Corsairs To each his own Capture of settlements
Sooner or later, the hero will have to face the need to capture some settlement. Port cities are guarded by a fort and sometimes by warships, which may be in the port at the time of the attack. Settlements and prisons in the jungle do not have forts, and it is possible to capture them only from land. The forts differ in appearance, have a different number of guns (moreover, of different types) and a different number of garrison. Almost every fort is armed with long-range and powerful fortress 48-pounder guns, in many ways superior to the most powerful naval guns. They usually fire bombs and are supported by batteries of 42-pounder guns and 36-pound culverins, which prevent them from approaching the fortifications.
Corsairs To each his own The defeat of the fort and the battle in the settlement
In a naval battle, you will have to destroy most of the fort's cannons. The number of guns to be destroyed depends on the difficulty of the game. As soon as this happens, a quick-action icon "Landing" will appear next to the mini-map, which will take you to the second stage - the battle in the fort itself with the remnants of the garrison. In addition to destroying the cannons, you can bombard the fort with grapeshot to reduce the number of soldiers in the garrison. After the cannons are destroyed, the defenders will retreat deep into the fortifications and shots with buckshot will become useless.
Corsairs To each his own Especially valuable materials to improve your ship in shipyards
On some shipyards, you can select a specific ship upgrade from the dialogue menu for doubloons and special items. It is extremely difficult to get these items, but you can find them on pirate ships, in the holds. These items should be taken immediately, no benefit can be compared with the achievements of these items. You can store especially valuable materials in a warehouse on the shore. Valuable items in the hold of the ship are at the very bottom, you can’t look through them, you can’t sell them in the store, you can only throw them overboard. Finds on pirate ships depend on your luck parameter. On the ship, you can store the acquired "honestly", what the character carries should be stored in the captain's cabin in chests.
ship silk - designed to increase the speed of the ship and the angle of travel, an additional three knots in battle will give you an advantage in battle. The masterpiece of Lyon weaving manufactories is a dense silk sailcloth. Incredibly strong material, light and breathable, quickly absorbs moisture and dries even faster, retains its shape and is resistant to stretching. With all the advantages, silk fabric has a significant drawback - the sun's rays act on it destructively. Weight 2 c, pack 1 pc.
Ropes- designed to increase maneuverability and reduce the minimum crew size. Strong ropes made of hemp fiber, which practically does not wear out from contact with sea salt, the best material for ship equipment. The most famous and desired by sailors of any profile, the ropes are produced at hemp spinning manufactories in distant Russia. Weight 1 c, pack 1 pc. If you bring at least one blade that Fadey asked you for, then he will sell you 50 coils of this product every month on the 20th, the cost of one coil is 10 doubloons, for a total of 50 coils 500 doubloons.
Lignum vitae- a tree specially designed for the deck reconstruction of the ship, in order to increase the numerical capacity of the ship. Hard, dense and resistant wood, incapable of splitting, the heaviest on the market, sinks easily. The backout is resistant to wear, but difficult to machine, has self-lubricating properties (especially in water). Bowout ship elements do not require replacement at all, despite the harsh conditions during their operation at sea. Weight 7 c, pack 1 pc.
resins- serve to strengthen the skin of the ship, increases the life reserve of your ship. Natural asphalt tar, a sticky grey-black mixture of bitumen, fine clays and salt water, is Trinidad's most famous, if not the most beautiful, landmark. These resins and the tar from them are used to impregnate the ship's hull. It is believed that they are significantly superior in quality to analogues supplied to shipbuilders by northern European countries. Weight 1 c, pack 1 pc.
Corsairs To each his own Improvement at the shipyard
Jamaica Island Port Royale - increase the speed of the ship or the angle of the course (ship silk, doubloons)
Saint Christopher Island, Capsterville Settlement - increase in maneuverability or decrease in the minimum number of crew (ropes, doubloons)
- increased hull strength (resin, doubloons)
Curacao Island, Willemstad Settlement - increased space for the crew (backout, doubloons)
In the Spanish colonies, shipyards also carry out improvements, for example: Cuba Island, Havana settlement
Corsairs To each his own Improving relations with nations
If you have problems with the British authorities and there is only one reward for your head - Fadey. Guadeloupe Island Fadey's house along the street, prepare doubloons, and hide from sight for a couple of weeks, taverns, brothels are your place for the next two weeks. After a couple of weeks, your reputation will change to hostile. We approach Fadey again, he asks for doubloons and wait a couple of weeks. Stay overnight in the tavern until the attitude changes to neutral, Fadey has done his job. Paying Fadey depends on how bad your attitude is. Don't forget your ship's crew, food and rum.
If you have any problems with the Spanish authorities, in the church of St. Pierre on the island of Martinique, you can always establish relations with the authorities at the Abbot Benoit for a certain amount of doubloons, remove hostility within a couple of weeks.
Corsairs To each his own Available storage facilities
Capsterville Island, Saint Christopher Settlement, Curacao Island, Willemstad Settlement, Jamaica Island, Port Royal Settlement, Havana Settlement Cuba Island.

