Corsairs kks dutch gambit. Corsairs to each his own

  • 02.02.2022

Accompanied the merchant to Tortuga, or rather to his lighthouse, and he gave me the plans of his competitor, another merchant, whose hold was full of mahogany. He said that in two weeks he would have to appear on Cayman Island to replenish supplies of drinking water. I thanked for the information and did not harbor a grudge against my former companion, instead I moved to the port of Tortuga and exchanged my Lugger for a Sloop, which was a little better than mine and could accommodate 15 more people, not to mention a larger hold, additional guns more high caliber. I did not load my ship, because my sailors were not very good gunners, and I myself, not too accurate, so I took 6-pound guns (3-pound on the Lugger), loaded the ship with gunpowder and shells, provisions took enough for the trip to the Caymans and more to spare for the days of waiting for the ship. I did not load the ship too much and relied on speed and maneuverability, because the battle was ahead of me against the Flute, whose hold was supposed to be bursting with mahogany, therefore, there would be a battle against a clumsy heavyweight.

Cherishing dreams of a mountain of gold and glory, I sent my ship towards the Cayman. Along the way, there were pirates and Spanish patrols, but they would never catch up with my swallow. Arriving on the island, three days earlier than expected, I decided to inspect it for profit, and other hunters like me. As soon as he landed on the shore, the sailors immediately ran up. They showed that they had not eaten for several days and were very glad to see my ship. They asked me to serve, but I recruited sailors in the tavern of Tortuga and I did not have a place for them. Well, I did not leave them there on the island with empty hands and a stomach. He ordered his sailors to provide them with a boat, medicines and provisions. That would be enough for them to get to the crowded shores of Cuba, and he himself went into the interior of the island. After several hours of searching, I found the entrance to the cave. There was an empty chest in it, and there was a disgusting atmosphere in the cave itself - it smelled of a curse, so my bodyguard and I hurried out of it as quickly as possible. Having examined the whole island, I returned back to the ship. Those sailors have already gone cold, apparently they decided to try their luck and try to swim to the mainland or to Cuba. Good luck to them on this.

I ordered the ship to be disguised and began to wait for that merchant. Three days later he appeared on his flute under the French flag. About this, his "friend" forgot to mention, so I ordered to change my French flag to the Jolly Roger and went to meet the flute. My sloop cut through the waves like a hot knife through butter, and in half an hour you could already see the surprised face of the merchant through my cheap binoculars. On the deck of the flute, the sailors began to run, interfering with each other. Salaga, I thought.

The battle went on for several hours. My sloop seemed to be dancing near the big and clumsy elephant and stinging in its most vulnerable parts. I did not have much gunpowder, because I did not want to overload my ship, so the first thing I did was fire on the ship's crew. Let them be newbies, but there were three of them, and maybe even four more than us. It's not worth the risk. So the stocks of buckshot ran out, and the crew of the flute noticeably decreased, and his sails also suffered, now he was even more clumsy. I didn't let this unfortunate captain turn his ship sideways towards me, constantly adjusted my side to its stern and fired from all five 6-foot guns. Well, the gunpowder ended in the hold.

My sailors are only 30 out of 59, what a pity that not all of them will be able to see the gold that I will receive for the goods that the flute is in the hold, if it really is there. But there was nowhere to retreat, and it was stupid - we took up arms and boarded. There were three enemy sailors for each of our sailors, and this is taking into account the fact that we fired at them with buckshot for so long that it would be enough to cast a large bell.

How many deaths. Of all the sailors, only four squeezed out, and then, three of them were badly wounded. It was impossible to allow the death of the rest to be in vain and armed, my Indian friend and I went down into the hold, where ten more French sailors were waiting for us. Their number is against our skill. I made the right choice to save this Indian from the gallows. The victory was ours, and I had to meet with their captain. The merchant turned out to be not accommodating, but I wanted to offer him to surrender and sail on, with his surviving sailors or those taken prisoner. He thought that he could defeat me and doomed his people to slavery - well, it would be on his conscience.

And the merchant did not deceive. The hold of the flute was completely filled with mahogany. We reloaded the goods into the hold of our ship for several hours, and then headed back to Tortuga. The way back turned out to be quite calm, and the wind was ardent and glorious. The risk paid off and I earned fifty thousand pesos, of which ten thousand went to repair my swallow, recruit a new team and resupply. Ahhhh, what a glorious day it was!

