How to find corsairs to each their own oyster. Walkthrough of Pirates Odyssey: To Each His Own. After which the countdown for the quest “Pirate Saga” will begin.

But he does exist! Open your inventory quickly, find the Kamanche potion, select it and click on the “Take” button. You are cured. There are still two potions left. There is a huge crab in front of you - defeat it. Search the corpse and take the large pearl (MUST!). Go through the door and you will be taken prisoner. Talk to Chad Capper and take the machete from him. To prove that you are not from the Rivados tribe, you need to kill the caged sorcerer with this machete. Go down the stairs and talk to the sorcerer. His name is Chimiset. He says that these pirates specifically sent you to kill Chimiset, since for killing shamans a strong curse will fall on the entire clan. Agree to help Chimiset, ask what he offers. Find a scrap metal lying on the floor in the room and go to the chest in the corner. As soon as you come close to the chest along with the crowbar, this chest will open. Remove all available items from the chest. Quickly press the F2 key to have time to equip yourself with a saber, pistol and armor. Kill the pirates who come running, including Chad. Most likely, three pirates will go down, so you will have to go up to get the fourth pirate with a musket. When you kill everyone, Chimiset will approach you. He will tell you that there are two clans on the island - narwhals and rivados. The Rivados are a peaceful clan, but the narwhals fight with them all the time. The shark we're looking for, Stephen Dodson, is now the head of Justice Island. It is neither a narwhal nor a rivados. But Chad plotted against him to kill Shark. The Narwhals have a grudge against Shark because they think he was involved in Alan's death. In fact, Chad killed him and Chimiseth is a witness to this. That’s why Chad couldn’t let Chimiset go, and he didn’t dare kill the shaman because of the curse that threatened him.



Let's talk with Chimiset, search Chad's corpse below, find the chest upstairs and unlock it with the keys from the corpse. Take various things, including records of Alan's murder. Exit the cabin onto the deck. So, you can either jump from the yard into the water (on the port side), or cross the wooden beams to the Esmeralda galleon. On Esmeralda there is a merchant inside, and you can also go through the upper deck to the commander, who, using a password, allows him to enter the narwhal territory. Go to this upper deck, but turn left onto the Galleon Gloria. There is a church here (downstairs, in the hold, you need to enter the doors on the right). Through the doors on the left you can get into the abandoned cabins. Follow there, take a couple of steps forward and on your right hand there will be a door to the city streets. Go out there, turn back and run to the bow of the ship. On the left there will be a board leading to the neighboring ship. Go there, go down to the deck by jumping from the bow, and along the bridge on the right side (in the middle of the deck) go to the San Augustine warship. There will be a door on the left - go up to it, the pirate will say that the admiral is waiting for you. Go inside and talk to Stephen Dodson, the Shark. So, he would gladly sail with you if you had a ship. But there is no ship. You need to find the Kukulkan statue and use it to get back. Then sail here by ship and pick up the Shark. But to find this island on a ship, you need a navigational guide, which the Shark will give you after you identify Chad’s associates, kill them, or lead them to the Shark himself.

We begin the investigation, but first ask the Shark all the questions. Ask for confiscated items back. Go upstairs and take things out of the chest. Go outside and cross the bridge back to the neighboring ship. Go to the ship standing parallel to it. There is also an Indian on it. A dark-skinned man stands at the bow of the ship - this is one of the Rivados clan. Approach him, he will say that he was warned that you can be allowed onto the ships of their clan. Walk across the wooden bridge next to the man to the Rivados ship. Go left. You are on the Fury pinnace. Go straight, enter the door and exit through the other door onto the street. It is located at the other end of the hold, on the same tier. Go to the ship. The door, guarded by a half-naked Indian, leads to Eddie and Chimiset. Chimiset will tell you that the statue was on the ship San Jeronimo, but it sank. As Chimi says, this is not far from the narwhal ship called Phoenix. The ship San Jeronimo lies deep at the bottom, and huge crabs prevent you from swimming to it. Ask about the impending assassination attempt on the admiral. Chimiset will tell you that the Shark does not leave his ship. The only thing is that in the evenings he likes to walk on the deck. The deck is clearly visible from the bow of the ship Santa Florentina and from the Rivados ship, Furia, if you climb onto the surviving top deck on the mast. But to hit you need a high-precision long-range weapon. First you need to look for a person who has such a weapon. You will also learn about the White Boy - he often walks around the city, visits a tavern, a store, or just on the street. You can easily recognize him by his white hair.