Where to find big ships?

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

After what will the countdown for the quest "Pirate Saga" begin?

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

How to make Helen stay on the team forever?

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

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

How to give Mary Kasper a Narwhal blade?

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

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

Where to rent warehouse space?

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

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

Why are there no useful things in the treasure?

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

Where can I find guns larger than 32 caliber?

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

Is it possible to stand in the service of a certain nation?

In this modification, this is not possible. All quest chains for nations have been removed from the game, but you can enter the service of France, which happens in the storyline. In this case, you will be given an officer, a whole ship and equipment. If you agree, you will have to give 10% of the production, and also avoid shooting at friendly ships. In addition, you can not get new quests.

October 22, 2014

Today we will talk about a game with an amazing story. Created by a team of Black Mark Studio fans, it interested the official distributor of this game series. So a full-fledged version of the continuation of the epic - "Corsairs: To Each His Own" - was released.

Lots of easter eggs, updated fleet upgrade system. It also became possible for the main character to create things and ammunition. In addition, the world has become more open, and the plot is less linear.

Beginning, or Where to get a million

In this game, you take on the role of the French aristocrat Charles de Maur. The father has asked you to find your missing son, your brother, in the Caribbean.
So, after you got off the ship in St. Pierre, Martinique, you have two options for the further development of the plot. Variety is the beauty of the game "Corsairs: To Each His Own." Quests can be done in many ways.

First, you go to the authorities. For a beginner, it is more correct, but there are some tricks here. Things will need to be hidden, and the weapon will be replaced with a harpoon. The stash can be made in the box, which is to the right of the fort gate.

Why such a turn? Very simple - then you will be arrested and all things will be taken away. The governor-general of the island himself will come to the prison with a proposal. He frees you, and you pay off your brother's debts. The amount is impressive, a million pesos, after all. Help would be useful here, however, in the game "Corsairs: To Each His Own" cheats are not common.

After agreeing, you go to the quartermaster, who will give you a basic set of armor and weapons. If at the beginning you hid things in a chest, further development will be easier. Just go to the brother in the dungeon.

The second way of plot development is suitable for more experienced people familiar with the game "Corsairs 2: To Each His Own".

Here, having felt the freedom and expanse of a pirate life, we eschew the authorities, and figure it out ourselves. You will need to run around the city, chat with the residents. We are interested in the fate of the brother. In the process, from one person, you will learn about the abbot. Then the path leads to the church. Benoit, through a friend, will help you get to your brother in the dungeon.

Learn about - oh my God! - a debt of one million pesos, we get the first task. Remember, it's temporary. The point is this. Michel has paid a deposit for the ship, but still owes 17,000 pesos. It is necessary to find this amount in three days, otherwise you will get a wreck.
Where to get money? Let's figure it out.

call girl

For this quest, you will need to find one senior. He usually hangs around in the square near the church. Look for a light camisole and a hat. The passage of "Corsairs: To each his own" is open and non-linear. Therefore, the name is generated differently.

The point is. It is necessary to go to a brothel and negotiate with its owner about the girl Lutisse Montagne. She must be brought to this aristocrat after eleven o'clock in the evening. For all expenses, he gives 6 thousand, your earnings are the saved amount.
The secret is that before taking the quest you need to save. Upon receipt of the task, the cost of the girl for the night is randomly generated. It can be from 2500 to 5000 pesos. We load until we get the minimum number.

When talking with the hostess, choose the option that refers to the inexperience of the girl. It will be possible to pick it up from 23.00 to 00.00. In an hour it would be easy to manage and lead her to the aristocrat.

And while there is some time, we will earn some more money. Remember - in the game "Corsairs: To Each His Own" the map of the island is an indispensable assistant when completing quests. Don't forget to check it out from time to time.

Warehouse worker

Near the brothel is a shop. Our path lies there. There, the owner will complain about the fate and talk about the runaway worker. We agree to find him. The reward is one thousand pesos. And that's just for discovering it. According to the orientation, it is located somewhere outside the walls of the city.

Our path lies in the pirate settlement of Le Francois. On the way, by the way, we will complete two more tasks. They are written below.

So, the worker is in the tavern or near it. After talking with him, we understand that the owner of the store is a miser, and Gralam will never return to him.

What can you do. We return with bad news. The merchant is upset, but he gives a reward. And, besides, he promises more if we help to hire a new employee. The higher the qualification, the higher your earnings. Does not let the game relax. What can you do - "Corsairs: To each his own"! Ships will soon be redeemed, remember? So let's push up.

We run to Le Francois. Where to look for an employee? At the tavern keeper. He appears to be a little responsive. For only a thousand pesos, he will help with the task, but you need to walk for an hour.
While we are waiting, you can play dice, a possible win will not hurt. After the agreed time, we return to the tavern and see the applicants. And then everything becomes just great. In addition to the fact that the owner will take only 500 pesos for help, the employees also offer you bribes!

