Corsairs to each his own boarding with a small team. Passage of "Corsairs: To each his own." Computer games. Dutch West India Company

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. Bring 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 in the passage of the game Corsairs: To each his own, Gaston will give you new quest, 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 the further passage of the game Corsairs: To each his own, you need to talk with him to find out what best friend Fleetwood, 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.

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

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

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

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

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

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

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

Corsairs To each his own Entry
"Corsairs To each his own!" - new game a young "marque" series, telling about the fate of the sea wolf Charles de Maur. Fresh blood in the line of "filibuster" role playing will again make all fans of the genre feel the salty sea breeze and the alluring aroma of someone else's prey and leave their mark on stories about Caribbean pirates. The adventure begins!!!
Corsairs To each his own Features
Large scale, realistic map of the Caribbean from the 17th and 18th centuries.
Numerous fleet of ships from the time of the pirate "kingdom" in the South American seas
Unique to the genre crafting system for items and potions.
Advanced Hero Development System
fencing close to reality
A wide selection of weapons, from rusty knives and rotten pistols to heavy swords and powerful muskets, as well as amulets and artifacts
Corsairs To each his own Minimum system requirements
Operating system: Windows XP
Processor: Intel Pentium IV or AMD Athlon 2.0 GHz or higher
RAM: 1 Gb
Video card: 128 MB DirectX 9.0 compatible 3D video card
Free HDD space: 12 Gb
DVD-ROM (if purchased on disc media)
To activate the game, you need an Internet connection and authorization in the steam service.
Be sure to use the frame rate synchronization mode with the monitor's vertical refresh rate (V-Sync, vertical sync) in Game
Corsairs To each his own Conflicts
QIP: May cause a slowdown in the process when receiving messages. Critical crashes are possible when the mode of displaying received messages of a pop-up window on top of full-screen applications is enabled.
Punto Switcher: Background clicks and crackles when using some keys, crashes game application up to its critical cessation. Fixed by adding the game to the Punto Switcher exclusion list via Settings / Applications.
Antivirus programs: can cause slowdowns gameplay, a short-term drop in FPS during naval battles or during the day when the character moves along the streets of settlements.
Windows 7, XP SP2 or XP SP3 Compatibility Mode: Anchorages disappear in Navigating (Sea) mode.
Fixed by disabling compatibility mode.
Windows 7, installing the game on the system drive: game saves are outside the folder (directory) SAVE.
Use the system's built-in Save Name Search.
Sometimes the soundtrack of the game starts to work discretely, intermittently, extraneous clicks and wheezing are heard. To fix the problem, correct the value of the parameter UseMM = 0 in the engine.ini file in the section (was UseMM = 1).
Numpad missing on laptop keyboard. To take advantage of the advanced features of deceleration and acceleration, you must enable its emulation mode (as a rule, this is the key combination (Fn) + (NumLk)).
On ultra-compact models, this mode may not be available. If you are using a mouse with extra keys, then assign (Num+) and (Num-) to its unused buttons (use the On-Screen Keyboard to "press" these buttons in the mouse setup program).
Corsairs To each his own Character
The development of any character in the game directly depends on the values ​​of its initial characteristics. Characteristics are measured by values ​​from 1 (minimum) to 10 (maximum) points. You can view the characteristics of the hero, his officers, companions and passengers at any time by double-clicking the left mouse button on the portrait of the selected character in the F2 Characters tab.
Power, Strength: allows you to hit hard or carry a lot on yourself. Defining characteristic for skills that require a lot of physical effort, especially for weapon skills and wielding of blades such as "Sabers and Cleavers" (ST) and "Broadswords and Axes" (PT).
Affects carry weight and hit points.
Impression, Perception: the ability to see and hear. Without a good eye, the cannon balls are unlikely to fly towards the enemy.
It especially strongly affects the skills Accuracy and Stealth.
Reaction, Reaction: coordination of movements and agility of hands. For an awkward person, the saber will definitely get stuck, and the grappling hook will catch on the pants of its owner. It is necessary for such skills as: Boarding, possession of blades of the types "Rapiers and Swords" (RS) and "Sabers and Cleavers" (ST), skillful handling of "Pistols and Muskets" (PM).
Affects the amount of maximum Energy (any character initially has 30 energy points and each Reaction point adds another 10 points).
Authority, Leadership: the result of a combination of a manly wounded physiognomy and a well-suspended tongue. The leader does not need to resort to force to take possession of the goods of a successful merchant, the latter himself will give all the supplies. The best people will follow the leader, and the most beautiful women will wait in every port.
Leadership is a necessary attribute for such skills as Charisma and Trade. Affects the number of free officers ready to join the protagonist's current team (2 * Leadership).
Talent, Learnability: knowledge, wisdom and the ability to quickly make the right decisions. A talented character will be able to quickly reload a weapon or easily bring down the price when hiring an officer. Handling navigational devices also requires intelligence.
Affects Trade, Guns, Navigation and, most importantly, growth rate game rank and gaining new abilities for the character.
Corsairs To each his own Company of a hero
On the left side of the "Character" form of the block of the main game interfaces (in the F2:Characters tab), there is a list of all characters cooperating with the protagonist at the time of viewing. The same list contains all the possible positions of your officers.
Characters who are members of your hero's company can belong to one of four types:
Companion. If you agree to accompany the ship of any merchant, then he will become your companion for the duration of the trip. Also, those officers whom you instruct to manage the ships of your squadron become companions
By turning to "thinking aloud" in the cabin of the flagship, you can invite any of the companions to talk with the hero and give orders regarding his ship and its behavior in the upcoming battles.
Officer - a character who has taken up an officer position (or positions) on the hero's ship. Officers that you have hired but not yet assigned to a position, dismissed from their position, disposed of a ship they control, or picked up at sea after its sinking, are placed in this category. In the future, we will call them "free officers".
Passenger. Characters that you have taken on board with the intent to deliver to some place and, as a rule, receive a reward for this. The passengers of your ship are also quests (participating in the story gaming events) characters on board the vessel.
A prisoner is a character who is on your ship against his will. Any prisoner can be interrogated in the hold of the ship, as well as find out his identity. You can usually ransom him, and if he's a pirate, recruit him into the hero's campaign. You can captivate a passenger whom you undertook to deliver when he begins to resent the long default in delivering him to his destination. Those captains who will surrender to you during boarding or will be raised by you, being on boats, in the sea also become prisoners. The largest amount of ransom is given by the governor of the same nation as the prisoner, but it fluctuates, as does the opinion of the governors themselves about the value of the prisoner. Captured captains can turn to your hero with various requests. Do not avoid communicating with prisoners: what if it will bring benefits, who knows?

