Corsairs to each his own burden. Walkthrough "Corsairs: To Each His Own"

  • 02.02.2022

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 get on the deck of a new ship, but Walter Kutcher will stop you. It was sent by the owner of the tavern of the pirate village of Le Francois. He knows you're going to Guadeloupe and wants to suggest a way to make money. No need to give up! Having agreed, go to the deck of the ship, press Enter and go to the cabin. Talk to Folke, disembark and wait for the store to open, sleeping in the tavern until morning. You need to buy goods in the store so that in the holds of the ship there are 100 portions of bombs, cores, knippels, buckshot, as well as 200 portions of gunpowder. Having done this, go up to the deck of the ship. Enter the cabin, talk to Folke, he will say that you need to buy 50 weapons. Go to the same store and buy weapons. Talk to Folke again, buy 10 barrels of rum and 100 portions of provisions in the store. I didn’t have enough money - I had to sell a leather corset. I hope you don't get to that.

Follow 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. Looks like you've been lured into a trap. Go back to your ship and the pirates will attack you. Shoot them by clicking LMB. On keys 1, 2, 3 and 4 you can change shells. To make the fight faster, press the R key, and then several times the + key. Sooner or later, the pirates will board - defeat them in battle. Having captured the ship, reload all the goods on your own. Most likely, it will not be possible to appoint a captain, so close the menu and answer yes to the request whether to sink the ship.



Guadeloupe

Press Enter, exit to the world map and sail up from the island to the north, to Guadeloupe. Moor near the city, next to the church, find Fadey's house - it will be called that when you approach the door. Talk to the man, say that you are from Michel. He has no money, but he will give us some expensive sword. Ask about the thieves, find out about the captured Indian and the stolen collection of sabers, which, if found from merchants on the islands, will need to be redeemed. Go to the prison, talk to the commandant to let you through to the Indian. Go deeper through the entire corridor and talk to the Indian standing behind the bars. Return to the commandant and ask what needs to be done to free the Indian - Fadey's consent is needed. Go to Fadey, talk to him. He asks you for a penalty of 150 doubloons. Say that the man collapsed from the oak, asking for that kind of money. The amount is now 100 doubloons. Go to the moneylender, buy doubloons from him in the gems section. He will have a maximum of 98 doubloons and if you sold the ones you had, then sail to Martinique and buy two more doubloons from a local pawnbroker. One way or another, until the Indian is released, swim to Martinique and talk to Michel. He will say that Fadey slipped us a cheap saber, he will also say that you should ask Fadey to find some work for you. Follow the tavern and hire a new team if you have money (by the way, money can be borrowed from loan sharks, they can give you 12,000 pesos for 3 months at 37% per month). Return to Guadeloupe, give Fadey 100 doubloons, go to the prison and give the note from Fadey to the commandant. Follow Titchingitu to the 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.

The quest will be called Caribbean Mores. But I previously completed another task - go to the church on Guadeloupe, talk to the holy father. The church was robbed. Offer help.

Bas-Terre church robbery (Not finished)

Go to the tavern, ask the innkeeper if he knows anything about the robbery. He will advise you to contact the local regulars. Find a drunkard at the table (if not, then come here later, at a different time of day), sit down, listen to the story of the robbery. He will say that local bandits are involved in the robbery and they are most likely hiding in the jungle, outside the city. A new log entry should appear. Go outside the city, go along the following roads - at the fork to the left, at the fork to the right. There will be 3 people walking around in the middle of the jungle - talk to one of them. Usually such people demand money, and then suddenly they offer to buy some gizmos at a low price. The task can be issued on another island, in another church, but have a similar passage structure.

"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.

At the beginning of the passage of the game Corsairs: To each his own, you need to approach the sailor and talk to him, and then move inland and go inside the residence in which the governor lives. Approach him and chat. After that, you will be arrested and placed in a cell. After some time Philippe de Poinsy will visit you. Be sure to talk to him and go free. After you are released from the prison, go outside and turn right and go around the building. So you will find yourself in front of the entrance to the dungeon. You can go down and approach the ladder to go down it. Then turn right again and in the right chamber, at the very end, you will find your brother. Talk to him.

