The corsairs each have their own task of the governor to find the gang. Corsairs to each his own. "Dutch Gambit"

Quests for colony governors

Find the Governor's Lost Ring

Sometimes, in cases where your GG is known throughout the city as a frequenter of local brothels, the governor may entrust you with a very delicate and unusual case. You need to find the governor's ring that was accidentally lost in a local brothel.

So, if you decide to complete this unusual assignment, you can do the following:
1. You can directly ask the girls in the brothel room about the missing ring. At the same time, one of them can tell that the governor himself gave her this ring during a meeting with her. But she is not going to give it away just like that and will demand compensation in the amount of 5,000 piastres.

2. The ring can be lost in the room upstairs. In this case, it remained there without being found. To pick it up, you will have to rent a room for the night and, after having sex with a girl, carefully search the room. Perhaps somewhere on the floor you can find the lost ring.

3. The ring can be located anywhere in any room of the institution. It can be on the floor in the room, in any open space. Search all premises of the institution.

If you did not find anything, there may not be a ring at all and there is no point in looking further. In this case, just return to the governor and explain to him that you did not find the ring. If you found the ring, return to the governor, give the ring back and receive a reward and sincere gratitude! .. The quest is over! ..

Catch the escaped criminal

The passenger-villain stole the entire treasury of the city and must be executed in public.

Fulfillment: We talk with the governor, he gives the task to track down the ship, which after so many days starts from such and such a city and sails to such and such a city. Cities may be different. The quest is limited in time. In the allotted time, your task is to capture a passenger from this ship. You can report to the governor much later, here the term is not limited.
We sail immediately to the city, which will be the final destination for the desired ship. And knowing where the ship is sailing from, we move to meet it. On the global map we will meet a ship with purple sails. He is what we need. Feel free to abort him. After defeating the captain of the ship, a sailor from our team will approach us and report that the required passenger has been captured, tied up and delivered to the hold of our ship. Excellent! Now we are heading for the island where we took the task and we are sailing to report on the successful operation.

Hunt down slave smugglers
Reward: Money (depending on GG level) + captured ships with slaves (smuggling)
Passage: The Governor will tell you that a major deal with smugglers is planned in the next five days. There are no details, no exact date, no exact place, no name of the ships. Well, let's solve the problem on our own. Every next day we go out to sea and check with the help of "Sail to ..." all the "suspicious ships" that are outside the port in neighboring bays. You can spend the night in a tavern or through "Thinking out loud" on the pier. As a rule, on the 3rd-5th day of searching, we find two ships in one of the bays. Having swum to them, they themselves will change the flags to pirate ones and become hostile. To complete the quest, it is enough to simply sink the ships. But it is better to board both, since it is not known on which "consignment of goods" is located. We drown or board and go with a report to the Governor. If the goods are seized, on the same island you can sell slaves to smugglers or merchants on the raid. There will be good profit.

Find and capture the deserter

The governor will tell you that a certain captain betrayed his nation and fled in an unknown direction, leaving his ship to its fate. It must be found and brought to court. There is little information that he may be hiding in the pirate settlements of the archipelago. Exactly 1 month is given for everything (the term may depend on the complexity). Further, our task is to sail around all the pirate settlements and try to find this captain. I acted like this, then I save myself and swim to one of the settlements. If I don’t find anyone, then I repeat the whole procedure again. As a result, in one of the settlements we find the desired captain. In a conversation with him, he will offer to pay off, and tell the governor that they didn’t find anyone. I didn't pass this option. Refusing the bribe, we take him to the governor and hand him over.

Destroy a gang of thugs

Sometimes the governor may instruct you to find a local gang that interferes with the civilians of the city. The gang with its leader is hiding somewhere in the selva near the city.
So, if you undertook to carry out this assignment, first prepare for the battle. The gangs of these thugs are usually different from the rest of the bandits and pirates, they are stronger, more agile and hardy than the rest.
Once you're ready, start looking. In one of the locations of the island you will meet the leader of this gang. Depending on the level of the GG and the randomness in the game, the leader himself, the leader with an assistant, or with several assistants usually comes to the meeting.
Kill all bandits. A record will appear in the SJ about the successful completion of the task. Search everyone and head back to the governor. Tell him about completing the task, get a reward. Quest is over!

Deliver a secret message from a city flying the flag of an enemy nation

Sometimes the governor of the city may instruct you, for a substantial reward, to secretly sneak into the city under the flag of a hostile nation, receive a secret dispatch from a trusted person and deliver it personally.
The task is further complicated by the fact that it is extremely difficult to get into the city of a hostile nation at the initial levels of the game. It's actually quite simple!..
So, you received the task - to get into a hostile city within a few weeks, receive a dispatch from a certain person and return back. Keep in mind that in the allotted time you must have time not only to receive the dispatch, but also to bring it to the employer!

So, go to the colony whose hostile city you need to visit. If your GG's stealth is low, if you don't have a trading license and can't fly that nation's flag, there's no need to try and moor right in the city's port. You can land in any convenient bay of the island and make your way to the city by land. The only exceptions are a few colonies, where some bays are located on separate islands near the city ...
In order not to get into the eyes of patrol officers and officers, you can wait for the night. After midnight, enter the city, hide in any open house and spend the night there until morning. In the morning or towards noon, leave the house, go to the right person and receive a dispatch. The rest of the day you can walk around the city, go around the shopkeepers and some establishments in the city ...
Try not to catch the eye of patrolmen and officers. If one of them stops you, they will most likely recognize you. If this happens, drop everything and run! Run from the city, hiding from rifle shots and sabers of soldiers! But even if you are not recognized, it is too early to rejoice. Don't forget the guard at the gate. You can leave in the same way as you entered: enter the house, wait for the night and then calmly leave the city. But you can also try to break through during the day! If you completed this task and received a secret dispatch from the hands of a trusted person, return back to the employer. Get a solid reward, a well-deserved reputation and location! Quest is over!

Church quests

church dispatch

You can take the quest by offering your services to any priest on the streets of the city. He will ask you to deliver a sealed letter to the rector of the church in a certain city in 14 days. In the allotted time, you must arrive in the specified city and give the papers to the priest of the local church. As a reward, you will receive several golden doubloons and something else... That's it, the quest is over!..

Return of church manuscripts

At one point, your GG will offer his help to the holy church. The priest will ask you to return church manuscripts that were loaned to a priest in a church in another city and return them to him.
To return church manuscripts, go to the church of the city that the priest spoke about. If you arrived on time, the priest will simply give you the church manuscripts. You can go back and get your reward. Usually it consists of several chests with golden doubloons.
But sometimes it may also happen that the priest has already given the manuscripts to another captain who undertakes to return the manuscripts. In this case, the priest will tell about this captain. You have to catch up, find him and take the manuscripts from him. To find this captain, ask the heads of the port authorities in all the cities that you will be informed about. Once you catch up with the captain, you can talk to him on the deck of his ship. Perhaps the captain will just get scared and give up the valuables. You can return to the priest and give the manuscript. Get several chests with golden doubloons and boundless thanks to the Holy Church! That's it, the quest is over!

Church robbery

At one fine moment in the church you will find a priest cursing someone intensely ... It turns out that some bad people robbed the church, took out all the money of the parishioners, collected in a few days, and some other relics. You can refuse the help of the church, or you can help.
So, if you decide to help, you need to find out where the robbers may be hiding. To do this, go to a local tavern and ask some drunkard about breaking news. He will talk about what happened in the church and casually share his thoughts. As if these were not pirates, but the most common robbers, often hanging around in the vicinity of the city. Now you must find them as quickly as possible. To do this, go out into the selva and look for bandits. Usually they can hang around somewhere in the forest. But if they are not there, search the surrounding bays. In one of them you will find bandits. Kill them and search them thoroughly. In the pockets of one of them you will find money stolen from the church. Return to the city.

