Walkthrough "To each his own" (quests). Walkthrough of the game "Corsairs: To each his own." Walkthrough of the game Corsairs: To each his own - Kaleuche "Return of the Baron", "Island of Justice" and "Dive"

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

Cherishing dreams of a mountain of gold and glory, I set my ship towards Cayman. Along the way there were pirates and Spanish patrols, but they would never catch up with my swallow. Arriving on the island, three days earlier than expected, I decided to inspect it for profit and other hunters, like me. As soon as he landed on the shore, the sailors immediately ran up. It was clear from them that they had not eaten for several days and were very happy to see my ship. They asked to join me in my service, but I recruited sailors at the Tortuga tavern and I did not have room for them. Well, I didn’t leave them there on the island with empty hands and stomach. He ordered his sailors to provide them with a boat, medicines and provisions. This would be enough for them to reach the crowded shores of Cuba, and he himself headed into the interior of the island. After several hours of searching, I discovered the entrance to the cave. There was an empty chest in it, and in the cave itself there was a disgusting atmosphere - it smelled like a curse, so my bodyguard and I hurried to leave it quickly. Having examined the entire island, I returned back to the ship. There is no trace of those sailors, apparently they decided to try their luck and try to swim to the mainland or to Cuba. Good luck to them with that.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

"The Gascon's Burden" - story quest

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

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

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

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

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

"Dutch Gambit", different options for passing

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

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

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

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

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

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

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

The end is near...

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

The final

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

Approach Eddie and ask him about Nathan Hawk. However, he does not know him, but assumes that he is with the narwhals. You can return to the Fury ship. Approach the door through which you can enter the street and go through. This will take you to the stern. Find a ladder that will take you to the observation deck. This is where Shark walks in the evenings.

You can return to the ship and go to the far part of it. Look to the right and find a ladder that can take you to the next ship. Walk along it and climb onto the Eva. Turn left and go through the arch. Once at the bow, go to the bridge that you need to cross to get to the other ship. Once there, find the store sign and go there.

Continue through the game Corsairs: To Each His Own and approach the White Boy. After you talk to him, go to the seller and discuss the issue of long-range weapons. But he will tell you that hunter Adolphe Barbier had already approached him with the same question. He tried to sell his machine gun with a scope, but he couldn’t handle the weapon, so he didn’t buy it. Find out from the seller where you can find the hunter and go to meet him. Don't forget to finally chat with the White Boy, who will immediately ask you for a white bead.

Approach the merchant and ask about it to find out that the guy means large pearls. In order to get it, you need to kill a huge crab and remove this bead from it. After you give it to the guy, ask him about everything. He will tell you how to knock on the door of the hold in which Nathan is sitting. It turns out that he is still alive, but very bad, and it was he who saved Ole. He can be found on the ship "Fernando", located in a roadstead far from the shores of this city. To get there, you can swim on water. And to get the sculpture, you need to be able to move along the bottom, like Henrik. This guy is an old friend of Ole's who can teach you this.

Now, in the walkthrough of the game Corsairs: To Each His Own, you need to get to the ship Carolina, on which Giuseppe Fazio, the island’s diplomat, who knows the access passwords to two warring clans, is boarding. In order to get there, you need to get to the bridge, near Admiral Shark's ship, and walk across it. Once there, talk to Giuseppe and ask about the passwords. But he won’t tell them just like that; you need to pay 50 doubloons.

Return to the previous ship and head right, past the narwhal ships. After a while you will see the ship “Fernando”, which has already gone far away. I advise you to go around it on the left side and climb on board. Go to the door and knock on it. After talking with Nathan, he will offer to tell the story of the original part of the game. If you haven't completed it yet, be sure to do so.

Since you have two more unused potions, you shouldn’t give them to Nathan yet to be on the safe side. Continue the passage of the game Corsairs: To Each His Own and go around the Shark's ship on the left side, go to the board along which you can get to the ship, and do this. Then go to the tavern.

In order to get into it, you need to move to the Santa Florentina and find the guard who lets people onto the ships belonging to the rivados. They all give passwords. If you don't have one, then turn left and find another crossing to other ships. Go there and move to the next ship "Fleron". This is where the entertainment establishment is located.

Once inside the tavern, find the owner and ask him about Mary and the Cyclops. It turns out that Mary is the wife of the deceased Alan, who wants to take revenge on the Shark for the death of her husband. And the Cyclops is a man who can’t stand corsairs. When you ask about Barbier, you will find out that he has not been seen here for several days. The last time he visited the tavern was with his friend Giuseppe Fazio.

