Corsairs to each their own shipwrecked passage. Passage of Corsairs: To each his own. Burden of the Gascon. Continuation

Corsairs To each his own Weapon to the hero
You need to correctly calculate and choose weapons for your character. So: weapons are divided into types, broadswords / axes, sabers / hatchets, rapiers / swords. The weapon has attack/balance stats, 84.5/1.1, and a weight of 4.4. The character has an energy parameter. If the weapon is heavy, then you spend more energy per blow, depending on the type of weapon, your level, the blows can be different in damage, the maximum damage is brought with piercing weapons of the PMK, broadswords / axes of the SCM, sabers of the LMB. The optimal weight for weapons, again, it all depends on the level of your hero, at level 20 2.5 - 2.9, the higher the level, the harder you can take weapons. If your character gets tired or gets a lot of injuries, you are also given penalty points, but it's easy to deal with this, rest in a tavern, a brothel, help the church. Perform strikes with PKM, LKM, SCM. For the type of weapon broadswords / axes, the best type of strike is SCM, sabers / cleavers LMB, rapiers / swords PKM.
Corsairs To each his own Captive captains
In order to hand them over to the authorities, go to the governor and hand over the prisoners to the authorities for a ransom. But first of all, talk to the captains, maybe you will learn something new. It happens that they offer you a lot of interesting things, use all the dialog boxes.
Corsairs To each his own Artifacts, amulets, amulets, talismans
In the game you can find a variety of artifacts. The simplest of them can be taken in a fight or accidentally "found" among someone else's property. Rarer ones can be found in the cabins of prize ships or in the pockets of plot opponents. They can also be received in gratitude from the inhabitants of the Archipelago. Often the most attractive amulets, while enhancing some traits or properties, at the same time have a negative impact, often of the opposite nature.
All artifacts are divided into three groups:
Cursed Items: have a negative effect on the character, do not require equipment. The power of the spell cast on them is so great that the only way to get rid of the effect of the curse is with the item, by throwing it away or putting it in a locker.
Amulets: artifacts that have an unlimited duration are equipped in a separate slot (top left on the character diagram). These are the rarest and most valuable magic items. They cannot be made by yourself.
Amulets: artifacts, of which there are many in the Archipelago, are equipped in slots specially designated for them. You can even buy them in any settlement. Local residents, representatives of the indigenous population or wandering monks will be happy to sell simple crafts.
With due luck and ingenuity, you can get hold of an alchemical kit that allows the hero to make all kinds of items, talismans and potions himself. You will also need:
recipe;
components (consumable items);
tools (required for the manufacturing process).
If you manage to get and study the recipe, the lists of components and tools will become known.
And, of course, all this becomes available only if the protagonist has the Alchemy ability.
There are three conditional types of magic in the game:
church (Catholics, Protestants),
native (Indians, blacks),
household / marine (superstitions of sailors and townsfolk).
Each type of magic is indicated by a stone in the icon in the upper left corner of the artifact icon: turquoise (blue) - church; jade (green) - native, coral (red) - household.
The stones are designed to guide the player in who to sell and from whom to buy the desired artifact (the merchant of "his" specialty will pay more when buying, and ask for less).
Monks sell Christian artefacts. They give the maximum price for "turquoise" artifacts, half for "coral", and for "jade" - pennies (they buy up to destroy the anathema).
Native handicrafts are traded by peaceful (without war coloring) aborigines: they will buy “jade” amulets at the best price, “coral” amulets will be half appreciated and “turquoise” for a pittance (to mock at their leisure).
Household amulets, familiar to most of the colonists, are traded by ordinary merchants. They will purchase “coral” products for the maximum price, while church products can be taken at half price, in order to resell them to the monks. With the natives, perhaps, the laity will not mess with at all (mind me!).
Regardless of their origin, artifacts can work together, or they can be antagonistic.
Amulets of offensive and defensive magic are incompatible. Auxiliary magic is neutral, and therefore compatible with any of the previous groups.
The functional orientation of the amulet is indicated by a rosette under the stone:
necklace with claws: offensive impact;
sun with rays: protective effect;
Celtic circle: auxiliary.
As a rule, "auxiliary" amulets neutralize the accompanying negative impact of the main amulet.
In addition to the amulets of the three main groups, which can be sold and bought on the streets of cities, there is a fourth indication group, intended for rare artifacts: talismans, amulets, rare ammunition or equipment. The symbolic stone is lapis lazuli (i.e. blue with gold streaks).
The socket under the stone in the corner of the icon corresponds to the main function, similar to ordinary amulets.
In addition to the symbols listed above, you may come across a few more:
black morion in a bone socket means the danger posed by an inactivated object;
a white pearl in a bone socket means that the item has useful non-magical properties, but you will have to pay something for its use (such an item carries bonuses and penalties at the same time, for example, Rum or Wine);
yellow amber in a kolovrat frame means that the object carries information that can be recorded either in the Documents or in the Cartographic Atlas;
a golden star rune on a dark background means that the item is a tool with which you can create new items and which does not disappear after the first use, i.e. is not a component.
Members of your team - officers and companions - will not make independent decisions regarding artifacts, completely relying on the choice of the player.
Corsairs To each his own Global achievements