After that, you will find out that Michel made an advance payment of 5,000 gold, but you need another 15,000 coins. But that's not all, you will also have to hire a navigator. Continue the passage of the Corsairs: To each his own and move to Guadeloupe. Disembark and start searching for Fadey. After he repays his debt, you can go to the pier, and then turn left to be near the shipyard. Go inside and chat with Gaspard Blondel. It turns out that you owe him 17,000 gold. He will give time to repay the debt - 3 days. Do not be upset, go to the tavern and chat with its owner for a job.

Then again go to the governor's residence and talk to him so that he gives your things.

Rum for the bartender

Constantly look at your watch and try to be near the left pier at 19:00 to board the longboat. Your team will include five more sailors with whom you need to go to Lamentin to find the schooner "Ghost" there. When you board the longboat, start sailing to the port of Le Francois. Come ashore, wander a little, and then return to the board and start moving to the left of the coast. There will be a rock in front of you, go around it and head straight until you have the opportunity to turn left.

As soon as you go around the next rock, take out the compass and start moving north. Look at the clock and at 02:00 press Enter. Now look at the top list and notice the icon of the ship "Ghost" there, click on it. Then open the menu and select one of the boats to get to this ship on it. After his captain approaches, you have to tell him the password. It is worth noting that in the passage of the game Corsairs: To each his own, passwords are generated randomly, so you have to choose from the options offered.

I advise you not to put a period at the end of the sentence, because the password will not be accepted. You will now have the rum and you can return to the port of Le Francois. After disembarking, chat with several characters, and then move to the tavern to receive the promised reward.

call girl

Walking through the streets of the town, you will meet a man dressed in a light brown suit who calls himself Arthur Scalone. He will ask you to help him. You need to get into the brothel, find and chat with Aurora. Then take it off at night. He will also give you 6000 gold, of which you will have to pay a part for the services of a prostitute. By all means agree, and you will know one more name -
Lutiss.

Go to the brothel and find a pimp named Aurora there to place an order for Lutiss. Give her 2500 gold and find out that the girl will be free around 23:00, and you need to pick her up before 24:00. Continue the passage of the game Corsairs: To each his own and wait for the right time to head back to the brothel. Find Lutiss there and talk to her. Once outside, head towards the governor's estate, and then face them and go into the house on the right. Another landmark is the red roof. Sooner or later she will ask if you are still there. You should answer yes to this question and wait until she disappears through the door. This task will count. It is worth noting that you will need to return for the girl the next day, only around 23:00 - 24:00. So you can not wait for her appearance that same night.

Manuscripts of the Priest of Saint-Pierre

Face the governor's estate and find the church on the left side of it. Go there and chat with the priest who is busy reading prayers. Then, in the passage of the game Corsairs: To each his own, you will need to begin the next task, namely, to find and bring the manuscripts of Father Capsterville. It can be found on the island of St. Christopher. No need to wait long, hurry up to go there immediately.

warehouse worker

Approach the prison and look for a store near it. Go into it and chat with Francois Laroux, ask him about the work. However, he will want you to find Gralam Lavoie who works in the warehouse first. He will also say that you will not find him in the city. So hurry to get into the jungle and follow the path until you are near a fork. Move left and then turn right. I advise you to stick to the left side and go to the lair of the corsairs.

In this village, there is a shop on the right side, go into it and find Gralam Lavua there. He will be at the counter. After talking with him, you can return to St. Pierre and tell the seller that they found the person. He will pay you off and entrust the next task, which is to find another person named Francois Laroux. Continue the passage of the Corsairs: To each his own and return to the corsair lair and go to the tavern. Find its owner and ask him about the workers. Then pay him 1000 gold to tell you about them.

Wait an hour and go back to the innkeeper. By the way, you can take a break this time on the second floor of the store where Lavoie was found. When you arrive at the tavern at the right time, you will see three selected workers. Approach them and chat. It is worth noting that they will offer you a bribe for you to choose it. After choosing the most suitable one, wait until he leaves the tavern, and then follow him. Climb aboard the ship and head to Saint-Pierre. Find a vendor and return to the shop after an hour to receive the promised 5,000 gold.

stolen jewel

From the governor's residence, go to the fork and turn left. Before you will be the gate through which you need to go. This will take you to the jungle. When you reach the fork, turn left and continue on. After a while, you will see two foreigners hurrying to escape. You don't have to chase after them. Better pass to the right and approach the lifeless body.

Now in the passage of the game Corsairs: To each his own, you need to carefully examine it to find earrings. Take them and return to the city. Head to the merchant from the local shop and sell them for 4000 gold. But you can also not sell them, but go to the governor and show the find. He will say that these are his wife's jewelry, thank you for the find and give you a map of the archipelago.