Ask Eddie if he knows Nathan Hawk. He will say that he does not know such a thing, and if it exists, it is in narwhals. Return to the nearby ship, Pinnace Furia. Enter it. So, the door ahead leads to the upper deck of the pinnace, where you came here from. In the middle of this tier there is another door leading to the street. Exit through it and you will find yourself on the stern of the pinnace. There is a staircase here leading to the Mars platform that Chimiset spoke about. This is just an FYI so you know this place. From Furia, return to the ship preceding the Rivados territory. Go to the far part of the ship, there will be a stepladder on the right, with which you can move to the neighboring ship. Do so. This is Eva's galleon. Go left, through the arch, there will be a bridge at the bow of the ship. Follow it to another ship. At the end of the ship there is a man who uses a password to let narwhals into the ships. On the same ship, there is a store in the hold. To get there, stand on the main deck, look for the STORE sign and go through the door next to it.

Go downstairs - you are in the store. The same one will be here White Boy. Talk to the seller first, ask about long-range weapons. He will say that you are the third person to ask him in the last two weeks. He will report that a hunter, Adolphe Barbier, came to him and tried to put up for sale a hunting rifle with a scope. This is what you are looking for! Barbier asked for a huge amount of money, so the seller refused. Now the fitting is with Barbier himself. Most often, Barbier can be seen in Sancho's tavern, because... the hunter likes to drink a glass of rum in the evenings. Find out that the two people who asked for the weapons were named Mary Kasper and Marcello, nicknamed Cyclops. Giuseppe Fazio was also interested in Adolf. Talk to the White Boy. He will ask for some kind of white bead. Ask the merchant what this boy is talking about. The merchant will say that he calls large pearls a white bead. You should have found it on the corpse of a large crab. Give Olya the existing pearl and find out a lot of interesting news. Remember how to knock on the door of the hold where Nathan is. So, first of all, Nathan is alive, but sick. Ole saved him. Nathan is now on Fernando's ship, which is far from the city. You can only get there by water. Secondly, the Kukulkan statue is not so deep. A certain Henrik, who lives in the narwhal camp, knows how to walk on the bottom. He good man, friend Ole. So he can teach you how to walk on the bottom.

So, from the words of the Shark, you learned that a certain Giuseppe Fazio, who, by the way, was interested in long-range weapons, is a diplomat of the island and may know the access passwords to two enemy clans. His cabin is located on the frigate Carolina. Go there. This is how you can get there. Return to the Shark's ship, cross the wooden bridge, moving away from this ship. On the left there will be a board leading to another ship without sides. This is the frigate Carolina. Go inside and talk to Giuseppe. Ask for the password for the narwhal clan. You need to pay 50 doubloons. I didn't have that amount.

Return to the Carolina deck, jump off the side using the steps on the left. Swim to the right, past the narwhal ships, and you will see Fernando's ship moving away. Swim it from the stern side (left side) and climb onto it. Knock on the door like Ole said. In my case, the knock was like this: knock-knock-pause-knock-knock. Talk to Nathan, he will offer to tell the story of the original part of the game (there will even be videos). I advise you to watch it, or if you haven’t played it, it’s better to play this amazing game! Let's continue. For some reason, despite the fact that we have two more Kamancha potions in our inventory, your hero will not give them to Nathan, but will tell him to wait for him to return on the ship. After which you will take Hawk and Shark from this damned place. Swim back, climb onto the Shark's ship on the left side of the bridge, because... there is a board there to get to the ship.

Follow to the tavern. To do this, go to the brig Santa Florentina (from this brig you get to the Rivados ships), look straight at the dark-skinned guard who allows people onto the Rivados ships only with a password, turn left and see the transition to other ships. Go to the next ship. This ship is called the Fleron caravel. This is where the tavern is located. Turn left, go up the stairs and you will see a tavern sign. Go inside and ask the tavernkeeper about Barbier. Also learn about Mary and Cyclops. Mary is the wife of the late Alan. Amid rumors that the admiral killed him, she has a great reason to take revenge on the Shark. Cyclops is a former warrior who hates pirates. As for Barbier, in last days he wasn't in the tavern. The last time he sat with Giuseppe Fazio, they left the tavern in a friendly manner, there were no quarrels.