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

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

  • The mystical macro quest will take at least 6 game hours;
  • The newest unique military galleon - a class 1 ship;
  • New unique melee weapon - katana;
  • New unique firearms - double-shot pistol;
  • New unique armor - Lamport suit.

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

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

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

Reward: Flying Heart War Galleon, Double Shot Pistol, Lamport Costume, Shaman Potion, Katana.

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

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

To start the passage of the Corsairs: To each his own - Kaleuche in one profile, you can get the "Strange amulet" in any way. It will fall into your hands anyway.


So, you have a "Strange Amulet" on your hands. You need to find out what its purpose is. Who can give a hint? Naturally, the lighthouse keepers. They can also give orders for amulets. Visit three lighthouses - Santiago, Guadeloupe, Cartagena. One caretaker in any case will tell about how the amulet appeared in the Caribbean and that Charles is already the third person who shows this thing.

However, only one person can know how to use the amulet. This is the shaman of the Carib Indians. The tribe lives in Dominica. Do not flatter yourself, the Indian does not talk to anyone. In order for him to start communicating with you, he needs to present an offering. He only accepts firearms. This is not a simple pistol, but a real drill musket, or a naval carbine.

When you get something useful, go to Dominica. In the depths of the jungle, find the village of the Caribs. In one house you will find a shaman, talk to him. When he recognizes his amulet, then get to look for the other two. Passage of Corsairs: To each his own - Kaleuche continues.

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

In the cabin of the captain of the Kaleuche


Don't try to pummel the undead captain. He cares about everything! After a while, he will stop and start talking. The captain will say that he and his team are immortal. He attacked because he needs the strange amulet you are in possession of.

Well, start fighting him again. As a result, you will fall unconscious. Come to your senses on the coast of Dominica. As far as health is concerned, it is at a disadvantage. A sailor from your ship will run up to you, or a girl if you managed to go through the Pirate Saga. From the conversation, you will learn that your team was able to drag your body from the ship. But your ship was sunk with just one salvo.

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

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

Hint: Ships such as the Mirage, Meifeng, Valkyrie can get away from the ghost ship. However, you feel sorry for them, or for some reason you will not be able to enter them. Pay attention to ships of small classes, but not merchant ones.

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

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

Barbados

You should ask the Port Authority about Jack-Jackson. When asked what his xebec is called, answer "Harpy". You will be told that this captain is now in the service of the Dutch West India Company. That's where you need to look for it. Go to Curacao. In the office of GVIK, at the one that sells commercial licenses, you will find out that your Jackson is engaged in regular flights between Port Royal and Phillipsburg. Find the right ship on this route, send a boat to the shebeca.

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


Belize

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

He would have gladly given the amulet, but only he was robbed by local bandits. Long story short, the amulet was stolen along with Hooper's other belongings. Go to the commandant of the prison, but there you will not learn anything except that the bandits have assistants in the city. We'll have to take on the white ourselves.

Shame at home. So in one you will find a suspicious type. Kill him, search the body and find an interesting note. Wait until midnight, blow into the jungle. In the next location, you will meet bandits outside the city gates. Give the note, get an invitation to the case. This is a robbery of a merchant.

For the passage of the Corsairs: To each his own - Kaleuche you must agree and help them. At the next dialogue, you will receive another invitation to the case. It will be over in three days. You will also learn that the gang is located nearby in a cave. The next day, also at midnight, go to the cave, there will be caches. Find the amulet, Lamport's costume and other rubbish. Two bandits will find you. You will have to kill them and go to the shaman, running away from the Kaleuche along the way.

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

jade skull

So, you need through Yum Simil. He is currently with Joaquim Merriman. Blow into Willemstad. There the Portuguese rented a room. Don't rush anywhere at the pier. A monk will run up to you and say that Merriman is missing. Also missing was the owner of the house where he rented a house. Plus, strange things happen there at night. However, the soldiers found nothing.

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

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

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

Nobody in the city saw him. Will have to look for him. At the cemetery, stick to the caretaker. Press on him, then you will find out that Joaquim is sitting in the crypt and quietly stealing corpses from the cemetery. Take the key, blow behind the skull. Go into the crypt, go past the coffins, go through the door.

