Naval contract
10: The Realities of War
Before the first exchange, repair and restock if needed, read the named ship counter, and mark open water for a turn-out. Keep the Man o' War as the second-wave priority; spend mortars at range and use a fire barrel only when its line and timing are clear.
- Area
- Conttoyor contract waters (follow the active marker)
- Location
- Conttoyor contract waters (use the active marker)
- Reward
- 2,400 R in classic route listings; verify the current closeout
Player workbench
Clear The Realities of War's two convoy phases without mistaking an opening brig sink for the end of the contract or spending the Jackdaw's heavy-ship tools too early.
The first group tempts you to spend everything while the second wave contains the Man o' War. Preserve a safe turn lane and enough ranged pressure to respond when the live objective changes phase.
Why this entry is useful
A phase-by-phase naval plan that distinguishes the regroup trigger, opening brig counter, Man o' War priority, turn-out space, and optional boarding decision instead of treating the encounter as one undifferentiated ship fight.
Classic references place contract 10 at Conttoyor after The Law of the Ocean and list 2,400 R; one also describes a Man o' War-led second group and recommends hull preparation. These are older-game leads, not a firsthand Resynced test. Follow the present board, ship labels, objective counter, and closeout when they differ.
Before the first exchange, repair and restock if needed, read the named ship counter, and mark open water for a turn-out. Keep the Man o' War as the second-wave priority; spend mortars at range and use a fire barrel only when its line and timing are clear.
The active contract closes after its required convoy ships are cleared, and the save shows the actual reward. Any material gained by boarding is recorded separately from the completion state.
What are you trying to do with this entry?
Choose one decision and follow 3 checks in order.
- BoardSelect the named naval contract and read its present unlock requirement before sailing.
- Classic leadOlder references connect contract 10 to Conttoyor after The Law of the Ocean; confirm both against the active save.
- DepartUse the live marker and objective rather than searching for a remembered enemy spawn.
Start with the first check above and keep the confirmed area, marker, or objective beside the next move.
The first group tempts you to spend everything while the second wave contains the Man o' War. Preserve a safe turn lane and enough ranged pressure to respond when the live objective changes phase.
The active contract closes after its required convoy ships are cleared, and the save shows the actual reward. Any material gained by boarding is recorded separately from the completion state.
Treat the wave change as a resource checkpoint
Regrouping is the opening gate; the first brig counter is not proof that the convoy is complete. Re-read the objective when the second group enters, identify its Man o' War, and spend ranged damage only after you have room to turn away.
When a ship count or wave changes unexpectedly
Stop firing long enough to inspect the target class and live counter. If hull pressure is the blocker, make space and repair only through a safe state the game permits; do not assume the older guide's ship level, payout, or retry behavior applies to this build.
Contract board → ally regroup → two-wave ship plan
- At the Conttoyor marker, confirm The Realities of War is active and read the live wave/ship requirement. The classic route places it after The Law of the Ocean, but the board in this save decides whether it is unlocked.
- Sail close enough to regroup with the allies and let the objective/minimap identify the first enemy group. Engage the required brigs without steering into the center of the pack; after each sink, check whether the current objective advanced.
- When the second group appears, identify the Man o' War before firing. Open range for mortars, turn wide to avoid being held broadside, and use barrels only on a clear approach; do not spend the entire reserve on the opening brigs.
- Once the required ships are cleared, read the closeout and payout. Boarding for materials is a separate risk/reward choice—skip it if the Jackdaw is low or remaining enemies still threaten the route.
Route Plan
How to use 10: The Realities of War
Treat The Realities of War as two separate convoy phases: regroup and clear the opening brig counter, then identify the second group's Man o' War before spending the rest of the Jackdaw's ranged pressure. The old Conttoyor unlock lead and reward are not current-save proof.
- Open The Realities of War from the live Conttoyor-area board and check its present unlock, target classes, and wave objective; older references list it after The Law of the Ocean.
- Regroup with the nearby allies, identify the first brig group from the current markers, and check the target counter after each qualifying ship while preserving open water to turn out.
