Pirate saga. Passage of "Corsairs: To each his own." Pirate saga Corsairs to each his own how to wear a diving suit

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 clue.

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 a 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 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. Main character 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.

Approach Eddie and ask him about Nathan Hawke. However, he does not know him, but assumes that he is with the narwhals. You can return to the Fury ship. Approach the door through which you can get to the street and go through. So you will go to the stern. Find the stairs, climbing which you will get to the observation deck. It is here that the Shark walks in the evenings.

You can return to the ship and go to the far part of it. Look to the right and find a ladder that will take you to the next ship. Go through it and climb onto the "Eva". Turn left and go through the archway. Once in the bow, approach the bridge that you need to cross to get to another ship. Once in place, find the sign of the store and go there.

Continue the passage of the game Corsairs: To each his own and go to the White Boy. After you talk to him, head to the vendor and discuss the issue of long-range weapons. But he will tell that the hunter Adolphe Barbier has already addressed him with the same question. He tried to sell his machine gun with a scope, but he couldn’t master this weapon, so he didn’t buy it. Find out from the seller where you can find a hunter and go to meet him. Finally, don't forget to chat with the White Boy, who will immediately ask you for a white bead.

Approach the merchant and ask about her to find out that the guy means large pearls. In order to get it, you need to kill a huge crab and remove this bead from it. After you give it to the guy, ask about everything. He will tell you about how to knock on the door of the hold in which Nathan is sitting. It turns out that he is still alive, but very bad, and it was he who saved Ole. It can be found on the ship "Fernando", standing on the roadstead far from the coast of this city. To get there, you can swim on the water. And to get the sculpture, you need to be able to move along the bottom, like Henrik. This guy is an old friend of Ole, who can teach you this.

Now in the passage of the game Corsairs: To each his own, you need to get to the ship "Carolina", on which Giuseppe Fazio, the island's diplomat, who knows the access passwords to two warring clans, sat down. In order to get there, you need to reach the bridge, near the ship of Admiral Shark, and go through it. Once there, chat with Giuseppe and ask about the passwords. But just like that, he will not tell them, you need to pay 50 doubloons.

Return to the previous ship and head right, past the narwhal ships. After a while you will see the ship "Fernando", which has already gone far. I advise you to go around it on the left side and climb aboard. Approach the door and knock on it. After chatting with Nathan, he will offer to tell the story of the original part of the game. If you haven't gone through it yet, be sure to do so.

Since you have two more unused potions, but you should not give them to Nathan for now, in order to secure yourself a little. Continue the passage of the game Corsairs: To each his own and go around the Shark's ship on the left side, go to the board on which you can get over to the ship, and do it. Then go to the tavern.

In order to get into it, you need to move to the "Santa Florentina" and find a guard who allows people to enter the ships belonging to the rivados. They all name passwords. If you do not have it, then turn left and find another passage to other ships. Go there and move to the next Fleuron ship. This is where the entertainment center is located.

Once inside the tavern, find the owner and ask him about Mary and Cyclops. It turns out that Mary is the wife of the deceased Alan, who wants to take revenge on the Shark for the death of her husband. And Cyclops is a man who can't stand corsairs. When you ask about Barbier, you will find out that he has not been seen here for several days. The last time he went to the tavern was with his friend Giuseppe Fazio.

After listening to everything, go to the Carolina and find Fazio there, sleeping peacefully in his cabin. Talk to him and find out that Barbier paid him off and took his fitting, which was pawned. You will also learn that Barbier bought one of the cabins, which is located on the Santa Florentina. It will also become known that this character is often in the city, and comes home only in the evening. So it would not be surprising if Adolf was instructed to eliminate the Shark.

Continue through Corsairs: To each his own, and wait for the evening to visit Adolf. Before that, you can go to the tavern so that time has flown by unnoticed. Then head to the "Santa Florentina" and go through the doors in the bow. Find Adolf and chat with him. It is worth noting that you will have to eliminate it now, and then examine the corpse to find the message. Read it and find out that Adolf had an accomplice.

Try to hide the body as quickly as possible and go to Adolf's cabin to see his accomplice. After a while, Marcello Cyclops and Mary will appear. Come out of hiding and chat with them, and then destroy them. After examining the bodies, find a message written by Chad on Mary. You can go to the tavern and stay there until dawn, then to approach the Shark. Tell him everything to get a reward of 500 doubloons and the location of the island, with which you can easily find the admiral by returning to the ship for him.

Now in the passage of the game Corsairs: To each his own, you should go to Fazio, who boarded the Carolina to buy from him for 50 doubloons the password to the ships under the tutelage of narwhals. In order to read the password later, just open the magazine. Then you can go to the ship where there is a store in order to go through it to the narwhal ship. After you write down the password, go through the door that is farthest away.

So, you will find yourself near the door, which should lead to the city, but after passing through it, you will find yourself on the bow of the ship. Find another door leading to the cabin and go through. When you see Henrika, talk to him so that you can repair the diving suit. However, first you need to find 10 pieces of an unknown metal.

