Corsairs 3 Wind of Freedom passage of the ship of the monkeys. The Secret of Monkey Island: Special Edition: Walkthrough


The company "Studio 77" showed how large-scale quests can be. Not long ago, a new performance appeared here that sends players into the jungle, where many, many wild monkeys live. The space truly feels like a real rainforest. It was so beautiful that for a while I wanted to just stand and look at the locations. But still, in all this splendor, the plot developed, because there are several characters, and in the version for adults there were even boom moments.

It is important to understand that this is a performance, because attention is paid not only to the scenery with riddles, but also to the acting. The project has versions for children and adults. Accordingly, there is more help and light in the nursery, no one is trying to scare. But for adults it’s the other way around. There is twilight all around, and at any moment a huge angry monkey can jump out from somewhere! It was the mighty monkeys that were the evil that had to be overcome. Well, or at least escape...

Quite an unusual villain who immediately made me remember the films about King Kong or Planet of the Apes. The actor's costume is also appropriate. But besides him, there was also a guide around the island in the game, who had several tasks at once. Through it, some facts about local history were conveyed, tips were given, and the very mood of adventure was created.

Without a doubt, the main feature of the project is the atmosphere. This is an incredibly beautiful embodiment of the jungle on a quest. Just the same 10 out of 10. Although all the projects of “Studio 77” wanted to give this exact rating, because the scenery is put at the forefront here. In fact, there is not even a division into rooms, because the entire quest is located in one space of the tropical forest, but it has several zones that are separated from each other by sometimes very unusual transitions.

There were caves here, and the forest itself, and wooden house. Availability open water I would like to highlight it especially in the quest, because few people dare to do this due to the “adequacy” of some players. But here it was, and in impressive quantities. A large area, surrounded by plants, animal sounds, lighting effects, trees and other beauty.

But here it was necessary not only to look, but also to solve riddles. There were equally problems involving search, logic, and interaction with actors, quests, and technical mechanisms. Yes, and there were dexterity tests for those who are not particularly burdened with their minds! The complexity ranged from the most basic to quite difficult to understand. The technology here was equally combined with locks, so that nothing stood out from the general atmosphere of the jungle. And thanks to the fact that the game is led by an actor, there were no shortcomings in the dynamics of the passage.

In general, it’s extremely sad that we went through all the open this moment quests of the company “Studio 77”, because so many memories are associated with them. We celebrated holidays here, were amazed at the scale, ate delicious food at a local bar, made a lot of new friends, had photo shoots, and even judged the Quest Cup! But we believe that soon there will be many more reasons to return here.

Part 1. Three ships.

Go to the Dregs Bar and talk to the pirate at the window, Mancomb Seapgood. Tell him that you dream of becoming a pirate. Ask where you can find the governor. Instead of answering, he will tell you a story and send you to Esteban, who will tell it to the end. Exteban stands under the chandelier. Ask him about Le Chuck.

Go right, behind the curtain. There you will see a group of serious pirates. Make them happy with your intention to become a pirate. They will explain that only the one who has passed all “three trials” becomes a pirate: masters the art of fencing, theft and adventure (i.e., finds treasure). Moreover, the pirate must provide evidence of completion of each of the 3 ships. You can ask them about each of the ships, or you can end the dialogue.

Open the door to your right - the cook will send you to hell. Wait for him to leave the kitchen and come in. Take a piece of meat from the table and a pot. Use the meat on a pot of steamed vegetables in the corner. Now pick up the pot of stew.

Open the door leading to the bridge. A seagull will land nearby and start pecking at the fish. Walk to the end of the bridge: you will step on a wobbly plank, which will make a lot of noise and scare away a seagull. Do this several times and pick up the fish. Return outside by going through the kitchen.

As you leave the bar, watch the cartoon: Bob tells Le Chuck that the newly minted pirate is causing problems on Scramble Island. Turn left, return to the lookout and go past him to the right. In front of you will be the map of Ochstrvao Skirmishes. The places you can visit are limited to the highlighted locations. You need to go to a location close to the center of the island, called the “clearing”. Behind the name was a circus. Go inside. You will see the Fettuccine brothers engaged in a heated argument. Wait until they are silent and speak to them. They will beg you to test the gun. Agree to the deal - you will be paid 478 coins. The brothers will ask if you have a helmet. Answer “yes” and show the potty. Guybrush will then fly out of the cannon and land squarely on his head. Say something to calm the brothers down. Get paid. Exit the circus and return to the map. Head into town again, past the Dregs Bar.

On the corner you will notice a guy with a parrot on his shoulder. He is called a citizen of Scramble Island. Talk to him. He sells the treasure map for only 100 coins. Don't hesitate to buy it.

Study the map. At first glance it will seem that you have been deceived, but you just need to find out how this card is read. We'll come back to the map later. Turn left - three people with a rat will appear in the distance. Make the rat run away. To do this, move the cursor over it. Now go up to the men and say: you are sorry that the rat escaped, and you yourself are a big fan of rats. Men will share an important story. Enter the first door on the right. Pick up the rubber chicken. Turn right and meet the Voodoo Witch. Talk to her about everything that is in the dialogue list. Then leave her house and go through the archway. Someone will call you from an alley nearby. Go to the alley. Fester Shintop called you. Talk to him and leave the alley. Go through the door on the right - this is a store. The owner should meet you. If there is none, ring the bell. Go up the stairs and pick up the shovel next to the safe. Go down and take the sword from the red chest. Now tell the store owner that you want to buy both items. Don't ask him who you can try the sword on. We will return to this later.

Return to the cliff top and approach the map. Select the “house” location - a place on the right half of the map. A troll will stop you on the bridge. Talk to him and give him the fish. (Note how the troll eats.) Click on the “house” location again. Captain Smirk lives there, teaching fencing. He charges 30 coins for lessons. Knock on the door. The captain himself will meet you. Ask him to coach you. In the conversation, the captain will mention Karla, a fencing master. When the captain agrees to give Guybrush a lesson, both will go into the house. Watch a cartoon with training. You have mastered fencing. But before you beat Carla, you'll have to learn a couple of insults.

