Corsairs 3 to each his own burden Gascon passage. Walkthrough Corsairs: To each his own. Warehouse worker

Walkthrough of Corsairs To each his own. Stolen Jewel
From the magazine: I came across the corpse of either a pirate or a bandit in the jungle. On the body, among other things, I was able to find magnificent earrings. It’s worth asking around the city to see who they might belong to. I think I can get some good money for them.
From the magazine: It turns out that the earrings belonged to the governor’s wife. Jacques Dil Du Parquet was very glad that the jewelry returned to the family and gave me a map of the archipelago.
Walkthrough of Corsairs To each his own. Cannibals
From the magazine: At the port office, I learned that a man named Prosper Troubal needed help, and immediately. I'll hurry to find him. As I was told, he should be at the well, not far from the city gates.
Not far from the gate to the jungle there is a port authority house. Go inside and talk to Paul Gery. His friend was going to fight alone with the Indians in the jungle. He needs help. Exit the port office, go left and near the gate you will see Prosper Trubal - talk to him.
From the magazine: I don’t know how much I’ll be able to earn from this, or whether I’ll be able to earn it at all, but I couldn’t refuse a man whose daughter is in mortal danger. I go with Prosper Troubal into the jungle to eliminate a gang of Indians who are kidnapping the townspeople of Saint-Pierre. Go out through the gate, move along the forks like this - left, left, right (near the transition to the location with the cave, Prosper will stop you and tell you that you are already nearby). Go to the location, attack the Indians, trying to keep them away from Prosper, who will kill them with accurate shots. Talk to Prosper, enter the cave and rush at the Indians. The passage to the compartment on the left is narrow, you can stand behind it and repel the attack of the Indians one by one. After killing everyone, talk to Prosper - his daughter is alive!
From the magazine: Prosper and I successfully destroyed the red-skinned scoundrels, who actually turned out to be cannibals. We need to take another prisoner out of the cave and go back to the city.
In the far part of the cave, find Dilbert Coursey and talk to him. Leave the cave and talk to Prosper again. Return to the city and receive rewards from Prosper and Gilbert, 8000 pesos and 30 doubloons.
From the magazine: Everything ended well. Selina and her father returned to the city, and I received a worthy reward for my help.
Give the money to the shipyard and the ship is yours.
From the magazine: Well, Michel's wish came true: I became captain! Ha, if only Pula could see me now, proudly walking along the deck of this nutshell! I'm a captain... I just can't get used to this. Although, damn it, it's funny - who would have thought? OK. The time has come for the newly minted captain to start hiring a team. My brother said that the tavern owner could help me with this. Now I'm almost a real captain - I have my own team! I'm literally bursting with pride. Damn my brother... Now it's time to look for a navigator for my ship - I myself can hardly even get out to sea from the harbor, let alone get to Guadeloupe. Let me ask the bartender again - since he helped with the team, it means he will probably help with the navigator.
From the magazine: In the port I managed to find out about a certain navigator named Folke Delluc, who was imprisoned for debt. I have no other option - I have to try to get this man out from behind bars.
I'm going to the commandant. The commandant will advise you to contact a moneylender; if you have this amount, then you immediately pay off the debt, if not, you complete the money lender’s task.
From the magazine: In order to pay off Folke Delluc's debt, the moneylender offered me a rather dangerous task: to go to Le Marin Bay in the evening, recapture from the pirates a Spanish captive intended to be handed over to the British, and deliver him to him. You should go to the rendezvous on foot through the jungle
Walkthrough of Corsairs To each his own. Scarce product
One of the guards guarding the entrance to the French port asks Charles to bring him a bottle of European wine. The guard can be handed over to the commander of the fort for 1000 pesos, after which the quest closes. Wine can be purchased from any hawker for 700 pesos. The next morning we find the quest giver and hand over the wine, we get 1000 pesos. The guard asks Charles to get more wine, no less than 10 bottles, and no more than 60. For each bottle, 1000 pesos are offered, the wine must be brought within a week. We contact the shopkeeper and talk about wine. He replies that he does not have large quantities, but for a reward of 1000 pesos, he advises you to contact the store owner. The merchant is silent and does not talk about any wine. We return to the shopkeeper again. Don't be rude to him! We politely ask how this happened. For another 2000 pesos we receive a letter, with which we again go to the merchant. Now he agrees to sell us wine. Important! To purchase 60 bottles you need to collect 30,000 pesos, so it is better to complete this quest before going to the shipyard and buying a lugger.
Walkthrough of Corsairs To each his own. Spanish engineer
Ask what needs to be done - persuade the pirates to give up the Spanish engineer, who is a friend of the moneylender. Pirates must be waited in Le Marin Bay from 21-00 to 24-00. Follow the following path through the jungle - left, right, right, straight along the only path. Go to the water, there will be pirates with a Spanish engineer on the right. Talk to them, kill the two pirates, then fight the distrustful Spaniard. After defeating him, talk to him again.
From the magazine: The pirates really turned out to be intractable, and I had to deal with them. The Spaniard tried to get rid of me by removing the saber from the pirate's corpse and engaging in battle with me, but I quickly calmed him down. Strange, but the Spaniard claims that he does not know the moneylender... However, this does not concern me. Now you need to take the prisoner to Saint-Pierre.
In the city I should avoid meeting the guards until I take the Spaniard to the moneylender’s house, otherwise trouble will inevitably occur. You can’t go into the city until nightfall, because... There will be guards at the gate. Follow to the pirate town, go to the tavern and rent a room until nightfall. Or just wait until after midnight. Go to Saint Pierre, enter the city - the gate is not guarded. However, there are officers walking along the street - avoid meeting them, you will end up with a moneylender. Talk to him, get Folke's receipts. Go to the prison, show the commandant Folke’s receipts. Your navigator will be brought to you. Talk to him, leave the prison, in the hope of boarding a new ship. At the city gates you will be greeted by a certain funny guy - Walter Kutcher. He informed me that Cesare Craig, the owner of the pirate tavern Le Francois, wants to use the hold of my ship to transport a shipment of wine to Guadeloupe and is ready to pay ten thousand pesos for this. It would be stupid in my position to throw around such proposals. After equipping the ship for voyage, I will immediately go to Le Francois. Having agreed, go to the deck of the ship, press Enter and go to the cabin. Folke Delluc is on my team. I need to take him to my ship and hold a meeting in the cabin - perhaps Folke will tell me something useful. Talk to Folke, go ashore. It is necessary to purchase for my ship at least 100 pieces of cannonballs, nipples and bombs, 100 portions of buckshot and gunpowder for 200 shots. Having done this, go onto the deck of the ship. Enter the cabin, talk to Folke, he will tell you that you need to buy 50 weapons. Go to the same store and buy a weapon. Talk to Folke again, buy 10 barrels of rum and 100 portions of food from the store. Proceed to the port of Le Francois, disembark, go to another location and enter the pirate village. Talk to the innkeeper, he will say that he did not send anyone to you. Apparently you were lured into a trap. Go back to your ship and you will be attacked by pirates. Shoot them by clicking LMB. You can change projectiles using keys 1, 2, 3 and 4. Use the “TAB” key to aim the guns until the sight changes and shoot. To make the battle faster, press the R key and then the + key several times. Sooner or later the pirates will board you - defeat them in battle. Having captured the ship, reload all the goods onto yours. The fight was not easy, but I managed to win it. I think what happened will serve as a good lesson for me. Well, now you can breathe easy and finally go to Guadeloupe.

Today we'll talk about a game with an amazing story. Created by a team of Black Mark Studio fans, it attracted the interest of the official distributor of this series of games. Thus, a full-fledged version of the continuation of the epic, “Corsairs: To Each His Own,” was released.

Lots of Easter eggs, updated fleet improvement system. It also became possible for the main character to create things and ammunition. In addition, the world has become more open and the plot less linear.

The beginning, or Where to get a million

In this game you play as the French aristocrat Charles de Maura. Your father has asked you to find his missing son, your brother, in the Caribbean.
So, after you get off the ship in Saint Pierre, Martinique, you have two options for further development of the plot at your disposal. Variety is the beauty of Corsairs: To Each His Own. Quests can be done in many ways.

The first is you go to the authorities. For a beginner it is more correct, but there are some tricks here. Things will need to be hidden, and the weapon will need to be replaced with a harpoon. You can make a stash in the box that stands to the right of the fort gate.

Why such a turn? It’s very simple - then you will be arrested and all your things will be taken away. The governor-general of the island himself will come to the prison with a proposal. He frees you, and you pay off your brother’s debts. The amount is impressive, a million pesos, after all. Help would be useful here, but cheats are not very common in the game “Corsairs: To Each His Own.”

Having agreed, you go to the quartermaster, who will give you a basic set of armor and weapons. If at the beginning you hid things in a chest, further development will be easier. We're just going to see our brother in prison.

The second path of plot development is suitable for more experienced people familiar with the game “Corsairs 2: To Each His Own.”

Here we, having felt the freedom and freedom of pirate life, avoid the authorities and figure it out ourselves. You will need to run around the city and chat with residents. We are interested in the fate of our brother. In the process, you learn about the abbot from one person. Next, the path leads to the church. Benoit, through a friend, will help you get to your brother in prison.

Let's find out about - oh, God! - a debt of a million pesos, we get the first task. Please note, it is temporary. The point is this. Michel paid a deposit for the ship, but still owes 17 thousand pesos. You need to find this amount in three days, otherwise you will end up with a wreck.
Where can I get the money? Let's figure it out.

Call girl

For this quest you will need to find one lord. He usually hangs out in the square near the church. Look for a light-colored camisole and hat. The passage of “Corsairs: To Each His Own” is open and non-linear. Therefore, the name generated is different.

The point is. You need to go to the brothel and negotiate with its owner about the girl Lutisse Montagne. She must be brought to this aristocrat after eleven o'clock in the evening. He gives 6 thousand for all expenses, your earnings are the amount saved.
The secret is that you need to save before accepting the quest. When you receive a task, the cost of a girl for the night is randomly generated. It can be from 2,500 to 5,000 pesos. We load until we get the minimum number.

When talking with the hostess, choose the option that talks about the girl’s inexperience. You can pick it up from 23.00 to 00.00. In an hour it will be easy to manage and take her to the aristocrat.

In the meantime, we have some time, let’s earn some more money. Remember - in the game "Corsairs: To Each His Own" the map of the island is an indispensable assistant when completing quests. Don't forget to check it out from time to time.

Warehouse worker

There is a shop near the brothel. Our path lies there. There the owner will complain about his fate and talk about the runaway worker. We agree to find him. The reward is one thousand pesos. And that's just for discovering it. According to the orientation, it is located somewhere outside the city walls.

Our path lies to the pirate settlement of Le Francois. By the way, we’ll complete two more tasks along the way. They are described below.

So, the worker is in or near the tavern. After talking with him, we understand that the owner of the store is a miser, and Gralam will never return to him.

What can you do. We return with bad news. The merchant is upset, but gives a reward. And, in addition, he promises more if we help him hire a new employee. The higher your qualifications, the higher your earnings. The game doesn't let you relax. What can you do - “Corsairs: To each his own”! The ships will be redeemed soon, remember? So let's push ourselves.

We run to Le Francois. Where to look for an employee? At the tavernkeeper's. He turns out to be a sympathetic little guy. For just a thousand pesos, he will help with the task, but you need to walk for an hour.
While we wait, you can play dice; a possible win won’t hurt. After the agreed time, we return to the tavern and see the applicants. And this is where things get really great. In addition to the fact that the owner will only take 500 pesos for help, the workers also offer you bribes!

