In search of the guardian of truth corsairs KKS. Corsairs To Each His Own Passage Of The Quest In Search Of The Guardian Of Truth - tioneproperties

  • 02.02.2022

Since Shark is aware that Levassier's nephew hid from his uncle the girl Molly, who is a subject of England. She came to him as a slave. He also knows that Thibault and Martin are in collusion with each other. The admiral learned all this from Luke, who was sent by Martin and is in Basse-Terre. Take a course there and go to the tavern. Chat with its owner and ask about Luke. It will be known that he died. His funeral was paid for by Robber Martin, who is now sitting at one of the tables. Be sure to approach him and chat to find out what to do next in the passage of the game Corsairs: To each his own.

You can head for Tortuga and moor on the Fish Eye beach. From there you need to get to the city. Enter the tavern and ask the owner where Thibault lives. Go outside and head towards the port. When you see a red arch in front of you, turn left and go straight ahead. So you will reach a two-story house with a red roof. This is where Henri Thibault lives. Come into the house and chat with him. After the conversation, return to the tavern and wait until the envoy from Marten appears. After waiting for him, you will find out that the person you need will appear here within an hour.

Go to Henri's house and turn right from it. Then go to the hatch and go down into the dungeon. Turn right, go straight until you reach a left turn. Having turned, go forward until you meet Levasseur with accomplices. First talk to him, and then cut off his oxygen. Continue the passage of the game Corsairs: To each his own and get out of here. Get to the beach near which the ship was left and climb aboard. Now you need to go to St. Christopher to report on the work done by de Poinsy. After that, you will receive a frigate with sailors as a reward. You will also learn that Saint Pierre was attacked by the Spanish military.

Defense of Saint Pierre

Open the map and head to the island of Martinique. After watching the video, you will be transferred to the shore of Lamentin beach. Approach the commander of the allied forces and chat with him. Then arm yourself and move deep into the island, simultaneously shooting Spanish soldiers. After you go down to the dungeon where Michel is being held, kill everyone and free your brother.

In order to do this, you need to find the keys that lie opposite the stairs in the corner. Pick them up and go to the camera, then release your brother to freedom. Then get out of the dungeon and head to the city. It is worth noting that from now on, in the passage of the game Corsairs: To each his own, a brother squad will help you. So head to the fort and shoot all the opponents.

Once you've won, talk to Michel again and head back to Lamentin to board your ship. Then attack the Spaniards from the sea and try to stay away from the ship of the line. Use a rock for cover, wait until they run out of weapons and capture them. Then you can return to the shore and talk to your brother.

Wait until the next day and head to the church, find Abbot Benoit in it to receive a message from him. But my brother is not here now. Read the contents of the letter and talk to the abbot again. He will say that he suspects Michel that he is up to something very bad, but he does not yet know what exactly is in his mind.

In Search of the Guardian of Truth

Start by going down to the subway where Michel was imprisoned. Approach the boss and talk to him. Then head to the cage in which your brother was sitting and chat with the Spaniard. After you get a little about Miguel Dichoso, you can return to the boss and ask to release the captured Spaniard. Go back and talk to him again, and then go to your ship and head for Cuba. Once you're in Anna Maria Bay, look for the Spaniard currently being held captive. His name is Cardoso, and it is he who must deliver the message to Father Vincento.

Continue the passage of the game Corsairs: To each his own and go into the jungle. On them you need to get to the gate leading to Santiago. Then get to the lighthouse and wait until Lastiri comes up to you, in whose hands there will be a message from Father Vincento. Read it and you will understand that the time has come when you need to prove your loyalty. Now you need to find one Frenchman who boarded the ship "Santa Margarita". The fact is that three valuable things were transported on this ship, which should be delivered to the church of Santiago.

You will also learn that the ship was last seen in Hispaniola. Head to Porto Prince and go to a tavern. Ask the owner about the boat. But he doesn't know anything about him. Set a course for Tortuga and visit another tavern. After you talk to its owner, you will find out that the galleon was here recently. Continue the passage of the game Corsairs: To each his own and head to the shipyard. Find the leader there and ask about the ship. It turns out that "Santa Margarita" is for sale and is now called "Delightful". Try to get to the port authority as soon as possible to find out about the privateer there. It turns out that he headed for Sint Maarten.

Waste no time and head there, disembark and go to the local shop. Ask about the privateer to find out about the recent unloading of goods. However, no one knows the next destination port. Go outside and talk to passers-by who might also know something. Sooner or later it turns out that Guy is now going to Barbados.

Once on board your ship, open the map and set a course for Barbados too. After landing on the shore, ask the people and Guy to find out that the privateer is heading to Basse-Terre. It is worth noting that this is where you will catch up with him. First, try talking to the boatswain, who will immediately recognize you. But you will have to work hard to lure Guy himself. Since there is now a karakka sailing under the Spanish flag in the raid, send a sloop there and make a deal with the merchant. Wait three hours and return to him to find out if Guy bought the bait. Yes, he agrees to sell the goods.