Return to the map. Dots will appear on it, marking the position of the pirates. You need to fight them to learn pirate swearing. Just stand somewhere on the map and wait for the pirate to approach you. The picture will change: you will find yourself opposite the pirate a few steps away from him. Tell him to prepare for death. The fight will begin. The enemy will curse you. You must answer. You probably won't win the first few times, but at least you'll learn how to swear. Continue fighting the pirates until you hear your skill acknowledged: “Wow! Yes, you can handle the master!” Now you need to find her. Return to the store. Say you are looking for a blade master. The owner will answer that he must first visit the craftswoman himself. Once the owner comes out, follow him. When you open the map, you will see that now only the shopkeeper's location is highlighted. Follow him to the master's lair. When the shopkeeper leaves, talk to Carla. The long-awaited fight will ensue. Fight her as you would fight pirates. The defeated craftswoman will give a T-shirt as evidence of your victory. It is not necessary to return to the pirates in the Bar, but if you want, you can boast once again.

Return to the forest. You can follow any road: eventually you will stumble upon yellow flowers. Now let's get back to the treasure. To begin, visit the first section of the map in the forest. Look at the map. If the card tells you “go back! two-three-four!”, ignore “2-3-4”. Left would be left, right would be right, but back in this context means “up.” Now follow the map. You should find yourself in a part of the forest that is noticeably different from the rest of the lawns and edges. Go right. There must be a treasured “X” somewhere there. Dig up the treasure and watch the cartoon. Guybrush will dig up the shirt. Again, you can visit the pirates if you want.

Return to town, go past the store to the mansion. Now you need to steal the Many-Armed Idol. Dogs will block your path. Use the yellow petal (sleeping pill) on the pot of meat. Meat will make dogs fall asleep. Open the door and enter. Now open the door next to the vase. Fester Shinetop will try to arrest you. A fight will break out. You will escape, but Fester will remain trapped. Guybrush will come to the conclusion that he needs a hacksaw to open the door. Go outside and head towards the prison. Talk to the prisoner named Otis. Guybrush will refuse to talk to him because of his terrible breath. Buy mint lozenges from the store and give them to Otis. Discuss with him everything that is in the dialogue list. Give him the repellent. In exchange, you will receive a carrot cake with a hacksaw hidden in it. Return to the mansion and go through the hole created by the fight. The cartoon will follow again: in it, Fester will still grab Guybrush. The enemy will demand an explanation from you. Choose to meet the Governor, Elaine Marley. She will justify you. Go outside. Shinetop will not calm down: he will grab you, steal your sword and throw you into the sea with an idol tied to your leg.

Pick up the idol. Guybrush will raise his sword and rise to the surface of the sea. Once in the air, you will see a ghostly ship sailing towards the horizon. The lookout will appear on the stage. He brought bad news: Le Chuck had kidnapped Elaine Marley and sailed to his lair on Monkey Island. Le Chuck also left a note. You need to get a ship and assemble a team of 3 people. But first, check out the Trash Bar. There you will find a sobbing cook. Talk to him about everything. On your way out, grab all 5 mugs. Open the map and select the brightest cluster of lights - the location is called “lights”. Stan will meet you here. He will show you ships, including a half-sunken ship. The hero will fall on this ship. Ask Stan to show the ship. Ask if you can take it on credit. Stan doesn't give loans - you'll have to go to the shopkeeper. As you leave, you will receive a compass from Stan.

Talk to the shopkeeper. Say that you need a loan and lie that you are working. The shopkeeper will approach the safe for a receipt. Remember the combination. The store owner will want to find out who you work for. You'll have to admit that you don't have a job. The shopkeeper will put the receipt back in the safe. When he returns to the desk, tell him that you are looking for a fencing master. He will go to Karla again, and you can take the receipt. Push the lever and pull it.

Visit Stan again. You will have to bargain with him: he wants 10,000 for the ship, and you only have 5,000. Talk to him about additional equipment. End the dialogue about each equipment with the words “I don’t need this garbage.” Torment Stan and say "Stop talking about extra gear." If the price only drops to 7300, abandon the ship. Stan will bring the price down to 6300. Offer 5000 and he will agree. Stan will be waiting for you at the dock with the ship.

The team will consist of Carla, Otis and Meat Hook (Meathook). Click on the map on the location “house of the fencing master.” Tell Karla that the governor's wife has been kidnapped and she will join you. Return to the map. This will be followed by a cartoon, from which it will become clear that Fester Shinetop and Le Chuck are one person.

Select the “island” location on the map. Hook Island can be seen in the distance. To get there, connect the chicken to the rope. The same Meat Hook lives in the house. Tell her that Marley has been kidnapped and you are recruiting a team to rescue her. Hook will only agree to join if you touch the winged devil. Open the small door - there is a parrot behind it. Touch it and the Hook is yours.

Go to the prison to talk to Otis. Otis will agree to help you if he is released. Go to the Trash Bar. There is a barrel of grog in the kitchen. Fill your mug. Grog burns through your mug, so you'll have to pour it into new mugs on the way to the prison. Douse the prison castle with grog and return to the dock with Otis. After answering your crew's questions, you can finally go to sea.

Part 2 – Travel.

Open the chest of drawers and look there: the hero will take out an old book. This is the captain's diary. From it you will learn how the Captain and Mr. Tutrot ended up on Monkey Island. Take the pen and ink from the table. Leave the room and climb up the rope ladder. Once at the top, take the flag with the Jolly Roger, go down and open the hatch. Going down, you will see a door and another hatch. Go down it. You will find yourself in a storage room. Pick up a long rope; look in the red chest (there is wine there); check the barrels on your left (they contain gunpowder). Return to the hatch, go upstairs and open the door - you will find yourself in the kitchen. Take the pot from the table. Open the cabinet on your left: take the box of cereal and open it; There's a key hidden inside. Return to the captain's cabin and open the chest of drawers with the key you found. There is a chest in the chest of drawers. Look inside: the hero will take out cinnamon and parchment with a Voodoo spell. Read the spell: it will lead you to Monkey Island. Go down to the kitchen. Throw into the pot: cinnamon, wine, pirate flag, gunpowder, ink, mints, rubber chicken, grits. This hellish mixture is your ticket to Monkey Island.

After the interlude, you will find the hero sleeping on the floor. Click the mouse on the floor - this will make him wake up. Go up to the deck. The island can be seen in the distance, but we need to somehow get to it. You will have to repeat the trick with the cannon. Go down to the pantry and grab some more gunpowder. Pour gunpowder into the mouth of the cannon, and use the rope on the back side. Go down to the kitchen and light a card or T-shirt on the fire under the pot. Go up to the deck. Light the fuse, put on the pot and climb into the cannon muzzle. If you don't manage to climb the first time, just go down for a new portion of gunpowder and try again.

