Corsairs each have their own passage, shipwrecked. KKS: General discussion and questions about the passage. The Gascon's Burden. Continuation

At the beginning of the game Corsairs: To Each His Own, you need to approach the sailor and talk to him, and then move deeper into the island and go inside the residence where the governor lives. Approach him and chat. After this you will be arrested and placed in a cell. After some time, Philippe de Poincy will visit you. Be sure to talk to him and go free. After you are released from prison, go outside and turn right and go around the building. This will take you to the entrance to the dungeon. You can go down and go to the stairs to go down it. Then turn right again and in the right chamber, at the very end, you will find your brother. Talk to him.

After this, you will find out that Michel made an advance payment of 5,000 gold, but another 15,000 coins are needed. But that's not all, you will also have to hire a navigator. Continue the passage of Corsairs: To Each His Own and move to Guadeloupe. Disembark and start searching for Fadey. After he pays off his debt, you can go to the pier, and then turn left to find yourself near the shipyard. Go inside and chat with Gaspard Blondel. It turns out that you owe him 17,000 gold. He will give time to repay the debt - 3 days. Don’t be upset, go to the tavern and talk to its owner about work.

Then go back to the governor’s residence and talk to him so that he gives your things.

Rum for the bartender

Keep an eye on your watch and try to be near the left pier at 19:00 to board the longboat. Your team will include five more sailors, with whom you need to go to Lamentin to find the schooner "Ghost" there. When you board the longboat, begin sailing to the port of Le Francois. Go ashore, wander around a bit, and then get back on board and start moving to the left of the shore. There will be a rock in front of you, go around it and head straight until you have the opportunity to turn left.

As soon as you go around the next rock, take out your compass and start moving north. Look at the clock and when 02:00 hits, press Enter. Now look at the top list and notice the Ghost ship icon there, click on it. Then open the menu and select one of the boats to get to this ship. After his captain approaches, you have to tell him the password. It is worth noting that in the passage of the game Corsairs: To Each Their Own, passwords are generated randomly, so you will have to choose from the proposed options.

I advise you not to put a period at the end of the sentence, because the password will not be accepted. Now you will receive the rum and can return to the port of Le Francois. After landing on shore, chat with several characters, and then move to the tavern to receive the promised reward.

Call girl

Walking through the streets of the town, you will meet a man dressed in a light brown suit who calls himself Arthur Scalon. He will ask you to help him. You need to get into the brothel, find and chat with Aurora. Then take it off at night. He will also give you 6,000 gold, of which you will have to pay part for the services of a prostitute. Be sure to agree, and you will become aware of one more name -
Lutiss.

Go to the brothel and find a pimp named Aurora there to place an order for Lutiss. Give her 2500 gold and find out that the girl will be free around 23:00, and you need to pick her up before 24:00. Continue through the game Corsairs: To Each His Own and wait until the right time to head back to the brothel. Find Lutiss there and talk to her. Once on the street, head towards the governor’s property, and then face it and go into the house located on the right. Another landmark is the red roof. Sooner or later she will ask if you are still there. You should answer this question positively and wait until she disappears behind the door. This completes the task. It is worth noting that you will need to return for the girl the next day, only around 23:00 - 24:00. So you don't have to wait for her to appear that very night.

Manuscripts of the priest Saint-Pierre

Face the governor's property and look for the church on the left side of it. Go there and chat with the priest who is busy reading prayers. Then, in the passage of the game Corsairs: To Each His Own, you will need to begin completing the next task, namely, to find and bring the manuscripts of Father Capsterville. He can be found on the island of St. Christopher. No need to wait long, hurry up and go there right away.

Warehouse worker

Approach the prison and look for a store near it. Go into it and talk to Francois Laroux, ask him about work. However, he will want you to first find Gralam Lavoie, who works in the warehouse. He will also say that you won't find him in the city. So hurry up to get into the jungle and follow the path until you find yourself near a fork. Move left and then turn right. I advise you to stick to the left and go to the corsairs' lair.

