Corsairs to each resin where to sell. Corsairs: To each his own (2012). Headache for nerds. Where to rent warehouse space

In just a few seconds, a calm breeze turns into a destructive flurry. The clear sky becomes formidable because of the many clouds. Torrents of rain and lightning erupt. Suddenly, from behind the horizon on torn sails, a chilling horror appears, a nightmare on the waves. He brings death to all living things. This is a ghost ship.

In the empty labyrinths of an abandoned temple, there are many terrible guards who are summoned by the angry god of death, Yum Simil. A powerful ancient artifact must be returned to the Dead Realm. Then the Caribbean archipelago will get rid of evil spirits that want war.

  • The mystical macro quest will take at least 6 game hours;
  • The newest unique military galleon - a class 1 ship;
  • New unique melee weapon - katana;
  • New unique firearms- double-shot pistol;
  • New unique armor- Lamport suit.

Don't be afraid of the undead. The brave can overcome everything! You will have to find three artifacts and return the jade skull to its place.

Attention! This quest Available only if you purchase the DLC from the Steam store!

Conditions for obtaining the quest: The Dutch Gambit must be successfully completed. If you completed Dutch Gambit with GVIK, either secret organization, then you need to sell the skull to the Portuguese. Time must pass - approximately 4 months after the completion of Gambit. The game version is 1.1.3 and higher. Otherwise, you may experience all sorts of glitches.

Reward: Flying Heart War Galleon, Double Shot Pistol, Lamport Costume, Shaman Potion, Katana.

How can I get the quest? There are three ways to do this:

  1. Buy a strange amulet from a beggar in town
  2. Remove the strange amulet from the body of the slain Indian in the jungle
  3. Find a strange amulet in the chest in the cabin of the captain of the aborted ship.

To start the passage of the Corsairs: To each his own - Kaleuche in one profile, you can get the "Strange amulet" in any way. It will fall into your hands anyway.


So, you have a "Strange Amulet" on your hands. You need to find out what its purpose is. Who can give a hint? Naturally, the lighthouse keepers. They can also give orders for amulets. Visit three lighthouses - Santiago, Guadeloupe, Cartagena. One caretaker in any case will tell about how the amulet appeared in the Caribbean and that Charles is already the third person who shows this thing.

However, only one person can know how to use the amulet. This is the shaman of the Carib Indians. The tribe lives in Dominica. Do not flatter yourself, the Indian does not talk to anyone. In order for him to start communicating with you, he needs to present an offering. He only accepts firearms. This is not a simple pistol, but a real drill musket, or a naval carbine.

When you get something useful, go to Dominica. In the depths of the jungle, find the village of the Caribs. In one house you will find a shaman, talk to him. When he recognizes his amulet, then get to look for the other two. Passage of Corsairs: To each his own - Kaleuche continues.

Don't think it will be easy for you! As soon as you enter the water area of ​​the island, a strong storm will begin. A ghost ship will rush towards your ship! By the way, he won't shoot. As soon as your ships get close, the ghost will start boarding. You need to deal with the skeletons on the ghost's quarterdeck and go to the captain's cabin.

In the cabin of the captain of the Kaleuche


Don't try to pummel the undead captain. He cares about everything! After a while, he will stop and start talking. The captain will say that he and his team are immortal. He attacked because he needs the strange amulet you are in possession of.

Well, start fighting him again. As a result, you will fall unconscious. Come to your senses on the coast of Dominica. As far as health is concerned, it is at a disadvantage. A sailor from your ship will run up to you, or a girl if you managed to go through the Pirate Saga. From the conversation, you will learn that your team was able to drag your body from the ship. But your ship was sunk with just one salvo.

Passage of Corsairs: To each his own - Kaleuche continues. By the way, the sailors also managed to take your chest from the cabin, so the little things remained intact. Talk, go back to the shaman and find out how Kaleuche appeared in the Caribbean, why he needs amulets and how you can fight him.