Go to Carolina and talk to Fazio in his cabin. He will say that Barbier repaid him the debt and took the fitting, which was collateral. Barbier also bought himself a cabin on Santa Florentina. Fazio emphasized that Barbier is always wandering around the city and is only at home in the evening. Remember that one of the good places to shoot is the bow of the Santa Florentina? Perhaps it was Adolf who was ordered to kill the admiral. You need to come to Adolf in the evening. Since you can't rewind time using Enter, go to the tavern and ask for wine to pass the time. Time will fast forward 4 hours. Go to the brig Santa Florentina, enter one of the two doors that are located in the same part of the ship. Talk to Adolf, you will have to kill him. Do it. Search the body and find a letter. From the letter it becomes clear that Adolf did not act alone. But it’s not a fact that he’s a killer. The only option is to hide the corpse, stay in Adolf's cabin and see who comes here at night. Go to the tavern, sleep until nightfall, return to Santa Florentina's cabin and wait until midnight. You can, for example, make several paper cartridges. 8 rounds are made in about half an hour. This is me, for the record. Marcello the Cyclops and Mary will come here. You'll have to kill both of them after the conversation. Next, search Mary's corpse and find a letter from Chad. Go to the tavern, spend the night until morning and return to Shark. Tell us about what happened. He will give you 500 doubloons, as well as the location of the island to find it on the ship.

Addition! It seems that a map of the island is no longer needed. BUT! Remember, cartographer Jose Dios asked you to get some evidence for him and he would generously thank you for it. Buy a card from First Mate Shark, on the top tier, Dios will be delighted! The same card can be sold for 17,000 pesos to an island merchant (and the exchange of 100 doubloons is 10,000 pesos).

Go to Giuseppe Fazio on Carolina and buy the password to the narwhal ships for 50 doubloons. Mine was “alacantara”. There is no need to write it down - it will be in the journal. Remember, just in case, that passwords are changed on certain dates every month, weekly - on the seventh, fourteenth, twenty-first and twenty-eighth. Go to the ship with the store, and use it to get to the narwhal ship. Write the password manually and press Enter. You will be on the brig San Gabriel. This is where Henrik is located. Enter the far door, in the middle of the cabin find another door labeled as city streets. But you will end up on top of the bow of the ship. Find the door to the cabin here and enter. You will be taken to Henrik. Talk to him to fix it diving suit, you need to find 10 pieces of some metal.

You need to look for platinum in chests on the ships of the Rivados clan. But all the chests are locked. The White Boy will again help you unlock them. He has the keys and will give them to Olya for 5 large pearls. There is also a problem with pearls... But it can be solved! There is an Indian walking around on ships - you can buy pearls from him. The Indian can be both on the surface and inside the ships, for example, in a tavern. Having found an Indian, first ask about how he got to the island and what he does. ONLY after this, a selection of Indian goods will appear in the dialogue menu. It should be noted that these goods may not be immediately available. Those. he can only sell 3 large pearls. You will have to wait 4 days (just spend the night in a tavern) for the product to be updated. Having bought 5 pearls, go to Olya and exchange them through the dialogue menu for a set of master keys. Ole needs to wait in the store. If Ole is not there, then go to the tavern and order a bottle of wine. Wait until main character get drunk and pass the time, then return to the store. Ole will definitely be there. If you give Olya 5 more pearls, he will give you an unusual key. Go to Tartarus, where you saved Chimiset. Go inside and go down to the cameras. There is a small door to the left of Chimiseta's cell. Approach it and it will open. Go inside and you will see a skeleton chained to the wall, as well as a chest. There are a lot of interesting things in the chest, including another old key.

So, you have the master keys. Walk through the ships of the Rivados and the Admiral and find the required number of platinum pieces in the chests. You need at least 11 of them! Also, a number of these pieces can be found in the fissure of Fernando's ship, where Nathan Hawk sits. To do this, you need to sail around the ship from the other side. Here you will find 3 platinum pieces. Keep looking... Didn't find it? Go to the rivados ship called Velasco. It can be reached through a ship with a tavern. Stand on the upper deck. There are two doors here. One of them is to the left of the board that brought you here. Enter exactly there. The chest immediately catches your eye. But in this chest, apart from useful loot, there is no platinum. Do you already want to leave the cabin? Do not hurry! Go around the wooden square boxes on the left and you will find a second chest. This is where five platinum pieces are hidden. Finally, the last three platinum pieces can be found on the Shark's ship. Go there, enter the door and on the tier where the Shark sits, right in the opposite part of it in the corner, find a chest. This is where the last three platinum pieces are hidden. Follow Henrik and give him all the ingots. You need to return in 5 days.