It can be found in chests that are found on ships controlled by rivados. However, they are all closed. So in the further passage of the Corsairs: To each his own, you need to use the services of the White Boy, who will help open them. Simply because he has the keys, which he will gladly give out for 5 large pearls. In order to get them, find an Indian on the ship who sells them.

After meeting with him, start a conversation and ask how he got here. Only after this question will the choice of goods that he trades appear in the menu. If there are not enough pearls, then just wait for the next day and go back to the Indian, who will already have an updated list of goods. After collecting all the pearls, give them to Olya, who can be found in the store.

Having received all the master keys, head to the ship where Chimiset was rescued. Get down to the cells and go to the door that is the smallest in size. As soon as you get close to it, the passage will immediately be free. Go through and find a skeleton chained to the wall there. There will also be a chest next to it. Open it and take the contents, including the key.

You can walk around the ships of the rivados and the admiral, open the chests and find the required number of pieces of metal in them. Don't forget that you need to collect at least 11 pieces of platinum. It is worth noting that in the passage of this task in the game Corsairs: To Each His Own, you can find several pieces of metal in the broken part of the ship on which Nathan Hawk is located. After you find the three parts, head to the Velasco ship. First, go through the ship, which was in the tavern. Come out to the deck above and find the doors. You need to go to the one that is located to the left of the wooden board on which they moved here. After going through this door, you will find a chest. Open it up and take the change but precious metal will not appear in it.

But you should not leave this room, because behind the boxes on the left is the second chest, in which 5 pieces of platinum are hidden. For the last three, you can go to the ship of Admiral Shark. You need to get to the door, which is located on the tier where the admiral himself sits. Go to the other side and find a chest there. Open it and take out three pieces of platinum. Continue the passage of the game Corsairs: To each his own and go to Henrik to give back the extracted good. Then he will tell you to come back in a few days.

After waiting a certain time, after sitting in the tavern, go to Henrik again. After the conversation takes place, it turns out that he did not have enough metal, so you need to get 4 more pieces. Hurry up to get on board the ship "Tartarus" and go to the cage in which Chimiset was imprisoned. Find a door near it, as soon as you approach it, the passage will open. Climbing into the room, you will see another skeleton, next to which there is a chest. Get the key that Ole gave you from inventory and open the door for them.

After opening the chest, take away the platinum and a decent amount of doubloons from there. Return to Henrik and hand over the found things. He will ask for a little time, agree. After you wait a certain time period, return to the mechanic and chat with him. Now he will give you instructions. After reading it, you will find out that there is enough air for four hundred seconds, and that only one dive is allowed per day. Also before loading it is necessary to give him a suit for refueling with oxygen.

Immersion

Get out on the ship "Phoenix" and go to the cabin. Seeing the suit, you need to get closer to him and wait a bit. Then open your inventory and notice that it has appeared there. You can leave the room and go to the hole in the deck, near which lies the rope. It is with its help that you can go down and up. Continue the passage of the game Corsairs: To each his own and open inventory, click on the spacesuit to put it on.

You can go to the cable. If everything is done correctly, then dive under the water. Immediately find the right vessel and on the right side of it is a chest in which many valuables are hidden. It can be opened with the key found earlier. Swim to the ship wreck to find a sculpture there. But it is guarded by giant crabs.

In order to take them out of there, you need to get close, and then return to the rope. Crabs will follow you, you just need to constantly control them. After you take them to a decent distance, run to the ship. So you get away from the giant crabs. Get close to the statue, but you will see that it is not functioning yet. Remember the words of Ole, who said that the sculpture is inactive from 8 to 10 in the morning. There is nothing to do, you need to return to the mechanic.

Now in the passage of the game Corsairs: To each his own you need to give a spacesuit and head to the tavern to pass the time in it until the morning. Then go back to Henrik and take the suit. Once you put it on, dive in. Run towards the sculpture, which is currently active. Click on it to move to the village.

When you notice the Indians, follow them to the sculpture. Click on it again to get to the stone statue from which this journey started. After meeting Dani, chat with him and meet with Snake Eyes. After talking with him, you will receive a request to return his tambourine. It can be found in one of the chests on the Isle of Justice. Return to the ship and head for Blueveld.

When you meet Jan Swenson, chat and purchase a ship from the shipyard. If you do not want to spend money, then just buy it from the corsairs. I advise you to be careful in the buying process. So allocate a slot for a ship first, and then make a purchase, because otherwise you will be replacing the old ship with a new one. Continue through Corsairs: To each his own and head to the port authority to leave your frigate there for parking.

Then open the map and swim towards the Isle of Justice. Having landed on the shore, you will meet Ole, who needs to be taken into the team. Then go up to Admiral Shark and talk to him. Try to convince him to board the ship. Then find Fazio, from whom you need to find out the password for the narwhals. Go to Henrik, using the received password to return the diving suit to him. He will thank you and give you a set of tools. He will also say that you can certain fee use spacesuit.

Head to the Fernando ship and find Nathan on it. A video will start, watch it and go to the ship "Eva". Go down to the floor of the flooded hold and look for a chest there, in which the shaman's tambourine is hidden. Everything, now you can safely hit the road. Having reached your destination, go to the admiral's ship and go down to the water. Look around and find an active point. It can be recognized by the icon resembling an anchor. So you can get on your ship.

