Corsairs each have their own passage of the Spanish hidalgo quest. Walkthrough Pirates Odyssey: To Each His Own. Dutch West India Company

Passage of Corsairs To each his own. stolen jewel
From the log: I stumbled upon the corpse of a pirate or a bandit in the jungle. On the body, among other things, I managed to find magnificent earrings. It is worth asking in the city to whom they could belong. I think I can get some good money for them.
From the log: It turns out that the earrings belonged to the governor's wife, Jacques Dil Du Parke was very happy that the jewel returned to the family, and gave me a map of the archipelago.
Passage of Corsairs To each his own. Cannibals
From the log: At the Port Authority, I learned that a man named Prosper Trubal needed help, and immediately. I'll hurry to find him. As I was told, he should be at the well, not far from the city gates.
Not far from the gate to the jungle there is a harbor control house. Go inside and talk to Paul Géry. His friend was going to fight alone with the Indians in the jungle. He needs help. Exit the Port Authority, go left and near the gate you will see Prosper Trubal - talk to him.
From the log: I don’t know how much I will be able to earn on this, and whether I will succeed at all, but I could not refuse a man whose daughter is in mortal danger. I am going with Prosper Troubal to the jungle to liquidate a gang of Indians who are kidnapping the citizens of St. Pierre. Exit through the gate, move along the forks like this - to the left, to the left, to the right (near the transition to the location with the cave, Prosper will stop you and inform you that you are already there). Go to the location, attack the Indians, trying not to let them near Prosper, who will kill them with accurate shots. Talk to Prosper, enter the cave and throw yourself at the Indians. The passage to the compartment on the left is narrow, you can stand behind it and repel the attack of the Indians one by one. After killing everyone, talk to Prosper - his daughter is alive!
From the log: Prosper and I successfully destroyed the red-skinned scoundrels, who really turned out to be cannibals. It is necessary to bring another prisoner out of the cave and go back to the city.
In the far part of the cave, find Dilbert Kursi and chat with him. Exit the cave, talk to Prosper again. Return to the city and receive rewards from Prosper and Gilbert, 8000 pesos and 30 doubloons.
From the log: Everything ended well. Selina and her father returned to the city, and I received a worthy reward for my help.
Give money to the shipyards and your ship.
From the log: Well, Michel's wish came true: I became a captain! Ha, you should see me now, Poolu, walking proudly on the deck of this nutshell! I'm the captain... I just can't get used to it. Although, damn it, it's funny - well, who would have thought? OK. It's time for the new captain to take care of hiring a team. The brother said that the owner of the tavern could help me with this. Now I'm almost a real captain - I have my own team! I'm literally bursting with pride. Damn my brother ... Now it's time to look for a navigator for my ship - I myself can hardly even go to sea from the harbor, let alone get to Guadeloupe. I'll ask the bartender again - since I helped with the team, it means that I will certainly help with the navigator.
From the log: In the port, I managed to find out about a certain navigator named Folke Delluk, who was imprisoned for debts. I have no other option - I must try to get this person out of jail.
I go to the commandant. The commandant will advise you to contact the usurer, if you have this amount, then you immediately pay off the debt, if not, you complete the task of the usurer.
From the log: As payment for the debt of Folke Delluc, the moneylender offered me a rather dangerous business: to go to the bay of Le Marin in the evening, to recapture a Spanish prisoner destined for transfer to the English from the pirates and deliver him to him. Go to the "rendezvous" should be on foot through the jungle
Passage of Corsairs To each his own. Scarce item
