The passage of additions corsairs to each his own. Passage of "Corsairs: To each his own." Computer games. Rum for the bartender

It is considered that this game is one of the most difficult in the series. Even the level of "Jung" requires a fair amount of skill and super-frequent saves from the player. Difficulties begin from the very first minutes. Often they are purely financial in nature. And it all starts with main character, Charles de Maur, comes to Martinique, to the town of Saint-Pierre, in order to find his brother. This can be done in two ways. The first way involves asking for help from the governor. The ruler of the island will refuse to talk to de Mor and instead will put him in custody, where he will have to languish until the visit of the Governor-General of the French colonies in the Caribbean archipelago, Philippe de Poinsy. We draw your attention to the fact that after the arrest from de Maur, all money and valuables will be seized, therefore, in order not to remain stranded, everything must be well hidden. For example, in the furnace in the settlement of Le Francois.

The second option for passing the mission involves contacting the abbot Benoit in the church, who will help de Mor find a companion who will take him to his brother. With a companion or after arrest alone, you must reach the underground base of the Order of Malta. It is here that the brother of our hero Michel will be, who will tell about his troubles and ask him to return a million pesos to de Poinsy. To do this, he will first have to visit Guadeloupe and find a man there named Fry, who will lend our character money. Lugger is already waiting for de Maur at the shipyard, so all that remains for him is to recruit a team and set sail.

Arriving at the harbor, de Maur learns that he needs to pay another 17,000 pesos to rent the ship. To earn this money, go through a few quests that have turned up. If you have chosen the first option of passing "Corsairs: To each his own", contact the governor of the Maltese. It will help equip your character for a hike. Here we provide a list of quests that will help raise money for the ship.

Quest "Deficient Goods". The task is to bring a bottle of European wine to the guard in the port. Wine can be bought at any stall for 700 pesos. You can resell it to a guard for 1000 pesos. You can also hand over this negligent guard to the head of the fort, after which the quest will automatically close.

Quest "The Stolen Jewel". The task is to sell the found jewelry. To do this, exit the city and turn left, find the corpse and search it. Find beautiful earrings and take them to the shop owner, governor or pawnbroker. Each of them will offer their own price.

Quest "Warehouse worker". The task is to find the missing employee of the store owner. Look for Gralam Lavoie in Le Francois. After he refuses to return to the store, talk to the owner again and get a new task - to find and hire a worker to replace Lavoie. You should also look for it in Le Francois. A bartender can be hired as an assistant, who promises to call candidates for a review and asks for 1000 pesos. Depending on which worker you find, your reward can be 3000, 4000 or 5000 pesos.

Quest "Rum for the bartender". You can get this quest from the tavern keeper. He will ask you to smuggle elite rum from Jamaica to him. Be sure to write down the password that the tavern owner gives you, as it does not appear in the quest log. To complete this task, you need to find the Phantom lugger in the Lamentin beach area, talk to a member of his crew, say the password and wait for the rum to be loaded onto your longboat.

Quest "Call Girl". The task is to bring a call girl Lutiss to an unfamiliar man who you meet on the street. The reward for completing the mission is 6,000 pesos. To complete it, you need to go to the brothel and talk with its mistress. She will ask you why you need Lutiss. Depending on what you answer, calling a girl will cost you 2500 - 3000 pesos.

Quest "Cannibals". It is fashionable to take this task from the head of the port authority. To fulfill it, it is necessary to save the daughter of a certain Prosper Trubal from the Indians who abducted her. To complete this mission, you will need to follow Trouble to the cave and eliminate all the Indians. The reward for the release of the girl will be 5,000 pesos, 15 doubloons. It is advisable not to sell doubloons, as they may be useful to you in the future game.

After you collect 17,000 pesos, return to the shipyard to charter a ship. After the lease is settled, start hiring a team. It is best to look for sailors in the tavern. Here, with the help of the tavern owner, you will find one decommissioned sailor who offers to take himself and his comrades on board (40 people in total). In order to pay them an advance, you will need 8,000 pesos (that is, 200 pesos per person). After hiring a team, you need to purchase provisions and a minimum of medicines on the ship. Now you just have to find a navigator. There is nothing to look for in the tavern this time, so go look for right person in Port. The most suitable options would be someone Folke Delluk, who is in a debtor's prison. You can buy it from there with your own money (only 10450 pesos) or by agreeing with the moneylender to complete the Spanish Engineer quest. The main task in this mission is to free them from captivity of Spanish engineer pirates. To do this, you should go to the bay of Le Marin in the evening, taking with you a pistol from a pawnbroker. It is best to return back a little after midnight, when there will not be a single soldier at the gate. After you resolve the issue with the usurer in one of these ways, go to the debtor's prison and free the navigator. After that, another unpleasant, but easily solved incident with a pirate awaits you, and that's it - you can raise the sail and head for Guadeloupe.

Beginning of the game:

(watch from the 3rd minute).

An example of passing the quest "Rum for the Bartender":

(watch from the 3rd minute).

An example of the passage of the quest "Cannibals":

(watch from the 3rd minute).

The most complete and most interesting questions in the comments.

The most adequate difficulty for this part of the Corsairs is a sailor. Preserved almost all game factors (full calculation of the wind, etc.) and at the same time fights do not become something unrealistically epic and difficult), or cabin boy, if you prefer a more arcade game.

Save as little as possible during a naval battle. This may cause the flight.

You should not do all saves in one slot, and even more so use only quick save (F6). There is a small chance that the save file will be corrupted when overwritten, and you may also run into a situation that is too difficult to go through or some other annoyance.

If you're going to take the Growing Life and Growing Energy perks at all, then try to pick them up as early as possible. This will allow you to get some "extra" hit points and energy as you rank up.

After talking to your treasurer in the company cabins, you can use him to purchase goods in shops. To do this, in the dialogue with the merchant, select "my treasurer will buy goods", but remember that he will sell everything that is superfluous, including that which is at a value of zero.

At the beginning of the game, if you do not want to incur additional costs without any bonuses, disable the "Loot Section". Although this function looks more realistic.

For any blade, the value of the "Balance" attribute falls within the range from 0.0 (center of gravity at the hilt) to 2.0 (center of gravity at the tip), respectively, a value of 1.0 is the middle, or the most balanced blade (at the same time, optimal value there is no indicator, the player will have to decide on his own preferences). The larger the number, the greater the power of the weapon. but its speed is less and, apparently, the fatigue from its use is stronger, although I am not sure about this.

Weight greatly affects the energy consumption when using this weapon.

Weapons of the "Broadswords and Axes" class additionally take away a certain part of the enemy's energy with each hit.

You can use the "Three Schools" amulets at the same time, but you cannot use offensive and defensive amulets at the same time.

"Schools of magic" are determined by the color of the stone in the upper left corner, and their orientation is determined by the border around the stone:
Claws Attack.
Sun-Protective.
Ouroboros-Sustainers.
Well, judging by the manual, there are also unique characters:
Black morion in a bone socket means danger from an inactivated object;
A white pearl in a bone socket means that the item has useful non-magical properties, but you will have to pay something for its use (such an item carries bonuses and penalties at the same time, for example, Rum or Wine);
Yellow amber in a kolovrat frame means that the item contains information that can be recorded either in the Documents (see the “Ship Log”) or in the Cartographic Atlas (see the relevant section);
A golden star rune on a dark background means that the item is a tool with which you can create new items and which does not disappear after the first use, i.e. is not a component.

The M key is your best friend in the Caribbean archipelago. At least if you have at least one card.

HEADING ANGLE: a constant value for the ship, the best heading of the ship relative to the wind, expressed in degrees. The first value is the angle between the direction of the wind (from the base of its indicator arrow on the mini-map) and the direction of the vessel's movement (its course), upon reaching which it can develop the maximum possible speed for it (taking into account all factors). The smaller the angle, the steeper the ship goes to the wind. The second value is the angle between the direction the wind is blowing (from the end of the indicator) and the course of the ship (the smaller its value, the closer the ship moves to the wind). Both values ​​show the general direction and are given in pairs for your comfort (use the value that is more convenient for you).
A very important thing at the Sailor difficulty level and above.

The optimal caliber of guns is 24.

If the corpses lie on top of each other, and you want to search everything, then after you take everything valuable from the corpse, press the "do not search" button.

Some more from the manual:
ships with oblique sailing weapons move faster in hauled courses,
ships with direct sailing weapons move faster backstay courses.
However, in addition to the direction, the wind has a force, which should not be forgotten either. The stronger the wind, the more it affects the dynamics of the vessel (depending on its parameters). The following statements are true for the game:
wind, with a force of 8 knots, does not affect the speed of ships;
the third class of playing ships makes equally good use of winds of any strength;
with an increase in class (2, 1), the ship starts to go faster at a wind speed greater than 8 knots, and vice versa;
with a decrease in class (4, 5, 6), the ship starts to go faster when the wind speed is less than 8 knots, and vice versa.

With a difference in the number of guns onboard batteries, the ship receives a list on a more loaded side, the greater, the greater their weight and number. The roll affects aiming and shooting (the guns of the “littered” side hit lower, and vice versa), as does the sea (rocking).

To place a mine, open the window with the description of the product "Gunpowder" and click the "Launch Mine" button. The installation of one mine consumes 200 conventional units of gunpowder (or 10 volume-weight units - gaming centners). Be careful: your crew will carry out the received order, even having spent all the gunpowder remaining in the hold!

When buying ships, the shipbuilder evaluates only the ship itself, all cargo in its hold or guns installed on it pass to the new owner for free. If you intend to buy a ship to replace an existing one and intend to use its guns in the future, first remove them from the batteries - in this case, they, along with the rest of the cargo, will be moved to the hold of the new ship. If you plan to get the maximum profit from the transaction, sell goods, weapons and the ship separately!

The City of Abandoned Ships game can be played as three characters: Peter Blood, Ian Stace and Diego Espinoza, each with their own unique storyline.

