Corsairs to each their own how to start. Walkthrough of Pirates Odyssey: To Each His Own. Walkthrough Corsairs: To each his own. Warehouse worker

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

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

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

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

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

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

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

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

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

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

Start of the game:

(watch from the 3rd minute).

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

(watch from the 3rd minute).

An example of completing the quest “Cannibals”:

(watch from the 3rd minute).

Walkthrough Corsairs: To each his own. Rum for the bartender

So, at 19-00 you need to be on that very left pier, go on a longboat with five sailors to the Lamentin beach area, find the Ghost 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 of Francois. But this task will need to start at 19-00, which is still far from that time. When 19-05 arrives, the entry in the log will be updated - the longboat has been delivered to the pier. Go to the left pier, proceed to the longboat. Press the Enter key, select the option Sail to Port Le Francois. To select the desired tailwind, disembark at the port and board the longboat again. From here, swim along the coast to the left, go around the rock, swim straight until the next turn to the left. After going around the second rock, follow the compass to the north (N). At about 02-00, press Enter here, the Ghost ship icon should appear in the list at the top left - click on it. Now reopen the menu and select the boat - sail 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 didn’t write it down, here are some of them:

The boards and tow will be there in the morning

Don't wait for the south wind

Old Thomas was waiting for beer

Camels go north

The bay is ready for landing

In my case it was the last option. At the same time, write in the same transcription as 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 tavern for your reward.



Walkthrough Corsairs: To each his own. Return the manuscripts of the priest Saint-Pierre

To the left of the residence there is a church - talk to the father reading prayers. Ask if the church needs help and let them know that your intentions are sincere. Take the task - you need to deliver the manuscripts of the priest of Capsterville. This is on the island of St. Christopher. There's no point in delaying it, so swim there as soon as you get access to the ocean map.

Walkthrough Corsairs: To each his own. Warehouse worker

Find a store near the prison, talk to Francois Laroux about work. Agree to find the person from the warehouse. His name is Gralam Lavoie. The merchant said that he was definitely not in the city. Go out into the jungle, at the fork first move left, then at the next location move right. Here you need to take the left path and get to the pirate's nest. Enter the village, there will be a store on the right near the entrance - go inside and talk to Gralam Lavoie standing near the counter. Return to the store clerk in Saint-Pierre and report that you have found Lavoie. After receiving the money, begin the second part of the task. We need to find a new employee for Francois Laroux’s store in that same pirate nest. Return to the pirates in the village, right opposite the gate there is a tavern - go inside and talk about the employee with the innkeeper. Give him 1000 pesos, he will recruit the right candidates for you in an hour. Return to the innkeeper in an hour. Go to the village store where you found Lavoie, go upstairs and find a bed. Come close to her, press Enter, select thoughts out loud, “I could use a rest” and use the slider to select 1 hour. After sleeping, return to the pirate tavern, three men standing in a row will appear here. Talk to each one - they will offer different rewards if you choose them. I chose the first one, which gave me another bag of amber for 500 pesos. Tell him that the choice fell on him. Wait for him to leave the tavern, then go out yourself. Return with him to the store in St. Pierre, talk to the merchant after the man gives him part of the reward. Come to the store in an hour and receive 5,000 pesos as a reward from the seller. LaRue called the employee a very valuable employee.

Recently, Mikhail Naritsa and Maxim Kulakov conducted two streams on the game “Corsairs: City of Lost Ships,” the penultimate part of the cult pirate game series. In this blog I will tell you about the latest installation of the saga - “Corsairs: To each his own!”

For the sake of atmosphere

First, let's take a short historical excursion for those who are unfamiliar with the series. "Corsairs" is an Action/RPG with strategy elements in an open world. The series has five official games, as well as a number of additions.

The first game in the franchise, developed by Akella, was released in 2000 and became a commercially successful project for the Russian company. Moreover, in North America the game was published by Bethesda, and in Europe by UbiSoft, which is very, very commendable. The second game was related to the first Pirates of the Caribbean film and was released in 2003 to lukewarm reviews and comments. The third part was released in 2005 and was almost universally criticized by both critics and players for being buggy and having a weak plot.

