Passage of "Corsairs: To Each His Own". Pirate saga. Passage of the Corsairs: To each his own. Dive Corsairs to each his own where is the diving suit

Go to Eddie and ask him about Nathan Hawke. However, he does not know him, but assumes that he is with the narwhals. You can return to the ship Fury. Approach the door through which you can get to the street and go through. This will take you to the stern. Find the stairs, climbing on which you will get to the observation deck. It is here that Shark strolls in the evenings.

You can return to the ship and go to the far part of it. Look to the right and find a ladder that you can use to get to a nearby ship. Walk along it and climb aboard the Eve. Turn left and go through the arch. Once in the bow, approach the bridge you need to cross to get to another ship. Once on the spot, find the store sign and go there.

Continue the passage of the game Corsairs: To each his own and approach the White Boy. After chatting with him, head to the seller and discuss the issue of ranged weapons. But he will tell that the hunter Adolphe Barbier has already addressed him with the same question. He tried to sell his machine gun with a sight, but he could not master this weapon, so he did not buy it. Find out from the seller where you can find the hunter and go to meet him. Do not forget to finally chat with the White Boy, who immediately asks you for a white bead.

Go to the merchant and ask about her to find out that the guy means large pearls. In order to get it, you need to kill a huge crab and remove this bead from it. After giving it to your boyfriend, ask about everything. He will tell you how to knock on the door of the hold in which Nathan is sitting. It turns out that he is still alive, but very bad, and it was he who saved Ole. He can be found on the ship "Fernando", standing in the roadstead far from the shores of this city. To get there, you can swim on the water. And to get a sculpture, you need to be able to navigate the bottom, like Henrik. This guy is Ole's old friend who can teach you this.

Now in the passage of the game Corsairs: To each his own you need to get to the ship "Carolina", on which sat Giuseppe Fazio, the island's diplomat, who knows the passwords for access to two warring clans. In order to get there, you need to reach the bridge, near the ship of Admiral Akula, and walk along it. Once there, chat with Giuseppe and ask about passwords. But he won't tell them just like that, you have to pay 50 doubloons.

Return to the previous ship and head right past the narwhal ships. After a while you will see the ship "Fernando", which has already gone far. I advise you to go around it on the left side and climb aboard. Go to the door and knock on it. After chatting with Nathan, he will offer to tell the story of the original part of the game. If you have not passed it yet, then be sure to do it.

Since you have two more unused potions, you shouldn't give them to Nathan just to be on the safe side. Continue the passage of the game Corsairs: To each his own and go around the Shark ship on the left side, go to the board, along which you can get to the ship, and do it. Then go to the tavern.

In order to get into it, you need to move to the "Santa Florentina" and find a guard who lets people into the ships belonging to rivados. They all name passwords. If you do not have one, then turn left and find another passage to other ships. Go there and move to the next ship "Fleuron". It is here that the entertainment facility is located.

Once inside the tavern, find the owner and ask him about Mary and Cyclops. It turns out that Mary is the wife of the deceased Alan, who wants to take revenge on Shark for the death of her husband. And Cyclops is a man who cannot bear corsairs. When you ask about Barbier, you will find out that he has not been seen here for several days. The last time he visited the tavern with his friend Giuseppe Fazio.

After listening to everything, go to the "Carolina" and find Fazio there, peacefully sleeping in his cabin. Talk to him and find out that Barbier settled with him and took his choke, which was laid. You will also learn that Barbier bought one of the cabins located on the Santa Florentina. It will also become known that this character often visits the city, and comes home only in the evening. So it would not be surprising if Adolf was tasked with eliminating Shark.

Continue the passage of the Corsairs: To each his own and wait for the evening to visit Adolf. You can go to the tavern before that, so that the time flies by. Then head to the Santa Florentina and go through the doors in the bow. Find Adolf and chat with him. It is worth noting that you will have to eliminate him now, and then examine the corpse to find the message. Read it and find out that Adolf had an accomplice.

Try to hide the body as quickly as possible and go to Adolf's cabin to see his accomplice. After a while, Marcello Cyclops and Mary will appear. Get out of the hiding place and talk to them, and then destroy. After examining the bodies, find a message on Mary written by Chad. You can go to the tavern and stay there until dawn, then go to the Shark. Tell him about everything in order to receive a reward of 500 doubloons and an island location, with which you can easily find the admiral, returning for him on the ship.

