Corsairs for everyone how to open a magazine. Corsairs: City of Lost Ships. Flag on the ship

Recently, Mikhail Naritsa and Maxim Kulakov conducted two streams on the game “Corsairs: City of Lost Ships,” the penultimate part of the cult pirate game series. In this blog I will tell you about the latest installation of the saga - “Corsairs: To each his own!”

For the sake of atmosphere

First, let's take a short historical excursion for those who are unfamiliar with the series. "Corsairs" is an Action/RPG with strategy elements in an open world. The series has five official games, as well as a number of additions.

The first game in the franchise, developed by Akella, was released in 2000 and became a commercially successful project for the Russian company. Moreover, in North America the game was published by Bethesda, and in Europe by UbiSoft, which is very, very commendable. The second game was related to the first Pirates film Caribbean Sea” and was released in 2003, meeting with reserved reviews and comments. The third part was released in 2005 and was almost universally criticized by both critics and players for being buggy and having a weak plot.

Then the series came under the development of the company Seaward, which had previously worked on fan mods for the second and third games. And strange as it may seem, two worthy games came out of the hands of amateurs - “Return of the Legend” and “City of Lost Ships” (both 2007). The latter was a global revision of the previous part and brought the game mechanics to mind. According to the developers' promises, the fourth "Corsairs" was supposed to be a revolution, but the financial crisis and lack of budget buried the project, and it was never released.

In 2012, “Corsairs: To Each His Own!” was released. (KKS for short), developed by BlackMark Studio, which previously worked on fan-made additions. And, in fact, this is the patient of our review and analysis. KKS is a light attempt to rethink the “City of Lost Ships” (CC for short), introducing a number of new features to the basic game mechanics, which will be discussed now.

Gameplay "Corsairs"



The gameplay consists of three modes. The first is land. In it, the hero, under the control of the player, runs through cities, jungles and caves, fights while boarding and plundering colonies. In this mode, the hero explores the land, communicates and fights with non-writings.

The combat system is interesting and challenging. The player can perform different types of melee attacks depending on the situation. Enemies surrounded - a circular strike, the enemy sat in the block - a piercing strike. In addition, the hero can equip firearms - both muskets and pistols. The former are more powerful, but take longer to recharge and are useless in close combat, the latter recharge faster, but are weaker. Recharge is automatic. In addition, the hero can equip amulets that will give bonuses to his skills.

The second stage is tactical. In this mode, the hero controls a ship, participating in naval battles with other ships and forts.

The ships are divided into 7 classes: from the tiny tartan to the giant manowar. Ships have three “health” scales: plating, sails, crew. Damage to the hull will sink faster, damage to the sails will slow it down, and on command will force you to reload guns, control the sails more slowly, and will also reduce the number of fighters during boarding.


The third allied ship is not visible, because God knows where it is due to a bug

Even ships of the same type are not of the same type and may have different characteristics. Among them are guns that differ in type and caliber. The larger the caliber, the greater the damage and weight of the guns; the type affects the range and reloading.

The movement of a ship is affected by the wind; some ships move better with the wind, others perpendicular to it. In calm weather, naturally, everyone swims slowly.

The third mode is strategic, in which the hero travels on a global map, which is a Caribbean archipelago with part of mainland America. The player encounters encounters that are pirates or ships from one of the four nations; in addition, the player can get caught in a storm. If the player enters into a confrontation (both with NPCs and with the elements), he is transferred to the tactical mode, which in turn, in the event of a boarding, goes into the land mode.

Leveling up characters



Characteristics are represented by the PIRATES system: Strength, Perception, Reaction, Leadership, Learning, Endurance, Luck. They affect the character’s skills, giving an increase to certain points. A strong hero hits harder and carries more things; a leader has a better-behaved team and officers.

In this part, the characteristics affect only the initial stages of the game, since it has an extensive plot and does not focus on freeplay. This means that the developers are forcing you to be a terminator, both land and sea. Which in turn gives little space for roleplaying, since the plot is set on rails, which, however, sometimes offer the player a very serious choice.

