Corsairs to each their own. Walkthrough “Corsairs: To Each His Own.” Pirate Saga Return of the Baron Corsairs to each his own

Leave Jan Svenson's house and Danni Hawk, Nathan's wife, will approach you. Talk to her, she will tell you what happened at the mine and give the address of a strange shaman who can help bring Hawk back. She also joins your team. Follow West Main up to the north. On the left there will be a huge bay going to the west - this is where Amatika Bay is located. Land in it, go deep into the bay until you find a statue in one of the locations, which Danni herself will point out to you. After talking with her, follow the path next to the statue and turn left along the road to the next location, with a native village. Enter the hut ahead, talk to the shaman Snake Eyes about everything. It becomes clear that this statue is a kind of portal, which moved Hawk to another place. But for a safe journey you need Kamancha potions. The shaman will exchange three potions for you for three amulets - the Ax amulet, the Chimarut amulet, and the Ehecatl amulet.

The easiest way to order amulets is at lighthouses; each one will have to wait 2 months. Fortunately, the lighthouses are located at such a distance that by the time you order all three amulets and sail to the owner of the lighthouse, who must obtain the first amulet, this first amulet will already be made. Otherwise, just do a couple of weeks of tasks like cargo freight. So, amulets need to be ordered at the following lighthouses - Guadeloupe, Santiago (Cuba) and Cartagena (South Main). Everyone’s amulets will be different, depending on what the Indian names. It may happen that you will find these amulets from merchants, but this is GREATLY rare, so it is better to visit these lighthouses. I had such amulets - Axe, Chimaruta and Ehektal. At the Guadeloupe lighthouse I ordered the Ax amulet. Next we had to sail to the Santiago lighthouse. If you have enmity with Spain and do not have a GVIK license and a Spanish flag, then land in Anna Maria Bay and follow this way: right, right, straight (one path is only forward), right, left, straight to the location with the lighthouse. Order the Chimarut amulet here. The last amulet had to be ordered from the Cartagena lighthouse. Sail to the shores of South Main, where Cartagena is located, and land in the bay west of it, Coveñas Bay. Follow this way: go through two locations without forks, turn left and find yourself at the location with the city gates of Cartagena. Directly opposite the gate there is a transition to another location - there is the Cartagena lighthouse. Go there and order the Ehektal amulet from the guy. After a while, take each of these amulets. Let me remind you that they are produced within two months from the date of order!



So, let’s assume you already have the amulets. We sail back to Amatika Bay and go to the village to the shaman. From the bay, go to the first fork, turn left, at the next one - also to the left, then two locations straight ahead and at the next one, past the statue to the left. At the last fork before the village, turn left. Talk to the shaman, tell him that you brought amulets. You will receive potions and a reminder to drink one of them immediately after Kukulkan burps you. In human terms, after teleportation. Exit the hut and talk to Danni. Follow the location with the Kukulkan statue and rewind the time to the period between 00-00 and 01-00. The statue actually glows! Talk to Danni again, who also sees the glow. Approach the statue and press the T key.

Gascon's Burden:

After you find a million for Michel, return to Martinique and tell about your adventures and connections with England / Holland or pirates, depending on which side you took. 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 Poincy. Also, the brother will warn that Poincy 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 Poincy. 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 which we ask when we can receive a document about Michel’s release. And here everything turns out to be not so simple. Poincy again talks about our brother’s failed mission 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 same Tortuga. Caramba! We need a plan that our brother will be happy to share. He will talk about Stephen Dodson and the legendary Jan Svenson.

