Kks assignments of the governor. Walkthrough "Corsairs: To Each His Own"

  • 02.02.2022

Now you must sail to the island of Antigua to find the informant on it. It is he who can suggest the right person through whom the message can be conveyed to Fleetwood. Head there and drop anchor in Falmouth Bay. Then move to the city. Be careful, because the Mirage ship has robbed the British more than once. Try not to be exposed. Once at the fork, go left and go through the city gates. Then move further until you are near the stairs. Stop and find a pharmacy located nearby. There you will meet a man who will provide information about one of Fleetwood's buddies. You can continue the passage of the Corsairs: To each his own and return to the ship.

Open the map and go to Dominica. After Longway doesn't come to your aid, wait until the Valkyrie, under the leadership of Fleetwood, looms on the horizon. Make every effort to capture this ship and chat with the captain. Only after you talk to him, his life will be restored again and you will have to get rid of him again. If you do not want to fool your head, then just let the ship sink.

Then return to the island of Curacao and tell Rhodesburg about what you have done. So you will replenish your balance by 150,000 gold. You will also learn that the ship on which the assigned tasks were performed has now become yours. And the former was flooded near the pier. Then head to the governor to receive one of the state awards in the amount of 1000 gold.

The fourth task. Jewish money

After you take a break for a week, return to Rodenburg and get the next task in the passage of the game Corsairs: To each his own. He will tell you that he is in love with a girl named Abigail. However, she resists marrying him without giving reasons. You have to figure out what's what. Head towards the residence and turn left.

Once near the gate, go into the house on the right. Go inside and go up to the second floor, where you will find the girl. It turns out that she does not want to marry Roddensburg, so that she will not be condemned for doing it for the sake of profit. In order to avoid such rumors, you need to find a chest on one of the islands that her father hid. Waste no time and go down to chat with the old man. However, he will not remember the location of the island.

Leave the building and move along the street until a stranger approaches you. After talking with him, you will find out that his name is Joaquim Merriman. He will ask you to follow him, agree. Once you are in the room, talk to him. It turns out that he is interested in the skull, which is hidden in the same chest as Solomon's savings. If you bring him this skull, you will be rewarded with half a million pesos. Continue the passage of the game Corsairs: To each his own and agree to complete this task.

Open the diary and read that the coordinates of the desired island can be found in the records of the baths of Berg and Fleetwood. Now you will need a compass, an hourglass, an astrolabe and a chronometer. Call up the alchemy menu and connect the chronometer to the hourglass to make a functioning chronometer. Then hurry on board your ship and go to the cabin. Then apply a function with which you can find the island only by coordinates.

After receiving the information, start the journey. This piece of land is located between the island of Curaçao and Martinique. After you get to the goal, disembark and go to the fork. Move from it to the left, and then go into the grotto. There you need to find the right chest. After you take away the contents from it: a skull, gold, money. You can return to Solomon and give him what you found. It is up to you to decide whether to return the skull to him or receive half a million pesos. Then go up to Abigail and tell her about everything. It turns out that she now agrees to marry Lucas.

Now in the passage of the game Corsairs: To each his own, you should head to Lucas and report this. He will reward you with an amulet and 50,000 pesos. However, he does not have a job for you yet, so take a break and do something else.

Fifth task

After you return to the island of Curacao after a while, a stranger will suddenly run up and say that Rodensburg wants to see you. Talk to him and find out that you need to kill the traitor Murdoch before he does. Open the map and start sailing to Antigau. Drop anchor in the port and go to the church. Stop and see two buildings in front of her, go to them and find a hatch between them. Open it and start descending into the dungeon. No matter how hard you try not to get into a dead end, you will still find yourself there.

Look around and find a passage in the wall. Go there and examine it to see the entrance to the warehouse with barrels. After you enter it, finish Murdoch and his accomplice. Then in the passage of the game Corsairs: To each his own, you will need to select the third bottom line in the dialogue with Longway in order to hire him. Now you can search Murdoch's body and find the keys to the pharmacy. You can move further through the warehouse and climb the stairs.

