Naval contract

06: Contraband

First move

Repair and restock the Jackdaw before sailing. Approach the marked group from its edge and identify a clear turn-away lane before the first exchange.

Type
Naval Contract
Area
Chinchorro waters
Location
Chinchorro naval contract marker
Reward
2,400 R
Last updated October 4, 2026 Naval Contract Confirm in current build

Route Plan

How to use 06: Contraband

At Chinchorro, activate Contraband and read the live Spanish frigate and brig totals before sailing. Classic references place the board around 124,357, but that is an orientation lead rather than a confirmed enemy spawn. Choose a group with a clear turn-out lane and check the class counter after every sinking.

  1. Select Contraband at the current Chinchorro naval-contract marker and write down the exact frigate and brig counts; do not use nearby ship count as a substitute.
  2. Approach from the outer edge of the group with open water behind the Jackdaw. Choose one required ship class, then verify its counter before switching targets.
  3. If the frigate pressures the hull, turn out and repair before returning from another angle. Stop firing once the live counter shows one qualifying frigate and two qualifying brigs.
  4. Confirm contract closure and the save's displayed payout before leaving; classic references list 2,400 R but do not establish the current reward.

Save Checklist

Save Checklist

Use these checks before marking 06: Contraband complete.

  • Entry type: Naval Contract.
  • Recommended check: Check memory.
  • Main risk: Wrong-class sinks, an inaccurate assumption about classic ship levels, and firing from inside the patrol cluster can waste ammunition or leave no safe disengage lane.
  • Confirm the marker, reward, or requirement in the current Resynced build.
  • Open next: naval.

Start from the active sea brief

Start from the active sea brief

Read the contract's target or resource requirement before choosing a sortie; nearby ships and cargo do not automatically belong to this job.

  • Select Contraband from the current naval-contract marker at Chinchorro. Read the required ship classes and active counter before leaving the marker; a classic map coordinate is only an orientation lead, not a current enemy-spawn pin.
  • Sink one qualifying Spanish frigate and two qualifying Spanish brigs; check the live brief for its exact target wording and count.
  • Repair and restock the Jackdaw before sailing. Approach the marked group from its edge and identify a clear turn-away lane before the first exchange.

Control the first exchange

Control the first exchange

Keep open water for a turn and verify the required target class as the active counter advances; a nearby sinking does not automatically satisfy a contract.

  • At the active marker, read the target classes and look for a nearby group with enough water to turn out. Treat older coordinates as Chinchorro orientation only; let the current marker identify the contract start.
  • Keep the fight on the group's outer edge. Commit to one required class at a time, use the Jackdaw weapons and range that fit the current loadout, and inspect the matching counter after each sinking.

Verify the target counter

Verify the target counter

The current counter records one Spanish frigate and two Spanish brigs, the named contract closes in the save, and the displayed payout is visible. Classic listings report 2,400 R, but the active result is the final check.

  • When the live count shows one qualifying frigate and two qualifying brigs, stop engaging and verify contract closure and payout. If the frigate is creating too much hull pressure, break away and repair before another controlled pass.
  • Check the displayed reward (2,400 R) only after the contract closes.

When the contract stalls

When the contract stalls

If a sinking does not advance the expected count, compare the ship's live class and the active contract counter before spending more ammunition. If hull pressure rises, turn away while there is still open water, repair at a safe stop, then return to a different edge of the group; do not keep firing after the required classes are counted.

  • If a ship does not count, check its class and the active target marker before attacking another vessel.
  • Repair and reacquire only the missing route leg instead of repeating a completed fight or delivery.

Common Questions

What is the route objective in 06: Contraband?

Sink one qualifying Spanish frigate and two qualifying Spanish brigs; check the live brief for its exact target wording and count. Work around Chinchorro waters; the safe first move is Repair and restock the Jackdaw before sailing. Approach the marked group from its edge and identify a clear turn-away lane before the first exchange.

How should I run 06: Contraband from start to finish?

At the active marker, read the target classes and look for a nearby group with enough water to turn out. Treat older coordinates as Chinchorro orientation only; let the current marker identify the contract start. Keep the fight on the group's outer edge. Commit to one required class at a time, use the Jackdaw weapons and range that fit the current loadout, and inspect the matching counter after each sinking. When the live count shows one qualifying frigate and two qualifying brigs, stop engaging and verify contract closure and payout. If the frigate is creating too much hull pressure, break away and repair before another controlled pass. The current counter records one Spanish frigate and two Spanish brigs, the named contract closes in the save, and the displayed payout is visible. Classic listings report 2,400 R, but the active result is the final check.

How do I recover a failed 06: Contraband attempt?

If a sinking does not advance the expected count, compare the ship's live class and the active contract counter before spending more ammunition. If hull pressure rises, turn away while there is still open water, repair at a safe stop, then return to a different edge of the group; do not keep firing after the required classes are counted. Preserve the last confirmed checkpoint and retry the smallest broken step instead of replaying unrelated cleanup.