Corsairs 4 walkthrough: The Gascon's Burden. Walkthrough "Corsairs: To each his own." Computer games. "Corsairs: To each his own." "Dutch Gambit"

A thousand devils, rascals!
I am the author of this guide, currently known (as of 02/28/2018) as piratej051. I'm a gamer just like you, and I also struggled with the game's mechanics during the first few hours of the game. Struggling with conventions, illogicalities, time constraints and other troubles, I realized that every time I was looking for answers to the questions “how should I have guessed to talk to the fort guard, when in my life I could manage to sail across the entire Caribbean Sea in two weeks to deliver guns and why does playing on Guadeloupe overload my puny lugger by a ton?” on external sites is unprofitable and not very convenient, given the fact that the dense, half-breathing game engine does not support multitasking in full screen. That's why you're reading this guide now - here I tried to collect the basis for a beginner, the most superficial tips and judgments, as well as the passage of the storyline and DLC. You will be an incredible help to me and the entire community of players if you add some information in the comments to the guide, find an eye-catching typo, or do some other good deed by adding, say, a link to an external source of information for other readers. Don’t be shy to ask questions about the subject - they will answer you, and if they don’t answer, then together with you they will find the answer! Don’t forget that we all here went through the thorns of Russian game development, and we all like it. Enjoy reading!

Source of information - website
If you have any questions regarding the further passage of the game, it is recommended that you read it first!

Gascon's Burden

UPD: Since a certain patch, it has become possible to go through the introduction differently!

Chat with the sailor, run deep into the island and enter the residence. It's very easy to find. Talk to the governor sitting on the chair. You are being arrested. Soon Philippe de Poincy will approach the cell bars. Talk to him, your things will not be returned to you, but you are now free! It's time to figure out what this brother did. Go outside, immediately turn right and go around the building. There will be an entrance to the dungeon here - go down there, find the stairs to the lower tier and move in its direction. Turn right and find your brother in the far right chamber. Talk to Michel de Monpeux.

So, we need to get a ship (Michel paid a deposit of 5,000 pesos for it, but another 15,000 is needed), hire a navigator, go to Guadeloupe, find Fadey, get the debt out of him peacefully, then return to his brother. Follow the pier, there will be a shipyard on the left - go inside and talk to Gaspard Blondel, the shipwright. So, you now owe him 17,000 pesos, they need to be returned in 3 days. Go to the tavern, which is approximately opposite the left pier (closest to the shipyard), talk to the innkeeper about work.

Go to the residence and talk to the man who arrested you - he will make amends by giving you a sword, a pistol, and a light leather corset.

(Helpful information: if you don't want to lose your pistol, sword and several hundred pesos, you can bury the contents of your inventory in one of the chests in the fort before heading to the residence. In order to remove the sword, you will need to buy from a gunsmith or steal from houses The harpoon is like a fairly cheap edged weapon that you wouldn’t mind giving to the jailer)

OR!

Don't go to the residence. In this case, you will not receive the corset, pistol and Bilbo sword, but you will not have to hide things in the fort. Interview citizens on the streets about your brother - the fifth or sixth person interviewed will send you to the abbot of the local church. He will ask you to come to him in a day to meet with a person who can lead you to your brother. We arrive, follow the man, talk to his brother. We refuse the answer option with “get money quickly and inexpensively,” and if you accidentally wander into this thread of dialogue, we refuse the abbot’s help. Let's go do the tasks.

Complain about life to your brother! Then he will offer you to borrow a “small” amount from a family friend, the abbot. We agree, we go to the abbot, we receive a loan of 50,000 ever-ringing coins and a chest with doubloons on the terms of return within 6 months. In this case, you will not be able to complete any of the quests in the starting line, but you will quickly set sail, albeit with a debt under your belt. But you are a corsair! This is too uninteresting and easy option, in my opinion.

Rum for the bartender

(The quest is taken from the Bartender in the tavern)

This task will need to start at 19.00. When 19.05 arrives, the entry in the log will be updated - the longboat has been delivered to the pier. Go to the left pier, proceed to the longboat. Press the Enter key, select the function "Sail to Port Le Francois". To select the desired tailwind, disembark at the port and board the longboat again. From here, swim along the coast to the left, go around the rock, swim straight until the next turn to the left. After going around the second rock, follow the compass to the north (N). At approximately 02.00, press Enter here, select the “Send boat” command, the Ghost ship icon should appear in the list at the top left - click on it. The captain of the ship will approach you - tell him the password. Passwords in the game are randomly generated. If you suddenly forgot it and didn’t write it down, here are some of them:

The boards and tow will be there in the morning

Don't wait for the south wind

Old Thomas is tired of beer

Camels go north

The bay is ready for landing

Write in the transcription that the innkeeper gave you - no need to put a period at the end! After receiving the rum, sail back to the port of Le Francois. Land at the port, talk to the men and go to Saint-Pierre's tavern for your reward.

Call girl

Walk around the town and you will be stopped by Arthur Scalon, a man in a light brown suit with a hat. He offers to help him - he needs to go to the brothel and talk to Aurora, order a new blonde for one night and bring her to the house. Arthur gives us 6000 pesos, saying that we will need to pay 3000-3500 pesos per night. Agree! Having agreed, you will recognize the name - Lutiss (or Lucille, or something else). You will need to bring the girl no earlier than 23.00. Follow to the brothel, talk in the room with Aurora, the local pimp. Say that you need Lutiss. Pay the money. Aurora will say that Lutiss will be free at 11 pm and you need to pick her up before midnight. From 23.00 to 24.00, go to the brothel, to the common room. Start a conversation with the blonde Lutiss and tell her to follow you. Leave the brothel, go towards the residence and, facing it, approach the house, opposite the entrance to the refuge of the Order of Malta. The girl herself should ask if you are there. Answer yes, wait for her to go inside, and thereby complete the task. You don’t have to come for Lutiss that same night, you can do it the next day. It is important to show up between 23.00 and 24.00!

Stolen Jewel

Go into the jungle - from the residence to the left and through the guarded gate. At the fork, go left. At the next location ahead you will see two natives running away. You should not run after them, but on the road to the right, find and search the corpse (key 1 by default) of either a pirate or a bandit. Among other things, there are earrings. You need to ask around the city who they might belong to. The earrings can be sold for 4,000 pesos to a store merchant. But here's what you need to do - go to the governor, show him the earrings in the dialogue - these are his wife's earrings. As a reward you will receive a map of the archipelago! If you need money, you can sell the map and use the one in the Steam guides.

Warehouse worker

Find a store near the prison, talk to the owner about work. Agree to find the person from the warehouse. His name is Gralam Lavoie. The merchant said that he was definitely not in the city. Go out into the jungle, move left-right-left to get into the pirate's nest - Le Francois. This is where he hides - you can accidentally find him on the street, or in the store, to the right of the entrance to the village. After talking with him, return to the store seller in Saint-Pierre and report that you have found Lavoie. After receiving the money, begin the second part of the task.

You need to find a new employee for the quest giver’s store in that same pirate nest. Return to the pirates in the village, right opposite the gate there is a tavern - go inside and talk about the employee with the innkeeper. Give him 1000 pesos, he will recruit the right candidates for you in an hour. Return to the innkeeper in an hour.

(To wait from an hour to a day, just break into someone’s house and, going to the bed, select “Thinking out loud” - “I could use a rest” in the action menu)

After sleeping, return to the pirate tavern, three men standing in a row will appear here. Talk to each one - they will offer different rewards if you choose them. The best choice was the man who gave 500 pesos for another bag of amber. Tell him that the choice fell on him. Wait for him to leave the tavern, then go out yourself. Return with him to the store in Saint-Pierre, talk to the merchant after the man gives him part of the reward. Come to the store in an hour and receive 5,000 pesos as a reward from the seller.

Cannibals

Not far from the gate to the jungle there is a port authority house. Go inside and talk to the man at the desk. His friend was going to fight alone with the Indians in the jungle. He needs help. Exit the port office, go left and near the well you will see a man with a musket - talk to him. Go out through the gate, follow the forks like this - left-left-right. Go to the location, attack the Indians, trying to keep them away from Prosper, who will kill them with accurate shots. Talk to Prosper, enter the cave and rush at the Indians. The passage to the compartment on the left is narrow, you can stand behind it and repel the attack of the Indians one by one. After killing everyone, talk to Prosper - his daughter is alive! In the far part of the cave, find Dilbert Coursey and talk to him. Leave the cave and talk to Prosper again. Return to the city and receive rewards from Prosper and Gilbert.

Advice - for easier fights, you should slow down time by Num -. If you have a laptop, then the manual in the game folder says how to speed up/slow down time.

Scarce product

One of the guards guarding the entrance to the French fort asks Charles to bring him a bottle of European wine. The guard can be handed over to the commander of the fort for 1000 pesos, after which the quest closes. Wine can be purchased from any hawker for 700 pesos. The next morning we find the quest giver and hand over the wine, we get 1000 pesos. The guard asks Charles to get more wine, no less than 10 bottles, and no more than 60. For each bottle, 1000 pesos are offered, the wine must be brought within a week. We contact the shopkeeper and talk about wine. He replies that he does not have large quantities, but for a reward of 1000 pesos, he advises you to contact the store owner. The merchant is silent and does not talk about any wine. We return to the shopkeeper again. Don't be rude to him! We politely ask how this happened. For another 2000 pesos we receive a letter, with which we again go to the merchant. Now he agrees to sell us wine.

Important! To purchase 60 bottles you need to collect 30,000 pesos, so it is better to complete this quest before going to the shipyard and buying a lugger.

Total costs for the quest: 33,700 pesos, we get 60,000 pesos.

The Gascon's Burden. Continuation

After you complete all the described tasks, go to the shipwright and give him the remaining debt - 17,000 pesos. The ship is yours! Go to the tavern, talk to the innkeeper - tell him that you would like to hire a team. He will say that a sailor decommissioned from service sat behind you. Turn around, there will be three people sitting at the far left table - there are two of them on the left bench, the one closest to you is that same sailor. Talk to him, he will say that all the sailors together - 40 people - will go to serve. You need to pay an advance of 200 pesos per brother. Those. in total you need 8000. But don’t rush to hire them, go to the store and buy food and medicine for the ship from the merchant - at least a little, because... the sailor will require their presence on the ship. Go to the tavern, tell the sailor that there is the required amount. Confirm that provisions and medicines are on board. The team has been hired! But we still need to find a navigator.