Baptism of fire. First naval victory

Scarred. Take more than 10,000 damage in total

Alchemist. Craft over 200 potions and items

Guest. Spend the night in a tavern 50 times

home sweet home. Get a home

The wind of change. Successfully complete the "Dutch Gambit" story quest with GVIK

Jedi. Reach maximum reputation
Naval commander. Assemble the maximum squadron
Admiral. Develop the "Navigation" skill to 100%
Dealer. Earn by trading / reselling goods 10000000 pesos

In the service of the Empire

Negotiant. Develop the "Trade" skill up to 100%

Researcher. Explore 50 dungeons, caves, grottoes and workings

Swordsman. Develop the skill "Rapiers and Swords" up to 100%

Moneylender. Open deposits with loan sharks for a total of 5,000,000 pesos

Minion of fate. Develop the "Luck" skill up to 100%

Dragoon. Develop the "Broadswords and Axes" skill up to 100%

Hussar. Develop the Sabers and Cleavers skill up to 100%

Miser. Make a capital of 10000000 pesos

Painful. Reduce the "Health" indicator to the minimum possible

Living legend. Reach rank 40

Sith. Reach minimum reputation

Death to enemies. Destroy 500 troops

Knowing no fear

Murderer. Lose 9999 sailors in the crew of the protagonist's ship killed in battles

Toughie. Develop the "Protection" skill up to 100%

Exorcist. Destroy 100 instances of evil spirits
Red Book. Destroy 35 crabs
Sniper. Destroy from firearms 500 opponents
Slaver. Sell ​​5000 slaves

Diligent

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General discussion and walkthrough questions
The older one was smart. The youngest son and so, and so. Basically, he was an idiot.


Ahoy, brave sailors and adventurous adventurers! Welcome to our little tavern at the end of the world! Grab yourself a pint of selected rum and make yourself comfortable. We have a long and pleasant evening in the company of port women, gambling, as well as incredible stories about the adventures that await us, ordinary corsairs, on the way to the legendary treasures! Do not skimp on words! Share your experience with green cabin boys who have not yet smelled the smell of sweat and gunpowder! Those who have not yet known the joy of a fresh sea breeze after a long calm! Help me choose a ship to make world travel or tell me a couple of tricks that will help a young corsair become sea ​​legend. Relax, have fun, and remember: after all, the parrot is alive!


Plus, the developers went too far with the quests during which the GG loses his ship. You have to replay, wave the game, leaving the main ship laid up in the port, and for the task to sail on some kind of tartan or lugger.
Compared to other parts, the player is very tied to the time. He has almost no time left to engage in piracy, trade and side quests for his own pleasure. The success of completing tasks for a while depends on banal luck with a fair wind, plus there is a bug when using the "sail to ..." command takes much less time than sailing to the same point on the world map.
The only thing that pleased in this game is the trade. It really became really earn money.

I recently deleted this game, although I also played for several months, then I abandoned it, I didn’t like the too nerdy leveling of fencing, which, along with other Persian skills, increases very slowly, and therefore personal abilities are earned less often.


