What to do in the game corsairs to each their own. Corsairs to each his own

Walkthrough Corsairs To Each His Own Burden of the State End
From the magazine: October 1, 1654 11:14 Your deeds are inscrutable, Lord! Gascon's Burden
Who would have imagined six months ago that the gallant Maltese knight Michel de Montpey, hero of Barcelona and others, would cast a dirty shadow on the glorious name of the noble Henri de Montpey, and I, his “prodigal son”, “rake” and “Gigalo” would be offered to wipe away the traces of the stormy life of my “infallible” brother. And so I, like a mad Don Quixote, rush with full sail to the ends of the World, leaving behind Paris and the unfinished portrait of Pula in the form of Aphrodite emerging from the foam. By the way, I must admit that, in contrast to the charms of this devil, sea foam actually looks a little different than it seemed to me until now. I'll have to take this into account when I return... I hope my adventure will not last beyond Christmas, and Lulu's hubby will disappear on the eastern borders, leaving her alone with his baboon jealousy. Because of him, the air in Paris has recently become truly deadly for me. It will be necessary to make inquiries about the mission of the Order and my disgraced brother. I believe that Governor Jacques Deal du Parquet is aware of what is happening in his domain. Although de Brignier’s servant once again verbally warned me to be careful and not look for direct paths, which are not always the shortest. It's good that I still have a couple of trinkets left from Pulu's bounty, and some silver. I’ll have something to live on for the first time and come back as soon as I find out what our restless Michel could have done.
We go into the residence, the governor is sitting on a chair, talk to him, after that you will be arrested.
Before I even had time to ask properly about my brother, I was immediately arrested and put in prison. Brrr, I will remember these days in the company of rats and bedbugs for a long time. However, everything ended well - some pompous dandy, who introduced himself as Philippe de Poincy and turned out to be the governor-general of the French colonies, visited me in the casemates and ordered my release. It turns out that our brave Michel has done some very dubious things here! According to this de Poincy, my brother is suspected of almost all mortal sins. However, I won’t waste time and rush to him - let him tell me how he managed to make such a mess that even the mere mention of his name can put a person behind bars.
I'm going to the underground base of the Order of Malta in Saint-Pierre.
The meeting with my dear brother took place. Gee! I still can't come to my senses. Michel is accused of embezzling the Order's money, and owes Philippe de Poincy, the Governor General of the French Colonies, a million pesos! Incredible! But even more incredible is that his debt will have to be paid to me! Looks like my stay here is going to be a little longer and poor Lulu will have to find a new favorite. However, knowing her habits, this won’t be the case. And a “brilliant” prospect, according to Michel, opened before me - to become a sailor and captain of my own ship. This is just what I needed! But I have no choice - I will have to come to terms with such an unexpected turn of fate. Michel said that there was a good ship in the local shipyard, a lugger as he called it, for which a deposit had been paid. You should visit the local shipwright and talk to him about buying back the ship. But where to get the money to buy? Michel put down 5,000 pesos for the ship as collateral, leaving only 15,000 pesos. Where can I get them?
First of all, go to the residence and pick up your sword, pistol, and light leather corset. Let's start earning money for the ship.
Walkthrough of Corsairs To each his own. Rum for the bartender
You take this task from the bartender.
From the magazine: Looks like I'll have to learn the trade of a smuggler. Tonight the lugger "Ghost" will anchor off Lamentin Beach, on the northern tip of the island. I need to get to this lugger on a longboat, go up on deck, tell the captain the password and get several boxes of expensive bottled rum. Then the longboat must be taken to the bay of the pirate settlement of Le Francois. If everything goes well, I will receive five thousand pesos for the work. So, at 19-00 you need to be on that very left pier, go on a longboat with five sailors to the Lamentin beach area, find the Ghost ship and board. Say the code phrase and wait for the rum to be loaded onto the longboat. Next you need to sail to the bay of the pirate settlement of Francois. But this task will need to start at 19-00, which is still far from that time. When 19-05 arrives, the entry “The longboat is at the pier” will be updated in the log. You can hit the road."
Go to the left pier, proceed to the longboat. You can use the tack of the ship, get out of the bay as far as possible, taking it a little to the right, then a landmark, the farthest rock on the right and swim to it, the shore should be on the right, going around it, press Enter, the Ghost ship icon should appear in the list at the top left - click on it. Now reopen the menu and select the boat - sail aboard the Ghost. The captain of the ship will approach you - tell him the password. Passwords in the game are randomly generated. If you suddenly forgot it and didn’t write it down, here are some of them:
The boards and tow will be there in the morning
Don't wait for the south wind
Old Thomas was waiting for beer
Camels go north
The bay is ready for landing
In my case it was the last option. At the same time, write in the same transcription as the innkeeper gave you - no need to put a period at the end! Rum is loaded onto my longboat. Now - to Le Francois Bay. Land at the port, talk to the smugglers and go to the tavern. The bartender paid me according to the agreement - he paid me five thousand pesos. In addition, he left me a telescope as a gift and presented me with three bottles of rum.
Walkthrough of Corsairs To each his own. Call girl
From the magazine: On the streets of the city, a certain nobleman named Apollinaire Sizois approached me and asked me for one unusual service: to go into a brothel and negotiate with the owner, Angelique, so that she would provide one of her girls named Lutisse “to take away.” Arthur gives us 6000 pesos, saying that we will need to pay 3000-3500 pesos per night. Agree!
Having agreed, you will learn the name - Lutiss. You will need to bring the girl no earlier than 23-00. The girl will need to be taken to the nobleman's barn, a two-story mansion with a red roof near the residence, after eleven in the evening. Follow to the brothel, talk in the room with Aurora, the local pimp. Say that you need Lutiss. Pay 2500 pesos. Aurora will say that Lutiss will be free at 11 pm and you need to pick her up before midnight. At 23-00 to 24-00 go to the brothel, to the common room. Where are several girls. Start a conversation with the blonde Lutiss. Tell her to follow you. Leave the brothel, go towards the residence and, facing it, approach the house on the right side - with a red roof and two floors. The girl herself should ask if you are there. Answer yes, wait for her to go inside, and thereby complete the task. You don’t have to come for Lutiss that same night, you can do it the next day. It is important to show up between 23-00 and 24-00! The girl was delivered to the customer's house. Well then. I think everyone was satisfied: me too. both the nobleman and Lutiss...