Then the series came under the development of the company Seaward, which had previously worked on fan mods for the second and third games. And strange as it may seem, two worthy games came out of the hands of amateurs - “Return of the Legend” and “City of Lost Ships” (both 2007). The latter was a global revision of the previous part and brought the game mechanics to mind. According to the developers' promises, the fourth "Corsairs" was supposed to be a revolution, but the financial crisis and lack of budget buried the project, and it was never released.

In 2012, “Corsairs: To Each His Own!” was released. (KKS for short), developed by BlackMark Studio, which previously worked on fan-made additions. And, in fact, this is the patient of our review and analysis. KKS is a light attempt to rethink the “City of Lost Ships” (CC for short), introducing a number of new features to the basic game mechanics, which will be discussed now.

Gameplay "Corsairs"



The gameplay consists of three modes. The first is land. In it, the hero, under the control of the player, runs through cities, jungles and caves, fights while boarding and plundering colonies. In this mode, the hero explores the land, communicates and fights with non-writings.

The combat system is interesting and challenging. The player can perform different types of melee attacks depending on the situation. Enemies surrounded - a circular strike, the enemy sat in the block - a piercing strike. In addition, the hero can equip firearms - both muskets and pistols. The former are more powerful, but take longer to recharge and are useless in close combat, the latter recharge faster, but are weaker. Recharge is automatic. In addition, the hero can equip amulets that will give bonuses to his skills.

The second stage is tactical. In this mode, the hero controls a ship, participating in naval battles with other ships and forts.

The ships are divided into 7 classes: from the tiny tartan to the giant manowar. Ships have three “health” scales: plating, sails, crew. Damage to the hull will sink faster, damage to the sails will slow it down, and on command will force you to reload guns, control the sails more slowly, and will also reduce the number of fighters during boarding.


The third allied ship is not visible, because God knows where it is due to a bug

Even ships of the same type are not of the same type and may have different characteristics. Among them are guns that differ in type and caliber. The larger the caliber, the greater the damage and weight of the guns; the type affects the range and reloading.

The movement of a ship is affected by the wind; some ships move better with the wind, others perpendicular to it. In calm weather, naturally, everyone swims slowly.

The third mode is strategic, in which the hero travels on a global map, which is a Caribbean archipelago with part of mainland America. The player encounters encounters that are pirates or ships from one of the four nations; in addition, the player can get caught in a storm. If the player enters into a confrontation (both with NPCs and with the elements), he is transferred to the tactical mode, which in turn, in the event of a boarding, goes into the land mode.

Leveling up characters



Characteristics are represented by the PIRATES system: Strength, Perception, Reaction, Leadership, Learning, Endurance, Luck. They affect the character’s skills, giving an increase to certain points. A strong hero hits harder and carries more things; a leader has a better-behaved team and officers.

In this part, the characteristics affect only the initial stages of the game, since it has an extensive plot and does not focus on freeplay. This means that the developers are forcing you to be a terminator, both land and sea. Which in turn gives little space for roleplaying, since the plot is set on rails, which, however, sometimes offer the player a very serious choice.

Abilities are divided into land and sea. The first are responsible for all sorts of increases in stamina and health, are responsible for the ability to handle pistols, and so on. Upgrading ship abilities allows you to open up new opportunities in naval combat. Boarders will allow you to capture ships from a great distance, inflict preliminary damage to the team with a musket salvo, carpenter skills will allow you to effectively repair a ship in battle, and so on on the list.

However, before using ship skills, you need to hire the appropriate officer with the same leveled skill. Have you upgraded your cannon damage bonuses? Be kind enough to appoint a gunner with the appropriate ability to the position. In addition to the gunner, the ship has the following officers: a navigator (speed, maneuvering), a boatswain (boarding), a doctor (protects the crew in battle), a treasurer (trade), a carpenter (repair) and three boarders who accompany the hero on sea and land. Officers can combine up to three positions on a ship with appropriate skill. In addition, the ship can transport passengers and prisoners.

