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    FAQ/Walkthrough by CyricZ

    Version: 1.1 | Updated: 06/22/11 | Printable Version | Search Guide | Bookmark Guide

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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
    
    ******************************************************************************
    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!
    
    ******************************************************************************
    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.
    
    ******************************************************************************
    3. BASICS
    ******************************************************************************
    ==============
    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 
     may not be able to reach it with your current characters, but it's in that 
     particular area.
    - If the picture is pulsating, then the item is required to pass the story 
     mission.  Also, if there's a required item, you'll usually see a visible 
     compass marker on the ground.
    - If the picture has a green checkmark, you've found the item.
    - If the picture has a green arrow pointing to it, then you've at least 
     found the item in a past run through the mission, and don't need to find it 
     again for it to count.
    
    As a final note, while you need to find all eight Compass Items to get a 
    Gold Brick, you don't necessarily need to find them *with* the Compass.  
    Some items are perfectly visible and useable without needing to be unearthed, 
    and grabbing them will make them count towards finding it.  That said, there 
    IS a trophy for finding all eight only using the Compass.
    
    ====================
    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.
    
    ******************************************************************************
    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.
    
    ******************************************************************************
    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 back right of the 
     treasure room and use a voice on the glass wall in the back right.  Blow 
     up the silver chest to find a soldier inside looking for a telescope.  Now, 
     go back to the same area as #4 and use Cursed Jack's compass to find it 
     underwater, then bring it to the soldier.
    #8: (Voice) Go to the same area as #4, then continue along the sea floor 
     to a hole to the left.  You'll reach a harbor area where the Black Pearl 
     is docked.  Throw or shoot something at the target on the ship to drop 
     rigging you can climb up.  Once you reach the mast, slide across the 
     chain to the right.
    #9: (Voice, Blackbeard) Go to the same area as #8.  On the right side of 
     the harbor is a black and red chest that you need the sword to open.  
     Build the cannon, then use the nearby torch to fire it at the ducks in 
     the water.
    #10: (Voice, Sea Walker + Strength) Go to the same area as #8.  On the 
     bottom of the sea bed under the ship is a metal case.  Pull the orange 
     handle to yank it open. 
    
    Compass Items: 
    Big Lantern*: After shooting the cannon, you'll track this down with the 
     Compass.
    Trident: Near the sword switch at the beginning.
    Skull Masks: In the treasure room, follow the compass to the back.
    Fish: In the treasure room on the right-hand side.
    Golden Dog: (Voice) After building the bridge to the chest, rubble will 
     clear away from the glass teeth under the water in the back left.  Voice 
     them down, then head through.  This will be on the nearby shore.
    Telescope: (Explosives, Cursed Jack, Voice) This is involved with Bottle #7.
    Metal Case: (Voice) Go to the harbor with the Black Pearl (Minikit Bottle #8) 
     and you'll find this on the sea floor.
    Centurion Helmet: (Cursed Jack, Voice) Go to the same area as the Golden 
     Dog.  This treasure is underwater, so you'll have to use the Cursed Jack 
     to find it.
    
    ===============
    6F. Pelegosto =
    ===============
    
    Minikit Bottles: 
    #1: (Explosives) After climbing the first netting, go right and through 
     the tunnel.  At the upper ledge, blow up the silver rocks blocking the 
     next tunnel, then head through.
    #2: (Explosives) There are some silver rocks to blow up after crossing 
     the first wooden bridge.  Blast them, then roll down the slope to the 
     wheel.  Roll inside it to release the ball from the little maze.
    #3: (Explosives) After climbing the second netting, there are some silver 
     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
    * Elizabeth (Pirate) * - After AWE-1
    * Captain Elizabeth (Robes) * - After AWE-3
    * Captain Elizabeth * - After AWE-4
    
    After her experience with pirates, Elizabeth hardened herself and trained 
    in combat.  When she set upon the waves again sometime later, she was 
    ready to deal with the meanest pirates.
    
    Elizabeth is armed with a sword and is a high jumper.
    
    ---
    
    * Captain Barbossa * - After AWE-1
    
    Hector Barbossa is a devious and ruthless pirate.  Introduced originally 
    as the captain of the Black Pearl, Barbossa was actually originally its 
    first mate, until he led a mutiny against Jack Sparrow and marooned him 
    on a deserted island.
    
    Barbossa is armed with a sword.
    
