In this gaming guide, we will be discussing the newly added Isla Mona Quest “A Place to call Home” in Caribbean Legends. As this quest involves a long waiting period, it is still a work in progress. Let’s dive in and learn more about this exciting addition to the game.
How to acquire Isla Mona
You acquire it through the Flying the Jolly Roger Questline, specifically the 7th quest called ‘The Jarl’s Treasure’.
To start the Questline, you have to finish The Dutch Gambit and have paid off your brother’s debts (1 Million Pesos).
If you want a detailed step-by-step guide, I can only suggest the excellent (and mostly accurate) Comprehensive Sea Dogs Walkthrough, as I will only give a rough outline.
First, let’s look at some required Items – since you will almost always be on a timer once starting this quest, it is a good idea to get these beforehand.
I will also include Requirements for quests after The Jarl’s Treasure, just for completeness.
Required Items:
- At least 500 Doubloons across multiple Quests
- 3 – Hot Sun of Maracaibo:
- 50 Slaves – The Crew of enemy ships can be enslaved if they surrender during boarding, yet you still imprison their captain. Alternatively, you can regularly check in at Residences – sometimes Governors offer a Quest where you have to deal with some local smugglers. If you board them, one of the ships will have slaves on board. Ethically sourced slaves! How neat.
- 500 Coffee OR Copra OR Vanilla – This can easily be acquired in very little time, so there is no real need to procure this before actually starting the quest.
- 30 Weapons (Ship Goods).
Optional (will make a fight sequence a whole lot easier, yet nothing is strictly required. The more you have the easier it gets, it is no ‘all or nothing’ scenario):
- 90 Health Potions.
- 30 Simple Pistols.
- 2 Muskets.
- 70 Lead Balls.
- 70 Gunpowder [Item].
- 4 – Pirate Trading for Dummies: Working Chronometer and Boussole. Alternatively, you can try to navigate based on a Screenshot I include in the next section, yet the exact Coordinates seem to be a little randomized, so it might not be the best idea.
- 5 – Stones of Blood and Forest:
- 1 Compass or Spyglass for the Chieftain
- 1 Spyglass for your Guide
- 4 of Mirrors, Jade Beads, and Jade Rings (Any Combination).
- 1 Duelling Pistol – Best acquired from Boardings
- 1 Trombone – Best acquired from Boardings
- 30 Lead Shot
- 30 Grapeshot
- 60 Gunpowder
- 1 Emerald Beads (Called Emerald Necklace in the Quest Description)
- 1 Ruby Band (Called a Golden Ring with a Ruby in the Quest Description)
- 10 Leather
- 20 Planks
- Assigned Carpenter (According to Quest details, yet when testing it also worked without one.)
- Optionally, Antidotes are very useful here, yet not strictly required.
- 8 – Corrida:
- A disposable ship – you will sink it after boarding a unique Class 3 ship. If you have a decently trained crew and get in a full broadside of grapeshot, pretty much any Class 3 ship will probably be fine.
- Working Chronometer and Boussole (Optional, but highly suggested)
- The Spanish flag. God help you if you don’t have the skill nor an available skill point.
- 11 – Nemesis:
- 300 Gunpowder [Trade Good]
- A singular Flintstone
- A heart of steel and will of iron
Hints for the first 7 Quests:
- 1 – The Amber Rush:
- Rosario Gusman, the Spanish Caballero who will help you getting don Lope pardoned, has a unique skin and is patrolling between 16:00-20:00, so there is no need to talk with all the random guards.
- You need to get to Mosquito Coast, NOT Mosquitoes Bay, as I first did. This can be difficult in the little time given to you, but quick-travelling to points of interest (capes, ports, etc.) within the battle map should be enough to pull you through.
- 2 – The Silk Road:
- The buyer you are looking for is the Shipwright of Port Royal, Jamaica.
- Marron Town isn’t on the map but can be accessed through Cape Negril.
- When waiting/searching for Husky Billy, spend a few hours in the world map, go to the battle map, and see whether you can quick travel to him. Yes, it is that tedious.
- Make sure to attack the Utrecht a bit away from shore, as to not arouse suspicions from the smugglers. I found that the ship usually comes around after sunset (Last time it was 11pm for me), but just checking every 1-2 hours is the way to go.
- 3 – Hot Sun of Maracaibo:
- The Plantation is straight ahead when leaving the Town.
- The Plantation Owner is always in the nicest house with the red roof tiling.
- Jean Picard is first just wandering around (Unique skin, no facial hair, easy to spot), and later moves into the small hut directly next to the outdoor smithy, pretty much straight ahead when entering the Plantation.
