Computer games. Walkthrough "Corsairs: To each his own." Computer games Corsairs to each their own how to capture a ship

Corsairs To each his own Capturing 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, warships, which may be in the port at the time of attack. Settlements and forts in the jungle do not have forts, and they can only be captured from land. The forts differ in appearance, have different numbers of guns (and of different types) and different garrison sizes. Almost every fort is armed with long-range and powerful 48-pounder fortress cannons, in many ways superior to the most powerful naval guns. They usually fire bombs and are supported by batteries consisting of 42-pounder guns and 36-pounder culverins, which prevent the fortifications from being approached.
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 that need to be destroyed depends on the difficulty of the game. As soon as this happens, a quick action “Landing” icon 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 shell the fort with grapeshot to reduce the number of soldiers in the garrison. After the cannons are destroyed, the defenders will retreat deeper into the fortifications and grapeshot shots will become useless.
Corsairs To each his own Especially valuable materials for improving your ship at the shipyards
On some lines, you can select a specific ship improvement from the dialogue menu, in exchange for doubloons and special items. These items are extremely difficult to obtain, 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 or on the shore. Valuable items in the ship's hold they are at the very bottom, you won't look through them, you won't be able to sell them in a store, you can only throw them overboard. Finds on pirate ships depend on your luck stat. On the ship you can store your gains “honestly”; what the character carries should be stored in the captain’s cabin in chests.
Ship's silk - designed to increase the ship's speed and sailing angle, an additional three knots in battle will give you an advantage in battle. A masterpiece of Lyon weaving manufactories - thick silk sailing fabric. Incredibly strong material, lightweight and breathable, quickly absorbs moisture and dries even faster, retains its shape and is stretch-resistant. Despite all the advantages, silk fabric has a significant drawback - the sun's rays have a detrimental effect on it. Weight 2 c, pack 1 pc.
Ropes- designed to increase maneuverability and reduce the minimum crew size. Durable ropes made of hemp fiber, which practically does not wear out from contact with sea salt, are the best material for ship equipment. The most famous and desired ropes by sailors of any profile are produced in hemp spinning factories distant Russia. Weight 1 c, pack 1 pc. If you bring at least one blade that Fadey asked you, he will sell you 50 bays of this product every month on the 20th, the cost of one bay is 10 doubloons, for a total of 50 bays 500 doubloons.
Lignum vitae- a specially designed tree for deck reconstruction of a ship in order to increase the ship’s numerical capacity. Hard, dense and stable wood, incapable of splitting, the heaviest wood sold on the market, and sinks easily. Backout is wear-resistant, but difficult to process, and has self-lubricating properties (especially in water). Backout 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 hull of the ship, increasing the life reserve of your ship. Natural asphalt tar, a sticky gray-black mixture of bitumen, fine clays and salt water, is Trinidad's most famous, if not 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 Port Royale Island - increasing the speed of the ship or the angle of motion (ship silk, doubloons)
Saint Christopher Island, Capesterville settlement - increasing maneuverability or reducing the minimum crew size (ropes, doubloons)
- increased hull strength (resins, doubloons)
Curacao island, Willemstad settlement - increased crew space (backout, doubloons)
In the Spanish colonies, shipyards are also undergoing improvements, for example: Cuba Island, Havana settlement
Corsairs To each his own Improving relations with nations
If you have problems with the English authorities and a reward has been announced for your head, there is only one way out - Fadey. Guadeloupe Island is Fadey's house along the street, prepare your doubloons and get out of sight for a couple of weeks, taverns and 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. Spend the night in the tavern until the attitude changes to neutral, Fadey has done his job. Fadey's payment depends on how bad your attitude is. Don't forget about your ship's crew, food and rum.
If you have problems with the Spanish authorities, in the Church of Saint-Pierre on the island of Martinique you can always ask Abbot Benoit for a certain amount of doubloons to establish relations with the authorities and remove hostility within a couple of weeks.
Corsairs To each his own Available warehouses
Capesterville Island, the settlement of St. Christopher, the island of Curacao, the settlement of Willemstad, the island of Jamaica, the settlement of Port Royal, the island of Cuba, the settlement of Havana.