In the further passage of the Corsairs: To each his own, you should go to Cape Inaccessible. After you pass into the city, you will find out that the sailors are now drinking here. Return to the bay where you left the ship and save. Then get on a boat that will take you to the Delightful. Be careful and head towards the cabin, eliminating the sailors along the way. Just try to remain unnoticed and act quietly, otherwise it will be tight. Then go into the cabin and shoot the musketeer. Open all the chests and empty them, and then talk to Guy. Try to persuade him to follow you. Then head to where you immediately ended up on the ship. Stand still for a bit until the script runs.

Guy is now with you and you can take him to the caretaker who is waiting at the Santiago Lighthouse. And he, in turn, will send the prisoner to the inquisitor. Just don't forget to bring vanilla with you. After talking with the inquisitor, you will have to wait a few days to get a final answer.

Continue the passage of the game Corsairs: To each his own, open the map and head for Bas-Terre. Land on the beach and find the church. Find a priest in it and persuade him to agree to give you a cross. In order for him to do this, you need to find one of the local authorities and bring him to the church so that he can kiss the holy father. Head to Fadey and tell him about everything, then come and give him 250 doubloons, and in return you will receive a cross.

Head to Willemstad, heading for the island of Curaçao. Find a moneylender there and talk to him. It turns out that the things were sold to Roly Kolpak and the Spaniard Ribero. Go to Cumana, go to the tavern and ask about the girl. That way you will know where she lives. Then go there and chat with Ribero. She will ask you for help. You have to go to the bandits who stole her husband. They are located near the entrance to the cave. Try to defeat them. After the leader of the gang surrenders, go up to him and talk. It turns out that this is Ribero's missing husband. Chat with him, and then return to the girl and tell about what happened. So you get ostensorium.

In the further passage of the game Corsairs: To each his own, you should go to Antigua to find the colonel who hired the Cap. His office is located in the residence of the city. Approach him and talk to find out that the Cap is already dead, and they will bury him in Dominica. Head there and find a chest in Scottshead Cove. More precisely, it is located in a grotto located to the right of the waterfall. After you take the censer from the chest, head to the boat and wait for the English military, who will soon come up.

Talk to him, and then finish him and his retinue. Get on the boat and sail towards the Santiago Lighthouse. Find the caretaker in it and chat with him. On the next day, you will receive a letter from the inquisitor. Now you can visit Santiago officially. However, you still need to have the perk with the Spanish flag.

Now in the passage of the game Corsairs: To each his own, you again need to go to Santiago and go to the headquarters of the Inquisition, located near the church. Chat with the head and get a task to find Gino Guineilly, who lives in Antigua. Swim there, find and talk to Gino. Then head for Trinidad and drop anchor in the city of San Jose. After you pass into the city, head to the tavern and ask about the frigate. If you don’t find out anything, then go to the local shop, and then to the port authority and residence. Only when you find yourself at the lighthouse keeper will you learn something about this. Coming out of there, the Spaniards will run up to you with their leader - Diego. He will talk to you and offer to buy the Chief's Claw dagger.

Go to the inquisitor and talk to him, and then get out of the house and walk down the street. After a while, a Spaniard will run up to you and tell you that Diego's squadron will leave Havana and head towards Maine. Start your journey to Havana and go to the tavern to ask the owner about it. Then head to the ship and send the boat to Cape San Antonio. You should move by sea. As soon as you drop anchor, you will immediately be ambushed, and your wards will arrive a little later. Since they will come from the side of the jungle, for now you will have to fight off the opponents yourself. Then Diego will climb into the lugger and head towards Cape Catoche. Follow him.

Having reached Catoche, you will be met by the Spaniard's fighters. Make every effort to let her sink. Continue the passage of the Corsairs: To each his own and finish off the remaining accomplices of the Spaniard, and then go through the jungle. So you will find yourself near the fort, which must be taken by storm. Eliminate everyone, and then go into the armory to find Diego and the musketeer in it. After you kill both, search Diego's body and head to the ship. Just be careful, because in the bay you will meet with opponents Patersen. Then go out to the open sea and notice his squadron. Then find the inquisitor.

After you talk to him, take a course to Admiral Shark, who is now in Sharptown. Find and talk to him to learn a lot of interesting things. Then take a course for Basse-Terre and find Fadey there. After the conversation takes place, it will become known that Patterson occupies a very important position. Climb aboard your ship and sail to Port Royal. Drop anchor in the city and wait for Calhoun to come up to you and make an offer for a drink. Agree and follow him. Now in the passage of the game Corsairs: To each his own, you should wait until Patersnon's squadron leaves, and then figure out how to steal Calhoun's diary.

