Corsairs to each his own where to look for Jose Diaz. Passage of "Corsairs: To each his own." Pirate saga. Other most significant characters

Passage of Corsairs To each his own. pirate saga Part 02
Swim to Cartagena, we go at night, through Covenas Bay, you can hide in prison, follow to the tavern to find out where to find Enrique Gonzalez. This is the Hangman. The bartender will inform you that Enrique's house is located near the Port Authority. Follow him, try to scare him, or talk politely. The result will be one, but with the first option, Enrique will need to be killed. Wow, this is not the same Enrique! Mistake came out ... Follow the church (it's around the corner), order a prayer service for the wife of Henry Hangman.
From the log: Live and learn! He is not Enrique, and certainly not Gonzales. We need to urgently visit old Alvarez. I give my hand to the cut off, that this is our Henry the Hanged Man.
From here you will learn that Henry, aka Alvarez, lives in a lighthouse near Cartagena. Head there (leave the city and run straight to another location), learn a lot in conversation interesting information. For Henry, this conversation becomes the last. He will give you a ring and a chest of money.
From the log: Poor hangman! The old pirate's heart failed. But now Jackman can't get to him. Rest in peace. Lord, the soul of this tramp.
So what I was able to find out:
1. Helen Mac Arthur is the daughter of the pirate Bucher hanged in St. John's twenty years ago, the captain of the Neptune frigate, on which the current pirate baron of the Leeward Islands, Jacob Jackman, was the first mate.
2. The former executioner of St. John's knows something of interest to me.
3. Gladys is Helen's adoptive mother, but the girl may not know about it.
4. Henry was boatswain on the Neptune and had to give Gladys the gold from Butcher to support the child.
5. As a password, he had to present the captain's ring, which the nurse had to identify. I wonder if she'll recognize him after all these years.
But first you need to consult with Swenson. I will not return to him empty-handed.
From the log: Hurry to Blueveld, go to Jan and tell him about everything. I told Jan Swenson about the death of Henry the Hangman and his last words. But in order to shed some more light on this confusing story, I should try to speak frankly with Gladys MacArthur. I think the ring received from Henry will play a role in this matter.
Jan will offer you to talk to Helen's mother. Talk to her, she will thank you again. The conversation with Gladys took place. Mrs. MacArthur did not deny the words of Henry the Hanged Man. From her I also received a piece old map, which belonged to Helen's mother and was, in her words, "inheritance." Gladys is sure that this is a bad joke, but the sixth sense tells me that this is not so ... Perhaps I will visit Jan Swenson one more time ... Go to Jan again, show a piece of the map. When he sees, he will understand that his worst fears come true. Helen is the daughter of Beatrice Sharp, and this part of the map is the inheritance. You need to find the second half of the map, after which Helen will become the full owner of Sharp Town. Next will be a slightly different quest.
From the log: It's getting more and more interesting. Helen MacArthur turns out to be the only heiress of the whole island! True, in order to confirm the rights to the inheritance, you need to find the other half of the map, which belonged to Blaise Sharp, the adopted son of Helen's grandfather. It is noteworthy that Blaze was recently killed - I am sure that Jackman's thugs were involved in this. Swanson said that Helen wanted to join me as an officer... Well, she would probably be safer on my ship, because now it is very clear to me what will happen to her if Jackman gets to her. I'm going to the MacArthur house. Helen is my officer. I would never have imagined that I would have such a wonderful girl under my command. And now it remains to wait for Jan Swenson to develop his own plan, known only to him alone ...
Passage of Corsairs To each his own. Shark hunting
Three days later, Jan Swenson gives us a task.
From the log: That's just desperate religious fanatics and I was not enough for complete happiness! But there is nothing to do, you will have to communicate with Zacharias in any case. First of all, sail to Cuba. Dock in the port pirate city Puerto Principes.
Go and talk to Baron Zacharias.
From the log: From the conversation with Zacharias I learned two things for myself; the first is that the search for the Shark has come to a standstill, the second is that the Pastor will give his vote for Dodson in exchange for a certain theosophical treatise "The Hammer of the Witches" in the English version. The assumption that the Shark is hiding on the "Island of Justice" in the northwest of Havana does not stand up to criticism, since the very existence of this "Island" is in big question. Where to look for the treatise is also unclear. However, the treatise is still of no use if Shark is not found. The solution is obvious - I'm going back to Swenson, let him help me in solving this puzzle. To my surprise, Swanson supported Zechariah Marlowe's suggestion that the Shark might have been hiding on an island in the northwestern part of caribbean because he, like Pastor, had once seen the longboats of either smugglers or buccaneers loitering in the area. Although he does not believe in the "Isle of Justice" (thank God!) and considers this strange place a secret base of smugglers. I can get more complete information from the Spanish cartographer José Dios. I can find him in Santo Domingo.
Sail to Hispaniola, land in the port of the pirate city of La Vega, go to the gates of the city, but follow to the right of them to another location. Choose the following turns - left, right, left and exit to the gates of the city of San Dominigo. Enter the city at 00-00, when there will definitely not be guards at the gate. During the day, go to the part of the city farthest from the gate, the house of Dios is not signed and, going to the door, you will see the usual inscription "House". It is located on a hill, on the side of the brothel. Find Dios and chat with him.
From the log: There was a last hope for Dios - and it turned out to be in vain. The cartographer could not tell me anything definite, except for various hypotheses and assumptions. Oh yes, he also gave me Captain Alvorado's notes. But they do not have any coordinates or any other clues where to look for this "Isle of Justice". On the other hand, why did I get it into my head that the Shark must be there? I'm at a dead end again - I have no idea what to do next.
Return to Blueveld to Jan Swenson, talk to him, the quest will end.

Corsairs: To each his own

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(Russian)]

Corsairs: To each his own! - computer game from the Corsairs series of games developed by BlackMark Studio based on the Storm 2.8 engine. The game was released on December 7, 2012. It was originally developed as an unofficial add-on to the game Corsairs: City of Lost Ships, but later the Akella company, which is the official distributor of all games in the series, decided to release it commercially. In technical terms, the game is based on the previous game in the series - "Corsairs: City of the Lost Ships", which caused criticism for outdated graphics.