Once in the pharmacy, go to the chest and open it to take 25,000 pesos and an archive belonging to John Murdoch, who once worked for GVIK. Now you need to try to find the encryption, which is located in the subway. Only then can you return to the city. Using the hatch for this, you can go to your ship and climb aboard. Start your journey to the shores of Curacao to complete the Dutch Gambit quests. Approach Rodenburg and report to him about what has been done.

Dutch Gambit. secret organization

In order to start the passage of this series of quests in the game Corsairs: To each his own, you should meet the following indicators:
- Weapon skill not lower than level 30;
- Character experience - not lower than level 15;
- The reputation should also be at the level of "Unknown Pirate".

If you have all this, then you can go to Barbados and chat with the owner of one of the taverns, whose name is Gaston the Bald. It is from him that you will receive the first order.

Spanish Hidalgo

Now you have to eliminate one Spanish nobleman who calls himself Fernando Rodriguez. It can be found on one of the islands under Spanish rule. Since the appearance of this character is randomly generated, just stop in different cities and visit taverns at night to find him. If you find yourself in the right place and at the right time, then the owner of the tavern will tell you that he is walking around the city somewhere or spending the night on his brigantine. Then find the ship, board it and finish off Rodriguez. Just do not try to let the ship sink, because after you kill the enemy, you need to pick up his belongings and deliver them to Bridgetown to Gaston. If you do not do this, the task will not be considered completed.

Ship's log

After Gaston gives you a new quest in the passage of the game Corsairs: To each his own, get ready to steal the ship's log from Richard Fleetwood. After 10 days, he will appear in the governor's office, at this time you need to be in his house, kill the guard and climb to the second floor. There you will find the desired magazine, and then exit. Be careful as three opponents will attack you now. After dealing with them, run out into the street and finish off the rest. After a while, you will lose consciousness.

Trap preparation

Open your eyes already in the pharmacist's house. Try to carefully follow him and get out of his house at night. In order to do this, you need to use the dungeon. But when you come to your ship, it will be arrested. But don't be discouraged, because now Gaston will provide you with a courier lugger. However, if you do not want to complete the task on it, then return to the pharmacist. In a further walkthrough of the game Corsairs: To Each His Own, you need to chat with him to find out that Fleetwood's best friend, Charlie Knippel, is now going to sail towards Curacao. And he will be on the brigantine. So you have a whole week to catch up with him.

Get to the outskirts of the island of Curacao and try to board this brigantine. After that, you can interrogate Knippel, and then move to the city and find Fleetwood's beloved to him. Persuade her to sail with you to Antigua.

Then head to the tavern and find a pretty drunk man there. After he gives his consent to deliver the message to Fleetwood, he will tell you how much this service will cost you.

Fall of the Valkyrie

Open the map and move to Turks Island. After walking a little, you will meet Fleetwood and talk. Then you need to fight him. After the victory, return to your ship and head to the island where the Valkyrie is located. Try to board the ship, and then return to John. As soon as you report to him about your deed, he will offer an officer rank. Of course, you have to agree.

Dutch West India Company

In the further passage of the game Corsairs: To each his own, you will become an opponent of GVIKA and fight with Lucas Rodenburg. After you get a tip on the GVIKA brigantine, which is now located between Antigua and St. Christopher, get down to business. Open the map and find the ship in purple there. After you take him on board and hand over the letter, return to Willemstad.

Once in place, you will see that the Mainfeng ship is now in the roadstead. Head to the tavern and find out more about this ship. After that, you can head to Van Hato Bay. Now you can see a purple ship in it. Try to overtake him and board him. After that, continue the passage of the Corsairs: To each his own and move to the Mainfeng. Go down into his hold and interrogate the Chinese. Just make haste to conduct the interrogation as soon as possible, because the Chinese may die from his wounds. He will ask you to drop him off in Guadeloupe. Agree to learn important information.

The end of Lucas Rodenburg

Head to St. Christopher and sail on the new ship to the Dutch galleon. Having approached, send a boat to him to chat with Stevesant, and then go with him to the island of Curacao. Once in place, you can arrest Lucas to get a decent reward. After you return the ship to GVIK, you can head to Antigua.