Passage of corsairs city of lost ships
Storyline for Peter Blood

You appear at Oglethorpe's estate, England. In the yard on January 1, 1665. Servant Jeremy Pitt informs you that Lord Gilda is wounded. Enter the house, talk to the servant Andrew James and proceed to the bedroom, in the west wing on the second floor. Approach the bed with the dying lord. A servant will appear and report that he has brought everything necessary for treatment.

You are in your office. Talk to Andrew James. The second servant, Jeremy Pitt, will appear and report that the royal dragoons are jumping here. He will advise you to take a sword from the balcony and run away to hide. exit the office, take the key from the table on the left and go up to the second floor. Open the chest on the balcony and take Brett's sword, pistol and ammo. Captain Gobart will soon appear and a dragoon will attack you. If you kill him, two more will attack you. You can't kill all of them. As soon as they defeat you, you will be captured and, according to the plot, will be imprisoned.

You will appear at hard labor. April 1, 1665. Jeremy Pitt will tell you that Colonel Bishop wants to see you. Exit the room. Talk to Colonel Bishop. Go home, you might find something useful. But do not take a weapon - the guards will take it away from you at a meeting. Leave the plantation and run along the path to the right. Find yourself on the streets of the city of Bridgetown. Head to the governor's residence. Talk to the governor sitting at the table, go through the door next to him and go up to the second floor to his wife's bedroom. Talk to Mrs. Steed. Talk to the governor. Tell him that you went looking for Mr. Dan and you need money to buy medicine. Take 1000 piastres. Go outside and turn right. There you will find Mr. Dan's house. Dan himself is not in it, but there is your competitor - Dr. Wacker. He asks you to come the next day to the tavern for an important conversation. Leave the house and you will meet Mr. Dan. Tell him you've come for a cure from the governor's wife. He will give it to you absolutely free of charge. Return to the residence and give the medicine to Mrs. Steed.

You will appear in the tavern the next day. Mr Wacker is gone. Ask the tavern owner where you can find Dr. Wacker. Head to the tavern room. There you will find Dr. Wacker, who promises to give you a loan of twenty thousand piastres to help organize your escape. Return to the plantations and find Jeremy Pitt. Tell him that he is the only navigator and the fate of the escape depends on him. After he agrees, you will need to find three slaves: Hagthorp, Ogle and Nicholas Dyke.

Nicholas Dyke will tell you that Colonel Bishop wants to sell it. Talk to Colonel Bishop. You will find him at his plantation residence. Head to the tavern and have a drink with one of the drunkards. He will tell you that an important merchant, a friend of Colonel Bishop, has recently arrived in the city. It's probably Vernon. Find his home. Exit the tavern to the right, go past the usurer's house, you need to - the next one. Wait for Vernon to go up the stairs and search the chest that is directly below her. Take everything that is in it and go outside. Talk to Nicholas Dyke and inform him that the deal will not go through and he can safely prepare to escape.

Corsairs city walkthrough

Find also a slave in a spotted bandanna - Levays Moyer. He will complain about headache and asks you to bring him medicine. Return to the city to Mr. Dan's house. He doesn't exist right now. Go to the second floor and take the medicine in the box next to the scales. Go back and give the medicine to Levays. In return, he will give you a light dagger that the guards will not be able to detect.

Now find the one-eyed slave Ned Ogle in one of the houses. Return to the city, find the usurer's house and pay him the debt of 5000 piastres.

Talk to Pitt and report that you have found a weapon and a team.
You will find yourself the next day in your hut. Go to the tavern and talk to Dr. Wacker. Instead of the promised 25,000 piastres, he gave you only 18,000. The rest must be obtained somewhere. Go to the moneylender, he has a business for you. After talking with him, return to the tavern and talk to his owner. Give him 500 piastres otherwise he will refuse to speak. Head to the shipyard. Talk to the impostor. Tell him that he is your old debtor.

He will get scared and give 55000 piastres instead of 30,000, although this will negatively affect your reputation. Now you can either nobly return the money to the moneylender, or leave it for your own needs. Now that you have the required amount on hand, return to the tavern and talk to the carpenter at one of the tables. Exit the tavern. A soldier will come up to you and order you to go to the plantation. Return to the plantation. On the way, Nathaniel Hagthorp will meet you and inform you that Pitt was captured by the guards. After the conversation, you will find yourself at the gates of the city at night.

We continue the passage of the city of lost ships. Run to the plantation. You will need to quietly sneak past the guards to the edge of the plantation and take weapons from the chest. Please note that each guard has his own patrol zone. The visibility zone in the dark is small, so the main thing is not to pass directly on their path. Get to the longest white building. In the near corner of the plantation you will see a bunch of logs and boards. Among them is a chest with weapons. Unfortunately, you will have to be content with only a saber and a few healing potions. Fighting the guards is almost useless. near the colonel's house you will see a captured Pitt and two guards near him. You will see the guards somewhere around the corner and deal with them. Then talk to Pitt. He will say that Natal escaped on your sloop.

Now leave the plantation past the guards, trying not to engage them in battle. Enter the city. kill all the Spanish guards, drawing them out one at a time, and a lady will come up to you to thank you for saving her. She will tell you that the Spaniards have captured the city. Head to the shipyard. Swim around the shipyard on the side of the sea and find your comrades. Swim to the ship. Climb onto it and kill the guards. Then go to the cabin and fight one on one with the captain. The ship is yours. Exit the cabin and talk to Pitt. Talk to the team. Only Ogle will agree to serve you faithfully, the rest will be asked to be landed at the first port. This is where the uniqueness of Blood's storyline ends.

To start a national storyline in the game, you need to get a letter of marque (if you want to play a pirate line, you need to talk to Morgan in Port Royale). To do this, you need to complete about 10 small assignments from the governor of the city belonging to the line you need. Described below possible options these tasks.

1) Destroy a gang of thugs in the jungle. Run through the jungle, find a couple of thugs, destroy them, soon you will come across the head of the gang. After defeating him, you can return to the governor for a reward.

2) Search for an enemy infiltrator in the city. Look for it in the houses. As soon as you enter right house, a conversation with him will immediately take place, after which the battle will begin. After killing the scout, you can return to the governor for a reward.

3) Destroy the smugglers.

4) Get into the enemy fort (city) and take the documents from the messenger. The task is not easy. You will have to make your way under the cover of darkness, from the nearest beach through the jungle. Soldiers in the dark see only in front of them and not very far. Therefore, you have a chance to get through unnoticed.

Walkthrough of the game Corsairs city of lost ships

Dutch national storyline.

The Governor-General of Holland, from whom you will take tasks, is located in the city of Willemstad.

1) The first task is to deliver the head of the Jansenists Chumakeiro to Curacao, at the moment he is on the island of San Martin. Having sailed to the island, go to the tavern keeper and ask about Chumakeyro, he says that he took a house for himself, which is located near the residence of the governor. As soon as you enter the house, two people will attack you. After killing them, enter the room on the second floor where Chumakeyro stands. Now sail to Curaçao, where in the residence of Peter Stezzant, Chumaqueiro will give you 30,000 piastres.

2) The second task is to purchase a shipment of coffee, black, red and sandalwood from Fort Orange for Curacao. You will be given papers for the purchase of goods at a special price and the amount of money. The entire cargo will take 6800 centners, be prepared for this. Goods must be delivered to Stavesant within 2 months. Sail to Jamaica, dock at Cape Negril and go to Fort Orange. First, go to the governor and give papers to get preferential prices, then go to the store. After purchasing the goods, come back. For completing the task, you will receive 75,000 piastres.

3) The third task is to obtain information about the plans of the British in relation to Holland in connection with the trade war. Go to Hispaniola and talk to the head of the city of La Vega. The head is Edward Mansfield, but in fact, his surname is Mansvelt, he is Dutch by nationality. He is also Modyford's confidant in the robberies of the Spaniards. But Mansfield cannot tell Vaschet of the plans of the British, but recently an English envoy from Modyford came to him with a proposal to attack Curaçao, naturally Mansfield refused. Edik will also say that Vaschet's plans for the British are best learned from the great and terrible Henry Morgan. Go to Jamaica and there you will find out that Morgan is in Antigua. Go there and talk to him. He will say that if you help him, then he will help you too. We must find out if his companion Pierre Picard is honest. He is located in Tortuga, then ask the moneylender, the owner of the shipyard, the owner of the store, in the tavern and in the brothel. It turns out that he spent a lot of money. Now go to Morgan, he says that Vaschet knows nothing about plans, but one of his officers, who was imprisoned, knows about Modiford's plans, head to the Prison, kill the guards. You will learn that the British want to attack Fort Orange. Swim to the governor general and he will pay 50,000 piastres.

4) Passage of the Corsairs the city of lost ships. The fourth task is to intercept the British and save Fort Orange from ruin. Sail to Jamaica as quickly as possible. A small squadron consisting of 3 English ships will cruise around the island. Sink them and land in the bay. Kill all the English in the bay and in the next location. Mission completed. You can go to Stevesant, he will pay 100,000 piastres.

5) The fifth task is to escort three flutes to the La Vega pirate settlement and back. Swim to La Vega, disembark. It turns out that the Spaniards attacked the settlement and killed Mansild. Buy provisions and go to sea. The more ships survive, the greater the reward. If all the ships survive, it will be 60,000 piastres.

6) The sixth task is to find Morgan and inform him that the Dutch are out for revenge. Swim to Jamaica, sneak into the city and go to Morgan's residence. Henry will say that the attack was organized by the Spanish Governor of Santiago, Jose Sancho Jimenez, and we need to conduct reconnaissance to find out if Don Jose will be in the city in the near future. Sail to Santiago and dock at the lighthouse. Make your way into the city and go to the tavern. Ask the owner about the governor, under the pretext that you want to enter the service. Several Spanish officers will enter. Kill them and run to the ship. The task is completed, you have learned that a holiday is coming soon in the city and the governor must attend it. Return to Jamaica to Morgan. Quest completed. Sail to Curacao to the governor and get 200,000 piastres.