Cannibals

Now you need to get to the Port Authority House. Once inside, you will see a certain Paul Géry, with whom you need to chat. It turns out that his comrade is going to go to war with the Indians, who settled in the jungle. He asks for help. You can continue the passage of the game Corsairs: To each his own and get out of the building, then turn left and meet Prosper Troubal near the gate. Approach him and chat. Then go through the gate and head into the jungle to fight the Indians. I advise you not to let them get close to Prosper.

Together with Prosper and head inside the cave. Start shooting the Indians one at a time, and then talk to Troubal again to find out that his daughter is alive. Explore the cave and find a stranger in the same place. This man's name is Dilbert Kursi. Be sure to chat with him and go outside to talk with Prosper again. Now go to the city to get a well-deserved reward for completing the task.

Burden of the Gascon. Continuation

So, you should have about 24,000 gold in your pocket right now. Head to the shipbuilder and pay him the debt for the ship. Now you have become the owners of the schooner. You can head to the tavern and talk to the innkeeper that you have intentions to assemble a team. He will tell you that there is a sailor behind him who is not serving yet. Approach him and talk. He will tell you that he agrees to serve you, and together with him 40 sailors will go for it. Only you will have to fork out for 8000 gold.

Continue the passage of Corsairs: To each his own and go to the store to buy food for the ship. Only then return to the sailor and tell him that you agree to his terms, as well as that all the necessary goods, including medicines, are already in stock. Now it remains to hire a navigator.

Approach the innkeeper again and ask him about it. But he cannot advise anything, so go outside and approach the man who will have a dark beard and hair. Also on his head is a bandana and a sword in his hands. Meet him and find out that his name is Appolinaire. Tell us that you are looking for a navigator and he will help you by talking about a person who is now behind bars. Head to the prison you were in and approach the commandant. As soon as you talk to him and ask about Volk, he will direct you to the moneylender. Find it in the bank opposite the prison. Talk to him and find out that the prisoner owes him 10,000 gold. But you don't have them, ask him if there's anything he needs to do. He will agree and give you a new task.

Engineer from Spain

Now in the passage of the game Corsairs: To each his own you have to win back this engineer's friend from the corsairs. You need to go to Le Marin bay. Then go into one of the buildings to take a break. After a good night's sleep, head for the jungle and go deep into them. After a while you will find yourself near the water, where the pirates are holding the Spanish engineer captive. Approach them and chat.

After you cut the throats of two corsairs, you will need to engage in a fight with an engineer who will not immediately believe that you are positively disposed towards him. Try not to cause him much damage, and after you defeat him, chat. Remember that in the city you should not appear closer to the night. Because there are guards at the gate. So hurry to the tavern and rent a room for a day. As soon as 00:40 ticks on the clock, head from St. Pierre. I advise you to avoid meeting with officers who are walking around the streets of the city at this time. After you get to the moneylender, talk to him and make Folke write a receipt.

Corsairs: To each his own

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(Russian)]

Corsairs: To each his own!- a computer game from the Corsairs series of games developed by BlackMark Studio based on the Storm 2.8 engine. The game was released on December 7, 2012. It was originally developed as an unofficial add-on to the game Corsairs: City of Lost Ships, but later the Akella company, which is the official distributor of all games in the series, decided to release it commercially. In technical terms, the game is based on the previous game in the series - "Corsairs: City of the Lost Ships", which caused criticism for outdated graphics.

Game process

The gameplay in general terms is traditional for the Corsairs series: the player can engage in piracy, trade, and side quests. However, a lot of innovations have appeared: for the first time in the series, it is possible to create ammunition, magical artifacts, various potions by the main character, the system for improving ships has been radically redesigned, fencing has undergone significant changes, although its animation has remained the same. A distinctive feature of the game is the multivariance of many tasks, including plot ones.

Characters in the game

Main character

Charles de Mor- A French nobleman who came to the Caribbean to find his missing brother. Here he has 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.

