A Pirate's Help
A Pirate's Help is an Age of Empires III scenario in Act I: Blood (scenario 6), set in 1566. The player commands Knights of St. John.

Scenario setting & objectives
The required goals are Gain 8,000 Experience before Lizzie sails to Florida; Bring Morgan to Lizzie before she sets sail. Optional goals include Stop the raiding Native Americans from attacking the settlers of Havana; Build the first Stable in Havana; Reopen trade with the rest of Cuba by building a second Trading Post; Take Lizzie's Native American friend to his family on the nearby Island; Find and gather the stolen gold; Return the lost herd to Havana's Livestock Pen; Retrieve stolen artifact.
Mission approach
Scout the named destination and keep the required hero or escort force safe on the route; clear defenders before moving the mission-critical unit into range. Take optional objectives when they add useful allies, routes, resources or reinforcements without putting the primary goal at risk.
Primary objectives and the sailing deadline
A Pirate’s Help is scenario six of Act I: Blood, set in 1566 after a hurricane forces Morgan Black to land near Havana. The player must gain 8,000 Experience before Lizzie sails to Florida and bring Morgan to Lizzie before she leaves. The mission does not provide Home City shipments, although Experience can still be earned and used to choose new Home City Cards. That changes the usual shipment rhythm: card selection remains part of progression, but the player cannot call in a shipment to solve an immediate shortage. Track the sailing condition and prioritize actions that generate Experience while moving Morgan toward Lizzie. Avoid spending too long on optional objectives if the deadline is close. Keep Morgan with a force that can protect him, clear routes and prevent the raiding Native Americans from disrupting Havana’s settlers. The objective requires both the Experience threshold and Morgan’s arrival, so neither condition alone completes the scenario.
Optional Havana and island objectives
Several secondary tasks can strengthen the position if they fit the route. Stop the Native American raids on Havana’s settlers, build Havana’s first Stable and reopen Cuban trade by constructing a second Trading Post. The mission also offers a trip to take Lizzie’s Native American friend to his family on the nearby island, find and gather stolen gold, return the lost herd to Havana’s Livestock Pen and retrieve a stolen artifact. These objectives take the player away from Morgan’s meeting and the Experience race, so choose a sequence rather than attempting every detour at once. Secure Havana’s workers first if raids threaten them, then use a safe route to complete nearby tasks while continuing to gain Experience. Keep the herd and workers protected when moving across the map, and bring enough force to deal with guardians around the gold or artifact. When the sailing deadline approaches, stop optional exploration, regroup and escort Morgan to Lizzie. Use mission markers to confirm the final approach and avoid leaving the hero behind in a fight.
Work with the deadline, not against it
The 8,000-Experience goal gives the player a second clock alongside Lizzie’s departure. Explore the area, win useful fights and claim rewards that advance Experience while making progress toward Morgan’s meeting. The mission does not allow Home City shipments, so save resources and select cards for long-term value rather than expecting an immediate delivery. When the sailing warning is close, stop optional errands and escort Morgan straight to Lizzie.
Balance favors against the objective clock
Use Havana as a staging point and protect its settlers before sending Morgan on a distant errand. The optional Stable and second Trading Post can improve the force or restore trade, but construction costs time while Lizzie’s sailing condition approaches. Take nearby rewards on a route that also advances Experience; avoid crossing the map repeatedly for objectives that do not help the meeting. When an island trip is needed to reunite Lizzie’s friend with his family, escort the party and return to the primary route promptly. Keep a reserve in Havana so the raiding force does not destroy the settlement while Morgan is away. As soon as the 8,000 Experience target is reached, switch attention to the second primary condition and make sure Morgan reaches Lizzie before she sails.
Confirm both goals before the final departure
The mission ends only after Morgan reaches Lizzie and the 8,000 Experience requirement is met before she sails. Use the objective panel to verify both conditions, then stop pursuing optional Havana or island errands.
Protect Havana while Morgan is away
Keep a reserve around Havana while Morgan completes island and trade objectives. A successful trip is useful only if settlers and the required buildings survive the raids; regroup and return to Lizzie before the deadline.
Build experience before Lizzie leaves Havana
The central constraint is the departure timer: earn 8,000 Experience and bring Morgan to Lizzie before she sails to Florida. The optional tasks offer many ways to collect Experience and improve the settlement, including defending Havana’s settlers, building a Stable, reopening trade with a second Trading Post, returning the lost herd and finding stolen valuables. Prioritize nearby objectives that also strengthen the route to Lizzie, then keep Morgan mobile enough to reach her before the deadline. Several tasks lead away from the city, so divide labor: leave a defensive force in Havana while a small group handles exploration. Take the Native American friend to his family only if there is time after the main experience plan is secure. The optional goals are not all required; choose those that can be completed without risking the two primary conditions. Check the timer before committing to a distant Treasure or livestock detour.