Corsairs to each his own tambourine and the pipe of the shaman. Passage of the Corsairs: To each his own. Immersion. Where to rent warehouse space

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

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

  • The mystical macroquest will take at least 6 game hours;
  • The newest unique military galleon - class 1 ship;
  • New unique melee weapon - katana;
  • New unique firearm - double-shot pistol;
  • New unique armor- Lamport costume.

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

Attention! This quest is available only if you purchase DLC in the Steam store!

Quest conditions: Dutch Gambit must be successfully completed. If you completed the "Dutch Gambit" for the GVIK or the Secret Organization, then you need to sell the skull to the Portuguese. Time should have passed - approximately 4 months after the completion of the Gambit. Game version - 1.1.3 and higher. Otherwise, you may experience all sorts of glitches.

Reward: Flying Heart military galleon, double-shot pistol, Lamport costume, shaman's potion, katana.

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

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

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


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

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

When you get something useful, go to Dominica. Find a Caribbean village deep in the jungle. In one house you will find a shaman, talk to him. When he finds out his amulet, then get to find the other two. Passage of Corsairs: To each his own - Kaleuche continues.

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

In the cabin of the captain "Kaleuche"


Don't try to pound the undead captain. He doesn't care about anything! After a while, he will stop and start a conversation. The captain will say that he and the crew are immortal. He attacked because he needs a strange amulet that you own.

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

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

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

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

Passage of the Corsairs: To each his own - Kaleuche. Return to the lighthouse keeper, who told about the amulet. Ask him about the other two amulets. Rather, who can own them.

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

Barbados

At the dock, you need to ask about Jack-Jackson. When asked what his shebek is called, answer that "Harpy". You will be told that this captain is now in the service of the Dutch West India Company... There you have to look for him. Go to Curacao. At the GVIK office of the merchant licensing office, you will find out that your Jackson has regular flights between Port Royal and Phillipsburg. Find the necessary ship on this route, send the boat to the shebek.

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


Belize

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

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

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

To pass the Corsairs: To each his own - Kaleuche, you must agree and help them. At the next dialogue, you will receive another invitation to the case. It will take place in three days. You will also learn that the gang is located nearby in a cave. The next day, also at midnight, go to the cave, there will be a cache. Find the amulet, Lamport costume and other rubbish. Two bandits will find you. We'll have to kill them and go to the shaman, escaping along the way from the "Kaleuche".

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

Jade Skull

So, you need through Yum Simil. He is currently with Joaquim Merriman. Blow into Willemstad. There the Portuguese rented a room. Don't rush anywhere on the pier. A monk will run up to you and say that Merriman is missing. The owner of the house in which he rented a house also disappeared. Plus, strange things happen at night. However, the soldiers did not find anything.

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

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

Blow into the jungle. In the location in front of the cave, talk to the musketeer. He will let you through. With the further passage of the Corsairs: To each his own - Kaleuche must kill all the skeletons both at the entrance and in the cave itself. As soon as the last cave skeleton falls to the floor, smoke begins to pour from its corner. This is where the Chavinawi comes in. Those who follow Richard Gambit immediately recognize the creature. Kill him, return to the monk. He will express gratitude. This is all great, but you never found Merriman. By the way, he is somewhere nearby!

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

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


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

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

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


Hint: the leader will start bombarding you with questions. The answers to them were in the story of the shaman, who had to listen carefully! If the answers are wrong, even one of them, then the leader will attack you. If you make no mistakes, you will get the skin of a leopard warrior.


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


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

Do you think that the passage of Corsairs: To each his own - Kaleuche completed? It was not so! You need to return to the shaman, give him the amulets. You will receive a task to deliver 15 mangaros. From these he will prepare a potion for you. You can bring everything to him at once. You can, as you find it, by fives. As a result, you will receive three potions: a stamina potion, a reaction potion, and a potion of your choice. As soon as you receive the potions, say goodbye to the shaman, who will go to comprehend the wisdom of his ancestors.