    ---
    
    * Sao Feng * - After AWE-1
    
    Feng is the Pirate Lord of the South China Sea.  He's also the current 
    caretaker of a very particular type of sea charts, the kind that show how 
    to get to fantastic places.
    
    Sao Feng is armed with a sword.
    
    ---
    
    * Tia Dalma * - After AWE-1
    
    A priestess, mystic, and practitioner of Voodoo, Tia Dalma knows much about 
    the sea and its mysteries.  Jack Sparrow has visited her a few times in 
    regards to some quest he's on.  While she tends to speak in riddles, she's 
    never off in what she says.
    
    Tia Dalma is unarmed, but she is a high jumper.
    
    ---
    
    * Murtogg * - After AWE-3
    
    A marine in the British Royal Navy, he and his buddy Mullroy often serve 
    as comic relief.  While diligent, he's a bit superstitious.
    
    Murtogg is armed with a musket.
    
    ---
    
    * Mullroy * - After AWE-3
    
    A marine in the British Royal Navy, he and his buddy Murtogg often serve as 
    comic relief.  He can be considered the more cynical of the pair.
    
    Mullroy is armed with a musket.
    
    ---
    
    * Tai Huang * - After AWE-1
    
    Huang is an Asian pirate who serves under Sao Feng in Singapore as the 
    captain of his guards.  He ends up accompanying Barbossa and his crew to 
    the World's End to find Jack.
    
    Huang is armed with a pistol.
    
    ---
    
    * Tattoo Pirate * - After AWE-1
    
    One of Sao Feng's men, thickly built and covered in tattoos.
    
    Tattoo Dude is armed with a sword and has super strength.
    
    ---
    
    * Scrum * - After OST-1
    
    A pirate of cheery disposition and slow wits, Scrum serves under Blackbeard 
    on the Queen Anne's Revenge.  He's considered to be rather talented with the 
    mandola.
    
    Scrum is armed with a mandola, which he can use to play music or as a blunt 
    weapon.
    
    ---
    
    * Cook * - After OST-2
    
    A pirate serving under Blackbeard on the Queen Anne's Revenge, Cook is, in 
    fact, the ship's cook.
    
    Cook is armed with a frying pan.
    
    ---
    
    * Salaman * - After OST-2
    
    A pirate serving under Blackbeard on the Queen Anne's Revenge.  Salaman 
    has a nasty reputation as a killer.
    
    Salaman is armed with a hammer with which he can forge.
    
    ---
    
    * Garheng * - After OST-2
    
    A pirate serving under Blackbeard on the Queen Anne's Revenge.
    
    Garheng is armed with a sword and has super strength.
    
    ---
    
    * Angelica * - After OST-3
    
    The daughter of Blackbeard, Angelica spent her early years in a Spanish 
    convent, until she ran into Jack Sparrow.  The two had a fling, in which she 
    learned of the harshness of the world.  She now serves on the Queen Anne's 
    Revenge as its first mate.
    
    Angelica is armed with a sword and is a high jumper.
    
    ---
    
    * Privateer Barbossa * - After OST-4
    
    After losing the Black Pearl and one of his legs to Blackbeard, Barbossa 
    entered the service of King George as a privateer, basically someone who 
    has a ship and is given leave to be a pirate while having the support of 
    a government.
    
    Privateer Barbossa is armed with a sword.  He also has poisonous frogs as a 
    projectile weapon.  Furthermore, when you perform a jump attack, he'll slam 
    the ground with his wooden leg, creating a small area effect.
    
    ---
    
    * Syrena * - After OST-5
    
    A mermaid, Syrena was a resident of Whitecap Bay and was captured by 
    Blackbeard's crew for the purpose of using her to exploit the Fountain of 
    Youth.  Her name was actually given to her by the missionary, Philip Swift.
    
    Syrena is armed with a whip and is a Sea Walker (well, technically sea 
    swimmer, but it's all the same).  She also has a voice which can shatter 
    glass and ice, as well as entice enemies into submission.
    
    ======================
    7B. Extra Characters =
    ======================
    
    This next set of characters requires you to complete certain missions so 
    that they will begin walking around the Port, where you can buy them by 
    pressing Circle near them.  Note that some characters will be your enemy, and 
    you must either beat them into submission, or talk to them with an enemy 
    character in order to purchase them.
    
    ---
    
    * Lieutenant Groves * - After CBP-1 (7,500)
    
    An officer in the Royal Navy, Theodore Groves served as second to James 
    Norrington in Port Royal.
    
