Corsairs to each their own porto bello how to get through. Walkthrough "To each his own" (quests). Walkthrough of the game "Corsairs: To each his own." "Dutch Gambit", different options for passing

Walkthrough of Corsairs To each his own. Guadeloupe
Press Enter, go to the world map and sail up from the island, north, to Guadeloupe. Time can be accelerated by pressing + NAM. By pressing TAB you will have maximum view of the map. Moor near the city, next to the church find Fadey’s house - that’s what it will be called when you approach the door. Talk to the man, say that you are from Michel.
From the magazine: The conversation with Fadey took place. I didn’t receive any money from him, but I did get hold of some rare dagger. Not an equivalent replacement for money, but better than nothing. Now I'm going back to Saint-Pierre to my brother for further instructions.
We are sailing to Martinique to visit our brother.
From the magazine: Well, it's time to really get used to the role of a sailor. My dear brother gave me three whole months for this. Unheard of generosity!.. Poor Lulu! She definitely won’t wait for me to return... Although, I must admit, Lulu is the least of my worries lately. But Michel’s meaningful hints about some kind of “adventures” are very alarming. My beloved brother definitely doesn’t say much, and a lot. Well, okay, my time will come... It seems that Michel considers me completely worthless, judging by the patronizing and moralizing tone of the last conversation. Damn it! Now more than ever I want to wipe the nose of my arrogant brother. We'll see! And now, perhaps, it’s worth paying another visit to Fadey, but not delaying it. Let the fat man help me out a little and help me with my work, since he so shamelessly cheated Michel with his debt.
From the magazine: Fadey agreed to help me find a job. True, they couldn’t do without teachings either - when will they end?.. You need to come to the local store tomorrow and talk with a certain Gerard Lecroix. I need to deliver a cargo of bombs and gunpowder to the fort of Port-au-Prince, on Hispaniola. The freight charge will be five thousand pesos. However, according to Lecroix, this is only the first and easiest stage of my task. I will receive further instructions from the Fort Commandant.
Swim left up to Hispaniola. Moor at the port of Port-au-Prince, which is approximately in the western part of the island. Exit into the jungle (the gate is on the far right side of town as viewed from the pier). Turn right, run to the fort and go down. Go to the armory and talk to the commandant. After receiving 5,000 pesos, find out the next order.
From the magazine: The commandant of the fort of Port-au-Prince gave me a responsible task: to urgently deliver a batch of naval guns for the re-equipment of a certain frigate “Militant”, which is currently cruising off the coast of Porto Bello. I have no more than two weeks at my disposal. You should hurry!
Swim there as soon as you receive the task, swim out immediately. Most likely, you won't be able to swim far, because... you will be attacked by the same Spanish interceptor over and over again - wait for it near the fort and sink it with the help of your allies. Or move away from it not on the map, but along the sea at acceleration, as soon as it disappears from sight, open the map. Then sail down to the shores of southern Main. Porto Bello is an enemy port, so sail a little west of it and go out to the open sea. When the alarm goes away, swim up to the Warlike ship and send a boat to it. Talk to the captain of the Warlike ship and agree to help him with reconnaissance. Now I have a task for 250 doubloons, from Florian Choquet. You need to get to Porto Bello and find out why the Alacantara galleon, which Choquet is hunting, is not preparing to go to sea, and what happened to the agent named Sylvain Laforêt, or Jaime Silizio. The necessary informant's name is Jaime Sicilio, he is a merchant. The galleon is named Alakantara. You need to get into the city at night, through the jungle. Time - no more than two days. Sail into Mosquitos Bay and disembark. Wait until night. From the beach, go like this - straight, left, left, on the right there will be a gate to the city. Enter the city, carefully make your way to the far left side. A bridge will lead to the shipyard; opposite the bridge there is a corner house - a tavern. Enter there. It's not worth talking to the innkeeper, because... he will call security and the scenario will change a little. Find a drunk here who will offer you a drink. Agree to have a drink, then ask about the news in our area. He will begin to talk about the captured spy - ask him until the last minute until an entry appears in the journal. Now you need to find some inconspicuous person who needs money. Beggar! Rewind time to 12 days or a little later, find a beggar in the city and offer him to earn money. Hide around the corner, rewind the time to 23-00 or later, go to the shipyard on the pier and find out the information obtained by the beggar. Return to the jungle, to the shore of Mosquitos Bay, swim to the Inspired ship and report the information you have learned to Captain Shoka. But if you decide to ask the innkeeper, then.
From the magazine: Damn it! You had to be so careless! The damned tavern keeper, as soon as he heard about Jaime Silizio, called the guards. Now the whole city is worried. I'll have to go to Florian Choquet without a sip - I wish I could run away...
Next, Florian will ask you to come later, you come, and he gives you another task.
From the magazine: I have another order from Florian Choquet. It is necessary to sink the barque "Puebla" with a load of ammunition, going from Cartagena to Porto Bello. If I do this, I will greatly facilitate Choquet's operation to capture the galleon Alacantara.
Swim along the coast of Maine to the right and meet the same ship. Attack him, sink him or board him - it's up to you. If you are going to sink it, first use nipels to slow down the ship, and then bombs. If boarding, then knipel, then buckshot.
From the magazine: The task set by Florian Choquet has been completed! Now I should go to Guadeloupe, to my old acquaintance Gerard Lecroix for a reward and another monetary task.
Next, sail to Guadeloupe, enter the store and talk to the merchant - Lecroix passed through him your reward - 400 doubloons.
Talk to Fadey in Guadeloupe. Ask about the thieves, find out about the captured Indian and the stolen collection of sabers, which, if found among merchants on the islands, will need to be ransomed. Go to the prison, talk to the commandant so that he will let you see the Indian. Go deeper through the entire corridor and talk with the Indian standing behind bars. Return to the commandant and ask what needs to be done to free the Indian - you need Fadey's consent. Go to Fadey, talk to him. He asks you for a penalty of 150 doubloons. Say that the man fell out of his mind to ask for that kind of money. The amount is now 100 doubloons. Find and give Fadey 100 doubloons, go to the prison and give the note from Fadey to the commandant. Follow to Tichingit's cell and report that the Indian is free. In a conversation with him outside the city, agree to accept the Indian into your team.