09
May
2008

The Course of Monkey Island (part 3) - The Curse of Monkey Island (1997)


Year of manufacture: 1997
Genre: Quest
Developer: Lucas Arts
Publisher: Fargus
Publication type: license
Interface language: English + Russian
Medicine: Not required
Platform: WinXP
System requirements: Windows 95/98/2000/XP
Pentium 200
32 Mb RAM
Description: Guybrush Threepwood sails into the sea on one of the amusement park cars.
Unnoticed, he sails to Plunder Island, whose governor is none other than Elaine Marley.
The island is under siege by Guybrush's mortal enemy, LeChuck, who still wants Elaine's hand.
Noticing Guybrush, he orders him to be grabbed and thrown into the hold.
At this time, LeChuck is going to use his most powerful weapon - the voodoo cannonball.
But the powerful recoil of Guybrush's cannon causes LeChuck to drop a cannonball at his feet, which kills him and sinks the ship.
Guybrush manages to escape from the overturned ship.
Guybrush meets Elaine, asks for her hand in marriage and gives her a diamond ring, not knowing that it is cursed.
Elaine turns into a golden statue, and Guybrush has to find the same unenchanted ring to lift the curse.
But first he needs to find the statue of Elaine, since it was immediately stolen (who leaves a golden statue on a pirate island?).
In his adventure, Guybrush will visit Blood Island, Skull Island (which for some reason looks like a duck), and finally
in the lair of LeChuck himself, who is gathering an army of the undead to take over the world. He will also meet interesting characters, like new ones,
already encountered in previous games.

Add. Information: The game is English, the archive contains Russian subtitles.
Before starting the game, be sure to read the Readme file!.

01
Oct
2009

Tales of Monkey Island: Chapter 3 Lair of the Leviathan (2009)

Tales of Monkey Island: Chapter 3 - Lair of the Leviathan will invite you, together with the main character, to experience a unique journey through the intestines of a giant manatee. In the belly of an inhabitant of the deep sea, you will meet many colorful characters, solve a lot of problems, solve dozens of riddles and get answers to questions that arise after...

Year of manufacture: 2009

Developer: Telltale Games

Interface language: English
Platform: PC
System: Windows XP/Vista
Processor: 2.0 GHz + (3 GHz Pentium 4 or similar)


18
but I
2011

The Monkey Island Special Edition Collection (2011)

The Monkey Island Special Edition Collection is a disc edition that contains The Secret of Monkey Island Special Edition and Monkey Island 2 Special Edition: LeChuck's Revenge. Both games feature new voiced dialogue, hand-drawn locations and characters, improved controls and a hint system. The sequel besides...

Year of manufacture: 2011
Genre: Adventure
Developer: Lucasarts
Publisher: Activision
Publication type: License

Interface language: English
Platform: PC
Tablet: Present (R E L O A D E D)
Operating system: Windows XP, Windows Vista, Windows 7


17
Jul
2009

The Secret Of Monkey Island Special Edition (2009)

A new, expanded version of the original game. Among the features are graphics in high resolution(1920x1080), full voice acting, hint system, updated soundtrack performed by a live orchestra, new interface, two game modes (classic and advanced), which you can switch between at any time.

Year of manufacture: 2009
Genre: Adventure
Developer: Telltale Games
Publisher: LucasArts Entertainment
Developer's website: www.lucasarts.com/games/monkeyisland/
Interface language: English


21
Aug
2009

Tales of Monkey Island: Chapter 2 The Siege of Spinner Cay (2009)

The second episode of the five-episode season of Tales of Monkey Island. We left Guybrush at the moment when he safely escaped from Flotsam Island on the Screaming Narwhal. But nothing is finished: his hand is still enchanted, LeChuck in human form is wooing Elayne, and then a new mysterious figure unfamiliar to us comes into play...

Year of manufacture: 2009
Genre: Adventure / 3D / 3rd Person
Developer: Telltale Games
Publisher: LucasArts Entertainment
Developer website: www.telltalegames.com/
Interface language: English
Platform: PC -
System: Windows XP / Vista -


08
Jul
2009

Tales of Monkey Island: Chapter 1 Launch of the Screaming Narwal (2009)

The first episode of the five long-awaited saga about the adventures of the failed pirate Guybrush Threepwood! By sending the evil pirate LeChuck to his forefathers, Guybrush Threepwood inadvertently infected the entire Caribbean black magic Voodoo, as a result of which all the pirates are about to turn into terrible zombie-like monsters. Pursued by a brutal pirate hunter and...

Year of manufacture: 2009
Genre: Adventure / 3D / 3rd Person
Developer: Telltale Games
Publisher: LucasArts Entertainment
Interface language: English


09
Dec
2009

Tales of Monkey Island: Chapter 5 Rise of the Pirate God (2009)

In the fifth chapter, our pirate heroes face a decisive battle. Will the world of Monkey Island be saved? Find out for yourself in the thrilling conclusion to the saga.

Year of manufacture: 2009
Genre: Adventure / 3D / 3rd Person
Developer: Telltale Games
Publisher: LucasArts Entertainment
Developer's website: www.telltalegames.com/monkeyisland
Interface language: English
Platform: PC -
System: Windows XP / Vista -
Processor: 2.0 GHz + (3 GHz Pentium 4 or similar) -

Hard disk: 500 MB


07
Jul
2010

Monkey Island 2 Special Edition: LeChuck's Revenge (2010)

A remake of the cult quest Monkey Island 2: LeChuck's Revenge. The game has updated graphics, a re-recorded soundtrack, a new hint system and fully voiced dialogues. How do all the pirates hate Guybrush Threepwood. The name of this young reckless and desperate hero evokes various associations: he is considered useless warrior, ridiculous m...

Year of manufacture: 2010
Genre: Adventure
Developer: LucasArts Entertainment
Publisher: LucasArts Entertainment
Developer's website: http://www.lucasarts.com/
Interface language: English
Platform: PC


31
Oct
2009

Tales of Monkey Island: Chapter 4 The Trial and Execution of Guybrush Threepwood (2009)

In the fourth part of the Stories of Monkey Island, our hero returns to Flotsam, but not of his own free will. What fate awaits the Mighty Pirate?