You can give money to the priest. In this case, he will give some of them to you as a reward. You will also receive sincere thanks and appreciation to the Holy Church and all the local residents of the city.

But you can also pocket all the money for yourself by saying that you did not manage to find the thieves. In this case, you can not rely on the gratitude and attitude of the locals towards you... Your reputation will be seriously damaged. That's it, the quest is over!

Delivery of prayer books

You can take the quest by offering your services to any priest on the streets of the city. He will say that prayer books for parishioners have run out in the local parish and new ones need to be brought. You can get new prayer books in the parish of any city of the allied nation. In a conversation with the priest, ask him to give prayer books. Return to the church of the city where you received the task to get prayer books and give them to the priest. That's it, the quest is over!

Quests for hostesses of city brothels

Forgotten Documents

After having sex with a girl in a brothel in the room, you can find a bunch of documents. Apparently, one of the customers of this institution accidentally forgot them ...
I'm going to the moneylender. He will give you three options: an unknown captain, a smuggler, and a patrol ship cap.

Option 1: The captain is an unknown person. The documents will be taken by the head of the PU for free or a small amount equal to that paid to the usurer for him to say that he does not know the captain or a brothel

Option 2: Smuggler Captain or Patrol Cap. Either the commandant (who is in prison) or the smuggler in the tavern will pay the money. And you can immediately carry them (without carrying documents to the usurer). They will each take but the reward will be much less.

Reason for hurry

After a pleasant pastime in a brothel, we will talk with a girl. She will tell us about the captain, who recently was in such a hurry to some bay that he "almost forgot his pants." We go out to sea and check all coastal zones for the presence of the captain we need. In one of the bays, an officer with a detachment of soldiers will run up to you and ask who you are?

Option 1
There are several answers:

If you do not have money to pay this officer for information in the future (in my case, at level 8, he asked for 116,000) and there is no desire to fight with his squad (4 people, nothing quite worthwhile falls out of them, maximum a saber with a pistol from an officer), you can simply report that you have come for a walk along the beach and go about your business.

You can just rip open the belly of the traitor and his henchmen (I did not check whether it is possible to report to the governor after that)

Tell the officer that you are the one he is waiting for. If he says that you are not very similar to a person from Jackman, you make an offended look and answer that you will pass it on to Jackman (If the officer didn’t tell you so, then we read below). Now we can find out the terms of their deal. The officer will ask for 30 rubies for information. But you can just offer him money. (I don’t have so many rubies with me, so there was no way to check :)) If we try to find out the price on our own or simply report that we don’t have payment, they will figure us out and we will have to send soldiers to the forefathers. So, after payment, the officer will report that the local governor has something to profit from in the chest, their man works in the residence and is ready to provide the key. We will also find out the password and recall for the contact in the residence. (It will be necessary to name the review, although I also wrote down the password just in case)

So, now we have 2 scenarios:

we can visit the governor himself and snitch on the deserters. In gratitude, he gives us a treasure map of a famous pirate. At the exit from the residence, as well as after exiting the cave, Jackman's guys will be waiting for you, whom we send to the next world (in the city you can simply force them to hit one of the residents or guards and watch how they are shredded). In the treasure chest we will find: 3 sets of treasures (on average, you can sell to a moneylender for 240k), 3 chests with doubloons, various trinkets and equipment. (It is possible that the size of the treasure is proportional to the amount paid to the officer for information, as well as your level). At sea, a little later, you can run into Jackman's messenger and kill him, get rid of the last witness who could snitch Jackman on us :)

Let's talk to the messenger, he will give us the keys to the governor's chest and retire. In the chest we will find everything exactly the same as in the treasure in the first version of the passage. We will also come across Jackman's messengers.
P.S. This option saves a lot of time (no need to swim to the island on the treasure map and search the cave) while slightly lowering the reputation of the hero.

Option 2
Another scenario... In a conversation with a corrupt officer, we learn about a messenger from Bartholomew Rogers. We politely tell him to go get some sleep while we replace him. Then, in a dialogue with the officer, do the same as described above. Let him know that Rogers sent you. He will require several dozen gems. You can refuse to pay for valuable information; you can try to be stupid...

The officer will tell you that they recently took a rich prize. For example, we can talk about a galleon with a load of ebony or vanilla. The ship is still in the waters of the island and can be boarded.

Go out to sea, look around and find the ship you are looking for. Swim to it, board it, seize the cargo. Then go out to sea. On the global map, an interceptor with purple sails will chase you. This is Rogers' contact. Get ready for a serious fight, attack the ship and board it. Talk to the captain and kill him. Search the chests...
Quest is over!

Arrogant Aristocrat

Sometimes, during a visit to the owner of a brothel, she can tell about one of her clients who constantly disturbs the order in her establishment... The problem is that the client is a distant relative of the governor and it is extremely difficult to solve the problem without a scandal. So, you have to try on your own to convince this arrogant aristocrat to stop interfering with the hostess and all the staff of this institution. However, you can refuse...
So, if you decide to help the hostess, you should find this unfortunate aristocrat. The closest place to his stay is, oddly enough, a tavern. Go there, find a client there and try to convince him. There are two options...

1. A violent troublemaker will promise that he will no longer disturb anyone. Well, you can return to the employer and report on the completed assignment. Your reward will be a whole night in this place with the owner... But not everything is so simple! At the exit from the institution, our mutual friend with the company will already be waiting for you. It certainly will not work peacefully to decide the outcome, so get ready and properly chop everyone right on the street! Let's not forget to search everyone's pockets after the battle!..

2. Due to the complexity of his character, it is unlikely that it will be possible to do this peacefully. Worse, this insolent can challenge you to a duel. And then ... a meeting in a couple of hours at the indicated place and a duel with swords and pistols! ..
As soon as the insolent person remains peacefully lying where you left him, you can return to the hostess of the establishment and report on the completed assignment. Your reward will be a whole night in this establishment with the hostess.

Citizens Quests

Delivery
On the streets of the city, a local resident will come up to you and ask for a certain time and some reward to deliver him to another city.
Destination, delivery time and reward are usually determined based on the distance of the final destination of the trip, the nation of the destination and the level of GY ... The destination can be a city of one's own, allied or hostile nation. Therefore, before agreeing, evaluate realistically your capabilities and plans for the future. You should not take a passenger if, for example, you have some kind of quest task on fire or any other...

So, as soon as you went to sea, the countdown begins. If you manage to deliver the passenger to the destination, disembark. An employer will come up to you, thank you for the trip and give you a reward.
But if for some reason you do not have time to deliver the passenger to the destination on time, there will be a meeting on the deck of the ship. The passenger will approach you and ask you to explain the reasons for the delay. You can justify yourself by saying that in the near future the passenger will be delivered to the address. You can also kick the passenger off the ship altogether. The quest in this case will be considered failed, and the reputation will suffer significantly...

heirloom
Once on the streets of the city, a nobleman will approach you and ask for help. You can also find a person of remarkable appearance yourself and start a conversation.

A person will ask you to help you in one unusual case. He will talk about the fact that he had problems with money and he had to pledge his family heirloom to the moneylender in order to get money. But now that the term has expired, he needs to return the money and accrued interest. Otherwise, the pawnbroker will sell the relic to any buyer. The problem is that he will have money only in three months. The client will promise you that in three months he will be able to return the entire amount to you.

So, if you decide to help, go to the pawnbroker. You have several options to have a conversation...

1. Pay off the entire debt and accrued interest within three months.
2. Pay back the accrued interest and convince the moneylender not to sell the relic.
3. Give the amount of the cost of the relic, and return the interest later.

Depending on certain conditions (charisma, trade, honor), the usurer may agree to any of these options, or may demand the entire amount and interest at once.

If you have fully paid off with the moneylender for the relic, return to the tavern, find the client and inform about the completion of the task. He will only have to pick up his relic. The client will thank you and inform you that he has made a deposit in your name with a local loan shark. The money can be withdrawn from the account in exactly three months... As soon as the money is received, the quest can be considered completed!

