Talk:Free an Order of Whispers agent from pirates
How the heck do you provoke a mutiny between the pirates?
The event may be bugged at the moment. It feels like there's something missing. There's no 'captain' anywhere, though there are references to one. There's a powder keg in an underground tunnel, but nothing that it can blow up. And there's no apparent prisoner either.
It appears that there is a pirate bomb that you must light to set off the diversion. Unfortunately, the game allowed me to "waste" the torches by picking up torches then kegs. The torches did not re-spawn and the event appears to be stuck with no way to set of the pirate bomb.
 Sullivan's Wake
According to the Merchantman's Strait page, Sullivan's Wake "can be reached by entering the cave through an underwater entrance east of the point of interest". I have found no such entrance. The only underwater tunnel I find to the east of the PoI is the one that goes east into the Lorantl Grounds on the mainland. The only entrance to Sullivan's Wake seems to be the gully on the north tip of the island. There you will find 2 agents in fighting stance, but no prisoner and no pirates in the cave. There are a couple of powder kegs, but nothing to blow up. I have spent a enormous amount of time searching underwater for another entrance that may lead to a deeper area, but with no luck. Glitched? --Xev Munroe 15:44, 12 March 2013 (UTC)
Not sure if this info is needed but here it goes... This event starts with Fisherman Cass appears out of a closed tent in the village west of Stormbluff Waypoint. She swims across the channel to stand next to Fisherman Carter. At this point player may give a trophy pirate outfit to Carter causing Cass to become Agent Cass (Disguised) and the event to start, as in show up on the map. She swims to the cave entrance and has a dialog with the gatekeeper and opens the gate. At this point players must grab a torch and "light" the pirate bomb. It explodes and after some dialog a large fight breaks out. From here players must clear the room of foes, open the prison cage, and get everyone to the door before the time expires. Failure here will cause a large explosion clearing the room and removing all bodies, friend or foe leaving a dark empty cave. Success leads to a small fight outside and the allies swim back to Fisherman Carter. The prisoner becomes Agent Jensen, and limited merchant who disappears after a short while. Cass swims off to disappear inside her tent. The cave is left torch lit. Next the gate closes, then the pirates appear again. Reset time: Success = ~5 min Failure = ~15 min Yoe Dude (talk) 22:53, 30 June 2013 (UTC)
- This looks to me to be a can of worms, the type I don't wish to open, I was just trying to figure out what the "preporations" part of this event were, did it like 6 times to figure this all out and it may not be totally right still. But sadly when I looked there wasbn't a set place to place this kind of stuff, maybe notes? and I never can figure out how to make the correct spoiler tag which info like this might need. (also I corrected my eairler post to make it somewhat clearer.) Yoe Dude (talk) 02:54, 1 July 2013 (UTC)