Assassin's Creed Shadows: The Pirate Alliance Quest Walkthrough
In the sprawling, tumultuous world of 16th-century Japan, as depicted in the 2026 blockbuster Assassin's Creed Shadows, the Shinbakufu aren't the only big bads on the block. While the main narrative focuses on the grand political machinations, the provinces are plagued by smaller, yet equally vicious, criminal factions. For the dynamic duo of Naoe and Yasuke, cleaning up these messes is all in a day's work. One such headache is the notorious Pirate Alliance, a band of seafaring scoundrels making life a living nightmare for the citizens of the Wakasa province. Their constant raiding and pillaging had to be stopped, and it was up to our heroes to send them to Davy Jones's locker. This is the story of that hunt.

Getting the Lowdown: The Quest Begins
To kick off this whole shebang, players needed to make their way to the town of Sakamoto Gate, nestled on the northwest edge of the Wakasa Province. It was a bit of a hike, but hey, no one said being an Assassin was convenient. Once in town, the key was a simple message board right in the center. A quick glance revealed the desperate pleas of the locals, detailing the pirates' reign of terror. Just like that, the "Pirate Alliance" quest was officially on the objective board. Talk about getting your mission from the community bulletin! 😅 For those deep into the main storyline, specifically "The Performer" mission targeting the Shinbakufu, this quest could also pop up as a side gig right before the final confrontation with Takeda Motoaki. Two birds, one stone.
Target #1: Kage - A Boatload of Trouble
The first name on the hit list was Kage. Intel placed him on a boat off the coast of Obama, Wakasa. A straightforward trip southwest of the town led to a vessel bobbing in the water, surrounded by his crew—a classic pirate entourage. Boarding the ship was the only option. After a skirmish that would make any swashbuckler proud, Kage was defeated. The reward for this effort was no small potatoes: the Brotherly Pride, an epic katana. This wasn't just any blade; it was a serious upgrade for any warrior looking to make their mark.
Target #2: Lopo Cruz - The Guarded Coast
Next up was the more elusive Lopo Cruz. His hideout was Nariu's Lair, a camp strategically positioned in the Shattered Coast of Wakasa, right between two landmasses. This place was no joke—heavily guarded and ready for a fight. The direct approach was possible, but the smart play, the Assassin's play, was to use stealth. Slipping through the shadows, taking out a guard or two silently, was entirely doable and highly recommended. Cruz himself was found chilling alone on a ship northwest of the main camp. With his crew distracted elsewhere, he was a sitting duck. Dispatching him yielded another fantastic prize: the Ocean's Grip, a legendary kusarigama. This chain-sickle weapon was a game-changer for crowd control.
Target #3: Little Kappa - Boom Goes the Dynamite
The third target, Little Kappa, had set up shop in Maizuru's Lair, also in the Shattered Coast. This camp had a distinct... explosive atmosphere. Barrels of gunpowder were scattered everywhere, presenting a golden opportunity. A well-placed tool—a throwing knife or a gunshot—could set off a chain reaction when Kappa wandered too close. While the blast wouldn't finish him off (these pirate bosses are tough cookies), it would certainly take a nice chunk out of his health bar. The ensuing fight was chaotic, with other enemies joining the fray, but perseverance paid off. Victory over Little Kappa granted the Kappa's Hammer, an epic Kanabo (a massive spiked club). But the real intel came from a rescued Jesuit priest held captive in the camp. After a thankful chat, he revealed the location of the final target: Sen.
The Final Choice: Sen - Redemption or Retribution?
The hunt led to the Yura Fishing Village in the Fukuchiyama area of Tamba. Sen wasn't hiding in a lair; he was in the western part of the village, seemingly living a quiet life. Here's where the story took a turn. Upon confrontation, Sen didn't reach for his sword. Instead, he spun a tale of reform. He claimed to have left his pillaging days behind him and was now working to help people. This presented players with a classic Assassin's Creed moral dilemma:
| Choice | Consequence | Reward |
|---|---|---|
| Attack/Kill Sen | A straight-up fight commences, ending the Pirate Alliance with violence. | Completes the quest. (No unique weapon from Sen for killing him). |
| Spare Sen | The conversation ends peacefully. Sen walks away, and the quest is still marked complete. | The "Buildup with Combo Ender" engraving. A powerful perk for sustained combat. |
It's a real "your call" situation. Choosing violence was straightforward, but sparing him acknowledged his potential redemption and offered a unique, non-weapon reward that could enhance your entire playstyle. You wouldn't get a shiny epic weapon from him, but that engraving? That's the stuff of legends for perfecting your combat flow.
Wrapping It Up: The Pirate's Life is Not for Them
By taking down (or sparing) Sen, the Pirate Alliance was effectively dissolved. The Wakasa province could finally breathe a sigh of relief. This questline was a perfect example of the side content in Assassin's Creed Shadows: narratively engaging, packed with tactical variety, and rewarding players with some of the best gear in the game. From the explosive showdown with Little Kappa to the philosophical choice with Sen, it proved that sometimes, the most memorable stories aren't in the main quest, but in cleaning up the side hustles that plague the people. So, gear up, choose your approach, and remember: in the shadows of feudal Japan, every faction, big or small, has its day of reckoning. 🏴☠️⚔️