Do so. Return after 5 days (spend the night in a tavern) to Henrik, first, if necessary, having found out New Password narwhals at Fazio's. Talk to Henrik, he didn't have enough platinum for the plates and needs 4 more pieces. Go to the Tartarus ship, where you rescued Chimiset. There is a small door next to the cage where Chimiset was. Approach it and it will open. Go inside and you will see a skeleton hanging on the wall, and next to it is a chest. Open the chest with Ole's key, and first take out five (or four) pieces of platinum. Then you can pick up 1000 doubloons and other valuables. Go back to Henrik and give him four pieces of platinum. The mechanic will ask you to return the day after tomorrow, at 10 am. Do just that, spending the night for two days in a tavern. Talk to the mechanic, he will give you instructions. Firstly, the air supply is enough for 400 seconds. Secondly, it is not possible to do more than one dive per day. Thirdly, after the dive you will need to return the suit to the mechanic to refuel it with oxygen.

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General discussion and questions about passing
The eldest was a smart kid. The youngest son is this way and that. In general, he was definitely a fool.


Ahoy, brave sailors and lovers of adventurous adventures! Welcome to our little tavern at the end of the world! Grab yourself a pint of select rum and make yourself comfortable. We have a long and pleasant evening ahead of us in the company of the women of the port, gambling, as well as incredible stories about the adventures that await us, simple corsairs, on the way to legendary treasures! Don't mince your words! Share your experience with green cabin boys who have not yet smelled the smells of sweat and gunpowder! Those who have not yet known the joy of a fresh sea breeze after a prolonged calm! Help me choose a vessel for the cruise trip around the world or tell me a couple of tricks that will help a young corsair become sea ​​legend. Relax, have fun, and remember: after all, the parrot is alive!


Plus, the developers went too far with the quests during which the main character loses his ship. You have to replay, change the game, leaving the main ship laid up in the port, and sail on some kind of tartan or lugger for the mission.
Compared to other parts, the player is very tied to time. He has little time left to engage in piracy, trading and completing side quests for his own pleasure. The success of completing timed tasks depends on simple luck with a tailwind, plus there is a bug when using the command “swim to...” it takes much less time than swimming to the same point on the world map.
The only thing that pleased me about this game was the trading. It really became possible to make money on it.

I recently deleted this game, although I also played for several months, then abandoned it, I didn’t like the too nerdy leveling of fencing, which, along with other Persian skills, increases very slowly, and accordingly, personal abilities are earned less often.


But with ship skills it’s more difficult. I still use the skills of navigators. Fortunately, quest officers have high level skills.

In general, the game is incredibly difficult. The time limits on quests are too steep, the opponents are crazy at first (only with the help of forts can you crush them), and from the very first minutes of entering the open sea at the beginning of the game you immediately encounter entire squadrons of the enemy. Natural tin. Moreover, it infuriates me that at the beginning of the game (until you improve your flag raising skill or patent West India Company you can’t buy) carry out missions to deliver some passengers and ships to the Spanish shores. And almost all the characters I met at first (at least in my case) ask exclusively to go to the Spanish colonies. But the story dragged on. The plot is good, compared to the old parts.

Plus, the developers went too far with the quests during which the main character loses his ship. You have to replay, change the game, leaving the main ship laid up in the port, and sail on some kind of tartan or lugger for the mission.

Yes, I don't like that either. I know that this should happen as the game progresses. In the same Kaleuch, in my opinion, everything is based on this. But I haven't met yet. I don’t know yet whether each officer will have to buy a Luger in order to preserve them. Because from the passage I saw that only one of them survives. That is, Mary or Rumba, depending on who you take. And yes, it’s a pity that you can’t take both.

I liked the game, especially the story. He is above all praise. There are so many variations of the passage, literally everything is thought out to the smallest detail. The writers really did a great job, especially when, through dialogue alone, they gave all the NPCs real, living characters. I think even Stanislavsky would not have found anything to complain about.
Bright, dynamic battles that even at the end of the game make you tense and sweat. Although for a beginner (like me, for example, who had only played the first Corsairs before) the game will seem too difficult even for easy level. However, you can adapt, you just need to devote more time to passing.
However, there were some downsides. The Storm engine is insidious and merciless, it always starts to malfunction at the most crucial moment. Although, oddly enough, I experienced crashes less often than others.

Personal skills are upgraded quite quickly. In general, fencing can be upgraded by stupidly making your way overland to a Spanish fort (while the noble hidalgos treat the character no better than a piece of unsavory stuff) and cutting down everything and everyone on the way. A couple of hours of real time, and your skill is already at a hundred. It’s better not to approach pirates with such things.