You ended up in a cave with a number of grottoes. Everywhere you need to clean up the skeletons, find Merriman. You will find it in the room with the throne. Talk to him, watch the transformation from a human into a nasty undead. At first, fight off the summoned chavinavi, then from the jaguar warrior, as well as Joaquim, who joined him. When Marriman falls, the chavinavi will die on its own. Search the corpse of a Portuguese subject. Take the jade skull from him. Do not forget to also search the cave, take the Easter chest. Continue the passage of the Corsairs: To each his own - Kaleuche.


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

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

So, you have found Hael Roa. On it you must leave Yum Simil's skull. Go to the depths of the island, where the temple is visible. Climb to the top, come in. When you get to three passes, you need to choose the middle one. Climb up the stairs. Next, you need to navigate by the sign "skull-sun". Focus on the sun, killing skeletons along the way, as well as Chavinians. When, during the passage of the Corsair: To each his own - Kaleuche, open the door, you will enter a room in which there are teleports. Go to the right one. Then there will be only one road. All teleports are correct. After entering the last teleport, you will find yourself in a sanctuary. There, a Chavinavi chief will approach you.


Hint: the leader will start bombarding you with questions. The answers to them were in the shaman's story, which had to be listened to carefully! If the answers are wrong, at least one of them, then the leader will attack you. If you don't make any mistakes, you will get the skin of a leopard warrior.


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


Here it is, chilling the soul "Kaleuche" ... ours!

Do you think that the passage of Corsair: To each his own - Kaleuche is completed? It wasn't there! You need to return to the shaman, give him the amulets. You will receive a task - to deliver 15 Mangaros. Of these, he will prepare a potion for you. You can bring everything to him at once. You can, as far as you find - in fives. As a result, you will receive three potions: a potion of endurance, a potion of reaction and a potion of your choice. As soon as you get the potions, say goodbye to the shaman, who will go to comprehend the wisdom of his ancestors.

"Corsairs" - this is one of the few games of domestic production, which has gained worldwide fame. Many players appreciated the idea and how well the adventures they had to face were worked out. However, it is worth noting separately the last game of the series, called "To each his own" - this is a kind of climax, a collection of all the good things that were in the previous parts, and placing it within one. The result is a very interesting project that will allow you to try yourself as a brave pirate who needs to surf the seas and oceans, complete tasks, fight both on land and on water. And all this takes place in an 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 piracy and rob ships - no one limits you, so you can do what you see fit. Well, life here is incredibly rich. Unfortunately, you won’t be able 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 DLC. The same goes for other add-ons. DLCs ​​such as "Corsairs: To Each His Own - Gweek" will not be considered here, the walkthrough will only concern the base game, so you can not look for quests added to the game by downloadable content.

"Rum for the Bartender", "Call Girl" and "Return the Priest St. Pierre's Manuscripts"

The first quests that you come across in the game world are unlikely to present any difficulties for you. You do not need anything supernatural, special weapons or unusual ships, so you can safely take on them. The passage can take you tens, even hundreds of hours, because life here is leisurely, 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 are getting closer to completing the game. So, in this quest you will have to meet real ghosts who will travel on a no less real ship. And just from them you will need to pick up the rum. To do this, first find out the password that you will need to tell the captain of the ghost ship, and then meet with the ghosts themselves. Having said the 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 instantly, and in some you may not be in a hurry. For example, as in the quest "Call Girl", where you will need to order a special woman of easy virtue for one high-ranking person. You will need to find out information about the right girl from the pimp, and you will understand that it will be possible to pick her up only for an hour, from eleven to twelve in the evening. But on any day, so you can not 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 manuscripts from one church to another, but you will have to prove that your thoughts are not dirty.

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

The passage of "To each his own" will periodically surprise you, as you will be offered to perform rather unusual tasks. For example, Warehouse Worker is a two-part quest. It will be given to you by the seller in the store, who lost a valuable employee - a worker from the warehouse. You have to find him. It is clear that there are no time limits, 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 will not want to return, 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 conduct a screening of candidates, and if you take a nap, then 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 have brought an excellent employee. For which you will be generously rewarded.

But there are also less complicated quests in the game, such as "The Stolen Jewel". When 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 work - the passage of "To each his own" requires a deeper approach. Better go to where they fled from, and there will be a corpse. Examine it - you will find earrings. They can be sold quite expensive, but is it worth it? Again, think about what will be best for you, and ask the inhabitants to whom these jewels may belong. It turns out that these are earrings stolen from the governor's wife, who will generously reward you for finding them.

