Corsairs to each his own passing the burden of the Gascon. Passage of Corsairs: To each his own. Burden of the Gascon. Continuation. "Burden of the Gascon" - story quest

Thousand devils, rascals!
I am the author of this guide, known for this moment(dated 02/28/2018) as piratej051. I'm a player just like you and I've also struggled with game mechanics during the first hours of the game. Struggling with conventions, illogicalities, time limits and other troubles, I realized that every time I look for answers to the questions "how should I have guessed to talk to the guard of the fort, when in my life I could manage to cross the entire Caribbean Sea in two weeks to deliver guns and why is playing Guadeloupe overloading my frail lugger by a ton?" on external sites it 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 are reading this guide now - here I tried to collect a basis for a beginner, the most superficial tips and judgments, as well as a walkthrough storyline and DLC. You will be incredibly helpful to me and the entire community of players if you add some information in the comments to the manual, find a bug that hurts the eye, or do some other good deed by adding, say, a link to an external source of information for other readers. Feel free to ask questions on the subject - they will answer you, and if they don’t answer, then they will find the answer together with you! Don't forget that we all here went through the thorns of Russian game development, and we all like it. Enjoy reading!

Information source - website
If you have questions about the further passage of the game, it is recommended to read first!

Burden of the Gascon

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

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

So, we need to get a ship (Michel posted a deposit of 5,000 pesos for it, but we need another 15,000), hire a navigator, go to Guadeloupe, find Fadeus, beat 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 shipbuilder. So, now you owe him 17,000 pesos, you need to return them after 3 days. Follow the tavern, which is approximately opposite the left pier (closest to the shipyard), talk to the innkeeper about the work.

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

(Helpful information: if you do not want to lose a pistol, a sword and a few hundred pesos, before sending to the residence, you can bury the contents of your inventory in one of the chests in the fort. In order to take off your sword, you will need to buy from a gunsmith or steal from houses A harpoon is like a rather cheap edged weapon, which is not a pity to give to the jailer)

OR!

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

Complain 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 get a loan of 50,000 ever-voicing and a chest with doubloons on a return basis within 6 months. In this case, you will not be able to complete any of the quests of the starting line, but you will quickly set sail, albeit with a debt in your bosom. 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 May 19 comes, the entry in the log will be updated - the longboat has been delivered to the pier. Go to the left pier, follow the longboat. Press the Enter key, select the function "Sail to Port Le Francois". To choose the right tailwind, disembark in the port and board the longboat again. From here, swim along the coast to the left, rounding the rock, swim straight until the next turn to the left. Once around the second cliff, use the compass to move north (N). At about 02.00, press Enter here, select the "Send a 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 did not write it down, then here are some of them:

Boards and tow will be in the morning

Don't wait for the south wind

Old Thomas was waiting for a beer

Camels go north

The bay is ready for landing

Write in such a transcription, in which 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 the Saint-Pierre tavern for a 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 - you need to go to a brothel and talk with Aurora, order a new blonde for one night and bring her to the house. Arthur gives us 6000 pesos, saying that we will have to pay 3000-3500 pesos per night. Agree! By agreeing, you will recognize the name - Lutiss (or Lucille, or whatever). You will need to bring the girl no earlier than 23.00. Follow the brothel, talk in the room with Aurora - the local pimp. Say you need Lutiss. Pay money. Aurora will say that Lutiss will be released at 11 pm and must be picked 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 shelter of the Order of Malta. The girl herself should ask if you are there. Answer yes, wait for her to go inside, and thus complete the task. It is not necessary to come for Lutiss the same night, you can the next day. It is important to appear from 23.00 to 24.00!

stolen jewel

Go to the jungle - from the residence to the left and through the guarded gates. At the fork, move left. At the next location ahead you will see two fleeing natives. You should not run after them, but on the way to the right, find and search the corpse (key 1 by default), either a pirate or a bandit. Among other things, there are earrings. You need to ask around the city to whom they could belong. Earrings can be sold for 4000 pesos to the merchant of the shop. But here's what 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 manuals.

warehouse worker

Find a store near the prison, talk to the owner about the job. 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 nest - Le Francois. Here he is hiding - 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 shop assistant in St. Pierre, report that you have found Lavoie. After receiving the money, start the second part of the task.

It is necessary to find a new worker for the quest giver's shop in that very pirate nest. Return to the pirates in the village, there is a tavern right opposite the gate - go inside and talk to the innkeeper about the worker. Give him 1000 pesos, he will recruit the right candidates for you in an hour. Return in an hour to the innkeeper.

(To wait from an hour to a day, it's enough just to break into someone's house and, going to the bed, select "Thinking out loud" - "I could do with a rest" in the action menu)

After sleeping, return to the pirates' tavern, three men standing in a row will appear here. Talk to each one - they will offer different rewards if you choose him. The best choice is the man who gave 500 pesos an extra bag of amber. Tell him that the choice fell on him. Wait for him to leave the tavern, then exit yourself. Together with him, return to the store in St. Pierre, talk to the merchant after the man hands over his part of the reward. Go to the store in an hour and receive a reward of 5000 pesos from the seller.

Cannibals

Not far from the gate to the jungle there is a harbor control house. Go inside and talk to the man at the table. His friend was going to fight alone with the Indians in the jungle. He needs help. Exit the Port Authority, go left and near the well you will see a man with a musket - talk to him. Exit through the gate, move along the forks like this - left-left-right. Go to the location, attack the Indians, trying not to let them near Prosper, who accurate shots will kill them. Talk to Prosper, enter the cave and throw yourself 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 Kursi and chat with him. Exit the cave, talk to Prosper again. Return to the city and receive rewards from Prosper and Gilbert.

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

Scarce item

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 head of the fort for 1000 pesos, the quest is then closed. Wine can be bought 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 turn to the shopkeeper, we talk about wine. He replies that he does not have large parties, but for a fee of 1000 pesos, he advises you to contact the owner of the store. 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 it happened. For another 2000 pesos we get a letter with which we again go to the merchant. Now he agrees to sell us wine.

Important! To buy 60 bottles, you need to collect 30,000 pesos, so it's best 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.

Burden of the Gascon. Continuation

After you complete all the described tasks, go to the shipbuilder and give him the remaining debt - 17,000 pesos. The ship is yours! Go to the tavern, talk to the innkeeper - report that you would like to hire a team. He will say that some retired sailor has sat behind you. Turn around, three people will sit at the far left table - there are two of them on the left bench, the one closest to you is the same sailor. Talk to him, he will say that all the sailors together will go to the service - 40 people. You need to pay an advance of 200 pesos per brother. Those. all you need is 8000. But do not 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 right amount. Confirm that provisions and medicines are on board. The team has been hired! But still need to find a navigator.

Go and talk to the innkeeper - he does not know suitable people, but he advised you to ask around with other residents of the city 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, but the townspeople will say that there is one, but he is in prison. The navigator's name is Fulk Delluk. Go to the prison where you were kept. Enter and on the left you will see the commandant. Talk to him about the case, ask about Folke. The commandant will advise you to contact the usurer. Go to the moneylender, his building is opposite the prison with a BANK sign. Talk to him about the amount of the debt - 10,000 pesos is a lot of money, so ask if you can execute some order that the moneylender would appreciate in this amount. Here's a new challenge!

Spanish engineer

Before taking 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 to it.

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

Burden of the Gascon. 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 get on the deck of a new ship, but one person will stop you. It was sent by the owner of the tavern of the pirate village of Le Francois. He knows you're going to Guadeloupe and wants to suggest a way to make money. No need to give up! Having agreed, go to the deck of the ship, press Enter and go to the cabin. Talk to Folke, disembark and wait for the store to open, sleeping in the tavern until morning. You need to buy goods in the store so that in the holds of the ship there are 100 servings of bombs, cores, knippels, buckshot, as well as 200 servings of gunpowder. Having done this, go up to the deck of the ship. Enter the cabin, talk to Folke, he will say that you need to buy 50 weapons. Go to the same store and buy weapons. Talk to Folke again, buy 10 barrels of rum and 100 portions of provisions in the store.