October 22, 2014

Today we'll talk about a game with an amazing story. Created by a team of Black Mark Studio fans, it attracted the interest of the official distributor of this series of games. Thus, a full-fledged version of the continuation of the epic, “Corsairs: To Each His Own,” was released.

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

The beginning, or Where to get a million

In this game you play as the French aristocrat Charles de Maura. Your father has asked you to find his missing son, your brother, in the Caribbean.
So, after you get off the ship in Saint Pierre, Martinique, you have two options for further development of the plot at your disposal. Variety is the beauty of Corsairs: To Each His Own. Quests can be done in many ways.

The first is 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 need to be replaced with a harpoon. You can make a stash in the box that stands to the right of the fort gate.

Why such a turn? It’s very simple - then you will be arrested and all your 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, but cheats are not very common in the game “Corsairs: To Each His Own.”

Having agreed, 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 It will be easier. We're just going to see our brother in prison.

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

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

Let's find out about - oh, God! - a debt of a million pesos, we get the first task. Please note, it is temporary. The point is this. Michel paid a deposit for the ship, but still owes 17 thousand pesos. You need to find this amount in three days, otherwise you will end up with a wreck.
Where can I get the money? Let's figure it out.

Call girl

For this quest you will need to find one lord. He usually hangs out in the square near the church. Look for a light-colored camisole and hat. The passage of “Corsairs: To Each His Own” is open and non-linear. Therefore, the name generated is different.

The point is. You need to go to the 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. He gives 6 thousand for all expenses, your earnings are the amount saved.
The secret is that you need to save before accepting the quest. When you receive a task, the cost of a girl for the night is randomly generated. It can be from 2,500 to 5,000 pesos. We load until we get the minimum number.

When talking with the hostess, choose the option that talks about the girl’s inexperience. You can pick it up from 23.00 to 00.00. In an hour it will be easy to manage and take her to the aristocrat.

In the meantime, we have some time, let’s 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

There is a shop near the brothel. Our path lies there. There the owner will complain about his 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 city walls.

Our path lies to the pirate settlement of Le Francois. By the way, we’ll complete two more tasks along the way. They are described below.

So, the worker is in or near the tavern. 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 gives a reward. And, in addition, he promises more if we help him hire a new employee. The higher your qualifications, the higher your earnings. The game doesn't let you relax. What can you do - “Corsairs: To each his own”! The ships will be redeemed soon, remember? So let's push ourselves.

We run to Le Francois. Where to look for an employee? At the tavernkeeper's. He turns out to be a sympathetic little guy. For just a thousand pesos, he will help with the task, but you need to walk for an hour.
While we wait, you can play dice; a possible win won’t hurt. After the agreed time, we return to the tavern and see the applicants. And this is where things get really great. In addition to the fact that the owner will only take 500 pesos for help, the workers also offer you bribes!

We choose the one that gives a bag of amber fragments. We will need the jewelry later, and in the city the store owner will pay us 5,000 pesos for it. But that will happen after the interview. Time is money, so we run to the head of the port department. It starts the quest "Cannibal".

Side quests

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? There is a city guard standing near this chest. Talk to him. It turns out that he is also French, like you. And his delicate stomach cannot stand the local swill. You will be asked to bring good wine.

It seems to you that it’s difficult to earn money in the game “Corsairs: To Each His Own,” codes would obviously not hurt. All wrong! After this quest you will forget these thoughts forever!

The income from this task is one thousand pesos. Time to complete - 24 hours. Simply and easily. Where can I get alcohol? Check the chests in the fort. If fortune is not on your side, a bottle from any merchant costs seven hundred pesos.