If you want to fight, then you need to take the "Cannibals" quest - it can be found at 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 natives. Join him and go to the cannibal hideout - there you will have to fight, but when you do it, it turns out that your partner's daughter is alive. You will also find another hostage who can also be rescued. As a result, both the partner and the rescued hostage will reward you.

"Burden of the Gascon" - story quest

After completing these tasks, the story quest "Burden of the Gascon" will become available to you, which you can complete, but it will take quite a long 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 draft quests that are not related to the storyline, will periodically help you move towards the final. Naturally, you should not rush into this, but you should still understand that the game has a logical end, to which you must come in the end. After buying a ship, you will need to go to a tavern where you can assemble a team at a time - there is one sailor who is ready to offer you as many as forty pairs of hands, but only if you take everyone at once and fulfill his conditions. They are quite simple - you need to have the right atmosphere, food and medicine on the ship. You can buy a little bit of everything just to meet the requirements, but that's not all. You need a navigator, and he is in custody, as he owes a large amount of money to a moneylender. Go to him and find out what you can do to give back this amount. Immediately you will receive the side quest "Spanish Engineer", as you will have to save a fellow pawnbroker kidnapped by pirates. At first, you can try to persuade the latter to give up the engineer, but as a result, you still have to kill them - in the game "Corsairs: To Each His Own", passing quests often comes down to this. Then you will have a hand-to-hand fight with the Spaniard himself, who does not want to believe that you have come 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 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 Mores" and "Dishonest Competitor"

This is one of the most difficult quests, here danger awaits you around every corner. Passing it may require you to have great skill and dexterity 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 an indigenous person 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 down the price a little. After freeing the Indian, you can equip the expedition, but at the same time you will still need to complete one job, which will give the quest "Caribbean manners". Again, danger is waiting for you around every corner, the passage is unlikely to seem easy. As part of this task, you will first need to deliver a load of guns, sailing past the enemy port, then get important information by hiring a beggar for this, and then completely intercept the enemy ship with a load of gunpowder. It won't be easy, so get serious. Well, the next quest is basically running around with errands. The "dishonest competitor" ends up being a smuggler who gets in the way of 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 Burden of the Gascon. The Sequel", as well as "Maid in the Jungle" and "The Way 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 "Burden of the Gascon". But first, try to get the quest "Jungle Girl" - 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 one. In any case, inform the men that you yourself will deliver the girl to her father, and then decide whether to let her go and do a good deed or take her to her father and receive a reward. After that, you can take on the "Burden of the Gascon". To do this, you need to return to Martinique and talk to your friend Michel, 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" forks here, as Michel 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, as it branches and can go in a variety of ways. This is one of the most interesting parts of the game "Corsairs: To Each His Own". The passage of the "Dutch Gambit", a quest that will lead you to the goal of interest to 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, the passage of this quest chain may well require this. Whichever 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 if you have a million - after all, that's how much it takes for Michel to be free. Of course, the amount is simply huge, and it will be terribly pitiful to part with it, but it is still your best friend. And most importantly - this is a key character in the plot of the game, so do not be stingy. However, in the part of "Corsairs 3: To each his own" the passage is not so simple that everything was limited to this. It turns out that there is not enough money to ransom Michel - you need to do what he promised, but did not do. To find out what is at stake, talk to Michel himself, find out a terrible secret - something impossible is ahead of you. Your goal is to capture and overthrow the local government! But the island has its own full-fledged fleet, how do you deal with it? This is where you will find out that among the pirates there are those who are also not satisfied 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 their forces with you to storm Tortuga. But one, the most important pirate, you will not count - 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 any traces. 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", "Isle of Justice" and "The Dive"

From this moment on, real miracles will begin in the game. You will need to find a shaman who crafts special medallions that allow you to access the mysterious Isle of Justice. Naturally, you will need to complete quite a few errands and wait a couple of months before the medallions are ready, but it really is worth it. Only then will you be able to continue moving in the Corsairs game. Each walkthrough of the "Isle of Justice" may seem difficult, as 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, is not. And this whole quest will revolve around trying to get a ship for the Shark.

As for the task "Immersion", here the miracles will continue. The passage of the game "To each his own" will take a completely unusual turn - you will have to go down under the water to find an ancient Mayan city there. These unexpected plot delights await you in this wonderful game.

Decoupling is near...