But with ship skills it is more difficult. I still use the skills of navigators. Fortunately, quest officers have high level skills.

In general, the game is unrealistically difficult. Quest time limits are too steep, opponents are at first crazy (only with the help of forts he could gouge), and from the very first minutes of going to the open sea at the beginning of the game you immediately meet with entire squadrons of the enemy. Natural tin. Moreover, I am infuriated by the impossibility at the beginning of the game (until you pump the skill of raising flags or a patent West India Company you can't buy) to complete missions to deliver some passengers and ships to the Spanish coast. And almost all the characters met at first (at least in my case) ask exclusively for the Spanish colonies. But the story dragged on. The plot is good, compared to the old parts.

Plus, the developers went too far with the quests during which the GG loses his ship. You have to replay, wave the game, leaving the main ship laid up in the port, and for the task to sail on some kind of tartan or lugger.

Yes, I don't like it either. I know that in the course of the game this should be. In the same Kaleuche, in my opinion, everything is based on this. But haven't met yet. I don’t know yet whether every Luger officer will have to buy in order to keep them. For from the passage I saw that only one of them survives. I mean Mary or Rumba, depending on who you take. And yes, it's a pity that both can not be taken.

I liked the game, especially the story. He is beyond praise. So many variations of the passage, literally everything is thought out to the smallest detail. The writers really did a great job, especially when, through dialogue alone, they awarded all the NPCs with a real, lively character. I think even Stanislavsky would not have found something to complain about.
Bright, dynamic battles that even at the end of the game make you tense up and sweat. Although a beginner (like me, for example, who had only played the first Corsairs before), the game will seem too difficult even at an easy level. However, you can adapt, you just need to devote more time to the passage.
However, it was not without its downsides. The Storm engine is cunning and merciless, always starting to fail at the most crucial moment. Although, oddly enough, I had crashes less often than the rest.

Personal skills are pumped quickly enough. Fencing in general can be pumped by stupidly making your way overland to the Spanish fort (while noble hidalgos treat the character no better than a piece of impartial) and cutting down everything and everyone on the way. A couple of real time clocks and you're already at a hundred. It is better not to go to pirates with such things.

On older versions, I remember, this was really possible. In the latest version, they cut off such a freebie. Skills are pumped, but extremely slowly, only on assignments experience drips.

In fact, there is an opportunity to take both, though not forever, and even then with restrictions.

There is nothing difficult, just replay the entire Pirate Saga.

Spoiler

in order to take Mary on the second visit to the OS, it is necessary to make sure that the prophecy of the gypsy woman, which Helen tells about, does not come true. That is, it is necessary either not to return the chest with doubloons, or to name Helen by the name of her adoptive father, MacArthur, and not Sharpe. In this case, Mary agrees to board the ship and both girls will travel with the GG on the ship until the end of the Saga. Ellen leaves at the end. Naturally, you won't be able to choose between the two, only Mary.

Personally, for me, the positive in this part is much more than the negative. In every aspect of the game, the work of developers is visible, which cannot be said about many AAA projects that are driven by commerce, not the idea. The only thing to criticize is the engine, which, unfortunately, is not always able to function normally on XP + systems.

The speed of fencing pumping depends directly on the style of the game. It is logical to assume that if the GG is constantly at sea, sea skills will swing. As for me, duck this system is quite understandable and playable. I would like to add that skills at the time of completing the quest, whether it be generator / plot / side, swing faster.


That's exactly what for free play there is very little time, except perhaps only at the stage of collecting a million pesos (if these pesos are not collected through the quest " dutch gambit", but through trade and piracy).

That's right, there is very little time for free play, except perhaps only at the stage of collecting a million pesos (if you collect these pesos not through the Dutch Gambit quest, but through trade and piracy).

Three months to collect one million pesos is a convention that can be violated several times. Likewise, after passing Pirate Saga you can freeplay at least ten game years, which will not affect the plot in any way. How much more free?
If, for example, we take the standard system from the GPC, where the GG immediately after the respawn is engaged in a free game - of course, there are differences, but not as critical as they seem at first glance.

