Corsairs to each their own. Walkthrough “Corsairs: To Each His Own.” Pirate saga Corsairs to each their own pirate saga did not have time

Walkthrough of Corsairs To each his own. Pirate Saga Part 02
Sail to Cartagena, we enter at night, through Coveñas Bay, you can hide in the prison, follow to the tavern to find out where to find Enrique Gonzalez. This is the Hangman. The bartender will tell you that Enrique's house is located near the port office. Follow him, try to scare him, or talk politely. The result will be the same, but with the first option, Enrique will need to be killed. Wow, this is not the same Enrique! There was a mistake... Follow to the church (it's around the corner), order a prayer service for the wife of Henry the Hangman.
From the magazine: Live and learn! He is no Enrique, and certainly not Gonzales. We urgently need to visit old Alvarez. I bet you that this is our Henry the Hangman.
From here you will learn that Henry, aka Alvarez, lives at a lighthouse near Cartagena. Head there (leave the city and run straight to another location), learn a lot of interesting information in the conversation. For Henry, this conversation becomes the last. He will give you a ring and a chest of money.
From the magazine: Poor Hangman! The old pirate's heart could not stand it. But now Jackman can’t get to him. May you rest in peace. Lord, the soul of this tramp.
So what I managed to find out:
1. Helen Mac Arthur is the daughter of the pirate Butcher, who was hanged in St. John's twenty years ago, captain of the frigate Neptune, on which the current pirate baron of the Leeward Islands, Jacob Jackman, was the first mate.
2. The former executioner of St. John's knows something of interest to me.
3. Gladys is Helen's adoptive mother, but the girl may not know about this.
4. Henry was the boatswain on the Neptune and was supposed to give Gladys the gold from Butcher for child support.
5. As a password, he had to present the captain's ring, which the nurse had to identify. I wonder if she will recognize him after all these years.
But first you need to consult with Svenson. I will not return to him empty-handed.
From the magazine: Hurry to Blueveld, go to Jan and tell him everything. I told Jan Svenson about the death of Henry Hangman and his last words. But in order to shed some more light on this complicated story, I should try to talk frankly with Gladys Mac Arthur. I think the ring received from Henry will play a role in this matter.
Ian will invite you to talk to Helen's mother. Talk to her, she will thank you again. The conversation with Gladys took place. Mrs. Mac Arthur did not deny the words of Henry the Hangman. From her I also received a certain piece of an old map that belonged to Helen’s mother and was, in her words, “an inheritance.” Gladys is sure that this is a bad joke, but my sixth sense tells me that this is not so... Perhaps I will visit Jan Svenson one more time... Go to Jan again, show me a piece of the map. When he sees, he will understand that his worst fears are coming true. Helen is the daughter of Beatrice Sharp, and this part of the map is the inheritance. You need to find the second half of the map, after which Helen will become the rightful owner of Sharp Town. Next there will be a slightly different quest.
From the magazine: It's getting more and more interesting. Helen Mac Arthur turns out to be the only heiress of the entire island! True, in order to confirm the rights to the inheritance, you need to find the other half of the map, which belonged to Blaise Sharp, the adopted son of Helen's grandfather. It is noteworthy that Blaze was recently killed - I am sure that Jackman's thugs were involved in this. Svenson said that Helen wants to join me as an officer... Well, she’ll probably be safer on my ship, because now it’s very clear to me what will happen to her if Jackman gets his hands on her. I'm going to the Mac Arthurs' house. Helen is one of my officers. I never would have thought that I would have such a wonderful girl under my command. And now we just have to wait for Jan Svenson to develop his own plan, known only to him...
Walkthrough of Corsairs To each his own. Shark hunting
Three days later, Jan Svenson gives us a task.
From the magazine: It’s just that desperate religious fanatics were not enough for me to be completely happy! But there is nothing to do, you will have to communicate with Zachariah in any case. First of all, sail to Cuba. Moor at the port of the pirate city of Puerto Principe.
Go and talk to Baron Zachariah.
From the magazine: I took away two things from my conversation with Zechariah; the first is that the search for the Shark has reached a dead end, the second is that the Pastor will give his vote for Dodson in exchange for a certain theosophical treatise “The Witches Hammer” in the English version. The assumption that the Shark is hiding on the “Island of Justice” northwest of Havana does not stand up to criticism, since the very existence of this “Island” is in question. It is also unclear where to look for the treatise. However, the treatise will still be of no use if the Shark is not found. The solution is obvious - I go back to Svenson, let him help me solve this puzzle. To my surprise, Swenson supported Zechariah Marlowe's suggestion that the Shark might have fled to an island in the northwestern Caribbean, since he, like Pastor, had once seen the longboats of either smugglers or buccaneers hanging out there. area. Although he doesn’t believe in the “Island of Justice” (thank God!) and considers this strange place a secret base for smugglers. I can get more complete information from the Spanish cartographer Jose Dios. I can find him in Santo Domingo.
Sail to Hispaniola, land at the port of the pirate city of La Vega, go to the city gates, but follow to the right of them to another location. Take the following turns - left, right, left and exit to the gates of the city of San Dominigo. Enter the city at 00-00, when there will definitely be no guards at the gate. During the day, go to the part of the city farthest from the gate, Dios's house is not signed and, when you approach the door, you will see the usual inscription "House". It is located on a hill, to the side of the brothel. Find Dios and chat with him.
From the magazine: There was one last hope for Dios - and it was in vain. The cartographer could not tell me anything definite except various hypotheses and assumptions. Oh yes, he also gave me Captain Alvorado's notes. But they contain neither coordinates nor any other clues as to where to look for this “Island of Justice.” On the other hand, why did I get it into my head that the Shark must be there? I'm at a dead end again - I can't figure out what to do next.
Return to Blueveld to Jan Svenson, talk to him, the quest will end.