7) The seventh task is to deliver a dispatch to the governor of Tortuga Bertrand d "Ogeron. Sail to Tortuga in order to deliver the dispatch to d'Ogeron, then he will ask you to walk for two hours while he writes a letter to Stezzant. After two hours, you will receive a letter. At the port A messenger will meet you and say that a messenger from the governor of Holland is waiting for you in the tavern. Go to the tavern and go up to the room, then you will be stunned and the letter will be taken away. left the port in the near future.It turns out that the brig La Rochelle has left the port, which is going to San Juan.Head there and board the ship off the coast of San Juan.The captain will say that Antonio, who took the letter from you, left the ship and moved to the galleon Isabella, which is going to Santa Catalina.Catch up with the galleon, board it and Antonio will surrender.Take the letter and head to Stezzant, he will issue 150,000 piastres.

8) Corsairs city of lost ships passage. The eighth task is a business trip at the disposal of Aaron Mendez Chumakeyro. His house is located in the city, not far from the residence. Aaron will give the task to find an ancient book that some English privateer tried to sell in a pirate settlement in Bermuda. Go to Bermuda and go to Jackman's residence. After talking with him, swim to Martinique, to the local brothel. Ask all the girls there, one will give you new information, for a fee, the filibuster who wanted to sell the book, in an incomprehensible language, was called Laurent de Graf, he usually lives in Tortuga. Swim to Tortuga. In the local tavern, you will find out that now de Graf has been on a raid to Cartagena for two weeks now. Swim there. Near Cartagena, Laurent, fighting against the superior forces of the Spaniards. Sink the enemy squadron without letting it sink the Frenchman's ship. Send a boat to Laurent de Graaf's ship. Ask him about the item you are looking for, he will offer to buy a buried treasure map from him for 235,000 gold. Pay the required amount. The treasure is hidden on Turks Island. Swim to the Turks, go into the cave and find the chest. You will find a holy book there, as well as a blunderbuss gun, a couple of good pistols, an expensive cuirass, 200 gold bars, rings, brooches, and a couple of idols, including a very useful idol - the rat god. Sail to Curacao to Chumaqueiro and give him the bible. As a reward, you will receive 1,000,000 piastres. Then go to the residence to report on the success of the mission.

9) The ninth task is to capture four battleships of the first class, namely manovars. They are usually found in large trade caravans, military squadrons and gold caravans. For each ship you will be given 50,000 piastres.

10) The tenth task - the defense of Curacao from the attack of the Spanish squadron, consisting of 8 ships, including manowars. Go to the port and go out to sea, there the fort is already fighting the invaders, help him defeat the Spaniards. After the last Spaniard goes under water, the mission to protect Curacao will be completed. Return to the residence for a reward of 200,000 piastres.

11) The eleventh task is to repel the attack of the Spaniards on San Martin. Put out to sea and sail to Marigot as quickly as possible. When you get to San Martin, join the battle against 8 enemy ships. After sinking their fleet, return to Willemstad and receive a reward of 200,000 piastres again. Governor-General, says it's time to take retaliatory action against Spain.

12) passing the city of lost ships. The twelfth task is the capture of Maracaibo. The fort there is not so powerful and it will not be difficult to smash it. After capturing a colony for Holland, you will receive 300,000 piastres and the opportunity to capture English and Spanish colonies for yourself or Holland.

Walkthrough of the game Corsairs city of lost ships

French national storyline

1) The first task is to escort the French privateer Per Legrand, who captured a military galleon with rich booty on a lugger and now wants to return to France. Go to the tavern and talk to Pierre, he will become our passenger. Now head to the island of Martinique, the bay of Le Marne. Five thugs who need Legrand's gold will be waiting for you on the shore. Engage in battle with them, trying to save Pierre. After defeating them, you will receive the promised reward of 20,000 piastres. Swim to Tortuga and report on the mission.

2) The second task is to deliver a letter to the Governor-General of the Dutch Republic, Peter Stezzant. After arriving in Curacao, go to the residence of the governor. You will be imprisoned, mistaken for one of the pirates who killed the envoy D'Ogeron. After some time, the jailer will pass in the prison. Talk to him. It turns out that his relative is one of the officers in this colony. Persuade him to ask his relative to search our ship, where there is a French corsair patent. The jailer will want to take some things from the ship in exchange for help. Peter Stezzant will come and apologize. Now we need to find out Vaschet of this story with the pirates in more detail. Go to the tavern. There you will overhear a conversation between two people in a tavern. Then you have to follow them. And so, having reached the bay, it turns out that these are not pirates at all, but sailors from the Spanish galleon, who, under a pirate flag, robbed ships in the local waters. Next will be a fight with the Spaniards. Now go to the port. A Spanish galleon is waiting for you there. Take him on board, then the captain of the ship at death will tell you everything. Go to Stezzant and tell about the fact that the filibusters are not to blame for anything, you will receive 20,000 piastres. Go to Tortuga, tell everything to the governor and get the title of Commander of the French Fleet.

3) The third task is to find a way to bring Donna Anna to Tortuga. For this mission, you will be given a Spanish trade license and a ring by which the wife of the commandant of the fort will know that we are the envoy of D'Ogeron. There are three ways to get into Havana. First. Having raised a flag friendly to Spain, enter the port and moor. Second. Land at the lighthouse and then go to the city. Third. If the license has expired, then go to the city at night, landing at the Lighthouse. Next, go to the tavern and ask the maid to take the ring to Donna Anna. After 3-4 days, the maid will say that she took the ring and Donna Anna will wait for you at night, opening the door. Enter the house and kill the soldiers waiting for you. Go into the bedroom and talk to Donna Anna. Now run to the ship and sail to Tortuga. And there you will receive 25,000 piastres.

4) The fourth task is to escort a first-class battleship to the island of Dominica. Rumor has it that the Spaniards are already hunting for this ship, in 3-4 galleons, under the command of Juano Galeno. Near Dominica, the ship should connect with the squadron of the island of Guadeloupe. Go to the Port Authority and take command of the Soleil Royal. Now your course lies on Dominica. Near Dominica, 4 galleons will be waiting for you, but there will be no French squadron. After the sinking of the squadron of Juano Galeno, you need to go to Guadeloupe and find out why the promised squadron did not meet you. The governor of the city of Basse-Terre will justify himself by saying that he received a letter about the nomination of your squadron only yesterday and did not have time to prepare anything. He will take the royal manowar and thank you for the mission you completed. Return to the Governor General. As a reward, you will receive 28,000 piastres. Also talk to d "Ogeron again and get a promotion.

5) The fifth task is to protect Donna Anna. It turns out that the relatives of the murdered commandant of Fort Havana want revenge. Go to Havana to find out the details of Vaschet's revenge from Donna Anna's friend, Iness de Las Sierras. Land near the lighthouse and run to the city, there as quickly as possible run to the house of Ines, ignoring the guards. It turns out that relatives go somewhere in the jungle. You will find them at the lighthouse, followed by a fight with relatives. Then sail to Tortuga, where you will receive 5,000 piastres from D'Ogeron, at the same time go to Donna Anna, and receive gratitude from her.

6) The sixth task is to deliver a letter to Francois Olone. Under no circumstances should the letter fall into the wrong hands, and if you get into trouble, before you die, you must first destroy the package. Put out to sea and head for Guadeloupe. On the approach to Guadeloupe, you will be attacked by a Spanish warship. Having dealt with the ship, moor in the port and go to the house of the French filibuster, which is located almost opposite the governor's residence. François will not receive you at first in the best way, but as soon as he finds out the purpose of your visit, his attitude will change. Then you can choose one of the options:

1) Refuse to attack Cumana and receive the promised reward of 10,000 piastres.
2) Agree to participate in the proposed adventure to participate in the attack on Kumana, but there is one condition, there should be only 1 ship in your squadron.
The squadron will include yours and 3 other ships, a frigate and two corvettes. Keep heading for Cumana and hurry up. Having defeated the fort, land and after a fight in the city, go to the residence and demand money from the local governor. Then you can either share everything honestly and get a legal share equal to 50,000 piastres, or keep the money for yourself, but then you will have to fight Olone and his comrades. Now head for Tortuga and talk to the governor.

7) The seventh task is to release Rock the Brazilian from prison. He is kept in Santiago. Land at the lighthouse, then go to the church, ask the priest for Vaschet of the Inquisition, then exit the church. There is a door under the stairs. Enter there, then ask the prisoners where Rock the Brazilian is located and kill the guard guards, then together with Rock, who cannot hold weapons, leave the city. Sail further to Tortuga, where the Governor General will give you 30,000 piastres, and Rock will hint that he has something hidden in Martinique, namely an expensive cuirass that can withstand 35% of the blows.

8) The eighth task is to go to the disposal of the Marquis Bonrepos. Monsieur Bertrand d "Ogeron asks you to report to Guadeloupe, to the naval commandant of France, the Marquis of Bonrepos. Sail to Guadeloupe and moor at Basse-Terre. Go to the residence and talk with the Marquis. He will devote you to the details of politics and give you his own task. It consists in the persuasion of well-known pirates (in Jamaica, Jackman in Bermuda and Morris in Trinidad and Tobago) not to participate in the war against the Dutch.The funds for this operation will not be given to you.Sail to Bermuda, to Jackman, he was not even going to get involved in this matter.More sail to John Morris, to Trinidad and Tobago, tell him about the upcoming events.He does not like to attack the Dutch, but for this, he will require you to complete a small task for him - to deliver Captain Gay's logbook to him.Sail to Jamaica and go to the local tavern , ask the owner where to find Captain Gay. He rents a room. Enter the room and kill Captain Gay. Search the body and take the ship's log and personal belongings. Enter the residence to Henry Morgan, but he's not there. The servant will say that he is at his house in Antigua and warn that Morgan's house is always closed. Now make your way back to Maurice, give him the ship's log and in return get what was required of him, his agreement not to attack the Dutch. It's time to go to Antigua, visit the famous English pirate Henry Morgan. The door to the house is locked, go around his dwelling, behind the house there is a hatch to Morgan's basement. Go to his house and talk about non-aggression against the Spaniards. Henry does not want to attack the Dutch and will demand 250,000 piastres. Give him the money. The task is completed, it's time to go to the Marquis of Bonrepos. Instead of a yellow award, you are given a baronial title. Return to Tortuga, where you will receive congratulations from Bertrand d "Ogeron, and the next title.

