Walkthrough "To each his own" (quests). Walkthrough of the game "Corsairs: To Each His Own"

  • 14.06.2024

Walkthrough of Corsairs To each his own. Justice Island Part 02
After you have dealt with the assassination attempt on the Shark, he will give you a pilot. I received the directions for the Island of Justice and additional instructions. It turns out that only a ship with a shallow draft and no higher than the fourth class can approach the island, otherwise the number of dead ships on the island can be increased by one more unit. Now it's time to think about how to get out of here... The route of the Island of Justice. Without this document, it is impossible to get to the Island of Justice by sea. You need to get to the point with coordinates 24° 24 min N. and 84 degrees 50 minutes west, and then according to the instructions contained in the sailing directions. Go to the ship with the store, and use it to get to the narwhal ship. Write the password manually and press Enter. You will be on the brig San Gabriel. This is where Henrik is located. Enter the far door, in the middle of the cabin find another door labeled as city streets. But you will end up on top of the bow of the ship. Find the door to the cabin here and enter. You will be taken to Henrik. A solution to the problem has been found: Henrik has a suit in which he can go underwater and stay there for some time. The suit is adapted for walking on the bottom, so I will probably be able to find the statue of Kukulkan on a sunken ship. But as always, another difficulty awaited me: the suit was out of order, and to repair it, the Mechanic needed a rare metal - “a piece of silver - a platinum ingot.” Of course, I volunteered to help, and Wedeker gave me a sample of this metal. I need to find at least ten more pieces in addition to what is already there - then the suit will be repaired, and I can finally go in search of the idol.
You need to look for platinum in chests on the ships of the Rivados clan. But all the chests are locked. The White Boy will again help you unlock them. He has the keys, and will give them to Ole for 5 large pearls. There is also a problem with pearls... But it can be solved! There is an Indian walking around on ships - you can buy pearls from him. The Indian can be both on the surface and inside the ships, for example, in a tavern. Having found an Indian, first ask about how he got to the island and what he does. Only after this a selection of Indian goods will appear in the dialogue menu. It should be noted that these goods may not be immediately available. Those. he can only sell 3 large pearls. You will have to wait 4 days (just spend the night in a tavern) for the product to be updated. Having bought 5 pearls, go to Olya and exchange them through the dialogue menu for a set of master keys. Ole needs to wait in the store. If Ole is not there, then go to the tavern and order a bottle of wine. Wait for the main character to get drunk and pass the time, then return to the store. Ole will definitely be there. If you give Olya 5 more pearls, he will give you an unusual key. Go to Tartarus, where you saved Chimiset. Go inside and go down to the cameras. There is a small door to the left of Chimiseta's cell. Approach it - it will open. Go inside and you will see a skeleton chained to the wall, as well as a chest. There are a lot of interesting things in the chest, including another old key.
So, you have the master keys. Walk through the ships of the Rivados and the Admiral and find the required number of platinum pieces in the chests. You need at least 11 of them! Also, a number of these pieces can be found in the fissure of Fernando's ship, where Nathan Hawk sits. To do this, you need to sail around the ship from the other side. Here you will find 3 platinum pieces. Keep looking... Didn't find it? Go to the rivados ship called Velasco. It can be reached through a ship with a tavern. Stand on the upper deck. There are two doors here. One of them is to the left of the board that brought you here. Enter exactly there. The chest immediately catches your eye. But in this chest, apart from useful loot, there is no platinum. Do you already want to leave the cabin? Don't rush! Go around the wooden square boxes on the left and you will find a second chest. This is where five platinum pieces are hidden, there will be security there during the day, you should go there after 18:00. Finally, the last three platinum pieces can be found on the Shark's ship. Go there, enter the door and on the tier where the Shark sits, right in the opposite part of it in the corner, find a chest. This is where the last three platinum pieces are hidden. Platinum bars can be purchased in the store. Follow Henrik and give him all the ingots. “Serebrishko” was handed over to Wedeker, and he is ready to begin repairing the diving suit. I should come back in five days - the mechanic has a difficult job ahead of him, and he won’t be able to do it sooner. Spend the night in a tavern and improve your health. After 5 days, get new passwords and follow Henrik. What I feared happened: the ingots I brought were not enough to repair the suit. You need to get 2 more pieces from somewhere, and then the work will be completed.
From the magazine: I'm going on a search. We give back the missing ingots. Well, there is finally light at the end of the tunnel! The suit will be ready for diving the day after tomorrow. I should come to the Mechanic at 10 o'clock in the morning. If I find a teleportation idol at the bottom, then I can leave the Island of Justice immediately. We wait another two days in the tavern and after that we go to the barque “Saint Gabriel” to the Mechanic. Now I'm ready to dive in. However, I missed one crucial detail: the idol becomes active at midnight. And at night there is neither the opportunity nor the point in diving - you can’t take a torch with you, and in the darkness not only will I not be able to find anything, but I will also become easy prey for crabs. What a disaster! However, you still need to go down. At the very least, I must find the statue and remember its location, so that later I can get to it even with my eyes closed - then the darkness will not be a hindrance.
Diving suit instructions
Firstly, the air reserve is enough for 500 seconds (perhaps this is due to the fact that the cabin boy’s level of play). Secondly, it is not possible to do more than one dive per day. Thirdly, after the dive you will need to return the suit to the mechanic to refuel it with oxygen. Fourthly, the descent into the water must be carried out from the Phoenix platform, passing through the aft gallery of the St. Gabriel. There is a winch installed on the platform, with which you will go down to the bottom and rise back up. Underwater I found three chests with different valuables, but the weight of the suit does not allow me to take anything except pesos. The main problem is crabs, in front of you is a sunken ship, on the left there is a wreck of a ship, on the right there is nothing. You can lure the crabs, go to the first one and let them all follow you, I lured them above the hook and to the right, then we approach the ship that was in front of you, there is a hole in one of the sides of the ship and there is a statue there, we approach the statue and receive a message and you can climb on a hook.