Game process

The gameplay in general terms is traditional for the Corsairs series: the player can engage in piracy, trade, execution side quests. However, a lot of innovations have appeared: for the first time in the series, it is possible to create ammunition, magical artifacts, various potions by the main character, the ship improvement system has been radically redesigned, fencing has undergone significant changes, although its animation has remained the same. A distinctive feature of the game is the multivariance of many tasks, including plot ones.

Characters in the game

Main character

Charles de Mor- A French nobleman who came to the Caribbean to find his missing brother. Here he will have to find himself, discover new character traits, face lies, cunning and deceit, find his love, learn the unknown and overcome all obstacles on the way to his goal.

Officers in the protagonist's team

  • tichingitu- An Indian from the Muscovite tribe. After being expelled from his native tribe, he arrived in the Caribbean, where he was caught by Fadey during an attempt to rob his house. Main character can buy him out of prison and take him to his team. Teachingitu is the only officer in the game who can use a musket. He cannot be appointed captain of a captured ship. You can take Tichingita to your team during the quest "The Burden of the Gascon".
  • longway- Chinese pirate, captain of the Meifeng light shebek. Confidant and executor of Lukas Rodenburg's instructions. Longway can be taken to the team when completing the quest " dutch gambit", if you choose the side of the Dutch West India Trading Company. Is a good navigator for initial stage games.
  • Charlie Knippel- an experienced artilleryman, living in St. John's on the island of Antigua. Executor of instructions for the English privateer Richard Fleetwood. Can join the main character in the Dutch Gambit quest if you choose the side of Richard Fleetwood (English quest branch). He is a good gunner officer for the initial stage of the game.
  • Hercule Tonzag- he is Gaston the Bald - the head of a secret organization in Bridgetown on the island of Barbados. Can join the main character in the Dutch Gambit quest if you choose the side of the secret organization. In other variants of the quest, he dies. An excellent boarding officer and boatswain.
  • Ellen MacArthur- the adopted daughter of Sean MacArthur, an old friend of Jan Swenson - the pirate baron Blueveld. Daughter of Beatrice Sharpe and the pirate Butcher - Lawrence Belthrop. He bears the nickname "Rumba" for his energetic and cheerful character. It is under the auspices of Jan Swenson. Can join the main character during the Pirate Saga quest. A good boarding officer, navigator and gunner. Helen is one of two girls with whom the protagonist can develop a romantic relationship. It is Helen that is depicted on the cover of the disc with the game. From her mother she inherited the pirate island of Isla - Tesoro, but whether she has time to prove that she inherited it depends on the main character.
  • Mary Kasper- A former girlfriend of Alan Milrow, the deceased head of the Narwhal clan on the Isle of Justice. She is nicknamed "Red Mary" because of her red hair. Can join the main character in the "Pirate Saga" quest (if you choose the "for Mary" option, he dies in other options of the quest). Excellent boarding officer. Mary is one of two girls that the main character can become romantically involved with.
  • Raymond Baker- former executioner of the city of St. John's. The man who knows the secret of Lawrence Beltrop. Joins the main character as a ship's doctor in the "Pirate Saga" quest.
  • Hugo Avendel- a drunken bounty hunter. Joins the main character as the treasurer in side quest"Long way to the gallows".

