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

Recently, Mikhail Naritsa and Maxim Kulakov conducted two streams on the game “Corsairs: City of Lost Ships,” the penultimate part of the cult pirate game series. In this blog I will tell you about the latest installation of the saga - “Corsairs: To each his own!”

For the sake of atmosphere

First, let's take a short historical excursion for those who are unfamiliar with the series. "Corsairs" is an Action/RPG with strategy elements in an open world. The series has five official games, as well as a number of additions.

The first game in the franchise, developed by Akella, was released in 2000 and became a commercially successful project for the Russian company. Moreover, in North America the game was published by Bethesda, and in Europe by UbiSoft, which is very, very commendable. The second game was related to the first Pirates of the Caribbean film and was released in 2003 to lukewarm reviews and comments. The third part was released in 2005 and was almost universally criticized by both critics and players for being buggy and having a weak plot.

Then the series came under the development of the company Seaward, which had previously worked on fan mods for the second and third games. And strange as it may seem, two worthy games came out of the hands of amateurs - “Return of the Legend” and “City of Lost Ships” (both 2007). The latter was a global revision of the previous part and brought the game mechanics to mind. According to the developers' promises, the fourth "Corsairs" was supposed to be a revolution, but the financial crisis and lack of budget buried the project, and it was never released.

In 2012, “Corsairs: To Each His Own!” was released. (KKS for short), developed by BlackMark Studio, which previously worked on fan-made additions. And, in fact, this is the patient of our review and analysis. KKS is a light attempt to rethink the “City of Lost Ships” (CC for short), introducing a number of new features to the basic game mechanics, which will be discussed now.

Gameplay "Corsairs"



The gameplay consists of three modes. The first is land. In it, the hero, under the control of the player, runs through cities, jungles and caves, fights while boarding and plundering colonies. In this mode, the hero explores the land, communicates and fights with non-writings.

The combat system is interesting and challenging. The player can perform different types of melee attacks depending on the situation. Enemies surrounded - a circular strike, the enemy sat in the block - a piercing strike. In addition, the hero can equip firearms - both muskets and pistols. The former are more powerful, but take longer to recharge and are useless in close combat, the latter recharge faster, but are weaker. Recharge is automatic. In addition, the hero can equip amulets that will give bonuses to his skills.

The second stage is tactical. In this mode, the hero controls a ship, participating in naval battles with other ships and forts.

The ships are divided into 7 classes: from the tiny tartan to the giant manowar. Ships have three “health” scales: plating, sails, crew. Damage to the hull will sink faster, damage to the sails will slow it down, and on command will force you to reload guns, control the sails more slowly, and will also reduce the number of fighters during boarding.


The third allied ship is not visible, because God knows where it is due to a bug

Even ships of the same type are not of the same type and may have different characteristics. Among them are guns that differ in type and caliber. The larger the caliber, the greater the damage and weight of the guns; the type affects the range and reloading.

The movement of a ship is affected by the wind; some ships move better with the wind, others perpendicular to it. In calm weather, naturally, everyone swims slowly.

The third mode is strategic, in which the hero travels on a global map, which is a Caribbean archipelago with part of mainland America. The player encounters encounters that are pirates or ships from one of the four nations; in addition, the player can get caught in a storm. If the player enters into a confrontation (both with NPCs and with the elements), he is transferred to the tactical mode, which in turn, in the event of a boarding, goes into the land mode.

Leveling up characters



Characteristics are represented by the PIRATES system: Strength, Perception, Reaction, Leadership, Learning, Endurance, Luck. They affect the character’s skills, giving an increase to certain points. A strong hero hits harder and carries more things; a leader has a better-behaved team and officers.

In this part, the characteristics affect only the initial stages of the game, since it has an extensive plot and does not focus on freeplay. This means that the developers are forcing you to be a terminator, both land and sea. Which in turn gives little space for roleplaying, since the plot is set on rails, which, however, sometimes offer the player a very serious choice.

Abilities are divided into land and sea. The first are responsible for all sorts of increases in stamina and health, are responsible for the ability to handle pistols, and so on. Upgrading ship abilities allows you to open up new opportunities in naval combat. Boarders will allow you to capture ships from a great distance, inflict preliminary damage to the team with a musket salvo, carpenter skills will allow you to effectively repair a ship in battle, and so on on the list.

