Corsairs to each his own Mary Kasper. Passage of "Corsairs: To each his own." Pirate saga. Other most significant characters

So you're saying that this bearded guy has learned to reanimate corpses?
I wouldn't have believed it myself if I hadn't seen it with my own eyes! And I didn't feel it on my skin...
The conversation took place in the morning on the "Queen" between Mylene and John. Holford squinted knowingly - she guessed that Merriman was a strong sorcerer.
- Okay. It's good that you and Charles survived. Go to sleep, I guess the skeleton put a fly in the ointment for you in the powder keg. Go, go, today you are freed from the watch.
When Workman left, Mylene went up to Charles:
“I think I can guess who raised Beatrice Sharp's body from the grave.
"So do I," de Mor nodded grimly.
- Still under the impression of the night rendezvous?
- It's not a rendezvous. I have a bad feeling that something is about to happen.
- Oh, come on! What can happen in our godforsaken archipelago? Is that the invasion of the punitive expedition of the Castilians, which I strongly doubt!
The Frenchman shrugged his shoulders and tried to change the subject.
Michel has been walking around with a worried expression all morning. Did something happen to you?
Holford shrugged vaguely.
Yes, he's jealous...
- A that, there is to whom? Charles was surprised.
- He found it! The redhead laughed. - Oh, yes, come on. Let him go on with a preoccupied muzzle, scaring away my sailors with a scar. I have lived without it for quite a long time, and will live even longer!
- Are you thinking of leaving Michel? - the Frenchman was puzzled. Mylene did not answer, thinking over his words.

So, what do we have: two walking corpses, one of which is a couple of weeks old, and the second is over twenty years old, and an idiot who likes to revive such corpses, Charles concluded. It was after noon in the wardroom, where, besides de Maur, there were Michel, Mary, Helene, Mylene, and three officers of the frigate. De Monpe listened to his brother, looking threateningly at Jah. At one fine moment, Preston was tired of catching sidelong glances on himself and he defiantly yawned, showing that he was not at all afraid of the Frenchman with a scar on his face, which almost pissed him off. The case was saved by Workman: noticing that Preston was yawning, the Englishman instantly did not understand the situation and hit the pirate on the back of the head so that he would listen carefully. Michel relaxed with satisfaction, Mylene grunted, and Jah pretended to be offended, although he did not blame John. After all, how could the naive Workman know what kind of love triangle was formed here?
- Hey, are you even listening? Yes, you four! Charles was getting angry. - It seems to me that you do not care about what is happening in the archipelago!
- So what? Holford asked. - In extreme cases, you can always escape to Europe, and the trick is in the bag.
“Firstly, problems can come to Europe after them, and then you can’t hide from them,” Helen objected, “and secondly, I won’t leave the archipelago until I find out what’s wrong with Stephen and how to get him back!”
- And here problems threaten our lives! I don't know about you, but I'm not going to risk my son's life, yeah! Mary interjected.
- That is, no one cares that the danger threatens not only us, but also the inhabitants of the Caribbean ?! exclaimed de Mor.
A storm cloud of quarrel appeared in the wardroom, which actively grew in all directions. The quarrel risked turning into a brawl in which everyone would fight for himself, but suddenly everyone was distracted by the cry of the sentinel:
- Sail on the horizon!
Mylene became displeased:
- Council is declared closed! You need to find out whether this is a friend or an enemy, - and she was the first to leave the wardroom. The others followed her.

On deck, the company instantly forgot about the fight that had almost started. Charles, Mylene and Michel examined an unknown ship through spyglasses.
"Wow," said Holford. - Sailing against the wind!
“There is no flag, no signal lights, no name ...” said de Monpe thoughtfully.
- It's a ghost ship! - grimacing a terrible grimace, said Mary, and together with Helen laughed.
“Mary, this is not a joke,” Charles said seriously. - No one can understand whether this is a friend or an enemy, and what to prepare for - for an exchange of news or for a serious battle.
- Well, at least he is one, - Milen said thoughtfully and looked back at her team. - Of course, I would not refuse fire support from your "Paris" or "Fortune", Charles, but they remained in the settlement, and I am inclined to think that the "Queen" in case of danger will repulse the stranger.
- Look! - Michel did not lower the telescope and therefore noticed it first. - He rolls out guns!
- Guns to battle! Holford called to her sailors. "Let's show this shell not to mess with pirates!"
The crew of the frigate began to fuss. After all, who knows when the unfamiliar ship began to prepare for battle and how much time the pirates have for this preparation.