Now in the passage of the game Corsairs: Each of you should go to Fazio, who boarded the Carolina, in order to purchase a password to ships under the tutelage of narwhals from him for 50 doubloons. In order to read the password later, you just need to open the log. Then you can go to the ship where there is a store in order to go through it to the narwhal ship. After you write down the password, go through the door that is farthest.

So, you will find yourself near the door, which should lead to the city, but after passing through it, you will find yourself on the bow of the ship. Find the next door leading to the cabin and go through. When you see Henrika, talk to make it possible to repair the diving suit. However, you first need to find 10 pieces of an unknown metal.

It can be found in chests on ships under the rule of Rivados. However, they are all closed. So in the further passage of the Corsairs: To each his own, you need to use the services of the White Boy, who will help open them. Just because he has keys that he will happily give out for 5 large pearls. In order to get them, find an Indian who sells them on the ship.

After meeting with him, start a conversation and ask how he got here. Only after this question in the menu will appear the choice of goods that he trades. If there are not enough pearls, then just wait the next day and go back to the Indian, who will already have an updated list of goods. After collecting all the pearls, give them to Ola, who can be found in the store.

Having received all the master keys, head to the ship where you saved Chimiset. Get down to the cameras and go to the door that is the smallest in size. As soon as you get close to her, the passage will immediately be free. Go through and find a skeleton there, chained to the wall. There will also be a chest next to it. Open it and take the contents, including the key.

You can walk on the ships of the rivados and the admiral, open the chests and find the required amount of pieces of metal in them. Don't forget that you need to collect at least 11 pieces of platinum. It is worth noting that in the passage of this task in the game Corsairs: Each of you can find several pieces of metal in the broken part of the ship on which Nathan Hawke is located. After you find the three pieces, head to the Velasco ship. First, go through the ship that you've been to the tavern. Exit to the deck above and find the doors. You need to go to the one to the left of the wooden board, along which we got here. After going through this door, you will find a chest. Open it and take away little things, but there will be no precious metal in it.

But do not leave this room, because behind the boxes on the left there is a second chest, in which 5 pieces of platinum are hidden. For the last three, you can go to Admiral Shark's ship. You need to get to the door, which is located on the tier, where the admiral himself is sitting. Go to the other side and find a chest there. Open it and take out three pieces of platinum. Continue the passage of the game Corsairs: To each his own and go to Henrik to give the booty you got. Then he will tell you to come back in a few days.

After waiting for a certain time, after sitting in the tavern, go to Henrik again. After the conversation takes place, it turns out that he did not have enough metal, so he needs to get 4 more pieces. Hurry up to be aboard the ship "Tartarus" and go to the cage in which Chimiset was imprisoned. Find a door near it, as soon as you approach it, the passage will open. Climbing into the room, you will see another skeleton, next to which there is a chest. Get the key that Ole gave you from your inventory and open the door for them.

After opening the chest, take from there the platinum and a decent amount of doubloons. Return to Henrik and give the found things. He will ask for a little time, agree. After waiting for a certain period of time, return to the mechanic and chat with him. Now he will give you instructions. After reading it, you will learn that there is enough air for four hundred seconds, and that only one dive per day is permissible. Also, before loading, it is necessary to give him a suit for refueling with oxygen.

Immersion

Get on the ship "Phoenix" and go to the cabin. Having seen the suit, you need to get closer to it and wait a little. Then open the inventory and notice that it appeared there. You can leave the room and go to the hole in the deck, where the rope lies. It is with its help that you can go down and up. Continue the passage of the game Corsairs: To each his own and open the inventory, click on the spacesuit to put on it.

You can go to the cable. If done correctly, then dive into the water. Immediately find the desired ship and on the right side of it a chest, which contains many valuables. It can be opened with the key found earlier. Swim to the ship's rift to find a sculpture there. But it is guarded by gigantic crabs.

In order to take them away from there, you need to get close, and then return to the rope. Crabs will follow you, you just need to constantly control them. After you have taken them a decent distance, run to the ship. This will get you away from the giant crabs. Get close to the statue, but you will see that it is not functioning yet. Remember the words of Ole, who said that the sculpture is inactive from 8 to 10 in the morning. Nothing to do, you need to go back to the mechanic.