Saint Pierre Defense:

Having learned from Poinsey that Saint-Pierre is attacked, we immediately rush there. Having gone to the local map of Saint-Pierre, we watch a video, and then we land on land together with the boarding team. He goes through the jungle to the fort, and we meet Spanish scouts. One of them will have time to escape and raise the alarm in the fort. When moving to each location, we will be met by Spanish soldiers. After a fight in the jungle, we go into the city and chop down the Spaniards, and then go down to the Maltese prison and also chop down the Spaniards. When the dust of the battle settles, talk to your brother, find the key and free your brother. After freeing your brother, go outside the city gates, and then into the fort to repulse him.

After the land battle, return to your ship to fight the Spanish squadron, consisting of five ships. You can sink four ships out of five, and it’s better to board the San Felipe manowar and make it your ship by putting an officer there and making him captain. Also, in the chests, in the cabin of the former captain, there are the following things: a mangaros, a working chronometer, a compass, a parade cuirass, an excellent map of Turks, a map of Martinique with a lot of pesos and two chests with doubloons. After the battle, we return to the city and receive an order from Michel - to come to Abbé Benois the next day. We come to the abbot the next morning and find out that the brother is no longer there and we receive a letter from the brother. We read it, and then we speak with the abbot.

Passage of "Corsairs: To each his own." In the service of Spain


Passage of "Corsairs: To each his own." In the service of Spain

In Search of the Guardian of Truth:

Passage of "Corsairs: To each his own." In the service of Spain


Passage of "Corsairs: To each his own." In the service of Spain

After talking with Abbé Benois, go to the Maltese prison and talk about your brother with the warden of the prison. After talking with the warden, we go down to the Spanish prisoner and ask about the raid on Saint-Pierre. From the Spaniard we learn the true purpose of the Spanish attack. They were supposed to find a certain Miguel Dichoso, but apparently, the search was unsuccessful. Let's talk with the Spaniard, go to the warden of the prison and pick up the Spaniard as an important witness. We return to the Spaniard and delight him with good news. Now you need to sail to Santiago, but land in Anna Maria Bay. Land in the bay and release the Spaniard as a courier to Inquisitor Vincento. After that, wait a day and go to the lighthouse, a messenger with a letter from the inquisitor will be waiting for you there, where the first task will be.

We need to find the thief who stole the golden things: the golden ostensorium, the pectoral cross and the golden censer. First we go to Hispaniola and ask about the ship and the thief in the tavern, but no one can answer us. We sail to Tortuga and speak with the innkeeper, who, in turn, gives a tip to the shipyard and the name: Guy Marchais. We go to the shipyard and find out that the ship was renamed from "Santa Margarita" to "Amazing" and began to engage in trade. We go to the store and find out that Guy chartered the ship and went to Sint Maarten. We go to a local store and find out that Guy brought the goods on time and received the money, but we won’t know anything else. After the store, go to the port authority and ask about Guy Marchais there, and we will find out that he went to Barbados. We sail to Barbados and go to the local port authority, after that to the store, and then to Bas-Terre. Near the port you will find his ship. Send a boat to the ship and talk to the boatswain, from whom we learn that the captain is sitting in a tavern. After that, we send a boat to the Dutch ship and offer the captain to make a deal with vanilla, and pay the captain twenty-five thousand pesos for the service. We arrive in three hours to the captain of the Dutch ship and ask about the deal. After that, we sail to Capster Beach at noon, and we, in turn, must sail to Cape Inaccessible. In a day we go to the city through the jungle. In the city, approach any sailor, and get a note in the ship's log, then run to the bay, where you will be transferred to Guy Marchais's ship. Knock out everyone on the ship with brass knuckles, otherwise the whole team will wake up and you will have a very difficult battle. After that, we speak with Guy, who does not want to say anything about the utensils. Throw it into the hold and sail to Cuba, the lighthouse of Santiago. There, hand over the captive Guy to the inquisitor through the caretaker. The next day we arrive at the lighthouse keeper's house and receive a letter with further instructions. One piece of jewels in Bas-Terre, and the other with a pawnbroker in Vilemstad.

Passage of "Corsairs: To each his own." In the service of Spain


Passage of "Corsairs: To each his own." In the service of Spain

We visit the Bas-Terre church and talk with the Holy Father. We get a refusal from our father to sell a cross with lapis lazuli and leave the church with nothing. After that, we go to Fadey and ask for help. We pay 250 gold doubloons for help and get a cross with lapis lazuli in our hands. One of the three things is. Let's sail on!

We visit the usurer in Willemstad and find out that he sold the golden ostensorium to a woman from Cumana. We're heading there. We ask about this woman in the tavern. After 13:00, come to the governor's house and talk to her. She, in turn, will ask for help. It is necessary to free her lover from the clutches of bandits who are sitting in a cave and waiting for ransom from 23:00 to 00:00. We take money and go to negotiations. After talking with the bandits there will be a fight. Kill everyone except the main one. After that, talk to the chief and find out that they wanted to deceive this woman. We take the ring from the bandit, return to the woman, give the money and get the golden ostensorium in our hands. Two of the three things are. Let's sail on!