Material aid

This is a small mini-quest, information about which is not included in the SJ. On the streets of the city, a local resident will come up to you and say that he is in a delicate situation and he needs money. You can agree to help him and give the necessary amount of money. In this case, he will promise that he will put in a good word for you in front of the governor and some influential residents of the city, telling about your noble deed... The quest is over!

black bone

Sometimes on the streets of the city you can meet a person who will ask you to deliver a batch of slaves to him. He is ready to pay for the goods in gold doubloons, several doubloons per head...

If you agreed to do this work, be sure to remember the time and place of meeting with the customer upon your return! And do not forget that you have no more than six months to search for a batch of slaves and deliver live goods to the customer!

As soon as the entire batch of slaves is available, go to a predetermined place, hand over the goods and get a fee ... The quest is over!

easy prey

A small quest, the essence of which is as follows... With a positive reputation of your GG, you can sometimes get a tip on merchant ships with valuable cargo:
- from innkeepers in taverns for 1000 piastres;
- free of charge from lighthouse keepers;
- at the convicts in the selva;

With a negative reputation of your GG, you can sometimes get a tip on merchant ships with valuable cargo:
- at drunkards in taverns;
- at the convicts in the selva;

Merchant ship information includes the name of the ship, the nation and flag of the merchant, and information about the cargo in the hold. Having received information from the persons described above, decide for yourself: to take up the matter or not to take it. If taken, go to the designated place, search for the ships, board them, confiscate the cargo or even the ships themselves with the cargo. Keep in mind that instead of ordinary sailors, there may be very skillful and intelligent soldiers on the ship, and the ship itself may turn out to be a privateer. In this case, there is a high risk that the authorities of the power whose ship you have sunk to the bottom will find out about your robbery ...

Port authorities' quests

Return of the ship's log

We ask the head of the port if he needs help? He says that he is needed and asks to find the captain who left his ship's log with him (well, the loss of the ship's log is the same as losing the captain's rank, but okay, let's continue) We are given the direction where he left, we need to catch up with him. We board our ship, go out to the global and see a ship with green sails not far from the island. We go out to sea, we send a boat to it. We talk with the captain, give the magazine, everything is your reward, the quest is completed!

Burnt ship

One fine day, the head of the port authority will tell you that a ship burned down at the shipyard, recently left there by a certain gentleman who left for Europe for six months. Within six months, you will need to find a ship with the declared characteristics at sea and deliver it to the head of the port. The reward will be generous!
But if within six months you have not found a ship with the required characteristics, go back to the employer. You will no longer find the former head of the port, but you will be able to talk with the new head about the burned-out ship. From him you will learn all the details. Quest closes...

stolen ship

We ask the head of the port if he needs help? He says that he is needed and asks to find the stolen ship. The journal records information about the ship. Search options may be as follows. Swim around the cities and ask the CP about the captains who were noted in recent times. If the desired ship and the captain were in the port, a record will appear in the log where he sailed. We sail to the specified city and ask there. Or just sailing on the global, we pay attention to the ships with bright red sails. One of them may be just the ship you are looking for. If it is found, we attack and be sure to board and capture it. If the ship sinks, the quest will fail. After the capture, we sail to the city where we took the task and hand over the ship to the PU. I recommend selling everything from it, including guns, before handing over the ship.

Shipping

Option number 1. We ask the head of the port if there is any work. It offers delivery of goods to different cities for different prices. Choose one of the cities and hit the road. The deadlines for such a task are very limited, therefore it makes sense to hurry. We bring the goods to the city and hand over to the PU. If suddenly you are late in terms, then for each day of delay a penalty will be withheld from your remuneration. But you can still make good money. In addition to everything, near the city of the island where you are carrying the cargo, interceptors can wait for you. Usually two ships. Here you will have to deal with them on your own.

Option number 2. After completing several cargo delivery missions (usually 3-4), the head of the CP will give you an order to deliver a certain amount (very large) of a specific cargo (randomly) for which he is ready to pay a fixed amount, which is decently more than in the store. If you decide to take this quest, then I immediately advise you to merge the type of cargo, because it is unprofitable to carry wheat or clothes, but valuable goods are quite. As a rule, a convoy of ships will be required to deliver the required amount of cargo, since the delivery must be carried out immediately by the entire batch.
We bring and receive from the head of the PU the previously agreed amount ...

Delivery of diplomatic mail

Sometimes the head of the port authority may instruct you to deliver the diplomatic bag to another city to the head of the port authority of this city as soon as possible. Be sure to consider the range of the flight, because the time is very limited! If you are not sure, it is better not to take on such an assignment ...
So, if you undertook this task, get to the indicated city as quickly as possible, head to the port authority and give the post to the chief. As a fee, you will receive a certain amount of piastres and an improvement in relations with the nation!.. The quest is over!

Sometimes, after several successful flights, you may be offered a more dangerous, but at the same time, higher-paying assignment. It will be necessary to deliver an important dispatch, a summary of prices to a store or a block of shares to a moneylender. Again, in the shortest amount of time. For example, in 1 day from Capsterville to St. John's... In this case, both at sea and on land, you will most likely be pursued by interceptors! Therefore, on land, either prepare for a serious battle, or remove the boarders before leaving the launcher and "entrust" the massacre of the interceptors to the local guards and captains. The same is true in the sea.
Upon arrival, go to the indicated person and turn in the task... The quest is over!..

Escort of trade caravans

Option number 1. Sometimes the head of the port authority may instruct, for a certain fee, to escort an escort of influential merchants to their destination. Usually these are large merchant ships with valuable cargo...

So, if you agreed to complete the task, fully equipped merchant ships will be waiting for you in the port. Carefully prepare for swimming, because it can be extremely dangerous. Go out to sea and head to your destination. Most likely, gentlemen of fortune (DU) will immediately set off in pursuit of you, who will try to destroy the ships of the merchants and take away the valuable cargo. Get ready for a serious battle at sea...
As soon as the ships are delivered to the port of destination, go to the head of the port authority for a reward. Quest is over!

Option number 2. The same as in the first option, only in reverse. You will be asked for a certain period of time (if you don’t have time - the quest will go to the archive as unfulfilled) to sail to the specified port (randomly), from where it is worth escorting the merchants to the port where you take the task. You sail to the desired port and go to the PU. The head of the CP gives you the names of the merchants and talks about them. Then they join your squadron. You sail back and go to the PU, where you took the task. Quest is over. On the way, you will be met by remote control and interceptors.

Option number 3. If you have completed several tasks to escort merchants, then the head of the control room will give you the task of protecting the caravan, which is now being attacked by pirates in the port. We go out to sea, look through the menu "sail to ...", jump to friendly ships. We usually have 3-4 merchants, 3-4 pirates. The mission is not particularly difficult, but nasty, because the pirates are mixed with merchants. The reward depends on the number of merchants remaining after the drowning of the pirates.
Special attention should be given to ports with hard-to-reach (Port-au-Prince) bays, where immediately when leaving the city in the sea of ​​battle it may not be visible through the menu "sail to ..." After the battle, we return to the CP and receive a reward that depends on the number of remaining "alive" merchants plus points in navigation.

Unlucky Thief

We talk with the heads of the shipyard. And ask if he needs help. He says he needs it. A thing was stolen from him, without which he will not be able to build ships. Promises a good reward, gives a description of the item and offers to ask about the item in the city. We go to the tavern. The tavern keeper says that a strange type brought such an item to him, and suggests looking for it in the city, because he could not go far. We were given a description of him, he looks like a tramp, a bum. Let's go look for him in the houses. We find it in the same house and we have 3 options for what to do with it:
option 1- The thief says that the thing is his and offers to pay for it.
option 2 - we say that he was completely stunned and we threaten that we will call the guards in a moment. And the thief says that wait we "calm down." We will have to kill him, we are killing him, but all the guards of the city and the head of the shipyard himself rebelled against us (but this is possible because I killed 1 more person who was in that house, but he himself threatened me) - this option is no longer

random events(part 1)

Mined ship

Sometimes, breaking into the captain's cabin while boarding a ship, you can learn from him that the ship is mined. It turns out that the captain, foreseeing his sad fate, set fire to the cord and soon the ship will fly into the air along with everything that is nearby.