And finally, the hero’s skills. They are also divided into personal and ship. Personal ones are responsible for handling different types of bladed weapons and firearms, and are also represented by secrecy (responsible for successful forays into an enemy fort under a false flag), charisma (reputation and leadership) and luck.


Even with 100% luck, the game trolls you like the first Witcher

The ship's officers are responsible for: navigation (control of ships of different ranks and the ship as a whole), accuracy and guns, boarding, repairs, trade and defense. Skills are upgraded as in the TES series - with practice.

Difficult? Enough. But, like contour maps, it is not as incomprehensible as it seems at first glance.

The player can complete quests, most of which are repetitive tasks. They can be issued by prominent figures of the colony: merchant, moneylender, shipbuilder, port manager, priest, governor. In the city, NPCs may approach you with a request: to transport or accompany you somewhere, to find someone. As a reward, the player receives pesos or doubloons, an increase in skills during the completion of the task. Quests also affect the character's reputation: failed tasks will lower it, which in turn will not allow you to do some things in the game (playing cards with governors, for example), and can also incline officers to mutiny if they have a reputation opposite to the player.

So, the very large introductory part is finally over and we can move directly to “To each his own!” where this blog started.

I must say that I played the game back in the year it was released, in 2012, and then it was, to put it mildly, a disaster. The developers clearly went too far with the hardcore, and as usual for the KKS series, they had a bunch of bugs at the start. Now it’s 2018, and it would be nice to check not only the presence of qualitative changes in the game (fortunately it is still supported), its strength, but also the series’ compliance with the realities of current game design standards.

KKS is almost no different from GPK in terms of the basic part of the gameplay. All the same three modes, the same Storm Engine, which overclocked the very first part. However, there are still changes.

Craft appeared. The player can make potions and other useful items such as amulets, paper cartridges, and means of determining latitude and longitude. Crafting is simple and quite useless, it does not affect the balance in any way and is used, often only because of the periodic need to determine the location.


And there are probably grenades here too

By the way, about this - new mechanics after all. During quests, sometimes you need to find an island hidden on the global map, or some specific meeting place, which is helped by an astrolabe, compass and chronometer. Such an innovation fits in well, does not cause any particular rage because of its crookedness and, most importantly, looks appropriate and authentic.

They reworked the concept of amulets. In their current form, they do not operate together from the hero's inventory, but only when they are directly equipped on the character. Moreover, their action is limited in time. Again, this is not a serious innovation and does not have a significant impact on the gameplay, because you can do without them. They are rather a small bonus, which is not significant for a pumped-up hero.

But a more or less significant innovation is the new currency in the game - doubloons. They are more expensive than pesos and, unlike them, have weight, so it won’t work to carry thousands of them. The new currency is used mainly in quests and is of little use in freeplay, since pesos are generously poured in both for quests and for boardings. Doubloons, it seems to me, were introduced only for the sake of extra spokes in the player’s wheels. Like many things in this game.

Compared to the GPK, the KKS ship fleet has expanded slightly. New items were added, some colonies came into the possession of another power, and a little more random events and quests appeared. The F2 window has been slightly changed. In short, the developers touched on a little of everything, without touching any vital organs. Almost.

KKS, following the second “Corsairs” (the same as “Pirates of the Caribbean”), made a big story campaign. And it is the main innovation of this part. The main advantage and the main disadvantage at the same time.

Main quest and game problems



Walkthrough of the plot “To each his own!” Taking into account additions, it takes about 70 hours. Not counting saves/louds.

The second half of the 17th century, the heyday of piracy in the Caribbean, the era of a collision with the unknown and not yet known, the struggle of the powers of the Old World for the redistribution of the New. A young nobleman, Charles de More, arrives from Paris to the French colony of Martinique - a typical rake who wasted his life senselessly in high society until he was 25 years old. He was called to America by family duty - it was necessary to rescue his half-brother Michel de Montpey from the French prison in which he was imprisoned for a debt of a million pesos by Governor General Philippe de Poincy.

Naturally, everything will not be so simple, even after the protagonist’s brother is free. But we still have to go before that. The game starts with a fairly detailed introduction, in which you complete simple quests and become familiar with the game mechanics. As a result of the starting tasks, you will have control of a ship, a crew, possibly first officers and, most importantly, experience in doing business in the Caribbean.

