LEGO Pirates of the Caribbean

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FAQ/Walkthrough (PS3 Version)

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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
******************************************************************************

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

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1. INTRODUCTION
******************************************************************************

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!

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2. FAQ
******************************************************************************

Q: What is LEGO Pirates of the Caribbean?

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.

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3. BASICS
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==============
3A. Controls =
==============

General Controls -

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.

====================
3B. Jack's Compass =
====================

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 
 my 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.

====================
3C. Menus/Displays =
====================

Main Menu -

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.  

================
3D. Hints/Tips =
================

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
******************************************************************************

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
******************************************************************************

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)

=================
5I. Isla Cruces =
=================

"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 
 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)

========================
5L. Davy Jones' Locker =
========================

"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.

=========================
5M. Norrington's Choice =
=========================

"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)

==========================
5Q. Queen Anne's Revenge =
==========================

"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!

---

New Characters:
Syrena
Blackbeard (500,000)

******************************************************************************
6. FREEPLAY RUNTHROUGHS
******************************************************************************

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 same area as #4 and 
 dig up the Telescope.  It's underwater, which is why you need Cursed Jack.  
 Then, go back to the treasure room and use a voice on the glass wall in the 
 back right.  In this area, you'll find a trapped soldier looking for the 
 telescope.
#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: (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.
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 
 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.

=================
6I. Isla Cruces =
=================

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.

========================
6L. Davy Jones' Locker =
========================

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.

=========================
6M. Norrington's Choice =
=========================

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.

==========================
6Q. Queen Anne's Revenge =
==========================

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.

******************************************************************************
7. CHARACTERS
******************************************************************************

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
* Elizbaeth (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.

---

* 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.

===================
8B. Bonus Mission =
===================

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.

==================
8D. Secret Codes =
==================

For the moment, codes seem to be a bit scarce for this game.  I'll update 
again once more have been found or released:

VDJSPW - "Dancing" Jack Sparrow

EW8T6T - Ammand the Corsair
DLRR45 - Angelica (Disguised)
VGF32C - Angry Cannibal
D3DW0D - Blackbeard
ZM37GT - Clanker
644THF - Clubba
4DJLKR - Davy Jones
LD9454 - Governor Weatherby Swann
Y611WB - Gunner
64BNHG - Hungry Cannibal
BWO656 - Jacoby
13GLW5 - Jimmy Legs
RKED43 - King George
RT093G - Koehler
GDETDE - Mistress Ching
WEV040 - Philip
RX58HU - Quartermaster
P861JO - The Spaniard
KDLFKD - Twigg

******************************************************************************
9. TROPHIES/ACHIEVEMENTS
******************************************************************************

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.

******************************************************************************
10. STANDARD GUIDE STUFF
******************************************************************************
============
10A. Legal =
============

This FAQ was made 100% by me, and is Copyright © 2011 Scott "CyricZ" 
Zdankiewicz.  You may not take it in whole or in part and claim it as your 
own.  You may not alter it in any way, even if you ask me first, and that 
includes putting it in HTML format.  Please don’t post this on your site 
unless you have express consent by me.  I’ve put a lot of time into this.  
Give me some credit.

Currently, the following sites have permission to post my FAQ:

www.gamefaqs.com
www.gamewinners.com
www.ign.com
www.cheatcc.com
www.cheatplanet.com
www.neoseeker.com

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.

========================
10B. E-mail Guidelines =
========================

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.

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