Go and talk to the innkeeper - he doesn’t know any suitable people, but he advised you to ask other city residents on the street. All you need to do is walk around the city and ask the townspeople if they know any navigator. Sooner or later, a townsman will say that there is one, but he is in prison. The navigator's name is Fulk Delluc. Go to the prison where you were kept. Enter and you will see the commandant on the left. Talk to him about the matter, ask about Folke. The commandant will advise you to contact a moneylender. Go to the moneylender, his building is opposite the prison with the BANK sign. Talk to him about the amount of debt - 10,000 pesos is a lot of money, so ask if you can carry out some kind of assignment that the moneylender would value at this amount. Here's a new task!

Spanish engineer

Before accepting the quest, you should hide your pistol in some chest, if you have one. Then the moneylender will give you a pistol, gunpowder and some bullets for it.

Ask what needs to be done - persuade the pirates to give up the Spanish engineer, who is a friend of the moneylender. Pirates must be expected in Le Marin Bay from 21.00 to 24.00. Go to any house, go to the bed and sleep until 21.00 or later. Follow the following path through the jungle - left-right-right-forward. Go to the water, there will be pirates with a Spanish engineer on the right. Talk to them, kill the two pirates, then fight the distrustful Spaniard. After defeating him, talk to him again. You can’t go into the city until nightfall, because... There will be guards at the gate. Follow to the pirate town, go to the tavern and rent a room until nightfall. Or just wait until 00.00. Go to Saint-Pierre, enter the city. Officers walk the streets - avoid meeting them, you will end up with a moneylender. Talk to him and get Fulk's receipts.

The Gascon's Burden. Continuation

Go to the prison, show the commandant Folke’s receipts. Your navigator will be brought to you. Talk to him, leave the prison, hoping to board the deck of a new ship, but one person will stop you. He was sent by the tavern owner of the pirate village Le Francois. He knows that you are going to Guadeloupe and wants to offer a way to make money. No need to refuse! Having agreed, go to the deck of the ship, press Enter and go to the cabin. Talk to Folke, go ashore and wait for the store to open, sleeping in the tavern until the morning. You need to buy goods in the store so that in the holds of the ship there are 100 portions of bombs, cannonballs, nipples, buckshot, as well as 200 portions of gunpowder. Having done this, go onto the deck of the ship. Enter the cabin, talk to Folke, he will tell you that you need to buy 50 weapons. Go to the same store and buy a weapon. Talk to Folke again, buy 10 barrels of rum and 100 portions of food from the store.

(Or you can buy everything at once, so as not to run from the cabin to the store three times)

Proceed to the port of Le Francois, disembark, go to another location and enter the city. Talk to the innkeeper, he will say that he did not send anyone to you. Apparently you were lured into a trap. Go back to your ship and you will be attacked by pirates. Shoot them by clicking LMB. You can change projectiles using keys 1, 2, 3 and 4. To make the battle faster, press the Num + key several times. Choose whether to board the ship or sink it in battle.

Hooray! You have opened access to the world map!

Guadeloupe

Press Enter, go to the world map and sail up from the island, north, to Guadeloupe. Moor near the city, find Fadey's house (second on the left if you go straight) - it will be called that as you approach the door. Talk to the man, say that you are from Michel. He has no money, but he will give us the Leader's Daga - don't you dare sell it or throw it away, or you'll get into trouble. Ask about the thieves, find out about the captured Indian and the stolen collection of sabers, which, if found among merchants on the islands, will need to be ransomed. Go to the prison, talk to the commandant so that he will let you see the Indian. Go deeper through the entire corridor and talk with the Indian standing behind bars. Return to the commandant and ask what needs to be done to free the Indian - you need Fadey's consent. Go to Fadey, talk to him. He asks you for a penalty of 150 doubloons. Say that the man fell out of his mind to ask for that kind of money. The amount is now 100 doubloons. One way or another, don’t free the Indian yet, sail to Martinique and talk to Michel. He will say that Fadey slipped us a cheap saber (which, of course, is not true), and he will also say that you should ask Fadey to find some work for you. Head to the tavern and hire a new team if you have the money. Return to Guadeloupe, give Fadey 100 doubloons (you can exchange it with a moneylender, which will cost 10,000 pesos, or rob houses for gold doubloons in wallets), go to the prison and give a note from Fadey to the commandant. Follow to Tichingit's cell and report that the Indian is free. In a conversation with him outside the city, agree to accept the Indian into your team. Return to Fadey and ask him to find a job for you.

This Indian is a very valuable officer. He doesn't ask for much money, but he is always loyal to you, which means that he will never leave the team. He is also very good in battle, I advise you to give him a pistol of your choice and ammunition for it, as well as equip him with heavy weapons.

Promotion Tips

Freeplay is a cruel thing. Here are a couple of tips.

After the release of the Final Lesson DLC, you are unlikely to have any time left for freeplay, but such is this world with:

Quests.
In fact, everything is simple here. Generator quests, as they are called, are everywhere, absolutely everywhere. Steam has a guide dedicated to them, but I'll add a couple of tips:
1. You can extract information about “Easy Prey” from the tavernkeeper if you have a positive reputation, or from drinkers if you have a negative one - a rather useful quest.
2. Also, if you come across a captain offering to talk to him on board his ship, before boarding it, save and complete the “Hot Raid” quest until the quest conditions are acceptable to you.
3. Brothels sometimes need to be visited. To raise, hehe, morale. And, of course, random quests appear there.
4. Quests in the port departments are meaningless and merciless, but there is one there, a good one. If you help the head of the control center return his ship's logbook to the bungling captain, you will receive a fabulous +2 to navigation.
5. Governors. Their tasks are a great way to raise a bunch of characteristics for yourself - Stealth, Authority, Fame and Title.

Freeplay.
Everything is not so simple here either. You are, in fact, kicked out into the open world with a bunch of questions - “Huh? What? What should I do?” Okay, first you need to upgrade Navigation to get a level 4 ship (or just find a good navigator), improve your fighting skills and recruit a team. Here are a couple of tips:
1. Ship. Each ship belongs to a certain class, from 6 to 1, respectively. 6 is a ridiculous tartan, and 1 is manowar and the like. Each class of ships requires a certain level of Navigation skill, and if this level does not correspond to the class of the ship, then when controlling it, your character will receive hellish penalties in all uncovered places. Hire efficient navigators, upgrade your skills and don’t rush to take on galleons when you can’t even pull a longboat.
2. Officers. A very useful mechanic - I advise you to buy Boatswain, Gunner and Treasurer/Carpenter as quickly as possible. They will help you a lot. (Boarders, by the way, can be placed in command of ships, so you can grab a couple of them)
3. Conduct of battle. These are my personal tips for fighting. Several tactics will be presented here:
- Conducting naval combat. Tactic number one.
Needed - Knipelli x150 per ship, Buckshot x100 - 150 per ship.
Tactics: we take down the enemy’s sails, and then we ride around him, taking out the crew from the onboard ones. We board and increase our self-esteem with every victory. Don't forget to search corpses and chests.
- Tactic number two.
Needed - Knipelli x150 per ship, Bombs/Cannonballs x200 - 300 per ship.
Tactics: we still tear Herod’s sails, after which we roll in circles with a grin and spin around our axis, causing physical damage to the enemy. Skills that increase damage to a ship or a gunner with these skills and high performance are absolutely necessary, otherwise you will fire more than half of the shells into the sea.
- Ground combat tactics.
What is needed is reaction and patience.
Tactics: with any weapon, be it a butter knife or an uberbuberubivator9000-saber, parry the enemy’s blows until he is exhausted, while he is out of breath, hit him, if you have a heavy weapon, do not disdain the penetrating blow. Shoot at the enemy when he runs out of energy and you don’t have enough to attack. Fight, respectively, at a speed of 0.5x, because because. Don't believe me? Try to board a ship with a crew similar to yours at 1x speed, then we'll talk.

There is a lot more that you can do in freeplay, banal trading or slightly less banal smuggling, for example. I won’t list it all, you will find the most obvious things yourself, and the most non-obvious ones are not always worthy of searching for this non-obvious thing.

Caribbean customs

To receive the task, you need to talk to Fadey and ask him about the job after talking with Michel. I don’t recommend delaying the quest! You need to come to the store tomorrow and talk to Gerard Lecroix. Follow to the store, talk to him. We need to deliver the cargo to the fort of Port-au-Prince on French Hispaniola. Go to the ship, go to the map. If this doesn't work, it means the ship is overloaded - sell the extra items in the store. Swim left up to Hispaniola. Moor at the port of Port-au-Prince, on the western part of the island. Exit into the jungle (the gate is on the far right side of town as viewed from the pier). Turn right, run to the fort and go down. Go to the armory and talk to the commandant.

Having received 5,000 pesos, find out the next order - go with 15 guns to Porto Bello, find the frigate Militant and hand over the guns to Captain Florian Choquet. This is all off the coast of South Main. As soon as you receive the task, immediately swim out. Most likely, you won't be able to swim far, because... you will be attacked by the same Spanish interceptor over and over again - wait for it near the fort and sink it with the help of your allies. Then sail down to the shores of southern Main. Porto Bello is an enemy port, so sail a little west of it and go out to the open sea. When the alarm goes away, swim up to the Warlike One and send a boat to him. Talk to the Warlike captain and agree to help him with reconnaissance. The necessary informant's name is Jaime Silicio, he is a merchant. The galleon is named Alcantara. You need to get into the city at night, through the jungle. Time – no more than two days.

There is one small bug that helps with entering the city at night. It is associated with quicksaves (F6) and quicklocks (F9). Probably, overwriting the same save can lead to some problems and the saved file going to the trash bin, so I advise you to use it with extreme caution! The tactics are simple: when talking with an officer (Spy? Grab him immediately!!!), first press F6, and after three seconds - F9. Miracle! The guard does not react to you and stands still, although the others are still on guard. Convenient, but dangerous.

Sail into Mosquitos Bay and disembark. Wait until night. From the beach, go like this - straight left, left, on the right there will be a gate to the city. Enter the city, carefully make your way to the far left side. A bridge will lead to the shipyard; opposite the bridge there is a corner house - a tavern. Enter there. There is no point in talking to the innkeeper. Find a drunk here who will offer you a drink (standard drunk). Agree to have a drink, then ask about the news in our area. He will begin to talk about the captured spy - ask him until the last minute until an entry appears in the journal. Now you need to find some inconspicuous person who needs money. Beggar! Rewind time to 12 days or a little later, find a beggar in the city and offer him to earn money. Hide around the corner, rewind time to 23.00 or later, go to the shipyard on the pier and find out the information obtained by the beggar. Return to the jungle, to the shore of Mosquitos Bay, swim to the Warlike ship and report the information you have learned to Captain Shoka.

