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LEGO Pirates of the Caribbean: The Video Game (PS3 Version)
A FAQ/Walkthrough by CyricZ
Version 1.1
E-mail: cyricz42 at yahoo.com
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1. Introduction
2. FAQ
3. Basics
3A. Controls
3B. Jack's Compass
3C. Menus/Displays
3D. Hints/Tips
4. The Port Hub
5. Story Walkthroughs
Curse of the Black Pearl
5A. Port Royal
5B. Tortuga
5C. The Black Pearl Attacks
5D. Smuggler's Den
5E. Isla De Muerta
Dead Man's Chest
5F. Pelegosto
5G. A Touch of Destiny
5H. The Dutchman's Secret
5I. Isla Cruces
5J. The Kraken
At World's End
5K. Singapore
5L. Davy Jones' Locker
5M. Norrington's Choice
5N. The Brethren Court
5O. The Maelstrom
On Stranger Tides
5P. London Town
5Q. Queen Anne's Revenge
5R. White Cap Bay
5S. A Spanish Legacy
5T. The Fountain of Youth
6. Freeplay Runthroughs (Minikit Bottles and Compass Items)
Curse of the Black Pearl
6A. Port Royal
6B. Tortuga
6C. The Black Pearl Attacks
6D. Smuggler's Den
6E. Isla De Muerta
Dead Man's Chest
6F. Pelegosto
6G. A Touch of Destiny
6H. The Dutchman's Secret
6I. Isla Cruces
6J. The Kraken
At World's End
6K. Singapore
6L. Davy Jones' Locker
6M. Norrington's Choice
6N. The Brethren Court
6O. The Maelstrom
On Stranger Tides
6P. London Town
6Q. Queen Anne's Revenge
6R. White Cap Bay
6S. A Spanish Legacy
6T. The Fountain of Youth
7. Characters
7A. Story Characters
7B. Extra Characters
8. Secrets/Unlockables
8A. Main Unlocks
8B. Bonus Mission
8C. Red Hats
8D. Secret Codes
9. Trophies/Achievements
10. Standard Guide Stuff
10A. Legal
10B. E-mail Guidelines
10C. Credits
10D. Version Updates
10E. The Final Word
Welcome, and a hearty "Arrrr!" to you all! This is my FAQ/Walkthrough for
LEGO Pirates of the Caribbean: The Video Game. Within this guide, you'll
find the info on how to get through all the story missions and where to find
all those pesky minikit bottles, compass items, and red hats. So, hoist
the mainsail, ya dogs, and join me in this adventure or I'll be havin' yer
guts for garters!
A: This is an action adventure game by Disney and Traveller's Tales,
released in 2011, using LEGO characters and with the setting of the
Pirates of the Caribbean movies.
Q: What systems does your guide work for?
A: This should work for PS3, X-BOX 360, the Wii, and PC. Portable versions
tend to be stripped down editions with minor things changed, so don't rely
on my guide for those.
Q: What movies does this game cover?
A: All four. Yes, even the one that hadn't come out yet at the time of this
game's release.
Q: What is the ESRB rating of this game?
A: This game is rated E10+, with the added descriptors of Cartoon Violence
and Comic Mischief.
Q: Would this game be good for my kids?
A: Absolutely so. There's almost no objectionable material during gameplay.
All violence is done to LEGO bricks, not real people. The game is very
forgiving in the sense of difficulty, encourages exploration and critical
thinking, as well as working together with a friend. However, there are
certain dark-ish situations that mirror the movies, such as the LEGO
characters dying or being dismembered (ie. Barbossa's death) which are
kinda played down given the goofy nature of the LEGOs.
Q: How many people can play at once?
A: Two. Drop-in/drop-out co-op is available at any time during the main
game. There is, sadly, no online play.
Q: I want to buy new characters, but where do they show up? I only see ones
I already have!
A: It's kind of tricky in this game. As soon as you enter a new room of
the hub, characters will start filing in, and after a certain number, no
new ones will be added. This can get annoying when you're looking for a
certain character to buy or when you only have a few left to get. That
said, there are some tricks to get the ones you want. First, consider
attacking the characters that are already there. Once one goes down, a
new one will show up, often a different character. Secondly, certain
characters tend to hang in certain areas:
- Cannibals hang out on the beach in the Main Pier.
- Non-Pirates (English soldiers and others) hang out in the Town area.
- Bad guys tend to hang out in the Tavern and Inn.
- Blackbeard will only appear outside of Tia Dalma's hut at the west end of
the Town area.
Left Analog Stick: Move your character.
Right Analog Stick: Adjusts the camera view.
X Button: Jump. Most characters can double jump, or at least perform a
roll as their double jump.
Square Button: Attack using primary weapon. Certain characters allow you to
hold down the Square button and target a projectile attack. You can also
attack while jumping, which homes in on a target for you.
Circle Button: Use special ability or secondary weapon. Also used to build
LEGOs, turn cranks, and to pick up items.
Triangle Button: Shift focus. Use when facing another character to transfer
control to them. Also used to mount and dismount vehicles and animals.
Also, if you hold down Triangle you can bring up a character menu. In
Story, this will be the characters you have in this mission. In the hub or
during Free Play, you can bring up a character menu which will allow you
select anyone you've unlocked and play as them.
L1 and R1 Buttons: Only used during Free Play. Switch between characters you
selected for this mission.
Start Button: Brings up Pause Menu.
It's an important new feature, so it gets its own section. Jack Sparrow is
armed with many things, but perhaps the most widely useful is his compass.
The compass can be used to find what I call "Compass Items". Some call them
"Buried Treasure", but honestly, most of them aren't treasures, and some
aren't even buried, so it seems a misnomer.
Hold down Circle while controlling him and you'll bring up the "Compass Menu",
where you'll see eight objects arranged in a circle. Use the Left stick to
point towards one of the items. Once you pick an item, you'll see a trail
leading to where it's hiding. Follow that trail (marked by blue footprints)
and when you reach the item (marked by an X) you'll uncover it.
Note that while tracking an item, Jack will move pretty slow. Also, he won't
be able to jump, swim or perform any other actions or else he'll be broken
from "tracking mode".
Sometimes, there are multiple steps to finding an item. You'll track towards
a "compass" marker and then you'll see a small whirlwind. Follow that
whirlwind to the new spot. Eventually, you'll reach the X, sometimes after
following several spots.
Now, as to the Compass Menu itself, you'll note that sometimes you can see
items and sometimes you can't. Here's a breakdown of what the icons can
look like.
- If the picture is completely black, then the item is not in this area.
You'll need to move to a new area to find it.
- If the picture is visibly colored, then the item is in this area. You
may not be able to reach it with your current characters, but it's in that
particular area.
- If the picture is pulsating, then the item is required to pass the story
mission. Also, if there's a required item, you'll usually see a visible
compass marker on the ground.
- If the picture has a green checkmark, you've found the item.
- If the picture has a green arrow pointing to it, then you've at least
found the item in a past run through the mission, and don't need to find it
again for it to count.
As a final note, while you need to find all eight Compass Items to get a
Gold Brick, you don't necessarily need to find them *with* the Compass.
Some items are perfectly visible and useable without needing to be unearthed,
and grabbing them will make them count towards finding it. That said, there
IS a trophy for finding all eight only using the Compass.
New Game: Begin a new game file. You'll be prompted to create a save file
in the PS3 version.
Load Game: Pick any of your save files to start up from.
---
Pause Menu -
Resume: Return to the action.
Options: Go to the Options menu to tweak the game.
Extras: Access any of your available red bricks or input a secret code.
Quit: When in a mission, this option will return you to the hub. When in
the hub, you will return to the title screen. If in the hub or in Free Play
mode, you'll be given the option to save your progress or not
---
Options Menu -
Button Prompts: With this, you'll be given little diagrams of what to push
near objects.
Audio Volume: Adjust general volume of the audio.
Music: Turn on or off.
Brightness: Adjust how bright the game is on your TV.
Motion Blur: Set whether or not blur occurs when things move fast.
---
Main Game Display -
Most of the display action during gameplay is at the top of the screen.
The upper corners show your current characters in portrait form, and their
health in heart form. The hearts are red if you're just walking around, and
gray if you're on a vehicle or animal, or blue if you're diving underwater.
Each player has a stud count, and the running total for True Pirate is kept at
the top middle of the screen.
Get into a habit of using the "Save & Exit" function to save out of the
Port hub, just to make sure all your progress is recorded. Note that you
CANNOT save exactly as you are in the middle of a mission to pick up later.
You must complete the mission in one sitting for it to count.
Although the concept isn't as prominent as it has been in past games, make
sure you try to smash everything you see. Collecting studs will let you buy
more stuff, and will also count towards attaining "True Pirate" status, which
you'll have to do once per mission.
Explore everywhere. Run into walls and behind them to look for any areas
you might be missing.
If you die, you'll drop 2,000 studs. You can die as many times as you want
and you can still finish the mission. However, losing too many studs means
you'll have a harder time getting True Pirate status, so be sure to recollect
those lost studs when you croak.
Note icons in the area that let you know if you need to use a special ability.
- A compass marker means you need Jack's Compass.
- A colored bullseye means you need projectiles.
- Smoking red objects means you need a hammer to forge.
- Dirt flying out of a spot on the ground means you need to do some digging.
- A rainbow marker with flowery sparkles means you need a high jumper.
The game will usually let you know about these as you come to them, but keep
your eyes peeled as you explore.
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4. THE PORT HUB
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A nameless port (but which seems to be based off Port Royal) serves as the
hub for your adventure. After the first mission ("Port Royal"), you'll be
given the opportunity to return to this place at any time. From here you
can access any mission in the game in any story.
Also, any character you've purchased will be found wandering around the
area, as well as characters that are made available for purchase depending
on the missions you complete. You can also find the game's twenty Red Hats
in this area, which are used for Extras. Each Red Hat is covered in detail
below.
The hub is broken down into several areas:
---
Main Pier
This area consists of a pier running horizontally at the back of the area,
water beneath it and stretching south, ending at a beach at the south end.
Exits are on the left and right end of the docks. To exit to the right,
you'll need 8 Gold Bricks. To exit to the left, you'll need 12 Gold Bricks.
At the end of each dock in the back of this area is a map which represents
each story. Walk up to the map and you'll be allowed to select which mission
to play. You must play the missions of each story in order, but all stories
are available from the first time you enter the Port.
Red Hats:
Treasure x2 (500,000)
Quickly step on all five posts on the south beach.
Minikit Bottle Finder (400,000)
Go to the south beach and find a large crab. Chase it around until it gets
tired, then ride it.
Breathe Underwater (250,000)
You need a Sea Walker and an explosive weapon. There are grenades buried
on the beach to use. Take one and go underwater near the maps and blast
all three silver locks.
Extra Hearts (500,000)
Again, you need a Sea Walker and an explosive weapon, but you also need a
High Jumper. On the left side of the water, blast the weight keeping the
platforms anchored, then reel them in using the crank on the beach. Get a
high jumper to jump onto the green hanging bars. Once you pull down both,
the hat will appear.
Treasure Magnet (225,000)
You need 16 Gold Bricks. On the left side of the beach, put together the
sand castle.
Regenerate Hearts (275,000)
You need 24 Gold Bricks. On the right side of the beach, put together the
sand castle.
---
Watchtower (8 Gold Bricks)
This area is to the right of the main pier. Its left end is a large rocky
surface with a stone watchtower at the top. Its right end is a dock that
extends out to the right, over a decent sized water area. The only exit is
left back towards the main pier.
The dock is home to the minikits you find in the missions. Once you
complete the minikit, shatter the glass bottle holding it and a small
version will appear in the water. You can then ride the ship and fire its
cannons. This won't DO anything, but it's kinda cute.
Red Hats:
Red Hat Finder (300,000)
Use the Compass right at the beginning of the area and follow it to the
X. Knock all five red flowers that appear.
Disguises (25,000)
Go into the water, then to the left side and grab the rope that climbs up
to the right side of the watchtower, then light the barrel back there
with a nearby torch.
Fast Forge (75,000)
Bring a hammer user to the far right end of the dock and forge the winch.
Fast Build (125,000)
You need 32 Gold Bricks. Assemble the elevator near the watchtower and
ride up. The hat is inside the darkened doorway.
Treasure x10 (2,500,000)
You need 32 Gold Bricks. Assemble the elevator near the watchtower and
ride up. Continue to climb up the rigging and chains until you reach
the very top. At the top of the watchtower, use the spyglass on the far
island and watch the digging pirate.
---
Fort (12 Gold Bricks)
This area is to the left of the main pier. The main attraction is a large
stone building that dominates the area, and a street that runs from right
to left, ending at Tia Dalma's hut. The stone building itself has several
ledges that can be accessed by stairs or jumping, as well as two entrances
to other areas, both at ground level, one leading to the Tavern, the other
to the Inn.
The only other thing worth noting is the clocktower at the top of the fort.
By climbing up to it, you can change the time of day to night, which is
entirely cosmetic, so far as I've seen.
Red Hats:
Fall Rescue (175,000)
Use projectiles to hit all three colored targets at the main entrance to
the fort. If you want, you can use the Pistol that the Compass can lead
you to in this area.
Extra Toggle (100,000)
Use explosives on the metal skull door near the clocktower.
Treasure x6 (1,500,000)
Hit all three silver valves around the well quickly. You won't destroy
them, but hitting them with speed will make the hat appear.
Always Double Treasure (600,000)
At the right end of the fort are a couple of cannons. Grab a nearby torch
and use it on them and blast the three targets in the water.
Fast Dig (50,000)
You need 24 Gold Bricks. Assemble the winch near the left side of the fort
and roll a barrel into the switch.
---
Tavern (12 Gold Bricks)
This small area can be accessed by walking into the main entrance of the
fort. There isn't much going on here apart from a Red Hat.
Red Hats:
Character Treasure (150,000)
Use explosives to blast the three silver kegs behind the bar.
---
Tia Dalma's Hut (24 Gold Bricks)
To enter Tia's hut, you need to assemble the 24 Gold Brick object at the
fort area, then roll a barrel into the barrel switch you make. Take a
second barrel and roll it up the dock to the next barrel switch, which will
open the door to the hut.
The first floor of the hut has little going for it, but if you grab both
sides of the curtain in back and head upstairs, you'll find the Custom
Character section. You can use these racks to make your own special
characters that you can use in the Hub or in Free Play.
Red Hats:
Treasure x8 (2,000,000)
Once you enter the hut, smash the nearby chest.
Invincibility (1,000,000)
You need Blackbeard. Go to the back left of the hut and use the sword
on the red and black chest.
---
Inn (12 Gold Bricks, Blackbeard)
To enter the inn, you need Blackbeard. Go to the left side of the fort to
find a red and black skull door and use the sword's power to open it.
Inside, you'll find a small building. Go to the counter at the back wall
and you'll access the Movie Viewer, which allows you to see any cutscenes
you've already seen.
Red Hats:
Treasure x4 (1,000,000)
You need either Philip or Syrena. Use their voice on the glass case in
the back to shatter it.
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5. STORY WALKTHROUGHS
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As you begin a New Game, you'll be put right into the Port Royal mission.
In Story Missions, you'll be given a minimum of two characters and you'll
need to run, fight, and build your way to the end of it. Many things will
stand in your way: enemies to be beaten, puzzles to be solved, and LEGO
stuff to be smashed, so each of these sections will tell you how to solve
each mission.
================
5A. Port Royal =
================
"You are, without doubt, the worst pirate I've ever heard of." - Norrington
"But you *have* heard of me." - Jack
Characters:
Will Turner
Mr. Brown
Jack Sparrow
Guard Dog
True Pirate at 100,000
---
Smithy: Begin by heading to the right where the fallen gear is. Hold down
Circle near it to assemble its pieces. Now, press Triangle to switch to
Mr. Brown and have him hold Circle near the smoking red objects to forge
them into place. Now, hold Circle near the crank you just repaired to
raise the gear up into place. Next, head back to the left where the
donkey's sleeping and pick up a carrot from the box behind him. Give
the carrot to the donkey and it will wake up. Press Triangle to ride
it and walk over the part of the gears with the orange handle. Hold Circle
near it and the donkey will push the gears.
Time for a scrap with Jack. Knock off his first heart and he'll flee to
the rafters. The barrel he knocks down will break into pieces that you
can assemble into a climbable surface on the back wall. Climb up and
move over to where Jack is. Don't worry too much about falling off the
thin beams; the game kinda keeps you glued to them. So, bounce around
and duel with Jack some more. You'll knock off three more hearts and
he'll flee to the upper area. Climb up and hit him one last time.
Prison: All right, time for Will to free Jack. The dog won't move without
a bone, so go over to the right and one will tumble out of the last cell.
Take it back to the dog and you'll be able to switch to it. Have the dog
crawl through the nearby vent (press Circle in front of it) and it will
push down the bench. Carry the bench over to the green floor panel in
front of Jack's cell. Stand on the left side of the panel and Jack will
be free. Now, take the dog back to the last cell on the right and hold
Circle near the dirt to dig up a Key. Take it to the crank near the door
that doesn't have a Key and place it. Now, have both characters turn both
keys to open the exit (if you're playing by yourself, the computer will
move the other character for you).
Stockade: You now need a barrel, and there's one in the foreground tipped
on its side ready for you. Ride it by pressing Triangle next to it, then
roll it over to the switch to the left of the back door. Keep rolling on
the barrel as it's in the switch to open the door. Now make your way
through the guards to the next area.
Beach: Head down to the beach and you may as well save the pirate under
stress from two soldiers. Now, switch to Jack and hold down Circle and
you'll pull up the Compass Menu. Use the Left Stick to select the
planks at the top of the menu and release Circle. Now, you can use the
footprints on the ground and the markers to track the location of the
planks, eventually a big red X. Once you hit it, the planks will appear,
but you'll need to use the dog to dig them up. Assemble them, then hop
up to the sidewalk and grab the nearby barrel. Roll it over the planks
to the right and you'll find a barrel switch near the door. Take out the
soldiers in the area if you wish, but get the gate open to proceed.
Pier: Head down the sand to the back. Now, grab one of the upright barrels
and you'll pull it over your head. This will allow you to breathe and
walk underwater, so head into the water and you'll eventually find a
small enclosure with a button in it. Step on the button and you'll ride
up to the pier. Now, head down to the lower level of the pier and grab
the Key sitting on the left edge. Place the key in the crank up the
ramp and turn it to move a platform. Climb on this platform and up the
rope to the upper platform. Press Circle while in front of the nearby
switch to stick your sword in it. This will shoot out a grapple over to
the Dauntless. Jump up to the rope to slide down to it, then spin the
wheel on the ship to end the mission.