In this village there is a store on the right side, go into it and find Gralam Lavoie there. He will stand near the counter. After talking with him, you can return to Saint-Pierre and tell the seller that you have found a person. He will pay you and assign you the next task, which is to find another person named Francois Laroux. Continue through Corsairs: To Each His Own and return to the corsairs' lair and go to the tavern. Find its owner and ask him about the employees. Then pay him 1000 gold to tell you about them.

Wait an hour and approach the innkeeper again. By the way, you can rest this time on the second floor of the store where Lavoie was found. When you find yourself in the tavern at the right time, you will see three selected workers. Approach them and chat. It is worth noting that they will offer you a bribe to choose him. After choosing the most suitable one, wait until he leaves the tavern, and then follow him. Climb aboard the ship and set sail for Sainte-Pierre. Find the seller and return to the shop after an hour to receive the promised 5,000 gold.

Stolen Jewel

From the governor's residence, go to the fork and turn left. There will be a gate in front of you that you need to go through. This will take you to the jungle. When you come to a fork, turn left and continue on. After a while, you will see two foreigners in a hurry to get away. There is no need to chase them. Better go right and approach the lifeless body.

Now, in the walkthrough of the game Corsairs: To Each His Own, you need to carefully examine it to find the earrings. Take them and return to the city. Head to the local shop and sell them for 4,000 gold. But you can also not sell them, but go to the governor and show your find. He will say that these are his wife’s jewelry, thank you for the find and give you a map of the archipelago.

Cannibals

Now you need to get to the port control house. Once inside, you will see a certain Paul Gery, with whom you need to talk. It turns out that his comrade is going to go to war with the Indians who are settled in the jungle. He asks to help him. You can continue the passage of the game Corsairs: To Each His Own and get out of the building, then turn left and meet Prosper Trubal near the gate. Approach him and chat. Then go through the gate and head into the jungle to fight the Indians. I advise you not to let them get close to Prosper.

Together with Prosper, head inside the cave. Start shooting the Indians one by one, and then talk to Trubal again to find out that his daughter is alive. Explore the cave and find a stranger in the same place. This man's name is Dilbert Coursey. Be sure to talk to him and go outside to talk with Prosper again. Now go to the city to get your well-deserved reward for completing the task.

The Gascon's Burden. Continuation

So, you should now have about 24,000 gold in your pocket. Head to the shipwright and pay him the debt for the ship. Now you have become the owners of the schooner. You can head to the tavern and talk to the innkeeper about your intentions to gather a team. He will tell you that there is a sailor behind him who is not serving yet. Approach him and talk. He will tell you that he agrees to serve you, and with him 40 sailors will also agree to do this. Only you will have to fork out 8,000 gold.

Continue the passage of Corsairs: To Each His Own and go to the store to buy food for the ship. Only then return to the sailor and tell him that you agree to his conditions, and also that all the necessary goods, including medicines, are already in stock. Now all that remains is to hire a navigator.

Go to the innkeeper again and ask him about it. But he cannot advise anything, so go outside and approach the man who has a dark beard and hair. He also has a bandana on his head and a sword in his hands. Meet him and find out that his name is Appolinaire. Tell us that you are looking for a navigator and he will help you by telling you about the man who is now behind bars. Head to the prison you were in and approach the commandant. As soon as you talk to him and ask about Volk, he will direct you to the moneylender. Find it in the bank opposite the prison. Talk to him and find out that the prisoner owes him 10,000 gold. But you don’t have them, ask him if he needs to do something. He will agree and give you a new task.

Engineer, originally from Spain

Now, in the passage of the game Corsairs: To Each His Own, you have to win back this engineer’s friend from the corsairs. You need to go to Le Marin Bay. Then go into one of the buildings to take a short break. After getting enough sleep, set a course for the jungle and go deep into it. After some time, you will find yourself near the water, where pirates are holding a Spanish engineer captive. Approach them and chat.

After you cut the throats of two corsairs, you will need to engage in a fight with an engineer, who will not immediately believe that you are positively disposed towards him. Try not to cause much damage to him, and after you defeat him, communicate. Remember that you should not appear in the city closer to night. Because there are guards at the gate. So hurry to the tavern and rent a room for a day. As soon as the clock ticks 00:40, head out of St. Pierre. I advise you to avoid meeting with officers who are walking along the city streets at this time. After you get to the moneylender, talk to him and make him write a receipt to Folke.