Pirate Saga:

Walkthrough “Corsairs: To Each His Own.” Pirate Saga


Walkthrough “Corsairs: To Each His Own.” Pirate Saga

We sail to Blueveld and go to Jan Svenson's house, which is located next to the residence. Ian won't be at home, but his wife will be. Talk to her and find out where Ian went. It turns out that Ian 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 located next to the pier. We go into the house and find no one, after that we go into the jungle, and then into the fort. In the fort we go 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 this, we sail to Maroon Town, in Jamaica. We sail to Jamaica and moor at Cape Negril, after which we go to the pirate settlement. At the pirate residence we find out where Jimmy Higgins' house is, and after that we go there. Jimmy begins to be rude to us, but you do not respond to his provocations, but click on the second line of dialogue. This is how we learn the name of the English officer: Arthur Donovan. Also, don’t forget to drop by the pirate resident, he’ll give you some food for thought. After this, you need to sail 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 the 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 at the port, we receive thanks from Helen and an invitation to their house. Entering the house, we receive thanks from Mother Helen and a reward in the form of one hundred doubloons.

After this, we go into Ian’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 Ian. We need to find Henry Hangman before Jackman's people do. The Hangman is located in Cartagena, Spain. Therefore, Ian gives us a trading company license for three months so that we can freely enter the ports of the Spanish colonies. We sail to Cartagena and preferably change our flag to the flag of Spain. We go to the port and show the soldier a trade license, now you can safely walk around the city. We go into the tavern and ask the innkeeper about Enrique Gonzales (Hangman). The innkeeper says that Enrique's house is next to the port office.
We arrive at 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 hold a prayer service for Enrique’s mother. The priest will be surprised and tell you about Alvarez, who is also holding a prayer service for the repose of his mother. From the priest we learn that Enrique lives at the lighthouse. We leave the city into the jungle and head to the lighthouse.

Walkthrough “Corsairs: To Each His Own.” Pirate Saga


Walkthrough “Corsairs: To Each His Own.” Pirate Saga

After talking with the Hangman, we learn that he was supposed to give the chest with doubloons to one nurse, whom we already know. During the conversation, the old man died, 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 Hangman's house, three pirates will attack us. We kill them, return to our ship and sail to Jan Svenson in Blumveld. Having sailed to Ian, we tell him everything that we managed to recognize from now on as the dead Hangman. 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 the map that belonged to Beatrice Sharp (those who played past Corsairs will understand). We go to Ian, and he says that thanks to this piece of the map, as well as two others, we can lay claim to 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 die end. We agree to help Ian solve this problem. He will ask you to come in three days for a task, but in the meantime we will go to Gladys and say that we are taking Helen under our protection. After that, we go up to Helen’s room and recruit her to the team.

The quest continues after completing the following tasks: Shark Hunt, Barbazon's Temptation and the return of the Baron. We return to Ian and say that all the barons will vote for Shark. We also 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 “Sharpe’s Legacy” and “Shadows of the Past” we return to Svenson and talk about Tortuga. Ian will advise you to go to Shark and talk about Tortuga. Also, Ian will give us two gifts: a medallion that strengthens discipline and island stones used in voices. This completes the Pirate Saga quest.

Shark Hunt:

Walkthrough “Corsairs: To Each His Own.” Pirate Saga


Walkthrough “Corsairs: To Each His Own.” Pirate Saga

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

Walkthrough “Corsairs: To Each His Own.” Pirate Saga


Walkthrough “Corsairs: To Each His Own.” Pirate Saga

We exit through the hole in the hull and swim to the Ceres Smithy ship, 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 Kasper. We talk with her and get information about this island, about people, about morals, about principles, and we also learn that Shark is the admiral on this island. Also, Mary will give you a letter and a key to her cabin. After that, go to the tavern, get some sleep and come to the Shark. At the entrance to the Akula residence we will be stopped, you, in turn, will present a letter from Jan Svenson and you will be allowed through. We go to 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 the conversation and evidence from the Shark, we receive the keys that everyone opens on the Tartarus ship, as well as fifty doubloons for purchasing passwords from the rogue Fazio to other territories. After that, we go to Black Eddie’s residence and give the go-ahead to kill Chad. We approach the Fury pinnace and say the password, after which 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 the Rivados. Now we just stand and wait. Black will return in three hours and thank us for the information about Chimiset, and also make us a friend of the Rivados, but, alas, they were not able to kill Chad Kaper. He escaped into narwhal territory and is now out of reach. Also, Black will give back the papers that Chad threw away in a hurry. After this, approach Chimiseta. In gratitude for his salvation, he will give you a couple of amulets, and will also happily answer all your questions. We return to the Shark and tell about everything that happened. The Shark is of course unhappy, and we need to come up with a plan to smoke Chad out.