---
New Characters:
Jack Sparrow
Will Turner
Mr. Brown
Guard Dog
Lieutenant Groves (7,500)
=============
5B. Tortuga =
=============
"It is indeed a sad life that has never breathed deep the sweet, proliferous
bouquet that is Tortuga. Savvy?" - Jack
Characters:
Jack Sparrow
Will Turner
Mr. Gibbs
Marty
Anamaria
Cotton
True Pirate at 150,000
---
Dock: Your first step in this swinging pirate town is to head up to the gate
in the back and grab a torch. Bring it down to the cannon and press Circle
to use it. Aim at the crossbar holding the gate closed and fire. You
can now head through the gate.
Town Square: Okay, let's wrassle together a crew. First, grab the two
wheels (one next to the well, the other further back) and place them on
the cart with the horse. Now, grab an apple near the well and give it
to the horse. Now, you can ride the horse and pull the cart away. Now,
you can head through the door behind it.
Pig Pen: Looks like Mr. Gibbs needs a rude awakening. Smash the box in the
pig pen and assemble the pieces, which will drop a Key. Use it in the
nearby crank to raise the pot to the upper level. Grab the ladder above
you and climb up, then take the pot and carry it to the water tank to the
left. Use the sword switch nearby to fill the pot, then place it back
on the right. Once Mr. Gibbs joins you, have him forge the gate on the
left so you can leave.
Town Square: Forge the kiln off to the right. You can now enter it and
take a torch. Take it to the front of the area and use it to light the
dynamite barrel. After it blows, assemble the pieces and enter.
Basement: Head down the tunnel. Smash the barrel to the left to free
Marty, but he'll need a weapon before you continue. Use the Compass,
top item on the Compass Menu. Once you find Marty's gun, take the
shovel on the left wall and dig it up, then hand it to him and he'll join.
Have Marty crawl through the vent near him and blast the chains. Head
back through the vent and blast the silver structure, then climb up the
ladder.
Pub: Forge the device in the back to raise the chandelier. Head to the
right and jump up to the railings on the chandelier, then shimmy around so
you can jump to the next chandelier, then the next, then the balcony up
top. Head through the only open door up here.
Room: Anamaria needs some help. Dust the pirates, then bust down the
dresser on the back wall to find a Ruby. Give it to Anamaria and she'll
sign on. Now a bunch of bad guys will come through the windows. Use
Anamaria's high jump ability to grab the shades to close them and the
door to the left will open. You can now leave.
Town Square: Use Anamaria to hop up to the green bar, then leap across
them to the left. Head around the left of the balcony up here and push
off the box at the end. Take the object that was in the box and place
it on the green panel. The door to the nearby house will open.
House: Poor Cotton's parrot has flown off. First, push the box along the
track to the left and leap up to the balcony. Smack the pirate with
the parrot and it will fly off to the other side of the room. Go to the
back of the balcony and cross to the right using the plank, then whack
the pirates over here. Once they're all gone, the parrot will fly to the
back chandelier. Jump on it and you'll drop it and Cotton will get his
parrot and join up. Now, you can leave the house.
Town Square: Head south, back towards the dock.
Dock: Get everyone into the boat.
---
New Characters:
Mr. Gibbs
Marty
Anamaria
Cotton
=============================
5C. The Black Pearl Attacks =
=============================
"Why thank ye, Jack." - Barbossa
"You're welcome." - Jack
"Not you. We named the monkey Jack." - Barbossa
Characters:
Elizabeth Swann
Will Turner
Mr. Gibbs
Marty
Anamaria
Cotton
Jack Sparrow (Waistcoat)
True Pirate at 50,000
---
Interceptor Deck: The point of this phase of the mission is to break our
friend Jack out of the brig. You have six cannons you need to fire at
windows on the Black Pearl. The first is right in front of you (torches
near the masts). For the second, have Gibbs forge the broken one, then
fire it. The hold will now open below you.
Interceptor Hold: Cannon #3 is just behind you. Fire it. Cannon #4 is
further to the left, ready for firing. Now, there are several things
you have to do. Note the netting on the walls and how they reach to the
ceiling. Climb up and along the ceiling and at the end you'll knock some
pieces down. Do this in two places, also bashing nearby boxes to release
more pieces, then assemble the pieces and carry the resulting boxes over to
that big contraption in the middle. These are pieces for the push track.
Also, you dropped a Key from one of the ceiling spots. Place it in the
crank on the back and you can open the window for Cannon #5. Boom. Now,
the cannon becomes detached, so place it on the lift behind you. Once
you have the push tracks in place, push both panels to raise the cannon
up. Now you can climb the ladder to leave the hold.
Interceptor Deck: Take the cannon over to the mount, then fire away.
Ruined Hold: Okay, you've got to get that medallion. Smash the nearby
box, assemble the pieces, then push whatever you just made off the edge.
Drop down after it. Assemble the pieces, but don't bother pushing it,
yet. Instead, go to the right, grab a barrel, then drop down into
the water. Step on the first button to open the nearby bars, then the
button further in to raise the lock above you. Now, head back up and
push the whatever-it-is to the left and it will lock into place, raising
the gate beneath you. Now, swim down and dive to the area you just
opened up. The medallion's in that little pocket.
Black Pearl Deck: Monkey! Head across the mast over to the Pearl. You need
to smack all the hearts out of the monkey, so head over to the left for
the first hit. For the second, take Jack and use him on the rope at the
left end of the ship. Go out onto the plank and swat the monkey. Now,
jump to the right from the plank to drop a box. Carry it over to one of
the green panels and assemble the pieces. Now, have Gibbs forge the
nearby barrel switch, then roll the barrel on the right side of the ship
over to it to reel in the lifeboat with another box. Place the box on the
other green panel and assemble the pieces. Now, push the rotator switch
to move the platforms. Switch to Anamaria or Elizabeth and hop up the
railings and ropes to the top of the mast for the third hit. The monkey
will drop down, so chase it for the final hit.
---
New Characters:
Elizabeth Swann
Jack Sparrow (Waistcoat)
Koehler (10,000)
Twigg (10,000)
Scratch (10,000)
Mallot (10,000)
====================
5D. Smuggler's Den =
====================
"So that's it, then? That's the secret, grand adventure of the infamous
Jack Sparrow? You spent three days lying on a beach drinking rum?"
- Elizabeth
"Welcome to the Caribbean, love." - Jack
Characters:
Jack Sparrow (Waistcoat)
Elizabeth (Undergarments)
True Pirate at 60,000
---
Main Island: Select the top item on the Compass Menu, and track it from
the marker right near you allll the way to the right side of this island.
You'll find a trapdoor. Now to get it open. Smack the nearby tree for
a banana, then chase after the monkey so you can give it to him (he won't
take it until you chase him for a moment). Give him the banana and he'll
hand you a shovel. Dig up the trapdoor and drop down.
Hideaway: There's a barrel right in front of you. Roll it to the barrel
switch to raise part of the bridge. Next, have Elizabeth jump from the
marker to the higher of the two ropes (Jack can grab the other), which
will raise the left part of the bridge. As Elizabeth, leap from the end
of the bridge to the bars and flip to the right side. You'll need a Key
so Jack can join you, so smack the three "pirate sculptures" (the things
with the wheel and the skeleton and the chest) and the last one will hand
you the Key. Use it on the crank so Jack comes over. Use the sword
switch and while Jack is holding down that switch, switch to Elizabeth
and have her jump up to the opening to pull it down.
Night Island: Wow, time flies, eh? Follow the monkey out onto the rocks
and you'll reach a spyglass at the end. Use it to see the Dauntless.
Now, focus on Norrington and follow him as he walks up the ship. This
will trigger the next day to start.
East Island: Okay! You've got a bottle pointing light into the tunnel,
but first, let's get some wood for the signal fire. Smash most of the
objects in the immediate area and assemble them. You'll make a catapult
and the wheel will fire it. Once it's complete, the nearby hatch will
break apart. Assemble it into a bundle of kindling, then place it on the
catapult. Spin the wheel to launch it. Now, head back into the tunnel.
Hideaway: You'll automatically blow up one dynamite mound with your light
beam. Now assemble the pieces to make a reflector, then head left.
Note that you've flipped down two wheels. Turn each three times to point
the light beam to the left and blast another dynamite mound. Put the
pieces left behind together to make a rotator switch. Rotate the light
beam so it points out to the left and uncovers some more pieces. Put
them together to make a plank out to the left. Cross, then grab the
kindling and take it back to the elevator on the right. It will raise
up, leaving behind a reflector. Attach it to the green wall panel, then
rotate the light beam some more so it hits the reflector. You can now
leave by the nearby stairs.
Main Island: Okay, you've got fire now that the light beam is properly
directed. Also, there are two piles of kindling near you, and a third
just came up the elevator. Place all kindling on the green panels, then
assemble them all.
---
New Characters:
Elizabeth (Undergarments)
====================
5E. Isla De Muerta =
====================
"So what now, Jack Sparrow? Are we to be two immortals locked in an epic
battle until Judgment Day and trumpets sound?" - Barbossa
"Or you could surrender." - Jack
Characters:
Elizabeth (Redcoat)
Jack Sparrow
True Pirate at 40,000
---
Inner Cove: Okay, let's wrap this one up. Begin by using the sword switch,
then handing off to Elizabeth so she can cross the plank. Cross the
hanging bridge to the left, take the Key, then place it on the crank.
Turn it to move the bridge. Now, while still Elizabeth, drop down to the
rocks, then jump up to the green bars above you, crossing all the way to
the back where the two chains hang. Switch back to Jack, then cross as
him using the ropes. Pull down both chains to open the way to the back.
You'll engage in a fight with some pirates, and you have to lure them
into the moonlight so you can bust them to pieces. Once all the bad guys
are down, assemble their bones into a wheel, then turn it.
A bridge just sprung up, so cross it, then while sitting across the bridge,
switch back to your other character and have him/her spin the wheel again
to raise the other bridge. Switch back and cross with the nearby torch,
then fire the cannon at those obvious X's on the back wall. This will
knock down the back wall. Press on towards the compass marker and have
Jack use his compass on the top item on the list. Once you find it, take
the nearby shovel, dig it up, and place this large lantern on its
designated spot. There's also a reflector nearby, and another one in a
nearby chest. Place both on the rotator switches, then rotate those
switches to direct the light onto the back wall, where it will open up.
Treasure Room: First, you need to hit Barbossa. He'll leave the moonlight,
and this is the only way you can reduce his red hearts. So, knock one
heart off, and he'll hide near the chest and send his goons after you.
Stay in the moonlight and dispatch them. If you did all this in the
patch of moonlight you were in, you can assemble the bones into a "bone
barrel" and roll it onto the switch. This will raise part of the path up
to the chest.
Now, you can go to either the left or right patch of moonlight. Let's go
to the right for the sake of argument. Tag Barbossa twice again, once in
and once out of the moonlight, then take on his next gang of thugs. After
they're in pieces, assemble the bones to uncover a target. Hit it with one
of Will's throwing axes and you'll raise a nearby rock. Climb up and head
over to the nearby vaults. Push each of them into the wall and you'll
make more of the path to the chest.
Now, go to the left patch of moonlight. Barbossa, then crew as usual.
The leftover bones now make a climbable wall. Climb up to another set of
two vaults and push those in. You can now climb up to the chest and
engage Barbossa to take away his last bits of health.
Escape: Whoa, suddenly it's time to get out here. Follow the path out
until it's time to duel Barbossa. He'll start by jumping around and
throwing apples. Take a nearby coconut and toss it at him. This will
stun him, but will also get his monkey climbing on you, so switch to
another character to knock of one of his hearts. The fight will go this
way for the duration, so just throw coconuts, then slap him.
---
New Characters:
Elizabeth (Redcoat)
Bo'sun (10,000)
Clubba (10,000)
Grapple (10,000)
Jacoby (10,000)
Jack Sparrow (Cursed) (100,000)
===============
5F. Pelegosto =
===============
"Alas, my children! This is the day you shall always remember as the day
that you almost-- *gets splashed by a wave* ...Captain Jack Sparrow." - Jack
Characters:
Will Turner
Mr. Gibbs
Jack Sparrow (Chief)
Guard Dog
True Pirate at 60,000
---
Cliffs: Note that you seem to be stuck in a nice spherical cage. You can't
do much in here besides move and jump, so swing on your ropes back and
forth and jump off following the stud trail. Roll down and over the
gap in the bridge to the right, then roll up the path to the right.
Jump into the large switches at the end to open the gate, then roll
through and smash all the boxes on the back wall. This will remove the
sticks blocking the netting you can climb, so head back and climb up. At
the top, go into the switch on the left to open the next gate.
Continue to roll to the left and up the next netting. Roll into the
wheel on the back and use it to move the water to the right. Now, hop over
the gap and you'll come upon a large moving wheel. Roll into the hole
at the bottom and ride up to the top, then roll to the right to find some
more wheels. If you're playing solo, roll into the nearest one and your
partner will roll to the right into the small wheel and start the whole
contraption rolling. Roll into the back when the hole you're in is in
upper-left corner of the wheel, and then progress up the three wheels in
this mechanism. At the top, smash the brown rocks and this will open a
way back for your partner to catch up to you. You'll reach the top of
this cliff and find a little village. Roll to the right and hit the
two switches to open the gate, then roll further to the right to exit.
Mountain: There's really not much to this area except to keep rolling
downhill. Note that there are spear traps along the walls and floor, so
avoid them and keep rolling around the mountain until you reach a bridge
at the bottom.
Shoreline: You've got Jack again, so have him use his Compass on the second
Compass Item (the bone) and give it to the dog. Now, find the first Compass
Item (the box) and dig it up using the dog. Carry it over the green panels
in the back. Now, take the dog over to the right side of the little river
and dig up the plank so you can cross back over. There's a box on this
right side of the river, so carry it over the plank and to the green panel
in back. Assemble the pieces and climb up the wall, then forge the object
at the top to get the rope higher. Slide down it, then grab the hanging
vine on the other side, which removes the barrier nearby. You can now
make your way to the back of the river, so smash all the parts of the
barrier at the end and you're done.
---
New Characters:
Jack Sparrow (Chief)
Hungry Cannibal (5,000)
Angry Cannibal (5,000)
Captain Bellamy (5,000)
Governor Weatherby Swann (5,000)
========================
5G. A Touch of Destiny =
========================
"You. You have a touch of destiny about you, William Turner." - Tia
"You know me?" - Will
"You want to know me." - Tia
Characters:
Jack Sparrow
Will Turner
Mr. Gibbs
Pintel
Ragetti
True Pirate at 40,000
---
River: First thing is to get Pintel and Ragetti on your side. Find the first
Compass Item (the wooden eye), then dig it up using the nearby shovel.
Give it to Ragetti. Now, the second item is the gun, which is over to
the left in a box near the water. Smash it, then take the gun to Pintel.
They're both on your team now, so grab the caged monkey and place it on
the raft in the water. Turn the crank on the raft so it advances along
the river.
Two waypoints up the river, the raft will get ensared. You need to smash
the nearby barrels to discover one's a dynamite barrel. Take a nearby torch
and light it to free the raft, then continue. You'll stop before the
next waypoint where it gets ensnared and broken. Break the nearby barrel
to find the dynamite inside, then use Pintel to blast the three obvious
targets on the lily pads. Head back to the right bank of the river, grab
a torch, then bounce on the lily pads over to the barrel on the left.
Once the tentacles are gone, use Gibbs to fix the waypoint, then ride the
raft all the way to the end.
Having reached the end, you can hop off the raft, then jump up to the
wheel that needs forging. Once it's assembled, turn it three times to
get the monkey cage up to you. Carry the cage over to the marked spot on
the catapult. Use the nearby sword switch to uncover a target. While
still holding down the switch, use Pintel to shoot the target and the
monkey gets launched. Grab the rope that just got uncovered to extend a
bridge, then cross down to the monkey, and move him to the green panel
where instead of launched, he'll get LUNCHED, by a hungry croc.
Cross the newly moved boxes to the left, then use Jack on the nearby rope
to get launched up to an elevated hut. Push both boxes off the edge of
the hut. This will create planks so your fellows can join you and you can
move ahead. Use Pintel to shoot the target that drops the bridge and
proceed.
Swamp: It's time for a croc fight. Avoid the croc when he's close and
trying to bite you. You need to wait until he stops swimming around and
opens his mouth. The villagers above you will start tossing stuff. Pick
up any bombs they toss and throw it at the croc. Three times will do it.
One busted croc later, hop across the green blocks in the water (try not to
think about crossing croc pieces) and grab the cage. Walk up the plank to
your right and place the cage on the green panel, which will tip it over,
making it a cage you can roll on now. Head to the right and down the
bridge path (no need to take the cage with you yet) and you'll find two
sword switches. Use both at once and you'll raise a fishing net with a
Key in it. Take it and bring it back to the upper left where the crank
is. Turn it, then roll the cage across the bridge to the barrel switch.
Use the barrel switch to open the door to Tia Dalma's hut.
Tia Dalma's Hut: You need to put the map on the table together. Head to
the back right of the hut and pull on the ropes on either side of the door
to open it. Head upstairs. First, climb up the netting in back and
climb across the ceiling to knock down the pieces. Assemble them into a
push track, then smash the table on the right to knock the box into
place. Push it to the left, then use the sword switch to drop it. Follow
it down to the lower floor and assemble all the pieces to the map. Now,
use the magnifying glass, which is similar to a spyglass. Go to the lower
left corner of the map and follow the ship all the way to the end.
---
New Characters:
Pintel
Ragetti
===========================
5H. The Dutchman's Secret =
===========================
"Once you've sworn an oath to the Dutchman, there's no leaving it, not until
your debt is paid." - Bootstrap Bill
Characters:
Will Turner
Bootstrap Bill Turner
True Pirate at 68,000
---
Deck: All right. You've been charged with reassembling members of the
Dutchman's crew. First, head up the stairs and to the right. Turn the
rotator switch. This will drop a cannon down below where you can
assemble Koleniko. Hand him his broom lying nearby and that will be
one down.
Next, grab a lantern. Light scares away purple tentacles, so scare the
ones away that are down in the middle. You'll uncover a sword switch, so
use it and assemble the algae. Now, switch to Bootstrap Bill and press
Circle next to the algae so he walks through it. He'll end up on the
left side of the ship. Smash the basked that has Clanker's pieces inside
and assemble him.