On older versions, I remember, this was actually possible. In the latest version, such a freebie was cut off. Skills are pumped up, but extremely slowly; only on missions do you gain experience.

In fact, there is an opportunity to take both, although not forever, and even then with restrictions.

There is nothing complicated, just replay the entire Pirate Saga.

Spoiler

In order to take Mary back for a second visit to the OS, we must make sure that the prophecy of the gypsy woman that Helen talks about is not fulfilled. That is, you must either not return the chest with doubloons, or name Helen after her adoptive father, MacArthur, and not Sharpe. In this case, Mary agrees to board the ship and both girls will travel with the GG on the ship until the end of the Saga. Helen leaves at the end. Naturally, you won’t be able to choose between the two of them, only Mary.

For me personally, there are much more positives in this part than negatives. The work of the developers is visible in every aspect of the game, which cannot be said about many AAA projects that are driven by commerce and not by ideas. The only thing worth criticizing is the engine, which, unfortunately, is not always able to function normally on XP+ systems.

The speed of leveling up fencing depends directly on the style of play. It is logical to assume that if the player is constantly at sea, his sea skills will improve. As for me, this system is quite understandable and playable. I would like to add that skills increase faster when completing a quest, be it generator/plot/side quest.


That's exactly what for free play there is very little time, except perhaps only at the stage of collecting a million pesos (if you collect these pesos not through a quest" Dutch Gambit", but through trade and piracy).

That’s right, there is very little time for free play, except perhaps only at the stage of collecting a million pesos (if you collect these pesos not through the “Dutch Gambit” quest, but through trade and piracy).

Three months to collect one million pesos is a convention that can be broken several times. Also, after completing the Pirate Saga, you can freeplay for at least ten game years, which will not affect the plot in any way. How much more free?)
If, for example, we take the standard system from the GPK, where the GG immediately after respawn is engaged in free play, of course, there are differences, but they are not as critical as they seem at first glance.

Yeah. It's not viable at all, to be honest. Like a zombie. It seems to be moving, but who knows when something will fall off of it.

The speed of leveling up fencing depends directly on the style of play. It is logical to assume that if the player is constantly at sea, his sea skills will improve. As for me, this system is quite understandable and playable. I would like to add that skills increase faster when completing a quest, be it generator/plot/side quest.

Not only does the system have a right to life. So she's absolutely awesome! She is logical and consistent. Just by doing what you're supposed to do, you improve your skill. True, lately I have been resorting more to the help of gypsies. Because Some skills I still don’t understand how they are upgraded. For example, the same secrecy. And for some quests, this stealth is a really necessary skill.

Compared to other parts, there are story quests that require completion over time, but this does not mean that you cannot choose the right moment for free play during the break between these quests

Can. But it’s very difficult to be honest. And the plot doesn't let me go.

That’s right, fencing used to be great during boarding battles in fights with captains and the enemy team, but now to do this you need to generate quests for duels in cities using save/load and organize a hunt for local bandits, and fencing is barely growing.

Fencing improves faster than other skills. Moreover, local bandits are not so rare. And I more often try to board an enemy ship than to sink it. Well, during secret visits to the Spanish colonies, I simply cannot resist going inside the settlement and knocking out a couple of noble conquistadors. As a result, my fencing and shooting skills have been fully upgraded. But with the rest, everything is less rosy. Some haven’t even reached 50% yet.

Gentlemen. As a fan of the series with 7 years of experience (it’s scary now) I read your posts with interest.
First I’ll say a few words about how this game even appeared. There was (however, there still is) such a team of enthusiastic players, Black Mark Studio, which made a global modification for “City Lost ships" (previous game in the series) - mod pack 1.3.2 Adventure Tales. In parallel with the modification, they made a fan-made addition to the game - in fact, “To Each His Own.” Some addon ideas (for example, generated quests) were tested on a mod pack. The add-on was supposed to have three main characters (Charles de Maur, William Paterson, Diego Montoya) with three storylines connected to each other. When Akella, as the copyright holder of the series, saw what was coming out in the end, she decided to publish this project as a separate game. This is how “Corsairs: To Each His Own” appeared. In the first version of the game there is a plot only for Charles de Maura, since there was no time to refine the other two. Actually, the entire corsair community is waiting for the remaining two GGs and their lines to be added to the game. So far, the developers have released two relatively small DLCs ("Kaleuche" and "The Last Lesson"), and the third is coming - "Under the Black Flag".