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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 quest "Guadeloupe" is activated.

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

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

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

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

"Dutch Gambit", different options for passing

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

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

Check to see if you have a million - because that’s exactly what it takes for Michel to be free. Of course, the amount is simply huge, and it will be a terrible pity to part with it, but it is still your best friend. And most importantly, this is a key character in the game's plot, so don't skimp. However, in the part “Corsairs 3: To Each His Own,” the passage is not so simple that everything is limited to that. It turns out that there is not enough money to ransom Michel - you need to fulfill what he promised, but did not do. To find out what we are talking about, talk to Michel himself, find out a terrible secret - you are about to do something impossible. Your goal is to take over 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.

The most complete and most interesting questions are in the comments.

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

Save as little as possible during a naval battle. This may cause you to crash.

You shouldn’t make all saves in one slot, much less use only quick saves (F6). There is a small chance that the save file will be damaged when overwritten, and you may also encounter a situation that is too difficult to complete or some other trouble.

If you are going to take the Growing Life and Growing Energy perks at all, then try to take them as early as possible. This will allow you to gain some “extra” hit points and energy as your rank increases.

After talking in the company cabin with your treasurer, you can use him to purchase goods in stores. To do this, you need to select “my treasurer will purchase goods” in the dialogue with the merchant, but remember that he will sell everything that is unnecessary, including what has a value of zero.

When starting the game, if you do not want to incur additional costs without any bonuses, disable the “Loot Section”. Although this function looks more realistic.

For any blade, the value of the “Balance” attribute falls in the range from 0.0 (center of gravity at the handle) to 2.0 (center of gravity at the tip), respectively, a value of 1.0 is the middle, or the most balanced blade (there is no optimal value for this indicator, the player will have to decide on his own preferences). The higher the number, the greater the power of the weapon. but its speed is lower and, apparently, fatigue from its use is greater, although I’m not sure about this.

Weight greatly affects the energy consumption when using this weapon.

Weapons of the “Broadswords and Axes” class additionally take away a certain part of the enemy’s energy with each blow.

You can use amulets from the “three schools” at the same time, but you cannot use attacking and defensive amulets at the same time.

“Schools of magic” are determined by the color of the stone in the upper left corner, and their focus is determined by the border around the stone:
Attacking Claws.
Sun-Protecting.
Ouroboros-Supporters.
Well, judging by the manual, there are also unique symbols:
Black morion in a bone rosette means danger posed by an inactivated object;
White pearls in a bone rosette means that the item has useful non-magical properties, but you will have to pay something for its use (such an item carries both bonuses and penalties, for example, Rum or Wine);
Yellow amber in the frame of the Kolovrat means that the object carries information that can be recorded either in Documents (see “Ship's Log”) or in the Cartographic Atlas (see the corresponding section);
A golden star rune on a dark background means that the item is a tool with which you can create new items and which does not disappear after the first use, i.e. is not a component.

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

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

The optimal caliber of guns is 24.

If the corpses are lying on top of each other, and you want to search everything, then after you take everything valuable from the corpse, click the “do not search” button.

A little more from the manual:
ships with oblique sails move faster on close-hauled courses,
ships with direct sails move faster on backstay courses.
However, in addition to direction, the wind has a force that should not be forgotten either. The stronger the wind, the more it affects the dynamics of the vessel's movement (depending on its parameters). The following statements are true for the game:
wind, with a force of 8 knots, does not affect the speed of ships;
the third class of gaming ships uses winds of any strength equally well;
with increasing class (2, 1), the ship begins to sail faster at wind speeds greater than 8 knots, and vice versa;
as the class decreases (4, 5, 6), the ship begins to sail faster when the wind speed is less than 8 knots, and vice versa.

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

To set a mine, open the window with the description of the “Gunpowder” product and click the “Deploy Mine” button. To install one mine, 200 conventional units of gunpowder are consumed (or 10 volume-weight units - gaming centners). Be careful: your crew will carry out the received order, even after spending all the gunpowder remaining in the hold!

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

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

Walkthrough Corsairs City of Lost Ships
Storyline for Peter Blood

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

You find yourself in your office. Talk to Andrew James. The second servant, Jeremy Pitt, will appear and report that the royal dragoons are galloping here. He will advise you to take a sword from the balcony and run off to hide. exit the office, take the key from the table on the left and go up to the second floor. Unlock the chest on the balcony and take Brett's sword, pistol and ammo. Soon Captain Gobart will appear and the dragoons will attack you. If you kill him, two more will attack you. You won't be able to kill them all. As soon as they defeat you, you will be captured and, according to the story, thrown into prison.

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

You will appear at the tavern the next day. Mr. Vacker is not here. Ask the tavern owner where you can find Dr. Vacker. Head to the tavern room. There you will find Doctor Vacker, who will promise to give you a loan of twenty thousand piastres to help organize your escape. Return to the plantation and find Jeremy Pitt. Tell him that he is the only navigator and the fate of the escape depends on him. After he agrees, you will need to find three slaves: Hagthorpe, Ogle and Nicholas Dyke.

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

Corsairs city walkthrough

Also find a slave in a spotted bandana - Levi's Mower. He will complain of a headache and ask you to bring him some medicine. Return to the city to Mr. Dan's house. He himself is not here now. Go to the second floor and take the medicine in the box next to the scales. Go back and give the medicine to Levis. In exchange, he will give you a light dagger that the guards will not be able to detect.