We choose the one that gives a bag with fragments of amber. We will need the jewelry later, and in the city the owner of the store will pay us 5000 pesos for it. But that will be after the interview. Time is money, so we run to the head of the port department. It starts the quest "Cannibal".

Side missions

On the way to the pirate settlement, you can earn some more money. The first task will be "Scarce Goods". Do you remember where you hid things at the beginning of the game? Near this chest is a city guard. Talk to him. It turns out that he is also French, like you. And his tender stomach cannot stand the local liquor. You will be asked to bring good wine.

It seems to you that money is hard to earn in the game "Corsairs: To Each His Own", the codes would obviously not interfere. All wrong! After this quest, you will forget these thoughts forever!

The income from this task is one thousand pesos. Time to complete - days. Simply and easily. Where to get alcohol? Check the chests in the fort. If fortune is not on your side, any merchant sells a bottle for seven hundred pesos.

We carry it after returning from Le Francois. The guard will be waiting on the upper platform of the fortress, in the evening. But it was not there! It's not a mission, it's the Klondike! Insatiable French are ready to buy another 60 bottles of 1000 pesos. What to do? Where to rob the wagon?

No panic! We go to any merchant and for a thousand coins we buy information that there is alcohol in the store. Having gone there, we stumble upon a misunderstanding of the owner. We return to the thrower. And he wants another 2,000 for a letter of recommendation. You have to pay. With this sheet we return to the seller. Now you can buy 60 bottles for 500 pesos each. But! This is a one-time offer, so free up your inventory!

Net earnings - 27 thousand coins. And the card received in the next story task of the game “Corsairs: To Each His Own” will greatly help in the future.

In the city, all quests available at this level are taken. We leave the gate. But what is it? A corpse lies on the road, and the local natives run away. Let's go through the pockets of the dead man. 560 pesos for expenses, small change and earrings. Save this decoration, we'll need it later when we get back from Le Francois.

So, we sorted out the hard workers in the village (the quest is described above - “Warehouse Worker”). It's time to remember the find. We go straight to the governor-general. You can, of course, ask the price of merchants, but there the price is lower. De Poinsy will give you a "Cheap Map of the Islands" for them. Such a gift will greatly facilitate the passage for you. "Corsairs: To each his own" is a game that is designed specifically for making money in the spirit of piracy.

Cannibals

The tropics, the starving local population, sleek European aristocrats... It turns out that the head of the port is looking for an assistant to his friend. Prospero's daughter was stolen. The poor father spent most of his property on the purchase of a musket and is already outside the walls of the city. We'll run after the money promised by the store owner later, now - to save the girl!

We find Truval near the well. From his story, we understand that abductions have become more frequent, and this is being operated by cannibal Indians. They get food, so to speak.

In this task, we will not only enrich ourselves financially, but also gain a lot of experience, if there is a desire. Only if fencing is not pumped, it will be bad. In the game "Corsairs: To Each His Own" cheats are aimed precisely at this area.

The point is. Your father will tell you how to act. If you do so, the quest will be completed quickly. If you destroy all the Indians yourself, without his help, you will get a lot of experience.

In the cave we find a daughter and another hostage. We accompany them to the city and get a reward. And this is neither more nor less - 8 thousand pesos, 35 doubloons and a good amulet.
In principle, the minimum of the game "Corsairs: To Each His Own" has been completed. The ships are already available for purchase. Count, there should be more than 17 thousand in your pocket. However, we still need officers, a team, ammunition. In addition, in stock the whole day.

How to have a fun night

What to do in the tavern, waiting for the morning? Don't sleep!
There are several entertainments to choose from - gambling, duels, "divorce" of the waitress. But first things first.

So, dice and cards. There will be a lot to save here. How to win? Just. We always start with the maximum bet - 1000 coins. We trade until the opponent agrees. For example, we play for 800 pesos. You win. Better save. If he wins, and then he starts to drain his bank to you, we rejoice and earn.
The main thing is not to win very often, otherwise they will call you a cheater and stop inviting you to the table.

When everyone is broke, you can still earn. Blame someone for cheating. Or get into a fight. Duels are won easily, and the dead drop good things and a lot of gold, if you're lucky.

The third fun is related to the waitress. You need to flirt with her until she invites you to spend time with her. We order a room from the owner of the tavern and wait. Instead of a girl, an accomplice appears, burning with a desire to rob us. Killed easily. The beauty of this task is that the waitress apparently has a lot of thugs. And from each you can get things and money. Without such pranks, the passage will be boring. "Corsairs: To Each His Own" allows you to experience the wild life to the fullest.

