Corsairs to each his own. Passage of "Corsairs: To Each His Own". Pirate Saga Corsairs to each their own bounty hunters quest

Burden of the Gascon:

After finding a million for Michel, return to Martinique and talk about your adventures and connections with England / Holland or the pirates, depending on which side you are on. After that, say that you have a million and you are ready to pay for Michel. Michelle, in turn, will tell us to go to Kapsterville, which is on St. Christopher and ask for an audience with Poissy. Also, brother will warn that Poissy is very cunning, and we need to be careful when talking with him. We take this into account and sail to Kapsterville. We sail to Kapsterville and immediately go to the residence to request an audience with Poissy. 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 the money for Michel, after that we ask when we can get the document on Michel's release. And here everything turns out to be not so simple. Poissy again talks about the failed mission of our brother and asks to find out all the details from Michel. We return to Martinique and speak with Michel. From the conversation, we understand that we need to kill the governor of Tortuga, as well as capture that very Tortuga. Caramba! We need a plan that our brother will gladly share. He will tell about Stephen Dodson and the legendary Ian Swenson.

Pirate saga:

Passage of "Corsairs: To Each His Own". Pirate saga


Passage of "Corsairs: To Each His Own". Pirate saga

We sail to Blueweld and go to the house of Jan Swenson, which is located next to the residence. Yana will not be at home, but his wife will be. Talk to her and find out where Jan went. It turns out that Yang went in search of his old friend's daughter. Also, Jan's wife will give a tip to the widow's house, which we need to visit. This house is next to the marina. We go into the house and do not find anyone, after that we go into the jungle, and then into 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 which we go to the pirate settlement. In the pirate residence, we find out where the house of Jimmy Higgins is, and after that we go there. Jimmy begins to be rude to us, but do not respond to his provocations, but press the second line of dialogue. This is how 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 sail without stopping to Antigua. Having sailed to Antigua, we go out to sea and find Arthur's ship, and then we board it. After you kill Arthur, do not forget to search his body. On it you will find the "Wrath of the Prophet" - one of 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 Blueweld, to Rumba's mother. After disembarking at 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 sensible about this. After that, we talk about Jackman and his search and make Ian think about this too. We receive an assignment from Ian. We need to find Henry the Hanged Man before Jackman's men can. The Hangman is located in Cartagena, Spain. Therefore, Jan gives us a license trading company for three months, so that we could freely enter the ports of the Spanish colonies. We will sail to Cartagena and preferably change our flag to the flag of Spain. We go into the port and show the soldier a trade license, now you can safely walk around the city. We go into the tavern and ask the innkeeper about Enrique Gonzales (the Hanging Man). The innkeeper says that Enrique's house is next to the port office.
We come to Enrique's house and use the second line of 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 deliver a prayer service for Mother Enrique. The priest will be surprised and tell about Alvarez, who also puts on a prayer for the repose of his mother. We learn from the priest that Enrique lives in 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 hand over the chest with doubloons to one wet nurse we already know. During the conversation, the old man will die, apparently from a heart attack. But before he dies, he manages to give us a chest with many doubloons and a massive ring that serves as the password for Helen's mother. After we leave the Hangman's house, we will be attacked by three pirates. We kill them, return to our ship and sail to Ian Svenson in Blumveld. Having sailed to Jan we tell him everything that we managed to learn from now on the dead Hanged Man. After talking with Ian, we go to Gladys and tell her everything.

After talking with Gladys, we return to Ian and show a piece of map that belonged to Beatrice Sharp (who played in the past Corsairs, he will understand). We go to Jan, and he says that thanks to this piece of map, as well as two others, one can claim Sharptown, but if all the papers are not presented within a year, then 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 Ian in solving this problem. He will ask you to come in three days later for the task, but for now we go to Gladys and say that we are taking Helen under our protection. After that, we rise to Helen's room and recruit her into the team.

The quest continues after completing the following quests: 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. Jan 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 "Sharpe's Legacy" and "Shadows of the Past", we return to Svenson and talk about Tortuga. Jan will advise you to go to the Shark and talk about Tortuga. Also, Jan will give us two gifts: a medallion that strengthens discipline and island stones used in the voices. This completes the "Pirate Saga" quest.