If you received such a warning from the captain of the ship, you can do different things. You can...

1. Immediately rush out of the cabin, raise the sails and move downwind from the mined ship as far as possible. After a few seconds, you will see how the ship explodes and goes to the bottom. If you do not have time to move to a safe enough distance, your ship may sink or receive certain damage.

2. You can ignore the captain's trick, kill him, search the cabin and only then raise the sails and go as far as possible from the mined ship. After a few seconds, you will see how the ship explodes and goes to the bottom. If you do not have time to move to a safe enough distance, your ship may sink or receive certain damage.

3. You can do otherwise. Ignoring the information from the captain, you can search the cabin, hold. Pick up or reload the necessary goods. Extremely important! Be sure to unload all gunpowder from the ship's hold into your hold. In this case, the force of the explosion will be much weaker and there is a chance that both ships or one of them (yours in this case) will remain afloat.
As a rule, this option will work with sufficient strength of the hull of your ship and a certain degree of luck and luck of your GG.
This mini-quest is logically completed.

Epidemic

Sometimes, breaking into the captain's cabin when boarding a ship, you can learn from him that an epidemic has broken out on board the ship. The situation as a whole is similar to a mini-quest with the explosion of a hook-camera. If you don't want to get infected, quickly leave the ship without searching the captain's cabin and holds...

If you still caught the epidemic, it can proceed in different ways:

1. Only the GG can get sick or the whole team. In the first case, the health of the GG will systematically deteriorate if no measures are taken. If the epidemic covers the entire ship:
- Sailors will systematically die from diseases;
- the loyalty of officers will systematically fall;

You can prevent GG infection by drinking a potion after visiting the captain's cabin of an epidemic-ridden ship. You can prevent and stop the general spread of the epidemic on ships in the following ways:
- purchase a supply of medicines on the ship;
- consecrate the ship using the services of the city priest;
- having a ship's chaplain on board;

An epidemic on a ship usually lasts about 10 days. Once the epidemic is defeated, the quest is logically completed.

Advice: as a rule, the epidemic is caught on ships that are very unsuitable for you in terms of level (for example, I got it on my ship from an ordinary tartan, despite the fact that I have a flotilla of a corvette, frigate and light shebeka)

Regatta

Sometimes in a tavern in some city you can meet a resting merchant who can offer you a bet. You will be required for a certain, limited time period, to get to a given colony and overtake the merchant. You can accept the merchant's offer, you can refuse. To take part in a bet, you must select a bet. The money of both participants in the bet remains with the innkeeper, in whose tavern the dispute was concluded. The winner of the marathon will have to return to this tavern and receive his winnings from the innkeeper...

In the event that you accepted the offer, set sail as soon as possible. The countdown of the marathon begins immediately after the end of the dialogue after the words of the merchant: "The countdown begins right now ..." Your task is to get to the specified place before your opponent as quickly as possible, by any means. You can use the "swim to ..." function, you can arm yourself with a better spyglass, which gives a greater bonus to the swimming radius. One way or another, the faster you get to the right city, the better!

As soon as you land at the port of the designated city, a record of the marathon result will appear in the LJ. You can have two options: either you are ahead of the merchant and his ship is not yet in the port, or he is ahead of you.

In any case, go to the tavern and wait for the merchant there. If you arrived several days before the merchant, spend the night in the tavern, go down to the common room and find the merchant there. Depending on the result of the marathon, one of you will have to come back to win. If you won the marathon, return to the tavern where the bet was made!

If you manage to win this generator quest several times, you will soon receive an invitation from the Governor General of Jamaica to participate in the "Sailing Regatta"!

This quest is over!

Captain's Request:

Sometimes, when boarding a ship, its captain, before dying, may ask you for mercy and convey a message to his companion... In a conversation, he will name the name and place of residence of the companion, be careful: the time to fulfill the last will of the deceased is limited! If you do not have time to find a companion in a month, the assignment will fail!

So, go to the specified city. If the city is hostile, one can secretly sneak through the city gates at night, acquire a trade license, etc. The main condition is that you should not be recognized as a spy!

You can find out about the right person from the innkeeper. He will tell you that a person with that name does appear in his tavern from time to time, so you can find him at any time. Walk around the city, spend the night until the next day, come back later - it's not so important. At the next questioning of the innkeeper, at one fine moment you will find out that the client is in the tavern hall.

Find this man and talk to him about the captain's request. He will tell about the story that his brother got into and offer to buy him from a pirate baron in one of the pirate villages on the archipelago. You will receive from the client and the ransom amount. The fee for the work is set at 40,000 piastres.

Go to the pirate baron of the settlement you need. Several options are possible here:

1) The prisoner is really with the baron, but they want to sell him into slavery, we agree on a price and redeem him, we take the unfortunate man home, the quest closes.
2) The baron really has the prisoner, but they want to sell him into slavery, we talk about the price, we say that there is no such money, we offer our services. We are asked to sink several pirate ships in a random place. We agree. We drown or board, it doesn't matter. We return to the baron, pick up the prisoner and go to his brother.
You will learn from the baron that the person you need has already been sold into slavery on one of the plantations. Be sure to remember the plantation that the baron will tell you about! Then go to the manager of this plantation. His house is the largest two-story house on the entire plantation.

Talk to your boss about the right person. There are two options for the development of the plot - ransom or forceful method.

Ransom:
1. You can redeem the person you need from the boss, but the amount of the ransom will exceed the amount received from the client!
2. You can ransom the person you need for an amount equal to the amount of the ransom!
3. You can redeem the person you need for a relatively small amount.

Force method:
You can refuse to pay at all and take the person by force. This is the most undesirable scenario, because. problems with the nation in this case are guaranteed. If you decide to act by force, not far from the house you will see the right person, shackled. Next to him are several guards. First talk to the prisoner, then kill the guards. After the battle, talk to the prisoner again, agree on a meeting place.

Now we get out of the plantation, meet with the prisoner and take the poor fellow to his brother. Everything!

Random events (part 2)

girl in the jungle

Sometimes in the jungle you can meet a girl who is being chased by bandits. Talk to the girl. She will ask to stand up for her honor and kill the rapists. Once you've done that, talk to the girl again, who can thank you for saving you with a small amount of money. Quest completed!

Note: according to unconfirmed reports, there are other scenarios.

convicts

Sometimes in the selva you can meet runaway convicts, people of a very dubious reputation and nondescript appearance. Usually four of them run up and stick to the GG.
Escaped convicts may ask you to fulfill some requests.

1. Borrow a certain amount of money. You can choose from several options. The larger the amount, the more likely it is to receive gratitude from convicts in the form of a modest gift or valuable information. As a gift, there may be some trinket, jewelry or amulet. As information, you can get a tip on the ship (quest "Easy Prey") with a valuable cargo.

2. Help get out of the island to another secluded place. You will be asked to meet them again after midnight in a secluded bay. In this case, wait for the night and pick up the convicts from the indicated place. Take them where they ask. On the shore, the convicts will land with you. They can honestly pay for your services, but they can also deceive you. In this case, you will have to fight them. As soon as everyone is killed and you leave the location, the quest will close...

3. Take convicts on board as sailors. This option usually appears if you refuse to deliver the convicts on the ship to the specified location. In this case, return late at night to the indicated bay, pick up the convicts and go about your business.