We return to Mary and let her read two letters that Chad forgot on the table. Mary notes 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 whiskey. We learn that whiskey was purchased, 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 in, but Marcello the Cyclops came in instead. Such are the things. Santiago will say that the Cyclops left with Adolf to the Santa Florentina. And here three options for the development of events will follow:

Walkthrough “Corsairs: To Each His Own.” Pirate Saga


Walkthrough “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 will bring. After that, we run to the Santa Florentina and see the dead Adolf, and his killer attacks us. After the execution, remove the opened letter from the murderer's corpse, and the bronze key from Adolf's corpse. After that, we go to the “Fury”, go up to the very top and take away the contents of the chest: “screw fitting”, “powder tester” amulet and many other goodies. And finally, we run to the Eva and kill Chad along with the narwhals. After dealing with the traitor, we return to Shark and see him talking to the messenger. After talking with Shark, we put pressure on Fabio and find out that Cyclops is going to Mary. We will also find out the password for passing through the narwhal territory. We cannot allow this to happen, so we are running. Please note that we are running out of time. We run to the narwhal territory, call the password, and then jump into the water from the deck of the Ceres Smithy. After this there will be a scripted 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 “Eva”, go down 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. The shark has already drunk the poisoned whiskey, but nothing. Give him some Comanche potion and he'll be as good as new. As a reward for this path we receive: the Thor's Hammer amulet, five hundred doubloons.

3) We resort to Shark and talk about poisoned whiskey. After this 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 receive: 500 doubloons.

After this, Shark will call us to his place and offer to destroy the narwhals in an alliance with Rivados. We reject this idea and propose a peaceful solution. We go to Donald Greenspie on the Esmeralda galleon and stumble upon his bodyguard. We tell him that we are from 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 the Shark and personally apologize, and also swear that this will not happen again. We return to the Shark and convey Donald’s words. As a reward, Shark will give us a navigational guide, thanks to which we can 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 fine. As a reward for this, Donald gives us a tower blunderbuss and makes us a narwhal friend.

Return of the Baron:

Walkthrough “Corsairs: To Each His Own.” Pirate Saga


Walkthrough “Corsairs: To Each His Own.” Pirate Saga

We return to Jan and learn about another baron and his wife. The Baron has disappeared, so there is still a chance to find him. Also, before we leave, Ian gives a letter to Steve Dodson, which will guarantee our safety. And the main character asks the question: where to look for Hawk’s wife? At the exit from the house, Hawk's wife meets us. Dani will be asked to join our team, and will also tell us 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 the 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: Guadeloupe Lighthouse, Santiago Lighthouse, Cartagena Lighthouse. Amulets take two months to make. So we sail to one lighthouse and order an amulet, after that we sail to another and order, return to the previous 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 Kukulkan statue, wait until midnight and touch him (T). After this, 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 Island of Justice, you will learn about a 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 the white pearl and ask about Nathan Hawk.

It turns out that he found him, gave him a drink and left. We sail to Nathan on Fernand’s ship, knock out the combination: two knocks, 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 arises. If you want, you can listen to Nathan's story about ancient idols, ghost ships and all that.

Walkthrough “Corsairs: To Each His Own.” Pirate Saga


Walkthrough “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 go into the narwhal territory yet, we’ll wait for the mission to develop.

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

1) The crushed ship in the place where you found Nathan Hawke. There will be three pieces of platinum.

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

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

After this, we return to Henrika and give the platinum. We'll be back in five days for the suit. You can wait out the required five days with Mary, and then return to Henrika. 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 this, return to Henrika 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 Phoenix cabin and take a diving suit. We put it on and go down to the bottom.