One of the guards guarding the entrance to the French port asks Charles to bring him a bottle of European wine. The guard can be handed over to the head of the fort for 1000 pesos, the quest is then closed. Wine can be bought from any hawker for 700 pesos. The next morning we find the quest giver and hand over the wine, we get 1000 pesos. The guard asks Charles to get more wine, no less than 10 bottles, and no more than 60. For each bottle, 1000 pesos are offered, the wine must be brought within a week. We turn to the shopkeeper, we talk about wine. He replies that he does not have large parties, but for a fee of 1000 pesos, he advises you to contact the owner of the store. The merchant is silent and does not talk about any wine. We return to the shopkeeper again. Don't be rude to him! We politely ask how it happened. For another 2000 pesos we get a letter with which we again go to the merchant. Now he agrees to sell us wine. Important! To buy 60 bottles, you need to collect 30,000 pesos, so it's best to complete this quest before going to the shipyard and buying a lugger.
Passage of Corsairs To each his own. Spanish engineer
Ask what needs to be done - to persuade the pirates to give the Spanish engineer, who is a friend of the pawnbroker. Pirates should be expected in the bay of Le Marin from 21-00 to 24-00. Follow through the jungle in the following way - left, right, right, straight on the only path. Go to the water, on the right there will be pirates with a Spanish engineer. Talk to them, kill the two pirates, then fight the incredulous Spaniard. After defeating him, talk to him again.
From the log: The pirates really turned out to be intractable, and I had to deal with them. The Spaniard tried to get rid of me by removing a saber from the corpse of a pirate and engaging me in battle, but I quickly calmed him down. Strange, but the Spaniard claims that he does not know the usurer ... However, this does not concern me. Now you need to take the prisoner to Saint-Pierre.
In the city, you should avoid meeting with the guards until I take the Spaniard to the usurer's house, otherwise trouble will not be avoided. You can’t go to the city until night, because. there will be guards at the gate. Follow the pirate town, go to the tavern and rent a room until nightfall. Or just wait until after midnight. Go to St. Pierre, enter the city - the gates are not guarded. Nevertheless, officers are walking along the street - avoid meeting with them, get to the moneylender. Talk to him, get Folke's receipts. Go to the prison, show the commandant Folke's receipts. Your navigator will be brought to you. Talk to him, leave the prison, hoping to get on the deck of a new ship. At the city gates you will be met by a funny type - Walter Kutcher. He told me that Cesare Craig, owner of the pirate tavern Le François, wanted to use the hold of my ship to transport a shipment of wine to Guadeloupe and was ready to pay ten thousand pesos for this. It would be foolish in my position to throw around such proposals. After equipping the ship for sailing, I will immediately go to Le Francois. Having agreed, go to the deck of the ship, press Enter and go to the cabin. Folke Delluk is on my team. I need to take him to my ship and hold a meeting in the cabin - perhaps Folke will tell me something sensible. Talk to Folke, disembark. It is necessary to purchase for my ship at least 100 pieces of cannonballs, knippels and bombs, 100 portions of buckshot and gunpowder for 200 shots. Having done this, go up to the deck of the ship. Enter the cabin, talk to Folke, he will say that you need to buy 50 weapons. Go to the same store and buy weapons. Talk to Folke again, buy 10 barrels of rum and 100 portions of provisions in the store. Follow the port of Le Francois, disembark, go to another location and enter the pirate village. Talk to the innkeeper, he will say that he did not send anyone to you. Looks like you've been lured into a trap. Go back to your ship and the pirates will attack you. Shoot them by clicking LMB. On keys 1, 2, 3 and 4 you can change shells. Use the "TAB" key to point the guns until the sight changes and shoot. To make the fight faster, press the R key, and then several times the + key. Sooner or later, the pirates will board - defeat them in battle. Having captured the ship, reload all the goods on your own. The fight was not easy, but I managed to win it. I think what happened will serve good lesson for me. Well, now you can breathe easy and finally go to Guadeloupe.