Corsairs Each hero has his own weapon
You need to correctly calculate and select the weapon for your character. So: weapons are divided into types, broadswords/axes, sabers/cleavers, rapiers/swords. The weapon has attack/balance parameters, 84.5/1.1, and weight 4.4. The character has an energy parameter. If the weapon is heavy, then you spend more energy on the blow, depending on the type of weapon, your level, the blows can cause different damage, the maximum damage is caused by piercing weapons: secondary guns, SKM broadswords/axes, and LMB sabers. The optimal weight for a weapon, again it all depends on the level of your hero, at level 20 2.5 - 2.9, the higher the level, the heavier the weapon can be taken. If your character gets tired or gets a lot of injuries, you are also awarded penalty points, but it’s easy to deal with this, rest in a tavern, brothel, help the church. Carry out strikes with RMB, LMB, SCM. For weapon type broadswords/axes best type strikes SKM, sabers/cleavers LKM, rapiers/sword PKM.
Corsairs To each his own Captured captains
In order to hand them over to the authorities, you go to the governor and hand over the prisoners to the authorities for a ransom. But first of all, talk to the captains, maybe you will learn something new. Sometimes they offer you a lot of interesting things, use all the dialog boxes.
Corsairs To each his own Artifacts, amulets, amulets, talismans
In the game you can find various artifacts. The simplest of them can be taken in a fight or accidentally “found” among someone else’s property. More rare ones can be found in the cabins of ships taken as a prize or in the pockets of plot opponents. They can also be received as gratitude from the inhabitants of the Archipelago. Often the most attractive amulets, while enhancing certain traits or properties, at the same time have a negative effect, often of the opposite nature.
All artifacts are divided into three groups:
"Cursed" items: have a negative effect on the character and do not require equipment. The power of the spell cast on them is so great that you can only get rid of the effect of the curse together with the object, by throwing it away or putting it in a locker.
Charms: artifacts that have an unlimited duration are equipped in a separate slot (top left on the character diagram). These are the rarest and most valuable magical items. It is impossible to make them yourself.
Amulets: artifacts, of which there are many on the Archipelago, are equipped in slots specially designated for them. You can even buy them in any settlement. Local residents, representatives of the indigenous population, or wandering monks will be happy to sell simple crafts.
With the right luck and ingenuity, you can get your hands on an alchemical kit that allows the hero to make all kinds of objects, talismans and potions himself. You will also need:
recipe;
components (consumable items);
tools (necessary for the manufacturing process).
If you manage to get and study the recipe, the lists of components and tools will become known.
And, of course, all this becomes available only if the protagonist has the Alchemy ability.
There are three in the game conditional type of magic:
church (Catholics, Protestants),
native (Indians, blacks),
household/marine (superstitions of sailors and ordinary people).
Each type of magic is indicated by a stone in the icon in the upper left corner of the artifact icon: turquoise (blue) - church; jade (green) - native, coral (red) - household.
The stones are designed to guide the player in who to sell to and from whom to buy. required artifact(a merchant of “his” specialty will pay more when buying, but will ask for less).
Monks sell Christian artifacts. They give the maximum price for “turquoise” artifacts, half for “coral” ones, and pennies for “jade” ones (they buy them up to destroy the anathema).
Native crafts are sold by peaceful (without war paint) aborigines: they will buy best price“jade” amulets are worth half the price for “coral” ones and “turquoise” ones for next to nothing (to mock at your leisure).
Household amulets, familiar to most colonists, are sold by ordinary traders. They will purchase “coral” products at the maximum price, while church items can be purchased at half price in order to resell them to the monks. Perhaps the laity will not get involved with the natives at all (mind me!).
Despite their origin, artifacts can work together, or they can turn out to be antagonistic.
Amulets of offensive and defensive magic are incompatible. Auxiliary magic is neutral, and therefore compatible with any of the previous groups.
The functional orientation of the amulet is indicated by a rosette under the stone:
necklace with claws: attack effect;
sun with rays: protective effect;
Celtic circle: auxiliary.
As a rule, “auxiliary” amulets neutralize the concomitant negative effects of the main amulet.
In addition to the amulets of the three main groups, which can be sold and bought on city streets, there is a fourth indication group intended for rare artifacts: talismans, amulets, rare ammunition or equipment. The symbolic stone is lapis lazuli (i.e. blue with gold veins).
The rosette under the stone in the corner of the icon corresponds to the main function, similar to ordinary amulets.
In addition to the symbols listed above, you may encounter several more:
black morion in a bone rosette means danger emanating from an inactivated object;
white pearls in a bone rosette means that the item has useful non-magical properties, but you will have to pay something for its use (such an item carries both bonuses and penalties, for example, Rum or Wine);
yellow amber in the Kolovrat frame means that the object carries information that can be recorded either in Documents or in the Cartographic Atlas;
a golden star rune on a dark background means that the item is a tool with which you can create new items and which does not disappear after the first use, i.e. is not a component.
Members of your team - officers and companions - will not accept independent decisions regarding artifacts, relying entirely on the player's choice.
Corsairs To each his own Global achievements


