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SAILOR AL'S   SEA DOGS   WALKTHROUGHS

Pirates  Walkthrough

 

Enter Highrock, turn to your right and offer to bring wine to the first gate guard. After that, the second gate guard will ask you to go get rum. Both will cost 1 gold and yield 250 EPs, with 1 reputation point for the first, 2 for the second.

Talk to Zalpfer, and don’t ask what the invention was, offer to take him into your crew…

Go and talk at length to everyone, but do not take the English letter of marque from the governor, Morton. Go to the tavern, you’ll now find Pete Dalton, who’ll tell the first tale to cause you to wonder about Morton. Worth experience and reputation. You’ll also find Christopher Claystone, who is already drunk. Buy him a drink, and he’ll give you another reason to wonder about Morton. More experience. Talk to Roberto Gorrando. He’ll tell you to talk to Adriano Montefi on El Caimano for a better glass. Go to Tendales.

There Zalpfer leaves your crew, but gives you the steamship sketches. The Tendales shipyard that will buy them. There has been some conjecture that much later someone will have more of a use for them and maybe so, but that hasn’t been verified by anybody. Before you leave Tendales, visit the tavern, where Andrew Shoo offers himself as a Bosun (+1 Boarding, +3 Grappling). Adam Mullen is also there as a Purser (+3 Commerce). Go to Dead Island.

At Dead Island you meet a Eugene Huckster walking the streets in a yellow coat. If you let him examine your medallion, as you should, he’ll tell you your father was a pirate, and that a man who knew him is alive, with a scar on his cheek. He gives you your father’s medallion, likely a quest trigger. Nigel Fester in the store will offer you a quest to take linen to the store on Tendales, to Mr. Offut, in return for chocolate back. In the tavern you meet Jacob Ashton, Ashton want’s to hire you to escort him to Highrock. David Murray’s in the tavern, and tells you a tale of those condemned frigates of Morton’s. You can hire him as a rank 2 Gunner, +1 Gunlaying, +1 reloading. Outside is the priest, from whom you can buy $100 +1 reputation indulgences. If you want to fly the Jolly Roger, you have to attack a British ship. Turns out that’s murderous to your reputation… You should at least prepare by talking to the priest to get your reputation up… Way, way up. Carl, a gate guard, tells you where all the French islands are.

The first thing you do at Shark Island (extreme bottom left of the map) is talk to folks walking about. Raymond Ebilin is a thoroughly piratical looking man who presents himself as a first mate, with +2 sailing skill. Note that selling captures ships is lucrative, and a first mate allows you to take ships you board. For neatness in the quests, lets do nothing else but hire Ebilin, sell any cargo, do any shipyard business, and go into the Tavern.

In the tavern you see Hugo Lumbermill, James Callow, as well as the barkeep Tommy Barkhead, and Olaf Ulsson (The Swede, and the agent for The Brotherhood). Absent perhaps are the English and French agents! Talk to Olaf about joining the Brotherhood, and join. You can follow the train about somebody sending you to him, whether you bumped into such a fellow or not. Hugo is the fellow in a blue coat and tricorne hat. He will only deal with you if you’re a Spanish privateer, and since we’re not in the Spanish walkthrough, he’s irrelevant. James Callow is an entirely different matter, and wants you to take a cursed idol to the Pirate ‘governor’, Desmond Ray Beltrop, on Gray Sails. Pablo, outside, the commoner in the lighter vest, gives a rambling story about natives and how his brothers were killed. Ooooooo Kay, we’ll just go to Graysails…

Go straight to the grounded ship’s gangplank and up to Beltrop. When you give him the idol, you have to say it’s from you (not a friend), and you want the choice of ships they may have taken, otherwise, he’ll think you’re tricking him. When he offers you a Spanish Galleon, you can say it’s a ship for a fat merchant, not a privateer, and leave. He has the idol, you know the way back to Shark Island. Alex Bigot outside wants for you to sail with him, or vice versa. A Pirate wants to drink. You don’t approve of a slave-driver, nor a fence. Pegleg Berquist introduces himself, and not much more, and Bill Powdersack is Beltrop’s master gunner. In the tavern is (usually) a Spanish Agent, and Dreyfus the Fuse. The Fuse is a 2000 a month master gunner who’s worth it, with +3 to gunlaying, coordination, and reloading!!! Jaque Dullarse is a carpenter you need now, you’ll find he’s +2 repair. Francis Dullarse is the barkeep, nothing to say now, and beside him is William the Marlinspike, who wants to sail his caravel with you. Back to Shark Island.