I accompanied the merchant to Tortuga, or rather to his lighthouse, and he gave me the plans of his competitor, another merchant, whose hold was full of mahogany. Said he'd have to show up in Cayman Island in two weeks to resupply. drinking water. I thanked for the information and did not harbor a grudge against my former companion, instead I moved to the port of Tortuga and exchanged my Lugger for a Sloop, which was a little better than mine and could accommodate 15 more people, not to mention a larger hold, additional guns more high caliber. I did not load my ship, because my sailors were not very good gunners, and I myself, not too accurate, so I took 6-pound guns (3-pound on the Lugger), loaded the ship with gunpowder and shells, provisions took enough for the trip to the Caymans and more to spare for the days of waiting for the ship. I did not load the ship too much and relied on speed and maneuverability, because the battle was ahead of me against the Flute, whose hold was supposed to be bursting with mahogany, therefore, there would be a battle against a clumsy heavyweight.

Cherishing dreams of a mountain of gold and glory, I sent my ship towards the Cayman. Along the way, there were pirates and Spanish patrols, but they would never catch up with my swallow. Arriving on the island, three days earlier than expected, I decided to inspect it for profit, and other hunters like me. As soon as he landed on the shore, the sailors immediately ran up. They showed that they had not eaten for several days and were very glad to see my ship. They asked me to serve, but I recruited sailors in the tavern of Tortuga and I did not have a place for them. Well, I did not leave them there on the island with empty hands and a stomach. He ordered his sailors to provide them with a boat, medicines and provisions. That would be enough for them to get to the crowded shores of Cuba, and he himself went into the interior of the island. After several hours of searching, I found the entrance to the cave. There was an empty chest in it, and there was a disgusting atmosphere in the cave itself - it smelled of a curse, so my bodyguard and I hurried out of it as quickly as possible. Having examined the whole island, I returned back to the ship. Those sailors have already gone cold, apparently they decided to try their luck and try to swim to the mainland or to Cuba. Good luck to them on this.

I ordered the ship to be disguised and began to wait for that merchant. Three days later he appeared on his flute under the French flag. About this, his "friend" forgot to mention, so I ordered to change my French flag to the Jolly Roger and went to meet the flute. My sloop cut through the waves like a hot knife through butter, and in half an hour you could already see the surprised face of the merchant through my cheap binoculars. On the deck of the flute, the sailors began to run, interfering with each other. Salaga, I thought.

The battle went on for several hours. My sloop seemed to be dancing near the big and clumsy elephant and stinging in its most vulnerable parts. I did not have much gunpowder, because I did not want to overload my ship, so the first thing I did was fire on the crew of the ship. Let them be newbies, but there were three of them, and maybe even four more than us. It's not worth the risk. So the buckshot stocks were running out, and the flute's crew had noticeably decreased, and his sails had also suffered, now he was even more clumsy. I didn't let this unfortunate captain turn his ship sideways towards me, constantly adjusted my side to its stern and fired from all five 6-foot guns. Well, the gunpowder ended in the hold.

My sailors are only 30 out of 59, what a pity that not all of them will be able to see the gold that I will receive for the goods that the flute is in the hold, if it really is there. But there was nowhere to retreat, and it was stupid - we took up arms and boarded. There were three enemy sailors for each of our sailors, and this is taking into account the fact that we fired at them with buckshot for so long that it would be enough to cast a large bell.

How many deaths. Of all the sailors, only four squeezed out, and then, three of them were badly wounded. It was impossible to allow the death of the rest to be in vain and armed, my Indian friend and I went down into the hold, where ten more French sailors were waiting for us. Their number is against our skill. I made the right choice to save this Indian from the gallows. The victory was ours, and I had to meet with their captain. The merchant turned out to be not accommodating, but I wanted to offer him to surrender and sail on, with his surviving sailors or those taken prisoner. He thought that he could defeat me and doomed his people to slavery - well, it would be on his conscience.

And the merchant did not deceive. The hold of the flute was completely filled with mahogany. We reloaded the goods into the hold of our ship for several hours, and then headed back to Tortuga. The way back turned out to be quite calm, and the wind was ardent and glorious. The risk paid off and I earned fifty thousand pesos, of which ten thousand went to repair my swallow, recruit a new team and resupply. Ahhhh, what a glorious day it was!

In just a few seconds, a calm breeze turns into a destructive flurry. The clear sky becomes formidable because of the many clouds. Torrents of rain and lightning erupt. Suddenly, from behind the horizon on torn sails, a chilling horror appears, a nightmare on the waves. He brings death to all living things. This is a ghost ship.

In the empty labyrinths of an abandoned temple, there are many terrible guards who are summoned by the angry god of death, Yum Simil. A powerful ancient artifact must be returned to the Dead Realm. Then the Caribbean archipelago will get rid of evil spirits that want war.

  • The mystical macro quest will take at least 6 game hours;
  • The newest unique military galleon - a class 1 ship;
  • New unique melee weapon - katana;
  • New unique firearms - double-shot pistol;
  • New unique armor- Lamport suit.

Don't be afraid of the undead. The brave can overcome anything! You will have to find three artifacts and return the jade skull to its place.

Attention! This quest is only available if you purchase the DLC from the Steam store!

Conditions for obtaining the quest: The Dutch Gambit must be successfully completed. If you completed the "Dutch Gambit" for the GVIK, or the Secret Organization, then you need to sell the skull to the Portuguese. Time must pass - approximately 4 months after the completion of Gambit. The game version is 1.1.3 and higher. Otherwise, you may experience all sorts of glitches.