Year of manufacture: 2009
Genre: Adventure / 3D / 3rd Person
Developer: Telltale Games
Publisher: LucasArts Entertainment
Developer's website: www.telltalegames.com/monkeyisland
Interface language: English
Platform: PC -
System: Windows XP / Vista -
Processor: 2.0 GHz + (3 GHz Pentium 4 or similar) -
Memory: 512 MB - Video card: 64MB DirectX 8.1-compatible - Audio card: DirectX 8.1-compatible -
Hard disk: 500 MB


05
Apr
2011

Graphic Adventure "The Book of the Dwarf. Part One" (2010)

Main character games - the gnome Gron - comes to the village to visit his old (like himself) friend Milberk. What lies ahead for him? About this right now! The debut project of a domestic enthusiastic developer is a small point-and-click quest “with an RPG element.”

Year of manufacture: 2010
Genre: QUEST
Developer: Fairy Forest
Publisher: Fairy Forest
Developer's website: http://www.fairyforest.com/
Interface language: Russian
Platform: PC XP/ Vista/ 7 CPU: 1.0 GHz RAM: 512 MB DirectX: 8.0 or higher


09
but I
2009

Ghost Pirates of Vooju Island (2009)

Adventures in the spirit of Monkey Island in the Pirates of the Caribbean universe. You will get to play as three characters: Papa Doc, Jane Starling and Blue Belly. All three recently became ghosts and are now looking for a way to be resurrected. Living people do not see or hear this trinity, and ghosts cannot move objects. But maybe there are others...

Year of manufacture: 2009
Genre: Adventure
Developer: Autumn Moon Entertainment
Publisher: dtp Entertainment AG
Developer's website: http://www.ghostpiratesofvoojuisland.com/
Interface language: German + Anglifier (text)
Platform: PC OS: Microsoft Windows XP x32/x64 or Microsoft Windows Vista x32/x64


30
Sep
2008

Treasure Island: In Search of Pirate Treasure Treasure Island (2008)

Treasure Island is a fully 3D adventure game based on the novel by Robert Louis Stevenson. All events, characters and places are as close as possible to the “book” ones. The game has a huge number of different puzzles: from simple mini-games and combining objects to multi-stage ones logical problems. Seventeen year old D...

Year of manufacture: 2008
Genre: Quest
Developer: Radon Labs
Publisher: Akella
Publication type: license
Interface language: Russian
Tablet:http://www.antistarforce.com/load/29-1-0-1098
Platform: PC


30
Sep
2016

Cursed Island: Mask of Baragus. Collector's Edition / The Cursed Island: Mask of Baragus. Collector's Edition (2014)

The famous archaeologist Dr. Gordon Levitsky disappeared along with his group while exploring the infamous "Cursed Island"! He went there in search of a powerful ancient artifact - the Mask of Baragus, which, according to his information, was kept by an unknown tribe of this island. Travel with Casey, the daughter of a scientist...

Year of manufacture: 2014
Genre: I'm looking, quest
Developer: TODO Games
Publisher: Big Fish Games
Developer website: N/A
Interface language: Russian
Platform: PC


RAM: 1 GB.


30
Sep
2016

Myths of the Peoples of the World 9: Island of Forgotten Evil. Collector's Edition / Myths of the World 9: Island of Forgotten Evil. Collector's Edition (2016)

Before his death, your uncle hid a mysterious artifact that only you can find. However, the ghost of a warrior decided to interfere with the search for truth. Will you be able to break the Legionnaire's curse - or will you be the next victim?

Year of manufacture: 2016
Genre: Quest, hidden object
Developer: Eipix Entertainment
Publisher: Big Fish Games
Developer website: eipix.com
Interface language: Russian
Platform: PC
Operating system: Windows XP / Vista / 7 / 8 / 8.1 / 10
Processor: any, with a frequency of 2 GHz.
RAM: 1 GB.
Video card: any, with 256 MB. DirectX video memory: 9.0
Audio card: DirectX compatible Free hard disk space: 1 GB.


12
Sep
2016

Grim Legends 3. The Dark City / Grim Legends 3: Dark City (2016)

Sylvia, a young adept of the Order of Monster Hunters, is following in the footsteps of former Order member Gabriel. He stole an artifact containing one of the evil creatures Koshmaar. Now the city is dominated by nightmares. Sylvia, together with her mentor Solomon, will have to work hard to save people, because the dark legacy of the past is much worse than...

Year of manufacture: 2016
Genre: I'm looking, quest
Developer: Artifex Mundi
Publisher: Alawar
Developer website: Alawar.ru
Interface language: Russian
Platform: PC - OS: Windows XP / Vista / 7 / 8 -
Processor: 2.0 GHz or higher - RAM: 2048 MB or higher - DirectX 9.0 or higher - HDD: 1.01 GB free space


06
Oct
2012

Secret Files 3: The Archimedes Code (2012)

The basis of the Secret Files series are stories about historical mysteries and world conspiracies, combining real events and fiction. The first part was dedicated to the mystery of the Tunguska meteorite, the second to the prophecies of a dangerous sect. Due to criticism pointing to the lack of depth of the main characters and some cliched plot, for the third hour...

Year of manufacture: 2012
Genre: Adventure
Developer: Animation Arts
Publisher: Deep Silver
Developer's website: http://www.animationarts.de/
Interface language: Russian
Platform: PC √
Operating system: Windows® XP / Vista™ / Windows 7™ / Windows 8™ √
Processor: Pentium® IV - 2 GHz+ Single Core √


INTRODUCTION


This game is converted from a very popular, very funny adventure game created for PC. You will play the role of Guybrush Threepwood. a teenager who wants to become a pirate. During the game you will encounter many pirates, fall in love with the beautiful Governor of the island and even find a small treasure... but will you be able to find out the secret of Monkey Island?