We choose the one that gives a bag of amber fragments. We will need the jewelry later, and in the city the store owner will pay us 5,000 pesos for it. But that will happen after the interview. Time is money, so we run to the head of the port department. It starts the quest "Cannibal".

Side quests

On the way to the pirate settlement, you can earn some more money. The first task will be “Scarce Goods”. Do you remember where you hid things at the beginning of the game? There is a city guard standing near this chest. Talk to him. It turns out that he is also French, like you. And his delicate stomach cannot stand the local swill. You will be asked to bring good wine.

It seems to you that it’s difficult to earn money in the game “Corsairs: To Each His Own,” codes would obviously not hurt. All wrong! After this quest you will forget these thoughts forever!

The income from this task is one thousand pesos. Time to complete - 24 hours. Simply and easily. Where can I get alcohol? Check the chests in the fort. If fortune is not on your side, a bottle from any merchant costs seven hundred pesos.

We take it after returning from Le Francois. The guard will be waiting on the upper platform of the fortress in the evening. But it was not there! This is not a mission, but the Klondike! The insatiable French are ready to buy 60 more bottles for 1,000 pesos. What to do? Where can I rob a carriage?

Don't panic! We go to any merchant and for a thousand coins we buy information that there is alcohol in the store. Having gone there, we come across a misunderstanding of the owner. Let's return to the scam. And he demands another 2000 for You need to pay. With this leaflet we return to the seller. You can now buy 60 bottles for P500 each. But! This is a one-time offer, so clear your inventory!

Net earnings - 27 thousand coins. And the card obtained in the next story mission of the game “Corsairs: To Each His Own” will greatly help in the future.

In the city, all quests available at this level have been taken. We go out the gate. But what is it? There is a corpse on the road, and the local aborigines are running away. Let's go through the dead man's pockets. 560 pesos for expenses, sundries and earrings. Save this decoration, we will need it later, when we return from Le Francois.

So, we dealt with the hard workers in the village (the quest is described above - “Warehouse Worker”). It's time to remember the find. We go straight to the Governor General. You can, of course, ask the price from traders, but the price there is lower. De Poincy will give you a “Cheap Map of the Islands” for them. Such a gift will make your passage much easier. “Corsairs: To Each His Own” is a game that is designed specifically for making money in the spirit of piracy.

Cannibals

Tropics, starving local population, sleek European aristocrats... It turns out that the port master is looking for an assistant to his friend. Prospero's daughter was stolen. The poor father used most of his property to buy a musket and is already outside the city walls. We'll run in later to get the money promised by the store owner, now - to save the girl!

We find Trouval near the well. From his story we understand that kidnappings have become more frequent, and this is carried out by cannibal Indians. They get food, so to speak.

In this task, we will not only enrich ourselves financially, but also gain a lot of experience, if there is a desire. Only if fencing is not pumped up, it will be bad. In the game “Corsairs: To Each His Own,” cheats are aimed specifically at this area.

The point is. Father will tell you how to act. If you do this, you will complete the quest quickly. If you destroy all the Indians yourself, without his help, you will gain a lot of experience.

In the cave we find a daughter and another hostage. We accompany them to the city and receive a reward. And this is neither more nor less - 8 thousand pesos, 35 doubloons and a good amulet.
In principle, the minimum of the game “Corsairs: To Each His Own” has been fulfilled. The ships can already be purchased. Do the math, you should have more than 17 thousand in your pocket. However, we still need officers, a crew, and ammunition. In addition, there is a whole day in stock.

How to have a fun night

What to do in a tavern while waiting for morning? Don't sleep!
There are several entertainments to choose from - gambling, duels, "cheating" the waitress. But first things first.

So, dice and cards. You'll have to save a lot here. How to win? Just. We always start with the maximum bet - 1000 coins. We bargain until the opponent agrees. For example, we play for 800 pesos. You win. It's better to save. If he wins, and then begins to drain his bank from you, we rejoice and earn money.
The main thing is not to win very often, otherwise they will call you a cheater and stop inviting you to the table.

When everyone is broke, you can still make money. Accuse someone of cheating. Or drink yourself to the point of quarrel. Duels are won easily, and those killed drop good things and a lot of gold if you're lucky.

The third fun is related to the waitress. You need to flirt with her until she invites you to spend time with her. We order a room from the tavern owner and wait. Instead of the girl, an accomplice appears, eager to rob us. Kills easily. The beauty of this task is that the waitress apparently has a lot of thugs. And from everyone you can get things and money. Without such pranks, the passage will be boring. “Corsairs: To Each His Own” allows you to experience the wild life to the fullest.

Rum for the bartender

Morning. The owner got rich by renting your room “for an hour,” so he’s kind. When asked about the task, you receive an offer to smuggle cargo.
It is important to remember your password when receiving a task! He won’t sign up anywhere, and the quest cannot be completed without him. There are several options, but the most common are: “the bay is ready for landing” or “Old Thomas has been waiting for beer.” We repeat: yours may be different. I'll have to write it down.

So, at seven o’clock in the evening we go to the pier, board the longboat and quickly move to the right of the pier. If the wind is fair, it will be easier, if not, we go in zigzags.
Destination - the ship "Ghost" near Lamentin beach. When the boat from the longboat approaches it, you will need to write a password in the dialog box. You remember him, right?

We receive the smuggled cargo and quickly move towards Le Francois Bay. There you hand over the ship with alcohol to the tavern owner’s people, and you yourself go on foot to him. You get 5,000 pesos, a couple of bottles of rum and a gift.

Spanish engineer

We bought the ship. Where can I get the team? That's right, in a tavern. After much questioning and persuasion, the bartender gives a tip. There is one sailor written off ashore.
We introduce ourselves and answer a meticulous interrogation. He agrees to come to you, but only with his entire team. Not bad! 40 sailors at once for 8,000 pesos.

But where can you get a navigator? The tavernkeeper doesn't know. We run to the port. Good people say there is one. He is in prison for debt.

We go to the moneylender. You will have to overpay 11,000 pesos. Or maybe there is another option? Eat. We need to free his friend from captivity. Easily!

Freebies are the basis of the game “Corsairs: To Each His Own”! Quests are complemented by gifts. Hide your gun before meeting a loan shark. He will give you a new one, with cartridges!

At half past twelve at night we go to the beach and fight off the Spaniard from the pirates. The secret is that the first robber you meet must be killed first, immediately after the conversation. The rest are easy to put in. But even the saved one will attack you. We beat him until he gives up.
Now comes the hard part. Patrols roam around the city at night, so you need to avoid getting caught. We save in front of the city.

After completing the task, we get and therefore a navigator.
We are purchasing provisions for the ship. Collect more charges for guns - buckshot and nipples. At the exit from the bay he will attack

It's easy to get rid of. Let's lower all sails. We immediately destroy all the rigging with clips, and then with maximum commands with buckshot. We board and rob. You can't take it for yourself.

"Corsairs: To each his own." "Dutch Gambit"

The second part of the epic is connected with the West India Company. Here you will have to master the entire archipelago. At this stage, you can already have several ships and a slightly more pumped-up crew.

During the second part you will visit Guadeloupe, Cuba, Maracaibo and other places. This is the advice. You will often come across tasks to destroy pirates, or you will meet them while sailing. Always attack several times with nipples, and then constantly with buckshot. Then board. Only this tactic will allow you to constantly win and get rich quickly.

When you complete the storyline, the reward will make you happy. A stunning ship and a great experienced officer. Next will be the last part - “Corsairs 3. To each his own.”

Pirate Saga

Hooray! A million pesos have accumulated! Let's ransom my brother. But it's not that simple. The Governor-General took the money, but does not want to release the prisoner. Like, we still need to help him become the leader. Well, what a problem! Go against all the pirates at once!
Compared to this, the second part of the game "Corsairs: To Each His Own" - "The Dutch Gambit" - is just child's play!

But it is not all that bad. There will be helpers here too. Especially if you know the secrets. When you find yourself in Cartagena (it is advisable to raise it), find a pirate in the city. He has a very good sword. Have you already learned how to fight a duel?
To capture Tortuga, you will need influential connections. Next the path lies to Zacharias, to Cuba. He will send us to look for the cartographer. This is how the next branch of the game “Corsairs: To Each His Own” begins - “Island of Justice”.

After the task “Shadows of the Past” we will receive a Morgan flamberge, which has no equal in the entire Caribbean.

At the end of the line, you will kill Levasseur, report the change of power in Tortuga to de Poincy and free your brother. The reward is a frigate with a crew and a privateering patent from France.
But this is not the end of the game "Corsairs: To Each His Own"! The gambit was played out brilliantly. Now we rush to defend Saint-Pierre, our brother's former prison. After all, now our hero is a French officer!

Do you want to become invincible right away? Or is it easy to complete all tasks? We will tell you about tricks and bugs.

So, in the game “Corsairs: To Each His Own,” codes are few in number, but there are a lot of “crude” moments.

For example, when you capture an enemy ship, you can combine his crew with yours. To do this, hold down the “shift” button. You may not succeed the first time, but the next ship will reward you with an endless crew. It's time to bomb the forts!
By the way, about this. With the entire playthrough behind us, “Corsairs: To Each His Own” is not over. It's only begining. No quests. Absolute freedom. We recruit officers from taverns with upgraded pistols and fencing skills, and then use the F2 button to add them to our squad. And among pirates you will have no equal!

A thousand devils, rascals!
I am the author of this guide, currently known (as of 02/28/2018) as piratej051. I'm a gamer just like you, and I also struggled with the game's mechanics during the first few hours of the game. Struggling with conventions, illogicalities, time constraints and other troubles, I realized that every time I was looking for answers to the questions “how should I have guessed to talk to the fort guard, when in my life I could manage to sail across the entire Caribbean Sea in two weeks to deliver guns and why does playing on Guadeloupe overload my puny lugger by a ton?” on external sites is unprofitable and not very convenient, given the fact that the dense, half-breathing game engine does not support multitasking in full screen. That's why you're reading this guide now - here I tried to collect the basis for a beginner, the most superficial tips and judgments, as well as the passage of the storyline and DLC. You will be an incredible help to me and the entire community of players if you add some information in the comments to the guide, find an eye-catching typo, or do some other good deed by adding, say, a link to an external source of information for other readers. Don’t be shy to ask questions about the subject - they will answer you, and if they don’t answer, then together with you they will find the answer! Don’t forget that we all here went through the thorns of Russian game development, and we all like it. Enjoy reading!

Source of information - website
If you have any questions regarding the further passage of the game, it is recommended that you read it first!

Gascon's Burden

UPD: Since a certain patch, it has become possible to go through the introduction differently!

Chat with the sailor, run deep into the island and enter the residence. It's very easy to find. Talk to the governor sitting on the chair. You are being arrested. Soon Philippe de Poincy will approach the cell bars. Talk to him, your things will not be returned to you, but you are now free! It's time to figure out what this brother did. Go outside, immediately turn right and go around the building. There will be an entrance to the dungeon here - go down there, find the stairs to the lower tier and move in its direction. Turn right and find your brother in the far right chamber. Talk to Michel de Monpeux.

So, we need to get a ship (Michel paid a deposit of 5,000 pesos for it, but another 15,000 is needed), hire a navigator, go to Guadeloupe, find Fadey, get the debt out of him peacefully, then return to his brother. Follow the pier, there will be a shipyard on the left - go inside and talk to Gaspard Blondel, the shipwright. So, you now owe him 17,000 pesos, they need to be returned in 3 days. Go to the tavern, which is approximately opposite the left pier (closest to the shipyard), talk to the innkeeper about work.