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

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

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

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

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

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

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

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

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

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

"The Gascon's Burden" - story quest

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

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

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

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

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

"Dutch Gambit", different options for passing

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

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

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

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

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

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

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

The end is near...

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

Final

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

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 filled with mahogany. He said that in two weeks he would have to appear on Cayman Island to replenish drinking water supplies. I thanked for the information and did not bear a grudge against my former companion, instead I moved to the port of Tortuga and exchanged my Lugger for a Sloop, which was slightly better than mine and could accommodate 15 more people, not to mention a more capacious hold, additional guns more high caliber. I did not load my ship, because my sailors were not very good gunners, and I myself, not very accurate, so I took 6-pound guns (3-pound on the Lugger), loaded the ship with gunpowder and shells, provisions I took enough for the voyage to the Caymans and more for the days of waiting for the ship. I didn’t load the ship too much and relied on speed and maneuverability, because the battle lay ahead of me against 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 set my ship towards 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. It was clear from them that they had not eaten for several days and were very happy to see my ship. They asked to join me in my service, but I recruited sailors in the Tortuga tavern and I did not have room for them. Well, I didn’t leave them there on the island with empty hands and stomach. He ordered his sailors to provide them with a boat, medicines and provisions. This would be enough for them to reach the crowded shores of Cuba, and he himself headed into the interior of the island. After several hours of searching, I discovered the entrance to the cave. There was an empty chest in it, and in the cave itself there was a disgusting atmosphere - it smelled like a curse, so I and my bodyguard hurried to quickly leave it. Having examined the entire island, I returned back to the ship. There is no trace of those sailors, apparently they decided to try their luck and try to swim to the mainland or to Cuba. Good luck to them with that.

I ordered the ship to be camouflaged and began to wait for that merchant. Three days later he appeared on his flute under the French flag. His “friend” forgot to mention this, so I ordered to change my French flag to the Jolly Roger and headed to meet the flute. My sloop cut through the waves like a hot knife through butter and half an hour later you could already see the merchant’s surprised face through my cheap binoculars. On the deck of the flute, sailors began to run around, disturbing each other. Newbies, I thought.