Find out from him about the next task - you need to intercept the Pueblo ship, which is carrying a cargo of gunpowder for Alacantara. Swim along the coast of Maine to the right and meet that same ship. Attack him, sink him or board him - it's up to you. Next, sail to Guadeloupe, enter the store and talk to the merchant - Lecroix passed through him your reward - 400 doubloons. The quest chain is complete! Now continue to live a normal sea life until three months have passed since your last meeting with Michel. The easiest thing is to transport the goods of store traders. Ask them if they want to charter your vessel and use the map for orientation:

At the same time, do not forget that you need to reach level 5 (rank) before meeting Michel.

Dishonest competitor*

*The quest drops randomly, I got it in the Bas-Tera store

Follow to the store, talk to the merchant and he will ask you to help him in business - you need to call a certain person from the tavern. Go to the tavern, find a man wearing a mask over his mouth and a hat - wearing dark red clothes. Go back to the store, ask about other matters. Take the letter to the commandant for 300 pesos. Take the letter, return to the merchant and convey the commandant's answer. Ask what happened, offer to help. You need to find a competitor of the merchant and convince him to close the smuggling shop. We need to go to the tavern, find the smugglers sitting and say that we need goods at low prices. We suggest meeting, the smuggler will tell you to wait for him near the port office (or another building, read) when it gets dark. We turn the clock hands to 12 at night, go to that building and wait for the smuggler. After the conversation, follow him, when you get into the house, tell him that a detachment of soldiers is waiting behind the owner’s door. Let him go, he will pay you 10,000 pesos. Go to the store merchant in the morning and tell him that the competitor is no longer there. Receive another 15,000 pesos as a reward.

DLC1 "The Last Lesson"

On May tenth, 2k16, a new addition for KKS was released - the Final (Last) Lesson, which adds six quests aimed at increasing the level and skills of players at the beginning of the game. Quests have two possible endings, with different rewards, respectively. To take on quests, you must have a rank from four to twelve, to receive the Final Lesson quest - up to fourteen. Considering that quests cannot be taken upon reaching rank fifteen, after completing the tasks from the DLC you will need to take the Dutch Gambit quest as quickly as possible if you want to play as TPO or Fleetwood.

Attention! The expansion was released recently, and players are arguing about the mechanics of some quests. Thus, it is impossible to say absolutely exactly what influences the outcome of the “Almost Like Home” quest, no matter how sad we are. Also, in all quests you will have to fight, very, very much fight. I advise you to get good boarders, buy a sloop or a better ship from the shipyard with a navigator better than Fulk Delluc (Why the hell was he renamed?), hire a crew and raise their morale.

DLC1: ​​In the Mousetrap

Quest pick up location: Capsterville

On the street, English Marine Lieutenant Caspar Gratton approaches you with a request to perform a small favor. He and four of his subordinates set off from St. John's to the shores of the island of Sint Maarten, but on the way they were caught in a storm, the ship was quite battered, and it takes a significant amount of time to restore , and the urgency of the matter requires their immediate arrival at the Grand Case Bay of Sint Maarten. We agree to take them to the designated place.

We deliver an unusual military group to the specified place on time, where we are surprised to learn that there will be no final settlement, since there is no lugger expected in these waters. Instead, it was proposed to delay for 2-3 days and wait for this military group in the bay, and then deliver it to Antigua. We stay on the island and make our way into the city. In the tavern we learn that an English ship with high-ranking military personnel on board has been captured off the coast of Sint Maarten. It was decided to send the captured prisoners to Willemstad, but according to rumors the British intend to send a sabotage group and organize the escape of the prisoners. It is necessary to inform the soldiers about the mousetrap. At the exit from the tavern, a man will meet you and lead you to the governor - don’t be afraid, he’s just warning the captains about a reward for information about the whereabouts of the English sabotage group. We remain silent and leave.

We set out into the jungle in search of a group of Englishmen and tell them that their plans have been revealed. They are holed up in a cave near the city, it won’t be difficult to find it (There are two entrances to the cave: a well (from the beach where your ship moored - straight), and a jungle) When the former passengers are notified, Lieutenant Gratton will talk about the group’s plans and again ask for help.
Of course, without our help they will not be able to get to the Sint Maarten prison and rescue the prisoners. You need to meet with the agent at the Philipsburg church.

So, there are two options.
HELP THE AUTHORITIES
A completely undesirable option, but if your holds are empty of cannonballs and buckshot, and the team can barely understand the musket, choose it. Instead of meeting with the agent, you can go over to the side of the Dutch and report to the commandant about the saboteurs. The commandant will offer to lead the liquidation group to the cave. We agree.
Before arriving at the location of the saboteurs, the officer of the liquidation group invites Charles to go into the cave and distract the attention of the British while the main part of the Dutch descends from the other side of the cave. We agree, and for some time we hold back the onslaught of the British, who realized that Charles had betrayed them. During the battle we defeat the English sabotage group.
The next day we go to the governor of Philipsburg and receive a GVIK license for six months as a reward. Charles's reputation among the Dutch increases, relations with England deteriorate. (If England prescribes NGP, please indicate the amount in the comments, it will be entered here)

HELP THE SAUTE GROUP
Difficult option. You will have to fight sooooo much, you will also have to board or sink the ship in the roadstead (Here I didn’t understand the pattern - when I had a lugger, there was a brigantine in the roadstead, such a serious boat is many times cooler than mine, and when I bought a sloop - in the roadstead there was absolutely the same sloop. Hmm).
The specified agent agrees to help neutralize the prison guards, but to do this he needs 24 doubloons to purchase a sleeping gypsy potion for the guard soldiers. We pay the specified amount and after everything is completed by the servant, we return to Lieutenant Gratton. You need to meet them in the jungle after 23.00 and escort the saboteurs to the prison doors without getting caught by the city patrol. Our ship should be in Grand Case Bay.
With all precautions, we bring the saboteurs to the doors of the Philipsburg prison, wait in a script for the end of the operation, and just as carefully, return to the ship.
A Dutch ambush awaits us in Grand Case Bay. We can leave the soldiers to fight, shooting at the scoundrels from behind the backs of their fellow sufferers, we can stand in a narrow passage and fight off the Dutch cabbage soup. After the battle is over, we make a save and go out to sea, where we sink or capture a cruising Dutch ship. Attention, you won't be able to escape! This is the script. I swam three thousand yards away from the ship, breaking its mast, but the exit to the global map was still closed. After the ship is destroyed or captured, a larger government ship appears on the horizon - it’s time to get out.
We deliver the entire company to Antigua, where Lieutenant Gratton will invite Charles to an appointment with Colonel Fox. After reading the report on the operation, Colonel Jonathan Fox was very pleased with our help in this matter, he paid 30,000 pesos for expeditionary services, gave him an arquebus and a good blade. Holland prescribes an NGP of 10,000 pesos. If you don’t want problems, pay 25,000 pesos in doubloons to the priest in Saint-Pierre, and you will be happy.
The blade will be tied to your rank and the selected starting skill set. I got a Saber/Cleaver class Kord with good damage of about 60 and a balance of about 1.5.

DLC1: ​​Tar Dog

In the port of Saint-Pierre, a carpenter will contact you with a request to look at the local shipyard. The shipbuilder offers to find a Spanish convoy heading from Trinidad to Puerto Rico. You should board the ship "Benseho", in the hold of which there are rare and expensive resins. If successful, the reward could be one and a half thousand doubloons.

Along the indicated route, we seize the Benseho with valuable cargo and head back to the customer.
Capturing or destroying the other two ships is not necessary. Since in the early stages this quest will definitely cause you pain below the belt, I advise you to change the ship's course to the nearest French fort on the way to Puerto Rico, from which the Spaniards will run to their heels.

After unloading is completed in Saint-Pierre, garrison lieutenant Felicien Grony appears at the shipyard and arrests the shipwright. An old acquaintance, Gregoire Valigny, meets us near the shipyard and explains that the arrest of the shipbuilder is nothing more than a theatrical performance. There is no choice - we stay in the city (you can’t board the ship), do your business and sleep in a tavern for two days. The shipwright returned to his duties, and the shipyard actually continued to operate. The shipyard worker, complaining about the arrest and lack of money, refused to pay for the work.

Longtime acquaintance Grégoire Valigny, using his connections, learns that Lieutenant Felicien Grony received leave and, on a brand new Topaz tartan, moved north to Guadeloupe. We follow it and go out into the open sea near Guadeloupe, where we find a tartan in Morne l’Eau Bay. Move to the cabin and sleep it off. I had to wait about 99 hours. After unloading is completed, "Topaz" goes out to sea (there will be pop-up logs on the screen), after waiting a few real minutes (turn on rewind), we can move to Morn l'O and kick the devils out of their thousand. After killing the guards, we meet Groni.

LEAVE
Again, if you are a simple dude and green as the grass on Hispaniola, give up the battle, peacefully take half of your resins and leave. You will not receive any reward, you will only lose your hard-earned resins.

CARRRAMBA!
It will be very difficult to strip land rats of their armor. If you don't have boarders, this option is either completely insane or incredibly long to execute. Battle tactics? Retreat to the bridge (up the location), and on it defeat a bunch of pumped-up Frenchmen with four-barreled guns and musketeers. If you are pushed back, go deeper into the location. Two hours of brain rape are possible. The reward will be backout, silk, resins and ropes in large quantities. I don’t know what you want to do with them - leave it for now, do like the one who writes this guide. Yes, you can get about 140,000 pesos for them, but wait, no need to rush.

DLC1: ​​Grand Albalate

Quest pick up location: Port-au-Prince

In a local tavern, a local waitress will run up to you screaming that, supposedly, in the room above, two unknown people are trying to kill a person. We rise, deal with the attackers and meet the Spanish young aristocrat, Don Domingo Ortiz Albalate. We accept the invitation to visit, where we go. If we are late, the quest will fail, so run to visit no later than two days after the fight in the tavern.

“Visiting” means going to the young don’s house, located in Santo Dominigo, so you can get to it through the jungle. Go out in the evening so as not to be caught in a hostile city, or break the AI ​​guards by draining them if you are very lazy and are not afraid of breaking your saves. Go straight ahead through the jungle, after the jungle with the well there will be a location with a fork, there to the left. From the city gates, the Don's house is the first house on the right. Let's go visit. We refuse to leave the mansion, give three canals one-way trips to the seabed, and take the note from the table on the second floor. We communicate with the don, go to the tavern to remember the late servant over a glass of wine.

During the conversation, we find out that the assassination attempts on Domingo Albalate are most likely organized by his own uncle, who can benefit from the death of his nephew in the form of money, the title of marquis and an entire plantation on southern Main near Porto Bello, where, by the way, we are need to get in. We receive a trade license from the don, which, in general, is not particularly needed, and we hit the road.