One of these lives in Blueveld, on West Main. Swim there, find Jan Svenson's house not far from the residence and go inside. Talk to Ian's wife. She will say that Ian went to the mistakes of Helen, the daughter of his late friend. The wife of that same friend and part-time mother, Helen, also lives here. Her house is near the pier. Follow the pier, go right, facing the sea, and enter the last house - Gladys Mac Arthur's house. Go upstairs - Gladys is not at home. Remember that Jan's wife said that the poor woman spends all her time on the walls of the fort. Go outside the city, go left at the fork and run to the fort. Climb to the very top and talk to Gladys Mac Arthur, looking out to sea. The only useful information is that before sailing, Helen received a note from Jimmy Higgins, who lives in Maroon Town. It is also known that she rejected the proposal of some English captain. Perhaps he kidnapped her? As Gladys says, Jimmy should know about him. The woman herself does not know her name.

Well, let's go to Maroon Town, in Jamaica. Land in the bay of Cape Negril (the left side of the island, the very edge), enter the pirate town. At the residence, ask where Jimmy Higgins's house is. Find the tavern and enter the house opposite it. This is Higgins' house. Don't be rude to Jimmy! Speak to him in a polite tone, choosing the second phrase. The English captain who proposed marriage to Helen was named Arthur Donovan. Perhaps he kidnapped Helen after all! Most likely he is in Antigua. Before sailing, go to the governor and listen to important information, which is partly still unclear to you. Save and sail to Antigua. You need to get there in nine days!!!



Go to sea near Antigua, a new entry will appear in the log. It reads something like this: the captain’s corvette is nearby. Attack it, board it and capture the ship. Kill the captain. Helen will actually be on the ship! Talk to her, return to Blueveld. Go to Gladys's house for your reward! Go to Jan Svenson's house and explain the current situation. Ian promises to think about it, but for now you must find a certain Henry the Hangman. The only thing that is known is that he was in Cartagena.

Sail to Cartagena and go to the tavern to find out where to find Enrique Gonzalez. This is the Hangman. The bartender will tell you that Enrique's house is located near the port office. Follow him, try to scare him, or talk politely. The result will be the same, but with the first option, Enrique will need to be killed. Go to the church (it's around the corner), order a prayer service for the wife of Henry the Hangman. From here you will learn that Henry, aka Alvarez, lives at a lighthouse near Cartagena. Head there (leave the city and run straight to another location), learn a lot of interesting information in the conversation. For Henry, this conversation becomes the last. He will give you a ring and a chest of money.

Hurry to Blueveld, go to Jan and tell him everything. He will invite you to talk to Helen's mother. Talk to her, she will thank you again. Gladys will give you part of the map where the inheritance of Helen's real mother is buried. Go to Ian again, show him a piece of the map. When he sees, he will understand that his worst fears are coming true. Helen is the daughter of Beatrice Sharp, and this part of the map is the inheritance. You need to find the second half of the map, after which Helen will become the rightful owner of Sharp Town. Next there will be a slightly different quest.

Computers

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 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.

Hello everyone, you are on a blog about fantasy and science fiction! Sometimes there are issues here that are not related to science fiction, but this is not the case. There is plenty of devilry in these “Corsairs”. In all senses.

The game turned out to be made on the engine of the previous corsairs, that is, from the same bearded year. Even then, they were squeezing out of him everything that his senile powers were capable of, so the picture cannot boast of anything new. Except that some splash screens, character models and icons were redrawn. A couple more videos have been added.

However, I am quite comfortable playing like this.

So, the game. We don't have a choice of characters, you can only play one - a Frenchman named Charles de More. Next, we select parameters, focusing on fencing, handling heavy weapons, pistols and muskets, or trade and oratory. In my opinion, it is better to choose one of the first two options. I settled on rapiers and swords.