The tip on the third thing will be given by the same moneylender from Willemstad, he will also say that the buyer of the golden censer was caught by the brave Colonel Fox, to whom we returned our daughter safe and sound. Well, he is indebted! We sail to St. John's and go to Fox's office. He, in turn, will say that the pirate we needed was hanged, but managed to find out where he hid his treasure. We sail to the shores of Dominica and land near the Scotts Head beach. We find a passage to the cave and swim there. There will be a chest in the cave, which contains the golden censer we need.

After finding all three things, return to the lighthouse keeper and hand over the things to the inquisitor along with a letter on your behalf. After that, visit the lighthouse keeper every other day and receive a letter from him, thanks to which you can visit Santiago at any time without any obstacles from the authorities.

Go to the dungeon where Michel was held in custody and chat with the boss sitting at the table. Follow the cage where Michel was previously kept and talk to the captured Spaniard. After learning about Miguel Dichoso, return to the head of the prison and report that you need a Spaniard. Talk to the Spaniard again, go ashore and sail to Cuba. Land in Anna Maria Bay, talk to the captured Spaniard Cardoso. He must personally hand over the letter to Vincento's father, and the answer should be the next day, near the lighthouse of Santiago.

Go from the bay deep into the jungle, go right, go straight twice (there will be no forks), then go right. At this fork, if you go to the right, you will find yourself near the gates of Santiago. But you need to go left and straight. Here is the lighthouse. Approach him, rewind time a day ahead. Cristobal Lastiri will run up to you with a message from Father Vincento. Vincento asks you to prove your dedication. One French privateer captured the Spanish ship "Santa Margarita". On it were three valuable things that were being taken to the church of Santiago. We need to find this privateer, deal with him, and also return three valuable gizmos.

The galleon was last seen on Hispaniola. Swim to Porto Prince, go to the bartender and ask if he has seen the ship Santa Margarita. He says he has never seen anything like it. Swim to Tortuga, find out from its owner in the tavern that the galleon was here. Follow the shipyard of the city, ask the owner of the shipyard about the ship. He will say that the Santa Margarita galleon, for sale, has been renamed "Amazing". Hurry to the Port Authority, find out about the French marque. He headed for Sint Maarten. Swim there, go to the store and ask about the marque. You will find out that he was here, unloaded the goods, but where he went next is unknown. Ask people on the street, find out that Guy went to Barbados.



Follow there on your ship, ask people in the city and find out that the privateer went to Basse-Terre. In Bas-Terre you will overtake Guy's galleon. Go there on a boat, talk to the boatswain. He immediately recognizes you. Gaius needs to be lured out. On the roadstead there is a carrack with a Spanish name and a Dutch flag. Send a boat there, negotiate with the merchant, return to him after 3 hours and find out that Guy has taken the bait and will sell the goods. Swim to Cape Inaccessible. Moor, the script works. The goods are overloaded, but the galleon is still in port. Go to the city to understand what's going on. Entering the city, go approximately to its middle, an entry appears in the journal - the sailors of the galleon are drunk in the city, washing the money received.

Go back to the bay with the ship, save. Approach the boat, you will be transferred to the quarterdeck of the Delightful. Knock out as many sailors as you can, it is unlikely that you will be able to get to the cabin unnoticed. If they see you, the fight will be tough. Having won, go to the cabin, kill the musketeer. Optionally, take all things from the chests of the cabin. Talk to Guy, order him to follow you. You need to go to where you appeared on the ship. Wait there and the script will work.

You have Guy, take him to the keeper at the lighthouse of Santiago, so that he will hand Guy over to the inquisitor. Don't forget to pick up the vanilla goods. The answer from the inquisitor will be in two days.

Swim to Bas-Terre, go to the church and talk to the priest about the cross. He doesn't want to give it to you. In order for the priest to give consent, one of the local authorities needs to ask for you. Well, in Guadeloupe you know one of them - Fadey. Go to him and explain the situation. The next day, bring 250 doubloons to Fadey, he will give you the cross.

Follow to Willemstad, which is in Curacao. Talk to the moneylender. He will say that things are sold to Rolly Kolpak and a Spanish girl named de Ribero. Swim to Cumana, find out about the Spanish woman in the tavern. You will find out where she lives. Follow the indicated address, talk to the girl. She asks you to help. You need to go to the bandits who stole her husband from her. The bandits are waiting any day near the entrance to the cave from 23-00 to 00-00. Follow there, there will be a fight. The leader will surrender. As it turns out, the ringleader is the husband of the girl whom you were supposed to ransom. Go to de Ribero, tell about what happened. The girl will give you the ostenzoria.