Officers in the protagonist's team

  • tichingitu- An Indian from the Muscovite tribe. After being expelled from his native tribe, he arrived in the Caribbean, where he was caught by Fadey during an attempt to rob his house. The main character can buy him out of prison and take him to his team. Teachingitu is the only officer in the game who can use a musket. He cannot be appointed captain of a captured ship. You can take Tichingita to your team during the quest "The Burden of the Gascon".
  • longway- Chinese pirate, captain of the Meifeng light shebek. Confidant and executor of Lukas Rodenburg's orders. Longway can be teamed up with the Dutch Gambit quest if you choose to side with the Dutch West India Trading Company. It is a good navigator for the initial stage of the game.
  • Charlie Knippel- an experienced artilleryman, living in St. John's on the island of Antigua. Executor of instructions for the English privateer Richard Fleetwood. Can join the main character in the Dutch Gambit quest if you choose the side of Richard Fleetwood (English quest branch). He is a good gunner officer for the initial stage of the game.
  • Hercule Tonzag- he is Gaston the Bald - the head of a secret organization in Bridgetown on the island of Barbados. Can join the main character in the Dutch Gambit quest if you choose the side of the secret organization. In other variants of the quest, he dies. An excellent boarding officer and boatswain.
  • Ellen MacArthur- the adopted daughter of Sean MacArthur, an old friend of Jan Swenson - the pirate baron Blueveld. Daughter of Beatrice Sharpe and the pirate Butcher - Lawrence Belthrop. He bears the nickname "Rumba" for his energetic and cheerful character. It is under the auspices of Jan Swenson. Can join the main character during the Pirate Saga quest. A good boarding officer, navigator and gunner. Helen is one of two girls with whom the protagonist can develop a romantic relationship. It is Helen that is depicted on the cover of the disc with the game. From her mother she inherited the pirate island of Isla - Tesoro, but whether she has time to prove that she inherited it depends on the main character.
  • Mary Kasper- A former girlfriend of Alan Milrow, the deceased head of the Narwhal clan on the Isle of Justice. She is nicknamed "Red Mary" because of her red hair. Can join the main character in the "Pirate Saga" quest (if you choose the "for Mary" option, he dies in other options of the quest). Excellent boarding officer. Mary is one of two girls that the main character can become romantically involved with.
  • Raymond Baker- former executioner of the city of St. John's. The man who knows the secret of Lawrence Beltrop. Joins the main character as a ship's doctor in the "Pirate Saga" quest.
  • Hugo Avendel- a drunken bounty hunter. Joins the protagonist as Treasurer in the side quest Long Way to the Gallows.