9) The ninth task is to repel the attack of the Spaniards on Port-au-Prince. For this task, you will be given the Soleil Royal, however, it must stay afloat. Next comes the battle with the Spanish ships. Go to Tortuga, where you will receive 5,000 piastres.

10) The tenth task is the capture of Santo Domingo and its transfer to the possession of France. Sail to Hispaniola, defeat the fort and land troops. After the fight inside the city, go to the residence and embrace the Spanish colony with the French. Return to Tortuga and receive a reward of 40,000 piastres.

11) The eleventh task is the capture of Santa Catalina. The city is located on the Main and controls the New World pearl industry. After defeating the fort and landing troops, having dealt with the soldiers in the city, go to the residence and declare Santa Catalina a French colony. Return to the Governor-General Bertrand d "Ogeron. As a reward, you are given everything that you plundered in Santa Catalina. Now you should go back to Guadeloupe to the Marquis of Bonrepos.

12) The twelfth task is a meeting with the Marquis of Bonrepos. Head to Guadeloupe, where you will find out that peace has been concluded with Spain, the Soleil Royal is being withdrawn from your squadron, the Louvre knows about you and that's it. Do not forget to visit D'Ogeron, he will make you an admiral, and now you can seize colonies for yourself or for France.

Spanish national storyline.

1) The first task is to free three Spanish citizens who were taken prisoner by Henry Morgan, a famous English pirate. For the release of prisoners, he demands an amount of 500,000 coins. You are required to infiltrate the Port Royal prison and free the Spaniards. The term is one month. Swim to Jamaica and moor in Portland Bay, then through the jungle, make your way to the enemy fort, if you have an English trade license and the flag of a friendly nation to England, calmly go through the guards to the prison. If not, you will have to break through with a fight, or just run a little. In prison, kill all the soldiers and free the captives. The way back will be easy if you run out of the prison and run to the bay. Return to Havana. Oregon-and-Gascon will thank you for the successfully completed task and give you 50,000 piastres.

2) The second task is work for the Holy Inquisition. The meaning of the task is this: a high-ranking Jesuit António de Suosa arrived in the archipelago. You are being sent to him. Go to Santiago, the residence of the Inquisition is located under the church building. Find Suoza and get data from him on the second task. It is as follows: you need to collect an indulgence, which is 50,000 piastres from three merchants: Joao Ilhaio, Josef Nunen and Jacob Lopez de Fonseca, if they refuse, then you need to kill them. You can find them in Curacao. They organize a sect there called the Janensints. In the port, a priest will come up to you and say that it is highly undesirable to kill them. Go to Curacao. First, go to the tavern and ask the owner about the three Jansenists. Get information from him that Joao Ilhayo and Jacob Lopez run the store, and Josef Noonen is a moneylender. Go to the store first and talk to Joao. He will say that he does not have that kind of money. When asked where his partner, Jacob Lopez, is, he will answer that he does not know. He will offer a deal. If you find Lopez, their families will collect 100,000 piastres and be able to buy indulgences. Agree. Sail to Panama, go to the store, and ask about Lopez. It turns out that he was supposed to come in a month ago, but never came. Now walk through the houses of Panama and run into bandits in one. Kill them and go up to the second floor, where you will find the missing person. He will ask you to render him a service, which is to search for the stolen Gospel of Judas Iscariot. The thief was last seen at a shipyard in Bermuda, from where he never returned. This request is not required. But if you have taken up the execution, sail to Bermuda, go to the shipyard. Talk to Alexus, he will open the door for you. Next, go to the dungeon, kill a few skeletons. In one of the chests you will find a treasure and a Gospel. Now return to Curacao to Joao Ilhayo. He will give the promised amount of 100,000 piastres, tell him about the gospel for Jacob. He will issue a reward of 1,000,000 piastres. Go now to the usurer, he will refuse to talk to you. Go to the tavern. Ask the waitress about the pawnbroker's son. It turns out that he sailed off to piracy near Jamaica, to Fort Orange. Swim there, board his ship, take your son prisoner, and give your son for a ransom in the form of an indulgence, now the task is completely completed. Swim to Suosa and get a reward that depends on the timing of the task. Then report to the Governor General.

3) The third task is to capture Rock the Brazilian and hand him over to the Inquisition. Rock lives in Tortuga. swim there, sneak into the city and go to the tavern for information. It turns out that he is not on Tortuga now, he is pirating near Maracaibo. Keep heading for Maracaibo. Board his ship, Rock the Brazilian will surrender. Take him to the hands of the Holy Inquisition, to Monsignor de Suosa. António will send you to the Governor General. Oregon-and-Gascon will tell you to come to him in a few days. Return to the residence in a few days and get the task to find the treasures of Brazilian rock, which are located in Cuba, Hispaniola and near Belize, in Maine. The exact location of the treasures is unknown. The first will be a treasure located in Cuba. Swim to the bay of Ana Maria, moor, then turn left and then straight ahead, go into the cave and open the chest, which contains 150,000 piastres and several idols. Then sail to Hispaniola, to Samana Bay, go straight and find a well that serves as the entrance to the cave, find in it a chest with a treasure that will amount to 150,000 piastres, diamonds, gold bars, gold rings, gold brooches. Now head for Maine, towards Belize. Dock at the port, exit the city gates, turn left and then right, go into the cave and search the chest, which will contain 150,000 piastres. Return to Don Francisco and give him the money, 500,000 piastres (you will have to fork out more than was in the chests) and get 100,000 piastres.

4) The fourth task is to investigate the murder of the commandant of Havana, Jose Ramirez de Leyva. Go to the commandant's house, then on the second floor in the room you will find an unfinished letter, then go to the tavern, where you will find out from the waitress that she gave the letter to the commandant's wife from some kind of ladron. Now go to Oregon-and-Gascon, get a trade license. Then swim to Tortuga, talk to the owner of the tavern. After talking, he will tell about D'Ogeron's passion, a Spaniard by nationality Donna Anna, one of the trusted officers of the Governor-General, Henri d'Estre, brought her. Next, go to Henri's house. The servant will say that the owner is talking near the house, then Henri will run run after him into the dungeon in the bay, where he will stop you and ask why you are chasing him, then kill the ladron.Now to the governor general for a reward of 120,000 piastres.

5) The fifth task is a business trip to Santiago. Go to Santiago and go to the residence, on behalf of the local governor. The task will be to completely destroy the pirate settlement of La Vega on Hispaniola. Swim to Hispaniola, moor in La Vega Bay, go to the next location, the assault will begin, kill all the pirates and enter the city, where the massacre will continue. After destroying everyone in the settlement, go to the residence, there you will have to fight with the leader of the filibusters of La Vega, Edward Mansfield. Kill him and exit the residence. The task is completed, you can return to Jose Jimenez. Don Jimenez will present an award of 100,000 piastres. Return to the Governor-General, and receive gratitude from him.

6) The sixth task is to intercept the general-governor of Holland in Tortuga. You will be issued a trade license. Go to Tortuga, go to the port authority there, the boss will agree to send a messenger when the Dutch messenger ship arrives, then rent a room in the tavern for a week, wait a couple of days, then you will be informed that the Dutchman has arrived. Next, lure the orderly into the tavern room, where you take the dispatch from him. Receive a reward of 50,000 piastres.

7) The seventh task is to help Manuel Rivero Pardal. We urgently need to go to Antigua, to help the Spanish corsair Manuel Rivero Pardal, who is in search of British merchant ships in the waters of the island. French filibusters went to intercept him, under the command of Moses Vauquelin. Sail as quickly as possible to Antigua and join the battle between the unequal forces of the Spanish corsair and the French pirate squadron. After sinking the last ship, go for a reward of 25,000 piastres.

8) The eighth task is to protect Cumana from the attack of the combined French-English squadron of pirates. Swim to Cumana, sink the enemy squadron and get 100,000 piastres in Havana.

9) The ninth task is the task of the governor of Porto Bello to escort the ships. Sail to Porto Bello where Governor Cabral will brief you in detail. You need to deliver 4 galleons loaded with gold to desert island Cayman, where it is necessary to transfer the squadron to the powerful Spanish fleet sent to Europe. Take command of a squadron of 4 galleons loaded with 10,000 quintals of gold. Near Cayman, instead of Spanish ships, pirate ships will be waiting for you. The galleons entrusted to you must stay afloat in order to receive the maximum reward. Having sunk the last pirate, head to Havana, where tell the governor-general about the strange events that happened to you. He cannot understand at all why the meeting place was Cayman if it was necessary to escort ships to Belize. He will promise to look into this situation and reward you for saving all the galleons in the amount of 220,000 piastres.

10) The tenth task is to protect Maracaibo from the invasion. Don Francisco will say that the problems in the previous task were the result of inconsistent actions, this will not happen again. And you need to go to Maracaibo to repel enemy attacks. Head for Maracaibo, go to the local governor and then go out into the street, where you will meet a Spanish officer carrying bad news: an English pirate squadron attacked the city. Go to the governor again, he will order to start repelling the attack. Go out to sea and start a battle against 8 ships, among which there will be several manowars. There will be a fort on your side. Having sunk all the ships, dock and go to the residence, where you will receive a reward from the saved city, in the amount of 70,000 piastres. Return to Cuba, where you will receive gratitude from the Governor General.

11) The eleventh task is the ruin of the Dutch colonies. Returning after a while, Don Francisco will ask if you are ready to attack the fortified cities. The task will be to plunder 2 Dutch colonies in the archipelago, on the islands of Curacao and San Martin. Sail first to Curacao, defeat the fort, and capture the city. Then attack San Martin. Having captured the city, you can return to Havana. The reward will be all the booty looted by you. Oregon-and-Gascon will ask to see him in about a month.

