This guide will show you the full and detailed walkthrough on how to complete the main story quest of Peachleaft Pirates. In addition to the full text walkthrough guide, we also included a full walkthrough video that you can find at the end of the page.
Overview and Map Reference
Island map
Town Map
This guide is all about helping you with the main story of Peachleaf Pirates (currently v1.0004). Nous avons gagné’t be covering side quests or achievements, just the main quest. Since the game has a day timer, be aware that Joe falls asleep if you stay up too late. Nous’ll break down each set of quest steps to be done over an in-game day, et souviens-toi, sleeping at night saves your game progress. The cool thing about this game is that there’s no rush to finish the main quest, so take your time and enjoy farming as you like.
Maintenant, avant de plonger, toi’ll need to gather 2,000 gold to buy specific items necessary for the main quest. Bien qu'il y ait’s no hurry (il’s a farming sandbox, après tout), pour ce guide’le but, nous’re assuming you sell all items, unless told otherwise, to quickly reach this monetary goal.
The adventure begins with Princess Lauretta Elizabeth Oriana the third, or Odie, taking a stroll. She comes across Joe, the player character, washed up on the beach. After some cutscenes, Joe is taken to Doc Brumbleshaft’la clinique, revealing he has amnesia. Alors, Governor Harriet officially welcomes Joe as a citizen of the town, providing a farm plot to the east of town.
Jour 1 (Tutorial and Mel’s Garden Shop)
Your first day in Peachleaf Pirates starts after your time at the clinic. Outside your new farmhouse, Governor Harriet hands you a starter pack of tools. Mais attendez, here comes Rupert, the tutorial goblin, not leaving you to figure it out alone. He guides you through the basics – WASD movement, settings menu, récolte, artisanat, et plus. Il’c'est assez simple, mais souviens-toi, toi’ll need the following materials to craft a flamingo and a goblin scare:
- 35 bamboo
- 2 journaux
- 30 herbe
- 4 fer (toi’ll collect this after unlocking the jungle on day 5)
À un moment donné, toi’ll be asked to visit Melanie’s Garden Shop in town. Elle’ll request you to grow her a mango for compost, kicking off a side quest to grow every plant for her. Carry on with your farming tasks until it gets dark, then head to your farmhouse and use the bed to save your progress and move on to the next day.
Jour 2 (Mikey’s Emporium)
Jour 2 in Peachleaf Pirates begins with a surprise in your mailbox after waking up. Mikey, the guy with the groovy lingo who runs the emporium (or general store), has sent you a letter. This visit to Mikey’s triggers a substantial side quest to find every forage item, starting with a simple sweet carrot. These forage items are scattered around in the wild, often found accidentally while running through tall grass. Si tu’j'ai de la chance, you might even spot the carrot you need right outside his shop. Keep working on your farm to gather up the 2,000 gold you need.
Jour 3 (Goblin Scare)
Le jour 3, as you wake up, là’s no letter in your mailbox, but a less pleasant surprise awaits. The goblins living north of your farm had a midnight snack on some of your plants. Rupert suggests leveling up to research the ability to craft a goblin scare. Si vous avez’t leveled up yet, pas de soucis; tu as gagné’t collect the iron needed for this until after day 5. Puisque tu’ve already crafted the flamingo for Rupert, the remaining materials needed for the scare are:
– 30 bamboo
– 20 herbe
– 4 fer (to be collected on a different day)
Keep tending to your farm tasks as you work towards crafting the goblin scare.
Jour 4 (Free Day)
Jour 4 is a free day in Peachleaf Pirates – nothing special on the agenda. Il’s a day to focus on your farm without any additional events. je’d recommend putting in the effort to work on the farm and gather that 2,000 gold you’ll need for upcoming tasks. Use this day to build up your resources and make progress toward your goals.
Jour 5 (Nash Jungle)
Jour 5 begins with Joe finding a letter in his mailbox from Nash. The next step is to visit Nash at his house, located in the map section labeled ‘jungle.’ Nash is a bit eccentric, sharing tales of adventures and swords. In the midst of the conversation, he disappears, and Joe must explore the map to find him (indice: il’s not under the rock). After the chat, proceed through the newly opened path north of Nash’s house to harvest some iron. This iron will be essential for crafting the goblin scare on your farm.
Jour 6 (Vaudou)
Now that the tutorial is done, il’s time to kick off the main quest, en supposant que tu’ve managed to save up the 2,000 gold needed. Si vous avez’t reached this amount yet, feel free to take more time working on your fields or gathering funds between quest steps.
As you wake up in the morning, head to the swamp. Interact with the boat, et toi’ll find out it needs some patching up before it’s seaworthy. The first task is to visit the Savage Poodle Bar and ask Harry if he has any extra corks to fix the boat. Harry agrees but has a condition – fix the mill so he can keep making the beloved poodle bread for his customers.
Arriving at the mill, climb to the top and interact with the hole before visiting Ed the carpenter. While Ed is proud of his work, he lacks a topscrew. Joe needs to find this crucial component.
Pour les curieux, Joe needs to visit the graveyard and inspect the locked coffin. He speculates that the locking mechanism can work as a topscrew but doesn’t have the key.
Visiting Governor Harriet and explaining the situation, she hands over the key. Head back to the coffin, use the key from your quest inventory to interact with the lock. Return to each character – the lock goes to Ed the Carpenter, who fixes the mill. This makes Harry the bartender happy enough to give you a cork. Maintenant, Joe can fix the boat in the swamp and pay Khalyla a visit. While she can’t fix amnesia, she teaches Joe voodoo magic and sends him on a journey to stop the evil Lord Rathmore from corrupting the Peachleaf tree. Onwards to Akuba village!