However, before using ship skills, you need to hire the appropriate officer with the same leveled skill. Have you upgraded your cannon damage bonuses? Be kind enough to appoint a gunner with the appropriate ability to the position. In addition to the gunner, the ship has the following officers: a navigator (speed, maneuvering), a boatswain (boarding), a doctor (protects the crew in battle), a treasurer (trade), a carpenter (repair) and three boarders who accompany the hero on sea and land. Officers can combine up to three positions on a ship with appropriate skill. In addition, the ship can transport passengers and prisoners.

And finally, the hero’s skills. They are also divided into personal and ship. Personal ones are responsible for handling different types of bladed weapons and firearms, and are also represented by secrecy (responsible for successful forays into an enemy fort under a false flag), charisma (reputation and leadership) and luck.


Even with 100% luck, the game trolls you like the first Witcher

The ship's officers are responsible for: navigation (control of ships of different ranks and the ship as a whole), accuracy and guns, boarding, repairs, trade and defense. Skills are upgraded as in the TES series - with practice.

Difficult? Enough. But, like contour maps, it is not as incomprehensible as it seems at first glance.

The player can complete quests, most of which are repetitive tasks. They can be issued by prominent figures of the colony: merchant, moneylender, shipbuilder, port manager, priest, governor. In the city, NPCs may approach you with a request: to transport or accompany you somewhere, to find someone. As a reward, the player receives pesos or doubloons, an increase in skills during the completion of the task. Quests also affect the character's reputation: failed tasks will lower it, which in turn will not allow you to do some things in the game (playing cards with governors, for example), and can also incline officers to mutiny if they have a reputation opposite to the player.

So, the very large introductory part is finally over and we can move directly to “To each his own!” where this blog started.

I must say that I played the game back in the year it was released, in 2012, and then it was, to put it mildly, a disaster. The developers clearly went too far with the hardcore, and as usual for the KKS series, they had a bunch of bugs at the start. Now it’s 2018, and it would be nice to check not only the presence of qualitative changes in the game (fortunately it is still supported), its strength, but also the series’ compliance with the realities of current game design standards.

KKS is almost no different from GPK in terms of the basic part of the gameplay. All the same three modes, the same Storm Engine, which overclocked the very first part. However, there are still changes.

Craft appeared. The player can make potions and other useful items such as amulets, paper cartridges, and means of determining latitude and longitude. Crafting is simple and quite useless, it does not affect the balance in any way and is used, often only because of the periodic need to determine the location.


And there are probably grenades here too

By the way, about this - new mechanics after all. During quests, sometimes you need to find an island hidden on the global map, or some specific meeting place, which is helped by an astrolabe, compass and chronometer. Such an innovation fits in well, does not cause any particular rage because of its crookedness and, most importantly, looks appropriate and authentic.

They reworked the concept of amulets. In their current form, they do not operate together from the hero's inventory, but only when they are directly equipped on the character. Moreover, their action is limited in time. Again, this is not a serious innovation and does not have a significant impact on the gameplay, because you can do without them. They are rather a small bonus, which is not significant for a pumped-up hero.

But a more or less significant innovation is the new currency in the game - doubloons. They are more expensive than pesos and, unlike them, have weight, so it won’t work to carry thousands of them. The new currency is used mainly in quests and is of little use in freeplay, since pesos are generously poured in both for quests and for boardings. Doubloons, it seems to me, were introduced only for the sake of extra spokes in the player’s wheels. Like many things in this game.

Compared to the GPK, the KKS ship fleet has expanded slightly. New items were added, some colonies came into the possession of another power, and a little more random events and quests appeared. The F2 window has been slightly changed. In short, the developers touched on a little of everything, without touching any vital organs. Almost.

KKS, following the second “Corsairs” (the same as “Pirates of the Caribbean”), made a big story campaign. And it is the main innovation of this part. The main advantage and the main disadvantage at the same time.

Main quest and game problems



Walkthrough of the plot “To each his own!” Taking into account additions, it takes about 70 hours. Not counting saves/louds.

The second half of the 17th century, the heyday of piracy in the Caribbean, the era of a collision with the unknown and not yet known, the struggle of the powers of the Old World for the redistribution of the New. A young nobleman, Charles de More, arrives from Paris to the French colony of Martinique - a typical rake who wasted his life senselessly in high society until he was 25 years old. He was called to America by family duty - it was necessary to rescue his half-brother Michel de Montpey from the French prison in which he was imprisoned for a debt of a million pesos by Governor General Philippe de Poincy.

Naturally, everything will not be so simple, even after the protagonist’s brother is free. But we still have to go before that. The game starts with a fairly detailed introduction, in which you complete simple quests and become familiar with the game mechanics. As a result of the starting tasks, you will have control of a ship, a crew, possibly first officers and, most importantly, experience in doing business in the Caribbean.