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

Follow 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. Looks like you've been lured into a trap. Go back to your ship and the pirates will attack you. Shoot them by clicking LMB. On keys 1, 2, 3 and 4 you can change shells. To make the fight 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, exit to the world map and sail up from the island to the north, to Guadeloupe. Moor near the city, find Fadey's house (second from the left, if you go in a straight line) - it will be called that when you approach the door. Talk to the man, say that you are from Michel. He has no money, but he will give us Leader's Doug - do not dare to sell it or throw it away, or you will get in trouble. Ask about the thieves, find out about the captured Indian and the stolen collection of sabers, which, if found from merchants on the islands, will need to be redeemed. Go to the prison, talk to the commandant to let you through to the Indian. Go deeper through the entire corridor and talk to the Indian standing behind the bars. Return to the commandant and ask what needs to be done to free the Indian - Fadey's consent is needed. Go to Fadey, talk to him. He asks you for a penalty of 150 doubloons. Say that the man collapsed from the oak, asking for that kind of money. The amount is now 100 doubloons. One way or another, until the Indian is released, swim to Martinique and talk to Michel. He will say that Fadey slipped us a cheap saber (which, of course, is not true), he will also say that you should ask Fadey to find some work for you. Follow the tavern and hire a new team if you have money. Return to Guadeloupe, give Thadeus 100 doubloons (you can exchange it with a moneylender, which will cost 10,000 pesos, or rob houses with a drain for gold doubloons in wallets), go to the prison and give a note from Thadeus to the commandant. Follow Titchingitu to the 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 does not 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 combat, I advise you to give him a pistol to your taste and cartridges for him, 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 will hardly have time to freeplay at all, but this is the 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 drain information on "Easy Prey" from a tavern keeper if you have a positive reputation, or from a drinker 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 getting on board, save and merge the "Hot Raid" quest until the quest conditions are acceptable to you.
3. Brothels sometimes need to be visited. To raise, hehe, morality. And, of course, random quests fall there.
4. Quests in the port authorities are meaningless and merciless, but there is one there, pretty. If you help the head of the control room to return the ship's journal to the bumbling captain, you will receive a fabulous +2 to navigation.
5. Governors. Their quests are a great way to raise a bunch of stats - Stealth, Prestige, Fame and Rank.

Freeplay.
Here everything is also not so simple. You, in fact, are kicked out into the open world with a bunch of questions - "Huh? What? What to do?". Okay, first you need to download Navigation to get a tier 4 ship (or just find a good navigator), upgrade 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 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 driving it, your character will receive hellish penalties to all uncovered places. Hire efficient navigators, upgrade your skills and don't rush to take on the galleons when you can't even pull the longboat.
2. Officers. The most useful mechanic - I advise you to buy the Boatswain, Gunner and Treasurer / Carpenter as soon as possible. They will help you a lot. (Boarders, by the way, can be put in command of ships, so you can grab a couple of them too)
3. Fighting. These are my personal combat tips. Here are a few tactics:
- Keeping sea ​​battle. Tactic number one.
Needed - Knipelli x150 per ship, Buckshot x100 - 150 per ship.
Tactics: we take down the sails of the enemy, after which we ride around him, taking down the team from the onboard ones. We board, we increase our conceit with each victory. Do not forget to search the corpses and chests.
- Tactic number two.
Needed - Knipelli x150 per ship, Bombs / Cores x200 - 300 per ship.
Tactics: we still tear the sails of Herod, after which we roll around in circles with a grin and spin around our axis, causing physical damage to the enemy. Skills of increased damage to the ship or a gunner with these skills and high indicators are absolutely necessary, otherwise you will release more than half of the shells into the expanse of the sea.
- Ground combat tactics.
Need - reaction and patience.
Tactics: With any weapon, be it a butter knife or a 9000-saber uberbuberrubber, parry the opponent's blows until he is out of breath, while he is panting, hit him, if you have a heavy weapon, do not hesitate to trample. Shoot at the enemy when he runs out of energy, and you do not have enough to attack. Fight, respectively, at a speed of 0.5x, because because. Don't believe? Try boarding a ship with a crew like yours at 1x speed, then we'll talk.

There is still a lot of things that you can do in freeplay, banal trade or a little less banal smuggling, for example. I will not list all this, you will find the most obvious yourself, and the most non-obvious is not always worthy of searching for this non-obvious.

Caribbean manners

To receive the task, you need to talk with Fadey, and ask him about the work after talking with Michel. I do not advise to delay with the quest! I need to come to the store tomorrow and talk to Gerard Lecroix. Follow the store, talk to him. It is necessary to deliver the cargo to the fort of Port-au-Prince in French Hispaniola. Go to the ship, go to the map. If it does not work out, then this means that the ship is overloaded - sell extra items in the store. Swim left-up to Hispaniola. Moor at the port of Port-au-Prince, which is in the western part of the island. Exit to the jungle (the gate on the right far side of the city, when viewed from the pier). Turn right, run to the fort and go down. Go to the armory and talk to the commandant.

After receiving 5000 pesos, find out the next assignment - to go with 15 guns to Porto Bello, find the frigate Militant and hand over the guns to Captain Florian Choque. It's all off the coast of South Maine. As soon as you get the task, immediately swim out. Most likely, you won’t be able to swim far, because. you will be attacked over and over again by the same Spanish interceptor - wait for it near the fort and sink it with the help of allies. Then swim down to the shores of the southern Maine. Porto Bello is an enemy port, so sail a little west of it and go out to the open sea. When the alarm disappears, then swim up to the Militant, send a boat to him. Talk to the Captain of the Warlike, agree to help him in reconnaissance. The name of the informant needed is Jaime Silicio, he is a merchant. The galleon bears the name 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 related to quicksaves (F6) and quickclods (F9). Probably, overwriting the same save can lead to some kind of malfunction and the flight of the saved file to the trash, so I advise you to use it with extreme caution! The tactic is simple: when talking to an officer (Spy? Seize immediately!!!), first press F6, and after three seconds - F9. Miracle! The guard does not react to you and stands still, although the rest are still on guard. Convenient, but dangerous.

Sail into Mosquitos Bay, disembark. Wait for the 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. A bridge will lead to the shipyard, opposite the bridge there is a corner house - a tavern. Log in there. It's not worth talking to the innkeeper. Find a drunkard here who will offer you a drink (standard drunkard). Agree to drink, then ask about the news in our area. He will start talking about the captured spy - ask him to the last, until a journal entry appears. Now you need to find some inconspicuous person in need of 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 the Mosquitos Bay, sail to the Warlike ship and report the learned information to Captain Shock.

Find out from him about the next task - you need to intercept the Pueblo ship, which is carrying a load of gunpowder for Alakantara. Swim along the Maine coast to the right and meet the same ship. Attack it, sink it or board it - it's up to you. Then sail to Guadeloupe, enter the store and talk to the merchant - Lecroix passed your reward through him - 400 doubloons. Quest chain completed! Now go on with your normal marine life until three months have passed since you last met Michel. The easiest thing to do is to carry the goods of shopkeepers. Ask them if they want to charter your boat and use the map to get your bearings:

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

Dishonest Competitor*

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

Follow 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 with a mask over his mouth and a hat - in dark red clothes. Go back to the store, ask about other things. Take the letter to the commandant for 300 pesos. Take the letter, return to the merchant and give 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 shop with smuggling. We need to go to the tavern, find the smugglers sitting and say that we need goods at low prices. We offer to meet, the smuggler will say to wait for him near the port authority (or other building, read) when it gets dark. We translate 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, then report that a detachment of soldiers is waiting for the owner's door. Let him go, he will pay you 10,000 pesos. Go to the store merchant in the morning and report that there is no more competitor. Get another 15,000 pesos as a reward.