Last, for Maccus, go to the right side of the ship with Bill and use the
algae to travel up to near where Davy Jones is. Go to the right and scare
away the purple tentacles to drop pieces of stairs down to Will so he can
assemble them and climb up. Have Will climb the mast and use his axes
to hit the target. This will drop Maccus' pieces, so assemble him.
Hold: Jones has slammed the door behind you, so you'll need to escape.
First, drop down the hole to the the lower level. Grab a lantern and
scare away the tentacles in the barrel on the left. Now, roll in that
barrel to the nearby barrel switch, which will release one of the locks
on the gate leading out. Take Bill and go through the algae on the right,
then turn the wheel in the next room to lower the ladder so you can get
back up. Climb up with the lantern and scare away the tentacles around
the push panel near the gate. Have one character use the sword switch,
and the other push the gate open so you can leave.
Deck: Follow Davy Jones into his personal chambers.
Organ Room: The trick here is to get that object next to you up that watery
ramp, but it slides you right back down. So here's the deal: go through
the algae as Bill and you'll end up on the other side of the ramp. Use
the sword switches on either side of the ramp to raise up a couple of
wheels. Push those wheels back along the track and you can turn them.
Each turn will raise different panels on the ramp. You want a combination
where you can carry the box up the ramp, so make sure it's continuous.
You CAN jump a small height while holding a box, but you can't cross any
gaps, so make a path and then go up the ramp and set the box down on the
panel.
This last part requires both characters to step on panels that are lit
up. Follow the pattern until you can get close to Jones. If you mess
up, pirates will be unleashed and you'll have to pull the chains to stop
them coming out. Both characters have to step on each colored panel (if
playing by yourself, the computer will figure it out and step on the
other one for you). Once all three are hit, you can approach Jones.
---
New Characters:
Bootstrap Bill Turner
Wyvern (15,000)
Maccus (15,000)
"Oh, fine! Let's just haul out our swords and start banging away at each
other! That will solve everything! I've had it! I've had it with
wobbly-legged, rum-soaked pirates!" - Elizabeth
Characters:
Jack Sparrow (Waistcoat)
Elizabeth (Trader)
Norrington (Disgraced)
Will Turner
True Pirate at 80,000
---
Beach: Time to go chest digging. Although you can get all five chests,
you only really need to find the fourth and fifth on the Compass Menu.
Finding the fourth gives you pieces for a catapult (dig them up with the
shovel near your starting point). Once the catapult is assembled, go to
the tree in the back right and hang from the green bar to drop a coconut.
Carry it to the catapult and use the sword switch to fire it. Enter
behind it use Jack to ride up the rope and cross the prow to the tree
in the back area. Now, search for the fifth chest on the Compass Menu
and you'll uncover a giant enemy crab! Switch back to the people at the
south. Spin the wheel on the catapult and it will point towards the crab.
Get another coconut and place it on the catapult, then fire. Do this one
more time and Jack will then be able to dig up the chest.
Clearing: You're now Will and Norrington chasing after Jack. Knock him off
the pig he's riding, then smack him down a heart. He'll run off up a
rope, where you can't follow. Instead, assemble the pieces he dropped
into a wheel and carry it to the right. Put it on the green panel, then
use the sword switch to get yourself a hammer. Use the hammer on the
red smoking object to forge it, then head inside the door that opens.
Tower: Have Will hit the target to lower a path up to the next ledge.
Use the sword switch, then switch characters and have the other go up
the lowered plank. Now *release* the sword switch so the plank goes back
up, then climb again. Grab the green bar on the back wall to lower a
ladder so you can both get up, then tag Jack again. Head out the gate.
Clearing: Grab the nearby torch, then head around the right to the netting
and climb up it. Set the fuse, then head inside the hole you blew up.
Tower: Hit the target with Will's axe and climb up the netting. Leave
by the opening.
Clearing: Follow Jack down the planks to the wheel. If you fall, you can
use the vine to climb back up.
Wheel Fight: Well, this is fun. To drain Jack's hearts, you first need
to jump strike him as he's stuck in the wheel. This will put him in the
middle, so you'll need to drop onto the panels on the side and find a
hole inside, then smack him. Keep this up for three hearts, then he'll
jump on top so you can take his last two.
Landing: You're now Pintel and Ragetti and the goal here is strictly </pre><pre id="faqspan-2">
combat. Smash all five of the unique Dutchman crewmembers (the generic
blue ones aren't as important). The problem here is that the five guys
can be rebuilt after being knocked apart, so get the job done quickly and
try to prioritize the bad guys trying to reassemble their comrades.
---
New Characters:
Elizabeth (Trader)
Norrington (Disgraced)
Crash (15,000)
Koleniko (15,000)
Jimmy Legs (15,000)
Angler (15,000)
Hadras (15,000)
Clanker (15,000)
================
5J. The Kraken =
================
"Hello, beastie." - Jack
Characters:
Pintel
Ragetti
Gibbs
Marty
Jack Sparrow
Will Turner
Elizabeth (Trader)
Anamaria
True Pirate at 18,000
---
Hold: First up is Pintel and Ragetti. You need to free Gibbs and Marty.
Go to the left end of the hold and use the cannon to blast the four purple
suckers on the tentacle, then do the same on the right end of the hold.
Now, the idea is to take three crates of dynamite and put them on the
three green panels. One's right nearby. The second is in a silver cage
that Marty can blow up. The third is in the left corner and needs to
assembled after the Kraken hits it. Place all three crates, then assemble
the rotator switch and forge both sides with Gibbs. Now, turn the switch
with two people to raise the crates up. Follow the crates up the stairs.
At this next level, you need two more crates. Spin the wheel in front
of you twice, then have Marty crawl through the vent in the back and push
out the fourth crate. The fifth crate is on the left side and you need
to have Pintel shoot the target on the wall. Once all five are in place,
head up the stairs and pieces of another rotator switch will come down.
Assemble them and turn the switch to raise the crates up to the deck.
Go up the other stairs.
Deck: Now that we're on deck, we have the rest of the crew. Push the
rotator switch to the left and you'll get the crates stuck. Now, switch
to Jack, head to the right and ride the rope up to the mast. Slide over
the rope that goes back to the left, then head onto the yard of the mast
and hit the tied up rope at the end to lower it down to the deck. Now,
switch to Gibbs and have him forge the broken winch on the mast. You
can now go back to the deck and push the rotator switch again. This time
the crates will go all the way up and then you can take the cannon off to
the left and fire at them.
Kraken Fight: That's one nasty maw. First, it'll spit out a bunch of
stuff. You need to grab any of the items that allow you to pick them
up and chuck them at the Kraken's maw to knock off a heart. You're
probably going to get inhaled a LOT, but keep at it. Once you knock off
three hearts, it will start whaling on you with its tentacles. It will
stick one to the deck, so grab a torch and run up the tentacle so you can
set off the dynamite crate that's sitting on it. Do this for both sides
to knock off another two hearts. Now, it will spit out a crate of
bombs. You need to use these bombs to knock off the last three hearts as
it continues to spit, inhale, and tentacle you.
===============
5K. Singapore =
===============
"I trust you to know your place in front of Captain Sao Feng." - Barbossa
"Is he that terrifying?" - Elizabeth
"He's a lot like meself, but absent me merciful nature and sense of fair
play." - Barbossa
Characters:
Captain Barbossa
Elizabeth (Pirate)
Sao Feng
Tia Dalma
Tattoo Pirate
Tai Huang
True Pirate at 55,000
---
Wharf: Head up the nearby stairs and to the left until you reach a stand
where the proprietor is asking for fish. There's some in the bucket just
beneath him (you'd think he could walk). Pick one up and give it to him.
He'll lower the bar above his stand. Climb up with Elizabeth and head to
the right. Slide across the rope and you'll unfold a bridge so Barbossa
can join you. Follow the path until you hit a sword switch. Have Hector
use it so Elizabeth can cross the green bars, then have her slash the
rope holding the bridge to the right so you can regroup again. Knock
down the red disc on the door in the back, then head through and use
both sword switches to clear the way to the next area.
Town: Head down the path and grab the boat so you can go around the gate.
You need to open the big door on the back with the puzzle in it. To solve
it, you need to move the gold ball out the bottom. The switch on the left
rotates the puzzle, while the wheel shifts which "gates" are open, green
or blue. Solve the puzzle and enter.
Bathhouse: Knock down the gate and enter. Your objective is to remove all
the steam from the back of the room. To do that, grab the hanging chains
on either side of the room and push both baths on either side.
Town: You now have Sao Feng on your side. Take a gun from the rack to
the right and give it to Tai Huang to enlist him, then have Huang shoot
the target in back to drop a box of carrots. Give one to the Tattoo
Pirate and he'll sign on, as well. Tattoo Pirate has super strength, so
have him pull the nearby orange handle to release Tia Dalma. With all
three people on your team, the door to the right will open. Fight through
the soldiers to the next area, then use Tattoo to pull the small bridge
over the canal. Head across it and have Huang shoot the target holding
up a box. Have Tattoo carry the box back across and over to the green
panel, assemble the cart and push it to the end. Head through the gate and
to the nearby bridge. Pick up the dragon firework to the right of the
green panel, place it, and use the torch to light it. This will chase
off Mr. Mercer, so head down the path to the back and right towards the
ship. Have Huang shoot the target on it, then cross the plank to board.
---
New Characters:
Elizabeth (Pirate)
Captain Barbossa
Sao Feng
Tia Dalma
Tattoo Pirate
Tai Huang
Lian (100,000)
Park (100,000)
Mr. Mercer (100,000)
"Jack! The world needs you back something fierce!" - Gibbs
"Cutler Beckett has the heart of Davy Jones. He controls the Flying
Dutchman." - Will
"He's taking over the sea!" - Elizabeth
"The song has already been sung! The Brethren Court is called!" - Tia
"I leave you people alone for just a minute look what happens; everything's
gone to pot!" - Jack
Characters:
Jack Sparrow
Imaginary Jack (Pistol)
Imaginary Jack (Shovel)
Imaginary Jack (Bombs)
Captain Barbossa
Marty
True Pirate at 40,000
---
Desert: Begin by using the Compass on the top item (canoe). Note that only
real Jack has the Compass. The Jack in the oasis wants a rubber duck, so
find one (the fourth item on the Compass Menu) and give it to him and
he'll join. Since this Jack has a shovel, use it to dig up the prow of
the ship in the background. The crabs will automatically reattach it.
Next, use Pistol Jack on the target on the ship and rigging will be dropped.
Climb it up to the other Jack to knock him down. This Jack wants a peanut,
which is the fifth Compass Item. Dig it up, smack it to open it, then give
it to Bomb Jack. Use the bombs to blow up the locks on the ship's stern
off to the left, then assemble both sets of pieces. Now, you need to get
the goat on your side. Hunt down Compass Item #3, the purple flower, then
knock it off its stem and give it to the goat. Have the goat pull the
stern out of the ground. Now, you can hop onto the ship, push the rotator
switch to raise the anchor, and hang from the chain at the front to start
pulling your ship.
Hold: So, Jack's loose and it's time to go "up is down" to get out of the
Locker. You're in control of Barbossa and Marty for this segment, and
you need to assemble the rest of the crew so they can work on flipping the
boat. Head down two levels of the hold. At the bottom you'll find Gibbs.
Smash all the barrels on the back push track, then head through the vent
as Marty and push the barrel out along the push track to the end. Use
the sword switch to wake up Gibbs.
Next up is the next level of the hold, and Huang and Tattoo. Use Marty's
blunderbuss on the silver gate on the right side to release Tai Huang.
Now, go to the back of the hold and assemble the axle so the crate to the
left gets pulled over to you. Haul it over to the green panel on the left,
assemble the pieces, then take the Key from Huang's cell so you can free
Tattoo. Three down, seven to go. Head up to the deck.
Deck: Elizabeth and Tia Dalma are easy. Just smash the cannons they're
pounding. Pintel and Ragetti need Marty to blast the chains holding them.
Anamaria needs you to take a torch and light the dynamite barrel to scare
off the tentacles that are holding her. As for Will, he's on the ship's
wheel, which you need to hit three times to get spinning fast enough to
knock him out. I suggest using jump strikes so they home in properly.
The last is Cotton, which is just a bit trickier. Climb the chain in
the center of the deck and climb the rigging up to the crow's nest. Slide
on the rope leading to the front of the ship, then hit the sword switch
to lower the cage. Blow it up with Marty's gun. Now, hang from the chain
and swing back and forth. Keep swinging as high as you can and you'll
successfully flip the ship.
"What are you doing?" - Elizabeth
"Choosing a side." - Norrington
Characters:
James Norrington
Mullroy
Murtogg
Captain Elizabeth (Robes)
Tattoo Pirate
Tai Huang
True Pirate at 85,000
---
Deck: Head up the stairs in the back and go to the left. Use the sword
switch to make a target appear, then have one of the "M" guys shoot it.
This will lower a second chain. Hang from both to open up the lower
decks.
Lower Decks: Drop down a floor, then grab a torch and scare away the
purple tentacles leading down to the next floor. Drop down. This floor
requires you to push a box to the end of the track. To do that, you'll
need to clear the way. Use the torch on the tentacles, then spin the
wheel in the front and the wheel on the back wall. Push the box along
the track, then spin the front wheel again to move the hammocks back to
the other side. Once you get the box to the end, you'll note you have
two sword switches, but only one sword. Take the torch to the left side
and scare off the tentacles which uncover a guy holding a sword. Use one
of the soldiers to take the sword, then use both sword switches. Drop
down to the brig level, then use a torch to light the dynamite barrel in
front of the gate.
With the other folks released, you can now head up a level and go to the
left. Use the Tattoo Pirate to pull the orange handle at the left end of
the area to uncover the cannons. Use a torch to fire one of them so they
get pushed back and you can leave by the window.
Escape: Drop down and head to the right. Use Elizabeth to jump up and
pull down the rigging, then jump up and across the cannons (you can hang
onto the front of the panels). Once you get to the hanging boat on the
right, switch to Tai Huang and have him shoot the target to lower a
chain. Continue to the right, using a torch to remove the tentacles in
your way, then slide down the rope to Sao Feng's ship. Use the Tattoo
Pirate to pull all four orange handles and you're done.
---
New Characters:
James Norrington
Mullroy
Murtogg
Captain Elizabeth (Robes)
Penrod (15,000)
========================
5N. The Brethren Court =
========================
"There's not been a gathering like this in a lifetime." - Barbossa
"And I owe them all money." - Jack
Characters:
Jack Sparrow
Captain Barbossa
Captain Elizabeth
Guard Dog
True Pirate at 20,000
---
Shipwreck Cove: This giant area is home to the Pirate Lords, and you have
to get all six ready to attend the Brethren Court.
Ammand: He's right in front of you at the beginning. Simply use the two
sword switches to release a box which contains parts to finish his statue.
Chevalle: Head to the right and stay on ground level. At the end you'll
see a maze on the back wall. You need to move the barrel so it reaches
the bottom left corner and out. The wheel will rotate the maze and the
chain changes the direction it rotates. Once the barrel's out, carry it
over to near Chevalle and use the sword switch.
Villanueva: From Chevalle's spot, go left and step onto the elevator.
Head to the right and use the nearby compass marker (Compass Item 3) to
unearth a key. Place it on the right hand crank, then turn both cranks
to raise up Villanueva.
Sumbhajee: Head back to the left and down the elevator, then head left up
the ramp. You'll notice a checkered shaft in the wall behind you. Jump
from wall to wall to climb up it. Climb up two of these shafts and you'll
reach Sumbhajee. Hang from both chains and you'll start a game where you
have to match the dancers' moves. Which is to say, you need to step on the
same platforms they do. Do this three times and he'll take off.
Jocard: Drop back down to the bottom and Ammand's spot, then head to the
left and enter the doorway at the end to be jumped up a level. Follow
the path all the way to the right to find Jocard's spot. Pick up the
nearby gear and place it, then push the rotator switch to move the cannon.
Use Jack's Compass (sixth item) to find the torch and use it to light
the cannon and blast open the chest.
Ching: Drop down to the left to Ching's spot. You need to place three
wig stands near her. The first is found with the compass (fourth item).
The second is out on the plank to the left. The third you need to use
the push panel in the back left corner. Place all three and Ching will
be happy.
Now, hop onto any of the elevators that the Lords used and use both sword
switches to reach the top. At the very top of the cove, all Pirate Lords
will use a big set of sword switches to open the door to the inner room.
Court: You have to find the Pirate Code book, but first, you need the
Guard Dog. Head to the left and smash the three "pirate sculptures". The
third one will drop the bone. Take that to the dog. Now, use the dog
to dig down to the lower level and to crawl through the vent at the end.
Now have the dog grab the chain above him to open the cell and grab the
book, carry it all the way upstairs, and put it on the table in the main
room.
---
New Characters:
Captain Elizabeth
Mistress Ching (25,000)
Eduardo Villanueva (25,000)
Gentleman Jocard (25,000)
Ammand the Corsair (25,000)
Captaine Chevalle (25,000)
Sri Sumbhajee Angria (25,000)
===================
5O. The Maelstrom =
===================
"Elizabeth, will you marry me?" - Will
"I don't think now's the best time!" - Elizabeth
"Now may be the only time." - Will
Characters:
Captain Barbossa
Captain Elizabeth
Will Turner
Pintel
Ragetti
Mr. Gibbs
Anamaria
Jack Sparrow
Bootstrap Bill Turner
True Pirate at 35,000
---
Black Pearl: You need to collect all the Pieces of Eight to release Calypso.
Here's where they are:
Wooden Eye: Smash the chest to the right of Tia Dalma and take the parasol
inside. Give it to Ragetti.
Trumpet: In the wooden box at the left end of the ship.
Life Preserver: Look through the spyglass at Mistress Ching. She'll
throw it to you.
Croissant: Grab a torch near the right end of the ship and jump into the
lifeboat at the front. You'll be carried down to a spot with a tentacle,
which will go away being near your torch. Take the croissant and climb
back up.
Black Diamond: Go to the right end of the ship and throw Will's axe at the
target, then climb up the rope and head out to the back yard of the mast.
Sausage: Head back up to the mast and slide down to the next mast using
the rope. Take the torch and light the cannon
The Storm: You need to fire three cannons at the Dutchman. First, head to
the left and the storm will knock a cannon down. Assemble it and fire at
the left-hand patch of wood. Now, near the swarming crabs, assemble a
ship's wheel and turn it to get water on the deck to wash the crabs away.