Shark Hunt:

Passage of "Corsairs: To Each His Own". Pirate saga


Passage of "Corsairs: To Each His Own". Pirate saga

Svenson will ask you to find Shark, as he will come in handy for capturing Tortuga. He will send us to a pirate baron named Zachariah. The one is in Cuba, Puerto Principe. We move to him and ask about the Shark. He talks about some kind of island of justice and about a cartographer who may know about this island. He will also ask to find the book "Hammer of the Witches", and will vote for Shark at the meeting if we find this book. After talking with Zachariah, we return to Jan for advice. Ian will advise you to contact an excellent cartographer based in Santo Domingo. We sail to Santo Domingo and find Jose Dios, in the conversation we mention Jan Svenson. He will share his hypotheses, theories, give to read a book about Captain Alvarado, but we really won't find out anything, and we will have to return to Ian Svenson 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.

Option for Mary:

Passage of "Corsairs: To Each His Own". Pirate saga


Passage of "Corsairs: To Each His Own". Pirate saga

We leave through the hole in the hull and sail to the ship "Ceres Smith", we go there through the 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 Casper. 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 Sharks' residence we will be stopped, you, in turn, present a letter from Jan Svenson and you will be allowed to pass. We go to the Shark and outline the situation for him: how we got to the island; that you are looking for Nathan Hawke and himself; about brotherhood. After the conversation and evidence from the Shark, we get the keys, which everyone opens on the ship "Tartarus", as well as fifty doubloons to buy passwords from the rogue Fazio to other territories. After that, we go to the residence of Black Eddie and give the go-ahead for the murder of Chad. We approach the pinas "Fury" and say the password, after that we pass 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 hostage in rivados territory. Now we just stand and wait. Black will return in three hours and thank for the information about Chimiset, and also make us a friend of rivados, but, alas, they did not manage to kill Chad Kaper. He fled to narwhal territory and is now out of reach. Also, Black will give back the papers that Chad threw in a hurry. After that, go to Chimiseta. In gratitude for his salvation, he will give you a couple of amulets, and will be happy to answer all your questions. We return to the Shark and tell about everything that happened. Shark is certainly not happy, but we need to come up with a plan for how to smoke Chad out.

We return to Mary and give to read two letters that Chad forgot on the table. Mary notices that Chad's purchase of whiskey is very strange, since he believes that whiskey is drunk by beggars and peasants. Also, we learn about a dangerous sniper who can confuse all our cards. We go to the store and ask about the whiskey. We find out that the whiskey has been 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 come, but instead Marcello Cyclops came in. Such are the things. Santiago will say that Cyclops left with Adolph for the Santa Florentina. And then three options for the development of events 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 whiskey, which will be brought. After that, we run to the "Santa Florentina" and see the dead Adolf, and we are attacked by his killer. After the massacre, remove the opened letter from the murderer's corpse, and the bronze key from the corpse of Adolf. After that, we go to the "Fury", go up to the very top and take the contents of the chest: "screw fitting", amulet "powder tester" and many other nishtyak. And finally, we run to the "Eva" and kill Chad along with the narwhals. After the reprisal against the traitor, we return to the Shark and see how he talks with the messenger. After talking with Shark, we press on Fabio and find out that Cyclops is going to Mary. We will also find out the password for the passage through the territory of the narwhals. We cannot allow this, and therefore we run. Please note that we are running out of time. We run to the territory of the narwhals, call the password, and then jump into the water from the deck of the Ceres Smithy. After that, there will be a script scene where we find Cyclops and kill him in battle. As a reward for this path, we receive: "screw fitting", five hundred doubloons.

2) We go to the "Eva", go downstairs and meet Chadd Kaper 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". Shark has 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 receive: amulet "Thor's hammer", five hundred doubloons.