Yeah. It's not viable at all, to be honest. Like a zombie. It seems to be moving, but who the hell knows when something will fall off of it.

The speed of fencing pumping depends directly on the style of the game. It is logical to assume that if the GG is constantly at sea, sea skills will swing. As for me, duck this system is quite understandable and playable. I would like to add that skills at the time of completing the quest, whether it be generator / plot / side, swing faster.

The system not only has the right to life. So she's totally awesome! She is logical and consistent. Just by doing what you are supposed to do, you increase the skill. Truth in recent times I prefer the help of gypsies. Because some skills I still don’t understand how they are pumped. For example, the same secrecy. And for some quests, this stealth is a necessary skill.

Compared to other parts, story quests have appeared that require completion by time, but this does not mean that you cannot choose the right moment for free play in between these quests

Can. But it's very hard to be honest. And the plot doesn't let go.

That's right, fencing used to swing beautifully during boarding battles with captains and the enemy team, but now for this you need to save/load to generate duel quests in cities and hunt local bandits, and fencing is barely growing.

Here fencing improves faster than other skills. Moreover, local bandits are not so rare to come across. Yes, and I often try to board an enemy ship by boarding than to flood it. Well, during secret visits to the Spanish colonies, I simply cannot resist going inside the settlement and knocking out a couple of noble conquistadors. As a result, my swordsmanship and shooting skills are fully pumped. But with the rest, everything is less rosy. Some have not even grown to 50%.

Lord. As a fan of the series with a 7-year-old (already now it became scary) experience, I read your posts with interest.
Let me first say a few words about how this game came into existence. There was (however, it still exists) such a team of enthusiastic players, Black Mark Studio, which made a global modification to the "City Lost ships"(previous game in the series) - mod-pack 1.3.2 Adventure Tales. In parallel with the modification, they made a fan-made addition to the game - in fact, "To each his own". Some ideas of the addon (for example, generated quests) were tested on the modpack. The addon was supposed to have three main characters (Charles de Maur, William Paterson, Diego Montoya) with three storylines connected to each other. When Akella, as the copyright holder of the series, saw what the result was, she decided to publish this project as a separate game. This is how "Corsairs: To each his own" appeared. In the first version of the game, there is a story only for Charles de Maur, since there was no time to finalize the other two. Actually, the entire corsair community is waiting for the remaining two GGs and their lines to be added to the game. So far, the developers have released two relatively small DLS ("Kaleuche" and "Last Lesson"), the third is on the way - "Under the Black Flag".

Here's the thing. The previous game in the series, "City of the Lost Ships", was focused mainly on freeplay. Actually, the players froze enough. The developers of the KKS decided to shift the focus to the plot component. At the same time, freeplay as such has not gone anywhere - between story quests, you can have fun as the player wants.

Well, this game feature was known again in the GPC

But this surprised. It is believed that in the KKS freeplay, the emphasis is on piracy and generated quests. Trading has become more difficult than in the GPC.

In one of the updates, pumping on the soldiers in the fort was cut. Specially, in the framework of the fight against the dull-witted. As the developers explained, the leveling of the hero goes well in the course of side and generated quests - and this reveals the game more fully than the endless massacre for the sake of skill points.

In fact, the main character objectively does not need most of the ship's skills and abilities, because they are covered by hired officers (the key positions are navigator, gunner and boatswain). You definitely need the ability to raise foreign flags (allows you to penetrate enemy cities), it is worth pumping the branch of navigational abilities - its final perk allows you to ignore unnecessary skirmishes on the global map.

What pleases - the plot of the KKS is organically intertwined with the plots of, perhaps, all previous games in the series. From the second, third and GIC - for sure.

When it's pirates drowned ships? It's not profitable

It's strange why. At the expense of unique goods, rich capital is earned by trade in an elementary way. I'm talking specifically about free trade by the player, and not about quests from shopkeepers. We take goods where they are exported and sell where they are considered unique. And if there is still an officer with a pumped trade, then in general everything is super. Trade is complicated by the fact that there are many diplomatic barriers in the game.
After the delivery of one story quest in almost all cases, the following is immediately given. And if we take into account the fact that the completion of the quest is limited by the time frame, then there is simply no time left for freeplay.