Fire the second cannon at the middle patch. Lastly, head to the right
end of the ship and spin the wheel there several times. Assemble the
cannon once it drops and fire at the last patch of wood.
The Flying Dutchman: First thing to do is take down Bootstrap Bill. Once
that's done, reassemble him and he'll join you. Have him go through the
nearby algae and grab the lantern on that side of the ship. Have him
bring it down to the purple tentacles on the main deck and push the chest
to the left. Have Jack ride up the rope, then head out to the left part
of the mast and attack Davy Jones. Hit him once and he'll fall to the
deck. This next part of the fight requires you to watch out for his
stomps. Eventually, he'll get his foot stuck. Hit him then. For the
third hit, he'll go over to the left side, so you'll need to use Bill to
travel through the algae. For the fourth hit, he'll go to the right side,
so you'll need to use Jack to rope up above him and drop down. For the
fifth hit, he'll head back up to the masts, so use the rope that you pushed
the chest for earlier, head out to the left, grab the rope out to the left
and climb up to the final mast and take Davy Jones' last heart.
---
New Characters:
Davy Jones (500,000)
Lord Cutler Beckett (100,000)
=================
5P. London Town =
=================
"You are Jack Sparrow." - Carteret
"There should be a 'captain' in there somewhere." - Jack
Characters:
Jack Sparrow
Mr. Gibbs
Scrum
True Pirate at 65,000
---
Dining Hall: Note that you're without a sword for the moment. Head to the
left and knock down the guys with muskets. Take one and blast either of
the targets on the windows. You'll get a rope you can ride up as Jack,
so do so, then grab the small hanging rope up at the balcony to start the
big chandelier swinging. Also push the big suit of armor off the ledge.
Now, you can hop back down to the big table. Push the pedestal the armor
was on back towards the swinging chandelier, and jump to it from on top
of the pedestal. From the chandelier, jump to the back balcony, then
to the right across the hanging rope to the other balcony, then through
the door in the back.
Palace: Head down the stairs and up the hall. Once you get to the raised
platform, smash the objects to its right and left. The left part is pieces
for a cannon mount, and the right is the cannon itself. Assemble them and
grab the nearby torch so you can fire at the statue.
Rooftops: You've got your weapons back now, so head to the left and climb up
the drainpipe, then to the right across the netting until you can slide
down the rope leading to the right. Head to the nearby beam and cross back
to the left, then have Gibbs forge the sword switch so Jack can use it to
raise Gibbs up to the upper level. Have Gibbs knock against the ladder
so Jack can join him, then leap out to the right to grab the rope, then the
one further out right. Having a person on each rope will connect the beam
further in the back. Cross over to the beam, then up the nearby drainpipe.
Slide down the rope at the top of the drainpipe.
Carriage Chase: You need to make your way to the front of the carriage pack
here. Hop across the moving carriages. At the third one, smash the boxes
to find a musket you can use to shoot the target, which will allow you
access to the front of the carriage. Continue jumping until you reach
one with a stack of coffins. Smash them and build a plank to reach a
far-off carriage. Once you reach the last carriage, forge the sword switch
so Jack can use it, then take control of the horses. Lastly, you'll have
to fend off your pursuers, to take the coal in the cart and toss it at each
of the two targets.
Tavern: You've found your impostor. Hit them once, then chase them through
the door to the back. In the back, tag them a second time and they'll
swing up to the rafters. Head to the right and hop on the barrel so you
can use the barrel switch. This will open an elevator for you to ride
up to the upper level. To get rid of the small fries intruding, grab the
green bars above the windows to close them. Hop out to the rafters to deal
your third hit, then your impostor will hop on a barrel. To get them off
the barrel, you'll need both you and Scrum to hop on either bellows, which
will knock off some hot coals for the barrel to run over. Take your last
hit.
---
New Characters:
Scrum
Ancient Sailor (100,000)
Angelica (Disguised) (10,000)
King George (25,000)
"I'm not with you, nor am I against you." - Philip
"Can he do that?" - Pirate
"He's religious. I believe it's required." - Jack
Characters:
Jack Sparrow (Waistcoat)
Scrum
Cook
Garheng
Salaman
True Pirate at 60,000
---
Hold: Time to start a mutiny on the Revenge. First, find the first Compass
Item, the box of bombs. Use the bombs to throw at the hammock where Cook
is sleeping (seems a bit overkill, but what do I know). Cook needs an
egg before he'll join you. It's your second Compass Item so find it, then
give it to him. He'll sign on.
Now, head to the right and use the sword switch to dump pieces for the
push track, as well as knock down the bars to the right using cannonballs.
Push the dynamite crate to the right and leave it there for the moment.
Next, let's get Garheng. In the right corner is a bomb. Use it to bust
up his hammock. He'll want some music, so switch to Scrum and hold down
Circle to play your jaunty tune. Last is Salaman. Use Garheng to pull
on the orange handle of Salaman's cell. He wants a fried egg. Head back
to the left and grab the one Cook made, then give to him and boom, you've
got a mutiny crew.
Now to get out of here. Use Salaman to forge the object near the dynamite
crate to make a crane which lifts up the crate buy leaves the dynamite.
Grab a torch from the right wall and set it off, then build the pieces
into a ladder and climb up. On this next level of the hold, go to the
left and smash the barrel to open it and find dynamite. Light it with a
torch, then head through and use Garheng to pull open the cell. Now,
head back to the right corner of this level and hop on the barrel so you
can roll it into the barrel switch inside the cell, which will ready the
detonator for the dynamite on the stairs. Light it with a torch then
go up the stairs.
Deck: You need to free Philip tied to the mast over there, but Blackbeard
won't let you through his little red storm. Solution? Go to the left
and smash the lanterns to find pieces to attach to the sword switch. Use
it and hold it, then switch to Scrum so he can ride up the water jet to
the top of the mast. Grab a musket and shoot it at the target on the
anchor out to the right. Now, time your jumps across these platforms to
get to the other mast. Hit the barrel to knock down pieces for a winch so
Jack can get up there. Have him use the sword switch which will extend
a rope out to the right. Slide over to the far end of the ship and grab
the Key in the skeleton's hand. Place it on the crank nearby so you can
rotate Philip on his little chain prison. Use a jump attack to smash the
chains.
---
New Characters:
Cook
Garheng
Salaman
Quartermaster (55,000)
Gunner (55,000)
Philip (25,000)
Derrick (15,000)
===================
5R. White Cap Bay =
===================
"Are you my 'Jolly Sailor Bold'?" - Mermaid
Characters:
Jack Sparrow (Waistcoat)
Angelica
Salaman
Garheng
True Pirate at 60,000
---
Beach: All righty. Time to get some mermaids. First, find the first Compass
Item, the box. Dig it up using the shovel the nearby skeleton has and
smash the sand castle around it. Now, smash the overturned boat and
assemble the pieces under it. Push it into the water. Now grab the
box and bring it onto the pier. You'll need someone to use and hold the
sword switch so you can cross over the planks and rocks to get to the
green panel you need to drop it off at. Assemble the pieces. Now switch
to Angelica and go to the right where Blackbeard is standing. Leap up to
the green bar and then to the ledge above. Turn the crank nearby so you
can pull up the ladder so Jack and the rest can come up, then head up the
ramp to the lighthouse. Use Garheng to open it.
Lighthouse: Go upstairs, grab a torch, and use it to light the lamp that
has oil in it. You'll shoot a beam out the magnifier. You'll also break
the pump below. Head down and forge it back together, then use the rotator
switch to point it back to the left-hand pipe so oil flows through it.
Light the lamp again. Go back downstairs. Now, turn the pump so it's
pointing at the center pipe. Spin the wheel so the valve on that pipe
gets the oil flowing up to the lamp, then light it. Do the same for the
last oil pipe and lamp. With all three lit, you can now use the magnifier
like a spyglass. Use it to point at the mermaid in the cove and follow
her.
Beach: Sure, you get the lighthouse going and now they want you to blow it
up. Head back down to the bottom and witness the mermaids shattering the
ice around the winch on the right and the dynamite crate on the left.
Ride the winch up and spin the wheel on the left to get the dynamite crate
into position. Now, head back down. We need a second dynamite crate and
it's on Philip's raft out there. Hop in the small boat on the dock and
you'll get rowed out there. Grab the crate and hop back on. Once you
hit land, carry it to the same winch that the first one was at, then go
back as before and ride the winch up. Pull the crate up, place it, then
assemble the pieces and light them with the nearby torch. Boom.
---
New Characters:
Angelica
======================
5S. A Spanish Legacy =
======================
"Why are you here?" - Barbossa
"Blackbeard sent me. Why you?" - Jack
"Silver chalices for a royal liege." - Barbossa
"Oh, please." - Jack
Characters:
Jack Sparrow (Waistcoat)
Privateer Barbossa
True Pirate at 65,000
---
The Santiago: You're now searching for the two cups for the Fountain of
Youth. Begin by pushing the two boxes to the end of the tracks. One of the
boxes you'll need to release using the sword switch. Pushing the boxes
results in the ship tipping, and boxes become unsettled, allowing you to
build a adder to the upper level.
More push tracks up here. First, climb the rigging in the back left so
you can climb across the ceiling and knock down the panels on the left
side. For the right side, smash the crates on the right to find the
missing panels. Now, grab the barrel in the back left and roll it to the
barrel switch, which will lower a piano. Push it to the front. Go to
the left side and smash up the gold chest to find pieces for a harp. Push
that forward as well. This slides a chest out from under the bed. Hit
it, then place it on the green panel. Use the spyglass and go to the lower
right corner and follow the guy on the horse.
Spanish Camp: Head up the planks and watch the river. Jump across using
the floating boxes. Head up to the door and it will be slammed in your
face. Use Barbossa's poisonous frogs to bean the soldier holding the gate
shut and enter.
Now, to distract the guards. Smash the items under the awnings to find
plates and a turkey. Assemble the plates, and pick up the turkey and put it
on the spit. Use the crank to turn it, then place it on the big plate.
Now, smash the nearby cabinet and asssemble it into chairs. Have both
characters grab the bell ropes to call the soldiers.
In the next area, have one character hold the sword switch while the other
grabs the torch and the cannon. Aim it at the gate, the four light brown
slats, then the brown bar holding it closed. Head up the path.
You'll now reach three green panels. You'll need to put three boxes on
this panels. One is found using the Compass and the marker just in front
of you. The second is under the nearby pile of stuff that kinda looks like
a well. The third is beneath the pile of stuff to the right. Assemble all
the parts of the bridge and cross.
Cliff Camp: Head up to the cups to start the boss fight against The
Spaniard. First, deal with his goons and smack him. He'll retreat to the
upper cliff and start tossing bombs. Make sure they hit any of the silver
objects on the ground. Once he hits something silver, he'll drop down to
continue the fight, so oblige him. Once you hit all three silver objects
and knock him down to one heart, he'll stay up on the cliff. Assemble all
the pieces that you uncovered through the explosions. Put the crank on the
gray panel. Turn the crank to lower the palm tree, then place both nearby
seats onto it. Hop on and you'll be launched out of this mission.
---
New Characters:
Privateer Barbossa
The Spaniard (200,000)
===========================
5T. The Fountain of Youth =
===========================
"Don't waste my tear." - Syrena
Characters:
Jack Sparrow (Waistcoat)
Angelica
Privateer Barbossa
Syrena
True Pirate at 65,000
---
Jungle: Time to find the fountain. Cut through the underbrush, then note
the compass marker. Find the first Compass Item (the spyglass), and
you'll need a shovel to dig it out. Have Angelica jump up to the back
ledge and take the shovel from the hapless skeleton. Dig up the spyglass
and take it to the marked spot. Look at the door and follow the path
of the water around. You'll now be able to enter.
Cave: Your objective here is to find three large lanterns. The first is
a little ways into the cave. Once you find your first big spider web,
smack all the pieces off it with your sword. Assemble them, then head
to the right and find the barrel for the barrel switch to raise it up.
For the second lantern, simply head to the right as Angelica and leap up
from the high jump marker to the chain. For the last one, take Jack's
compass and follow the third Compass Item to the back area. Dig it up,
then assemble it and take the wheel over to the nearby crank and spin it.
The way forward is now open, simply go into the anti-gravity water and
float up.
Fountain: Big battle time! It's you and Barbossa versus Blackbeard, all
his pirates, and a bunch of Spanish soldiers. Head over to the left and
use Jack's compass to find the fifth Compass Item, the mermaid statue. If
you need a shovel to dig it up, have Barbossa throw a poisonous frog at the
target on the left. Place the statue on the track and push it in.
Now head back to the right. Have Jack find the sixth Compass Item, the
grenade box. Take the grenades and use them to blow up the silver rocks
nearby. Assemble the rigging pieces and climb onto and over the rubble
blocking the way to the back. Take the mermaid statue with you as you
cross to the back of the area. There are push tracks nearby. Push the
right-hand box back and the left-hand box left. This will make planks in
the water that you can cross with the mermaid statue. Place it and push
it. The big pillar will now be knocked down and you can get to the center
island.
Final Battle: Dodge Blackbeard's shots, then duel him until you hit him.
Syrena will enter the fray at this point. Grab the nearby cup and hand
it to her, then hit Blackbeard again. Once he's stunned, have Syrena give
the cup to Angelica. This will give her a heart and take one away from
Blackbeard. This is the pattern you need to continue throughout the
fight. Of course, Blackbeard isn't going to make it easy on you. Once
he starts flinging boxes at you, you'll need to check them to see if you
can find grenades. Only those grenades will get Blackbeard to stop
flinging stuff at you and come out and fight, and that's when you can stun
him and get Syrena to heal Angelica. Do it four times and you're done!
This section is devoted to finding and assembling the Minikits hidden in each
mission, as well as finding all the Compass Items.
The lists that follow are first a list of the ten Minikit Bottles, arranged
in the order that you may be likely to come across them chronologically.
The second is a list of the eight Compass Items, starting with the one on
the top of the Compass Menu, and going around clockwise. They MAY NOT be in
the order that you come across them.
In order to get all these, you'll have to access each mission in Free Play,
available after you beat the mission once on Story. Once you select Free
Play, you'll be given your list of characters to select from. Select
whichever one (or two) you like. Once you make your choice, you will also be
given several more characters. This set of characters is meant to represent
all the different character archetypes you currently have, as you'll need to
use their individual abilities to find all the hidden stuff.
While in the mission, you'll only have the two characters walking around,
but you can switch to any others that have been selected for you by pressing
L1 or R1.
Before most entries, you'll see one or more of the following in parentheses.
That's what you'll have to bring in to the mission in order to get that
canister.
Free Play -
Quite simply, you'll need characters you should already have, but won't be
able to use in the story. This can happen in several circumstances:
1. You don't have Jack and need his compass or ability to ride up ropes.
2. You don't have anyone who can throw projectiles (like Will).
3. You don't have anyone that can dig (like the Guard Dog).
4. You don't have anyone that can crawl through vents (like the Guard Dog).
5. You don't have anyone that can forge (like Mr. Brown).
6. In Pelegosto, you'll spend the majority of the mission in a bone cage.
In Free Play, you can hop out of the cage whenever.
Explosives -
You need one of the three characters who wield explosives. Either Marty
and his blunderbuss or Jacoby or The Spaniard and their grenades. Their
weapons can destroy silver objects.
High Jump -
You need a woman. Any and all women have a high double jump. Elizabeth,
Anamaria, Angelica, etc.
Sea Walker -
You'll need a character who can walk on the ocean floor. Most of Barbossa's
crew and the Dutchman crew can do that. Bootstrap Bill is one of the few
who can do it for free.
Dutchman Crew -
There are several spots marked by green algae. Dutchman Crew can use
these to "teleport" to another one patch of algae nearby. Bootstrap Bill
is the only one you get for free.
Strength -
You need someone with enhanced strength in order to pull on orange handles.
You'll know by looks that these characters have strength because they leave
orange sparkles as they walk and thud into the ground when they land after
jumping. Davy Jones and Blackbeard have super strength, for example.
Voice -
You need someone who can sing loud enough to break glass or ice or anything
else that it would take clear blue LEGO bricks to make. Syrena and Philip
are the only characters who can do this (not counting the Extra Toggle
Mermaid).
Blackbeard -
You need big bad Blackbeard for his awesome sword, which can use its dark
Voodoo powers to break objects composed of red and black bricks and marked
with a skull.
Cursed Jack -
Once you beat the fifth mission of Curse of the Black Pearl, a Cursed Jack
will be wandering around the hub for purchase. You will need him for a
couple of Compass Items buried underwater.
================
6A. Port Royal =
================
Minikit Bottles:
#1: (Strength) In the smithy, climb to the rafters and pull the handle in
the back.
#2: In the prison, hang from all seven chandeliers.
#3: (Explosives) Blast open the silver prison door, then shoot all four
targets and assemble the skeletons they drop.
#4: (Explosives, High Jump) Blast open the silver prison door and leave by
the hole. Outside, drop down a level and push out the planks. Shoot the
target so you can jump up the checkered walls, then climb up to the top of
the wall and shimmy to the left. Over here, jump and pull down the crank,
then climb up the platforms and push the green panel to extend the last
platform. High jump to it.
#5: You need to raise three blue and white flags. The first is in the
stockade, just after you leave the prison. Climb up to the wall and touch
it. The other two are in the beach area. The second is on top of the
house (climb the nearby tree) and the third is by the right-hand exit. To
get there, you can leap off a barrel to reach the top ledge above the
exit gate.
#6: On the beach, dig up the wooden post on the beach and assemble it.
Hop across the posts in the water.
#7: Assemble five little boats. Three are on the beach, and two are at
the pier.
#8: (Explosives, Dutchman Crew) At the beach, blast the large pile of silver
barrels and head to the next area. Smash up the stand in the back left,
then travel through the algae to find the plate of sausage. Give the
sausage to the nearby pirate.
#9: As you go for the three blue and white flags (#5), you'll see this bottle
behind a window near the third flag. As you get it, head inside the open
window.
#10: (Sea Walker) In the last area, walk into the sea near the dock and
slash the cage the crab is stuck in.
Compass Items:
Planks*: On the beach, near the gap in the road.
Post: On the beach, near the other posts.
Sausage: (Explosives, Dutchman Crew) At the beach, blast the large pile of
silver barrels and head to the next area. Smash up the stand in the
back left, then travel through the algae to find the plate of sausage.
Fish: (Explosives) At the beach, blast the large pile of silver barrels and
head to the next area. The fish is buried up the stairs to the right.
Drumstick: (Explosives) Behind the silver door in the prison.