Reward: Flying Heart War Galleon, Double Shot Pistol, Lamport Costume, Shaman Potion, Katana.

How can I get the quest? There are three ways to do this:

  1. Buy a strange amulet from a beggar in town
  2. Remove the strange amulet from the body of the slain Indian in the jungle
  3. Find a strange amulet in the chest in the cabin of the captain of the aborted ship.

To start the passage of the Corsairs: To each his own - Kaleuche in one profile, you can get the "Strange amulet" in any way. It will fall into your hands anyway.


So, you have a "Strange Amulet" on your hands. You need to find out what its purpose is. Who can give a hint? Naturally, the lighthouse keepers. They can also give orders for amulets. Visit three lighthouses - Santiago, Guadeloupe, Cartagena. One caretaker in any case will tell how the amulet appeared in the Caribbean and that Charles is already the third person who shows this thing.

However, only one person can know how to use the amulet. This is the shaman of the Carib Indians. The tribe lives in Dominica. Do not flatter yourself, the Indian does not talk to anyone. In order for him to start communicating with you, he needs to present an offering. He only accepts firearms. This is not a simple pistol, but a real drill musket, or a naval carbine.

When you get something useful, go to Dominica. In the depths of the jungle, find the village of the Caribs. In one house you will find a shaman, talk to him. When he recognizes his amulet, then get to look for the other two. Passage of Corsairs: To each his own - Kaleuche continues.

Don't think it will be easy for you! As soon as you enter the water area of ​​the island, a strong storm will begin. A ghost ship will rush towards your ship! By the way, he won't shoot. As soon as your ships get close, the ghost will start boarding. You need to deal with the skeletons on the ghost's quarterdeck and go to the captain's cabin.

In the cabin of the captain of the Kaleuche


Don't try to pummel the undead captain. He cares about everything! After a while, he will stop and start talking. The captain will say that he and his team are immortal. He attacked because he needs the strange amulet you are in possession of.

Well, start fighting him again. As a result, you will fall unconscious. Come to your senses on the coast of Dominica. As far as health is concerned, it is at a disadvantage. A sailor from your ship will run up to you, or a girl if you managed to go through the Pirate Saga. From the conversation, you will learn that your team was able to drag your body from the ship. But your ship was sunk with just one salvo.

Passage of Corsairs: To each his own - Kaleuche continues. By the way, the sailors also managed to take your chest from the cabin, so the little things remained intact. Talk, go back to the shaman and find out how Kaleuche appeared in the Caribbean, why he needs amulets and how you can fight him.

As for fighting, it is not difficult - you need to find the two missing amulets, as well as the jade skull of Yum Simil. He is now with Joaquim Merriman. Well, you'll have to pick it up. But first you need to find the remaining amulets before the undead captain. The shaman will give advice to find a fast ship that will get away from the Kaleuche.

Hint: Ships such as the Mirage, Meifeng, Valkyrie can get away from the ghost ship. However, you feel sorry for them, or for some reason you will not be able to enter them. Pay attention to ships of small classes, but not merchant ones.

Passage of Corsairs: To each his own - Kaleuche. Go back to the lighthouse keeper who told you about the amulet. Ask him about the other two amulets. Or rather, who can own them.

So, you need a hunter from Belize, Fergus Hooper, Jack-Jackson from Barbados. All that is known about him is that his ship is called "half-woman-half-bird". In fact, the name is "Harpy"!

Barbados

You should ask the Port Authority about Jack-Jackson. When asked what his xebec is called, answer "Harpy". You will be told that this captain is now in the service of the Dutch West India Company. That's where you need to look for it. Go to Curacao. In the GVIK office, the one that sells commercial licenses will find out that your Jackson is engaged in regular flights between Port Royal and Phillipsburg. Find the right ship on this route, send a boat to the shebeca.

You will learn that Jackson keeps the amulet in the chest of the lighthouse in Barbados. So that's why the undead captain couldn't get it! However, Jackson cannot go to Barbados with you. He has a contract. Therefore, for the passage of the Corsairs: To each his own - Kaleuche, buy from him the key for the chest. It costs 500 doubloons. Return to Barbados, land at the lighthouse. In the chest you will find a strange amulet, as well as a two-shot pistol and other small things. Deliver the amulet to the shaman, as "Kaleuche" is now hunting for you.