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

After that, the Shark will call us to him and offer to destroy the narwhals in an alliance with rivados. We abandon this idea - we offer a peaceful solution. We go to Donald Greenspey on the Esmeralda galleon and we stumble upon his bodyguard. We tell him that we are from the Shark. After that they will let us through. We tell Donald that he has problems and we need to solve them. We ask Donald to come to Shark and personally apologize, and also swear that this will not happen again. We return to the Shark and pass on the words of Donald. As a reward, the Shark will give us a pilot, thanks to which we can get to the island by ship, and he will also give us five hundred doubloons. After talking with 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 us 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 find out about another baron and his wife. The Baron is gone, so there is still a chance to find him. Also, before we leave, Ian hands a letter to Steve Dodson, which will guarantee our safety. BUT the main character wonders: where to find Hawke's wife? At the exit from the house we are met by Hawk's wife. Dani will be asked to join our team, and will also tell about the Indian village, the shaman and the fact that Nathaniel Hawke is alive. We sit down on the ship and sail to the Amatike bay, which is located north of Blueweld. After that, we disembark in the bay and go to the shaman. He, in turn, will talk 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: Guadeloupe Lighthouse, Santiago Lighthouse, Cartagena Lighthouse. Amulets are made for two months. So we swim to one lighthouse and order an amulet, after that we sail 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 receiving 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 "Hunt for a shark".

After spending some time on Justice Island, you learn about the white boy. We arrive at 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 him, got him drunk and went out. We sail 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 get you out of this island as soon as the right moment appears. If you like, you can listen to Nathan's story about ancient idols, ghost ships, 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 to walk on the bottom. But we can’t go to the territory of the narwhals yet, we will wait for the development of the task.

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

1) A wrecked ship at the location where you found Nathan Hawke. There will be three pieces of platinum.

2) A 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 Henrik and give the platinum. We return in five days for a suit. You can wait for the required five days with Mary, and then return to Henrik. Henrike will say that he is missing one more piece of platinum. We jump into the water and swim to Tartaras, there is the missing piece. The chest will contain a thousand doubloons, a card, 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 costume to Henrika and return to the bottom between 08:00 and 10:00. Also, you have to say goodbye to Mary. After parting with Mary, we return to Henrik, pick up the suit and swim to the bottom. We touch the totem and find ourselves surrounded by Indians. They will take us to the next statue. We touch it and find ourselves in the place from where we got to the Island of Justice. We return to the Serpent's Eye and give the things that he was looking for.

After that, we return to Ian Svenson and buy a fourth rank ship to set sail. After that, we swim to the left edge until it stops, go out to the globalka and swim to the island lost ships... We take the Shark, bring Dani and Nathan together, and also recruit Mary to our team. After that, we take Nathan to the Serpent's Eye, and after that we sail to Ian Svenson 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 to Barbazon and asks to gain his trust by pretending to be a fool. So we sail to Le François, Martinique and talk to Barbazon. In a conversation, we pretend to be a fool and a loser, and after that we ask Barbazon for a matter. Barbazon will have mercy on us and ask us to deliver bales with a crack, which was thrown out by the former assistant, trying to escape from the patrol. We accept the order and sail to Philipsburg, Sint Maarten. And we send the boat to the tartan, talk to the captain and take our bales with a crack. After the threats, the captain will transfer the crack from his boat to our ship. There were not six batches of bales, but nine. We give Barbazon the entire batch and pass the greed test, and also receive one batch as a gift. And after that, we get the next task. We visit Casterville, go to the tavern and from the innkeeper we find out about the captain of the polacra "Marlin", 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 substitute us. After questioning, the agent gets nervous and takes out a sword. We kill him and remove a letter from Jackman from his corpse. After that we leave the city and board the Marlin. After that, we sail to the Turks and land in the bay "South Bay" and kill everyone who is sitting in that ambush. After that, we send the boat to the ship "Razluchnitsa" and drive the captain off the battlefield. Now we need to capture the Vagrant corvette and pick up the documents, from which it will become clear where Jackman is now. After the capture, we sail to the place where Jackman is. We go around the cliff and go out to sea, after that we take the bastard's ship on board and fight with it twice. Once against him, and then his assistant joins in, but Dani comes running from our side. After the fight, rummage through all the chests and take away all the evidence. Now you need to drive through the barons and collect their votes. First, we will visit Barbazon together with a detachment of boardingmen and literally beat his voice for Shark on the council. After that, Barbazon will give up her stone shard. After that, we sail to La Vega, Santiago and ask Baron Tirax to cast his vote for Shark, reminding him of his rescued captain. The captain will immediately give up his piece of stone, as well as three hundred doubloons for rescuing the captain. The last point will be Puerto Principe, Cuba. We return to Zechariah the book "The Hammer of the Witches", which was found on the ship of Jackman and the voice of Zechariah 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 Sharp Town to the rightful heir and the coastal fraternity. To do this, we sail to Port Royal, Jamaica and go to the lawyer's house, which is located next to the pier. Albert Locksley will demand 450 doubloons in advance for his services, and then more. We swim to Svenson, and he asks to catch the thief with the goods. We need to catch the Oyster East Indian. We float out of the city and fish in one of these places: the Mosquito Coast or the San Juan Del Norte Bay and we 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 does not work. We take the ship on board. In the captain's cabin, we rummage through the chests and find a note, thanks to which you can sell the groceries yourself. Or you can take the load to Svenson. Anyway, we receive 2,250 doubloons and can now pay for the services of a lawyer. We return to Jamaica and give 450 doubloons to the lawyer, who, 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 last name 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 pay the second part of the advance: 450 doubloons. Come to him tomorrow with Helen and go to the trial that you will win. Now Ellen is the rightful owner of Sharptown, which means that you can get involved in the assassination of Governor Tortuga. Also, we need to give the rest of the advance and become a friend to the lawyer. And it costs a lot. He can settle relations with any factions, and takes pesos, not doubloons, for this. Which is very, very good.