STRATEGY

PART ONE: THREE TESTS


The game begins with your meeting with the guard of Mili Island. He will tell you where to start your search, and you will automatically find yourself in the village. Remember where the guard is, because you will have to return to him a little later. WALK right to the Scumm Bar. OPEN the door and WALK IN. WALK TO the red curtain, but first TALK TO to the pirates (and the dog) for some laughs.
Behind the curtain you will find three IMPORTANT PIRATES. TALK TO them and say: “I want to be a pirate.” They will tell you about the Three Trials. Try to get as much information out of them as possible, then stop talking and OPEN the door on the right. The COOK will tell you that you can't go inside. Oh really? We'll see! Wait for the cook to go to the kitchen and leave from the left edge of the screen. Then WALK.
IN THE KITCHEN, PICK UP a piece of meat and the pot standing under the table on which the meat is laid out. OPEN the right door and go out. WALK TO the very edge of the pier and shake the board to scare away the SEAGULL, then PICK UP the fish before the bird returns. You can do this an infinite number of times.
Now leave the Scamm bar and WALK left to the guard (he's on top of the cliff), then WALK along the path to the right. When the map of Mili Island appears, head to the clearing in the middle of the island, then WALK left and enter the CIRCUS TENT.
Stop the Fettuccine brothers' bickering and listen to them bargain. Then ask: “How much will you pay me?” (“How much will you pay me?”) Agree to their offer, saying: “Okay, sounds tempting.” Then they ask if you have a helmet, and you answer: “Of course, I do.” I have a helmet" ("Of course I have a helmet.") GIVE (GIVE) the pot to the brothers and they will shoot you from a cannon. Talk to them, tell them everything is okay and you can leave.
WALK back to the path and return to the VILLAGE. WALK right past the Bar and under the ARCH to the "main street" of the village. TALK TO the inhabitant of Mili. He will ask about someone named Sway, answer like this: “No. but I once had a barber named Dominique.” Buy the card from him, which he will offer .
WALK past the man down the street and OPEN the first door on the right. WALK INTO THE STORE. PICK UP the chicken lying on the chest, then LOOK AT at it. OPEN the door and WALK back outside. GO (WALK TO) to the arch under the clock, then GO (WALK TO) along the ALLEY, where the sound comes from: “Shhh...-
A man will appear from the alley and ask you some questions. Answer his questions. You will find out that he is the sheriff. When he leaves. WALK THE STREET and OPEN the STORE door on the RIGHT. WALK inside.
PICK UP the shovel and sword and USE the bell. Tell the GRUMPY SELLER you want these items (by saying "About this sword..." or "About this shovel.--") ), then say: "I"d just like to browse"). Leave the store and WALK TO the guard, then WALK TO the path to make a map appear. You have already finished collecting the items you need. Now it's time to pass the Three Tests)
After checking the map, go to the HOUSE, which stands on the right tip of the island. At the BRIDGE you will be stopped by a UGLY TROLL. GIVE (GIVE) the fish to the troll and he will let you through. When the map appears again, go to the house. Try to OPEN the door of the house and a man will talk to you. Say, "Can you teach me?" (“Could you train me?”), then insist. that you have everything you need. When he finally agrees, give him 30 coins (pieces of eight) and show him your sword. when he asks. He'll take you inside and lead you through some high-energy (and quite fun) activities.
When the classes are over, you need to learn some offensive expressions. WALK to the path and the map will appear, then WALK to the INTERSECTION, which is located to the left of the fork in the road. This best place in order to encounter pirates and get into a fight. Keep fighting pirates to learn the insults and how to respond to them. When you learn them. check them out from the list below. If you hear a phrase that you don't know the answer to, use it and you will get the answer." Eventually, the pirates you defeat will say that you are skilled enough to fight the Sword Lady. Not yet! Keep fighting until until you have heard everything on this list.

OFFENSIVE EXPRESSIONS (I) AND ANSWERS TO THEM (C) FOR PIRATES


I: Do you still wear diapers?
S: What, did you want to borrow it?

I: I got this scar on my face in a brutal fight!

I: I can’t sit seeing such impudence!
S: So, are hemorrhoids bothering you again?
I: I once had a dog, and she was smarter than you!
S: Looks like she taught you everything you know.

I: I heard that you are a pathetic suck-up!
S: But no one has heard anything about you at all.

I: I talked to monkeys who were more polite than you.
S: It’s nice that you don’t forget to communicate with your family.

I: I will wipe your blood with my handkerchief!
S: So you still managed to get a job as a cleaner.

I: No one has ever seen and will never see my blood!
S: Do you run that fast?

I: People prostrate themselves before me.

I: Soon you will carry my sword like a servant!
S: First, stop waving them like a fan.

I: There are simply no words to describe how disgusting you are.
S: No. There is. You just never learned them.

I: Your end has come, you pathetic coward!
S: I'll leave you a small piece.

I: You fight like a shepherd.
S: Not bad. And you look like a cow.

I: You have the manners of a beggar.
S: I’m just trying so that you don’t feel embarrassed in my presence.

I: Just looking at you makes me feel sick.
S: Looking at you, it seems to me that someone has already done this.

I: You are still far from my brains, you pathetic idiot!
S: Yes, but you never used them.

Once you have learned all the insults and their responses, use the map to WALK TO THE FORK IN THE ROAD. You will find yourself in the FOREST. WALK to the path in the background of the screen, then PICK UP the yellow plants when you reach another area. Now you have to find the Lady of the Sword. There are two ways. The first is to wander through the forest until you come across a deep gorge with a sign hanging next to it. PUSH the sign, cross the bridge and go right, where you will find the house of the Lady of the Sword. The second method is to tell the STORE OWNER that you want to find the Lady of the Sword. When he leaves the store, follow him and he will lead you to her house.
TALK TO THE LORD OF THE SWORD; say that you have come to kill her. The fight begins! She uses phrases you haven't heard before. The following is a list of these insults and the responses you should say:

OFFENSIVE EXPRESSIONS AND RESPONSES FOR THE LORD OF THE SWORD


I: Every word you say to me is stupid.
S: I’m just trying so that you don’t feel embarrassed in my presence.

I: If your brother is like you, it's better to sleep with a pig.
S: Looking at you, it seems to me that someone has already done this.

I: I hope you have a boat to get away quickly.
S: What, did you want to borrow it?

I: Do I often watch people like you die on tavern floors? S: Even before they smell your breath?

I: I intend to teach you a little lesson today.
S: You should have kept it for yourself.

I: I have the courage and skill of a sword mistress!
S: Yes. but you never used them.

I: I will milk all the blood from your body drop by drop.
S: Not bad. You fight like a cow.

I: After the last contraction, my hands were stained with blood.
S: I hope this has stopped you from picking your nose.

I: My name is known in every nook and cranny of this dirty island.
S: So you work as a cleaner.

I: The fame of my sword spreads throughout the Caribbean!
S: The fact of the matter is that no one has heard anything about you at all.

I: My tongue is sharper than any sword.
S: First, stop waving them like a fan.

I: My most terrible enemies flee as soon as they notice me!
S: Even before they smell your breath?

I; No one has seen me fight as bad as you!
S: Do you run that fast?

I: Now I know what fools and scoundrels look like!
S: I'm glad to hear that you don't forget to communicate with your family.

I; Only once have I met such a coward!
S: Looks like he taught you everything you know.

I: It seems there are no techniques that can save you.
S: No, there is. You'll just never learn them.