Rum for the bartender

Morning. The owner enriched himself by renting a room for an hour, so he is kind. When asked about the task, you receive an offer to smuggle cargo.
It is important to remember the password when receiving the task! He will not sign up anywhere, and without him the quest cannot be completed. There are several options, but the most common are: “the bay is ready for landing” or “old Thomas was waiting for a beer.” Again, yours may be different. Will have to write it down.

So, at seven o'clock in the evening we go to the pier, sit on the launch and quickly move to the right of the pier. If the wind is fair, it will be easier, if not, we go in zigzags.
Destination - ship "Ghost" near Lamentin beach. When the boat from the longboat approaches it, you will need to write a password in the dialog box. Did you remember him?

We receive a contraband cargo and quickly move to the bay of Le Francois. There, you pass the ship with alcohol to the people of the owner of the tavern, and you yourself go on foot to it. You get 5000 pesos, a couple of bottles of rum and a spyglass as a gift.

Spanish engineer

We bought the ship. Where can I get a team? That's right, in a tavern. After much questioning and persuasion, the bartender gives a tip. There is one sailor, decommissioned ashore.
We get acquainted, we answer a meticulous interrogation. He agrees to go to you, but only with his entire team. Not bad! 40 sailors at once for 8,000 pesos.

But where to get a navigator? The tavern keeper doesn't know. We run to the port. Good people say that there is one. He is in jail for debt.

I'm going to the moneylender. You will have to pay 11,000 pesos. Or maybe there is another option? Eat. You need to free his friend from captivity. Easily!

Freebie - that's the basis of the game "Corsairs: To each his own"! Quests are supplemented with gifts. Before meeting the pawnbroker, hide your gun. He will give you a new one, with cartridges!

At half past eleven at night we go to the beach, we beat off the Spaniard from the pirates. The secret is that the first robber you meet must be killed first, immediately after the conversation. The rest are easy to put in. But the saved will attack you. We beat him until he gives up.
Now the hardest part. At night, patrols roam the city, so you need not get caught. We save in front of the city.

After completing the task, we get IOUs, and, consequently, the navigator.
We buy provisions for the ship. Collect more charges for guns - buckshot and knippels. At the exit from the bay, a pirate ship will attack.

Getting rid of it is easy. Let's lower all the sails. We immediately destroy the entire rigging with nipples, and after the maximum command with buckshot. We board and rob. You can't take it for yourself.

"Corsairs: To each his own". "Dutch Gambit"

The second part of the epic is connected with the West India Company. Here you will have to explore the entire archipelago of the Caribbean Islands. At this stage, you can already have several ships and a slightly more pumped team.

During the second part you will visit Guadeloupe, Cuba, Maracaibo and other places. Such advice. Often there will be tasks to destroy pirates, or they will meet during the voyage. Always attack several times with knippels, and then constantly with buckshot. Then board. Only such tactics will allow you to constantly win and get rich quickly.

When you finish the storyline, the reward will make you happy. An amazing ship and an excellent experienced officer. Next will be the last part - "Corsairs 3. To each his own."

pirate saga

Hooray! Accumulated a million pesos! Buying brother. But everything is not so simple. The governor-general took the money, but he does not want to release the prisoner. Like, you still need to help him become the head of the island of Tortuga. Well, a challenge! Go against all the pirates at once!
Compared to this, the second part of the game "Corsairs: To Each His Own" - "Dutch Gambit" - is just child's play!

But it is not all that bad. Helpers are here too. Especially if you know the secrets. When you find yourself in Cartagena (it is desirable to raise the Spanish flag), find a pirate in the city. He has a very good sword. Have you learned how to duel?
Influential connections will be needed to capture Tortuga. Then the path lies to Zechariah, to Cuba. He will send us to look for the cartographer. Thus begins the next branch of the game "Corsairs: To each his own" - "The Island of Justice".

After the task "Shadows of the Past" we will receive Morgan's flamberg, which has no equal in all the Caribbean.

At the end of the line, you will kill Levasseur, report the change of power on Tortuga de Poinsy and free your brother. As a reward - a frigate with a crew and a French letter of marque.
But this is not the end of the game "Corsairs: To each his own"! The gambit was played well. Now we're racing to defend St. Pierre, our brother's former prison. After all, now our hero is a French officer!

Do you want to become invincible right away? Or is it easy to complete all tasks? We will talk about tricks and bugs.

So, in the game "Corsairs: To Each His Own" codes are not common, but there are many "raw" moments.

For example, when you capture an enemy ship, you can combine his team with yours. To do this, hold down the "shift" button. It may not work the first time, but the next ship will reward you with an endless team. It's time to bomb the forts!
By the way, about this. When behind the shoulders of the entire passage, "Corsairs: To Each His Own" did not end. It's only begining. No quests. Absolute freedom. We recruit officers from taverns with pumped pistols and fencing, and then through the F2 button we put them in our squad. And among the pirates you will not be equal!

The fate of a fan of the series is not easy. Instead of a dream game, an unfinished version was received, in which many features were disabled, and the sad cries of the suffering developers only answer that everything will be fine. However, we decided not to wait until patch 1.xx brings the game to the state of the ideal, and still please those who need it with a walkthrough. And some tips...