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

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 tells 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 dropped 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 of where he dropped 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 Bucher 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 on Sharptown for some details. He will talk about Musk, Bucher, Beatrice, and Jessica Rose. If you have time, you can visit Jan 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 (just above the Cayman), we sail to the Skeleton reef and see an excavated grave there. We stay until the night, and on the full moon the ghost of Jessica will turn to us with threats. After we defeat her, she will call skeletons to help her. Also, Jessica will take away our ability to run. After killing the first wave of skeletons, go across the bridge, bypassing the geysers. Again we defeat Jess 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 it and get the third portion of curses - a decrease in energy. Jess will attack you in last time... Hit her, and then decide: spare or kill. If you kill Jess, then remove the note from her corpse that the lawyer needs.

And if you decide to save your life, then take it to your ship, and then sail to Jamaica, to Portland Bay and disembark there at midnight. At the bay, Jess tells us to come next midnight. We are waiting for her to leave the location, and we wind up time. After that, Jess will come up to you and say that Butcher is dead, and as a reward for this she will give you: Beatrice's letter and the famous Flamberge sword "Morgana", which inflicts 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 vendors in the market). We bring candles to the holy father and arrive tomorrow at the same time. The main character will pray all night, after that we will be transferred to the water, but we will not drown, but we will stand like God and see Jessica Rose in human form.

Turtle:

Shark will tell everything he knows about Tortuga and share his humble opinion, as well as tell all the information that 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 Luca and learn 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 tell about what happened. He will assume that it may be Catherine Fox - the daughter of Fox himself and that it would be better to free the girl, otherwise Fox will not give life to the entire Coastal Brotherhood, and this is bad. After such a conversation with Akula, 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 do not give in to our arguments, and decides to run through the window. At the same time, his uncle, Francois Levasseur, enters, whom we need to kill after the conversation. Levasseur will shout that we are Spaniard and a spy, so we will fight against three people. We rob the corpse of Levasseur and take 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 the potion, and at the end jump into the water, then swim to the right, swim into the opening and kill Tito. A script scene will start, during which we will run up to Catherine Fox. Also, after talking with Catherine, there will be a moment of jealousy from Helen / Mary. After that, sail away from the city and take the enemy ship on board. There will be a letter in the captain's cabin that will activate the "Cromwell's Despatch" quest. After you deliver Fox's daughter, she will thank you and ask you to visit her father for a reward. If it is not there, then come 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 Kapsterville and report to Poinsy. He rejoices and frees his brother. Also, he invites us to become a French officer. As a reward, we receive the frigate "Griffondor", a team of French soldiers, an officer, a French 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.