DLC1 "Last Lesson"

On May 10, 2k16, a new addition for KKS was released - the Final (Last) Lesson, adding six quests aimed at increasing the level and skills of players at the beginning of the game. Quests have two possible outcomes, with different rewards, respectively. To take quests, you must have a rank from the fourth to the twelfth, to receive the Final Lesson quest - up to the fourteenth. Considering that quests cannot be taken after reaching the fifteenth rank, after completing the tasks from the DLC, you will need to take the quest as soon as possible Dutch Gambit if you want to play TPO or Fleetwood.

Attention! The add-on was released quite recently, and players are arguing about the mechanics of some quests. Thus, it is impossible to say with absolute certainty what affects the outcome of the "Almost like home" quest, no matter how sad we are. Also in all the quests you have to fight, very, very much to fight. I advise you to get good boarders, buy a better sloop or ship at the shipyard if you have a navigator better than Fulk Delluk (Why the hell was he renamed?), hire a team and raise her morale.

DLC1: ​​In the Mousetrap

Place of taking the quest: Capsterville

On the street, an English lieutenant comes up to you with a request to render a small service. marines Caspar Gretton. 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 by a storm, the ship was battered in order, it takes considerable time to recover, and the urgency of the case requires their immediate arrival in the bay of Grand Case Sint- Maarten. We agree to take them to the designated place.

We deliver an unusual military group to the indicated 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 stay 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 to the city. In the tavern we learn that an English ship with high-ranking military personnel on board was 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 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 just warns the captains about the reward for information about the location of the English sabotage group. We shut up and leave.

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

So, there are two options.
HELP THE AUTHORITIES
A completely undesirable option, but if your holds are empty for cannonballs and buckshot, and the team can hardly figure out the musket, choose it. Instead of meeting with an 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 suggests that Charles enter the cave and divert the attention of the British while the bulk of the Dutch descend 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 with the Dutch is rising, relations with England are deteriorating. (If England appoints an NPG - please indicate the amount in the comments, it will be entered here)

HELP THE DIVERSION GROUP
Difficult option. You will have to fight sooooooo much, you will also have to board or sink a 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.
Said agent agrees to help in neutralizing the prison guards, but for this he needs 24 doubloons to purchase a sleeping gypsy potion for the soldiers of the guard. We pay the specified amount and after everything is done by the servant, we return to Lieutenant Gretton. You need to meet them in the jungle after 23.00 and escort the saboteurs to the prison doors, while not getting caught by the city patrol. Our ship must be in Grand Case Bay.
With all the precautions, we bring the saboteurs to the doors of the Philipsburg prison, scriptfully wait for the end of the operation and, with all caution, return to the ship.
In the bay of Grand Case, an ambush of the Dutch awaits us. We can leave the soldiers to fight, shooting at the villains from behind the backs of fellow sufferers, we can stand in a narrow passage and beat off the Dutch cabbage soup. After the end of the battle, we make a save and go out to sea, where we drown or capture the cruising dutch ship. Attention, escape will not work! This is the script. I sailed away from the ship for three thousand yards, breaking her mast, but the exit to global map so it was closed. After the destruction or capture of the ship, a larger ship of the authorities will appear on the horizon - it's time to bring down.
We deliver the entire company to Antigua, where Lieutenant Gretton 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 pays 30,000 pesos for expeditionary services, he gives an arquebus and a good blade. Holland assigns an NPG 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 chosen starting skill set. I got a Saber/Cleaver class Cord with good damage under 60 and a balance of about 1.5.

DLC1: ​​Tar Dog

In the port of Saint-Pierre, you will be approached by a carpenter with a request to look at the local shipyard. The shipbuilder suggests finding a Spanish convoy heading from Trinidad to Puerto Rico. It is necessary to board the ship "Benseho" by boarding, in the hold of which there are rare and expensive resins. If successful, the reward could be one and a half thousand doubloons.

On the indicated route, we capture the Benseho with a valuable cargo and go back to the customer.
The capture or destruction of the other two ships is optional. Since in the early stages this quest will definitely cause you pain below the belt, I advise you to change the course of the ship to the nearest French fort on the way to Puerto Rico, from which the Spaniards will run away souls.

After unloading in Saint-Pierre, Lieutenant of the garrison Felicien Groni arrives at the shipyard and arrests the shipbuilder. Near the shipyard we are met by an old acquaintance - Gregoire Valigny 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 get on the ship), do our business and sleep in the tavern for two days. The shipbuilder returned to his duties, and the shipyard really continued to work. The shipbuilder, complaining about the arrest and lack of money, refused to pay for the work.

An old acquaintance of Gregoire Valigny, using his contacts, finds out that Lieutenant Felicien Groni received a vacation and moved north to Guadeloupe on a brand new Topaz tartan. We follow him and go out to the open sea near Guadeloupe, where we find a tartan in the bay of Morne l'Eau. Move to the cabin and sleep. I had to wait about 99 hours. After the unloading is completed, the Topaz goes to sea (there will be pop-up logs on the screen), after waiting a few real minutes (turn on the rewind), we can move to Morn l "O and kick a thousand devils to the canals. 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 pitches and leave. You will not receive any reward, you will only lose your hard-earned pitches.

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

DLC1: ​​Grand Albalate

Location of the quest: Port-au-Prince

In a local tavern, a local waitress will run up to you, shouting that, they say, in the room upstairs, two unknown people are trying to kill a person. We rise, deal with the attackers and get acquainted with the Spanish young aristocrat, Don Domingo Ortiz Albalate. We accept an 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" is the house of the young don, located in Santo Dominigo, so you can reach it through the jungle. Go out in the evening so that you don't get caught in a hostile city, or break AI guards with a drain if you are very lazy and are not afraid to break your saves. Go straight ahead through the jungle, after the selva with a well, a location with a fork will follow, there to the left. From the gates of the city, the don's house is the first house on the right. We are visiting. We refuse to leave the mansion, we distribute vouchers to the seabed one way to three canals, on the second floor we pick up a note from the table. We communicate with the don, we go to commemorate the deceased servant in the tavern for a glass of wine.

During the conversation, we find out that the assassination attempt on Domingo Albalata is 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 a whole plantation on the southern Maine near Porto Bello, where we, by the way, and need to get in. We get a trade license from the don, which, in general, is not really needed, and we hit the road.

I was not clear about the timing of the implementation of a sort of freight "Santo Dominigo - Porto Bello Plantation". I advise you to focus on a maximum of 30 days of sailing - during this time I managed to sail all the "Caribbean manners" and complete the first part of the "Value of Silence".

If you landed, like me, in Mosquitos Bay, then getting to the plantation is as easy as shelling pears: straight twice, and at the city gate to the left. We meet the don and go to the white house in the center of the plantation, he very clearly stands out among all the disgrace and gloom around.

Objectively, we should find a ledger in the house, but something went wrong ... My don, sniffing, admitted that we were late, and my uncle cleaned everything up. As a result, he gave me only his rapier, and he himself promised to sue the false 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, underestimating the real profit from the plantation a hundredfold, taking the rest. At this very moment, we meet face to face with the liar uncle himself.

OH EVERYTHING
Approximately with these words, we leave the family skirmish and leave home with the money. Um, why would anyone choose this option at all?

CLEAN THE SPANISH FACE
We take the side of the young aristocrat and in a difficult battle we defeat our rivals and our uncle, respectively. The next day after the battle, we come to the plantation again and get a fairly generous reward in the form of three amulets, a rapier, a spyglass and several centners of coffee. We rejoice in life.

DLC1: ​​The Value of Silence

Place of taking the quest: Bas-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 will offer two chests with doubloons of 150 coins each. He will introduce himself as Bertrand Pinette and must be picked up from Capsterre Bay in Guadeloupe by ten o'clock. Actually, we pick up after ten and set off, marveling at the motley company represented by officers of the warring states: France and Spain.

It is very difficult to get ten days to Mosquitos Bay from Bas-Terre. If you can’t catch a tailwind, you will have to go out into the 3D sea and manually try to find the optimal speed, and you can’t ignore your super ability “Swim to ...”, which in an instant helps you swim from Cape Samblas, for example, to Mosquitos Bay with a normal telescope. One way or another, you get to your destination and receive the coveted chest, or you do not receive it if you did not complete the delivery within the allotted time. The task disappears from the ship's log for a while.