Go to 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 ship Fury. Approach the door through which you can get to the street and go through. This will take you to the stern. Find the stairs, climbing on which you will get to the observation deck. It is here that the Shark strolls 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 you can use to get to a nearby ship. Walk along it and climb aboard the Eve. Turn left and go through the arch. Once in the bow, approach the bridge you need to cross to get to another ship. Once on the spot, find the store sign and go there.

Continue the passage of the game Corsairs: To each his own and approach the White Boy. After talking with him, head to the seller and discuss the issue of ranged 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 sight, but he could not master this weapon, so he did not buy it. Find out from the seller where you can find the hunter and go to meet him. Do not forget to finally chat with the White Boy, who immediately asks you for a white bead.

Go to 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 giving it to your boyfriend, ask about everything. He will tell you 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. He can be found on the ship "Fernando", standing in the roadstead far from the shores of this city. To get there, you can swim on the water. And to get a sculpture, you need to be able to navigate the bottom, like Henrik. This guy is Ole's old friend 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 sat Giuseppe Fazio, the island's diplomat, who knows the passwords for access to two warring clans. In order to get there, you need to reach the bridge, near the ship of Admiral Akula, and walk along it. Once there, chat with Giuseppe and ask about passwords. But he won't tell them just like that, you have 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. Go to 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 have not passed it yet, then be sure to do it.

Since you have two more unused potions, you shouldn't give them to Nathan just to be on the safe side. Continue the passage of the game Corsairs: To each his own and go around the Shark ship on the left side, go to the board, along which you can get 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 lets people into the ships belonging to rivados. They all name passwords. If you do not have one, then turn left and find another passage to other ships. Go there and move to the next ship "Fleuron". It is here that the entertainment establishment 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 Shark for the death of her husband. And Cyclops is a man who cannot bear corsairs. When you ask about Barbier, you will find out that he has not been seen here for several days. IN last time he visited the tavern with his friend Giuseppe Fazio.

After listening to everything, go to the "Carolina" and find there Fazio, peacefully sleeping in his cabin. Talk to him and find out that Barbier settled with him and took his choke, which was laid. You will also learn that Barbier bought one of the cabins located on the Santa Florentina. It will also become known that this character often visits the city, and comes home only in the evening. So it would not be surprising if Adolf was tasked with eliminating Shark.

Continue the passage of the Corsairs: To each his own and wait for the evening to visit Adolf. You can go to the tavern before that, so that the time flies by. 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 him 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. Get out of the hiding place and talk to them, and then destroy. After examining the bodies, find a message on Mary written by Chad. You can go to the tavern and stay there until dawn, then go to the Shark. Tell him about everything in order to receive a reward of 500 doubloons and an island location, with which you can easily find the admiral, returning for him on the ship.

Now in the passage of the game Corsairs: Each of you should go to Fazio, who boarded the Carolina, in order to purchase a password to ships under the tutelage of narwhals from him for 50 doubloons. In order to read the password later, you just need to open the log. 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.

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 the next door leading to the cabin and go through. When you see Henrika, talk to make it possible to repair the diving suit. However, you first need to find 10 pieces of an unknown metal.

It can be found in chests on ships under the rule of 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. Just because he has keys that he will happily give out for 5 large pearls. In order to get them, find an Indian who sells them on the ship.

After meeting with him, start a conversation and ask how he got here. Only after this question in the menu will appear the choice of goods that he trades. If there are not enough pearls, then just wait 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 Ola, who can be found in the store.

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

You can walk on the ships of rivados and the admiral, open the chests and find in them required amount pieces of metal. 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: Each of you can find a few pieces of metal in the broken part of the ship on which Nathan Hawke is located. After you find the three pieces, head to the Velasco ship. First, go through the ship that you've been to the tavern. Exit to the deck above and find the doors. You need to go to the one to the left of the wooden board, along which we got here. After going through this door, you will find a chest. Open it up and take the little things, but precious metal will not be in it.

But do not leave this room, because behind the boxes on the left there is a second chest, in which 5 pieces of platinum are hidden. For the last three, you can go to Admiral Shark's ship. You need to get to the door, which is located on the tier, where the admiral himself is sitting. 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 the booty they got. Then he will tell you to come back in a few days.

After waiting for 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 he needs to get 4 more pieces. Hurry up to be aboard 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 your inventory and open the door for them.