Follow Antigua. The colonel who caught Kolpak lives here. The colonel's office is located inside the city residence. Find out that the Cap has already been pulled up. His cache is located in Dominica. Sail to Dominica. The chest is hidden in Scottshead Bay, inside the grotto, to the right of the waterfall. Take the censer from the chest, go to the boat and an English officer will run up to you. As it turns out, you weren't the only one looking for the Cap's cache. Deal with the officer and his wards, swim to the lighthouse keeper Santiago, talk to him and the next day you will receive a letter of credence from the inquisitor who allows you to visit Santiago. That being said, you need the Spanish flag perk!!!

Swim to Santiago, go to the headquarters of the Inquisition, located under the church (the entrance is below the stairs of the church). Talk to the inquisitor, get the task to find Gino Guineilly. He lives in Antigua, in a pharmacy you know. Swim to Antigua, talk to Gino. We need to go to Trinidad, to the city of San Jose. Moor in the bay and proceed to the city. Go to the tavern, ask for the frigate. Find out about it in the store, port authority and residence. Go to the lighthouse keeper, he will give you the necessary information. When you leave the lighthouse, the Spaniards led by Diego will approach you. Diego will offer to purchase the Leader's Claw dagger for a lot of gold coins.

Swim to the inquisitor, talk to him, exit the building and you will be approached by the Spaniard, whom you previously released after defending Saint Pierre. He will report that Diego's squadron will sail from Havana towards Maine. Swim to Havana, get the necessary information from the owner of the tavern. Everything looks suspicious. Follow the ship, send boarders to Cape San Antonio, through the jungle. Go by sea yourself. The company will reach the cape in six hours. Dock, you will be ambushed. Your people will attack from the jungle, fight off the enemy attack. Diego will sail on a lugger towards Cape Catoche. Swim after him.

At Cape Catoche, a squadron of the Spaniard will be waiting for you, sink it. Moor, kill a detachment of Spaniards, follow deep into the jungle, find a fort that needs to be stormed. Kill everything that moves inside the fort, while Diego and the musketeer will hide in the armory (down the stairs and through the door). Kill them both, search Diego's corpse. Go to the ship, on the bay you will meet with the enemy - Patersen. Go out to sea, you will see his squadron. Swim to the inquisitor.

After talking with the inquisitor, head to Sharptown to the Shark. Talk to him and learn a lot of interesting information. Head to Bas-Terre to Fadey, talk to him. He will tell you that Paterson is a big shot. Sail to Port Royal, moor in the city, Calhoun will come up to you and offer you a drink. Follow him and chat. Next, you need to wait for Paterson's squadron to sail away. After you wait for this, you will need to steal Calhoun's diary. Near the store, on the right there is a house. Go there, go up to the second floor, the script is triggered. You need to come back here at night. At night, climb the roof to Calhoun, steal his diary and read it. You will know the coordinates. Sail along these coordinates.

Having found the island, it is best not to take girls (Helen or Mary) with you, moor. Head out to find Calhoun's hut. After finding the house, go inside, go to the chest. He will explode. Standing up, kill the enemy with the axe. Next will be a very difficult fight! We need a well-pumped character without cons! My advice is to use a musket. Having survived the battle, we see that Paterson is running away into the jungle. Defeat him there one more time, he's heading for the bay. There will attack another mob of musketeers, led by Calhoun. Defeat them, because your own people will come running to your aid. Search Calhoun's corpse for a double-barreled shotgun and a key. Go to sea, Paterson's squadron will be waiting for you. Sink them, it's best to board the flagship.

After defeating Paterson, head to Jamaica in search of a compass. It will lie inside the crypt in the cemetery. When leaving Port Royal, the cemetery will be on the right. After finding the compass, sail to Antigua to Gino.

K: KS-quest In search of the Guardian of Truth Passage of the game KKS. Default Re: Questions about the game "Corsairs: To each his own!" . If you completed the previous quest "Turtle Soup" by. Therefore, it is necessary to continue the search in the place of the region, and to search. As soon as the battle is over, gather all your courage and go to sea. Corsairs: To Each His Own - Walkthrough » In Search of the Guardian.

Pretty big storyline 8:00 Search for a French privateer 15:00 Delivery of a privateer. KKS In search of the guardian of truth part 1. Game review: Corsairs - To each his own "Under the black flag". GPK Corsairs: Mary Kasper Walkthrough - Episode 32 (Getting Manowar) - Duration: 33:07. In the service of Spain. Corsairs: To Each His Own - Walkthrough "Corsairs: To Each His Own". In Search of the Guardian of Truth: Passage. KKS In search of the guardian of truth part 2. Corsairs: To each his own As soon as the daga "Claw of the leader", the map "Two appearances" and the compass "Arrow of the Way" will be in your hands and the quest "In search of the guardian of Truth" will be.

In Search of the Guardian of Truth - Forum. After rescuing St. Pierre and talking to the brother on the dock, spend the night somewhere, and the next day, go to the local church to meet with the brother. There is a small nuance here, if it suddenly happened that you finished the battle at sea at night after midnight, then after waiting for the morning, you may encounter the problem that the church and other institutions in the city will be closed. Stay overnight again through. Talk to Abbé Benoit, he will give you a letter from Michel.