Baptism of fire. First victory in a naval battle

Covered with scars. Receive more than 10,000 damage in total

Alchemist. Craft over 200 potions and items

Guest. Spend the night in a tavern 50 times

Home sweet home. Get ownership of a house

The wind of change. Successfully complete the "Dutch Gambit" story quest while collaborating with GVIK

Jedi. Reach maximum reputation
Naval commander. Assemble the maximum squadron
Admiral. Develop the “Navigation” skill to 100%
Dealer. Earn 10,000,000 pesos by trading/reselling goods

In the service of the Empire

Negotiant. Develop the “Trade” skill to 100%

Researcher. Explore 50 dungeons, caves, grottoes and workings

Swordsman. Develop the skill “Rapiers and Swords” to 100%

Moneylender. Open deposits with money lenders for a total of 5,000,000 pesos

Darling of fate. Develop the “Luck” skill to 100%

Dragoon. Develop the skill “Broadswords and Axes” to 100%

Hussar. Develop the “Sabres and Cleavers” skill to 100%

Miser. Make a capital of 10,000,000 pesos

Painful. Reduce the “Health” indicator to the minimum possible

Living legend. Reach rank 40

Sith. Reach minimum reputation

Death to enemies. Kill 500 military personnel

Knowing no fear

Murderer. Lose 9999 sailors in the crew of the protagonist's ship killed in battles

Toughie. Develop the “Protection” skill to 100%

Exorcist. Destroy 100 instances of evil spirits
Red Book. Destroy 35 crabs
Sniper. Destroy from firearms 500 opponents
Slaver. Sell ​​5000 slaves

Diligent

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

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General discussion and questions about the passage
The eldest was a smart kid. The youngest son is this way and that. In general, he was definitely a fool.


Ahoy, brave sailors and lovers of adventurous adventures! Welcome to our little tavern at the end of the world! Grab yourself a pint of select rum and make yourself comfortable. We have a long and pleasant evening ahead of us in the company of the women of the port, gambling, as well as incredible stories about the adventures that await us, simple corsairs, on the way to legendary treasures! Don't mince your words! Share your experience with green cabin boys who have not yet smelled the smells of sweat and gunpowder! Those who have not yet known the joy of a fresh sea breeze after a prolonged calm! Help me choose a vessel for the cruise trip around the world or tell me a couple of tricks that will help a young corsair become sea ​​legend. Relax, have fun, and remember: after all, the parrot is alive!


Plus, the developers went too far with the quests during which the main character loses his ship. You have to replay, change the game, leaving the main ship laid up in the port, and sail on some kind of tartan or lugger for the mission.
Compared to other parts, the player is very tied to time. He has little time left to engage in piracy, trading and completing side quests for his own pleasure. The success of completing timed tasks depends on simple luck with a tailwind, plus there is a bug when using the command “swim to...” it takes much less time than swimming to the same point on the world map.
The only thing that pleased me about this game was the trading. It really became possible to make money on it.

I recently deleted this game, although I also played for several months, then abandoned it, I didn’t like the too nerdy leveling of fencing, which, along with other Persian skills, increases very slowly, and accordingly, personal abilities are earned less often.