Abilities are divided into land and sea. The first are responsible for all sorts of increases in stamina and health, are responsible for the ability to handle pistols, and so on. Upgrading ship abilities allows you to open up new opportunities in naval battle. Boarders will allow you to capture ships from a great distance, inflict preliminary damage to the team with a musket salvo, carpenter skills will allow you to effectively repair a ship in battle, and so on on the list.

However, before using ship skills, you need to hire the appropriate officer with the same leveled skill. Have you upgraded your cannon damage bonuses? Be kind enough to appoint a gunner with the appropriate ability to the position. In addition to the gunner, the ship has the following officers: a navigator (speed, maneuvering), a boatswain (boarding), a doctor (protects the crew in battle), a treasurer (trade), a carpenter (repair) and three boarders who accompany the hero on sea and land. Officers can combine up to three positions on a ship with appropriate skill. In addition, the ship can transport passengers and prisoners.

And finally, the hero’s skills. They are also divided into personal and ship. Individuals are responsible for handling different types cold steel and firearms, and are also represented by secrecy (responsible for successful forays into an enemy fort under a false flag), charisma (reputation and leadership) and luck.


Even with 100% luck, the game trolls you like the first Witcher

The ship's officers are responsible for: navigation (control of ships of different ranks and the ship as a whole), accuracy and guns, boarding, repairs, trade and defense. Skills are upgraded as in the TES series - with practice.

Difficult? Enough. But, like contour maps, it is not as incomprehensible as it seems at first glance.

The player can complete quests, most of which are repetitive tasks. They can be issued by prominent figures of the colony: merchant, moneylender, shipbuilder, port manager, priest, governor. In the city, NPCs may approach you with a request: to transport or accompany you somewhere, to find someone. As a reward, the player receives pesos or doubloons, an increase in skills during the completion of the task. Quests also affect the character's reputation: failed tasks will lower it, which in turn will not allow you to do some things in the game (playing cards with governors, for example), and can also incline officers to mutiny if they have a reputation opposite to the player.

So, the very large introductory part is finally over and we can move directly to “To each his own!” where this blog started.

I must say that I played the game back in the year it was released, in 2012, and then it was, to put it mildly, a disaster. The developers clearly went too far with the hardcore, and as usual for the KKS series, they had a bunch of bugs at the start. Now it's 2018, and it would be nice to check not only the availability qualitative changes in the game (fortunately it is still supported), its strength, but also the series’ compliance with the realities of current game design standards.

KKS is almost no different from GPK in terms of the basic part of the gameplay. All the same three modes, the same Storm Engine, which overclocked the very first part. However, there are still changes.

Craft appeared. The player can make potions and other useful items such as amulets, paper cartridges, and means of determining latitude and longitude. Crafting is simple and quite useless, it does not affect the balance in any way and is used, often only because of the periodic need to determine the location.


And there are probably grenades here too

By the way, about this - new mechanics after all. During quests, sometimes you need to find an island hidden on the global map, or some specific meeting place, which is helped by an astrolabe, compass and chronometer. Such an innovation fits in well, does not cause any particular rage because of its crookedness and, most importantly, looks appropriate and authentic.

They reworked the concept of amulets. In their current form, they do not operate together from the hero's inventory, but only when they are directly equipped on the character. Moreover, their action is limited in time. Again, this is not a serious innovation and does not have a significant impact on the gameplay, because you can do without them. They are rather a small bonus, which is not significant for a pumped-up hero.

But a more or less significant innovation is the new currency in the game - doubloons. They are more expensive than pesos and, unlike them, have weight, so it won’t work to carry thousands of them. The new currency is used mainly in quests and is of little use in freeplay, since pesos are generously poured in both for quests and for boardings. Doubloons, it seems to me, were introduced only for the sake of extra spokes in the player’s wheels. Like many things in this game.