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, we talk with the moneylender and find out that Bertrand Pinette was engaged in not entirely legal trade affairs in Guadeloupe, turning deals with smugglers. The last time, Pinette took a loan of 150,000 pesos in gold doubloons from a moneylender, arranged for a captured Spanish officer to escape from Basse Tera 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 the Mosquitos Bay.

We go through the jungle to Panama and talk with a local tavern keeper. 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 communicate with the tavern owner already there, after which we ask him about the rumors and pay a thousand pesos for information. The French soldier who escaped with Pinette to the Main is now called Don Juan Deno and has at his disposal a plantation, a title and a ship, which, by the way, is on the roadstead in Porto Bello. We return to the ship and see "Serio" in the port. It is pointless to attack him now - the Spanish fort is in the way. We are waiting for a few days before the "Serio" goes to the open sea, which will be written in the ship's log. We attack a lone ship, board it. After boarding, we go to the hold of our ship (Enter -> Cabin), speak with the captured French deserter and take him to Mosquitos Bay to find out the location of Pinette. This place is the main plantation of the island of Barbados.

On the plantation we find Pinette - 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 PINETTE
We can react very warmly to Pinette's words that he has no desire to come on board with you and simply butcher him and all the guards on the plantation. Needless to say, in this case, the usurer will not receive his money, and the hunt for your head in France will begin as soon as possible, right away?

CAPTIVE PINETTE
We need to deliver the sly one alive, so we are looking for a way to catch the reptile and bring it on board as a prisoner. We go to the lighthouse - there is an exit 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, on which we need to catch him. We put our ship in the bay and stand at the "Plantation" location near the palm tree on the green island at the plantation / lighthouse / city gate fork, after which the script is triggered. In battle, we overcome the guards of the bastard and load him onto the ship. We take it to the moneylender, we get doubloons. Quest is over.

SPARE PINETTE
Let's not make heroes out of ourselves with clean hands and we admit to ourselves that we, as a bloodthirsty pirate, cannot judge the swindler Pinette, who is turning deals with slaves and other goods. We ask Pinette about a possible way out of the situation, pick up the letters he wrote, get information about the shopkeeper's cache in a cave near Bas-Terre and return to Guadeloupe, to the usurer.
In my case (which is funny!) while sailing from Barbados to Guadeloupe, the two months that were given to me to search for Pinette as a pawnbroker expired, but if you went down this path, the quest would not end. The hero will note in his ship's journal that the same usurer will help him restore his reputation under the pressure of Pinette's letters, incriminating the banker in involvement in the attack on the French merchant ship. Comfortable!
In Bas-Terre we penetrate 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 a good name by tomorrow, but for now, in order not to waste time, we will go to look for Pinette's cache in a cave in Guadeloupe.
You will find the cave if you keep going straight ahead. It is easy to find a chest among the stones, but it is harder to get there, because only a genius (or I have topographical cretinism) will not get confused in this cave. In the chest, by the way, you will find five purses, two heavy purses and one tightly stuffed purse, that is, a total of 125 doubloons. At the exit from the cave you will meet hired killers. It's obvious who hired them. We go back to the usurer. The quest ends, but the next day your reputation with France will increase to "neutral".

DLC1: ​​Almost like home

Place of taking the quest: Tortuga

From 10 a.m. to 4 p.m. at the port, the maid of the governor's wife can approach you with a proposal to meet in the boudoir after six p.m. We agree. We come and talk with the governor's wife herself - Marceline Levasseur (if you want, hmmm, have a good time, choose the first branch of the dialogue with Marceline). She offers to clean the chest of her dishonest husband, who does not give her a centime. We agree.

A duplicate of the key is in the possession of a drunken pirate. We go to the tavern. The pirate sits at one of the tables and complains that he contacted Marceline for nothing. We can buy a duplicate or take it away by force. My advice is to buy a duplicate. So we can get the contents of not only the governor's chest, but more on that later. Price - 50 doubloons (5000 pesos). One way or another, having received the key, the next morning we go to Marceline.


REFUSE PILLAGE
However, at any moment of the dialogue you are free to abandon the idea of ​​robbing the governor of the French colony. Refuse Marceline or agree with the pirate, then go to Mr. Levasseur himself and tell him about the intrigues of his wife. As a reward, you will receive a pistol, money in pesos and doubloons, as well as a plus for karma.
______________________________________________________________________________

We insist on our own person as a burglar and go to the governor's office. The chest is in the corner: there we find two hundred diamonds and small things in the form of talismans, as well as a mangarosa - a plant, the presence of which activates the quest to find out its properties. It would seem that the chest has been cleaned, but here 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 above six, as well as Charisma and Luck skills above 26. The loyalty of an officer, by the way, is not fixed, unlike Titchinguit, which we can pick up on Guadeloupe.

After defeating Claude Durand, give all your savings in pesos to one of the officers or hide in the cabin. Well, just in case, if 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 as follows:

TAKE IT ALL FOR YOURSELF
Hide the diamonds away from sin in the pockets of an officer or in a booth, then go to Marceline and tell her that she wanted to kill you. We get NZG from France in 10,000 pesos and an extra 100 diamonds. The same option, by the way, is possible if you spare Claude Duran in battle, but do not take him into the team and go to Marceline. It is also possible to escape with the loot from Tortuga at all, and the NZG is still unavoidable.

And now about Marceline's chest. If you had the honor to please the wife of a noble Frenchman and honestly negotiate with a pirate, then after having sex with Madame Levasseur, you will get the opportunity to rob her chest at the same time! You just need to wait until she leaves the room, then exit the room and go into it again. Voila! A chest full of junk materialized in the boudoir. Worthy reward!

DLC1: ​​The Last Lesson

Place of taking the quest: Saint-Pierre

If you SUCCESSFULLY completed all five DLC tasks, at any time of the day Gregoire Valignier will be waiting for you at the St. Pierre pier 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 and rob the robbers of the loot (almost for sure). We have seven days for everything. We do not hesitate and go to the bay of Boca De La Serpier south of Trinidad and Tobago.

It is worth noting that if you have any positive emotions from combat on land and from the balance of the game as a whole, you will lose them during these four hours of suffering. On the very shore, two waves of eight tenacious Indians with 150+ hp are waiting for you, and at the next location an elite detachment of the leader and three people with muskets is 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's not all! Going out to the bay again, you will see a miracle! The British and Dutch in a combined squad are fighting back! It is no longer red-faced, it will be more difficult. Fortunately, this battle is the last. Currently...

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

We sail to Martinique. At the port, Valignier will order us to come to Lamentin beach at midnight to meet with the buyer of contraband, bypassing customs. We are not allowed to take officers. I advise you to pick up the best amulets for the next battle (possible) and craft ammo for everyone.

So, midnight, Lamentin, smugglers, Valignier. We recalculate goods and profit: someone on the forums says about 350k pesos in profit, I got 243600 pesos. But here...

SUDDENLY SUDDENLY SUDDENLY

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

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

RESPONSE TO A TRAITOR WITH BETRAYAL
Not quite a betrayal, but still. We refuse Valigne 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 assistants if you recruited him on Tortuga, and Prosper Troubal if you completed the starting quest line. Saving their lives, of course, is almost impossible. If you win, you are great. Take all the profits from Valigne's corpse and get the hell out of here by the thousands.

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

The burden of the Gascon. Continuation

It's been 3 months of your swimming...

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

GVIK - Balthazar's Escort

GWIC - or the Dutch West Indies Campaign, is the best choice for a beginner. To start the "Dutch Gambit" line for GVIK, you do 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 after.

So, first you need to go to Curacao, and moor at the only city. The GVIK headquarters is located near the pier, to the left. A golden sign on the front door will help to distinguish the building from others. Come in and say you've come to the service. Climb up and talk to Lucas Rodenburg. Finally, get the first task.