The timing of this kind of freight "Santo Dominigo - Plantation Porto Bello" remains unclear to me. I advise you to aim for a maximum of 30 days of sailing - during this time I managed to sail all of “Caribbean Morals” and complete the first part of “The Value of Silence”.

If, like me, you landed in Mosquitos Bay, then getting to the plantation is as easy as shelling pears: straight twice, and at the city gates turn left. We meet the Don and go to the white house in the center of the plantation, it very clearly stands out among all the ugliness and despondency around.

Objectively, we should find a ledger in the house, but something went wrong... My don, sniffling, admitted that we were late, and my uncle cleaned everything up. In the end, he gave me only his rapier, and he himself promised to sue the lying Castilian. From now on, I advise you to focus not on 30, but on 15-20 days of sailing from Hispaniola to Maine, maximum.

We find the ledger and understand that the greedy uncle constantly deceived his nephew, understating the real profit from the plantation a hundredfold, taking the rest. At this very moment we come face to face with the liar uncle himself.

OH EVERYTHING
With approximately these words, we leave the family squabble and go home with the money. Um, why would anyone even choose this option?

CLEAN THE SPANISH MOUTH
We take the side of the young aristocrat and, in a difficult battle, defeat our rivals and our uncle, respectively. The next day after the battle, we come to the plantation again and receive a fairly generous reward in the form of three amulets, a rapier, a telescope and several hundredweight of coffee. Let's enjoy life.

DLC1: ​​The Value of Silence

Quest pick up location: Basse-Terre

On the street, a man in a light brown suit will approach you with a request to take him and his friends to Mosquitos Bay, near Panama, in ten days, and as payment he will offer two chests with doubloons of 150 coins each. He will introduce himself as Bertrand Pinette, and he must be picked up from Capesterre Bay in Guadeloupe by ten in the evening. Actually, we pick up after ten and set off, amazed at the motley crew of officers from the warring states: France and Spain.

It is very difficult to get to Mosquitos Bay from Basse-Terre in ten days. If you can’t catch a tailwind, then you’ll have to go out into the 3D sea and manually try to find the optimal speed, and you can’t ignore your superpower “Swim to...”, which instantly helps you swim from Cape Samblas, for example, to Mosquito Bay with a normal telescope. One way or another, you get to your destination and receive the treasured chest, or you don’t receive it if you didn’t deliver it within the allotted time. The task temporarily disappears from the ship's log.

Upon returning to Basse-Terre, you will meet a man at the port who will give you the moneylender's request for a personal meeting. We go to the bank, talk to the moneylender and find out that Bertrand Pinette was engaged in not entirely legal trading deals in Guadeloupe, making deals with smugglers. The last time, Pinette took a loan of 150 thousand pesos in gold doubloons from a moneylender, arranged the escape of a captured Spanish officer from Basse-Terra prison with the help of a French soldier, and hired us to escape to Panama. Under pressure and threats, we agree to find Pinette within two months. We sail to Mosquitos Bay.

We go through the jungle to Panama and talk with the local tavernkeeper. We learn from him that the Spanish officer has not been seen in the city for a year, and Pinetta was not here at all. We go to Porto Bello and talk to the tavern keeper there, after which we ask him about the rumors and pay a thousand pesos for the information. The French soldier who fled with Pinette to Maine is now called Don Juan Denault and has at his disposal a plantation, a title and a ship, which, by the way, is anchored in Porto Bello. We return to the ship and see the Serio in the port. There is no point in attacking him now - the Spanish fort is in the way. We wait a few days until the Serio goes out to sea, which will be written in the ship's log. We attack a lone ship and board it. After boarding, we go to the hold of our ship (Enter -> Cabin), talk to the captured French deserter and take him to Mosquitos Bay to find out the whereabouts of Pinette. This place is the main plantation of the island of Barbados.

We find Pinetta on the plantation - he is in one of the rooms of a long one-story white house, near which there is a stove. We get the opportunity to choose the further course of events:

KILL PINETTA
We can react very warmly to Pinette's words that he has not the slightest desire to come on board with you and simply kill him and all the guards on the plantation. Needless to say, in this case the moneylender will not receive his money, and the hunt for your head in France will begin as soon as possible?

CAPTURE PINETTA
We need to deliver the sly man alive, so we are looking for a way to catch the reptile and bring him on board as a prisoner. We go to the lighthouse - there is access to the bay from the plantation. There we guess that Pinette, in any case, must someday leave the plantation and go to the city for everyday needs, which is what we need to catch him doing. We put our ship in the bay and stand in the “Plantation” location near a palm tree on a green island at the plantation/lighthouse/city gate fork, after which the script is triggered. In battle we defeat the scoundrel's guards and load him onto the ship. We take it to the moneylender, we get doubloons. The quest is over.

SPARE PINETTA
Let’s not pretend to be heroes with clean hands and admit to ourselves that we, as a bloodthirsty pirate, cannot judge the rascal Pinetta, who makes deals with slaves and other goods. We ask Pinette about a possible way out of the situation, take the letters he wrote, get information about the merchant’s cache in a cave near Basse-Terre and return to Guadeloupe, to the moneylender.
In my case (which is funny!), during the voyage from Barbados to Guadeloupe, the two months that were given to me by the moneylender to search for Pinette expired, but if you followed this path, the quest will not end. The hero will note in his ship's log that the same moneylender will help him restore his reputation under pressure from Pinette's letters incriminating the banker of involvement in the attack on a French merchant ship. Comfortable!
We get to Basse-Terre through the jungle (the easiest way is to land at the lighthouse, from there to the right). We go to the moneylender, give the letter and demand the restoration of our good name by tomorrow, but for now, so as not to waste time, we will go to look for Pinette’s cache in a cave on Guadeloupe.
You will find the cave if you keep going straight. It’s easy to find a chest among the stones, but getting there is harder, because only a genius (or I have topographic cretinism) won’t get confused in this cave. In the chest, by the way, you will find five wallets, two heavy wallets and one tightly stuffed wallet, that is, a total of 125 doubloons. At the exit from the cave you will meet hired killers. It's obvious who hired them. Let's go back to the moneylender. The quest ends, but the next day your reputation with France will increase but to the “neutral” level.

DLC1: ​​Almost like home

Quest pick up location: Tortuga

From 10 to 16 o'clock in the port, the maid of the governor's wife may contact you with a proposal to meet in the boudoir after six o'clock in the evening. We agree. We come and talk with the governor’s wife herself, Marcelina Levasseur (if you want, cough, to have a good time, choose the first branch of dialogue with Marcelina). She offers to clean out the chest of her dishonest husband, who does not give her a single centime. We agree.

A drunken pirate has a duplicate key. Let's go to the tavern. The pirate sits at one of the tables and complains that he contacted Marceline for nothing. We can buy the duplicate or take it away by force. My advice is to buy a duplicate. This way we can get the contents of not only the governor’s chest, but more on that later. Price: 50 doubloons (5,000 pesos). One way or another, having received the key, the next morning we go to Marcelina.


REFUSE ROBBERY
You, however, are free to abandon the idea of ​​robbing the governor of the French colony at any time during the dialogue. Refuse Marceline or agree with the pirate, then go to Mr. Levasseur himself and tell him about his wife’s machinations. As a reward you will receive a pistol, money in pesos and doubloons, as well as a bonus to karma.
______________________________________________________________________________

We insist on ourselves as the burglar and go to the governor’s office. A chest in the corner: there we find two hundred diamonds and small things in the form of talismans, as well as mangarosa - a plant, the discovery of which activates a quest to find out its properties. It would seem that the chest has been emptied, but then SUDDENLY a man in a hat appears with whom you have to fight. Important! He can become your officer. To do this, your character must have a rank higher than sixth, as well as Charisma and Luck skills higher than 26. The officer’s loyalty, by the way, is not fixed, unlike Tichingitu, whom we can pick up on Guadeloupe.

After defeating Claude Durand, give all your savings in pesos to one of the officers or hide them in the cabin. Well, just in case you decide to kill the pirate and not buy the key from him, because in this case half of your savings during the hookup will go into Marceline’s pocket. From here we can proceed like this:

TAKE IT ALL FOR YOURSELF
Hide the diamonds out of harm’s way in the officer’s pockets or in some booth, then go to Marceline and tell her that she wanted to kill you. We receive NZG from France in the amount of 10,000 pesos and an extra 100 diamonds. This same option, by the way, is possible if you spare Claude Durand in battle, but do not take him to the team and go to Marceline. It is also possible that he will escape from Tortuga with the loot altogether, and the NSG cannot be avoided.

And now about Marceline's chest. If you had the honor of pleasing the wife of a noble Frenchman and honestly negotiating with the pirate, then after sex with Madame Levasseur you will have the opportunity to clean out her chest at the same time! You just need to wait until she leaves the room, then leave the room and enter it again. Voila! A chest full of junk materialized in the boudoir. A worthy reward!

DLC1: ​​The Last Lesson

Quest pick-up location: Saint-Pierre

If you SUCCESSFULLY If you have completed all five DLC tasks, Gregoire Valinier will be waiting for you at the Saint-Pierre pier at any time of the day with a task for you. As a result of a skirmish between England and Holland approximately between Trinidad and Maine, the Dutch flute was forced to retreat to the bay, in which he was attacked, finished off and robbed by the Indians of the local tribe. Our task is to find the red-faced people and rob the robbers of the loot (almost certainly). We have seven days to do everything. We don’t hesitate and head to Boca De La Serpie Bay, south of Trinidad and Tobago.

It is worth noting that if you still have any positive emotions from the combat on land and from the balance of the game in general, you will lose them during these four hours of suffering. On the shore itself, two waves of eight tenacious Indians with 150+ hp are waiting for you, and at the next location an elite detachment of a leader and three men with muskets are waiting for you. Here you will spend an hour if you play even on medium difficulty, because on easy it somehow stumbles, but what's the point of playing on easy difficulty? But that is not all! Coming out to the bay again, you will see a miracle! The British and Dutch in a combined detachment are fighting back! These are no longer red-faced, it will be more difficult. Fortunately, this is the last battle. At the moment...

Important advice: examine the corpses. On the body of the leader you will find a handful of amulets, on the body of the musketeers you will find several dozen paper cartridges, and on the bodies of soldiers and ordinary Indians I personally often came across combat pistols and 30+ bullets from every third corpse.
By the way! If your Stealth skill is greater than 26, then Charles at the second location in the bay offers to ambush the enemy. Then you won’t have to bother with the musketeers, you will only need to kill the leader’s detachment.

We are sailing to Martinique. In the port, Valigne will order us to appear at Lamentin beach at midnight to meet with the buyer of the contraband, bypassing customs. We are not allowed to hire officers. I advise you to choose the best amulets for the next battle (possible) and craft ammo just in case.