Today we will talk about a game with an amazing story. Created by a team of Black Mark Studio fans, it interested the official distributor of this game series. So a full-fledged version of the continuation of the epic - "Corsairs: To Each His Own" - was released.

Lots of easter eggs, updated fleet upgrade system. It also became possible for the main character to create things and ammunition. In addition, the world has become more open, and the plot is less linear.

Beginning, or Where to get a million

In this game, you take on the role of the French aristocrat Charles de Maur. The father has asked you to find your missing son, your brother, in the Caribbean.
So, after you got off the ship in St. Pierre, Martinique, you have two options for the further development of the plot. Variety is the beauty of the game "Corsairs: To Each His Own." Quests can be done in many ways.

First, you go to the authorities. For a beginner, it is more correct, but there are some tricks here. Things will need to be hidden, and the weapon will be replaced with a harpoon. The stash can be made in the box, which is to the right of the fort gate.

Why such a turn? Very simple - then you will be arrested and all things will be taken away. The governor-general of the island himself will come to the prison with a proposal. He frees you, and you pay off your brother's debts. The amount is impressive, a million pesos, after all. Help would be useful here, however, in the game "Corsairs: To Each His Own" cheats are not common.

Having agreed, you go to the quartermaster, who will issue basic kit armor and weapons. If at the beginning you hid things in a chest, further development will be easy. Just go to the brother in the dungeon.

The second way of plot development is suitable for more experienced people familiar with the game "Corsairs 2: To Each His Own".

Here, having felt the freedom and expanse of a pirate life, we eschew the authorities, and figure it out ourselves. You will need to run around the city, chat with the residents. We are interested in the fate of the brother. In the process, from one person, you will learn about the abbot. Then the path leads to the church. Benoit, through a friend, will help you get to your brother in the dungeon.