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

Find and capture the deserter

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

Destroy a gang of thugs

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

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

Sometimes the governor of a city may instruct you, for a hefty reward, to secretly sneak into a city under the flag of an enemy nation, receive a secret dispatch from a trusted person and deliver it personally to your hands.
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 find out from some drunkard about the latest 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 of a famous pirate. At the exit from the residence, as well as after exiting the cave, Jackman's guys will be waiting for you, whom we send to the next world (in the city you can simply force them to hit one of the residents or guards and watch how they are shredded). In the treasure chest we will find: 3 sets of treasures (on average, you can sell to a moneylender for 240k), 3 chests with doubloons, various trinkets and equipment. (It is possible that the size of the treasure is proportional to the amount paid to the officer for information, as well as your level). At sea, a little later, you can run into Jackman's messenger and kill him, get rid of the last witness who could snitch Jackman on us :)

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

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

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

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

Arrogant Aristocrat

Sometimes, during a visit to the owner of a brothel, she can talk about one of her clients who constantly violates 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 him. 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 have been noted recently. 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 are guaranteed to receive an invitation from the Governor General of Jamaica to participate in the "Sailing Regatta" soon!

This quest is over!

Captain's Request:

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

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

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

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

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

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

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

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

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

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

Random events (part 2)

girl in the jungle

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

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

convicts

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

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

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

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

3. Get a longboat or tartan for convicts. In this case, you will have to return to the city, buy a tartan or longboat at the shipyard, put a free officer on the ship as a captain and deliver it to the 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.

Slaver:

In the game, you can become a slave trader, but after completing seven tasks from this task, relations with the factions deteriorate very much. So it's up to you. I would recommend doing this task already at the end of the game, when relations with the factions can be corrected by a lawyer and takes pesos for this, not doubloons. Well, let's start reading, shall we?

Task I:

Passage of "Corsairs: To each his own." Becoming a slave trader


Passage of "Corsairs: To each his own." Becoming a slave trader

The loan shark who gives this quest can be found in any city and you need to have a good ship and an excellent crew. Also, it is desirable to have a high level and handle well with a sword. The amount of slaves needed by the usurer is random. In order to recruit slaves, attack small schooners and make the entire enemy team slaves. After the required amount has been collected, swim to the moneylender and hand over the slaves, after which you will receive a reward. Also, don't forget to check back in three weeks for a solid order.

Task II:

Passage of "Corsairs: To each his own." Becoming a slave trader


Passage of "Corsairs: To each his own." Becoming a slave trader

We come to the moneylender in three weeks for the next order. We need to break the deal, as well as capture the galleons with slaves and bring them to the moneylender. We sail to the indicated place and wait for the ships. You need to sail to the indicated place in two weeks. After we sail to the indicated place, we board two ships, and after that we unload the slaves for ourselves. In one of the galleons, in the chest you will find the Scorpion amulet, keep it for yourself. After that, we return to the moneylender for a reward, and you can also get an additional hundred thousand pesos or, by bargaining, get the Brigant light armor. After that, the moneylender will ask you to come in a month for a new task.

Task III:

Passage of "Corsairs: To each his own." Becoming a slave trader


Passage of "Corsairs: To each his own." Becoming a slave trader

We come to the moneylender in a month for the next order. He will ask you to go to Curacao, find runaway slaves and bring them to him. We sail to Curacao, go to the tavern and find out the latest rumors about runaway slaves. After that, we go to the port authority and find out about the ship that the blacks stole. Now we go back to the tavern, look for a drunkard and give him a drink. After several glasses of rum, the drunkard says that he saw black monkeys on the ship we need. We sail to Port-au-Prince and drop anchor near the lighthouse. We land there, kill all the enemies and a scripted scene starts, during which all the blacks go to your ship. We take blacks to the usurer and get a reward.