After listening to everything, go to the Carolina and find Fazio there, sleeping peacefully in his cabin. Talk to him and find out that Barbier settled with him and took his fitting, which was pawned. You will also learn that Barbier bought one of the cabins, which is located on the Santa Florentina. It will also become known that this character often visits the city, and comes home only in the evening. So it wouldn't be surprising if Adolf was tasked with eliminating the Shark.

Continue with Corsairs: To Each His Own and wait until evening to visit Adolf. You can go to the tavern before this so that the time flies by. Then head to the Santa Florentina and go through the doors in the bow. Find Adolf and chat with him. It is worth noting that you will have to eliminate him now, and then examine the corpse to find the message. Read it and find out that Adolf had an accomplice.

Try to hide the body as quickly as possible and go to Adolf's cabin to see his accomplice. After a while, Marcello the Cyclops and Mary will appear. Come out of hiding and chat with them, and then destroy them. After examining the bodies, find a message written by Chad on Mary. You can go to the tavern and stay there until dawn, and then approach the Shark. Tell him everything to receive a reward of 500 doubloons and the location of the island, with which you can easily find the admiral by returning for him on the ship.

Now, in the passage of the game Corsairs: Each to their own, you should go to Fazio, who has settled down on the Carolina, to purchase from him for 50 doubloons the password to the ships under the tutelage of the narwhals. In order to read the password later, simply open the magazine. Then you can go to the ship where there is a store to go through it to the narwhal ship. After you write down the password, go through the door that is furthest away.

So, you will find yourself near the door, which should lead to the city, but after passing through it, you will find yourself at the bow of the ship. Find the next door leading to the cabin and go through. When you see Henrika, talk so that you can repair the diving suit. However, first you need to find 10 pieces of unknown metal.

It can be found in chests that are located on ships under the command of Rivados. However, they are all closed. So in the further passage of Corsairs: To Each His Own, you need to use the services of the White Boy, who will help open them. Simply because he has the keys, which he will happily trade in for 5 large pearls. In order to get them, find an Indian on the ship selling them.

When you meet him, start a conversation and ask how he ended up here. Only after this question a selection of goods that he sells will appear in the menu. If there are not enough pearls, then just wait until the next day and approach the Indian again, who will already have an updated list of goods. After collecting all the pearls, give them to Ole, who can be found in the store.

Having received all the master keys, head to the ship where Chimiset was rescued. Go down to the cells and go to the door that is the smallest in size. As soon as you approach it, the passage will immediately become clear. Go through and find a skeleton there chained to the wall. There will also be a chest next to it. Open it and take the contents, including the key.

You can walk around the ships of the Rivados and the Admiral, open the chests and find the required number of pieces of metal in them. Don't forget that you need to collect at least 11 pieces of platinum. It is worth noting that during the passage of this task in the game Corsairs: To Each His Own, you can find several pieces of metal in the broken part of the ship on which Nathan Hawk is located. After you find the three parts, head to the Velasco ship. First, go through the ship you were on at the tavern. Go out onto the deck above and find the doors. You need to go to the one that is located to the left of the wooden plank along which you got here. After going through this door, you will find a chest. Open it and take away the small change, but there will be no precious metal in it.

But you shouldn’t leave this room, because behind the drawers on the left there is a second chest in which 5 pieces of platinum are hidden. After the last three, you can go to Admiral Shark's ship. You need to get to the door that is located on the tier where the admiral himself sits. Go to the other side and find a chest there. Open it and take out three pieces of platinum. Continue the passage of the game Corsairs: To Each His Own and go to Henrik to give back the loot. Then he will tell you to come back in a few days.

After waiting a certain time, sitting in the tavern, go to Henrik again. After the conversation takes place, it turns out that he did not have enough metal, so he needs to get 4 more pieces. Hurry up to get on board the Tartarus ship and approach the cage in which Chimiset was imprisoned. Find a door near it; as soon as you approach it, the passage will open. Having climbed into the room, you will see another skeleton, next to which there is a chest. Take from your inventory the key that Ole gave you and open the door with it.

After opening the chest, take platinum and a decent amount of doubloons from there. Return to Henrik and give the items you found. He will ask for a little time, you will agree. After you have waited a certain period of time, return to the mechanic and talk to him. Now he will give you instructions. After reading it, you will learn that there is enough air for four hundred seconds, and that only one dive per day is allowed. Also, before loading, you need to give him a suit to fill with oxygen.

Dive

Get on the Phoenix ship and go to the cabin. When you see a suit, you need to get closer to it and wait a little. Then open your inventory and notice that it appears there. You can leave the room and go to the hole in the deck, near which there is a rope. It is with its help that you can go down and up. Continue through the game Corsairs: To Each His Own and open your inventory, click on the suit to put it on.