Then the macroquest begins, during which the hero actually earns the coveted million pesos in one way or another. This is one of the few tasks in the game that asks you to choose a side in the conflict. In this case it is: Holland, as well as two different options for England. And here both the advantages and disadvantages of putting the plot at the forefront begin to emerge.

As already mentioned, the plot is very large, sometimes it even seems endless. The plot itself does not shine with some kind of genius; the player is more interested in participating in local fights, getting from one adventure to another, which is why a crowd of characters flashes in the narrative, whose names (if not their existence) you will forget when completing the next quest. The tasks, although well-developed, are quite similar. But, it seems to me, this will not stop the Corsairs lover, since the gameplay itself is the same beloved and unique Corsairs.


Sometimes the game wants to fuck you

But what is a problem is the saves/lows mentioned above. I can’t even guess how many times I rebooted in this game, if you believe the statistics at the end of the game - 419, and this doesn’t even count the fact that I had to replay some moments.

If earlier the game had troll encounters and troll storms, then troll wind and troll time were added to them. No, they were also present in the Civil Procedure Code, but here they lead to complete exhaustion.

The game now has an indecently large number of quests that require completion within the allotted time. And everything would be fine, but the wind troll puts the spokes in the sails every time, so failure of quests as a result of being late due to unfavorable wind is a common occurrence. There are often times when you seem to be completing a quest and find out that it has already been failed for a month (in my case it was “The Pirate Saga”) because you were late. And no one tells you that there was any time limit - load an earlier save, start a few hours of the game again.

And no one is stopping developers from increasing the time it takes to complete a quest or one of its stages by several days. No one is stopping you from adding more notes in the ship’s log in the spirit of “we need to hurry.” And in the end, instead of hardcore, this results in nothing more than crooked game design. Something like a lite version of troll games.

We are no longer talking about directly completing quests. The game has an indecently vulgar number of situations like this: the hero is left alone with a crowd of enemies - fight them. And in the end, it’s not interesting, but again crooked and even funny at times, especially if you play with shoot-and-run tactics. The only thing missing is the music from “Benny Hill” or “I Got You Babe” if this episode is replayed several times. Or something more authentic, like a cut of Chuvash anger.

And you think that's all? Damn it, the game can bring surprises, for example, force you to collect some amulets or dueling pistols throughout the archipelago. And if the latter is even more or less excusable (no), then the first is a facepalm. And then they will force you to look for all sorts of plates, large pearls and candles. And yes, all this is not something impossible and hardcore, it is rather infuriating with its absolutely dull and unoriginal routine.


No, I'm serious, clearing locations alone is complete bullshit.

Let's return to the plot, which I will now mercilessly spoil. The fact is that it was interesting for me to go through the main quest as a fan of this series, but as a person interested in all sorts of cinema and other subjects, the game began to disappoint me from the second half.

Why? Because there is no problem or idea in the story. In fact, this is just another game on the theme “the boy was on his way to success,” and that’s all. The change in the main character and the revelation of his inner qualities are shown quite well. That's all. And the story does not have any core around which the game is built. The hero spends more than half of the plot in subplots, solving other people's problems over and over again. Therefore, it turns out that the story is not about two brothers, but about how one of them wandered around the Caribbean for months, so that then the second, with one dialogue, sent him on another voyage.

And besides, after crossing the equator of history, the paranormal actively begins to invade the plot. First we have a terrible curse that keeps the pirate on the ground. The woman herself, naturally, died a long time ago, and now exists in the form of an almost indestructible corpse that revives other skeletons. Is this not enough for you?

How do you like an entire Indian island made up of dead people? Cool? How do you like the fact that the plot descends into Indian game related to the rebirth of gods and time travel? Amazing? Of course, this is so in keeping with the spirit of pirate adventures, which are made quite realistically, and most importantly, presented with a serious tone.

And as a result, as I progress through the story, I have a double feeling. It seemed like it was not bad, and it was quite exciting to go through all this; I was pleased with the rare opportunity to have different options for completing the quest. But the crookedness of the game design and the occasional wildness in the plot make the gameplay almost unbearable at times. The main distinguishing feature of the game turns out to be its weakest feature.

What besides the plot? Yes, the same endless “corsair” freeplay, in which the player entertains himself, and which I have already written about in sufficient detail above. By the way, the developers decided to get rid of the national quest lines due to the vastness of the plot.

DLC for the game cannot offer anything significantly new - they are macro-quests for several hours of playthrough, with all the disadvantages and all the advantages of the main game. It makes no sense to talk about them in more detail, and it seems to me unnecessary.