- When attacking the Plantation, give the signal to attack through the Thinking Aloud menu. Don’t be an idiot like me and just waltz in, as that will fail the quest.
- Jean Picard can die in combat, so best try to find him as quickly as possible when fighting breaks out.
- 4 – Pirate Trading for Dummies:
- Pretty straightforward – here is my location for finding the convoy, in case you can’t get your hands on a working Chronometer. And no, the convoy never shows up on the world map.
Check the Battlemap every few hours and pray for favourable winds.
- Pretty straightforward – here is my location for finding the convoy, in case you can’t get your hands on a working Chronometer. And no, the convoy never shows up on the world map.
- 5 – Stones of Blood and Forest:
- From the Cape of Delusive Hopes, enter the Jungle and go directly Right to get to the native village.
- Jean Picard and Leprechaun Luke seem to be invulnerable, as, despite my best efforts, neither the Spanish nor the Indians could kill them. So don’t be afraid to have them tank.
- 6 – Master of Trickery:
- There will be a Spanish ambush after you ambush the Dutch. How dare they! They have no good loot on board, and since having a bounty on your head is annoying, I would suggest grabbing a fast ship for this one and trying to outrun the Spanish, maybe crippling them with some Chain-Shots.
- 7 – Jarl’s Treasure:
- You need to be in your ship’s cabin whenever you have to read Wulfric’s log.
- You need to sail to Mosquitoes Bay, NOT Mosquito Coast. I’ll leave it to your imagination where I first went.
- When entering the Jungle from Mosquitoes Bay, the first Cave is directly to the right.
- The next cave can be reached if you always take the right turn, starting from the current cave.
- In the second cave, start by going right (facing away from the ladder), then left. Then, there will be a collapsed intersection where you can only go right. Then left again until you find the final right – this should be a short, caved-in tunnel. Loot the treasure at the end of it.
- On Tortuga, hide in the small dead-end next to your mark’s house.
- Isla Mona is to the North East of Jamaica, has approximately the same latitude as Port au Prince, and is East South East of Cayman.
Here is an image in case you have the sea zone modfrom the workshop:
It of course won’t say Isla Mona for you yet. Anywhere within that square is fine, it isn’t exact. - The Jarl’s Treasure is hidden underwater, directly behind the large, central pillar when you swim into the chamber. Don’t forget to equip the ward ‘Catcher’, in case you have it.
Congratulations! You now own an island!
A Place to call Home
Visit every single Shipyard and ask the Shipwright about it. Eventually, one will offer to sell – mine was on Willemstad, Curacao. He will ask for 1000 Doubloons, but I managed to get him down to 800 – he can probably go even lower with enough Charm.
Bring these back to Rodgar right away, I am not sure if the Settler Rumour can spawn before then.
Much like the Tools, you have to go around every tavern you visit and pay 1000 pesos for the privilege of finding out the latest town Gossip.
Eventually, you will get a fully Russian dialogue (Although that might be fixed by the time you are reading this), telling you… god knows what. However, our trusty Logbook informs us that we were just told about a group of people landing on an uninhabited island.
While this is vague, I believe this isn’t actually random – I did it 3 times and they were always in the Southern Bay of Turks.
And since they already were on some desolate, uninhabited island, they might as well be transferred to our desolate, uninhabited island.
Drop them off on Island Mona and return the next day.
From here on out, things are rather straightforward: your dutiful settlers will ask you for something, and you provide.
All the needed materials must be stored in the Warehouse. This can be accessed by talking directly with Rodgar, your pirate governor, and asking him about a place to store goods. Comes with built-in cats!
A day after the settlers’ arrival, they will give you a list of things to acquire. Nothing too crazy for the most part, but those bastards want 50 units of your precious resin! This better be worth it! It is also suggested to get twice as much of everything from the get-go, just to have a good basis for future projects. Not a bad idea!
Your totally-not-rapey pirates will further ask you for 600 doubloons to fully scout the island. They are very busy with sitting around and doing absolutely nothing, after all.
You should also bring 2000 units of food and 300 medicine to the warehouse. This might not be required, yet according to the omnipotent Logbook, it shall prevent deaths during this initial construction phase.
Now, you have to wait for 6 months to see what your hardy little workers will do. Lovely.
I am currently still in the 6 month wait window, but will update this as soon as I get there. Feel free to enlighten me in the comment section as well!
And that wraps up our share on Caribbean Legend: Isla Mona Quest / A Place to Call Home. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Crowley, who deserves all the credit. Happy gaming!