullets and a Pearl in it.
Backtrack and take the path inland and you will trigger a CS with Patty and locate the Gorge. This triggers the Money Trap and you have to kill some Gorillas. You find Steelbeard's Diary by the door to the Temple, and you figure out that Harlok set you up for that trap!
Pull the lever to open the door and head in until you get another CS with Patty -- there is an Ore Vein here you can mine by the way... Following the path to the left leads to a dead end with a trap so be ready to dodge it with the 'Y' button! At the end is a chest with a Poison Ring, Grog and Oyster Shell. Loot that and backtrack to take the right path and you see that it splits.
Follow the right path to an area with a bed and a Level 90 chest that contains a Fencing Foil, Painkiller, Bullets, a Ruby and some gold coins. An exit on the left at the end completes the quest The Path of the Righteous, and you find the Mangroves. Ahead you get another CS with Patty, which flags the quest The Mangrove Jungle.
As you follow the right-path Patty notices a two-pronged palm tree that sounds familiar, and you battle a pair of Alligators ahead. You need to explore the whole area until you find the ruins and Patty yells that something flashed in the water -- at the end of that area is the key and four Treasure Maps. Now that you have those double back and locate the four graves on the beach.
You find the grave, and have a CS, and then as you proceed you find four graves at the end of the path. Understand something -- each has a chest but only ONE will be the right one, the others will KILL YOU. So save your game now... Oh yeah, and you actually want to dig up all three of the ones that will kill you since that unlocks the Achievement "Grave Robber" (20 GP) for doing that.
The correct chest contains a Family Heirloom, Engagement Ring, Ruby, Sapphire, 2000 gold coins, King's Mask, Golden Goblet, Map of Treasure Isle, and a Pirate's Almanac. Patty asks for the jewelry and you hand it over, and she is very happy to have it. She almost says something but you have to drag it out of her.
As you are working your way through the area make sure that you kill all of the Alligators here in order to unlock the Achievement "Alligator Jack" (20 GP) for the doing of it!
Unlocking the Achievements for Treasure Island
-- Dealing with Harlok --
When you get back to the ship talk to Patty and ask her which way she thinks that Harlok went -- she says the beach -- so hey, let's head there. The camp with the fire on the left (facing the beach from the ship) is where he can be found but if you arrive and he is not there, go back to the ship, sleep until midnight, and then return and he should be there. If not (this can be a little buggy) run around the nearby paths and return and he will eventually show up.
Have your chat with him, and then kill him! When you loot his body you find that he had a double-barreled pistol! Imagine that. Now it is time to return to the ship!
Well mates it seems that you have solved what was the longest running mystery in the game AND the longest unresolved quest in the game: Patty's Quest for Steelbeard's Treasure. If you played the previous game in the series, you should be feeling pretty proud of yourself about now. Isn't it just grand when you get to resolve something that has played a major role and served as a significant thread for motivation for, well, years really? Yeah, brilliant!
With that mischief managed, it is time to look to the other DLC in the game -- which we saved until last because it is the longer bit, weighing in at something like 8 to 10 hours! So, on to the Air Temple!
Once the DLC is loaded after a short delay in the game you flag the quest Storm Island > A Bad Feeling. Talking to Patty reveals a rumor going around about a hermit named Eldric -- a Druid who helped you fight the Fire Titan in the first game. It seems he is on Antigua, and Patty tells you that this is trouble. You vow to find the Druid Eldric and find out what is going on! This flags the quest An Old Friend.
Chart a course for Antigua and head for the pub there and have a chat with the bartender to learn that Eldric was actually at the tavern, but left. The bartender things he will have gone to ground in the sticks and suggests that you ask Bill, the guard at the north gate. When we talk to Bill he verifies that he did indeed see Eldric, and that the Druid went out into the Jungle despite Bill's warning of the dangers, heading off to the west downstream.
Well, there is nothing for it but to follow after Eldric, right? But hey, by now we are a serious and dangerous pirate-warrior dood, so this should be cake! Following the stream takes us to an ambush in which those little Sand Devils and a Gargoyle attack... Wait... A Gargoyle?! Fortunately we know how to deal with large beasts -- we kill them! So hey, good on ya mates, you have killed your first Gargoyle and, you probably already know this, it is the first of many since the Gargoyles are something like the theme of this expansion.
Be sure to fully loot the beasts -- including the Gargoyle -- and then continue on the way to Eldric, who is sitting in his camp. When you arrive and greet him you have a conversation -- work your way through the chat options to learn all about what has been going on and why he is there. It is really no surprise that Mara is the underlying cause for his coming out of his hermitage and traveling the world, and we share with him that we are out to kill her. Eldric briefs you on the Gargoyles and how Mara is using them, and then he explains why the Gargoyle are such a threat to the world.
The mystery deepens as he explains why he must find the Air Temple, and you discuss the Inquisition and the research that he is undertaking, particularly about the eggs and how he needs you to bring ANY you find to him... There appear to be three more Gargoyles here on the island, so why not head out and deal with them now? Two north and one south?
There are three directly to the north with some Sand Devils -- killing them is not as hard as you might think, though the Sand Devils can be annoying. There are five more with Cave Bats and Sand Devils near the pass-through cave to the beach, and you will find a nest with three eggs in it (eggs 3/5) directly across from the cave entrance.
In the area above northeast of Eldric there are three more with a nest above with one egg (eggs 4/5) and a Level 20 chest that has a Pistol and some gold in it. The last one and egg is directly west of the one you just cleared. Once you finish off the Garg and grab the egg head back to Eldric and talk to him to give him the eggs and let him know you were a success. That concludes the tasks here on Antigua -- but Eldrid now joins your party after telling you more about the Air Temple.
-- We are On Our Way --
Return to the ship and welcome Edlric on board (he likes the bow) -- chat him up to learn that you must find the Air Temple without delay! Uh huh... Talk to Patty and ask after the Air Temple and she tells you about Storm Island. She knows the route, so hey, cool! Make sure you have resupplied if you are low on healing kit, and then head for Storm Island.
When we arrive at Storm Island talk to Patty and then Eldric. He tells you that you need to explore the island and joins the group. Use the dinghy to row to the island and start by clearing the beach to the left, where there is a grave and a Level 40 chest with some Jade, a Sailor's Earring, Torch and Bullets. At the other end are Sunken Ones and, once you kill them, Eldric comments that it is a good sign that Mara's Minions are here as it suggests that we are in the right place.
On the far beach you will battle more Sunken Ones and find a Message in a Bottle that when read reveals the quest The Treasure on Storm Island Plateau. Things got really buggy for me at this point, with the game losing frames and stuttering. A reboot of the Xbox seemed to fix it but it was both disconcerting and disturbing...
A little up the beach Eldric spots Gargoyles and confirms that this is indeed the correct island, and now we need to clear the beach and explore a bit more of the island but first head down the beach to meet a castaway named Crouse, who has been stranded here and may be a bit mad...
It seems that Mara has been talking about you and Crouse has been listening -- he is a bit repetitive, but you get a lot of information out of him eventually, and you learn that he has a hidden chest of Gargoyle eggs. You make a deal with him -- you will take him home to Antigua and he will give you the eggs. He tells you where the chest is after that.
Continue along the beach to find Crouse's Storehouse, on a barrel in front of which is a map of Storm Island that you need. Take that and continue along the path to the marker and you will find the foul smelling chest and loot the eggs as well as some Grog and gold.
-- Gargoyle Hunt --
Backtrack to the beach and start killing Gargoyles (2/16) and find 2 more eggs in a nest there. Gargoyle 3/16 is on the path above, and two more ahead take it to 5/16. Eldric points out a volcanic wellspring -- it seems that we have found the Air Temple or at least the route to it. At the back of the area is a nest with 2 more eggs, and there is another Gargoyle (6/16) with some Cave Bats here as well.
Examine the Magic Geyser to trigger a related quest and then continue up the path to take out Gargoyle 7/16 and grab another egg from the nest here. Across the bridge you battle Gargoyles 8/16 and 9/16 and find 2 more eggs in a nest. Gatgoyle 10 of 16 spawned while I was in that area, and the treasure chest marker for the Plateau quest was on the left side of the area near the path that heads up from the plateau. The chest contains a Ruby, 600 gold coins, a Silver Plate and an Idol. At the top of the path (which is a dead end) is a rare resource, Sharpeye.
Follow the path on the far side to battle Gargoyles 11/16 and 12/16, and find 2 more eggs in a nest near them. At the top of the path you arrive at the Temple and battle Gargoyles 13/16 and 14/16 -- note though that this can be bugged. If there is only one Gargoyle look up because the second will be floating in the air, so pull out your Shotgun and kill it!
How to deal with a bugged Gargoyle
At this point you have reached the Temple Barrier, so have a chat with Eldric and discuss what Crouse saw, as well as the geysers, and the Temple. Eldric tells you that they should be sealed up -- and gives you a serum to do the job with. Clearly stopping the geysers will open the way to the Temple. There is nothing for it but to head down and plug them all.
After you seal the first one you need to talk to Eldric and he tells you that he needs five eggs to make one dose of the serum -- so hand over five eggs and he makes a batch for you. Plug the second geyser and then have him make another batch, and use that to plug the last of the three.
Hurry back up and go into the Temple, heading down its long stairs and kill The General. Be sure to loot his special blade, also called The General.
Head deeper into the Temple and kill the last two Gargoyles (15/16 and 16/16) and grab an egg from the nest there, and then 2 eggs from another nest. Have Eldric make another batch of serum and plug the last geyser, and then talk to Eldric again and you will unlock the Achievement "Templar" (10 GP) for dealing with the Air Temple quests.
Eldric tells you that you have to go to all of the other islands and eliminate the Gargoyles on them in order to completely suppress the threat, so jump back to the ship now and talk to Patty to fill her in.
You need to find Creuse before you leave, as he is not on board the ship, so head back to the beach and go looking for him at the small camp. He should be by the fire but if not sleeping on the ship and then returning usually works. Talk to him and tell him you will get him off the island, then return to the ship. Talk to Eldric before you leave to complete his information on the Gargoyles.
Have Patty set a course for Antigua and when you arrive Creuse will depart the ship and you will unlock the Achievement "Robinson Crusoe" (10 GP) for his rescue! Well done mates!