Belize

In Belize, you will find out that your hunter will arrive no earlier than in three days. In addition, it will be in the period from 6 to 9 pm. Wait for it. It may appear in a week. Ask, in general, about the amulet.

He would have gladly given the amulet, but only he was robbed by local bandits. Long story short, the amulet was stolen along with Hooper's other belongings. Go to the commandant of the prison, but there you will not learn anything except that the bandits have assistants in the city. We'll have to take on the white ourselves.

Shame at home. So in one you will find a suspicious type. Kill him, search the body and find an interesting note. Wait until midnight, blow into the jungle. In the next location, you will meet bandits outside the city gates. Give the note, get an invitation to the case. This is a robbery of a merchant.

For the passage of the Corsairs: To each his own - Kaleuche you must agree and help them. At the next dialogue, you will receive another invitation to the case. It will be over in three days. You will also learn that the gang is located nearby in a cave. The next day, also at midnight, go to the cave, there will be caches. Find the amulet, Lamport's costume and other rubbish. Two bandits will find you. You will have to kill them and go to the shaman, running away from the Kaleuche along the way.

Hint: if you hand over two bandits to the commandant, then after three days you will receive a reward for capturing the villains.

jade skull

So, you need through Yum Simil. He is currently with Joaquim Merriman. Blow into Willemstad. There the Portuguese rented a room. Don't rush anywhere at the pier. A monk will run up to you and say that Merriman is missing. Also missing was the owner of the house where he rented a house. Plus, strange things happen there at night. However, the soldiers found nothing.

Naturally, you have to figure out what's what. Passage of Corsairs: To each his own - Kaleuche continues. When midnight comes, go to the house opposite the residence. You need to go up to the second floor. The monk did not deceive! A fairly thick smoke will rise above the chest near the bed. After that, a skeleton holding an ax will appear in the room! When you deal with the undead, search the corpse. You will understand that this is the housewife. Yes, after all, Merriman is a very dangerous type!

Go to the church, talk to the priests. From him you will learn that Joaquim is a former nobleman. Now this is a terrible witch. In Havana, the disappearance of the townspeople, as well as attacks from the undead, were noticed. Well, go to Cuba. Here you have to go to church. You will learn from a local monk that all kinds of undead are in the jungle in a cave. The passage to this place is guarded by a musketeer.

Blow into the jungle. In the location in front of the cave itself, talk to the musketeer. He will let you through. With the further passage of the Corsairs: To each his own - Kaleuche needs to kill all the skeletons both at the entrance and in the cave itself. As soon as the last cave skeleton falls to the floor, smoke will begin to pour from her corner. This is where Chavinavi comes in. Those who follow Richard Gambit will immediately recognize the creature. Kill him, return to the monk. He expresses gratitude. All this is great, but you still haven't found Merriman. By the way, he is somewhere near!

Nobody in the city saw him. Will have to look for him. At the cemetery, stick to the caretaker. Press on him, then you will find out that Joaquim is sitting in the crypt and quietly stealing corpses from the cemetery. Take the key, blow behind the skull. Go into the crypt, go past the coffins, go through the door.

You ended up in a cave with a number of grottoes. Everywhere you need to clean up the skeletons, find Merriman. You will find it in the room with the throne. Talk to him, watch the transformation from a human into a nasty undead. At first, fight off the summoned chavinavi, then from the jaguar warrior, as well as Joaquim, who joined him. When Marriman falls, the chavinavi will die on its own. Search the corpse of a Portuguese subject. Take the jade skull from him. Do not forget to also search the cave, take the Easter chest. Continue the passage of the Corsairs: To each his own - Kaleuche.


It's time to go to Dominica. Now there is a strange thing - if the amulets so attracted the ghost ship, then the jade skull is not at all interesting to him. When you come to the shaman, listen to the story. You need to listen carefully, because it is important! Then take two amulets. Regardless of whether the amulets are worn or not, they are only good for a month. During this period, you must find the island with the temple of Yum Simil. Leave the skull there.

Hint: If you passed pirate saga, you will learn the coordinates of the island from Nathaniel Hawke. Well, if not, then you need the center of the notorious bermuda triangle. Its peaks are Sint Maarten, Antigua, St. Christopher. Get ready to fight serious battles, both on land and at sea.