Other most significant characters

  • Michel de Monpe- half-brother of Charles de Maur. A knight of Malta, an experienced warrior and an influential person in the Order of Malta and in the Caribbean. It is in search of his brother that the main character goes to the Caribbean.
  • Abbé Benois- former corsair Serge Benois, who took the tonsure. Rector of the Church of Saint-Pierre in Martinique. A good friend of Michel de Monpe, and later of Charles de Maur. Will help the main character to solve problems in relations with Spain and Holland.
  • Fadey Moskovit- Manager of the trading post in Guadeloupe. A close friend of the governor and an important person in Guadeloupe. As repayment of a debt to the protagonist's brother, he gives Charles the Dagu "Claw of the Leader", which, according to him, has secret properties. Charles has yet to test this as the story progresses. Will help the main character to make peace with England and France. To some extent, Fadey continues the tradition of appearing in the games of a series of Russian characters.
  • Richard Fleetwood- An English privateer associated with British military intelligence. Captain of the patrol brig "Valkyrie". Regularly attacks ships of the Dutch West India Company.
  • Lucas Rodenburg Vice President of the Dutch West India Company. An influential person, the second person after the governor.
  • John Murdoch- alias Johan van Merden, pharmacist in St. John's, Antigua. Formerly Lucas Rodenburg's most trusted agent-at-large.
  • Abigail Schneur- Jewish refugee. The bride of Richard Fleetwood or Lucas Rodenburg, depending on the quest line chosen by the player.
  • Gino Guineilly- an alchemist scientist living in an apothecary's house in Antigua. Teaches the main character the basics of alchemy, helps him remember Latin catchphrases so that Charles does not look stupid in front of his half-brother.
  • Stephen "Shark" Dodson- one of the influential people in the Coastal Brotherhood, with the development of the plot becomes its leader. Stephen's youth was spent on the semi-mythical Isle of Justice, where he found refuge during a difficult time in his life.
  • Jan Swenson- The pirate baron of Western Maine, nicknamed by the Spaniards the Forest Devil. Patron of Ellen MacArthur.
  • Nathaniel Hawk- The pirate baron of Maroon Town in Jamaica, overthrown by Jackman. In the past, he was a legendary adventurer and corsair who worked for the English governor of Redmond Island, Robert Sailhard, and later opposed his leader in the search for Inca treasures. Ghost ship winner. The protagonist of the game Pirates of the Caribbean.
  • Daniel Hawke- wife of Nathaniel Hawke and his faithful companion. Having endured many adventures in their youth, the Hawk family took a worthy position in the Shore Brotherhood. But the quiet life of the pirate baron and his wife was interrupted, and now it depends on the main character whether they will return to their rightful place in Maroon Town or not.
  • Zachariah Marlow- pirate baron of Puerto Principe in Cuba. A fierce Protestant and fighter for the faith. For his religious zeal, he was nicknamed the Black Pastor. Instructs the main character to bring him the book "Hammer of the Witches" in English translation.
  • Marcus Tirax- The pirate baron of La Vega on the island of Hispaniola.
  • Jacques Barbazon- Pirate Baron Le Francois in Martinique. A cunning and two-faced man, he often patronizes young corsairs, pursuing his own goals. He strives primarily for his own enrichment.
  • Jacob Jackman- Pirate Lord of Maroon Town, Jamaica. A cruel and cunning man, who was the first mate on the ship of Captain Butcher - Lawrence Beltrop. Tricked him into overthrowing Nathaniel Hauk and seizing control of Maroon Town. One of the game's antagonists.
  • snake eye- shaman of the Miskito tribe on the West Maine. Arrived from the Wild West in 1783
  • Chad Capper- a man from Dodson's Shark team, now a jailer on the Isle of Justice.
  • Edward Black- the leader of the rivados clan - descendants of African slaves living on the Island of Justice.
  • Donald Greenspie- The leader of the Narwhal clan on the Isle of Justice, the successor of the deceased Alan Milrow.
  • Ole Christiansen- he is the White Boy - a kind and eccentric young man who has matured in body, but not in mind. Helps Nathaniel Hawke and the main character. Dexterous rat-catcher (the protagonist can use this ability by taking Ole as a passenger on his ship).
  • Albert Loxley is a savvy and experienced lawyer based in Port Royal, Jamaica. If necessary, help the main character to make peace with all the powers.
  • Francois Levasseur- Governor of the island of Tortuga. Huguenot and patron of the Protestant religion in the Caribbean. In the past, he fortified himself on Tortuga on behalf of Philippe de Poinsy, but over time he ceased to obey his boss. Under his rule, Tortuga became a nest of pirates.
  • Vincento's father- Spanish chief inquisitor in the Caribbean. Helps the main character to solve the riddles of the Mayan Indians, provides him with valuable instructions.
  • Diego de Montoya- Spanish nobleman, confidant and right hand of the Baron de Mendoza y Riba, his agent on especially important assignments.
  • William Paterson- English captain, commander of the frigate "Fortune". A cruel, prudent and cynical person who stops at nothing to achieve his goals.
  • Master Alexus- a genius of shipbuilding art, the owner of a shipyard in Sharptown on Isla Tesoro. Engaged overhaul ships - apart from him, not a single shipbuilder on the archipelago can do this.
  • Black Mark Studio is a fan team behind the previously unofficial add-on " Adventure Tales» to the game Corsairs: City of Lost Ships.
  • The developers created three full-fledged storylines for the three main characters - Charles de Maur, William Paterson and Diego de Montoya, who were supposed to reveal the main plot of the game from different angles. However, for various reasons, only story line Charles de Maur.
  • Many characters from previous games in the series appear in the game - Nathaniel and Daniel Hawkey, Jacob Jackman, Chad Capper, Master Alexus. Many characters in the game are real historical figures or have historical prototypes - for example, Philippe de Poincy, Francois Levasseur, William Paterson, Diego de Montoya, Jacob Jackman (or Jacob Fackman).
  • In the names of many characters, the nicknames of the developers of the games in the series, as well as some active fans, are encrypted.
  • For the first time in the history of the series, the Steam service acted as a distributor of the game.

Notes

see also

Links

Official and unofficial sites
  • (rus.) - the official website of the developers "To each his own"
  • (walkthroughs, patches, modifications for games of the Corsairs series)
  • (rus.) - Passage of quests, tips and help for players

The burden of the Gascon:

After you find a million for Michel, go back to Martinique and tell about your adventures and establishing a connection with England / Holland or pirates, depending on which side you are on. After that, say that you have a million and are ready to pay for Michel. Michel, in turn, will tell us to go to Capsterville, which is located on St. Christopher, and ask for an audience with Poinsey. Also, the brother will warn that Poinsey is very cunning, and we need to be careful in talking with him. We take this into account and sail to Capsterville. We sail to Capsterville and immediately go to the residence to request an audience with Poinsey. We say that we have the required amount and we will be directed to the door to the right for a conversation. We go into the office and give money for Michel, after that we ask when we can get a document on the release of Michel. And here everything turns out to be not so simple. Poinsey again talks about the failed mission of our brother and asks Michel to find out all the details. We return to Martinique and speak with Michel. From the conversation we understand that we need to kill the governor of Tortuga, and also capture that very Tortuga. Caramba! We need a plan that our brother will gladly share. He will tell about Stephen Dodson and the legendary Jan Swenson.

Pirate Saga:

Passage of "Corsairs: To each his own." pirate saga


Passage of "Corsairs: To each his own." pirate saga

We sail to Blueveld and go into the house of Jan Swenson, which is located next to the residence. Jan will not be at home, but his wife will be. Talk to her and find out where Jan went. It turns out that Jan went in search of his old friend's daughter. Also, Jan's wife will give a tip on the widow's house, which we need to visit. This house is located next to the marina. We go into the house and do not find anyone, after that we go to the jungle, and then to the fort. In the fort we rise to the very top and turn to the inconsolable widow for details. After a conversation, from which we learn about two suitors: Jimmy Higgins and some English captain. After that, we sail to Maroon Town, in Jamaica. We sail to Jamaica and moor at Cape Negril, after that we go to a pirate settlement. In the pirate residence we find out where the house of Jimmy Higgins is located, and after that we go there. Jimmy begins to be rude to us, but you do not respond to his provocations, but press the second line of the dialogue. So we learn the name of the English officer: Arthur Donovan. Also, do not forget to drop by the pirate resident, he will throw food for thought. After that, you need to swim to Antigua without delay. Having sailed to Antigua, we go out to sea and find Arthur's ship, and then board it. After you kill Arthur, don't forget to search his body. On it you will find the "Wrath of the Prophet" - one of the three rare blades that were stolen from Fadey. After the battle, your sailor will come up to you and say that after searching the holds and cabins, they found a girl. In Arthur's chests you can find twenty thousand pesos, a "brigant" and two hundred and fifty doubloons. After boarding, we go down to our cabin and talk to the girl. She's beautiful by the way. After the conversation, return to Blueveld, to Rumba's mother. Having landed in the port, we receive thanks from Helen and an invitation to their house. Entering the house, we receive thanks from Helen's mother and a reward in the form of one hundred doubloons.