Have a chat with Eldric and then you need to start clearing the islands. Basically that means you travel to each island and talk to Eldric to learn if there are Gargoyles on this island. If not, you go to the next, if there are you land and kill them all, being sure to collect the eggs -- which you need to give to Eldric. I am not sure if you have to visit ALL of the islands or not, but in case you do, here is the list:
Caldera (no gargoyles /eggs, but you have to talk to Eldric anyway)
Isle of the Dead (no gargoyles /eggs, but you have to talk to Eldric anyway)
Tacarigua (3 gargoyles to kill/ 3 eggs to collect)
Maracai Bay (6 gargoyles to kill/ 6 eggs to collect)
Sword Coast (6 gargoyles to kill/ 6 eggs to collect)
Isle of Thieves (3 gargoyles to kill/ 3 eggs to collect)
Once you have them all cleared you unlock the Achievement "Exterminator" (30 GP) for killing all of the Gargoyles and turning in their eggs!
Right then! After you have your last conversation with Eldric he chooses to join the crew for the fight with Mara, but of course we already did that... And that wraps up the Air Temple DLC. Good on ya, well done!
At this point if you chose the Voodoo route for play you still have the Prate with Muskets Achievement outstanding, as well as the All-Rounder and Big Game Hunter Achievements. The last two are the sort you have to grind out however, so a lot of gamers are never going to get them... Well, the All-Rounder is actually not that hard, and it can be acquired as you go for the Pirates with Muskets Achievement if you like.
The basic strategy is to have 61K Glory and at least 17K gold coins, then cap off an ability, buy all of the skills from the trainers, and then reload WITHOUT saving. Do that for all of the abilities save the one (Voodoo or Guns) that you did not choose for this play-through. Then simply revert to the base save point that you were told to make and not overwrite that took place BEFORE you made the faction choice, and play the other side until you have accumulated enough Glory and Coin to complete its cap and bang! You end up with just the Big Game Hunter Achievement outstanding.
The strategy for the Big Game Hunter one you probably do not want to hear... It is simple -- find a place that has multiple enemy, then grind it over and over and over until the Achievement unlocks. You kill all the enemy then reload without saving and kill them again.
-- Closing Notes --
The process of creating this guide was daunting, largely because this is a game that you really need a guide to play primarily because of the lack of usable mapping and the absence of a radar disc. Well, that and the fact that the quest system is dynamic and changes depending on how you approach the game.
Getting this guide written required a total investment of more than 250 hours in actual game play plus another 70 hours of video editing. The raw guide worked out to over 185 pages. We hope that you find this to be a useful guide!
This Encyclopedia of Quests lists the quests by quest type, then name, in alphabetical order, and is intended to help you with completing each quest. To locate a quest simply jump to the sub-section and then look the quest up by name within it.
For ease of use we have divided this section up by main sub section, so if are looking for 'The Titan Weapon > Find Steelbeard > Find the Pirates Den > A Map of Tacarigua', you'll find it on the the 'The Titan Weapon' page. Except the Locations quests in part 4, we just grouped them all together on the 'Locations Quests' page.
The Encyclopedia is divided by the following sub-sections:
(1.0.0) The Main Story Quests
(1.0.1) Meet the Commandant
(1.0.2) Search the Beach
(1.0.3) Rescue Patty
(1.0.4) Talk to Carlos
(1.1.5) The Titan Weapon
(1.1.6) The Titan Weapon > Find Steelbeard
(1.1.7) The Titan Weapon > Find Steelbeard > To Tacarigua
(1.1.8) The Titan Weapon > Find Steelbeard > Find the Pirates Den
(1.1.9) The Titan Weapon > Find Steelbeard > Find the Pirates Den > A Map of Tacarigua
(1.1.10) The Titan Weapon > Find Steelbeard > Find the Pirates Den > Sturdy Clothes
(1.1.11) The Titan Weapon > Find Steelbeard > Find the Pirates Den > Provisions
(1.1.12) The Titan Weapon > Become a Pirate
(1.1.13) The Titan Weapon > Become a Pirate > Crab Slapping with Blake
(1.1.14) The Titan Weapon > Become a Pirate > The Rum's Got to Come
(1.1.15) The Titan Weapon > Become a Pirate > The Rum's Got to Come > The Sugar Shipment
(1.1.16) The Titan Weapon > Become a Pirate > The Rum's Got to Come > The Sugar Shipment > 7 Sacks of Sugar
(1.1.17) The Titan Weapon > Become a Pirate > The Rum's Got to Come > The Water Carriers
(1.1.18) The Titan Weapon > Become a Pirate > The Rum's Got to Come > The Water Carriers > Fight Foster
(1.1.19) The Titan Weapon > Become a Pirate > The Rum's Got to Come > The Water Carriers > Fight Doggs
(1.1.20) The Titan Weapon > Become a Pirate > Settling the Score with Hank
(1.1.21) The Titan Weapon > Become a Pirate > The Traitor and the Beast
(1.1.22) The Titan Weapon > Become a Pirate > The Traitor and the Beast > Night-Time Pursuit
(1.1.23) The Titan Weapon > Become a Pirate > O'Brian's Treasure
(1.1.24) The Titan Weapon > Become a Pirate > O'Brian's Treasure > O'Brian's Treasure Map
(1.1.25) The Titan Weapon > Become a Pirate > Pete's Treasure
(1.1.26) The Titan Weapon > Become a Pirate > Pete's Treasure > Pete's Treasure Map
(1.1.27) The Titan Weapon > Become a Pirate > Old Grave Plundered
(1.1.28) The Titan Weapon > Talk to the Pirates at the Tower
(1.1.29) The Titan Weapon > Defeat the Lookouts at the Tower
(1.1.30) The Titan Weapon > Help Against Crow
(1.1.31) The Titan Weapon > Help Against Crow > Chani, Daughter of the Chieftain
(1.1.32) The Titan Weapon > Help Against Crow > Free Tahana
(1.1.33) The Titan Weapon > Help Against Crow > Free Tahana > Follow Ranapiri into the Jungle
(1.1.34) The Titan Weapon > Help Against Crow > Free Tahana > Follow Ranapiri Farther Inland
(1.1.35) The Titan Weapon > Help Against Crow > Free Tahana > Follow Ranapiri to the Tower
(1.1.36) The Titan Weapon > Help Against Crow > Free Tahana > Escape from the Tower
(1.1.37) The Titan Weapon > Help Against Crow > Free Tahana > Shaganumbi Idol Found
(1.1.38) The Titan Weapon > Help Against Crow > Free Tahana > Through the Jungle
(1.1.39) The Titan Weapon > Help Against Crow > Free Tahana > Heading Back Home
(1.1.40) The Titan Weapon > Chani's Plan
(1.1.41) The Titan Weapon > Chani's Plan > The Ancestor's Blessing
(1.1.42) The Titan Weapon > Chani's Plan > The Ancestor's Blessing > The Hidden Idol
(1.1.43) The Titan Weapon > Chani's Plan > The Ancestor's Blessing > Access to the Temple
(1.1.44) The Titan Weapon > Chani's Plan > The Ancestor's Blessing > Are you Worthy?
(1.1.45) The Titan Weapon > Chani's Plan > The Chieftain's Hair
(1.1.46) The Titan Weapon > Chani's Plan > The Chieftain's Hair > Ouch!
(1.1.47) The Titan Weapon > Chani's Plan > The Chieftain's Hair > A Doll for Jim
(1.1.48) The Titan Weapon > Chani's Plan > The Chieftain's Hair > Redistributing the Loot
(1.1.49) The Titan Weapon > Chani's Plan > The Chieftain's Hair > Master Thief
(1.1.50) The Titan Weapon > Chani's Plan > The Chieftain's Hair > Distract Skinner
(1.1.51) The Titan Weapon > Chani's Plan > The Chieftain's Hair > A Doll for Bakir
(1.1.52) The Titan Weapon > Chani's Plan > The Shipment for Crow
(1.1.53) The Titan Weapon > Chani's Plan > The Shipment for Crow > Natsumi's Bag of Herbs
(1.1.54) The Titan Weapon > Chani's Plan > The Shipment for Crow > Natsumi's Bag of Herbs > Plants, Mushrooms, and Herbs
(1.1.55) The Titan Weapon > Chani's Plan > The Shipment for Crow > Jade
(1.1.56) The Titan Weapon > Chani's Plan > The Shipment for Crow > Jade > Accompany Hikoko
(1.1.57) The Titan Weapon > Chani's Plan > The Shipment for Crow > Jade > Hikoko's Jade Cave
(1.1.58) The Titan Weapon > Chani's Plan > The Shipment for Crow > Jade > 4 Pieces of Jade
(1.1.59) The Titan Weapon > Chani's Plan > The Shipment for Crow > Jade > Back to the Village with Hikoko
(1.1.60) The Titan Weapon > Chani's Plan > Assault on the Temple
(1.1.61) The Titan Weapon > Chani's Plan > The Fight Against Crow
(1.2.1) The Earth Titan
(1.2.2) Talk to the Commandant
(1.2.3) Talk to Patty
(1.2.4) Follow Patty
(1.3.1) A New Ship
(1.3.2) A New Ship > Sabotage
(1.3.3) A New Ship > A Few Barrels of Water
(1.3.4) A New Ship > The Third Crew Member
(1.3.5) A New Ship > The Fourth Crew Member
(1.3.6) A New Ship > The Fourth Crew Member > Free Hawkins!