As for fighting, it is not difficult - you need to find the two missing amulets, as well as the jade skull of Yum Simil. He is now with Joaquim Merriman. Well, you'll have to pick it up. But first you need to find the remaining amulets before the undead captain. The shaman will give advice to find a fast ship that will get away from the Kaleuche.

Hint: Ships such as the Mirage, Meifeng, Valkyrie can get away from the ghost ship. However, you feel sorry for them, or for some reason you will not be able to enter them. Pay attention to ships of small classes, but not merchant ones.

Passage of Corsairs: To each his own - Kaleuche. Go back to the lighthouse keeper who told you about the amulet. Ask him about the other two amulets. Or rather, who can own them.

So, you need a hunter from Belize, Fergus Hooper, Jack-Jackson from Barbados. All that is known about him is that his ship is called "half-woman-half-bird". In fact, the name is "Harpy"!

Barbados

You should ask the Port Authority about Jack-Jackson. When asked what his xebec is called, answer "Harpy". You will be told that this captain is now in the service of the Dutch West India Company. That's where you need to look for it. Go to Curacao. In the office of GVIK, at the one that sells commercial licenses, you will find out that your Jackson is engaged in regular flights between Port Royal and Phillipsburg. Look for desired ship on this route, send a boat to the xebec.

You will learn that Jackson keeps the amulet in the chest of the lighthouse in Barbados. So that's why the undead captain couldn't get it! However, Jackson cannot go to Barbados with you. He has a contract. Therefore, for the passage of the Corsairs: To each his own - Kaleuche, buy from him the key for the chest. It costs 500 doubloons. Return to Barbados, land at the lighthouse. In the chest you will find a strange amulet, as well as a two-shot pistol and other small things. Deliver the amulet to the shaman, as "Kaleuche" is now hunting for you.


Belize

In Belize, you will find out that your hunter will arrive no earlier than in three days. In addition, it will be in the period from 6 to 9 pm. Wait for it. It may appear in a week. Ask, in general, about the amulet.

He would have gladly given the amulet, but only he was robbed by local bandits. Long story short, the amulet was stolen along with Hooper's other belongings. Go to the commandant of the prison, but there you will not learn anything except that the bandits have assistants in the city. We'll have to take on the white ourselves.

Shame at home. So in one you will find a suspicious type. Kill him, search the body and find an interesting note. Wait until midnight, blow into the jungle. In the next location, you will meet bandits outside the city gates. Give the note, get an invitation to the case. This is a robbery of a merchant.

For the passage of the Corsairs: To each his own - Kaleuche you must agree and help them. At the next dialogue, you will receive another invitation to the case. It will be over in three days. You will also learn that the gang is located nearby in a cave. The next day, also at midnight, go to the cave, there will be caches. Find the amulet, Lamport's costume and other rubbish. Two bandits will find you. You will have to kill them and go to the shaman, running away from the Kaleuche along the way.

Hint: if you hand over two bandits to the commandant, then after three days you will receive a reward for capturing the villains.

jade skull

So, you need through Yum Simil. AT this moment he is with Joaquim Merriman. Blow into Willemstad. There the Portuguese rented a room. Don't rush anywhere at the pier. A monk will run up to you and say that Merriman is missing. Also missing was the owner of the house where he rented a house. Plus, strange things happen there at night. However, the soldiers found nothing.

Naturally, you have to figure out what's what. Passage of Corsairs: To each his own - Kaleuche continues. When midnight comes, go to the house opposite the residence. You need to go up to the second floor. The monk did not deceive! A fairly thick smoke will rise above the chest near the bed. After that, a skeleton holding an ax will appear in the room! When you deal with the undead, search the corpse. You will understand that this is the housewife. Yes, after all, Merriman is a very dangerous type!

Go to the church, talk to the priests. From him you will learn that Joaquim is a former nobleman. Now this is a terrible witch. In Havana, the disappearance of the townspeople, as well as attacks from the undead, were noticed. Well, go to Cuba. Here you have to go to church. You will learn from a local monk that all kinds of undead are in the jungle in a cave. The passage to this place is guarded by a musketeer.