Now in the passage of the game Corsairs: To each of yours, you need to give a spacesuit and head to the tavern to while away the time until morning. Then go back to Henrik and take the spacesuit. Having put on it, immerse yourself. Run towards the sculpture, which is now active. Click on it to move to the village.

When you spot the Indians, follow them to the sculpture. Click on it again to get to the stone statue from which this journey began. After meeting Dani, chat with him and meet with the Serpent's Eye. After talking with him, you will receive a request to return his tambourine. It can be found in one of the chests on the Isle of Justice. Return to the ship and head for Bluveld.

When you meet Ian Swenson, chat and purchase a ship from the shipyard. If you don't want to spend money, then just get it from the corsairs. I advise you to be careful during the buying process. So first allocate a slot for the ship, and then make the purchase, because otherwise you will be replacing the old ship with a new one. Continue the passage of the Corsairs: To each his own and head to the port office to park your frigate there.

Then open the map and sail towards the island of Justice. Having landed on the shore, you will meet Ole, who needs to be taken into the team. Then go up to Admiral Shark and talk to him. Try to convince him to board the ship. Then find Fazio, from whom you need to find out the password of the narwhals. Go to Henrik using the password you received to return the diving suit to him. He will thank you and give you a set of tools. He will also say that you can use a spacesuit for a certain fee.

Head to the ship "Fernando" and find Nathan on it. The video will start, watch it and go to the ship "Eva". Go down the flooded hold in the floor and look for the chest in which the shaman's tambourine is hidden. Everything, now you can safely hit the road. After reaching your destination, go to the admiral's ship and go down to the water. Look around and find an active point. It can be recognized by its anchor-like icon. This way you can get on your ship.

Continue the passage of the game Corsairs: To each his own and take a course for Amatica, disembark and go to the shaman to give him the tambourine found. He will reward you with a revolver loaded with three bullets. But he won't tell you how to do them. So you have to figure it out for yourself. He will only note one thing, that on the Isle of Justice you can find a special device with which you can create bullets. It is located in one of the ship's chests. Then give the Indian his pipe and chat about Nathan. He will promise you that he will heal the white captain within a month.

Get out and get to your ship, open the map and sail to Ian Swenson. After the admiral says that he is going in his direction, join. Chat with Ian about trying to persuade Barbazon to vote for Shark.

Burden of the Gascon:

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

Pirate saga:

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


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

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

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

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


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

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

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

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

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

Shark Hunt:

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


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

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

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

Option for Mary:

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


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

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

We return to Mary and give to read two letters that Chad forgot on the table. Mary notices that Chad's purchase of whiskey is very strange, since he believes that whiskey is drunk by beggars and peasants. Also, we learn about a dangerous sniper who can confuse all our cards. We go to the store and ask about the whiskey. We find out that the whiskey has been bought, and also that Chad was interested in arsenic. After that, we go to the tavern and ask about Chad and arsenic. We learn that Chadd did not come, but instead Marcello Cyclops came in. Such are the things. Santiago will say that Cyclops left with Adolphe for the Santa Florentina. And then three options for the development of events will follow:

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


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

1) We quickly run to the "San Augustine" to the Shark and tell him not to drink whiskey, which will be brought. After that, we run to the "Santa Florentina" and see the dead Adolf, and we are attacked by his killer. After the massacre, remove the opened letter from the murderer's corpse, and the bronze key from the corpse of Adolf. After that, we go to the "Fury", go up to the very top and take the contents of the chest: "screw fitting", amulet "powder tester" and many other nishtyak. And finally, we run to the "Eva" and kill Chad along with the narwhals. After the reprisal against the traitor, we return to the Shark and see how he talks with the messenger. After talking with Shark, we press on Fabio and find out that Cyclops is going to Mary. We will also find out the password for the passage through the territory of the narwhals. We cannot allow this, and therefore we run. Please note that we are running out of time. We run to the territory of the narwhals, call the password, and then jump into the water from the deck of the Ceres Smithy. After that, there will be a script scene where we find Cyclops and kill him in battle. As a reward for this path, we receive: "screw fitting", five hundred doubloons.

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

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

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

Return of the Baron:

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


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

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

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

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

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


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

Also, Ole will mention Henrik, who can teach you to walk on the bottom. But we can’t go to the territory of narwhals yet, we will wait for the development of the task.