Other most significant characters

  • Michel de Monpe- half-brother of Charles de Maur. A knight of Malta, an experienced warrior and an influential person in the Order of Malta and in the Caribbean. It is in search of his brother that the main character goes to the Caribbean.
  • Abbé Benois- former corsair Serge Benois, who took the tonsure. Rector of the Church of Saint-Pierre in Martinique. A good friend of Michel de Monpe, and later of Charles de Maur. Will help the main character to solve problems in relations with Spain and Holland.
  • Fadey Moskovit- Manager of the trading post in Guadeloupe. A close friend of the governor and an important person in Guadeloupe. As repayment of a debt to the protagonist's brother, he gives Charles the Dagu "Claw of the Leader", which, according to him, has secret properties. Charles has yet to test this as the story progresses. Will help the main character to make peace with England and France. To some extent, Fadey continues the tradition of appearing in the games of a series of Russian characters.
  • Richard Fleetwood- An English privateer associated with British military intelligence. Captain of the patrol brig "Valkyrie". Regularly attacks the ships of the Dutch West India Company.
  • Lucas Rodenburg Vice President of the Dutch West India Company. An influential person, the second person after the governor.
  • John Murdoch- alias Johan van Merden, pharmacist in St. John's, Antigua. Formerly Lucas Rodenburg's most trusted agent-at-large.
  • Abigail Schneur- Jewish refugee. The bride of Richard Fleetwood or Lucas Rodenburg, depending on the quest path chosen by the player.
  • Gino Guineilly- an alchemist scientist living in an apothecary's house in Antigua. Teaches the main character the basics of alchemy, helps him remember Latin catchphrases so that Charles does not look stupid in front of his half-brother.
  • Stephen "Shark" Dodson- one of the influential people in the Coastal Brotherhood, with the development of the plot becomes its leader. Stephen's youth was spent on the semi-mythical Isle of Justice, where he found refuge during a difficult time in his life.
  • Jan Swenson- The pirate baron of Western Maine, nicknamed by the Spaniards the Forest Devil. Patron of Ellen MacArthur.
  • Nathaniel Hawk- The pirate baron of Maroon Town in Jamaica, overthrown by Jackman. In the past, he was a legendary adventurer and corsair who worked for the English governor of Redmond Island, Robert Sailhard, and later opposed his leader in the search for Inca treasures. Ghost ship winner. The protagonist of the game Pirates of the Caribbean.
  • Daniel Hawke- wife of Nathaniel Hawke and his faithful companion. Having endured many adventures in their youth, the Hawk family took a worthy position in the Shore Brotherhood. But the quiet life of the pirate baron and his wife was interrupted, and now it depends on the main character whether they will return to their rightful place in Maroon Town or not.
  • Zachariah Marlow- pirate baron of Puerto Principe in Cuba. A fierce Protestant and fighter for the faith. For his religious zeal, he was nicknamed the Black Pastor. Instructs the main character to bring him the book "Hammer of the Witches" in English translation.
  • Marcus Tirax- The pirate baron of La Vega on the island of Hispaniola.
  • Jacques Barbazon- Pirate Baron Le Francois in Martinique. A cunning and two-faced man, he often patronizes young corsairs, pursuing his own goals. He strives primarily for his own enrichment.
  • Jacob Jackman- Pirate Lord of Maroon Town, Jamaica. A cruel and cunning man, who was the first mate on the ship of Captain Butcher - Lawrence Beltrop. Tricked him into overthrowing Nathaniel Hauk and seizing control of Maroon Town. One of the game's antagonists.
  • snake eye- shaman of the Miskito tribe on the West Maine. Arrived from the Wild West in 1783
  • Chad Capper- a man from Dodson's Shark team, now a jailer on the Isle of Justice.
  • Edward Black- the leader of the rivados clan - descendants of African slaves living on the Island of Justice.
  • Donald Greenspie- The leader of the Narwhal clan on the Isle of Justice, the successor of the deceased Alan Milrow.
  • Ole Christiansen- he is the White Boy - a kind and eccentric young man who has matured in body, but not in mind. Helps Nathaniel Hawke and the main character. Dexterous rat-catcher (the protagonist can use this ability by taking Ole as a passenger on his ship).
  • Albert Loxley is a savvy and experienced lawyer based in Port Royal, Jamaica. If necessary, help the main character to make peace with all the powers.
  • Francois Levasseur- Governor of the island of Tortuga. Huguenot and patron of the Protestant religion in the Caribbean. In the past, he fortified himself on Tortuga on behalf of Philippe de Poinsy, but over time he ceased to obey his boss. Under his rule, Tortuga became a nest of pirates.
  • Vincento's father- Spanish chief inquisitor in the Caribbean. Helps the main character to solve the riddles of the Mayan Indians, provides him with valuable instructions.
  • Diego de Montoya- Spanish nobleman, confidant and right hand of the Baron de Mendoza y Riba, his agent on especially important assignments.
  • William Paterson- English captain, commander of the frigate "Fortuna". A cruel, prudent and cynical person who stops at nothing to achieve his goals.
  • Master Alexus- a genius of shipbuilding art, the owner of a shipyard in Sharptown on Isla Tesoro. He is engaged in the overhaul of ships - apart from him, not a single shipbuilder on the archipelago can do this.
  • Black Mark Studio is a fan team that developed the previously unofficial "Adventure Tales" add-on for Corsairs: City of Lost Ships.
  • The developers created three full-fledged storylines for the three main characters - Charles de Maur, William Paterson and Diego de Montoya, who were supposed to reveal the main plot of the game from different angles. However, for various reasons, only Charles de Maur's storyline saw the light of day.
  • Many characters from previous games in the series appear in the game - Nathaniel and Daniel Hawkey, Jacob Jackman, Chad Capper, Master Alexus. Many characters in the game are real historical figures or have historical prototypes - for example, Philippe de Poincy, Francois Levasseur, William Paterson, Diego de Montoya, Jacob Jackman (or Jacob Fackman).
  • In the names of many characters, the nicknames of the developers of the games in the series, as well as some active fans, are encrypted.
  • For the first time in the history of the series, the Steam service acted as a distributor of the game.

Notes

see also

Links

Official and unofficial sites
  • (rus.) - the official website of the developers "To each his own"
  • (walkthroughs, patches, modifications for games of the Corsairs series)
  • (rus.) - Passage of quests, tips and help for players

I 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 crew of the ship. 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 buckshot stocks were running out, and the flute's crew had noticeably decreased, and his sails had 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!