    Groves is armed with a sword.
    
    ---
    
    * Koehler * - After CBP-3 (10,000)
    * Twigg * - After CBP-3 (10,000)
    * Mallot * - After CBP-3 (10,000)
    * Scratch * - After CBP-3 (10,000)
    * Bo'sun * - After CBP-5 (10,000)
    * Clubba * - After CBP-5 (10,000)
    * Grapple * - After CBP-5 (10,000)
    * Jacoby * - After CBP-5 (10,000)
    
    Members of Barbossa's cursed pirate crew (formerly Jack's).  They followed 
    him in their mutiny against Jack and all became cursed when they took the 
    cursed Aztec gold.
    
    All of these pirates are Sea Walkers.
    
    Koehler is armed with a pistol.
    Twigg, Scratch, and Clubba are armed with swords.
    Bo'sun is both armed with a sword and has super strength.
    Grapple is armed with an anchor.
    Mallot is armed with a hammer with which he can forge.
    Jacoby is armed with explosive grenades.
    
    ---
    
    * Jack Sparrow (Cursed) * - After CBP-5 (100,000)
    
    In order to match against Barbossa, Jack snuck one of the Aztec gold pieces 
    during negotiations and was himself cursed, unable to die until the curse 
    was broken.
    
    Cursed Jack has all the abilities of normal Jack in addition to being a 
    Sea Walker.
    
    ---
    
    * Hungry Cannibal * - After DMC-1 (5,000)
    * Angry Cannibal * - After DMC-1 (5,000)
    
    The natives of Isla de Pelegosto seem to enjoy worshipping random people 
    as their chief, although this may just be an excuse to make a nice meal out 
    of them.  Ick.
    
    The Hungry Cannibal is armed with a throwable spear.
    The Angry Cannibal is armed with a blowgun.
    
    ---
    
    * Governor Weatherby Swann * - After DMC-1 (5,000)
    
    Governor Swann is Elizabeth's father.  A proper gentleman and the governor 
    of Port Royal, Swann often doted upon his daughter, but had no love of her 
    attraction to the pirate lifestyle.
    
    Governor Swann is armed with a cane.
    
    ---
    
    * Captain Bellamy * - After DMC-1 (5,000)
    
    Bellamy is the captain of the Edinburgh Trader, a trading vessel that 
    Elizabeth stowed away upon.
    
    Bellamy is armed with a sword.
    
    ---
    
    * Maccus * - After DMC-2 (15,000)
    * Clanker * - After DMC-2 (15,000)
    * Jimmy Legs * - After DMC-2 (15,000)
    * Koleniko * - After DMC-2 (15,000)
    * Wyvern * - After DMC-2 (15,000)
    * Angler * - After DMC-3 (15,000)
    * Hadras * - After DMC-3 (15,000)
    * Crash * - After DMC-3 (15,000)
    * Penrod * - After AWE-3 (15,000)
    
    The Flying Dutchman is crewed by men who owe debts to Davy Jones.  As they 
    serve their years on the ship, they begin to accumulate sea life and 
    creatures onto their bodies, becoming twisted combinations of man and fish.
    
    All of the Dutchman crew are Sea Walkers and can walk through algae.
    
    Maccus is armed with throwing axes.
    Clanker, Koleniko, and Angler are armed with swords.
    Jimmy Legs is armed with a whip.
    Wyvern is armed with a lantern.
    Hadras is armed with punch daggers.
    Crash is armed with a fish spine sword and has super strength.
    Penrod is armed with a mace that functions like a sword, and is a small
     character.
    
    ---
    
    * Lian * - After AWE-1 (100,000)
    * Park * - After AWE-1 (100,000)
    
    Lian and Park are twin sisters who are in the employ of Sao Feng as his 
    bodyguards.  They are adept combatants and are fiercely loyal to Feng.
    
    Lian is armed with a whip and is a high jumper.
    Park is armed with twin swords and is a high jumper.
    
    ---
    
    * Mr. Mercer * - After AWE-1 (100,000)
    
    Ian Mercer is the personal assistant to Lord Beckett, and is used for every 
    duty from being a clerk and messenger to assassin and spy.  A cold and 
    sinister man, Mercer will do whatever it takes to further Beckett's agenda.
    
    Mercer is armed with a pistol.
    