Walkthrough “Corsairs: To Each His Own.” Pirate Saga


Walkthrough “Corsairs: To Each His Own.” Pirate Saga

We approach the totem and get an entry in the ship's log. After this, we return to land, give the suit to Henrique and return to the bottom between 08:00 and 10:00. Also, we need 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 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 Snake Eyes and give the things he was looking for.

After this, we return to Jan Svenson and buy a ship of the fourth rank to set sail. After that, we swim to the left edge all the way, go out to the global lane and swim to the island of lost ships. We take the Shark, bring Dani and Nathan together, and also recruit Mary to our team. After this, we take Nathan to Snake Eyes, and after that we sail to Jan Svenson for a further plan of action.

Temptation of Barbazon:

Walkthrough “Corsairs: To Each His Own.” Pirate Saga


Walkthrough “Corsairs: To Each His Own.” Pirate Saga

Ian gives a tip to Barbazon and asks him to gain his trust by pretending to be a fool. Therefore, we sail to Le Francois, Martinique and talk to Barbazon. In conversation we pretend to be a fool and a loser, and after that we ask Barbazon for the job. Barbazon will have mercy on us and ask us to deliver bales of lye, which the former assistant threw away while 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 pick up our bales with crack. After the threats, the captain will transfer the click from his boat to our ship. There were not six lots of bales, but nine. We give Barbazon the entire batch and pass the greed test, and also receive one batch as a gift. And then we get the next task. We visit Casterville, go to the tavern and from the innkeeper we learn about the captain of the half-acre Marlin, we learn that his house is located next to the shipyard. We arrive at the house, say the password and understand that they want to set us up. After questioning, the agent begins to get nervous and takes out his sword. We kill him and remove the letter from Jackman from his corpse. After this, we leave the city and board the Marlin. After that, we sail to Turks and land in the “Southern Bay” bay and kill everyone who is sitting in that ambush. After this, we send the boat to the ship “Razluchnitsa” and drive the captain away from the battlefield. Now we need to capture the Vagabond's corvette and pick up documents that will make it 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 him twice. Once against him, and then his assistant joins, but Dani comes running from our side. After the fight, search all the chests and take all the evidence. Now we need to go 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 this, Barbazon will give up his stone fragment. After this, we sail to La Vega, Santiago and ask Baron Tyrax to cast his vote for the Shark, recalling his rescued captain. The captain will immediately give up his piece of stone, as well as three hundred doubloons for saving the captain. The final destination will be Puerto Principe, Cuba. We give Zachariah the book “The Witches Hammer”, which was found on Jackman’s ship, and Zachariah’s voice will be ours.

Walkthrough “Corsairs: To Each His Own.” Pirate Saga


Walkthrough “Corsairs: To Each His Own.” Pirate Saga

Sharpe's will:

Jan Svenson will ask to hire a lawyer to win the case to transfer Sharptown to the rightful heir and the coastal brotherhood. To do this, we sail to Port Royal, Jamaica and go to the house of a lawyer, which is located next to the pier. Albert Loxley 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 East Indian Oyster. We sail out of the city and fish in one of these places: the Mosquito Coast or the Bay of San Juan Del Norte and catch this ship. After this, we send the boat to the “Oyster” and talk to the captain. We are trying to trick the captain into checking the holds, but it doesn’t work. We board the ship. In the captain's cabin we search the chests and find a note, thanks to which you can sell the bakalut yourself. Or you can take the cargo to Svenson. One way or another, we receive 2250 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 map may not be enough and we need to find documents confirming that Helen really has the last name Sharp. After this, the quest “Shadows of the Past” is activated.