(1.3.7) A New Ship > The Puppet
(1.3.8) A New Ship > The Puppet > A Doll for Sabastiano
(1.4.1) The Cunning Captain
(1.4.2) The Cunning Captain > Find Captain Slayne
(1.4.3) The Cunning Captain > Follow Slayne Outside
(1.4.4) The Cunning Captain > Follow Slayne
(1.4.5) The Cunning Captain > Follow Slayne to his Ship
(1.4.6) The Cunning Captain > Ship's Equipment
(1.4.7) The Cunning Captain > Ship's Equipment > The Cannon
(1.4.8) The Cunning Captain > Ship's Equipment > The Cannon > Pure Luxury
(1.4.9) The Cunning Captain > Ship's Equipment > Powder Kegs
(1.4.10) The Cunning Captain > Ship's Equipment > Powder Kegs > A Treasure on Antigua
(1.4.11) The Cunning Captain > Ship's Equipment > Water Barrels
(1.4.12) The Cunning Captain > Ship's Equipment > Water Barrels > Butch Has Got to Go
(1.4.13) The Cunning Captain > Ship's Equipment > Fresh Fish
(1.4.14) The Cunning Captain > Ship's Equipment > Fresh Fish > The Hobgoblin
(1.4.15) The Cunning Captain > Ship's Equipment > The Helmsman
(1.4.16) The Cunning Captain > The Journey to the Isle of Thieves
(1.4.17) The Cunning Captain > Treasure Cave
(1.4.18) The Cunning Captain > Treasure Cave > Along the Beach
(1.4.19) The Cunning Captain > Treasure Cave > The Way Up
(1.4.20) The Cunning Captain > Treasure Cave > The Cave is Not far Off
(1.4.21) The Cunning Captain > Slayne's Treasure
(1.4.22) The Cunning Captain > A Way Out of the Cave
(1.4.23) The Cunning Captain > Marooned
(1.4.24) The Cunning Captain > Marooned > Build a Raft
(1.4.25) The Cunning Captain > Marooned > Follow Jaffar into the Jungle
(1.4.26) The Cunning Captain > Marooned > Build a Raft > Driftwood
(1.4.27) The Cunning Captain > Marooned > Build a Raft > Vines
(1.4.28) The Cunning Captain > Marooned > Build a Raft > Shirts
(1.4.29) The Cunning Captain > Marooned > Build a Raft > The Thief Has Been Robbed
(1.4.30) The Cunning Captain > Marooned > Build a Raft > Lost in Translation
(1.4.31) The Cunning Captain > Marooned > Build a Raft > The Lost Gnome
(1.4.32) The Cunning Captain > Marooned > Build a Raft > The Lost Gnome > Kill the Threatening Giant Crabs
(1.4.33) The Cunning Captain > Marooned > Meet Jaffar on the Western Beach
(1.4.34) The Cunning Captain > Where is My Ship?
(1.4.35) The Cunning Captain > Showdown with Slayne
(1.4.36) The Cunning Captain > Showdown with Slayne > Meet Slayne at Blood Oath Square
(1.5.1) Steelbeard's Ghost
(1.5.2) Steelbeard's Ghost > The Journey to the Underworld
(1.5.3) Steelbeard's Ghost > The Journey to the Underworld > The Potion of False Death
(1.5.4) Steelbeard's Ghost > The Journey to the Underworld > The Potion of False Death > Black Lotus
(1.5.5) Steelbeard's Ghost > The Journey to the Underworld > The Potion of False Death > Grave Dust
(1.5.6) Steelbeard's Ghost > The Journey to the Underworld > The Skull Sceptre
(1.5.7) Steelbeard's Ghost > The Journey to the Underworld > The Skull Sceptre > The Artist's Curse
(1.5.8) Steelbeard's Ghost > The Journey to the Underworld > The Skull Sceptre > The Thief's Curse
(1.5.9) Steelbeard's Ghost > The Journey to the Underworld > The Skull Sceptre > The Thief's Curse > Akando's Chest
(1.5.10) Steelbeard's Ghost > The Journey to the Underworld > The Skull Sceptre > The Hunter's Curse
(1.5.11) Steelbeard's Ghost > The Journey to the Underworld > The Skull Sceptre > The Hunter's Curse > Follow Motega
(1.5.12) Steelbeard's Ghost > The Journey to the Underworld > The Skull Sceptre > The Hunter's Curse > The Hunt
(1.5.13) Steelbeard's Ghost > The Journey to the Underworld > The Skull Sceptre > The Hunter's Curse > The Silverback is Dead
(1.5.14) Steelbeard's Ghost > The Journey to the Underworld > The Skull Sceptre > The Warrior's Curse
(1.5.15) Steelbeard's Ghost > The Journey to the Underworld > The Skull Sceptre > The Warrior's Curse > Defeat Kusko
(1.6.1) Steelbeard's Artifact
(1.6.2) Steelbeard's Artifact > The World's Best Hiding Place
(1.6.3) Steelbeard's Artifact > Talk to Steelbeard's Ghost
(1.6.4) Steelbeard's Artifact > Garcia's Treasure
(1.6.5) Steelbeard's Artifact > Open Sesame
(1.7.1) The Greedy Captain
(1.7.2) The Greedy Captain > Following Garcia's Trail
(1.7.3) The Greedy Captain > Following Garcia's Trail > Errand Boy
(1.7.4) The Greedy Captain > Following Garcia's Trail > Errand Boy > Messenger's Attire
(1.7.5) The Greedy Captain > Following Garcia's Trail > Errand Boy > The Signet Ring
(1.7.6) The Greedy Captain > Following Garcia's Trail > Mauregato!
(1.7.7) The Greedy Captain > Maracai Bay
(1.7.8) The Greedy Captain > Maracai Bay > The Hidden Valley
(1.7.9) The Greedy Captain > Maracai Bay > The Hidden Valley > The Expedition
(1.7.10) The Greedy Captain > Maracai Bay > The Hidden Valley > The Secret Entrance
(1.7.11) The Greedy Captain > Maracai Bay > The Hidden Valley > The Secret Entrance > Secret Entrance Found
(1.7.12) The Greedy Captain > Maracai Bay > The Hidden Valley > The Blood of the Ancestors
(1.7.13) The Greedy Captain > Maracai Bay > The Hidden Valley > The Barrier of Flames
(1.7.14) The Greedy Captain > Maracai Bay > The Hidden Valley > Garcia's Masquerade Uncovered
(1.8.1) The Water Temple
(1.9.0) The Pirate Garb
(2.0.0) The Caldera Quests
(2.0.1) Caldera
(2.0.2) Caldera > Flotsam
(2.0.3) Caldera > Three New Recruits
(2.0.4) Caldera > The Treasure on Fortress Beach
(2.1.0) The Tacarigua Quests
(2.1.1) Tacarigua
(2.1.2) Tacarigua > Kitchen Help
(2.1.3) Tacarigua > Grog for the Guards
(2.1.4) Tacarigua > A Fat Roast
(2.1.5) Tacarigua > Let Thompkins Know
(2.1.6) Tacarigua > Meat for the Cook
(2.1.7) Tacarigua > Pirate Post
(2.1.8) Tacarigua > Bounty
(2.1.9) Tacarigua > The Clothes of a Pirate
(2.1.10) Tacarigua > Largo's Clothes
(2.1.11) Tacarigua > Freeing Largo
(2.1.12) Tacarigua > Follow Largo
(2.1.13) Tacarigua > A Hungry Slave
(2.1.14) Tacarigua > The Termite Plague
(2.1.15) Tacarigua > 10 Bloody Roots
(2.1.16) Tacarigua > The Sugar Trade
(2.2.0) The Sword Coast Quests
(2.2.1) Sword Coast > The Natives
(2.2.2) Sword Coast > The Natives > To the Natives
(2.2.3) Sword Coast > The Natives > Farther Inland
(2.2.4) Sword Coast > The Natives > Over the Pass
(2.2.5) Sword Coast > The Natives > The Cave at the Pass
(2.2.6) Sword Coast > The Natives > Hidden Lookouts
(2.2.7) Sword Coast > The Natives > Down into the Valley
(2.2.8) Sword Coast > The Natives > Monkey Business
(2.2.9) Sword Coast > The Natives > Just a Little Farther
(2.2.10) Sword Coast > The Natives > Across the River
(2.2.11) Sword Coast > Firebird's Blocking the Bridge
(2.2.12) Sword Coast > Where is Crow's Ship?
(2.2.13) Sword Coast > The Shaganumbi Tribe
(2.2.14) Sword Coast > The Suspicious Tonka
(2.2.15) Sword Coast > Four Offerings for Kanadiktu
(2.2.16) Sword Coast > The Evil Spirit of the River
(2.2.17) Sword Coast > A Dangerous Beast
(2.2.18) Sword Coast > Cargo Crates for Miguel
(2.2.19) Sword Coast > Cargo Crates for Miguel > Cargo Crates
(2.2.20) Sword Coast > A Good First Impression
(2.2.21) Sword Coast > Red Wine
(2.2.22) Sword Coast > Bartering
(2.2.23) Sword Coast > The Warriors in front of the Temple
(2.2.24) Sword Coast > Jim's Treasure Map
(2.2.25) Sword Coast > Jim's Treasure
(2.2.26) Sword Coast > The Treasure in the Native Graveyard
(2.2.27) Sword Coast > The Treasure on Puerto Isabella Beach
(2.2.28) Sword Coast > The Jaguar Cave
(2.3.1) Antigua
(2.3.2) Antigua > Procure Fresh Supplies from Tacarigua
(2.3.3) Antigua > Take the Rum to Antigua
(2.3.4) Antigua > The Missing Fisherman
(2.3.5) Antigua > A Package for Mac
(2.3.6) Antigua > The Password
(2.3.7) Antigua > The Treasure on Antigua's Western Beach
(2.3.8) Antigua > The Treasure in the Grotto on Antigua
(2.3.9) Antigua > Gibson's Grave
(2.3.10) Antigua > The Treasure on a Rocky Plateau on Antigua
(2.4.1) The Isle of Thieves
(2.4.2) The Isle of Thieves > The Gnome Eater
(2.4.3) The Isle of Thieves > The Treasure in the Cave
(2.4.4) The Isle of Thieves > The Treasure in the Valley of the Gnomes
(2.4.5) The Isle of Thieves > The Treasure in the Sea
(2.5.1) The Isle of the Dead
(2.5.2) The Isle of the Dead > The Split Soul
(2.5.3) The Isle of the Dead > The Split Soul > A Message from the World of the Living
(2.5.4) The Isle of the Dead > The Split Soul > A Message from the Afterlife
(2.5.5) The Isle of the Dead > The Treasure in the Tomb
(2.6.1) Maracai
(2.6.2) Maracai > Storage Barrels from the Wreck
(2.6.3) Maracai > Storage Barrels from the Wreck > Storage Barrels Found
(2.6.4) Maracai > Map of Maracai
(2.6.5) Maracai > The Beast in the Lake
(2.6.6) Maracai > The Beast in the Lake > The Beast is Dead
(2.6.7) Maracai > The Deserter
(2.6.8) Maracai > The Deserter > Angus Rescued
(2.6.9) Maracai > The Peace of the Dead
(2.6.10) Maracai > The Peace of the Dead > Plunderers at the Ancestral Grave
(2.6.11) Maracai > The Peace of the Dead > Grave Idols
(2.6.12) Maracai > The Peace of the Dead > Where is Koraka?