After that, we go into Jan's house and go up to his office, which is located on the second floor. We tell him about our plans, and he promises us to think and come up with something worthwhile about this. After that, we talk about Jackman and his search and make Ian think about this too. We receive a task from Jan. We need to find Henry the Hangman before Jackman's people do. Hangman is located in Cartagena, Spain. Therefore, Yang gives us a trading company license for three months, so that we can freely enter the ports of the Spanish colonies. We sail to Cartagena and preferably change our flag to the flag of Spain. We go to the port and show the soldier a trade license, now you can safely walk around the city. We go into the tavern and ask about Enrique Gonzalez (Hangman) from the innkeeper. The innkeeper says that Enrique's house is next to the Port Authority.
We arrive at Enrique's house and use the second line of the dialogue, during which we learn that this is not the same Enrique. We leave the house of the false Enrique and head to the church to hold a prayer service for Mother Enrique. The priest will be surprised and tell about Alvarez, who also puts a prayer service for the repose of his mother. We learn from the priest that Enrique lives at the lighthouse. We leave the city into the jungle and head to the lighthouse.

Passage of "Corsairs: To each his own." pirate saga


Passage of "Corsairs: To each his own." pirate saga

After talking with the Hanged Man, we learn that he had to give the chest with doubloons to one nurse, whom we already know. During the conversation, the old man dies, apparently from a heart attack. But before his death, he manages to give us a chest with many doubloons and a massive ring that serves as a password for Helen's mother. After we leave the Hanged Man's house, three pirates will attack us. We kill them, return to our ship and sail to Jan Swenson in Blumveld. Having sailed to Jan, we tell him everything that we managed to learn from now on the dead Hangman. After talking with Jan, we go to Gladys and tell her everything.

After talking with Gladys, we return to Jan and show a piece of the map that belonged to Beatrice Sharp (who played in the past Corsairs will understand). We go to Jan, and he says that thanks to this piece of the map, as well as two others, you can claim Sharptown, but if all the papers are not presented within a year, the island will become an English colony, the governor will be put there along with the troops, and the Coastal Brotherhood will come the end. We agree to help Jan in solving this problem. He will ask you to come in three days for the assignment, but for now we will go to Gladys and say that we are taking Helen under our protection. After that, we go up to Helen in the room and recruit her into the team.

The quest continues after completing the following quests: The Shark Hunt, The Temptation of Barbazon, and The Return of the Baron. We return to Jan and say that all the barons will vote for the Shark. Also, we say that it would be nice to take the mine. Yang agrees and asks to come in ten days, but if you go with him, you will receive two thousand silver and save a couple of days. You decide.

After completing the missions "Sharp's Legacy" and "Shadows of the Past", we return to Swenson and talk about Tortuga. Jan will advise you to go to the Shark and talk about Tortuga. Also, Yang will give us two gifts: a medallion that strengthens discipline and island stones used in voices. This completes the Pirate Saga quest.

Shark hunting:

Passage of "Corsairs: To each his own." pirate saga


Passage of "Corsairs: To each his own." pirate saga

Swenson will ask you to find the Shark, as he will be useful for capturing Tortuga. He will send us to a pirate baron named Zacharias. He is in Cuba, Puerto Principe. We move to him and ask about the Shark. He talks about some island of justice and about a cartographer who might know about this island. He will also ask you to find the book "Hammer of the Witches", and will vote for the Shark at the meeting if we find this book. After talking with Zacharias, we return to Jan for advice. Jan will advise you to contact an excellent cartographer, who is located in Santo Domingo. We sail to Santo Domingo and find Jose Dios, in the conversation we mention Jan Swenson. He will share his hypotheses, theories, give a book about Captain Alvarado to read, but we will not really know anything, and we will have to return to Jan Swenson for another hint.

The teleport worked, and we find ourselves on the island of Justice. After that, we kill the crab and pick up a large pearl from the crab and decide which way to go. There are three of them.

Mary's option:

Passage of "Corsairs: To each his own." pirate saga


Passage of "Corsairs: To each his own." pirate saga

We leave through a hole in the hull and swim to the ship "Ceres Smithy", we go there through a broken bow and get inside the ship. There, two pirates are trying to kill the girl in red, we kill these guys and talk to the girl - Mary Kasper. We talk to her and get information about this island, about people, about morals, about principles, and also learn that Shark is an admiral on this island. Also, Mary will give you a letter and a key to her cabin. After that, go to the tavern, sleep off and come to the Shark. At the entrance to the residence of the Sharks, they will stop us, you, in turn, present a letter from Jan Swenson and they will let you through. We go to the Shark and describe the situation to him: how we got to the island; that you are looking for Nathan Hawke and himself; about brotherhood. After a conversation and evidence from the Shark, we get the keys that everyone opens on the Tartarus ship, as well as fifty doubloons for buying passwords from the rogue Fazio to other territories. After that, we go to the residence of Black Eddie and give the go-ahead to kill Chad. We approach the “Fury” pinas and say the password, after that we go into the residence and tell the plan to the leader of the rivadas. Edward Black will agree to such a deal, but we will remain as a hostage in the territory of rivados. Now we just stand and wait. Black will return in three hours and thank you for the information about Chimiset, and also make us a friend of the rivados, but, alas, they did not manage to kill Chad Kaper. He fled to the territory of the narwhals and now he can not be reached. Also, Black will give back the papers that Chad threw away in a hurry. After that, approach Chimiseta. In gratitude for his salvation, he will give you a couple of amulets, and will also gladly answer all your questions. We return to the Shark and tell about everything that happened. The shark isn't happy, of course, and we need to come up with a plan to smoke Chad out.