Walkthrough “Corsairs: To Each His Own.” Pirate Saga


Walkthrough “Corsairs: To Each His Own.” Pirate Saga

After this, 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, which you will win. Now Helen is the rightful owner of Sharptown, which means that she can start assassinating the governor of Tortuga. Also, we need to pay the rest of the advance and become a friend to the lawyer. And this is worth a lot. He can regulate relations with any factions, and for this he takes not doubloons, 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:

Walkthrough “Corsairs: To Each His Own.” Pirate Saga


Walkthrough “Corsairs: To Each His Own.” Pirate Saga

We are sailing to Antigua in search of Raymond Baker. We learn from the tavernkeeper about the former executioner, and he talks about “Bald Maggie,” who stands near 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 because the pirates were chasing them, or rather Baker. Also, the captain will give us the coordinates where he dropped Baker off. 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 only 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 talk about 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 this, at coordinates 21’32 and 78’33 (just above Cayman) we sail to Skeleton Reef and see an excavated grave there. We stay until night, and on the full moon the ghost of Jessica will approach us with threats. After we defeat her, she will call upon the skeletons to help her. Also, Jessica will take away our ability to run. After killing the first wave of skeletons, cross the bridge, passing the geysers. We defeat Jess again and receive 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 receive the third portion of curses - a decrease in energy. Jess will attack you one last time. Beat her, and then decide: to spare her or kill her. If you kill Jess, then remove the note from her corpse that the lawyer needs.

And if you decide to save 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 back next midnight. We wait for her to leave the location and rewind the time. After this, Jess will come up to you and tell you that Butcher is dead, and as a reward for this she will give you: a letter from Beatrice and the famous flamberge sword "Morgana", which causes monstrous damage.

Walkthrough “Corsairs: To Each His Own.” Pirate Saga


Walkthrough “Corsairs: To Each His Own.” Pirate Saga

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

Turtle:

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

Walkthrough “Corsairs: To Each His Own.” Pirate Saga


Walkthrough “Corsairs: To Each His Own.” Pirate Saga

After this, go to Basse Terre, to the tavern. We ask the innkeeper about Fernand Luquet and find out that he has 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 Shark and talk about what happened. He will suggest that it could be Katherine Fox, the daughter of Fox himself, and that it would be better to free the girl, otherwise Fox will not allow the entire Coastal Brotherhood to live, and this is bad. After such a conversation with 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 wait for the indicated time and go up to the second floor to see Thibault. Thibault does not give in to our arguments and decides to escape 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 Spaniards and a spy, so we will fight against three people. We loot Levasseur's corpse 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 scripted scene will start, during which we will run up to Catherine Fox. Also, after talking with Katherine, a moment of jealousy from Helen / Mary will follow. After this, sail out of the city and board the enemy ship. There will be a letter in the captain's cabin that will activate the quest “Cromwell's Dispatch”. After you deliver Fox's daughter, she will thank you and ask you to go see her father for a reward. If it's not there, come back later. As a reward we will receive an exclusive weapon that can shoot arrows, buckshot or “hedgehog charges”.

Walkthrough “Corsairs: To Each His Own.” Pirate Saga


Walkthrough “Corsairs: To Each His Own.” Pirate Saga

After this, we sail to Capsterville and report to Poincy. He rejoices and frees his brother. Also, he invites us to become a French officer. As a reward, we receive the frigate "Gryffondor", a team of French soldiers, an officer, a French privateering patent 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.

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

Once there, go to the governor and inform him that you are in search of the Chevalier de Poincy. Then go out the right door to talk to him in person. He will take your money, but will not free your brother yet. 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 will have to capture Tortuga and do everything so that Governor Levasseur resigns. To do this, it is necessary to find opponents of Levasseur.

Pirate Saga

The first of these people can be found in Blueveld, hurry there. Drop anchor and go to Jan Svenson's house. His wife will meet you and tell you that her husband went in search of Helen, who was the daughter of his friend, who is no longer alive. But the wife of a deceased comrade lives on this island. You can find it by going to the pier.

Hurry there and find the last building. After you climb inside, you realize that she is not at home. Continue passing the game Corsairs: To Each His Own and get out of the city. When you reach the fork, turn left and climb into the fort. Once you reach the top, you will find Gladys. 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 marriage proposal of an unknown captain. But Gladys doesn’t know anything; she needs to hurry to find Jimmy.

Open the map and start heading 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 that is located opposite. Just don’t try to be rude to him in a conversation with Jimmy. Try to use the second phrase in the dialogue. It turns out that the English captain who proposed marriage to Helen was named Arthur Donovan. He will also assume that he is now near Antigua.