So, midnight, Lamentin, smugglers, Valigne. We recalculate goods and profit: someone on the forums talks about 350k pesos in profit, I got 243,600 pesos. But here...

SUDDENLY SUDDENLY SUDDENLY

Grégoire Valinier turns out to be the last bastard without shame and conscience, who, with a group of professional (and this is not a turn of phrase, they are ideal in battle) mercenaries kills smugglers with a grenade launcher and sets his own terms of the deal.

ACCEPT THE NEW TERMS
According to Valinier's rules, we must take a fourth of the total profit. We agree and move away, hoping to never meet this impudent, cunning, disgusting and treacherous face again.

ANSWER THE TRAITOR WITH BETRAYAL
Not exactly a betrayal, but still. We refuse Valinier and begin to fight with his group of professionals. Fight for a long time. Very long and very difficult. You can only have Claude Durand as your assistants if you recruited him in Tortuga, and Prosper Troubal if you completed the starting quest line. It is, of course, almost impossible to save their lives. If you win, you're great. Take all the profits from Valinier’s corpse and get the hell out of here.

This quest will teach you understanding. Understanding that even a friend can betray in the Caribbean. Understanding that sometimes it is worth caring more about your own life than about the lives of officers and people dear to your heart, such as Claude and Prosper. Understanding that combat and balance in the game are practically dead, and you will have to put up with this until the end (and even after) of the game. Congratulations, you've completed the DLC one way or another.

The Gascon's Burden. Continuation

3 months of your voyages have passed...

Return to Michel in prison in Martinique and talk to him. He offers three options: go to the Dutch West India Company on Curacao, or join the English navy (find the captain of a privateer in Antigua), or join a third organization whose traces lead to Barbados (to Bridgetown).

GVIK - Escorting Balthazar

GWIC - or Dutch West Indies Campaign, is the best choice for a beginner. To start the "Dutch Gambit" line for GVIK, you will not need to have any special skills or reputation among ordinary sailors. Therefore, I will begin to describe it, and I will describe the lines of the English Privateer and the Secret Pirate Organization later.

So, first you need to go to Curacao and dock at the only city. GVIK headquarters is located near the pier, to the left. A golden sign on the front door will help distinguish the building from others. Enter and say that you have come to work. Go upstairs and talk to Lucas Rodenburg. Finally, get your first task.

Escorting Balthazar
The first task is not particularly difficult, except perhaps for the battle with two brigs. Go to the Willemstad Port Authority and talk to Ridderbock Balthasar. As soon as you go out to sea, the enemy will immediately begin chasing you on his ship. His ship is very fast, so he won’t be able to escape! It is best to go out to sea and stay near the fort, thereby the fort will help you in a battle with two ships. Destroy ships or take them by boarding. You shouldn't catch up with him. Land on the shores of Philipburg on Sint Martin, talk to Balthasar and receive a modest reward from him. Sail back to Curacao, go to the GVIK residence and talk to Rodenburg.

GVIC - Acevedo's Secret Message

Acevedo's secret message
The second will be a little more difficult, since you will have to strain yourself and fight with a single harpoon without a pistol. I advise you to improve your Rapier and Saber skills, because they are very necessary.
The next task from Rodenburg is to go to Cuba, to the city of Santiago and deliver some package into the hands of Don Simono Acevedo, a senior official at the Geraldi Bank. Sail to Cuba, do not swim to the city of Santiago, because... you are enemies of the Spaniards. To the right of Santiago there is a cape with a lighthouse. Stand to the right of the cape and enter sailing mode off the coast of Cuba. Press Enter and navigate to Anna Maria Bay. Moor to the shore and follow this - straight-right-right-straight-right-right. You will be at the location with the city gates, they are around the turn to the right. Enter the city after 00.00 to avoid being stopped by security. Hide in a secluded place, rewind the time to 8 am and go to the bank. The bank is located in the alley opposite the residence. Talk to Simon, say that you need information and then tell him who you are here from. Simon will want to answer and asks to come back the next day. Exit the bank and you will be stunned.

Talk to the enemy, don't reveal all the secrets, don't talk about compensation. He will leave, leaving you in the custody of his bandits. When the bandit comes out, find a harpoon in one of the chests and use it instead of a weapon through the inventory menu. A henchman will come in - kill him with a harpoon in battle. Leave the room, go downstairs and stumble upon Vernon, the first bandit. Kill him, there is a chest on the first floor - take from there all your things that the bandits took from you. Leave the house, go to Simon's bank and pick up the response letter. Simon will convey the answer in words - “this man must die.” Rewind time to 00.00, standing near the gate with guards, and leave the city. Run to the ship, board it on the shores of Anna Maria Bay and return to Curacao to the GVIK residence.

GWIC - Fleetwood

Damn Steam set a limit on the maximum number of characters in one section of the manual, alas
Fleetwood. Part one.
Probably SPOILERS, but worth explaining. The fact is that this greedy one will cause you problems, the worst of which is the irrevocable destruction of your ship! I advise you to do this:
You need:
- Boarder
- Some money for the team
- Money for the leakiest boat in the whole world
At the shipyard, you buy the cheapest ship for your boarder, put a minimum crew on it, and after that, you give the boarder-captain your ship with a packed hold, a qualified crew and excellent shipping... You give the ship, in short. As a result, Rodenburg takes and sinks your boat, and the ship will be safe and sound (to be safe, you can park your ship at a nearby parking lot), Profit!

Rodenburg gives us seven days' rest. Talk to him a week later, go to the port office and deposit your ship (free of charge by order of Rodenburg). Return to Rodenburg and receive his xebek Meifeng from him. Exit the GVIK building and talk to the Chinese Longwei who ran up to you. He will say that Jacob van Berg is now in Maracaibo. Longwei arranged a meeting with him at a tavern. To avoid problems with penalties in case of low navigation score, place Longwei as a navigator on the shebbeka. Go to the pier and board the new ship. Sail to Maracaibo. Do not swim to the city, stop early so that the alarm does not arise. Enter sail mode near the shores of South Main and sail to Guajira Bay. Disembark. Go deep into the island through the cave, having dealt with the bandits and Spanish soldiers. Advice - in the jungle, rewind time to twelve in the evening, so there will be no guard left at the gate, and you can get into the city.

The tavern is located at the pier. Enter it, avoiding the soldiers, talk to the tavern owner and ask where Jacob van Berg is. He will say that Jacob is in the room upstairs. Go upstairs, enter the room and talk to Jacob. Kill him.

Search. Among other things, there is Jakub's diary. It tells you exactly where the ship is located. You need to sail into the bay, located on the shore of South Main, on its right side (below Trinidad and Tobago). The bay is very easy to recognize. If you are prepared, then follow there and get into sailing mode near the banks of Maine. The diary entry will be updated because... this is where you discover Mirage. Swim closer, enter first-person mode (Tab key) and fire once at Mirage. Keep attacking. By the way, attack with BAPSTONE to destroy as many enemies as possible on the Mirage. Next, go on boarding. Once you have taken the ship, assign an officer to it and return to Willemstad on Curacao. Report your success in capturing the Mirage to Rodenburg.

Fleetwood. Part two.
Next, Rodenburg sends you to the island of Antigua, where you need to find an informant who will tell you through whom it is best to convey the message to Fleetwood. We need to lure him to the shores of Dominica. Sail there, enter Falmouth Bay (your ship is known to the British, don’t get caught by them on the way to Dominica, you’ll get screwed). Route: Left -> Left. Then enter the city. Follow straight until it stops, go up the small wooden stairs on the left. One of the houses on the right is a pharmacy. Enter the pharmacy and talk to the man. He will suggest one of Filtwood's friends, Charlie Knippel. Go to the pier, follow the right along the city wall, and enter the distant house. Talk to Charlie. The job was done - the information went to Fleetwood. Return to the ship, sail to the shores of Dominica. Enter the mode of sailing near the coast - a new entry appears in the log. Longway did not come to the rescue, and you will have to act alone - you don’t need to go anywhere (to the global map, for example), just speed up time and wait for Fleetwood’s ship “Valkyrie” to appear. Capture the ship so you have Fleetwood's diary. If captured in the captain's quarters, the fight with Fleetwood will last twice as long. When Fleetwood's life is almost at zero, he will talk to you. After the conversation, all the captain’s lives will be restored, and you will have to kill him again. In a very extreme case, just sink the ship. Return to Curacao and report everything to Rodensburg. Get 100,000 pesos for returning the Mirage and 50,000 pesos for the magazine (if you board the ship). From now on, the Shebbek of Rodenburg has come under your control, and your ship in the port sank.

Fast forward 24 hours and the next day go straight to the governor. You will receive a state award, as well as a bonus of 1000 doubloons. Rodensburg gives you another seven-day rest - spend the time as you see fit, after which return to Rodenburg.

GVIK - Jew's money

Jew's money
Rodenburg's next assignment involves his personal affairs. He likes a girl named Abigail. As he himself says, it's mutual. But for some reason she doesn’t want to marry him. He also refuses to name the reason. We need to find out why. Go to the residence, stand with your back to it and turn left. Go straight to the gate, but immediately enter the house on the right. As you approach the door, you will see the inscription "House of Abigail Schneus." Go up to the second floor and talk to the girl. Everything has fallen into place - she doesn’t want everyone to whisper behind her back that she only needs Lucas because of the money. Therefore, you need to find the chest hidden by her father on an unknown island. Go to your father on the first floor and try to help him remember the island. The old man won't say anything useful. Leave the house and the Portuguese scientist Joaquim Merriman will approach you. He will offer to go to his house - follow him, this is a neighboring house. Go upstairs to the room and talk to Joaquim. The Portuguese is interested in the skull, which was hidden with the family savings of Solomon, Abigail's father. If you bring the skull to him, he will pay you half a million pesos, and a new entry appears in the diary, which says that, most likely, the coordinates of the island were recorded in the diaries of Berg and Fleetwood's baths.

You should have the following instruments - an astrolabe, a compass, a chronometer and an hourglass (You can buy these goods at the GVIK office or from shopkeepers. I advise you to do this right from the beginning of the GVIK line, since there is simply a wild range of goods in the office, plus they are updated once every week, so using the drain will be even better). In the alchemy menu (key K), assemble a device called a Sextant from a compass and astrolabe, and make a working chronometer from a chronometer and an hourglass. The shelf life of the last device is 30 days. Go to your ship, enter the cabin. Press Enter, click on the thinking icon (through which you usually skip time) and select the phrase “Find island by coordinates.” By clicking on the phrase, wait 30 seconds and your character will say that he marked the island on the map - 12 degrees 48 minutes north latitude and 64 degrees 41 minutes west longitude.