Here's the thing. The previous game in the series, City of Lost Ships, was focused mainly on freeplay. Actually, the players had a lot of fun playing. The developers of KKS decided to shift the focus to the plot component. At the same time, freeplay as such has not gone away - between story quests you can have fun as the player wants.

Well, this one game feature was known, again, back in the Civil Procedure Code

But this surprised me. It is believed that in KKS freeplay the emphasis is on piracy and generated quests. Trading has become more difficult than in the Civil Procedure Code.

In one of the updates, leveling up of soldiers in the fort was cut down. Especially, as part of the fight against stupid people. As the developers explained, leveling up the hero is quite possible during side and generated quests - and this reveals the game more fully than endless slaughter for the sake of skill points.

In fact, the main character objectively does not need most of the ship's skills and abilities, because they are covered by hired officers (key positions are navigator, gunner and boatswain). You definitely need the ability to raise foreign flags (allows you to penetrate enemy cities), it’s worth leveling up the navigator abilities branch - its final perk allows you to ignore unnecessary skirmishes on the global map.

What’s good is that the plot of KKS is organically intertwined with the plots of, perhaps, all previous games in the series. With the second, third and GPK - exactly.

When it's pirates drowned ships? It's not profitable

It's strange why. Due to unique goods, rich capital is earned by trading simply. I'm talking specifically about free trade by the player, and not about quests from shopkeepers. We take goods where they are exported and sell them where they are considered unique. And if there is also an officer with advanced trade, then everything is great. Trade is made more difficult by the fact that there are many diplomatic obstacles in the game.
After passing one story quest in almost all cases they immediately give the next one. And if we take into account the fact that completing the quest is limited by a time frame, then there is simply no time left for freeplay.

This game is considered to be one of the most difficult in the series. Even the “Jung” level requires a fair amount of skill from the player and super-frequent saves. Difficulties begin from the very first minutes. Often they are purely financial in nature. And it all begins with the fact that the main character, Charles de Maure, comes to Martinique, to the town of Saint-Pierre, in order to find his brother. There are two ways to do this. The first method involves asking the governor for help. The ruler of the island will refuse to talk to de More and instead will place him in custody, where he will have to languish until the visit of the governor-general of the French colonies in the Caribbean archipelago, Philippe de Poincy. We draw your attention to the fact that after de Mora’s arrest, all money and valuables will be confiscated, therefore, in order not to remain broke, it is necessary to hide everything well. For example, in the oven in the settlement of Le Francois.

The second option for completing the mission involves contacting Abbot Benoit in the church, who will help de Maur find a companion who will take him to his brother. With a companion or after arrest alone, you need to go to the underground base of the Order of Malta. This is where our hero’s brother Michel will be, who will talk about his troubles and ask for the return of a million pesos to de Poincy. To do this, he will first have to visit Guadeloupe and find there a man named Fry, who will lend our character money. The lugger is already waiting for de Mora at the shipyard, so all that remains for him is to recruit a crew and set sail.

Arriving at the harbor, de More learns that he needs to pay another 17,000 pesos to rent the ship. To earn this money, complete several quests that come up. If you chose the first option for completing “Corsairs: To Each His Own,” contact the governor of the Maltese. It will help equip your character for a hike. Below we provide a list of quests that will help you raise money for the ship.

Quest “Scarce goods”. The task is to bring a bottle of European wine to the guard at the port. Wine can be purchased at any stall for 700 pesos. You can resell it to the guard for 1000 pesos. You can also hand over this careless guard to the head of the fort, after which the quest will automatically close.

Quest “The Stolen Jewel”. The task is to sell the found jewelry. To do this, exit the city and turn left, find the corpse and search it. Find beautiful earrings and take them to the store owner, governor or moneylender. Each of them will offer their own price.

Quest " Warehouse worker" The task is to find the missing employee of the store owner. You should look for Gralam Lavoie in Le Francois. After he refuses to return to the store, talk to the owner again and receive a new task - to find and hire a worker to replace Lavoie. You should also look for it in Le Francois. A bartender can be hired as an assistant, who promises to call candidates for the review and asks for 1,000 pesos for this. Depending on which worker you find, your reward could be 3,000, 4,000, or 5,000 pesos.