Passage of the Corsairs To each his own. Pirate Saga Part 02
Sail to Cartagena, we go at night, through the Coveñas bay, you can hide in the prison, follow to the tavern to find out where to find Enrique Gonzalez. This is the Hanging Man. The bartender will inform you that Enrique's house is located near the port office. Follow him, try to scare him, or speak politely. The result will be one, but with the first option, Enrique will need to be killed. Wow, this is not the same Enrique! The mistake came out ... Follow the church (it is around the corner), order a prayer service for the wife of Henry the Hangman.
From the magazine: Live and learn! He's not Enrique, and certainly not Gonzales. We urgently need to visit old Alvarez. I give my hand to cut off that this is our Henry the Hanged Man.
From here you will learn that Henry, aka Alvarez, lives in the lighthouse near Cartagena. Head there (leave the city and run straight to another location), in a conversation, learn a lot of interesting information. For Henry, this is the last conversation. He will give you a ring and a chest with money.
From the magazine: Poor Hanged Man! The old pirate's heart gave out. But now Jackman can't get to him. Calm down. Lord, the soul of this vagabond.
So, what I managed to find out:
1. Helen MacArthur is the daughter of the pirate Bucher, who was hanged in St. John's twenty years ago, and captain of the frigate Neptune, on which the current pirate lord of the Leeward Islands, Jacob Jackman, was the chief officer.
2. The former executioner of St. John's knows something of interest to me.
3. Gladys is Helen's adoptive mother, but the girl may not know about it.
4. Henry was a boatswain on "Neptune" and had to give Gladys gold from Bucher to support the child.
5. As a password, he had to present the captain's ring, which the nurse was supposed to identify. I wonder if she will recognize him in so many years.
But first you need to consult with Svenson. I will not return to him empty-handed.
From the magazine: Hurry to Blueweld, go to Jan and tell him everything. I told Ian Swenson about the death of Henry the Hangman and about his last words... But to shed some more light on this tangled story, I should try to speak to Gladys McArthur frankly. I think the ring received from Henry will play a role in this matter.
Ian will invite you to chat with Helen's mother. Talk to her, she will thank you again. The conversation with Gladys took place. Mrs. MacArthur did not deny the words of Henry the Hanged Man. From her I also received a piece of an old map that belonged to Helene's mother and which, in her words, was an "inheritance." Gladys is sure that this is a bad joke, but a sixth sense tells me that it is not so ... Perhaps, I will visit Ian Swenson again ... Go to Ian again, show a piece of map. When he sees, he will understand that the worst fears come true. Helen is the daughter of Beatrice Sharpe, and this part of the map is the legacy. You need to find the other half of the map, after which Helen will become the full owner of Sharp Town. Next there will be a slightly different quest.
From the magazine: It gets more and more interesting. Helen MacArthur, it turns out, is the only heiress of the whole island! True, in order to confirm the rights to the inheritance, you need to find the other half of the map, which belonged to Blaise Sharpe, the adopted son of Helen's grandfather. It is noteworthy that Blaise was recently killed - I am sure that Jackman's thugs were involved in this. Svenson said that Helen wanted to go to my service as an officer ... Well, on my ship it would probably be safer for her, because now it is very clear to me what will become of her if Jackman gets to her. I'm going to the MacArthur house. Helen is my officer. I would never have thought that I would have such a wonderful girl under my command. And now it remains to wait for Jan Svenson to develop his own, known only to him, a plan ...
Passage of the Corsairs To each his own. Shark hunting
Three days later, Jan Swenson gives us an assignment.
From the magazine: Here are just desperate religious fanatics I didn’t have enough for complete happiness! But there is nothing to do, you will have to communicate with Zachariah in any case. Sail to Cuba first. Dock at the port pirate city Puerto Princips.
Go and talk to Baron Zechariah.
From the magazine: From my conversation with Zechariah, I learned two things; the first is that the search for the Shark has reached an impasse, the second is that the Pastor will give his vote for Dodson in exchange for a theosophical treatise "The Hammer of the Witches" in the English version. The suggestion that Shark is hiding on the "Island of Justice" northwest of Havana does not hold water, since the very existence of this "Island" is in question. It is also unclear where to look for the treatise. However, the treatise is still useless if the Shark is not found. The solution is obvious - go back to Swenson, let him help me in solving this puzzle. To my surprise, Swenson supported Zechariah Marlowe's suggestion that Shark might have gone into hiding on an island in the northwest. Caribbean because he, like Pastor, had once seen the longboats of either smugglers or buccaneers hanging out in the area. Although he does not believe in "Isle of Justice" (thank God!) And considers this strange place to be a secret base for smugglers. I can get more information from the Spanish cartographer Jose Dios. I can find him in Santo Domingo.
Sail to Hispaniola, disembark at the port of the pirate city of La Vega, exit to the city gates, but follow them to the right to another location. Take the following turns - left, right, left and exit to the gates of the city of San Dominigo. Enter the city at 00-00, when there will definitely be no guards at the gate. During the day, go to the part of the city farthest from the gate, the house of Dios is not signed, and when you come to the door, you will see the usual inscription “House”. It is located on a hill, to the side of the brothel. Find Dios and chat with him.
From the magazine: Was last hope on Dios - and it was in vain. The cartographer could not tell me anything definite, except for various hypotheses and assumptions. Oh yes, he also gave me Captain Alvorado's notes. But in them there are neither coordinates, nor any other clues where to look for this "Island of Justice". On the other hand, why did I get it into my head that the Shark must be there? I'm stumped again - I don't know what to do next.
Return to Blueweld to Jan Swenson, talk to him, the quest is over.

