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Corsair Cove – Walkthrough Part 2

Corsair Cove Walkthrough

Corsair Cove is a pirate city-builder where you build a settlement on top of Skull Rock, trying to fight the influence of the Crown’s forces. You’ll be able to recruit pirates and encounter legends and beasts as you progress towards building a force that can withstand the Crown.

For more information about the game, please visit its official Steam page here.



Tides Of Fate

After unlocking Deeds, you’ll have four Principal Paths: Notoriety, Wrath, Wealth, and Seafaring. Each path follows a different questline, but unlocks rewards that benefit the whole settlement as a result.

To progress on the main quest, Tides of Fate, you’ll have to complete any of the available quests from the four paths. These quests will be featured with their Path Icons with a 2 under them.

After completing the first principle quest for any faction, you’ll unlock Chapter 2 of the Tides of Fate quest. Chapter 2 requires you to locate Amara’s covert operations in three different regions of the Seven Seas.

These quests are represented by nodes with a unique icon on them. You’ll need at least a level 2 ship to raid these nodes.

Expanding Your Settlement

As the game progresses, the building space provided by just one Pirate Camp won’t be enough. You’ll have to set up multiple camps to secure more building area and resources.

But keep in mind that as the Pirate Camps grow, so will the needs of the settlers. You’ll have to keep them all satisfied, while also keeping up the production.

Unlocking more camps will also unlock locations for more piers. You need to have at least four piers to play the game comfortably. Having one ship for each Principle Path can drastically make things easier, as they all have different stats.

You’ll also have to upgrade the ships. You cannot complete certain quests if they require a ship that’s above the recommended level because of the huge difference in stats.

Furthermore, unlocking the regions for Tides of Fate (Chapter 2) will unlock more quests for each Principle Path. This will allow you to unlock more nodes in the talent tree and unlock advanced resources and ships.

Hunting Down Amara

After destroying Amara’s covert operation in the three regions, you’ll have to face off against her. Head to the quest node called Ambush for Amara.

The node appears on the edge of the Buccaneer’s End region. You’ll need a level 3 ship to comfortably complete the quest.

This event has three objectives. First, you’ll have to survive for three turns. You cannot deal any damage to her in this stage. For the second objective, you have to gain 124 Edge. Amara’s attack will cause you to lose Edge, while also dealing damage to your crew or ship.

For the third objective, you’ll have to reduce Amara’s ship’s crew and health below 75%. You can reduce it by more if you wish. For example, if you reduce her health to zero, the quest won’t be completed until her crew is below 75% as well, as the quest requires both of these values to fall below the threshold.

Gathering Of Factions

Gathering of Factions is a quest in Chapter 4 of Tides of Fate. In Chapter 3, you have to do the second Principle Quest for any faction. Once you do that, the Gathering of Factions quest will become available in the Hidden Harbour region.

As you reach the node and start the event, Admiral Machado will make his entrance. He’s Amara’s father, and her boss as well. After that, you’ll have 20 in-game minutes to complete four nodes.

All of these four nodes appear in the Hidden Harbour region with a 20-minute time limit. You’ll have to interact with all four nodes and rescue the crew that has been left in the sea.

Completing a node will reward you with high-quality materials, and you can complete this part of the quest with any level of ship, as there are no battles involved.

Next, you’ll have to complete one of these quest nodes: Spies of the Tribe Alliance, Spies of the Golden Chain, Spies of the Brethren of the Coast, and Spies of the Daredevil’s League.

Each quest will require you to submit some materials, and you’ll find out about the Admiral’s weakness: her daughter.

Next, you’ll have to capture Amara. To do that, you’ll have to head to Port Concordat. The quest requires a Level 4 ship.

In the quest event, you’ll have three objectives. First, you’ll have to sneak, then you’ll have to gain hints. After that, you’ll have to reduce the enemy ship’s crew by 50%.

After completing the quest, a new node will appear beside the Skull Rock. If you interact with it, it will end Chapter 4 of the main quest.

Amara will appear in a cage outside of Skull Rock. You can interact with Amara and offer to join the pirates here. This will give you an option to recruit her later.

Rising Tensions

Next, you’ll have to complete the Third Principle Quest for any path. As soon as you complete any of the quests, a timer will begin that lasts for 15 in-game minutes.

Once the time has passed, Amara will sneak out of the prison with Admiral Machado’s help. Once the time limit has run out, you’ll be able to find Machado’s Spy Ship.

To find Admiral Machado’s ship, you’ll have to head to the Fort Vandekroon region. As this region is under the Crown’s influence, you may have to face their ship in battle before entering the region.

The Spy Ship is carrying Amara. You’ll have to fight them to get her back. You can face the spy ship with any of your Level 4 ships. You’ll have to complete three objectives. First, close the distance, and then you’ll have to reduce the ship’s health to below 50%.

If you’ve interacted with and offered Amara before, she’ll join your crew of captains. Furthermore, if you’re having trouble fighting against Machado’s spy ship, you can try reducing its stats with the attack choices to reduce its damage output.

After that, you have to complete the fourth Principle Quest for any path. Once you’ve done that, you’ll see that Admiral Machado is plotting his next move. Shortly after, he’ll send a plague-ridden ship to Skull Rock.

You can deal with it by producing medicines, but if you fail, you’ll lose 50 Cohesion. For the final part of the main quest, you’ll have to complete the Proclamation Quest for a faction. Keep in mind that you can only do the Proclamation Quest for one Principle.

Each of these Proclamation Quests will unlock a different option for you to deal with Fort Vandekroon.

Fall Of Fort Vandekroon

Once you’ve completed one of the Proclamation quests, you’ll have to head to the Fort Vandekroon region. Note that you’ll need a Level 6 ship to complete the Proclamation quests comfortably.

Here, you have two objectives: Defeat Admiral Machado and destroy Fort Vandekroon. When you get there, interact with Machado’s ship.

You can take on Machado’s ship with any Level 6 ship. Reduce their stats to make them deal less damage. Once you do that, attack Fort Vandekroon.

Depending on the Proclamation quest, you’ll be able to take down the Fort with ease. Once Fort Vandekroon has fallen, you’ll complete the game. You can end the playthrough there, or continue in the Uncharted Mode with +200 Cohesion points.


This concludes Part 2 of the walkthrough for Corsair Cove.

For more walkthroughs for the game, please check out its main hub here. You can check out more walkthrough hubs below:

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