Escort Balthazar
The first task is not particularly difficult, except perhaps for a fight with two brigs. Go to the Willemstad Port Authority, talk to Ridderbock Balthazar. As soon as you go out to sea, the enemy on his ship will immediately start chasing you. His ship is very fast, so you won't be able to escape! It is best to go out to sea and stay near the fort, thus the fort will help you in the battle with two ships. Destroy the ships or board them. You shouldn't chase him down. Land on Philipburg on Sint Martin, speak with Balthasar and receive a modest reward from him. Swim back to Curacao, go to the GVIK residence and talk to Rodenburg.

GVIK - The secret message of Acevedo

Acevedo's secret message
The second will be a little more difficult, as you will have to strain yourself and fight with a single harpoon without a pistol. I advise you to pump up the 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 hand over some kind of package to Don Simono Acevedo, a senior official in Geraldi's bank. Swim to Cuba, do not swim to the city of Santiago, because. you are the enemy of the Spaniards. To the right of Santiago there is a cape with a lighthouse. Stand to the right of the cape and enter sail mode off the coast of Cuba. Press Enter and navigate to Anna Maria Bay. Moor to the shore and follow this way - 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 time to 8 in the morning and go to the bank. The bank is in the lane opposite the residence. Talk to Simon, say that you need information and then tell him who you are from. Simon wants to answer and asks to come in 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 leaves, find a harpoon in one of the chests and put it on instead of a weapon through the inventory menu. An assistant will enter - kill him with a harpoon in battle. Exit the room, go downstairs and run into Vernon - the first bandit. Kill him, there is a chest on the first floor - take away all your things from there that the bandits took from you. Leave the house, go to Simon's bank and pick up the reply 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 Curaçao to the GVIK residence.

GVIK - Fleetwood

Damn Steam put 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 give you problems, the worst of them is the irretrievable destruction of your ship! I advise you to do this:
You need:
- Boarder
- Some money for the team
- Money for the most leaky boat in the whole wide world
At the shipyard, you buy the cheapest ship for your boarder, put a minimum of crew on it, and after that - give your ship to the boarder-captain with a full hold, a qualified crew and excellent sails ... You give the ship, in short. As a result, Rodenburg takes and sinks your boat, and the ship will be safe and sound (for reliability, you can put your ship in a nearby parking lot), Profit!

Rodenburg gives us a seven-day rest. Talk to him after a week, go to the port office and deposit your ship (free of charge by order of Rodenburg). Return to Rodenburg and receive from him his shebek Meifeng in your control. Exit the GVIK building and talk to the Chinese Longway who ran up to you. He will say that Jacob van Berg is now on Maracaibo. Longway arranged to meet him at a tavern. In order to avoid problems with a penalty in case of a low navigation score, put Longway as a navigator on a shebback. Go to the pier and go up to the deck of the new ship. Sail to Maracaibo. Do not swim to the city, stop earlier so that the alarm is not raised. Enter swim mode near the shores of South Maine and sail towards Guajira Bay. Land on the beach. Go deep into the island through the cave, having dealt with the bandits and Spanish soldiers. Tip - in the jungle, rewind time to twelve in the evening, so there will be no guard 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 owner of the tavern 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 Yakub's diary. It tells you exactly where the ship is. You need to sail into the bay, located on the coast of the South Maine, on its right side (below Trinidad and Tobago). The bay is very easy to recognize. If you are prepared, then go there and go into sailing mode near the shores of Maine. The diary entry will be updated as this is where you discover the Mirage. Swim closer, enter first-person mode (Tab) and shoot the Mirage once. Keep attacking. By the way, attack with buckshot to destroy as many enemies on the Mirage as possible. Next, go to the boarding. After taking the ship, assign an officer to it and return to Willemstad in Curaçao. Report 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 better to send a message to Fleetwood. We need to lure him to the shores of Dominica. Swim there, enter Falmouth Bay (your ship is known to the British, do not get caught by them on the way to Dominica, you will rake). Route: Left -> Left. Then enter the city. Follow straight to the stop, climb 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 prompt one of Filthwood's friends - Charlie Knippel. Go to the pier, follow the right, along the city wall, and enter the far house. Chat with Charlie. The deed is done - the information went to Fleetwood. Return to the ship, sail to the shores of Dominica. Enter coast swimming mode - a new log entry will appear. Longway did not come to the rescue, and you will have to act alone - you do not need to go anywhere (to the global map, for example), just speed up time and wait for the appearance of Fleetwood's Valkyrie ship. Capture the ship so you have Fleetwood's diary. When captured in the captain's quarters, the fight with Fleetwood will last twice as long. When Fleetwood's lives are almost at zero, he will talk to you. After the conversation, all the lives of the captain 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, under your possession is the passage of the rodenburg shebbek, and your ship in the port went to the bottom.

Rewind time 24 hours ahead and go straight to the governor the next day. 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, then return to Rodenburg.

GVIK - Money of a Jew

Jewish money
Rodenburg's next task is related to his personal affairs. He likes a girl named Abigail. As he says, it's mutual. But for some reason she does not want to marry him. He refuses to give a reason. Need to know 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 hand. Approaching the door, you will see the inscription "House of Abigail Schneus". Climb to the second floor, talk to the girl. Everything fell into place - she does not want everyone behind her to whisper 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 along 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 the baths of Berg and Fleetwood.

You should have the following devices - 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 the office has just the wildest scatter of goods, plus they are updated once a a week, so it will be even better to use the drain). In the alchemy menu (key K), assemble a device called Sextant from a compass and an astrolabe, and make a working chronometer from a chronometer and an hourglass. The expiration date of the last device is 30 days. Go to your ship, enter the cabin. Press Enter, click on the reflection icon (through which you usually scroll through time) and select the phrase "Find the island by coordinates." After 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.

Swim 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. Approximately in the middle. Not necessarily a complete coincidence of coordinates. Just swim to approximately the same coordinates and enter the sea navigation mode. The task will be updated in the diary. Island found. Land on an island in Buccaneers Bay. Go to another location, at the next location there will be a fork - go left and enter the grotto. Turn back, you will see the exit, and to the right - the chest. Take all the money, gold nuggets and a skull from the chest. Decide for yourself who you give the skull to. Come back.

Next, go up to Abigail and ask if she is now ready to marry Lucas. Ready! Go and please Lucas. Lucas says that he doesn't have a job for a captain like you yet, so he needs to wander somewhere. But you should not go far from Curacao, a new job will appear soon.

GVIK - Covering up traces

Return to Curaçao, 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 has betrayed GVIK and is now going to kill you. You need to get ahead of him. Sail to Antigau, this time disembark freely at the port of the city and proceed straight from the pier. There will be a church on the right hand, 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 turn the wrong way, you will still end up in a dead end. You need to find a place where instead of the right wall there will be a break, behind which you can see a warehouse with barrels. Turn there and meet Murdoch. Kill. In a conversation with Longway, 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 keys to the pharmacy along with various loot. Follow deep into the warehouse and climb the stairs to the door. Enter the pharmacy, get 25,000 pesos from the chest and the archive of John Murdoch, a former spy for the GVIK. We need to find the cipher.

ATTENTION! The cipher is hidden in the dungeon, but in order to find it, you need to return to the stairs, along which you went down into the dungeon through the hatch, and get out into the city. After that, go down through the hatch back, follow towards 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). Blockages will be visible to the right and left. Go right, into the blockage, located a little further than the other. Get close, a hand icon should appear. Click on the Space key and take the cipher to the archive. The entries in the captain's diary 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 do not recommend this branch of Gambit to beginners, at least because you, excuse my French, ZAEBETES "download skills to join this branch:
-Have at least 25 weapon skill.
- The level (rank) of the main character must be no higher than 15.
- The reputation of the main character must be Unknown Pirate or worse.

To join the TPO, you need to talk with an 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 a family ring as evidence. We take on this dirty job without any reliable and accurate information about the whereabouts of the Castilian. One thing is clear: he stopped in one of the Spanish settlements of the archipelago and in the next two months is not going to sail anywhere from there. Actually, let's look for him.