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

Immersion

Get on the ship "Phoenix" and go to the cabin. Having seen the suit, you need to get closer to it and wait a little. Then open the inventory and notice that it appeared there. You can leave the room and go to the hole in the deck, where the rope lies. 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 the inventory, click on the spacesuit to put on it.

You can go to the cable. If done correctly, then dive into the water. Immediately find the desired vessel and on the right side of it a chest, which contains many valuables. It can be opened with the key found earlier. Swim to the ship's rift to find a sculpture there. But it is guarded by gigantic crabs.

In order to take them away from 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 have taken them a decent distance, run to the ship. This will get you 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. Nothing to do, you need to go back to the mechanic.

Now in the passage of the game Corsairs: To each your own you need to give a spacesuit and head to the tavern to while away the time until morning. Then go back to Henrik and take the spacesuit. Having put on it, immerse yourself. Run towards the sculpture, which is now active. Click on it to move to the village.

When you spot the Indians, follow them to the sculpture. Click on it again to get to the stone statue from which this journey began. After meeting Dani, chat with him and meet with the Serpent's Eye. 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 Bluveld.

When you meet Ian Swenson, chat and purchase a ship from the shipyard. If you don't want to spend money, then just get it from the corsairs. I advise you to be careful during the buying process. So first allocate a slot for the ship, and then make the purchase, because otherwise you will be replacing the old ship with a new one. Continue the passage of the Corsairs: To each his own and head to the port office to park your frigate there.

Then open the map and sail towards the Island 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 of the narwhals. Go to Henrik using the password you received 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 use a spacesuit for a certain fee.

Head to the ship "Fernando" and find Nathan on it. The video will start, watch it and go to the ship "Eva". Go down into the floor of the flooded hold and find the chest in which the shaman's tambourine is hidden. Everything, now you can safely hit the road. After reaching your destination, go to the admiral's ship and go down to the water. Look around and find hotspot... It can be recognized by its anchor-like icon. This way 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 give him the tambourine found. He will reward you with a revolver loaded with three bullets. But he won't tell you how to do them. So you 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 located in one of the ship's chests. Then give the Indian his pipe and chat 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 sail to Ian Swenson. After the admiral says that he is going in his direction, join. Chat with Ian about trying to persuade Barbazon to vote for Shark.

So, go down the stairs from Henrik's cabin and exit to the stern of San Gabriel. Go to the Phoenix ship, enter the cabin and come close to the diving suit. An inscription will appear that you have a diving suit in your inventory. Exit the cabin, in front you will see a hole in the deck and a rope. On it you can go down and go up. Open inventory and put on the spacesuit. Now go to the rope. If the spacesuit is on and you approached from the back of the Phoenix, then you will automatically dive into the water. Under the water in front of you you will see the desired vessel. There is a chest to the right of it - there are various values ​​in it. The chest is opened with an old key found in the Tartarus hold chest, next to the hanging skeleton. And in the crack of the ship is a statue. To lure the crabs out of there, approach them, then go 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 leave you alone, and you can approach the statue. As it turns out, the statue is not working. If you remember, Ole said that the statue comes to life from 8 am to 10 am. But since you come to the mechanic at 10, the statue is already deactivated.

Return upstairs with the help of that very rope, go to the mechanic and through the dialogue menu, transfer the spacesuit to that one. Go to the tavern and spend the night until the morning. Return to Henrik, ask if the suit is ready for diving. Go back to Phoenix, go to the cabin for a suit, and then go back to the deck. Put on your suit, wait for 8 am and go down under the water. Approach the statue, it is already glowing. Press the T key.



You will find yourself in an unknown village. Follow the Indians to the statue. When she comes to life, independently approach the statue and press the T key. You will get to the statue, from where your path began. Talk to Danny. Go to the village and chat with the Serpent's Eye. He will ask you to return the shaman's tambourine, which lies in one of the chests on the Island of Justice. Go back to the ship and sail to Bluveld.

