Old Thomas was tired of beer. Walkthrough "Corsairs: To each his own." Computer games. "Corsairs: To each his own." "Dutch Gambit"

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


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


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

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


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

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

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

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

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

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

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

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

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

Spoiler

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Computers

Walkthrough "To each his own" (quests). Walkthrough of the game "Corsairs: To Each His Own"

October 18, 2014

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

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

"Rum for the Bartender", "Call Girl" and "Return the Manuscripts of the Priest of Saint-Pierre"

The first quests that you come across in the game world are unlikely to present any difficulties for you. You are not required to do anything supernatural, special weapons or unusual ships, so you can safely take on them. Completing To Each His Own may take you tens, even hundreds of hours, because life here moves slowly, and if you want to enjoy it, you don’t have to rush. But if you take on a quest like "Rum for the Bartender", you get yourself closer to finishing the game. So, in this quest you will have to meet real ghosts who will travel on an equally real ship. And it is from them that you will need to pick up the rum. To do this, first find out the password, which you will need to tell the captain of the ghost ship, and then meet with the ghosts themselves. By saying your password, you will confirm your identity and receive rum, which you need to deliver to the bartender.

The passage of “To Each His Own” can be different - it depends on the essence of the quest: in some cases you will have to get down to business immediately, and in others you don’t have to rush. For example, as in the “Call Girl” quest, where you will need to order a special woman of easy virtue for a high-ranking official. You will need to find out information about the right girl from the pimp, and you will understand that you can only pick her up within an hour, from eleven to twelve in the evening. But any day, so there’s no need to rush.

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

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

The passage of “To Each His Own” will periodically surprise you, as you will be asked to complete rather unusual tasks. For example, "Warehouse worker" is a quest consisting of two parts. It will be given to you by a salesperson in a store whose valuable employee, a warehouse worker, has disappeared. You have to find him. It is clear that there are no time restrictions, but you can immediately head into the jungle and find a pirate village, in one of the shops of which the missing employee will work. He won't want to come back, so go back and tell the merchant the news. This will end the first part, but you can immediately start the second. The merchant needs a replacement, and in the pirate town you will find it. After paying a certain amount, agree to screen the candidates, and if you take a nap, when you wake up, you will see three pirates in the tavern who have expressed a desire to get a job. Choose one of them and send it to the city. The next time you go there, the merchant will say that you brought an excellent employee. For which he will reward you generously.

But there are also less confusing quests in the game, such as “The Stolen Jewel”. As you wander through the jungle, a scene will unfold in front of you - two natives will run away in an unknown direction. You can chase them, but this will not give you anything - completing “To Each His Own” requires a deeper approach. Better go to where they fled from, and there will be a corpse there. Examine it - you will find earrings. They can be sold quite expensively, but is it worth it? Again, think about what will be best for you, and ask the residents who these jewelry may belong to. It turns out that these are earrings stolen from the wife of the governor, who will generously reward you for the find.

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

"The Gascon's Burden" - story quest

After completing these tasks, the story quest “The Gascon's Burden” will become available to you, which you can complete, but it will take quite a lot of time. So get ready for it and get started. Your goal is to buy a ship, assemble a crew and go to Guadeloupe. In the project "Corsairs: To Each His Own" the passage of quests not related to storyline, will periodically help you advance to the finals. Naturally, there is no need to rush into this, but you should still understand that the game has a logical end that you must come to in the end. After purchasing the ship, you will need to go to the tavern, where you can assemble a crew in one go - there is one sailor there who is ready to offer you as many as forty pairs of hands, but only if you take them all at once and fulfill his conditions. They are quite simple - you need the ship to have the right atmosphere, food and medicine. You can buy a little bit of everything just to meet the requirements, but that's not all. You need a navigator, but he is in custody because he owes a large sum of money to a loan shark. Go to him and find out what you can do to give this amount. Immediately you will receive the side quest "Spanish Engineer", as you will have to save a fellow moneylender who was kidnapped by pirates. First, you can try to persuade the latter to give up the engineer, but as a result you will still have to kill them - in the game “Corsairs: To Each His Own”, completing quests often comes down to exactly this. Then you will have hand-to-hand combat with the Spaniard himself, who never wants to believe that you came to save him. Defeat him and lead him into the city, but avoid the guards. When you bring the engineer to the moneylender, the latter will give you receipts stating that the debt has been repaid - you need to take them to prison so that the navigator is released and the quest "Guadeloupe" is activated.

"Guadeloupe", "Caribbean Manners" and "Dishonest Competitor"

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

"The Gascon's Burden. Continued", as well as "The Maiden in the Jungle" and "The Path of the Dutch West India Company"

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

"Dutch Gambit", different options for passing

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

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

Check to see if you have a million - because that’s exactly what it takes for Michel to be free. Of course, the amount is simply huge, and it will be a terrible pity to part with it, but it is still your best friend. And most importantly, this is a key character in the game's plot, so don't skimp. However, in the part “Corsairs 3: To Each His Own,” the passage is not so simple that everything is limited to that. It turns out that there is not enough money to ransom Michel - you need to fulfill what he promised, but did not do. To find out what we are talking about, talk to Michel himself, find out a terrible secret - you are about to do something impossible. Your goal is to take over the island of Tortuga and overthrow the local government! But the island has its own full-fledged fleet, how can you cope with this? This is where you find out that among the pirates there are those who are also not happy with the government on the island.

It's time to move on to the "Pirate Saga" quest. In it you have to find all the influential pirates who will be ready to join forces with you to storm Tortuga. But you will be missing one, the most important pirate - the legendary Shark. You will have to spend quite a lot of time, but, alas, all your attempts will be in vain - the Shark has disappeared without leaving a trace. But in the quest “Pirates: To Each His Own,” the passage simply cannot reach a dead end, so you just need to be distracted by other things.

"Return of the Baron", "Island of Justice" and "Dive"

From this moment on, real miracles will begin in the game. You will need to find a shaman who makes special medallions that will allow you to gain access to the mysterious Island of Justice. Naturally, you'll need to run quite a few errands and wait a couple of months before the medallions are ready, but it's really worth it. Only then will you be able to continue moving in the game "Corsairs". The passage of “Island of Justice” may seem difficult to everyone, since this is a turning point in the game. After all, on this incredible island you will still find the Shark, and he will agree to join you, but for this you will need a ship, which, unfortunately, does not exist. And this whole quest will revolve around trying to get a ship for the Shark.

As for the “Immersion” task, miracles will continue here. The passage of the game “To Each His Own” will take a completely unusual turn - you will have to go underwater to discover an ancient Mayan city there. Such unexpected plot delights await you in this wonderful game.

The end is near...

So, the passage of the game “Corsairs: To Each His Own” is approaching its logical conclusion. You just have to complete a number of side and story quests to free Michel, capture the island of Tortuga, and also see many more different wonders associated with the Mayans. Spending time with this game cannot be called boring, and the project is not drawn out - you decide for yourself how long you will play. You can go exclusively through the quests of the storyline, or you can complete all third-party assignments and travel around the world. Naturally, this walkthrough of “Corsairs: To Each His Own” does not cover ships, sabers, guns, ammunition and many other aspects that are not directly related to the plot itself. This is something you have to learn on your own, and you are guaranteed to have a lot of fun in the process.

The final

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

The most complete and most interesting questions are in the comments.

The most appropriate difficulty for this part of the Corsairs is the sailor. Almost all game factors are preserved (full calculation of wind, etc.) and at the same time the battles do not become something unrealistically epic and difficult), or cabin boy if you prefer a more arcade game.

Save as little as possible during a naval battle. This may cause you to crash.

You shouldn’t make all saves in one slot, much less use only quick saves (F6). There is a small chance that the save file will be damaged when overwritten, and you may also encounter a situation that is too difficult to complete or some other trouble.

If you are going to take the Growing Life and Growing Energy perks at all, then try to take them as early as possible. This will allow you to gain some “extra” hit points and energy as your rank increases.

After talking in the company cabin with your treasurer, you can use him to purchase goods in stores. To do this, you need to select “my treasurer will purchase goods” in the dialogue with the merchant, but remember that he will sell everything that is unnecessary, including what has a value of zero.

When starting the game, if you do not want to incur additional costs without any bonuses, disable the “Loot Section”. Although this function looks more realistic.

For any blade, the value of the “Balance” attribute falls in the range from 0.0 (center of gravity at the handle) to 2.0 (center of gravity at the tip), respectively, a value of 1.0 is the middle, or the most balanced blade (there is no optimal value for this indicator, the player will have to decide on his own preferences). The higher the number, the greater the power of the weapon. but its speed is lower and, apparently, fatigue from its use is greater, although I’m not sure about this.

Weight greatly affects the energy consumption when using this weapon.

Weapons of the “Broadswords and Axes” class additionally take away a certain part of the enemy’s energy with each blow.