We return to Mary and give two letters to read that Chad forgot on the table. Mary remarks that it is very strange for Chad to buy whiskey, as he believes that beggars and peasants drink whiskey. Also, we will learn about a dangerous sniper who can confuse all our cards. We go to the store and ask about whiskey. We learn that the whiskey was bought, and also that Chad was interested in arsenic. After that, we go to the tavern and ask about Chad and arsenic. We learn that Chadd did not enter, but Marcello Cyclops entered instead. Such are the things. Santiago will say that the Cyclops went with Adolf to the "Santa Florentina". And here three scenarios will follow:

Passage of "Corsairs: To each his own." pirate saga


Passage of "Corsairs: To each his own." pirate saga

1) We quickly run to the "San Augustine" to the Shark and tell him not to drink the whiskey that they bring. After that, we run to the "Santa Florentina" and see the dead Adolf, and his killer attacks us. After the massacre, remove the opened letter from the murderer's corpse, and the bronze key from Adolf's corpse. After that, we go to the "Fury", climb to the very top and take the contents of the chest: "screw fitting", the "powder tester" amulet and many other goodies. And finally, we run to the "Eva" and kill Chad along with the narwhals. After the massacre of the traitor, we return to the Shark and see how he is talking to the messenger. After talking with the Shark, we put pressure on Fabio and find out that Cyclops is going to Mary. We will also learn the password for passing through the territory of the narwhals. We can't let that happen, so we're running. Keep in mind, we're running out of time. We run to the territory of the narwhals, we call the password, after that we jump into the water from the deck of the Ceres Smithy. After that, there will be a scripted scene where we find the Cyclops and kill him in battle. As a reward for this path we get: "screw fitting", five hundred doubloons.

2) We go to the Eva, go down and meet Chadd Caper along with the narwhals. We kill this company and remove the key from Chadd. In the same hold, we knock out information from Fazio and save Mary. After that, we hurry to the "San Augustine". The shark had already drunk the poisoned whiskey, but nothing. Give him a Comanche potion to drink and he'll be as good as new. As a reward for this path we get: the amulet "Thor's hammer", five hundred doubloons.

3) We resort to the Shark and talk about poisoned whiskey. After that, we kill Chadd and the narwhals. Again we run to the Shark, knock out information from Fabio and run to save Mary. As a reward for this path we get: 500 doubloons.

After that, the Shark will call us to her and offer to destroy the narwhals in an alliance with the rivados. We refuse this idea - we offer peaceful solution. We go to Donald Greenspie on the Esmeralda galleon and stumble upon his bodyguard. We tell him that we are from the Shark. After that we will be let through. We tell Donald that he has problems and we need to solve them. We ask Donald to come to the Shark and personally apologize, and also swear that this will not happen again. We return to the Shark and convey the words of Donald. As a reward, the Shark will give us a pilot, thanks to which we will be able to get to the island by ship, and he will also give us five hundred doubloons. After talking with the Shark, we return to Donald and say that everything is in order. As a reward for this, Donald gives us a tower blunderbuss and makes a friend a narwhal.

Return of the Baron:

Passage of "Corsairs: To each his own." pirate saga


Passage of "Corsairs: To each his own." pirate saga

We return to Jan and learn about another baron and his wife. The Baron is missing, so there is still a chance to find him. Also, before we leave, Ian hands a letter to Steve Dodson that will guarantee our safety. And the main character wonders: where to look for Hawk's wife? Hawk's wife meets us at the exit from the house. Dani will be asked to join our team, and will also tell you about the Indian village, the shaman, and the fact that Nathaniel Hawk is alive. We board the ship and sail to Amatica Bay, which is located north of Blueveld. After that, we land in the bay and go to the shaman. He, in turn, will tell you about the golden statue of Kukulman, about Hawk's teleportation, about three potions that will help us teleport. But for these three, he will ask for three random amulets. Here are the lighthouses where you can order these amulets: the lighthouse of Guadeloupe, the lighthouse of Santiago, the lighthouse of Cartagena. Amulets are made two months. So we swim to one lighthouse and order an amulet, after that we swim to another and order, return to the last lighthouse and pick up the amulet. After you have all three amulets, return to the shaman. After getting the potions from the shaman, go to the statue of Kukulkan, wait until midnight and touch it (T). After that, you will be transported to the island of justice. Now we continue the passage of the quest "Shark Hunt".

After spending some time on the Isle of Justice, you will learn about a white boy. We come to the store from 12:00 to 16:00 and find Ole Christiansen, this is our white boy. We give him a white pearl and ask about Nathan Hawke.

It turns out that he found it, drank it and left. We swim to Nathan on Fernand's ship, knock out a combination: two knocks, a pause, two knocks and talk to him. After the conversation, we promise to pull out of this island as soon as the right moment appears. If you want, you can listen to Nathan's story about ancient idols, ghost ships and all that.

Passage of "Corsairs: To each his own." pirate saga


Passage of "Corsairs: To each his own." pirate saga

Also, Ole will mention Henrik, who can teach you how to walk on the bottom. But we can’t get into the territory of the narwhals yet, we’ll wait for the task to develop.

After settling the conflict between the narwhals and the pirates, we pass into the territory of the narwhals and go to Henrik. Henrique will ask you to collect platinum to repair the suit. I know three places:

1) The wrecked ship where you found Nathan Hawke. There will be three pieces of platinum.

2) Cabin in the domain of rivados. There will be five pieces of platinum.

3) Shark's cabin, opposite his desk. There will be three pieces of platinum.

After that, we return to Henrika and return the platinum. We'll be back in five days for a suit. You can wait the necessary five days at Mary's, and then return to Henrik. Henrique will say that he is missing another piece of platinum. We jump into the water and swim to Tartaras, where the missing piece is located. The chest will contain a thousand doubloons, a map, platinum and other goodies. After that, return to Henrik and give him the missing pieces of platinum. Then come to him in two days, and he will say that the suit is ready. We go down the stairs, and then we go into the cabin of the "Phoenix" and take diving suit. We put it on and go down to the bottom.