Open inventory and read the letter in the section. Once again, talk to the abbot and go to the underground base. Upon arrival, ask the officer on duty about the details, find out the details from him. You will learn a lot of interesting things!

Even more information will be able to provide a captured Spanish officer in the casemate. You can find him in the same cell where Michel used to sit.

Ask the Spaniard carefully about Michel and his mysterious plans. You will learn a lot of useful information that you should consider. After Charles considers the information, once again return to the prisoner and talk to him about your plans. Charles will tell you that he needs to go to Cuba and deliver a letter to His Reverend Father Vincento, the Grand Inquisitor. Head to Cuba.

You will have to land in Anna-Maria Bay. In the same place, talk to the Spaniard, instruct and release him. Then go to the meeting point at the lighthouse of Santiago and wait there for a messenger from Father Vincento until the next day .. The next day you will receive a response letter from the messenger of the inquisitor. Read it. You will learn that in order to gain an audience with the Inquisitor, you must complete his task.

It is necessary to find one French privateer who stole from the parish three very expensive things for the church: - a golden cross with lapis lazuli; - golden ostensorium; - golden censer; Father Vincento's letter will state that this pirate's galleon was last seen off Hispaniola. Considering that this pirate is a Frenchman, it would be best to start the search from Port-au-Prince. Important! If you completed the previous quest. In the local tavern, you will not learn anything useful from the innkeeper. Except that the desired galleon did not appear here. Therefore, it is necessary to continue the search in the place of the region, and one should again search among the French. The nearest French colony is Tortuga, so head there.

From the innkeeper in the local tavern, you will learn that the galleon was here recently. Allegedly, Guy Marchais was here for repairs. Therefore, at the shipyard you will find out that after the repair of the galleon! Now it remains to find out what he decided to trade and where he went.

In a local shop, you will learn that Guy Marchais bought a batch of goods from them and headed to Sint Maarten. Arriving in Philipsburg, in a local store you will learn that a privateer named Guy Marchais was here, sold his goods and departed in an unknown direction. Now we have to find out where, after all, Guy Marchais went. Go around all the establishments in the city, talk to the locals. Soon you will learn that Guy Marchais has gone to Barbados. Arriving in Barbados, first go to the Port Authority.

After all, Guy Marchais had drawn up a contract in Philipsburg to ship a load of paprika to Bridgetown. The head of the port authority will confirm the delivery of the cargo, but then there is no clarity .. Well, then talk to the local merchant as well. You will learn that Guy Marchais bought a huge batch of vanilla from him, which for some reason he decided to sell in Basse-Terre, hoping for some unknown reason!

Off the coast of Guadeloupe you will finally see a galleon. Perhaps the captain himself is still on the ship, so lower the boat and go to the deck of the galleon. There, after getting used to it a little, find the boatswain Guy Marchais and talk to him. You will learn from him that Guy Marchais sits all day long in a local tavern, hoping in vain for the miraculous arrival of the Spaniards to Guadeloupe, to whom he, supposedly, will profitably sell his vanilla! It remains only to find this Guy Marchais and try to convince him that there is absolutely nothing to expect here. In the tavern you will be able to see Marchais himself, but he will most likely send you far away and for a long time! What to do? You need to somehow lure this unfortunate merchant out of the city onto the ship!

Get back to your ship. Pay attention to the carrack with a Spanish name and under the Dutch flag, modestly standing on the roadstead in the port. Here it is, good luck! Lower the boat and talk to the captain of the karakka. He is ready to help you persuade Marchais and buy a load of vanilla from him. But for this you will have to pay not only the services of the captain of the karakka, but also the cost of the entire cargo of vanilla! Get ready to temporarily part with the amount over 2. After a few hours, return to the captain of the karakki.

You will learn that the deal was successful, Guy Marchais fell for the trick, freed his holds from vanilla and will soon be ready to leave Basse-Terre. But in order not to run into a scandal by attacking a French ship right under the guns of Fort Guadeloupe, you need to trap him, having previously hidden at the other end of the island, in the bay at Cape Inaccessible. Head to a small island near Guadeloupe and anchor at Cape Inaccessible.

After waiting a bit, you will realize that for some reason the galleon is in no hurry to leave the port of Basse-Terre. To find out the reasons, return to the city. It is best to land in the bay on Capster beach and go through the selva to the city. Arriving in the city, you will see drunken sailors from the galleon roaming all the streets at night. It will become clear why the galleon never went to sea. It turns out that Guy Marchais, having received money for vanilla, finally paid off with the team, and they, in joy, noisily decided to celebrate it!

If so, you can get on the ship and quietly pick up the desired jewelry from the captain's cabin. Return to the bay and prepare for a possible battle. Important! We strongly recommend that you make a control save before approaching the lifeboat! Approach the boat on the shore..