The game does not provide for the permanent location of the target, i.e. when taking the quest, the don will be located constantly in new places. We swim around every Spanish city, interviewing residents, innkeepers, drunkards. If you're lucky, the city on the fourth or fifth you will find your goal. Don can either walk on the street or swim in the sea on his brigantine. In the first case, you need to kill him right in front of the guards and citizens, then instantly 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 away ALL things and return back to the innkeeper in Barbados. Praising Charles for the work done, he issues the next task.

TPO - Fleetwood Logbook

Passage of Corsairs To each his own. stolen jewel
From the log: I stumbled upon the corpse of a pirate or a bandit in the jungle. On the body, among other things, I managed to find magnificent earrings. It is worth asking in the city to whom they could belong. I think I can get some good money for them.
From the log: It turns out that the earrings belonged to the governor's wife, Jacques Dil Du Parke was very happy that the jewel returned to the family, and gave me a map of the archipelago.
Passage of Corsairs To each his own. Cannibals
From the log: At the Port Authority, I learned that a man named Prosper Trubal 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 harbor control house. Go inside and talk to Paul Géry. His friend was going to fight alone with the Indians in the jungle. He needs help. Exit the Port Authority, go left and near the gate you will see Prosper Trubal - talk to him.
From the log: I don’t know how much I will be able to earn on this, and whether I will succeed at all, but I could not refuse a man whose daughter is in mortal danger. I am going with Prosper Troubal to the jungle to liquidate a gang of Indians who are kidnapping the citizens of St. Pierre. Exit through the gate, move along the forks like this - to the left, to the left, to the right (near the transition to the location with the cave, Prosper will stop you and inform you that you are already there). Go to the location, attack the Indians, trying not to let them near Prosper, who will kill them with accurate shots. Talk to Prosper, enter the cave and throw yourself 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 log: Prosper and I successfully destroyed the red-skinned scoundrels, who really turned out to be cannibals. It is necessary to bring another prisoner out of the cave and go back to the city.
In the far part of the cave, find Dilbert Kursi and chat with him. Exit the cave, talk to Prosper again. Return to the city and receive rewards from Prosper and Gilbert, 8000 pesos and 30 doubloons.
From the log: Everything ended well. Selina and her father returned to the city, and I received a worthy reward for my help.
Give money to the shipyards and your ship.
From the log: Well, Michel's wish came true: I became a captain! Ha, you should see me now, Poolu, walking proudly on the deck of this nutshell! I'm the captain... I just can't get used to it. Although, damn it, it's funny - well, who would have thought? OK. It's time for the new captain to take care of hiring a team. The brother said that the owner of the tavern 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 go to sea from the harbor, let alone get to Guadeloupe. I'll ask the bartender again - since I helped with the team, it means that I will certainly help with the navigator.
From the log: In the port, I managed to find out about a certain navigator named Folke Delluk, who was imprisoned for debts. I have no other option - I must try to get this person out of jail.
I go to the commandant. The commandant will advise you to contact the usurer, if you have this amount, then you immediately pay off the debt, if not, you complete the task of the usurer.
From the log: As payment for the debt of Folke Delluc, the moneylender offered me a rather dangerous business: to go to the bay of Le Marin in the evening, to recapture a Spanish prisoner destined for transfer to the English from the pirates and deliver him to him. Go to the "rendezvous" should be on foot through the jungle
Passage of Corsairs To each his own. Scarce item
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 head of the fort for 1000 pesos, the quest is then closed. Wine can be bought 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 turn to the shopkeeper, we talk about wine. He replies that he does not have large parties, but for a fee of 1000 pesos, he advises you to contact the owner of the store. 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 it happened. For another 2000 pesos we get a letter with which we again go to the merchant. Now he agrees to sell us wine. Important! To buy 60 bottles, you need to collect 30,000 pesos, so it's best to complete this quest before going to the shipyard and buying a lugger.
Passage of Corsairs To each his own. Spanish engineer
Ask what needs to be done - to persuade the pirates to give the Spanish engineer, who is a friend of the pawnbroker. Pirates should be expected in the bay of Le Marin from 21-00 to 24-00. Follow through the jungle in the following way - left, right, right, straight on the only path. Go to the water, on the right there will be pirates with a Spanish engineer. Talk to them, kill the two pirates, then fight the incredulous Spaniard. After defeating him, talk to him again.
From the log: 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 a saber from the corpse of a pirate and engaging me in battle, but I quickly calmed him down. Strange, but the Spaniard claims that he does not know the usurer ... However, this does not concern me. Now you need to take the prisoner to Saint-Pierre.
In the city, you should avoid meeting with the guards until I take the Spaniard to the usurer's house, otherwise trouble will not be avoided. You can’t go to the city until night, because. there will be guards at the gate. Follow the pirate town, go to the tavern and rent a room until nightfall. Or just wait until after midnight. Go to St. Pierre, enter the city - the gates are not guarded. Nevertheless, officers are walking along the street - avoid meeting with them, get to the 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, hoping to get on the deck of a new ship. At the city gates you will be met by a funny type - Walter Kutcher. He told me that Cesare Craig, owner of the pirate tavern Le François, wanted to use the hold of my ship to transport a shipment of wine to Guadeloupe and was ready to pay ten thousand pesos for this. It would be foolish in my position to throw around such proposals. After equipping the ship for sailing, I will immediately go to Le Francois. Having agreed, go to the deck of the ship, press Enter and go to the cabin. Folke Delluk 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 sensible. Talk to Folke, disembark. It is necessary to purchase for my ship at least 100 pieces of cannonballs, knippels and bombs, 100 portions of buckshot and gunpowder for 200 shots. Having done this, go up to the deck of the ship. Enter the cabin, talk to Folke, he will say that you need to buy 50 weapons. Go to the same store and buy weapons. Talk to Folke again, buy 10 barrels of rum and 100 portions of provisions in the store. Follow 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. Looks like you've been lured into a trap. Go back to your ship and the pirates will attack you. Shoot them by clicking LMB. On keys 1, 2, 3 and 4 you can change shells. Use the "TAB" key to point the guns until the sight changes and shoot. To make the fight faster, press the R key, and then several times the + key. Sooner or later, the pirates will board - defeat them in battle. Having captured the ship, reload all the goods on your own. 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.

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"Corsairs" - this is one of the few games of domestic production, which has gained worldwide fame. Many players appreciated the idea and how well the adventures they had to face were worked out. However, it is worth noting last game series, called "To each his own" - this is a kind of culmination, a collection of all the good that was in previous parts, and placing it within one. The result is a very interesting project that will allow you to try yourself as a brave pirate who needs to surf the seas and oceans, complete tasks, fight both on land and on water. And all this happens in open world, that is, no one ties you to a specific plot - you can sail to any part of the world at any given moment. You can earn money by trading, you can piracy and rob ships - no one limits you, so you can do what you see fit. Well, life here is incredibly rich. Unfortunately, you won’t be able to guide you through it - you will have to learn everything on your own, but the quests that you can receive during your journey can be described.

There are also add-ons in the game, such as "Corsairs: To each his own - Kaleuche", the passage of which is not necessary to consider, since not everyone may want to purchase DLC. The same goes for other add-ons. DLCs ​​such as "Corsairs: To Each His Own - Gweek" will not be considered here, the walkthrough will only concern the base game, so you can not look for quests added to the game by downloadable content.

"Rum for the Bartender", "Call Girl" and "Return the Priest St. Pierre's Manuscripts"

The first quests that you come across in the game world are unlikely to present any difficulties for you. You do not need anything supernatural, special weapons or unusual ships, so you can safely take on them. The passage can take you tens, even hundreds of hours, because life here is leisurely, and if you want to enjoy it, you can take your time. But if you take on a quest like "Rum for the Bartender" you are getting closer to completing the game. So in this quest you will have to meet with real ghosts who will travel on a no less real ship. And just from them you will need to pick up the rum. To do this, first find out the password that you will need to tell the captain of the ghost ship, and then meet with the ghosts themselves. Having said the password, you will confirm your identity and receive rum, which you need to deliver to the bartender.

