The corsairs were chosen by Mary and the script to each their own. Corsairs to each their own. Where to rent warehouse space

So, are you saying that this bearded guy has learned how to revive corpses?
“I wouldn’t have believed it myself if I hadn’t seen it with my own eyes!” And I didn’t feel it on my own skin...
The conversation took place in the morning on the Queen between Mylene and John. Holford squinted her eyes knowingly - she guessed that Merriman was a powerful sorcerer.
- OK. It's good that you and Charles survived. Go get some sleep, I guess the skeleton has added a fly in your ointment to the barrel of gunpowder. Go, go, today you are off duty.
When Workman left, Mylène approached Charles:
“I think I have a clue who raised the body of Beatrice Sharp from the grave.”
“Me too,” de More nodded gloomily.
- Still impressed by the night rendezvous?
- It's not a rendezvous. I have a bad feeling, like something is going to happen.
- Oh, come on! What could happen on our God-forsaken archipelago? Unless it was the invasion of a punitive expedition of the Castilians, which I highly doubt!
The Frenchman shrugged and tried to change the topic of conversation:
- Michelle has been walking around all morning with a worried expression on her face. Did something happen to you?
Holford shrugged vaguely.
- Yes, he’s jealous...
- Do you have anyone to contact? - Charles was surprised.
- He found it! - the redhead laughed. - Oh, come on. Let him continue to walk around with a worried face, scaring away my sailors with his scar. I lived without him for quite a long time, and I will live even longer!
- Are you thinking of leaving Michel? - the Frenchman was puzzled. Mylene did not answer, thinking about his words.

So, what we have: two walking corpses, one of which is a couple of weeks old, and the second is more than twenty years old, and an idiot who likes to revive such corpses,” concluded Charles. It was after noon in the wardroom, where, in addition to de Maura, there were Michel, Mary, Helen, Milen and three officers of the frigate. De Monpeux listened to his brother, glancing threateningly at Jah. Preston at one point got tired of catching sidelong glances at himself and he yawned demonstratively, showing that he was not at all afraid of the Frenchman with a scar on his face, which almost drove him crazy. Workman saved the matter: noticing that Preston was yawning, the Englishman immediately did not understand the situation and slapped the pirate on the back of the head so that he would listen attentively. Michel relaxed with satisfaction, Mylene chuckled, and Ja pretended to be offended, although he did not blame John. After all, how could the naive Workman know what kind of love triangle had formed here?
- Hey, are you even listening?! Yes, yes, you four! - Charles was starting to get angry. - It seems to me that you don’t give a damn about what’s happening on the archipelago!
- So what? - asked Holford. - As a last resort, you can always run away to Europe, and it’s in the bag.
“Firstly, problems may follow in Europe, and then there’s no hiding from them,” Helen objected, “and secondly, I won’t leave the archipelago until I find out what’s wrong with Stephen and how to get him back!”
- And here the problems threaten our lives! I don't know about you, but I'm not going to risk my son's life, yeah! - Mary interrupted.
- That is, no one cares that danger threatens not only us, but also the inhabitants of the Caribbean?! - exclaimed de More.
A thundercloud of quarrel appeared in the wardroom, which actively grew in all directions. The quarrel risked turning into a brawl, in which everyone would fight for himself, but suddenly everyone was distracted by the cry of a patrolman:
- Sail on the horizon!
Milen became dissatisfied:
- The Council is declared closed! We need to find out if this is friend or foe,” and she was the first to leave the wardroom. The others followed her.

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

As it turned out, there was almost no time. Everyone had a strong feeling that the stranger was in full combat readiness long before he rolled out his guns. As soon as the ships caught up, the Queen was fired at with grapeshot and boarded.
As soon as the crew of the strange ship went to board, everyone, without exception, felt a chill run down their spines. These were terrible zombies who did not know pain, fear or sympathy. The cutting was not for life, but for death. The only thing that encouraged the pirates was that the enemy was not immortal, and obediently fell to the deck, receiving a mortal wound.
Charles killed another walking dead, when he noticed the captain of the attackers. It was difficult to see him and not understand that he was the captain - he was strikingly different from the team. De More decided to end this in one fell swoop and rushed at the captain. The flamberge's strike was lightning fast. The Frenchman expected anything - from the fact that the captain would be wounded to the fact that he would immediately die, but not what happened. The blade cut through the air. The captain of the enemy ship was not flesh and blood, he was a ghost. And this ghost grinned disgustingly, looking at the enemy and not even trying to draw his weapon.
- Who the hell are you?! - Charles flared up.
- I am an instrument of darkness, a weak person! No one can hurt Captain Crow! - the ghost laughed.
- What do you want from us, bastard?!
- I just wanted to say hi from Joaquim Merriman! But you made me angry, and you will pay for it... - Qrow waved his hand. The zombies stopped fighting and began to retreat.
- Farewell, pathetic pirates! - the ghost captain finally said. The Queen's deck was half cleared of corpses - the fallen zombies had disappeared into thin air. The enemy ship fired a single shot and knocked down the Queen's foremast. Now the frigate could only reach any settlement, but could not go in pursuit of Captain Crowe. Meanwhile, the ghost ship quickly disappeared on the horizon...