12) The twelfth task - the capture of Port-au-Prince. In a month you will be assigned to capture the French Port-au-Prince. All trophies are your property, the time of the task is not limited. After destroying the fort and killing the French soldiers in the fort and the city, go to the residence and declare the colony a Spanish possession. Return to Governor General Francisco Oregon y Gascon. All tasks are completed and you can act in the interests of Spain.

Game corsairs city of lost ships walkthrough

Pirate storyline

Sail to Bermuda. There, contact Jackman with a job offer. Jackman will say that at the moment he has no assignments, but Captain Goodley, who is currently in Puerto Principe, in Cuba, needs help, and will offer to meet with him and discuss the details.

Go to Cuba in Puerto Principe and find Captain Goodley in the tavern. When talking with him, it turns out that you need to take one type named John Bolton, who is waiting in the port of Puerto Principe, to Port Royal in Jamaica to Henry Morgan. Agree, saying that serving with him is an honor for you. Go to the port of Puerto Principe and meet John Bolton there, take him on board and head to Jamaica.

In Port Royal, Jamaica, escort John Bolton to Morgan's house (Morgan's house with columns is on the left side of the city if you go from the port). On the way to the house you are stopped by English soldiers. The commander of the soldiers says that you and John Bolton have been charged with piracy. You are put in jail until the circumstances are clarified. However, you are released by Morgan himself, who says that he has paid a ransom for you and is waiting in his residence, after which he leaves.

At the residence, Morgan instructs Edward Low, who lives somewhere in Martinique, to hand over the black mark. Head to Martinique at Le Francois. Upon arrival, ask the tavern owner about Edward Lowe. It turns out that the owner of the tavern knows Lowe and he lives not far from the tavern. Exit the tavern and go right to the boarded house where Lowe lives. Enter the house and when talking to Edward, give him the black mark. Lowe will say that all the problems with Morgan have already been resolved and will ask to return the black mark back to Henry Morgan. Go back to Jamaica to Morgan.

After listening to the story, Morgan becomes furious and says that Lowe deceived you. To remedy the situation, Morgan instructs you to track down and deal with Low personally without any black marks. Therefore, quickly return to Le Francois and go to Edward Low's house. However, he had already left the house in an unknown direction. Go to the owner of the tavern and ask him about Lowe. The owner will confirm that Edward recently left the settlement, left things for his safety, and where he himself could go, the owner of the tavern does not know. Go to the store and ask about Lowe. The trader says that Edward came, he was interested in a place where it would be possible to purchase a ship, but it is his business to trade goods, not the ships that are sold at the shipyard. There is no shipyard in Le Francois, the nearest shipyard is in Fort-de-France. Either go there on foot across the island, or land on a ship at the port of Fort-de-France.

We continue the passage of the corsairs of the city of lost ships. First, go to the shipyard and ask the owner if Lowe has come. It turns out that Lowe really came in and wanted to buy a ship (brig), but he didn’t have money for such a ship and Edward went to the moneylender. Since then, the owner of the shipyard Low has not been seen again.

Head to the moneylender. He will say that Edward Low really came in and tried to borrow money, but the moneylender immediately sees crooks and deceivers, and therefore Low did not give a loan. Where Edward Low went next - he does not know.

From the moneylender, head to the port authority. Ask a question about Edward Lowe to the head of department. He asks why you are interested in Edward Lowe. Answer that Low is your close friend and you should inform him about the serious illness of his mother, but it’s just that you can’t catch up with Edward. The Port Authority Chief pecks at this ploy and says that Lowe boarded a passing ship that went to Bermuda.

In the settlement in Bermuda, head to the tavern, where its owner says that Lowe was here and was interested in the local shipyard. Go to the shipyard to the master Alexus. To the question of the master about who you are to Low, answer that you want to catch up with him in order to settle scores with him. The master begins to complain that Low's fraudster forged Jackman's signature, and he (Alexus) gave Low the ship - the brig " Sea Wolf” with unique characteristics, which was built by order of Jackman. Go to Jackman. He is in a state of quiet fury from what happened and asks for only one thing when we kill Lowe to convey hello to him from Jackman. But where Lowe went on the stolen brig is unknown.

Ask people in the taverns in the archipelago about the rumors until someone tells you that attacks on mail ships have become more frequent in the Cumana area, which is located on Maine. Head towards Kumana. If the ship is more powerful than class 6, then it must be parked at the Kumane Port Authority and any class 6 ship can be bought at the shipyard. After that, on this ship, go to sea and sail to the Trinidad and Tobago region. There you will meet Lowe on the brig. Board the brig, talk to Low, who says that Morgan's power will soon change. Kill him. Go to Morgan with a report on the work done.

Corsairs city of lost ships walkthrough

Morgan proposes to conduct an operation, the result of which will overshadow all of Sharp's cases. Namely, Morgan proposed to rob the pearl divers, who on tartans would collect pearls for a month on Turks Island in North Bay. Morgan offered to deliver at least 1,000 small and 500 large pearls. Profit - in half.

Get to the North Bay of the Turks. There, pearl divers are already fishing on tartans under pirate flags. At the sight of you, they flee in all directions. You need to catch up with them and line up side by side with each tartan, then the pearls will be automatically reloaded into your inventory. Collect the required amount and return to Port Royal to Morgan, where you will hand over half of the booty.

At the exit from Morgan's residence, Captain Goodley meets you and offers you a job as a bounty hunter for a good reward. The target is John Avory, who was last seen in Willemstad (Kurorosau Island). Head there and go to the moneylender. The pawnbroker confirms that John Avory was here recently, but is no longer in town. He heard that John was going to Port of Spain, in Trinidad and Tobago. Go there. There contact the moneylender. The moneylender of Port of Spain says that Avory did work for him in the city, but after doing so, he left the city and went to the Spaniards on Maine in the city of Maracaibo. Maracaibo's pawnbroker confirms that John was in the city, but according to rumors he overheard in the brothel, Avory went to the French in the city of Port-au-Prince, in Hispaniola. In Port-au-Prince, first go to the tavern. The owner of the tavern says that John was here a couple of days ago and killed the card sharper. You need to visit the moneylender. The pawnbroker will tell you that Avory has done some work for him. But where John went next - one can only guess. Although the moneylender has a suggestion that John could go to Willemstad, because. a moneylender was recently robbed there. The moneylender of Willemstad is still experiencing what happened, but this is not surprising, because an unknown person stole 50,000 piastres from him. He hired John Avory to find the burglar. The moneylender will also promise to pay you 5,000 piastres for being the first to bring gold to the moneylender. John Avory himself went to Bermuda. The owner of a tavern in Bermuda confirms that John Avory is now on the island, or rather in the house of Orry Bruce, apparently this is a loan shark robber. The house is next to the tavern, go there. In the house you will meet John Avory and Orry Bruce, who are sorting things out. Tell them that you have an order for both of them, then kill them and take valuable things from the corpses, and also take 50,000 piastres from Orry Bruce. You can return for a reward to the moneylender and report to Captain Goodley about the completed order.

We continue the passage of the game corsairs city of lost ships. Give the moneylender of Willemstad money, he pays you 5,000 piastres in return. You will find Captain Goodley in the Port Royal tavern and receive a reward from him, also tell him that you will now go to report to Morgan about your successes, to which Goodley only smirks. Go to Morgan's residence.

After hearing the story, Morgan says that John Avory was his confidant and you finished him off. You explain that this was the order of Captain Goodley. Morgan immediately calls the captain to sort out the situation. Goodley, who came, says that he did not give you any orders. To understand what happened, Morgan appoints a duel between you and Captain Goodley. Kill Goodley. Morgan says you've proved your innocence in this case.

Henry Morgan will ask you to go to Jackman in Bermuda and tell about Goodley's death.

When Jackman sees you, he is very surprised and says that you allegedly captured and handed over to the Spaniards his captain Sid Bonnet. Will have to figure this out. Jackman directs you to the Bay of Cozumel, on Maine, where John Leeds anchored on the frigate Antwerp, with whom you need to talk. Head to the Bay of Cozumel.
There you are met by John Leeds on his frigate. Launch the boats into the water and climb onto his ship. After a conversation with Leeds, it turns out that the crew and the captain of the corvette sunk by Leeds landed in Cozumel Bay. By the way, the captain of the corvette is very similar to you and, accordingly, all the sins of this captain are blamed on you. Therefore, you need to deal with your double. Land in the bay, where destroy part of the crew of the sunken corvette, but the captain is not among them. Go to the next location from the bay and meet a captain there who really looks like you. The double says that he will tell everything if he and the team are released from the encirclement and allowed to leave quietly. Kill him and the rest of his team.

After that, return to the ship and keep your way to Bermuda to Jackman. Jackman, after listening to the story, sends you to Morgan with a report on what happened. Report the situation to Morgan.

Morgan will send you to catch up with the pirate Steve Linnaeus, whom he sent to La Vega, in Hispaniola, to find out a series of oddities taking place in Lately in the Coastal Brotherhood. Go to La Vega.

Upon arrival, turn to the innkeeper for help. He says he hasn't seen Steve Linnaeus in a while, but his buddy just went to sea. You need to capture him. Go out to sea and catch up with your friend Linnaeus, who really did not have time to go far, and climb aboard. When talking with Steve's friend, a strange story is revealed. According to him, Steve recently left with two strangers in an unknown direction and disappeared. And his schooner "Swallow" seems to be sold at the shipyard of Santo Domingo. Linnaeus, according to a friend, would never have sold his ship of his own free will. Therefore, a friend of Linnaeus weighed anchor and went to sea, so that the history of Linnaeus would not be repeated with him. In any case, you need to check the shipyard of Santo Domingo.
The owner of the shipyard of Santo Domingo said that the deal for the sale of the "Swallow" was the most successful, because it was given to him for nothing. Under some pressure, the owner also says that he bought the "Swallow" from a type that did not introduce himself, but the servant of the owner of the shipyard saw him go to sea on the frigate "Leon". According to the owner of the shipyard, the frigate should still ply in the waters of Hispaniola. Go out to sea, on the global map, you will see a ship with purple sails there - this is the Leon frigate, board it.