Then the macroquest begins, during which the hero actually earns the coveted million pesos in one way or another. This is one of the few tasks in the game that asks you to choose a side in the conflict. In this case it is: Holland, as well as two different options for England. And here both the advantages and disadvantages of putting the plot at the forefront begin to emerge.

As already mentioned, the plot is very large, sometimes it even seems endless. The plot itself does not shine with some kind of genius; the player is more interested in participating in local fights, getting from one adventure to another, which is why a crowd of characters flashes in the narrative, whose names (if not their existence) you will forget when completing the next quest. The tasks, although well-developed, are quite similar. But, it seems to me, this will not stop the Corsairs lover, since the gameplay itself is the same beloved and unique Corsairs.


Sometimes the game wants to fuck you

But what is a problem is the saves/lows mentioned above. I can’t even guess how many times I rebooted in this game, if you believe the statistics at the end of the game - 419, and this doesn’t even count the fact that I had to replay some moments.

If earlier the game had troll encounters and troll storms, then troll wind and troll time were added to them. No, they were also present in the Civil Procedure Code, but here they lead to complete exhaustion.

The game now has an indecently large number of quests that require completion within the allotted time. And everything would be fine, but the wind troll puts the spokes in the sails every time, so failure of quests as a result of being late due to unfavorable wind is a common occurrence. There are often times when you seem to be completing a quest and find out that it has already been failed for a month (in my case it was “The Pirate Saga”) because you were late. And no one tells you that there was any time limit - load an earlier save, start a few hours of the game again.

And no one is stopping developers from increasing the time it takes to complete a quest or one of its stages by several days. No one is stopping you from adding more notes in the ship’s log in the spirit of “we need to hurry.” And in the end, instead of hardcore, this results in nothing more than crooked game design. Something like a lite version of troll games.

We are no longer talking about directly completing quests. The game has an indecently vulgar number of situations like this: the hero is left alone with a crowd of enemies - fight them. And in the end, it’s not interesting, but again crooked and even funny at times, especially if you play with shoot-and-run tactics. The only thing missing is the music from “Benny Hill” or “I Got You Babe” if this episode is replayed several times. Or something more authentic, like a cut of Chuvash anger.

And you think that's all? Damn it, the game can bring surprises, for example, force you to collect some amulets or dueling pistols throughout the archipelago. And if the latter is even more or less excusable (no), then the first is a facepalm. And then they will force you to look for all sorts of plates, large pearls and candles. And yes, all this is not something impossible and hardcore, it is rather infuriating with its absolutely dull and unoriginal routine.


No, I'm serious, clearing locations alone is complete bullshit.

Let's return to the plot, which I will now mercilessly spoil. The fact is that it was interesting for me to go through the main quest as a fan of this series, but as a person interested in all sorts of cinema and other subjects, the game began to disappoint me from the second half.

Why? Because there is no problem or idea in the story. In fact, this is just another game on the theme “the boy was on his way to success,” and that’s all. The change in the main character and the revelation of his inner qualities are shown quite well. That's all. And the story does not have any core around which the game is built. The hero spends more than half of the plot in subplots, solving other people's problems over and over again. Therefore, it turns out that the story is not about two brothers, but about how one of them wandered around the Caribbean for months, so that then the second, with one dialogue, sent him on another voyage.

And besides, after crossing the equator of history, the paranormal actively begins to invade the plot. First we have a terrible curse that keeps the pirate on the ground. The woman herself, naturally, died a long time ago, and now exists in the form of an almost indestructible corpse that revives other skeletons. Is this not enough for you?

How do you like an entire Indian island made up of dead people? Cool? How do you like the fact that the plot descends into Indian game related to the rebirth of gods and time travel? Amazing? Of course, this is so in keeping with the spirit of pirate adventures, which are made quite realistically, and most importantly, presented with a serious tone.