Blow into the jungle. In the location in front of the cave itself, talk to the musketeer. He will let you through. With the further passage of the Corsairs: To each his own - Kaleuche needs to kill all the skeletons both at the entrance and in the cave itself. As soon as the last cave skeleton falls to the floor, smoke will begin to pour from her corner. This is where Chavinavi comes in. Those who follow Richard Gambit will immediately recognize the creature. Kill him, return to the monk. He expresses gratitude. All this is great, but you still haven't found Merriman. By the way, he is somewhere near!

Nobody in the city saw him. Will have to look for him. At the cemetery, stick to the caretaker. Press on him, then you will find out that Joaquim is sitting in the crypt and quietly stealing corpses from the cemetery. Take the key, blow behind the skull. Go into the crypt, go past the coffins, go through the door.

You ended up in a cave with a number of grottoes. Everywhere you need to clean up the skeletons, find Merriman. You will find it in the room with the throne. Talk to him, watch the transformation from a human into a nasty undead. At first, fight off the summoned chavinavi, then from the jaguar warrior, as well as Joaquim, who joined him. When Marriman falls, the chavinavi will die on its own. Search the corpse of a Portuguese subject. Take the jade skull from him. Do not forget to also search the cave, take the Easter chest. Continue the passage of the Corsairs: To each his own - Kaleuche.


It's time to go to Dominica. Now there is a strange thing - if the amulets so attracted the ghost ship, then the jade skull is not at all interesting to him. When you come to the shaman, listen to the story. You need to listen carefully, because it is important! Then take two amulets. Regardless of whether the amulets are worn or not, they are only good for a month. During this period, you must find the island with the temple of Yum Simil. Leave the skull there.

Hint: If you completed the Pirate Saga, then you will learn the coordinates of the island from Nathaniel Hawke. Well, if not, then you need the center of the notorious Bermuda Triangle. Its peaks are Sint Maarten, Antigua, St. Christopher. Get ready to fight serious battles, both on land and at sea.

So, you have found Hael Roa. On it you must leave Yum Simil's skull. Go to the depths of the island, where the temple is visible. Climb to the top, come in. When you get to three passes, you need to choose the middle one. Climb up the stairs. Next, you need to navigate by the sign "skull-sun". Focus on the sun, killing skeletons along the way, as well as Chavinians. When, during the passage of the Corsair: To each his own - Kaleuche, open the door, you will enter a room in which there are teleports. Go to the right one. Then there will be only one road. All teleports are correct. After entering the last teleport, you will find yourself in a sanctuary. There, a Chavinavi chief will approach you.


Hint: the leader will start bombarding you with questions. The answers to them were in the shaman's story, which had to be listened to carefully! If the answers are wrong, at least one of them, then the leader will attack you. If you don't make any mistakes, you will get the skin of a leopard warrior.


At the end of the conversation with the leader, go to the statue on the other side of the sanctuary. Put down the jade skull. When you leave the temple, you need to go to the sea. In the water area, the military galleon "Flying Heart" is already waiting for you. It already has a mortal team led by a captain. Take the former ghost on board, mow down everyone who gets caught. Along the way, you need to search the skeletons, which may contain interesting amulets. There will be a battle with the captain in the cabin. After - a conversation. At the end of the conversation, kill him. Remove the first strange amulet from the body. In one of the chests you will find a katana. The other will have 5,000 doubloons. You can't take them away, so don't try in vain.


Here it is, chilling the soul "Kaleuche" ... ours!

Do you think that the passage of Corsair: To each his own - Kaleuche is completed? It wasn't there! You need to return to the shaman, give him the amulets. You will receive a task - to deliver 15 Mangaros. Of these, he will prepare a potion for you. You can bring everything to him at once. You can, as far as you find - in fives. As a result, you will receive three potions: a potion of endurance, a potion of reaction and a potion of your choice. As soon as you get the potions, say goodbye to the shaman, who will go to comprehend the wisdom of his ancestors.