You can use amulets from the “three schools” at the same time, but you cannot use attacking and defensive amulets at the same time.

“Schools of magic” are determined by the color of the stone on the left top corner, and their direction is the border around the stone:
Attacking Claws.
Sun-Protecting.
Ouroboros-Supporters.
Well, judging by the manual, there are also unique symbols:
Black morion in a bone rosette means danger posed by an inactivated object;
White pearls in a bone rosette means that the item has useful non-magical properties, but you will have to pay something for its use (such an item carries both bonuses and penalties, for example, Rum or Wine);
Yellow amber in the frame of the Kolovrat means that the object carries information that can be recorded either in Documents (see “Ship's Log”) or in the Cartographic Atlas (see the corresponding section);
A golden star rune on a dark background means that the item is a tool with which you can create new items and which does not disappear after the first use, i.e. is not a component.

The M key is your best friend in the Caribbean archipelago. At least if you have at least one card.

HEADING ANGLE: a constant value for a ship, the best course of the ship relative to the wind, expressed in degrees. The first value is the angle between the direction of the wind (from the base of its indicator arrow on the mini-map) and the direction of movement of the ship (its course), upon reaching which it can develop the maximum speed possible for it (taking into account all factors). The smaller the angle, the steeper the ship moves towards the wind. The second value is the angle between the direction the wind is blowing (from the end of the indicator) and the ship's heading (the lower its value, the closer to the wind the ship sails). Both values ​​show the general direction and are given in pairs for your convenience (use the more convenient value for you).
A very important thing at the sailor difficulty level and above.

The optimal caliber of guns is 24.

If the corpses are lying on top of each other, and you want to search everything, then after you take everything valuable from the corpse, click the “do not search” button.

A little more from the manual:
ships with oblique sails move faster on close-hauled courses,
ships with direct sails move faster on backstay courses.
However, in addition to direction, the wind has a force that should not be forgotten either. The stronger the wind, the more it affects the dynamics of the vessel's movement (depending on its parameters). The following statements are true for the game:
wind, with a force of 8 knots, does not affect the speed of ships;
the third class of gaming ships uses winds of any strength equally well;
with increasing class (2, 1), the ship begins to sail faster at wind speeds greater than 8 knots, and vice versa;
as the class decreases (4, 5, 6), the ship begins to sail faster when the wind speed is less than 8 knots, and vice versa.

With a difference in the number of guns on board batteries, the ship receives a list on the more loaded side, the greater the greater their weight and number. The roll affects aiming and shooting (the guns on the “overwhelmed” side hit lower, and vice versa), as does the roughness of the sea (rolling).

To set a mine, open the window with the description of the “Gunpowder” product and click the “Deploy Mine” button. To install one mine, 200 conventional units of gunpowder are consumed (or 10 volume-weight units - gaming centners). Be careful: your crew will carry out the received order, even after spending all the gunpowder remaining in the hold!

When buying ships, the shipbuilder evaluates only the ship itself; all cargo in its hold or the guns installed on it are transferred to the new owner completely free of charge. If you are planning to buy a ship to replace an existing one and intend to use its guns in the future, first remove them from the batteries - in this case, they, along with the rest of the cargo, will be moved into the hold of the new ship. If you plan to get maximum revenue from the transaction, sell goods, tools and the ship separately!

The game Corsairs City of Abandoned Ships can be played as three characters: Peter Blood, Ian Stace and Diego Espinosa, each with their own unique storyline.

Walkthrough Corsairs City of Lost Ships
Storyline for Peter Blood

You appear at Oglethorpe's estate, England. It is January 1, 1665. Servant Jeremy Pitt informs you that Lord Gildoy has been wounded. Enter the house, talk to the servant Andrew James and proceed to the bedroom in the west wing on the second floor. Approach the bed with the dying lord. A servant will appear and report that he has brought everything necessary for treatment.

You find yourself in your office. Talk to Andrew James. The second servant, Jeremy Pitt, will appear and report that the royal dragoons are galloping here. He will advise you to take a sword from the balcony and run off to hide. exit the office, take the key from the table on the left and go up to the second floor. Unlock the chest on the balcony and take Brett's sword, pistol and ammo. Soon Captain Gobart will appear and the dragoons will attack you. If you kill him, two more will attack you. You won't be able to kill them all. As soon as they defeat you, you will be captured and, according to the story, thrown into prison.

You will appear at hard labor. April 1, 1665. Jeremy Pitt will inform you that Colonel Bishop wants to see you. Leave the room. Talk to Colonel Bishop. Go door to door and you might find something useful. But do not take a weapon - the guards will take it away from you when they meet you. Exit the plantation and run along the path to the right. You will find yourself on the streets of Bridgetown. Head to the governor's residence. Talk to the governor sitting at the table, go through the door next to him and go up to the second floor to his wife’s bedroom. Talk to Mrs. Steed. Talk to the governor. Tell him that you went to look for Mr. Dan and you need money to buy medicine. Take 1000 piastres. Go out onto the street and turn right. There you will find Mr. Dan's house. Dan himself is not in it, but your competitor is there - Dr. Wacker. He will ask you to come to the tavern the next day for an important conversation. Leave the house and you will meet Mr. Dan. Tell him that you came to get medicine from the governor's wife. He will give it to you completely free of charge. Return to the residence and give the medicine to Mrs. Steed.

You will appear at the tavern the next day. Mr. Vacker is not here. Ask the tavern owner where you can find Dr. Vacker. Head to the tavern room. There you will find Doctor Vacker, who will promise to give you a loan of twenty thousand piastres to help organize your escape. Return to the plantation and find Jeremy Pitt. Tell him that he is the only navigator and the fate of the escape depends on him. After he agrees, you will need to find three slaves: Hagthorpe, Ogle and Nicholas Dyke.

Nicholas Dyke will tell you that Colonel Bishop wants to sell it. Talk to Colonel Bishop. You will find him at his plantation residence. Head to the tavern and have a drink with one of the drunks. He will tell you that an important merchant, a friend of Colonel Bishop, recently arrived in the city. This is probably Vernon. Find his house. Exit the tavern to the right, go past the moneylender's house, the one you need is the next one. Wait for Vernon to go up the stairs and search the chest that is located directly below it. Take everything in it and go outside. Talk to Nicholas Dyke and tell him that the deal will not take place and he can calmly prepare to escape.

Corsairs city walkthrough

Also find a slave in a spotted bandana - Levi's Mower. He will complain of a headache and ask you to bring him some medicine. Return to the city to Mr. Dan's house. He himself is not here now. Go to the second floor and take the medicine in the box next to the scales. Go back and give the medicine to Levis. In exchange, he will give you a light dagger that the guards will not be able to detect.

Now find the one-eyed slave Ned Ogle in one of the houses. Return to the city, find the moneylender's house and pay him the debt of 5,000 piastres.

Talk to Pitt and tell him that you found the weapon and the team.
You will find yourself the next day in your hut. Go to the tavern and talk to Dr. Wacker. Instead of the promised 25,000 piastres, he gave you only 18,000. The rest you need to get somewhere. Go to the moneylender, he has a deal for you. After talking with him, return to the inn and talk to its owner. Give him 500 piastres or he will refuse to talk. Head to the shipyard. Talk to the impostor. Tell him that he is your old debtor.

He will get scared and give 55,000 piastres instead of 30,000, although this will negatively affect your reputation. Now you can either nobly return the money to the moneylender, or keep it for your own needs. Now that you have the required amount in your hands, return to the tavern and talk to the carpenter at one of the tables. Exit the tavern. A soldier will approach you and order you to go to the plantation. Return to the plantation. On the way, Nathaniel Hagthorpe will meet you and inform you that Pitt was captured by guards. After the conversation, you will find yourself at the city gates at night.

We continue passing through the city of lost ships. Run to the plantation. You will need to quietly sneak past the guards to the edge of the plantation and take the weapon from the chest. Please note that each guard has his own patrol area. The visibility zone in the dark is small, so the main thing is not to pass directly in their path. Get to the longest white building. In the corner of the plantation closest to him you will see a pile of logs and boards. Among them is a chest with weapons. Unfortunately, you will have to be content with only a saber and a few healing potions. Fighting the guards is almost useless. near the colonel's house you will see captured Pitt and two guards near him. See the guards somewhere around the corner and deal with them. Then talk to Pitt. He will say that Natall escaped on your sloop.

Now leave the plantation past the guards, trying not to engage them in battle. Enter the city. kill all the Spanish guards, luring them out one by one, and one lady will come up to you to thank you for saving her. She will tell you that the Spaniards have captured the city. Head to the shipyard. Swim around the side of the shipyard and find your comrades. Swim to the ship. Climb onto it and kill the guards. Then go into the cabin and fight one on one with the captain. The ship is yours. Exit the cabin and talk to Pitt. Talk to the team. Only Ogle will agree to serve you faithfully, the rest will ask you to disembark them at the first port. This is where the uniqueness of Blood's storyline ends.