Sail along these coordinates - the coordinates will be shown under the compass in the upper right corner on the world map. The island is located between Curacao and Martinique. Roughly in the middle. It is not necessary to have a complete coincidence of coordinates. Just swim to approximately the same coordinates and go into sea sailing mode. The task will be updated in the diary. The island has been found. Land on the island in Buccaneer Bay. Go to another location, at the next location there will be a fork - go left and enter the grotto. Turn around, you will see an exit, and to the right - a chest. Take all the money, gold nuggets and skull from the chest. Decide for yourself who you will give the skull to. Come back.

Next, go up to Abigail and ask if she is now ready to marry Lucas. Ready! Go and make Lucas happy. Lucas reports that he doesn’t have any work for a captain like you yet, so he needs to wander around somewhere. But you shouldn’t go far from Curacao; a new job will appear soon.

GVIK - Covering your tracks

Return to Curacao, and if enough time has passed, an officer will run up to you and say that Rodenburg wants to see you. Follow him, find out about the new task. Murdoch betrayed GVIK and is now going to kill you. We need to get ahead of him. Sail to Antigau, this time disembark freely at the city's port and proceed straight from the pier. On the right hand there will be a church, opposite it, across the path, there are two houses, and between them there is a hatch - go down it into the dungeon. Follow the dungeon, if you take a wrong turn, you will still end up in a dead end. You need to find a place where, instead of the right wall, there is a rift, behind which you can see a warehouse with barrels. Turn there and meet Murdoch. Kill. In a conversation with Longwei, if you chose the third phrase of the dialogue, agree to take him to your team. Search Murdoch's corpse and find a bunch of pharmacy keys among various loot. Follow deeper into the warehouse and go up the stairs to the door. Enter the pharmacy, get 25,000 pesos and the archive of John Murdock, a former GVIK spy, from the chest. We need to find the code.

ATTENTION! The code is hidden in the dungeon, but to find it, you need to return to the stairs along which you went down through the hatch into the dungeon, and get out into the city. After that, go back down through the hatch, follow the direction of the pharmacy warehouse, but stop at the fork, where there will be a turn both left and right (as well as a path forward and back). Rubble will be visible to the right and left. Go right, into a rubble located a little further from the other. Get close and a hand icon should appear. Click on the Space key and take the code for the archive. The captain's diary entries will be updated. You will find out who Rodenburg is. Sail back to Curacao and complete the Dutch Gambit quest line by talking to Rodenburg.

CONGRATULATIONS, YOU ARE GREAT!

TPO - Spanish Hidalgo

TPO (aka Secret Pirate Organization) is the choice of a real pirate. I don’t recommend this branch of Gambit to beginners, at least because, excuse my French, you “ZAEBETES” download skills to join this one:
-Have a skill level of at least 25 in using all types of weapons.
- The level (rank) of the main character must be no higher than 15.
- The main character's reputation must be Unknown Pirate or worse.

To join the TPO, you need to talk to the innkeeper on the island of Barbados. He will offer you to kill one Spanish don, Fernando Rodriguez, for 30 thousand pesos and bring his finger with the family ring as proof. We take on this dirty work without any reliable and accurate information about the whereabouts of the Castilian. One thing is clear: he is staying in one of the Spanish settlements of the archipelago and is not going to sail anywhere from there in the next two months. Actually, let's start looking for him.

The game does not provide for a permanent location of the target, i.e. when accepting the quest, the don will constantly be located in new places. We travel around every Spanish city, interviewing residents, innkeepers, and drunkards. If you're lucky, you'll find your target in the fourth or fifth city. Don can either walk outside or swim in the sea on his brigantine. In the first case, you need to kill him right there, in front of the guards and citizens, then immediately search the corpse and run as fast as you can into the jungle. In the second case it is more difficult - you will have to board a brigantine drifting in the waters of the island on which you found your target. One way or another, we kill Rodriguez, search the corpse and take ALL the things and return back to the innkeeper in Barbados. Having praised Charles for the work done, he issues the next task.

TPO - Fleetwood's Logbook

"Corsairs" is one of the few domestically produced games that has gained worldwide fame. Many players appreciated the idea and how well the adventures they had to face were designed. However, it is worth special mentioning the last game in the series, called “To Each His Own” - this is a kind of culmination, a collection of all the good things that happened in the previous parts, and placing it within one. The result is a very interesting project that will allow you to try yourself in the role of a brave pirate who needs to sail the seas and oceans, complete tasks, and fight both on land and on water. And all this happens in the open world, that is, no one ties you to a specific plot - you can sail to any part of the world at any given moment. You can earn money by trading, you can pirate and rob ships - no one limits you, so you can do what you see fit. Well, life here is incredibly rich. Unfortunately, it will not be possible to guide you through it - you will have to learn everything on your own, but the quests that you can receive during your journey can be described.

There are also add-ons in the game, such as “Corsairs: To Each His Own - Kaleuche”, the passage of which is not necessary to consider, since not everyone may want to purchase the DLC. The same goes for other add-ons. DLCs ​​such as “Corsairs: To Each His Own - Gwik” will not be considered here; the walkthrough will concern only the base game, so you don’t have to look for quests added to the game by downloadable content.

"Rum for the Bartender", "Call Girl" and "Return the Manuscripts of the Priest of Saint-Pierre"

The first quests that you come across in the game world are unlikely to present any difficulties for you. You are not required to do anything supernatural, special weapons or unusual ships, so you can safely take on them. The passage may take you tens, even hundreds of hours, because life here moves slowly, and if you want to enjoy it, you can take your time. But if you take on a quest like "Rum for the Bartender", you get yourself closer to finishing the game. So, in this quest you will have to meet real ghosts who will travel on an equally real ship. And it is from them that you will need to pick up the rum. To do this, first find out the password, which you will need to tell the captain of the ghost ship, and then meet with the ghosts themselves. By saying your password, you will confirm your identity and receive rum, which you need to deliver to the bartender.

The passage of “To Each His Own” can be different - it depends on the essence of the quest: in some cases you will have to get down to business immediately, and in others you don’t have to rush. For example, as in the “Call Girl” quest, where you will need to order a special woman of easy virtue for a high-ranking official. You will need to find out information about the desired girl from the pimp, and you will understand that you can pick her up only within an hour, from eleven to twelve in the evening. But any day, so there’s no need to rush.

But the quest “Return the manuscripts of the priest Saint-Pierre” needs to be done as soon as possible, but it is not difficult. You will simply need to deliver the manuscripts from one church to another, but at the same time you will have to prove that your thoughts are not dirty.

"Warehouse Worker", "Stolen Jewel" and "Cannibals"

The passage of “To Each His Own” will periodically surprise you, as you will be asked to complete rather unusual tasks. For example, "Warehouse worker" is a quest consisting of two parts. It will be given to you by a salesperson in a store whose valuable employee, a warehouse worker, has disappeared. You have to find him. It is clear that there are no time restrictions, but you can immediately head into the jungle and find a pirate village, in one of the shops of which the missing employee will work. He won't want to come back, so go back and tell the merchant the news. This will end the first part, but you can immediately start the second. The merchant needs a replacement, and in the pirate town you will find it. After paying a certain amount, agree to screen the candidates, and if you take a nap, when you wake up, you will see three pirates in the tavern who have expressed a desire to get a job. Choose one of them and send it to the city. The next time you go there, the merchant will say that you brought an excellent employee. For which he will reward you generously.

But there are also less confusing quests in the game, such as “The Stolen Jewel”. As you wander through the jungle, a scene will unfold in front of you - two natives will run away in an unknown direction. You can chase them, but this will not give you anything - completing “To Each His Own” requires a deeper approach. Better go to where they fled from, and there will be a corpse there. Examine it - you will find earrings. They can be sold quite expensively, but is it worth it? Again, think about what will be best for you, and ask the residents who these jewelry may belong to. It turns out that these are earrings stolen from the wife of the governor, who will generously reward you for the find.

If you want to fight, then you need to take the quest “Cannibals” - it can be found from one of the inhabitants of the post near the city. He will tell you that his friend is going to go alone to save his daughter from the clutches of the aborigines. Join him and go to the cannibal hideout - there you will have to fight, but when you do, it turns out that your partner’s daughter is alive. You will also find another hostage who can also be saved. As a result, both your partner and the rescued hostage will be rewarded.

"The Gascon's Burden" - story quest

After completing these tasks, the story quest “The Gascon's Burden” will become available to you, which you can complete, but it will take quite a lot of time. So get ready for it and get started. Your goal is to buy a ship, assemble a crew and go to Guadeloupe. In the project of quests that are not related to the storyline, it will periodically help you advance to the finale. Naturally, there is no need to rush into this, but you should still understand that the game has a logical end that you must come to in the end. After purchasing the ship, you will need to go to the tavern, where you can assemble a crew in one go - there is one sailor there who is ready to offer you as many as forty pairs of hands, but only if you take them all at once and fulfill his conditions. They are quite simple - you need the ship to have the right atmosphere, food and medicine. You can buy a little bit of everything just to meet the requirements, but that's not all. You need a navigator, but he is in custody because he owes a large sum of money to a loan shark. Go to him and find out what you can do to give this amount. Immediately you will receive the side quest "Spanish Engineer", as you will have to save a fellow moneylender who was kidnapped by pirates. First, you can try to persuade the latter to give up the engineer, but as a result you will still have to kill them - in the game “Corsairs: To Each His Own”, completing quests often comes down to exactly this. Then you will have hand-to-hand combat with the Spaniard himself, who never wants to believe that you came to save him. Defeat him and lead him into the city, but avoid the guards. When you bring the engineer to the moneylender, the latter will give you receipts stating that the debt has been repaid - you need to take them to prison so that the navigator is released and the “Guadeloupe” quest is activated.

"Guadeloupe", "Caribbean Manners" and "Dishonest Competitor"

This is one of the most difficult quests, here you will find danger around every corner. Passing it may require great skill and dexterity from you in handling both your character and the ship on which you will sail. You need to sail to Guadeloupe, where the multi-level task will begin. First you will need to talk to one person who will guide you further. There you will learn about a collection of sabers stolen by the Indians, which you need to return, but you will not find it without the help of a native resident who was imprisoned. You can buy it for a lot of money, but there is nothing to do - you can only argue with the commandant and bring the price down a little. Having freed the Indian, you can equip the expedition, but at the same time you will still need to complete one job, which will be given by the quest “Caribbean Manners”. Again, danger awaits you around every corner, the passage is unlikely to seem easy. As part of this task, you will first need to deliver a cargo of cannons, sailing past an enemy port, then obtain important information by hiring a beggar for this, and then completely intercept an enemy ship with a cargo of gunpowder. It won't be easy, so be serious. Well, the next quest is basically running errands. The “dishonest competitor” ends up being a smuggler who interferes with a local merchant. Arrange a meeting and give him a warm welcome - it is not necessary to kill him, since he will pay a decent amount for his life.