We take 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! This is not a mission, but the Klondike! The insatiable French are ready to buy 60 more bottles for 1,000 pesos. What to do? Where can I rob a carriage?

Don't 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 come across a misunderstanding of the owner. Let's return to the scam. And he demands another 2000 for a letter of recommendation. You need to pay. With this leaflet we return to the seller. You can now buy 60 bottles for P500 each. But! This is a one-time offer, so clear your inventory!

Net earnings - 27 thousand coins. And received in the following story mission game "Corsairs: To Each His Own" the map will greatly help in the future.

In the city, all quests available at this level have been taken. We go out the gate. But what is it? There is a corpse on the road, and the local aborigines are running away. Let's go through the dead man's pockets. 560 pesos for expenses, sundries and earrings. Save this decoration, we will need it later, when we return from Le Francois.

So, we dealt with 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 from traders, but the price there is lower. De Poincy will give you a “Cheap Map of the Islands” for them. Such a gift will make your passage much easier. “Corsairs: To Each His Own” is a game that is designed specifically for making money in the spirit of piracy.

Cannibals

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

We find Trouval near the well. From his story we understand that kidnappings have become more frequent, and this is carried out 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 up, it will be bad. In the game “Corsairs: To Each His Own,” cheats are aimed specifically at this area.

The point is. Father will tell you how to act. If you do this, you will complete the quest quickly. If you destroy all the Indians yourself, without his help, you will gain a lot of experience.

In the cave we find a daughter and another hostage. We accompany them to the city and receive 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 fulfilled. The ships can already be purchased. Do the math, you should have more than 17 thousand in your pocket. However, we still need officers, a crew, and ammunition. In addition, there is a whole day in stock.

How to have a fun night

What to do in a tavern while waiting for morning? Don't sleep!
There are several entertainment options to choose from - gambling, duels, “divorce” of the waitress. But first things first.

So, dice and cards. You'll have to save a lot here. How to win? Just. We always start with the maximum bet - 1000 coins. We bargain until the opponent agrees. For example, we play for 800 pesos. You win. It's better to save. If he wins, and then begins to drain his bank from you, we rejoice and earn money.
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 make money. Accuse someone of cheating. Or drink yourself to the point of quarrel. Duels are won easily, and those killed 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 tavern owner and wait. Instead of the girl, an accomplice appears, eager to rob us. Kills easily. The beauty of this task is that the waitress apparently has a lot of thugs. And from everyone 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 got rich by renting your room “for an hour,” so he’s kind. When asked about the task, you receive an offer to smuggle cargo.
It is important to remember your password when receiving a task! He won’t sign up anywhere, and the quest cannot be completed without him. There are several options, but the most common are: “the bay is ready for landing” or “Old Thomas has been waiting for beer.” We repeat: yours may be different. I'll have to write it down.

So, at seven o’clock in the evening we go to the pier, board the longboat 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 - the ship "Ghost" near Lamentin beach. When the boat from the longboat approaches it, you will need to write a password in the dialog box. You remember him, right?

We receive the smuggled cargo and quickly move towards Le Francois Bay. There you hand over the ship with alcohol to the tavern owner’s people, and you yourself go on foot to him. You get 5,000 pesos, a couple of bottles of rum and a telescope as a gift.

Spanish engineer

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

But where can you get a navigator? The tavernkeeper doesn't know. We run to the port. Good people say there is one. He is in prison for debt.

We go to the moneylender. You will have to overpay 11,000 pesos. Or maybe there is another option? Eat. We need to free his friend from captivity. Easily!

Freebies are the basis of the game “Corsairs: To Each His Own”! Quests are complemented by gifts. Hide your gun before meeting a loan shark. He will give you a new one, with cartridges!

At half past eleven at night we go to the beach and fight 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 even the saved one will attack you. We beat him until he gives up.
Now comes the hard part. Patrols roam around the city at night, so you need to avoid getting caught. We save in front of the city.