Crab: (Sea Walker) In the last area, walk into the sae near the dock and
slash the cage the crab is stuck in.
Golden Sword: (Explosives) At the beach, blast the large pile of silver
barrels and head to the next area. The sword is buried near the pirate.
Seashell Hat: On the beach, near the pirate you save.
=============
6B. Tortuga =
=============
Minikit Bottles:
#1: (Strength) In the first area, yank open the orange-handled door. In
the next area, forge the pulley at the end of the dock and assemble the
pieces. Place the apparatus near the boathouse and turn the crank.
#2: (Strength) From the #1 bottle, you COULD go into the boathouse and use
a Dutchman crew to jump to the western beach, but you can also just as
easily use the boat to row over there. Dig up all the stuff on the beach
and assemble a stand, then grab a torch at the left end and use it to scare
away the tentacles so you can grab the cannon to place on top of it. Sit in
the cannon and use it to fire on the five targets that pop up.
#3: (Strength, Explosives) In the same area as #2, blast the silver rocks on
the back left.
#4: (Blackbeard) In the second area, use Blackbeard's sword on the red
skull door. Behind the door, use Jack to ride up the rope and pull on the
chain that rings the church bells.
#5: (Free Play) In the pigpen area, dig in the pile of brown whatsit in the
back of the pen.
#6: (Blackbeard) You need to light three boxes of fireworks. One is in the
main village area and needs Strength to open the orange handle. The second
is in the pigpen area and needs an explosive to blast the barrels blocking
it. The last is behind the red skull door and needs Blackbeard's sword.
Get torches and light all three.
#7: (Strength, Sea Walker) In the tunnel underneath the tavern, pull the
orange handle to raise a rope down to a watery cave. Sink to the bottom
of it.
#8: In the tavern, once you get to the upper balcony, use Marty to blast open
the silver door.
#9: On the roof on the left side of the Village area. Use Anamaria to
jump over to the left side, then find the ladder to climb up to the
roof.
#10: (Voice) In the house where you find Cotton, use the screech on the
glass case in the back.
Compass Items:
Blunderbuss*: Found in Basement, given to Marty.
Fireworks: (Blackbeard) In the village area, use Blackbeard's sword on
the back door with the red and black skull. The fireworks are buried
in the next area.
Apple*: Found in Village, given to the horse.
Key*: Found in Pig Pen, used to raise the water pot.
Shovel*: Found in Basement, needed to find Blunderbuss.
Ruby*: Found in the Room in the dresser, given to Anamaria.
Guitar: Found in Pub on the left side.
Trident: (Strength) In the first area, yank open the orange-handled door.
It's right in the middle of the sand.
=============================
6C. The Black Pearl Attacks =
=============================
Minikit Bottles:
#1: (Blackbeard) Use his sword on the right-hand mast on the deck to
uncover a rigging to climb.
#2: (Explosives) Blast the locks on the dresser on the deck, then smash the
dresser.
#3: (Blackbeard) In the first level of the Interceptor's hold, go to the
far right and use the sword on the skull on the staircase. Head
downstairs.
#4: (Blackbeard) Roughly the same place as #3. Just go left and slide
across the water to it.
#5: (Blackbeard) There are five crates of glass gems that need a loud
voice to shatter. Three are on the first level of the hold in plain sight.
The fourth is in the same area as #3, which you need Blackbeard's sword to
get to. The last is in the ruined hold, on the second level.
#6: (Blackbeard) Once in the ruined hold, use the sword on the skull box to
your left and take the torch inside. Use it on the cannon a floor below
and blast all the targets in the water.
#7: While on the Black Pearl's deck, climb the left-hand mast and use
Jack's compass. Follow the path from the mast out to the rigging.
#8: On the deck of the Black Pearl, climb up the left-hand mast, then hang
from the plank leading to the right. Drop to the lower part of the mast
to get this bottle.
#9: (Voice) While on the Black Pearl, shatter the glass leading down
into the hold and find the Chained Chest using Jack's Compass. Smash it
open.
#10: (Voice) While on the Black Pearl, shatter the glass leading down
into the hold, then descend to the lowest level of the hold to find this
one in plain sight.
Compass Items:
Trident: (Free Play) On the deck of the Interceptor, left side.
Fish: (Free Play) On the deck of the Interceptor, right side.
Guitar: (Free Play) On the first level of the hold, far right side.
Box*: In the Ruined Hold, on the upper floor right near where you start.
Winch*: On the left side of the Black Pearl's deck.
Minikit Bottle: Once on the Black Pearl, climb the left-hand mast and follow
the path out to the rigging.
Barrel*: On the right side of the Black Pearl's deck.
Chained Chest: (Voice) On the Black Pearl, shatter the glass leading down
into the hold.
====================
6D. Smuggler's Den =
====================
Minikit Bottles:
#1: Buried near your starting point. Use the Shovel the monkey has.
#2: (Free Play) Find the Sand Castle and build it, then crawl inside.
#3: (Sea Walker + Strength) Once in the tunnel, drop into the water on the
left. Smash the chest near the starfish and assemble the hook. Pull it
to get the starfish off the crate and smash it.
#4: On top of the climbable palm tree near the hatch on the east island.
#5: (Explosives) On the wrecked ship dividing the islands, go up the plank
to the silver bell and blow it up.
#6: (Sea Walker, Explosives) After sending light into the tunnel, point it
down into the water using the right-hand wheel, then clear the silver rocks
in the path using explosives. Drop down and push the object on the track
to the end, then pivot the light into the tentacles.
#7: (Strength) After sending the elevator up from the tunnel, pull on the
orange handle behind it.
#8: (Dutchman Crew) Once you extend planks to the left side of the tunnel,
crawl through the algae on the wall.
#9: (Explosives) At the far left end of the tunnel, blast down the silver
barrels to reach the back of the island. Hop in one of the cannons and
shoot down all the ships out in the water.
#10: (Explosives, Voice) Follow the instructions for #9 to reach the back
part of the island, then shatter the ice in the water to find some sea
turtles. Ride them through all the green gates.
Compass Items:
Trapdoor*: Follow the Compass from the markings on the beach.
Banana*: In the tree just up the beach.
Coconut: Near the front trees of the island.
Fire Pit*: In the back right of the island, near the shipwreck.
Minikit Bottle: Near your starting point. You'll need the Shovel.
Spyglass*: Once you're at the "night" part, at the edge of the rocks.
Catapult*: On the eastern island, in the crate near the water that the Compass
leads you to. You'll have to wait until the next morning to unearth it.
Sand Castle: Right edge of the island. Following the compass makes the
parts appear.
====================
6E. Isla De Muerta =
====================
Minikit Bottles:
#1: (Explosives) At the beginning, blast the chain holding the rowboat, then
take it out into the water and jump to the bottle.
#2: Find the Trident near the sword switch with the Compass, then throw it
at the target on the back left wall. Use Elizabeth to jump up to the
floating model.
#3: Find three parrots on perches. One's near the very beginning just after
crossing the first bridge. The second is near the cannon. The third is
just after the cannon.
#4: (Voice) After building the bridge to the chest, rubble will clear away
from some glass teeth under the water in the back left. Voice them down,
then head through. The most prominent thing in this next area are two
wheels with skulls on them. What you need to do is use the wheels to rotate
them and push the beds in to light up the colors on their eyes to make the
block behind them go away. So, do two reds to make the red block go away,
and so on. For the second round, you'll be doing secondary colors: green,
purple, and orange.
#5: (Voice) Go to the same area as #4 and find the Golden Dog treasure.
High jump to the nearby vine and this bottle will appear.
#6: (Voice, Cursed Jack) Go to the same area as #4 and find the Centurion
Helmet underwater. Carry it over to the nearby statue.
#7: (Voice, Explosives, Cursed Jack) First, go to the back right of the
treasure room and use a voice on the glass wall in the back right. Blow
up the silver chest to find a soldier inside looking for a telescope. Now,
go back to the same area as #4 and use Cursed Jack's compass to find it
underwater, then bring it to the soldier.
#8: (Voice) Go to the same area as #4, then continue along the sea floor
to a hole to the left. You'll reach a harbor area where the Black Pearl
is docked. Throw or shoot something at the target on the ship to drop
rigging you can climb up. Once you reach the mast, slide across the
chain to the right.
#9: (Voice, Blackbeard) Go to the same area as #8. On the right side of
the harbor is a black and red chest that you need the sword to open.
Build the cannon, then use the nearby torch to fire it at the ducks in
the water.
#10: (Voice, Sea Walker + Strength) Go to the same area as #8. On the
bottom of the sea bed under the ship is a metal case. Pull the orange
handle to yank it open.
Compass Items:
Big Lantern*: After shooting the cannon, you'll track this down with the
Compass.
Trident: Near the sword switch at the beginning.
Skull Masks: In the treasure room, follow the compass to the back.
Fish: In the treasure room on the right-hand side.
Golden Dog: (Voice) After building the bridge to the chest, rubble will
clear away from the glass teeth under the water in the back left. Voice
them down, then head through. This will be on the nearby shore.
Telescope: (Explosives, Cursed Jack, Voice) This is involved with Bottle #7.
Metal Case: (Voice) Go to the harbor with the Black Pearl (Minikit Bottle #8)
and you'll find this on the sea floor.
Centurion Helmet: (Cursed Jack, Voice) Go to the same area as the Golden
Dog. This treasure is underwater, so you'll have to use the Cursed Jack
to find it.
===============
6F. Pelegosto =
===============
Minikit Bottles:
#1: (Explosives) After climbing the first netting, go right and through
the tunnel. At the upper ledge, blow up the silver rocks blocking the
next tunnel, then head through.
#2: (Explosives) There are some silver rocks to blow up after crossing
the first wooden bridge. Blast them, then roll down the slope to the
wheel. Roll inside it to release the ball from the little maze.
#3: (Explosives) After climbing the second netting, there are some silver </pre><pre id="faqspan-3">
rocks right nearby. Blast them, roll up the path to the village at the
top. There's a marker on the ground that will lead you to the Spyglass.
Use it to watch the cannibal at the far end dig up the bottle.
#4: (Explosives, Blackbeard) In the same area as #3, use Blackbeard's
sword to clear the little village of all the red and black stuff. The
fireplace holds the bottle.
#5: (Blackbeard) Shortly down the spiral mountain you'll see a red and
black wall. Use the sword to move it away, then walk through the
passage to the end.
#6: (Strength) Partway down the spiral is an orange handle on the back
wall. Pull it to form a bridge. In the small village across it, climb
a palm tree in the back to find this one.
#7: (Strength) In the same area as #6, find the Spyglass, then use it to
spy on the crab on the bridge opposite.
#8: (Free Play) Further down the spiral is a winch that Jack can grab, but
he needs to be out of the cage. Follow the marker here to the ledge and
dig up the bottle.
#9: (Free Play) Same area as #8, use the cannons to shoot down all the
targets.
#10: (Sea Walker) In the last area, drop down to the sea floor and slash
open the crab's crate. Ride it over to the bottle.
Compass Items:
Box*: At the beginning of the Shoreline area.
Bone*: At the beginning of the Shoreline area.
Minikit Bottle 1: (Free Play) See Minikit Bottle #8 above.
Spyglass 1: (Strength) See Minikit Bottle #7 above.
Minikit Bottle 2: (Explosives) See Minikit Bottle #1 above.
Spyglass 2: (Explosives) See Minikit Bottle #3 above.
Minikit Bottle 3: (Explosives) See Minikit Bottle #4 above.
Minikit Bottle 4: (Explosives) See Minikit Bottle #2 above.
========================
6G. A Touch of Destiny =
========================
Minikit Bottles:
#1: Find and smash five frogs in the swamp.
#1: In the very first area, near the Wooden Eye.
#2: Right near the rope support that you have to forge.
#3: On a rock in the first part of the murky water.
#4: In one of the huts to the left of where the crocodile grabs the
monkey.
#5: In the elevated shack with the push blocks.
#2: (Explosives) Shortly up-river is a couple of silver rocks. Blast
them and high jump to the hanging vine.
#3: As you go up-river, you'll note three targets. Use Pintel's gun to
flip them over, then bounce off them onto the hanging vine. Climb up to
the bottle.
#4: Find the Beach Ball compass item and take it to the villager who
wants one.
#5: Feed the crocodile three food items instead of bombs and it will cough
up a bottle.
#6: (Blackbeard) After the crocodile's defeat, use the sword on the
red and black box to create a clock, then use the sword again on it.
#7: (High Jump) After the croc fight, head to the back of the pond and
high jump up to the bottle hanging in the air.
#8: (Sea Walker, Strength) Near Tia Dalma's hut is a box with an orange
handle. Pull it open to find fish inside. Throw a fish at the piranha
in the water, then once it takes off and coughs up the bottle, go into
the water and sink under the wooden barrier so you can reach it.
#9: (Explosives) In Tia Dalma's hut, blast open the silver boards on the
back wall.
#10: (Blackbeard) In the upstairs part of Tia Dalma's hut, use the sword
on the safe on the back wall.
Compass Items:
Wooden Eye*: On the rock southeast of your starting point.
Gun*: In a crate southwest of your starting point.
Gold Skull Face: Just after the roped raft area, in the shack.
Fish Spine: At the area where the cage is eaten by the gator, near the guy
who wants a beach ball.
Beach Ball: On the ground near the elevated shack where you push blocks.
Fish: On the platform with villagers just after the croc fight.
Trident: Inside the shack just after the croc fight.
Piranha: In the last area at the box with the orange handle.
===========================
6H. The Dutchman's Secret =
===========================
Minikit Bottles:
#1: In the first area, jump onto the net behind the deck in the back left.
#2: (Voice) Climb the mast near Davy Jones. High jump into the crow's nest
and use the voice to shatter the glass so you can continue your climb up
to the very top, then slide down the rope.
#3: (Blackbeard) Go to the back of the deck and use the sword on the red
and black chest.
#4: Once in the hold, get a lantern from the lower level, then when you
get access back to the upper hold, go to the back right corner to chase
away the tentacles with the light.
#5: (Strength) In the lower level of the hold, use the orange handle to
open the way to the bottom. Once down there, use and hold the nearby sword
switch, then head through the algae with your other character and have them
use the other sword switch. Assemble the snail.
#6: (Blackbeard) Go to the same place as #5, and head to the left to find
a black skull. Use the sword on it.
#7: In the organ room, spin the wheels until you get four squares in the
center and four squares on the corners.
#8: (Explosives, Voice) In the organ room, blast the silver cap on the
left side of the room, then drop down. Use voice on the glass case on the
right side of the room.
#9: (Explosives) Go to the same area as #8. Push the box to the back and
throw something at the cage to release the bottle.
#10: (Explosives, High Jump) The same area as #8. Go out the back of the
lower room and through one of the two doors. Take a high jumper and jump up
to the railing above you to reach the bottle.
Compass Items:
Rotator Switch*: On the deck, to the right.
Basket*: On the deck, in the upper part on the left.
Broom*: On the deck.
Trident: (Strength) The lowest level of the hold.
Fish: (Strength) The lowest level of the hold.
Barrel*: The second level of the hold, on the left.
Key*: In the organ room, with Davy Jones, and the whole reason you're in
this mission.
Fish Spine: (Explosives) In the organ room, blast the silver cap on the
left wall, then drop down to the lower room, where you can find this on
the right.
Minikit Bottles:
#1: From the beach, go out in the water to the northwest.
#2: This is in one of the five chests that may contain the Dead Man's
Chest.
#3: (Strength) On the wrecked ship in the back is an orange handle. The
bottle is behind it.
#4: (Explosives) Outside the church, blast the silver fence north of the
cemetery, then dig up the bones inside it. Assemble them into a bone
barrel, then roll it over to the switch at the back gate.
#5: (Blackbeard) Outside the church, use the sword switch at the right
end three times to find a skull chest. Open it using the sword.
#6: (Blackbeard) Once inside the tower, climb up to the top using Jack's
ability on the winches. At the very top, use Blackbeard's sword on the
skull to lower a chain to climb up to the roof, then use the spyglass to
focus on Davy Jones.
#7: During the wheel fight, once Jack climbs on top of the wheel to fight,
this bottle will pass overhead. It's tough to see and gauge when to hit
it, so you may want to have the detector on.
#8: (Dutchman Crew) In the last area, go into the algae in the water
south of the wrecked wheel to end up in the nearby ship. High jump to
the rail and flip to the bottle.
#9: (Dutchman Crew) In the last area, go into the algae in the water
south of the wrecked wheel and grab the key. Use it near the quicksand
to stretch planks to the opposite shore. Grab the bottle on the planks.
#10: (Dutchman Crew) From #9, use the Compass to find a crab, then use a
high jumper on the green rods in the back left and cross over to drop
pieces for another crab. Finding both crabs makes the bottle appear.
Compass Items:
Chest 1: Southwest corner of the beach.
Chest 2: Center of the beach.
Chest 3: Northeast corner of the beach.
Chest 4*: Starts at the southwest corner of the beach, and leads up to the
northwest.
Chest 5*: In the northern section past the quicksand.
Banana: East end of the beach.
Key: (Dutchman Crew) In the last area, go into the algae in the water south
of the wrecked wheel.
Crab: (Dutchman Crew) After you use the aforementioned key, you'll find
this in the southwest part of the last area.
================
6J. The Kraken =
================
Minikit Bottles:
#1: (Strength) In the hold, go to the right and pull open the door.
#2: (Blackbeard) In the hold, go left and use the sword to zap the red and
black hatch so you can go down a level. At the bottom of the stairs, smash
the four small barrels.
#3: (Blackbeard) From #2, go left to find two chained chests. Smash both
of them open, then pick up the smaller one, put it in the big one and
smash them both.
#4: (Voice) Once you reach the upper floor of the hold, go left and shatter
the glass wall.
#5: Once on deck, drop off the front side and grab the railings.
#6: At the top of the right mast, go down the plank.
#7: At the top of the left mast, go up the plank. You'll need a woman to
make the jump.
#8: (Strength) Go to the right side of the deck and pull open both orange
handles, then smash the hatch.
#9: During the Kraken fight, use one of the bombs to blow up the box on the
left.
#10: (Dutchman Crew) During the Kraken fight, go into the algae on the left.
Light the dynamite on fire.
Compass Items:
Chained Chest: (Blackbeard) Use the sword on the red and black hatch in
the hold to reach the lower level, then drop down and head to the left.
Orange Handle Door: In the hold to the right.
Minikit Bottle: (Voice) On the upper floor of the hold behind the glass
wall.