Now find the one-eyed slave Ned Ogle in one of the houses. Return to the city, find the moneylender's house and pay him the debt of 5,000 piastres.

Talk to Pitt and tell him that you found the weapon and the team.
You will find yourself the next day in your hut. Go to the tavern and talk to Dr. Wacker. Instead of the promised 25,000 piastres, he gave you only 18,000. The rest you need to get somewhere. Go to the moneylender, he has a deal for you. After talking with him, return to the inn and talk to its owner. Give him 500 piastres or he will refuse to talk. Head to the shipyard. Talk to the impostor. Tell him that he is your old debtor.

He will get scared and give 55,000 piastres instead of 30,000, although this will negatively affect your reputation. Now you can either nobly return the money to the moneylender, or keep it for your own needs. Now that you have the required amount in your hands, return to the tavern and talk to the carpenter at one of the tables. Exit the tavern. A soldier will approach you and order you to go to the plantation. Return to the plantation. On the way, Nathaniel Hagthorpe will meet you and inform you that Pitt was captured by guards. After the conversation, you will find yourself at the city gates at night.

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

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

To start the national storyline in the game, you need to get a marque patent (if you want to go through the pirate line, you need to talk to Morgan in Port Royal). To do this, you need to complete about 10 small orders from the governor of the city belonging to the line you need. Possible options for these tasks are described below.

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

2) Search for an enemy spy in the city. You need to look for it in houses. As soon as you enter the desired house, you will immediately have a conversation with him, after which the battle will begin. After killing the spy, you can return to the governor for a reward.

3) Destroy the smugglers.

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

Walkthrough of the game Corsairs City of Lost Ships

Dutch national storyline.

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

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

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

3) The third task is to obtain information about the British plans towards Holland in connection with the trade war. Travel to Hispaniola and talk to the head of the city of La Vega. The head is Edward Mansfield, but in fact, his last name is Mansvelt, and he is Dutch by nationality. He is also Modyford's confidant in matters of robberies against the Spaniards. But Mansfield cannot say anything about the plans of the British, but recently an English envoy from Modyford came to him with a proposal to attack Curacao, naturally Mansfield refused. Edik will also say that it is better to learn about the plans of the British from the great and terrible Henry Morgan. Go to Jamaica and you'll find out that Morgan is in Antigua. Go there and talk to him. He will say that if you help him, he will help you too. We need to find out if his companion Pierre Picardie is honest. It is located in Tortuga, then ask the moneylender, the owner of the shipyard, the owner of the store, in the tavern and in the brothel. It turns out that he spent a lot of money. Now go to Morgan, he says that Vaschet’s plans don’t know anything, but one of his officers, who was sent to prison, knows about Modyford’s plans, go to the Prison, kill the guards. You learn that the British want to attack Fort Orange. Sail to the Governor General and he will pay 50,000 piastres.

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

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

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

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

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

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

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

11) The eleventh task is to repel the Spanish attack on San Martin. Go out to sea and sail to Marigot as quickly as possible. Having reached San Martin, enter into battle against 8 enemy ships. Having sunk their fleet, return to Willemstad and receive a reward, again of 200,000 piastres. The Governor General says it's time to retaliate against Spain.

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

Walkthrough of the game Corsairs City of Lost Ships

French national storyline

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

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

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

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

5) The fifth task is to protect Donna Anna. It turns out that the relatives of the murdered commandant of the Havana fort want revenge. Go to Havana to find out the details of your revenge against Donna Anna's friend, Ines de Las Sierras. Land near the lighthouse and run to the city, there, as quickly as possible, run to Iness’s house, not paying attention to the guards. It turns out that relatives are walking somewhere in the jungle. You will find them at the lighthouse, followed by a fight with relatives. Next, sail to Tortuga, where you will receive 5,000 piastres from D’Ogeron, at the same time go to Donna Anna, and receive gratitude from her.

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

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

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

8) The eighth task is to go to the disposal of the Marquis of Bonrepos. Monsieur Bertrand d'Ogeron asks you to appear in Guadeloupe, to the naval commandant of France, the Marquis Bonrepos. Sail to Guadeloupe and land in Basse-Terre. Go to the residence and talk to the Marquis. He will tell you the details of the policy and give you his own task. It consists in persuading famous pirates (in Jamaica, Jackman in Bermuda and Morris in Trinidad and Tobago) not to participate in the war against the Dutch. You will not be given funds for this operation. Sail to Bermuda, to Jackman, he was not even going to get involved in this matter. Next sail to John Morris, in Trinidad and Tobago, tell him about the upcoming events. He doesn’t like attacking the Dutch, but for this, he will demand that you carry out a small task for him - deliver him Captain Gay’s logbook. Sail to Jamaica and go to the local tavern , ask the owner where to find Captain Gay. He rents a room. Go into the room and kill Captain Gay. Search the body and take away the ship's log and personal belongings. Go to Henry Morgan's residence, but he is not there. The servant will say that he is in his house in Antigua, and will warn that Morgan's house is always closed. Now head back to Maurice, give him the ship's log and in return you will receive what was required of him, his agreement not to attack the Dutch. It's time to go to Antigua and visit the famous English pirate Henry Morgan. The door to the house is locked, go around his home, behind the house there is a hatch to Morgan's basement. Go to his house and talk about not attacking the Spaniards. Henry does not want to attack the Dutch and will demand 250,000 piastres. Give him the money. The task is completed, it’s time to go to the Marquis of Bonrepos. Instead of a yellow award, you are given a baronial title. Return to Tortuga, where you will receive Bertrand d'Ogeron's congratulations and another title.

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

10) The tenth task is to capture Santo Domingo and transfer it to France. Sail to Hispaniola, destroy the fort and land troops. After the battle inside the city, go to the residence and embrace the Spanish colony with the French. Return to Tortuga and receive your reward, 40,000 piastres.