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

Now swim to the upper left corner of the map. Open your inventory and click on the Justice Isle pilot received from Dodson's Shark. It contains coordinates. If you suddenly do not have a device that measures longitude, then there is no need to torment yourself in search of a chronometer or hourglass. Just swim to the upper left corner, 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 large line and go out to sea (the line of the map limit - in addition to the lines, there are still dots), I think you will understand what this is about). Going out to sea, you will find yourself near the reefs. Just click on the command to dock.

You will be greeted by the White Boy. Take him aboard. Climb up to Shark Dodson. Talk to him. In his place will be Dexter, his first mate. The shark will stand by the table. Talk to him again and tell him to go to the ship. Then follow to Fazio and find out the password of the narwhals. Pass the password to Henrik and give him the spacesuit. For this you will receive a set of tools. For a half-million peso bail, Dexter will let you use his spacesuit whenever you like, following the same rules.

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

You are ready to sail off the island. Go to the admiral's ship, go down the board to the left of the bridge onto the ship resting on 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 Amatike Bay, go to the shaman and first of all give him his tambourine. You will receive an excellent revolver as a reward. There are only three bullets left in it. How to do them, you need to figure it out yourself. But the shaman will say that on the Isle of Justice there is a device 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. Talk to the shaman about the white captain (about Nathan). The shaman promises to cure him in a month.

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

Passage of the Corsairs To each his own. Justice Island Part 03
From the magazine: I found the statue of Kukulkan in the rift of the ship, but, as expected, it turned out to be inactive. Now you need to find out when it becomes active. And then it will be possible to leave the Island of Justice.
We go to the bark “Saint Gabrielle” to the Mechanic, give back the diving suit, find out in the dialogue. If I want to know more about the second statue of Kukulkan, namely the time of its activation, then I should find a certain Antonio Betancourt. He dwells on the Pluto flute and is located in front of the San Augustin residence. From a conversation with Antonio Betancourt, I managed to learn that the statue of Kukulkan, which was on the sunken galleon, became active not at midnight, but in the morning. Antonio didn't give the exact time, but that's enough for me - at least I won't have to go under the water at night, And the morning ... it's not that big, right? Morning between 8:00 and 10:00. You should have 2 potions left, now you have one potion left. An underwater statue threw me off the Island
From the magazine: Justice straight to the Caribbean Indian village. Thank God, thanks to the fact that I was wearing a spacesuit, they mistook me for "the spirit of a great warrior" and did not attack. But they decided to sacrifice ... who do you think? Of course - Kukupkanu! Another tepeportation statue is located in the jungle near the village. Judging by the confused and florid words of the leader, the idol is activated in the late afternoon. We'll have to wait, and then go through the portal again, away from the bloodthirsty Redskins.
Your health should be at least good, as soon as you find yourself in the village immediately drink the Comanche potion. You will find yourself in an unknown village. Follow the Indians to the statue. When she comes to life, go to the statue yourself and press the T key.
From the magazine: The idol really "came to life" in the afternoon, towards evening, Well, I have no other choice - I sacrifice myself to Kukulkan for the third time ... Where will he now throw me out? You will be taken to the statue, from where your path began. Finally, my tepeportation marathon is over. Kukulkan vomited me back to where I started my journey.
It turns out that the statues teleport in a circle. Danielle met me - she was expecting me from the very moment of parting. I told her about Nathaniel. Now I move to my ship, then to Blueweld, to Svenson, equip the expedition and forward to the Isle of Justice! Forward? Go back? .. Talk to Danny. Go to the village and chat with the Serpent's Eye. He will ask you to return the shaman's tambourine, which lies in one of the chests on the Island of Justice. Go back to the ship and sail to Bluveld. Next, go to the quest Return of the Baron. We did everything, bought a class 4 ship, got a working chronometer, pumped the ship (silk sails, speed, hold, heading angle, etc.). You need to get to the point with coordinates 24gr 24 min north latitude. and 84 g 50 min W, and then according to the instructions contained in the pilot. We go into sailing mode, I was attacked by pirates, you can see it in the video, then we swim up to the stones, and as soon as you see the sign that you can dock. If you suddenly do not have a device that measures longitude, then there is no need to bother looking for a chronometer or hourglass. Just swim to the upper left corner, 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 large line and go out to sea (the line of the map limit - in addition to the lines, there are still dots), I think you will understand what this is about). Going out to sea, you will find yourself near the reefs. Just click on the command to dock.
From the magazine: So I returned to the Island. Now you need to take Daniel to Nathaniel on Fernanda and, of course, pay a visit to the "Admiral" of the Island. Oh, and don't forget to return the suit to Henrik Wedeker.
From the magazine: Henrik Wedecker was very pleased that the suit was returned to him and gave me an excellent set of locksmith tools. However, in the future, if I want to use the spacesuit, I will need to leave a deposit of five hundred thousand pesos. Well, I can quite understand the Mechanic and do not resent him for this condition.
In the future, you need to use a spacesuit, in one of the chests under water there is a talisman "Rat God", taken by the ship's captain or treasurer, saves all goods on the ship from damage. Rats, dogs and impressionable children flee from this mask like fire. I didn’t find anything of value at the bottom, gold, diamonds, doubloons, stones, ingots, I think you have all this, but if not, then appear. If you wish, you can change the “Rat God” charm in the tavern of the Isle of Justice near Sancho Carpentero for the Milanese carapace, increases charisma by 10, reduces stealth by 20, by 1 stamina, and reduces any damage received by 30%.
From the magazine: The appearance of Daniel made the most favorable effect on Nathaniel - he even seemed a little younger. Daniel will take my husband to my ship and then we will take Nathan to Miskito village to Snake Eye for treatment. Daniel and Nathaniel ... They carried their love through so many years! I can only envy them kindly.
Search all the boxes on the Island of Justice, you must find a device for making bullets, primers, bullets, you should do this so that you do not return to the island a second time. Sail to the shaman in Amatike Bay, provided that you have found a smoking pipe and a shaman's tambourine on the Isle of Justice. Search all chests thoroughly. I found the shaman's tambourine on the Eva galleon, in the hold. In general, I found a lot of interesting things.
Passage of the Corsairs To each his own. Justice Island Password
Passwords are changed on certain days of each month, weekly - on the seventh, fourteenth, twenty-first and twenty-eighth numbers. Passwords can be obtained from Giuseppe Fazio in the Carolina for 50 doubloons.
The known password of the narwhals is “neptune”, “limeno”, “alakantara”, “pandora”, “imperial”.
The known password of rivados is "bucentaure", "rotterdam", "barford",
Passage of the Corsairs To each his own. Mangarossa
From the magazine: Today I came across a very unusual plant. Tall, with split leaves, it gives off a pleasant intoxicating smell. I have never seen anything like this in the Caribbean. It seems to me that it can be used somehow, so I took its stem with leaves and an inflorescence. But who should I ask about him? You need to ask in cities and settlements from vendors of healing potions.