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

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

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

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

After that, we return to Henrik and give the platinum. We return in five days for a suit. You can wait for the required five days with Mary, and then return to Henrik. Henrike will say that he is missing one more piece of platinum. We jump into the water and swim to Tartaras, there is the missing piece. The chest will contain a thousand doubloons, a card, platinum and other goodies. After that, return to Henrik and give him the missing pieces of platinum. Then come to him in two days, and he will say that the suit is ready. We go down the stairs, and then we go into the cabin of the "Phoenix" and take a diving suit. We put it on and go down to the bottom.

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


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

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

After that, we return to Ian Svenson and buy a fourth rank ship to set sail. After that, we swim to the left edge until it stops, go out to the globalka and swim to the island lost ships... We take the Shark, bring Dani and Nathan together, and also recruit Mary to our team. After that, we take Nathan to the Serpent's Eye, and after that we sail to Ian Svenson for a further plan of action.

Temptation of Barbazon:

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


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

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

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


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

Sharpe's Will:

Ian Swenson will ask to hire a lawyer to win the case for the transfer of Sharp Town to the rightful heir and the coastal fraternity. To do this, we sail to Port Royal, Jamaica and go to the lawyer's house, which is located next to the pier. Albert Locksley will demand 450 doubloons in advance for his services, and then more. We swim to Svenson, and he asks to catch the thief with the goods. We need to catch the Oyster East Indian. We float out of the city and fish in one of these places: the Mosquito Coast or the San Juan Del Norte Bay and we catch this ship. After that we send the boat to the "Oyster" and talk to the captain. We are trying to trick the captain's holds, but it does not work. We take the ship on board. In the captain's cabin, we rummage through the chests and find a note, thanks to which you can sell the groceries yourself. Or you can take the load to Svenson. Anyway, we receive 2,250 doubloons and can now pay for the services of a lawyer. We return to Jamaica and give 450 doubloons to the lawyer, who in turn says that two halves of the card may not be enough and we need to find documents confirming that Helen really has the last name Sharp. After that, the quest "Shadows of the Past" is activated.

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


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

After that, we return to the lawyer, provide information and pay the second part of the advance: 450 doubloons. Come to him tomorrow with Helen and go to the trial that you will win. Now Ellen is the rightful owner of Sharptown, which means that you can get involved in the assassination of the Governor of Tortuga. Also, we need to give the rest of the advance and become a friend to the lawyer. And it costs a lot. He can settle relations with any factions, and takes pesos, not doubloons, for this. Which is very, very good.

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

Shadows of the past:

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


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

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

And if you decide to save your life, then take it to your ship, and then sail to Jamaica, to Portland Bay and disembark there at midnight. At the bay, Jess tells us to come next midnight. We are waiting for her to leave the location, and we wind up time. After that, Jess will come up to you and say that Butcher is dead, and as a reward for this she will give you: Beatrice's letter and the famous Flamberge sword "Morgana", which inflicts monstrous damage.

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


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

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

Turtle:

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

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


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

After that, go to Bas-Ter, to the tavern. We ask the innkeeper about Fernand Luca and learn that he left the world of the living, but his friend is sitting here, with whom we can talk. We approach Robert Martin, intimidate him, and then make a deal. We return to the Shark and tell about what happened. He will assume that it may be Catherine Fox - the daughter of Fox himself and that it would be better to free the girl, otherwise Fox will not give life to the entire Coastal Brotherhood, and this is bad. After such a conversation with the Shark, we sail to Tortuga and go to the tavern. We learn from the innkeeper that Thibault rents a room and is there after 20:00. We are waiting for the specified time and go up to the second floor to Thibault. Thibaut do not give in to our arguments, and decides to run through the window. At the same time, his uncle, Francois Levasseur, enters, whom we need to kill after the conversation. Levasseur will shout that we are Spaniard and a spy, so we will fight against three people. We rob 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 script scene will start, during which we will run up to Catherine Fox. Also, after talking with Catherine, there will be a moment of jealousy from Helen / Mary. After that, sail away from the city and take the enemy ship on board. There will be a letter in the captain's cabin that will activate the "Cromwell's Despatch" quest. After you deliver Fox's daughter, she will thank you and ask you to go to her father for a reward. If it is not there, then check back later. As a reward, we will receive an exclusive weapon that can shoot arrows, buckshot or "hedgehog charges".