And as a result, as I progress through the story, I have a double feeling. It seemed like it was not bad, and it was quite exciting to go through all this; I was pleased with the rare opportunity to have different options for completing the quest. But the crookedness of the game design and the occasional wildness in the plot make the gameplay almost unbearable at times. The main distinguishing feature of the game turns out to be its weakest feature.

What besides the plot? Yes, the same endless “corsair” freeplay, in which the player entertains himself, and which I have already written about in sufficient detail above. By the way, the developers decided to get rid of the national quest lines due to the vastness of the plot.

DLC for the game cannot offer anything significantly new - they are macro-quests for several hours of playthrough, with all the disadvantages and all the advantages of the main game. It makes no sense to talk about them in more detail, and it seems to me unnecessary.

Results



These are the elaborate, contradictory, complex, crooked and unique “Corsairs” they are. What can you say about “To Each His Own”? We can say that the mechanics of the game in 2018, although they still look fresh and interesting, reek of the budget game development of the early 2000s. By the standards of the series, the gameplay was, in general, the same as in 2003 and 2007, and it remains the same. And for a modern gamer, this is, by and large, a death sentence, because KKS does not forgive the player at all. And some old people or even those who have played before may simply get tired of playing the same thing.

The immortal Storm Engine produces graphics that are, by and large, ten years old (at the time the game was released), periodically bugs in such a way that it can ruin the save or crash, and is also not friendly with minimizing; and I’m not even talking about the periodic appearance of crooked scripts, when something didn’t happen as it should, and in the end you can’t leave the location because everything is locked. And, of course, we should not forget that the dialogues are not voiced, and the gameplay sometimes amounts to ten minutes of reading the text at the bottom of the screen, and even if there is no voice acting, then what can we say about the production.

The plot, which started out sounding good with realism, slipped into a paranormal shambles, which, to be honest, was not very fun to go through in the finale due to hackneyed techniques in the spirit of the same crowd of enemies for one player. However, this is still a good adventure that will captivate a fan of such games for dozens of hours.

"To each his own!" can offer the same unique pirate experience that no other game has been able to provide so far. “Pirates” by Sid Meier and AC IV: Black Flag are light arcade games, in comparison with which any part of “Corsairs” seems like a real simulator of the life of a sea wolf.

Therefore, I would advise doing this. For beginners and those unfamiliar with the series, I advise you to completely forget about the plot in the first playthrough and engage exclusively in freeplay. And only then, having gained experience, begin the plot. I wouldn’t advise old-timers to hope for some kind of revelation, but I would recommend playing it in view of the fact that there is simply nothing like it on the market - and this game, with all its ambiguity, is capable of satisfying a feeling of nostalgia and giving at least something new.

And the best “Corsairs” are still “The City of Lost Ships”.

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

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

Gascon's Burden

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

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

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

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

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

OR!

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

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

Rum for the bartender

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

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

The boards and tow will be there in the morning

Don't wait for the south wind

Old Thomas is tired of beer

Camels go north

The bay is ready for landing

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

Call girl

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

Stolen Jewel

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

Warehouse worker

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

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

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

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

Cannibals

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

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

Scarce product

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

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

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

The Gascon's Burden. Continuation

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

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

Spanish engineer

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

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

The Gascon's Burden. Continuation

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

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

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

Hooray! You have opened access to the world map!

Guadeloupe

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

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

Promotion Tips

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

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

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

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

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

Caribbean customs

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

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

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

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

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

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

Dishonest competitor*

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

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

DLC1 "The Last Lesson"

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

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

DLC1: ​​In the Mousetrap

Quest pick up location: Capsterville

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

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

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

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

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

DLC1: ​​Tar Dog

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

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

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

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

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

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

DLC1: ​​Grand Albalate

Quest pick up location: Port-au-Prince

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

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

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

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

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

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

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

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

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

DLC1: ​​The Value of Silence

Quest pick up location: Basse-Terre

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

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

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

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

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

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

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

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

DLC1: ​​Almost like home

Quest pick up location: Tortuga

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

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


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

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

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

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

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

DLC1: ​​The Last Lesson

Quest pick up location: Saint-Pierre

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

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

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

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

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

SUDDENLY SUDDENLY SUDDENLY

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

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

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

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

The Gascon's Burden. Continuation

3 months of your voyages have passed...