I: You are definitely a pain in the ass!
S: So, are hemorrhoids bothering you again?

When you defeat the Sovereign, she will give you a shirt. LOOK AT her. (By the way, using the Overlord's phrases you can win any sword fight, although you won't have to fight anymore.) WALK across the bridge and follow the path. When the map appears, WALK TO again to the fork.
Once back in the FOREST, LOOK AT at the map, which should indicate where the treasure is kept. "Back" means that you need to WALK to the background of the screen. “Left” (“Lett”) and “Right” mean WALK in the corresponding direction. Follow these directions and you will find yourself in a clearing. WALK to the right and USE the shovel at the "X" location. You will find one more shirt. LOOK AT at it, then WALK left to the forest path (and map).
Head towards the village and go to the store. Don't enter the store, but WALK to the left, through the arch, and you will see the GOVERNOR'S MANSION. WALK TO the mansion. But don't go near the bloodthirsty dogs. USE a yellow petal on a piece of meat, then GIVE the seasoned meat to the poodles. OPEN the door and WALK inside.
OPEN the door to the right of the entrance and WALK. A FIGHT will follow, after which you will have several more items. WALK out front door and return to the city. WALK INTO THE PRISON. (This is the first doorway on the left when you enter the city; can you guess it by the bars on the windows?)
TALK TO THE PRISONER, then go outside. OPEN the STORE door. WALK inside and TALK TO the owner. Ask him if he has any refreshing mints. He will give you a whole package of WALK back and go back to PRISON. GIVE the mints to the prisoner, then ask if he has a file. When he finishes talking, GIVE him rat repellent. In gratitude, he will give you a cupcake.
Leave the prison and WALK back to the GOVERNOR'S MANSION. WALK inside. BREAK (OPEN) the cupcake and you will find a file there. WALK THEN to the gaping hole and you will get into a fight again. The sheriff will stop you and ask what's going on. Give him any explanation, and the governor's wife will appear. She will send him away. Talk to her and OPEN the front door when she leaves. The sheriff will stop you again. Answer him whatever you want and he will throw you off the pier! Wow!
When you are underwater, PICK UP the idol. You will automatically take the sword and climb back onto the pier. Then a watchman will appear and say that the governor’s wife has been kidnapped. Ask him to tell you more about this, and he will give you a note from the evil LeCHUCK. LOOK AT the note.
WALK TO THE SCAMM BAR and WALK there. PICK UP all the mugs and WALK TO the red curtain. PICK UP the remaining mugs and TALK TO THE COOK. Ask him: “What was served, old drunk?” (“What”s wrong, old sot?”) and ask where you can buy a ship. Then OPEN the kitchen door and WALK outside.
Everything that follows must be done quickly. USE one of the mugs to pour the liquid from the keg into it and head to the prison. The grog is slowly but surely eating away at the mug, so you'll have to stop several times. to periodically SUBSTITUTE (USE) empty circles under it. If you dig around for a long time and do not change the mugs, the grog will turn the mug into a lump of tin and spill. Then you will have to go to the bar again, collect the mugs again and try everything again.
When you get to PRISON. USE the grog mug to destroy the castle and release the prisoner. He will run away as soon as you invite him to join your team. But don't worry about it.
WALK out of the prison and return to the guard, then WALK THEN along the path. After checking the map, go to the SHORE in the upper right corner of the island. Once you're there, USE the rubber chicken on the rope to get to Hook Island. OPEN the door of the house and WALK inside.
The powerful MITHOOK will appear and say that he does not like guests. Say: "The Governor's wife has been kidnapped!" (“The Governor”s been KIDNAPPED!”), then say: “Let’s get a crew together.” Mithuk will want to test you to see if you can be captain. When he opens all the doors and runs away. OPEN the small door and TICKLE the bloodthirsty winged demon. Mithuk will agree to join your team.
USE the rubber chicken to get back, then WALK TO the path. After checking the map, WALK to the HOUSE OF THE LORD OF THE SWORD. Talk to her and say: “The Governor has been kidnapped!” ("The Governor"s been KIDNAPPED!") She will immediately join your party. WALK TO the path. After checking the map, WALK TO the LIGHTS at the very bottom of the island (which, in reality, means the Used Market Stan's ships).
When Stan finishes praising the product, say: "I really don"t have that much to spend." He will show you the Sea Monkey ship. When he finishes, say: "On Actually, I was hoping to get one on credit." He will refuse, so say you want to think about it a little more. Before you leave, Stan will give you his card and magnetic compass.
WALK TO THE VILLAGE, THEN WALK TO THE STORE. TALK TO the owner and say: "I'm interested in procuring a note of credit", then say: "Yes, of course I do "). The owner will open his safe and take out the bill of exchange. Look carefully and remember the combination of numbers on the lock! Whatever you say about it, he will not believe you and will put the bill of exchange back in the safe. Now say: “I am looking for the Lady of the Sword of Mili Island" ( "I'm looking for the Sword Master of Melle Island"). And the store owner will leave.
WALK TO the safe and use the combination. (The PULL command turns the safe's handle counterclockwise; the PUSH command turns it clockwise.) When the door opens, you automatically take the bill. Head back to Stan's Used Boat Market.
Ask Stan: "Ugh... can I look at the cheaper one again?" Ask Stan: "Okay, how much does it cost?" ("Well, what do you think it"s worth?"), then say: "Forget about it" ("Forget it"). Stan will beg you to decide on something, say: "Yes. maybe you're right..." ("Well, may be you"re right...") and repeat: "Okay, how much does it cost?" ("Well, what do you think it"s worth?") Then say: "I"d like to make you an offer." Choose a phrase: "Okay! 5000!" (“All right! 5000!”) and Stan will sell you the ship.
Return to the VILLAGE. You'll meet Stan on the pier, and before you leave, he'll give you some literature. Greet all your crew members as they appear, and head to Monkey Island!