You can go to the cable. If you did everything correctly, then dive under water. Immediately find the desired vessel and on the right side of it there is a chest in which a lot of valuables are hidden. It can be opened with the key found earlier. Swim to the ship's rift to find a sculpture there. But it is guarded by giant crabs.

In order to get them out of there, you need to get close and then return to the rope. The crabs will follow you, you just need to constantly control them. After you have taken them a decent distance, run to the ship. This will keep you away from the giant crabs. Get close to the statue, but you will see that it is not functioning yet. Remember the words of Ole, who said that the sculpture is inactive between 8 and 10 am. There is nothing to do, you need to return to the mechanic.

Now, in the passage of the game Corsairs: To Each His Own, you need to give the spacesuit and head to the tavern to while away the time there until the morning. Then go up to Henrik again and take the spacesuit. Having put on it, immerse yourself. Run to the sculpture, which is currently in activity. Click on it to move to the village.

When you notice the Indians, follow them to the sculpture. Click on it again to be taken to the stone statue from which this journey began. After meeting Dani, chat with him and meet Snake Eyes. After talking with him, you will receive a request, which is to return his tambourine. It can be found in one of the chests on the Island of Justice. Return to the ship and set course for the Blueveld.

When you meet Jan Svenson, chat and purchase a ship from the shipyard. If you don’t want to spend money, then just buy it from the corsairs. I advise you to be careful during the purchasing process. So first allocate a slot for a ship, and then make a purchase, because otherwise you will be replacing an old ship with a new one. Continue with Corsairs: To Each His Own and head to the port office to park your frigate there.

Then open the map and sail towards the Island of Justice. Having landed on the shore, you will meet Ole, who needs to be taken into the team. Then go up to Admiral Shark and talk to him. Try to convince him to board the ship. Then find Fazio, from whom you need to find out the narwhal password. Go to Henrik using the password you received to return his diving suit. He will thank you and give you a set of tools. He will also say that you can use the spacesuit for a fee.

Head to the Fernando ship and find Nathan on it. The video will start, watch it and go to the Eva ship. Go down into the flooded hold and find a chest there in which the shaman's tambourine is hidden. That's it, now you can safely hit the road. Having reached your destination, go onto the admiral's ship and go down to the water. Look around and find the active point. It can be recognized by its icon that resembles an anchor. This way you can get to your ship.

Continue the passage of the game Corsairs: To Each His Own and head for Amatika, disembark and go to the shaman to hand him the found tambourine. He will reward you with a revolver loaded with three bullets. But he won’t tell you how to make them. So you'll have to figure it out yourself. He will only note one thing: on the Island of Justice you can find a special device with which you can create bullets. It is in one of the ship chests. Then give the Indian his pipe and chat about Nathan. He will promise you that he will heal the white captain within a month.

Get out and get to your ship, open the map and sail to Jan Svenson. After the admiral says that he is heading in his direction, join. Talk to Ian about trying to persuade Barbazon to vote for the Shark.

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

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

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

  • The mystical macroquest will take at least 6 in-game hours;
  • The newest unique military galleon is a 1st class ship;
  • New unique melee weapon – katana;
  • A new unique firearm – a two-shot pistol;
  • New unique armor – Lamport suit.

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

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

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

Reward: military galleon “Flying Heart”, double-shot pistol, Lamport costume, potion from the shaman, katana.

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

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

To begin the passage of Corsairs: To each his own - Kaleuche in one profile can be obtained “Strange Amulet” in any way. It will end up in your hands anyway.


So, you have a “Strange Amulet” in your hands. It is necessary to find out what its purpose is. Who can give a hint? Naturally - lighthouse keepers. You can also give orders for amulets to them. Visit three lighthouses - Santiago, Guadeloupe, Cartagena. In any case, one caretaker will tell you how the amulet appeared in the Caribbean and that Charles is already the third person to show this thing.

However, only one person can know how to use the amulet. This is a shaman of the Carib Indians. The tribe lives in Dominica. Make no mistake, the Indian doesn’t talk to anyone. In order for him to start communicating with you, you need to give him an offering. And he only accepts firearms. This is not a simple pistol, but a real combat musket or naval carbine.

When you get something useful, go to Dominica. Find a Carib village deep in the jungle. In one house you will find a shaman, talk to him. When he recognizes his amulet, he has to find the other two. Passage of Corsairs: To each his own - Kaleuche continues.