Go to the residence and talk to the man who arrested you - he will make amends by giving you a sword, a pistol, and a light leather corset.

(Helpful information: if you don't want to lose your pistol, sword and several hundred pesos, you can bury the contents of your inventory in one of the chests in the fort before heading to the residence. In order to remove the sword, you will need to buy from a gunsmith or steal from houses The harpoon is like a fairly cheap edged weapon that you wouldn’t mind giving to the jailer)

OR!

Don't go to the residence. In this case, you will not receive the corset, pistol and Bilbo sword, but you will not have to hide things in the fort. Interview citizens on the streets about your brother - the fifth or sixth person interviewed will send you to the abbot of the local church. He will ask you to come to him in a day to meet with a person who can lead you to your brother. We arrive, follow the man, talk to the brother. We refuse the answer option with “get money quickly and inexpensively,” and if you accidentally wander into this thread of dialogue, we refuse the abbot’s help. Let's go do the tasks.

Complain about life to your brother! Then he will offer you to borrow a “small” amount from a family friend, the abbot. We agree, we go to the abbot, we receive a loan of 50,000 ever-ringing coins and a chest with doubloons on the terms of return within 6 months. In this case, you will not be able to complete any of the quests in the starting line, but you will quickly set sail, albeit with a debt under your belt. But you are a corsair! This is too uninteresting and easy option, in my opinion.

Rum for the bartender

(The quest is taken from the Bartender in the tavern)

This task will need to start at 19.00. When 19.05 arrives, the entry in the log will be updated - the longboat has been delivered to the pier. Go to the left pier, proceed to the longboat. Press the Enter key, select the function "Sail to Port Le Francois". To select the desired tailwind, disembark at the port and board the longboat again. From here, swim along the coast to the left, go around the rock, swim straight until the next turn to the left. After going around the second rock, follow the compass to the north (N). At approximately 02.00, press Enter here, select the “Send boat” command, the Ghost ship icon should appear in the list at the top left - click on it. The captain of the ship will approach you - tell him the password. Passwords in the game are randomly generated. If you suddenly forgot it and didn’t write it down, here are some of them:

The boards and tow will be there in the morning

Don't wait for the south wind

Old Thomas is tired of beer

Camels go north

The bay is ready for landing

Write in the transcription that the innkeeper gave you - no need to put a period at the end! After receiving the rum, sail back to the port of Le Francois. Land at the port, talk to the men and go to Saint-Pierre's tavern for your reward.

Call girl

Walk around the town and you will be stopped by Arthur Scalon, a man in a light brown suit with a hat. He offers to help him - he needs to go to the brothel and talk to Aurora, order a new blonde for one night and bring her to the house. Arthur gives us 6000 pesos, saying that we will need to pay 3000-3500 pesos per night. Agree! Having agreed, you will recognize the name - Lutiss (or Lucille, or something else). You will need to bring the girl no earlier than 23.00. Follow to the brothel, talk in the room with Aurora, the local pimp. Say that you need Lutiss. Pay the money. Aurora will say that Lutiss will be free at 11 pm and you need to pick her up before midnight. From 23.00 to 24.00, go to the brothel, to the common room. Start a conversation with the blonde Lutiss and tell her to follow you. Leave the brothel, go towards the residence and, facing it, approach the house, opposite the entrance to the refuge of the Order of Malta. The girl herself should ask if you are there. Answer yes, wait for her to go inside, and thereby complete the task. You don’t have to come for Lutiss that same night, you can do it the next day. It is important to show up between 23.00 and 24.00!

Stolen Jewel

Go into the jungle - from the residence to the left and through the guarded gate. At the fork, go left. At the next location ahead you will see two natives running away. You should not run after them, but on the road to the right, find and search the corpse (key 1 by default) of either a pirate or a bandit. Among other things, there are earrings. You need to ask around the city who they might belong to. The earrings can be sold for 4,000 pesos to a store merchant. But here's what you need to do - go to the governor, show him the earrings in the dialogue - these are his wife's earrings. As a reward you will receive a map of the archipelago! If you need money, you can sell the map and use the one in the Steam guides.

Warehouse worker

Find a store near the prison, talk to the owner about work. Agree to find the person from the warehouse. His name is Gralam Lavoie. The merchant said that he was definitely not in the city. Go out into the jungle, move left-right-left to get into the pirate's nest - Le Francois. This is where he hides - you can accidentally find him on the street, or in the store, to the right of the entrance to the village. After talking with him, return to the store seller in Saint-Pierre and report that you have found Lavoie. After receiving the money, begin the second part of the task.

You need to find a new employee for the quest giver’s store in that same pirate nest. Return to the pirates in the village, right opposite the gate there is a tavern - go inside and talk about the employee with the innkeeper. Give him 1000 pesos, he will recruit the right candidates for you in an hour. Return to the innkeeper in an hour.

(To wait from an hour to a day, just break into someone’s house and, going to the bed, select “Thinking out loud” - “I could use a rest” in the action menu)

After sleeping, return to the pirate tavern, three men standing in a row will appear here. Talk to each one - they will offer different rewards if you choose them. The best choice was the man who gave 500 pesos for another bag of amber. Tell him that the choice fell on him. Wait for him to leave the tavern, then go out yourself. Return with him to the store in Saint-Pierre, talk to the merchant after the man gives him part of the reward. Come to the store in an hour and receive 5,000 pesos as a reward from the seller.

Cannibals

Not far from the gate to the jungle there is a port authority house. Go inside and talk to the man at the desk. His friend was going to fight alone with the Indians in the jungle. He needs help. Exit the port office, go left and near the well you will see a man with a musket - talk to him. Go out through the gate, follow the forks like this - left-left-right. Go to the location, attack the Indians, trying to keep them away from Prosper, who will kill them with accurate shots. Talk to Prosper, enter the cave and rush at the Indians. The passage to the compartment on the left is narrow, you can stand behind it and repel the attack of the Indians one by one. After killing everyone, talk to Prosper - his daughter is alive! In the far part of the cave, find Dilbert Coursey and talk to him. Leave the cave and talk to Prosper again. Return to the city and receive rewards from Prosper and Gilbert.

Advice - for easier fights, you should slow down time by Num -. If you have a laptop, then the manual in the game folder says how to speed up/slow down time.

Scarce product

One of the guards guarding the entrance to the French fort asks Charles to bring him a bottle of European wine. The guard can be handed over to the commander of the fort for 1000 pesos, after which the quest closes. Wine can be purchased from any hawker for 700 pesos. The next morning we find the quest giver and hand over the wine, we get 1000 pesos. The guard asks Charles to get more wine, no less than 10 bottles, and no more than 60. For each bottle, 1000 pesos are offered, the wine must be brought within a week. We contact the shopkeeper and talk about wine. He replies that he does not have large quantities, but for a reward of 1000 pesos, he advises you to contact the store owner. The merchant is silent and does not talk about any wine. We return to the shopkeeper again. Don't be rude to him! We politely ask how this happened. For another 2000 pesos we receive a letter, with which we again go to the merchant. Now he agrees to sell us wine.

Important! To purchase 60 bottles you need to collect 30,000 pesos, so it is better to complete this quest before going to the shipyard and buying a lugger.

Total costs for the quest: 33,700 pesos, we get 60,000 pesos.

The Gascon's Burden. Continuation

After you complete all the described tasks, go to the shipwright and give him the remaining debt - 17,000 pesos. The ship is yours! Go to the tavern, talk to the innkeeper - tell him that you would like to hire a team. He will say that a sailor decommissioned from service sat behind you. Turn around, there will be three people sitting at the far left table - there are two of them on the left bench, the one closest to you is that same sailor. Talk to him, he will say that all the sailors together - 40 people - will go to serve. You need to pay an advance of 200 pesos per brother. Those. in total you need 8000. But don’t rush to hire them, go to the store and buy food and medicine for the ship from the merchant - at least a little, because... the sailor will require their presence on the ship. Go to the tavern, tell the sailor that there is the required amount. Confirm that provisions and medicines are on board. The team has been hired! But we still need to find a navigator.

Go and talk to the innkeeper - he doesn’t know any suitable people, but he advised you to ask other city residents on the street. All you need to do is walk around the city and ask the townspeople if they know any navigator. Sooner or later, a townsman will say that there is one, but he is in prison. The navigator's name is Fulk Delluc. Go to the prison where you were kept. Enter and you will see the commandant on the left. Talk to him about the matter, ask about Folke. The commandant will advise you to contact a moneylender. Go to the moneylender, his building is opposite the prison with the BANK sign. Talk to him about the amount of debt - 10,000 pesos is a lot of money, so ask if you can carry out some kind of assignment that the moneylender would value at this amount. Here's a new task!

Spanish engineer

Before accepting the quest, you should hide your pistol in some chest, if you have one. Then the moneylender will give you a pistol, gunpowder and some bullets for it.

Ask what needs to be done - persuade the pirates to give up the Spanish engineer, who is a friend of the moneylender. Pirates must be expected in Le Marin Bay from 21.00 to 24.00. Go to any house, go to the bed and sleep until 21.00 or later. Follow the following path through the jungle - left-right-right-forward. Go to the water, there will be pirates with a Spanish engineer on the right. Talk to them, kill the two pirates, then fight the distrustful Spaniard. After defeating him, talk to him again. You can’t go into the city until nightfall, because... There will be guards at the gate. Follow to the pirate town, go to the tavern and rent a room until nightfall. Or just wait until 00.00. Go to Saint-Pierre, enter the city. Officers walk the streets - avoid meeting them, you will end up with a moneylender. Talk to him and get Fulk's receipts.

The Gascon's Burden. Continuation

Go to the prison, show the commandant Folke’s receipts. Your navigator will be brought to you. Talk to him, leave the prison, hoping to board the deck of a new ship, but one person will stop you. He was sent by the tavern owner of the pirate village Le Francois. He knows that you are going to Guadeloupe and wants to offer a way to make money. No need to refuse! Having agreed, go to the deck of the ship, press Enter and go to the cabin. Talk to Folke, go ashore and wait for the store to open, sleeping in the tavern until the morning. You need to buy goods in the store so that in the holds of the ship there are 100 portions of bombs, cannonballs, nipples, buckshot, as well as 200 portions of gunpowder. Having done this, go onto the deck of the ship. Enter the cabin, talk to Folke, he will tell you that you need to buy 50 weapons. Go to the same store and buy a weapon. Talk to Folke again, buy 10 barrels of rum and 100 portions of food from the store.

(Or you can buy everything at once, so as not to run from the cabin to the store three times)

Proceed to the port of Le Francois, disembark, go to another location and enter the city. Talk to the innkeeper, he will say that he did not send anyone to you. Apparently you were lured into a trap. Go back to your ship and you will be attacked by pirates. Shoot them by clicking LMB. You can change projectiles using keys 1, 2, 3 and 4. To make the battle faster, press the Num + key several times. Choose whether to board the ship or sink it in battle.

Hooray! You have opened access to the world map!