11) The eleventh task is the capture of Santa Catalina. The city is located on Maine and controls the pearl fisheries of the New World. Having defeated the fort and landed troops, having dealt with the soldiers in the city, go to the residence and declare Santa Catalina a French colony. Return to Governor General Bertrand d'Ogeron. As a reward you are given everything that you plundered in Santa Catalina. Now you should go again to Guadeloupe to the Marquis of Bonrepos.

12) Twelfth task - meeting with the Marquis of Bonrepo. Head to Guadeloupe, where you will learn that peace has been concluded with Spain, the Soleil Royal is withdrawn from your squadron, the Louvre knows about you and everything. Don’t forget to visit D’Ogeron, he will promote you to admiral, and now you can seize colonies for yourself or for France.

Spanish national storyline.

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

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

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

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

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

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

7) The seventh task is to assist Manuel Rivero Pardal. We urgently need to go to Antigua, to help the Spanish corsair Manuel Rivero Pardal, who is in search of British merchant ships in the waters of the island. French filibusters, under the command of Moses Vauclein, set out to intercept him. Sail to Antigua as quickly as possible and enter the battle between the unequal forces of the Spanish corsair and the French pirate squadron. Having sunk the last ship, go for a reward, which will be 25,000 piastres.

8) The eighth task is the defense of Cumana from the attack of a joint French-English squadron of pirates. Sail to Cumana, sink the enemy squadron and receive 100,000 piastres in Havana.

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

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

11) The eleventh task is the destruction of the Dutch colonies. Returning after some time, Don Francisco will ask you whether you are ready to attack fortified cities. The task will be to plunder 2 Dutch colonies in the archipelago, on the islands of Curacao and San Martin. Sail first to Curacao, destroy the fort, and capture the city. Then attack San Martin. Having captured the city, you can return to Havana. Your reward will be all the loot you loot. Oregon y Gascon will ask you to come to him in about a month.

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

Game corsairs city of lost ships walkthrough

Pirate storyline

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

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

In Port Royal, Jamaica, escort John Bolton to Morgan's house (Morgan's house with columns is on the left side of the city when coming from the port). On the way to the house you are stopped by English soldiers. The soldier's commander says that accusations of connections with pirates have been brought against you and John Bolton. You are sent to prison until the circumstances are clarified. However, you are freed by Morgan himself, who says that he paid a ransom for you and is waiting at his residence, after which he leaves.

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

After listening to the story, Morgan becomes furious and says that Lowe deceived you. To rectify the situation, Morgan instructs you to find and deal with Lowe personally without any black marks. So quickly return to Le Francois and go to Edward Lowe's house. However, he had already left the house in an unknown direction. Go to the tavern owner and ask him about Lowe. The owner will confirm that Edward recently left the settlement, leaving his things for safekeeping, but the tavern owner does not know where he could have gone. Go to the store and ask about Lowe's. The merchant says that Edward came and was interested in a place where he could buy a ship, but his business as a merchant is to trade goods, not ships that are sold at the shipyard. There is no shipyard in Le François; the nearest shipyard is in Fort-de-France. Either go there on foot across the island, or by boat, dock at the port of Fort-de-France.

We continue our passage through Corsairs, City of Lost Ships. First, go to the shipyard and ask the owner if Lowe has stopped by. It turns out that Lowe actually came in and wanted to buy a ship (a brig), but he didn’t have the money for such a ship and Edward went to the moneylender. Since then, the shipyard owner has not seen Lowe again.

Head to the loan shark. He will say that Edward Lowe really came in and tried to borrow money, but the moneylender immediately saw swindlers and deceivers, and therefore did not give the loan to Lowe. Where Edward Lowe went next, he doesn't know.

From the moneylender, head to the port office. Ask a question about Edward Lowe to the head of the department. He asks: for what purpose are you interested in Edward Lowe? Answer that Lowe is your close friend and you must inform him about his mother’s serious illness, but you just can’t catch up with Edward. The head of the port department falls for this trick and says that Lowe boarded a passing ship that went to Bermuda.

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

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

Corsairs city of lost ships walkthrough

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

Make your way to North Bay of Turks Island. There, pearl fishers are already fishing on tartans under pirate flags. When they see you, they run away in all directions. You need to catch up with them and match each tartan side by side, then the pearls will be automatically reloaded into your inventory. Collect the required amount and return to Port Royal to Morgan, where you will hand over half of the loot.

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

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

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

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

Seeing you, Jackman is very surprised and says that you allegedly captured his captain Sid Bonnet and gave him to be torn to pieces by the Spaniards. We'll have to look into this. Jackman directs you to Cozumel Bay, on Main, where John Leeds dropped anchor on the frigate Antwerp, with whom you need to talk. Head to Cozumel Bay.
John Leeds meets you there on his frigate. Launch the boats and board his ship. After a conversation with Leeds, it turns out that the crew and captain of the corvette sunk by Leeds landed in Cozumel Bay. By the way, the captain of the corvette is very similar to you and, accordingly, all the sins of this captain are blamed on you. Therefore, you need to deal with your double. Land in the bay, where you destroy part of the crew of the sunken corvette, but the captain is not among them. Go to the next location from the bay and meet a captain there who really looks like you. The double says that he will tell everything if he and the team are released from the encirclement and allowed to leave quietly. Kill him and the rest of his team.

Then return to the ship and head to Bermuda to Jackman. Jackman, after listening to the story, sends you to Morgan with a report on what happened. Report the situation to Morgan.

Morgan will send you to catch up with the pirate Steve Linnaeus, whom he sent to La Vega, on Hispaniola, to find out a series of oddities that have been happening lately in the Brotherhood of the Coast. Go to La Vega.