Compared to the GPK, the KKS ship fleet has expanded slightly. New items were added, some colonies came into the possession of another power, and a little more random events and quests appeared. The F2 window has been slightly changed. In short, the developers touched on a little of everything, without touching any vital organs. Almost.

KKS, following the second “Corsairs” (the same as “Pirates of the Caribbean”), made a big story campaign. And it is the main innovation of this part. The main advantage and the main disadvantage at the same time.

Main quest and game problems



Walkthrough of the plot “To each his own!” Taking into account additions, it takes about 70 hours. Not counting saves/louds.

The second half of the 17th century, the heyday of piracy in the Caribbean, the era of a collision with the unknown and not yet known, the struggle of the powers of the Old World for the redistribution of the New. A young nobleman, Charles de More, arrives from Paris to the French colony of Martinique - a typical rake who wasted his life senselessly in high society until he was 25 years old. Family duty called him to America - he must be rescued stepbrother Michel de Montpey from a French prison, where he was imprisoned for a debt of one million pesos by Governor General Philippe de Poincy.

Naturally, everything will not be so simple, even after the protagonist’s brother is free. But we still have to go before that. The game starts with a fairly detailed introduction in which you perform simple quests and get acquainted with the game mechanics. As a result of the starting tasks, you will have control of a ship, a crew, possibly first officers and, most importantly, experience in doing business in the Caribbean.

Then the macroquest begins, during which the hero actually earns the coveted million pesos in one way or another. This is one of the few tasks in the game that asks you to choose a side in the conflict. In this case it is: Holland, as well as two different options for England. And here both the advantages and disadvantages of putting the plot at the forefront begin to emerge.

As already mentioned, the plot is very large, sometimes it even seems endless. The plot itself does not shine with some kind of genius; the player is more interested in participating in local fights, getting from one adventure to another, which is why a crowd of characters flashes in the narrative, whose names (if not their existence) you will forget when completing the next quest. The tasks, although well-developed, are quite similar. But, it seems to me, this will not stop the Corsairs lover, since the gameplay itself is the same beloved and unique Corsairs.


Sometimes the game wants to fuck you

But what is a problem is the saves/lows mentioned above. I can’t even guess how many times I rebooted in this game, if you believe the statistics at the end of the game - 419, and this doesn’t even count the fact that I had to replay some moments.

If earlier the game had troll encounters and troll storms, then troll wind and troll time were added to them. No, they were also present in the Civil Procedure Code, but here they lead to complete exhaustion.

The game now has an indecently large number of quests that require completion within the allotted time. And everything would be fine, but the wind troll puts the spokes in the sails every time, so failure of quests as a result of being late due to unfavorable wind is a common occurrence. There are often cases when you seemingly complete a quest and find out that it has been failed for like a month (in my case it was “ Pirate Saga") because you were late. And no one tells you that there was any time limit - load an earlier save, start a few hours of the game again.

And no one is stopping developers from increasing the time it takes to complete a quest or one of its stages by several days. No one is stopping you from adding more notes in the ship’s log in the spirit of “we need to hurry.” And in the end, instead of hardcore, this results in nothing more than crooked game design. Something like a lite version of troll games.

We are no longer talking about directly completing quests. The game has an indecently vulgar number of situations like this: the hero is left alone with a crowd of enemies - fight them. And in the end, it’s not interesting, but again crooked and even funny at times, especially if you play with shoot-and-run tactics. The only thing missing is the music from “Benny Hill” or “I Got You Babe” if this episode is replayed several times. Or something more authentic, like a cut of Chuvash anger.

And you think that's all? Damn it, the game can bring surprises, for example, force you to collect some amulets or dueling pistols throughout the archipelago. And if the latter is even more or less excusable (no), then the first is a facepalm. And then they will force you to look for all sorts of plates, large pearls and candles. And yes, all this is not something impossible and hardcore, it is rather infuriating with its absolutely dull and unoriginal routine.


No, I'm serious, clearing locations alone is complete bullshit.