Guadeloupe

Press Enter, go to the world map and sail up from the island, north, to Guadeloupe. Moor near the city, find Fadey's house (second on the left if you go in a straight line) - it will be called that as you approach the door. Talk to the man, say that you are from Michel. He has no money, but he will give us the Leader's Daga - don't you dare sell it or throw it away, or you'll get into trouble. Ask about the thieves, find out about the captured Indian and the stolen collection of sabers, which, if found among merchants on the islands, will need to be ransomed. Go to the prison, talk to the commandant so that he will let you see the Indian. Go deeper through the entire corridor and talk with the Indian standing behind bars. Return to the commandant and ask what needs to be done to free the Indian - you need Fadey's consent. Go to Fadey, talk to him. He asks you for a penalty of 150 doubloons. Say that the man fell out of his mind to ask for that kind of money. The amount is now 100 doubloons. One way or another, don’t free the Indian yet, sail to Martinique and talk to Michel. He will say that Fadey slipped us a cheap saber (which, of course, is not true), and will also say that you should ask Fadey to find some work for you. Head to the tavern and hire a new team if you have the money. Return to Guadeloupe, give Fadey 100 doubloons (you can exchange it with a moneylender, which will cost 10,000 pesos, or rob houses for gold doubloons in wallets), go to the prison and give a note from Fadey to the commandant. Follow to Tichingit's cell and report that the Indian is free. In a conversation with him outside the city, agree to accept the Indian into your team. Return to Fadey and ask him to find a job for you.

This Indian is a very valuable officer. He doesn't ask for much money, but he is always loyal to you, which means that he will never leave the team. He is also very good in battle, I advise you to give him a pistol of your choice and ammunition for it, as well as equip him with heavy weapons.

Promotion Tips

Freeplay is a cruel thing. Here are a couple of tips.

After the release of the Final Lesson DLC, you are unlikely to have any time left for freeplay, but such is this world with:

Quests.
In fact, everything is simple here. Generator quests, as they are called, are everywhere, absolutely everywhere. Steam has a guide dedicated to them, but I'll add a couple of tips:
1. You can extract information about “Easy Prey” from the tavernkeeper if you have a positive reputation, or from drinkers if you have a negative one - a rather useful quest.
2. Also, if you come across a captain offering to talk to him on board his ship, before boarding it, save and complete the “Hot Raid” quest until the quest conditions are acceptable to you.
3. Brothels sometimes need to be visited. To raise, hehe, morale. And, of course, random quests appear there.
4. Quests in the port departments are meaningless and merciless, but there is one there, a good one. If you help the head of the control center return his ship's logbook to the bungling captain, you will receive a fabulous +2 to navigation.
5. Governors. Their tasks are a great way to raise a bunch of characteristics for yourself - Stealth, Authority, Fame and Title.

Freeplay.
Everything is not so simple here either. You are, in fact, kicked out into the open world with a bunch of questions - “Huh? What? What should I do?” Okay, first you need to upgrade Navigation to get a level 4 ship (or just find a good navigator), improve your fighting skills and recruit a team. Here are a couple of tips:
1. Ship. Each ship belongs to a certain class, from 6 to 1, respectively. 6 is a ridiculous tartan, and 1 is manowar and the like. Each class of ships requires a certain level of Navigation skill, and if this level does not correspond to the class of the ship, then when controlling it, your character will receive hellish penalties in all uncovered places. Hire efficient navigators, upgrade your skills and don’t rush to take on galleons when you can’t even pull a longboat.
2. Officers. A very useful mechanic - I advise you to buy Boatswain, Gunner and Treasurer/Carpenter as quickly as possible. They will help you a lot. (Boarders, by the way, can be placed in command of ships, so you can grab a couple of them)
3. Conduct of battle. These are my personal tips for fighting. Several tactics will be presented here:
- Conducting naval combat. Tactic number one.
Needed - Knipelli x150 per ship, Buckshot x100 - 150 per ship.
Tactics: we take down the enemy’s sails, and then we ride around him, taking out the crew from the onboard ones. We board and increase our self-esteem with every victory. Don't forget to search corpses and chests.
- Tactic number two.
Needed - Knipelli x150 per ship, Bombs/Cannonballs x200 - 300 per ship.
Tactics: we still tear Herod’s sails, after which we roll in circles with a grin and spin around our axis, causing physical damage to the enemy. Skills that increase damage to a ship or a gunner with these skills and high performance are absolutely necessary, otherwise you will fire more than half of the shells into the sea.
- Ground combat tactics.
What is needed is reaction and patience.
Tactics: with any weapon, be it a butter knife or an uberbuberubivator9000-saber, parry the enemy’s blows until he is exhausted, while he is out of breath, hit him, if you have a heavy weapon, do not disdain the penetrating blow. Shoot at the enemy when he runs out of energy and you don’t have enough to attack. Fight, respectively, at a speed of 0.5x, because because. Don't believe me? Try to board a ship with a crew similar to yours at 1x speed, then we'll talk.

There is a lot more that you can do in freeplay, banal trading or slightly less banal smuggling, for example. I won’t list it all, you will find the most obvious things yourself, and the most non-obvious ones are not always worthy of searching for this non-obvious thing.

Caribbean customs

To receive the task, you need to talk to Fadey and ask him about the job after talking with Michel. I don’t recommend delaying the quest! You need to come to the store tomorrow and talk to Gerard Lecroix. Follow to the store, talk to him. We need to deliver the cargo to the fort of Port-au-Prince on French Hispaniola. Go to the ship, go to the map. If this doesn't work, it means the ship is overloaded - sell the extra items in the store. Swim left up to Hispaniola. Moor at the port of Port-au-Prince, on the western part of the island. Exit into the jungle (the gate is on the far right side of town as viewed from the pier). Turn right, run to the fort and go down. Go to the armory and talk to the commandant.

Having received 5,000 pesos, find out the next order - go with 15 guns to Porto Bello, find the frigate Militant and hand over the guns to Captain Florian Choquet. This is all off the coast of South Main. As soon as you receive the task, immediately swim out. Most likely, you won't be able to swim far, because... you will be attacked by the same Spanish interceptor over and over again - wait for it near the fort and sink it with the help of your allies. Then sail down to the shores of southern Main. Porto Bello is an enemy port, so sail a little west of it and go out to the open sea. When the alarm goes away, swim up to the Warlike One and send a boat to him. Talk to the Warlike captain and agree to help him with reconnaissance. The necessary informant's name is Jaime Silicio, he is a merchant. The galleon is named Alcantara. You need to get into the city at night, through the jungle. Time – no more than two days.

There is one small bug that helps with entering the city at night. It is associated with quicksaves (F6) and quicklocks (F9). Probably, overwriting the same save can lead to some problems and the saved file going to the trash bin, so I advise you to use it with extreme caution! The tactics are simple: when talking with an officer (Spy? Grab him immediately!!!), first press F6, and after three seconds - F9. Miracle! The guard does not react to you and stands still, although the others are still on guard. Convenient, but dangerous.

Sail into Mosquitos Bay and disembark. Wait until night. From the beach, go like this - straight left, left, on the right there will be a gate to the city. Enter the city, carefully make your way to the far left side. A bridge will lead to the shipyard; opposite the bridge there is a corner house - a tavern. Enter there. There is no point in talking to the innkeeper. Find a drunk here who will offer you a drink (standard drunk). Agree to have a drink, then ask about the news in our area. He will begin to talk about the captured spy - ask him until the last minute until an entry appears in the journal. Now you need to find some inconspicuous person who needs money. Beggar! Rewind time to 12 days or a little later, find a beggar in the city and offer him to earn money. Hide around the corner, rewind time to 23.00 or later, go to the shipyard on the pier and find out the information obtained by the beggar. Return to the jungle, to the shore of Mosquitos Bay, swim to the Warlike ship and report the information you have learned to Captain Shoka.

Find out from him about the next task - you need to intercept the Pueblo ship, which is carrying a cargo of gunpowder for Alacantara. Swim along the coast of Maine to the right and meet that same ship. Attack him, sink him or board him - it's up to you. Next, sail to Guadeloupe, enter the store and talk to the merchant - Lecroix passed through him your reward - 400 doubloons. The quest chain is complete! Now continue to live a normal sea life until three months have passed since your last meeting with Michel. The easiest thing is to transport the goods of store traders. Ask them if they want to charter your vessel and use the map for orientation:

At the same time, do not forget that you need to reach level 5 (rank) before meeting Michel.

Dishonest competitor*

*The quest drops randomly, I got it in the Bas-Tera store

Follow to the store, talk to the merchant and he will ask you to help him in business - you need to call a certain person from the tavern. Go to the tavern, find a man wearing a mask over his mouth and a hat - wearing dark red clothes. Go back to the store, ask about other matters. Take the letter to the commandant for 300 pesos. Take the letter, return to the merchant and convey the commandant's answer. Ask what happened, offer to help. You need to find a competitor of the merchant and convince him to close the smuggling shop. We need to go to the tavern, find the smugglers sitting and say that we need goods at low prices. We suggest meeting, the smuggler will tell you to wait for him near the port office (or another building, read) when it gets dark. We turn the clock hands to 12 at night, go to that building and wait for the smuggler. After the conversation, follow him, when you get into the house, tell him that a detachment of soldiers is waiting behind the owner’s door. Let him go, he will pay you 10,000 pesos. Go to the store merchant in the morning and tell him that the competitor is no longer there. Receive another 15,000 pesos as a reward.

DLC1 "The Last Lesson"

On May tenth, 2k16, a new addition for KKS was released - the Final (Last) Lesson, which adds six quests aimed at increasing the level and skills of players at the beginning of the game. Quests have two possible endings, with different rewards, respectively. To take on quests, you must have a rank from four to twelve, to receive the Final Lesson quest - up to fourteen. Considering that quests cannot be taken upon reaching rank fifteen, after completing the tasks from the DLC you will need to take the Dutch Gambit quest as quickly as possible if you want to play as TPO or Fleetwood.

Attention! The expansion was released recently, and players are arguing about the mechanics of some quests. Thus, it is impossible to say absolutely exactly what influences the outcome of the “Almost Like Home” quest, no matter how sad we are. Also, in all quests you will have to fight, very, very much fight. I advise you to get good boarders, buy a sloop or a better ship from the shipyard with a navigator better than Fulk Delluc (Why the hell was he renamed?), hire a crew and raise their morale.

DLC1: ​​In the Mousetrap

Quest pick up location: Capsterville

On the street, English Marine Lieutenant Caspar Gratton approaches you with a request to perform a small favor. He and four of his subordinates set off from St. John's to the shores of the island of Sint Maarten, but on the way they were caught in a storm, the ship was quite battered, and it takes a significant amount of time to restore , and the urgency of the matter requires their immediate arrival at the Grand Case Bay of Sint Maarten. We agree to take them to the designated place.

We deliver an unusual military group to the specified place on time, where we are surprised to learn that there will be no final settlement, since there is no lugger expected in these waters. Instead, it was proposed to delay for 2-3 days and wait for this military group in the bay, and then deliver it to Antigua. We stay on the island and make our way into the city. In the tavern we learn that an English ship with high-ranking military personnel on board has been captured off the coast of Sint Maarten. It was decided to send the captured prisoners to Willemstad, but according to rumors the British intend to send a sabotage group and organize the escape of the prisoners. It is necessary to inform the soldiers about the mousetrap. At the exit from the tavern, a man will meet you and lead you to the governor - don’t be afraid, he’s just warning the captains about a reward for information about the whereabouts of the English sabotage group. We remain silent and leave.

We set out into the jungle in search of a group of Englishmen and tell them that their plans have been revealed. They are holed up in a cave near the city, it won’t be difficult to find it (There are two entrances to the cave: a well (from the beach where your ship moored - straight), and a jungle) When the former passengers are notified, Lieutenant Gratton will talk about the group’s plans and again ask for help.
Of course, without our help they will not be able to get to the Sint Maarten prison and rescue the prisoners. You need to meet with the agent at the Philipsburg church.