"The Gascon's Burden. Continued", as well as "The Maiden in the Jungle" and "The Path of the Dutch West India Company"

The passage of the game "Corsairs: To Each His Own" is moving forward, and this is signaled to you by the fact that you can continue the quest "The Gascon's Burden". But first, try to get the "Maid in the Jungle" quest - for this you only need to travel through the jungle until you see a girl running away from three men. She will ask you for help, saying that her father wants to marry her to one person, and she loves a completely different person. In any case, tell the men that you will deliver the girl to her father yourself, and then decide whether to let her go and do a good deed or take her to her father and receive a reward. After this, you can begin "The Gascon's Burden." To do this, you need to return to Martinique and talk to your friend Michel, who is imprisoned. He will offer you several options for the development of events, which will start the quest “The Path of the Dutch West India Company”. The passage of the "Corsairs: To Each His Own" hall branches out here, as Michelle offers you three different options for achieving the goal. The first is joining the West India Company, the second is joining the English army, and the third is membership in a secret organization.

"Dutch Gambit", different options for passing

It will be very difficult to describe the passage in detail here, since it branches and can go in a variety of different ways. This is one of the most interesting parts of the game "Corsairs: To Each His Own". Completing the "Dutch Gambit", a quest that will lead you to the goal that interests you and Michel, will take quite a long time. You will need to complete a large number of assignments, deal with dangerous opponents and carry out complex orders. You could even say that in some places you will have to look under every stone; completing this quest chain may well require this. Whatever path you choose, the result will still be the same - you will complete all the tasks and collect enough money to free Michel.

"Million for Michel", "Pirate Saga" and "Shark Hunt"

Check to see if you have a million - because that’s exactly what it takes for Michel to be free. Of course, the amount is simply huge, and it will be a terrible pity to part with it, but it is still your best friend. And most importantly, this is a key character in the game's plot, so don't skimp. However, in the part “Corsairs 3: To Each His Own,” the passage is not so simple that everything is limited to that. It turns out that there is not enough money to ransom Michel - you need to fulfill what he promised, but did not do. To find out what we are talking about, talk to Michel himself, find out a terrible secret - you are about to do something impossible. Your goal is to take over and overthrow the local government! But the island has its own full-fledged fleet, how can you cope with this? This is where you find out that among the pirates there are those who are also not happy with the government on the island.

It's time to move on to the "Pirate Saga" quest. In it you have to find all the influential pirates who will be ready to join forces with you to storm Tortuga. But you will be missing one, the most important pirate - the legendary Shark. You will have to spend quite a lot of time, but, alas, all your attempts will be in vain - the Shark has disappeared without leaving a trace. But in the quest “Pirates: To Each His Own,” the passage simply cannot reach a dead end, so you just need to be distracted by other things.

"Return of the Baron", "Island of Justice" and "Dive"

From this moment on, real miracles will begin in the game. You will need to find a shaman who makes special medallions that will allow you to gain access to the mysterious Island of Justice. Naturally, you'll need to run quite a few errands and wait a couple of months before the medallions are ready, but it's really worth it. Only then will you be able to continue moving in the game "Corsairs". The passage of “Island of Justice” may seem difficult to everyone, since this is a turning point in the game. After all, on this incredible island you will still find the Shark, and he will agree to join you, but for this you will need a ship, which, unfortunately, does not exist. And this whole quest will revolve around trying to get a ship for the Shark.

As for the “Immersion” task, miracles will continue here. The passage of the game “To Each His Own” will take a completely unusual turn - you will have to go underwater to discover an ancient Mayan city there. Such unexpected plot delights await you in this wonderful game.

The end is near...

So, the passage of the game “Corsairs: To Each His Own” is approaching its logical conclusion. You just have to complete a number of side and story quests to free Michel, capture the island of Tortuga, and also see many more different wonders associated with the Mayans. Spending time with this game cannot be called boring, and the project is not drawn out - you decide for yourself how long you will play. You can go exclusively through the quests of the storyline, or you can complete all third-party assignments and travel around the world. Naturally, this walkthrough of “Corsairs: To Each His Own” does not cover ships, sabers, guns, ammunition and many other aspects that are not directly related to the plot itself. This is something you have to learn on your own, and you are guaranteed to have a lot of fun in the process.

The final

As a result, everything will come down to the search for an ancient relic - a Mayan mask. And, unfortunately, not only you will be looking for her - your “millionaire” brother Michel will also want wealth, betraying you and practically killing you. But here you can take revenge. First you will have to fight the Indians, and then Michel himself, who is the main boss in the game. Everything will become more difficult every minute, since you will already be fighting with everyone at once, including your brother. Well, everything will end, naturally, with your victory - if you have a real artifact in your hands, then you will need to finish off Michel, and then the final video will start. But the game does not end - you get the opportunity to further explore the oceans - pirate, trade, live, and, of course, complete those quests that you did not have time to do before.

Corsairs: To each his own
Developer

BlackMark Studio

Publisher
Date of issue
Version
Genre
Age
rating
Platform
Game engine
Game mode

single player

Carrier
System
requirements
  • Operating system Windows XP/Vista/7
  • DirectX 9.0c
  • Pentium IV or Athlon 1.5 GHz processor
  • RAM 1 GB
  • GeForce 4 128 MB video card
  • Free space on HDD 12 GB
  • DVD-ROM
  • Internet access is required to activate a copy of the game.
Control

keyboard, mouse

Website

Corsairs: To each his own!- a game from the Corsairs series of games, developed by BlackMark Studio based on the Storm engine. The game was released on December 7, 2012.

“Corsairs: To Each His Own” is a new game in the young “privateer” series, telling about the fate of the sea wolf Charles de Maura. New blood in the line of “filibuster” role-playing games will once again make all fans of the genre feel the salty sea breeze and the alluring aroma of someone else’s prey and leave their mark in stories about Caribbean pirates.

Game process

The gameplay remains the same, except for the lack of character and power selection.

Characters in the game

Main character

Charles de Maur

The son of a French nobleman who came to the Caribbean to find his missing brother. Here he will have to find himself, discover new character traits, face lies, cunning and deceit, find his love, learn the unknown and overcome all obstacles on the way to his goal.

Other characters and officers

Michel de Montpeix

Charles's half-brother. Knight of Malta, hero of Barcelona and so on, so on, so on... It is in search of his half-brother that Charles de Maure goes to the Caribbean shores.

Abbot Benoit

Former pirate Serge Benoit, who took monastic vows. Rector of the Church of Saint-Pierre. Will help your hero make peace with the powers: Spain and Holland.

Quest"The Gascon's Burden"

Fadey Moskovit

Factory manager. The big shot, a friend of the governor himself, knows the high society of Bas-Terre. Came from the Moscow State (then Russia). Russian. The strength in his hands is enough for three big guys, and he can drink a whole jug of rum and not get drunk. Will help your hero make peace with the powers: England, France.

Quest"The Gascon's Burden"

Tichingitu

Muscog Indian. After being expelled from his native tribe, he arrived in the Caribbean, where he was caught stealing. After the ransom, he can join Charles' team. Excellent boarder, can use a musket. You cannot appoint a captain to a captured ship.

Quest"The Gascon's Burden"

Jan Swenson

Baron Mosquito Coast. Forest Devil - that's what the Spaniards called him. Lives in Blueveld, West Main.

Jacob Jackman

Baron of the pirate settlement of Maroon Town in Jamaica. Former first mate to Captain Butcher (Lawrence Beltrop). He strives for power and eliminates everyone who stands in his way. He is also a character in the game "Corsairs: City of Lost Ships".

Zechariah Marlowe

Black Pastor is the baron of the pirate settlement of Puerto Principe in Cuba.

Marcus Tyrax

Baron of the pirate settlement of La Vega on Hispaniola.

Jacques Barbazon

Jacques the good-natured is the baron of the pirate settlement of Le Francois in Martinique.

Master Alexus

Owner of the Sharp Town shipyard (Isla Tesoro).

Abraham Norman

One-legged old resident of Sharp Town (Isla Tesoro).

Richard Fleetwood

An English privateer, connected with English military intelligence, regularly sinks ships of the Dutch West India Company. Captain of the brig "Valkyrie". Lives in St. John's (Antigua).

Quest

Charlie Knippel

Old English artilleryman. Lives in St. John's (Antigua). An officer on the main character's team, an excellent gunner.

Quest"Dutch Gambit" (playing for England)

Lucas Rodenburg

Vice-Director of the Dutch West India Company. A very influential person, second only to the governor. Lives in Willemstad (Curacao).

Quest

Longwei

Chinese. Captain of the Xebek Meifeng. Trustee and executor of Lucas Rodenburg's instructions. An officer on the protagonist's team.

Quest"Dutch Gambit" (playing as Holland)

Hercule Tonzag

He is also Bald Gaston, the head of a secret organization in Bridgetown (Barbados). An officer on the protagonist's team, an excellent boarder and boatswain.

Quest"Dutch Gambit" (game Against everyone)

John Murdoch

He is also Johan van Meurden, a pharmacist in St. John's (Antigua). Previously, he worked as an agent on top secret assignments for GVIK and was the right hand of Vice-Director Lucas Rodenburg.

Jacob Van Berg

Captain of the private ketch "Mirage". A merciless and unprincipled pirate, an experienced sailor and fighter, one of Lucas Rodenburg's agents.

Abigail Schneur

Jewish refugee. The bride of Richard Fleetwood or Lucas Rodenburg, depending on the quest option chosen by the player. Lives in Willemstad (Curacao).

Peter Stuyvesant

Director of the Dutch West India Company.

Gino Guineili

Runaway alchemist. Lives in St. John's (Antigua) in the house of a pharmacist.

Helen Mac Arthur

Nicknamed Rumba. Daughter of Lawrence Beltrop and Beatrice Sharp. The only heir to the pirate island of Isla Tesoro. Adopted daughter of Sean Mac Arthur, an old friend of Jan Svenson. An officer on the protagonist's team.

Quest"Pirate Saga"

Gladys Mac Arthur

Adoptive mother Helen.

Jose Dios

Spanish cartographer, expert on the geography of the Caribbean region. Lives in Santo Domingo (Hispaniola).

Alvarez Ortego

Lighthouse keeper in Cartagena. Aka Henry Hangman, former boatswain of Lawrence Beltrop.

Raymond Baker

Former executioner of St. John's. An officer on the main character's team (doctor, treasurer).