Fish: On deck near the explosive crates.
Trident: On deck at the left end.
Red Chest: On deck at the left end.
Orange Handle: On deck at the right end.
Algae: During the Kraken fight, go left.
===============
6K. Singapore =
===============
Minikit Bottles:
#1: (Strength) Go to the docks south of the fish stand to find an orange
handle. Pull up the crate, then carry it to the fish stand. Smash it.
#2: (Explosives, Blackbeard) Head to the right at the docks and blow open
the silver door. Climb up and use Blackbeard's sword on the red and
black gate at the back. Keep the Circle button held down as you move
under the gate and grab the bottle.
#3: (Explosives) Same area as #2, only instead have both characters work
the normal cranks at the top of the ladder to open the window, which opens
the door to another bottle.
#4: (Explosives) Under your starting point is a silver vent cover down by
the water. Blast it, then enter the sewer. Smash up the boxes to find
a box of coal, and place it on the green panel. Light the coal with the
nearby torch, then jump on the bellows.
#5: (Free Play) Head to the far right of the first area to find a winch you
need Jack to ride up.
#6: (Voice) After rolling out the first bridge, use voice to shatter the
glass on top of the steering wheel. Take it to the left to find a spot
to place it, then turn it to move a bridge. Cross the bridge and grab
both chains in front of the red-lit house.
#7: (Voice) Same area as #6. Use projectiles to take down the targets
to the left across the bridge, then climb the ladder inside.
#8: (Free Play) Continue to the left past the second rolled-up bridge to find
a hatch at the end of the path. Climb through it.
#9: (Free Play) In the bathhouse (go back inside after you automatically
leave) you'll find two wheels that need forging. Once forged, spin the
wheels to rotate the pipes. Line the pipes up to release the bottle.
#10: (Voice) After leaving the bathhouse, you'll go across a small canal and
find two hanging objects suspended by chains. One of them is encased in
glass. Use the voice on that one.
Compass Items:
Fish*: In the display to the left of your starting point.
Windows: (Free Play) To the right of the starting point.
Glass Pile: (Free Play) In your path after you roll out the first bridge.
Hatch: (Free Play) Continue to the left of the second rolled-up bridge to
find this at the end of the path.
Gun*: After the bathhouse, pick up one on the rack.
Carrot*: After the bathhouse, shot down by the gun.
Heavy Box*: Grabbed soon after the bathhouse, used to get through the gate.
Dragon Firework*: Near the end of the mission, used to take down gunners.
Minikit Bottles:
#1: Once you unearth the canoe, climb up the left-hand tree.
#2: On the left-hand mast of the beached Black Pearl.
#3: Inside the Box compass item. You'll need the shovel to dig it up.
#4: (Voice) In the second part of the mission, in the hold of the Pearl, use
voice on the glass bottle in the back.
#5: (Blackbeard) At the bottom floor of the hold, find a red chest with
the compass and dig it up, then use the sword to open it.
#6: On the deck of the Pearl, head to the front of the ship and smash the
hatch. Drop inside it.
#7: In the process of releasing Cotton, you'll blow open a cage with this
one.
#8: (Free Play) Use the Compass on the deck to find the Key (front right of
the ship), then take it to the cabin in back. In the cabin, on the table,
one of the items you can grab is a cursed medallion. Grab it and the
bottle will appear.
#9: (Free Play) At the very front of the ship, forge the wheel and spin it to
raise the anchor.
#10: (High Jump) On the front mast of the ship, on the left side
Compass Items:
Canoe*: Start from near the ship. Make sure you follow the whirlwinds that
don't fade away.
Box: Start from near the ship.
Purple Flower*: Start from near the ship.
Rubber Duck*: Start from further out from the ship.
Peanut*: Start from near the wreck on the right.
Red Chest: (Free Play) The bottom floor of the hold.
Key: (Free Play) On the deck near the front.
Torch: (Free Play) On deck in the back.
Minikit Bottles:
#1: (Explosives) On the deck, blast the silver planks in the way to the right
side of the ship, then smash the nearby basket and ride up the water jet.
#2: (Explosives, Dutchman Crew) From #1, walk through the algae and head
to the very right tip of the ship.
#3: In the top floor of the lower decks, man the cannons and blast all ten
dynamite barrels in the water.
#4: There are four sets of purple tentacles in barrels. They're all in
the lower decks. Use torches to scare them back into their barrels.
#5: Smash five clams. There's one on the deck of the Dutchman, three in
the lower decks, and the last is on Sao Feng's ship.
#6: (Free Play) At the third level of the lower deck, after blowing the
dynamite, crawl through the hatch in the back of the cell.
#7: (Voice) At the third level of the lower deck, use voice on the glass
on the floor, then hop down underneath the floor and go to the left.
#8: Before you slide down the rope to Sao Feng's ship, use a high jump to
the green bars above you and shimmy over to the bottle.
#9: (Free Play) On Sao Feng's ship, forge the winch.
#10: (Explosives) On Sao Feng's ship, blow up the silver wood blocking the
right end of the ship, then hop on the rope at the top to knock the key
off. Grab it and place it on the door to the right and it will open the way
to the cabin. Inside, break the desk. Break it good.
Compass Items:
Fish: (Free Play) On the edge of the ship on the south side.
Clams: Smashing any clam will get you this, but the spot is on the right
side of the deck.
Chained Chest: (Explosives) On the deck on the right side.
Crab: (Free Play) In the second level of the lower deck.
Hatch: (Free Play) In the third level of the lower deck, behind the dynamite
barrel.
Minikit Bottle: (Free Play) In the third level of the lower deck, the glass
covering the very bottom.
Winch: (Free Play) On Sao Feng's ship, the item that needs to be forged.
Key: (Explosives) At the far right end of Sao Feng's ship.
========================
6N. The Brethren Court =
========================
Minikit Bottles:
#1: (Explosives) After completing Ammand's statue, blow it up.
#2: (Free Play) Go to the east side of the cove and to the dock that goes
onto the water. Use the sword switch and shoot the target that appears.
Head through the door and take the cannons behind the gate that opens and
shoot all the targets that pop up.
#3: (Strength) After Chevalle leaves, use the compass to unearth the
orange handle. Pull it, which will create a new maze on the wall. Solve
it.
#4: (Blackbeard) At Eduardo's spot, use Blackbeard's sword to lower the
boat so you can go down to the water and head through the cave.
Alternatively, if you're quick, you can swim to the spot quickly and then
once the shark chomps you, you'll hit it.
#5: (Free Play) At Sumbhajee's spot, grab the chains a second time after
he leaves using high jumps. You'll now have to follow a five-step
pattern. Do so and you'll get the bottle.
#6: (Free Play) At Ching's spot, after she leaves, shoot the target above the
wigs, then swing from the green bar to the bottle.
#7: (Free Play) After helping Jocard, bash his chest and crawl into the vent
behind it.
#8: At the top of the cove, where the Lords converge, use the Compass to
unearth the barrel ride. Ride down it.
#9: (Explosives, Voice) In the meeting room, blast the silver debris and head
to the next room. Follow the Compass to unearth the case, then shatter it
with voice.
#10: (Dutchman Crew) West of the meeting room, walk through the algae on the
back wall.
Compass Items:
Skull Masks: To the west of Ammand's spot.
Barrel: Out to the east, on a dock that goes out into the water.
Key: Start to the west of Eduardo's spot.
Wig*: In Ching's spot.
Barrel Ride: At the top of the cove, where the Lords converge.
Torch*: In Jocard's spot, after you move the cannon.
Orange Handle: Near Chevalle's spot.
Glass Case: (Explosives) In the meeting room, blast the silver debris and
head to the next room. Follow the Compass to unearth the case.
===================
6O. The Maelstrom =
===================
Minikit Bottles:
#1: After getting Ching's Piece of Eight, look through the Spyglass again,
this time at the right part of the ship, until it zooms in. After staring
at it for a moment, the bottle will fly towards you.
#2: (Explosives, Dutchman Crew) Blow up five silver ale barrels.
#1: On deck before the fight.
#2: On deck once the fight starts, to the right.
#3: On the left side of the deck during the fight. You'll need to use
the algae to travel.
#4: On the deck of the Dutchman, center.
#5: On the right side of the Dutchman.
#3: (Dutchman Crew) Destroy five clams.
#1: On the right side of the deck before the fight.
#2: On the right side of the deck during the fight.
#3: On the left side of the deck during the fight. You'll need to use
the algae to travel.
#4: On the deck of the Dutchman, center.
#5: On the left side of the Dutchman. Travel by algae.
#4: (Voice) Before the fight starts, head to the right side of the deck and
shatter the glass encasing the bottle.
#5: (Blackbeard) Before the fight starts, go to the right side of the deck
and use the sword to light up three lanterns.
#6: (Blackbeard) Once the fight starts, go off the right side of the ship
to find a black chest. Use the sword on it.
#7: (Dutchman Crew) During the fight, use Jack to ride up the winch to the
basket of apples and grab one, then walk through the algae on the left to
reach a despondent pirate to give the apple to.
#8: (Free Play) When manning the cannons, blast the cage hanging from the
right side of the Dutchman to release ducks. Blast all three.
#9: (Strength) After using the wheel to drop the cannon, keep using the
wheel to raise up a box with an orange handle. Yank on it to uncover
the bottle.
#10: (Blackbeard) Once on the Dutchman, use Blackbeard's sword on the red
and black hatch, then use a voice to shatter the glass underneath.
Blow up the silver blocks nearby and assemble the rotator, then use it
to summon the Kraken.
Compass Items:
Black Diamond*: On the right-hand mast.
Life Preserver*: Ching's item that she throws to you when you see her ship
through the spyglass.
Croissant*: On the side of the hull. Use a Torch to get rid of the tentacle
blocking it.
Sausage*: Go to the mast and set the cannon to blow up the metal barrels on
the deck.
Wooden Eye*: Give Ragetti the parasol.
Apple: (Free Play) During the fight, ride up the winch as Jack to find the
basket of apples.
Shell Helmet: On the back part of the Dutchman (left). Drop down in from the
masts above with Jack.
The Kraken Switch: On the Deck of the Dutchman.
=================
6P. London Town =
=================
Minikit Bottles:
#1: (Explosives) In the dining hall, destroy all six suits of armor. One
of them you need to assemble first.
#2: (High Jump) Jump up the bars on the right side of the dining hall.
#3: (Voice) On the balcony above the dining hall, shatter the glass on the
window.
#4: (Explosives) In the hallway of the mansion, blow away the silver desk
(it will take several bombs) and assemble the push panel. Carry it to
the stand down the hall and push it to open a secret passage under the
floor.
#5: (Voice) Once on the rooftops, head to the opposite side of the street,
then walk to the front of the building you land on. Shatter the windows and
go inside. Push the suits of armor into their spots flanking the door.
Use the wheel to adjust the junction in the middle.
#6: (Blackbeard) During the chase, you'll get on top of a red and black
carriage with an obvious bottle inside. Use the sword while on top of it.
#7: (Explosives) During the chase, you'll pass a silver chest. Blow it up.
#8: (Voice) During the chase, you'll get on top of a carriage with a glass
ceiling. Shatter it.
#9: (Free Play) In the tavern, go upstairs and shoot the target, then
operate the right-hand sword switch, then the left at the same time, then
release the left. Take the barrel that drops and place it on the counter
at the bar.
#10: (Explosives) In the back room of the tavern, head up to the rafters
and blast the silver hook holding up the barrel, then push it off the
ledge.
Compass Items:
Golden Sword: In the back right of the dining hall.
Trident: In the back left of the dining hall.
Poleaxe: In the front of the dining hall.
Push Panel: In the mansion area, at the bottom of the staircase.
Stool: In the tavern, near the bar.
Barrel: In the backroom of the tavern, near the bellows.
Fish: In the tavern, near the fireplace.
Minikit Bottle: In the tavern, up on the second floor.
Minikit Bottles:
#1: Once you get Garheng, use him on the orange-handled box in the back
right corner of the hold.
#2: (Blackbeard, Explosives) Go to the right end of the hold and open the
black skull gate with the sword. Use explosives to clear out the silver
stuff on the stairs, then head up and grab the Key from the skeleton.
Use it downstairs to open the hatch underneath.
#3: (Blackbeard, Explosives, Voice) Same area as #2, only in the upper
room, use voice to shatter the ice in the back.
#4: (Blackbeard) In the left end of the second level of the hold is another
black skull gate. Use the sword to drop it, then pull on the cannons to
fire each of them.
#5: Use the Compass on the ship's deck to find this one on the left end.
#6: On the deck, take the skulls off of skeletons and jam them into the
cannons. Take out all four.
#7: (Blackbeard) While on deck, forge together the winch in the back, then
raise up the red chest. Use Blackbeard's sword on it.
#8: (Voice, High Jump) Once you reach the right side of the ship, shatter
the ice around the rope, then use Jack to ride up it, then use a high jumper
to reach the rope sliding to the left where the bottle is.
#9: (Blackbeard) As Blackbeard, once on the right side of the ship, drop down
behind the "real" Blackbeard and pull open the door behind him. Inside the
cabin, climb up the rigging and knock the pieces off the ceiling. Assemble
them and push the box to the door. Use Blackbeard's sword to open the door.
#10: (Blackbeard) As Blackbeard, charge to the right on deck through
Blackbeard's storm and into the next room under him. Inside, use Jack's
Compass to find the Ruby, then place it on the music box in back. Have a
musician play or sing.
Compass Items:
Grenade Box: Right next to you at the start.
Egg: Behind the stairs at the start.
Key: (Blackbeard, Explosives) Go to the right end of the hold and open the
black skull gate with the sword. Use explosives to clear out the silver
stuff on the stairs, then head up. It's in the skeleton's hand.
Barrel: On the ship's deck in the middle.
Dragon Firework: The right end of the ship's deck.
Minikit Bottle: The left end of the ship's deck.
Ruby: (Blackbeard) Charge to the right on deck through Blackbeard's storm
and into the next room under him. The ruby is in this theater.
Skull Mask: (Blackbeard) Once on the right side of the ship, drop down next
to Blackbeard and pull open the door behind him. The mask is in the corner.
===================
6R. White Cap Bay =
===================
Minikit Bottles:
#1: (Voice) Head to the left corner of the beach and use your voice to
shatter the ice around the bottle.
#2: (Explosives) Behind your starting point is some silver boards. Blast
them.
#3: (Explosives, Voice) Go through the cave opened by #2. Follow the
compass heading and dig up the glass castle. Use a voice to shatter it.
#4: (Explosives) Go through the cave opened by #2. Grab the torch on the
wall and use it on the tentacles, then smash the barrel.
#5: (Explosives) Go through the cave opened by #2, then drop down to the
ledge with the winch that needs forging. Do so to raise up
#6: (Free Play) To the left of your starting point, smash the debris to find
a hatch. Crawl through it.
#7: (Sea Walker) Drop into the water at the far right. Assemble the pieces
near the starfish and smash the chest.
#8: In the lighthouse, go to the top, then high jump to the rafters. Walk
around them to the bottle.
#9: Once you rope up to the upper level of the lighthouse outside, run around
the back of the tower.
#10: (Blackbeard) At the top of the lighthouse, use the sword to open the
red and black door and enter. Smash the objects near the door so you can
assemble a crank for the oil pump, then use both of the other sword
switches.
Compass Items:
Flag Box: The left end of the beach.
Minikit Bottle: (Explosives) Blast open the silver boards behind the
starting spot, then head through the cave to find another area.
Dynamite Box 1: Under glass near the left-hand winch.
Dynamite Box 2: On the raft with Phillip.
Trident: To the left of the silver rocks.
Fish: Near where Blackbeard stands on the beach.
Shovel: In a skeleton's hand on the left end of the beach.
Torch: In the lighthouse, up the stairs.
======================
6S. A Spanish Legacy =
======================
Minikit Bottle:
#1: (Explosives) In the first room, blast the silver hatch in the back,
then drop down and cross the beams.
#2: Smash the skeleton in the bed several times.
#3: Once you push the piano into position, "ride" it to play it.
#4: (Dutchman Crew) As you start the river, you'll seem some algae on the
west side. Walk through it.
#5: (Free Play) Before you cross the river, go east and high jump to the
rope. Cross the plank, climb the rigging, then slide across the rope.
#6: (Blackbeard) Once in the encampment, use the sword on the skull gate
to open it.
#7: (Strength) Once you pass the dining area, you'll see a cannon, and some
folded up planks to the left. Use the orange handle to unfold them, then
cross and climb up the nearby palm tree.
#8: (Strength) Same area as #7, although this may require Explosives or
someone with you on co-op. In the rocky island are a bunch of red flowers.
They grow back quickly, but you have to knock them all down to make the
bottle appear, so throw bombs like mad or work from both ends as a team.
#9: (Explosives) In the area with the three green panels, go to the right
and blast away the silver leaves covering the platforms. Follow the
path and climb up to the
#10: In the last area, buried in the far corner.
Compass Items:
Box: Near the three green platforms after you exit the encampment.
Plate: In the encampment, in the boxes along the back.
Turkey: In the encampment, in the boxes along the back.
Algae: At the shoreline, head to the left and into the water.
Harp: On the second floor of the hold, in the back left.
Barrel: On the second floor of the hold, in the back left.
Minikit Bottle: Once you reach the last area, go to the far corner.
Cups: On the table in the last area.
===========================
6T. The Fountain of Youth =
===========================
Minikit Bottles:
#1: (Explosives, Strength) Destroy five silver ale barrels.
#1: Next to Blackbeard and his goons at the beginning.
#2: Up on the ledge with the shovel.
#3: In the Fountain area, near the front left.
#4: In the Fountain area, near the front right.
#5: In the back of the Fountain area, behind an orange-handled box.
#2: (Free Play) Destroy five brown plants. They sink quickly when you
get close, so you'll have to hit them from range. One's next to Blackbeard.
Three more are near the big door, and the last is up on the ledge with the
shovel.
#3: (Free Play) To the left of the stone door is a target. Shoot it to
get a dinosaur statue. Carry that to the pirate near the entrance.
#4: (Free Play) Once you're in the cave, blast three sets of bats hanging
from the ceiling. One set is by the entrance, another is at the far
right end, and the last is in the back passage.
#5: (Free Play) At the right end of the cave, put together the bellows and
use them to blow all the pieces off the web. Assemble them into a spider
and ride it. Use it to fend off enemy spiders that pop out of the walls.
#6: (Strength) Near the pond with water flowing up, grab the orange handled
box.