3. Get a longboat or tartan for convicts. In this case, you will have to return to the city, buy a tartan or longboat at the shipyard, put a free officer on the ship as a captain and deliver it to the indicated bay at night. Convicts can take the boat and pay you honestly at a price twice the cost of the vessel. But they may also try to take the boat by force. If in this case you kill them, the boat remains with you, and the quest will close.

If for some reason you did not have time to return to the bay indicated in the conversation with the convicts, or did not want to deal with them, the quest will close late at night or early at dawn the next day.

Captive smuggler

In the selva you will meet several fugitive smugglers. From a conversation with them, it can be understood that their captain was arrested and thrown into the city jail. They themselves do not have any opportunity to release him, since they will all be caught. Therefore, the smugglers will offer you to help them rescue their captain from prison.
So, you have two options: agree to help the smugglers or refuse and kill them all.
If you chose the first option, the smugglers will offer you several reward options to choose from. It can be rare amulets or just money. Then the smugglers will tell you about the bay in which they will be waiting for you if the operation is successful. Usually this is a bay nearby on the island.
So, get back to the city. You can do differently.

1. Go to the governor and tell him that smugglers are walking around in the selva. In this case, you will receive a small reward and the respect of the governor. Quest closes...

2. Go to the commandant and report that a gang of smugglers plans to free their captain. In this case, you will receive some money and the commandant's respect. Quest closes...

3. Go to the commandant and try to convince him to release the prisoner. If the authority and luck are high enough, the commandant will willingly believe you and release the prisoner under your responsibility. If the authority and luck are not high enough, the commandant will release the prisoner only after he receives a bribe of 5000 piastres from you.

So, as soon as the captive smuggler is released, he will appear in the list of passengers on your ship. Now it remains only to return to the bay, in which the rest of the smugglers will be waiting for you, and receive a reward. But smugglers can also deceive you! In this case, you will not get anything, and in addition, you will also have to fight with all the smugglers. Once you kill everyone, the quest will close.

It is considered that this game is one of the most difficult in the series. Even the level of "Jung" requires a fair amount of skill and super-frequent saves from the player. Difficulties begin from the very first minutes. Often they are purely financial in nature. And it all starts with main character, Charles de Maur, comes to Martinique, to the town of Saint-Pierre, in order to find his brother. This can be done in two ways. The first way involves asking for help from the governor. The ruler of the island will refuse to talk to de Mor and instead will put him in custody, where he will have to languish until the visit of the Governor-General of the French colonies in the Caribbean archipelago, Philippe de Poinsy. We draw your attention to the fact that after the arrest from de Maur, all money and valuables will be seized, therefore, in order not to remain stranded, everything must be well hidden. For example, in the furnace in the settlement of Le Francois.

The second option for passing the mission involves contacting the abbot Benoit in the church, who will help de Mor find a companion who will take him to his brother. With a companion or after arrest alone, you must reach the underground base of the Order of Malta. It is here that the brother of our hero Michel will be, who will tell about his troubles and ask him to return a million pesos to de Poinsy. To do this, he will first have to visit Guadeloupe and find a man there named Fry, who will lend our character money. Lugger is already waiting for de Maur at the shipyard, so all that remains for him is to recruit a team and set sail.

Arriving at the harbor, de Maur learns that he needs to pay another 17,000 pesos to rent the ship. To earn this money, go through a few quests that have turned up. If you have chosen the first option of passing "Corsairs: To each his own", contact the governor of the Maltese. It will help equip your character for a hike. Here we provide a list of quests that will help raise money for the ship.

Quest "Deficient Goods". The task is to bring a bottle of European wine to the guard in the port. Wine can be bought at any stall for 700 pesos. You can resell it to a guard for 1000 pesos. You can also hand over this negligent guard to the head of the fort, after which the quest will automatically close.

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

Quest " warehouse worker". The task is to find the missing employee of the store owner. Look for Gralam Lavoie in Le Francois. After he refuses to return to the store, talk to the owner again and get a new task - to find and hire a worker to replace Lavoie. You should also look for it in Le Francois. A bartender can be hired as an assistant, who promises to call candidates for a review and asks for 1000 pesos. Depending on which worker you find, your reward can be 3000, 4000 or 5000 pesos.

Quest "Rum for the bartender". You can get this quest from the tavern keeper. He will ask you to smuggle elite rum from Jamaica to him. Be sure to write down the password that the tavern owner gives you, as it does not appear in the quest log. To complete this task, you need to find the Phantom lugger in the Lamentin beach area, talk to a member of his crew, say the password and wait for the rum to be loaded onto your longboat.

Quest "Call Girl". The task is to bring a call girl Lutiss to an unfamiliar man who you meet on the street. The reward for completing the mission is 6,000 pesos. To complete it, you need to go to the brothel and talk with its mistress. She will ask you why you need Lutiss. Depending on what you answer, calling a girl will cost you 2500 - 3000 pesos.

Quest "Cannibals". It is fashionable to take this task from the head of the port authority. To fulfill it, it is necessary to save the daughter of a certain Prosper Trubal from the Indians who abducted her. To complete this mission, you will need to follow Trouble to the cave and eliminate all the Indians. The reward for the release of the girl will be 5,000 pesos, 15 doubloons. It is advisable not to sell doubloons, as they may be useful to you in the future game.

After you collect 17,000 pesos, return to the shipyard to charter a ship. After the lease is settled, start hiring a team. It is best to look for sailors in the tavern. Here, with the help of the tavern owner, you will find one decommissioned sailor who offers to take himself and his comrades on board (40 people in total). In order to pay them an advance, you will need 8,000 pesos (that is, 200 pesos per person). After hiring a team, you need to purchase provisions and a minimum of medicines on the ship. Now you just have to find a navigator. There is nothing to look for in the tavern this time, so go look for the right person in the port. The most suitable options would be someone Folke Delluk, who is in a debtor's prison. You can buy it from there with your own money (only 10450 pesos) or by agreeing with the moneylender to complete the Spanish Engineer quest. The main task in this mission is to free them from captivity of Spanish engineer pirates. To do this, you should go to the bay of Le Marin in the evening, taking with you a pistol from a pawnbroker. It is best to return back a little after midnight, when there will not be a single soldier at the gate. After you resolve the issue with the usurer in one of these ways, go to the debtor's prison and free the navigator. After that, another unpleasant, but easily solved incident with a pirate awaits you, and that's it - you can raise the sail and head for Guadeloupe.

Beginning of the game:

(watch from the 3rd minute).

An example of passing the quest "Rum for the Bartender":

(watch from the 3rd minute).

An example of the passage of the quest "Cannibals":

(watch from the 3rd minute).

All information about quests that endlessly appear in the expanses of the archipelago

Governors Quests


Find an enemy infiltrator

Spoiler

We go out into the city and start a dialogue with the first citizen that comes across, if the dialogue contains the line "I'm looking for an enemy infiltrator" and "Who can confirm your words", then we approach each citizen and ask him about the infiltrator, the one who hesitates and cannot confirm actually he is his words - we lead him to the governor and close the quest.
If in the city, when addressing citizens, there is no above line of dialogue, then the scout hides in one of the houses or other premises. We go into each house in turn, examine the first and second floors - the person who does not automatically start a dialogue when you appear in the location and there is a scout - we talk with him, kill him in the dialogue and go to report to the governor.
If the scout is not on the streets or in the houses, then the governor has given you more than 1 day to complete this quest... sleep for a day


Sink pirate ship

Spoiler

After receiving the task, we go out to sea and call the "Sail to" command, we swim in turn to all the ships that are in the field of view of this team. Having sailed to the ship, if within a few seconds it has not changed the flag to a pirate one, we call the "Send a boat" command and board the ship, there we start a dialogue with the captain, select the line "I'm looking for a pirate ship in these waters, have you heard anything?", if the ship is not pirated, then the captain will answer no, if it is the ship you are looking for, then the cap will surrender himself and set his boarders on you, having killed them, we return to our ship and either destroy or board the ship that has become a pirate ship. If the ship is not a pirate one, then we swim to all the other ships in sight until we stumble upon the one we are looking for. If you still did not find the ship you were looking for, then swim for a couple of days on the global map.