So, there are two options.
HELP THE AUTHORITIES
A completely undesirable option, but if your holds are empty of cannonballs and buckshot, and the team can barely understand the musket, choose it. Instead of meeting with the agent, you can go over to the side of the Dutch and report to the commandant about the saboteurs. The commandant will offer to lead the liquidation group to the cave. We agree.
Before arriving at the location of the saboteurs, the officer of the liquidation group invites Charles to go into the cave and distract the attention of the British while the main part of the Dutch descends from the other side of the cave. We agree, and for some time we hold back the onslaught of the British, who realized that Charles had betrayed them. During the battle we defeat the English sabotage group.
The next day we go to the governor of Philipsburg and receive a GVIK license for six months as a reward. Charles's reputation among the Dutch increases, relations with England deteriorate. (If England prescribes NGP, please indicate the amount in the comments, it will be entered here)

HELP THE SAUTE GROUP
Difficult option. You will have to fight sooooo much, you will also have to board or sink the ship in the roadstead (Here I didn’t understand the pattern - when I had a lugger, there was a brigantine in the roadstead, such a serious boat is many times cooler than mine, and when I bought a sloop - in the roadstead there was absolutely the same sloop. Hmm).
The specified agent agrees to help neutralize the prison guards, but to do this he needs 24 doubloons to purchase a sleeping gypsy potion for the guard soldiers. We pay the specified amount and after everything is completed by the servant, we return to Lieutenant Gratton. You need to meet them in the jungle after 23.00 and escort the saboteurs to the prison doors without getting caught by the city patrol. Our ship should be in Grand Case Bay.
With all precautions, we bring the saboteurs to the doors of the Philipsburg prison, wait in a script for the end of the operation, and just as carefully, return to the ship.
A Dutch ambush awaits us in Grand Case Bay. We can leave the soldiers to fight, shooting at the scoundrels from behind the backs of their fellow sufferers, we can stand in a narrow passage and fight off the Dutch cabbage soup. After the battle is over, we make a save and go out to sea, where we sink or capture a cruising Dutch ship. Attention, you won't be able to escape! This is the script. I swam three thousand yards away from the ship, breaking its mast, but the exit to the global map was still closed. After the ship is destroyed or captured, a larger government ship appears on the horizon - it’s time to get out.
We deliver the entire company to Antigua, where Lieutenant Gratton will invite Charles to an appointment with Colonel Fox. After reading the report on the operation, Colonel Jonathan Fox was very pleased with our help in this matter, he paid 30,000 pesos for expeditionary services, gave him an arquebus and a good blade. Holland prescribes an NGP of 10,000 pesos. If you don’t want problems, pay 25,000 pesos in doubloons to the priest in Saint-Pierre, and you will be happy.
The blade will be tied to your rank and the selected starting skill set. I got a Saber/Cleaver class Kord with good damage of about 60 and a balance of about 1.5.

DLC1: ​​Tar Dog

In the port of Saint-Pierre, a carpenter will contact you with a request to look at the local shipyard. The shipbuilder offers to find a Spanish convoy heading from Trinidad to Puerto Rico. You should board the ship "Benseho", in the hold of which there are rare and expensive resins. If successful, the reward could be one and a half thousand doubloons.

Along the indicated route, we seize the Benseho with valuable cargo and head back to the customer.
Capturing or destroying the other two ships is not necessary. Since in the early stages this quest will definitely cause you pain below the belt, I advise you to change the ship's course to the nearest French fort on the way to Puerto Rico, from which the Spaniards will run to their heels.

After unloading is completed in Saint-Pierre, garrison lieutenant Felicien Grony appears at the shipyard and arrests the shipwright. An old acquaintance, Gregoire Valigny, meets us near the shipyard and explains that the arrest of the shipbuilder is nothing more than a theatrical performance. There is no choice - we stay in the city (you can’t board the ship), do your business and sleep in a tavern for two days. The shipwright returned to his duties, and the shipyard actually continued to operate. The shipyard worker, complaining about the arrest and lack of money, refused to pay for the work.

Longtime acquaintance Grégoire Valigny, using his connections, learns that Lieutenant Felicien Grony received leave and, on a brand new Topaz tartan, moved north to Guadeloupe. We follow it and go out into the open sea near Guadeloupe, where we find a tartan in Morne l’Eau Bay. Move to the cabin and sleep it off. I had to wait about 99 hours. After unloading is completed, "Topaz" goes out to sea (there will be pop-up logs on the screen), after waiting a few real minutes (turn on rewind), we can move to Morn l'O and kick the devils out of their thousand. After killing the guards, we meet Groni.

LEAVE
Again, if you are a simple dude and green as the grass on Hispaniola, give up the battle, peacefully take half of your resins and leave. You will not receive any reward, you will only lose your hard-earned resins.

CARRRAMBA!
It will be very difficult to strip land rats of their armor. If you don't have boarders, this option is either completely insane or incredibly long to execute. Battle tactics? Retreat to the bridge (up the location), and on it defeat a bunch of pumped-up Frenchmen with four-barreled guns and musketeers. If you are pushed back, go deeper into the location. Two hours of brain rape are possible. The reward will be backout, silk, resins and ropes in large quantities. I don’t know what you want to do with them - leave it for now, do like the one who writes this guide. Yes, you can get about 140,000 pesos for them, but wait, no need to rush.

DLC1: ​​Grand Albalate

Quest pick up location: Port-au-Prince

In a local tavern, a local waitress will run up to you screaming that, supposedly, in the room above, two unknown people are trying to kill a person. We rise, deal with the attackers and meet the Spanish young aristocrat, Don Domingo Ortiz Albalate. We accept the invitation to visit, where we go. If we are late, the quest will fail, so run to visit no later than two days after the fight in the tavern.

“Visiting” means going to the young don’s house, located in Santo Dominigo, so you can get to it through the jungle. Go out in the evening so as not to be caught in a hostile city, or break the AI ​​guards by draining them if you are very lazy and are not afraid of breaking your saves. Go straight ahead through the jungle, after the jungle with the well there will be a location with a fork, there to the left. From the city gates, the Don's house is the first house on the right. Let's go visit. We refuse to leave the mansion, give three canals one-way trips to the seabed, and take the note from the table on the second floor. We communicate with the don, go to the tavern to remember the late servant over a glass of wine.

During the conversation, we find out that the assassination attempts on Domingo Albalate are most likely organized by his own uncle, who can benefit from the death of his nephew in the form of money, the title of marquis and an entire plantation on southern Main near Porto Bello, where, by the way, we are need to get in. We receive a trade license from the don, which, in general, is not particularly needed, and we hit the road.

The timing of this kind of freight "Santo Dominigo - Plantation Porto Bello" remains unclear to me. I advise you to aim for a maximum of 30 days of sailing - during this time I managed to sail all of “Caribbean Morals” and complete the first part of “The Value of Silence”.

If, like me, you landed in Mosquitos Bay, then getting to the plantation is as easy as shelling pears: straight twice, and at the city gates turn left. We meet the Don and go to the white house in the center of the plantation, it very clearly stands out among all the ugliness and despondency around.

Objectively, we should find a ledger in the house, but something went wrong... My don, sniffling, admitted that we were late, and my uncle cleaned everything up. In the end, he gave me only his rapier, and he himself promised to sue the lying Castilian. From now on, I advise you to focus not on 30, but on 15-20 days of sailing from Hispaniola to Maine, maximum.

We find the ledger and understand that the greedy uncle constantly deceived his nephew, understating the real profit from the plantation a hundredfold, taking the rest. At this very moment we come face to face with the liar uncle himself.

OH EVERYTHING
With approximately these words, we leave the family squabble and go home with the money. Um, why would anyone even choose this option?

CLEAN THE SPANISH MOUTH
We take the side of the young aristocrat and, in a difficult battle, defeat our rivals and our uncle, respectively. The next day after the battle, we come to the plantation again and receive a fairly generous reward in the form of three amulets, a rapier, a telescope and several hundredweight of coffee. Let's enjoy life.

DLC1: ​​The Value of Silence

Quest pick up location: Basse-Terre

On the street, a man in a light brown suit will approach you with a request to take him and his friends to Mosquitos Bay, near Panama, in ten days, and as payment he will offer two chests with doubloons of 150 coins each. He will introduce himself as Bertrand Pinette, and he must be picked up from Capesterre Bay in Guadeloupe by ten in the evening. Actually, we pick up after ten and set off, amazed at the motley crew of officers from the warring states: France and Spain.

It is very difficult to get to Mosquitos Bay from Basse-Terre in ten days. If you can’t catch a tailwind, then you’ll have to go out into the 3D sea and manually try to find the optimal speed, and you can’t ignore your superpower “Swim to...”, which instantly helps you swim from Cape Samblas, for example, to Mosquito Bay with a normal telescope. One way or another, you get to your destination and receive the treasured chest, or you don’t receive it if you didn’t deliver it within the allotted time. The task temporarily disappears from the ship's log.

Upon returning to Basse-Terre, you will meet a man at the port who will give you the moneylender's request for a personal meeting. We go to the bank, talk to the moneylender and find out that Bertrand Pinette was engaged in not entirely legal trading deals in Guadeloupe, making deals with smugglers. The last time, Pinette took a loan of 150 thousand pesos in gold doubloons from a moneylender, arranged the escape of a captured Spanish officer from Basse-Terra prison with the help of a French soldier, and hired us to escape to Panama. Under pressure and threats, we agree to find Pinette in two months. We sail to Mosquitos Bay.

We go through the jungle to Panama and talk with the local tavernkeeper. We learn from him that the Spanish officer has not been seen in the city for a year, and Pinetta was not here at all. We go to Porto Bello and talk to the tavern keeper there, after which we ask him about the rumors and pay a thousand pesos for the information. The French soldier who fled with Pinette to Maine is now called Don Juan Denault and has at his disposal a plantation, a title and a ship, which, by the way, is anchored in Porto Bello. We return to the ship and see the Serio in the port. There is no point in attacking him now - the Spanish fort is in the way. We wait a few days until the Serio goes out to sea, which will be written in the ship's log. We attack a lone ship and board it. After boarding, we go to the hold of our ship (Enter -> Cabin), talk to the captured French deserter and take him to Mosquitos Bay to find out the whereabouts of Pinette. This place is the main plantation of the island of Barbados.

We find Pinetta on the plantation - he is in one of the rooms of a long one-story white house, near which there is a stove. We get the opportunity to choose the further course of events:

KILL PINETTA
We can react very warmly to Pinette's words that he has not the slightest desire to come on board with you and simply kill him and all the guards on the plantation. Needless to say, in this case the moneylender will not receive his money, and the hunt for your head in France will begin as soon as possible?

CAPTURE PINETTA
We need to deliver the sly man alive, so we are looking for a way to catch the reptile and bring him on board as a prisoner. We go to the lighthouse - there is access to the bay from the plantation. There we guess that Pinette, in any case, must someday leave the plantation and go to the city for everyday needs, which is what we need to catch him doing. We put our ship in the bay and stand in the “Plantation” location near a palm tree on a green island at the plantation/lighthouse/city gate fork, after which the script is triggered. In battle we defeat the scoundrel's guards and load him onto the ship. We take it to the moneylender, we get doubloons. The quest is over.