(2.6.13) Maracai > Seize Garcia's Ship
(2.6.14) Maracai > Nice and Spicy
(2.6.15) Maracai > Nice and Spicy > Fire Peppers
(2.6.16) Maracai > Unwanted Sermon
(2.6.17) Maracai > Enemy Pirate Camp
(2.6.18) Maracai > The Graves of the Ancestors
(2.6.19) Maracai > The Naked Corpses
(2.6.20) Maracai > Chaku Datu's Legacy
(2.6.21) Maracai > (2.6.x) Maracai > Chaku Datu's Legacy > Become Halmak of the Maracai
(2.6.22) Maracai > (2.6.x) Maracai > Chaku Datu's Legacy > Become Halmak of the Maracai > Get Rid of Potaka
(2.6.23) Maracai > (2.6.x) Maracai > Chaku Datu's Legacy > Talk to Chaka Datu
(2.6.24) Maracai > (2.6.x) Maracai > Chaku Datu's Legacy > The Black Hunter
(2.6.25) Maracai > (2.6.x) Maracai > Chaku Datu's Legacy > Paws for Zaalu
(2.6.26) Maracai > (2.6.x) Maracai > Chaku Datu's Legacy > Paws for Zaalu > Follow Zaalu
(2.6.27) Maracai > (2.6.x) Maracai > Chaku Datu's Legacy > Paws for Zaalu > Follow Zaalu Through the Jungle
(2.6.28) Maracai > (2.6.x) Maracai > Chaku Datu's Legacy > Back to the Village with Zaalu
(2.6.29) Maracai > (2.6.x) Maracai > Chaku Datu's Legacy > The Three Questions
(2.6.30) Maracai > (2.6.x) Maracai > Chaku Datu's Legacy > The Three Questions > Zaalu's Voodoo Doll
(2.6.31) Maracai > (2.6.x) Maracai > Chaku Datu's Legacy > The Three Questions > Take Over Zaalu's Body
(2.6.32) Maracai > (2.6.x) Maracai > Chaku Datu's Legacy > The Three Questions > Datu's First Question
(2.6.33) Maracai > (2.6.x) Maracai > Chaku Datu's Legacy > The Three Questions > Datu's Second Question
(2.6.34) Maracai > (2.6.x) Maracai > Chaku Datu's Legacy > The Three Questions > Datu's Third Question
(2.6.35) Maracai > (2.6.x) Maracai > Chaku Datu's Legacy > The Final Test
(2.6.36) Maracai > (2.6.x) Maracai > Chaku Datu's Legacy > The Final Test > Duel with Hakeke's Halmak
(2.6.37) Maracai > (2.6.x) Maracai > Chaku Datu's Legacy > The Final Test > Follow Daiki to the Ritual Site
(2.6.38) Maracai > (2.6.x) Maracai > Chaku Datu's Legacy > The Final Test > Follow Potaka to the Ritual Site
(2.6.39) Maracai > The Treasure of the Hunting Grounds
(2.6.40) Maracai > The Treasure in the Panther Cave
(2.6.x41) Maracai > The Treasure on the Pirate Coast
(2.6.42) Maracai > The Treasure in the Hidden Valley
(2.7.1) Weapons
(2.7.2) Weapons > Soul Caller
(2.7.3) Weapons > Stormwind
(2.7.4) Weapons > Wave Dancer
(3.0.0) Legendary Items
(3.0.1) Legendary Items > The Comb with One Tooth
(3.0.2) Legendary Items > The Silver Mask
(3.0.3) Legendary Items > The Old Coin
(3.0.4) Legendary Items > The Bottle of Memories
(3.0.5) Legendary Items > The Left Boot
(3.0.6) Legendary Items > The Flask
(3.0.7) Legendary Items > The Meerschaum Pipe
(3.0.8) Legendary Items > The Cannonball
(3.0.9) Legendary Items > The Shrunken Head
(3.0.10) Legendary Items > The Broken Rattle
(3.0.11) Legendary Items > The Hangman's Noose
(3.0.12) Legendary Items > The Voodoo Needle
(3.0.13) Legendary Items > The Powder Bag
(3.0.14) Legendary Items > The Talisman
(3.0.15) Legendary Items > The Hand Mirror
(3.0.16) Legendary Items > The Hook Hand
(3.0.17) Legendary Items > The Snuffbox
(3.0.18) Legendary Items > The Parrot's Wing
(3.0.19) Legendary Items > The Peg Leg
(3.0.20) Legendary Items > The Skull
(4.0.0) Location Quests
(4.1.1) Antigua Found
(4.1.2) Antigua Found > Harbour Town Found
(4.1.3) Antigua Found > Fisherman’s Hut Found
(4.1.4) Antigua Found > Large Waterfall Found
(4.1.5) Antigua Found > Mac's Tower Found
(4.2.0) Caldera Found
(4.2.1) Caldera Found > Beach Found
(4.2.2) Caldera Found > Crystal Fortress Found
(4.2.3) Caldera Found > Council Building Found
(4.3.0) Isle of the Dead Found
(4.3.1) Isle of the Dead Found > Alter of Transition Found
(4.3.2) Isle of the Dead Found > Thief's Temple Found
(4.3.3) Isle of the Dead Found > Arena Found
(4.3.4) Isle of the Dead Found > Entrance Found
(4.4.0) Isle of Thieves Found
(4.4.1) Isle of Thieves Found > Gnome's Village Found
(4.4.2) Isle of Thieves Found > Treasure Cave Found
(4.4.3) Isle of Thieves Found > Port on the Isle of Thieves Found
(4.5.0) Maracai Found
(4.5.1) Maracai Found > Garcia's Ship Found
(4.5.2) Maracai Found > Shaman Found
(4.5.3) Maracai Found > Maracai Village Found
(4.5.4) Maracai Found > Corriente's Temporary Storage Place Found
(4.6.0) Sword Coast Found
(4.6.1) Sword Coast Found > Shaganumbi Tribe Found
(4.6.2) Sword Coast Found > Puerto Isabella Found
(4.6.3) Sword Coast Found > Earth Temple Found
(4.6.4) Sword Coast Found > Pirate's Tower Found
(4.6.5) Sword Coast Found > Inquisitor's Tower Found
(4.6.6) Sword Coast Found > Graveyard Found
(4.7.0) Tacarigua Found
(4.7.1) Tacarigua Found > Pirates Den Found
(4.7.2) Tacarigua Found > Main Gate Found
(4.7.3) Tacarigua Found > Jack's Lighthouse Found
(4.7.4) Tacarigua Found > Vasco's Tower Found
(4.7.5) Tacarigua Found > Puerto Sacarico Found
(4.8.0) Water Temple Found
The Main Story Quests begin in the Crystal Fortress and progress from there -- spanning all of the islands and your entire game play-through!
When Juan so rudely wakes you up you find yourself badly in need of a drink while he bangs on the door -- so you have yourself a drink! Juan enters, informing you that the Commandant commands your presence, and letting you know that Commandant Carlos is at the top of the Crystal Fortress Tower at the lookout position.
Before you exit your room pick up the supplies and gold here, and be sure that you both pick up and arm your Sword, which is on the table. A pouch with 100 gold is at hand, and the chest contains 400 gold.
Once you have all of that leave through the door -- you "discover" the Crystal Fortress, which you happen to be inside of -- and then turn right, walk past Juan and up the stairs here to the top of the Tower, where you will find Commandant Carols waiting for you.
Speak with the Commandant to learn the situation and observe the ship that is trying to enter the harbor below, only to be attacked and sunk by the mythical Kraken, a sea monster that is controlled by one of the Titans. This event flags the quest Search the Beach.
The Commandant has ordered you to search the beach for survivors, refusing to dispatch either a ship or boats to rescue them. As far as he is concerned the survivors will need to make their own way to the beach in order to be rescued.
Head down the stairs and then down another flight to the courtyard below, where you will find Juan guarding the closed gate to the beach. If you do not have your sword equipped he will refuse to open the gate for you -- so if you neglected to pick up the sword you will need to return to your room and pick it up, and then equip it before you return and speak with him again.
Once he sees that you are properly armed he will open the gate for you, and you can head through and down the stairs, taking the set to the right at the landing and walking out on to the beach. As you head down the beach along the water you see a survivor who is battling with Sand Devils! Once you get closer you realize that it is your old friend Patty! This flags the quest Rescue Patty.
Run down the strand towards her, drawing your sword, and then attack the Sand Devils. Patty will assist you, and once all three are slain, she will tell you her story and then ask you to accompany her to speak with Commandant Carlos.
This triggers a CS in which you are with Patty as she speaks to the Commandant, and lays out her plan and why she has come there, including the information about the magic weapon that can kill the Kraken that has been terrorizing the coast and sinking all of the ships that try to sail in! After the CS ends you take Patty back to your room where she goes to sleep. This flags the quest Talk to Carlos and the quest The Titan Weapon.
In the morning you can head to the Commandant's quarters where you can talk to him about the quest and he briefs you on your secret mission to locate and recover the weapon -- with the help of the Pirates and Patty's father, Steelbeard. This flags the Quest Tacarigua.
Above the main floor in the Commandant's quarters up some stairs you will find Angus the Payroll Clerk, who is going over the payroll. Talking to him you learn that your pay has been stopped, but using your basic Silver Tongue Ability you can convince him to pay you under an alternate line item, and doing so gains you 200 gold!
(1.1.5) The Titan Weapon
The Pirates possess a mythic weapon that can be used to slay the Kraken. The Commandant orders you to retrieve that weapon, and notes that Captain Steelbeard will know its whereabouts according to his daughter Patty. He has dispatched you on a secret mission to infiltrate the Pirate Den and obtain the weapon with Patty's help.
(1.1.6) The Titan Weapon > Find Steelbeard
The Commandant spreads the word that you have been kicked out of the Inquisition in disgrace, and it has been arranged for you to take the next slave ship to Tacarigua. You meet the Captain of the ship in the Commandant's quarters, and he does not have much faith in you!