Management News

I don’t know what prevented you from doing this before, but with patch 1.1, the controls were slightly changed. So, the hero now moves around the ship or around the city using the WASD keys that are quite familiar to us. A pricks by pressing the left mouse button. True, the control of the spyglass still hangs on the same mouse, so in battle you often stumble upon all kinds of fences while looking for how to get to the bow or stern in order to evaluate the enemy ship.

In general, the change in management had a positive effect on the process of moving around the ship or city. Boarding is worse, as running away is quite good. Not worse at all - bounce sideways or backwards. But turning has become somewhat more difficult - for this, the mouse is just used.

Fights, ground and deck

Cities in the game can be very beautiful.

First of all, let's deal with the naval battle. We have a wonderful set of weapons from cannonballs, knipples, bombs and buckshot. You can safely sell the cores right away and never think about them again. This is an intermediate solution that allows you to do everything at once and not get any specific result. Although they have one advantage - they fly farther than all other projectiles, which can sometimes be used. Knipples are great for heavy ships. One accurate broadside salvo - and the enemy immediately loses a third of his sails, after which he cannot run far. A point-blank volley, as a rule, clears the deck of such stupid outgrowths as masts. But using knipples on small boats is sheer stupidity. You can’t really damage the sails, but one day you will run into a volley of bombs at close range and consider in detail the process of turning your ship into a submarine. Buckshot is very useful in situations where the enemy clearly has more people on board than we do. In this case, the boarding battle may be decided far from in our favor, which must be nipped in the bud. In the sense - to reduce the number of thugs on board the enemy ship. And finally, bombs are an ideal tool against all kinds of forts, even when an enemy ship is easier to destroy than to capture. Do not forget that the reloading process takes a long time, so reload weapons in advance according to the expected situation. For example, following with a convoy, you are unlikely to try to board someone, so feel free to load the guns with bombs.

When choosing guns, it is worth dwelling on those that hit further, that is, on culverins. But the choice of material is not relevant until you need to storm the forts - then every gun really counts. In normal naval battles, you often have a choice - to continue fighting or leave. If everything is really bad with the guns, then just return to the port and fix it. But bronze will still be more reliable.

Looks like he's asking for money now.

Only a single vessel should be taken for boarding. At the very least, a couple. This is especially true in situations where you are confronted by large ships. In this case, an attempt to pick up 3-4 ships at once results in serious problems in the form of a natural loss of crew and a significant advantage of the enemy already on the second or third ship.

The abortion itself is very simple. To begin with, we select the board where the crowd of our pirates did not run, and we begin to clean up the enemy there. Otherwise, you will be doomed for a very long time to swing a saber behind the backs of subordinates who absolutely do not want to let the captain go ahead. Here the choice is simple - we prick everyone who comes to hand. If the enemy decides to defend himself in a block, we chop. The battle with the captain is a little different. It usually starts with a pistol shot. Although this is a very weak damage to his health, the enemy still slows down for a while, and we get the right to launch the attack first. If you are very confident - apply chopping blows (V), but they are slow and give the enemy a chance to dodge. And if he managed to start such a blow a little later, then he will not only be able to dodge, but he will also give out in full. So an accurate calculation is very important here. It's much easier to stab until stamina runs out (if the enemy got into a block - chop, then he won't dodge), and then take a step to the side and run in circles around the cabin. And one day the health of the enemy will end.

And finally, the assault on the fortress. The easiest way is to take cast-iron culverins, charge them with cannonballs and stand in front of the fort. Under such conditions, they shoot a little further than the fort shoots. And this means that we are completely safe for ourselves to deal with protective structures. And all you need to do is knock out half of the guns. For thrill-seekers, an attack with bombs is suitable, but then you need to get as close as possible to the fort.

The people we manage

The hero has a whole bunch of skills. But that's the thing and the duck is that it is absolutely not necessary to teach them. Most of them will be learned by invited officers, who, although for a fee, will allow their leader not to spend points earned by hard battles on many things that he does not really need. Why do you need glasses? These are fencing and pistols (are we going to somehow kill the enemy?), tactics (normal pirates do not create a squadron, but you need to somehow bring all the captured ships to the nearest port?) and luck. The latter is an extremely strange skill. It increases the likelihood of finding something on a captured ship, rather than somehow affecting the value of the item found. And in general, objects are found cyclically - at first the value of what is found gradually increases, then it collapses to the very bottom, and we again start with the crappiest sabers, gradually rising. Of the abilities, the hero needs everything that relates to accelerating the growth of experience (his own and the team), and skills that are responsible for surviving in hand-to-hand combat. And there you can see what you can buy next.

officers

It's time to mention those who help us in the difficult task of managing the ship.