From the magazine: This plant, it turns out, is called "Mangarosa", and, according to the words of the trader, there is a demand for it among gypsies and Indians. Next, you should talk to the gypsy, also in cities and towns. From the magazine: Gypsies use mangarosa to prepare some kind of additive to tobacco, but my interlocutor did not share this secret. But she told me about a healer named Amelia, who knows the secrets of making potions from mangarosa. She lives in a dune house somewhere in the southwest of Maine. We go to the Chiriqui lagoon, it is located below the Blueweld settlement, the lagoon belongs to Porto Bello. Amelia will teach you how to make mangarosa potions.

It is believed that this game is one of the most difficult in the series. Even the level of "Young" requires a fair amount of skill and super-frequent saves from the player. Difficulties begin from the very first minutes. They are often purely financial in nature. And it all starts with the fact that the main character, Charles de Maure, comes to Martinique, to the town of Saint-Pierre, in order to find his brother. This can be done in two ways. The first way involves asking the governor for help. The ruler of the island will refuse to talk with de Maure and will instead give him into custody, where he will languish until the visit of the governors general of the French colonies in the Caribbean archipelago Philippe de Poissy. We draw your attention to the fact that after the arrest of de Moore, all money and valuables will be confiscated, therefore, in order not to stay aground, everything must be well hidden. For example, in the oven in the Le François settlement.