Jour 7 (Akuba Village)
Le jour 7, Joe’s mission is to track down a certain L. Rathmore in the tribal village north of Peachleaf. toutefois, upon arrival, a seemingly mute sentry blocks the bridge. To find out what’ça se passe, head to the open-air marketplace and ask the tribal merchant, Steve. He reveals that it’s a tourist destination, and Joe needs a day pass. Heureusement, Steve is willing to sell an unlimited pass – negotiate the price down to a reasonable 1,000 or.
Return to the bridge and present the pass to the sentry to unlock Akuba. While Joe can explore the village, his main target is the hotel. En entrant, attempting to get information from the clerk proves futile. toutefois, checking the guest book on his desk reveals L. Rathmore’s signature in room 110.
Trying to sneak the key to room 110 alerts the clerk, so Joe needs a distraction. Walk down the right hallway and pull the fire alarm. While the alarm sounds, the clerk will step away from the desk to reset it, giving Joe an opportunity to grab the key. Use the key to enter room 110 and search through Rathmore’s belongings until you find the golden winning ticket from Ray’s casino on his desk.
Jour 8 (Upstanding Citizen)
Le jour 8, armed with the ‘emprunté’ winning casino ticket, laisser’s head straight north of the farm to the Goblin City and visit their gambling hall. Oh-oh, the bouncer won’t let us into the casino unless we are considered upstanding citizens of Peachleaf.
Joe takes a short trip to town to consult Odie in the mansion about this upstanding citizenship requirement. She gives a somewhat vague answer, stating that you « need to help people. » Exiting the mansion, Joe runs a few errands around town.
First stop is the weapon store to purchase the cheapest gun available, spending the remaining 1,000 or. After the purchase, head to the shipyard. Joe, being a bit clumsy, ‘accidentellement’ spills the keg’s contents. Marco panics and rushes away to find a mop, leaving the life preserver on the wall unattended.
Maintenant, take a stroll down the docks to visit Felix, a man sitting there fishing. If Joe stands behind him and plays with his pistol a bit too much, Felix becomes startled and falls into the water. Use the life preserver to rescue him. Odie appears and crowns Joe as an upstanding citizen for the assistance provided.
Jour 9 (Goblin Casino)
Le jour 9, with Joe now holding the coveted title of an upstanding citizen, he can easily pass the casino bouncer in Goblin City. After trying your luck at the slots, il’s time to use Lord Rathmore’s borrowed ticket at the bar. Sit back and enjoy the cutscene as Ray Montgomery brings Joe to his office and reveals a secret – Ray is a special PIE agent. Ray gives Joe explicit instructions to:
- Obtain a diving suit from Mr. Gunn
- Go to the lake north of Akuba Village
- Improvise, adapt, and overcome
- Use a voodoo beacon to signal PIE once Rathmore is confronted
Jour 10 (Combinaison de plongée)
Le jour 10, Joe can visit Mr. Gunn’s clothing store at 10 am when it opens to rent a diving suit. toutefois, M. Gunn seems unaware of the PIE mission and refuses to hand over the suit because it’s already been rented to Captain Loogie. The next step is to visit the docks and persuade Captain Loogie to give up his ownership of the diving suit.
Captain Loogie is found at the walkway to his boat, greeting passengers. After explaining the situation, he agrees to pass off the diving suit, but with a condition – find his navigator, Riley B. Matterhorn, and bring him back to the ship. Where could Mr. Matterhorn be? Captain Loogie reveals that Riley enjoys gambling, and the goblin casino is the place to find him.
At the goblin casino, Joe discovers Riley at the slot machines. Simple words won’t convince him to leave, as he insists on staying until his winning streak ends. Explore the casino until finding a door behind the band. Derrière, a goblin named Burt controls the win/lose ratios of the casino. Ask him to take the day off and then take over the controls. This puzzle is challenging, and a reference image (from the now defunct Peachleaf wiki page) can help solve all possible puzzles.
Once Riley quits the slot machines in frustration, return to Captain Loogie, who gives you his rental ticket. Take the rental ticket to Mr. Gunn at the clothing store to finally obtain the diving suit.
Jour 11 (Meropolis and Finale)
Le jour 11, armed with the diving suit, Joe embarks on the second step of Ray’le plan – heading to the lake north of Akuba. À l'arrivée, a startled mermaid hides in the pool upon seeing Joe. Using the diving suit in the water triggers a cutscene, transporting Joe to Meropolis. A loudspeaker informs him that he isn’t welcome without a visitor’s visa, and the mermaid swims up, revealing that security is high due to the recent escape of a certain L. Rathmore, who they had captured.
After being brought back to the lake, the mermaid passes on an item left behind by Rathmore. Joe automatically combines it with another item obtained from Ray. This teleportation sends him back to Akuba, facing a carved tiki pole that now has a mysterious doorway.
Enter the doorway, proceed down the tunnel, and interact with a raft. The raft takes Joe to a volcano, Lord Rathmore’s secret hideout. Joe activates the beacon and moves forward, initiating the final confrontation with Rathmore. Multiple PIE agents appear to arrest him, and the remaining events unfold through prompted cutscenes that set up DLC and/or a sequel, concluding with the end credits.
Jour 12 (Bac à sable)
Congratulations on completing the main storyline! Maintenant, toi’re free to farm to your heart’le contenu. Explorer, seek out side quests, and enjoy the sandbox world at your leisure. The adventure is yours to shape!
Video Walkthrough Guide
C'est tout ce que nous partageons aujourd'hui pour cela Peachleaf Pirates guide. Ce guide a été initialement créé et rédigé par Scurvy Banana. Si nous ne parvenons pas à mettre à jour ce guide, vous pouvez trouver la dernière mise à jour en suivant ceci lien.