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

GVIK - Escorting Balthazar

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

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

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

GVIC - Acevedo's Secret Message

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

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

GWIC - Fleetwood

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

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

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

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

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

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

GVIK - Jew's money

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

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

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

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

GVIK - Covering your tracks

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

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

CONGRATULATIONS, YOU ARE GREAT!

TPO - Spanish Hidalgo

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

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

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

TPO - Fleetwood's Logbook

Hello everyone, you are on a blog about fantasy and science fiction! Sometimes there are issues here that are not related to science fiction, but this is not the case. There is plenty of devilry in these “Corsairs”. In all senses.

The game turned out to be made on the engine of the previous corsairs, that is, from the same bearded year. Even then, they were squeezing out of him everything that his senile powers were capable of, so the picture cannot boast of anything new. Except that some splash screens, character models and icons were redrawn. A couple more videos have been added.

However, I am quite comfortable playing like this.

So, the game. We don't have a choice of characters, you can only play one - a Frenchman named Charles de More. Next, we select parameters, focusing on fencing, handling heavy weapons, pistols and muskets, or trade and oratory. In my opinion, it is better to choose one of the first two options. I settled on rapiers and swords.

Attention! Under no circumstances set the difficulty higher than Level 2! For all but the most hardcore nerds, play on the lowest difficulty setting. Masochists who are confident in their chosenness of God can choose the second difficulty. In different versions of the game, this is either the Boatswain or the Brave Privateer.

The game is incredibly difficult, and if you felt confident on the “Captain” difficulty in “City of Lost Ships,” then set the difficulty to minimum here and put all possible concessions in the menu next to it.

If you played on “Admiral” and it was more or less tolerable for you, then you can risk setting the second difficulty.

If you choose a higher difficulty level, you will quit the game after a few hours, cursing the developers and the whole wide world. I'm serious.

No, you will swear and scream in any case, even on the minimum difficulty, but then at least there will be a chance that you will not quit the game, but will go to the Internet for tips and a manual.

Important! This game must be played exclusively with a detailed manual! This is due not only to the prohibitive complexity of the game, but also to bugs - without knowing where the catch is, you will not have a chance to avoid a fatal bug. I will give a link to one of these at the end of the article.

Okay, difficulty has been selected, everything is set, let's go!

I did this: Z – shot, Q – active action key, C – power strike and parry (instead of the wheel). It's quite convenient to play this way.

First impressions

They're great. We are introduced to the game in detail, led by the hand a little, talking about the buildings and gaming capabilities. It seems that the game is also designed for new players unfamiliar with the previous parts of the franchise. Don't be fooled by this!

The first difficulty is that over the past time I’ve pretty much forgotten the controls in battle, and here no one is in a hurry to explain which keys to press. Therefore, to understand the types of strikes, feints and parries, go either to YouTube or to thematic sites. For those who are familiar with the earlier parts, I will briefly explain the innovations:

1) A new parameter for melee weapons is balance. It is very important, and is closely related to two factors: the type of weapon (rapiers, sabers or broadswords), weight, type of blow.

For a rapier, the ideal balance is 0.0. In this case, lunges (by default, right mouse button) deal maximum damage. Chopping and power strikes are not for light weapons.

Sabers perform well with a balance closer to 1.0. They can chop, stab, and carry out power strikes. The problem is that the saber doesn't do any of this very well. In Corsairs: City of Lost Ships, the saber was the most convenient weapon for me. They're kind of clueless here. I do not advise.

Broadswords and axes. The balance is closer to 2.0. Slashing and power strikes. It hits hard, but consumes a huge amount of stamina.

It was not possible to find out how weight affects damage. Most likely, the same as balance - the greater the weight, the greater the damage of a slashing weapon. In this case, it is better to choose rapiers that are as light as possible.

2) Pistols can now explode when fired. This happened to me with Combat and Dueling pistols. Multi-shot muskets and shotguns did not explode.

3) New types of charges: in addition to bullets, there are shot, harpoons and nails. There is also a hand mortar with grenades.