The battle went on for several hours. My sloop seemed to be dancing near a large and clumsy elephant and stinging its most vulnerable parts. I didn’t have much gunpowder, because I didn’t want to overload my ship, so the first thing I did was fire at the ship’s crew. They may be newcomers, but there were three, or maybe even four, more of them than us. It's not worth the risk. So the reserves of buckshot ran out, and the crew of the flute was noticeably reduced, and its sails were also damaged, now it was even more clumsy. I did not allow this unfortunate captain to turn his ship sideways towards me, I constantly adjusted my side to his stern and fired from all five 6-foot cannons. Well, the gunpowder ran out in the hold.

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

How many deaths? Of all the sailors, only four were squeezed out, and even then, three of them were seriously wounded. It was impossible to allow the death of the others 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 numbers are against our skill. I made the right choice to save this Indian from the gallows. Victory was ours, and I had a meeting with their captain. The merchant turned out to be not accommodating, but I wanted to invite him to surrender and sail on, with his surviving sailors or those taken prisoner. He thought he could defeat me and doomed his people to slavery - well, that would be on his conscience.

But the merchant did not deceive. The hold of the flute was completely filled with mahogany. We spent several hours reloading the goods into the hold of our ship, and then headed back to Tortuga. The way back turned out to be quite calm, and the wind was glorious. The risk paid off and I earned fifty thousand pesos, ten thousand of which were spent on repairing my swallow, recruiting a new team and replenishing supplies. Aarrrghhh, what a nice day it was!

But he does exist! Open your inventory quickly, find the Kamanche potion, select it and click on the “Take” button. You are cured. There are still two potions left. There is a huge crab in front of you - defeat it. Search the corpse and take the large pearl (MUST!). Go through the door and you will be taken prisoner. Talk to Chad Capper and take the machete from him. To prove that you are not from the Rivados tribe, you need to kill the caged sorcerer with this machete. Go down the stairs and talk to the sorcerer. His name is Chimiset. He says that these pirates specifically sent you to kill Chimiset, since for killing shamans a strong curse will fall on the entire clan. Agree to help Chimiset, ask what he offers. Find a metal scrap lying on the floor in the room, go to the chest in the corner. As soon as you come close to the chest along with the crowbar, this chest will open. Remove all available items from the chest. Quickly press the F2 key to have time to equip yourself with a saber, pistol and armor. Kill the pirates who come running, including Chad. Most likely, three pirates will go down, so you will have to go up to get the fourth pirate with a musket. When you kill everyone, Chimiset will approach you. He will tell you that there are two clans on the island - narwhals and rivados. The Rivados are a peaceful clan, but the narwhals fight with them all the time. The shark we're looking for, Stephen Dodson, is now the head of Justice Island. It is neither a narwhal nor a rivados. But Chad plotted against him to kill Shark. The Narwhals have a grudge against Shark because they think he was involved in Alan's death. In fact, Chad killed him and Chimiseth is a witness to this. That’s why Chad couldn’t let Chimiset go, and he didn’t dare kill the shaman because of the curse that threatened him.



Let's talk with Chimiset, search Chad's corpse below, find the chest at the top and unlock the chest with the keys from the corpse. Take various things, including records of Alan's murder. Exit the cabin onto the deck. So, you can either jump from the yard into the water (on the port side), or cross the wooden beams to the Esmeralda galleon. On Esmeralda there is a merchant inside, and you can also go through the upper deck to the commander, who, using a password, allows him to enter the narwhal territory. Go to this upper deck, but turn left onto the Galleon Gloria. There is a church here (downstairs, in the hold, you need to enter the doors on the right). Through the doors on the left you can get into the abandoned cabins. Follow there, take a couple of steps forward and on your right hand there will be a door to the city streets. Go out there, turn back and run to the bow of the ship. On the left there will be a board leading to the neighboring ship. Go there, go down to the deck by jumping from the bow, and along the bridge on the right side (in the middle of the deck) go to the San Augustine warship. There will be a door on the left - go up to it, the pirate will say that the admiral is waiting for you. Go inside and talk to Stephen Dodson, the Shark. So, he would gladly sail with you if you had a ship. But there is no ship. You need to find the Kukulkan statue and use it to get back. Then sail here by ship and pick up the Shark. But to find this island on a ship, you need a navigational guide, which the Shark will give you after you identify Chad’s associates, kill them, or lead them to the Shark himself.