But with ship skills it’s more difficult. I still use the skills of navigators. Fortunately, quest officers have high level skills.

In general, the game is incredibly difficult. The time limits on quests are too steep, the opponents are crazy at first (only with the help of forts can you crush them), and from the very first minutes of entering the open sea at the beginning of the game you immediately encounter entire squadrons of the enemy. Natural tin. Moreover, it infuriates me that at the beginning of the game (until you improve your flag raising skill or patent West India Company you can’t buy) carry out missions to deliver some passengers and ships to the Spanish shores. And almost all the characters I met at first (at least in my case) ask exclusively to go to the Spanish colonies. But the story dragged on. The plot is good, compared to the old parts.

Plus, the developers went too far with the quests during which the main character loses his ship. You have to replay, change the game, leaving the main ship laid up in the port, and sail on some kind of tartan or lugger for the mission.

Yes, I don't like that either. I know that this should happen as the game progresses. In the same Kaleuch, in my opinion, everything is based on this. But I haven't met yet. I don’t know yet whether each officer will have to buy a Luger in order to preserve them. Because from the passage I saw that only one of them survives. That is, Mary or Rumba, depending on who you take. And yes, it’s a pity that you can’t take both.

I liked the game, especially the story. He is above all praise. There are so many variations of the passage, literally everything is thought out to the smallest detail. The writers really did a great job, especially when, through dialogue alone, they gave all the NPCs real, living characters. I think even Stanislavsky would not have found anything to complain about.
Bright, dynamic battles that even at the end of the game make you tense and sweat. Although for a beginner (like me, for example, who had only played the first Corsairs before) the game will seem too difficult even for easy level. However, you can adapt, you just need to devote more time to passing.
However, there were some downsides. The Storm engine is insidious and merciless, it always starts to malfunction at the most crucial moment. Although, oddly enough, I experienced crashes less often than others.

Personal skills are upgraded quite quickly. In general, fencing can be upgraded by stupidly making your way overland to a Spanish fort (while the noble hidalgos treat the character no better than a piece of unsavory stuff) and cutting down everything and everyone on the way. A couple of hours of real time, and your skill is already at a hundred. It’s better not to approach pirates with such things.

On older versions, I remember, this was actually possible. In the latest version, such a freebie was cut off. Skills are pumped up, but extremely slowly; only on missions do you gain experience.

In fact, there is an opportunity to take both, although not forever, and even then with restrictions.

There is nothing complicated, just replay the entire Pirate Saga.

Spoiler

In order to take Mary back for a second visit to the OS, we must make sure that the prophecy of the gypsy woman that Helen talks about is not fulfilled. That is, you must either not return the chest with doubloons, or name Helen after her adoptive father, MacArthur, and not Sharpe. In this case, Mary agrees to board the ship and both girls will travel with the GG on the ship until the end of the Saga. Helen leaves at the end. Naturally, you won’t be able to choose between the two of them, only Mary.

For me personally, there are much more positives in this part than negatives. The work of the developers is visible in every aspect of the game, which cannot be said about many AAA projects that are driven by commerce and not by ideas. The only thing worth criticizing is the engine, which, unfortunately, is not always able to function normally on XP+ systems.

The speed of leveling up fencing depends directly on the style of play. It is logical to assume that if the player is constantly at sea, his sea skills will improve. As for me, this system is quite understandable and playable. I would like to add that skills increase faster when completing a quest, be it generator/plot/side quest.


That's exactly what for free play there is very little time, except perhaps only at the stage of collecting a million pesos (if you collect these pesos not through a quest" Dutch Gambit", but through trade and piracy).

That’s right, there is very little time for free play, except perhaps only at the stage of collecting a million pesos (if you collect these pesos not through the “Dutch Gambit” quest, but through trade and piracy).

Three months to collect one million pesos is a convention that can be broken several times. Also, after passing Pirate Saga You can freeplay for at least ten game years, which will not affect the plot in any way. How much more free?)
If, for example, we take the standard system from the GPK, where the GG immediately after respawn is engaged in free play, of course, there are differences, but they are not as critical as they seem at first glance.

Yeah. It's not viable at all, to be honest. Like a zombie. It seems to be moving, but who knows when something will fall off of it.