New is good, but there is a big but. The shot hits only one target, thereby completely devaluing itself. My Combat Buckshot fired shot at the crowd (although if you believe thematic forums, this shouldn’t happen), but the damage there is ridiculous.

The “berserk” skill, which was white in the previous part, was removed. On the one hand, it’s correct - the thing was absolutely cheating, turning any duel into nonsense, but I somehow got used to it. And with her, the local quest duels wouldn’t tear up one place so much.

First quests

The first serious problems you will encounter are in Guadeloupe - when you need to go to Fadey.

Important! Yes, these problems will only appear first if you play according to the manual. Otherwise, you will still be stuck in Martinique. Play only according to the manual!

I still don’t understand how Fadey’s quests work. If you take them in the wrong order, you will easily break some scripts, and he will not give you the assignment that your brother talked about.

If you have the patience to deal with all this, then you will have to choose a side - the quest “The Dutch Gambit”.

I played as the Dutch - there are tricky restrictions on level, reputation and skills. The Dutch are unpretentious to this.

To play as England you must be: positive reputation, level below a certain value (it seems to be different in different versions, mine was less than 12th).

Secret organization: negative reputation, all weapons have been upgraded to a certain level (about 30+).

Difficulties await you here. Time-limited missions, mind-blowingly difficult duels and other amenities. But if you have played the previous parts, you will be able to master all this.

And I'll move on to the icing on the cake.

Quests that break the player

This joy is called “Pirate Saga”. This is a global, mandatory and plot-interesting quest. Made by complete sadists.

The first difficulty is that you will need to save one girl - Rumba, aka Helen - in 16 calendar days. This will be at the very beginning of the quest line. And if you fail this rescue, you will fail the entire line.

The first difficulty is that there is not a word about deadlines in the task log.

The second difficulty is that even with a tailwind, you will not have time to sail to Antigua on time. No way.

What to do? Go out to the battle map and sail along it, periodically going out to the global map to check the direction.

How do you like this game design?

There are many more complexities in The Pirate Saga, but I’ll move on to the next extravaganza of the absurd:

Two naval battles in a row. First, you must deal with a corvette and a frigate on a half-acre (3rd class ship). And then, on the same half-acre, board a heavy frigate. And it’s just brutal even on the second difficulty.

Then, in many places, scripts can be broken to hell if you complete quests in the wrong order, and there are many other exciting things.

Impression

Due to the really interesting storyline, I can’t even call it a bad game. I got a huge amount of pleasure from it. Yes, it was a somewhat perverse pleasure, especially until I thought of burying myself in the manual, but still.

Large, varied and interesting plot. This is cool, and great respect to the developers for this.

A good partner is Mary Kasper. But if you don’t play according to the manual in life, you won’t know what to do to get her to join your team. Yes, you may not even meet her. Despite the fact that the location of the Island of Justice is not that big. But confusing...

Ship characteristics have been reworked. Now corvettes are useless troughs. Otherwise, the rebalance is good.

Bottom line

If you are well versed in the game series, then you should arm yourself with a manual and a detailed walkthrough and play “Corsairs: To Each His Own.”

If you are more or less fluent in Corsairs, then you can try your luck on the minimum difficulty. Again with the manual and walkthrough. But be prepared to suffer.

If you haven’t played Corsairs before, then starting with “To Each His Own” is a worse idea. “City of Lost Ships” was once called the most difficult game in the series, and “To Each His Own” was 5 times more difficult...

It’s always like this: a good plot just doesn’t want to get along with good game design. You almost always have to choose one thing, especially in more or less independent projects like this one.

Play at your own risk. I'll finish the game until the end. Now I brought 3 church relics to the inquisitor, and took a long pause to calm my nerves.

The walkthrough I used: Beginning of the Walkthrough. On the same site there are detailed manuals for later quests.

See you soon!

By the way, “The Witcher: Blood and Wine” was declared better than the RPG 2016 🙂 Yeah, an addon. I have it on the site, for those who haven’t played or haven’t seen all the endings, I recommend checking it out. There are also links to 2 other articles on the world of The Witcher.