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

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

We continue the Corsairs City of Lost Ships walkthrough. After the report, Morgan directs you to Puerto Principe, where, according to rumors, Richard Sawkins is planning some kind of operation against the Spaniards that needs to be thwarted. This will damage Sawkins' reputation among the pirates.
In Puerto Principe, go to the tavern and ask the tavern owner about the operation. He will answer that something is really being planned now, but Soukins keeps all the details in the strictest confidence even from those close to him and sits at home almost all the time. You need to get into Richard Sawkins' house and steal documents. Go to Sawkins' house, grab the papers from the table and run away from the settlement. Because everyone becomes an enemy. Sawkins's papers set out the plan for the upcoming operation against the Spaniards. Sawkins learned that the Spaniards had started transporting the largest consignment of precious stones from Panama. To carry out this operation, the Spaniards abandoned the land delivery of jewelry from Panama to Porto Bello and sailing in the Caribbean Sea. Just one battleship must round Cape Horn, rise to the fortieth parallel, then turn right and reach Lisbon in a straight line.
Sawkins assembles a squadron and plans to meet the Spaniard in two weeks at San Martin. We need to get ahead of them and intercept this ship below San Martin, sink it or board it. Go out to sea and sail to San Martin.

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

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

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

It turns out that by this time Morgan had already assembled a squadron of 5 powerful 1st class ships. He gives you the task of performing and immediately taking Porto Bello. Move towards Porto Bello, attack the fort and capture the city. Go to the governor's house and talk to the governor. The governor turns out to be already aware of the plan to march on Panama and was ready for your attack on his city and therefore was very surprised that you took the city so quickly. In addition, he said that you will die in the jungle on the way to Panama. Tell this news to Morgan who comes up. He believes that Richard Sawkins was able to secretly warn the Spaniards about the plan to march on Panama. Morgan is not going to give up the trip and suggests splitting up. You will command the second squad, which will include Soukins. You are instructed to land in the Gulf of Darien within two days and go to Panama. On the way to Panama, you need to quietly shoot Soukins, because... Morgan does not want to see him at the city walls.
Set out to sea and reach the Gulf of Darien. Disembark there. Sawkins will approach you and say that he is ready for the upcoming operation.
On the way to Panama, your squad will be attacked three times by the Spaniards and the local population.

Corsairs city of lost ships walkthrough

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

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

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

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

Walkthrough Corsairs City of Lost Ships

Main quest

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

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

It turns out that Teaser Dan actually visited the Island of Justice. You, again, need to go back to Willemstad, to Stavesant and talk to him. Moor in the sweat of Willemstad, go to the tavern and ask the tavern owner about Teaser, where Den disappeared, the owner of the tavern does not know, also, he will advise you not to interfere in the affairs of the governor general and the Dutch West India Company. Now go to the residence and start a dialogue with Stavesont. But as soon as you mention Teaser’s name, the governor will become sharply wary. Say you’re writing a book, but you won’t be able to really learn anything. We need to find a representative of the Dutch West India Company in the archipelago.

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

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

The tramp will give you the key of Diffindur, which will be useful later.
Before heading to the city of lost ships, leave your ship at the port office and change to tartan. Give the money to the moneylender for safekeeping. Place the officers on the boats and also leave them with the port master. Since you will lose everything upon entering the City.
Swim to the upper left corner of the map. You will go out to the open sea. After the command “swim”, a video will play, and then the hero finds himself in the City. The sea is raging, a wild storm. A local resident named George Stokes approaches you and says that he saw the death of your ship. You are the only one who survived. He will bring you up to speed a little. The city consists of many wrecked ships connected in an incomprehensible way. You are on the Velasco galleon, which is home to one of the established crime clans - the narwhals. On the barque "San Gabriel" there is a second clan - the Caspers. Neither one nor the other spares anyone who dares to disturb them. Stokes will also say that before the storm ends, you need to visit the head of this God-forsaken place - Admiral Chad Capper, at the San Augustine warship. As it turned out, this is the same missing privateer who went out for a prize three years ago and disappeared without a trace. And now he is an admiral and the head of the City.

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

You will be officially declared a “citizen of the City.” The City has almost everything that is typical of an ordinary port: a tavern, a store, a church, a money lender. The moneylender is a special story. Everyone will tell you that he is a terrible, terrible person, a warlock. The debtor will be obliged to return to him an amount five times greater than this. It turns out that Brahms gave his soul to Miclantlecutli, the Aztec god of the dead. If the debt is not repaid, after some time, when moving to any location, you will be transported to the sacrificial temple, to Tenochtitlan. God will appear to you and demand your money back. If you don't have them, you won't get out of there. This will happen even after you get out of the City.

Now go to the Fleron caravel, to the tavern owner Hill Brunner and ask him about Teaser Dan (that same missing beggar). Everyone thinks he drowned. Hill asks you to remain silent about the fact that Teaser managed to get to the mainland, because the admiral must under no circumstances find out about this. The law of the City states that no one is allowed to build rafts or boats to sail away. Hill will ask you to visit him later, he must consider the information received.

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

Corsairs city of lost ships walkthrough

Now your task is to find Andre Labor, a carpenter, in the city. According to Brunner, it was he who helped Dan build the floating craft. Labor makes an appointment for you in the cabin of the corvette Protector. The carpenter betrays you. He brings a policeman with him. Kill them. Tell Hill what happened. He proposes to cover up the traces of the crime and frame one of the clans, namely the “narwhals”. To do this, you need to waylay one of the “narwhals” in the bow of their base (the Velasco galleon), take the clan amulet from him and take it to the admiral, and thus remove suspicions of murder from you. After completing this, you will be tasked with destroying all the "narwhals". Officers will be given to help. After killing everyone, go to the barrels opposite the entrance. Between them lies an ordinary key for chests. Report to the admiral about the successfully completed task. Now go back to Hill Brunner and tell him what happened. He will ask you to come see him later. Spend the night at the tavern for a few days, then go to Hill. He says that today at midnight in the tavern there will be a meeting between Capper and a certain person. You must eavesdrop on the conversation while hiding behind a column in the wine cellar (stand sideways and don't move or you will be discovered). The information turned out to be really very important. It turned out that Kapper and the leader of the “Kasperov” clan (and it was he) were in the same bundle. It turns out that you are not the admiral, but he has you wrapped around his finger. With your hands you destroyed the “narwhals”. In addition, they mentioned a certain Mechanic. Report everything to Brunner. He will express his thoughts on this matter and try to remember who already lived here before him. This is necessary in order to find out who this Mechanic is.