Results



These are the elaborate, contradictory, complex, crooked and unique “Corsairs” they are. What can you say about “To Each His Own”? We can say that the mechanics of the game in 2018, although they still look fresh and interesting, reek of the budget game development of the early 2000s. By the standards of the series, the gameplay was, in general, the same as in 2003 and 2007, and it remains the same. And for a modern gamer, this is, by and large, a death sentence, because KKS does not forgive the player at all. And some old people or even those who have played before may simply get tired of playing the same thing.

The immortal Storm Engine produces graphics that are, by and large, ten years old (at the time the game was released), periodically bugs in such a way that it can ruin the save or crash, and is also not friendly with minimizing; and I’m not even talking about the periodic appearance of crooked scripts, when something didn’t happen as it should, and in the end you can’t leave the location because everything is locked. And, of course, we should not forget that the dialogues are not voiced, and the gameplay sometimes amounts to ten minutes of reading the text at the bottom of the screen, and even if there is no voice acting, then what can we say about the production.

The plot, which started out sounding good with realism, slipped into a paranormal shambles, which, to be honest, was not very fun to go through in the finale due to hackneyed techniques in the spirit of the same crowd of enemies for one player. However, this is still a good adventure that will captivate a fan of such games for dozens of hours.

"To each his own!" can offer the same unique pirate experience that no other game has been able to provide so far. “Pirates” by Sid Meier and AC IV: Black Flag are light arcade games, in comparison with which any part of “Corsairs” seems like a real simulator of the life of a sea wolf.

Therefore, I would advise doing this. For beginners and those unfamiliar with the series, I advise you to completely forget about the plot in the first playthrough and engage exclusively in freeplay. And only then, having gained experience, begin the plot. I wouldn’t advise old-timers to hope for some kind of revelation, but I would recommend playing it in view of the fact that there is simply nothing like it on the market - and this game, with all its ambiguity, is capable of satisfying a feeling of nostalgia and giving at least something new.

And the best “Corsairs” are still “The City of Lost Ships”.

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 past Corsairs will understand). We go to Ian, and he says that thanks to this piece of the map, as well as two others, we can lay claim to Sharptown, but if all the papers are not presented within a year, then the island will become an English colony, the governor will be put there along with the troops, and the Coastal Brotherhood will die end. We agree to help Ian solve this problem. He will ask you to come in three days for a task, but in the meantime we will go to Gladys and say that we are taking Helen under our protection. After that, we go up to Helen’s room and recruit her to the team.

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

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

Shark Hunt:

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


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

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

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

Option for Mary:

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


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

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

We return to Mary and let her read two letters that Chad forgot on the table. Mary notes that Chad's purchase of whiskey is very strange, since he believes that whiskey is drunk by beggars and peasants. Also, we learn about a dangerous sniper who can confuse all our cards. We go to the store and ask about whiskey. We learn that whiskey was purchased, and also that Chad was interested in arsenic. After that, we go to the tavern and ask about Chad and arsenic. We 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 Augustine” to the Shark and tell him not to drink the whiskey that they will bring. After that, we run to the Santa Florentina and see the dead Adolf, and his killer attacks us. After the execution, remove the opened letter from the murderer's corpse, and the bronze key from Adolf's corpse. After that, we go to the “Fury”, go up to the very top and take away the contents of the chest: “screw fitting”, “powder tester” amulet and many other goodies. And finally, we run to the Eva and kill Chad along with the narwhals. After dealing with the traitor, we return to Shark and see him talking to the messenger. After talking with Shark, we put pressure on Fabio and find out that Cyclops is going to Mary. We will also find out the password for passing through the narwhal territory. We cannot allow this to happen, so we are running. Please note that we are running out of time. We run to the narwhal territory, 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 reject this idea and propose a peaceful solution. We go to Donald Greenspie on the Esmeralda galleon and stumble upon his bodyguard. We tell him that we are from Shark. After that they will let us through. We tell Donald that he has problems and we need to solve them. We ask Donald to come to the Shark and personally apologize, and also swear that this will not happen again. We return to the Shark and convey Donald’s words. As a reward, Shark will give us a navigational guide, thanks to which we can get to the island by ship, and he will also give us five hundred doubloons. After talking with the Shark, we return to Donald and say that everything is fine. As a reward for this, Donald gives us a tower blunderbuss and makes us a narwhal friend.