Continue through Corsairs: To Each His Own and visit the Governor after you finish talking to Jimmy. After talking with the governor, save and begin your journey to Antigua. As soon as you approach the island, open the journal and see that an entry has appeared in it, which indicates that the captain's corvette is somewhere nearby. Make every effort to board the ship. After the captain is destroyed, find Helen.

After delivering her to Blueveld, go to Gladys' house to receive a worthy reward. Then go to Jan Svenson's house 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 traveling towards this island. Richaliv, 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.

When talking to him, try to scare him. Then head to the church and order a prayer in honor of Henry the Hangman's wife. This is necessary 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 of jewelry from Henry and go to your ship.

Now open the map and head to Blueveld. Find Ian there and report the situation. He will want you to talk to Helen's mother. Do this to receive a reward in the form of a part of the map that shows where the inheritance of Helen’s blood mother is located. You can return to Ian and show the donated part of the map. He will tell you that Helen is Beatrice Sharp's daughter. You will have to find the second part of the map to make Helen the owner of Sharp Town.

Shark hunting

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

Continue the passage of the game Corsairs: To Each His Own and sail to the shores of Cuba. Drop anchor in the city of Puerto Principe and go to the tavern. Find Baron Zachary there. After talking with him, you will learn that Shark swapped with him and gave up his frigate in exchange for an ordinary brig, on which he went to the northwest. However, he never returned. Zachary will also say that he will only be against the Shark when you get him the book “The Witches Hammer,” written in English.

Return to Ian and chat with him. He will tell you that he knows a famous Spanish cartographer living in Hispaniola. There was a time when he saved him, so the Spaniard is indebted to him. Open the map and set course for Hispaniola. Drop anchor near the city of La Vega and go through the city gates.

Sooner or later you will find yourself near the gate leading to the settlement of San Dominigo. Wait until midnight to get into the city without hindrance. Move to the farthest part of it and go to the house of Dios, located on a hillock. After you talk with the owner, you can get your hands on Captain Alvaro’s notes and guesses about the existence of the island. But you won't get any coordinates. Continue through the game Corsairs: To Each His Own and return to Blueveld to Jan Svenson. After you talk to him, you will receive another parallel quest.

Return of the Baron

Get out of the house and walk along the street. After some time, Dani Hawk, who is Nathan's wife, will approach you. Chat with her a little to find out about the incident at the mine and the address of the shaman who is able to return Hawk. She will also want to become a member of your team, you will definitely agree.

Open your map and start sailing towards West Main. I advise you to anchor in Amatica Bay and go to the territory that Dani points to. Chat with her and move along the path on which the sculpture stands. Near it you need to turn left and end up in the foreigners’ settlement.

Now in the passage of the game Corsairs: To each his own, go to the hut that is located in front and find the shaman in it. His name is Snake Eyes. After talking, you will understand that this sculpture acts as a portal that took Hawk 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 from 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, go to Guadalupe Lighthouse, Santiago (Cuba), Cartagena (South Main). Since the names of amulets are generated randomly, they may differ from those above. Of course, there is a possibility that you can find them from merchants, but this is very rare.

Continue the passage of 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 Cimaruta amulet. When you get to the Cartagena lighthouse, order the last Ehektal amulet there. Wait a little and come back for the finished products.

Then return to Amatika and go to the shaman's hut. After you talk to him, inform him 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 look for the potion that the shaman gave you, and then take them. After this you will be healed. So you now have two drugs at your disposal. When a huge crab appears in front of you, make every effort to defeat it. Then go up to the lifeless body and search it. This way you will find a huge pearl. Then move through the door to be captured. After you talk to the Privateer, take his machete to use it to prove that you are not a member of the Rivados tribe.

Now in the walkthrough 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 will also turn out that the corsairs are specially setting up his murder, because by killing him, you will call a curse on your entire family. So don’t hesitate 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 are in it.