To start the national storyline in the game, you need to get a marque patent (if you want to go through the pirate line, you need to talk to Morgan in Port Royal). To do this, you need to complete about 10 small orders from the governor of the city belonging to the line you need. Below are described possible options these tasks.

1) Destroy a gang of thugs in the jungle. Run around the jungle, find a couple of thugs, destroy them, and soon you will come across the head of the gang. Having defeated him, you can return to the governor for a reward.

2) Search for an enemy spy in the city. You need to look for it in houses. As soon as you enter the desired house, you will immediately have a conversation with him, after which the battle will begin. After killing the spy, you can return to the governor for a reward.

3) Destroy the smugglers.

4) Get into the enemy fort (city) and take documents from the messenger. The task is not easy. You will have to make your way under cover of darkness, from the nearest beach through the jungle. Soldiers in the dark see only in front of them and not very far. Therefore, you have a chance to sneak in unnoticed.

Walkthrough of the game Corsairs City of Lost Ships

Dutch national storyline.

The Governor General of Holland, from whom you will take tasks, is located in the city of Willemstad.

1) The first task is to deliver the head of the Jansenists, Chumakeiro, to Curacao, this moment it is located on the island of San Martin. Arriving on the island, go to the tavernkeeper and ask about Chumaqueiro, he says that he took himself a house, which is located near the governor’s residence. As soon as you enter the house, two people will attack you. After killing them, enter the room on the second floor where Chumakeiro is standing. Now sail to Curacao, where at the residence of Peter Stezzant, Chumaqueiro will give you 30,000 piastres.

2) The second task is to purchase a batch of coffee, black, red and sandalwood for Curacao in Fort Orange. You will be given papers to purchase goods at a special price and a sum of money. The entire cargo will take up 6800 quintals, be prepared for this. Goods must be delivered to Stavesant within 2 months. Sail to Jamaica, dock at Cape Negril and go to Fort Orange. First, go to the governor and give the papers to receive preferential prices, then go to the store. After purchasing the goods, come back. For completing the task you will receive 75,000 piastres.

3) The third task is to obtain information about the British plans towards Holland in connection with the trade war. Travel to Hispaniola and talk to the head of the city of La Vega. The head is Edward Mansfield, but in fact, his last name is Mansvelt, and he is Dutch by nationality. He is also Modyford's confidant in matters of robberies against the Spaniards. But Mansfield cannot say anything about the plans of the British, but recently an English envoy from Modyford came to him with a proposal to attack Curacao, naturally Mansfield refused. Edik will also say that it is better to learn about the plans of the British from the great and terrible Henry Morgan. Go to Jamaica and you'll find out that Morgan is in Antigua. Go there and talk to him. He will say that if you help him, he will help you too. We need to find out if his companion Pierre Picardie is honest. It is located in Tortuga, then ask the moneylender, the owner of the shipyard, the owner of the store, in the tavern and in the brothel. It turns out that he spent a lot of money. Now go to Morgan, he says that Vaschet’s plans don’t know anything, but one of his officers, who was sent to prison, knows about Modyford’s plans, go to the Prison, kill the guards. You learn that the British want to attack Fort Orange. Sail to the Governor General and he will pay 50,000 piastres.

4) Walkthrough Corsairs City of Lost Ships. The fourth task is to intercept the British and save Fort Orange from destruction. Sail to Jamaica as quickly as possible. A small squadron consisting of 3 English ships will cruise around the island. Sink them and land in the bay. Kill all the English in the bay and in the next location. The task is completed. You can go to Stevezant, he will pay 100,000 piastres.

5) The fifth task is to escort three flutes to the La Vega pirate settlement and back. Sail to La Vega, disembark. It turns out that the Spaniards attacked the settlement and killed Mansild. Buy provisions and go to sea. The more ships that survive, the greater the reward. If all the ships survive, it will amount to 60,000 piastres.

6) The sixth task is to find Morgan and notify him that the Dutch are seeking revenge. Sail to Jamaica, make your way into the city and go to Morgan's residence. Henry will say that the attack was organized by the Spanish governor of Santiago, Jose Sancho Jimenez, and we need to conduct reconnaissance to find out whether Don Jose will be in the city in the near future. Sail to Santiago and dock at the lighthouse. Make your way into town and go to the tavern. Ask the owner about the governor, under the pretext that you want to join the service. Several Spanish officers will enter. Kill them and run to the ship. The task is completed, you have learned that there is a holiday in the city soon and the governor should be present at it. Return to Jamaica to Morgan. The task is completed. Sail to Curacao to the governor and receive 200,000 piastres.

7) The seventh task is to deliver a dispatch to the governor of Tortuga, Bertrand d'Ogeron. Sail to Tortuga in order to deliver the dispatch to d'Ogeron, then he will ask you to walk for two hours while he writes a letter to Stezzant. After two hours, receive the letter. At the port A messenger will meet you and tell you that a messenger from the Governor of Holland is waiting for you at the tavern. Go to the tavern and go up to the room. Then you will be stunned and the letter will be taken away. Go to Governor d'Ogeron. He will tell you to find out at the port office which ships left the port in the near future. It turns out that the brig La Rochelle has left the port, which is heading to San Juan. Head there and, off the coast of Sna Juan, board the ship. The captain will say that Antonio, who took the letter from you, left the ship and moved to the galleon Isabella, which is heading to Santa Catalina. Catch up with the galleon, board it and Antonio will surrender. Take the letter and head to Stezzant, he will give out 150,000 piastres.

8) Corsairs city of lost ships walkthrough. The eighth task is a business trip at the disposal of Aaron Mendez Chumaqueiro. His house is located in the city, not far from the residence. Aaron will give you the task of finding an ancient book that some English privateer tried to sell in a pirate settlement in Bermuda. Travel to Bermuda and go to Jackman's residence. After talking with him, sail to Martinique, to the local brothel. Ask all the girls there, one will give you new information, for a reward, the filibuster who wanted to sell the book, in an incomprehensible language, was called Laurent de Graf, he usually lives in Tortuga. Sail to Tortuga. In the local tavern you will find out that de Graf has now gone on a raid to Cartagena for two weeks. Sail there. Near Cartagena, Laurent fights with superior Spanish forces. Sink the enemy squadron without letting it sink the Frenchman's ship. Send a boat to Laurent de Graaf's ship. Find out from him about the item you are looking for, he will offer to buy a map of the buried treasure from him for 235,000 gold. Pay the required amount. The treasure is hidden on Turks Island. Swim to Turks, go into the cave and find the chest. You will find a holy book there, as well as a blunderbuss, a pair of good pistols, an expensive cuirass, 200 gold bars, rings, brooches, and a couple of idols, including a very useful idol - the rat god. Sail to Curacao to Chumaqueiro and give him the bible. As a reward you will receive 1,000,000 piastres. Then go to the residence to report on the success of the mission.

9) The ninth task is to capture four first-class battleships, namely manovars. They are usually found in large trade caravans, military squadrons and gold caravans. For each ship you will be given 50,000 piastres.

10) The tenth task is the defense of Curacao from an attack by a Spanish squadron consisting of 8 ships, including manovars. Go to the port and go out to sea, there the fort is already fighting the invaders, help him defeat the Spaniards. After the last Spaniard goes under water, the mission to protect Curacao will be completed. Return to the residence for your reward, which will amount to 200,000 piastres.

11) The eleventh task is to repel the Spanish attack on San Martin. Go out to sea and sail to Marigot as quickly as possible. Having reached San Martin, enter into battle against 8 enemy ships. Having sunk their fleet, return to Willemstad and receive a reward, again of 200,000 piastres. The Governor General says it's time to retaliate against Spain.

12) passage of the city of lost ships. The twelfth task is the capture of Maracaibo. The fort there is not that powerful and it won’t be difficult to demolish it. After capturing a colony for Holland, you will receive a 300,000 piastres reward and the opportunity to capture English and Spanish colonies for yourself or Holland.

Walkthrough of the game Corsairs City of Lost Ships

French national storyline

1) The first task is to escort the French privateer Pere Legrand, who captured a military galleon with rich booty on a lugger and now wants to return to France. Go to the tavern and talk to Pierre, he will become our passenger. Now head to the island of Martinique, Le Marne Bay. Five thugs who need Legrand's gold will be waiting for you on the shore. Engage them in battle, trying to save Pierre. After defeating them, you will receive the promised reward of 20,000 piastres. Sail to Tortuga and report on the completion of the mission.