Time, as it turned out, was almost gone. Everyone had the strong feeling that the stranger was in full combat readiness long before he rolled out the guns. As soon as the ships caught up, the "Queen" was fired upon with buckshot and boarded.
As soon as the crew of the strange ship boarded, everyone, without exception, had a chill on their skin. They were terrible zombies, not knowing pain, fear and sympathy. The felling was not for life, but for death. Pirates were encouraged only by the fact that the enemy was not immortal, and obediently fell to the deck, having received a mortal wound.
Charles put another the walking dead when he spotted the captain of the attackers. It was difficult to see him and not understand that this was the captain - he was strikingly different from the team. De Mor decided to end this in one fell swoop and rushed at the captain. The blow of the flamberg was lightning fast. The Frenchman expected anything from the fact that the captain would be injured to the fact that he would immediately die, but not what happened. The blade sliced ​​through the air. The captain of the enemy ship was not flesh and blood, he was a ghost. And this ghost grinned vilely, looking at the enemy and not even trying to draw a weapon.
- Who the hell are you?! Charles exploded.
- I am an instrument of darkness, weak man! No one can hurt Captain Crow! the ghost laughed.
- What do you want from us, you bastard?!
- I just wanted to say hello from Joaquim Merriman! But you made me angry, and you will pay for it ... - Crowe waved his hand. The zombies stopped fighting and began to retreat.
- Farewell, miserable pirates! - finally threw the ghost captain. The Queen's deck was half clear of corpses - the fallen zombies vanished into thin air. The enemy ship fired a single shot and knocked down the Queen's foremast. Now the frigate could only make it to any settlement, but could not set off in pursuit of Captain Crow. And the ghost ship, meanwhile, quickly disappeared on the horizon ...

What was it? .. - finally asked Michel.
"Greetings from Joaquim Merriman," Charles answered, looking at the horizon.
"Damn it, he's lucky my ship can't keep up with him, otherwise he wouldn't have gotten off so easy!" - Mylene said angrily and shook her fist into space.
- Where's Mary? De Mor looked around nervously.
"I don't know..." Holford said, puzzled and frightened.
The search continued for about half an hour, on the "Queen" there was no corner left that they would not look into. But only Mary's weapon was found, and two more losses were discovered - Helen and the worst thing - little Louis disappeared.
"But you made me angry, and you will pay for it..." - Crow's words echoed in Charles's head.
"He took them..." the Frenchman said dully.

The burden of the Gascon:

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

pirate saga:

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


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

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

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

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


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

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

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

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

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

Shark hunting:

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


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

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

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

Mary's option:

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


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

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

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

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


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

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

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

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

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

Return of the Baron:

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


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

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

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

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

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


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

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

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

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

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

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

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

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


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

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

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

Temptation of Barbazon:

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


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

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

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


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

Sharpe's will:

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

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


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

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

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

Shadows of the Past:

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


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

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

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

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


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

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

Turtle:

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

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


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

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

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


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

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

Hello everyone, you are on a blog about fantasy and science fiction! Sometimes there are issues that are not related to science fiction, but this is not the case. In these "Corsairs" there is enough devilry. In all senses.

The game turned out to be made on the engine of the past corsairs, that is, the same bearded year. Even then, everything that his senile relics are capable of was squeezed out of him, so the picture cannot boast of anything new. Unless some screensavers, character models and icons were redrawn. Added a couple more videos.

However, I'm comfortable enough to play like that.

So, game. We don't have a choice of character, we can only play one - a Frenchman named Charles de Maur. Next, we select the parameters, focusing on fencing, handling heavy weapons, pistols and muskets or trade and oratory. In my opinion, it is better to choose something from the first two options. I settled on rapiers and swords.

Attention! In no case do not set the difficulty above the Second level! All but the most avid nerds, play on the lowest difficulty. Masochists confident in their God-chosenness can choose the second difficulty. In different versions of the game, this is either the Boatswain or the Brave Privateer.

The game is insanely difficult, and if you feel confident on the "Captain" difficulty in the "City of the Lost Ships", then set the minimum difficulty here and set all possible concessions in the menu next to it.

If you played the Admiral, and you were more or less tolerant, then you can risk setting the second difficulty.