Quest “Rum for the bartender”. You can receive this task from the tavernkeeper. He will ask you to smuggle some high-end rum from Jamaica to him. Be sure to write down the password that the tavern owner gives you, as it is not displayed in the quest log. To complete this task, you need to find the lugger "Ghost" in the Lamentin beach area, talk to a member of its crew, tell the password and wait for the rum to be loaded onto your longboat.

Quest “Call Girl”. The task is to bring the call girl Lutiss to a stranger you meet on the street. The reward for completing the mission is 6,000 pesos. To complete it, you need to go to the brothel and talk with its owner. She will ask you why you need Lutiss. Depending on your answer, calling a girl will cost you 2,500 - 3,000 pesos.

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

Once you have collected 17,000 pesos, return to the shipyard to charter a ship. Once the lease is settled, start hiring a team. The best place to look for sailors is in the tavern. Here, with the help of the tavern owner, you will find one decommissioned sailor who offers to take himself and his comrades on board (40 people in total). In order to pay them an advance, you will need 8,000 pesos (that is, 200 pesos per person). After hiring a crew, you need to purchase provisions and a minimum of medicine for the ship. Now all you have to do is find yourself a navigator. There's nothing to look for in the tavern this time, so go look the right person in Port. The most suitable option would be a certain Folke Delluc, who is in a debtor's prison. You can buy it from there with your own money (only 10,450 pesos) or by agreeing with the moneylender to complete the “Spanish Engineer” quest. The main task in this mission is to free the captive Spanish engineer pirates. To do this, you should go to Le Marin Bay in the evening, taking with you a pistol from the moneylender. It is best to return back a little after midnight, when there is not a single soldier at the gate. After you resolve the issue with the moneylender using these methods, go to the debtor's prison and free the navigator. After which another unpleasant, but easily solvable incident with a pirate awaits you, and that’s it - you can raise the sail and head for Guadeloupe.

Start of the game:

(watch from the 3rd minute).

An example of completing the quest “Rum for the Bartender”:

(watch from the 3rd minute).

An example of completing the quest “Cannibals”:

(watch from the 3rd minute).

Where can you find big ships?

In the game “Corsairs: To Each His Own,” the developers have reduced the likelihood 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 begin for the “Pirate Saga” quest?

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

How to make sure that Helen remains on the team forever?

For this to happen, you must fulfill the prophecy that the gypsy spoke about. 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 Gladys gives you.
  • Address Helen by his mother’s last name – Sharp.

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 this, talk to the weapons master, Jurgen, to craft the appropriate blade.
  2. Get three pieces of meteorite ore and bring them to Jurgen. You can bring these pieces with you by purchasing from some seller or by finding a 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, the warehouse here 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 into the back room to talk with the boss. If you contacted him for the first time, 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 a map in a tavern, then keep in mind that you can only get a treasure of the first level, which includes ordinary weapons and amulets, as well as all sorts of jewelry. In addition, half of a map may 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 one can often find unique weapon, not related to quests. And in general, you come across much more expensive and valuable loot, but there is still a chance that there will still be trash inside.

Where can you find guns larger than 32 caliber?

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

Is it possible to enter the service of a certain nation?

In this modification it is impossible to do this. All quest chains for nations have been removed from the game, but you can join the service of France, which happens according to storyline. In this case, you will be given an officer, a whole ship and equipment. If you agree, you will have to give up 10% of the loot, and also avoid shooting at friendly ships. In addition, you cannot receive new quests.

Ship's log

In this form, the player can familiarize himself with the ship's log, which is kept by the hero and is automatically filled out by the system.

The event log

The journal is a list of the hero's current tasks. Each list item is opened by double clicking or Enter into the event log. Each entry is marked with the time it was recorded in the journal. The log goes from bottom to top, that is, the very first records are at the bottom, the most recent ones are at the top.

Events archive

This tab contains a list of quests completed by the hero.

Cash book

Our hero's accounting is kept on this tab. All deposits and loans from moneylenders are recorded for the convenience of calculating terms and interest.


Statistics

Any action of the hero is displayed on the statistics form. There is a record of killed residents by type, a record of the capture and sinking of ships, the sack of cities, and so on.


Relations of nations

Matrix of relations of nations

There are three types of relations between powers:

Friendly

Neutral

Hostile

To the left and above are the flags of nations; their intersection indicates the relationship between them.

The hero belongs to his base nation - this is the nation of the beginning of the game or the current marque patent, if there is one. We apply the column of his base nation to the hero, taking into account the bounty on his head.