Destroy a gang of bandits in the jungle

Spoiler

Having received the quest, we head to the jungle and go around all the locations in turn, including the bays and locations near the caves, the bandit or bandits will most likely run up to see you, after the conversation we kill them and go to report to the governor on the completion of the task.


Sneak into an enemy city to meet with an informant

Spoiler

There are two options to infiltrate the enemy city, the first is to buy a trade license (which will cost much more than the reward for successful completion) and hang the flag of the corresponding nation and go to the city through the port, and the second is to infiltrate the city after midnight from the side of the jungle, once in the city we go before the tavern, without catching the eyes of the guard, we spend the night there, and in the morning we go to the right person, you can still try your luck (if the secrecy is great) and hang out the appropriate flag to get into the city by ship, deceiving the fort, but better at night, otherwise you will run into guards near the port . You can’t raise an alarm, otherwise you will scare off the informant. After talking with the informant, we return to the governor and report on the completion of the quest.


Deal with smugglers

Spoiler

After receiving the task, we go to the tavern, there we talk with the smuggler at one of the tables, if we have smuggled cargo in the hold, then there will be a dialogue with a proposal to meet outside the city and push it more expensive, if not, then we go to the store and buy at least one a unit of smuggled goods (highlighted in red), then we return and make an appointment, the smuggler says in which bay they will be waiting for us, we go to the meeting point, enter into a dialogue with the smugglers, select the line about the governor, kill them, go to the governor for a reward!

Added (17.12.2012, 11:37)
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People help me figure it out





Governors assignments

Governors assignments - generator quests in the game Corsairs: City Lost Ships. They are taken from the governors of any colonies, except for pirate settlements. If you complete many tasks for one governor, then you will be given a letter of marque of the nation for which you completed the tasks. Tasks change every 3-4 days. The reward is randomly generated and depends on the level of the character, however, in the quest "Sneak into the enemy city to meet with the informant", there are always much more rewards.

Find an enemy infiltrator Edit

This task has several options.

Option 1. Spy on the street

The Bartender or Waitress in the Tavern can help if you talk to them. You just need to talk to all the inhabitants of the city (except the guards) and ask them to confirm that they are locals. If this is true, then the resident will call another resident, confirm that he is local. Our client will get nervous and eventually give up. Also, only men can be a spy.

Option 2. Spy in one of the houses

A more complicated option. If in conversations with civilians no topic, so our spy is in one of the houses. Go around all the houses. A sure sign of a spy is that he will not start a dialogue with you as soon as you enter the house. Talk to him. As a result, everything will end up in a rather difficult fight if your character is of a low level .

Sink the pirate ship Edit

After receiving the task, you need to go to sea and use the function to swim to swim close to the ships. Usually, even the icon of a suspicious ship is different from the rest. A pirate ship of a different type. That is, if all merchant ships are pinnaces, then the frigate will be pirate. to a pirate one, then send a boat and talk to the captain. Our client will immediately surrender himself and set his boarders on fire. Having defeated them, we go out to sea and sink or capture the ship, which has already become a pirate ship. map, our client will be highlighted in purple.

Destroy a gang of bandits in the jungle Edit

The easiest quest. After taking the quest, we go into the jungle and go around all the jungles of the island, except for the fort (what idiot will rob people near the fort?). In the end, bandits will come up to you and a fight will take place. The number of bandits depends on the level of the character and difficulty level.

Sneak into an enemy city to meet with an informant Edit

This task at first glance seems very difficult, but in fact the only difficulty in it is to go through the jungle. We arrive at the island indicated by the governor at night or reach the gate and wait for the night. After waiting for 0:00 we go into the city and spend the night in a tavern. .In the morning there are more guards, but they are less suspicious. In the morning we go to the person indicated by the governor. Usually this is a usurer or the owner of the shipyard. letters. We return to the governor. We receive a huge reward (at level 1 it is something around 17,000 piastres, respectively, further more).

Deal with smugglers Edit

To complete this task, we must have only one ship below class 3. We buy 1 unit of smuggled goods in the city. If we already have it, just go to the tavern and make an appointment with the smugglers. We go to the bay, but instead of selling the goods , attack them. This task worsens relations with smugglers and at one fine moment you will ruin relations with them and will not be able to sell goods or complete this task. You can improve relations with a diplomat, but it costs a decent amount - 40,000 piastres.

Added (17.12.2012, 11:37)
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People help me figure it out
bought a card from a rogue, it's fake,
challenged him to a duel. at the gate in an hour,
went out to the gate and waited, he was not there, but his reputation had fallen.
went to the tavern, he sits there. once again called to a duel, he again did not come.
after that in the tavern he just sends.
Saving after he called him to a duel with the city, waited, the reputation fell again, went and agreed to fight with him right in the bar and flunked him. but you can't restore your reputation.
the question is what to do to find it for the first time as agreed?

I will write full version passing this generator.

Generator quest from the governor. Hunt down smugglers who trade in slaves.
Where to get: From the Governor on any island.
Reward: Money (depending on GG level) + captured ships with slaves (smuggling)
Passage: The Governor will tell you that a major deal with smugglers is planned in the next five days. There are no details, no exact date, no exact place, no name of the ships.
Well, let's solve the problem on our own. Every next day we go out to sea and check with the help of “Swim to. » all "suspicious ships" that are outside the port in neighboring bays. You can spend the night in a tavern or through "Thinking out loud" on the pier. As a rule, on the 3rd-5th day of searching, we find two ships in one of the bays. Having swum to them, they themselves will change the flags to pirate ones and become hostile. To complete the quest, it is enough to simply sink the ships. But it is better to board both, since it is not known on which exactly the “consignment of goods” is located. We drown or board and go with a report to the Governor. If the goods are seized, on the same island you can sell slaves to smugglers or traders in the raid. There will be good profit.

Corsairs GPC quests from governors

Added (17.12.2012, 11:37)
———————————————
People help me figure it out
bought a card from a rogue, it's fake,
challenged him to a duel. at the gate in an hour,
went out to the gate and waited, he was not there, but his reputation had fallen.
went to the tavern, he sits there. once again called to a duel, he again did not come.
after that in the tavern he just sends.
Saving after he called him to a duel with the city, waited, the reputation fell again, went and agreed to fight with him right in the bar and flunked him. but you can't restore your reputation.
the question is what to do to find it for the first time as agreed?

I will write a complete version of the passage of this generator.

Generator quest from the governor. Hunt down smugglers who trade in slaves.
Where to get: From the Governor on any island.
Reward: Money (depending on GG level) + captured ships with slaves (smuggling)
Passage: The Governor will tell you that a major deal with smugglers is planned in the next five days. There are no details, no exact date, no exact place, no name of the ships.
Well, let's solve the problem on our own. Every next day we go out to sea and check with the help of “Swim to. » all "suspicious ships" that are outside the port in neighboring bays. You can spend the night in a tavern or through "Thinking out loud" on the pier. As a rule, on the 3rd-5th day of searching, we find two ships in one of the bays. Having swum to them, they themselves will change the flags to pirate ones and become hostile. To complete the quest, it is enough to simply sink the ships. But it is better to board both, since it is not known on which exactly the “consignment of goods” is located. We drown or board and go with a report to the Governor. If the goods are seized, on the same island you can sell slaves to smugglers or traders in the raid. There will be good profit.

Corsairs GPC quests from governors

1. Quest "Reason for haste"- taken in a brothel.

After sex, talk to the girl again.

The beginning of the quest is generated at the moment of a conversation with a bordelmaman.