In the morning you can join Patty on the ship and, after telling the Captain you are ready, depart the Fortress for the port village of Tacarigua. This trip triggers a CS in which, when you arrive you are half-naked thanks to Patty throwing your clothes overboard in order to protect you from suspicion that you are a member of the Inquisition Forces.
(1.1.7) The Titan Weapon > Find Steelbeard > To Tacarigua
The Black Betty arrives in port and her Captain spreads a nasty rumor about your sexual leanings to "help" you with your cover story. He seems to take particular joy in this action, but Patty, encouraged by this, convinces you to depart the ship to begin the adventure!
You should spend time exploring the beaches, the village, and the Jungle to gather resources, kit, and XP/skills. There are additional quests to be found in the village and its environs.
(1.1.8) The Titan Weapon > Find Steelbeard > Find the Pirates Den
The Pirates Den is located on the other side of the Jungle, but before you can head there and discover its location there are a number of quests that you will need to do in the village, as well as some leveling and resource gathering to be done!
(1.1.9) The Titan Weapon > Find Steelbeard > Find the Pirates Den > A Map of Tacarigua
Obtain the map for this section of the quest from the Port Governor, Di Fuego, in Tacarigua. You will find him on the second floor of his home in his office, but to call upon him and purchase a map you need to be dressed decently. You will not be admitted in pirate rags.
(1.1.10) The Titan Weapon > Find Steelbeard > Find the Pirates Den > Sturdy Clothes
You will need decent clothes to visit the Port Governor and for your trip through the Jungle to the Pirates Den. Speak with Pedro, who will direct you to Carter the Guard, who can sell you some clothing. Note that the Governor also sells more expensive (and useful) clothing as well. Something to think about.
(1.1.11) The Titan Weapon > Find Steelbeard > Find the Pirates Den > Provisions
Speaking with the guards and Pedro reveals that you can obtain supplies and specifically the Provisions for this quest from Osorio, the Cook.
(1.1.12) The Titan Weapon > Become a Pirate
In order to join Steelbeard's crew you will have to impress the good Captain, and to do that will require a number of accomplishments, but be happy because the vast majority of them are simply for doing the quests that you have been doing anyway! Bear this in mind, though, that impressing him means to have success pile onto success, and failing quests is not the way to do that!
Basically the Giant Crab killing you did with Blake, taking care of business with Hank, doing in Meeks and the Sunken One, freeing Largo, finding both Pete's and O'Brien's Treasures, getting the Rum production back on task and getting the Rum for the Captain's ship, aye, that counts!
(1.1.13) The Titan Weapon > Become a Pirate > Crab Slapping with Blake
Blake is the Pirate on guard duty down at the beach gate at the Pirates Den, and he can not only teach you the Kick move but offers you this quest in which you get to help him repell a crab attack!
(1.1.14) The Titan Weapon > Become a Pirate > The Rum's Got to Come
You flag and complete this quest during your conversation with Captain Steelbeard at the end of the quest to find him, as the result of having completed the related quests and restored the supply chain that allows Booze to make his Rum!
(1.1.15) The Titan Weapon > Become a Pirate > The Rum's Got to Come > The Sugar Shipment
After talking to Booze in the Pub in Pirates Den, you flag this quest to bring 7 sacks of Sugar to Jack at the Smuggler's Tower. Jack's Tower is on the south side of the island, as is the cave that has the sacks of Sugar in it (and some Termites). Simply obtain the sacks from the cave and deposit them at the Tower to complete this quest.
(1.1.16) The Titan Weapon > Become a Pirate > The Rum's Got to Come > The Sugar Shipment > 7 Sacks of Sugar
Locate the Termite Cave -- it is not difficult, being as it is the cave with the Termites going in and out of it! Go in, kill all the Termites, and then pick up the seven sacks of sugar. Once you have all seven of them, simply return to Jack's Tower and turn them in to him to complete this sub-quest!
(1.1.17) The Titan Weapon > Become a Pirate > The Rum's Got to Come > The Water Carriers
After talking to Booze in the Pub in Pirates Den, you learn that the Water Carriers are refusing to work. Booze suggests that you speak with Curtis to learn more. Speaking to Curtis again reveals more of the details at issue, and he asks you to go to the Waterfall Beach and find out why Fence has not been relieved at he Main Gate?
When you get there two of the trio are standing by the water arguing, and you learn from the third who is across the river that what they are arguing about is who gets to go pull guard duty at the Main Gate! Your attempt to sort that out causes them both to refuse until you fight each of them...
(1.1.18) The Titan Weapon > Become a Pirate > The Rum's Got to Come > The Water Carriers > Fight Foster
You pick the order you fight them in, but either way you need to duel swords with him and beat him! Winning completes this part of the quest.
(1.1.19) The Titan Weapon > Become a Pirate > The Rum's Got to Come > The Water Carriers > Fight Doggs
You pick the order you fight them in, but either way you need to duel swords with him and beat him! Winning completes this part of the quest.
(1.1.20) The Titan Weapon > Become a Pirate > Settling the Score with Hank
For me this took place on the way back from the beach where I dealt with the Sunken One and Meeks, as I approached the Pub entrance, where Hank braced me and demanded 100 gold coins. Of course I told him where to head in and then beat him in a duel -- and I suggest that you do the same for several reasons, not the least of which is that this is one of the quests that is used to judge your worthiness to be a pirate by Captain Steelbeard, and also because hey, I do not particularly like pimps. Just saying.
Either way you need to succeed in this because your reputation among the pirates will be seriously messed up if you try and fail, and there is no re-try here. If you fail for whatever reason, you failed mate. Like Yoda said, there is Do, and there is Not Do. Once you beat him he leaves you alone and if you talk to him acknowledges that the debt is canceled.
(1.1.21) The Titan Weapon > Become a Pirate > The Traitor and the Beast
This is part of the Night-Time Pursuit quest, and the events that make up this quest take place on the beach at night, after you have followed Meeks. Basically the discovery by the monster that you followed his informant Meeks is what flags this quest, and killing them both is what completes it. Once you have completed it, be sure to loot their weapons off of the ground, and the items on their bodies before you leave.
(1.1.22) The Titan Weapon > Become a Pirate > The Traitor and the Beast > Night-Time Pursuit
After talking to Booze, the bartender in the Pub in the Pirates Den you agree to follow Meeks when he goes off on one of his secret night missions. Booze will tell you when the time is right to follow Meeks... Basically the right time is after darkness falls on the land.
As you follow Meeks he leads you down the path past the Simthy to the beach-side gate and out that, along the beach path past the guard and eventually he stops near the water, and a monster comes out to talk to him. The monster is presumably one of the supernatural beasts in Mara's service, as his interest is Captain Steelbeard -- and Meeks not only reports on Steelbeard, he also dimes you and Patty out to the monster. Traitorous bastard!
As you take this in the monster detects your presence, yells at Meeks for letting himself be followed to the meeting, and they both attack you. Hopefully you still have Patty with you -- because while you do a lot of defensive dancing with the beast, shooting your pistol in its face as quick as it reloads, she will finish off Meeks and help you deal with the monster. Once they are dead be sure to search them, taking the Axe and Meeks' Cutlass, as well as their possessions from the bodies. Now head back and report to Booze!
(1.1.23) The Titan Weapon > Become a Pirate > O'Brian's Treasure
Pirates have treasures and in this case the Pirate O'Brian -- who can be found drinking in the Pub in Pirates Den, has a treasure map that leads to a treasure that we need to obtain! So seek out the man in the Pub and have a chat with him.
(1.1.24) The Titan Weapon > Become a Pirate > O'Brian's Treasure > O'Brian's Treasure Map
Once you find O'Brian and chat him up you have the option of having drinking contests (a mini-game) with him. Have enough of them for gold at 50 gold a pop, and he will eventually be willing to play for his treasure map -- but you have to put up something of value for your side of the bet. The easiest thing to bet is 500 gold so make sure you have that much on you when you go for this bet!
Once you beat him the map is yours, you get your 500 gold returned, and this sub-quest is completed!
(1.1.25) The Titan Weapon > Become a Pirate > Pete's Treasure
This is actually the second stage of this quest series, as it is flagged once you find Pete's body near the temple entrance in the gorge, and search it to obtain the map as well as his kit. The location of the red X that marks the spot is behind you to the north by the entrance to the temple. Simple locate it and dif up the treasure!
(1.1.26) The Titan Weapon > Become a Pirate > Pete's Treasure > Pete's Treasure Map
The Barmaid in the Pub at the Pirates Den has a story to tell you about Pete and his treasure -- you will need to pay her 100 gold for the details however, but once you do you flag this quest!
(1.1.27) The Titan Weapon > Become a Pirate > Old Grave Plundered
Inside the temple near where you found Pete's Treasure Chest there is a hallway that heads to the left - you need to climb up to its ledge using 'Y' -- at the end of the hallway is a small alter upon which is a gold and emerald idol. Taking the idol both flags and completes this quest. Taking the idol ALSO arms the defenses of the temple, including traps that are in the hallway you need to use to get back to the entrance.
Carefully proceed up the hallway back to the entrance, with a finger on 'Y' to evade any traps you trigger on the way out and, once you are out, return to the Pirates Den! Easey-Peasy!
(1.1.28) The Titan Weapon > Talk to the Pirates at the Tower
After you arrive on the Sword Coast you are told by Steelbeard that a couple of pirates are at the tower above the coast, and that you should take a closer look, loosen their tongues, and find out what they know!
To reach the Tower you follow the path to the right of your landing spot on the beach (facing inland) which is to the left of the Native Temple at the far (right-hand) end of the beach along the beginning edge of the jungle here.
(1.1.29) The Titan Weapon > Defeat the Lookouts at the Tower
This is not really a choice you make -- meeting the Pirates at the Tower is part of the story, and they attack you whether you want to fight them or not as that is part of the script, so just go with the flow and defeat them to flag and then complete this quest.
(1.1.30) The Titan Weapon > Help Against Crow
After you arrive at the Sword Coast it is suggested that you ask around and see how to locate Crow, the bloke who has the magical weapon. You will obtain information in a surprising number of ways but mostly passively from conversations like the ones you have with the Pirates at the Tower for example.
(1.1.31) The Titan Weapon > Help Against Crow > Chani, Daughter of the Chieftain
As you begin the process of reconnoitering the Native Village and meet the Pirate representative and the Natives who live there, you learn from one of them that the daughter of the Village Chief, who is named Chani, opposes the Pirate Captain Crow, and is undertaking her own modest resistance efforts. Remembering the old saying that the enemy of my enemy is my friend, seeking her out and learning the facts behind her decision to stand against the Pirate Captain is probably a very good idea...