After completing the task, we receive promissory notes and, consequently, a navigator.
We are purchasing provisions for the ship. Collect more charges for guns - buckshot and nipples. At the exit from the bay, a pirate ship will attack.

It's easy to get rid of. Let's lower all sails. We immediately destroy all the rigging with clips, and then with maximum commands 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 related to 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-up crew.

During the second part you will visit Guadeloupe, Cuba, Maracaibo and other places. This is the advice. You will often come across tasks to destroy pirates, or you will meet them while sailing. Always attack several times with nipples, and then constantly with buckshot. Then board. Only this tactic will allow you to constantly win and get rich quickly.

When you complete the storyline, the reward will make you happy. A stunning ship and a great experienced officer. Next will be the last part - “Corsairs 3. To each his own.”

Pirate Saga

Hooray! A million pesos have accumulated! Let's ransom my brother. But it's not that simple. The Governor-General took the money, but does not want to release the prisoner. Like, we still need to help him become the head of the island of Tortuga. What 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"It's just child's play!

But it is not all that bad. There will be helpers here too. Especially if you know the secrets. When you find yourself in Cartagena (preferably raising the Spanish flag), find a pirate in the city. He has a very good sword. Have you already learned how to fight a duel?
To capture Tortuga, you will need influential connections. Next the path lies to Zacharias, to Cuba. He will send us to look for the cartographer. This is how the next branch of the game “Corsairs: To Each His Own” begins - “Island of Justice”.

After the task “Shadows of the Past” we will receive a Morgan flamberge, which has no equal in the entire Caribbean.

At the end of the line, you will kill Levasseur, report the change of power in Tortuga to de Poincy and free your brother. The reward is a frigate with a crew and a privateering patent from France.
But this is not the end of the game "Corsairs: To Each His Own"! The gambit was played out brilliantly. Now we rush to defend Saint-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 tell you about tricks and bugs.

So, in the game “Corsairs: To Each His Own,” codes are few in number, but there are a lot of “crude” moments.

For example, when you capture an enemy ship, you can combine his crew with yours. To do this, hold down the “shift” button. You may not succeed the first time, but the next ship will reward you with an endless crew. It's time to bomb the forts!
By the way, about this. With the entire playthrough behind us, “Corsairs: To Each His Own” is not over. It's only begining. No quests. Absolute freedom. We recruit officers from taverns with upgraded pistols and fencing skills, and then use the F2 button to add them to our squad. And among pirates you will have no equal!

Where can you find big ships?

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

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

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

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

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

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

How to give Mary Kasper a Narwhal blade?

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

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

Where to rent warehouse space?

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

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

Why are there no useful things in the treasure?

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

Where can you find guns larger than 32 caliber?

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

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

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

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

Management News

I don’t know what prevented me 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, which are quite familiar to us. And it stabs by pressing the left mouse button. True, the control of the spyglass still hangs on the same mouse, so in battle you often come across all sorts of obstacles while you are looking for how to get to the bow or stern in order to assess the enemy ship.

In general, the change in controls had a positive effect on the process of moving around the ship or city. With boarding it turns out worse, since running away is quite good. It’s not at all worse to bounce sideways or backwards. But turning has become somewhat more difficult - the mouse is used for this.

Combat, ground and deck

The 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, nipples, bombs and grapeshot. 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. Nipples are a great thing for heavy ships. One accurate broadside - and the enemy immediately loses a third of his sails, after which he cannot run far. A point-blank salvo, as a rule, clears the deck of such stupid outgrowths as masts. But using nipples on small vessels is sheer stupidity. You won’t be able to really damage the sails, but one day you will run into a volley of bombs at point-blank range and examine 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 not be decided in our favor, which must be nipped in the bud. In the sense of reducing the number of thugs on board an enemy ship. And finally, bombs are an ideal weapon against all kinds of forts and when it is easier to destroy an enemy ship than to capture it. Don't forget that the reloading process takes a long time, so reload your guns in advance according to the expected situation. For example, when traveling with a convoy, you are unlikely to try to board someone, so feel free to load your guns with bombs.