  • Helen Mac Arthur- the adopted daughter of Sean McArthur, an old friend of Ian Swenson's - the pirate baron Blueweld. The daughter of Beatrice Sharp and the pirate Bucher - Lawrence Beltrop. Nicknamed "Rumba" for its energetic and cheerful character. It is under the auspices of Jan Swenson. Can join the main character during the passage of the quest "The Pirate Saga". Helen is one of two girls with whom the protagonist can enter into a romantic relationship. It is Helen who is depicted on the cover of the game disc.
  • Mary Casper- ex-girlfriend of Alan Milrow, the deceased head of the narwhal clan on the Isle of Justice. Because of her red hair, she is nicknamed "Red Mary". Can join the main character in the Pirate Saga quest. An excellent boarding officer. Mary is one of two girls with whom the protagonist can become romantically involved.
  • Raymond Baker- Former executioner of the city of St. John's. The man who knows the secret of Lawrence Beltrop. Joins the main character as a ship doctor in the Pirate Saga quest.

Let "s play (sort of a walkthrough) of the recently released game Corsairs: To each his own on the Captain difficulty level. Hope you enjoy it.: D Our group VK ...

  • Hugo avendel- drunken bounty hunter. Joins the main character as treasurer in the side quest "The Long Way to the Gallows".