Return of the Baron:

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


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

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

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

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

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


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

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

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

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

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

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

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

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


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

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

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

Temptation of Barbazon:

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


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

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

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


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

Sharpe's will:

Jan Svenson will ask to hire a lawyer to win the case to transfer Sharptown to the rightful heir and the coastal brotherhood. To do this, we sail to Port Royal, Jamaica and go to the house of a lawyer, which is located next to the pier. Albert Loxley will demand 450 doubloons in advance for his services, and then more. We swim to Svenson, and he asks to catch the thief with the goods. We need to catch the East Indian Oyster. We sail out of the city and fish in one of these places: the Mosquito Coast or the Bay of San Juan Del Norte and catch this ship. After this, we send the boat to the “Oyster” and talk to the captain. We are trying to trick the captain into checking the holds, but it doesn’t work. We board the ship. In the captain's cabin we search the chests and find a note, thanks to which you can sell the bakalut yourself. Or you can take the cargo to Svenson. One way or another, we receive 2250 doubloons and can now pay for the services of a lawyer. We return to Jamaica and give 450 doubloons to the lawyer, who in turn says that two halves of the map may not be enough and we need to find documents confirming that Helen really has the last name Sharp. After this, the quest “Shadows of the Past” is activated.

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


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

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

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

Shadows of the past:

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


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

We are sailing to Antigua in search of Raymond Baker. We learn from the tavernkeeper about the former executioner, and he talks about “Bald Maggie,” who stands near the city. We send a boat there and ask about Baker. The captain of the ship will say that he landed the captain on the pelvis because the pirates were chasing them, or rather Baker. Also, the captain will give us the coordinates where he dropped Baker off. We sail to the shores of Dominica, there we catch Baker, after that we talk 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 life, then take it to your ship, and then sail to Jamaica, to Portland Bay and disembark there at midnight. At the bay, Jess tells us to come back next midnight. We wait for her to leave the location and rewind the time. After this, Jess will come up to you and tell you that Butcher is dead, and as a reward for this she will give you: a letter from Beatrice and the famous flamberge sword "Morgana", which causes monstrous damage.

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


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

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

Turtle:

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

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


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

After this, go to Basse Terre, to the tavern. We ask the innkeeper about Fernand Luquet and find out that he has left the world of the living, but his friend is sitting here with whom we can talk. We approach Robert Martin, intimidate him, and then make a deal. We return to Shark and talk about what happened. He will suggest that it could be Katherine Fox, the daughter of Fox himself, and that it would be better to free the girl, otherwise Fox will not allow the entire Coastal Brotherhood to live, and this is bad. After such a conversation with Shark, we sail to Tortuga and go to the tavern. We learn from the innkeeper that Thibault rents a room and is there after 20:00. We wait for the indicated time and go up to the second floor to see Thibault. Thibault does not give in to our arguments and decides to escape through the window. At the same time, his uncle, Francois Levasseur, enters, whom we need to kill after the conversation. Levasseur will shout that we are Spaniards and a spy, so we will fight against three people. We loot Levasseur's corpse and take his key, it will be useful to us in the future. After that, we jump out the window and chase Tito. After each shot at you, drink the potion, and at the end jump into the water, then swim to the right, swim into the opening and kill Tito. A scripted scene will start, during which we will run up to Catherine Fox. Also, after talking with Katherine, a moment of jealousy from Helen / Mary will follow. After this, sail 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.

In just a few seconds, a calm breeze turns into a destructive squall. The clear sky becomes menacing due to many clouds. Torrents of rain and lightning erupt. Suddenly, from behind the horizon, a chilling horror appears on torn sails, a nightmare on the waves. It brings death to all living things. This is a ghost ship.

In the empty labyrinths of the abandoned temple there are many creepy guards who are summoned by the angry god of death Yum Simil. A powerful ancient artifact must be returned to the Dead Kingdom. Then the Caribbean archipelago will get rid of the evil spirits that want war.

  • The mystical macroquest will take at least 6 in-game hours;
  • The newest unique military galleon is a 1st class ship;
  • New unique melee weapon – katana;
  • A new unique firearm – a two-shot pistol;
  • New unique armor – Lamport suit.

Don't be afraid of the undead. The brave can overcome anything! You will have to find three artifacts and return the jade skull to its place.

Attention! This quest is only available if you purchase the DLC in the Steam store!

Conditions for receiving the quest: The Dutch Gambit must be successfully completed. If you completed the “Dutch Gambit” for GVIC, or the Secret Organization, then you need to sell the skull to the Portuguese. Time must pass - approximately 4 months after the completion of Gambit. Game version - 1.1.3 and higher. Otherwise, you may experience all sorts of glitches.