SPARE PINETTA
Let’s not pretend to be heroes with clean hands and admit to ourselves that we, as a bloodthirsty pirate, cannot judge the rascal Pinetta, who makes deals with slaves and other goods. We ask Pinette about a possible way out of the situation, take the letters he wrote, get information about the merchant’s cache in a cave near Basse-Terre and return to Guadeloupe, to the moneylender.
In my case (which is funny!), during the voyage from Barbados to Guadeloupe, the two months that were given to me by the moneylender to search for Pinette expired, but if you followed this path, the quest will not end. The hero will note in his ship's log that the same moneylender will help him restore his reputation under pressure from Pinette's letters incriminating the banker of involvement in the attack on a French merchant ship. Comfortable!
We get to Basse-Terre through the jungle (the easiest way is to land at the lighthouse, from there to the right). We go to the moneylender, give the letter and demand the restoration of our good name by tomorrow, but for now, so as not to waste time, we will go to look for Pinette’s cache in a cave on Guadeloupe.
You will find the cave if you keep going straight. It’s easy to find a chest among the stones, but getting there is harder, because only a genius (or I have topographic cretinism) won’t get confused in this cave. In the chest, by the way, you will find five wallets, two heavy wallets and one tightly stuffed wallet, that is, a total of 125 doubloons. At the exit from the cave you will meet hired killers. It's obvious who hired them. Let's go back to the moneylender. The quest ends, but the next day your reputation with France will increase but to the “neutral” level.

DLC1: ​​Almost like home

Quest pick up location: Tortuga

From 10 to 16 o'clock in the port, the maid of the governor's wife may contact you with a proposal to meet in the boudoir after six o'clock in the evening. We agree. We come and talk with the governor’s wife herself, Marcelina Levasseur (if you want, cough, to have a good time, choose the first branch of dialogue with Marcelina). She offers to clean out the chest of her dishonest husband, who does not give her a single centime. We agree.

A drunken pirate has a duplicate key. Let's go to the tavern. The pirate sits at one of the tables and complains that he contacted Marceline for nothing. We can buy the duplicate or take it away by force. My advice is to buy a duplicate. This way we can get the contents of not only the governor’s chest, but more on that later. Price: 50 doubloons (5,000 pesos). One way or another, having received the key, the next morning we go to Marcelina.


REFUSE ROBBERY
You, however, are free to abandon the idea of ​​robbing the governor of the French colony at any time during the dialogue. Refuse Marceline or agree with the pirate, then go to Mr. Levasseur himself and tell him about his wife’s machinations. As a reward you will receive a pistol, money in pesos and doubloons, as well as a bonus to karma.
______________________________________________________________________________

We insist on ourselves as the burglar and go to the governor’s office. A chest in the corner: there we find two hundred diamonds and small things in the form of talismans, as well as mangarosa - a plant, the discovery of which activates a quest to find out its properties. It would seem that the chest has been emptied, but then SUDDENLY a man in a hat appears with whom you have to fight. Important! He can become your officer. To do this, your character must have a rank higher than sixth, as well as Charisma and Luck skills higher than 26. The officer’s loyalty, by the way, is not fixed, unlike Tichingitu, whom we can pick up on Guadeloupe.

After defeating Claude Durand, give all your savings in pesos to one of the officers or hide them in the cabin. Well, just in case you decide to kill the pirate and not buy the key from him, because in this case half of your savings during the hookup will go into Marceline’s pocket. From here we can proceed like this:

TAKE IT ALL FOR YOURSELF
Hide the diamonds out of harm’s way in the officer’s pockets or in some booth, then go to Marceline and tell her that she wanted to kill you. We receive NZG from France in the amount of 10,000 pesos and an extra 100 diamonds. This same option, by the way, is possible if you spare Claude Durand in battle, but do not take him to the team and go to Marceline. It is also possible that he will escape from Tortuga with the loot altogether, and the NSG cannot be avoided.

And now about Marceline's chest. If you had the honor of pleasing the wife of a noble Frenchman and honestly negotiating with the pirate, then after sex with Madame Levasseur you will have the opportunity to clean out her chest at the same time! You just need to wait until she leaves the room, then leave the room and enter it again. Voila! A chest full of junk materialized in the boudoir. A worthy reward!

DLC1: ​​The Last Lesson

Quest pick up location: Saint-Pierre

If you SUCCESSFULLY If you have completed all five DLC tasks, Gregoire Valinier will be waiting for you at the Saint-Pierre pier at any time of the day with a task for you. As a result of a skirmish between England and Holland approximately between Trinidad and Maine, the Dutch flute was forced to retreat to the bay, in which he was attacked, finished off and robbed by the Indians of the local tribe. Our task is to find the red-faced people and rob the robbers of the loot (almost certainly). We have seven days to do everything. We don’t hesitate and head to Boca De La Serpie Bay, south of Trinidad and Tobago.

It is worth noting that if you still have any positive emotions from the combat on land and from the balance of the game in general, you will lose them during these four hours of suffering. On the shore itself, two waves of eight tenacious Indians with 150+ hp are waiting for you, and at the next location an elite detachment of a leader and three men with muskets are waiting for you. Here you will spend an hour if you play even on medium difficulty, because on easy it somehow stumbles, but what's the point of playing on easy difficulty? But that is not all! Coming out to the bay again, you will see a miracle! The British and Dutch in a combined detachment are fighting back! These are no longer red-faced, it will be more difficult. Fortunately, this is the last battle. At the moment...

Important advice: examine the corpses. On the body of the leader you will find a handful of amulets, on the body of the musketeers you will find several dozen paper cartridges, and on the bodies of soldiers and ordinary Indians I personally often came across combat pistols and 30+ bullets from every third corpse.
By the way! If your Stealth skill is greater than 26, then Charles at the second location in the bay offers to ambush the enemy. Then you won’t have to bother with the musketeers, you will only need to kill the leader’s detachment.

We are sailing to Martinique. In the port, Valigne will order us to appear at Lamentin beach at midnight to meet with the buyer of the contraband, bypassing customs. We are not allowed to hire officers. I advise you to choose the best amulets for the next battle (possible) and craft ammo just in case.

So, midnight, Lamentin, smugglers, Valigne. We recalculate goods and profit: someone on the forums talks about 350k pesos in profit, I got 243,600 pesos. But here...

SUDDENLY SUDDENLY SUDDENLY

Grégoire Valinier turns out to be the last bastard without shame and conscience, who, with a group of professional (and this is not a turn of phrase, they are ideal in battle) mercenaries kills smugglers with a grenade launcher and sets his own terms of the deal.

ACCEPT THE NEW TERMS
According to Valinier's rules, we must take a fourth of the total profit. We agree and move away, hoping to never meet this impudent, cunning, disgusting and treacherous face again.

ANSWER THE TRAITOR WITH BETRAYAL
Not exactly a betrayal, but still. We refuse Valinier and begin to fight with his group of professionals. Fight for a long time. Very long and very difficult. You can only have Claude Durand as your assistants if you recruited him in Tortuga, and Prosper Troubal if you completed the starting quest line. It is, of course, almost impossible to save their lives. If you win, you're great. Take all the profits from Valinier’s corpse and get the hell out of here.

This quest will teach you understanding. Understanding that even a friend can betray in the Caribbean. Understanding that sometimes it is worth caring more about your own life than about the lives of officers and people dear to your heart, such as Claude and Prosper. Understanding that combat and balance in the game are practically dead, and you will have to put up with this until the end (and even after) of the game. Congratulations, you've completed the DLC one way or another.

The Gascon's Burden. Continuation

3 months of your voyages have passed...

Return to Michel in prison in Martinique and talk to him. He offers three options: go to the Dutch West India Company on Curacao, or join the English navy (find the captain of a privateer in Antigua), or join a third organization whose traces lead to Barbados (to Bridgetown).

GVIK - Escorting Balthazar

GWIC - or Dutch West Indies Campaign, is the best choice for a beginner. To start the "Dutch Gambit" line for GVIK, you will not need to have any special skills or reputation among ordinary sailors. Therefore, I will begin to describe it, and I will describe the lines of the English Privateer and the Secret Pirate Organization later.

So, first you need to go to Curacao and dock at the only city. GVIK headquarters is located near the pier, to the left. A golden sign on the front door will help distinguish the building from others. Enter and say that you have come to work. Go upstairs and talk to Lucas Rodenburg. Finally, get your first task.

Escorting Balthazar
The first task is not particularly difficult, except perhaps for the battle with two brigs. Go to the Willemstad Port Authority and talk to Ridderbock Balthasar. As soon as you go out to sea, the enemy will immediately begin chasing you on his ship. His ship is very fast, so he won’t be able to escape! It is best to go out to sea and stay near the fort, thereby the fort will help you in a battle with two ships. Destroy ships or take them by boarding. You shouldn't catch up with him. Land on the shores of Philipburg on Sint Martin, talk to Balthasar and receive a modest reward from him. Sail back to Curacao, go to the GVIK residence and talk to Rodenburg.

GVIC - Acevedo's Secret Message

Acevedo's secret message
The second will be a little more difficult, since you will have to strain yourself and fight with a single harpoon without a pistol. I advise you to improve your Rapier and Saber skills, because they are very necessary.
The next task from Rodenburg is to go to Cuba, to the city of Santiago and deliver some package into the hands of Don Simono Acevedo, a senior official at the Geraldi Bank. Sail to Cuba, do not swim to the city of Santiago, because... you are enemies of the Spaniards. To the right of Santiago there is a cape with a lighthouse. Stand to the right of the cape and enter sailing mode off the coast of Cuba. Press Enter and navigate to Anna Maria Bay. Moor to the shore and follow this - straight-right-right-straight-right-right. You will be at the location with the city gates, they are around the turn to the right. Enter the city after 00.00 to avoid being stopped by security. Hide in a secluded place, rewind the time to 8 am and go to the bank. The bank is located in the alley opposite the residence. Talk to Simon, say that you need information and then tell him who you are here from. Simon will want to answer and asks to come back the next day. Exit the bank and you will be stunned.

Talk to the enemy, don't reveal all the secrets, don't talk about compensation. He will leave, leaving you in the custody of his bandits. When the bandit comes out, find a harpoon in one of the chests and use it instead of a weapon through the inventory menu. A henchman will come in - kill him with a harpoon in battle. Leave the room, go downstairs and stumble upon Vernon, the first bandit. Kill him, there is a chest on the first floor - take from there all your things that the bandits took from you. Leave the house, go to Simon's bank and pick up the response letter. Simon will convey the answer in words - “this man must die.” Rewind time to 00.00, standing near the gate with guards, and leave the city. Run to the ship, board it on the shores of Anna Maria Bay and return to Curacao to the GVIK residence.

GWIC - Fleetwood

Damn Steam set a limit on the maximum number of characters in one section of the manual, alas
Fleetwood. Part one.
Probably SPOILERS, but worth explaining. The fact is that this greedy one will cause you problems, the worst of which is the irrevocable destruction of your ship! I advise you to do this:
You need:
- Boarder
- Some money for the team
- Money for the leakiest boat in the whole world
At the shipyard, you buy the cheapest ship for your boarder, put a minimum crew on it, and after that, you give the boarder-captain your ship with a packed hold, a qualified crew and excellent shipping... You give the ship, in short. As a result, Rodenburg takes and sinks your boat, and the ship will be safe and sound (to be safe, you can park your ship at a nearby parking lot), Profit!

Rodenburg gives us seven days' rest. Talk to him a week later, go to the port office and deposit your ship (free of charge by order of Rodenburg). Return to Rodenburg and receive his xebek Meifeng from him. Exit the GVIK building and talk to the Chinese Longwei who ran up to you. He will say that Jacob van Berg is now in Maracaibo. Longwei arranged a meeting with him at a tavern. To avoid problems with penalties in case of low navigation score, place Longwei as a navigator on the shebbeka. Go to the pier and board the new ship. Sail to Maracaibo. Do not swim to the city, stop early so that the alarm does not arise. Enter sail mode near the shores of South Main and sail to Guajira Bay. Disembark. Go deep into the island through the cave, having dealt with the bandits and Spanish soldiers. Advice - in the jungle, rewind time to twelve in the evening, so there will be no guard left at the gate, and you can get into the city.

