Note that it’s better a) to stay away from ports of a different
country than your own (except for the Pirate ones), unless ‘quested’
there, since their story lines can mess up your own… Sea Dogs is based
on 4 linear plots, and b) you’ll know when you’ve chosen the right
dialogue train, often, because there will be an experience or reputation
point bonus, or when going to an island, a note will say that island’s
been ‘opened’ will appear.
Note that this walkthrough only covers the special events and ‘triggers’
of your career, not what you do to make money to maintain your ship(s) and
your crew. The careers in Sea Dogs work apparently not by clock or other
timed mechanism, but ‘triggers’. To progress, you have to accomplish
specific events which open other events. When a trigger is opened, for
instance, characters who would not ordinarily appear in a specific tavern
will suddenly be there, with your next assignment. I’m convinced there
is no timer anywhere in the events of this saga, but it can be that
leaving a town, then going back, may ‘set of the trigger’, and on at
least one occasion so has asking a character a second time. Sometimes the
conditions or ‘triggers’ are multiple… Take the following case:
"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 have to be assigned this mission, AND it only
seems to work in ‘the pirate career’, however the game figures THAT
out (membership in the Brotherhood? And what would membership in the
Brotherhood do to your English Letter of Marque. I haven’t tried). There
are consequences. You can’t do an English career, and then shoot up any
ship you meet at sea, English included.
There are such things as ‘red herrings’, such as a lot of people
asking Nick (you) about some person on some ship who hasn’t been seen in
awhile. In at least one case, though, that leads to something. Sea Dogs
has a very rich story environment.
Note that you should check your journal every time it is updated, and
if you have an item in your chest you can read, read it. It seems also
that when you get Malcolm’s Flag, you have no more need of a letter of
marque.
It costs 10 reputation points to change your letter of marque to one of
another nation. The penalty for firing on a ship the same nationality of
your LOM is 25. See Dead Island’s priest.
Finally, it is possible to be doing one of the storylines and encounter
events from one of the others. If you are stuck on a side quest, you may
want to check another nation’s walkthrough, or the Missing Pieces
section. I had a tendency, particularly during the Spanish career, to have
the kind of relations with the three nations that allowed me to enter any
of the ports. How? Get yourself a First Mate (to make money), and loot
only pirate ships! Except for the rare times it’s scripted to eat crow
and get a hostile nation’s LOM (like in the English campaign at one
point), you’re largely safe sticking to visiting islands under your
nation’s control, and Skullshores.
This walkthrough guide would not be possible without thanking the
several skippers from the Sea Dogs Forum who have provided help in
critical stages. Here’s a tankard ta ye, lads! Now, go out into the
Archipelago and enjoy yourselves!
Sailor Al
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!