Task IV:

Passage of "Corsairs: To each his own." Becoming a slave trader


Passage of "Corsairs: To each his own." Becoming a slave trader

We come to the usurer in a month for another order. He will ask you to board a ship that is in the port of this city. A very dangerous and difficult task. Get on the ship, swim up to the ship, change the flag and fire a salvo at the ship we need, and then board it. On the ship, well-trained and trained soldiers are waiting for us, and in the cabin is the captain, who says that this is a trap. Also, before his death, the officer blurts out that he knows about our affairs with the usurer and the letter was sent to the governor. Finish off the officer and remove great things from his corpse: the Claybeg and the dueling pistol. As you already understood, there are no slaves on the ship. After that, return to the moneylender. The usurer screams that he was set up and asks the governor to catch up with the courier with documents, otherwise we are all dead. After our conversation, officers break into the moneylender's shop and try to arrest you. After dismantling in the shop, we rush to the indicated place in an attempt to stop the courier. Arriving at the place, we leave the global navigation and attack the ship. Strangely enough, the fort won't interfere with us. We board the ship and pick up the letter to the governor and return to the moneylender for a reward. Instead of money, the moneylender tells the location of the treasure, which we can dig up and take for ourselves. We sail to the shores of Cumana and land on the shore of Boca De La Sierpe. Indians will be waiting for us in the bay, we kill them and take all the treasure from the body of the leader. We come in a month to the usurer for a new task.

Task V:

Passage of "Corsairs: To each his own." Becoming a slave trader


Passage of "Corsairs: To each his own." Becoming a slave trader

In a month, the moneylender will issue a new task. He will ask you to capture a galleon with 3,000 slaves. The galleon "Dilihente", by the way, is heading to Santiago. We head there and cruise all the way in search of a ship with purple sails. After we catch the ship, we understand that this is another trap. The galleon turns out to be a warship. We board, and in the captain's cabin we pick up amulets and other goodies. After that, we overload the slaves and rush to the usurer for a reward and explanations. We get the amount for the slaves, and then we come in five days for the remaining amount. Also, we will receive fifteen chests, and you can also exchange the amulets that you found on the ship with the moneylender for pesos or other amulets.

Task VI:

Passage of "Corsairs: To each his own." Becoming a slave trader


Passage of "Corsairs: To each his own." Becoming a slave trader

We come in five days, and we get the next task. This time, you do not need to deliver slaves, but you need to kill the person who gave false information on the two previous tasks to the loan shark. We need to kill Francois Gautier, who was recently seen in Panama. To do this, we sail to Panama and learn from the innkeeper about Francois Gauthier, who went to Porto Bello. We sail there and find out at the shipyard that Francois bought the ship. After that, we go to the port authority and find out that Francois went to Jamaica. We go to the tavern and find out from the drunks that Francois talked with one waitress, go to her for information, give the "gem pendant" and find out that Francois went to Havana. We sail there and find out from the innkeeper that Francois went to Tortuga. We sail to Tortuga and go to the tavern for information about the whereabouts of Francois. After that, we search all private houses, and in one of them a pirate will attack us. We kill him and go up to the second floor in Francois' mistress. She will say that her lover is now standing in the sea near the city. We go out to sea and board his ship or sink it, it doesn't matter. After that, we return for a reward to the usurer. As a reward we get: "an excellent pipe" and one hundred and fifty thousand pesos.

Task VII:

We arrive in a month and receive a task to capture Havana and a large number of slaves. We equip two ships to the stop stuffed with sailors. After that, we sail to Havana, go out to sea, deal with two warships, destroy the fort and capture the city. We speak with the governor and get five thousand slaves on our ship. Spain's attitude is reduced to the very minimum, and we become her worst enemy. After that, we have thirty days to take the slaves to the customer. We sail to the moneylender, and we get an order - to come in a week for the money. We'll be back in a week. OPA! Another usurer is already in place, and the former usurer is gone. There is no money, and relations with countries are spoiled. The quest ends here.

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





Governors assignments

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

Find an enemy infiltrator Edit

This task has several options.

Option 1. Spy on the street

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

Option 2. Spy in one of the houses

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

Sink the pirate ship Edit

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

Destroy a gang of bandits in the jungle Edit

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

Sneak into an enemy city to meet with an informant Edit

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

Deal with smugglers Edit

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

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

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

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

Corsairs GPC quests from governors

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

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

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

Corsairs GPC quests from governors

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

After sex, talk to the girl again.