Passage of "Corsairs: To each his own." pirate saga


Passage of "Corsairs: To each his own." pirate saga

We approach the totem and get an entry in the ship's log. After that, we return to land, give the suit to Henrika and return to the bottom between 08:00 and 10:00. Also, you have to say goodbye to Mary. After saying goodbye to Mary, we return to Henrika, pick up the suit and swim to the bottom. We touch the totem and get surrounded by Indians. They will take us to the next statue. We touch it and get to the place from where we got to the Island of Justice. We return to the Snake Eye and give the things he was looking for.

After that, we return to Jan Swenson and buy a ship of the fourth rank to set sail. After that, we swim to the left edge until it stops, go out to the global and swim to the island lost ships. We pick up the Shark, bring Dani to Nathan, and also recruit Mary into our team. After that, we take Nathan to Snake Eyes, and after that we sail to Jan Swenson for a further plan of action.

Temptation of Barbazon:

Passage of "Corsairs: To each his own." pirate saga


Passage of "Corsairs: To each his own." pirate saga

Jan gives a tip on Barbazon and asks to gain his trust by pretending to be a fool. Therefore, we sail to Le Francois, Martinique and speak with Barbazon. In a conversation, we pretend to be a fool and a loser, and after that we ask Barbazon to do it. Barbazon will have mercy on us and ask us to deliver bales of lye, which the former assistant threw away, trying to escape from the patrol. We accept the order and sail to Philipsburg, Sint Maarten. And we send a boat to the tartan, talk to the captain and pick up our bales of silk. After the threats, the captain will transfer the lye from his boat to our ship. Tyuks turned out to be not six batches, but nine. We give the entire batch to Barbazon and pass the test for greed, and also get one batch as a gift. And then we get the next task. We visit Casterville, go to the tavern and find out from the innkeeper about the captain of the Marlin half-cream, we learn that his house is located next to the shipyard. We come to the house, say the password and understand that they want to set us up. After questioning, the agent becomes nervous and draws his sword. We kill him and remove the letter from Jackman from his corpse. After that, we leave the city and board the Marlin. After that, we sail to the Turks and land in the bay "South Bay" and kill everyone who sits in that ambush. After that, we send a boat to the Razluchnitsa ship and drive the captain from the battlefield. Now we need to capture the Rogue corvette and pick up the documents from which it will become clear where Jackman is now. After the capture, we swim to the place where Jackman is. We go around the rock and go out to sea, after that we board the scoundrel's ship and fight with it twice. Once against him, and then his assistant joins, but Dani comes running from our side. After the fight, search through all the chests and take all the evidence. Now you need to ride through the barons and collect their votes. First, we will visit Barbazon together with a detachment of boarders and literally knock out his vote for the Shark at the council. After that, Barbazon will give up his stone shard. After that, we sail to La Vega, Santiago and ask Baron Tirax to cast his vote for the Shark, recalling his rescued captain. The captain will immediately give his piece of stone, as well as three hundred doubloons for saving the captain. The last point will be Puerto Principe, Cuba. We give Zechariah the book "Hammer of the Witches", which was found on Jackman's ship and Zachariah's voice will be ours.

Passage of "Corsairs: To each his own." pirate saga


Passage of "Corsairs: To each his own." pirate saga

Sharpe's will:

Ian Swenson will ask to hire a lawyer to win the case for the transfer of Sharptown to the rightful heir and the coastal brotherhood. To do this, we sail to Port Royal, Jamaica and go to the lawyer's house, which is located next to the pier. Albert Loxley will demand 450 doubloons upfront for his services, and then more. We sail to Swenson, and he asks to catch the thief with the goods. We need to catch the East Indian Oyster. We swim out of the city and catch in one of these places: the Mosquito Coast or the Bay of San Juan Del Norte and catch this ship. After that, we send the boat to the "Oyster" and talk to the captain. We are trying to trick the captain's holds, but it doesn't work. We take the ship for boarding. In the captain's cabin, we rummage through the chests and find a note, thanks to which you can sell the bacalut yourself. Or you can take the cargo to Swenson. Anyway, we get 2250 doubloons and now we can pay for the services of a lawyer. We return to Jamaica and give 450 doubloons to the lawyer, and he, in turn, says that two halves of the card may not be enough and we need to find documents confirming that Helen really has the surname Sharp. After that, the quest "Shadows of the Past" is activated.

Passage of "Corsairs: To each his own." pirate saga


Passage of "Corsairs: To each his own." pirate saga

After that, we return to the lawyer, provide information and make the second part of the advance: 450 doubloons. Come to him tomorrow with Helen and go to court, which you will win. Now Helen is the full owner of Sharptown, which means that you can start killing the governor of Tortuga. Also, we need to pay the rest of the advance and become a friend to the lawyer. And it's worth a lot. He can settle relations with any factions, and takes not doubloons for this, but pesos. Which is very, very good.

This is important: if you did not have an affair with Helen, then she will leave after this task.

Shadows of the Past:

Passage of "Corsairs: To each his own." pirate saga


Passage of "Corsairs: To each his own." pirate saga

We sail to Antigua in search of Raymond Baker. We learn from the tavern keeper about the former executioner, and he talks about "Bald Maggie", which stands next to the city. We send a boat there and ask about Baker. The captain of the ship will say that he landed the captain on the pelvis due to the fact that the pirates were chasing them, or rather Baker. Also, the captain will give us the coordinates where he dropped off Baker. We sail to the shores of Dominica, there we catch Baker, after that we talk with him in our cabin and learn a lot of new things. It turns out that Butcher is alive, and the executioner just faked his death. After the conversation, Raymond can be made a doctor and left on the ship. Now you need to visit Shark Dodson in Sharptown for some details. He will tell about the Mask, Butcher, Beatrice, and also Jessica Rose. If you have time, you can visit Ian and find out about Jessica, this is necessary if you want to spare her in the future. After that, at the coordinates 21’32 and 78’33 (slightly above the Cayman), we sail to the Skeleton Reef and see an excavated grave there. We stay until night, and on the full moon the ghost of Jessica will turn to us with threats. After we defeat her, she will call the skeletons to her aid. Also, Jessica will take away our ability to run. After killing the first wave of skeletons - go through the bridge, bypassing the geysers. We defeat Jess again and get the second portion of the curse - weapon skills are reduced by 30 points. We deal with the second wave of skeletons and Jess - we approach her and get the third portion of curses - a decrease in energy. Jess will attack you one last time. Beat her, and then decide: spare her life or kill her. If you kill Jess, then remove the note needed by the lawyer from her corpse.