At Shark Island, Callow does not agree to join you as he had said, but he does give you $2,500 for your trouble. The French and English agents have shown up if they weren’t there originally.

Tommy Barkhead does not have anything to say, but Olaf has a lot to say about your father when he gets down to business. If you follow his story to it’s end, he tells you of three men who might know something about your fathers’ demise, and the only one available is Maurikio (!?! I’d love to get a job helping Akella with their adaptation to Western language) Camentata, who is a tavern keeper on Costa Sinistra, and is good with a blade. This pops Costa Sinistra up on your map, and is as good a hint as any that that’s where you need to go.

Now, there is one, huge, problem with all this. Costa Sinistra is protected by a fort, and I don’t know any way to get past the fort into the town to talk to the tavern keeper. If you blow up the fort, you get worthwhile money and experience, but you only get to talk to the governor to demand money. Satisfying, but not conducive to talking to Maurikio Camentata. So, regretfully, go to Gray Sails to the tavern, to see the Spanish agent, to buy forgiveness.

On Gray Sails, in the tavern, $5,000 and 10 reputation points after the Spanish Agent, you’re on your way. Why not stop by Dead Island to get your reputation back up by confessing to the Priest?

Passing by Dead Island for 10 confessions to the priest to build back the reputation, you go on to El Caimano.

See Adriano Montefi on El Caimano for a better glass. He sends you to Granda Avilia for crystals from the storekeep. You can talk also to Ronald the Lawyer, who has a big beef with ‘The Mole’ on Gray Sails, a croney of Beltrop’s. Ronald wants you to deliver a Black Mark to The Mole. On to Costa Sinistra.

Diego Salvatore is a level 2, +2 defense ship’s doctor. You see Camentata, the barkeep in the tavern on Costa Sinistra, and he sends you with a note to see Lorenzo Avido on Grand Avilia to bring back some wine. There’s a man in there who wants escort to another Spanish town, but that must be part of the Spanish quest. On to Grand Avilia, the den of the hated Spanish.

Lorenzo Avido is in the store, a few steps forward and to the right. The deal for the wine is quickly concluded by following the first conversation string. The deal for the crystals for Montefi’s glass is similarly easy, same man. Back to Montefi and Camentata.

It costs you 1000 gold, but you get a long tale and half of the map to your father’s treasure. On to Gray Sails to find Frederick the Mole.

You deliver the message to the Mole, who’s in the tavern, then go back to El Caimano to tell Ronald.

Now, this gets interesting. Ronald is perfectly happy to have you sail away and let him deal with the Mole. However, if you persevere in offering to help, you get +5, that’s FIVE, reputation points. Perhaps because the Mole broke The Brotherhood’s rules. Hope you don’t regret this… Now to Chaktcha Island to settle the Mole.

Back to Shark Island, by way of Granda Avilia to repair and restock.

In the tavern at Granda Avilia is a priest… Padre Ignacio, and he wants passage to Skull Shores (actually, Shark Island). Good thing to do.

Now, on to Shark Island. Talk to the Priest there, you may have to look for him beyond the Shipyards building. Olaf tells you that Beltrop may fit the description of the scarred man in your father’s tale, and that he has no idea where the other half of the map may be. He send you to Beltrop, and says you should come back to him to tell him what you found out.

There’s a middle road to take with Beltrop. Push to little, and you find out nothing. Too much, and you get a nice death movie. Pegleg Berquist has a lot to say about Malcolm Sharp’s history. Back to Shark Island and Olaf.

On Shark Island, Olaf is curious, but doesn’t have a lot to add. He has an idea for a trick to play on Beltrop, but he hasn’t worked out all the details. He does offer you a mission to kill a troublesome merchant, Julio Nederedas on the "San Miguel" off Granda Avilia. The map should open Tel-Kerrat at that point. You’ll then go to "Tricky Marcus", on Tel-Kerrat for $1000. While this did not work in the English Quest, it has in the Pirate Quest. On to Granda Avilia.