Learning about Chani flags this quest, and sets you on the path to learn the facts behind her decision to stand against Captain Crow. Talking to her by the alter and working your way through her dialogue options to flag the next quest in the series completes this one!
(1.1.32) The Titan Weapon > Help Against Crow > Free Tahana
After you work your way through the dialogue options with Chani she will assign you this sub-quest to locate and free Tahana, who she sent on a mission to the burial grounds. You need to chat with Ranapiri to learn where he went last.
(1.1.33) The Titan Weapon > Help Against Crow > Free Tahana > Follow Ranapiri into the Jungle
Talk to Ranapiri in the village and then follow him into the Jungle until he stops to talk to you, at which point you complete this sub-quest.
(1.1.34) The Titan Weapon > Help Against Crow > Free Tahana > Follow Ranapiri Farther Inland
Continue to follow Ranapiri through the Jungle until he again stops to talk to you to complete this sub-quest.
(1.1.35) The Titan Weapon > Help Against Crow > Free Tahana > Follow Ranapiri to the Tower
Continue to follow Ranapiri until he again stops to chat, at which point you will complete this sub-quest in its entirety, and know the way to the Tower.
(1.1.36) The Titan Weapon > Help Against Crow > Free Tahana > Escape from the Tower
You find Tahana locked in a cell in the Tower -- after talking to him you learn that the guard dropped the key in the yard by the wooden palisade. Pick it up and unlock the cell, then you and Tahana will disable Torres and have your escape, concluding this sub-quest!
(1.1.37) The Titan Weapon > Help Against Crow > Free Tahana > Shaganumbi Idol Found
The idol can be found directly opposite of the last chat location with Ranapiri on the above sub-quest set, in the grass. Be sure to grab it before you head to the Tower. IF you did not find the idol here, during the escape from the tower Tahana will show you where to look for it.
(1.1.38) The Titan Weapon > Help Against Crow > Free Tahana > Through the Jungle
After you clear the jungle above, Tahana stops to talk and this sub-quest completes.
(1.1.39) The Titan Weapon > Help Against Crow > Free Tahana > Heading Back Home
You follow Tahana back to the Village and this sub-quest completes.
(1.1.40) The Titan Weapon > Chani's Plan
Once you have freed Tahana and reported back to Chani you have to decide whether to follow the Natives or not -- if not, this is the end, you learn no more from her, and you proceed with the Inquisition side of the game. If you choose to side with the Natives however, you will now flag this quest and having gained her trust you are well upon your way to being accepted as a member of the people!
(1.1.41) The Titan Weapon > Chani's Plan > The Ancestor's Blessing
After you commit to the Natives you flag and complete this part of the quest line, as Chani shares her plan with you. That plan begins with having you tested by the Ancestor's, and that means you must find a special idol, which flags the next quest.
(1.1.42) The Titan Weapon > Chani's Plan > The Ancestor's Blessing > The Hidden Idol
When we first landed on the Sword Coast we explored the Native Temple by the beach, so we already have the special idol that she needs -- if you did not do that then follow this quest marker and obtain the idol, it is dead easy. Once you have it, or if you already had it, talk to her again to complete this sub-quest.
(1.1.43) The Titan Weapon > Chani's Plan > The Ancestor's Blessing > Access to the Temple
After you hand over the idol Chani departs the Village for the Temple -- follow her in order to complete this part of the sub-quest, as she leads you into the nearby Temple you were not allowed to enter before.
(1.1.44) The Titan Weapon > Chani's Plan > The Ancestor's Blessing > Are you Worthy?
Having completed all of the steps up to now, what remains for this sub-quest is to follow Chani into the Temple of the Ancestors behind the village, there to be challenged by Samir, who guards the entrance. You must truthfully answer all of his questions, and then beat him in a duel to prove that you are both worthy and accepted by the Ancestors. Once you have done that, the way is clear and this sub-quest is completed!
(1.1.45) The Titan Weapon > Chani's Plan > The Chieftain's Hair
After you gain access to the Ancestor's Temple and have your interaction with the Ancestor, you learn from Chani that you are going to need a hair from her father in order to make a Voodoo Doll through which he can be controlled.
(1.1.46) The Titan Weapon > Chani's Plan > The Chieftain's Hair > Ouch!
Getting the hair from Chani's father will mean getting close to him, and as you cannot do that yourself, you will have to get a hair from the Pirate Jim in order to make a doll to control HIM so that you can use HIM to access her father and thus fulfill the goals of this and the previous quest. Whew!
(1.1.47) The Titan Weapon > Chani's Plan > The Chieftain's Hair > A Doll for Jim
Chani tells you the ingredients that you need and explains that you must use the Voodoo Alter -- so check your resources and see what you are missing. Buy the missing items and two dolls (you need one for Jim and later one for Chani's father) from Kapua. Use the Alter to make the doll and complete this quest!
(1.1.48) The Titan Weapon > Chani's Plan > The Chieftain's Hair > Redistributing the Loot
Your basic challenge is simple -- Skinner wants the loot that the other Pirates have gathered during their latest missions, and all that you need to do is pick their pockets to get it! So do that, and while you are at it pick the natives (and Floyd's) to get the gold you need to pay back the Rummy and buy a bottle of Rum to boot!
(1.1.49) The Titan Weapon > Chani's Plan > The Chieftain's Hair > Master Thief
This sub-quest gets completed for stealing all of the items you need during the Temple Quest.
(1.1.50) The Titan Weapon > Chani's Plan > The Chieftain's Hair > Distract Skinner
Now that you have the bottle of Rum, return to Skinner and offer him a drink to distract him while you steal his loot! With that done, it is time to return to Floyd and gain entrance to the Temple!
(1.1.51) The Titan Weapon > Chani's Plan > The Chieftain's Hair > A Doll for Bakir
Return to Chani to tell her the good news and she asks you to make the doll and show it to her when it is done. Making the doll completes this quest.
(1.1.52) The Titan Weapon > Chani's Plan > The Shipment for Crow
You encounter Crow's man Slick in the Native Village, and after spending a lot of effort insulting you, which I must say you handled quite well, you get a fair bit of information out of him and you flag this quest.
Basically you need to speak with the two gatherers and the Voodoo witch. You can ask him how to find them -- the witch is in the village, the gatherers are near or in the river in the direction we came from -- but it should come as no real surprise to you that this is the start of a chain of related sub-quests, right?
(1.1.53) The Titan Weapon > Chani's Plan > The Shipment for Crow > Natsumi's Bag of Herbs
Natsumi is one of the gatherers who you need to obtain tribute from for Slick. You find her down by the river, where she tells you that she has lost her bags because the Alligator has awoken. Kill the Alligator to progress the quest and another.
(1.1.54) The Titan Weapon > Chani's Plan > The Shipment for Crow > Natsumi's Bag of Herbs > Plants, Mushrooms, and Herbs
With the Alligator dead, return to Natsumi and she tells you she dropped her bags (three of them) by the river bank. Head along the bank and collect all three bags, then return to her to chat and complete this sub-quest. Well done!
(1.1.55) The Titan Weapon > Chani's Plan > The Shipment for Crow > Jade
When you speak with Kapua in the village she gives you this sub-quest to find her some raw jade, which she needs to complete the idol for Crow and the main quest that this sub-quest is associated with. She wants you to help Hikoko collect the four pieces of Jade that she requires.
(1.1.56) The Titan Weapon > Chani's Plan > The Shipment for Crow > Jade > Accompany Hikoko
Talk to Hikoko in the village and tell her that you are ready to proceed, and she will lead you to the cave. Along the way you will need to protect her from Warthogs, Claw Monkeys, and a Jaguar. Reaching the cave completes this sub-quest.
(1.1.57) The Titan Weapon > Chani's Plan > The Shipment for Crow > Jade > Hikoko's Jade Cave
At the cave you tell her to wait outside and you go in to harvest the Jade by picking it up off of the cave floor. In addition to the other resources you can harvest there are some Termites for you to fight for the Glory. Heh. Do not go past the three Warriors you fight at one time though, as the area past them has a trio of Ghouls who will kill you.
(1.1.58) The Titan Weapon > Chani's Plan > The Shipment for Crow > Jade > 4 Pieces of Jade
Picking up the four pieces of Raw Jade on the floor of the cave completes this sub-quest, so once you have them and you have cleared out the Termites for the Glory, exit the cave and speak to Hikoko.
(1.1.59) The Titan Weapon > Chani's Plan > The Shipment for Crow > Jade > Back to the Village with Hikoko
If you ask Hikoko to lead you back to the village this sub-quest is flagged -- simply follow her back to the village to complete it.
(1.1.60) The Titan Weapon > Chani's Plan > Assault on the Temple
With the doll made it is now time for the plan to be put into action -- join Chani and head through the jungle to the Temple (check the map after flagging the quest) in order to initiate the fight.
(1.1.61) The Titan Weapon > Chani's Plan > The Fight Against Crow
When you arrive in the Earth Temple Grounds you get a CS in which Crow orders Bakir to kill you and Chani -- but Chani uses the doll to take control over her father, and order him to instruct his warriors to fight on your side. Crow gets angry and uses the Titan Weapon to draw upon the powers of Mara and creates an Earth Monster thingy that you have to battle.
Your first priority is to kill Crow, so go right for him, kill him, and take his weapon. After that you need to dodge the Earth Monster special attacks and, after each attack when its chest opens and it is vulnerable, you need to launch the Titan Weapon into its open chest. Do that four times and the thing is destroyed, the battle is yours, you won! Good on ya!
The battle with the Earth Titan is the sub-quest that ends the Titan Weapon Quest Line, and cannot be avoided. Once you fight and defeat the Earth Titan, this sub-quest is completed.
In the CS series that plays out as you resolve the Titan Quest Line Steelbeard first interacts with you and then you all witness his ship being destroyed by the Kraken, after which point Mara appears and executes Steelbeard. In the discussion that follows, having told you where you need to go next, you will then realize that you need to head to Puerto Isabella and speak with the Commandant.
After talking to Commandant Sebastiano and being partially betrayed by the council you are instructed to talk to Patty -- she tells you that it is time to leave, parts from the party, and you flag the quest Follow Patty.