Bounty or commendation for merit

The attitude of the power, its citizens and soldiers towards the hero may be different. Good deeds for the good of the country increase the reputation of the nation, while bad deeds can lead to a reward for the hero’s head. And this is an eternal pursuit on land and sea, since there will always be hunters for violent heads. You can not only receive a bounty on your head, but also reduce it by your deeds or direct bribery, thus returning the friendly disposition of the state.


Flag on the ship

The hero's nation is the nation chosen at the beginning of the game, or the nation that this moment the hero serves (whose patent is in the hero's pocket). She can be seen on the "F2/Character" form. On the "F2/Nations" form, the current flag on the hero's ship is visible, which can only be changed at sea in order to hide its true essence. But the enemy of a power can be recognized both by ships at sea and by guards in the port. The hero's secrecy affects the success of the deception. If the hero has a bounty on his head from his main nation, then he is considered an enemy even to her.

Recognition of the enemy takes into account the relations of the countries themselves and the bounties on their heads on their behalf.

Fast transition in the cities of a hostile nation does not work for the hero.

Trade

The list of goods for trade is quite large. This gives the hero greater trading freedom.

Some things on the islands and the mainland are exported goods and their prices are low, while others are imported goods, and the demand is high and the price is high. And some things are completely prohibited for official sale and are personally controlled by the governor.

You can make money from price differences, buying low and selling high. It is more profitable to sell at a higher price, but this slippery slope lies through smuggling. And deals become completely profitable only when the goods are not bought at all, but are taken “for free”, “free of charge” from merchants at sea using the method of direct robbery and piracy.


Products and prices

The F2/Trade form shows price lists collected by the hero while visiting stores or obtained from merchants at sea. This is the store's inventory status as of a specific date. The list is maintained by city in a table: quantity of goods, sale price, purchase price, type (import, export or smuggling). Over time, information becomes outdated, as trade turnover in the game lives its own life. But the main conclusions for successful trading can be drawn.

At the beginning of the game the list is empty, as you receive information (visit stores) it will be filled.

Tip: Don't miss the opportunity to find out the prices of goods from merchants at sea or in a tavern through rumors.

Pricing in stores works on supply and demand: if the quantity of exported goods is constantly small (everything is bought in large quantities), then prices for it will rise. Conversely, an imported product that is constantly on sale and creates a “packing” in the store leads to a fall in prices. Over time, the situation returns to its original state.

Important: The looting of a city leads to a sharp decrease in inventory in the store, which means a gradual increase in prices.


Selling contraband

A number of goods in cities are prohibited from free circulation, this is due to the current political situation and increased taxes. Such goods cannot officially be sold to a store. You can buy it, but the price will be exorbitant.

Therefore, merchants hungry for quick profit do not shun smuggling transactions. The prices there are favorable, but the patrol may come. You need to negotiate a deal with the smuggler in the tavern, and then unload the entire shipment in a deserted bay.

The patrol can arrive either on the shore or wait at sea at the exit from the bay.

Equipment and items

In this interface, the player can view the items carried by the hero and his passengers, select a new saber or put a cuirass on the character, study a treasure map or a diagram of the island.

Items found in the chests of the hero's ship's cabin can only be viewed in the cabin itself through the chest search interface. The “F2/Items” form shows the things that the hero carries with him constantly.

Hero Equipment

The hero can carry four items: a saber, a pistol, a spyglass and a cuirass. To equip an item, you need to select it in the list and click the “Take” button. Officers choose their equipment automatically when exchanging items or purchasing in the store.


Items with a skill effect, for example, +10 Authority, work if they are in the pocket of a hero or officer. The exception is items of clothing that need to be equipped as a cuirass, then the effect in the skill from them will work. There is also a unique prefabricated artifact “three skulls”, the effect will appear only when all three skulls are collected together, that is, all three of them are in objects at the same time.

View maps

To view a schematic map, you need to select it in the list and click the “Take” button. An additional window with a map will open. Cards are sold at item vendors in the city.

Treasure maps

Treasure maps are viewed in the same way as regular cards, but instead of a diagram there will be a description that the hero compiled from the map indicating exactly where the treasures are hidden. The treasure map can be purchased at the tavern if there is a seller there. The card may also be a fake. Also, treasure can turn into junk over time.

Treasure maps can consist of several parts. To get information on exactly where to look, you need to have two parts of the map. Map parts can be found in treasure chests. The map will automatically be glued together from parts if you press the “Take” button on any of the parts of the map.

If the treasure is in a dungeon, then opening the chest may lead to the appearance of skeletons of pirates who were killed by the villain who hid his treasure.



Fool