The tavern is located at the pier. Enter it, avoiding the soldiers, talk to the tavern owner and ask where Jacob van Berg is. He will say that Jacob is in the room upstairs. Go upstairs, enter the room and talk to Jacob. Kill him.

Search. Among other things, there is Jakub's diary. It tells you exactly where the ship is located. You need to sail into the bay, located on the shore of South Main, on its right side (below Trinidad and Tobago). The bay is very easy to recognize. If you are prepared, then follow there and get into sailing mode near the banks of Maine. The diary entry will be updated because... this is where you discover Mirage. Swim closer, enter first-person mode (Tab key) and fire once at Mirage. Keep attacking. By the way, attack with BAPSTONE to destroy as many enemies as possible on the Mirage. Next, go on boarding. Once you have taken the ship, assign an officer to it and return to Willemstad on Curacao. Report your success in capturing the Mirage to Rodenburg.

Fleetwood. Part two.
Next, Rodenburg sends you to the island of Antigua, where you need to find an informant who will tell you through whom it is best to convey the message to Fleetwood. We need to lure him to the shores of Dominica. Sail there, enter Falmouth Bay (your ship is known to the British, don’t get caught by them on the way to Dominica, you’ll get screwed). Route: Left -> Left. Then enter the city. Follow straight until it stops, go up the small wooden stairs on the left. One of the houses on the right is a pharmacy. Enter the pharmacy and talk to the man. He will suggest one of Filtwood's friends, Charlie Knippel. Go to the pier, follow the right along the city wall, and enter the distant house. Talk to Charlie. The job was done - the information went to Fleetwood. Return to the ship, sail to the shores of Dominica. Enter the mode of sailing near the coast - a new entry appears in the log. Longway did not come to the rescue, and you will have to act alone - you don’t need to go anywhere (to the global map, for example), just speed up time and wait for Fleetwood’s ship “Valkyrie” to appear. Capture the ship so you have Fleetwood's diary. If captured in the captain's quarters, the fight with Fleetwood will last twice as long. When Fleetwood's life is almost at zero, he will talk to you. After the conversation, all the captain’s lives will be restored, and you will have to kill him again. In a very extreme case, just sink the ship. Return to Curacao and report everything to Rodensburg. Get 100,000 pesos for returning the Mirage and 50,000 pesos for the magazine (if you board the ship). From now on, the Shebbek of Rodenburg has come under your control, and your ship in the port sank.

Fast forward 24 hours and the next day go straight to the governor. You will receive a state award, as well as a bonus of 1000 doubloons. Rodensburg gives you another seven-day rest - spend the time as you see fit, after which return to Rodenburg.

GVIK - Jew's money

Jew's money
Rodenburg's next assignment involves his personal affairs. He likes a girl named Abigail. As he himself says, it's mutual. But for some reason she doesn’t want to marry him. He also refuses to name the reason. We need to find out why. Go to the residence, stand with your back to it and turn left. Go straight to the gate, but immediately enter the house on the right. As you approach the door, you will see the inscription "House of Abigail Schneus." Go up to the second floor and talk to the girl. Everything has fallen into place - she doesn’t want everyone to whisper behind her back that she only needs Lucas because of the money. Therefore, you need to find the chest hidden by her father on an unknown island. Go to your father on the first floor and try to help him remember the island. The old man won't say anything useful. Leave the house and the Portuguese scientist Joaquim Merriman will approach you. He will offer to go to his house - follow him, this is a neighboring house. Go upstairs to the room and talk to Joaquim. The Portuguese is interested in the skull, which was hidden with the family savings of Solomon, Abigail's father. If you bring the skull to him, he will pay you half a million pesos, and a new entry appears in the diary, which says that, most likely, the coordinates of the island were recorded in the diaries of Berg and Fleetwood's baths.

You should have the following instruments - an astrolabe, a compass, a chronometer and an hourglass (You can buy these goods at the GVIK office or from shopkeepers. I advise you to do this right from the beginning of the GVIK line, since there is simply a wild range of goods in the office, plus they are updated once every week, so using the drain will be even better). In the alchemy menu (key K), assemble a device called a Sextant from a compass and astrolabe, and make a working chronometer from a chronometer and an hourglass. The shelf life of the last device is 30 days. Go to your ship, enter the cabin. Press Enter, click on the thinking icon (through which you usually skip time) and select the phrase “Find island by coordinates.” By clicking on the phrase, wait 30 seconds and your character will say that he marked the island on the map - 12 degrees 48 minutes north latitude and 64 degrees 41 minutes west longitude.

Sail along these coordinates - the coordinates will be shown under the compass in the upper right corner on the world map. The island is located between Curacao and Martinique. Roughly in the middle. It is not necessary to have a complete coincidence of coordinates. Just swim to approximately the same coordinates and go into sea sailing mode. The task will be updated in the diary. The island has been found. Land on the island in Buccaneer Bay. Go to another location, at the next location there will be a fork - go left and enter the grotto. Turn around, you will see an exit, and to the right - a chest. Take all the money, gold nuggets and skull from the chest. Decide for yourself who you will give the skull to. Come back.

Next, go up to Abigail and ask if she is now ready to marry Lucas. Ready! Go and make Lucas happy. Lucas reports that he doesn’t have any work for a captain like you yet, so he needs to wander around somewhere. But you shouldn’t go far from Curacao; a new job will appear soon.

GVIK - Covering your tracks

Return to Curacao, and if enough time has passed, an officer will run up to you and say that Rodenburg wants to see you. Follow him, find out about the new task. Murdoch betrayed GVIK and is now going to kill you. We need to get ahead of him. Sail to Antigau, this time disembark freely at the city's port and proceed straight from the pier. On the right hand there will be a church, opposite it, across the path, there are two houses, and between them there is a hatch - go down it into the dungeon. Follow the dungeon, if you take a wrong turn, you will still end up in a dead end. You need to find a place where, instead of the right wall, there is a rift, behind which you can see a warehouse with barrels. Turn there and meet Murdoch. Kill. In a conversation with Longwei, if you chose the third phrase of the dialogue, agree to take him to your team. Search Murdoch's corpse and find a bunch of pharmacy keys among various loot. Follow deeper into the warehouse and go up the stairs to the door. Enter the pharmacy, get 25,000 pesos and the archive of John Murdock, a former GVIK spy, from the chest. We need to find the code.

ATTENTION! The code is hidden in the dungeon, but to find it, you need to return to the stairs along which you went down through the hatch into the dungeon, and get out into the city. After that, go back down through the hatch, follow the direction of the pharmacy warehouse, but stop at the fork, where there will be a turn both left and right (as well as a path forward and back). Rubble will be visible to the right and left. Go right, into a rubble located a little further from the other. Get close and a hand icon should appear. Click on the Space key and take the code for the archive. The captain's diary entries will be updated. You will find out who Rodenburg is. Sail back to Curacao and complete the Dutch Gambit quest line by talking to Rodenburg.

CONGRATULATIONS, YOU ARE GREAT!

TPO - Spanish Hidalgo

TPO (aka Secret Pirate Organization) is the choice of a real pirate. I don’t recommend this branch of Gambit to beginners, at least because, excuse my French, you “ZAEBETES” download skills to join this one:
-Have a skill level of at least 25 in using all types of weapons.
- The level (rank) of the main character must be no higher than 15.
- The main character's reputation must be Unknown Pirate or worse.

To join the TPO, you need to talk to the innkeeper on the island of Barbados. He will offer you to kill one Spanish don, Fernando Rodriguez, for 30 thousand pesos and bring his finger with the family ring as proof. We take on this dirty work without any reliable and accurate information about the whereabouts of the Castilian. One thing is clear: he is staying in one of the Spanish settlements of the archipelago and is not going to sail anywhere from there in the next two months. Actually, let's start looking for him.

The game does not provide for a permanent location of the target, i.e. when accepting the quest, the don will constantly be located in new places. We travel around every Spanish city, interviewing residents, innkeepers, and drunkards. If you're lucky, you'll find your target in the fourth or fifth city. Don can either walk outside or swim in the sea on his brigantine. In the first case, you need to kill him right there, in front of the guards and citizens, then immediately search the corpse and run as fast as you can into the jungle. In the second case it is more difficult - you will have to board a brigantine drifting in the waters of the island on which you found your target. One way or another, we kill Rodriguez, search the corpse and take ALL the things and return back to the innkeeper in Barbados. Having praised Charles for the work done, he issues the next task.

TPO - Fleetwood's Logbook

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General discussion and questions about the passage
The eldest was a smart kid. The youngest son is this way and that. In general, he was definitely a fool.


Ahoy, brave sailors and lovers of adventurous adventures! Welcome to our little tavern at the end of the world! Grab yourself a pint of select rum and make yourself comfortable. We have a long and pleasant evening ahead of us in the company of port women, gambling, as well as incredible stories about the adventures that await us, ordinary corsairs, on the way to legendary treasures! Don't mince your words! Share your experience with green cabin boys who have not yet smelled the smells of sweat and gunpowder! Those who have not yet known the joy of a fresh sea breeze after a prolonged calm! Help choose a ship for a trip around the world or suggest a couple of tricks that will help a young corsair become a sea legend. Relax, have fun, and remember: after all, the parrot is alive!


Plus, the developers went too far with the quests during which the main character loses his ship. You have to replay, change the game, leaving the main ship laid up in the port, and sail on some kind of tartan or lugger for the mission.
Compared to other parts, the player is very tied to time. He has little time left to engage in piracy, trading and completing side quests for his own pleasure. The success of completing timed tasks depends on simple luck with a tailwind, plus there is a bug when using the command “swim to...” it takes much less time than swimming to the same point on the world map.
The only thing that pleased me about this game was the trading. It really became possible to make money on it.

I recently deleted this game, although I also played for several months, then abandoned it, I didn’t like the too nerdy leveling of fencing, which, along with other Persian skills, increases very slowly, and accordingly, personal abilities are earned less often.


But with ship skills it’s more difficult. I still use the skills of navigators. Fortunately, quest officers have a high level of skills.

In general, the game is incredibly difficult. The time limits on quests are too steep, the opponents are crazy at first (only with the help of forts can you crush them), and from the very first minutes of entering the open sea at the beginning of the game you immediately encounter entire squadrons of the enemy. Natural tin. Moreover, what infuriates me is the inability at the beginning of the game (until you improve your flag-raising skill or you can’t buy a West India Company patent) to carry out missions to deliver some passengers and ships to the Spanish shores. And almost all the characters I met at first (at least in my case) ask exclusively to go to the Spanish colonies. But the story dragged on. The plot is good, compared to the old parts.

Plus, the developers went too far with the quests during which the main character loses his ship. You have to replay, change the game, leaving the main ship laid up in the port, and sail on some kind of tartan or lugger for the mission.

Yes, I don't like that either. I know that this should happen as the game progresses. In the same Kaleuch, in my opinion, everything is based on this. But I haven't met yet. I don’t know yet whether each officer will have to buy a Luger in order to preserve them. Because from the passage I saw that only one of them survives. That is, Mary or Rumba, depending on who you take. And yes, it’s a pity that you can’t take both.