The captain of the "Leon" offers you to go over to the side of HIS admiral. This is Richard Soukins. He also says that their brotherhood needs people like you, and Henry Morgan himself was promoted to admiral of the Coastal Brotherhood and no one elected him. In addition, the captain of the Leon reports that Steve Linnaeus is already at the bottom of the sea. Refuse the captain's offer and kill him. Head to Morgan.

We continue the corsairs of the city of lost ships passage. After the report, Morgan directs you to Puerto Principe, where, according to rumors, Richard Soukins is planning some kind of operation against the Spaniards, which must be thwarted. This will damage Sawkins' reputation among the pirates.
In Puerto Principe, go to the tavern and ask the owner of the tavern about the operation. He will answer that something is really planned now, but Sawkins keeps all the details in the strictest confidence even from his close associates and sits at home almost without a break. You need to get into the house of Richard Soukins and steal documents. Go to the Soukins' house, grab the papers from the table and run out of the settlement. Because everyone becomes an enemy. The Soukins papers set out a plan for the upcoming operation against the Spaniards. Soukins learned that the Spaniards had started the transportation of the largest consignment of precious stones from Panama. To carry out this operation, the Spaniards abandoned the overland delivery of jewelry from Panama to Porto Bello and sailing along caribbean. Only one ship of the line should round Cape Horn, rise to the fortieth parallel, then turn right and reach Lisbon in a straight line.
Soukins gathers a squadron and is going to meet the Spaniard in two weeks at San Martin. We need to get ahead of them and intercept this ship below San Martin, sink it or board it. Go out to sea and sail to San Martin.

In two weeks, a ship with purple sails appears at San Martin - this is your goal. Board the ship. In the chest, in the captain's cabin you will find a large number of precious stones. That's it, mission accomplished, you can report to Morgan.

Morgan will ask about the details of the operation, but evading the answer, say that there was nothing particularly interesting on the ship.

Morgan will offer us to make a trip to Panama. Morgan's plan is to take Porto Bello and reach Panama by land. The Spaniards will definitely not wait for this. Morgan offers to take a more powerful ship (if the squadron consists of more than one ship, then the rest must be placed in the port authority) and gives 20 days to prepare. During these days, hire people, buy provisions, medicines, weapons, cannonballs, bombs, gunpowder and return back to Morgan by the agreed date.

It turns out that by this time Morgan had already assembled a squadron of 5 powerful ships of the 1st class. He gives you the task to speak and immediately take Porto Bello. Move towards Porto Bello, attack the fort and capture the city. Go to the governor's house and talk to the governor. The governor is already aware of the plan to march on Panama and was ready for your attack on his city and therefore was very surprised that you took the city so quickly. Besides, he said that you will die in the jungle on the way to Panama. Tell this news to the approaching Morgan. He believes that Richard Soukins managed to secretly warn the Spaniards about the plan to march on Panama. Morgan is not going to refuse the campaign and offers to split up. You will command the second squad, which will include Sawkins. You are instructed to land in the Gulf of Darien within two days and proceed to Panama. On the way to Panama, you need to quietly shoot Sawkins, because. Morgan does not want to see him at the city walls.
Go out to sea and get to the Darien Bay. Drop off there. Soukins will come up to you and say that he is ready for the upcoming operation.
On the way to Panama, your squad will be attacked three times by the Spaniards and the local population.

Corsairs city of lost ships walkthrough

The last battle will be at the walls of Panama. Morgan comes up and gives the task to find the governor of Panama, because. the Spanish forces were exhausted by ambushes in the jungle, then no one was left in the city.

Go to the house of the governor of Panama, find him in the next room and interrogate him. According to him, Escorial's gold is in a closed chest in the same room, but the key is with the commandant of Panama, who participated in the defense of the city and most likely died. We need to find the key. When you leave the governor's house, you will meet Morgan. He gives the order to find the key, and he goes to interrogate the governor.

Go to Panama Fort. There in the prison on the commandant's desk lies the key you need, take it and return to the governor's house. Open the chest - there is Escorial's gold (50,000,000 piastres). At this moment, Morgan comes up and takes the gold with the words that now he will collect the gold from all the sailors, and in the evening he will divide it, according to the laws of the Coastal Brotherhood. He also says that the governor could not stand the torture and died, however, he managed to tell about another chest, which is located on the outside of the fort. Morgan sends you there to check the given words. Go to the fort. In front of the fort there is a narrow path that goes around it from the outside. Follow it, at the end of the path there is indeed a chest, but there is nothing valuable in it. Return to the city.

At the entrance to the city, a sailor meets you and says that Morgan collected gold from everyone, loaded it onto a galleon in the port, and secretly left Panama in an unknown direction. The sailors refuse to go back with you and continue to rob the city, so you will return to the ship alone.
On the way to the Darien Gulf, you will be attacked by the Spaniards, but it is not necessary to fight with them, you can run around them.
Board the ship and head to Port Royal, Morgan's residence. Morgan's secretary says that Morgan himself is in London and will not arrive until a year later. Return a year later to Morgan and demand your share of the booty. However, Morgan says that the Coastal Brotherhood has come to an end, he himself is now a planter, and he bought his forgiveness and forgiveness of other surviving pirates from the English crown for Escorial's gold. End of the pirate storyline.

Walkthrough Corsairs City of Lost Ships

main quest

To start the main quest of the game - the quest of the game City of the Lost Ships, you must first complete the so-called quest about killing beggars. It is taken in the main city of the country of which the hero is a citizen. (for example, for Jan Spains, this is Willemstad).
Oliver Trust will stop you on the street and offer you to kill all the beggars in the archipelago for a reward of 1,000,000 piastres. You can either agree or refuse the offer, this will have little effect on the further denouement. Now you should look for beggars (a man in rags, usually sits on the ground, can move around the city) in cities, and talk to them, find out why they are being hunted. You need to interview at least three beggars. One of them will send you to a tramp who lives on one of the islands of the archipelago. If he is not in the city, spend the night in a tavern, he will be found soon. The tramp suggests that the governor-general of Curaçao, Peter Stevesant, was involved in this case. Head to Curacao, to the colony of Willemstad.

Enter the residence and go into the room (the door opposite the entrance), go to the chest near the round table. The chest is locked and you don't have the key. Leave the residence and go to the tavern. Ask the owner about the key keeper, the tavern keeper will tell you to contact the key maker, Hill Corner, who is sitting at a table near the bar. The master of keys, will agree to make a copy of the key from the chest in the residence for a decent amount of money, agree to his offer, and wait 2 nights in the tavern. After that, go to the house to the key keeper. Enter the house. An officer and 2 soldiers will come, kill them and go up to the second floor and take the key from the table. Now go to the residence to the chest. When the soldier turns away, open the chest and take away all its contents, the letter (Stavesant's correspondence with the Dutch West India Trading Company) and the treasure. Return to the beggar.

It turns out that Teaser Dan really visited the Island of Justice. You, again, need to go back to Willemstad, to Stevezant and talk to him. Dock in the sweat of Willemstad, go to the tavern and ask the tavern keeper about Teaser, where Den disappeared, the tavern owner does not know, also, he will advise you not to get involved in the affairs of the Governor General and the Dutch West Indies Company. Now go to the residence and start a dialogue with Staveson. But as soon as you mention Teaser's name, the governor will become sharply alert. Say that you are writing a book, but you won’t be able to really learn anything. We need to find a representative of the Dutch West India Company in the archipelago.

Get to the nearest pirate colony. When you get to the nearest diplomat, ask him about the representative, but the diplomat refuses to give the location of the representative of the Dutch Trading Company. Give the agent the name Oliver Trust, and he says the customer can be found in San Martin. Swim to this island.

We continue the passage of the game Corsairs city of lost ships. Having moored in one of the bays of San Martin, make your way to Marigot and go to Oliver's house, which is located just opposite the local moneylender. After a short dialogue, kill Thrust, search the corpse and take the letter from the table. From the letter you will learn the location of that very mythical island of Justice, which turns out to be by no means mythical. Return to the ship and swim to the familiar beggar.

The tramp will give you the key of Diffindur, which will come in handy in the future.
Before heading to the City of Lost Ships, leave your ship at the Port Authority and change to a tartan. Give the money to the moneylender. Seat the officers on boats and also leave them at the head of the port. Since you will lose everything when you enter the City.
Swim to the upper left corner of the map. You will go out to sea. After the “swim” command, a video will play, and then the hero finds himself in the City. The sea is raging, wild storm. A local resident named George Stokes comes up to you and says that he saw the death of your ship. You are the only one who survived. He will guide you a little. The city consists of many wrecked ships connected in an incomprehensible way. You are on the galleon "Velasco", which is inhabited by one of the established criminal clans - narwhals. On the barque "San Gabriel" there is a second clan - Caspers. Neither one nor the other spares anyone who dares to disturb them. Stokes will also say that you need to visit the head of this God-forgotten place, Admiral Chad Capper, on the San Augustine warship before the end of the storm. As it turned out, this is the same missing privateer who went out three years ago for the prize and disappeared without a trace. And now he's an admiral and head of the City.

Turn around and jump into the water. You need the Fernando Diffindur flute, which contains the very chest that opens with the Diffindur key. The ship has a rift roughly in the middle. Having found the ship, swim around it and go into the gap. Chest on the right. Put all your things there and calmly go to the admiral.

You will be officially declared a "Citizen of the City". The City has almost everything that is inherent in an ordinary port: a tavern, a shop, a church, a moneylender. The pawnbroker has a different story. Everyone will tell you that he is a terrible, terrible man, a warlock. The debtor will be obliged to return to him an amount five times greater than this. It turns out that Brahms gave his soul to Miclantlecuhtli, the Aztec god of the dead. If the debt is not repaid, after a while, when moving to any location, you will be transported to the sacrificial temple, to Tenochtitlan. God will come to you and demand your money back. If you don't have them, you won't get out of there. This will happen even after you get out of the City.

Now go to the caravel "Fleron", to the owner of the tavern Hill Brunner and ask him about Teaser Dan (the same missing beggar). Everyone thinks he drowned. Hill asks you to keep quiet about the fact that Teaser managed to get to the mainland, because the admiral should not know about it in any case. The law of the City says that no one can build rafts and boats to sail away. Hill will ask you to visit him later, he must think over the information received.