Continue the passage of the game Corsairs: To each his own and head for Amatica, disembark and go to the shaman to hand him the found tambourine. He will reward you with a revolver loaded with three bullets. But he won't tell you how to make them. So you'll have to figure it out for yourself. He will note only one thing, that on the Isle of Justice you can find a special device with which you can create bullets. It is in one of the chests of the ships. Then give the Indian his pipe and talk about Nathan. He will promise you that he will heal the white captain within a month.

Get out and get to your ship, open the map and swim to Jan Swenson. After the admiral says that he is going in his direction, join. Chat with Jan about trying to get Barbazon to vote for the Shark.

So, go from Henrik's cabin down the stairs and exit to the stern of San Gabriel. Transfer to the Phoenix ship, enter the cabin and get close to the diving suit. An inscription will appear that the diving suit is in your inventory. Exit the cabin, ahead you will see a hole in the deck and a rope. On it you can go down and up. Open your inventory and put on the suit. Now approach the rope. If the suit is on and you approached from the back of the Phoenix, then you will automatically dive under the water. Under the water ahead you will see the right vessel. To the right of it there is a chest - it contains various valuables. The chest is opened with an old key found in the chest of the hold of Tartarus, next to the hanging skeleton. And in the break of the ship is a statue. To lure the crabs out of there, approach them, then walk back to the rope, looking around so that the crabs do not lag behind (you will need to stop periodically). Further, when you, along with the crabs, move a sufficient distance, go to the ship, already without stopping. The crabs will fall behind you, and you will be able to approach the statue. As it turns out, the statue does not work. If you remember, Ole said that the statue comes to life from 8 am to 10 am. But since you came to the mechanic at 10, then the statue is already deactivated.

Go back upstairs with the help of the same rope, go to the mechanic and pass the suit to him through the dialogue menu. Go to the tavern and spend the night until morning. Return to Henrik, ask if the suit is ready for diving. Go back to Phoenix, go to the cabin for the suit, and then go back to the deck. Put on your suit, wait until 8 am and go underwater. Approach the statue, it is already glowing. Press the T key (eng).



You will find yourself in an unknown village. Follow the Indians to the statue. When it comes to life, independently approach the statue and press the T key. You will be taken to the statue, from where your path began. Talk to Danny. Go to the village and chat with Snake Eyes. He will ask you to return the shaman's tambourine, which lies in one of the chests on the Isle of Justice. Go back to the ship and swim to Blueveld.

Talk to Ian Swenson, buy a tier 4 ship from the shipyard or capture it from the pirates (I did the latter). When buying, be careful! You need to allocate an empty slot for the ship and only then buy, otherwise you will buy a ship instead of the one you have. I don’t want to exchange a frigate for a brig, you must agree! Park your large ship at the Port Authority. It's easy to do - choose the appropriate phrase in a conversation with a Port Authority officer.

Now swim to the upper left corner of the map. Open your inventory and click on the Justice Island location given by Dodson's Shark. It has coordinates on it. If you suddenly do not have a device that measures longitude, then you do not have to suffer in search of a chronometer or hourglass. Just swim to the top left corner and find the appropriate width. When you put it on (+/- 5 minutes), you will only need to swim to the left or right. From the left limit of the map, swim one big line and go out into the sea (the line of the map limit - in addition to the lines there are still dots), I think you will understand what I mean). Going out to sea, you will find yourself near the reefs. Just click on the command to moor.

The White Boy will meet you. Take him on board. Climb up to Shark Dodson. Talk to him. In his place will sit Dexter, his XO. The shark will stand near the table. Talk to him again and tell him to go to the ship. Next, follow Fazio and find out the password for the narwhals. Follow the password to Henrik and give him the suit. For this you will receive a set of tools. For a deposit of half a million pesos, Dexter will allow you to use his suit whenever you like, under the same rules.

Swim to Fernando's ship and approach Nathan. Watch the scene. Nathan and Danny will find their own way to the ship. Follow now to the Eve ship, at the very bottom, in the half-flooded hold, find the chest and take out the shaman's tambourine from it.

You are ready to sail from the island. Go to the admiral's ship, go down the plank to the left of the bridge to the ship resting against the admiral's ship. Go down to the water, and find the active point where the "anchor" icon will appear. Follow it to your ship. Swim to Amatica Bay, go to the shaman and first of all give him his tambourine. As a reward, you will receive an excellent revolver. It only had three bullets left. How to do them, you need to figure it out yourself. But the shaman will say that there is a device on the Isle of Justice designed to create bullets. It lies in one of the chests of neutral ships, on Santa Florentina. Next, the shaman will ask you to return his smoking pipe to him. Talk to the shaman about the white captain (about Nathan). The shaman promises to cure him in a month.

Swim to Jan Swenson, Shark will come ashore and report that he is heading to Jan. Go there too. Talk to Jan, it's time to convince Baron Barbazon to vote for the Shark.