Other most significant characters

  • Michel de Monpe- Stepbrother of Charles de Mora. Knight of Malta, experienced warrior and influential person in the Order of Malta and the Caribbean. It is in search of his brother that the main character goes to the Caribbean. However, is it that simple?
  • Abbot Benoit- Former corsair Serge Benoit, who was tonsured. Rector of the Church of Saint-Pierre in Martinique. A good friend of Michel de Monpe, and later Charles de Maure. Will help the protagonist solve problems in relations with Spain and Holland.
  • Fadey Moskovit- Manager of a trading post in Guadeloupe. A close friend of the Governor and an important person in Guadeloupe. As a reimbursement of the debt to the brother of the protagonist, he gives Charles the dagger "The Claw of the Leader", which, according to his assurances, has secret properties. In the course of the development of the plot, Charles has yet to verify this. Will help the protagonist to make peace with England and France. To some extent, Fadey continues the tradition of a series of Russian characters appearing in games.
  • Richard Fleetwood- English privateer associated with English military intelligence... Captain of the Valkyrie Patrol Brigade. Regularly attacks Dutch ships West India Company.
  • Lucas Rodenburg- Vice Director of the Dutch West India Company. An influential person, the second person after the governor.
  • John Murdock- aka Johan van Meurden, pharmacist in St. John's in Antigua. Formerly Lucas Rodenburg's most trusted roving agent.
  • Abigail Schneur- Jewish refugee. The bride of Richard Fleetwood or Lucas Rodenburg, depending on the player's chosen quest branch.
  • Gino Guineilly is an alchemist scientist living in a pharmacist's house in Antigua. Teaches the main character the basics of alchemy, helps him memorize Latin catch phrases, so that Charles does not look stupid in front of his half-brother. But who is Gino really an ordinary scientist or not?
  • Stephen "Shark" Dodson- one of the most influential people in the Coastal Brotherhood, with the development of the plot, he becomes its leader. Stephen's youth was spent on the semi-mythical Isle of Justice, where he found refuge during a difficult time in his life.
  • Jan Swenson- the pirate lord of West Maine, nicknamed by the Spaniards the Forest Devil. Patron of Helen MacArthur.
  • Nathaniel Hawke- the pirate baron of Maroon Town in Jamaica, overthrown by Jackman. In the past - the legendary adventurer and corsair, who worked for the English governor of the island of Redmond, Robert Seilhard, and later opposed his leader in the search for Inca treasures. Ghost ship winner. The protagonist of the game Pirates of the Caribbean.
  • Daniel Hawke- Nathaniel Hawke's wife and loyal companion. Having experienced many adventures in their youth, the Haukov family couple took a worthy position in the Coastal Brotherhood. But the quiet life of the pirate baron and his wife was interrupted, and now it depends on the main character whether they will return to their rightful place in Maroon Town or not.
  • Zechariah Marlowe- Pirate Baron Puerto Principe in Cuba. Furious Protestant and fighter for the faith. For his religious zeal, he was nicknamed the Black Pastor. Instructs the main character to bring him the book "Hammer of the Witches" in English translation.
  • Marcus Tirax- Pirate Baron La Vega on the island of Hispaniola.
  • Jacques Barbazon- Pirate Baron Le François in Martinique. A cunning and two-faced person, he often patronizes young corsairs in pursuit of his own goals. First of all, he strives for his own enrichment.
  • Jacob Jackman- Pirate Baron of Maroon Town in Jamaica. A cruel and cunning man who was the first officer on the ship of Captain Bucher - Lawrence Beltrop. Deceived Nathaniel Hawk and seized power at Maroon Town. One of the game's antagonists.
  • Snake eye- Shaman of the Miskito tribe in West Maine. However, Snake Eye is not from the Caribbean at all ...
  • Chad Capper- a man from the Dodson Shark team, now a jailer on the Isle of Justice.
  • Edward Black- the leader of the rivados clan - the descendants of African slaves living on the Isle of Justice.
  • Donald Greenspey- the leader of the narwhal clan on the Isle of Justice, the successor of the deceased Alan Milrow.
  • Ole Christiansen- he is White Boy - a kind and eccentric young man who has matured in body, but not mind. Helps Nathaniel Hawke and the main character. Dexterous rat-catcher (the protagonist can use this ability by taking Ole as a passenger on his ship). He wants to return home to his mother - and it depends on the main character whether he succeeds or not.
  • Albert Locksley is a dexterous and experienced attorney based in Port Royal, Jamaica. If necessary, help the protagonist to make peace with all powers.
  • Francois Levasseur- Governor of Tortuga Island. Huguenot and patron of the Protestant religion in the Caribbean. In the past, he fortified himself on Tortuga on behalf of Philippe de Poinsy, but over time he ceased to obey his superior. Under his rule, Tortuga became a nest of pirates.
  • father Vincent- Spanish chief inquisitor in the Caribbean. Helps the protagonist to solve the mysteries of the Maya Indians, provides him with valuable instructions.
  • Diego de Montoya- Spanish nobleman, confidant and right hand Baron de Mendoza y Riba, his agent for special missions.
  • William Paterson- English captain, commander of the frigate "Fortuna". A cruel, calculating and cynical person who stops at nothing to achieve his goals.
  • Master Alexus- the genius of the art of shipbuilding, the owner of the shipyard in Sharptown on Isla Tesoro. Is engaged in overhaul ships - except for him, no shipbuilder on the archipelago can do this.
  • Black Mark Studio is a fan team that previously developed the "Adventure Tales" mod-pack (unofficial add-on) for Corsairs: City of Lost Ships.
  • The developers have created three full storylines for three main heroes - Charles de Mora, William Paterson and Diego de Montoya, who were supposed to reveal the main plot of the game from different angles. However, for various reasons, only story line Charles de Mora.
  • Many characters from previous games in the series appear in the game - Nathaniel and Daniel Hawkey, Jacob Jackman, Chad Capper, Master Alexus. Many of the characters in the game are real historical figures or have historical prototypes - for example, Philippe de Poissy, François Levasseur, William Paterson, Diego de Montoya, Jacob Jackman (or Jacob Fakman).
  • In the names of many characters, the nicknames of the developers of the games in the series, as well as some active fans, are encrypted.
  • For the first time in the history of the series, the Steam service acted as a distributor of the game.