The speed of leveling up fencing depends directly on the style of play. It is logical to assume that if the player is constantly at sea, his sea skills will improve. As for me, this system is quite understandable and playable. I would like to add that skills increase faster when completing a quest, be it generator/plot/side quest.

Not only does the system have a right to life. So she's absolutely awesome! She is logical and consistent. Just by doing what you're supposed to do, you improve your skill. True, lately I have been resorting more to the help of gypsies. Because Some skills I still don’t understand how they are upgraded. For example, the same secrecy. And for some quests, this stealth is a really necessary skill.

Compared to other parts, there are story quests that require completion over time, but this does not mean that you cannot choose the right moment for free play during the break between these quests

Can. But it’s very difficult to be honest. And the plot doesn't let me go.

That’s right, fencing used to be great during boarding battles in fights with captains and the enemy team, but now to do this you need to generate quests for duels in cities using save/load and organize a hunt for local bandits, and fencing is barely growing.

Fencing improves faster than other skills. Moreover, local bandits are not so rare. And I more often try to board an enemy ship than to sink it. Well, during secret visits to the Spanish colonies, I simply cannot resist going inside the settlement and knocking out a couple of noble conquistadors. As a result, my fencing and shooting skills have been fully upgraded. But with the rest, everything is less rosy. Some haven’t even reached 50% yet.

Gentlemen. As a fan of the series with 7 years of experience (it’s scary now) I read your posts with interest.
First I’ll say a few words about how this game even appeared. There was (however, there still is) such a team of enthusiastic players, Black Mark Studio, which made a global modification for “City Lost ships" (previous game in the series) - mod pack 1.3.2 Adventure Tales. In parallel with the modification, they made a fan-made addition to the game - in fact, “To Each His Own.” Some addon ideas (for example, generated quests) were tested on a mod pack. The add-on was supposed to have three main characters (Charles de Maur, William Paterson, Diego Montoya) with three storylines, connected with each other. When Akella, as the copyright holder of the series, saw what was coming out in the end, she decided to publish this project as a separate game. This is how “Corsairs: To Each His Own” appeared. In the first version of the game there is a plot only for Charles de Maura, since there was no time to refine the other two. Actually, the entire corsair community is waiting for the remaining two GGs and their lines to be added to the game. So far, the developers have released two relatively small DLCs ("Kaleuche" and "The Last Lesson"), and the third is coming - "Under the Black Flag".

Here's the thing. The previous game in the series, City of Lost Ships, was focused mainly on freeplay. Actually, the players had a lot of fun playing. The developers of KKS decided to shift the focus to the plot component. At the same time, freeplay as such has not gone away - between story quests you can have fun as the player wants.

Well, this one game feature was known, again, back in the Civil Procedure Code

But this surprised me. It is believed that in KKS freeplay the emphasis is on piracy and generated quests. Trading has become more difficult than in the Civil Procedure Code.

In one of the updates, leveling up of soldiers in the fort was cut down. Especially, as part of the fight against stupid people. As the developers explained, leveling up the hero is quite possible during side and generated quests - and this reveals the game more fully than endless slaughter for the sake of skill points.

In fact, the main character objectively does not need most of the ship's skills and abilities, because they are covered by hired officers (key positions are navigator, gunner and boatswain). You definitely need the ability to raise foreign flags (allows you to penetrate enemy cities), it’s worth leveling up the navigator abilities branch - its final perk allows you to ignore unnecessary skirmishes on the global map.

What’s good is that the plot of KKS is organically intertwined with the plots of, perhaps, all previous games in the series. With the second, third and GPK - exactly.

When it's pirates drowned ships? It's not profitable

It's strange why. Due to unique goods, rich capital is earned by trading simply. I'm talking specifically about free trade by the player, and not about quests from shopkeepers. We take goods where they are exported and sell them where they are considered unique. And if there is also an officer with advanced trade, then everything is great. Trade is made more difficult by the fact that there are many diplomatic obstacles in the game.
After passing one story quest in almost all cases they immediately give the next one. And if we take into account the fact that completing the quest is limited by a time frame, then there is simply no time left for freeplay.



Different games