When choosing more high level difficulty, you will quit the game after a few hours, cursing the developers and the whole White light. I'm serious.

No, you will swear and yell in any case, even on the minimum difficulty, but then at least there will be a chance that you will not quit the game, but will go online for tips and manuals.

Important! This game must be completed exclusively with a detailed manual! This is due not only to the extreme complexity of the game, but also to bugs - without knowing at what point the catch is, you will not have a chance to avoid a fatal bug. I will give a link to one of these at the end of the article.

Okay, the difficulty is selected, everything is set, let's go!

I did this: Z - shot, Q - active action key, C - power strike and parry (instead of the wheel). So it's pretty easy to play.

First Impressions

They are excellent. We are introduced to the game in detail, we are led a little by the hand, talking about the buildings and gaming opportunities. It seems that the game is designed for new players who are unfamiliar with the previous parts of the franchise. Don't be fooled by this!

The first difficulty is that over the past time I have quite forgotten the controls in battle, but here no one is in a hurry to explain which keys to press. Therefore, to understand the types of strikes, feints and parries, go either to YouTube or to thematic sites. For those who are familiar with the early parts, I will briefly explain the innovations:

1) A new parameter for melee weapons is balance. It is very important, and closely related to two factors: the type of weapon (rapiers, sabers or broadswords), weight, type of blow.

For a rapier, the ideal balance is 0.0. In this case, lunges (default, right button mice) deal maximum damage. Chopping and power strikes are not for light weapons.

Sabers perform well with a balance closer to 1.0. They can cut, and stab, and carry out power strikes. The problem is that none of this saber does very well. In Corsairs: City of the Lost Ships, the saber was the most convenient weapon for me. Here they are kind of useless. I do not advise.

Broadswords and axes. The balance is closer to 2.0. Chopping and power attacks. It hits hard, but consumes a huge amount of stamina.

It was not possible to find out how weight affects damage. Most likely, the same as the balance - the greater the weight, the greater the damage of slashing weapons. In this case, it is better to choose rapiers as light as possible.

2) Pistols can now explode when fired. This happened to me with Stroyev and Dueling pistols. Repeating shots, muskets and shotguns did not explode.

3) New types of charges: in addition to bullets, there are shot, harpoons and nails. There is also a manual mortar with grenades.

New is good, but there is a big but here. The shot hits only one target, thereby completely devaluing itself. I have a Combat Cartridge shot at the crowd (although if you believe the thematic forums, this should not be), but the damage there is ridiculous.

Removed the "berserk" skill, which was white in the previous part. On the one hand, right - the thing was absolutely cheating, turning any duel into nonsense, but I somehow got used to it. And with her, the local quest duels would not tear one place like that.

First quests

The first serious problems you will have in Guadeloupe - when you need to go to Fadey.

Important! Yes, these problems will be the first only if you play by the manual. Otherwise, you will be stuck in Martinique. Play only according to the manual!

I still don't understand how Fadey's quests work. If you take them in the wrong order, you will easily break some scripts, and he will not give you the assignment that your brother spoke about.

If you have the patience to cope with all this, then you have to choose a side - the Dutch Gambit quest.

I played as the Dutch - there are tricky restrictions on the level, reputation and skills. The Dutch are unpretentious about this.

To play as England, you must be: positive reputation, level below a certain value (it seems to be different in different versions, I was less than 12).

Secret organization: negative reputation, all weapons have been upgraded to a certain level (somewhere around 30+).

Difficulties await you here. Time-limited missions, mind-bending duels and more. But if you played the previous parts, you can master all this.

And I'll be the cherry on the cake.

Quests that break the player

This joy is called "Pirate Saga". This is a global, obligatory and interesting plot quest. Made by complete sadists.

The first difficulty is that you will need to save one girl - Rumba, she is Helen - in 16 calendar days. This will be at the very beginning of the quest line. And if you fail this rescue, then fill up the entire line.

The first difficulty is that there is not a word about the deadlines in the task log.

The second difficulty is that even with a fair wind, you will not have time to sail to Antigua on time. No way.

What to do? Go to the combat map and sail along it, periodically going to the global map to check the direction.

How do you like this game design?

There are still many complexities in The Pirate Saga, but I will move on to another extravaganza of absurdity:

Two naval battles contract. First you have to deal with a corvette and a frigate on half acre (3rd class ship). And then board a heavy frigate on the same half acre. And it's just tin, even on the second difficulty.