You may have to anchor until and encounter. If you tour through Granda Avilia’s harbor, you’ll see the "San Miguel", but she’ll be alone, and won’t move. Anchor well outside. As soon as the "San Miguel" is destroyed, a note will come up (not the map) on the message line that said "Tel-Kerat opened". You’ll have also taken a huge reputation hit if you’re still flying the Spanish flag, but at least you’re flying the Jolly Roger instead. On to T-K!

On Tel-Kerrat, Tricky Marcus is walking about in the purple gear that makes him resemble Dr. Alumnus, or Mr. Zalpfer, or Adriano Montefi. He tells you his tale, and reveals that he is a forger. Though it will take a little time, he can forge your map for that trick Olaf is working on! You also run into Pete Ordo, but this is part of the English quest, and unless you want to run up against a bunch of cannons in British ports (they don’t like your flag) which will, WILL, get Ordo killed, you’ll let Ordo pass by without comment.

When you come back to check with Marcus, he tells you he needs still more time. Just because you’re a gamer, you walk away, then walk right back, and suddenly he has your duplicate. He gives you both items, and you're happy. On to Shark Island if you need to refit your ship, otherwise on to Gray Sails for Beltrop!

Beltrop offers to tell you about Malcolm if you give him the map, which you’ll do after he talks. Part of the tale is that the treasure is buried on Telltak island (not Tel-Kerrat, don’t get confused). Again, you have to watch it with Beltrop… Boy, matey, one needs a stiff one after that! You go to the tavern, and, Hey! There’s a woman in there!

Her name is Anna Forge, and she’s very concerned for your safety. You strike up a deal, you kill her brother’s murderer, Juan Cocodrillo Sangre, off Isle D’Orange, and she’ll get the other half of the treasure map. On to the Isle!

Up you go and sink Sangre, then back to talk to Anna. She has the rest of the map, and Telltak is opened. Now, be a gentleman towards her… And prepare for a fight with Beltrop, who knows now the map section you gave him is a forgery.

What a mission. The first thing coming round the corner is the Gorgon, Beltrop’s ship, a Modernized Man of War! It’s HUGE, and it’s yours if you can board and take it. Of course, Beltrop is aboard… After that, if there is an after, you circle the island looking for the ‘land’ option to come up. This will put you in a cave. Search it thoroughly!

Back at Gray Sails, you can ask Anna to marry you. She says she needs more time. How about visiting Olaf?

At Shark Island, Olaf needs to be talked to twice, but while he agrees that Beltrop was purely evil, defending Skullshores will be harder without him. Pirates are fleeing, and the three nations are preparing attack forces to clean out and claim Skullshores. You have your father’s dream of an independent nation in the archipelago, though, and Olaf buys in. He gives you your father’s old flag, and not much more than encouragement to deal with the French first, since they are the most prepared.

You go cruising French taverns, and at Isle D’Orange you find a drunk sailor moaning he’s going to die, since he knows he’s ordered to attack Skull Shores whenever his admiral returns from Omory. Hmmm…

Ashore on Omory is a M. D’Oriliaque, who seems a man of influence regarding the French military plans… You win an agreement for him to ‘fix’ the invasion, so it’s time to go home.

Well, Olaf is surprised you stopped the French, but he warns you that the English are now on the move. Stop by Anna on the way to see about it.

Anna still needs time to think, so on you go. Finally, cruising the English isles looking for a handle on the coming assault, you stop by the tavern at Highrock. There is a Jeremy McMellon, a revolutionary who shares many of Malcolm Sharp’s ideas, and who promises to stop the English assault. In the future, he wants the Archipelago one nation ruled in benevolence.

Ulsson thought that you should go see ‘Butcher Phil’, who has taken over Beltrop’s office on Gray Sails. He tells you that he likes the idea of an independent country, but Spain has sent two lineships to crush Skullshores. He wants to fight with you and take one for himself. No, Anna’s not ready yet…

The two lineships are no big deal if you have Beltrop’s old ship. The thing is, you have to SINK both of them. Often in this game the next event in a quest is not triggered unless you sink all the enemy ships in a battle. Now, this did NOT apply to Beltrop’s ship, but it does to these. If you board one of the lineships, every time you come back to Gray Sails, the one you didn’t board will be waiting on you! After the battle, Anna’s not ready, so you go talk to Olaf.