First, it's a boatswain. For him, indicators of authority and boarding are important (he will increase them for us). But I have never seen a single boatswain whose authority score was higher than 1. You will have to download it yourself. Do not forget to immediately equip the boatswain with the abilities related to boarding combat, otherwise it will be extremely difficult to board even the most frail and unprotected ship. In addition, the boatswain "expels" the sailors to the boarding battle, without him you can board and find yourself on deck in splendid isolation under the cunning giggle of the sailors watching your suffering from your own ship.

Navigator is next on the list. For him, the most important skill was, of course, navigation. We give him the appropriate abilities - the ship will gain speed faster and better relate to the absence of wind.

And they will never forget to demand!

Gunner deals exclusively with shooting issues. With it, your guns shoot more accurately (the abilities "accuracy" and "guns" have been upgraded).

The doctor deals with diseases and wounds, reducing losses from them. But he does it somehow very sluggishly, and, to be honest, I did not see any illnesses on my ship at all. I met them in the cities, but here the quarantine post stops in advance, and prudent people will not enter the city in the midst of an epidemic.

The treasurer will allow you to sell and buy more profitably. But who is doing the trading here?

The carpenter can repair damage to the ship right during the journey, which will allow you not to return to the port, but to continue raiding. However, for this you need to have boards and canvas on board, and in fact, a carpenter does his job only in a game that started with patch 1.1.

Finally, three fighters complete the list, who will help us in hand-to-hand combat. Just do not forget to give them new weapons, they are also mortal. A few more free officers are needed as captains for captured ships and as potential governors of the colonies. Given that they do not ask for money as passengers, buy them as soon as possible.

Team

A separate word should be said about the team. The number of soldiers and sailors varies from ship to ship (different brigs or schooners will have a different number of workers in these specialties), but musketeers and gunners are rigidly distributed.

You don’t have to worry too much about the soldiers and sailors - all the fighters don’t enter the battle, and if you have fewer sailors left than you need to lower and raise the sails, then it’s time for your ship to go to the bottom.

The purpose of the Musketeers is not too clear - they cost a lot and are the first to die. I feel that they are engaged in catching cannonballs on their chests.

But it is desirable to have gunners in a complete set - otherwise the guns will slowly reload and shoot poorly.

When you bring another caravan of captured ships to the city, start by expelling the extra crew from the captured ships. For some reason, the sailors themselves do not leave, and we risk experiencing real personnel problems as soon as it comes to recruiting volunteers for the ship.


Unfortunately, there is not much to tell about the management of the colonies so far - too much does not work in them ...

experience and money

Let's start with the first one. After all, it is with the growth of experience that we will open the plot and the opportunity to command new powerful ships. As they say, who is not experienced - he does not drive frigates.

The very first experience points can be purchased without even going to sea. To do this, you need to go around the entire initial city and talk with comrades with blue exclamation marks above their heads. Not that it turned out very much, but it’s definitely enough for the first level.

Further, it is better to get hired by the governor (which will bring an extra thousand a month) and begin to fulfill his tasks. Along the way, it is worth visiting a tavern, a shop and walking along the streets. In these places you can meet comrades with yellow exclamation points above their heads. This means private assignments, such as delivering a passenger or cargo, or maybe escorting a ship.

(Two pieces of advice can be given here. The more experience you get, the more you pay. Therefore, there is no point in wasting time on tasks for which even thousands are not paid. The second tip is to constantly remember where which port is located. This it will help you not to take tasks that are completely out of your way.This is especially useful if you take a task in a tavern or on the street - no one will repeat them there, if you didn’t take it on the first try, then then an exclamation mark over “useful "comrade will simply disappear. With the right approach to the set of tasks, you will always find something to do, and on some islands there will be several "goals" at once. We hand over tasks where they were taken: if it is on the street, it means on the street, but for the building, obtained from the governor, most likely you will have to go to the tavern.)

The next most valuable entertainment in the experience will be getting into a storm. There points are obtained for the very process of being in the epicenter of bad weather. It is enough just to be there, and the points will drip by themselves (the more powerful the hurricane, the more). There is only one drawback - severe damage to the hull and sails during such a swim. So if you have enough funds, then in this way you can quickly score a lot of points, which is especially useful at the beginning of the game.

Finally, the most popular way to upgrade your character was and remains the capture or destruction of enemy ships (or just passing by). Of course, there are “corrections” for complexity, expressed in the fact that the brutal drowning of a schooner by a manovar will not be taken very seriously. But capturing a manowar from a brig will bring a lot of experience. Moreover, experience is accrued both for capturing or destroying a ship, and for shooting at it. The capture of colonies can also be included in the same category, although much more experience is shipped for them. But there you have to work hard.

Now let's move on to money. How to earn them? The easiest way is to complete tasks and get some money for it. Trading here is so inconvenient and unprofitable that it is not even worth trying. Is it worth trying to remember what to carry where, if sometimes it is enough to deliver one passenger from island to island, and you will get more for it than for a month of persistent delivery of goods. The same applies to the notorious smuggling, which was nevertheless introduced into the game with patch 1.1. The same trade, side view.