Reward: military galleon “Flying Heart”, double-shot pistol, Lamport costume, potion from the shaman, katana.

How can I get the quest? There are three ways to do this:

  1. Buy a strange amulet from a beggar in town
  2. Remove a strange amulet from the body of a murdered Indian in the jungle
  3. Find a strange amulet in the chest in the captain's cabin of the aborted ship.

To begin the passage of Corsairs: To each his own - Kaleuche in one profile can be obtained “Strange Amulet” in any way. It will end up in your hands anyway.


So, you have a “Strange Amulet” in your hands. It is necessary to find out what its purpose is. Who can give a hint? Naturally - lighthouse keepers. You can also give orders for amulets to them. Visit three lighthouses - Santiago, Guadeloupe, Cartagena. In any case, one caretaker will tell you how the amulet appeared in the Caribbean and that Charles is already the third person to show this thing.

However, only one person can know how to use the amulet. This is a shaman of the Carib Indians. The tribe lives in Dominica. Make no mistake, the Indian doesn’t talk to anyone. In order for him to start communicating with you, you need to give him an offering. And he only accepts firearms. This is not a simple pistol, but a real combat musket or naval carbine.

When you get something useful, go to Dominica. Find a Carib village deep in the jungle. In one house you will find a shaman, talk to him. When he recognizes his amulet, he has to find the other two. Passage of Corsairs: To each his own - Kaleuche continues.

Don't think it will be easy for you! As soon as you enter the island's waters, a strong storm will begin. A ghost ship will rush towards your ship! By the way, he won't shoot. As soon as your ships get close, the ghost will begin boarding. You need to deal with the skeletons on the ghost's quarterdeck and go to the captain's cabin.

In the captain's cabin "Kaleuche"


Don't try to hammer the undead captain. He doesn't care! After a while he will stop and start a conversation. The captain will say that he and his crew are immortal. He attacked because he needs a strange amulet that you possess.

Well, start fighting him again. As a result, you will fall unconscious. You will come to your senses on the shores of Dominica. As for health, he is in the red. A sailor from your ship will run up to you, or a girl if you managed to complete the Pirate Saga. From the conversation you will learn that your team was able to drag your body from the ship. But your ship was sunk in just one salvo.

Passage of Corsairs: To each his own - Kaleuche continues. By the way, the sailors also managed to take your chest from the cabin, so your little things remained intact. Talk, go back to the shaman and find out how “Kaleuche” showed up in the Caribbean, why he needs amulets and how you can fight him.

As for the fight, it’s not difficult - you need to find the two missing amulets, as well as the jade skull of Yum Simil. It is now with Joaquim Merriman. Well, we'll have to take it away. But first you need to find the remaining amulets before the undead captain. The shaman will give advice to find a fast ship that will get away from the Kaleuche.

Hint: Ships such as Mirage, Meifeng, Valkyrie can escape from the ghost ship. However, you feel sorry for them, or for some reason you will not be able to access them. Pay attention to small class ships, but not commercial ones.

Walkthrough of Corsairs: To each his own - Kaleuche. Return to the lighthouse keeper who told you about the amulet. Ask him about the other two amulets. Or rather, who can own them.

So, you need a hunter from Belize, Fergus Hooper, Jack-Jackson from Barbados. All that is known about him is that his ship is called “half-woman, half-bird.” In fact, the title is "Harpy"!

Barbados

You need to ask the port department about Jack-Jackson. When asked what the name of his shebek is, answer “Harpy.” You will be told that this captain is now in the service of the Dutch West India Company. That's where you need to look for him. Travel to Curacao. At the GVIK office, you will find out from the one who sells trade licenses that your Jackson operates regular flights between Port Royal and Phillipsburg. Find the desired ship on this route, send a boat to the xebec.

You learn that Jackson keeps the amulet in a chest in a lighthouse in Barbados. So that’s why the undead captain couldn’t get him! However, Jackson cannot travel to Barbados with you. He has a contract. Therefore, to complete Corsairs: To each his own - Kaleuche buy the key for the chest from him. It costs 500 doubloons. Return to Barbados and disembark at the lighthouse. In the chest you will find a strange amulet, as well as a two-shot pistol and other small items. Deliver the amulet to the shaman, as “Kaleuche” is now hunting for you.


Belize

In Belize you will find out that your hunter will arrive no earlier than in three days. In addition, it will be between 6 and 9 pm. Wait for him. It may appear in a week. Ask, in general, about the amulet.