And if you decide to save life, then take it to your ship, and then sail to Jamaica, to Portland Bay and land there at midnight. At the bay, Jess tells us to come next midnight. We wait until she leaves the location, and we wind time. After that, Jess will come up to you and tell you that Butcher is dead, and as a reward for this, she will give you: Beatrice's letter and the famous Morgan flamberg sword, which causes monstrous damage.

Passage of "Corsairs: To each his own." pirate saga


Passage of "Corsairs: To each his own." pirate saga

This is important: to remove the curses, go to Bridgetown and talk to the priest. After that, we arrive at the church at 22:00 with two dozen candles (candles can be bought from merchants in the market). We bring candles to the holy father and come tomorrow at the same time. The main character will pray all night, after that we will be transferred to the water, but we will not drown, but we will stand like God and see Jessica Rose in human form.

Turtle:

Shark will tell you everything he knows about Tortuga and will share his humble opinion, as well as tell you all the information he knows. We sail to Antigua and ask people about Molly. After a while, we will be told about Deputy Colonel Fox. We go to his residence and tell him everything we know. He will say, they say, it cannot be Molly, since she is in London and serves someone.

Passage of "Corsairs: To each his own." pirate saga


Passage of "Corsairs: To each his own." pirate saga

After that, go to Bas - Ter, to the tavern. We ask the innkeeper about Fernand Luke and find out that he left the world of the living, but his friend is sitting here, with whom we can talk. We approach Robert Martin, intimidate him, and then make a deal. We return to the Shark and talk about what happened. He will suggest that this may be Katherine Fox, the daughter of Fox himself, and that it would be better to release the girl, otherwise Fox will not give life to the entire Coastal Brotherhood, and this is bad. After such a conversation with the Shark, we sail to Tortuga and go to the tavern. We learn from the innkeeper that Thibault rents a room and is there after 20:00. We are waiting for the specified time and go up to the second floor to Thibault. Thibaut does not give in to our arguments, and decides to run through the window. At the same time, his uncle, Francois Levasseur, whom we need to kill after the conversation, enters. Levasseur will shout that we are a Spaniard and a spy, so we will fight against three people. We rob the corpse of Levasseur and take away his key, it will be useful to us in the future. After that, we jump out the window and chase Tito. After each shot at you, drink a potion, and at the end, jump into the water, then swim to the right, swim into the opening and kill Tito. A scripted scene will start, during which we will run up to Katherine Fox. Also, after talking with Katherine, a moment of jealousy from Helen / Mary will follow. After that, sail away from the city and board the enemy ship. There will be a letter in the captain's quarters that activates the Cromwell's Despatch quest. After you deliver Fox's daughter, she will thank you and ask you to come to her father for a reward. If it's not there, check back later. As a reward, we will receive an exclusive weapon that can shoot arrows, buckshot or “hedgehog charges”.

Passage of "Corsairs: To each his own." pirate saga


Passage of "Corsairs: To each his own." pirate saga

After that, we sail to Capsterville and report to Poinsey. He rejoices and releases his brother. Also, he invites us to become a French officer. As a reward, we receive the Gryffondor frigate, a team of French soldiers, an officer, a French letter of marque and a French officer's uniform, and we can also give 10% of our profits to the French treasury. Also, we learn that Saint-Pierre was attacked and we need to sail to defend the city.

Take out the map and sail to the island of Martinique. Find Michel there, who is still in prison, to find out that Poinsey is waiting for you on St. Christopher. Hurry up to go there.

Once there, go to the governor and inform him that you are in search of the Chevalier de Poinsy. Then exit through the right door to talk to him in person. He'll take your money, but he won't free your brother yet. In the further passage of the game Corsairs: To each his own, you will need to complete one more task. But to find out which one, you need to go to Michel.

So hurry to Martinique and talk to your brother. He will tell you that now you will have to capture Tortuga and do everything so that the governor of Levassera resigns. To do this, you need to find the opponents of Levasseur.

pirate saga

The first of these people can be found in Blueveld, hurry there. Drop anchor and proceed to Jan Swenson's house. His wife will meet you and tell you that her husband went in search of Helen, who was passed by the daughter of his friend, who is no longer alive. But the wife of a dead comrade lives on this island. It can be found by going to the pier.

Hurry up there and find the last building. After you climb inside, you will realize that she is not at home. Continue the passage of the game Corsairs: To each his own and get out of the city. When you reach the fork, turn left and climb into the fort. Once you get to the top, you will find Gladys. Chat with her and find out that she recently received a note from Jimmy Higgins, who lives in Maroon Town. She will also report that her daughter rejected the proposal of the hand and heart of an unknown captain. But Gladys doesn't know anything, we need to hurry to find Jimmy.

Open the map and start your journey towards Jamaica. After you drop anchor near Cape Negril, you can go to the corsair village. Go to the residence and ask about the location of Jimmy Higgins' house. Then go to the tavern and go to the house that is opposite. Just do not try to be rude to him in a conversation with Jimmy. Try to use the second phrase in the dialogue. It turns out that the English captain who made the marriage proposal to Helen was called Arthur Donovan. He will also assume that he is now near Antigua.

Continue through Corsairs: To Each His Own and visit the governor after you finish talking to Jimmy. After talking with the governor, save and start your journey to Antigua. As soon as you get close to the island, open the journal and see that an entry has appeared in it, which indicates that the captain's corvette is somewhere nearby. Make every effort to board the ship. After the captain is destroyed, find Helen.

After you deliver her to Blueveld, go to Gladys's house to get a decent reward. Then go to Jan Swenson's house and report everything. He promises to think about everything, but first you must find Henry the Hanged Man, who is most likely hanging around near Cartagena.