We begin the investigation, but first ask the Shark all the questions. Ask for confiscated items back. Go upstairs and take things out of the chest. Go outside and cross the bridge back to the neighboring ship. Go to the ship standing parallel to it. There is also an Indian on it. A dark-skinned man stands at the bow of the ship - this is one of the Rivados clan. Approach him, he will say that he was warned that you can be allowed onto the ships of their clan. Walk across the wooden bridge next to the man to the Rivados ship. Go left. You are on the Fury pinnace. Go straight, enter the door and exit through the other door onto the street. It is located at the other end of the hold, on the same tier. Go to the ship. The door, guarded by a half-naked Indian, leads to Eddie and Chimiset. Chimiset will tell you that the statue was on the ship San Jeronimo, but it sank. As Chimi says, this is not far from the narwhal ship called Phoenix. The ship San Jeronimo lies deep at the bottom, and huge crabs prevent you from swimming to it. Ask about the impending assassination attempt on the admiral. Chimiset will tell you that the Shark does not leave his ship. The only thing is that in the evenings he likes to walk on the deck. The deck is clearly visible from the bow of the ship Santa Florentina and from the Rivados ship, Furia, if you climb onto the surviving top deck on the mast. But to hit you need a high-precision long-range weapon. First you need to look for a person who has such a weapon. You will also learn about the White Boy - he often walks around the city, visits a tavern, a store, or just on the street. It is easy to recognize him by his white hair.

Ask Eddie if he knows Nathan Hawk. He will say that he does not know such a thing, and if it exists, it is in narwhals. Return to the nearby ship, Pinnace Furia. Enter it. So, the door ahead leads to the upper deck of the pinnace, where you came here from. In the middle of this tier there is another door leading to the street. Exit through it and you will find yourself on the stern of the pinnace. There is a staircase here leading to the Mars platform that Chimiset spoke about. This is just an FYI so you know this place. From Furia, return to the ship preceding the Rivados territory. Go to the far part of the ship, there will be a stepladder on the right, with which you can move to the neighboring ship. Do so. This is Eva's galleon. Go left, through the arch, there will be a bridge at the bow of the ship. Follow it to another ship. At the end of the ship there is a man who uses a password to let narwhals into the ships. On the same ship, there is a store in the hold. To get there, stand on the main deck, look for the STORE sign and go through the door next to it.

Go downstairs - you are in the store. The same White Boy will be here. Talk to the seller first, ask about long-range weapons. He will say that you are the third person who has asked him in the last two weeks. He will report that a hunter, Adolphe Barbier, came to him and tried to put up for sale a hunting rifle with a scope. This is what you are looking for! Barbier asked for a huge amount of money, so the seller refused. Now the fitting is with Barbier himself. Most often, Barbier can be seen in Sancho's tavern, because... the hunter likes to drink a glass of rum in the evenings. Find out that the two people who asked for the weapons were named Mary Kasper and Marcello, nicknamed Cyclops. Giuseppe Fazio was also interested in Adolf. Talk to the White Boy. He will ask for some kind of white bead. Ask the merchant what this boy is talking about. The merchant will say that he calls large pearls a white bead. You should have found it on the corpse of a large crab. Give Olya the existing pearl and find out a lot of interesting news. Remember how to knock on the door of the hold where Nathan is. So, first of all, Nathan is alive, but sick. Ole saved him. Nathan is now on Fernando's ship, which is far from the city. You can only get there by water. Secondly, the Kukulkan statue is not so deep. A certain Henrik, who lives in the narwhal camp, knows how to walk on the bottom. He is a good person, Ole's friend. So he can teach you how to walk on the bottom.