    ---
    
    * Mistress Ching * - After AWE-4 (25,000)
    
    Ching is a blind Chinese pirate, and the Pirate Lord of the Pacific Ocean.
    
    Ching is armed with a sword and is a high jumper.
    
    ---
    
    * Sri Sumbhajee Angria * - After AWE-4 (25,000)
    
    Sumbhajee is an Indian pirate, and the Pirate Lord of the Indian Ocean.  
    He tended to have his aides speak through him.
    
    Sumbhajee is armed with a sword.
    
    ---
    
    * Gentleman Jocard * - After AWE-4 (25,000)
    
    Jocard is an African pirate, and the Pirate Lord of the Atlantic Ocean.  
    He took this title, as well as the name, from his previous master who had 
    enslaved him.
    
    Jocard is armed with a sword.
    
    ---
    
    * Ammand the Corsair * - After AWE-4 (25,000)
    
    Ammand is an Arabic pirate, and the Pirate Lord of the Black Sea.  He led 
    a fleet of corsairs throughout the Barbary Coast.
    
    Ammand is armed with a sword.
    
    ---
    
    * Eduardo Villanueva * - After AWE-4 (25,000)
    
    Villanueva is a Spanish pirate, and the Pirate Lord of the Adriatic Sea.
    
    Villanueva is armed with a sword.
    
    ---
    
    * Captaine Chevalle * - After AWE-4 (25,000)
    
    Chevalle is a French pirate, and the Pirate Lord of the Mediterranean Sea.
    
    Chevalle is armed with a cane.
    
    ---
    
    * Lord Cutler Beckett * - After AWE-5 (100,000)
    
    Lord Beckett is the governor of the East India Trading Company and the 
    director of its expansion into the Caribbean.  He is the very picture of 
    ruthless; instead of directly taking on pirates, he aims to make sure they 
    have no place left to run and hide in the world.
    
    Beckett is armed with a sword and is a small character.
    
    ---
    
    * Davy Jones * - After AWE-5 (500,000)
    
    The legendary captain of the Flying Dutchman, Davy Jones was charged with 
    ferrying souls lost at sea to the afterlife.  After being betrayed by his 
    love, Calypso, this duty changed from ten years to indefinitely, and he 
    assumed his current monstrous form, which he uses to intimidate those 
    indentured into his service.
    
    Davy Jones is armed with a sword.  He is also a Sea Walker and can walk 
    through algae.  Furthermore, he has super strength, and his jump attack 
    allows him to slam his wooden leg into the ground, creating a small area 
    effect.
    
    ---
    
    * Ancient Sailor * - After OST-1 (100,000)
    
    An old man found tangled in a fishing net, who claims he sailed with Ponce 
    de Leon over two hundred years ago.  He was found by the Spanish who took 
    his diary for info on the Fountain of Youth.
    
    The Ancient Sailor is armed with a fish.
    
    ---
    
    * Angelica (Disguised) * - After OST-1 (10,000)
    
    While in London, Angelica disguised herself as Jack Sparrow to assemble a 
    crew and to lure Jack to her, as she needed his compass to find the Fountain 
    of Youth.
    
    Disguised Angelica is armed with a sword and is a high jumper.
    
    ---
    
    * King George * - After OST-1 (25,000)
    
    The king of England, who personally charges Jack Sparrow with finding the 
    Fountain of Youth before the Spanish do.  He's a bit of a fop with a taste 
    for fine cuisine.
    
    King George is armed with a cane.
    
    ---
    
    * Quartermaster * - After OST-2 (55,000)
    * Gunner * - After OST-2 (55,000)
    
    Two zombified members of Blackbeard's crew.  One of them has the power of 
    prophecy, and foresaw Blackbeard's death.
    
    Quartermaster is armed with a sword and super strength.
    Gunner is armed with a whip and super strength.
    
    ---
    
    * Derrick * - After OST-2 (15,000)
    
    One of the members of Blackbeard's crew.  There's really little else to 
    say about him.
    
    Derrick is armed with a shovel, which he can use to dig.
    
    ---
    
    * Philip * - After OST-2 (25,000)
    
    A missionary captured by Angelica in the hopes of saving her father's soul, 
    Philip is a relatively peaceful man dragged through the nightmare of the 
    search for the Fountain of Youth.
    
    Philip is unarmed, but he does have a powerful voice that can shatter glass 
    and ice.
    
    ---
    
    * 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 donít post this on your site 
    unless you have express consent by me.  Iíve 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.