Quest "Pirate Saga"

Snake Eyes

Miskito shaman, ventriloquist in an Indian village on Main, Amatica Bay.

Daniel Hawk

Wife of pirate baron Nathaniel Hawke. In the past, she was a famous adventurer and ally of Nathaniel Hawk. She uncovered the British conspiracy, tried to get even with the conspiratorial governor, but failed and was forced to side with Hawk. An officer on the protagonist's team.

Quest"Return of the Baron"

Nathaniel Hawk

Pirate Baron of Maroon Town (Jamaica). In the past, he was a legendary adventurer and corsair who uncovered a conspiracy by the English authorities related to the search for the treasures of the ancient Incas. Organizer and leader of the operation to capture Greenford and the expedition for the Incan treasures.

Stephen Dodson

Shark Dodson is one of the pirate lords. As the plot develops, he becomes the leader of the Coastal Brotherhood.

Leighton Dexter

Akula's first mate.

Mary Kasper

Former girlfriend of the murdered head of the narwhal clan, Alana Milrow. Meets Charles on the Island of Justice. An officer on the protagonist's team.

Edward Black

Black Eddie is the leader of the Rivados clan on the Island of Justice.

Chimiset

Voodoo sorcerer of the Rivados clan on the Island of Justice.

Donald Greenspie

Leader of the narwhal clan.

Chad Capper

Jailer on Tartarus.

Hendrik Wedeker

Narwhal mechanic, jack of all trades.

Jurgen Schmidt

Gunsmith, blacksmith. He makes magnificent blades to order.

Ole Christiansen

He is the White Boy - a kind, eccentric fellow, just a child in mind. Very clever at catching ship rats. Will help your hero deal with the chests on the Island of Justice. Quest passenger on the main character's ship.

Quest"On the Island of Justice"

Giuseppe Fazio

Specialist in various types of problems on the Island of Justice.

Adolf Barbe

Owner of a screw fitting.

Albert Loxley

Advocate. Lives in Port Royal (Jamaica). Will help your hero make peace with all powers.

Quest"Sharpe's Testament"

The Ghost of Jessica Rose

The ghost of a red-haired beauty named Jessica, the former lover of Captain Butcher.

Lawrence Beltrop

Captain Butcher - some considered him a fiend from hell, others admired his desperate courage and luck, which allowed him to escape any pursuit on his frigate with the proud name “Neptune”. Father of Helen Mac Arthur. He is also a character in the game Corsairs 3: Dead Man's Chest.

Francois Levasseur

Governor of Tortuga.

Henri Thibault

Levasseur's nephew.

Catherine Fox

Daughter of Colonel Fox.

Colonel Jonathan Fox

Commander of the British Marines.

Father Vincento

Chief Spanish Inquisitor.

Diego de Montoya

Confidant and right hand of Baron de Mendoza y Riba, agent for especially important assignments.

William Paterson

Captain of the English Royal Navy. Captain of the frigate "Fortuna".

Guardian

Guardian of the Kukulkan mask. The giant skeleton of a Spanish soldier sacrificed in Tayasala.

Hugo Avendel

A drunken bounty hunter. Officer on the protagonist's ship (treasurer).

Quest"Long Way to the Gallows"

Notes

Links

Official and unofficial sites
  • BlackMark Studio - official website of the developers “To each his own”
  • Pirates-Life.Ru - Passing quests, tips and help for players
  • Corsairs' Harbor is the largest resource for games in the Corsairs series (walkthroughs, patches, modifications for games in the Corsairs series)

Walkthrough of Corsairs To each his own. Stolen Jewel
From the magazine: I came across the corpse of either a pirate or a bandit in the jungle. On the body, among other things, I was able to find magnificent earrings. It’s worth asking around the city to see who they might belong to. I think I can get some good money for them.
From the magazine: It turns out that the earrings belonged to the governor’s wife. Jacques Dil Du Parquet was very glad that the jewelry returned to the family and gave me a map of the archipelago.
Walkthrough of Corsairs To each his own. Cannibals
From the magazine: At the port office, I learned that a man named Prosper Troubal needed help, and immediately. I'll hurry to find him. As I was told, he should be at the well, not far from the city gates.
Not far from the gate to the jungle there is a port authority house. Go inside and talk to Paul Gery. His friend was going to fight alone with the Indians in the jungle. He needs help. Exit the port office, go left and near the gate you will see Prosper Trubal - talk to him.
From the magazine: I don’t know how much I’ll be able to earn from this, or whether I’ll be able to earn it at all, but I couldn’t refuse a man whose daughter was in mortal danger. I go with Prosper Troubal into the jungle to eliminate a gang of Indians who are kidnapping the townspeople of Saint-Pierre. Go out through the gate, move along the forks like this - left, left, right (near the transition to the location with the cave, Prosper will stop you and tell you that you are already nearby). Go to the location, attack the Indians, trying to keep them away from Prosper, who will kill them with accurate shots. Talk to Prosper, enter the cave and rush at the Indians. The passage to the compartment on the left is narrow, you can stand behind it and repel the attack of the Indians one by one. After killing everyone, talk to Prosper - his daughter is alive!
From the magazine: Prosper and I successfully destroyed the red-skinned scoundrels, who actually turned out to be cannibals. We need to take another prisoner out of the cave and go back to the city.
In the far part of the cave, find Dilbert Coursey and talk to him. Leave the cave and talk to Prosper again. Return to the city and receive rewards from Prosper and Gilbert, 8000 pesos and 30 doubloons.
From the magazine: Everything ended well. Selina and her father returned to the city, and I received a worthy reward for my help.
Give the money to the shipyard and the ship is yours.
From the magazine: Well, Michel's wish came true: I became captain! Ha, if only Pula could see me now, proudly walking along the deck of this nutshell! I'm a captain... I just can't get used to this. Although, damn it, it's funny - who would have thought? OK. The time has come for the newly minted captain to start hiring a team. My brother said that the tavern owner could help me with this. Now I'm almost a real captain - I have my own team! I'm literally bursting with pride. Damn my brother... Now it's time to look for a navigator for my ship - I myself can hardly even get out to sea from the harbor, let alone get to Guadeloupe. Let me ask the bartender again - since he helped with the team, it means he will probably help with the navigator.
From the magazine: In the port I managed to find out about a certain navigator named Folke Delluc, who was imprisoned for debt. I have no other option - I have to try to get this man out from behind bars.
I'm going to the commandant. The commandant will advise you to contact a moneylender; if you have this amount, then you immediately pay off the debt, if not, you complete the money lender’s task.
From the magazine: As payment for Folke Delluc's debt, the moneylender offered me a rather dangerous task: to go to Le Marin Bay in the evening, recapture a Spanish captive from the pirates, intended to be handed over to the British, and deliver him to him. You should go to the rendezvous on foot through the jungle
Walkthrough of Corsairs To each his own. Scarce product
One of the guards guarding the entrance to the French port asks Charles to bring him a bottle of European wine. The guard can be handed over to the commander of the fort for 1000 pesos, after which the quest closes. Wine can be purchased from any hawker for 700 pesos. The next morning we find the quest giver and hand over the wine, we get 1000 pesos. The guard asks Charles to get more wine, no less than 10 bottles, and no more than 60. For each bottle, 1000 pesos are offered, the wine must be brought within a week. We contact the shopkeeper and talk about wine. He replies that he does not have large quantities, but for a reward of 1000 pesos, he advises you to contact the store owner. The merchant is silent and does not talk about any wine. We return to the shopkeeper again. Don't be rude to him! We politely ask how this happened. For another 2000 pesos we receive a letter, with which we again go to the merchant. Now he agrees to sell us wine. Important! To purchase 60 bottles you need to collect 30,000 pesos, so it is better to complete this quest before going to the shipyard and buying a lugger.
Walkthrough of Corsairs To each his own. Spanish engineer
Ask what needs to be done - persuade the pirates to give up the Spanish engineer, who is a friend of the moneylender. Pirates must be waited in Le Marin Bay from 21-00 to 24-00. Follow the following path through the jungle - left, right, right, straight along the only path. Go to the water, there will be pirates with a Spanish engineer on the right. Talk to them, kill the two pirates, then fight the distrustful Spaniard. After defeating him, talk to him again.
From the magazine: The pirates really turned out to be intractable, and I had to deal with them. The Spaniard tried to get rid of me by removing the saber from the pirate's corpse and engaging in battle with me, but I quickly calmed him down. Strange, but the Spaniard claims that he does not know the moneylender... However, this does not concern me. Now you need to take the prisoner to Saint-Pierre.
In the city I should avoid meeting the guards until I take the Spaniard to the moneylender’s house, otherwise trouble will inevitably occur. You can’t go into the city until nightfall, because... There will be guards at the gate. Follow to the pirate town, go to the tavern and rent a room until nightfall. Or just wait until after midnight. Go to Saint Pierre, enter the city - the gate is not guarded. However, there are officers walking along the street - avoid meeting them, you will end up with a moneylender. Talk to him, get Folke's receipts. Go to the prison, show the commandant Folke’s receipts. Your navigator will be brought to you. Talk to him, leave the prison, in the hope of boarding a new ship. At the city gates you will be greeted by a certain funny guy - Walter Kutcher. He informed me that Cesare Craig, the owner of the pirate tavern Le Francois, wants to use the hold of my ship to transport a shipment of wine to Guadeloupe and is ready to pay ten thousand pesos for this. It would be stupid in my position to throw around such proposals. After equipping the ship for voyage, I will immediately go to Le Francois. Having agreed, go to the deck of the ship, press Enter and go to the cabin. Folke Delluc is on my team. I need to take him to my ship and hold a meeting in the cabin - perhaps Folke will tell me something useful. Talk to Folke, go ashore. It is necessary to purchase for my ship at least 100 pieces of cannonballs, nipples and bombs, 100 portions of buckshot and gunpowder for 200 shots. Having done this, go onto the deck of the ship. Enter the cabin, talk to Folke, he will tell you that you need to buy 50 weapons. Go to the same store and buy a weapon. Talk to Folke again, buy 10 barrels of rum and 100 portions of food from the store. Proceed to the port of Le Francois, disembark, go to another location and enter the pirate village. Talk to the innkeeper, he will say that he did not send anyone to you. Apparently you were lured into a trap. Go back to your ship and you will be attacked by pirates. Shoot them by clicking LMB. You can change projectiles using keys 1, 2, 3 and 4. Use the “TAB” key to aim the guns until the sight changes and shoot. To make the battle faster, press the R key and then the + key several times. Sooner or later the pirates will board you - defeat them in battle. Having captured the ship, reload all the goods onto yours. The fight was not easy, but I managed to win it. I think what happened will serve as a good lesson for me. Well, now you can breathe easy and finally go to Guadeloupe.

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