The passage of "To each his own" can be different - it depends on the essence of the quest: in some cases you will have to get down to business instantly, and in some you may not be in a hurry. For example, as in the quest "Call Girl", where you will need to order a special woman prostitute for one dignitary. You will need to find out information about the right girl from the pimp, and you will understand that it will be possible to pick her up only for an hour, from eleven to twelve in the evening. But on any day, so you can not rush.

But the quest "Return the manuscripts of the priest Saint-Pierre" needs to be done as soon as possible, but it is not difficult. You will simply need to deliver manuscripts from one church to another, but you will have to prove that your thoughts are not dirty.

"Warehouse Worker", "The Stolen Jewel" and "Cannibals"

The passage of "To each his own" will periodically surprise you, as you will be offered to complete quite unusual tasks. For example, Warehouse Worker is a two-part quest. It will be given to you by the seller in the store, who lost a valuable employee - a worker from the warehouse. You have to find him. It is clear that there are no time limits, but you can immediately head into the jungle and find a pirate village, in one of the shops of which the missing employee will work. He will not want to return, so go back and tell the merchant the news. This will end the first part, but you can immediately start the second. The merchant needs a replacement, and in the pirate town you will find it. After paying a certain amount, agree to conduct a screening of candidates, and if you take a nap, then when you wake up, you will see three pirates in the tavern who have expressed a desire to get a job. Choose one of them and send it to the city. The next time you go there, the merchant will say that you have brought an excellent employee. For which you will be generously rewarded.

But there are also less complicated quests in the game, such as "The Stolen Jewel". When you wander through the jungle, a scene will unfold in front of you - two natives will run away in an unknown direction. You can chase them, but this will not work - the passage of "To each his own" requires a deeper approach. Better go to where they fled from, and there will be a corpse. Examine it - you will find earrings. They can be sold quite expensive, but is it worth it? Again, think about what will be best for you, and ask the inhabitants to whom these jewels may belong. It turns out that these are earrings stolen from the governor's wife, who will generously reward you for finding them.

If you want to fight, then you need to take the "Cannibals" quest - it can be found at one of the inhabitants of the post near the city. He will tell you that his friend is going to go alone to save his daughter from the clutches of the natives. Join him and go to the cannibal hideout - there you will have to fight, but when you do it, it turns out that your partner's daughter is alive. You will also find another hostage who can also be rescued. As a result, both the partner and the rescued hostage will reward you.

"Burden of the Gascon" - story quest

After completing these tasks, you will have access to story quest"Burden of the Gascon", which you can complete, but it will take quite a long time. So get ready for it and get started. Your goal is to buy a ship, assemble a crew and go to Guadeloupe. In the draft quests that are not related to the storyline, will periodically help you move towards the final. Naturally, you should not rush into this, but you should still understand that the game has a logical end, to which you must come in the end. After buying a ship, you will need to go to a tavern where you can assemble a team at a time - there is one sailor who is ready to offer you as many as forty pairs of hands, but only if you take everyone at once and fulfill his conditions. They are quite simple - you need to have the right atmosphere, food and medicine on the ship. You can buy a little bit of everything just to meet the requirements, but that's not all. You need a navigator, and he is in custody, as he owes a large amount of money to a moneylender. Go to him and find out what you can do to give back this amount. Here you will receive side quest"Spanish Engineer", as you have to save a fellow pawnbroker kidnapped by pirates. At first, you can try to persuade the latter to give up the engineer, but as a result you still have to kill them - in the game "Corsairs: To Each His Own" passing quests often comes down to just this. Then you will have a hand-to-hand fight with the Spaniard himself, who does not want to believe that you have come to save him. Defeat him and lead him into the city, but avoid the guards. When you bring the engineer to the moneylender, the latter will give you receipts that the debt has been repaid - you need to take them to prison so that the navigator is released and the Guadeloupe quest is activated.

"Guadeloupe", "Caribbean Mores" and "Dishonest Competitor"

This is one of the most difficult quests, here danger awaits you around every corner. Passing it may require you to have great skill and dexterity in handling both your character and the ship on which you will sail. You need to sail to Guadeloupe, where the multi-level task will begin. First you will need to talk to one person who will guide you further. There you will learn about a collection of sabers stolen by the Indians, which you need to return, but you will not find it without the help of an indigenous person who was imprisoned. You can buy it for a lot of money, but there is nothing to do - you can only argue with the commandant and bring down the price a little. After freeing the Indian, you can equip the expedition, but at the same time you will still need to complete one job, which will give the quest "Caribbean manners". Again, danger is waiting for you around every corner, the passage is unlikely to seem easy. As part of this task, you will first need to deliver a load of guns, sailing past the enemy port, then get important information by hiring a beggar for this, and then completely intercept the enemy ship with a load of gunpowder. It won't be easy, so get serious. Well, the next quest is basically running around with errands. " A dishonest competitor"As a result, it turns out to be a smuggler who interferes with the local merchant. Make an appointment and give him a warm welcome - it is not necessary to kill him, since he will pay a decent amount for his life.

"The Burden of the Gascon. The Sequel", as well as "Maid in the Jungle" and "The Way of the Dutch West India Company"

The passage of the game "Corsairs: To Each His Own" is moving forward, and this is signaled to you by the fact that you can continue the quest "Burden of the Gascon". But first, try to get the quest "Jungle Girl" - for this you only need to travel through the jungle until you see a girl running away from three men. She will ask you for help, saying that her father wants to marry her to one person, and she loves a completely different one. In any case, inform the men that you yourself will deliver the girl to her father, and then decide whether to let her go and do a good deed or take her to her father and receive a reward. After that, you can take on the "Burden of the Gascon". To do this, you need to return to Martinique and talk to your friend Michel, imprisoned. He will offer you several options for the development of events, which will start the quest "The path of the Dutch West India Company"The Corsairs: To Each His Own walkthrough branches off here, as Michel offers you three different options for achieving the goal. The first is joining the West India Company, the second is joining the English army, and the third is membership in a secret organization .

"Dutch Gambit", different options for passing

It will be very difficult to describe the passage in detail here, as it branches and can go in a variety of ways. This is one of the most interesting parts game "Corsairs: To each his own." The passage of the "Dutch Gambit", a quest that will lead you to the goal of interest to you and Michel, will take quite a long time. You will need to complete a large number of assignments, deal with dangerous opponents and carry out complex orders. You could even say that in some places you will have to look under every stone, the passage of this quest chain may well require this. Whichever path you choose, the result will still be the same - you will complete all the tasks and collect enough money to free Michel.

"Million for Michel", "Pirate Saga" and "Shark Hunt"

Check if you have a million - after all, that's how much it takes for Michel to be free. Of course, the amount is simply huge, and it will be terribly pitiful to part with it, but it is still yours. best friend. And most importantly - this is a key character in the plot of the game, so do not be stingy. However, in the part of "Corsairs 3: To each his own" the passage is not so simple that everything was limited to this. It turns out that there is not enough money to ransom Michel - you need to do what he promised, but did not do. To find out what in question, talk to Michel himself, find out a terrible secret - something impossible awaits you. Your goal is to capture and overthrow the local government! But the island has its own full-fledged fleet, how do you deal with it? This is where you will find out that among the pirates there are those who are also not satisfied with the government on the island.

It's time to move on to the quest" pirate saga". In it you have to find all the influential pirates who will be ready to join their forces with you in order to storm Tortuga. But you will not count one, the most important pirate - the legendary Shark. You will have to spend quite a lot of time, but, alas, everything your attempts will be in vain - the Shark disappeared without leaving a trace.But in the quest "Pirates: To each his own" the passage simply cannot reach a dead end, so you just need to be distracted by other things.