Learn about - oh my God! - a debt of one million pesos, we get the first task. Remember, it's temporary. The point is this. Michel has paid a deposit for the ship, but still owes 17,000 pesos. It is necessary to find this amount in three days, otherwise you will get a wreck.
Where to get money? Let's figure it out.

call girl

For this quest, you will need to find one senior. He usually hangs around in the square near the church. Look for a light camisole and a hat. The passage of "Corsairs: To each his own" is open and non-linear. Therefore, the name is generated differently.

The point is. It is necessary to go to a brothel and negotiate with its owner about the girl Lutisse Montagne. She must be brought to this aristocrat after eleven o'clock in the evening. For all expenses, he gives 6 thousand, your earnings are the saved amount.
The secret is that before taking the quest you need to save. Upon receipt of the task, the cost of the girl for the night is randomly generated. It can be from 2500 to 5000 pesos. We load until we get the minimum number.

When talking with the hostess, choose the option that refers to the inexperience of the girl. It will be possible to pick it up from 23.00 to 00.00. In an hour it would be easy to manage and lead her to the aristocrat.

And while there is some time, we will earn some more money. Remember - in the game "Corsairs: To Each His Own" the map of the island is an indispensable assistant when completing quests. Don't forget to check it out from time to time.

Warehouse worker

Near the brothel is a shop. Our path lies there. There, the owner will complain about the fate and talk about the runaway worker. We agree to find him. The reward is one thousand pesos. And that's just for discovering it. According to the orientation, it is located somewhere outside the walls of the city.

Our path lies in the pirate settlement of Le Francois. On the way, by the way, we will complete two more tasks. They are written below.

So, the worker is in the tavern or near it. After talking with him, we understand that the owner of the store is a miser, and Gralam will never return to him.

What can you do. We return with bad news. The merchant is upset, but he gives a reward. And, besides, he promises more if we help to hire a new employee. The higher the qualification, the higher your earnings. Does not let the game relax. What can you do - "Corsairs: To each his own"! Ships will soon be redeemed, remember? So let's push up.

We run to Le Francois. Where to look for an employee? At the tavern keeper. He appears to be a little responsive. For only a thousand pesos, he will help with the task, but you need to walk for an hour.
While we are waiting, you can play dice, a possible win will not hurt. After the agreed time, we return to the tavern and see the applicants. And then everything becomes just great. In addition to the fact that the owner will take only 500 pesos for help, the employees also offer you bribes!

We choose the one that gives a bag with fragments of amber. We will need the jewelry later, and in the city the owner of the store will pay us 5000 pesos for it. But that will be after the interview. Time is money, so we run to the head of the port department. It starts the quest "Cannibal".

Side missions

On the way to the pirate settlement, you can earn some more money. The first task will be "Scarce Goods". Do you remember where you hid things at the beginning of the game? Near this chest is a city guard. Talk to him. It turns out that he is also French, like you. And his tender stomach cannot stand the local liquor. You will be asked to bring good wine.

It seems to you that money is hard to earn in the game "Corsairs: To Each His Own", the codes would obviously not interfere. All wrong! After this quest, you will forget these thoughts forever!

The income from this task is one thousand pesos. Time to complete - days. Simply and easily. Where to get alcohol? Check the chests in the fort. If fortune is not on your side, any merchant sells a bottle for seven hundred pesos.

We carry it after returning from Le Francois. The guard will be waiting on the upper platform of the fortress, in the evening. But it was not there! It's not a mission, it's the Klondike! Insatiable French are ready to buy another 60 bottles of 1000 pesos. What to do? Where to rob the wagon?

No panic! We go to any merchant and for a thousand coins we buy information that there is alcohol in the store. Having gone there, we stumble upon a misunderstanding of the owner. We return to the thrower. And he demands another 2000 for You have to pay. With this sheet we return to the seller. Now you can buy 60 bottles for 500 pesos each. But! This is a one-time offer, so free up your inventory!

Net earnings - 27 thousand coins. And received in the following story mission game "Corsairs: To each his own" map will greatly help in the future.