You follow Patty to the Harbor from the Commandant's office, and there she tells you her plan... Well, it is not a great plan, and you offer an alternative.
(1.3.1) A New Ship
After your meeting with Commandant Sebastiano, you learn of the partial treachery and are ordered to turn in the Titan Spear. Instead Patty has you follow her to the port where she outlines the plan -- it is not a great plan but you may just be able to manage it!
(1.3.2) A New Ship > Sabotage
The first step in the plan is to sabotage the cannon in the harbor -- to do this Patty gives you nails to drive into their touch holes so that they cannot be fired. You will need to distract the guards who are watching them to do the dirty deeds!
(1.3.3) A New Ship > A Few Barrels of Water
Before the ship can sale it must have its water supply refilled.
(1.3.4) A New Ship > The Third Crew Member
Chani is the Third Crew Member, but as you already invited her to the party this quest is instantly completed. If you did not, do so now and it will complete this quest.
(1.3.5) A New Ship > The Fourth Crew Member
The Pirate in question is in the prison tower, simply head there and release him to have him join your crew!
(1.3.6) A New Ship > The Fourth Crew Member > Free Hawkins!
The trick to freeing Hawkins is to make the Voodoo Doll that will allow you to control the Commandant -- there is an alternate way, you can pick the Commandant's pocket, but really the Voodoo Doll route is much better and more elegant...
(1.3.7) A New Ship > The Puppet
Gather the items required to make the Voodoo Doll - you should have already obtained the brush, and Chani gives you the rest, so head to the Alter of your choice and make the doll! Return to Chani when you have done so.
(1.3.8) A New Ship > The Puppet > A Doll for Sabastiano
Gather all of the items required and head to the nearest Voodoo Alter to make the doll, which completes this quest.
(1.4.1) The Cunning Captain
During the part of the CS at the end of the Titan Quest Line you are told more of the story behind how Mara was awakened and who was present, which includes clues to what you have to do next. As part of this information line you also flag the sub-quest Find Captain Slayne, though Steelbeard does not tell you where he hid the Earth Amulet...
(1.4.2) The Cunning Captain > Find Captain Slayne
Antigua is where you will need to go in order to begin the adventure that completes this new quest line... You find Slayne in the Admiral's house (called the Captain's house actually) and that completes the quest.
(1.4.3) The Cunning Captain > Follow Slayne Outside
After you talk to Slayne in the Captain's House simply follow him outside for a distance to get a brief CS and this sub-quest is completed.
(1.4.4) The Cunning Captain > Follow Slayne
Simply follow Slayne for a short distance to trigger the next CS and this sub-quest is completed.
(1.4.5) The Cunning Captain > Follow Slayne to his Ship
Again you follow Slayne, this time right to the side of his boat, and another CS plays out followed by a conversation. Once you complete the conversation -- and have completed the sub-quests for Ship's Equipment -- this sub-quest and series is completed.
(1.4.6) The Cunning Captain > Ship's Equipment
It is not really clear but you not only need to do all of these sub-quests to resupply your own ship, but also Captain Slayne's. No worries though, simply follow the guide.
(1.4.7) The Cunning Captain > Ship's Equipment > The Cannon
The embargo on trade put in place by the Admiral means you will not be able to get the cannon you need for your ship... Or does it? When you chat with the Armorer you learn that there is a special girl in the town he fancies -- you simply need to ID her as Grace, and then talk to her.
(1.4.8) The Cunning Captain > Ship's Equipment > The Cannon > Pure Luxury
Grace is standing by the Captain's House where the Admiral lives -- talking to her is rather complicated because you need to be sure you do not insult her to the point that she will not deal with you. In addition to that, you want to boost your Silver Tongue to at LEAST 60, as otherwise it will cost you 1000 gold coins to get her cooperation. If you do not care about the money, don't worry about that, but assuming you do, you should have sufficient Silver Tongue boosting clothing and jewelry in your inventory to manage this! Getting your Silver Tongue to 60 or higher cuts the fee in half, and 500 gold coins is far preferable to 1000. Just saying.
Once you have the Silver Tongue boosted (and be sure that you actually have 500 gold coins) talk to Grace and be careful what you say. Nothing overtly sarcastic, you do not want to offend her. As you are talking to her it will be Grace that raises the issue of money, not you. You should not in any event, but once she does, you can then negotiate the fee down (watch the video in the main guide) so you only end up paying the 500 gold coins.
When you return to the Armorer he is so grateful that he has the cannon you want moved to the docks despite the Admiral's orders!
(1.4.9) The Cunning Captain > Ship's Equipment > Powder Kegs
Rick the Storehouse Master is not a push-over, so no matter what you say to him initially you are not going to just convince him that he should violate the embargo. However you should work your way through all of his chat options, and in particular the what he wants and treasure bits, as that is required for the next phase.
(1.4.10) The Cunning Captain > Ship's Equipment > Powder Kegs > A Treasure on Antigua
There are several Treasure Maps available here, you can buy one from the merchant by the fire pit, you will loot a few as you explore and loot as well. It does not really matter which you get -- once you have completed them and dug up and recovered the treasures, you can return to Rick and tell him that there is treasure buried on the island. It does not seem to matter that you have already emptied the treasure chests -- he is so happy to have it confirmed that he sends the powder you need to the ships!
(1.4.11) The Cunning Captain > Ship's Equipment > Water Barrels
You only took on a short supply of fresh water when you stole this ship, so you must have more. Only with the Admiral blocking delivery that is an issue. You will meet and speak with Miles down by the Water Bearers camp, and from him you learn about Butch the Bastard, who will prevent you from getting your water! Exhaust the chat options with Miles until he suggests the ways that Butch can be gotten rid of -- you may have to return and chat with him several times to do this.
(1.4.12) The Cunning Captain > Ship's Equipment > Water Barrels > Butch Has Got to Go
The easy way to handle this is to head to the Witch's house and make a Voodoo Doll from the hair you took from Butch, then use the doll to have him order the Water Bearers to fill the casks and deliver them to the ships.
If you are not following the Voodoo path this time around, you will need to do one of the other two methods... Luring him away and kacking him is probably your best bet.
(1.4.13) The Cunning Captain > Ship's Equipment > Fresh Fish
Fresh Fish can only be had from the Fisherman's Shack, but when you head up the beach to talk to them about getting some you find that Eddie is alone and his mate Duncan is missing. He tells you about an attack by a Hobgoblin in a cave and grotto up the beach, and that he fears his mate is dead! You assure him that you will see what you can do, and then head off towards the grotto cave.
(1.4.14) The Cunning Captain > Ship's Equipment > Fresh Fish > The Hobgoblin
In the cave you battle a Hobgoblin and an army of other beasts, but once you have killed them, you will find that far from dead, the other fisherman is hiding in the back of the cave! Well done! You saved his life and eliminated one of Mara's more annoying beasts in the bargain!
Return to the shack to deliver the news and the grateful fisherman delivers the Fresh Fish to your ships!
(1.4.15) The Cunning Captain > Ship's Equipment > The Helmsman
In the pub in town there is an out-of-work helmsman who tries very hard to convince you to hire him and fire Patty -- but you don't do that. Later when you talk to Slayne you learn that he needs a new helmsman before he can set sail! Good job!
Heading back to the Pub you tell the man about the job but he does not want it -- specifically he does not want to ship-out with Slayne! To get him to do it you must beat him in a contest -- or rather you must win two of the three contests against him. First you fight him, then you have a drinking contest, and then a shooting contest. Winning two of the three is all that is required, and then he joins Slayne's crew!
(1.4.16) The Cunning Captain > The Journey to the Isle of Thieves
Once you have completed all of the stores and finished up the quests and sub-quests that you want and need to do in Antigua you set sail with Slayne for the Isle of Thieves, which is where he told you he hid the Dagger Artifact.
(1.4.17) The Cunning Captain > Treasure Cave
When you arrive at the beach on the Isle of Thieves Slayne is waiting. He instructs you to follow him, and you do.
(1.4.18) The Cunning Captain > Treasure Cave > Along the Beach
Follow Slayne, battling as needed, until he pauses for a CS and this sub-quest ends.
(1.4.19) The Cunning Captain > Treasure Cave > The Way Up
Follow Slayne, battling as needed, until he pauses for a CS and this sub-quest ends.
(1.4.20) The Cunning Captain > Treasure Cave > The Cave is Not far Off
Follow Slayne, battling as needed, until he pauses for a CS and this sub-quest ends.
(1.4.21) The Cunning Captain > Slayne's Treasure
Slayne tells you to go in and get the knife while he stands guard, and once you go into the cave he blows the opening shut, telling you it is a present from Mara! That's right, Slayne has gone to work for the Titans! You are not quite trapped sort of...
(1.4.22) The Cunning Captain > A Way Out of the Cave
As you work your way out of the cave there will be some battles and some loot to be had, but once you reach the exit to the cave the battles are just beginning as there is a Leviathan and an army of Sunken Ones to fight! Be sure to grab the bottle on the beach to flag a treasure map quest here.
(1.4.23) The Cunning Captain > Marooned
When you reach the beach where your boat should be it is empty -- you have been marooned! You have to find your own way off of this island.
(1.4.24) The Cunning Captain > Marooned > Build a Raft
A short distance up the beach you meet a Gnome named Jaffar who wants to join you as a temporary crew member and help build a raft to get you both off of the island. You agree to that, and then you go on a Gnome quest!
(1.4.25) The Cunning Captain > Marooned > Follow Jaffar into the Jungle
Follow Jaffar into the Jungle.
(1.4.26) The Cunning Captain > Marooned > Build a Raft > Driftwood
Search the nearby beach for the ten pieces of driftwood that are required for the raft.
(1.4.27) The Cunning Captain > Marooned > Build a Raft > Vines
The vines are obtained by looking in the yards of each of the houses in the Gnome Village as you talk to the Gnomes to flag their quests. There is a vine in each yard and add those to the one you already have from Jaffar's house and the quest is easily done!
(1.4.28) The Cunning Captain > Marooned > Build a Raft > Shirts
The Shirts are obtained by doing the individual quests for the Gnomes -- completing the quests gets you the shirts as your reward, and that completes this sub-quest.