#7: (Voice) At the right end of the cave, use your voice to shatter the
crystals and head into the cave. In this big cavern, hit all six mermaid
statues.
#8: (Voice) In the same area as #7. Note on the back wall are colored
marking: red, blue, and green. You'll find the same markings near rocks
on push tracks. Push them into the water jets in that order, but be
quick, as the jets will toss them back out if you're not fast enough.
#9: (Blackbeard) In the Fountain area, head to the right in the front
of the area to find a skull chest. Zap it open with the sword.
#10: (Strength, Voice) In the back of the fountain area, pull down the
orange-handled box and shatter the glass case. Assemble the pieces to
make ship wheels, which will allow you to take control of two little
ships out in the water. Use them to blast the other red ships in the
pond. Keep blasting the ships and you'll get your bottle.
Compass Items:
Spyglass: In the first area with the obvious marking.
Lantern 1: In the cave, in the area with daylight. You need a double
jump to reach it.
Lantern 2: In the cave, further up the path.
Lantern 3: In the cave near the first big spider web.
Mermaid Statue: In the fountain area, on the left side.
Grenade Box: In the fountain area, on the right side.
Dinosaur Statue: (Free Play) Blast the target to the left of the stone
door to hit a parrot, which will drop the statue.
Sword: In the fountain area, to the left of the bridge to the center.
Covering all four movies allows for quite a few characters. There are a
grand total of 90 characters in the game, and that's counting the ten
custom characters, leaving 80 unique characters. Of those 80:
38 are unlocked as you beat Story Missions.
31 become available for purchase as you beat Story Missions (found wandering
around various parts of the hub).
1 is a super secret character that can only be unlocked with a code.
======================
7A. Story Characters =
======================
This first group consists of characters that you earn for free throughout
story progression.
---
* Jack Sparrow * - After CBP-1
* Jack Sparrow (Waistcoat) * - After CBP-3, DMC-4, OST-2
* Jack Sparrow (Chief) * - After DMC-1
*Captain* Jack Sparrow is either the best pirate in the Caribbean, or the
most lucky. Born off the coast of India, Sparrow served in the East India
Trading Company, before deserting after being asked to transport slaves. He
turned to piracy soon afterwards, obsessed with his own personal freedom
over all else.
Jack is armed with a sword and his famous compass. More on the compass is
available in Section 3B.
Also, Jack is the only character who can use quick-ascend ropes, which are
marked with a compass marker.
---
* Will Turner * - After CBP-1
The son of a pirate, Will knew little of his early life, and grew up in
Port Royal as the apprentice to the local blacksmith. He and Elizabeth are
childhood friends, but their relative social stations prevented him from
making their relationship anything but professional.
Will is armed with a sword and throwing axes.
---
* Mr. Brown * - After CBP-1
John Brown is the local blacksmith of Port Royal, who apprenticed Will
Turner when he was first brought to the port. What little we see of him
characterizes him as a drunk, whereas Will does the lion's share of the
work in the shop.
Mr. Brown is armed with a hammer with which he can forge.
---
* Guard Dog * - After CBP-1
This mutt serves as the "guard" for the prison in Port Royal, holding onto
the keys to the cells. He's a rather diligent canine, not budging from his
post regardless of the offer of bones.
The dog is a unique character in that he can't do many of the things humans
can do, such as climb, build, or throw switches. He can dig, however,
much as anyone armed with a shovel can, and he's also a small character.
Lastly, he can attack with his teeth, so he's not entirely defenseless.
---
* Mr. Gibbs * - After CBP-2, DMC-1, AWE-5, OST-1
Joshamee Gibbs is a pirate, generally under the command of Jack Sparrow.
He also served time as a warrant officer in the British Royal Navy. He has
a rather superstitious personality, and is always against doing things that
would warrant bad luck, such as taking a woman on board a ship, or singing
songs that could attract pirates.
Mr. Gibbs is armed with a hammer with which he can forge.
---
* Anamaria * - After CBP-2, DMC-5, AWE-5
One of the few female pirates in the series, Anamaria ran afoul of Jack
Sparrow when he commandeered her fishing boat and used it to sail to Port
Royal, where it sank. Naturally bitter, she signed on with Jack's crew at
Tortuga mainly out of the promise of a new ship.
Anamaria is armed with a sword and is a high jumper.
---
* Marty * - After CBP-2, DMC-5, AWE-2
Marty is a dwarf pirate. He joined Jack's crew at Tortuga for their hunt
for the Black Pearl, and remained with Jack for some time thereafter.
Marty is armed with a blunderbuss that fires explosive rounds, much more
powerful than an ordinary pistol. He's also a small character.
---
* Cotton * - After CBP-2
An older pirate, Cotton joins Jack's crew at Tortuga for their hunt for
the Black Pearl. He's notable in that he had his tongue cut out some years
ago, but trained a parrot to speak for him. No one has yet figured out how
he managed that.
Cotton is unarmed. His parrot doesn't really do anything; just sits there
on his shoulder.
---
* Elizabeth Swann * - After CBP-3
* Elizabeth (Undergarments) * - After CBP-4
* Elizabeth (Redcoat) * - After CBP-5
Elizabeth is the daughter of Governor Weatherby Swann of Port Royal. A
tomboy at heart, she grew up with a curiosity towards the pirate lifestyle.
However, being the governor's daughter required her to act as a proper lady,
despite her inner protests.
Elizabeth is unarmed, but she is a high jumper.
---
* Pintel * - After DMC-2, AWE-5
A pirate originally in Jack's crew, then later Barbossa's crew, then later
Jack's crew again, then... well let's just say he switches sides a few times.
He's a gruff and surly pirate, but he sometimes has a cowardly side, such
as when he's outnumbered.
Pintel is armed with a pistol.
---
* Ragetti * - After DMC-2, AWE-5
Pintel's partner and nephew, Ragetti is never far from his uncle's side. At
some point in his pirating career, he lost one of his eyes, which he replaced
with a wooden eye, which has a tendency to get knocked out at rather
inconvenient times.
Ragetti is armed with a sword and he can throw his wooden eye as a projectile.
---
* Bootstrap Bill Turner * - After DMC-3, AWE-5
Will's father, William Turner Sr. After having been betrayed by his former
crew, under Barbossa's command, Bill found himself in the service of Davy
Jones aboard the Flying Dutchman, bound to Jones' will.
Bootstrap Bill is armed with a sword and is a Sea Walker, as well being
able to travel through algae, like all Dutchman crewmembers.
---
* James Norrington * - After AWE-3
* Norrington (Disgraced) * - After DMC-4
James Norrington is an officer in the British Royal Navy, a commodore by
the time Jack Sparrow arrived at Port Royal. He has a dislike of pirates
and a strong sense of justice, but will not put serving others before
serving himself. He's also infatuated with Elizabeth.
Norrington is armed with a sword.
---
* Elizabeth (Trader) * - After DMC-4
* Elizabeth (Pirate) * - After AWE-1
* Captain Elizabeth (Robes) * - After AWE-3
* Captain Elizabeth * - After AWE-4
After her experience with pirates, Elizabeth hardened herself and trained
in combat. When she set upon the waves again sometime later, she was
ready to deal with the meanest pirates.
Elizabeth is armed with a sword and is a high jumper.
---
* Captain Barbossa * - After AWE-1
Hector Barbossa is a devious and ruthless pirate. Introduced originally
as the captain of the Black Pearl, Barbossa was actually originally its
first mate, until he led a mutiny against Jack Sparrow and marooned him
on a deserted island.
Barbossa is armed with a sword.
---
* Sao Feng * - After AWE-1
Feng is the Pirate Lord of the South China Sea. He's also the current
caretaker of a very particular type of sea charts, the kind that show how
to get to fantastic places.
Sao Feng is armed with a sword.
---
* Tia Dalma * - After AWE-1
A priestess, mystic, and practitioner of Voodoo, Tia Dalma knows much about
the sea and its mysteries. Jack Sparrow has visited her a few times in
regards to some quest he's on. While she tends to speak in riddles, she's
never off in what she says.
Tia Dalma is unarmed, but she is a high jumper.
---
* Murtogg * - After AWE-3
A marine in the British Royal Navy, he and his buddy Mullroy often serve
as comic relief. While diligent, he's a bit superstitious.
Murtogg is armed with a musket.
---
* Mullroy * - After AWE-3
A marine in the British Royal Navy, he and his buddy Murtogg often serve as
comic relief. He can be considered the more cynical of the pair.
Mullroy is armed with a musket.
---
* Tai Huang * - After AWE-1
Huang is an Asian pirate who serves under Sao Feng in Singapore as the
captain of his guards. He ends up accompanying Barbossa and his crew to
the World's End to find Jack.
Huang is armed with a pistol.
---
* Tattoo Pirate * - After AWE-1
One of Sao Feng's men, thickly built and covered in tattoos.
Tattoo Dude is armed with a sword and has super strength.
---
* Scrum * - After OST-1
A pirate of cheery disposition and slow wits, Scrum serves under Blackbeard
on the Queen Anne's Revenge. He's considered to be rather talented with the
mandola.
Scrum is armed with a mandola, which he can use to play music or as a blunt
weapon.
---
* Cook * - After OST-2
A pirate serving under Blackbeard on the Queen Anne's Revenge, Cook is, in
fact, the ship's cook.
Cook is armed with a frying pan.
---
* Salaman * - After OST-2
A pirate serving under Blackbeard on the Queen Anne's Revenge. Salaman
has a nasty reputation as a killer.
Salaman is armed with a hammer with which he can forge.
---
* Garheng * - After OST-2
A pirate serving under Blackbeard on the Queen Anne's Revenge.
Garheng is armed with a sword and has super strength.
---
* Angelica * - After OST-3
The daughter of Blackbeard, Angelica spent her early years in a Spanish
convent, until she ran into Jack Sparrow. The two had a fling, in which she
learned of the harshness of the world. She now serves on the Queen Anne's
Revenge as its first mate.
Angelica is armed with a sword and is a high jumper.
---
* Privateer Barbossa * - After OST-4
After losing the Black Pearl and one of his legs to Blackbeard, Barbossa
entered the service of King George as a privateer, basically someone who
has a ship and is given leave to be a pirate while having the support of
a government.
Privateer Barbossa is armed with a sword. He also has poisonous frogs as a
projectile weapon. Furthermore, when you perform a jump attack, he'll slam
the ground with his wooden leg, creating a small area effect.
---
* Syrena * - After OST-5
A mermaid, Syrena was a resident of Whitecap Bay and was captured by
Blackbeard's crew for the purpose of using her to exploit the Fountain of
Youth. Her name was actually given to her by the missionary, Philip Swift.
Syrena is armed with a whip and is a Sea Walker (well, technically sea
swimmer, but it's all the same). She also has a voice which can shatter
glass and ice, as well as entice enemies into submission.
======================
7B. Extra Characters =
======================
This next set of characters requires you to complete certain missions so
that they will begin walking around the Port, where you can buy them by
pressing Circle near them. Note that some characters will be your enemy, and
you must either beat them into submission, or talk to them with an enemy
character in order to purchase them.
---
* Lieutenant Groves * - After CBP-1 (7,500)
An officer in the Royal Navy, Theodore Groves served as second to James
Norrington in Port Royal.
Groves is armed with a sword.
---
* Koehler * - After CBP-3 (10,000)
* Twigg * - After CBP-3 (10,000)
* Mallot * - After CBP-3 (10,000)
* Scratch * - After CBP-3 (10,000)
* Bo'sun * - After CBP-5 (10,000)
* Clubba * - After CBP-5 (10,000)
* Grapple * - After CBP-5 (10,000)
* Jacoby * - After CBP-5 (10,000)
Members of Barbossa's cursed pirate crew (formerly Jack's). They followed
him in their mutiny against Jack and all became cursed when they took the
cursed Aztec gold.
All of these pirates are Sea Walkers.
Koehler is armed with a pistol.
Twigg, Scratch, and Clubba are armed with swords.
Bo'sun is both armed with a sword and has super strength.
Grapple is armed with an anchor.
Mallot is armed with a hammer with which he can forge.
Jacoby is armed with explosive grenades.
---
* Jack Sparrow (Cursed) * - After CBP-5 (100,000)
In order to match against Barbossa, Jack snuck one of the Aztec gold pieces
during negotiations and was himself cursed, unable to die until the curse
was broken.
Cursed Jack has all the abilities of normal Jack in addition to being a
Sea Walker.
---
* Hungry Cannibal * - After DMC-1 (5,000)
* Angry Cannibal * - After DMC-1 (5,000)
The natives of Isla de Pelegosto seem to enjoy worshipping random people
as their chief, although this may just be an excuse to make a nice meal out
of them. Ick.
The Hungry Cannibal is armed with a throwable spear.
The Angry Cannibal is armed with a blowgun.
---
* Governor Weatherby Swann * - After DMC-1 (5,000)
Governor Swann is Elizabeth's father. A proper gentleman and the governor
of Port Royal, Swann often doted upon his daughter, but had no love of her
attraction to the pirate lifestyle.
Governor Swann is armed with a cane.
---
* Captain Bellamy * - After DMC-1 (5,000)
Bellamy is the captain of the Edinburgh Trader, a trading vessel that
Elizabeth stowed away upon.
Bellamy is armed with a sword.
---
* Maccus * - After DMC-2 (15,000)
* Clanker * - After DMC-2 (15,000)
* Jimmy Legs * - After DMC-2 (15,000)
* Koleniko * - After DMC-2 (15,000)
* Wyvern * - After DMC-2 (15,000)
* Angler * - After DMC-3 (15,000)
* Hadras * - After DMC-3 (15,000)
* Crash * - After DMC-3 (15,000)
* Penrod * - After AWE-3 (15,000)
The Flying Dutchman is crewed by men who owe debts to Davy Jones. As they
serve their years on the ship, they begin to accumulate sea life and
creatures onto their bodies, becoming twisted combinations of man and fish.
All of the Dutchman crew are Sea Walkers and can walk through algae.
Maccus is armed with throwing axes.
Clanker, Koleniko, and Angler are armed with swords.
Jimmy Legs is armed with a whip.
Wyvern is armed with a lantern.
Hadras is armed with punch daggers.
Crash is armed with a fish spine sword and has super strength.
Penrod is armed with a mace that functions like a sword, and is a small
character.
---
* Lian * - After AWE-1 (100,000)
* Park * - After AWE-1 (100,000)
Lian and Park are twin sisters who are in the employ of Sao Feng as his
bodyguards. They are adept combatants and are fiercely loyal to Feng.
Lian is armed with a whip and is a high jumper.
Park is armed with twin swords and is a high jumper.
---
* Mr. Mercer * - After AWE-1 (100,000)
Ian Mercer is the personal assistant to Lord Beckett, and is used for every
duty from being a clerk and messenger to assassin and spy. A cold and
sinister man, Mercer will do whatever it takes to further Beckett's agenda.
Mercer is armed with a pistol.
---
* Mistress Ching * - After AWE-4 (25,000)
Ching is a blind Chinese pirate, and the Pirate Lord of the Pacific Ocean.
Ching is armed with a sword and is a high jumper.
---
* Sri Sumbhajee Angria * - After AWE-4 (25,000)
Sumbhajee is an Indian pirate, and the Pirate Lord of the Indian Ocean.
He tended to have his aides speak through him.
Sumbhajee is armed with a sword.
---
* Gentleman Jocard * - After AWE-4 (25,000)
Jocard is an African pirate, and the Pirate Lord of the Atlantic Ocean.
He took this title, as well as the name, from his previous master who had
enslaved him.
Jocard is armed with a sword.
---
* Ammand the Corsair * - After AWE-4 (25,000)
Ammand is an Arabic pirate, and the Pirate Lord of the Black Sea. He led
a fleet of corsairs throughout the Barbary Coast.
Ammand is armed with a sword.
---
* Eduardo Villanueva * - After AWE-4 (25,000)
Villanueva is a Spanish pirate, and the Pirate Lord of the Adriatic Sea.
Villanueva is armed with a sword.
---
* Captaine Chevalle * - After AWE-4 (25,000)
Chevalle is a French pirate, and the Pirate Lord of the Mediterranean Sea.
Chevalle is armed with a cane.
---
* Lord Cutler Beckett * - After AWE-5 (100,000)
Lord Beckett is the governor of the East India Trading Company and the
director of its expansion into the Caribbean. He is the very picture of
ruthless; instead of directly taking on pirates, he aims to make sure they
have no place left to run and hide in the world.
Beckett is armed with a sword and is a small character.
---
* Davy Jones * - After AWE-5 (500,000)
The legendary captain of the Flying Dutchman, Davy Jones was charged with
ferrying souls lost at sea to the afterlife. After being betrayed by his
love, Calypso, this duty changed from ten years to indefinitely, and he
assumed his current monstrous form, which he uses to intimidate those
indentured into his service.
Davy Jones is armed with a sword. He is also a Sea Walker and can walk
through algae. Furthermore, he has super strength, and his jump attack
allows him to slam his wooden leg into the ground, creating a small area
effect.
---
* Ancient Sailor * - After OST-1 (100,000)
An old man found tangled in a fishing net, who claims he sailed with Ponce
de Leon over two hundred years ago. He was found by the Spanish who took
his diary for info on the Fountain of Youth.
The Ancient Sailor is armed with a fish.
---
* Angelica (Disguised) * - After OST-1 (10,000)
While in London, Angelica disguised herself as Jack Sparrow to assemble a
crew and to lure Jack to her, as she needed his compass to find the Fountain
of Youth.
Disguised Angelica is armed with a sword and is a high jumper.
---
* King George * - After OST-1 (25,000)
The king of England, who personally charges Jack Sparrow with finding the
Fountain of Youth before the Spanish do. He's a bit of a fop with a taste
for fine cuisine.
King George is armed with a cane.
---
* Quartermaster * - After OST-2 (55,000)
* Gunner * - After OST-2 (55,000)
Two zombified members of Blackbeard's crew. One of them has the power of
prophecy, and foresaw Blackbeard's death.
Quartermaster is armed with a sword and super strength.
Gunner is armed with a whip and super strength.
---
* Derrick * - After OST-2 (15,000)
One of the members of Blackbeard's crew. There's really little else to
say about him.
Derrick is armed with a shovel, which he can use to dig.
---
* Philip * - After OST-2 (25,000)
A missionary captured by Angelica in the hopes of saving her father's soul,
Philip is a relatively peaceful man dragged through the nightmare of the
search for the Fountain of Youth.
Philip is unarmed, but he does have a powerful voice that can shatter glass
and ice.