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

Go to the admiral. He will tell you not to get involved in this matter. Try to find the oldest residents of the City. One of them is Cecile Galard, who lives in the Eva galleon. When you go to her, you will see three “caspers” trying to kill the unfortunate woman. Kill them and receive information about the Mechanic as gratitude (if you fail to save the elderly lady, Aurélie Bertin will tell you everything). His name is Henrik Wedeker, and it was he who came up with the way to anchor the City's ships. It seems that the admiral isolated him on the barque San Gabriel, the base of the Casper clan. You need to get to him. You will have to destroy the entire clan alone.

City of Lost Ships walkthrough

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

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

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

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

Go to the residence. There is no mechanic here. He is in prison on Tartarus. Run there as quickly as possible. Unfortunately, it will not be possible to free Wedeker - he is in a cage, and there is no time to look for the key. The mechanic will send you to the second mast of the Fernando Diffindur flute, to the very place where Teaser Dan hid his chest.
Having reached the indicated place, use the “open” icon to go out into the open sea. The quest is completed.

That's all passage of Corsairs to each their own!

Game: Platform: PC Genre: action, add-on, rpg Release date: December 7, 2012 In Russia: December 7, 2012 Developer: BlackMark Studio Publisher in Russia: Akella / Track down We have a disc with the game in our hands "Corsairs: To Each His Own" with wonderful naming in the British way Pirates Odyssey from company "Akella" and a fan development studio Black Mark Studio. Apparently, they will become the swan song of the Russian "Corsairs", which appeared in the capital’s basement of an old house back in 2000 at the dawn of three-dimensional games. Until now, changes have occurred very rarely in this unique genre. With the release of the disastrous Corsairs 3 in 2005, the fan-made development team Seaward.Ru corrected all the shortcomings in the add-on “Corsairs: Return of the Legend” in 2006 and its sequel “Corsairs: City of Lost Ships” in 2007. Their next step was supposed to be “Corsairs 4”, but development was delayed, and in the old "Corsairs" There was still almost everything left that could be changed or made better in anticipation of a hit. This is exactly what other fans of the series did, forming a studio Black Mark. After it became clear that "Akella" got rid of Corsairs 4 and froze the project for life, the guys set about commercializing their own amateur add-on with the support of a greedy publisher who had the rights to the Storm Engine.
To this day, fans remain faithful to “Corsairs” not only in Russia, but also abroad - on the PiratesAhoy site! Akella missed the mark in his own repertoire

The result of this collaboration is hateful reviews with strong criticism "KS" for the old graphics from the time of “Corsairs 3”. By the way, not enough people know what "Akella" then I worked with art from 2002 from the failed ones "Corsairs 2", which later turned into “Pirates of the Caribbean” under license Disney. Even our creators, admittedly, simply refused to look at the screenshots of the game with exclamations of “Oh my God, what is this! What year is this game?” It's a nice contrast to the same sea scenes from Assassins Creed 3, right? The criticism is fair. Storm Engine version 2.8 is now a historical piece. He was sent into retirement back in 2007, when City of Lost Ships was criticized for its cheap graphics. Storm Engine - remnants of its former greatness But Storm Engine at one time was an advanced Russian development without any analogues in the West. Russian programmers managed to combine three large graphics engines into one - a land component in the action genre, sea battles and a global map with a developed economy. All this had to work together, complementing each other. And it did work. And it works to this day, and in a way that its creators themselves did not expect. There was even a whole breakthrough in the development of the Storm Engine in the failed game “The Adventures of Captain Blood.” He has his own long-suffering story. But you can read about all this here from the developers themselves, fortunately they speak in a very interesting and informative way. "Corsairs: To Each His Own" designed only for fans of the series and made by the same fans. Consider the game a sort of indie project. Others will be greatly disappointed. A simple glance at the screenshots and our assessment of the game will be enough to realize how poor and cash-strapped some publishers in Russia are, who once had the audacity to let an amazing series of games slip away from their own stingy hands, to the point of golden doubloons. Ultimately, all hopes for the emergence of "Corsairs 4" fell. Oxygen of the studio working intensively on the project Seaward.Ru was closed back in 2010. In order not to be sad, let's find out a kind fan's point of view about "KS".
The towns and settlements in the game have been preserved since the days of Corsairs 3. Fan position: to each his own

The first fan addon “Return of the Legend” for “Corsairs 3” was supposed to transform the game into a multi-party game, with the highest degree of replayability based on the principle of chess. But in fact, any new party became more insipid than the previous one due to the poor set of quests. In "GPK" they tried to change the situation with the help of a decent number of small and several huge stories, including the plot with Captain Blood, a pirate line-up and the search for the magical City of Lost Ships. But with the onset "To each his own" The plot no longer becomes a complementary element, but the main one! The story is presented in an interesting, good and extensive manner, despite a significant share of “hardcore” (in some tasks you need to remember details from dialogues or write on paper). Overall this is the most powerful aspect of the new "Corsairs".

As conceived by the creators, the protagonist begins life on the archipelago from scratch, just as the adventures once began in the famous modification from ALexusB "Return of a Marine Legend", only here you are not thrown into the game world naked. IN "KS" the situation is spiced up with story quests. Thanks to them, the first city of Saint-Pierre in Martinique becomes well known - we visit the owner of the store, who asked us to help establish competition in the town, the moneylender, for whom we rescued a Spaniard from captivity, and we remember about the owner of the tavern, which, due to our own inclination I lost my only daughter to smuggling.