So, the passage of the game "Corsairs: To each his own" is approaching its logical conclusion. It remains for you to complete a number of side and story quests in order to free Michel, capture the island of Tortuga, and also see many more various wonders associated with the Maya. Pastime for this game can not be called boring, and the project is not protracted - you decide 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 passage of "Corsairs: To Each His Own" does not cover ships, sabers, cannons, ammunition and many other aspects that are not directly related to the plot itself. You have to study this on your own, and you are guaranteed to get a lot of pleasure from 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 will you be looking for her - your "millionth" brother Michel will also want riches, 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. Every minute everything will become more difficult, as you will already be fighting with everyone at once, including your brother. Well, everything will end, of course, 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 at the same time - you get the opportunity to further surf the oceans - piracy, trade, live, and, of course, go through those quests that you did not have time to do before.

Now you must sail to the island of Antigua to find the informant on it. It is he who can suggest the right person through whom the message can be conveyed to Fleetwood. Head there and drop anchor in Falmouth Bay. Then move to the city. Be careful, because the Mirage ship has robbed the British more than once. Try not to be exposed. Once at the fork, go left and go through the city gates. Then move further until you are near the stairs. Stop and find a pharmacy located nearby. There you will meet a man who will provide information about one of Fleetwood's buddies. You can continue the passage of the Corsairs: To each his own and return to the ship.

Open the map and go to Dominica. After Longway doesn't come to your aid, wait until the Valkyrie, under the leadership of Fleetwood, looms on the horizon. Make every effort to capture this ship and chat with the captain. Only after you talk to him, his life will be restored again and you will have to get rid of him again. If you do not want to fool your head, then just let the ship sink.

Then return to the island of Curacao and tell Rhodesburg about what you have done. So you will replenish your balance by 150,000 gold. You will also learn that the ship on which the assigned tasks were performed has now become yours. And the former was flooded near the pier. Then head to the governor to receive one of the state awards in the amount of 1000 gold.

The fourth task. Jewish money

After you take a break for a week, return to Rodenburg and get the next task in the passage of the game Corsairs: To each his own. He will tell you that he is in love with a girl named Abigail. However, she resists marrying him without giving reasons. You have to figure out what's what. Head towards the residence and turn left.

Once near the gate, go into the house on the right. Go inside and go up to the second floor, where you will find the girl. It turns out that she does not want to marry Roddensburg, so that she will not be condemned for doing it for the sake of profit. In order to avoid such rumors, you need to find a chest on one of the islands that her father hid. Waste no time and go down to chat with the old man. However, he will not remember the location of the island.

Leave the building and move along the street until a stranger approaches you. After talking with him, you will find out that his name is Joaquim Merriman. He will ask you to follow him, agree. Once you are in the room, talk to him. It turns out that he is interested in the skull, which is hidden in the same chest as Solomon's savings. If you bring him this skull, you will be rewarded with half a million pesos. Continue the passage of the game Corsairs: To each his own and agree to complete this task.

Open the diary and read that the coordinates of the desired island can be found in the records of the baths of Berg and Fleetwood. Now you will need a compass, an hourglass, an astrolabe and a chronometer. Bring up the alchemy menu and connect the chronometer to the hourglass to make a functioning chronometer. Then hurry on board your ship and go to the cabin. Then apply a function with which you can find the island only by coordinates.

After receiving the information, start the journey. This piece of land is located between the island of Curaçao and Martinique. After you get to the goal, disembark and go to the fork. Move from it to the left, and then go into the grotto. There you need to find the right chest. After you take away the contents from it: a skull, gold, money. You can return to Solomon and give him what you found. It is up to you to decide whether to return the skull to him or receive half a million pesos. Then go up to Abigail and tell her about everything. It turns out that she now agrees to marry Lucas.

Now in the passage of the game Corsairs: To each his own, you should head to Lucas and report this. He will reward you with an amulet and 50,000 pesos. However, he does not have a job for you yet, so take a break and do something else.

Fifth task

After you return to the island of Curacao after a while, a stranger will suddenly run up and say that Rodensburg wants to see you. Talk to him and find out that you need to kill the traitor Murdoch before he does. Open the map and start sailing to Antigau. Drop anchor in the port and go to the church. Stop and see two buildings in front of her, go to them and find a hatch between them. Open it and start descending into the dungeon. No matter how hard you try not to get into a dead end, you will still find yourself there.

Look around and find a passage in the wall. Go there and examine it to see the entrance to the warehouse with barrels. After you enter it, finish Murdoch and his accomplice. Then in the passage of the game Corsairs: To each his own, you will need to select the third bottom line in the dialogue with Longway in order to hire him. Now you can search Murdoch's body and find the keys to the pharmacy. You can move further through the warehouse and climb the stairs.