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 strongest ship 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
AT sea ​​battle You have to destroy most of the cannons of the fort. 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 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 the 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 warehouses
Capsterville Island, Saint Christopher Settlement, Curacao Island, Willemstad Settlement, Jamaica Island, Port Royal Settlement, Havana Settlement Cuba Island.

Open the map and move to the shores of Guadeloupe. Having dropped the anchor, go to Fadey's house, which will be indicated by the sign of the same name. Chat with the man you find inside and tell him that Michel sent you. However, he will not have money and he will reward you with a saber. Do not forget to ask him about the questions that interest you. Then go to the prison and talk to the commandant. You need to obtain permission to visit the Indian.

Continue the passage of the game Corsairs: To each his own and go inside the cell to talk with the prisoner. Then return to the commandant and find out from him what is needed in order to set him free. It turns out, just the consent of a certain Fadey. You can go to him and chat. At the end of the conversation, he will demand 150 gold. But you should not immediately agree to this amount, because he will then throw it off up to 100. You can go to the moneylender and buy from him a few precious stones. But you will not have enough of a couple, so go to the ship and start your journey to the island of Martinique to get two more missing doubloons there.

But you don’t have to try too hard, because you won’t be able to free the prisoner yet, so after landing on the island, you can find Michel and talk to him. It turns out that Fadey did not give you the original of the old saber. He also notes that you need to take a task from him. Now in the passage of the Corsairs: To each his own, go to the tavern and talk to the innkeeper to help pick up a new team. Then return to Guadeloupe and find the cunning Fadey to return 100 gold to him.

After that, you can give a receipt to the commandant and release the red-skinned Tichingita from captivity. Chat with him and persuade him to join your team. Head to the church and talk to the priest, it turns out that he was robbed. You can offer your services. Now in the passage of the game Corsairs: To each his own you have to go through the quest. So head to the tavern and ask its owner about the robbery of the church. He doesn't know anything.

Go to the table and chat with a pretty drunk man. It turns out that this was done by a local gang of thieves who are hiding in the jungle. Move there. As soon as you reach the fork, turn first to the left and then to the right. Be careful, because in the thickets you will meet three. Approach them and chat. They will offer you to buy the stolen goods for a small amount.

Caribbean manners

As soon as dawn comes, go to the shop and chat with Gerard Lecroix. After that, visit the tavern and get some sleep. Go back to the store and talk to Gerard to receive a task from him, which is to transport cargo to the port of Port-au-Prince, located on the island of Hispaniola. Open the map and start sailing.

After mooring, head to the jungle. When you reach the fork, turn right, and then head towards the fort. There you will meet the commandant, approach and talk to him. As soon as you earn 5000 gold, you can take on the next task. It consists in transporting 15 cannons to Porto Belo, where the frigate belonging to Florian Choquet is located. It is worth noting that this is located near the island of South Maine.

Be careful because on the way you will be attacked by one of the Spanish interceptors. Let it sink to the bottom and keep swimming. Since the port you are heading to belongs to the French, you need to move a little west of it. After the passions subside, slowly get close to the Martial. After talking with his captain, agree to help him in a reconnaissance operation. Now you can head to Mosquitos. As soon as you land, expect darkness to fall. Make your way into the city and move towards the shipyard.

When in the passage of the Corsairs: To each his own you find yourself near the bridge leading to the shipyard, then look into the tavern. Look for a person here who is ready to treat you to a drink. Then ask him about breaking news that have taken place in the district. It turns out that a spy was recently caught here. Then he will ask you to find a beggar. Wait for the morning and go to the city in search of him. When you find a beggar, offer to earn some money by finding out something for you. Then head to the pier and wait for him to find out the obtained information.

After listening to him, return to the ship and take a course to the ship "Inspirational" to tell Captain Shock about everything. Also take another task from him, which is to board the ship "Pueblo", which transports gunpowder to the shores of Alakantara.