Attention! Under no circumstances set the difficulty higher than Level 2! For all but the most hardcore nerds, play on the lowest difficulty setting. Masochists who are confident in their chosenness of God can choose the second difficulty. In different versions of the game, this is either the Boatswain or the Brave Privateer.

The game is incredibly difficult, and if you felt confident on the “Captain” difficulty in “City of Lost Ships,” then set the difficulty to minimum here and put all possible concessions in the menu next to it.

If you played on “Admiral” and it was more or less tolerable for you, then you can risk setting the second difficulty.

If you choose a higher difficulty level, you will quit the game after a few hours, cursing the developers and the whole wide world. I'm serious.

No, you will swear and scream in any case, even on the minimum difficulty, but then at least there will be a chance that you will not quit the game, but will go to the Internet for tips and a manual.

Important! This game must be played exclusively with a detailed manual! This is due not only to the prohibitive complexity of the game, but also to bugs - without knowing where the catch is, you will not have a chance to avoid a fatal bug. I will give a link to one of these at the end of the article.

Okay, difficulty has been selected, everything is set, let's go!

I did this: Z – shot, Q – active action key, C – power strike and parry (instead of the wheel). It's quite convenient to play this way.

First impressions

They're great. We are introduced to the game in detail, led by the hand a little, talking about the buildings and gaming capabilities. It seems that the game is also designed for new players unfamiliar with the previous parts of the franchise. Don't be fooled by this!

The first difficulty is that over the past time I’ve pretty much forgotten the controls in battle, and here no one is in a hurry to explain which keys to press. Therefore, to understand the types of strikes, feints and parries, go either to YouTube or to thematic sites. For those who are familiar with the earlier parts, I will briefly explain the innovations:

1) A new parameter for melee weapons is balance. It is very important, and is closely related to two factors: the type of weapon (rapiers, sabers or broadswords), weight, type of blow.

For a rapier, the ideal balance is 0.0. In this case, lunges (by default, right mouse button) deal maximum damage. Chopping and power strikes are not for light weapons.

Sabers perform well with a balance closer to 1.0. They can chop, stab, and carry out power strikes. The problem is that the saber doesn't do any of this very well. In Corsairs: City of Lost Ships, the saber was the most convenient weapon for me. They're kind of clueless here. I do not advise.

Broadswords and axes. The balance is closer to 2.0. Slashing and power strikes. It hits hard, but consumes a huge amount of stamina.

It was not possible to find out how weight affects damage. Most likely, the same as balance - the greater the weight, the greater the damage of a slashing weapon. In this case, it is better to choose rapiers that are as light as possible.

2) Pistols can now explode when fired. This happened to me with Combat and Dueling pistols. Multi-shot muskets and shotguns did not explode.

3) New types of charges: in addition to bullets, there are shot, harpoons and nails. There is also a hand mortar with grenades.

New is good, but there is a big but. The shot hits only one target, thereby completely devaluing itself. My Combat Buckshot fired shot at the crowd (although if you believe thematic forums, this shouldn’t happen), but the damage there is ridiculous.

The “berserk” skill, which was white in the previous part, was removed. On the one hand, it’s correct - the thing was absolutely cheating, turning any duel into nonsense, but I somehow got used to it. And with her, the local quest duels wouldn’t tear up one place so much.

First quests

The first serious problems you will encounter are in Guadeloupe - when you need to go to Fadey.

Important! Yes, these problems will only appear first if you play according to the manual. Otherwise, you will still be stuck in Martinique. Play only according to the manual!

I still don’t understand how Fadey’s quests work. If you take them in the wrong order, you will easily break some scripts, and he will not give you the assignment that your brother talked about.

If you have the patience to deal with all this, then you will have to choose a side - the quest “The Dutch Gambit”.

I played as the Dutch - there are tricky restrictions on level, reputation and skills. The Dutch are unpretentious to this.

To play as England you must be: positive reputation, level below a certain value (it seems to be different in different versions, mine was less than 12th).

Secret organization: negative reputation, all weapons have been upgraded to a certain level (about 30+).

Difficulties await you here. Time-limited missions, mind-blowingly difficult duels and other amenities. But if you have played the previous parts, you will be able to master all this.

And I'll move on to the icing on the cake.

Quests that break the player

This joy is called “Pirate Saga”. This is a global, mandatory and plot-interesting quest. Made by complete sadists.

The first difficulty is that you will need to save one girl - Rumba, aka Helen - in 16 calendar days. This will be at the very beginning of the quest line. And if you fail this rescue, you will fail the entire line.

The first difficulty is that there is not a word about deadlines in the task log.

The second difficulty is that even with a tailwind, you will not have time to sail to Antigua on time. No way.