Then you can still break the scripts in many places if you complete the quests in the wrong order, and a lot of other exciting things.

Impressions

Because of the really interesting storyline company, I can't bring myself to call the game bad. I got a lot of pleasure from her. Yes, it was a somewhat perverse pleasure, especially until I thought of digging into the manual, but still.

Big, varied and interesting plot. It's cool, and for this developers a lot of respect.

A good partner is Mary Kasper. But if you don’t play according to the manual in life, you won’t guess what to do so that she joins your team. Yes, you may not even meet her. Despite the fact that the location of the Island of Justice is not so big. But confusing...

Reworked characteristics of ships. Now corvettes are useless troughs. Otherwise, the balance is good.

Outcome

If you are well versed in the game series, then you should arm yourself with a manual and a detailed walkthrough, and play Corsairs: To Each His Own.

If you are more or less fumbling in the Corsairs, then you can try your luck on the minimum difficulty. Again with the manual and walkthrough. But be prepared to suffer.

If you haven’t played Corsairs before, then starting with To Each His Own is a worse idea. “City of Lost Ships” was once called the most difficult game in the series, and “To each his own” is 5 times more difficult…

It’s always like this: a good story doesn’t want to get along with good game design. Almost always you have to choose one thing, especially in more or less independent projects like this one.

Play at your own risk. I'll get through the game to the end. Now I brought 3 church relics to the inquisitor, and took a long pause - to calm my nerves.

The walkthrough I used: The Beginning of the Walkthrough. on the same site there are detailed manuals for later quests.

See you soon!

By the way, The Witcher: Blood and Wine announced the best RPG 2016 🙂 Yeah, addon. I have on the site who has not played or not seen all the endings - I recommend that you read it. There are also links to 2 other articles on the world of The Witcher.

Where to find big ships?

In the game "Corsairs: To Each His Own", the developers have reduced the probability of encountering huge ships of the first rank. If you want to find them, you will have to use thematic forums.

After what will the countdown for the quest "Pirate Saga" begin?

After the entry appears in the journal that Helen entered the service of you as an officer.

How to make Helen stay on the team forever?

For this to happen, you must fulfill the prophecy that the gypsy spoke of. And for this you will have to:

  • Do not take a hundred doubloons from Gladys MacArthur as a reward.
  • Give the found Hangman's chest to that same Gladys.
  • Don't take the gun that Gladys gives you.
  • Address Helen by her mother's last name - Sharpe.

How to give Mary Kasper a Narwhal blade?

In order to do this, you must ensure that two conditions are met:

  1. When you meet Shark Dodson, ask about his clinic, Narwhal. After that, talk to the weapons master, Jurgen, to make the appropriate blade.
  2. Retrieve three meteorite ore and bring them to Jurgen. You can bring these pieces with you by purchasing from some vendor or by finding buried treasure inside. You can also find a meteorite at the bottom of the OS.

Where to rent warehouse space?

To rent a warehouse, head to Isla Tesoro in Sharptown. In addition, you can visit the capitals of each state. As for Isla Tesoro, here the warehouse is run by a merchant inside the store. Chat with him and you will see a dialogue phrase corresponding to the lease.

To rent warehouses in other cities, you need to look into their shipyards and go to the back room to talk with the boss. If you contacted him for the first time, then you will need to start the dialogue again, after which the desired phrase will appear.

Why are there no useful things in the treasure?

If you bought the card from a tavern, then keep in mind that you can only get the treasure of the first level, which includes conventional weapons and amulets, as well as all sorts of jewelry. In addition, half of a card can be found in such a treasure. If you find the other half, you can create a second level map and get the corresponding treasure. In such a treasure, you can often find unique weapons that are not related to quests. And in general, much more expensive and valuable production comes across, but there is still a chance that there will still be rubbish inside.

Where can I find guns larger than 32 caliber?

To find such weapons, you must capture enemy ships that have them, then remove and transfer them to your own ship.

Is it possible to stand in the service of a certain nation?

In this modification, this is not possible. All quest chains for nations have been removed from the game, but you can enter the service of France, which happens on storyline. In this case, you will be given an officer, a whole ship and equipment. If you agree, you will have to give 10% of the production, and also avoid shooting at friendly ships. In addition, you can not get new quests.