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

In the further passage of the game Corsairs: To Each His Own, you need to talk with Chimiset, and then approach the body and search it. Go upstairs and find a chest there that can be opened using the keys 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 there, find the commander on the upper deck, and then tell him the password to move to the narwhals.

Climb onto the upper deck and turn left to find yourself on the Gloria galleon. Go down into the hold and go through the right doors. This is how you end up in church. Look around and go left, to the doors to exit into the uninhabited cabins. Move along them until you find yourself near the door on the right. Exit through it into the city. Afterwards you can go to the bow of the ship and climb onto it along the board on the left.

Shamanic amulets have always been shrouded in legends and amazing stories about their miraculous powers. The unusual appearance of jewelry made of fur, leather, stones and other gifts of nature already sets one in a mystical mood. It is no coincidence that recently it has become fashionable to wear jewelry reminiscent of shamanic amulets. People feel the attraction of such objects.

So what is a real shamanic amulet? A shamanic amulet is an item made, i.e. a person who is a conductor between the world of spirits and the world of people. When creating an amulet, the shaman does not just give it some kind of image, he infuses the Spirit into it. And the Spirit that the shaman infuses into the object is also not chosen by chance. The shaman can call upon a specific spirit, which, being inside the amulet, will help him or another person solve specific problems. For example, protect from evil people, heal or help in business.

It happens that some people who become owners of a shamanic amulet do not feel any changes in their lives. And miracles happen for other owners of talismans. Why does the Spirit living in the amulet help some and not others?

First, you need to understand that a shamanic amulet is not a magic wand. When you receive such an item, you receive a Helper, a Spirit living in the item. A kind of living creature, only without a body, whose task is to protect you, help you, send you hints at the right moment, teach you, or even take the blow. And since it is a living being, it should be treated as a living being. Firstly, you need to communicate with the spirit, talk, feed it, ask for help. (We will tell you how to feed spirits in future articles). Secondly, you need to listen to the spirit, listen to your inner feelings, and not act contrary, considering your own feelings to be the tenth thing. Thirdly, you need to make your own efforts, because the Spirit teaches a person how to change his own life. Sets him up to receive the necessary thoughts and information that can help a person change.

A very powerful tool for helping people. But “Rely on the amulet, but don’t make a mistake yourself.” In order for the power of a shamanic amulet to protect and help you, you need to:

- maintain positive contact with the power of the object, i.e. with his Spirit;

- trust your feelings, because it is through them that the Spirit of the object tries to teach or warn us;

- Having received a hint from the spirit, follow it, working on yourself. After all, the Spirit, being in the subtle plane, knows what a person needs to change in himself so that the cause of his problem disappears.

Follow these tips and then your shamanic amulets will protect you from any sharp turns of fate.

You can get information about shamanic amulets and order an item of power charged for you at: [email protected]

Good luck to you!

If you find an error, please highlight a piece of text and click Ctrl+Enter.