I advise you to take a course along the coast of the Maine, where you will meet him. In the further passage of the game Corsairs: To each his own, you should intercept the ship, and then head to Guadeloupe. Go ashore and go to the local shop. Look for a merchant in it, from whom you can get honestly earned money. Then you can start transporting goods that you need to take from the owners of local shops.

Dishonest Competitor

After you enter the store, go to the merchant and take the task from him, which is to bring Robe Dumas from the tavern. Agree and go to the entertainment establishment. There, look for a man dressed in a mask and a hat. After talking with him, return to the shop and convey the essence of the conversation. After you deliver the letter to the address, you will receive a small reward.

As soon as he offers you to find a competitor to Lara and force him to close the shop in which he sells smuggling. Continue the passage of the game Corsairs: To each his own and return to the tavern to tell her that you are looking for cheap products. You will immediately receive an offer to meet, agree and head to the indicated building. Wait for him and move into the building. After that, he must be informed that a detachment of soldiers is already waiting outside the door. In order to escape, he will offer you a bribe of 10,000 gold. Take her.

When the smuggler hides, head to the shop and tell the shopkeeper that there is no more competitor, for which you will receive another reward of 15,000 pesos.

jungle girl

You can meet this character in Guadeloupe. She will run away from three bandits and ask you for help. After you take the girl home to Bas-Teret. It turns out that her father, the owner of one of the local shops, wants to marry her to a moneylender. However, her heart belongs to someone else. It is worth noting that if you deliver the girl to the address, then her father will reward you with 7500 gold.

The burden of the Gascon. Continuation

Now you should return to the island of Martinique to visit Michel, who is currently in prison. After you chat with him, he will offer you to choose from several options for the development of events:
- become a member of the West India Company, located on the island of Curacao;
- become a member of the British Navy;
- become a member of an unknown organization located in Barbados.

Dutch West India Company

Start going through this storyline in the passage of the game Corsairs: To each his own, going to Curacao. Drop anchor near the shore and get to the place where the GVIK headquarters are located. You can recognize them by a rectangular plate with a corresponding inscription. Be sure to let them know that you want to work for them. Then climb to the second floor and find Lucas Rodenburg there. After you talk to him, get the first task to complete.

First task. Escort Balthazar

After receiving the settings, head to the Willemstad Port Authority, where you need to find and chat with Ridderbock Balttazar. Then you can again go to the open sea, but very carefully, because the Fierce will now begin to overtake you. Since under his control is a rather powerful vessel, it is almost impossible to leave.

I advise you to go through this battle in the game Corsairs: To each his own get to the fort and sit there, because this is the most best position of all. After repelling the enemy attack, head to the island of St. Martin and find Balthazar in the city. After you will be rewarded and you can safely return to Curacao. To land on the shore and go to the residence of the GVIK and report on the completion of the task to Rodenburg.

Second task. Acevedo's secret letter

Now you will have to visit Cuba and find Don Simono in Santiago to hand him some documents. By the way, this person holds an important position in the bank. Start your trip to Cuba and try not to catch the eye of the Spaniards. I advise you to anchor on the right side of the cape, and then gradually move to the bay called Anna Maria.

Once on the shore, continue the passage of the game Corsairs: To each his own and go to the city gates. It is worth noting that you do not need to pass through them around 00:00, because there is a guard there. As soon as morning comes, then go to the bank located in the alley opposite the residence. Find Simon there and talk to him. Then he will offer you to come back tomorrow. Now be prepared for the fact that as soon as you cross the threshold of the bank, you will immediately be stunned.

Opening your eyes, you will see opponents, but you should not immediately tell them about everything. Wait for the leader to leave. Now you are under protection. As soon as one of them leaves his post, quickly run up to the chest and take out the harpoon from it. Then use it on the enemy and get out of the room.