(1.4.29) The Cunning Captain > Marooned > Build a Raft > The Thief Has Been Robbed
The gnome Zeki needs you to go to the Ant Cave and recover his stolen items. Do that and he will give you a shirt.
(1.4.30) The Cunning Captain > Marooned > Build a Raft > Lost in Translation
The Gnome Nuri cannot speak your language but if you work your way through the chat options you can trade a Black Pearl for a Shirt! Well done!
(1.4.31) The Cunning Captain > Marooned > Build a Raft > The Lost Gnome
A gnome named Kalil has gotten lost and been attacked by Threatening Giant Crab, and you get to save it! Lucky you!
(1.4.32) The Cunning Captain > Marooned > Build a Raft > The Lost Gnome > Kill the Threatening Giant Crabs
Just past where you get the last of the driftwood you trigger this quest -- simply kill all four of these beefed-up crab to complete the quest.
(1.4.33) The Cunning Captain > Marooned > Meet Jaffar on the Western Beach
After handing in the resources needed to build the raft, Jaffar asks you to meet him on the Western Beach. Doing so completes this sub-quest.
(1.4.34) The Cunning Captain > Where is My Ship?
Now that you have returned to Tacarigua it is time to go to the Pirate's Den looking for your ship!
(1.4.35) The Cunning Captain > Showdown with Slayne
When you arrive at the Admiral's house Slayne is feeding him some story about you, and you confront him but he tries to weasel out of fighting you, sighting the Creed -- but the Admiral has that covered -- you can duel in Blood Oath Square by Yimminy! And so you shall!
(1.4.36) The Cunning Captain > Showdown with Slayne > Meet Slayne at Blood Oath Square
Quickly head outside and turn left, heading into the Square where Slayne is waiting. You should do it quickly because failing to go straight there can cause a bug to trigger that makes him invulnerable. Either way, once you are there, kill him and take the Knife from his dead body. That completes the entire quest line, so well done!
(1.5.1) Steelbeard's Ghost
You learn that dead does not necessarily mean out of touch, and that you can find Steelbeard's Ghost on the Isle of the Dead and talk to him, and hopefully learn where he has hidden the Earth Amulet!
(1.5.2) Steelbeard's Ghost > The Journey to the Underworld
In order to access the Underworld you have to complete a series of quests for your guide...
(1.5.3) Steelbeard's Ghost > The Journey to the Underworld > The Potion of False Death
You learn from the Native Guard Tao that in order to pass into the Underworld you will need to collect the ingredients for a Potion of False Death. Once you have them, he will make the Potion for you and then lead you into the Underworld.
(1.5.4) Steelbeard's Ghost > The Journey to the Underworld > The Potion of False Death > Black Lotus
This phase of the quest requires you to collect a total of five Black Lotus Flowers which are found in the area between the Gate and the Entrance to the Underworld.
(1.5.5) Steelbeard's Ghost > The Journey to the Underworld > The Potion of False Death > Grave Dust
This phase of the quest requires you to collect a total of six Grave Dust which are found in the area between the Gate and the Entrance to the Underworld.
(1.5.6) Steelbeard's Ghost > The Journey to the Underworld > The Skull Sceptre
Once you cross over into the underworld you meet the first of the four Native Chiefs who originally stopped Mara 1000 years ago and who have now been punished by not being able to have their soul at rest, trapped here in the Underworld. According to Tao, our guide, we need to help all four of them to become at peace in order to obtain what we are seeking here.
(1.5.7) Steelbeard's Ghost > The Journey to the Underworld > The Skull Sceptre > The Artist's Curse
The Artist needs us to obtain the items that are required to make the Skull Sceptre, which is the item that we need to call Steelbeard to us again! To do that we must help the other Chiefs.
(1.5.8) Steelbeard's Ghost > The Journey to the Underworld > The Skull Sceptre > The Thief's Curse
You find the Chief Akando who has been suffering and he explains that he was cursed by Mara who used something that was dear to him to trap him in the Underworld forever. He needs you to steal the item from his nearby chest -- do that and he is free!
(1.5.9) Steelbeard's Ghost > The Journey to the Underworld > The Skull Sceptre > The Thief's Curse > Akando's Chest
The Level 60 Chest in the building he sits in front of has a number of items in it but the important one is the Diamond. Loot the chest and then talk to him to free his soul!
(1.5.10) Steelbeard's Ghost > The Journey to the Underworld > The Skull Sceptre > The Hunter's Curse
Immediately across from the Artist is the Hunter, and he tells us his story, and why he is tormented by the Silver Back who killed his family while he was off trying to stop Mara.
(1.5.11) Steelbeard's Ghost > The Journey to the Underworld > The Skull Sceptre > The Hunter's Curse > Follow Motega
Follow the Hunter to complete this sub-quest.
(1.5.12) Steelbeard's Ghost > The Journey to the Underworld > The Skull Sceptre > The Hunter's Curse > The Hunt
Track down the Silver Back to complete this sub-quest. Once you find it you must battle it for him.
(1.5.13) Steelbeard's Ghost > The Journey to the Underworld > The Skull Sceptre > The Hunter's Curse > The Silverback is Dead
With the Silver Back finally dead, the Hunter's soul can now be at peace, and he awards you with the item you were seeking in thanks to you.
(1.5.14) Steelbeard's Ghost > The Journey to the Underworld > The Skull Sceptre > The Warrior's Curse
In the Arena area you encounter Kusko, the fourth Chief, and he explains that he is cursed to remain in the Underworld until a warrior defeats him. That would be you!
(1.5.15) Steelbeard's Ghost > The Journey to the Underworld > The Skull Sceptre > The Warrior's Curse > Defeat Kusko
Basically you just need to beat him in one-on-one combat. Once you do that he gifts you with his Spear and departs at peace. Well done!
(1.6.1) Steelbeard's Artifact
You now know about the existence of the Earth Amulet but have no idea yet where to find it -- but the knowledge of its existence flags this new quest.
(1.6.2) Steelbeard's Artifact > The World's Best Hiding Place
From the Admiral in Antigua you learn that Steelbeard has hidden his artifact in Garcia's Treasure Trove somewhere on Antigua. Unfortunately you do not know where or how to get to it... Yet.
(1.6.3) Steelbeard's Artifact > Talk to Steelbeard's Ghost
After a long and arduous trek through the Underworld, setting the four souls free you finally manage to contact Steelbeard and confirm some of what you already know, and obtain the crucial password to Garcia's Treasure Trove. With that information you head back to Antigua ready to proceed!
(1.6.4) Steelbeard's Artifact > Garcia's Treasure
Located behind the large waterfall, and with the password in hand, you head to claim Steelbeard's Artifact!
(1.6.5) Steelbeard's Artifact > Open Sesame
The password is All Hail Garcia, and with it you open the door to the Treasure Trove behind the Large Waterfall.
(1.7.1) The Greedy Captain
Your trip back to the Crystal Fortress to brief Commandant Carlos on what has transpired and your success in dealing with Crow is sidetracked by recent happenings with Mara and Garcia, making it very necessary for you to track down Captain Garcia for more than just his artifact!
(1.7.2) The Greedy Captain > Following Garcia's Trail
Carlos tells you what you can and then adds that you may well find clues to the ultimate destination of Captain Garcia in Caldera.
(1.7.3) The Greedy Captain > Following Garcia's Trail > Errand Boy
Answering the invitation from the Merchant Azaro you learn that he has a plan that you can help with that will allow you both to obtain the ends you are seeking -- you get to access the High Council, he gets to take down an enemy!
(1.7.4) The Greedy Captain > Following Garcia's Trail > Errand Boy > Messenger's Attire
You will need to visit the Tailor in the Inn and obtain the Messenger's Clothes. Doing so completes this sub-quest.
(1.7.5) The Greedy Captain > Following Garcia's Trail > Errand Boy > The Signet Ring
You will need to steal the Signet Ring from Mauregato's house. If you are following the guide you already have it. If not, it is on the bedside table in the room on the left on the second floor of his house. Stealing the ring (and not getting caught) completes this sub-quest.
(1.7.6) The Greedy Captain > Following Garcia's Trail > Mauregato!
It seems that Mauregato was one of the people who Garcia spoke with during his visit, so he is the obvious place to start!
(1.7.7) The Greedy Captain > Maracai Bay
Reading the notes in the High Council Chambers and working your way through the archives after taking control of the evil merchant you uncover the truth behind Garcia's visit and you flag this quest with the coordinates to Maracai Bay.
(1.7.8) The Greedy Captain > Maracai Bay > The Hidden Valley
When you arrive in Maracai Bay you are greeting by the Bluecoats and learn that the expedition to the Fire Temple being lead by Commandant Corrientes has departed from the landing area and is headed inland to locate the natives and learn where to find the Hidden Valley, which is where the Fire Temple is rumored to be located.
(1.7.9) The Greedy Captain > Maracai Bay > The Hidden Valley > The Expedition
You realise that you need to follow Commandant Corrientes into the jungle and find him in order to find the secret valley and ultimately the Fire Temple. Before you do that though you should look to the side-quests that are available at the landing area.
(1.7.10) The Greedy Captain > Maracai Bay > The Hidden Valley > The Secret Entrance
When you talk with the Commandant in the Maracai Village he asks you to help him find the secret entrance to the Hidden Valley that holds the Fire Temple. Doing so completes this sub-quest.
(1.7.11) The Greedy Captain > Maracai Bay > The Hidden Valley > The Secret Entrance > Secret Entrance Found
In the cave at the end of the path on the right past the Pirate Camp you will locate the Fire Barrier, which will flag and complete this sub-quest. Well done!
(1.7.12) The Greedy Captain > Maracai Bay > The Hidden Valley > The Blood of the Ancestors
Killing Garcia in the Maracai Village automatically flags and completes this quest. There is an alternate way to do it but that is not how the story played out in the guide... Completing this quest is required to pass through the Fire into the Hidden Valley.
(1.7.13) The Greedy Captain > Maracai Bay > The Hidden Valley > The Barrier of Flames
When you reach the Barrier after slaying Garcia you can drink The Blood of the Ancestors in order to pass through the Barrier of Fire. That completes this sub-quest.
(1.7.14) The Greedy Captain > Maracai Bay > The Hidden Valley > Garcia's Masquerade Uncovered
When you resolve the quest Deserter by taking Angus to Lt. Valdez at the Main Camp you reveal the duplicity of Garcia, and complete this quest.