The second option for passing the mission involves contacting the Abbot Benoit in the church, who will help de Maure find a companion who will take him to his brother. With a companion or after being arrested, it is necessary to walk alone to the underground base of the Order of Malta. It is here that the brother of our hero Michel will be located, who will talk about his troubles and ask him to return a million pesos to de Poinsy. To do this, he will first have to visit Guadeloupe and find there a man named Fry, who will loan our character with money. Lugger is already waiting for de Moore at the shipyard, so all that remains for him is to recruit a team and set sail.

Arriving at the harbor, de Maur learns that he needs to pay another 17,000 pesos to rent a boat. To earn this money, go through a few of the quests that come up. If you chose the first option for the passage of "Corsairs: To Each His Own", contact the Governor of the Maltese. He will help equip your character for the trip. Nida, we give a list of quests that will help raise money for the ship.

Quest "In short supply". The task is to bring a bottle of European wine to the guard in the port. Wine can be bought at any stall for 700 pesos. You can resell it to the guard for 1000 pesos. You can also hand over this careless guard to the head of the fort, after which the quest will automatically close.

Quest "The Stolen Jewel". The task is to sell the found jewelry. To do this, leave the city and turn left, find the corpse and search it. Find beautiful earrings and take them to the shopkeeper, governor, or loan shark. Each of them will offer their own price.

Quest "Warehouse worker". The task is to find the missing employee of the store owner. The search for Gralam Lavoie should be in Le François. After he refuses to return to the store, talk to the owner again and get a new task - to find and hire an employee to replace Lavoie. You should also look for him in Le François. As an assistant, a bartender can be hired, who promises to convene candidates for a review and asks for 1000 pesos. Depending on what kind of employee you find, your reward can be 3,000, 4,000 or 5,000 pesos.

Quest "Rum for the bartender". You can get this quest from the innkeeper. He will ask you to smuggle him elite rum from Jamaica. Be sure to write down the password that the tavern owner will give you, as it does not appear in the quest log. To complete this task, you need to find the "Ghost" lugger in the Lamentin beach area, talk to a member of its crew, say the password and wait for the rum to be shipped to your launch.

Quest "Call Girl". The task is to bring a call girl Lutiss to a stranger who will meet you on the street. The reward for completing the mission is 6,000 pesos. To complete it, you need to go to a brothel and talk to its owner. She will ask you why you need Lutiss. Depending on what you answer, calling a girl will cost you 2500 - 3000 pesos.

Quest "Cannibals". It is fashionable to take this task from the head of the port department. To fulfill it, it is necessary to save the daughter of a certain Prosper Trubala from the Indians who kidnapped her. To complete this mission, you will need to follow Trubala to the cave and destroy all the Indians. The reward for releasing the girl is 5,000 pesos, 15 doubloons. It is advisable not to sell doubloons, as they may be useful to you in the future game.

After collecting 17,000 pesos, head back to the shipyard to charter the ship. Once the rent is settled, start hiring a team. It is best to look for sailors in the tavern. Here, with the help of the tavern owner, you will find one decommissioned sailor, who offers to take on board himself and his comrades (40 people in total). In order to pay them an advance, you will need 8000 pesos (that is, 200 pesos for a person). After hiring a crew, you need to buy food and a minimum of medicines on the ship. Now you just need to find a navigator. In the tavern this time you have nothing to look for, so go look the right person in the port. Most suitable options will turn out to be a certain Folke Delluk, who is in a debt prison. It can be redeemed from there for your own money (only 10,450 pesos) or by agreeing with the moneylender to complete the "Spanish Engineer" quest. The main task in this mission is to free them from the captivity of the pirates of the Spanish engineer. To do this, you should go to the Bay of Le Maren in the evening, taking with you a pistol from the moneylender. It is best to return back a little after midnight, when there will be no soldiers at the gate. After one of these ways you resolve the issue with the usurer, go to the debt prison and release the navigator. After that, another unpleasant, but easily resolvable incident with a pirate awaits you, and that's it - you can set sail and head for Guadeloupe.

The beginning of the passage of the game:

(watch from the 3rd minute).

An example of the passage of the quest "Rum for the Bartender":

(watch from the 3rd minute).

An example of the passage of the quest "Cannibals":

(watch from the 3rd minute).