In the city, all quests available on given level, are taken. We leave the gate. But what is it? A corpse lies on the road, and the local natives run away. Let's go through the pockets of the dead man. 560 pesos for expenses, small change and earrings. Save this decoration, we'll need it later when we get back from Le Francois.

So, we sorted out the hard workers in the village (the quest is described above - “Warehouse Worker”). It's time to remember the find. We go straight to the governor-general. You can, of course, ask the price of merchants, but there the price is lower. De Poinsy will give you a "Cheap Map of the Islands" for them. Such a gift will greatly facilitate the passage for you. "Corsairs: To each his own" is a game that is designed specifically for making money in the spirit of piracy.

Cannibals

The tropics, the starving local population, sleek European aristocrats... It turns out that the head of the port is looking for an assistant to his friend. Prospero's daughter was stolen. The poor father spent most of his property on the purchase of a musket and is already outside the walls of the city. We'll run after the money promised by the store owner later, now - to save the girl!

We find Truval near the well. From his story, we understand that abductions have become more frequent, and this is being operated by cannibal Indians. They get food, so to speak.

In this task, we will not only enrich ourselves financially, but also gain a lot of experience, if there is a desire. Only if fencing is not pumped, it will be bad. In the game "Corsairs: To Each His Own" cheats are aimed precisely at this area.

The point is. Your father will tell you how to act. If you do so, the quest will be completed quickly. If you destroy all the Indians yourself, without his help, you will get a lot of experience.

In the cave we find a daughter and another hostage. We accompany them to the city and get a reward. And this is neither more nor less - 8 thousand pesos, 35 doubloons and a good amulet.
In principle, the minimum of the game "Corsairs: To Each His Own" has been completed. The ships are already available for purchase. Count, there should be more than 17 thousand in your pocket. However, we still need officers, a team, ammunition. In addition, in stock the whole day.

How to have a fun night

What to do in the tavern, waiting for the morning? Don't sleep!
There are several activities to choose from - gambling, duels, "divorce" of the waitress. But first things first.

So, dice and cards. There will be a lot to save here. How to win? Just. We always start with the maximum bet - 1000 coins. We trade until the opponent agrees. For example, we play for 800 pesos. You win. Better save. If he wins, and then he starts to drain his bank to you, we rejoice and earn.
The main thing is not to win very often, otherwise they will call you a cheater and stop inviting you to the table.

When everyone is broke, you can still earn. Blame someone for cheating. Or get into a fight. Duels are won easily, and the dead drop good things and a lot of gold, if you're lucky.

The third fun is related to the waitress. You need to flirt with her until she invites you to spend time with her. We order a room from the owner of the tavern and wait. Instead of a girl, an accomplice appears, burning with a desire to rob us. Killed easily. The beauty of this task is that the waitress apparently has a lot of thugs. And from each you can get things and money. Without such pranks, the passage will be boring. "Corsairs: To Each His Own" allows you to experience the wild life to the fullest.

Rum for the bartender

Morning. The owner enriched himself by renting a room for an hour, so he is kind. When asked about the task, you receive an offer to smuggle cargo.
It is important to remember the password when receiving the task! He will not sign up anywhere, and without him the quest cannot be completed. There are several options, but the most common are: “the bay is ready for landing” or “old Thomas was waiting for a beer.” Again, yours may be different. Will have to write it down.

So, at seven o'clock in the evening we go to the pier, sit on the launch and quickly move to the right of the pier. If the wind is fair, it will be easier, if not, we go in zigzags.
Destination - ship "Ghost" near Lamentin beach. When the boat from the longboat approaches it, you will need to write a password in the dialog box. Did you remember him?

We receive a contraband cargo and quickly move to the bay of Le Francois. There, you pass the ship with alcohol to the people of the owner of the tavern, and you yourself go on foot to it. You get 5000 pesos, a couple of bottles of rum and a gift.

Spanish engineer

We bought the ship. Where can I get a team? That's right, in a tavern. After much questioning and persuasion, the bartender gives a tip. There is one sailor, decommissioned ashore.
We get acquainted, we answer a meticulous interrogation. He agrees to go to you, but only with his entire team. Not bad! 40 sailors at once for 8,000 pesos.