Once in the pharmacy, go to the chest and open it to take 25,000 pesos and an archive belonging to John Murdoch, who once worked for GVIK. Now you need to try to find the encryption, which is located in the subway. Only then can you return to the city. Using the hatch for this, you can go to your ship and climb aboard. Start your journey to the shores of Curacao to complete the Dutch Gambit quests. Approach Rodenburg and report to him about what has been done.

Dutch Gambit. secret organization

In order to start the passage of this series of quests in the game Corsairs: To each his own, you should meet the following indicators:
- Weapon skill not lower than level 30;
- Character experience - not lower than level 15;
- The reputation should also be at the level of "Unknown Pirate".

If you have all this, then you can go to Barbados and chat with the owner of one of the taverns, whose name is Gaston the Bald. It is from him that you will receive the first order.

Spanish Hidalgo

Now you have to eliminate one Spanish nobleman who calls himself Fernando Rodriguez. It can be found on one of the islands under Spanish rule. Since the appearance of this character is randomly generated, just stop in different cities and visit taverns at night to find him. If you find yourself in the right place and at the right time, then the owner of the tavern will tell you that he is walking around the city somewhere or spending the night on his brigantine. Then find the ship, board it and finish off Rodriguez. Just do not try to let the ship sink, because after you kill the enemy, you need to pick up his belongings and deliver them to Bridgetown to Gaston. If you do not do this, the task will not be considered completed.

Ship's log

After Gaston gives you a new quest in the passage of the game Corsairs: To each his own, get ready to steal the ship's log from Richard Fleetwood. After 10 days, he will appear in the governor's office, at this time you need to be in his house, kill the guard and climb to the second floor. There you will find the desired magazine, and then exit. Be careful as three opponents will attack you now. After dealing with them, run out into the street and finish off the rest. After a while, you will lose consciousness.

Trap preparation

Open your eyes already in the pharmacist's house. Try to carefully follow him and get out of his house at night. In order to do this, you need to use the dungeon. But when you come to your ship, it will be arrested. But don't be discouraged, because now Gaston will provide you with a courier lugger. However, if you do not want to complete the task on it, then return to the pharmacist. In a further walkthrough of the game Corsairs: To Each His Own, you need to chat with him to find out that Fleetwood's best friend, Charlie Knippel, is now going to sail towards Curacao. And he will be on the brigantine. So you have a whole week to catch up with him.

Get to the outskirts of the island of Curacao and try to board this brigantine. After that, you can interrogate Knippel, and then move to the city and find Fleetwood's beloved to him. Persuade her to sail with you to Antigua.

Then head to the tavern and find a pretty drunk man there. After he gives his consent to deliver the message to Fleetwood, he will tell you how much this service will cost you.

Fall of the Valkyrie

Open the map and move to Turks Island. After walking a little, you will meet Fleetwood and talk. Then you need to fight him. After the victory, return to your ship and head to the island where the Valkyrie is located. Try to board the ship, and then return to John. As soon as you report to him about your deed, he will offer an officer rank. Of course, you have to agree.

Dutch West India Company

In the further passage of the game Corsairs: To each his own, you will become an opponent of GVIKA and fight with Lucas Rodenburg. After you get a tip on the GVIKA brigantine, which is now located between Antigua and St. Christopher, get down to business. Open the map and find the ship in purple there. After you take him on board and hand over the letter, return to Willemstad.

Once in place, you will see that the Mainfeng ship is now in the roadstead. Head to the tavern and find out more about this ship. After that, you can head to Van Hato Bay. Now you can see a purple ship in it. Try to overtake him and board him. After that, continue the passage of the Corsairs: To each his own and move to the Mainfeng. Go down into his hold and interrogate the Chinese. Just make haste to conduct the interrogation as soon as possible, because the Chinese may die from his wounds. He will ask you to drop him off in Guadeloupe. Agree to learn important information.

The end of Lucas Rodenburg

Head to St. Christopher and sail on the new ship to the Dutch galleon. Having approached, send a boat to him to chat with Stevesant, and then go with him to the island of Curacao. Once in place, you can arrest Lucas to get a decent reward. After you return the ship to GVIK, you can head to Antigua.