2) The second task is to deliver a letter to the Governor General of the Dutch Republic, Pieter Stezzant. After arriving in Curacao, go to the governor's residence. You will be put in prison, mistaking you for one of the pirates who killed the envoy D'Ogeron. After some time, a jailer will pass through the prison. Talk to him. It turns out that his relative is one of the officers at this colony. Persuade him to ask his relative to conduct a search on our ship, where there is a French corsair patent. The jailer will want to take some things from the ship in exchange for help. Peter Stezzant will come and apologize. Now we need to find out more about this story with pirates. Go to the tavern. There you will overhear a conversation between two people in a tavern. Then you will need to follow them. And so, having reached the bay, it turns out that these are not pirates at all, but sailors from the Spanish galleon, which, under the pirate flag, robbed ships in these waters. Next there will be a fight with the Spaniards. Now go to the port. A Spanish galleon is waiting for you there. Board him, then the captain of the ship will tell you everything when he dies. Go to Stezzant and tell him that the filibusters are not to blame for anything, you will receive 20,000 piastres. Go to Tortuga, tell everything to the governor and receive the rank of commander of the French fleet.

3) The third task is to find a way to bring Donna Anna to Tortuga. For this mission you will be given a Spanish trade license and a ring, by which the wife of the fort commandant will know that we are D’Ogeron’s envoy. To penetrate Havana, you can act in three ways. First. Raising a flag friendly to Spain, enter the port and dock. Second. Land at the lighthouse and then go to the city. Third. If the license has expired, then go into the city at night, landing at the Lighthouse. Next, go to the tavern and ask the maid to take the ring to Donna Anna. After 3-4 days, the maid will say that she brought the ring and Donna Anna will be waiting for you at night, opening the door. Enter the house and kill the soldiers waiting for you. Go into the bedroom and talk to Donna Anna. Now run to the ship and sail to Tortuga. And there you will receive 25,000 piastres.

4) The fourth task is to escort a first class battleship to the island of Dominica. There are rumors that the Spaniards are already hunting for this ship, on 3-4 galleons, under the command of Juano Galeno. Near Dominica, the ship should join the Guadeloupe Island squadron. Go to Port Control and take command of the Soleil Royale. Now your course is towards Dominica. There will be 4 galleons waiting for you near Dominica, but there will be no French squadron. After the sinking of Juano Galeno's squadron, you need to go to Guadeloupe and find out why the promised squadron did not meet you. The governor of Basse-Terre will justify himself by saying that he received the letter about the nomination of your squadron only yesterday and did not have time to prepare anything. He will take the royal manovar and thank you for the completed mission. Return to the Governor General. As a reward you will receive 28,000 piastres. Also talk to d'Ogeron again and get a promotion.

5) The fifth task is to protect Donna Anna. It turns out that the relatives of the murdered commandant of the Havana fort want revenge. Go to Havana to find out the details of your revenge against Donna Anna's friend, Ines de Las Sierras. Land near the lighthouse and run to the city, there, as quickly as possible, run to Iness’s house, not paying attention to the guards. It turns out that relatives are walking somewhere in the jungle. You will find them at the lighthouse, followed by a fight with relatives. Next, sail to Tortuga, where you will receive 5,000 piastres from D’Ogeron, at the same time go to Donna Anna, and receive gratitude from her.

6) The sixth task is to deliver a letter to Francois Olone. Under no circumstances should the letter fall into the wrong hands, and if you get into trouble, you must first destroy the package before you die. Go out to sea and head for Guadeloupe. As you approach Guadeloupe, you will be attacked by a Spanish warship. Having dealt with the ship, dock at the port and go to the house of the French filibuster, which is located almost opposite the governor’s residence. François will not receive you in the best way at first, but as soon as he finds out the purpose of your visit, his attitude will change. Next, you can choose one of the options:

1) Refuse to attack Cumana and receive the promised reward of 10,000 piastres.
2) Agree to participate in the attack on Kumana in the proposed adventure, but there is one condition: there should be only 1 ship in your squadron.
The squadron will include yours and 3 other ships, a frigate and two corvettes. Head for Cumana and hurry up. After defeating the fort, disembark and after a fight in the city, go to the residence and demand money from the local governor. Then you can either divide everything fairly and receive a legal share equal to 50,000 piastres, or keep the money for yourself, but then you will have to fight with Olone and his comrades. Now head for Tortuga and talk to the governor.

7) The seventh task is to free Rock the Brazilian from prison. He is being held in Santiago. Land at the lighthouse, then go to the church, ask the priest about the Inquisition, then leave the church. There is a door under the stairs. Enter there, then ask the prisoners where Rock the Brazilian is and kill the guards, then together with Rock, who cannot hold weapons, leave the city. Sail further to Tortuga, where the Governor-General will give you 30,000 piastres, and Rock will hint that he has something hidden in Martinique, namely an expensive cuirass that can withstand 35% of blows.

8) The eighth task is to go to the disposal of the Marquis of Bonrepos. Monsieur Bertrand d'Ogeron asks you to appear in Guadeloupe, to the naval commandant of France, the Marquis Bonrepos. Sail to Guadeloupe and land in Basse-Terre. Go to the residence and talk to the Marquis. He will tell you the details of the policy and give you his own task. It consists in persuading famous pirates (in Jamaica, Jackman in Bermuda and Morris in Trinidad and Tobago) not to participate in the war against the Dutch. You will not be given funds for this operation. Sail to Bermuda, to Jackman, he was not even going to get involved in this matter. Next sail to John Morris, in Trinidad and Tobago, tell him about the upcoming events. He doesn’t like attacking the Dutch, but for this, he will demand that you carry out a small task for him - deliver him Captain Gay’s logbook. Sail to Jamaica and go to the local tavern , ask the owner where to find Captain Gay. He rents a room. Go into the room and kill Captain Gay. Search the body and take away the ship's log and personal belongings. Go to Henry Morgan's residence, but he is not there. The servant will say that he is in his house in Antigua, and will warn that Morgan's house is always closed. Now head back to Maurice, give him the ship's log and in return you will receive what was required of him, his agreement not to attack the Dutch. It's time to go to Antigua to visit the famous English pirate Henry Morgan. The door to the house is locked, go around his home, behind the house there is a hatch to Morgan's basement. Go to his house and talk about not attacking the Spaniards. Henry does not want to attack the Dutch and will demand 250,000 piastres. Give him the money. The task is completed, it’s time to go to the Marquis of Bonrepos. Instead of a yellow award, you are given a baronial title. Return to Tortuga, where you will receive Bertrand d'Ogeron's congratulations and another title.

9) The ninth task is to repel the Spanish attack on Port-au-Prince. For this task you will be given the Soleil Royal, however, it must remain afloat. Next comes the battle with the Spanish ships. Go to Tortuga, where you will receive 5,000 piastres.

10) The tenth task is to capture Santo Domingo and transfer it to France. Sail to Hispaniola, destroy the fort and land troops. After the battle inside the city, go to the residence and embrace the Spanish colony with the French. Return to Tortuga and receive your reward, 40,000 piastres.

11) The eleventh task is the capture of Santa Catalina. The city is located on Maine and controls the pearl fisheries of the New World. Having defeated the fort and landed troops, having dealt with the soldiers in the city, go to the residence and declare Santa Catalina a French colony. Return to Governor General Bertrand d'Ogeron. As a reward you are given everything that you plundered in Santa Catalina. Now you should go again to Guadeloupe to the Marquis of Bonrepos.

12) Twelfth task - meeting with the Marquis of Bonrepo. Head to Guadeloupe, where you will learn that peace has been concluded with Spain, the Soleil Royal is withdrawn from your squadron, the Louvre knows about you and everything. Don’t forget to visit D’Ogeron, he will promote you to admiral, and now you can seize colonies for yourself or for France.

Spanish national storyline.

1) The first task is to free three Spanish citizens who were captured by Henry Morgan, a famous English pirate. For the release of the prisoners, he demands an amount of 500,000 coins. You are required to enter the Port Royal prison and free the Spaniards. Duration - one month. Sail to Jamaica and moor in Portland Bay, then make your way through the jungle to the enemy fort, if you have an English trading license and the flag of a nation friendly to England, calmly go through the guards into the prison. If not, you will have to break through with a fight, or just run a little. In the prison, kill all the soldiers and free the prisoners. The way back will be simple if you run out of the prison and run to the bay. Return to Havana. Oregon y Gascon will thank you for successfully completing the task and give you 50,000 piastres.