Mandatory conditions:
- Talk to the girl after sex
- Find or visit the desired bay before the change of day
- Search for a patrol alone without boarders
- It is advisable to have various gems(emeralds, diamonds) for 30 pieces or money.

You can search for the desired bay with a patrol by sea or on foot through the jungle.

In order for a positive conversation with the patrol to take place, royalite and rank, and luck, and the most common random.

Came to the bay by sea:
The best option for completing the quest is to avoid meeting with a pirate messenger, who is waiting for a corrupt patrol in the bay.
Depending on what we have in our pockets (stones or money), from correctly selected dialogues and randomness, you can get a treasure map (if there are stones in your pocket), a tip on a ship with cargo, a tip on governor's treasures, and kill a patrol.

Came to the bay through the jungle:
When you enter the desired location of the bay, you will have a conversation not only with the patrol, but with the pirate messenger.
Depending on what we have in our pockets (stones or money), from correctly chosen dialogues, authority, luck and randomness, you can get a treasure map (if there are stones in your pocket), a tip on a ship with a load, a tip on a governor’s treasure, kill patrol.

You can dispose of the information received in different ways:
1. Go and find the treasure if you got a treasure map.
2. Board the ship with cargo. We are looking for it by the function “Swim to. on the same island.
3. Clean out the governor's chest by agreeing with the footman.
4. Kill the patrol
5. Report to the governor of the city about the corrupt patrol. The result of a conversation with the governor will depend on the reputation of the GG:
- At positive turnip for information you can get valuable gifts from the governor - a blue blade, a treasure map. The gift depends on your actions when talking with the patrol and how you paid the patrol with money or stones.
- At negative They will try to arrest your hero's turnip, and you will have to fight to get from the residence to the ship. On the ship, your boatswain will tell you about the turmoil in the city, and that they managed to rob the usurer's chests in this turmoil. Your prize will be money or money and a blue blade. The prize depends on your actions when talking with the patrol and how you paid the patrol with money or stones. After the end of the conversation on the ship, you will have to flee from the shelling of the fort.

At various ways receiving prizes / gifts / treasures in the future, the GG will face danger:
- When leaving the residence, OZGs can attack
- A pirate ship will attack when entering the global map
- When leaving the cave after taking the treasure - OZGs will attack

Dear reefership wrote that in this quest you can find an Easter egg teacher (you can see his post [You must register to view this link]). I caught the Easter egg under somewhat different circumstances:

someone from such and such settlements that did not have time to fulfill his order. We refuse. You need to refuse after the cap tells us about the order (it makes no sense before, because we won’t know where to go) I don’t know how I got there, maybe I just tired the quest today, but I refused, but the record didn’t go to the archive, feeling it wasn’t okay I rushed to desired city. Upon arrival, I spoke with the innkeeper and met with the person to whom the cap sent me. As it turned out, the killed cap was carrying several chests of gold to pay a ransom for the prisoner (no chests were found during the search of the cabin by me - perhaps just such a description) Since the cap was killed, now helping out the prisoner becomes the concern of our GG, while I was given a period of 30 days.
We go to the desired head of the pirate settlement (I advise you to wait until the prisoner is sold on the plantation by the time we arrive, you can pay the pirate, but there will be no conversation with the prisoner, and therefore the most interesting). Since our prisoner on the plantations is heading for Barbados. We pick up the prisoner on the plantations (I preferred a ransom - the option fell out that Bishop accidentally wrote an extra zero and only had to pay 15,000), from the conversation we learn that he is not too pleased with his release and asks us to deliver him not to the customer, but to the settlement tavern (random ) where he will be safe.
Option 1. We deliver to the customer. He says that we delivered the master engineer they were after. As a reward, I received the amount of money in the form of gold bars, improved relations with the nation of the customer and red weapons
Option 2. We deliver the prisoner to the tavern of the specified settlement. He says that he is a master engineer who is being hunted by the customer nation and as a reward he will improve our ship skill (I got +10 to navigation). At this stage, the quest went to the archive without NZG

Not all the secrets of this quest have been described yet. I look forward to your additions.

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Warn the captain of impending arrest
During the battle with the captain of the ship, a dialogue begins. Cap, before dying, asks GG to fulfill a small request - to pass captain ship in one of the cities that he is about to be arrested.
We agree and go to the specified settlement.
1. Desired ship we are looking for in the coastal waters of this settlement through “Swim to. and send a boat to him. We talk with the captain. Who asks for your help to take out a cargo of contraband from the bay to some island. Your reward for your labors is everything that will not enter the hold of his ship; for this, your squadron must have a ship with a good hold. Or you can refuse the deal, in which case you will have to accept the fight.
If you decide to accept the captain's deal, then before midnight you land in the desired bay. Where you can run into a local patrol, your task is to save the cap.
Load the hold of the ship and go out to sea, where a patrol squadron is waiting for you. You accept the battle, in which, again, you need to save the companion's ship.
We escort the captain's ship to the island indicated by him as soon as possible.
2.

Corsairs GPC quests from governors

Added (17.12.2012, 11:37)
———————————————
People help me figure it out
bought a card from a rogue, it's fake,
challenged him to a duel. at the gate in an hour,
went out to the gate and waited, he was not there, but his reputation had fallen.
went to the tavern, he sits there. once again called to a duel, he again did not come.
after that in the tavern he just sends.
Saving after he called him to a duel with the city, waited, the reputation fell again, went and agreed to fight with him right in the bar and flunked him. but you can't restore your reputation.
the question is what to do to find it for the first time as agreed?

I will write a complete version of the passage of this generator.

Generator quest from the governor. Hunt down smugglers who trade in slaves.
Where to get: From the Governor on any island.
Reward: Money (depending on GG level) + captured ships with slaves (smuggling)
Passage: The Governor will tell you that a major deal with smugglers is planned in the next five days. There are no details, no exact date, no exact place, no name of the ships.
Well, let's solve the problem on our own. Every next day we go out to sea and check with the help of “Swim to. » all "suspicious ships" that are outside the port in neighboring bays. You can spend the night in a tavern or through "Thinking out loud" on the pier. As a rule, on the 3rd-5th day of searching, we find two ships in one of the bays. Having swum to them, they themselves will change the flags to pirate ones and become hostile. To complete the quest, it is enough to simply sink the ships. But it is better to board both, since it is not known on which exactly the “consignment of goods” is located. We drown or board and go with a report to the Governor. If the goods are seized, on the same island you can sell slaves to smugglers or traders in the raid. There will be good profit.

Today we will talk about a game with an amazing story. Created by a team of Black Mark Studio fans, it interested the official distributor of this game series. So a full-fledged version of the continuation of the epic - "Corsairs: To Each His Own" - was released.

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

Beginning, or Where to get a million

In this game, you take on the role of the French aristocrat Charles de Maur. The father has asked you to find your missing son, your brother, in the Caribbean.
So, after you got off the ship in St. Pierre, Martinique, you have two options for the further development of the plot. Variety is the beauty of the game "Corsairs: To Each His Own." Quests can be done in many ways.

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

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

Having agreed, you go to the quartermaster, who will issue basic kit armor and weapons. If at the beginning you hid things in a chest, further development It will be easier. Just go to the brother in the dungeon.

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

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

Learn about - oh my God! - a debt of one million pesos, we get the first task. Remember, it's temporary. The point is this. Michel has paid a deposit for the ship, but still owes 17,000 pesos. It is necessary to find this amount in three days, otherwise you will get a wreck.
Where to get money? Let's figure it out.

call girl

For this quest, you will need to find one senior. He usually hangs around in the square near the church. Look for a light camisole and a hat. The passage of "Corsairs: To each his own" is open and non-linear. Therefore, the name is generated differently.

The point is. It is necessary to go to a brothel and negotiate with its owner about the girl Lutisse Montagne. She must be brought to this aristocrat after eleven o'clock in the evening. For all expenses, he gives 6 thousand, your earnings are the saved amount.
The secret is that before taking the quest you need to save. Upon receipt of the task, the cost of the girl for the night is randomly generated. It can be from 2500 to 5000 pesos. We load until we get the minimum number.