Olaf says he’s getting’ too old for this, and he’s going back to England to set up a tavern. He leaves you Shark Island. In the meantime, he refers you to McMellon, and tells you to someday come to his tavern and tell him how it all came out.

Going to Gray Sails you see Roberto Gorrando walking about outside, though you don’t remember him from the High Rock tavern. He offers to sail with you.

As Anna wasn’t ready (that priest is still at Shark Island), you sail to Highrock to talk to McMellon. He tells you there is an English force at Dead Island that must be wiped out. He also tells you about his plans for the nation of the archipelago, and that to set up a proper taking of power at Highrock (and not a mere raid) will need an investment of $3000. Chump change at this point. Dead Island opens.

You will have to manually aim the cannons to fire at the English ships if you’re not already hostile. When you have knocked out enough of the ships, you’ll get messages of +3 reputation points. Back to Highrock, and when you get there…

The place has a Pirate flag over it!!! No one is in the townhall, and Jeremy McMellons says everything will be completed soon.

When you get stuck, wondering what to do next, where do you go? You wanna go where everybody knows your name! Needing cheers, you head for familiar taverns, looking for inspiration. In the tavern at Gray Sails, you talk to (not Anna…) Francis Dullarse, who has a letter from McMellons (You can look at in by hitting F1, then going to ‘chest’, and it’s labeled McMellons’ first letter. FIRST LETTER?). He says that the Spanish threaten your plans by massing at Isla Ballena for an attack on Highrock. You are to sink at least a couple of ships, maybe even capture the island! That Francis, this time he knew your name, and you’re glad you came!

Now, some of you bloodthirsty types, when you succeed in taking the fort and you walk the streets of Isla Ballena, will ask for the money when you confront the Spanish governor. You’ll miss out on two things. First, the nice speech about taking the island for the independent nation of Libertalia (?!?) and the following movie of raising Jolly Roger over the fort; and, second, the rest of the Pirate campaign.

At Gray Sails, Pegleg Berquist has a story of being abducted by the Spanish, and a second letter from McMellons. He wants to speak to you in person at Highrock.

McMellons wants you to take Granda Avilia, and leave behind a garrison of 200 men. I was concerned, because a but caused a pirate flag to already be above Avilia on the map, and upon approaching the island it said it belonged to the Pirates. The fort flew a Spanish flag, though, and the assault went as the one did for Isla Ballena. Back to Highrock.

McMellons is encouraged, says some of the other governors are fleeing, but the next target is Isle d’Orange. He says the governor is a good guy, so if you can talk to him before attacking, maybe he’ll surrender the place instead of your having to conquer it.

 

 

SAILOR AL'S   SEA DOGS   WALKTHROUGHS

Whether you're stuck and in need of a simple step to continue or you're the kind of player who likes a good guide to save time, Sailor Al's Sea Dogs Walkthroughs are the best. 

 

English Walkthrough - The game starts in the English island of Highrock. Take the guv'nor's Letter of Marque and sail under the Union Jack. 

 

Pirate Walkthrough - Too cool to sail for the civilized nations, eh? We like your style. Hoist up the Jolly Roger, matey, and let's sink some English!

 

Spanish Walkthrough - What brings someone to take on the allegiance of a hated nation? A desire for vindication? The desire to hunt for the individuals responsible for a crime (and not blaming the entire nation)? Perhaps a little too much rum?

 

French Walkthrough - Maybe it’s the idea of the wine, or the food, or the idea that like them, you think you’re better that anybody else (J ), but you’ve decided to head on out to Belflor to get yourself a French Letter of Marque!

 

Missing Pieces - Some quests fit in multiple campaigns, or are not in the ‘cricical path’.

 

Places and People - Who-boy, there's lots of folks in the Archipelago to keep up with. Sailor Al has sketches on all of them here.

 

The Cheats! - Any real guide to a computer game will have a section on cheats.

 

The Fifth Campaign - The Fifth Campaign is… that of a free trader at sea!

 

The Stores -  a guide to lucrative trading.

 

The Game Editor! - That’s right, mateys, there be an editor hidden in the game!