He would gladly give the amulet, but local bandits robbed him. Long story short, the amulet was stolen along with Hooper's other belongings. Go to the prison commandant, but there you will not learn anything except that the bandits have assistants in the city. We'll have to tackle the white stuff ourselves.

Rumble around the houses. So in one you will find a suspicious type. Kill him, search the body and find an interesting note. Wait for midnight, blow into the jungle. In the next location you will meet bandits outside the city gates. Give the note and receive an invitation to the case. This is a merchant robbery.

To complete Corsairs: To Each His Own - Kaleuche, you must agree and help them. At the next dialogue, you will receive another invitation to the case. It will happen in three days. You will also learn that the gang is located nearby in a cave. The next day, also at midnight, go into the cave, there will be a cache there. Find the amulet, Lamport's suit and other rubbish. Two bandits will discover you. You'll have to kill them and go to the shaman, running away from "Kaleuche" along the way.

Hint: if you hand over two bandits to the commandant, then three days later you will receive a reward for capturing the scoundrels.

Jade Skull

So, you need through Yum Simila. At the moment he is with Joaquim Merriman. Blow to Willemstad. The Portuguese rented a room there. Don't rush anywhere at the pier. A monk will run up to you and tell you that Merriman has disappeared. The owner of the house in which he rented also disappeared. Plus, strange things happen there at night. However, the soldiers found nothing.

Naturally, you will have to figure out what's what. Passage of Corsairs: To each his own - Kaleuche continues. When midnight comes, go to the house opposite the residence. You need to go up to the second floor. The monk did not deceive! Quite thick smoke will rise above the chest near the bed. After this, a skeleton holding an ax will appear in the room! When you've dealt with the undead, search the corpse. You will understand that this is what a housewife is. Yes, after all, Merriman is a very dangerous guy!

Go to the church, talk to the priests. From him you will learn that Joaquim is a former nobleman. Now he is a terrible sorcerer. In Havana, missing citizens were noticed, as well as attacks from the undead. Well, go to Cuba. Here you need to go to church. From the local monk you will learn that all sorts of undead are in the jungle in a cave. The passage to this place is guarded by a musketeer.

Blow into the jungle. In the location in front of the cave, talk to the musketeer. He will let you through. During the further passage of the Corsairs: To each his own - Kaleuche must kill all the skeletons both at the entrance and in the cave itself. As soon as the last cave skeleton falls to the floor, smoke will begin to pour out of her corner. This is where the Chavinavi comes in. Those who pass as Richard Gambit will immediately recognize the creature. Kill him, go back to the monk. He will express gratitude. This is all great, but you still haven't found Merriman. By the way, he is somewhere nearby!

Nobody saw him in the city. We'll have to look for him. At the cemetery, approach the caretaker. Press on him, then you will find out that Joakim is sitting in the crypt and quietly stealing corpses from the cemetery. Take the key and go for the skull. Go into the crypt, walk past the coffins, go through the door.

You find yourself in a cave with a series of grottoes. We need to clear out skeletons everywhere and find Merriman. You will find him in the room with the throne. Talk to him, watch the transformation from a human into a nasty undead. First, fight off the summoned Chavinavi, then the jaguar warrior, as well as Joaquim, who joined him. When Marriman falls, the Chavinawi himself will die. Search the corpse of a Portuguese subject. Take the jade skull from him. Don't forget to also search the cave and take the Easter chest. Continue with Corsairs: To Each His Own - Kaleuche.


It's time to head to Dominica. Now there is a strange thing - if the amulets attracted the ghost ship so much, then the jade skull is not interesting to him at all. When you come to the shaman, listen to the story. You must listen carefully, as this is important! Then take two amulets. Regardless of whether the amulets are worn or not, they are only good for a month. Within this period, you must find the island with the Yum Simil temple. Leave the skull there.

Hint: If you have completed the Pirate Saga, then you will learn the coordinates of the island from Nathaniel Hawk. Well, if not, then you need the center of the notorious Bermuda Triangle. Its peaks are St. Maarten, Antigua, St. Christopher. Get ready to fight serious battles, both on land and at sea.

So, you have found Hael Roa. You must leave the skull of Yum Simil on it. Go to the depths of the island, where the temple is visible. Climb to the top, come in. When you get to three passes, you need to choose the middle one. Go up the stairs. Next, you need to navigate by the “skull-sun” sign. Focus on the sun, killing skeletons and Chavins along the way. When, during the passage of Corsairs: To Each His Own - Kaleuche, you open the door, you will find yourself in a room with teleporters. Go to the right one. Further there will be only one road. All teleports are correct. After entering the last teleporter, you will find yourself in the sanctuary. The Chavinavi leader will approach you there.