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

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

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

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

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

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

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

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

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

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

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

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

Corsairs GPC quests from governors

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

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

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

Open the map and move to the shores of Guadeloupe. Having dropped the anchor, go to Fadey's house, which will be indicated by the sign of the same name. Chat with the man you find inside and tell him that Michel sent you. However, he will not have money and he will reward you with a saber. Do not forget to ask him about the questions that interest you. Then go to the prison and talk to the commandant. You need to obtain permission to visit the Indian.

Continue the passage of the game Corsairs: To each his own and go inside the cell to talk with the prisoner. Then return to the commandant and find out from him what is needed in order to set him free. It turns out, just the consent of a certain Fadey. You can go to him and chat. At the end of the conversation, he will demand 150 gold. But you should not immediately agree to this amount, because he will then throw it off up to 100. You can go to the moneylender and buy a few gems from him. But you will not have enough of a couple, so go to the ship and start your journey to the island of Martinique to get two more missing doubloons there.

But you don’t have to try too hard, because you won’t be able to free the prisoner yet, so after landing on the island, you can find Michel and talk to him. It turns out that Fadey did not give you the original of the old saber. He also notes that you need to take a task from him. Now in the passage of the Corsairs: To each his own, go to the tavern and talk to the innkeeper to help pick up a new team. Then return to Guadeloupe and find the cunning Fadey to return 100 gold to him.

After that, you can give a receipt to the commandant and release the red-skinned Tichingita from captivity. Chat with him and persuade him to join your team. Head to the church and talk to the priest, it turns out that he was robbed. You can offer your services. Now in the passage of the game Corsairs: To each his own you have to go through the quest. So head to the tavern and ask its owner about the robbery of the church. He doesn't know anything.

Go to the table and chat with a pretty drunk man. It turns out that this was done by a local gang of thieves who are hiding in the jungle. Move there. As soon as you reach the fork, turn first to the left and then to the right. Be careful, because in the thickets you will meet three. Approach them and chat. They will offer you to buy the stolen goods for a small amount.

Caribbean manners

As soon as dawn comes, go to the shop and chat with Gerard Lecroix. After that, visit the tavern and get some sleep. Go back to the store and talk to Gerard to receive a task from him, which is to transport cargo to the port of Port-au-Prince, located on the island of Hispaniola. Open the map and start sailing.

After mooring, head to the jungle. When you reach the fork, turn right, and then head towards the fort. There you will meet the commandant, approach and talk to him. As soon as you earn 5000 gold, you can take on the next task. It consists in transporting 15 cannons to Porto Belo, where the frigate belonging to Florian Choquet is located. It is worth noting that this is located near the island of South Maine.

Be careful because on the way you will be attacked by one of the Spanish interceptors. Let it sink to the bottom and keep swimming. Since the port you are heading to belongs to the French, you need to move a little west of it. After the passions subside, slowly get close to the Martial. After talking with his captain, agree to help him in a reconnaissance operation. Now you can head to Mosquitos. As soon as you land, expect darkness to fall. Make your way into the city and move towards the shipyard.

When in the passage of the Corsairs: To each his own you find yourself near the bridge leading to the shipyard, then look into the tavern. Look for a person here who is ready to treat you to a drink. Then find out from him about the latest news that happened in the district. It turns out that a spy was recently caught here. Then he will ask you to find a beggar. Wait for the morning and go to the city in search of him. When you find a beggar, offer to earn some money by finding out something for you. Then head to the pier and wait for him to find out the obtained information.

After listening to him, return to the ship and take a course to the ship "Inspirational" to tell Captain Shock about everything. Also take another task from him, which is to board the ship "Pueblo", which transports gunpowder to the shores of Alakantara.

I advise you to take a course along the coast of the Maine, where you will meet him. In the further passage of the game Corsairs: To each his own, you should intercept the ship, and then head to Guadeloupe. Go ashore and go to the local shop. Look for a merchant in it, from whom you can get honestly earned money. Then you can start transporting goods that you need to take from the owners of local shops.