Walkthrough of Corsairs To each his own. Ancient Mayan city Part 01
We received the Tanat sword, I have never seen anything better. And in another five days, according to Vincento, Father Adrian will arrive here, who will supply you with potions and amulets. Talk to Father Adrian, he will give you amulets and other useful potions.
From the magazine: The conversation with Father Vincento took place. The Inquisitor managed to convince me that I still needed to find Tayasal and seal the portal using the mask of Kukulkan - as Alonso de Maldonado said. Our old elusive acquaintance, Miguel Dichozo, can help me find Tayasal. Agents of Vincento's father saw him in Sharptown. I'm heading to Isla Tesoro.
Everything is clear, our path lies on Isla Tesoro to the settlement of Sharp Town. We go to the tavern and ask the tavernkeeper.
From the magazine: The owner of the Isla Tesoro tavern told me exciting, and at the same time a little frightening news: Miguel Dichoso himself was looking for me. Well then. I'm not going to run from him. Presumably he was going to Blueveld. But I’ll try to ask more about Dichozo: maybe he’s still here somewhere?
Then we go to the store, ask in the store, after that we go out to sea, a pirate squadron of four ships is waiting for us there.
From the magazine: Off the coast of Isla Tesoro I was attacked by a squadron flying a pirate flag. All this is suspicious - as if they were waiting for me...
Sail to Blueveld, disembark at the port. Miguel Dichoso's envoy will meet you there.
From the magazine: At Blueveld I was met by a messenger from Miguel Dichoso. The Spaniard is also looking for me. His goal is obvious to me: to propose a joint trip to Tayasal. Which, in fact, is what I need. The meeting is scheduled in the large crypt in the cemetery of Capsterville, in St. Christopher. Despite Dichozo's assurances of peaceful intentions, I should keep my eyes open with this fruit and play it safe - I will not land in the city, but in Sandy Bay, in the north of the island, and go with a small detachment through the jungle.
Sail to St. Christopher and land at Sandy Bay. Let's go straight, right, right. As soon as your squad goes to the right, there will be a message.
From the magazine: Here I am near St. Christopher's Cemetery. I’ll go into the crypt alone, but I’ll give the order to the officers to keep their ears open and react immediately in case of trouble.
Your squad has gone to the right, you go left, to the cemetery, enter the right crypt. As always, a trap awaits you there, musketeers hidden in coffins and three swordsmen, everything is quick and simple.
From the magazine: The damned Dichozo nevertheless deceived me and set up an ambush, sending another six in his place. The messenger Dichozo expressed himself somehow strangely in his last remark about “native blood”... I didn’t understand it a little. We need to search the corpse of the leader of the scoundrels - perhaps something interesting will be found.
We search the leader and find a letter.
From the magazine: How blind I was! And why didn’t I think of it before? Miguel Dichoso and my brother Michel de Montpey are the same person! Now everything is falling into place... You wouldn’t wish such a brother on your enemy. It follows from the letter that Michel decided to eliminate me using the most radical method. Apparently I'm disturbing him a lot. Well, you can’t count on Miguel Dichoso as a guide to Tayasal. You'll have to find the way yourself. Now we need to get out of here quickly.
Letter: Arturo, prepare for the meeting properly - Charles is not a person to joke with. Arrange people so that he cannot escape from the pincers. Take only the best soldiers, be sure to take more good shooters. Don't even give him a chance. Surround the cemetery in case he suddenly manages to miraculously escape from the crypt. The only thing I ask is that my brother be allowed to die with dignity, like a soldier. May his death be quick and without pain. When you are done with this matter, move to the appointed place. There you will receive a reward and further instructions. Miguel Dichoso.
Yes, but the brother is not who he said he was, his own blood. We destroy the ambush in the cemetery.
From the magazine: My scoundrel brother's ambush has been destroyed. Now he will have no peace either in the Caribbean or in Europe; I will find him, no matter the cost. But for now there is something more important to do: a trip to Tayasal. I’ll return to the ship, go down to the cabin and think carefully about how to find my way there.
We go to the ship, to our cabin, and find a solution.
From the magazine: Decision is made. I set off to find the trail leading to Tayasal.
At the northernmost point of West Main there is Doom Bay. Land and go all the time to the left, kill enemies along the way, go through about 6-7 locations and you will find yourself in Tayasala. The Indians will attack you in droves, two or three avalanches. After you destroy everyone, he will come up to you and enter into dialogue.
From the magazine: So, here I am in Tayasala. After a hot battle on the outskirts of the city, I was met by Huracan himself, the military leader of the Itza, the son of the priest Kanek, who called Kukulkan to earth. From the conversation with him, it became clear that Kukulkan, or rather his earthly incarnation, was already here in Tayasala. And he longs to meet me. I must go to the great temple of Thayasala.
Run along the bridge, run around the first pyramid, climb to the second pyramid, but not to the very top, climb to the first row, there will be an entrance to the temple on the left or right. Talk to your brother, save immediately after this, then run away to the right and left so that the Indians do not surround you, kill all the Indians, Michelle will appear and defeat him. He will run down and to the left, then up the stairs, so follow him while killing the Indians, there is no need to rush, do everything systematically. After you kill your brother, a message will appear.



Solitaire