After taking a few steps, you will stumble upon Veron, also use a harpoon on him, and then go down below. Once on the first floor, find a chest there and take all the things that were taken from you earlier. You can get out of the building and head to the bank.

Find Simon there and take the return message. He will tell you that some person must surely die. You can get out of the city and climb aboard the ship. Once on the ship, head to the island of Curacao.

Third task. fleetwood

After you once again find yourself at Rodenburg in the passage of the game Corsairs: To each his own, you will be puzzled by the fact that he will let you go for a week. In the meantime, you can deal with the delivery of goods for shops or the port. At the end of the rest, go back to Rodenburg and take the next task. Then head to the port authority and deposit your ship. It is worth noting that it will be completely free.

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General discussion and walkthrough questions
The older one was smart. The youngest son and so, and so. Basically, he was an idiot.


Ahoy, brave sailors and adventurous adventurers! Welcome to our little tavern at the end of the world! Grab yourself a pint of selected rum and make yourself comfortable. We have a long and pleasant evening in the company of port women, gambling, as well as incredible stories about the adventures that await us, ordinary corsairs, on the way to the legendary treasures! Do not skimp on words! Share your experience with green cabin boys who have not yet smelled the smell of sweat and gunpowder! Those who have not yet known the joy of a fresh sea breeze after a long calm! Help me choose a ship to make world travel 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 GG loses his ship. You have to replay, wave the game, leaving the main ship laid up in the port, and for the task to sail on some kind of tartan or lugger.
Compared to other parts, the player is very tied to the time. He has almost no time left to engage in piracy, trade and side quests for his own pleasure. The success of completing tasks for a while depends on banal luck with a fair wind, plus there is a bug when using the "sail to ..." command takes much less time than sailing to the same point on the world map.
The only thing that pleased in this game is the trade. It really became really earn money.

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


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

In general, the game is unrealistically difficult. Quest time limits are too steep, opponents are at first crazy (only with the help of forts he could gouge), and from the very first minutes of going to the open sea at the beginning of the game you immediately meet with entire squadrons of the enemy. Natural tin. Moreover, I am infuriated by the impossibility at the beginning of the game (until you pump the skill of raising the flags or buy the patent of the West India Company) to carry out missions to deliver some passengers and ships to the Spanish coast. And almost all the characters met at first (at least in my case) ask exclusively for 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 GG loses his ship. You have to replay, wave the game, leaving the main ship laid up in the port, and for the task to sail on some kind of tartan or lugger.

Yes, I don't like it either. I know that in the course of the game this should be. In the same Kaleuche, in my opinion, everything is based on this. But haven't met yet. I don’t know yet whether every Luger officer will have to buy in order to keep them. For from the passage I saw that only one of them survives. I mean Mary or Rumba, depending on who you take. And yes, it's a pity that both can not be taken.

I liked the game, especially the story. He is beyond praise. 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 awarded all the NPCs with a real, lively character. I think even Stanislavsky would not have found something to complain about.
Bright, dynamic battles that even at the end of the game make you tense up and sweat. Although a beginner (like me, for example, who had only played the first Corsairs before), the game will seem too difficult even at an easy level. However, you can adapt, you just need to devote more time to the passage.
However, it was not without its downsides. The Storm engine is cunning and merciless, always starting to fail at the most crucial moment. Although, oddly enough, I had crashes less often than the rest.

Personal skills are pumped quickly enough. Fencing in general can be pumped over by stupidly making your way overland to the Spanish fort (as long as the noble hidalgos treat the character no better than a piece of impartial) and cutting down everything and everyone on the way. A couple of real time clocks and you're already at a hundred. It is better not to go to pirates with such things.

On older versions, I remember, this was really possible. In the latest version, they cut off such a freebie. Skills are pumped, but extremely slowly, only on assignments experience drips.

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

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

Spoiler

in order to take Mary on the second visit to the OS, it is necessary to make sure that the prophecy of the gypsy woman, which Helen tells about, does not come true. That is, it is necessary either not to return the chest with doubloons, or to name Helen by the name of 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. Ellen leaves at the end. Naturally, you won't be able to choose between the two, only Mary.