Take out your map and sail to Martinique Island. Find Michel, who is still in prison, to find out that Poissy is waiting for you at St. Christopher. Hurry to go there.

Once there, go to the governor and inform him that you are in search of the Chevalier de Poinsy. Then you leave through the right door to talk to him personally. He will take the money from you, but until he frees your brother. In the further passage of the game Corsairs: To each his own, you will need to complete one more task. But to find out which one, you need to go to Michel.

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

Pirate saga

The first of these people can be found in Blueweld, hurry there. Drop anchor and go to Ian Swenson's house. You will be met by his wife and will tell you that your husband went in search of Helen, who was passed by the daughter of his friend, who is no longer alive. But the wife of a deceased comrade lives on this island. It can be found by going to the pier.

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

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

Continue the passage of Corsairs: To each his own and visit the governor after you finish talking with Jimmy. After talking with the governor, save and start your journey to Antigua. As soon as you get close to the island, open the journal and see that an entry has appeared in it, which indicates that the captain's corvette is somewhere nearby. Do your best to board the boat. After the captain is destroyed, find Helen.

After you deliver her to Bluveld, go to Gladys' house to receive a decent reward. Then go into the house to Ian Swenson and report everything. He promises to think about everything, but first you must find Henry the Hangman, who is most likely hanging around Cartagena.

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

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

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

Shark hunting

Hurry to Gladys's house and find Helen's mother there. Talk first with her, and then with Helen. Tell that she has become a member of your team. Then go to Ian Svenson and talk to him to get the next task.

Continue the passage of the game Corsairs: To each his own and sail to the shores of Cuba. Drop anchor in Puerto Princips and head to the tavern. Find Baron Zechariah there. After talking with him, you will learn that the Shark changed with him and gave his frigate in exchange for the usual brig, on which he went to the north-west. However, he never returned. Also, Zachary will say that he will be against the Shark only when you get him the book "The Hammer of the Witches", written in English.

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

Sooner or later, you will find yourself near the gate leading to the village of San Dominigo. Wait until midnight to get into the city without hindrance. Move to the farthest part of it and pass into the house of Dios, located on the hillock. After talking with the owner, you can get your hands on Captain Alvaro's notes and guesses about the existence of the island. But don't get any coordinates. Continue the passage of the game Corsairs: To each his own and return to Blueweld to Ian Swenson. After chatting with him, you will receive another parallel quest.

Return of the Baron

Get out of the house and walk along the street. After a while, Dani Hawke, who is Nathan's wife, will come up to you. Chat with her a little to find out about the incident at the mine and about the address of the shaman who is able to bring Hawke back. She will also want to become a member of your team, by all means agree.

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

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

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

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

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

Island of justice

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

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

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

In the further passage of the game Corsairs: Each his own needs to communicate with Chimiset, and then go to the body and search it. Go upstairs and find a chest there, which can be opened using the keys that you picked up from the corpse. Then get out of the cabin onto the deck. Now you can jump from the yard into the water or walk along the wooden planks straight to the Esmeralda galleon. Once in place, find the commander on the upper deck, and then tell him the password to move to the narwhals.

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