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

At the beginning of the passage of the game Corsairs: To each his own, you need to approach the sailor and talk to him, and then move inland and go inside the residence in which the governor lives. Approach him and chat. After that, you will be arrested and placed in a cell. After some time Philippe de Poinsy will visit you. Be sure to talk to him and go free. After you are released from the prison, go outside and turn right and go around the building. So you will find yourself in front of the entrance to the dungeon. You can go down and approach the ladder to go down it. Then turn right again and in the right chamber, at the very end, you will find your brother. Talk to him.

After that, you will find out that Michel made an advance payment of 5,000 gold, but you need another 15,000 coins. But that's not all, you will also have to hire a navigator. Continue the passage of the Corsairs: To each his own and move to Guadeloupe. Disembark and start searching for Fadey. After he repays his debt, you can go to the pier, and then turn left to be near the shipyard. Go inside and chat with Gaspard Blondel. It turns out that you owe him 17,000 gold. He will give time to repay the debt - 3 days. Do not be upset, go to the tavern and chat with its owner for a job.

Then again go to the governor's residence and talk to him so that he gives your things.

Rum for the bartender

Constantly look at your watch and try to be near the left pier at 19:00 to board the longboat. Your team will include five more sailors with whom you need to go to Lamentin to find the schooner "Ghost" there. When you board the longboat, start sailing to the port of Le Francois. Come ashore, wander a little, and then return to the board and start moving to the left of the coast. There will be a rock in front of you, go around it and head straight until you have the opportunity to turn left.

As soon as you go around the next rock, take out the compass and start moving north. Look at the clock and at 02:00 press Enter. Now look at the top list and notice the icon of the ship "Ghost" there, click on it. Then open the menu and select one of the boats to get to this ship on it. After his captain approaches, you have to tell him the password. It is worth noting that in the passage of the game Corsairs: To each his own, passwords are generated randomly, so you have to choose from the options offered.

I advise you not to put a period at the end of the sentence, because the password will not be accepted. You will now have the rum and you can return to the port of Le Francois. After disembarking, chat with several characters, and then move to the tavern to receive the promised reward.

call girl

Walking through the streets of the town, you will meet a man dressed in a light brown suit who calls himself Arthur Scalone. He will ask you to help him. You need to get into the brothel, find and chat with Aurora. Then take it off at night. He will also give you 6000 gold, of which you will have to pay a part for the services of a prostitute. By all means agree, and you will know one more name -
Lutiss.

Go to the brothel and find a pimp named Aurora there to place an order for Lutiss. Give her 2500 gold and find out that the girl will be free around 23:00, and you need to pick her up before 24:00. Continue the passage of the game Corsairs: To each his own and wait for the right time to head back to the brothel. Find Lutiss there and talk to her. Once outside, head towards the governor's estate, and then face them and go into the house on the right. Another landmark is the red roof. Sooner or later she will ask if you are still there. You should answer yes to this question and wait until she disappears through the door. This task will count. It is worth noting that you will need to return for the girl the next day, only around 23:00 - 24:00. So you can not wait for her appearance that same night.

Manuscripts of the Priest of Saint-Pierre

Face the governor's estate and find the church on the left side of it. Go there and chat with the priest who is busy reading prayers. Then, in the passage of the game Corsairs: To each his own, you will need to begin the next task, namely, to find and bring the manuscripts of Father Capsterville. It can be found on the island of St. Christopher. No need to wait long, hurry up to go there immediately.

warehouse worker

Approach the prison and look for a store near it. Go into it and chat with Francois Laroux, ask him about the work. However, he will want you to find Gralam Lavoie who works in the warehouse first. He will also say that you will not find him in the city. So hurry to get into the jungle and follow the path until you are near a fork. Move left and then turn right. I advise you to stick to the left side and go to the lair of the corsairs.

In this village, there is a shop on the right side, go into it and find Gralam Lavua there. He will be at the counter. After talking with him, you can return to St. Pierre and tell the seller that they found the person. He will pay you off and entrust the next task, which is to find another person named Francois Laroux. Continue the passage of the Corsairs: To each his own and return to the corsair lair and go to the tavern. Find its owner and ask him about the workers. Then pay him 1000 gold to tell you about them.