So, from the words of the Shark, you learned that a certain Giuseppe Fazio, who, by the way, was interested in long-range weapons, is a diplomat of the island and may know the access passwords to two enemy clans. His cabin is located on the frigate Carolina. Go there. This is how you can get there. Return to the Shark's ship, cross the wooden bridge, moving away from this ship. On the left there will be a board leading to another ship without sides. This is the frigate Carolina. Go inside and talk to Giuseppe. Ask for the password for the narwhal clan. You need to pay 50 doubloons. I didn't have that amount.

Return to the Carolina deck, jump off the side using the steps on the left. Swim to the right, past the narwhal ships, and you will see Fernando's ship moving away. Swim it from the stern side (left side) and climb onto it. Knock on the door like Ole said. In my case, the knock was like this: knock-knock-pause-knock-knock. Talk to Nathan, he will offer to tell the story of the original part of the game (there will even be videos). I advise you to watch it, or if you haven’t played it, you better play this amazing game! Let's continue. For some reason, despite the fact that we have two more Kamancha potions in our inventory, your hero will not give them to Nathan, but will tell him to wait for him to return on the ship. After which you will take Hawk and Shark from this damned place. Swim back, climb onto the Shark's ship on the left side of the bridge, because... there is a board there to get to the ship.

Follow to the tavern. To do this, go to the brig Santa Florentina (from this brig you get to the Rivados ships), look straight at the dark-skinned guard who allows people onto the Rivados ships only with a password, turn left and see the transition to other ships. Go to the next ship. This ship is called the Fleron caravel. This is where the tavern is located. Turn left, go up the stairs and you will see a tavern sign. Go inside and ask the tavernkeeper about Barbier. Also learn about Mary and Cyclops. Mary is the wife of the late Alan. Amid rumors that the admiral killed him, she has a great reason to take revenge on the Shark. Cyclops is a former warrior who hates pirates. As for Barbier, he has not been to the tavern in recent days. The last time he sat with Giuseppe Fazio, they left the tavern in a friendly manner, there were no quarrels.

Go to Carolina and talk to Fazio in his cabin. He will say that Barbier repaid him the debt and took the fitting, which was collateral. Barbier also bought himself a cabin on Santa Florentina. Fazio emphasized that Barbier is always wandering around the city and is only at home in the evening. Remember that one of the good places to shoot is the bow of the Santa Florentina? Perhaps it was Adolf who was ordered to kill the admiral. You need to come to Adolf in the evening. Since you can't rewind time using Enter, go to the tavern and ask for wine to pass the time. Time will fast forward 4 hours. Go to the brig Santa Florentina, enter one of the two doors that are located in the same part of the ship. Talk to Adolf, you will have to kill him. Do it. Search the body and find a letter. From the letter it becomes clear that Adolf did not act alone. But it’s not a fact that he’s a killer. The only option is to hide the corpse, stay in Adolf's cabin and see who comes here at night. Go to the tavern, sleep until nightfall, return to Santa Florentina's cabin and wait until midnight. You can, for example, make several paper cartridges. 8 rounds are made in about half an hour. This is me, for the record. Marcello the Cyclops and Mary will come here. You'll have to kill both of them after the conversation. Next, search Mary's corpse and find a letter from Chad. Go to the tavern, spend the night until morning and return to Shark. Tell us about what happened. He will give you 500 doubloons, as well as the location of the island to find it on the ship.

Addition! It seems that a map of the island is no longer needed. BUT! Remember, cartographer Jose Dios asked you to get some evidence for him and he would generously thank you for it. Buy a card from First Mate Shark, on the top tier, Dios will be delighted! The same card can be sold for 17,000 pesos to an island merchant (and the exchange of 100 doubloons is 10,000 pesos).