Open the map and start your journey towards this island. Rich, go to the tavern and try to find out any information regarding this character. The bartender will tell you that Enrique's house is located near the port authority.

In a conversation with him, try to scare. Then head to the church and order a prayer in honor of Henry the Hanged Man's wife. This is necessary in order to find out that Henry lives in a lighthouse located near Cartagena. You can head there. In the further passage of the game Corsairs: To each his own, take away the treasure chest from Henry and go to your ship.

Now open the map and head to Blueveld. Look for Jan there and report the situation. He wants you to talk to Helen's mom. Do so to receive a reward in the form of a part of the map, which indicates where the inheritance of blood mother Helen is located. You can return to Jan and show the donated part of the map. He will tell you that Helen is Beatrice Sharp's daughter. You will have to find the second part of the map in order to make Helen the owner of Sharp Town.

Shark hunting

Hurry to Gladys's house and find Helen's mother there. Talk to her first, and then to Helen. Tell her that she became a member of your team. Then head to Jan Swenson and chat with him to get the next task.

Continue the passage of the game Corsairs: To each his own and sail to the shores of Cuba. Drop anchor in the city of Puerto Principes and go to the tavern. Find Baron Zacharias there. After talking with him, you will find out that Shark has changed with him and gave his frigate in exchange for an ordinary brig, on which he went to the northwest. However, he never returned. Zacharias will also say that he will be against the Shark only when you get the book "Hammer of the Witches" written in English for him.

Return to Jan and chat with him. He will tell you that he knows a famous Spanish cartographer who lives in Hispaniola. There was a time when he saved him, so the Spaniard owes him. Open the map and head for Hispaniola. Drop anchor near the city of La Vega and pass through the city gates.

Sooner or later you will find yourself near the gate leading to the settlement of San Dominigo. Wait until midnight to get into the city unhindered. Move to the farthest part of it and go to the house of Dios, located on a hillock. After talking with the owner, you can get your hands on Captain Alvaro's notes and guesses about the existence of the island. But don't get any coordinates. Continue the passage of the game Corsairs: To each his own and return to Blueveld to Jan Swenson. After talking with him, you will receive another parallel quest.

Return of the Baron

Get out of the house and walk along the street. After a while, Dani Hawk, who is Nathan's wife, will approach you. Chat with her for a bit to find out about the incident at the mine and the address of the shaman who is able to return Hawke. She will also want to become a member of your team, you will certainly agree.

Open the map and start sailing towards West Main. I advise you to anchor in Amatica Bay and go to the territory that Dani points to. Chat with her and move along the path on which the sculpture stands. Near it you need to turn left and find yourself in the settlement of foreigners.

Now in the passage of the game Corsairs: To each his own, go to the hut that is located in front and find a shaman in it. His name is Snake Eye. After talking, you will understand that this sculpture acts as a portal that transported Hawk to another place. But in order for you to succeed, you need to get the Kamancha potions. But the shaman will not part with them so easily, first you need to get three amulets: Ehecatl, Ax and Cimaruta.

You can order them from the lighthouses, but you will need to wait around two months to get them. Swim to the nearest lighthouse and place your order. To make it easier for you, get to the lighthouse of Guadeloupe, Santiago (Cuba), Cartagena (South Maine). Since the names of the amulets are randomly generated, they may differ from the above. Of course, there is a possibility that you will find them from merchants, but this is very rare.

Continue through Corsair: To each his own and move to the lighthouse near Guadeloupe to place an order for the Ax amulet. Then go to Santiago and order the Cimaruta amulet. When you get to the lighthouse of Cartagena, then order the last amulet of Ehektal there. Wait a bit and come back for finished products.

Then return to Amatica and go to the shaman's hut. After you communicate with him, inform about the amulets. As soon as the potions are in your hands, head to the portal and move, only then drink the potions. Meet Dani, chat with him and go to the territory where the statue of Kukulkan is located. When the statue lights up, talk to Dani again and get closer to the sculpture and click on it.

justice island

First go into your inventory and look for the potion that the shaman gave you, and then take them. After that, you will be healed. So you now have two potions at your disposal. When a huge crab is in front of you, make every effort to defeat it. Then approach the lifeless body and search it. So you will find a huge pearl. Then move through the door to be captured. After talking with Caper, take his machete to prove that you are not a member of the Rivados tribe with his help.

Now in the passage of the game Corsairs: To each his own you have to destroy the sorcerer, who will be thrown into your cage. However, first you need to talk with him and find out that his name is Chimiset. It also turns out that the corsairs deliberately set up his murder, because by killing him, you will name a curse on your entire family. So do not hesitate for a long time and help the shaman. Look around and find the crowbar in the room and head to the chest in the corner. Open it and take out all the items that are in it.

Be careful, because now three pirates will come running into the room. Deal with them and talk to the shaman. You will learn that two clans live on the island - narwhals and rivados. If we talk about rivados, then this is a peaceful clan that does not wish anyone bad. But the narwhals are constantly at war with them. And the Shark you are looking for is the head of the Isle of Justice. A certain Chad started a conspiracy against him to destroy the Shark. The narwhals have their sights on him because they believe that it was he who killed Alan. But it was destroyed by Chimset and Chad, the shaman himself saw it. For these reasons, Chad did not let Chimiset go, because he did not dare to destroy the sorcerer because of the curse he had heard about.

In the further passage of the game Corsairs: To each his own, you need to talk with Chimiset, and then go to the body and search it. Climb up and look for a chest there, which can be opened with the keys that you picked up from the corpse. Then get out of the cabin to the deck. Now you can jump from the yardarm into the water or walk along the wooden boards straight to the Esmeralda galleon. Once in place, find the commander on the upper deck, and then tell him the password to move to the narwhals.

climb on upper deck and turn left to be on the galleon "Gloria". Go down into the hold and go through the right doors. So you will be in the church. Look around and go to the left, to the doors to exit into the uninhabited cabins. Move along them until you are near the door on the right. Exit through it into the city. After that, you can approach the bow of the ship and climb onto it along the board on the left.