Wait an hour and go back to the innkeeper. By the way, you can take a break this time on the second floor of the store where Lavoie was found. When you arrive at the tavern at the right time, you will see three selected workers. Approach them and chat. It is worth noting that they will offer you a bribe for you to choose it. After choosing the most suitable one, wait until he leaves the tavern, and then follow him. Climb aboard the ship and head to Saint-Pierre. Find a vendor and return to the shop after an hour to receive the promised 5,000 gold.

stolen jewel

From the governor's residence, go to the fork and turn left. Before you will be the gate through which you need to go. This will take you to the jungle. When you reach the fork, turn left and continue on. After a while, you will see two foreigners hurrying to escape. You don't have to chase after them. Better pass to the right and approach the lifeless body.

Now in the passage of the game Corsairs: To each his own, you need to carefully examine it to find earrings. Take them and return to the city. Head to the merchant from the local shop and sell them for 4000 gold. But you can also not sell them, but go to the governor and show the find. He will say that these are his wife's jewelry, thank you for the find and give you a map of the archipelago.

Cannibals

Now you need to get to the Port Authority House. Once inside, you will see a certain Paul Géry, with whom you need to chat. It turns out that his comrade is going to go to war with the Indians, who settled in the jungle. He asks for help. You can continue the passage of the game Corsairs: To each his own and get out of the building, then turn left and meet Prosper Troubal near the gate. Approach him and chat. Then go through the gate and head into the jungle to fight the Indians. I advise you not to let them get close to Prosper.

Together with Prosper and head inside the cave. Start shooting the Indians one at a time, and then talk to Troubal again to find out that his daughter is alive. Explore the cave and find a stranger in the same place. This man's name is Dilbert Kursi. Be sure to chat with him and go outside to talk with Prosper again. Now go to the city to get a well-deserved reward for completing the task.

Burden of the Gascon. Continuation

So, you should have about 24,000 gold in your pocket right now. Head to the shipbuilder and pay him the debt for the ship. Now you have become the owners of the schooner. You can head to the tavern and talk to the innkeeper that you have intentions to assemble a team. He will tell you that there is a sailor behind him who is not serving yet. Approach him and talk. He will tell you that he agrees to serve you, and together with him 40 sailors will go for it. Only you will have to fork out for 8000 gold.

Continue the passage of Corsairs: To each his own and go to the store to buy food for the ship. Only then return to the sailor and tell him that you agree to his terms, as well as that all the necessary goods, including medicines, are already in stock. Now it remains to hire a navigator.

Approach the innkeeper again and ask him about it. But he cannot advise anything, so go outside and approach the man who will have a dark beard and hair. Also on his head is a bandana and a sword in his hands. Meet him and find out that his name is Appolinaire. Tell us that you are looking for a navigator and he will help you by talking about a person who is now behind bars. Head to the prison you were in and approach the commandant. As soon as you talk to him and ask about Volk, he will direct you to the moneylender. Find it in the bank opposite the prison. Talk to him and find out that the prisoner owes him 10,000 gold. But you don't have them, ask him if there's anything he needs to do. He will agree and give you a new task.

Engineer from Spain

Now in the passage of the game Corsairs: To each his own you have to win back this engineer's friend from the corsairs. You need to go to Le Marin bay. Then go into one of the buildings to take a break. After a good night's sleep, head for the jungle and go deep into them. After a while you will find yourself near the water, where the pirates are holding the Spanish engineer captive. Approach them and chat.

After you cut the throats of two corsairs, you will need to engage in a fight with an engineer who will not immediately believe that you are positively disposed towards him. Try not to cause him much damage, and after you defeat him, chat. Remember that in the city you should not appear closer to the night. Because there are guards at the gate. So hurry to the tavern and rent a room for a day. As soon as 00:40 ticks on the clock, head from St. Pierre. I advise you to avoid meeting with officers who are walking around the streets of the city at this time. After you get to the moneylender, talk to him and make Folke write a receipt.