The script will work, you will be transferred to the quarterdeck of the galleon. Charles will come up with a great idea: turn off the sailors remaining on the deck with brass knuckles on the back of the head! No weapons are required to equip.. Your character will do everything! Try. You can turn off absolutely the entire team on the deck.. The order and direction of movement do not matter..

Try to walk on the deck in such a way as not to catch the sailors' eyes. But if you still can't. There inside, right in front of the door, there is a pirate with a musket, who will not hesitate to shoot you as soon as you stick your head into the cabin! Deceive him, kill him. Search the chests in the cabin and only then talk to Guy Marchais.

Order him to follow you and return to the place where you were when you landed on the deck! As soon as you find yourself in the desired locator, the script will work and you will find yourself on the shore near the boat. So Guy Marchais is your prisoner. But he will refuse to tell you where the church utensils are! To find out, he should be taken to the Inquisition, where this information will certainly be shaken out of him! Arriving back at the Santiago lighthouse, talk to the caretaker and hand over the bound Guy Marchais to his care with instructions to deliver him to Inquisitor Vincento.

You will receive an answer from him the next day at the lighthouse in the form of a letter. Read this letter and find out what to do next. Father Vincento found out where to look for the lost church utensils, so now you have to find it. It turns out that he sold part of the jewelry to the parish in Bas-Terre, and the rest was bought from him by a usurer from Willemstad. SEARCH FOR THE CROSS WITH LAzuriteReturn to Basse-Terre. In the parish, talk about the relic with the priest.

It turns out that he is not going to give up the cross under any circumstances. Now you need to find a person in the city who, by virtue of his authority in the city, will be able to negotiate with the priest. Remember all the local residents of this city, who has the greatest authority! SEARCHING FOR THE GOLDEN OSTENSORIUM From the conversation with the usurer in Willemstad, you should have remembered that not so long ago a lady named Belinda de Ribero from the city of Cumana acquired the golden ostensorium. Therefore, the search must begin in Kuman! Travel to Kumana.

It is best to ask about this lady in a tavern. You will learn that she lives in the governor's house and receives visitors at a strictly defined time during the siesta.

Therefore, it will be possible to talk to her not earlier than after 1. At the appointed time, meet with Senora Belinda de Ribero.

Having learned about the purpose of your visit and mistaking you for a Jesuit, she will ask you to help solve one important and extremely delicate problem for her. It turns out that her lover was kidnapped by local bandits and they demand a solid ransom for his life. According to Senora de Ribero, the extortionists keep the prisoner in one of the caves near the city and expect money every day from 2. You need to come with money only alone!

So, at the appointed time, having thoroughly prepared, head to the local cave. At the entrance to the cave you will be warned! The leader himself with several bandits will be waiting for you inside the cave in one of the grottoes. After talking to him, a fight will start. Destroy all the bandits, including the pirate armed with a musket, and find the leader again. Talk to him. All his grandiose deceit in relation to Senora de Ribero will be revealed.

Take the ring from him, release the bandit, and return to Senora Belinda de Ribero yourself. Tell her about the true state of things, give part of the money transferred to you and receive a golden ostenzorium as a reward from her! From the conversation with the pawnbroker in Willemstad, you must have remembered that shortly after buying a golden censer from him, the pirate Rolly the Hood was caught by Colonel Fox's naval officers. So, the search must begin in St. John's with Colonel Fox. Colonel Fox's office is, as you must know by now, at the residence of the governor of St. John's. Go right there! During a conversation with the colonel, you will learn that Kolpak has already been hanged, but during interrogation it turned out that he managed to hide part of his savings in Dominica.

Therefore, go to Dominica, land on Scotts Head beach and search it thoroughly.

KKS In search of the guardian of truth part 1.