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

In the captain's cabin "Kaleuche"


Don't try to hammer the undead captain. He doesn't care! After a while he will stop and start a conversation. The captain will say that he and his crew are immortal. He attacked because he needs a strange amulet that you possess.

Well, start fighting him again. As a result, you will fall unconscious. You will come to your senses on the shores of Dominica. As for health, he is in the red. A sailor from your ship will run up to you, or a girl if you managed to complete the Pirate Saga. From the conversation you will learn that your team was able to drag your body from the ship. But your ship was sunk in just one salvo.

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

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

Hint: Ships such as Mirage, Meifeng, Valkyrie can escape from the ghost ship. However, you feel sorry for them, or for some reason you will not be able to access them. Pay attention to small class ships, but not commercial ones.

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

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

Barbados

You need to ask the port department about Jack-Jackson. When asked what the name of his shebek is, answer “Harpy.” You will be told that this captain is now in the service of the Dutch West India Company. That's where you need to look for him. Travel to Curacao. At the GVIK office, you will find out from the one who sells trade licenses that your Jackson operates regular flights between Port Royal and Phillipsburg. Find the desired ship on this route, send a boat to the xebec.

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


Belize

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

He would gladly give the amulet, but local bandits robbed him. Long story short, the amulet was stolen along with Hooper's other belongings. Go to the prison commandant, but there you will not learn anything except that the bandits have assistants in the city. We'll have to tackle the white stuff ourselves.

Rumble around the houses. So in one you will find a suspicious type. Kill him, search the body and find an interesting note. Wait for midnight, blow into the jungle. In the next location you will meet bandits outside the city gates. Give the note and receive an invitation to the case. This is a merchant robbery.

To complete Corsairs: To Each His Own - Kaleuche, you must agree and help them. At the next dialogue, you will receive another invitation to the case. It will happen in three days. You will also learn that the gang is located nearby in a cave. The next day, also at midnight, go into the cave, there will be a cache there. Find the amulet, Lamport's suit and other rubbish. Two bandits will discover you. You'll have to kill them and go to the shaman, running away from "Kaleuche" along the way.

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

Jade Skull

So, you need through Yum Simila. At the moment he is with Joaquim Merriman. Blow to Willemstad. The Portuguese rented a room there. Don't rush anywhere at the pier. A monk will run up to you and tell you that Merriman has disappeared. The owner of the house in which he rented also disappeared. Plus, strange things happen there at night. However, the soldiers found nothing.

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

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

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

Nobody saw him in the city. We'll have to look for him. At the cemetery, approach the caretaker. Press on him, then you will find out that Joakim is sitting in the crypt and quietly stealing corpses from the cemetery. Take the key and go for the skull. Go into the crypt, walk past the coffins, go through the door.

You find yourself in a cave with a series of grottoes. We need to clear out skeletons everywhere and find Merriman. You will find him in the room with the throne. Talk to him, watch the transformation from a human into a nasty undead. First, fight off the summoned Chavinavi, then the jaguar warrior, as well as Joaquim, who joined him. When Marriman falls, the Chavinawi himself will die. Search the corpse of a Portuguese subject. Take the jade skull from him. Don't forget to also search the cave and take the Easter chest. Continue with Corsairs: To Each His Own - Kaleuche.


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

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

So, you have found Hael Roa. You must leave the skull of Yum Simil on it. Go to the depths of the island, where the temple is visible. Climb to the top, come in. When you get to three passes, you need to choose the middle one. Go up the stairs. Next, you need to navigate by the “skull-sun” sign. Focus on the sun, killing skeletons and Chavins along the way. When, during the passage of Corsairs: To Each His Own - Kaleuche, you open the door, you will find yourself in a room with teleporters. Go to the right one. Further there will be only one road. All teleports are correct. After entering the last teleporter, you will find yourself in the sanctuary. The Chavinavi leader will approach you there.


Hint: the leader will start bombarding you with questions. The answers to them were in the shaman’s story, which you had to listen to carefully! If the answers are incorrect, at least one of them, then the leader will attack you. If you do not make mistakes, you will receive the skin of a leopard warrior.


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


Here it is, the chilling “Kaleuche”... ours!

Do you think that the walkthrough of Corsairs: To Each His Own - Kaleuche is complete? Not so! We need to return to the shaman and give him the amulets. You will receive a task - deliver 15 mangaros. From them he will prepare a potion for you. You can bring everything to him at once. You can, as you find it, in fives. As a result, you will receive three potions: a stamina potion, a reaction potion, and a potion of your choice. As soon as you receive the potions, say goodbye to the shaman, who will go to comprehend the wisdom of his ancestors.

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