When talking with the hostess, choose the option that refers to the inexperience of the girl. It will be possible to pick it up from 23.00 to 00.00. In an hour it would be easy to manage and lead her to the aristocrat.

And while there is some time, we will earn some more money. Remember - in the game "Corsairs: To Each His Own" the map of the island is an indispensable assistant when completing quests. Don't forget to check it out from time to time.

Warehouse worker

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

Our path lies in the pirate settlement of Le Francois. On the way, by the way, we will complete two more tasks. They are written below.

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

What can you do. We return with bad news. The merchant is upset, but he gives a reward. And, besides, he promises more if we help to hire a new employee. The higher the qualification, the higher your earnings. Does not let the game relax. What can you do - "Corsairs: To each his own"! Ships will soon be redeemed, remember? So let's push up.

We run to Le Francois. Where to look for an employee? At the tavern keeper. He appears to be a little responsive. For only a thousand pesos, he will help with the task, but you need to walk for an hour.
While we are waiting, you can play dice, a possible win will not hurt. After the agreed time, we return to the tavern and see the applicants. And then everything becomes just great. In addition to the fact that the owner will take only 500 pesos for help, the employees also offer you bribes!

We choose the one that gives a bag with fragments of amber. We will need the jewelry later, and in the city the owner of the store will pay us 5000 pesos for it. But that will be after the interview. Time is money, so we run to the head of the port department. It starts the quest "Cannibal".

Side missions

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

It seems to you that money is hard to earn in the game "Corsairs: To Each His Own", the codes would obviously not interfere. All wrong! After this quest, you will forget these thoughts forever!

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

We carry it after returning from Le Francois. The guard will be waiting on the upper platform of the fortress, in the evening. But it was not there! It's not a mission, it's the Klondike! Insatiable French are ready to buy another 60 bottles of 1000 pesos. What to do? Where to rob the wagon?

No panic! We go to any merchant and for a thousand coins we buy information that there is alcohol in the store. Having gone there, we stumble upon a misunderstanding of the owner. We return to the thrower. And he demands another 2000 for You have to pay. With this sheet we return to the seller. Now you can buy 60 bottles for 500 pesos each. But! This is a one-time offer, so free up your inventory!

Net earnings - 27 thousand coins. And received in the following story mission game "Corsairs: To each his own" map will greatly help in the future.

In the city, all quests available on given level, are taken. We leave the gate. But what is it? A corpse lies on the road, and the local natives run away. Let's go through the pockets of the dead man. 560 pesos for expenses, small change and earrings. Save this decoration, we'll need it later when we get back from Le Francois.

So, we sorted out the hard workers in the village (the quest is described above - “Warehouse Worker”). It's time to remember the find. We go straight to the governor-general. You can, of course, ask the price of merchants, but there the price is lower. De Poinsy will give you a "Cheap Map of the Islands" for them. Such a gift will greatly facilitate the passage for you. "Corsairs: To each his own" is a game that is designed specifically for making money in the spirit of piracy.

Cannibals

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

We find Truval near the well. From his story, we understand that abductions have become more frequent, and this is being operated by cannibal Indians. They get food, so to speak.

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

The point is. Your father will tell you how to act. If you do so, the quest will be completed quickly. If you destroy all the Indians yourself, without his help, you will get a lot of experience.

In the cave we find a daughter and another hostage. We accompany them to the city and get a reward. And this is neither more nor less - 8 thousand pesos, 35 doubloons and a good amulet.
In principle, the minimum of the game "Corsairs: To Each His Own" has been completed. The ships are already available for purchase. Count, there should be more than 17 thousand in your pocket. However, we still need officers, a team, ammunition. In addition, in stock the whole day.

How to have a fun night

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

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

When everyone is broke, you can still earn. Blame someone for cheating. Or get into a fight. Duels are won easily, and the dead drop good things and a lot of gold, if you're lucky.

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

Rum for the bartender

Morning. The owner enriched himself by renting a room for an hour, so he is kind. When asked about the task, you receive an offer to smuggle cargo.
It is important to remember the password when receiving the task! He will not sign up anywhere, and without him the quest cannot be completed. There are several options, but the most common are: “the bay is ready for landing” or “old Thomas was waiting for a beer.” Again, yours may be different. Will have to write it down.

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

We receive a contraband cargo and quickly move to the bay of Le Francois. There, you pass the ship with alcohol to the people of the owner of the tavern, and you yourself go on foot to it. You get 5000 pesos, a couple of bottles of rum and a gift.

Spanish engineer

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

But where to get a navigator? The tavern keeper doesn't know. We run to the port. Good people say that there is one. He is in jail for debt.

I'm going to the moneylender. You will have to pay 11,000 pesos. Or maybe there is another option? There is. You need to free his friend from captivity. Easily!

Freebie - that's the basis of the game "Corsairs: To each his own"! Quests are supplemented with gifts. Before meeting the pawnbroker, hide your gun. He will give you a new one, with cartridges!

At half past eleven at night we go to the beach, we beat off the Spaniard from the pirates. The secret is that the first robber you meet must be killed first, immediately after the conversation. The rest are easy to put in. But the saved will attack you. We beat him until he gives up.
Now the hardest part. At night, patrols roam the city, so you need not get caught. We save in front of the city.

After completing the task, we get and, consequently, the navigator.
We buy provisions for the ship. Collect more charges for guns - buckshot and knippels. At the exit from the bay will attack

Getting rid of it is easy. Let's lower all the sails. We immediately destroy the entire rigging with nipples, and after the maximum command with buckshot. We board and rob. You can't take it for yourself.

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

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

During the second part you will visit Guadeloupe, Cuba, Maracaibo and other places. Such advice. Often there will be tasks to destroy pirates, or they will meet during the voyage. Always attack several times with knippels, and then constantly with buckshot. Then board. Only such tactics will allow you to constantly win and get rich quickly.

When you're done storyline- the reward will make you happy. An amazing ship and an excellent experienced officer. Next will be the last part - "Corsairs 3. To each his own."

pirate saga

Hooray! Accumulated a million pesos! Buying brother. But everything is not so simple. The governor-general took the money, but he does not want to release the prisoner. Like, you still need to help him become the head Well, the task! Go against all the pirates at once!
Compared with this, the second part of the game "Corsairs: To Each His Own" - " dutch gambit"It's just child's play!

But it is not all that bad. Helpers are here too. Especially if you know the secrets. When you find yourself in Cartagena (it is advisable to raise it, find a pirate in the city. He has a very good sword. Have you already learned how to duel?
Influential connections will be needed to capture Tortuga. Then the path lies to Zechariah, to Cuba. He will send us to look for the cartographer. Thus begins the next branch of the game "Corsairs: To each his own" - "The Island of Justice".

After the task "Shadows of the Past" we will receive Morgan's flamberg, which has no equal in all the Caribbean.

At the end of the line, you will kill Levasseur, report the change of power on Tortuga de Poinsy and free your brother. As a reward - a frigate with a crew and a French letter of marque.
But this is not the end of the game "Corsairs: To each his own"! The gambit was played well. Now we're racing to defend St. Pierre, our brother's former prison. After all, now our hero is a French officer!

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

So, in the game "Corsairs: To Each His Own" codes are not common, but there are many "raw" moments.

For example, when you capture an enemy ship, you can combine his team with yours. To do this, hold down the "shift" button. It may not work the first time, but the next ship will reward you with an endless team. It's time to bomb the forts!
By the way, about this. When behind the shoulders of the entire passage, "Corsairs: To Each His Own" did not end. This is just the beginning. No quests. Full freedom. We recruit officers from taverns with pumped pistols and fencing, and then through the F2 button we put them in our squad. And among the pirates you will not be equal!