When choosing weapons, you should choose those that hit further, that is, culverins. But the choice of material is not relevant until you need to storm forts - then every weapon really counts. In ordinary naval battles you often have a choice to continue fighting or quit. If everything gets really bad with the guns, then just return to the port and get it repaired. But bronze ones will still be more reliable.

It seems that now he will ask for money.

Only a single vessel should be boarded. At the very least, a couple. This especially applies to situations where you are opposed 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 superiority of the enemy already on the second or third ship.

The boarding itself is very simple. To begin with, we select the side where the crowd of our pirates did not run, and begin to clear the enemy there. Otherwise, you will be doomed for a very long time to wave your saber behind the backs of your subordinates, who absolutely do not want to let the captain go forward. Here the choice is simple - we stab everyone who comes to hand. If the enemy decides to stand in the block, we chop it down. The battle with the captain goes a little differently. 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 an attack first. If you are very confident in yourself, apply slashing blows (V), but they are slow and give the enemy a chance to dodge. And if he managed to launch such a blow a little later, then he will not only be able to dodge, but will also give out the attack in full. So accurate calculation is very important here. It’s much easier to stab until your stamina runs out (if the enemy gets into a block, chop, he won’t be able to dodge), and then take a step sideways and run in circles around the cabin. And one day the enemy’s health will run out.

And finally, the assault on the fortress. The easiest way is to take cast iron culverins, load them with cannonballs and stand opposite the fort. Under such conditions, they shoot a little further than the fort shoots. This means that we deal with protective structures completely safely. But all you have to do is knock out half the guns. For extreme sports enthusiasts, an attack with bombs is suitable, but then you need to get as close to the fort as possible.

The people we manage

The hero has a whole bunch of skills. But the fact of the matter is that it is not at all necessary to teach them. Most of them will be learned by invited officers, who, although for a certain fee, will allow their leader not to spend points earned through difficult battles on many things that he does not really need. Why do you need glasses? This is fencing and pistols (are we going to somehow kill the enemy?), tactics (normal pirates do not create a squadron, but we must 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 found item. 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’s), and skills responsible for survival 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 steering the ship.

Firstly, this is the boatswain. The indicators of authority and boarding are important to him (he will increase them for us). But I have never seen a single boatswain whose authority indicator was higher than 1. You will have to upgrade it yourself. Do not forget to immediately provide the boatswain with abilities related to boarding combat, otherwise it will be extremely difficult to board even the most frail and unprotected ship. In addition, the boatswain “drives” the sailors out for boarding; without him, you can board and find yourself on deck in splendid isolation to the sly giggle of the sailors watching your suffering from their home ship.

Next on the list is the navigator. For him, the most important skill was, of course, navigation. We give him the appropriate abilities - the ship will pick up speed faster and deal better with the lack of wind.

And they will never forget to demand!

The gunner deals exclusively with shooting issues. With it, your guns fire more accurately (the “accuracy” and “gun” abilities are upgraded).

The doctor deals with diseases and wounds, reducing losses from them. But he does it somehow very sluggishly, and, to be honest, I didn’t see any illnesses on my ship at all. I have met them in cities, but they are stopped in advance by a quarantine post, and prudent people will not enter the city at the height of the 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 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 the carpenter actually does his job only in the game started with patch 1.1.

Finally, the list is completed by three fighters who will help us in hand-to-hand combat. Just don’t forget to give them new weapons, they are mortal too. A few more free officers are needed as captains for captured ships and as potential colonial governors. Considering that they don't ask for money as passengers, buy them as soon as possible.

Team

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

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

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

But it is advisable to have gunners in full complement - otherwise the guns will reload slowly and fire poorly.

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


Unfortunately, there is not much to say about managing colonies yet - too many things don’t work in them...

Experience and money

Let's start with the first one. After all, it is with increasing experience that the plot and the opportunity to command new powerful ships will open up to us. As they say, those who are not experienced cannot drive frigates.