Passage of Corsairs To each his own. Dutch Gambit. Dutch West Indies Campaign
The first task is the Dutch Gambit. Dutch West Indies Campaign
We sail to Martinique in Saint-Pierre to our brother and there we receive valuable information from him.
From the log: My dear brother set me another task - to ingratiate myself with the powers that be. I have a choice: either to join the Dutch West India Company, or to track down some influential English privateer in Antigua, or to find you-don't-know-what in Bridgetown. Yeah. fun... Well, at least the decision is mine! I received my first assignment from the Vice Director of the Company. It is necessary to accompany the flutes of a certain Balthasar Ridderbock. I can find a merchant at the port authority.
Go to the Willemstad Port Authority, talk to Ridderbock Balthazar. From the magazine: Balthasar Ridderbock is my companion. Heading for Philipsburg.
As soon as you go out to sea, Alex the Fierce will immediately start chasing you on his ship. His ship is very fast, so you won't be able to escape! It is best to go out to sea and stay near the fort, thus the fort will help you in the battle with two ships. Destroy the ships or board them. You shouldn't chase him down. Land on Philipburg on Sint Martin, speak with Balthasar and receive a modest reward from him. Mission accomplished - Balthazar is in Philipsburg, and his pirate enemy is at the bottom. I was paid 5000 for the work - Ridderbock is a rare miser ... I return to Willemstad to Rodenburg. Swim back to Curacao, go to the GVIK residence and talk to Rodenburg.
The second task is the Dutch Gambit. Dutch West Indies Campaign
The next task from Rodenburg is to go to Cuba, to the city of Santiago and hand over some kind of package to Don Simono Acevedo, a senior official in Geraldi's bank.
From the log: Looks like I'm going to be the Company's negotiating agent. Lucas Rodenburg instructed me to deliver a package and a sum of money to the branch of the Geraldi Bank in the Santiago settlement in Cuba. Strange, but he was obviously tormented by some misgivings about the mission ahead of me, and Minheer Rodenburg refused to explain them.
It is worth hurrying to meet the deadline - 15 days to Cuba. And you should carefully look around. Swim to Cuba (in the upper left corner of the map), do not swim to the city of Santiago, because. you are the enemy of the Spaniards. To the right of Santiago there is a cape with a lighthouse. Stand to the right of the cape and enter sail mode off the coast of Cuba. Press Enter and navigate to Anna Maria Bay. Moor to the shore and follow this way - go to the next location along one road, and then choose the path to the right, right, straight (the only one), 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 so that you are not stopped by security. Hide in a secluded place (in the corner behind any building), rewind time to 8 in the morning and go to the bank. The bank is in the lane opposite the residence. Talk to Simon, say that you need information and then tell him who you are from. Simon wants to answer and asks to come in the next day. Exit the bank and you will be stunned.
From the log: Minheer Rodenburg's fears are beginning to come true. I was stunned right on the street, near the Geraldi bank and locked in some room! What was this guy asking? Who the hell is he? It doesn't matter... he didn't even tie me up and left - I'll make him regret this oversight. There must be something in this room that could pass for a weapon!
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 leaves, find a harpoon in one of the chests and put it on instead of a weapon through the inventory menu. The villain will return - kill him with a harpoon in a normal fight. Exit the room, go downstairs and run into Vernon - the first bandit, kill him. In fact, it is not so easy to kill bandits, you should either pump your hero well before that, or read healing potions, or both. But to be honest, fight in slow motion for 0.5 time (keys NAM +, -), save two healing potions for the second bandit. After you kill the first bandit, run through the door immediately down, it will be extremely inconvenient to fight in the passage.
From the log: I managed to escape, and my captor and his assistant are dead. My equipment must be stacked somewhere in the house. You have to search well. It's a pity, of course, but I never found out what was going on here. Yes, to hell with it! I need to pick up a reply letter from the banker and go back to Willemstad - I feel very uncomfortable in Santiago ...
There is a chest on the first floor - take all your things from there that the bandits took from you. Leave the house, go to Simon's bank and pick up the reply letter. Simon will convey the answer in words - "this man must die." Rewind time to 24-00, standing near the gate with security, and leave the city, because. There will be no more guards at the gate. Run towards the ship all the time, turning right at the forks. Board the ship on the shores of Anna Maria Bay and return to Curaçao to the GVIK residence.
From the log: The gratitude of Minheer Rodenburg is impressive. But as for the incident in Santiago, nothing has been clarified. Perhaps in the future, I will be able to learn more, but for now - I have seven days to put myself in order.