Go to Giuseppe Fazio on Carolina and buy the password to the narwhal ships for 50 doubloons. Mine was “alacantara”. There is no need to write it down - it will be in the journal. Remember, just in case, that passwords are changed on certain dates every month, weekly - on the seventh, fourteenth, twenty-first and twenty-eighth. Go to the ship with the store, and use it to get to the narwhal ship. Write the password manually and press Enter. You will be on the brig San Gabriel. This is where Henrik is located. Enter the far door, in the middle of the cabin find another door labeled as city streets. But you will end up on top of the bow of the ship. Find the door to the cabin here and enter. You will be taken to Henrik. Talk to him, in order to repair the diving suit, you need to find 10 pieces of some metal.

You need to look for platinum in chests on the ships of the Rivados clan. But all the chests are locked. The White Boy will again help you unlock them. He has the keys and will give them to Olya for 5 large pearls. There is also a problem with pearls... But it can be solved! There is an Indian walking around on ships - you can buy pearls from him. The Indian can be both on the surface and inside the ships, for example, in a tavern. Having found an Indian, first ask about how he got to the island and what he does. ONLY after this, a selection of Indian goods will appear in the dialogue menu. It should be noted that these goods may not be immediately available. Those. he can only sell 3 large pearls. You will have to wait 4 days (just spend the night in a tavern) for the product to be updated. Having bought 5 pearls, go to Olya and exchange them through the dialogue menu for a set of master keys. Ole needs to wait in the store. If Ole is not there, then go to the tavern and order a bottle of wine. Wait for the main character to get drunk and pass the time, then return to the store. Ole will definitely be there. If you give Olya 5 more pearls, he will give you an unusual key. Go to Tartarus, where you saved Chimiset. Go inside and go down to the cameras. There is a small door to the left of Chimiseta's cell. Approach it and it will open. Go inside and you will see a skeleton chained to the wall, as well as a chest. There are a lot of interesting things in the chest, including another old key.

So, you have the master keys. Walk through the ships of the Rivados and the Admiral and find the required number of platinum pieces in the chests. You need at least 11 of them! Also, a number of these pieces can be found in the fissure of Fernando's ship, where Nathan Hawk sits. To do this, you need to sail around the ship from the other side. Here you will find 3 platinum pieces. Keep looking... Didn't find it? Go to the rivados ship called Velasco. It can be reached through a ship with a tavern. Stand on the upper deck. There are two doors here. One of them is to the left of the board that brought you here. Enter exactly there. The chest immediately catches your eye. But in this chest, apart from useful loot, there is no platinum. Do you already want to leave the cabin? Don't rush! Go around the wooden square boxes on the left and you will find a second chest. This is where five platinum pieces are hidden. Finally, the last three platinum pieces can be found on the Shark's ship. Go there, enter the door and on the tier where the Shark sits, right in the opposite part of it in the corner, find a chest. This is where the last three platinum pieces are hidden. Follow Henrik and give him all the ingots. You need to return in 5 days.

Do so. Return after 5 days (spend the night in a tavern) to Henrik, first, if necessary, having learned the new narwhal password from Fazio. Talk to Henrik, he didn't have enough platinum for the plates and needs 4 more pieces. Go to the Tartarus ship, where you rescued Chimiset. There is a small door next to the cage where Chimiset was. Approach it and it will open. Go inside and you will see a skeleton hanging on the wall, and next to it is a chest. Open the chest with Ole's key, and first of all, take out five (or four) pieces of platinum. Then you can pick up 1000 doubloons and other valuables. Go back to Henrik and give him four pieces of platinum. The mechanic will ask you to return the day after tomorrow, at 10 am. Do just that, spending the night for two days in a tavern. Talk to the mechanic, he will give you instructions. Firstly, the air supply is enough for 400 seconds. Secondly, it is not possible to do more than one dive per day. Thirdly, after the dive you will need to return the suit to the mechanic to refuel it with oxygen.

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