2) The second task is work for the Holy Inquisition. The meaning of the task is this: a high-ranking Jesuit, Antonio de Suoza, has arrived in the archipelago. You are placed at his disposal. Go to Santiago, the seat of the Inquisition is located under the church building. Find Suozu and get information on the second task from him. It is as follows: you need to collect an indulgence, which amounts to 50,000 piastres, from three merchants: Joao Ilhayo, Joseph Nunen and Jacob Lopez de Fonseca, but if they refuse, then you need to kill them. You can find them in Curacao. They organize a sect there called the Janensints. At the port, a priest will come up to you and say that it is highly undesirable to kill them. Travel to Curacao. First, go to the tavern and ask the owner about the three Jansenists. Get information from him that Joao Ilhayo and Yakov Lopez run a store, and Josef Nunen is a moneylender. Go to the store first and talk to Joao. He will say that he does not have that kind of money. When asked where his companion, Yakov Lopez, is, he will answer that he does not know. He will offer a deal. If you find Lopez, their families will collect 100,000 piastres and be able to buy an indulgence. Agree. Go to Panama, go to the store, and ask about Lopez. It turns out that he was supposed to come a month ago, but never came. Now walk through the houses of Panama and in one you will run into bandits. Kill them and go up to the second floor, where you will find the missing one. He will ask you to provide him with a service, which is to find the stolen Gospel of Judas Iscariot. The thief was last seen at a shipyard in Bermuda, from where he never returned. This request is not required. But if you take up the task, sail to Bermuda, go to the shipyard. Talk to Alexus, he will open the door for you. Next, go into the dungeon, kill several skeletons. In one of the chests you will find a treasure and a Gospel. Now return to Curacao to Joao Ilhayo. He will give the promised amount of 100,000 piastres, tell him about the gospel for Jacob. He will give a reward of 1,000,000 piastres. Now go to the moneylender, he will refuse to talk to you. Go to the tavern. Ask the waitress about the moneylender's son. It turns out that he sailed off to pirate near Jamaica, to Fort Orange. Sail there, board his ship, take his son prisoner, and give his son for ransom in the form of an indulgence, now the task is completely completed. Swim to Suoza and receive a reward, which depends on the timing of the task. Then report to the Governor General.

3) The third task is to capture Rock the Brazilian and hand him over to the Inquisition. Rock lives in Tortuga. swim there, make your way into the city and go to the tavern for information. It turns out that he is not in Tortuga now, he is piracy near Maracaibo. Set course for Maracaibo. Board his ship, Rock the Brazilian will surrender. Take him into the hands of the Holy Inquisition, to Monsignor de Suosa. Antonio will send you to the Governor General. Oregon y Gasconom will tell you to come to him in a few days. Return to the residence in a few days and receive a task to find the treasures of the Brazilian rock, which are located in Cuba, Hispaniola and near Belize on Maine. The exact location of the treasures is unknown. The first will be the treasure located in Cuba. Swim to Ana Maria Bay, dock, then turn left and then straight, go into the cave and open the chest, which contains 150,000 piastres and several idols. Next, sail to Hispaniola, to Samana Bay, go straight and find a well that serves as the entrance to the cave, find in it a chest with treasure that will amount to 150,000 piastres, diamonds, gold bars, gold rings, gold brooches. Now set course for Maine, towards Belize. Moor at the port, go outside the city gates, turn left and then right, go into the cave and search the chest, which will contain 150,000 piastres. Return to Don Francisco and give him the money, 500,000 piastres (you will have to fork out more than what was in the chests) and receive 100,000 piastres.

4) The fourth task is to investigate the murder of the commandant of Havana, Jose Ramirez de Leyva. Go to the commandant’s house, then on the second floor in the room you will find an unfinished letter, then go to the tavern, there you will find out from the waitress that she gave a letter to the commandant’s wife from some ladroon. Now go to Oregon-y-Gascon, get a trade license. Next, sail to Tortuga and talk to the tavern owner. After talking, he will tell you about D'Ogeron's passion, Spanish national Donna Anna, who was brought by one of the trusted officers of the Governor General, Henri d'Estrée. Next, go to Henri's house. The servant will say that the owner is talking next to the house, then Henri will run from you. Run after him into the dungeon in the bay, there he will stop you and ask why you are chasing him, then kill the ladrone. Now go to the governor general for a reward of 120,000 piastres.

5) The fifth task is a business trip to Santiago. Travel to Santiago and go to the residence for instructions from the local governor. The task will be to completely destroy the pirate settlement of La Vega on Hispaniola. Sail to Hispaniola, dock in La Vega Bay, go to the next location, the assault will begin, kill all the pirates and enter the city, where the massacre will continue. After destroying everyone in the settlement, go to the residence, there you will have to fight the leader of the La Vega filibusters, Edward Mansfield. Kill him and leave the residence. The task is completed, you can return to Jose Jimenez. Don Jimenez will present a reward of 100,000 piastres. Return to the Governor General and receive his gratitude.

6) The sixth task is to intercept the messenger of the Governor-General of Holland in Tortuga. You will be issued a trade license. Go to Tortuga, go to the port office there, the boss will agree to send a messenger when the Dutch messenger's ship arrives, then rent a room in the tavern for a week, wait a couple of days, then you will be informed that the Dutchman has arrived. Next, lure the messenger into the tavern room, where you take the dispatch from him. Receive a reward of 50,000 piastres.

7) The seventh task is to assist Manuel Rivero Pardal. We urgently need to go to Antigua, to help the Spanish corsair Manuel Rivero Pardal, who is in search of British merchant ships in the waters of the island. French filibusters, under the command of Moses Vauclein, set out to intercept him. Sail to Antigua as quickly as possible and enter the battle between the unequal forces of the Spanish corsair and the French pirate squadron. Having sunk the last ship, go for a reward, which will be 25,000 piastres.

8) The eighth task is the defense of Cumana from the attack of a joint French-English squadron of pirates. Sail to Cumana, sink the enemy squadron and receive 100,000 piastres in Havana.

9) The ninth task is the task of the governor of Porto Bello to escort ships. Sail to Porto Bello, where Governor Cabral will brief you in detail. You need to deliver 4 galleons loaded with gold to the uninhabited island of Cayman, where you need to transfer the squadron to the powerful Spanish fleet sent to Europe. Take command of a squadron of 4 galleons loaded with 10,000 quintals of gold. Near Cayman, instead of Spanish ships, pirate ships will be waiting for you. The galleons entrusted to you must remain afloat in order to receive the maximum reward. Having sunk the last pirate, head to Havana, where you tell the Governor General about the strange events that happened to you. He generally cannot understand why the meeting place was Cayman if it was necessary to escort the ships to Belize. He will promise to look into this situation and reward you for saving all the galleons with an amount of 220,000 piastres.

10) The tenth task is to protect Maracaibo from invasion. Don Francisco will say that the problems in the previous task were the result of uncoordinated actions, this will not happen again. And you need to go to Maracaibo to repel enemy attacks. Head for Maracaibo, go to the local governor and then go out into the street, where you will meet a Spanish officer bearing bad news: the city was attacked by an English pirate squadron. Visit the governor again, he will order you to begin repelling the attack. Go out to sea and start a battle against 8 ships, among which there will be several manovars. There will be a fort on your side. Having sunk all the ships, dock and go to the residence, where you will receive a reward from the saved city in the amount of 70,000 piastres. Return to Cuba, where you will receive gratitude from the Governor General.

11) The eleventh task is the destruction of the Dutch colonies. Returning after some time, Don Francisco will ask you whether you are ready to attack fortified cities. The task will be to plunder 2 Dutch colonies in the archipelago, on the islands of Curacao and San Martin. Sail first to Curacao, destroy the fort, and capture the city. Then attack San Martin. Having captured the city, you can return to Havana. Your reward will be all the loot you loot. Oregon y Gascon will ask you to come to him in about a month.

12) The twelfth task is the capture of Port-au-Prince. In a month you will be tasked with capturing the French Port-au-Prince. All trophies are your property, the task time is not limited. After destroying the fort and killing the French soldiers in the fort and the city, go into the residence and declare the colony a Spanish possession. Return to Governor General Francisco Oregon y Gascon. All tasks have been completed and you can act in the interests of Spain.

Game corsairs city of lost ships walkthrough

Pirate storyline

Sail to Bermuda. There, contact Jackman with a job offer. Jackman will say that at the moment he has no orders, but Captain Goodley, who is currently in Puerto Principe, Cuba, needs help, and will offer to meet with him and discuss the details.

Go to Cuba in Puerto Principe and find Captain Goodley in the tavern. When talking with him, it turns out that you need to take a guy named John Bolton, who is waiting in the port of Puerto Principe, to Port Royal in Jamaica to Henry Morgan. Agree, saying that serving with him is an honor for you. Go to the port of Puerto Principe and meet John Bolton there, take him on board and head to Jamaica.

In Port Royal, Jamaica, escort John Bolton to Morgan's house (Morgan's house with columns is on the left side of the city when coming from the port). On the way to the house you are stopped by English soldiers. The soldier's commander says that accusations of connections with pirates have been brought against you and John Bolton. You are sent to prison until the circumstances are clarified. However, you are freed by Morgan himself, who says that he paid a ransom for you and is waiting at his residence, after which he leaves.

At the residence, Morgan instructs Edward Lowe, who lives somewhere in Martinique, to deliver the black mark. Travel to Martinique at Le Francois. Upon arrival, ask the innkeeper about Edward Lowe. It turns out that the owner of the tavern knows Lowe and he lives not far from the tavern. Exit the tavern and go right to the house covered with boards, where Lowe lives. Go into the house and when talking to Edward, give him the black mark. Lowe will say that all problems with Morgan have already been resolved and will ask to return the black mark back to Henry Morgan. Go back to Jamaica and Morgan.