It is even more profitable to capture and sell ships, but it becomes somewhat affordable if you still change the initial Luger for something more decent. Otherwise, you won't be able to win much.

This is interesting: captains of surrendered ships also bring small amounts of money. Just do not forget to demand a ransom for them, otherwise there will soon be more of them on board than the crew. And when boarding, some schooner surrenders to the manowar without a sound.

All ships

There are not so few ships in the game. Although why, for example, the same combat tartan was made is not at all clear. Therefore, after thinking, for a start, we were still given a Luger, which is still a class higher than this squalor. But in the end, there is still a set of clearly merchant ships, such as a flute or galleon, and fast or well-armed combat ships, which include a brig or battleship. Of course, we will note the first ones right away, they are of no use anyway, but the combat ones are subject to some discussion, although a lot about them has already been said in the first part of the game description.

It is best not to approach the issue of choosing a ship too radically. That is, trying to capture the battleship on some kind of luger from the very beginning. Most likely, this will end with your sudden death due to the fact that there are a lot of soldiers on the line and you will not be able to cope with them even if you are lucky to get as many as three fighters to your team. Moreover, your soldiers will enter this deadly battle strictly in proportion to how many there are relative to the battleship. That is, little. And even if you manage to win the boarding battle, the result will be a statement that the battleship is not your level. Therefore, the optimal "chain" of ships: luger, schooner, brig, corvette, frigate, something of the manovar class. Although, of course, one or more links in this chain can be safely skipped. But with this approach, you will not need to make excessive efforts in order to try to take the truly impregnable strongholds of the most powerful ships. In general, the corvette is ideal for hunting for other ships (and boarding them), the frigate is quite suitable for a shootout with even the most formidable monsters. But it is difficult to hunt other ships on a battleship or a manowar - they are painfully bad with maneuverability. Although it can be destroyed in one gulp. But the coastal forts must tremble before them.

This is interesting: the strangest ship is the manowar. It can achieve excellent speed with a tailwind, and at the same time, even with a wind blowing strictly to the side, it will drop speed sharply. Against the wind, he is not a walker at all. Draw your own conclusions...

The approximate characteristics of all ships in the game can be found in the table. They are approximate because the speed, life and maneuverability of ships can vary somewhat. And, having captured another brig on a brig, you will be surprised to find that a stranger is much better. So in the table there are specific samples that I once came across in the blue sea or at the shipyard.

Table 1
Ships in the game
Name Class Frame guns Speed Maneuverability Hold Team
Combat tartan 7 99 8 — 8 11,24 46 325 39
Luger 6 600 12 — 8 14,7 38 550 107
Sloop 5 907 16 — 8 13,6 48 469 154
Schooner 5 1300 20 — 16 12,8 35 1390 226
Barque 5 1432 16 — 12 11,73 29 1461 151
Caravel 5 2009 32 — 12 10,3 47 2834 345
Brig 4 2200 16 — 24 13,69 39 1667 322
flutes 4 2576 18 — 12 12,1 35 2816 269
Galleon 4 3150 22 — 16 11,49 29 3212 441
Corvette 3 2700 32 — 24 15,9 41 2019 401
Pinnace 3 3800 18 — 24 13,6 31 3804 387
heavy galleon 3 3972 36 — 24 12,7 27 2820 704
Frigate 2 3363 46 — 24 12,2 35 2579 578
Battleship 1 5500 56 — 24 12,7 36 3966 793
Battleship 1 6700 80 — 24 13,2 32 5890 1069
Manowar 1 9905 102 — 24 15,11 29 7199 1504

Long-short way home

And this one right there...

For the third part of the game, its passage is at least short. And this is despite the fact that the quality bar was very seriously raised up by the well-known to the general public modification of the Pirates of the Caribbean. After an insultingly short journey through the game, you involuntarily wonder - was it the most addition? Well, okay - for now, about the Corsairs themselves. And hardworking modders will not keep you waiting...

Let's start by forgetting about the "five independent storylines". Whichever side we choose, everything will proceed the same way. Unless the pirates are initially at odds with everyone except the French, so the set of ports will be seriously limited. But this is not such a serious problem. And the choice between the heroes does not make any difference, except for whose loin part you will observe in front of you throughout the game - Beatrice or Blaze. Well, the rollers are different for them. So - the game is one and absolutely one ...

So, the father of our heroes died in a bloody battle. True, before his death, he took a map out of the safe, tore it into a couple of pieces and launched it into the sea. Of course, the pieces could not just get lost and, like homing ballistic missiles, they sailed precisely to the grown-up children of the deceased captain. After 20 years. Where they roamed all this time - history is silent. But this accuracy is worthy of special mention. However, what to do with a piece of the map, our hero is still completely unclear, so we will have to patiently complete tasks from all oncoming and transverse ones and capture ships until we grow to level 10.