But where to get a navigator? The tavern keeper doesn't know. We run to the port. Good people say that there is one. He is in jail for debt.

I'm going to the moneylender. You will have to pay 11,000 pesos. Or maybe there is another option? There is. You need to free his friend from captivity. Easy!

Freebie - that's the basis of the game "Corsairs: To each his own"! Quests are supplemented with gifts. Before meeting the pawnbroker, hide your gun. He will give you a new one, with cartridges!

At half past eleven at night we go to the beach, we beat off the Spaniard from the pirates. The secret is that the first robber you meet must be killed first, immediately after the conversation. The rest are easy to put in. But the saved will attack you. We beat him until he gives up.
Now the hardest part. At night, patrols roam the city, so you need not get caught. We save in front of the city.

After completing the task, we get and, consequently, the navigator.
We buy provisions for the ship. Collect more charges for guns - buckshot and knippels. At the exit from the bay will attack

Getting rid of it is easy. Let's lower all the sails. We immediately destroy the entire rigging with nipples, and after the maximum command with buckshot. We board and rob. You can't take it for yourself.

"Corsairs: To each his own". "Dutch Gambit"

The second part of the epic is connected with the West India Company. Here you will have to master the entire archipelago. At this stage, you can already have several ships and a slightly more pumped team.

During the second part you will visit Guadeloupe, Cuba, Maracaibo and other places. Such advice. Often there will be tasks to destroy pirates, or they will meet during the voyage. Always attack several times with knippels, and then constantly with buckshot. Then board. Only such tactics will allow you to constantly win and get rich quickly.

When you're done storyline- the reward will make you happy. An amazing ship and an excellent experienced officer. Next will be the last part - "Corsairs 3. To each his own."

pirate saga

Hooray! Accumulated a million pesos! Buying brother. But everything is not so simple. The governor-general took the money, but he does not want to release the prisoner. Like, you still need to help him become the head Well, the task! Go against all the pirates at once!
Compared to this, the second part of the game "Corsairs: To Each His Own" - "Dutch Gambit" - is just child's play!

But it is not all that bad. Helpers are here too. Especially if you know the secrets. When you find yourself in Cartagena (it is advisable to raise it, find a pirate in the city. He has a very good sword. Have you already learned how to duel?
Influential connections will be needed to capture Tortuga. Then the path lies to Zechariah, to Cuba. He will send us to look for the cartographer. Thus begins the next branch of the game "Corsairs: To each his own" - "The Island of Justice".

After the task "Shadows of the Past" we will receive Morgan's flamberg, which has no equal in all the Caribbean.

At the end of the line, you will kill Levasseur, report the change of power on Tortuga de Poinsy and free your brother. As a reward - a frigate with a crew and a French letter of marque.
But this is not the end of the game "Corsairs: To each his own"! The gambit was played well. Now we're racing to defend St. Pierre, our brother's former prison. After all, now our hero is a French officer!

Do you want to become invincible right away? Or is it easy to complete all tasks? We will talk about tricks and bugs.

So, in the game "Corsairs: To Each His Own" codes are not common, but there are many "raw" moments.

For example, when you capture an enemy ship, you can combine his team with yours. To do this, hold down the "shift" button. It may not work the first time, but the next ship will reward you with an endless team. It's time to bomb the forts!
By the way, about this. When behind the shoulders of the entire passage, "Corsairs: To Each His Own" did not end. It's only begining. No quests. Absolute freedom. We recruit officers from taverns with pumped pistols and fencing, and then through the F2 button we put them in our squad. And among the pirates you will not be equal!

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

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

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

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

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

Quest conditions: Dutch Gambit must be completed successfully. If you completed Dutch Gambit with GVIK, either secret organization, then you need to sell the skull to the Portuguese. Time must pass - approximately 4 months after the completion of Gambit. The game version is 1.1.3 and higher. Otherwise, you may experience all sorts of glitches.

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

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

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

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


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

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

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

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

In the cabin of the captain of the Kaleuche


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

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

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

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

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

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

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

Barbados

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

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


Belize

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

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

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

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

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

jade skull

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

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

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

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

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

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


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

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

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


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


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


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

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