After listening to the story, Morgan becomes furious and says that Lowe deceived you. To rectify the situation, Morgan instructs you to find and deal with Lowe personally without any black marks. So quickly return to Le Francois and go to Edward Lowe's house. However, he had already left the house in an unknown direction. Go to the tavern owner and ask him about Lowe. The owner will confirm that Edward recently left the settlement, leaving his things for safekeeping, but the tavern owner does not know where he could have gone. Go to the store and ask about Lowe's. The merchant says that Edward came and was interested in a place where he could buy a ship, but his business as a merchant is to trade goods, not ships that are sold at the shipyard. There is no shipyard in Le François; the nearest shipyard is in Fort-de-France. Either go there on foot across the island, or by boat, dock at the port of Fort-de-France.

We continue our passage through Corsairs, City of Lost Ships. First, go to the shipyard and ask the owner if Lowe has stopped by. It turns out that Lowe actually came in and wanted to buy a ship (a brig), but he didn’t have the money for such a ship and Edward went to the moneylender. Since then, the shipyard owner has not seen Lowe again.

Head to the loan shark. He will say that Edward Lowe really came in and tried to borrow money, but the moneylender immediately saw swindlers and deceivers, and therefore did not give the loan to Lowe. Where Edward Lowe went next, he doesn't know.

From the moneylender, head to the port office. Ask a question about Edward Lowe to the head of the department. He asks: for what purpose are you interested in Edward Lowe? Answer that Lowe is your close friend and you must inform him about his mother’s serious illness, but you just can’t catch up with Edward. The head of the port department falls for this trick and says that Lowe boarded a passing ship that went to Bermuda.

In the Bermuda settlement, head to the tavern, where the owner says that Lowe was here and was interested in the local shipyard. Go to the shipyard to see Master Alexus. When asked by the master about who you are with Low, answer that you want to catch up with him in order to settle scores with him. The master begins to complain that the swindler Lowe forged Jackman's signature, and he (Alexus) gave Lowe a ship - the brig "Sea Wolf" with unique characteristics, which was built by order of Jackman. Go to Jackman. He is in a state of quiet rage at what happened and asks only one thing: when we kill Lowe, to give him greetings from Jackman. But where Lowe went on the stolen brig is unknown.

Ask people in taverns around the archipelago about rumors until someone tells you that attacks on mail ships have become more frequent in the area of ​​Cumana, which is located on Maine. Head to Kumana. If the ship is more powerful than class 6, then it must be parked at the Kumane port office and any ship of class 6 must be purchased at the shipyard. Then, on this ship, go out to sea and sail to the Trinidad and Tobago region. There you will meet Lowe in the brig. Board the brig and talk to Lowe, who says that Morgan’s power will soon change. Kill him. Go to Morgan with a report on the work completed.

Corsairs city of lost ships walkthrough

Morgan proposes to carry out an operation, the result of which will eclipse all of Sharpe's affairs. Namely, Morgan proposed to rob pearl fishers who would collect pearls on tartans for a month on Turks Island in North Bay. Morgan offered to deliver at least 1,000 small and 500 large pearls. Profit - in half.

Make your way to North Bay of Turks Island. There, pearl fishers are already fishing on tartans under pirate flags. When they see you, they run away in all directions. You need to catch up with them and match each tartan side by side, then the pearls will be automatically reloaded into your inventory. Collect the required amount and return to Port Royal to Morgan, where you will hand over half of the loot.

At the exit from Morgan's residence, Captain Goodley meets you and offers you to work as a bounty hunter for a good reward. The target is John Avory, who was last seen in Willemstad (Kyurosau Island). Go there and go to the moneylender. The pawnbroker confirms that John Avory was here recently, but is no longer in town. He heard that John was going to Port of Spain in Trinidad and Tobago. Go there. There, contact the moneylender. A Port-of-Spain moneylender says that Avory did work for him in the city, but after completing it he left the city and went to the Spaniards on Main in the city of Maracaibo. The moneylender of Maracaibo confirms that John was in the city, but according to rumors he overheard in the brothel, Avory went to the French in the city of Port-au-Prince, in Hispaniola. In Port-au-Prince, first go to the tavern. The tavern owner says that John was here a couple of days ago and killed the sharper. You need to visit the moneylender. The moneylender will tell you that Avory did some work for him. But where John went next is anyone's guess. Although the moneylender has an assumption that John could go to Willemstad, because... a moneylender was recently robbed there. The moneylender of Willemstad is still worried about what happened, but this is not surprising, because an unknown person stole 50,000 piastres from him. He hired John Avory to find the robber. The moneylender will also promise to pay you 5,000 piastres if you bring the gold to the moneylender first. John Avory himself headed to Bermuda. The tavern owner in Bermuda confirms that John Avory is now on the island, or rather in the house of Orry Bruce, apparently a robber of a moneylender. The house is located next to the tavern, go there. In the house you will meet John Avory and Orry Bruce, sorting things out. Tell them that you have an order for both of them, then kill them and take valuables from the corpses, and also take 50,000 piastres from Orry Bruce. You can return to the moneylender for your reward and report to Captain Goodley about the completed order.

We continue the passage of the game corsairs city of lost ships. Give the money to the moneylender of Willemstad, he will pay you 5,000 piastres in return. You will find Captain Goodley in the Port Royal tavern and receive a reward from him, also tell him that you will now go to report to Morgan about your successes, to which Goodley only grins. Go to Morgan's residence.

Having heard the story, Morgan says that John Avory was his confidant and you finished him off. You explain that this was an order from Captain Goodley. Morgan immediately calls the captain to sort out the situation. Goodley, who came, says that he did not give you any orders. To understand what happened, Morgan appoints a duel between you and Captain Goodley. Kill Goodley. Morgan says you have proven your innocence in this case.

Henry Morgan will ask you to go to Jackman in Bermuda and tell him about Goodley's death.

Seeing you, Jackman is very surprised and says that you allegedly captured his captain Sid Bonnet and gave him to be torn to pieces by the Spaniards. We'll have to look into this. Jackman directs you to Cozumel Bay, on Main, where John Leeds dropped anchor on the frigate Antwerp, with whom you need to talk. Head to Cozumel Bay.
John Leeds meets you there on his frigate. Launch the boats and board his ship. After a conversation with Leeds, it turns out that the crew and captain of the corvette sunk by Leeds landed in Cozumel Bay. By the way, the captain of the corvette is very similar to you and, accordingly, all the sins of this captain are blamed on you. Therefore, you need to deal with your double. Land in the bay, where you destroy part of the crew of the sunken corvette, but the captain is not among them. Go to the next location from the bay and meet a captain there who really looks like you. The double says that he will tell everything if he and the team are released from the encirclement and allowed to leave quietly. Kill him and the rest of his team.

Then return to the ship and head to Bermuda to Jackman. Jackman, after listening to the story, sends you to Morgan with a report on what happened. Report the situation to Morgan.

Morgan will send you to catch up with the pirate Steve Linnaeus, whom he sent to La Vega, on Hispaniola, to find out a series of oddities that have been happening lately in the Brotherhood of the Coast. Go to La Vega.

Upon arrival, contact the tavern owner for help. He says he hasn't seen Steve Linnaeus for a while, but his buddy has just gone to sea. We need to intercept him. Go out to sea and catch up with your friend Linnaeus, who really didn’t have time to go far, and climb aboard. When talking with Steve's friend, a strange story emerges. According to him, Steve recently left with two strangers in an unknown direction and disappeared. And his schooner “Swallow” is apparently being sold at the Santo Domingo shipyard. Linnaeus, according to a friend, would never have sold his ship of his own free will. Therefore, Linnaeus’s friend weighed anchor and went to sea, so that Linnaeus’ story would not be repeated with him. In any case, you need to check out the Santo Domingo shipyard.
The owner of the Santo Domingo shipyard said that the deal for the sale of “Swallow” was the most successful, because it was given to him for next to nothing. Under some pressure, the owner also says that he bought the “Swallow” from a guy who did not introduce himself, but the shipyard owner’s servant saw him go to sea on the frigate “Leon”. According to the shipyard owner, the frigate should still sail in the waters of Hispaniola. Go out to sea, onto the global map, there you will see a ship with purple sails - this is the frigate “Leon”, board it.

The captain of "Leon" invites you to go over to the side of HIS admiral. This is Richard Sawkins. He also says that their brotherhood needs people like you, and Henry Morgan himself nominated himself for the post of admiral of the Coastal Brotherhood and no one elected him. In addition, the captain of the Leon reports that Steve Linnaeus is already resting at the bottom of the sea. Refuse the captain's offer and kill him. Head to Morgan.