What was that?.. - Michel finally asked.
“Greetings from Joaquim Merriman,” Charles replied, looking at the horizon.
- Damn it, he's lucky that my ship isn't able to chase him, otherwise he wouldn't have gotten off so easily! - Mylene said angrily and shook her fist into space.
-Where is Mary? - De More looked around nervously.
“I don’t know...” Holford said, puzzled and scared.
The search continued for about half an hour; there was not a corner left on the Queen that they would not look into. But only Mary’s weapon was found, and two more missing people were discovered - Helen and, worst of all, little Louis disappeared.
“But you made me angry, and you will pay for it...” Crowe’s words echoed in Charles’s head.
“He took them...” the Frenchman said dully.

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 warehouse space in other cities, you need to look into their shipyards and go to the back room to talk with the boss. If you contacted him for the first time, 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 lines for nations have been removed from the game, but you can join the service of France, which happens in the 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.

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 rise to the very top and turn to the inconsolable widow for details. After a conversation, from which we learn about two suitors: Jimmy Higgins and some English captain. After 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 will give you 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 previous 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 find out 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 Augustin” 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, give 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 to drink 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 abandon this idea - we propose 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. A 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 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 until it stops, go to the global channel and swim to the island 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 to 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 her life, then take her 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 away from 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.

  • Helen Mac Arthur- adopted daughter of Sean Mac Arthur, an old friend of Jan Svenson - the pirate baron Blueveld. Daughter of Beatrice Sharp and the pirate Butcher - Lawrence Beltrop. He is nicknamed "Rumba" for his energetic and cheerful character. Is under the patronage of Jan Svenson. Can join the main character during the “Pirate Saga” quest. Helen is one of two girls with whom the main character can get involved romantic relationship. It is Helen who is depicted on the cover of the game disc.
  • Mary Kasper- ex-girlfriend of Alan Milrow, the deceased head of the narwhal clan on the Island of Justice. Due to her red hair color she is nicknamed "Red Mary". Can join the main character in the Pirate Saga quest. An excellent boarding officer. Mary is one of two girls with whom the main character can begin a romantic relationship.
  • Raymond Baker- Former executioner of the city of St. John's. The man who knows the secret of Lawrence Beltrop. Joins the main character as a ship's doctor in the "Pirate Saga" quest.

Let's play (in some way a walkthrough) of the recently released game Corsairs: To Each His Own at the Captain difficulty level. I hope you enjoy it. :D Our VK group...

  • Hugo Avendel- a drunken bounty hunter. Joins the protagonist as treasurer in side quest « Long haul to the gallows."