Passage of Corsairs To each his own. In Search of the Guardian of Truth Part 07
From the docs:
... the construction of the house is progressing - I managed to create a good shack with my own hands. In any case, it will protect from the sun, wind and rain ...
... every morning I go fishing. With the help of a homemade harpoon, I sometimes manage to get a large fish. And today I entered into a fight with a shark, from which I emerged victorious. Just a little more and the fish would dine on old Archie, but sleight of hand works wonders, and so old Archie will dine on a shark. Its meat is tasty, but I would give all my savings now for a piece of roast pork and a glass of cold ale ...
... the house is ready. I nailed a shark skull, dried and polished by ants, over the entrance - my hunting trophy. Oh, I would give all the gold in the world for a barrel of Scotch whiskey! ..
... today it has been a year and a half since the day I set foot on the land of Crab Island. I've gotten used to my life as a hermit. But I do not lose hope of returning to the big world, although it is very illusory; in these one and a half years I have not seen a single ship ...
... sail! Glory to the Creator - sail! And judging by the contours of the hull, this ship left the stocks of the English shipyards. These are not Spaniards! I immediately lit my fire at the top of the hill, and I try to get as much smoke out of it as possible...
... I was noticed! The ship is heading towards the island. I can already see the English flag flying from the main mast. They're lowering the boat! I'm saved!
... my surprise knows no bounds - it's Willy Paterson himself! My old friend and countryman, Willy the Scot! Tears well up in old Calhoun's eyes. when, after two years of silence, he heard his native speech! ..
... I will remain in Willy's service forever. After all, if not for him, I would have spent my remaining days on a desert island. I've had enough of adventures, dubious treasures and treasures, Indian amulets and militant brothers of the Order of Jesus. I am starting a new life in which there will be no place for all this. And I will say goodbye to the last attribute of the old life - the mysterious compass taken from the unfortunate Indian. Let this damned little thing, with which all my ordeals began, remain forever on this deserted island. She won't hurt anyone again. I will leave the compass in my shack - a useless and useless item that brings grief to its owner ...
... I'm leaving Crab Island. Its green hill will soon disappear beyond the horizon. I will remember its location forever - at about 16 degrees north latitude and 71 degrees west longitude. But it is unlikely that my foot will even once set foot on his land ...
We are moving to Crab Island, it is located approximately in the center between the islands of Jamaica, Guadeloupe, Martinique. Geographic coordinates N16:00 W71:00
Land on the crab island, move straight from the beach, go into the jungle, then right.
From the log: Calhoun's shack discovered. It's amazing how everything here looks familiar... Now we need to thoroughly search the hut - the compass should be somewhere here.
We go into the shack, there is a chest on the left, when it is opened it explodes, immediately drink elixirs, you will have to fight with Ralph Pamer.
From the log: What a curse... It's a trap! There is no “Arrow of the Way” here, but there are mines and aggressive villains ... we must get out of here!
When leaving the house, six musketeers and William Paterson are waiting for you, you should quickly kill the musketeers and shoot at Paterson until he runs away. Move further around the location.
From the log: Paterson and Calhoun lured me to an uninhabited, unknown island in order to get the Chieftain's Claw date and the Two Appearances card, and to eliminate a competitor. Paterson knows about the Guardian of Truth, and, apparently, also seeks to find Xochitem ... I barely managed to escape from the mousetrap into which the Scot drove me: his detachment of musketeers was destroyed. Paterson fled into the jungle. Follow him!
Paterson is waiting for you in the next location, kill him again. On the shore, kill all opponents and search the corpses of the enemy, find the key and double-barreled shotgun.
From the log: The vile Scot, shooting back, fled into the bay, where I was met by a crowd of scoundrels, led by Archibald Calhoun. The fight was hard, but all the bastards ended up lying on the sand of the beach, including their leader. It is necessary to search the corpse of Calhoun: he was armed with a very interesting double-barreled musket, and maybe there is something else interesting ...
From the log: On the corpse of Archibald, in addition to the musket and other things, I found a key similar to the key to the chest. It remains to find what he unlocks. Now we need to prepare for a naval battle - Paterson's squadron is somewhere nearby.
We have a battle near the island, access to the global map is prohibited until you destroy the squadron, I have not seen valuable ships, one class 1 ship, but at present there is no better heavy galleon. Crush ships with knipels, slowing down one and destroying the other. After the destruction of all ships, the record will be updated, and access to the global map will be possible.
From the log: Paterson's squadron is destroyed, and the Scot himself is dead. Yet another enemy less ... But how many of them have I had and will still be? Now the main task is to find the Arrow of the Way compass. Paterson said that he was in Jamaica, but not in Port Royal, but in some place where no one would think to look for him. But I'll think, damn it, and find this ill-fated compass!
We'll start at Port Royal in Jamaica, repair our ships, and head to the cemetery as we leave town. This is to the right of the gates of the city, we find the crypt, it is located on the right, on the left is the chest, we open it and get a compass.
From the log: The final component of the Guardian of Truth has been found. Now we need to think about how to use it for its intended purpose - to find a way to the island of Xochitem. For, I believe, by finding the island, I can also find answers to many riddles related to Dichoso, his lost frigate, Indian treasures and my brother. And it's not for nothing that Don Diego and Paterson went to such tricks to take possession of the Guardian! So, there is a reasonable, rational grain in this, since they so wanted to get to Xochitem ... And if there is an island, then there is also the Mask of Kukulkan, having taken possession of which, I will not allow his earthly incarnation to change the course of time ... ugh. I did not expect such arguments from myself! It seems that Vincento's father's anxiety and Gino's concern on this issue were also transmitted to me ... I will not go to Vincento's father until Xochitem is found - anyway, in this mess with "Santa Quiteria", "San Martin" , "Fortune" and Miguel Dichoso nothing is clear. And here's how to make the Guardian of Truth work... Gino Guineily will help me with this. Onward to Antigua!
Well, Antigua with Gino Guineli is waiting for us, let's go to Antigua.