We continue the Corsairs City of Lost Ships walkthrough. After the report, Morgan directs you to Puerto Principe, where, according to rumors, Richard Sawkins is planning some kind of operation against the Spaniards that needs to be thwarted. This will damage Sawkins' reputation among the pirates.
In Puerto Principe, go to the tavern and ask the tavern owner about the operation. He will answer that something is really being planned now, but Soukins keeps all the details in the strictest confidence even from those close to him and sits at home almost all the time. You need to get into Richard Sawkins' house and steal documents. Go to Sawkins' house, grab the papers from the table and run away from the settlement. Because everyone becomes an enemy. Sawkins's papers set out the plan for the upcoming operation against the Spaniards. Sawkins learned that the Spaniards had started transporting the largest consignment of precious stones from Panama. To carry out this operation, the Spaniards abandoned the land delivery of jewelry from Panama to Porto Bello and sailing in the Caribbean Sea. Just one battleship must round Cape Horn, rise to the fortieth parallel, then turn right and reach Lisbon in a straight line.
Sawkins assembles a squadron and plans to meet the Spaniard in two weeks at San Martin. We need to get ahead of them and intercept this ship below San Martin, sink it or board it. Go out to sea and sail to San Martin.

Two weeks later, a ship with purple sails appears near San Martin - this is your goal. Board the ship. In the chest in the captain's cabin you will find a large number of precious stones. That's it, the mission is completed, you can report to Morgan.

Morgan will ask about the details of the operation, but avoid answering and say that there was nothing particularly interesting on the ship.

Morgan will invite us to take a trip to Panama. Morgan's plan is to take Porto Bello and reach Panama by land, because... The Spaniards will definitely not wait for this. Morgan suggests taking a more powerful ship (if the squadron consists of more than one ship, then the rest must be placed in the port department) and gives 20 days for preparation. During these days, hire people, buy food, medicine, weapons, cannonballs, bombs, gunpowder and return back to Morgan by the agreed date.

It turns out that by this time Morgan had already assembled a squadron of 5 powerful 1st class ships. He gives you the task of performing and immediately taking Porto Bello. Move towards Porto Bello, attack the fort and capture the city. Go to the governor's house and talk to the governor. The governor turns out to be already aware of the plan to march on Panama and was ready for your attack on his city and therefore was very surprised that you took the city so quickly. In addition, he said that you will die in the jungle on the way to Panama. Tell this news to Morgan who comes up. He believes that Richard Sawkins was able to secretly warn the Spaniards about the plan to march on Panama. Morgan is not going to give up the trip and suggests splitting up. You will command the second squad, which will include Soukins. You are instructed to land in the Gulf of Darien within two days and go to Panama. On the way to Panama, you need to quietly shoot Soukins, because... Morgan does not want to see him at the city walls.
Set out to sea and reach the Gulf of Darien. Disembark there. Sawkins will approach you and say that he is ready for the upcoming operation.
On the way to Panama, your squad will be attacked three times by the Spaniards and the local population.

Corsairs city of lost ships walkthrough

The last battle will be at the walls of Panama. Morgan comes up and gives the task to find the governor of Panama, because... The Spaniards' forces were exhausted by ambushes in the jungle, and there was no one left in the city.

Go to the house of the governor of Panama, find him in the next room and interrogate him. According to him, the gold of Escorial is in a locked chest in the same room, but the key is in the possession of the commandant of Panama, who participated in the defense of the city and most likely died. We need to find the key. When leaving the governor's house you will meet Morgan. He gives the order to find the key, and he goes to interrogate the governor.

Go to Panama Fort. There in the prison on the commandant's desk there is the necessary key, take it and return to the governor's house. Open the chest - the gold of Escorial lies there (50,000,000 piastres). At this moment, Morgan comes up and takes the gold, saying that now he will collect gold from all the sailors, and in the evening he will divide it, according to the laws of the Coastal Brotherhood. He also says that the governor could not stand the torture and died, however, he managed to talk about another chest, which is located on the outside of the fort. Morgan sends you there to check these words. Go to the fort. In front of the fort there is a narrow path that goes around it from the outside. Follow it, at the end of the path there is indeed a chest, but there is nothing valuable in it. Return to the city.

At the entrance to the city, a sailor meets you and says that Morgan collected gold from everyone, loaded it onto a galleon standing in the port, and secretly left Panama in an unknown direction. The sailors refuse to go back with you and continue to plunder the city, so you will return to the ship alone.
On the way to the Gulf of Darien, you will be attacked by the Spaniards again, but you don’t have to engage them in battle, you can run around them.
Board the ship and head to Port Royal, to Morgan's residence. Morgan's secretary says that Morgan himself is in London and will arrive only in a year. Return a year later to Morgan and demand your share of the spoils. However, Morgan says that the Coastal Brotherhood has come to an end, he himself is now a planter, and he bought his forgiveness and forgiveness for other surviving pirates from the English crown for the gold of Escorial. The end of the pirate storyline.

Walkthrough Corsairs City of Lost Ships

Main quest

To start the main quest of the game - the City of Lost Ships quest, you must first complete the so-called quest about killing beggars. It is taken in the main city of the country of which the hero is a citizen. (for example, for Jan Spain it is Willemstad).
Oliver Trust will stop you on the street and offer you, for a reward of 1,000,000 piastres, to kill all the beggars on the archipelago. You can either agree or refuse the offer; this will have little effect on the further outcome. Now you should look for beggars (a man in rags, usually sitting on the ground, can move around the city) in cities, and talk to them, find out why they are being hunted. You need to interview at least three beggars. One of them will send you to a tramp who lives on one of the islands of the archipelago. If he is not in the city, spend the night in a tavern, he will soon be found. The tramp suggests that the Governor-General of Curaçao, Peter Stavesant, himself is involved in this case. Head to Curacao, to the Willemstad colony.

Enter the residence and go into the room (the door opposite the entrance), go to the chest near the round table. The chest is locked, but you don't have the key. Leave the residence and go to the tavern. Ask the owner about the key keeper, the tavern keeper will tell you to contact the key maker, Hill Corner, who is sitting at a table near the counter. The master of keys will agree to make a copy of the key from the chest in the residence for a decent sum of money, agree to his offer, and wait 2 nights in the tavern. After that, go to the house to the key holder. Go into the house. An officer and 2 soldiers will come, kill them and go up to the second floor and take the key from the table. Now go to the residence to the chest. When the soldier turns away, open the chest and take all its contents, the letter (Stuvesant's correspondence with the Dutch West India Trading Company) and the treasure. Return to the beggar.

It turns out that Teaser Dan actually visited the Island of Justice. You, again, need to go back to Willemstad, to Stavesant and talk to him. Moor in the sweat of Willemstad, go to the tavern and ask the tavern owner about Teaser, where Den disappeared, the owner of the tavern does not know, also, he will advise you not to interfere in the affairs of the governor general and the Dutch West India Company. Now go to the residence and start a dialogue with Stavesont. But as soon as you mention Teaser’s name, the governor will become sharply wary. Say you’re writing a book, but you won’t be able to really learn anything. We need to find a representative of the Dutch West India Company in the archipelago.

Get to the nearest pirate colony. Having reached the nearest diplomat, ask him about the representative, but the diplomat refuses to name the location of the representative of the Dutch Trading Company. Give the agent the name Oliver Trust, and he says that the customer can be found in San Martin. Sail to this island.

We continue the passage of the game Corsairs City of Lost Ships. Having moored in one of the bays of San Martin, make your way to Marigot and go to Oliver’s house, which is located just opposite the local moneylender. After a short dialogue, kill Thrust, search the corpse and take the letter from the table. From the letter you will learn the location of that very mythical Island of Justice, which turns out to be by no means mythical. Return to the ship and sail to the beggar you know.

The tramp will give you the key of Diffindur, which will be useful later.
Before heading to the city of lost ships, leave your ship at the port office and change to tartan. Give the money to the moneylender for safekeeping. Place the officers on the boats and also leave them with the port master. Since you will lose everything upon entering the City.
Swim to the upper left corner of the map. You will go out to the open sea. After the command “swim”, a video will play, and then the hero finds himself in the City. The sea is raging, a wild storm. A local resident named George Stokes approaches you and says that he saw the death of your ship. You are the only one who survived. He will bring you up to speed a little. The city consists of many wrecked ships connected in an incomprehensible way. You are on the Velasco galleon, which is home to one of the established crime clans - the narwhals. On the barque "San Gabriel" there is a second clan - the Caspers. Neither one nor the other spares anyone who dares to disturb them. Stokes will also say that before the storm ends, you need to visit the head of this God-forsaken place - Admiral Chad Capper, at the San Augustine warship. As it turned out, this is the same missing privateer who went out for a prize three years ago and disappeared without a trace. And now he is an admiral and the head of the City.