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


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

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

So, go down the stairs from Henrik's cabin and exit to the stern of San Gabriel. Go to the Phoenix ship, enter the cabin and come close to the diving suit. An inscription will appear that you have a diving suit in your inventory. Exit the cabin, in front you will see a hole in the deck and a rope. On it you can go down and go up. Open inventory and put on the spacesuit. Now go to the rope. If the spacesuit is on and you approached from the back of the Phoenix, then you will automatically dive into the water. Under the water in front of you you will see the desired vessel. There is a chest to the right of it - there are various values ​​in it. The chest is opened with an old key found in the hold chest of Tartarus, next to the hanging skeleton. And in the crack of the ship is a statue. To lure the crabs out of there, go up to them, then go back to the rope, looking around so that the crabs don't lag behind (you will need to stop periodically). Further, when you, along with the crabs, move a sufficient distance, go to the ship, already without stopping. The crabs will leave you alone, and you can approach the statue. As it turns out, the statue is not working. If you remember, Ole said that the statue comes to life from 8 am to 10 am. But since you come to the mechanic at 10, then the statue is already deactivated.

Return upstairs with the help of that very rope, go to the mechanic and through the dialogue menu, transfer the spacesuit to that one. Go to the tavern and spend the night until the morning. Return to Henrik, ask if the suit is ready for diving. Go back to Phoenix, go to the cabin for a suit, and then go back to the deck. Put on your suit, wait for 8 am and go down under the water. Approach the statue, it is already glowing. Press the T key.



You will find yourself in an unknown village. Follow the Indians to the statue. When she comes to life, independently approach the statue and press the T key. You will get to the statue, from where your path began. Talk to Danny. Go to the village and chat with the Serpent's Eye. He will ask you to return the shaman's tambourine, which lies in one of the chests on the Island of Justice. Go back to the ship and sail to Bluveld.

Talk to Ian Swenson, buy a Tier 4 ship at the shipyard, or grab it from the pirates (I did the latter). Be careful when buying! You need to allocate an empty slot for the ship and only then buy, otherwise you will buy the ship instead of the one you have. I don’t want to exchange a frigate for a brig, you must agree! Leave your large ship at the port office. It's easy to do - choose the appropriate phrase in your conversation with the port authority.

Now swim to the upper left corner of the map. Open your inventory and click on the Justice Isle pilot received from Dodson's Shark. It contains coordinates. If you suddenly do not have a device that measures longitude, then you do not need to torment yourself in search of a chronometer or hourglass... Just swim to the upper left corner, find the appropriate width. When you put it on (+/- 5 minutes), you will only need to swim to the left or right. From the left limit of the map, swim one large line and go out to sea (the line of the map limit - in addition to the lines, there are still dots), I think you will understand what this is about). Going out to sea, you will find yourself near the reefs. Just click on the command to dock.

Will meet you White Boy... Take him aboard. Climb up to Shark Dodson. Talk to him. In his place will be Dexter, his first mate. The shark will stand by the table. Talk to him again and tell him to go to the ship. Then follow to Fazio and find out the password of the narwhals. Pass the password to Henrik and give him the spacesuit. For this you will receive a set of tools. For a half-million peso bail, Dexter will let you use his suit whenever you like, following the same rules.

Sail to Fernando's ship and approach Nathan. Watch the scene. Nathan and Danny will find their way to the ship themselves. Follow now to the ship Eva, at the very bottom, in the half-flooded hold, find the chest and take the shaman's tambourine out of it.

You are ready to sail off the island. Go to the admiral's ship, go down the board to the left of the bridge onto the ship resting on the admiral's ship. Go down to the water and find the active point where the anchor icon will appear. Follow it to your ship. Swim to Amatike Bay, go to the shaman and first of all give him his tambourine. You will receive an excellent revolver as a reward. There are only three bullets left in it. How to do them, you need to figure it out yourself. But the shaman will say that on the Isle of Justice there is a device designed to create bullets. It lies in one of the chests of neutral ships, on Santa Florentina. Next, the shaman will ask you to return his smoking pipe. Talk to the shaman about the white captain (about Nathan). The shaman promises to cure him in a month.

Swim to Ian Swenson, the Shark will come ashore and report that it is heading to Ian. You go there too. Talk to Jan, it's time to convince Baron Barbazon to vote for Shark.



Indian Solitaire