"Return of the Baron", "Isle of Justice" and "The Dive"

From this moment on, real miracles will begin in the game. You will need to find a shaman who crafts special medallions that allow you to access the mysterious Isle of Justice. Naturally, you will need to complete quite a few errands and wait a couple of months before the medallions are ready, but it really is worth it. Only then will you be able to continue moving in the Corsairs game. Each walkthrough of the "Isle of Justice" may seem difficult, as this is a turning point in the game. After all, on this incredible island you will still find the Shark, and he will agree to join you, but for this you will need a ship, which, unfortunately, is not. And this whole quest will revolve around trying to get a ship for the Shark.

As for the task "Immersion", here the miracles will continue. The passage of the game "To each his own" will take a completely unusual turn - you will have to go down under the water to find an ancient Mayan city there. These unexpected plot delights await you in this wonderful game.

Decoupling is near...

So, the passage of the game "Corsairs: To each his own" is approaching its logical conclusion. It remains for you to complete a number of side and story quests in order to free Michel, capture the island of Tortuga, and also see many more various wonders associated with the Maya. Pastime for this game can not be called boring, and the project is not protracted - you decide how long you will play. You can go exclusively through the quests of the storyline, or you can complete all third-party assignments and travel around the world. Naturally does not cover this passage"Corsairs: To Each His Own" ships, sabers, cannons, ammunition and many other aspects that are not directly related to the plot itself. You have to study this on your own, and you are guaranteed to get a lot of pleasure from the process.

The final

As a result, everything will come down to the search for an ancient relic - a Mayan mask. And, unfortunately, not only will you be looking for her - your "millionth" brother Michel will also want riches, betraying you and practically killing you. But here you can take revenge. First you will have to fight the Indians, and then Michel himself, who is the main boss in the game. Every minute everything will become more difficult, as you will already be fighting with everyone at once, including your brother. Well, everything will end, of course, with your victory - if you have a real artifact in your hands, then you will need to finish off Michel, and then the final video will start. But the game does not end at the same time - you get the opportunity to continue to surf the oceans - piracy, trade, live, and, of course, go through those quests that you did not have time to do before.

Passage of Corsairs To each his own Burden of the State End
From the log: October 1, 1654 11:14 Thy works are inscrutable, O Lord! Burden of the Gascon
Who could have imagined six months ago that the brave knight of Malta Michel de Monpe, the hero of Barcelona and others, would cast a dirty shadow on the glorious name of the noble Henri de Monpe, and I, his “prodigal son”, “rake” and “Zhigalo”, would be offered wipe off the traces of the turbulent life of my "infallible" brother. And here I am, like a mad Don Quixote, rushing at full sail to the ends of the world, leaving behind Paris and the unfinished portrait of Poole in the form of Aphrodite emerging from the foam. By the way, I must admit that, unlike the charms of this devil, sea foam actually looks a little different than it seemed to me until now. I'll have to take that into account when I get back... I hope my adventure doesn't last past Christmas and Lulu's hubby disappears on the eastern borders, leaving her alone with his baboon jealousy. Because of him, the air of Paris in recent times became really deadly for me. I will need to make inquiries about the mission of the Order and my disgraced brother. I believe that Governor Jacques Diehl du Parque is aware of what is happening in his domain. Although the servant de Brignet verbally warned me once again to be careful and not look for direct paths, which are far from always the shortest. Good thing I still have a couple of trinkets from Pulu's bounty, and some silver. It will be something to live on for the first time and come back as soon as I find out what our restless Michel could have done.
We go into the residence, the governor is sitting on a chair, talk to him, after that you will be arrested.
Before I even had time to ask properly about my brother, I was immediately arrested and placed in prison. Brr, I will remember these days in the company of rats and bedbugs for a long time. However, everything ended happily - some pompous dandy, who introduced himself as Philippe de Poinsy and turned out to be the governor-general of the French colonies, visited me in the casemates and ordered my release. It turns out that our brave Michel has done some very dubious things here! According to this de Poinsey, my brother is suspected of almost all mortal sins. However, I will not waste time and rush to him - let him tell how he managed to make such a mess that even the mere mention of his name can determine a person behind bars.
I'm going to the underground base of the Order of Malta in Saint-Pierre.
The meeting with the dear brother took place. Gee! I still can't come to my senses. Michel is accused of embezzling the money of the Order, and owes Philippe de Poinsy, Governor-General of the French colonies, a whole million pesos! Incredible! But even more incredible is that his debt will have to be paid to me! It looks like my stay here is going to be long, and poor Lulu will have to find herself a new favourite. However, knowing her habits, this will not be the case. And a “brilliant” prospect, according to Michel, opened up before me - to become a sailor and captain of my own ship. It just wasn't enough for me! But I have no choice - I will have to come to terms with such an unexpected twist of fate. Michel said that the local shipyard is good ship, lugger, as he called it, for which bail was posted. You should visit the local shipbuilder and talk to him about buying the ship. But where do you get the money to buy? Michel has pledged 5,000 pesos for the ship, leaving only 15,000 pesos left. Where to get them?
First of all, go to the residence and take your sword, pistol, light leather corset. We start earning money for the ship.
Passage of Corsairs To each his own. Rum for the bartender
You take this task from the bartender.
From the log: Looks like I'll have to learn the trade of a smuggler. Lugger Ghost will anchor off Lamentin Beach, on the northern tip of the island, by night tonight. I need to get to this lugger on a longboat, go up on deck, tell the captain the password and get several cases of bottled expensive rum. Then the longboat must be taken to the bay of the pirate settlement of Le Francois. If everything goes well, I will receive five thousand pesos for the work. So, at 19-00 you need to be on the same left pier, go on a longboat with five sailors to the Lamentin beach area, find the Phantom ship and board. Say the code phrase and wait for the rum to be loaded onto the longboat. Next, you need to sail to the bay of the pirate settlement Francois. But this task will need to be started at 19-00, until that time is still far away. When 19-05 comes, the journal will update the entry “The longboat is at the pier. You can be on your way."
Go to the left pier, follow the longboat. You can use the ship's tack, get out of the bay as much as possible taking a little to the right, then the landmark, the farthest rock on the right and swim to it, the coast should be on the right, rounding it, press Enter, the icon of the Ghost ship should appear in the list at the top left - click on it. Now re-open the menu and select the boat - swim aboard the Ghost. 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 did not write it down, then here are some of them:
Boards and tow will be in the morning
Don't wait for the south wind
Old Thomas was waiting for a beer
Camels go north
The bay is ready for landing
In my case, it was the last option. At the same time, write in such a transcription in which the innkeeper gave you - no need to put a dot at the end! The rum is loaded on my longboat. Now - to the Bay of Le Francois. Land at the port, talk to the smugglers and go to the tavern. The bartender paid off according to the agreement - he paid me five thousand pesos. In addition, he left me a spyglass as a gift and presented me with three bottles of rum.
Passage of Corsairs To each his own. call girl
From the log: On the streets of the city, a certain nobleman named Apollinaire Sizus approached me and asked for one unusual service: go to a brothel and arrange with the owner, Angelica, to provide one of her girls named Lutisse "to take away." Arthur gives us 6000 pesos, saying that we will have to pay 3000-3500 pesos per night. Agree!
By agreeing, you will recognize the name - Lutiss. You will need to bring the girl no earlier than 23-00. The girl will need to be taken to the scrap of a nobleman, a two-story mansion with a red roof near the residence, after eleven in the evening. Follow the brothel, talk in the room with Aurora - the local pimp. Say you need Lutiss. Pay 2500 pesos. Aurora will say that Lutiss will be released at 11 pm and must be picked up before midnight. At 23-00 to 24-00 go to the brothel, to the common room. Where are some girls. Start a conversation with the blonde Lutiss. Tell her to follow you. Leave the brothel, go towards the residence and, facing it, approach the house on the right side - with a red roof and two floors. The girl herself should ask if you are there. Answer yes, wait for her to go inside, and thus complete the task. It is not necessary to come for Lutiss the same night, you can the next day. It is important to appear from 23-00 to 24-00! The girl was delivered to the customer's house. Well then. I think everyone was happy, me too. and a nobleman, and Lutiss ...