Dishonest Competitor

After you enter the store, go to the merchant and take the task from him, which is to bring Robe Dumas from the tavern. Agree and go to the entertainment establishment. There, look for a man dressed in a mask and a hat. After talking with him, return to the shop and convey the essence of the conversation. After you deliver the letter to the address, you will receive a small reward.

As soon as he offers you to find a competitor to Lara and force him to close the shop in which he sells smuggling. Continue the passage of the game Corsairs: To each his own and return to the tavern to tell her that you are looking for cheap products. You will immediately receive an offer to meet, agree and head to the indicated building. Wait for him and move into the building. After that, he must be informed that a detachment of soldiers is already waiting outside the door. In order to escape, he will offer you a bribe of 10,000 gold. Take her.

When the smuggler hides, head to the shop and tell the shopkeeper that there is no more competitor, for which you will receive another reward of 15,000 pesos.

jungle girl

You can meet this character in Guadeloupe. She will run away from three bandits and ask you for help. After you take the girl home to Bas-Teret. It turns out that her father, the owner of one of the local shops, wants to marry her to a moneylender. However, her heart belongs to someone else. It is worth noting that if you deliver the girl to the address, then her father will reward you with 7500 gold.

The burden of the Gascon. Continuation

Now you should return to the island of Martinique to visit Michel, who is currently in prison. After you chat with him, he will offer you to choose from several options for the development of events:
- become a member of the West India Company, located on the island of Curacao;
- become a member of the British Navy;
- become a member of an unknown organization located in Barbados.

Dutch West India Company

Start the passage of this storyline in the passage of the game Corsairs: To each his own by going to Curacao. Drop anchor near the shore and get to the place where the GVIK headquarters are located. You can recognize them by a rectangular plate with a corresponding inscription. Be sure to let them know that you want to work for them. Then climb to the second floor and find Lucas Rodenburg there. After you talk to him, get the first task to complete.

First task. Escort Balthazar

After receiving the installations, head to the Willemstad Port Authority, where you need to find and chat with Ridderbock Balttazar. Then you can go out to the open sea again, but be very careful, because the Fierce will now begin to overtake you. Since under his control is a rather powerful vessel, it is almost impossible to leave.

I advise you to go through this battle in the game Corsairs: To each his own to get to the fort and sit there, because this is the best position of all. After repelling the enemy attack, head to the island of St. Martin and find Balthazar in the city. After you will be rewarded and you can safely return to Curacao. To land on the shore and go to the residence of the GVIK and report on the completion of the task to Rodenburg.

Second task. Acevedo's secret letter

Now you will have to visit Cuba and find Don Simono in Santiago to hand him some documents. By the way, this person holds an important position in the bank. Start your trip to Cuba and try not to catch the eye of the Spaniards. I advise you to anchor on the right side of the cape, and then gradually move to the bay called Anna Maria.

Once on the shore, continue the passage of the game Corsairs: To each his own and go to the city gates. It is worth noting that you do not need to pass through them around 00:00, because there is a guard there. As soon as morning comes, then go to the bank located in the alley opposite the residence. Find Simon there and talk to him. Then he will offer you to come back tomorrow. Now be prepared for the fact that as soon as you cross the threshold of the bank, you will immediately be stunned.

Opening your eyes, you will see opponents, but you should not immediately tell them about everything. Wait for the leader to leave. Now you are under protection. As soon as one of them leaves his post, quickly run up to the chest and take out the harpoon from it. Then use it on the enemy and get out of the room.

After taking a few steps, you will stumble upon Veron, also use a harpoon on him, and then go down below. Once on the first floor, find a chest there and take all the things that were taken from you earlier. You can get out of the building and head to the bank.

Find Simon there and take the return message. He will tell you that some person must surely die. You can get out of the city and climb aboard the ship. Once on the ship, head to the island of Curacao.

Third task. fleetwood

After you once again find yourself at Rodenburg in the passage of the game Corsairs: To each his own, you will be puzzled by the fact that he will let you go for a week. In the meantime, you can deal with the delivery of goods for shops or the port. At the end of the rest, go back to Rodenburg and take the next task. Then head to the port authority and deposit your ship. It is worth noting that it will be completely free.