After a while, return to Hill. He will make an appointment for you after twelve o'clock at night in his wine cellar (this is one of the cabins on the same ship, you need to go on deck and go to the stern of the ship). After the conversation, you will need to visit the Fernando Diffindur flutes, where Teaser often swam. Hill needs proof that you're right.

Corsairs city of lost ships walkthrough

Now your task is to find Andre Labor, a carpenter, in the city. According to Brunner, it was he who helped Dan build a swimming facility. Labor appoints you a meeting in the cabin of the Protector corvette. The carpenter betrays you. He brings a policeman with him. Kill them. Tell Hill about what happened. He offers to cover up the traces of the crime and substitute one of the clans, namely the "narwhals". To do this, you need to lie in wait for one of the "narwhals" in the bow of their base (the galleon "Velasco"), take the clan amulet from him and take it to the admiral, and thus avert suspicion of murder from you. After doing this, you will be instructed to destroy all the "narwhals". Officers will be available to help. After killing everyone, go to the barrels opposite the entrance. Between them lies an ordinary key for chests. Report to the admiral on the successful completion of the mission. Now go back to Hill Brunner and tell him what happened. He will ask you to come to him later. Spend the night in the tavern for a few days, then go to the Hill. He says that today at midnight in the tavern there will be a meeting of Kapper with a certain person. You must eavesdrop on the conversation by hiding behind a pillar in the wine cellar (stand sideways and don't move or you'll be detected). The information turned out to be really important. It turned out that Kapper and the leader of the Kasperov clan (and it was he) were in the same bunch. It turns out that it’s not you, the admiral, but he circled you around his finger. With your hands I destroyed the "narwhals". In addition, they mentioned a certain Mechanic. Report everything to Brunner. He will express his thoughts on this matter and try to remember who has already lived here before him. This is necessary in order to find out who this Mechanic is.

You won't learn anything more from Hill. After a while, he is killed. Tavern waitress Armo Dyulin will tell you that she found Brunner's corpse in the wine cellar, and noted that before his death, he asked her questions about the man who lived here before him.

Go to the admiral. He will tell you not to get involved in this matter. Try to find the oldest inhabitants of the City. One of them is Cecile Galard, who lives in the Eva galleon. Going to her, you will see three "Caspers" trying to kill the unfortunate woman. Kill them and you will receive information about the Mechanic as a thank you (if you fail to save the elderly lady, Aurelie Bertin will tell everything). His name is Henrik Wedeker, and it was he who came up with the method of securing the ships of the City. It looks like the admiral has isolated him on the barque San Gabriel, the base of the Casper clan. You need to get to him. You will have to destroy the entire clan alone.

City of Lost Ships Walkthrough

Talk to Henrik. It turns out that the city rests on only three skeletons of ships and can be destroyed by any storm. Fortunately, he has a ship to sail away from here. But: firstly, he will sell it to you, and only for a million and a half, and secondly, the ship still needs to be freed from the wreckage. But this can only be done with the gear that Henrik dropped into the water. Your task is to go down into the water in a special suit (you can do this only from 10.00 to 19.00) and get the gear. The supply of air in the suit is only six minutes, and terrible voracious creatures have wound up under the City.

The suit hangs on the wall inside the Phoenix platform. He puts on (and takes off) automatically, you just need to approach him.
Get down under the water. The location of the gear is randomly generated. You will have to fight with huge crabs. You can only fight with a saber. You won't be able to run either, and the time is only six minutes.

After finding the gear, go back to the Mechanic. The corvette must be provided with all the necessary goods for sailing. These are cannonballs, buckshot, knippels, bombs, canvas, medicines, boards, provisions, gunpowder and weapons. Go to the tavern waitress Armo Dulin. So, shells for guns can be obtained from housewives. They are Lea Tooors, Aurelie Bertin, Alice Taylor and Eliza Calvo. Elise will need a lute, 10 bunches of grapes and 3 bottles of wine, Leah - 10 bags of salt. Provisions, boards and canvas can be bought from the owner of the store. Padre Angel will give you medicine. For gunpowder and weapons, you need to contact policeman John Workman. He will help with the condition: take him with you.

It remains to recruit a team of at least 15 people. After completing the set, go to the Mechanic, the storm has already begun. But Capper arrested him. We need to rescue the scientist.

Go to the residence. There is no mechanic here. He's in jail on the Tartarus. Run there as fast as you can. Unfortunately, it will not be possible to free Vedeker - he is in a cage, and there is no time to look for the key. The mechanic will send you to the second mast of the Fernando Diffindur flute, to the very place where Teaser Dan hid his chest.
Having reached the indicated place, go out to the open sea through the "open" icon. Quest completed.

That's all the passage of the Corsair to each his own!

"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 in the series, called "To each his own" - this is a kind of culmination, 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 just 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". Walkthrough " Dutch Gambit", the 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 follow complex orders. You can even say that in some places you will have to look under every stone, this quest chain may well require it, no matter which 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 yours. 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 ancient city Mayan. 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 continue to surf the oceans - piracy, trade, live, and, of course, go through those quests that you did not have time to do before.

All of a sudden, I was seized by pirate fever and I decided to play Corsairs: To Each His Own, and also write a walkthrough for this game. So I went through the first island, and immediately spread its passage. Enjoy reading!

The burden of the Gascon:

Passage of "Corsairs: To each his own." Le Francois and Saint Pierre. Beginning of adventure


Passage of "Corsairs: To each his own." Le Francois and Saint Pierre. Beginning of adventure

Our adventure begins normally. We are dropped off at St. Pierre. We go to the governor and ask about our brother, but then the governor considers us suspicious and puts us behind bars. That's how it starts, right? Chevalier Phillip de Poinsy visits us in the cell. It turns out that we were mistaken for a Spanish spy who stepped up their activities in France, but now all the formalities have been settled and we can be released, and they also talk about our brother. It turns out that he is an honorary member of the order of the Knights of Malta and was imprisoned in the underground base of St. Pierre for abuse of authority and betrayal of the order, but we can release him. Also, our belongings are confiscated for our brother's debts and we leave the prison almost naked. Leave the prison and go to the governor. To make amends, the governor gives us a sword, light armor and a pistol. We leave the residence and turn right, there will be a dungeon in which our brother sits. We speak with the chief, and he will let us through to his brother, who is on the lower level. After exchanging barbs with my brother, we get to the heart of the matter. Officially, he is accused of embezzling money, but this money went to an operation that was supposed to make a political reshuffle of forces in the Caribbean, and the operation, as it always happens, failed. The bottom line and we find out the amount of debt - one million pesos. Such things, and also get the first advice from a brother. We need to buy a ship and become a captain. The ship is already waiting for us, the deposit of five thousand pesos has been paid, and we have to pay the remaining seventeen after a while.

After you complete the following tasks: rum for the bartender, a call girl, a warehouse worker, a stolen jewel and cannibals, you will have enough money to buy back the ship. Go to the shipyard and redeem the ship for seventeen thousand pesos.

Now we need to recruit a team. We go to the tavern and turn to the innkeeper. The innkeeper will be advised to contact the decommissioned sailor. The sailor will go to our ship with all his crew and ask for an advance for each person for two hundred pesos. The total is eight thousand. If you do not have enough money, you can sell things on the market and get the right amount. Also go to the store and buy provisions and medicine, but see that there is an advance payment for the sailors. After that, make an advance payment and look for a navigator. The innkeeper knows nothing about the navigator, and therefore advises asking in the city. Look for a pirate with a blue bandana on his head and a blue tunic. He will say that the navigator is now in prison. Come to the prison and ask about Folke Delluc. To free him, we need to find a moneylender and ask about the navigator's debts, as well as pay them. We go to the moneylender and find out the amount of the debt of the navigator: ten thousand pesos. We ask for an order for the same amount and receive it: "Spanish Engineer".

After receiving IOUs, return to the prison and show them to the warden. Wait for the arrival of the navigator and go to the ship with him. Come to the cabin and ask the navigator for advice. He will ask you to buy 100 bombs, cores, knipples, buckshot and 200 gunpowder. Also, you need 50 weapons, 100 provisions, 10 rum.

Passage of "Corsairs: To each his own." Le Francois and Saint Pierre. Beginning of adventure


Passage of "Corsairs: To each his own." Le Francois and Saint Pierre. Beginning of adventure
After that, you can go to Le Francois. We sail to Le Francois and moor. After that, we go to the village to the innkeeper and find out that there was no assignment and that this was a setup. So we'd better get out of here as soon as possible. Get on the ship and repel the attack of the pirates. It is better to immediately go boarding, as you have a numerical superiority. After the victory, reload all the goods for yourself and sink the ship.

Rum for the bartender:

Passage of "Corsairs: To each his own." Le Francois and Saint Pierre. Beginning of adventure


Passage of "Corsairs: To each his own." Le Francois and Saint Pierre. Beginning of adventure

But first, let's go to the innkeeper for an assignment. We need to deliver a couple of cases of high-end Jamaican rum to his tavern, bypassing the officials. To do this, in the evening you need to visit Lamentin beach and wait for the ship. After that, climb aboard and say the password: "do not wait for the south wind." Response to the password: "drink rum, sailor." We are waiting for 19:00 and sit on the longboat. We swim to Lamentin beach and from there we send a boat to the Ghost ship. We will be asked for a password, enter it using the keyboard, get rum, moor the boat near the port of Le Francois, talk to the pirates and go to the tavern for a reward. As a reward, we will receive five thousand pesos, three bottles of rum, and we will also leave a spyglass.

Call girl:

Passage of "Corsairs: To each his own." Le Francois and Saint Pierre. Beginning of adventure


Passage of "Corsairs: To each his own." Le Francois and Saint Pierre. Beginning of adventure

On the street, the nobleman Guy Gogni will come up to you and ask you to do him a favor. You need to go to a brothel, find a blonde there and bring him home. We'll be given six thousand pesos to pay Aurora for Lutisse. We come to Aurora and say that Lutiss is inexperienced and thanks to this I will give only four five hundred pesos, after that we wait for eleven in the evening to come for the courtesan. We come for her and take her to the house of a nobleman. The house is located to the left of the residence. Two-storey and with a red roof. Go in there, talk to Lutiss. After the conversation, the task will be completed.