So, you have found Hael Roa. On it you must leave Yum Simil's skull. Go to the depths of the island, where the temple is visible. Climb to the top, come in. When you get to three passes, you need to choose the middle one. Climb up the stairs. Next, you need to navigate by the sign "skull-sun". Focus on the sun, killing skeletons along the way, as well as Chavinians. When, during the passage of the Corsair: To each his own - Kaleuche, open the door, you will enter a room in which there are teleports. Go to the right one. Then there will be only one road. All teleports are correct. After entering the last teleport, you will find yourself in a sanctuary. There, a Chavinavi chief will approach you.


Hint: the leader will start bombarding you with questions. The answers to them were in the shaman's story, which had to be listened to carefully! If the answers are wrong, at least one of them, then the leader will attack you. If you don't make any mistakes, you will get the skin of a leopard warrior.


At the end of the conversation with the leader, go to the statue on the other side of the sanctuary. Put down the jade skull. When you leave the temple, you need to go to the sea. In the water area, the military galleon "Flying Heart" is already waiting for you. It already has a mortal team led by a captain. Take the former ghost on board, mow down everyone who gets caught. Along the way, you need to search the skeletons, which may contain interesting amulets. There will be a battle with the captain in the cabin. After - a conversation. At the end of the conversation, kill him. Remove the first strange amulet from the body. In one of the chests you will find a katana. The other will have 5,000 doubloons. You can't take them away, so don't try in vain.


Here it is, chilling the soul "Kaleuche" ... ours!

Do you think that the passage of Corsair: To each his own - Kaleuche is completed? It wasn't there! You need to return to the shaman, give him the amulets. You will receive a task - to deliver 15 Mangaros. Of these, he will prepare a potion for you. You can bring everything to him at once. You can, as far as you find - in fives. As a result, you will receive three potions: a potion of endurance, a potion of reaction and a potion of your choice. As soon as you get the potions, say goodbye to the shaman, who will go to comprehend the wisdom of his ancestors.

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

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

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

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

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

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

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

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

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

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

Beginning of the game:

(watch from the 3rd minute).

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

(watch from the 3rd minute).

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

(watch from the 3rd minute).

Quests for colony governors

Find the Governor's Lost Ring

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

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

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

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

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

Catch the escaped criminal

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

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

Hunt down slave smugglers
Reward: Money (depending on GG level) + captured ships with slaves (smuggling)
Passage: The Governor will tell you that a major deal with smugglers is planned in the next five days. There are no details, exact date, neither the exact location nor the name of the ships. Well, let's solve the problem on our own. Every next day we go out to sea and check with the help of "Sail to ..." all the "suspicious ships" that are outside the port in neighboring bays. You can spend the night in a tavern or through "Thinking out loud" on the pier. As a rule, on the 3rd-5th day of searching, we find two ships in one of the bays. Having swum to them, they themselves will change the flags to pirate ones and become hostile. To complete the quest, it is enough to simply sink the ships. But it is better to board both, since it is not known on which "consignment of goods" is located. We drown or board and go with a report to the Governor. If the goods are seized, on the same island you can sell slaves to smugglers or merchants on the raid. There will be good profit.

Find and capture the deserter

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

Destroy a gang of thugs

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

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

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

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

Church quests

church dispatch

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

Return of church manuscripts

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

Church robbery

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

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

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

Delivery of prayer books

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

Quests for hostesses of city brothels

Forgotten Documents

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

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

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

Reason for hurry

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

Option 1
There are several answers:

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

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

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

So, now we have 2 scenarios:

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

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

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

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

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

Arrogant Aristocrat

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

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

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

Citizens Quests

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

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

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

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

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

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

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

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

Material aid

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

black bone

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

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

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

easy prey

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

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

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

Port authorities' quests

Return of the ship's log

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

Burnt ship

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

stolen ship

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

Shipping

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

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

Delivery of diplomatic mail

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

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

Escort of trade caravans

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

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

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

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

Unlucky Thief

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

Random events (part 1)

Mined ship

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

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

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

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

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

Epidemic

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

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

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

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

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

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

Regatta

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

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

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

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

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

This quest is over!

Captain's Request:

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

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

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

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

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

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

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

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

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

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

Random events (part 2)

girl in the jungle

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

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

convicts

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

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

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

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

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

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

Captive smuggler

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

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

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

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

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