Hint: the leader will start bombarding you with questions. The answers to them were in the shaman’s story, which you had to listen to carefully! If the answers are incorrect, at least one of them, then the leader will attack you. If you do not make mistakes, you will receive the skin of a leopard warrior.


After finishing the conversation with the leader, go to the statue on the other side of the sanctuary. Place the jade skull. When you leave the temple, you need to go out to sea. The military galleon “Flying Heart” is already waiting for you in the water area. It already has a mortal crew led by a captain. Take the former ghost on board, mow down everyone who comes across. Along the way, you need to search the skeletons, which may contain interesting amulets. There will be a battle with the captain in the cabin. Afterwards - conversation. At the end of the conversation, kill him. Remove the first strange amulet from the body. In one of the chests you will find a katana. The other will contain 5,000 doubloons. You won't be able to carry them away, so don't try in vain.


Here it is, the chilling “Kaleuche”... ours!

Do you think that the walkthrough of Corsairs: To Each His Own - Kaleuche is complete? Not so! We need to return to the shaman and give him the amulets. You will receive a task - deliver 15 mangaros. From them he will prepare a potion for you. You can bring everything to him at once. You can, as you find it, in fives. As a result, you will receive three potions: a stamina potion, a reaction potion, and a potion of your choice. As soon as you receive the potions, say goodbye to the shaman, who will go to comprehend the wisdom of his ancestors.

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 you can often find unique weapons that are 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.

One of these lives in Blueveld, on West Main. Swim there, find Jan Svenson's house not far from the residence and go inside. Talk to Ian's wife. She will say that Ian went to the mistakes of Helen, the daughter of his late friend. The wife of that same friend and part-time mother, Helen, also lives here. Her house is near the pier. Follow the pier, go right, facing the sea, and enter the last house - Gladys Mac Arthur's house. Go upstairs - Gladys is not at home. Remember that Jan's wife said that the poor woman spends all her time on the walls of the fort. Go outside the city, go left at the fork and run to the fort. Climb to the very top and talk to Gladys Mac Arthur, looking out to sea. The only useful information is that before sailing, Helen received a note from Jimmy Higgins, who lives in Maroon Town. It is also known that she rejected the proposal of some English captain. Perhaps he kidnapped her? As Gladys says, Jimmy should know about him. The woman herself does not know her name.

Well, let's go to Maroon Town, in Jamaica. Land in the bay of Cape Negril (the left side of the island, the very edge), enter the pirate city. At the residence, ask where Jimmy Higgins's house is. Find the tavern and enter the house opposite it. This is Higgins' house. Don't be rude to Jimmy! Speak to him in a polite tone, choosing the second phrase. The English captain who proposed marriage to Helen was named Arthur Donovan. Perhaps he kidnapped Helen after all! Most likely he is in Antigua. Before sailing, go to the governor and listen to important information, which is partly still unclear to you. Save and sail to Antigua. You need to get there in nine days!!!



Go to sea near Antigua, a new entry will appear in the log. It reads something like this: the captain’s corvette is nearby. Attack it, board it and capture the ship. Kill the captain. Helen will actually be on the ship! Talk to her, return to Blueveld. Go to Gladys's house for your reward! Go to Jan Svenson's house and explain the current situation. Ian promises to think about it, but for now you must find a certain Henry the Hangman. The only thing that is known is that he was in Cartagena.

Sail to Cartagena and go to the tavern to find out where to find Enrique Gonzalez. This is the Hangman. The bartender will tell you that Enrique's house is located near the port office. Follow him, try to scare him, or talk politely. The result will be the same, but with the first option, Enrique will need to be killed. Go to the church (it's around the corner), order a prayer service for the wife of Henry the Hangman. From here you will learn that Henry, aka Alvarez, lives at a lighthouse near Cartagena. Head there (leave the city and run straight to another location), learn a lot of interesting information in the conversation. For Henry, this conversation becomes the last. He will give you a ring and a chest of money.

Hurry to Blueveld, go to Jan and tell him everything. He will invite you to talk to Helen's mother. Talk to her, she will thank you again. Gladys will give you part of the map where the inheritance of Helen's real mother is buried. Go to Ian again, show him a piece of the map. When he sees, he will understand that his worst fears are coming true. Helen is the daughter of Beatrice Sharp, and this part of the map is the inheritance. You need to find the second half of the map, after which Helen will become the rightful owner of Sharp Town. Next there will be a slightly different quest.