"To each his own"- these are such "Corsairs", which we (fans of the series) really missed in 2005, when we read the latest previews of “Corsairs 3” first-hand. All the wildest fantasies of the publisher's press service, as it turned out after the release of K3, are now in "KS" in the form of embodied techniques, game features and parts of gameplay. Because of this, the old Storm Engine rattles and slows down when working in the interface and calculating numerous script formulas. Still would! After all, the seven-year-old technology is responsible for very complex miscalculations, including automatic trading, moving squadrons on the global map even when you are on land or sleeping in a tavern, or, for example, miscalculating at least 4 characteristics of the balance of blades during simultaneous fencing of more than 30 man in the frame!

Old "Corsairs" in new details

Black Mark Studio interfered with the engine with minor changes (for fear of spoiling something that works great). But they did an amazing job on the script part, investing as much as they could into transforming the external data of the game - a generous interface, new models and textures, a whole pack of ancient beautiful maps, etc.. As a result, we got a huge number of new parts that work without glitches. For example, alchemy. At the very beginning of the game, you practically don’t pay attention to it - it seems that it is useless and unnecessary in "Corsairs" element. But when we come across rare items in chests and at merchants, instructions for creating, for example, a hand grenade, you begin to think about the usefulness of this ability.
Alchemy is one of the new parts of the game, the general description of which in the manual takes up 80 pages of printed text! For those who are tired of the Caribbean archipelago in previous games in the series, in "To each his own" A search system for uncharted islands has been implemented. This is done using navigation devices. In such places, perhaps, a European has not even set foot yet - either riches or a grave await him there. Yes, yes, the aborigines and savages will not let you get bored on the way to gold mines or treasure troves of amulets that give significant prizes - another new feature of the game. All this can be found out from rumors by communicating with virtual colonists. But the treasure promised by someone may in fact turn out to be a chest with torn shoes or animal corpses.

The developers have significantly changed the fencing system, creating a seven-button (!) system of strikes and feints. IN "KS" the characteristics of the blade have not only attack power and weight, but also the balance of the blades. The latter indicates the center of mass between the handle and the tip of the blade. Balance forces us to choose a fencing technique between penetrating strikes and feints. Thus, an experienced approach to choosing a blade and fencing technique already at the early stages of the game will make the protagonist invulnerable to the enemy, which, naturally, does not prevent you from relying on boarders or ordinary “blow-block” clicks.

The fleet of ships has also been updated in the game. All models have been transformed not only on the outside - they are equipped with a system of multi-level destruction of masts, a stray tiller (without which the ship cannot turn, becoming easy prey) and balance features. The number of things and weapons reached a number previously unheard of in the series. Everything, from an ordinary shell to a huge quest, is verified in accordance with historical realities. Even a Muscovite who wanders into the archipelago teaches the protagonist to drink vodka correctly so as not to get drunk.

Apparently seven years ago "To each his own" would have been received with a bang. Well, now no one would complain if the retail price for the disc or image on Steam was adequate. Well Black Mark Studio did not show her own professionalism in everything. For example, the sound component of the game, together with the replicas of city residents, has become poorer (they have been updated, but there are fewer of them now), the musical accompaniment has been significantly reduced, and many of the sounds of the world around us have disappeared - how do you like the sea without the sound of waves and surf?
The developers have updated the fleet of ships with 20 new models with different textures and features.***Now we give the company a “two” "Akella" for her treacherous attitude towards the best gaming brand, which gave birth to the only genre unique in the world in 2000! The time has long come for “Corsairs 4”, because we continue to dance with a saber to pirate songs on the ruins of Storm Engine 2.8 and sink ships against the backdrop of angular islands with bald spots. Still, we believe in magic thanks to such people from fan circles as Seaward And Black Mark Studio!

Pros: a fascinating and long-lasting plot; a huge number of small quests have been added; alchemy; new weapon; advanced fencing; brand new officer system (including automatic trading for the treasurer).
Minuses: outdated graphics; recurring settlements; poor soundtrack; clumsy animation was left without configurations; The game is intended only for fans. about the game rating system