Personally, for me, the positive in this part is much more than the negative. In every aspect of the game, the work of developers is visible, which cannot be said about many AAA projects that are driven by commerce, not the idea. The only thing to criticize is the engine, which, unfortunately, is not always able to function normally on XP + systems.

The speed of fencing pumping depends directly on the style of the game. It is logical to assume that if the GG is constantly at sea, sea skills will swing. As for me, duck this system is quite understandable and playable. I would like to add that skills at the time of completing the quest, whether it be generator / plot / side, swing faster.


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

That's it, 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 violated several times. Also, after passing the 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 GPC, where the GG immediately after the respawn is engaged in a free game - of course, there are differences, but 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 the hell knows when something will fall off of it.

The speed of fencing pumping depends directly on the style of the game. It is logical to assume that if the GG is constantly at sea, sea skills will swing. As for me, duck this system is quite understandable and playable. I would like to add that skills at the time of completing the quest, whether it be generator / plot / side, swing faster.

The system not only has the right to life. So she's totally awesome! She is logical and consistent. Just by doing what you are supposed to do, you increase the skill. Truth in recent times I prefer the help of gypsies. Because some skills I still don’t understand how they are pumped. For example, the same secrecy. And for some quests, this stealth is a necessary skill.

Compared to other parts, story quests have appeared that require completion by time, but this does not mean that you cannot choose the right moment for free play in between these quests

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

That's right, fencing used to swing beautifully during boarding battles with captains and the enemy team, but now for this you need to generate save/load quests for duels in cities and hunt local bandits, and fencing is barely growing.

Here fencing improves faster than other skills. Moreover, local bandits are not so rare to come across. Yes, and I often try to board an enemy ship by boarding than to flood 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 swordsmanship and shooting skills are fully pumped. But with the rest, everything is less rosy. Some have not even grown to 50%.

Lord. As a fan of the series with a 7-year-old (already now it became scary) experience, I read your posts with interest.
Let me first say a few words about how this game came into existence. There was (however, it still exists) such a team of enthusiastic players, Black Mark Studio, which made a global modification to the "City of Lost Ships" (the 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 ideas of the addon (for example, generated quests) were tested on the modpack. The addon was supposed to have three main characters (Charles de Maur, William Paterson, Diego Montoya) with three storylines connected to each other. When Akella, as the copyright holder of the series, saw what the result was, 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 story only for Charles de Maur, since there was no time to finalize 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 DLS ("Kaleuche" and "Last Lesson"), the third is on the way - "Under the Black Flag".

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

Well, this game feature was known again in the GPC

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

In one of the updates, pumping on the soldiers in the fort was cut. Specially, in the framework of the fight against the dull-witted. As the developers explained, the leveling of the hero goes well in the course of side and generated quests - and this reveals the game more fully than the endless massacre 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 (the key positions are navigator, gunner and boatswain). You definitely need the ability to raise foreign flags (allows you to penetrate enemy cities), it is worth pumping the branch of navigational abilities - its final perk allows you to ignore unnecessary skirmishes on the global map.

What pleases - the plot of the KKS is organically intertwined with the plots of, perhaps, all previous games in the series. From the second, third and GIC - for sure.

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

It's strange why. At the expense of unique goods, rich capital is earned by trade in an elementary way. 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 where they are considered unique. And if there is still an officer with a pumped trade, then in general everything is super. Trade is complicated by the fact that there are many diplomatic barriers in the game.
After the delivery of one story quest in almost all cases, the following is immediately given. And if we take into account the fact that the completion of the quest is limited by the time frame, then there is simply no time left for freeplay.

Hello everyone, you are on a blog about fantasy and science fiction! Sometimes there are issues that are not related to science fiction, but this is not the case. In these "Corsairs" there is enough devilry. In all senses.