---
</pre><pre id="faqspan-4">
* The Spaniard * - After OST-4 (200,000)
A member in good standing of the Spanish Navy. He seeks the Fountain of
Youth only to destroy it.
The Spaniard is armed with a sword and with hand grenades.
---
* Blackbeard * - After OST-5 (500,000)
One of the most iconic and feared pirates in history, Edward Teach ruled
more by reputation rather than direct atrocity. Although he was thought
killed in 1718, the Blackbeard in this pirate's world survived and aged,
and it's because of his aging that he seeks the Fountain of Youth. He has
considerable Voodoo powers, mostly encapsulated in his sword, the Sword of
Triton.
Blackbeard is armed with the Sword of Triton, which can fire shots by
tapping Circle or targeting with Square. If you hold down Circle, he'll
project a field of magic which will repel enemies and destroy special red and
black objects.
---
* Jack Sparrow * - Input Code: VDJSPW
This is a special character that can only be obtained by inputting the code.
It's quite simply a Jack Sparrow that constantly dances to the old tune,
"A Pirate's Life for Me", which serves as distracting music.
******************************************************************************
8. SECRETS/UNLOCKABLES
******************************************************************************
==================
8A. Main Unlocks =
==================
Gold Bricks -
These are the main form of "progress" in the game, although a percentage
complete does exist as well. Having Gold Bricks allows you to further
explore the hub and access new Red Hats.
Gold Bricks are earned in following ways:
Each Story Mission has four Gold Bricks attached to it.
- Complete the Story
- Earn True Pirate
- Complete the Minikit in Free Play
- Find all eight Compass Items
So that's eighty Gold Bricks. Four more are earned at the Watchtower area
of the Port Hub. Near the docks where you access the minikits, a Gold Brick
will appear at the end of each dock where you've assembled all five of that
story's minikits.
The last Gold Brick is for completing the Bonus Mission, described below.
---
Percent Complete -
To get 100% Complete is pretty simple:
1. Earn all 85 Gold Bricks
2. Purchase all characters.
3. Purhcase all Red Hats.
Finding all Characters can be a bit of a pain, as luck determines who
shows up wandering around the hub. If you're missing people, I suggest
picking an area and smashing a bunch of people wandering around. Once you
take one down, a new person will come into the area. Some characters tend
to hang out in particular areas. For instance, cannibals like to hang out
at the beach, while Blackbeard seems to only appear outside Tia Dalma's hut.
NOTE: "Dancing" Jack Sparrow is the only character not included in the 100%.
---
Fastest Way to 100% -
As I always suggest in these games, go for the multipliers first. As you go
through the missions, you'll most likely get enough for the "Score x2" hat
in short order. Once that's bought, True Pirate should be no problem for any
mission.
Natural inclination would suggest going for the other multipliers first,
and you should do that, but for some reason they made getting "x4" the hardest
one, as it requires Blackbeard, and since he's 500,000, that'll put a
serious dent in your cash flow. I suggest going for the much easier "x6"
after you get x2 and "Always Double", since it costs the same as getting
Blackbeard and "x4". After that, the world is your oyster.
You have most of the characters you need in order to find everything, but
you'll want to make sure you get Blackbeard, Cursed Jack for his ability to
use a Compass underwater, Davy Jones for his having super strength underwater,
and probably Jacoby since he can fling bombs underwater.
To unlock the bonus mission, you must have 84 out of the 85 Gold Bricks.
Naturally, you'll get the 85th upon completion of this mission. To access
it, go to the town area of the hub and assemble the pile of gold pieces
near the cannons. Enter the gate that opens.
"I love this song!" - Jack
Characters:
Jack Sparrow
Angelica
I won't say too much about this mission to avoid spoiling the surprise, but
there really isn't much to it. Simply fight off all the enemies that attack
you and once they're all gone, hop on the boat to the next area. There are
three areas total.
Also, this area is a good source of studs, although at this point in the
game, I can't imagine you're hurting too much.
==============
8C. Red Hats =
==============
Having appeared in every LEGO game since LEGO Star Wars 2, these guys are
basically "cheats" that change the game to make it easier. Unlike older
games that featured "one per mission", all Red Hats in this game are found in
the hub. There is no "penalty" for using any of these cheats, so go nuts
with them once you find them.
All these are listed in order of their appearance on the Extras menu.
Also, the location of each one is a location name I've given it. If you're
unsure what location I'm talking about, go to Section 4 where you get
descriptions of these areas.
Disguises
Cost: 25,000
Effect: Your characters will all be wearing fake glasses/nose/moustaches.
Found: Watchtower
Go into the water, then to the left side and grab the rope that climbs up
to the right side of the watchtower, then light the barrel back there
with a nearby torch.
Fast Dig
Cost: 50,000
Effect: Shovelling will happen much faster.
Found: Town
You need 24 Gold Bricks. Assemble the winch near the left side of the fort
and roll a barrel into the switch.
Fast Forge
Cost: 75,000
Effect: Forging broken objects will go much faster with this turned on.
Found: Watchtower
Bring a hammer user to the far right end of the dock and forge the winch.
Extra Toggle
Cost: 100,000
Effect: With this turned on, you'll be able to switch through some extra
characters during Free Play, specifically incidental characters that are
wandering around the missions, such as the various pirates or town people.
None of them are particularly useful, of course.
Found: Town
Use explosives on the metal skull door near the clocktower.
Fast Build
Cost: 125,000
Effect: Building LEGO piles will go much faster with this turned on.
Found: Watchtower
You need 32 Gold Bricks. Assemble the elevator near the watchtower and
ride up. The hat is inside the darkened doorway.
Character Treasure
Cost: 150,000
Effect: Destroying other characters will cause them to drop a small amount
of studs.
Found: Tavern
Enter the tavern through the main entrance in the town, then use explosives
to blast the three silver kegs behind the bar.
Fall Rescue
Cost: 175,000
Effect: If you fall off the edge of the playable area, instead of losing
studs and reappearing, you'll be jumped back to your original location at
no cost.
Found: Town
Use projectiles to hit all three colored targets at the main entrance to
the fort. If you want, you can use the Pistol that the Compass can lead
you to in this area.
Treasure Magnet
Cost: 225,000
Effect: This increases your "stud gathering" radius. Normally, you have
to be just about on top of a stud to collect it. This lets you collect
them from much further away.
Found: Main Pier
You need 16 Gold Bricks. On the left side of the beach, put together the
sand castle.
Breathe Underwater
Cost: 250,000
Effect: Your "blue" hearts will not go down while diving underwater. This
does NOT mean that you can walk on the ocean floor with any character, just
that they won't drown when diving.
Found: Main Pier
You need a Sea Walker and an explosive weapon. There are grenades buried
on the beach to use. Take one and go underwater near the maps and blast
all three silver locks.
Regenerate Hearts
Cost: 275,000
Effect: Lost hearts will regenerate at the rate of about one per second.
Found: Main Pier
You need 24 Gold Bricks. On the right side of the beach, put together the
sand castle.
Red Hat Finder
Cost: 300,000
Effect: You'll see arrows pointing towards any red hats in the hub. You
won't be told how to get them, only where they appear or maybe a number
of objects that need to be destroyed to make it appear.
Found: Watchtower
Use the Compass right at the beginning of the area and follow it to the X.
Knock all five red flowers that appear.
Minikit Bottle Finder
Cost: 400,000
Effect: You'll see arrows pointing towards any minikit bottles in missions.
You won't be told how to get them, only where they appear or maybe a number
of objects that need to be destroyed to make it appear.
Found: Main Pier
Go to the south beach and find a large crab. Chase it around until it gets
tired, then ride it.
Extra Hearts
Cost: 500,000
Effect: You'll have six hearts instead of the usual four.
Found: Main Pier
You need a Sea Walker, an explosive weapon, and a High Jumper. On the left
side of the water, blast the weight keeping the platforms anchored, then
reel them in using the crank on the beach. Get a high jumper to jump onto
the green hanging bars. Once you pull down both, the hat will appear.
Always Double Treasure
Cost: 600,000
Effect: All picked up studs are multiplied by two. I imagine there must have
been some kind of "doubling" effect available in the game like there was
in LEGO Batman or other games, but it doesn't seem to have been properly
incorporated, so this is basically another x2 multiplier.
Found: Town
At the right end of the fort are a couple of cannons. Grab a nearby torch
and use it on them and blast the three targets in the water.
Invincibility
Cost: 1,000,000
Effect: Characters take no damage. Falling will still result in a death
and stud loss, but swords, guns, cannons, cholesterol, all will do no
damage.
Found: Tia Dalma's Hut
You need Blackbeard. Go to the back left of the hut and use the sword
on the red and black chest.
Treasure x2
Cost: 500,000
Effect: All picked up studs are multiplied by two. Note that turning on
more than one multiplier will compound the effect, up to a maximum of
having a Score x7680 when Always Double Treasure is added on.
Found: Main Pier
Quickly step on all five posts on the south beach.
Treasure x4
Cost: 1,000,000
Effect: All picked up studs are multiplied by four.
Found: Inn
You need Blackbeard to enter the inn (it's in the town area with a black
skull door) and then either Philip or Syrena. Use their voice on the glass
case in the back to shatter it.
Treasure x6
Cost: 1,500,000
Effect: All picked up studs are multiplied by six.
Found: Town
Hit all three silver valves around the well quickly. You won't destroy
them, but hitting them with speed will make the hat appear.
Treasure x8
Cost: 2,000,000
Effect: All picked up studs are multiplied by eight.
Found: Tia Dalma's Hut
You need 24 Gold Bricks to assemble the objects needed to enter the hut.
Once inside, simply smash the nearby chest.
Treasure x10
Cost: 2,500,000
Effect: All picked up studs are multiplied by ten.
Found: Watchtower
You need 32 Gold Bricks. Assemble the elevator near the watchtower and
ride up. Continue to climb up the rigging and chains until you reach
the very top. At the top of the watchtower, use the spyglass on the far
island and watch the digging pirate.
And here are a list of all trophies. The X-BOX 360 achievements are all
exactly the same, just with numbers instead of medals.
NOTE: Some trophies say "Single-Player Only". This does NOT mean that you
can't do co-op. I honestly don't know what it means, really.
---
All hands on deck! (Platinum)
- Collect all Trophies.
The Curse of the Black Pearl (Bronze)
- Complete the Film 1 story.
Dead Man's Chest (Bronze)
- Complete the Film 2 story.
At World's End (Bronze)
- Complete the Film 3 story.
On Stranger Tides (Bronze)
- Complete the Film 4 story.
Take what you can (Gold)
- Collect all Gold Bricks.
Now bring me that horizon (Gold)
- Complete the game to 100%.
Here there be monsters (Bronze)
- Get eaten by a creature in deadly water.
NOTE: The basic idea is to go too far in an area surrounded by water, like
in Port Royal, and get munched by a shark.
Believing in ghost stories (Silver)
- Unlock all cursed Black Pearl crew characters.
Do you fear death? (Silver)
- Unlock all the Flying Dutchman crew characters.
The pirate all pirates fear (Silver)
- Unlock all the Queen Anne's Revenge crew characters.
You may throw my hat (Silver)
- Collect all the red hats.
A weather eye on the horizon (Bronze)
- Use a spyglass.
The Green Flash (Bronze)
- Watch a sunset.
NOTE: Is done automatically in the "Smuggler's Den" mission.
Welcome to the Caribbean! (Bronze)
- Complete Port Royal.
Hello, poppet! (Bronze)
- Unlock all Elizabeth characters.
The Brethren Court (Silver)
- Unlock all the Pirate Lord characters.
The best pirate I've ever seen (Bronze)
- Complete Port Royal in Story without dying.
NOTE: Actually, you can do it on Free Play, too. Shouldn't be too hard
as there aren't too many guards running around. You can use Will's axes
to keep them at bay.
The worst pirate I've ever seen (Bronze)
- Complete Port Royal in Story with zero studs.
NOTE: Again, you can do it in Free Play as well. So, this is a bit tougher
than the preceeding, actually. Get as few studs as you can and make your
way all the way to the end of the mission, but DON'T spin the wheel when
you get on the Dauntless. Instead, go back to the dock and look for
guards to kill you. It will take time, of course, because of the way the
studs bounce you'll probably collect a few right after you come back from
dying, but you will eventually lose them all. Then you can finish the
mission.
More what you'd call guidelines (Bronze)
- Complete The Brethren Court.
A pirate's life for me (Bronze)
- Test any custom character
NOTE: Simply go to Tia Dalma's and take one right off the rack.
You filthy, slimy, mangy cur! (Bronze)
- Complete all the Guard Dog levels.
NOTE: Which would be Port Royal, Pelegosto, and The Brethren Court.
Try wearing a corset (Bronze)
- Do 5 lady backflips in a row.
NOTE: Face in one direction, then move the Left stick in the opposite
direction and jump at the same time to backflip. Continue this five
times.
What do you want most? (Silver)
- In any level us only the compass to find all its secrets in one go, alone.
NOTE: What this means is that it won't count if you pick up the Compass
Item without using the Compass to find it. Track all eight items in one
go through a level to their red X's.
Hoist the colours! (Gold)
- Sail all the minikits in the hub.
NOTE: After unlocking them, go to the docks near the watchtower, smash
the bottles encasing them, then ride the ship inside. Ride all twenty.
Parley! (Silver)
- Unlock all characters.
And really bad eggs (Silver)
- Play as all the Extra Toggle characters.
NOTE: Purchase Extra Toggle, then turn it on. Go into missions in Free
Play and cycle through ALL the characters you have. The extra guys are
incidental people like "Nervous Pirate" and "Soldier". You don't have to
play as them for any length of time. Just "be" every one to get the
trophy. I may have a list here later, but for now just telling you to go
to all the missions should suffice.
Savvy? (Bronze)
- Unlock all the Jack Sparrow characters
NOTE: This includes Cursed Jack, but NOT the secret "dancing" Jack.
Wind in your sails! (Bronze)
- Hit a flying parrot on Smuggler's Den.
NOTE: Find the coconut Compass Item, then grab it and toss.
Pieces of Eight (Silver)
- Reach 888,888,888 studs.
NOTE: Turn on all multipliers and go to town. This will only register
after you finish a mission and it gets added to your grand total.
Did everybody see that? (Bronze)
- High dive into the Maelstrom.
NOTE: In The Maelstrom, fight Davy Jones to his last heart, then you'll
chase him to the highest possible yard on the masts. The point you have
to jump from is marked by a purple stud. Simply leap off it into the water.
There's the Jack I know (Silver)
- Get True Pirate in all levels.
Aye-aye, captain! (Bronze)
- Play a level in co-op.
NOTE: Meaning you better have two controllers.
Sea turtles, mate (Silver)
- Ride on all types of animal in the game.
NOTE: Okay, there's...
Donkey - Port Royal
Horse - Tortuga
Pig - Isla Cruces
Goat - Davy Jones' Locker
Crab - The Hub or Pelegosto (Free Play)
Snail - The Dutchman's Secret (Free Play)
Sea Turtle - Smuggler's Den (Free Play)
Spider - The Fountain of Youth (Free Play)
I THINK that's all of them. If I've missed any, let me know.
Gents, take a walk (Bronze)
- Walk on the sea bed with all possible characters.
NOTE: That's all the cursed Black Pearl crewmembers and all the Flying
Dutchman crewmembers including Davy. Also, you need Quartermaster, Gunner,
Cursed Jack, and Syrena. What I did was just go to the Hub and sit on the
bottom of the water, switching characters by holding down Triangle.
I am a bad man (Bronze)
- Play a level with all Extras turned on.
NOTE: You have just to turn them all on at some point in the level. No
need to go through the whole thing.
Fight to the bitter end! (Bronze)
- Defeat 100 enemies.
Five lashes be owed (Bronze)
- As Jimmy Legs, whip Will Turner 5 times.
NOTE: Simply buy Jimmy, switch to him. Have your other character be Will,
then get whippin'.
Fire! (Bronze)
- Fire 100 cannonballs.
You're off the edge of the map (Bronze)
- Highlight the secret 6th point on all 4 level select maps.
NOTE: I'm not sure what makes these appear, but they seemed to pop up after
beating most of the missions. You have to just hover the marker over the
little skull and crossbones. You have to do this for all four maps on
one visit to the hub, so no fair highlighting one, then jumping in a mission,
then going for the next.
Hello, beastie (Silver)
- Get eaten by the Kraken 10 times.
I'm not going to allow people with small personal sites to post this FAQ.
They may post the link on GameFAQs with all the LEGO Pirates guides, but,
trying to keep updates, well, updated, I'll only allow large committed sites
that I trust.
If you wish to e-mail me, be sure to follow these guidelines...
- Make ABSOLUTELY sure I haven't already answered your question in the guide.
- Make sure it has something to do with LEGO Pirates. I don't want spam,
chain letters, offers for friendship. Compliment me on the FAQ all you want,
though.
- Make sure you say LEGO Pirates at one point in your e-mail. I have
more than one LEGO FAQ, and asking a generic question such as "How do I
beat the last level?" doesn't tell me much.
- Spell correctly and use proper grammar, please. If I can't understand
your e-mail, it'll go to the junk pile.
==============
10C. Credits =
==============
CJayC, SBAllen, and all respective webmasters for having this on their sites.
Disney, for their world of imagination, their design of the Pirates mythos,
and their application of the concept into film.
Those who poured their hearts into making the films a reality and a
phenomenon, including, but not limited to, Gore Verbinski, Jerry Bruckheimer,
Terry Rossio, Ted Elliott, Klaus Badelt, Hans Zimmer, and of course,
Johnny Depp.
LEGO, for their world of imagination.
You, for reading. I wouldn't keep this up if not for the wonderful support
I always get from my readers.
======================
10D. Version Updates =
======================
Version 1.1 - 6/22/2011 - A couple of corrections and clarifications.
Version 1.0 - 5/16/2011 - Main bulk complete.
=====================
10E. The Final Word =
=====================
So this was a fun little game, especially considering the antics of Captain
Jack Sparrow translate so well into LEGO form. Of course, I use the term
"little" with all attendant meanings, as this was a pretty short game.
You don't even need to compare to the giant LEGO Star Wars: TCS. Heck,
just compare to LEGO Indy 2 or LEGO Batman, all with more missions and
considerable bonuses besides.
This all makes more sense when you realize that Traveller's Tales likely
had two LEGO games to work on at once: this and LEGO Star Wars 3. Something
had to give somewhere, I imagine.
So, see you all next guide, landlubbers. Looks like that's going to be
LEGO Harry Potter Years 5-7.