Open the map and navigate to the shores of Guadeloupe. Having dropped anchor, go to Fadey’s house, which will be indicated by a sign of the same name. Chat with the man you find inside and tell him that Michel sent you. However, he will not have any money and will reward you with a saber. Don’t forget to ask him about any questions that interest you. Then go to the prison and talk to the commandant. You need to get permission to visit the Indian.

Continue through the game Corsairs: To Each His Own and go inside the cell to talk with the prisoner. Afterwards, return to the commandant and find out from him what is needed to release him. It turns out that it was simply the consent of a certain Fadey. You can go to him and chat. At the end of the conversation he will demand 150 gold. But you shouldn’t immediately agree to this amount, because he will later reduce it to 100. You can go to the moneylender and buy several precious stones from him. But you won’t have enough of a couple, so go on the ship and start traveling to the island of Martinique to get two more missing doubloons there.

But you don’t have to try too hard, because you won’t be able to free the prisoner yet, so after landing on the island, you can find Michel and talk to him. It turns out that Fadey did not give you the original ancient saber. He also notes that you need to take a task from him. Now in the Corsairs walkthrough: To each his own, go to the tavern and talk to the innkeeper so that he can help you select a new team. Then return to Guadeloupe and find the cunning Fadey to return 100 gold to him.

Afterwards you can give the receipt to the commandant and release the red-skinned Tichingita from captivity. Chat with him and persuade him to join your team. Head to the church and talk to the priest, it turns out that he was robbed. You can offer your services. Now, in the walkthrough of the game Corsairs: To Each His Own, you have to complete the quest. So head to the tavern and ask the owner about the church robbery. He doesn't know anything.

Go to the table and chat with a fairly drunk man. It turns out that this was done by a local gang of thieves who are hiding in the jungle. Move there. As soon as you find yourself at the fork, turn first left and then right. Be careful, because you will meet three people in the thickets. Approach them and chat. They will offer you to purchase the loot for a small amount.

Caribbean customs

As soon as dawn comes, go to the shop and talk to Gerard Lecroix. After that, visit the tavern and get some sleep. Go back to the store and talk to Gerard to receive a task from him, which is to transport the cargo to the port of Port-au-Prince, located on the island of Hispaniola. Open the map and start sailing.

After landing, head into the jungle. When you reach the fork, turn right and then head towards the fort. There you will meet the commandant, go up and talk to him. As soon as you earn 5000 gold, you can take on the next task. It consists of transporting 15 cannons to Porto Belo, where the frigate owned by Florian Choquet is located. It's worth noting that this is located near South Main Island.

Be careful, because along the way you will be attacked by one of the Spanish interceptors. Let it sink and continue swimming. Since the port you are heading to belongs to the French, you need to move a little west of it. After things have calmed down, slowly approach the Warlike One. After talking with his captain, agree to help him in the reconnaissance operation. Now you can head to Mosquitos. Once you arrive, expect darkness to fall. Make your way into the city and move towards the shipyard.

When in the passage of Corsairs: To Each His Own you find yourself near the bridge leading to the shipyard, then look into the tavern. Find someone here willing to buy you a drink. Then find out from him about the latest news that happened in the area. It turns out that a spy was recently caught here. Then he will ask you to find a beggar. Wait until morning and go into the city to look for him. Having found a beggar, offer to earn a little extra money by finding out something for you. Then head to the pier and wait for it to find out the information obtained.

After listening to him, return to the ship and set course for the Inspired ship to tell Captain Shoka about everything. Also take the next task from him, which is to board the ship "Pueblo", which is transporting gunpowder to the shores of Alacantara.

I advise you to take a course along the shore of the Main, where you will meet him. In the further passage of the game Corsairs: To Each His Own, you should intercept the ship, and then head to Guadeloupe. Go ashore and go to the local shop. Find a merchant in it from whom you can get honestly earned money. Then you can start transporting goods that need to be taken from the owners of local shops.