- When the next wave appears, tag the Man o' War, open range for mortars, and use a barrel only on a clear line; avoid being held broadside while the heavy ship chases.
- Verify contract closure and the displayed reward. Boarding for materials is optional and should not replace the required ship counter or a safe exit.
Save Checklist
Save Checklist
Use these checks before marking 10: The Realities of War complete.
- Entry type: Mission Walkthrough.
- Recommended check: Check memory.
- Main risk: Entering the formation center or exhausting ranged tools on the first group can leave no room to respond to the Man o' War; old ship levels and payouts may differ in Resynced.
- 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.
- Classic naval-contract references place contract 10 at Conttoyor after The Law of the Ocean. Check the current contract board and active marker for the unlock and start point before sailing; do not treat the older prerequisite as confirmed Resynced behavior.
- Regroup with the nearby allies, clear the first brig group, then defeat the second group that includes a Man o' War.
- Before the first exchange, repair and restock if needed, read the named ship counter, and mark open water for a turn-out. Keep the Man o' War as the second-wave priority; spend mortars at range and use a fire barrel only when its line and timing are clear.
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 Conttoyor marker, confirm The Realities of War is active and read the live wave/ship requirement. The classic route places it after The Law of the Ocean, but the board in this save decides whether it is unlocked.
- Sail close enough to regroup with the allies and let the objective/minimap identify the first enemy group. Engage the required brigs without steering into the center of the pack; after each sink, check whether the current objective advanced.
Verify the target counter
Verify the target counter
The active convoy objective closes and its payout appears in the current save. Count the required ships from the live objective; optional boarding/material collection is not a substitute for contract completion.
- When the second group appears, identify the Man o' War before firing. Open range for mortars, turn wide to avoid being held broadside, and use barrels only on a clear approach; do not spend the entire reserve on the opening brigs.
- Check the displayed reward (2,400 R in classic route listings; verify the current closeout) only after the contract closes.
When the contract stalls
When the contract stalls
If the second wave closes before you can line up mortars, turn into open water to create room and repair only if the live encounter lets you disengage safely. Reacquire the marked heavy ship before spending another volley; if a sink did not count, compare ship class and objective counter before attacking a replacement. Use a retry only when the current save offers it.
- 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 10: The Realities of War?
Regroup with the nearby allies, clear the first brig group, then defeat the second group that includes a Man o' War. Work around Conttoyor contract waters (use the active marker); the safe first move is Before the first exchange, repair and restock if needed, read the named ship counter, and mark open water for a turn-out. Keep the Man o' War as the second-wave priority; spend mortars at range and use a fire barrel only when its line and timing are clear.
How should I run 10: The Realities of War from start to finish?
At the Conttoyor marker, confirm The Realities of War is active and read the live wave/ship requirement. The classic route places it after The Law of the Ocean, but the board in this save decides whether it is unlocked. Sail close enough to regroup with the allies and let the objective/minimap identify the first enemy group. Engage the required brigs without steering into the center of the pack; after each sink, check whether the current objective advanced. When the second group appears, identify the Man o' War before firing. Open range for mortars, turn wide to avoid being held broadside, and use barrels only on a clear approach; do not spend the entire reserve on the opening brigs. Once the required ships are cleared, read the closeout and payout. Boarding for materials is a separate risk/reward choice—skip it if the Jackdaw is low or remaining enemies still threaten the route. The active convoy objective closes and its payout appears in the current save. Count the required ships from the live objective; optional boarding/material collection is not a substitute for contract completion.
How do I recover a failed 10: The Realities of War attempt?
If the second wave closes before you can line up mortars, turn into open water to create room and repair only if the live encounter lets you disengage safely. Reacquire the marked heavy ship before spending another volley; if a sink did not count, compare ship class and objective counter before attacking a replacement. Use a retry only when the current save offers it. Preserve the last confirmed checkpoint and retry the smallest broken step instead of replaying unrelated cleanup.