The very first experience points can be acquired without even going to sea. To do this, you need to go around the entire starting city and talk with comrades with blue exclamation marks above their heads. It’s not that there’s a lot, but it’s definitely enough for the first level.

Next, it’s better to hire yourself into the service of the governor (which will bring you an extra thousand a month) and start fulfilling 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 marks above their heads. This means private tasks, such as delivering a passenger or cargo, or perhaps escorting a ship.

(Two pieces of advice can be given here. The more experience you get for completing it, the higher the payment. Therefore, there is no point in wasting time on tasks that don’t even pay thousands. The second piece of advice is that you need to constantly remember where each port is located. This will help you not to take tasks that are completely out of your league. This will be 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 there will be an exclamation point over “useful” "your comrade will simply disappear. With the right approach to the set of tasks, you will always have something to do, and on some islands there will be several “goals” at once. We hand over the tasks where we took them: if on the street, it means on the street, and for a building, received from the governor, you will most likely have to go to the tavern.)

The next most valuable entertainment in the experience will be getting caught in a storm. There, points are obtained for the very process of being at the epicenter of bad weather. It’s enough just to be there, and the glasses will drop 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 money, you can quickly score a lot of points this way, which is especially useful at the beginning of the game.

Finally, the most popular way to level up your character was and remains the capture or destruction of enemy ships (or simply sailing by). Of course, there are “adjustments” for difficulty, which means that the brutal drowning of a schooner by a manovar will not be assessed very seriously. But capturing a manovar 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 this category, although they reward much more experience. But you have to work hard there accordingly.

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’s not even worth trying. Is it worth trying to remember what to take 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 cargo delivery. The same applies to the notorious smuggling, which was finally introduced into the game with patch 1.1. The same trade, side view.

It is even more profitable to capture and sell ships, but this becomes somewhat accessible if you nevertheless exchanged the initial Luger for something more decent. Otherwise, you won’t be able to fight very much.

This is interesting: The captains of surrendered ships also bring in a little money. Just don’t forget to demand a ransom for them, otherwise there will soon be more of them on board than the crew. And during boarding, some schooner surrenders to the manovar 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 completely unclear. Therefore, after thinking about it, to begin with, we were given a Luger, which is still a higher class 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 a battleship. Of course, we will immediately discard the first ones, there is still no sense in them, but the combat ones are subject to some discussion, although a lot has already been said about them in the first part of the game description.

It is best not to approach the issue of choosing a ship too radically. That is, try to capture a battleship on some kind of lugger from the very beginning. Most likely, this will end in 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 enough to get as many as three fighters on your team. Moreover, your soldiers will be available for this mortal battle strictly in proportion to how many there are relative to the battleship. That is, not enough. 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 is: lugger, schooner, brig, corvette, frigate, something of the Manovar class. Although, of course, in this chain one or more links can be safely missed. But with this approach, you will not need to make excessive efforts to try to take the truly impregnable strongholds of the most powerful ships. In general, the corvette is ideal for hunting other ships (and boarding them); the frigate is quite suitable for a shootout with even the most formidable monsters. But it’s difficult to hunt other ships on a battleship or manovar - they’re too bad at 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 Manovar. It can reach excellent speed with a tailwind, and at the same time, even with a wind blowing straight to the side, it will drop its speed sharply. He is not a walker against the wind 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 from a brig, you will be surprised to find that someone else’s is much better. So in the table are specific samples that I once came across in the blue sea or at a shipyard.

Table 1
Ships in the game
Name Class Frame Guns Speed Maneuverability Hold Team
Battle 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 too...

For the third part of the game, its passage is at least a bit short. And this despite the fact that the quality bar was very seriously raised by the well-known to the general public modification of “Pirates” Caribbean Sea" After an offensively short journey through the game, you can’t help but think - was this the real addition? Well, okay - for now about the “Corsairs” themselves. And hardworking modders will not keep you waiting...