Dishonest competitor

After you enter the store, go up to the merchant and take the task from him, which is to bring Robe Dumas from the tavern. Agree and go to the entertainment establishment. There you will find a man wearing a mask and hat. After talking with him, return to the shop and convey the essence of the conversation. After you deliver the letter to the address, you will receive a small reward.

As soon as he offers you to find Lara’s competitor and force him to close the shop in which he sells contraband. Continue through the game Corsairs: To Each His Own and return to the tavern to tell it that you are looking for cheap products. You will immediately receive a proposal for a meeting, agree and head to the indicated building. Wait for him and move into the building. Afterwards, you definitely need to inform him that a detachment of soldiers is already waiting outside the door. In order to escape, he will offer you a bribe of 10,000 gold. Take it.

When the smuggler disappears, head to the shop and tell the merchant that the competitor is no longer there, for which you will receive another reward in the amount of 15,000 pesos.

Girl in the jungle

You can meet this character in Guadeloupe. She will run away from three bandits and ask you for help. After you take the girl home to Basse-Tere Island. It turns out that her father, the owner of one of the local shops, wants to marry her to a moneylender. However, her heart belongs to someone else. It is worth noting that if you deliver the girl to the address, her father will reward you in the amount of 7,500 gold.

The Gascon's Burden. Continuation

Now you should return to the island of Martinique to visit Michel, who is still in prison. After you talk to him, he will offer you to choose from several options for the development of events:
- become a member of the West India Company located on the island of Curacao;
- become a member of the British Navy;
- become a member of an unknown organization located in Barbados.

Dutch West India Company

Start passing this storyline in the walkthrough of the game Corsairs: To Each His Own by going to Curacao. Anchor offshore and make your way to the location where the GVIK headquarters are located. You can recognize them by a rectangular sign with the corresponding inscription. Be sure to let them know that you want to work for them. Then climb to the second floor and find Lucas Rodenburg there. After you talk to him, you will be the first to receive a task to complete.

First task. Escorting Balthazar

Having received the installations, head to the port office of Willemstad, where you need to find and chat with Ridderbock Baltazar. Then you can go out to the open sea again, but very carefully, because the Fierce One will now begin to overtake you. Since he controls a fairly powerful ship, it is almost impossible to escape.

I advise you to go through this battle in the game Corsairs: To each his own, get to the fort and sit there, because this is the best position of all. After you have repelled the enemy attack, head to the island of Sant Martin and find Balthazar in the city. Afterwards you will be rewarded and can safely return to Curacao. Disembark and go to the GVIK residence and report on the completion of the task to Rodenburg.

Second task. Acevedo's secret letter

Now you will have to visit Cuba and find Don Simono in Santiago to give him some documents. By the way, this person holds an important position in the bank. Start your trip to Cuba and try to avoid being seen by the Spaniards. I advise you to anchor on the right side of the cape, and then gradually move towards the bay called Anna Maria.

Once on the shore, continue the passage of the game Corsairs: To each his own and go to the city gates. It is worth noting that you do not need to go through them around 00:00, because there is security there. As soon as morning comes, go to the bank, located in the alley opposite the residence. Find Simon there and talk to him. Then he will ask you to come back tomorrow. Now be prepared for the fact that as soon as you cross the threshold of the bank, you will immediately be stunned.

When you open your eyes, you will see your opponents, but you shouldn’t tell them everything right away. Wait for the leader to leave. You are now under guard. As soon as one of them leaves his post, quickly run up to the chest and take out the harpoon from it. Then use it on the enemy and get out of the room.

After taking a few steps, you will stumble upon Veron, also use a harpoon on him, and then go down below. Once on the first floor, find a chest there and take all the things that were taken from you earlier. You can get out of the building and head to the bank.

Find Simon there and pick up the reply message. He will tell you that some person must certainly die. You can get out of the city and climb aboard the ship. Once on the ship, head to the island of Curacao.

Third task. Fleetwood

After you once again find yourself at Rodenburg’s in the passage of the game Corsairs: To Each His Own, you will be puzzled by the fact that he will let you go for a week. In the meantime, you can deliver goods to stores or the port. After your rest, go to Rodenburg again and take on the next task. Then head to the port office and deposit your ship. It is worth noting that this will be completely free.

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

October 18, 2014

"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. Completing To Each His Own may take you tens, even hundreds of hours, because life here moves slowly, and if you want to enjoy it, you don’t have to rush. 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 "Corsairs: To Each His Own" project, completing quests that are not related to the storyline 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 the island of Tortuga 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 it - your “millionaire” brother Michel will also want wealth, betraying you and practically killing you. But here you can take revenge. First you will have to fight the Indians, and then Michel himself, who is the main boss in the game. Everything will become more difficult every minute, since you will already be fighting with everyone at once, including your brother. Well, everything will end, naturally, with your victory - if you have a real artifact in your hands, then you will need to finish off Michel, and then the final video will start. But the game 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.

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