What is he doing! Beating a defenseless girl...

And with level 10 and the entrance to the first tavern that came across, everything will begin. The owner of the establishment who sees us will immediately take the bull by the horns, saying that he has some kind of rag for us. Inexpensive, only 800 coins. In the process of a deeply intellectual conversation, you can bring down the price to 600 coins, but then we can still combine our find and the remaining piece of the map into a single whole and find out the place where further adventures await us.

The islands played in the riddle are Saint-Martin and Martinique. Well, just above Martinique is the mysterious island of Dominica, where we have to sail and visit the local grotto. In this grotto, completely without any conditions for life, our stepbrother / sister lives, who / who will immediately call us a thief and try to reduce the amount of life strictly to zero. However, with some skill in swordsmanship, luck will accompany us, and when our opponent has about half of his life left, we will be told a heartbreaking story about the precepts of his father, who wanted to create a great state of free pirates. Of course, this is taken from the diary that our step-relative inherited. During the conversation, it will be repeatedly asked to finish off the interlocutor, but we are not animals. However, little will change from such an action, so let him live for himself.

So, we got out of the grotto and went to Isla Mona. There in the tavern we will be told that the dream of a pirate state continues to exist and now all hope is only on us. But first you need to kill some evil pirate captain who has terrorized the entire island (such evil pirates have gone!). Here a surprise will await you, since it is impossible to predict what this figure will swim on. Most often it can be found on a battleship. But one day he set himself up for my manovar on a frigate. Moreover, during the boarding, he cowardly surrendered (!). But now we can, with a clear conscience, go to the tavern and announce that the task has been completed.

The next task will be to challenge the most important local pirate. And, of course, stab him with your sword. And since he is a local champion in fencing, it will be very difficult to do this. Certain problems are created by his extremely small room, which makes it impossible to cut circles around it. But you can cope with it, and now we are going to the tavern again.

And there we will be offered to wait a couple of weeks, and then all the pirate captains will get together, after which we will be able to declare our will to them. So we swim somewhere these very two weeks, after which we return home and go to the management house that has already become our own. Pirate captains will resist our dream a little, but still agree with it. But the biggest surprise will be after the meeting - some of your assistants will not agree with the transition to the camp of pirates. And they will express this disagreement by leaving the ship as soon as you next board it. So it is better to take away valuable weapons from dissenters in advance, because for some reason they themselves do not return them to the armory.

There is only one thing left - a long and tedious capture of all, all colonies. After that, you will watch an obscure video about how many different events happened in this world with the advent of a pirate state, and ... we will be offered to play further. Only it will be a completely different story ...

The bug saga

In total, patch 1.03 remains the best for today. But even he is not spared from a number of problems, such as ships disappearing from the map. Therefore, if you are not afraid of the complete uselessness of pistols after 1.1, then start the game in 1.03 and install 1.1 after that. Oddly enough, this is the most balanced solution when many old problems are treated and new ones do not appear.

Finally - a game mistake for the lazy. If you buy a couple of hundred boards, then after a while they will independently multiply to billions in size. You can't sell more than 90,000 to one merchant, but this is a lot. Moreover, it will not be possible to buy an unauthorized ship ahead of time anyway. This miracle is treated by selling the ship and buying a new one, it is unrealistic to exhaust these unknown where the existing reserves are. Also, this bug can work for all goods in general, if you press the “take all” button when capturing a ship. And then you may have reserves comparable to the world's.

The state of free pirates: how it was

Captain Sharp's wonderful dream of a free pirate state at one time was really tried to be fulfilled and was quite close to success - but not in the filibuster Caribbean Sea, but in the Indian Ocean, on the island of Madagascar and the island of Sainte-Marie adjacent to it.

As you know, Pope Alexander VI (Borgia) with his bull divided the newly discovered world between Spain and Portugal, as a reward for Columbus, da Gama and Magellan: everything that was discovered west of the 30 meridian went to Spain, everything to the east, - Portugal. The "refined version" of this bull is known as the Treaty of Tordesillas.

By this bull, the Indian Ocean became Portuguese. But Portugal, unlike Spain, quickly lost control of what was happening, and the British were still timidly settling on the Asian coast. And at the end of the 17th century, Madagascar became the de facto possession of pirates, and soon the state of Libertaria was proclaimed there.

But the pirate freemen could not resist the "real" powers for a long time - and the pirates asked for support from the Swedish king Charles XII. This adventure was quite in the spirit of the “king-knight”, but by that time he had big problems in the war with Russia. And the second proposal was sent ... to Peter I.

Alas, as is well known, Madagascar does not belong to Russia. The expedition sent by Peter failed due to a storm, and the second did not have time to collect - Libertaria fell apart on its own. The state of free pirates fell victim to its own structure: the brave captains simply fought, and they were quickly suppressed by their neighbors. 1723 - the last year of the existence of a pirate power.