The game turned out to be made on the engine of the past corsairs, that is, the same bearded year. Even then, everything that his senile relics are capable of was squeezed out of him, so the picture cannot boast of anything new. Unless some screensavers, character models and icons were redrawn. Added a couple more videos.

However, I'm comfortable enough to play like that.

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

Attention! In no case do not set the difficulty above the Second level! All but the most avid nerds, play on the lowest difficulty. Masochists confident in their God-chosenness can choose the second difficulty. AT different versions games, this is either the Boatswain, or the Brave privateer.

The game is insanely difficult, and if you feel confident on the "Captain" difficulty in the "City of the Lost Ships", then set the minimum difficulty here and set all possible concessions in the menu next to it.

If you played the Admiral, and you were more or less tolerant, then you can risk setting the second difficulty.

When choosing more high level difficulty, you will quit the game after a few hours, cursing the developers and the whole wide world. I'm serious.

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

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

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

I did this: Z - shot, Q - active action key, C - power strike and parry (instead of the wheel). So it's pretty easy to play.

First Impressions

They are excellent. We are introduced to the game in detail, we are led a little by the hand, talking about the buildings and gaming opportunities. It seems that the game is designed for new players who are unfamiliar with previous parts franchises. Don't be fooled by this!

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

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

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

Sabers perform well with a balance closer to 1.0. They can cut, and stab, and carry out power strikes. The problem is that none of this saber does very well. In Corsairs: City of the Lost Ships, the saber was the most convenient weapon for me. Here they are kind of useless. I do not advise.

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

It was not possible to find out how weight affects damage. Most likely, just like the balance - than more weight, the stronger the damage of slashing weapons. In this case, it is better to choose rapiers as light as possible.

2) Pistols can now explode when fired. This happened to me with Stroyev and Dueling pistols. Repeating shots, muskets and shotguns did not explode.

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

New is good, but there is a big but here. The shot hits only one target, thereby completely devaluing itself. I have a Combat Cartridge shot at the crowd (although if you believe the thematic forums, this should not be), but the damage there is ridiculous.

Removed the "berserk" skill, which was white in the previous part. On the one hand, right - the thing was absolutely cheating, turning any duel into nonsense, but I somehow got used to it. And with her, the local quest duels would not tear one place like that.

First quests

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

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

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

If you have the patience to cope with all this, then you have to choose a side - the Dutch Gambit quest.

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

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

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

Difficulties await you here. Time-limited missions, mind-bending duels and more. But if you played the previous parts, you can master all this.

And I'll be the cherry on the cake.

Quests that break the player

This joy is called "Pirate Saga". It's global, mandatory, and story-driven interesting quest. Made by complete sadists.

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

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

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

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

How do you like this game design?

AT " Pirate saga There are many more complexities, but I will move on to another extravaganza of absurdity:

Two naval battles contract. First you have to deal with a corvette and a frigate on half acre (3rd class ship). And then board a heavy frigate on the same half acre. And it's just tin, even on the second difficulty.

Then you can still break the scripts in many places if you go through the quests in the wrong order, and a lot of other exciting things.

Impression

Because of the really interesting storyline company, I can't bring myself to call the game bad. I got a lot of pleasure from her. Yes, it was a somewhat perverse pleasure, especially until I thought of digging into the manual, but still.

Big, varied and interesting plot. It's cool, and for this developers a lot of respect.

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

Reworked characteristics of ships. Now corvettes are useless troughs. Otherwise, the balance is good.

Outcome

If you are well versed in the game series, then you should arm yourself with a manual and detailed walkthrough, and play "Corsairs: To each his own."

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

If you haven’t played Corsairs before, then starting with To Each His Own is a worse idea. "City lost ships” at one time was called the most difficult game series, and “To each his own” - every 5 times it is more difficult ...

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

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

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

See you soon!

By the way, The Witcher: Blood and Wine announced the best RPG 2016 🙂 Yeah, addon. I have on the site who has not played or not seen all the endings - I recommend that you read it. There are also links to 2 other articles on the world of The Witcher.