PART TWO: THE JOURNEY


After the mutinous crew has decided to go out into the Caribbean Sea, go to your CABIN. OPEN the desk drawer and LOOK AT what's there. LOOK AT at the dusty book to read, PICK UP the pen and ink, then WALK TO the door to exit onto the DECK. WALK TO the rope ladder and PICK UP." Jolly Roger" when you get to the top.
WALK TO the hatch on the deck of the ship (just above the rebel crew). WALK TO THE DOOR and enter the GALLEY. PICK UP the cauldron and OPEN the buffet. PICK UP the box of oatmeal, OPEN it and take out the item. LOOK AT at it to see that it is a small key.
WALK TO the stairs and the HATCH to enter the SHIP'S HOLD. OPEN the chest on the right and LOOK AT into it: you will find a bottle of white wine. PICK UP the huge piece of rope and OPEN the barrels on the left to get some gunpowder. Now go back to the cabin.
USE the key to open the locker, then OPEN the chest and LOOK AT there. There you will find a sheet of paper and cinnamon. LOOK AT the piece of paper to read the recipe and WALK TO THE SHIP'S GALLEY. USE the following items in the CAULDRON: Refresh Mints, Oatmeal, Cinnamon, White Wine, Gunpowder, Ink, Jolly Roger and Rubber Chicken. The water in the cauldron will soon begin to boil, and you will lose consciousness.
WALK TO the deck and you will find that you are already off the coast of Monkey Island. WALK TO the hold and OPEN the barrels again to get more gunpowder, then WALK TO the deck. USE the gunpowder into the cannon and USE the huge piece of rope to make a fuse out of it. Now all that remains is to set it on fire!
Go down to the GALLEY and USE the feather to set it on fire*? under a boiling cauldron. You will get a torch. Get back on deck. USE this torch to light the fuse and quickly USE the cauldron. The cannon will fire and throw you onto the island.
PART THREE: UNDER THE ISLAND OF THE MONKEYS
When German Toothrot leaves. WALK TO THE JUNGLE to see a MAP OF MONKEY ISLAND. WALK TO THE CONFERENCE OF THE TWO RIVERS in the middle of the island. (This is where the river runs through the mountains.) WALK TO the path on the other side of the river and climb up the huge rock. WALK TO the second set of tracks to climb to the top of the hill. PUSH the rock. You'll sink the Sea Monkey, but don't worry.
Herman will appear on the screen; talk to him, then WALK TO the path below. PULL or PUSH the primitive painting until it points towards the edge of the screen, then WALK TO the steps and back to the top of the hill. PICK UP a bunch of stones and place one of them on the edge. PUSH stone; it will hit a banana tree growing on the beach. WALK down to the confluence of rivers and return to the jungle.
WALK TO THE FORT at the left end of the island (it's on the north side of the crater). PICK UP the spyglass and rope, then PUSH the cannon. When Herman appears, say: "I saw a monkey leaving here." Ask Herman a question, then end the conversation. PICK UP the cannonball and gunpowder and WALK towards the jungle.
Go back to the MERGING OF TWO RIVERS and PICK UP the note under the stone. LOOK AT at the stone that caught your attention and you will understand that it is flint. USE a handful of gunpowder on the dam, then USE a flint and a cannonball. The dam will explode and the flow of water will carry you downstream.
WALK TO the POND at the very end of the new river and PICK UP the rope from the sickly looking man. Herman will appear; talk to him or send him away. then WALK TO the JUNGLE and WALK TO to the CREVICE on the south side of the island. USE the rope to tie it to the tree branch at the edge of the crevice and WALK down to the next ledge. USE another rope to tie it to a strong stump and WALK THEN to the ground. PICK UP the oars, then climb back up the ropes and WALK TO the jungle. Then WALK TO to the BEACH where you started on your way around the island.
PICK UP the bananas and USE the oars when you get into the boat. Row right around the peninsula and head towards the shore at the top end of the island. When you come ashore. WALK TO THE JUNGLE AND WALK TO TO THE VILLAGE.
WALK TO the farthest hut on the left and PICK UP bananas from the fruit bowl. Try to leave the village and the cannibals will stop you. Talk to them and GIVE them something (they will refuse). You will be locked in the guest hut. PICK UP the skull from the floor. OPEN the board underneath and WALK TO the opening to escape.
WALK TO the beach and WALK TO the boat. Row to the shore where the banana tree is, then WALK TO the jungle. WALK TO the monkey walking on the north side of the beach. GIVE all five bananas to the monkey and WALK TO back to the jungle WALK TO to the WASTE on the right side of the island; the monkey will follow you.
In the WASTELAND, WALK to the right to find two idols. PULL the left idol by the nose and WALK TO the gate that will open. The gate will close, but the monkey will grab the idol's nose. to open them again. WALK through the gate and approach the GIANT MONKEY HEAD.
PICK UP the small idol, go back to the jungle and WALK TO THE VILLAGE. WALK left to the fruit bowl, then try to leave and the cannibals will stop you again. OFFER (GIVE) them an idol. WALK TO the hut on the left and enter there. PICK UP the banana picker and WALK out of the hut. You will see Herman; GIVE him the banana picker and he'll give you the monkey head key.
WALK TO your boat and row to the shore just west of the wasteland. WALK TO the forest, then to the wasteland. then - to the giant monkey's head. USE the key to open the head by inserting it into the ear. Return to the boat and row to the upper beach, then WALK TO the village. Tell the natives: "Well, actually, there is something...", then say: "I'm looking lor somebody" "). Explain more precisely by saying: “I'm looking for 30 dead guys and one woman.” Keep talking to the natives until they finish talking. GIVE them a piece of paper, and they will give you the SAILOR'S HEAD and a magic NECKLACE.
Get into the boat and row back towards the shore next to the wasteland. WALK TO the jungle, then WALK TO the wasteland. Enter the giant monkey head and WALK to the right until you enter the cave, then USE the seafarer's head. WALK through the CATACOMBS, following the direction your head is facing, until you reach Lechak's ship. TALK TO the sailor's head and say: "Please, may I have this necklace?" (“May I please have that necklace?”). Keep asking the head until it agrees to give it to you, then USE the necklace to make yourself invisible. That's all business.
WALK TO THE GHOST SHIP and OPEN the left door, then WALK inside. USE the magnetic compass and the key hanging on the wall, then WALK onto the deck. WALK TO the HATCH and WALK TO to the passage on the right. PICK UP the ghost feather lying next to the ghost chickens and WALK back into the passage. USE the ghost feather to tickle the sleeping ghost's feet and PICK UP the grog container he drops. But you shouldn't drink grog!
WALK TO the passage on the right again and USE the key to open the hatch. WALK TO the HATCH and USE the grog container to pour it onto the dish and confuse the ghost rat. PICK UP the cooking oil and return to the DECK. USE the grease ball to grease the door on the right, then OPEN it and enter. PICK UP the ghost tools and return to the DECK.
WALK TO the hatch and then WALK TO the passage. USE the tools to open the glowing cage (it's under the ghost pigs), then LOOK AT at the cage; you will find the magic voodoo root there. Now leave the ship and WALK TO the cave. You will find yourself again in the village of cannibals. Chat with the three-headed monkey while the cannibals prepare your potion, then WALK THEN into the jungle.
Go back to where the MEDICAL SHIP was. You will find that the ship is no longer there. Ask the ghost about the ship and the wedding. When Herman appears, ask him to take you to Mili Island. It's time for the final showdown!