Let's start with the fact that you should forget about the “five independent storylines" No matter which side we choose, everything will proceed the same. Unless the pirates are initially at odds with everyone except the French, so the range of ports will be seriously limited. But this is not such a serious problem. And the choice between the heroes does not make any differences, except whose sirloin you will be watching in front of you throughout the game - Beatrice or Blaze. Well, the videos 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 from the safe, tore it into a couple of pieces and threw it into the sea. Of course, the pieces could not just get lost and, like homing ballistic missiles, they sailed directly to the grown-up children of the deceased captain. 20 years later. Where they roamed all this time - history is silent. But this accuracy is worthy of special mention. However, it is not yet clear to our hero what to do with the scrap of the map, so we will have to patiently complete tasks from everyone we meet and cross and capture ships until we reach level 10.

What is he doing! Beats up a defenseless girl...

And with level 10 and entering the first tavern you come across, everything will begin. The owner of the establishment who saw us immediately took the bull by the horns, declaring that he had some rag for us. Inexpensive, for only 800 coins. In the process of a deeply intellectual conversation, we can reduce the price to 600 coins, but then we will be able to 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 out in the riddle are Saint Martin and Martinique. Well, just above Martinique there is the mysterious island of Dominica, where we will sail and visit the local grotto. In this grotto, completely without any living conditions, lives our half-brother/sister, who will immediately call us a thief and try to reduce the amount of life strictly to zero. However, with some fencing skill, luck will accompany us, and when our opponent has about half his life left, we will be told a heartbreaking story about the behests of his father, who wanted to create a great state of free pirates. Of course, this was taken from a diary given to our step-relative. During the conversation, it will be repeatedly suggested to finish off the interlocutor, but we are not animals. However, such an action will change little, so let him live for himself.

So, we got out of the grotto and went to Isla Mona. There in the tavern they will tell us 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!). This is where a surprise awaits you, since it is impossible to predict what this figure will sail on. Most often it can be found on a battleship. But one day he exposed himself to my manovar on a frigate. Moreover, during the boarding, he cowardly surrendered (!). But now we can go to the tavern with a clear conscience 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 fencing champion, it will be very difficult to do this. His room is also extremely small in size, which makes it impossible to circle around it. But we can cope with it, and now we are going to the tavern again.

And there we will be asked to wait a couple of weeks, and then all the pirate captains will gather together, after which we will be able to declare our will to them. So we swim somewhere for these very two weeks, after which we return home and go to the management house that has already become our own. The pirate captains will be slightly resistant to our dream, but will 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 pirate camp. 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 dissidents in advance, because for some reason they themselves do not return them to the weapons room.

There is only one thing left - it will be long and tedious to capture all the colonies. After this, you will watch an obscure video about how many different events have happened in this world with the emergence of a pirate state, and... we will be asked to continue playing. Only this will be a completely different fairy tale...

The bug saga

Overall, patch 1.03 remains the best today. But it is not free 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 mistake in the game 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 still a lot. Moreover, it will still not be possible to buy an unauthorized ship ahead of schedule. This miracle can be cured by selling the ship and buying a new one; it is unrealistic to exhaust these unknown where existing reserves. This bug can also work for all goods in general if you click on the “take all” button when capturing a ship. And then you may have reserves comparable to the global ones.

State of free pirates: how it happened

At one time they really tried to fulfill Captain Sharpe’s wonderful dream of a free pirate state and were quite close to success - but not in the filibuster Caribbean Sea, but in the Indian Ocean, on the island of Madagascar and the adjacent islet of Sainte-Marie.

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

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

But the pirate freemen could not resist the “real” powers for long - 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 matured 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 they did not have time to assemble a second one - Libertaria disintegrated on its own. The state of free pirates fell victim to its own structure: the brave captains simply fought, and were quickly suppressed by their neighbors. 1723 — Last year existence of a pirate power.



Preference