Other most significant characters

  • Michel de Montpeix- half-brother of Charles de Maura. Knight of Malta, a skilled warrior and an influential figure in the Order of Malta and the Caribbean Islands. It is in search of his brother that the main character goes to the Caribbean. However, is it really that simple?
  • Abbot Benoit- former corsair Serge Benoit, who took monastic vows. Rector of the Church of Saint-Pierre in Martinique. A good friend of Michel de Montpey, and later of Charles de Maura. Will help the main character solve problems in relations with Spain and Holland.
  • Fadey Moskovit- manager of a trading post in Guadeloupe. A close friend of the governor and an important person in Guadeloupe. As repayment of the debt to the protagonist’s brother, he gives Charles the “Leader’s Claw” dag, which, according to him, has secret properties. As the plot progresses, Charles has yet to test this. Will help the main character make peace with England and France. To some extent, Fadey continues the tradition of Russian characters appearing in the games of the series.
  • Richard Fleetwood- English privateer associated with English military intelligence. Captain of the patrol brig "Valkyrie". Regularly attacks Dutch ships West India Company.
  • Lucas Rodenburg- Vice-Director of the Dutch West India Company. An influential person, second in command after the governor.
  • John Murdoch- aka Johan van Meurden, a pharmacist in St. John's, Antigua. Previously, he was Lucas Rodenburg's most trusted special agent.
  • Abigail Schneur- Jewish refugee. The bride of Richard Fleetwood or Lucas Rodenburg, depending on the quest line chosen by the player.
  • Gino Guineili- an alchemist scientist living in an apothecary's house in Antigua. Teaches the main character the basics of alchemy, helps him remember Latin catch phrases, so that Charles does not look stupid in front of his half-brother. But who is Gino really - an ordinary scientist or not?
  • Stephen "Shark" Dodson- one of the influential people in the Coastal Brotherhood, as the plot develops, he becomes its leader. Stephen spent his youth on the semi-mythical Island of Justice, where he found refuge during a difficult time in his life.
  • Jan Swenson- pirate baron of Western Maine, nicknamed the Forest Devil by the Spaniards. Patron of Helen Mac Arthur.
  • Nathaniel Hawk- pirate baron of Maroon Town in Jamaica, overthrown by Jackman. In the past, he was a legendary adventurer and corsair who worked for the English governor of Redmond Island, Robert Sailhard, and later opposed his leader in the search for Inca treasures. Winner of the ghost ship. The main character of the game Pirates of the Caribbean.
  • Daniel Hawk- Nathaniel Hawk's wife and his faithful companion. Having experienced many adventures in their youth, the Hauk family took a worthy position in the Coastal Brotherhood. But the quiet life of the pirate baron and his wife was interrupted, and now it depends on the main character whether they will return to their rightful place in Maroon Town or not.
  • Zechariah Marlowe- pirate baron of Puerto Principe, Cuba. A fierce Protestant and fighter for the faith. For his religious zeal he received the nickname Black Pastor. Instructs the main character to bring him the book “The Witches Hammer” in English translation.
  • Marcus Tyrax- pirate baron of La Vega on the island of Hispaniola.
  • Jacques Barbazon- pirate baron Le Francois in Martinique. A cunning and two-faced man, he often provides patronage to young corsairs, pursuing his own goals. Strives primarily for his own enrichment.
  • Jacob Jackman- pirate baron of Maroon Town in Jamaica. A cruel and cunning man, who was the first mate on the ship of Captain Butcher - Lawrence Beltrop. He overthrew Nathaniel Hawk by deception and seized power in Maroon Town. One of the antagonists of the game.
  • Snake Eyes- Shaman of the Miskito tribe on West Main. However, Snake Eyes does not come from the Caribbean islands...
  • Chad Capper- a man from Shark Dodson's team, now a jailer on the Island of Justice.
  • Edward Black- leader of the Rivados clan - descendants of African slaves living on the Island of Justice.
  • Donald Greenspie- leader of the narwhal clan on the Island of Justice, successor to the deceased Alan Milrow.
  • Ole Christiansen- he's the same White Boy- a kind and eccentric young man who has matured in body, but not in mind. Helps Nathaniel Hawke and the main character. A dexterous rat catcher (the main character can use this ability by taking Ole as a passenger on his ship). He wants to return home to his mother - and it depends on the main character whether he succeeds or not.
  • Albert Loxley is a clever and experienced lawyer living in Port Royal, Jamaica. If necessary, he will help the main character make peace with all powers.
  • Francois Levasseur- Governor of the island of Tortuga. Huguenot and patron of the Protestant religion in the Caribbean. In the past, he strengthened himself in Tortuga on behalf of Philippe de Poincy, but over time he ceased to obey his superior. Under his rule, Tortuga became a nest of pirates.
  • Vincento's father- Spanish chief inquisitor in the Caribbean. Helps the main character solve the mysteries of the Mayan Indians and provides him with valuable instructions.
  • Diego de Montoya- Spanish nobleman, confidant and right hand of Baron de Mendoza y Riba, his agent for especially important assignments.
  • William Paterson- English captain, commander of the frigate "Fortune". A cruel, calculating and cynical person who stops at nothing to achieve his goals.
  • Master Alexus- a genius of shipbuilding art, owner of the shipyard in Sharptown on Isla Tesoro. He is engaged in major repairs of ships - except for him, not a single shipbuilder on the archipelago can do this.
  • Black Mark Studio is a fan team that previously developed a mod pack (unofficial add-on)" Adventure Tales" to the game Corsairs: City of Lost Ships.
  • The developers created three full-fledged storylines for the three main characters - Charles de Maura, William Paterson and Diego de Montoya, which were supposed to reveal the main plot of the game with different sides. However, for various reasons, in the first release only story line Charles de Maura.
  • Many characters from previous games in the series appear in the game - Nathaniel and Daniel Hawke, Jacob Jackman, Chad Capper, Master Alexus. Many of the game's characters are real historical figures or have historical prototypes - for example, Philippe de Poincy, Francois Levasseur, William Paterson, Diego de Montoya, Jacob Jackman (or Jacob Fakman).
  • The names of many characters contain the nicknames of the game developers of the series, as well as some active fans.
  • For the first time in the history of the series, Steam service acted as a distributor of the game.


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