What to do? Go out to the battle map and sail along it, periodically going out to the global map to check the direction.

How do you like this game design?

There are many more complexities in The Pirate Saga, but I’ll move on to the next extravaganza of the absurd:

Two naval battles in a row. First, you must deal with a corvette and a frigate on a half-acre (3rd class ship). And then, on the same half-acre, board a heavy frigate. And it’s just brutal even on the second difficulty.

Then, in many places, scripts can be broken to hell if you complete quests in the wrong order, and there are many other exciting things.

Impression

Due to the really interesting storyline, I can’t even call it a bad game. I got a huge amount of pleasure from it. Yes, it was a somewhat perverse pleasure, especially until I thought of burying myself in the manual, but still.

Large, varied and interesting plot. This is cool, and great respect to the developers for this.

A good partner is Mary Kasper. But if you don’t play according to the manual in life, you won’t know what to do to get her to join your team. Yes, you may not even meet her. Despite the fact that the location of the Island of Justice is not that big. But confusing...

Ship characteristics have been reworked. Now corvettes are useless troughs. Otherwise, the rebalance is good.

Bottom line

If you are well versed in the game series, then you should arm yourself with a manual and a detailed walkthrough and play “Corsairs: To Each His Own.”

If you are more or less fluent in Corsairs, then you can try your luck on the minimum difficulty. Again with the manual and walkthrough. But be prepared to suffer.

If you haven’t played Corsairs before, then starting with “To Each His Own” is a worse idea. “City of Lost Ships” was once called the most difficult game in the series, and “To Each His Own” was 5 times more difficult...

It’s always like this: a good plot just doesn’t want to get along with good game design. You almost always have to choose one thing, especially in more or less independent projects like this one.

Play at your own risk. I'll finish the game until the end. Now I brought 3 church relics to the inquisitor, and took a long pause to calm my nerves.

The walkthrough I used: Beginning of the Walkthrough. On the same site there are detailed manuals for later quests.

See you soon!

By the way, “The Witcher: Blood and Wine” was declared better than the RPG 2016 🙂 Yeah, an addon. I have it on the site, for those who haven’t played or haven’t seen all the endings, I recommend checking it out. There are also links to 2 other articles on the world of The Witcher.

Where can you find big ships?

In the game “Corsairs: To Each His Own,” the developers have reduced the likelihood of encountering huge ships of the first rank. If you want to find them, you will have to use thematic forums.

After what will the countdown begin for the “Pirate Saga” quest?

After an entry appears in the journal that Helen entered your service as an officer.

How to make sure that Helen remains on the team forever?

For this to happen, you must fulfill the prophecy that the gypsy spoke about. And for this you will have to:

  • Do not take a hundred doubloons from Gladys MacArthur as a reward.
  • Give the found Hangman's chest to that same Gladys.
  • Don't take the gun Gladys gives you.
  • Address Helen by his mother’s last name – Sharp.

How to give Mary Kasper a Narwhal blade?

In order to do this, you must ensure that two conditions are met:

  1. When you meet Shark Dodson, ask about his clinic, Narwhal. After this, talk to the weapons master, Jurgen, to craft the appropriate blade.
  2. Get three pieces of meteorite ore and bring them to Jurgen. You can bring these pieces with you by purchasing from some seller or by finding a buried treasure inside. You can also find a meteorite at the bottom of the OS.

Where to rent warehouse space?

To rent a warehouse, head to Isla Tesoro in Sharptown. In addition, you can visit the capitals of each state. As for Isla Tesoro, the warehouse here is run by a merchant inside the store. Chat with him and you will see a dialogue phrase corresponding to the lease.

To rent warehouse space in other cities, you need to look into their shipyards and go to the back room to talk with the boss. If you contacted him for the first time, you will need to start the dialogue again, after which the desired phrase will appear.

Why are there no useful things in the treasure?

If you bought a map in a tavern, then keep in mind that you can only get a treasure of the first level, which includes ordinary weapons and amulets, as well as all sorts of jewelry. In addition, half of a map may be found in such a treasure. If you find the other half, you can create a second level map and get the corresponding treasure. In such a treasure you can often find unique weapons that are not related to quests. And in general, you come across much more expensive and valuable loot, but there is still a chance that there will still be trash inside.

Where can you find guns larger than 32 caliber?

To find such weapons, you must capture enemy ships that have them, then remove them and transfer them to your own ship.

Is it possible to enter the service of a certain nation?

In this modification it is impossible to do this. All quest lines for nations have been removed from the game, but you can join the service of France, which happens in the storyline. In this case, you will be given an officer, a whole ship and equipment. If you agree, you will have to give up 10% of the loot, and also avoid shooting at friendly ships. In addition, you cannot receive new quests.