I liked the game, especially the story. He is above all praise. There are so many variations of the passage, literally everything is thought out to the smallest detail. The writers really did a great job, especially when, through dialogue alone, they gave all the NPCs real, living characters. I think even Stanislavsky would not have found anything to complain about.
Bright, dynamic battles that even at the end of the game make you tense and sweat. Although for a beginner (like me, for example, who had only played the first Corsairs before) the game will seem too difficult even on an easy level. However, you can adapt, you just need to devote more time to passing.
However, there were some downsides. The Storm engine is insidious and merciless, it always starts to malfunction at the most crucial moment. Although, oddly enough, I experienced crashes less often than others.

Personal skills are upgraded quite quickly. In general, fencing can be upgraded by stupidly making your way overland to a Spanish fort (while the noble hidalgos treat the character no better than a piece of unsavory stuff) and cutting down everything and everyone on the way. A couple of hours of real time, and your skill is already at a hundred. It’s better not to approach pirates with such things.

On older versions, I remember, this was actually possible. In the latest version, such a freebie was cut off. Skills are pumped up, but extremely slowly; only on missions do you gain experience.

In fact, there is an opportunity to take both, although not forever, and even then with restrictions.

There is nothing complicated, just replay the entire Pirate Saga.

Spoiler

In order to take Mary back for a second visit to the OS, we must make sure that the prophecy of the gypsy woman that Helen talks about is not fulfilled. That is, you must either not return the chest with doubloons, or name Helen after her adoptive father, MacArthur, and not Sharpe. In this case, Mary agrees to board the ship and both girls will travel with the GG on the ship until the end of the Saga. Helen leaves at the end. Naturally, you won’t be able to choose between the two of them, only Mary.

For me personally, there are much more positives in this part than negatives. The work of the developers is visible in every aspect of the game, which cannot be said about many AAA projects that are driven by commerce and not by ideas. The only thing worth criticizing is the engine, which, unfortunately, is not always able to function normally on XP+ systems.

The speed of leveling up fencing depends directly on the style of play. It is logical to assume that if the player is constantly at sea, his sea skills will improve. As for me, this system is quite understandable and playable. I would like to add that skills increase faster when completing a quest, be it generator/plot/side quest.


That’s right, there is very little time for free play, except perhaps only at the stage of collecting a million pesos (if you collect these pesos not through the “Dutch Gambit” quest, but through trade and piracy).

That’s right, there is very little time for free play, except perhaps only at the stage of collecting a million pesos (if you collect these pesos not through the “Dutch Gambit” quest, but through trade and piracy).

Three months to collect one million pesos is a convention that can be broken several times. Also, after completing the Pirate Saga, you can freeplay for at least ten game years, which will not affect the plot in any way. How much more free?)
If, for example, we take the standard system from the GPK, where the GG immediately after respawn is engaged in free play, of course, there are differences, but they are not as critical as they seem at first glance.

Yeah. It's not viable at all, to be honest. Like a zombie. It seems to be moving, but who knows when something will fall off of it.

The speed of leveling up fencing depends directly on the style of play. It is logical to assume that if the player is constantly at sea, his sea skills will improve. As for me, this system is quite understandable and playable. I would like to add that skills increase faster when completing a quest, be it generator/plot/side quest.

Not only does the system have a right to life. So she's absolutely awesome! She is logical and consistent. Just by doing what you're supposed to do, you improve your skill. True, lately I have been resorting more to the help of gypsies. Because Some skills I still don’t understand how they are upgraded. For example, the same secrecy. And for some quests, this stealth is a really necessary skill.

Compared to other parts, there are story quests that require completion over time, but this does not mean that you cannot choose the right moment for free play during the break between these quests

Can. But it’s very difficult to be honest. And the plot doesn't let me go.

That’s right, fencing used to be great during boarding battles in fights with captains and the enemy team, but now to do this you need to generate quests for duels in cities using save/load and organize a hunt for local bandits, and fencing is barely growing.

Fencing improves faster than other skills. Moreover, local bandits are not so rare. And I more often try to board an enemy ship than to sink it. Well, during secret visits to the Spanish colonies, I simply cannot resist going inside the settlement and knocking out a couple of noble conquistadors. As a result, my fencing and shooting skills have been fully upgraded. But with the rest, everything is less rosy. Some haven’t even reached 50% yet.

Gentlemen. As a fan of the series with 7 years of experience (it’s scary now) I read your posts with interest.
First I’ll say a few words about how this game even appeared. There was (and still is) such a team of enthusiastic players, Black Mark Studio, which made a global modification for “City of Lost Ships” (the previous game in the series) - mod-pack 1.3.2 Adventure Tales. In parallel with the modification, they made a fan-made addition to the game - in fact, “To Each His Own.” Some addon ideas (for example, generated quests) were tested on a mod pack. The add-on was supposed to have three main characters (Charles de Maur, William Paterson, Diego Montoya) with three storylines connected to each other. When Akella, as the copyright holder of the series, saw what was coming out in the end, she decided to publish this project as a separate game. This is how “Corsairs: To Each His Own” appeared. In the first version of the game there is a plot only for Charles de Maura, since there was no time to refine the other two. Actually, the entire corsair community is waiting for the remaining two GGs and their lines to be added to the game. So far, the developers have released two relatively small DLCs ("Kaleuche" and "The Last Lesson"), and a third is on the way - "Under the Black Flag."

Here's the thing. The previous game in the series, City of Lost Ships, was focused mainly on freeplay. Actually, the players had a lot of fun playing. The developers of KKS decided to shift the focus to the plot component. At the same time, freeplay as such has not gone away - between story quests you can have fun as the player wants.

Well, this game feature was known, again, back in GPK

But this surprised me. It is believed that in KKS freeplay the emphasis is on piracy and generated quests. Trading has become more difficult than in the Civil Procedure Code.

In one of the updates, leveling up of soldiers in the fort was cut down. Especially, as part of the fight against stupid people. As the developers explained, leveling up the hero is quite possible during side and generated quests - and this reveals the game more fully than endless slaughter for the sake of skill points.

In fact, the main character objectively does not need most of the ship's skills and abilities, because they are covered by hired officers (key positions are navigator, gunner and boatswain). You definitely need the ability to raise foreign flags (allows you to penetrate enemy cities), it’s worth leveling up the navigator abilities branch - its final perk allows you to ignore unnecessary skirmishes on the global map.

What’s good is that the plot of KKS is organically intertwined with the plots of, perhaps, all previous games in the series. With the second, third and GPK - exactly.

When it's pirates drowned ships? It's not profitable

It's strange why. Due to unique goods, rich capital is earned by trading simply. I'm talking specifically about free trade by the player, and not about quests from shopkeepers. We take goods where they are exported and sell them where they are considered unique. And if there is also an officer with advanced trade, then everything is great. Trade is made more difficult by the fact that there are many diplomatic obstacles in the game.
After completing one story quest, in almost all cases you are immediately given the next one. And if we take into account the fact that completing the quest is limited by a time frame, then there is simply no time left for freeplay.

This game is considered to be one of the most difficult in the series. Even the “Jung” level requires a fair amount of skill from the player and super-frequent saves. Difficulties begin from the very first minutes. Often they are purely financial in nature. And it all begins with the fact that the main character, Charles de Maure, comes to Martinique, to the town of Saint-Pierre, in order to find his brother. There are two ways to do this. The first method involves asking the governor for help. The ruler of the island will refuse to talk to de More and instead will place him in custody, where he will have to languish until the visit of the governor-general of the French colonies in the Caribbean archipelago, Philippe de Poincy. We draw your attention to the fact that after de Mora’s arrest, all money and valuables will be confiscated, therefore, in order not to remain broke, it is necessary to hide everything well. For example, in the oven in the settlement of Le Francois.

The second option for completing the mission involves contacting Abbot Benoit in the church, who will help de Maur find a companion who will take him to his brother. With a companion or after arrest alone, you need to go to the underground base of the Order of Malta. This is where our hero’s brother Michel will be, who will talk about his troubles and ask for the return of a million pesos to de Poincy. To do this, he will first have to visit Guadeloupe and find there a man named Fry, who will lend our character money. The lugger is already waiting for de Mora at the shipyard, so all that remains for him is to recruit a crew and set sail.

Arriving at the harbor, de More learns that he needs to pay another 17,000 pesos to rent the ship. To earn this money, complete several quests that come up. If you chose the first option for completing “Corsairs: To Each His Own,” contact the governor of the Maltese. It will help equip your character for a hike. Below we provide a list of quests that will help you raise money for the ship.

Quest “Scarce goods”. The task is to bring a bottle of European wine to the guard at the port. Wine can be purchased at any stall for 700 pesos. You can resell it to the guard for 1000 pesos. You can also hand over this careless guard to the head of the fort, after which the quest will automatically close.

Quest “The Stolen Jewel”. The task is to sell the found jewelry. To do this, exit the city and turn left, find the corpse and search it. Find beautiful earrings and take them to the store owner, governor or moneylender. Each of them will offer their own price.

Quest "Warehouse worker". The task is to find the missing employee of the store owner. You should look for Gralam Lavoie in Le Francois. After he refuses to return to the store, talk to the owner again and receive a new task - to find and hire a worker to replace Lavoie. You should also look for it in Le Francois. A bartender can be hired as an assistant, who promises to call candidates for the review and asks for 1,000 pesos for this. Depending on which worker you find, your reward could be 3,000, 4,000, or 5,000 pesos.

Quest “Rum for the bartender”. You can receive this task from the tavernkeeper. He will ask you to smuggle some high-end rum from Jamaica to him. Be sure to write down the password that the tavern owner gives you, as it is not displayed in the quest log. To complete this task, you need to find the lugger "Ghost" in the Lamentin beach area, talk to a member of its crew, tell the password and wait for the rum to be loaded onto your longboat.

Quest “Call Girl”. The task is to bring the call girl Lutiss to a stranger you meet on the street. The reward for completing the mission is 6,000 pesos. To complete it, you need to go to the brothel and talk with its owner. She will ask you why you need Lutiss. Depending on your answer, calling a girl will cost you 2,500 - 3,000 pesos.

Quest "Cannibals". This task can be taken from the head of the port department. To complete it, it is necessary to save the daughter of a certain Prosper Trubal from the Indians who kidnapped her. To complete this mission, you will need to follow Trubal to the cave and destroy all the Indians. The reward for the girl's release will be 5,000 pesos, 15 doubloons. It is advisable not to sell doubloons, as they may be useful to you in the future game.

Once you have collected 17,000 pesos, return to the shipyard to charter a ship. Once the lease is settled, start hiring a team. The best place to look for sailors is in the tavern. Here, with the help of the tavern owner, you will find one decommissioned sailor who offers to take himself and his comrades on board (40 people in total). In order to pay them an advance, you will need 8,000 pesos (that is, 200 pesos per person). After hiring a crew, you need to purchase provisions and a minimum of medicine for the ship. Now all you have to do is find yourself a navigator. This time you have nothing to look for in the tavern, so go look for the right person at the port. The most suitable option would be a certain Folke Delluc, who is in a debtor's prison. You can buy it from there with your own money (only 10,450 pesos) or by agreeing with the moneylender to complete the “Spanish Engineer” quest. The main task in this mission is to free the captive Spanish engineer pirates. To do this, you should go to Le Marin Bay in the evening, taking with you a pistol from the moneylender. It is best to return back a little after midnight, when there is not a single soldier at the gate. After you resolve the issue with the moneylender using these methods, go to the debtor's prison and free the navigator. After which another unpleasant, but easily solvable incident with a pirate awaits you, and that’s it - you can raise the sail and head for Guadeloupe.

Start of the game:

(watch from the 3rd minute).

An example of completing the quest “Rum for the Bartender”:

(watch from the 3rd minute).

An example of completing the quest “Cannibals”:

(watch from the 3rd minute).