PART LAST: GUYBRUSH GIVES A KICK


WALK to the right. A GHOST will stop you. Ask him: "Would you like a beer, sir?" (“Could I interest you in some root beer, sir?”) and sprinkle the potion on him. WALK right again and enter the city. WALK TO the ominous ghost. Say: "No, but I do
have this deadly magic root boor") WALK TO to the arch under the clock, then OPEN the door of the CHURCH (the building with the stained glass windows). WALK inside. Now don't waste time.
Say: "STOP THE WEDDING CEREMONY!" (“STOP THE WEDDING!!”) and when Lechak threatens you, say: “Look what I have!” ("Take THIS!"). Suddenly the Governor appears, confusing everyone present. Ask her questions until she leaves, then tell Lechak again: "Look what I have!" ("Take THIS!"). Unfortunately, you fail to pull out the bottle, and you are introduced to Lechak's huge fist.
After taking a few more hits, you end up at Stan's Used Ship Market. at the CAR. MAKING GROG. The doctor rushes after you. When he grabs you, quickly PICK UP the potion bottle and USE it before the Lechak can hit you again. And then grab a bag of popcorn, relax and watch the wonderful ending.

Nick93
Let me explain briefly from the beginning.
Reward: enhanced manovar “Azor”, unique pistol “Duelist’s Dream”, unique blade “Scar”

ATTENTION: To complete the quest painlessly, I recommend finding yourself a powerful flagship (for me it was the heavy battleship “Shark”)

The quest is taken from the head of the Coastal Brotherhood. When asked why there are so many ships in the raid, Wolf Larsen (if you have not yet completed the pirate line) or another chapter (after completing it) informs you that a Spanish squadron has appeared in the Caribbean, led by Don Pedro de la Encantario, admiral Spain. The pirates nicknamed this squadron “Elusive” and gathered their own against it, led by Alan Baxter (I think that was his name). However, Alan was defeated - recently, in a delirious state, he was brought from the direction of the jungle by a man in a red robe, and half an hour ago he died from an unknown poison. We decide to distinguish ourselves from these sea wolves and defeat the Elusive Squadron. We go to the tavern and talk to the innkeeper. How strange - the innkeeper doesn’t know how to find this squadron. Funny. We look around the hall. In the very corner, near the stairs, sits a sailor. We turn to him, treat him to rum and learn that he and his friend recently entered into battle with the desired squadron. The cap drunk himself shamefully escaped, leaving his friend’s ship to be killed, but he is sure that his friend is still alive and is in the jungle of Hispaniola. We volunteer to find the missing person and go to the place.
Having landed in the bay, we go to the next location and see the character we are looking for. However, he is delirious - apparently under the influence of poison. Suddenly he attacks us, and we have no choice but to kill him. Having searched the corpse and removed the “Duelist’s Dream” pistol from it, we return to Isla Mona and go to that cap, but he does not recognize us. The threads are lost.
It would seem like a dead end. Well, what to do - let's go to the store! We choose the first or second thread of the dialogue and generally try not to be rude to the owner, especially when he asks if we have regatia grass. We ask what kind of grass it is, and then we volunteer to help find it and look for a person of non-pirate appearance in the port. This is Doctor Amonax, who needs registry. We promise to help him get regia, which one guy has in Curacao, and at the same time we ask about the poison. So, this poison is espada, and it is sold by the same type who has regia! Two birds with one stone! We set course for Curacao.
In Curacao we are looking for a house in the jungle. Inside the house we find the same herbalist, who, judging by his conversation and behavior, is gay. We threaten to kill him and learn that the frigate of the Elusive Squadron is about to arrive here for a new batch of poison. We hurry as fast as we can back to the ship, go out to sea and begin a battle with that same frigate. Keep in mind right away that the battle is not easy. It is advisable to board the ship. After this, an entry appears in the journal about the story of a captured sailor who said that on Maria Galante a captured frigate was waiting for another frigate to attack the English caravan together. But don't rush. First, return to the herbalist - we promised to get the registry! Two types of pirate appearance will be waiting for us at the house. We kill them and go into the house. Oh, was it security? Well, excuse me, they were the first to start. We take the registry and set a course for Maria Galante.
An unpleasant surprise awaits us on a desert island - here is not a frigate, but a battleship! Somebody, rip out that sailor's tongue. Well, what to do - we hit him with buckshot until the first day and abort him. It’s strange - there is no captain, only sailors. Having captured or sunk the ship, we decide to search the bays. What luck - in one of the bays we find the captain of the battleship. Kill him or tell him the whole truth - decide for yourself. In any case, from a conversation with the captain or by finding a note on his corpse, we learn that we need to go to Isla Mona, where the sailor who escaped from this squadron is located. In the pirate settlement, the same sailor runs up to us - and he is in a red robe - and says that the squadron is based on the island of Dominica. We raise the sails.
Arrival in Dominica is unsuccessful - it’s empty! Well, since there was a squadron here, it’s worth searching the shore. We disembark in Dominica Bay and meet Miguel Nando, who will tell us very interesting story. From it we learn that the squadron now has only two ships - a manovar and a galleon. We decide to return to Isla Mona to find that sailor who, as it turns out, is a spy.
A meeting awaits us on Isla Mona - the remnants of the Elusive Squadron! We capture the manovar and sink the galleon to hell. I advise you not to rename the manovar - it’s better to remember its name altogether. We disembark at the port and go to the tavern. The man in the red robe has disappeared! We go to the shipyard and find out that this guy bought himself a sloop and quietly fled to Curacao while there was an attack. We give chase.
In Curacao we go to the familiar herbalist’s house. Near him we meet Jose Nando. Well, we still promised to save him. So we save him - he was attacked by two pirates. We send the poor fellow to the ship and go to the house, where we deal with the spy. Afterwards we take Jose to Isla Mona, talk to Miguel and decide to help them avenge Jose - this is how it opens new quest"The Kidnapping of Diego de la Encantario (In Search of El Dorado)." You just need to wait five months. Then we go to the head of the brotherhood and get the “Scar” blade. The quest “The Elusive Squadron” is over!