Turn around and jump into the water. You need the flute "Fernando Diffindur", on which is the very chest that opens with Diffindur's key. The ship has a rift approximately in the middle. Having found the ship, swim around it and go into the gap. The chest is on the right. Put all your things there and calmly go to the admiral.

You will be officially declared a “citizen of the City.” The City has almost everything that is typical of an ordinary port: a tavern, a store, a church, a money lender. The moneylender is a special story. Everyone will tell you that he is terrible, scary man, Warlock. The debtor will be obliged to return to him an amount five times greater than this. It turns out that Brahms gave his soul to Miclantlecutli, the Aztec god of the dead. If the debt is not repaid, after some time, when moving to any location, you will be transported to the sacrificial temple, to Tenochtitlan. God will appear to you and demand your money back. If you don't have them, you won't get out of there. This will happen even after you get out of the City.

Now go to the Fleron caravel, to the tavern owner Hill Brunner and ask him about Teaser Dan (that same missing beggar). Everyone thinks he drowned. Hill asks you to remain silent about what Teaser managed to get to Mainland, because the admiral must under no circumstances find out about this. The law of the City states that no one is allowed to build rafts or boats to sail away. Hill will ask you to visit him later, he must consider the information received.

After a while, return to Hill. He will make an appointment for you after twelve o'clock at night in his wine cellar (this is one of the cabins on the same ship, you need to go out onto the deck and go to the stern of the ship). After the conversation, you will need to visit the Fernando Diffindur flute, where Teaser often sailed. Hill needs proof that you are right.

Corsairs city of lost ships walkthrough

Now your task is to find Andre Labor, a carpenter, in the city. According to Brunner, it was he who helped Dan build the floating craft. Labor makes an appointment for you in the cabin of the corvette Protector. The carpenter betrays you. He brings a policeman with him. Kill them. Tell Hill what happened. He proposes to cover up the traces of the crime and frame one of the clans, namely the “narwhals”. To do this, you need to waylay one of the “narwhals” in the bow of their base (the Velasco galleon), take the clan amulet from him and take it to the admiral, and thus remove suspicions of murder from you. After completing this, you will be tasked with destroying all the "narwhals". Officers will be given to help. After killing everyone, go to the barrels opposite the entrance. Between them lies an ordinary key for chests. Report to the admiral about the successfully completed task. Now go back to Hill Brunner and tell him what happened. He will ask you to come see him later. Spend the night at the tavern for a few days, then go to Hill. He says that today at midnight in the tavern there will be a meeting between Capper and a certain person. You must eavesdrop on the conversation while hiding behind a column in the wine cellar (stand sideways and don't move or you will be discovered). The information turned out to be really very important. It turned out that Kapper and the leader of the “Kasperov” clan (and it was he) were in the same bundle. It turns out that you are not the admiral, but he has you wrapped around his finger. With your hands you destroyed the “narwhals”. In addition, they mentioned a certain Mechanic. Report everything to Brunner. He will express his thoughts on this matter and try to remember who already lived here before him. This is necessary in order to find out who this Mechanic is.

You won't learn anything more from Hill. After some time he is killed. Tavern waitress Armo Dulin will tell you that she found Brunner's corpse in the wine cellar, and noted that before his death he asked her questions about the man who lived here before him.

Go to the admiral. He will tell you not to get involved in this matter. Try to find the oldest residents of the City. One of them is Cecile Galard, who lives in the Eva galleon. When you go to her, you will see three “caspers” trying to kill the unfortunate woman. Kill them and receive information about the Mechanic as gratitude (if you fail to save the elderly lady, Aurélie Bertin will tell you everything). His name is Henrik Wedeker, and it was he who came up with the way to anchor the City's ships. It seems that the admiral isolated him on the barque San Gabriel, the base of the Casper clan. You need to get to him. You will have to destroy the entire clan alone.

City of Lost Ships walkthrough

Talk to Henrik. It turns out that the City is supported by only three ship skeletons and can be destroyed by any storm. Luckily, he has a ship to get him out of here. But: firstly, he will sell it to you, and only for one and a half million, and secondly, the ship still needs to be freed from the wreckage. But this can only be done with the help of a gear that Henrik dropped into the water. Your task is to go underwater in a special suit (this can only be done from 10.00 to 19.00) and get the gear. The air supply in the suit is only six minutes, and terrible voracious creatures have appeared under the City.

The suit hangs on the wall inside the Phoenix platform. He puts on (and takes off) automatically, you just need to approach him.
Go underwater. The location of the gear is randomly generated. You will have to fight huge crabs. You can only fight with a saber. You won't be able to run either, and you only have six minutes.

Having found the gear, return back to the Mechanic. The corvette must be provided with all the necessary goods for sailing. These are cannonballs, buckshot, nipples, bombs, canvas, medicines, boards, provisions, gunpowder and weapons. Go to the tavern waitress Armo Dulin. So, shells for guns can be obtained from housewives. These are Lea Toors, Aurelie Bertin, Alice Taylor and Elisa Calvo. Eliza will need a lute, 10 bunches of grapes and 3 bottles of wine, Leah - 10 bags of salt. Provisions, boards and canvas can be purchased from the store owner. Padre Angel will give you the medicine. For gunpowder and weapons, you need to contact policeman John Workman. He will help with the condition: take him with you.

It remains to recruit a team of at least 15 people. After finishing the set, go to the Mechanic, the storm has already begun. But Capper arrested him. We need to help out the scientist.

Go to the residence. There is no mechanic here. He is in prison on Tartarus. Run there as quickly as possible. Unfortunately, it will not be possible to free Wedeker - he is in a cage, and there is no time to look for the key. The mechanic will send you to the second mast of the Fernando Diffindur flute, to the very place where Teaser Dan hid his chest.
Having reached the indicated place, use the “open” icon to go out into the open sea. The quest is completed.

That's all passage of Corsairs to each their own!

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 shelter Order of Malta. The girl herself should ask if you are there. Answer yes, wait for her to go inside, and thereby complete the task. You don’t have to come for Lutiss that same night, you can do it the next day. It is important to show up between 23.00 and 24.00!

Stolen Jewel

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

Warehouse worker

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

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

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

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

Cannibals

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

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

Scarce product

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

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

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

The Gascon's Burden. Continuation

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

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

Spanish engineer

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

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

The Gascon's Burden. Continuation

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

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

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

Hooray! You have opened access to the world map!

Guadeloupe

Press Enter, go to the world map and sail up from the island, north, to Guadeloupe. Moor near the city, find Fadey's house (second on the left if you go 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 with your normal life sea ​​life, until three months have passed since the 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

An English lieutenant approaches you on the street asking for a small favor. Marine Corps Caspar Gratton. 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, restoration required considerable time, and the urgency of the matter required their immediate arrival in the bay of Grand Case St. Maarten. We agree to take them to the designated place.

We deliver unusual military group to the indicated place on time, where we are surprised to learn that there will be no final payment, 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 sabotage group and organize the escape of prisoners. It is necessary to inform the soldiers about the mousetrap. At the exit from the tavern, a man will meet you and lead you to the governor - don’t be afraid, he’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 white house in the center of the plantation, it stands out very clearly 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 of the form of three amulets, a rapier, a telescope and several hundredweight of coffee. Let's enjoy life.

DLC1: ​​The Value of Silence

Quest pick up location: Basse-Terre

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

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

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

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

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

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

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

SPARE PINETTA
Let’s not pretend to be heroes with clean hands and admit to ourselves that we, as a bloodthirsty pirate, cannot judge the rascal Pinetta, who makes deals with slaves and other goods. We ask Pinette about a possible way out of the situation, take the letters he wrote, get information about the merchant’s cache in a cave near Basse-Terre and return to Guadeloupe, to the moneylender.
In my case (which is funny!), during the voyage from Barbados to Guadeloupe, the two months that were given to me by the moneylender to search for Pinette expired, but if you followed this path, the quest will not end. The hero will note in his ship's log that the same moneylender will help him restore his reputation under pressure from Pinette's letters incriminating the banker of involvement in the attack on a French merchant ship. Comfortable!
We get to Basse-Terre through the jungle (the easiest way is to land at the lighthouse, from there to the right). We go to the moneylender, give the letter and demand restoration good name by tomorrow, but for now, so as not to waste time, let's go 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, 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'll get 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 Sextant from a compass and astrolabe, and from a chronometer and hourglass make a working chronometer. The shelf life of the last device is 30 days. Go to your ship, enter the cabin. Press Enter, click on the thinking icon (through which you usually skip time) and select the phrase “Find island by coordinates.” By clicking on the phrase, wait 30 seconds and your character will say that he marked the island on the map - 12 degrees 48 minutes north latitude and 64 degrees 41 minutes west longitude.

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

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

GVIK - Covering your tracks

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

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

CONGRATULATIONS, YOU ARE GREAT!

TPO - Spanish Hidalgo

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

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

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

TPO - Fleetwood's Logbook

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

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