Warehouse worker:

We go to the store and ask about work. We will be asked to find a worker who has not come to work for a week. We will be paid a thousand pesos for the work, and of course we agree. Head straight to Le Francois. The worker's name is Gralam Lavoie and he wears a brown vest. We approach him and ask why he left the merchant. We find out the reason and return to the merchant for a reward. Also, the merchant will ask for one more service - to find a new employee, and the better the employee, the more we will be paid. We return to Le Francois and speak with the innkeeper about our problem. He will demand a thousand pesos to find workers. Don't worry, the five hundred pesos will be returned to us anyway. An hour later, we return to the tavern and choose one of the three workers:

1) The first candidate offers a bribe of two thousand five hundred pesos. If you choose him, then from the merchant you will receive four thousand pesos.

2) The second candidate in the form of five hundred pesos and twenty-five gold doubloons. If you choose it, then from the merchant we will receive three thousand pesos.

3) The third candidate offers a bribe of five hundred pesos and golden amber. If you choose it, then from the merchant we will receive five thousand pesos.

Passage of "Corsairs: To each his own." Le Francois and Saint Pierre. Beginning of adventure


Passage of "Corsairs: To each his own." Le Francois and Saint Pierre. Beginning of adventure

Announce your choice and take the new employee to the store. After that, return in an hour for your reward.

Stolen Jewel:

Passage of "Corsairs: To each his own." Le Francois and Saint Pierre. Beginning of adventure


Passage of "Corsairs: To each his own." Le Francois and Saint Pierre. Beginning of adventure

While walking through the jungle, you will see how two Indians run away into the forest, leaving behind a corpse. We approach the corpse and search it. After you pick up the corpse, you will have a record of the earrings you found on the corpse. You have several options:

1) Sell for four thousand pesos to the merchant of the store.

2) Go to the governor and give the earrings to him for the map of the archipelago. The second option is preferable.

Cannibals:

Passage of "Corsairs: To each his own." Le Francois and Saint Pierre. Beginning of adventure


Passage of "Corsairs: To each his own." Le Francois and Saint Pierre. Beginning of adventure

We go to the port office, which is located near the city gates, and ask for instructions. We need to help Prosper Trubal in the destruction of the Indians. Prosper is standing next to the well, waiting for help. We talk to him and agree to help. Also, we will get three healing potions. We go out into the jungle, and on the way to the grotto, Prosper will stop us and tell us the plan of action. We distract all the enemies to ourselves, and he shoots them. After killing the first batch of enemies, talk to Prosper and draw up a new plan of action. We go into the grotto and stand in a narrow passage. So only two enemies will attack us, and the rest will try to pass, while Prosper will kill them one by one. Talk to Prosper and Selina, and then to another prisoner. Also, do not forget to search the Indians, as good things fall from them, for example: the “ritual knife” amulet and a good machete. After that, exit the cave and accompany your new friends to the city. We return to the city and get a bunch of rewards. From Prosper five thousand pesos, fifteen doubloons and an amulet for endurance. Three thousand pesos and twenty doubloons from Gilbert.

Passage of Corsairs To each his own. stolen jewel
From the log: I stumbled upon the corpse of a pirate or a bandit in the jungle. On the body, among other things, I managed to find magnificent earrings. It is worth asking in the city to whom they could belong. I think I can get some good money for them.
From the log: It turns out that the earrings belonged to the governor's wife, Jacques Dil Du Parke was very happy that the jewel returned to the family, and gave me a map of the archipelago.
Passage of Corsairs To each his own. Cannibals
From the log: At the Port Authority, I learned that a man named Prosper Trubal needed help, and immediately. I'll hurry to find him. As I was told, he should be at the well, not far from the city gates.
Not far from the gate to the jungle there is a harbor control house. Go inside and talk to Paul Géry. His friend was going to fight alone with the Indians in the jungle. He needs help. Exit the Port Authority, go left and near the gate you will see Prosper Trubal - talk to him.
From the log: I don’t know how much I will be able to earn on this, and whether I will succeed at all, but I could not refuse a man whose daughter is in mortal danger. I am going with Prosper Troubal to the jungle to liquidate a gang of Indians who are kidnapping the citizens of St. Pierre. Exit through the gate, move along the forks like this - to the left, to the left, to the right (near the transition to the location with the cave, Prosper will stop you and inform you that you are already there). Go to the location, attack the Indians, trying not to let them near Prosper, who will kill them with accurate shots. Talk to Prosper, enter the cave and throw yourself at the Indians. The passage to the compartment on the left is narrow, you can stand behind it and repel the attack of the Indians one by one. After killing everyone, talk to Prosper - his daughter is alive!
From the log: Prosper and I successfully destroyed the red-skinned scoundrels, who really turned out to be cannibals. It is necessary to bring another prisoner out of the cave and go back to the city.
In the far part of the cave, find Dilbert Kursi and chat with him. Exit the cave, talk to Prosper again. Return to the city and receive rewards from Prosper and Gilbert, 8000 pesos and 30 doubloons.
From the log: Everything ended well. Selina and her father returned to the city, and I received a worthy reward for my help.
Give money to the shipyards and your ship.
From the log: Well, Michel's wish came true: I became a captain! Ha, you should see me now, Poolu, walking proudly on the deck of this nutshell! I'm the captain... I just can't get used to it. Although, damn it, it's funny - well, who would have thought? OK. It's time for the new captain to take care of hiring a team. The brother said that the owner of the tavern could help me with this. Now I'm almost a real captain - I have my own team! I'm literally bursting with pride. Damn my brother ... Now it's time to look for a navigator for my ship - I myself can hardly even go to sea from the harbor, let alone get to Guadeloupe. I'll ask the bartender again - since I helped with the team, it means that I will certainly help with the navigator.
From the log: In the port, I managed to find out about a certain navigator named Folke Delluk, who was imprisoned for debts. I have no other option - I must try to get this person out of jail.
I go to the commandant. The commandant will advise you to contact the usurer, if you have this amount, then you immediately pay off the debt, if not, you complete the task of the usurer.
From the log: As payment for the debt of Folke Delluc, the moneylender offered me a rather dangerous business: to go to the bay of Le Marin in the evening, to recapture a Spanish prisoner destined for transfer to the English from the pirates and deliver him to him. Go to the "rendezvous" should be on foot through the jungle
Passage of Corsairs To each his own. Scarce goods
One of the guards guarding the entrance to the French port asks Charles to bring him a bottle of European wine. The guard can be handed over to the head of the fort for 1000 pesos, the quest is then closed. Wine can be bought from any hawker for 700 pesos. The next morning we find the quest giver and hand over the wine, we get 1000 pesos. The guard asks Charles to get more wine, no less than 10 bottles, and no more than 60. For each bottle, 1000 pesos are offered, the wine must be brought within a week. We turn to the shopkeeper, we talk about wine. He replies that he does not have large parties, but for a fee of 1000 pesos, he advises you to contact the owner of the store. The merchant is silent and does not talk about any wine. We return to the shopkeeper again. Don't be rude to him! We politely ask how it happened. For another 2000 pesos we get a letter with which we again go to the merchant. Now he agrees to sell us wine. Important! To buy 60 bottles, you need to collect 30,000 pesos, so it's best to complete this quest before going to the shipyard and buying a lugger.
Passage of Corsairs To each his own. Spanish engineer
Ask what needs to be done - to persuade the pirates to give the Spanish engineer, who is a friend of the pawnbroker. Pirates should be expected in the bay of Le Marin from 21-00 to 24-00. Follow through the jungle in the following way - left, right, right, straight on the only path. Go to the water, on the right there will be pirates with a Spanish engineer. Talk to them, kill the two pirates, then fight the incredulous Spaniard. After defeating him, talk to him again.
From the log: The pirates really turned out to be intractable, and I had to deal with them. The Spaniard tried to get rid of me by removing a saber from the corpse of a pirate and engaging me in battle, but I quickly calmed him down. Strange, but the Spaniard claims that he does not know the usurer ... However, this does not concern me. Now you need to take the prisoner to Saint-Pierre.
In the city, you should avoid meeting with the guards until I take the Spaniard to the usurer's house, otherwise trouble will not be avoided. You can’t go to the city until night, because. there will be guards at the gate. Follow the pirate town, go to the tavern and rent a room until nightfall. Or just wait until after midnight. Go to St. Pierre, enter the city - the gates are not guarded. Nevertheless, officers are walking along the street - avoid meeting with them, get to the moneylender. Talk to him, get Folke's receipts. Go to the prison, show the commandant Folke's receipts. Your navigator will be brought to you. Talk to him, leave the prison, hoping to get on the deck of a new ship. At the city gates you will be met by a funny type - Walter Kutcher. He told me that Cesare Craig, owner of the pirate tavern Le François, wanted to use the hold of my ship to transport a shipment of wine to Guadeloupe and was ready to pay ten thousand pesos for this. It would be foolish in my position to throw around such proposals. After equipping the ship for sailing, I will immediately go to Le Francois. Having agreed, go to the deck of the ship, press Enter and go to the cabin. Folke Delluk is on my team. I need to take him to my ship and hold a meeting in the cabin - perhaps Folke will tell me something sensible. Talk to Folke, disembark. It is necessary to purchase for my ship at least 100 pieces of cannonballs, knippels and bombs, 100 portions of buckshot and gunpowder for 200 shots. 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. Follow the port of Le Francois, disembark, go to another location and enter the pirate village. Talk to the innkeeper, he will say that he did not send anyone to you. 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. Use the "TAB" key to point the guns until the sight changes and shoot. 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. The fight was not easy, but I managed to win it. I think what happened will serve as a good lesson for me. Well, now you can breathe easy and finally go to Guadeloupe.