Walkthrough of Corsairs To each his own. Stolen Jewel
From the magazine: I came across the corpse of either a pirate or a bandit in the jungle. On the body, among other things, I was able to find magnificent earrings. It’s worth asking around the city to see who they might belong to. I think I can get some good money for them.
From the magazine: It turns out that the earrings belonged to the governor’s wife. Jacques Dil Du Parquet was very glad that the jewelry returned to the family and gave me a map of the archipelago.
Walkthrough of Corsairs To each his own. Cannibals
From the magazine: At the port office, I learned that a man named Prosper Troubal needed help, and immediately. I'll hurry to find him. As I was told, he should be at the well, not far from the city gates.
Not far from the gate to the jungle there is a port authority house. Go inside and talk to Paul Gery. His friend was going to fight alone with the Indians in the jungle. He needs help. Exit the port office, go left and near the gate you will see Prosper Trubal - talk to him.
From the magazine: I don’t know how much I’ll be able to earn from this, or whether I’ll be able to earn it at all, but I couldn’t refuse a man whose daughter is in mortal danger. I go with Prosper Troubal into the jungle to eliminate a gang of Indians who are kidnapping the townspeople of Saint-Pierre. Go out through the gate, move along the forks like this - left, left, right (near the transition to the location with the cave, Prosper will stop you and tell you that you are already nearby). Go to the location, attack the Indians, trying to keep them away from Prosper, who will kill them with accurate shots. Talk to Prosper, enter the cave and rush at the Indians. The passage to the compartment on the left is narrow, you can stand behind it and repel the attack of the Indians one by one. After killing everyone, talk to Prosper - his daughter is alive!
From the magazine: Prosper and I successfully destroyed the red-skinned scoundrels, who actually turned out to be cannibals. We need to take another prisoner out of the cave and go back to the city.
In the far part of the cave, find Dilbert Coursey and talk to him. Leave the cave and talk to Prosper again. Return to the city and receive rewards from Prosper and Gilbert, 8000 pesos and 30 doubloons.
From the magazine: Everything ended well. Selina and her father returned to the city, and I received a worthy reward for my help.
Give the money to the shipyard and the ship is yours.
From the magazine: Well, Michel's wish came true: I became captain! Ha, if only Pula could see me now, proudly walking along the deck of this nutshell! I'm a captain... I just can't get used to this. Although, damn it, it's funny - who would have thought? OK. The time has come for the newly minted captain to start hiring a team. My brother said that the tavern owner could help me with this. Now I'm almost a real captain - I have my own team! I'm literally bursting with pride. Damn my brother... Now it's time to look for a navigator for my ship - I myself can hardly even get out to sea from the harbor, let alone get to Guadeloupe. Let me ask the bartender again - since he helped with the team, it means he will probably help with the navigator.
From the magazine: In the port I managed to find out about a certain navigator named Folke Delluc, who was imprisoned for debt. I have no other option - I have to try to get this man out from behind bars.
I'm going to the commandant. The commandant will advise you to contact a moneylender; if you have this amount, then you immediately pay off the debt, if not, you complete the money lender’s task.
From the magazine: As payment for Folke Delluc's debt, the moneylender offered me a rather dangerous task: to go to Le Marin Bay in the evening, recapture a Spanish captive from the pirates, intended to be handed over to the British, and deliver him to him. You should go to the rendezvous on foot through the jungle
Walkthrough of Corsairs To each his own. Scarce product
One of the guards guarding the entrance to the French port asks Charles to bring him a bottle of European wine. The guard can be handed over to the commander of the fort for 1000 pesos, after which the quest closes. Wine can be purchased from any hawker for 700 pesos. The next morning we find the quest giver and hand over the wine, we get 1000 pesos. The guard asks Charles to get more wine, no less than 10 bottles, and no more than 60. For each bottle, 1000 pesos are offered, the wine must be brought within a week. We contact the shopkeeper and talk about wine. He replies that he does not have large quantities, but for a reward of 1000 pesos, he advises you to contact the store owner. The merchant is silent and does not talk about any wine. We return to the shopkeeper again. Don't be rude to him! We politely ask how this happened. For another 2000 pesos we receive a letter, with which we again go to the merchant. Now he agrees to sell us wine. Important! To purchase 60 bottles you need to collect 30,000 pesos, so it is better to complete this quest before going to the shipyard and buying a lugger.
Walkthrough of Corsairs To each his own. Spanish engineer
Ask what needs to be done - persuade the pirates to give up the Spanish engineer, who is a friend of the moneylender. Pirates must be waited in Le Marin Bay from 21-00 to 24-00. Follow the following path through the jungle - left, right, right, straight along the only path. Go to the water, there will be pirates with a Spanish engineer on the right. Talk to them, kill the two pirates, then fight the distrustful Spaniard. After defeating him, talk to him again.
From the magazine: The pirates really turned out to be intractable, and I had to deal with them. The Spaniard tried to get rid of me by removing the saber from the pirate's corpse and engaging in battle with me, but I quickly calmed him down. Strange, but the Spaniard claims that he does not know the moneylender... However, this does not concern me. Now you need to take the prisoner to Saint-Pierre.
In the city I should avoid meeting the guards until I take the Spaniard to the moneylender’s house, otherwise trouble will inevitably occur. You can’t go into the city until nightfall, because... There will be guards at the gate. Follow to the pirate town, go to the tavern and rent a room until nightfall. Or just wait until after midnight. Go to Saint Pierre, enter the city - the gate is not guarded. However, there are officers walking along the street - avoid meeting them, you will end up with a moneylender. Talk to him, get Folke's receipts. Go to the prison, show the commandant Folke’s receipts. Your navigator will be brought to you. Talk to him, leave the prison, in the hope of boarding a new ship. At the city gates you will be greeted by a certain funny guy - Walter Kutcher. He informed me that Cesare Craig, the owner of the pirate tavern Le Francois, wants to use the hold of my ship to transport a shipment of wine to Guadeloupe and is ready to pay ten thousand pesos for this. It would be stupid in my position to throw around such proposals. After equipping the ship for voyage, I will immediately go to Le Francois. Having agreed, go to the deck of the ship, press Enter and go to the cabin. Folke Delluc is on my team. I need to take him to my ship and hold a meeting in the cabin - perhaps Folke will tell me something useful. Talk to Folke, go ashore. It is necessary to purchase for my ship at least 100 pieces of cannonballs, nipples and bombs, 100 portions of buckshot and gunpowder for 200 shots. Having done this, go onto the deck of the ship. Enter the cabin, talk to Folke, he will tell you that you need to buy 50 weapons. Go to the same store and buy a weapon. Talk to Folke again, buy 10 barrels of rum and 100 portions of food from the store. Proceed to the port of Le Francois, disembark, go to another location and enter the pirate village. Talk to the innkeeper, he will say that he did not send anyone to you. Apparently you were lured into a trap. Go back to your ship and you will be attacked by pirates. Shoot them by clicking LMB. You can change projectiles using keys 1, 2, 3 and 4. Use the “TAB” key to aim the guns until the sight changes and shoot. To make the battle faster, press the R key and then the + key several times. Sooner or later the pirates will board you - defeat them in battle. Having captured the ship, reload all the goods onto yours. The fight was not easy, but I managed to win it. I think what happened will serve as a good lesson for me. Well, now you can breathe easy and finally go to Guadeloupe.

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