Let's return to the plot, which I will now mercilessly spoil. The fact is that it was interesting for me to go through the main quest as a fan of this series, but as a person interested in all sorts of cinema and other subjects, the game began to disappoint me from the second half.

Why? Because there is no problem or idea in the story. In fact, this is just another game on the theme “the boy was on his way to success,” and that’s all. The change in the main character and the revelation of his inner qualities are shown quite well. That's all. And the story does not have any core around which the game is built. The hero spends more than half of the plot in subplots, solving other people's problems over and over again. Therefore, it turns out that the story is not about two brothers, but about how one of them wandered around the Caribbean for months, so that then the second, with one dialogue, sent him on another voyage.

And besides, after crossing the equator of history, the paranormal actively begins to invade the plot. First we have a terrible curse that keeps the pirate on the ground. The woman herself, naturally, died a long time ago, and now exists in the form of an almost indestructible corpse that revives other skeletons. Is this not enough for you?

How do you like an entire Indian island made up of dead people? Cool? How do you like the fact that the plot descends into Indian game related to the rebirth of gods and time travel? Amazing? Of course, this is so in keeping with the spirit of pirate adventures, which are made quite realistically, and most importantly, presented with a serious tone.

And as a result, as I progress through the story, I have a double feeling. It seemed like it was not bad, and it was quite exciting to go through all this; I was pleased with the rare opportunity to have different options for completing the quest. But the crookedness of the game design and the occasional wildness in the plot make the gameplay almost unbearable at times. The main distinguishing feature of the game turns out to be its weakest feature.

What besides the plot? Yes, the same endless “corsair” freeplay, in which the player entertains himself, and which I have already written about in sufficient detail above. By the way, the developers decided to get rid of the national quest lines due to the vastness of the plot.

DLC for the game cannot offer anything significantly new - they are macro-quests for several hours of playthrough, with all the disadvantages and all the advantages of the main game. It makes no sense to talk about them in more detail, and it seems to me unnecessary.

Results



These are the elaborate, contradictory, complex, crooked and unique “Corsairs” they are. What can you say about “To Each His Own”? We can say that the mechanics of the game in 2018, although they still look fresh and interesting, reek of the budget game development of the early 2000s. By the standards of the series, the gameplay was, in general, the same as in 2003 and 2007, and it remains the same. And for a modern gamer, this is, by and large, a death sentence, because KKS does not forgive the player at all. And some old people or even those who have played before may simply get tired of playing the same thing.

The immortal Storm Engine produces graphics that are, by and large, ten years old (at the time the game was released), periodically bugs in such a way that it can ruin the save or crash, and is also not friendly with minimizing; and I’m not even talking about the periodic appearance of crooked scripts, when something didn’t happen as it should, and in the end you can’t leave the location because everything is locked. And, of course, we should not forget that the dialogues are not voiced, and the gameplay sometimes amounts to ten minutes of reading the text at the bottom of the screen, and even if there is no voice acting, then what can we say about the production.

The plot, which started out sounding good with realism, slipped into a paranormal shambles, which, to be honest, was not very fun to go through in the finale due to hackneyed techniques in the spirit of the same crowd of enemies for one player. However, this is still a good adventure that will captivate a fan of such games for dozens of hours.

"To each his own!" can offer the same unique pirate experience that no other game has been able to provide so far. “Pirates” by Sid Meier and AC IV: Black Flag are light arcade games, in comparison with which any part of “Corsairs” seems like a real simulator of the life of a sea wolf.

Therefore, I would advise doing this. For beginners and those unfamiliar with the series, I advise you to completely forget about the plot in the first playthrough and engage exclusively in freeplay. And only then, having gained experience, begin the plot. I wouldn’t advise old-timers to hope for some kind of revelation, but I would recommend playing it in view of the fact that there is simply nothing like it on the market - and this game, with all its ambiguity, is capable of satisfying a feeling of nostalgia and giving at least something new.

And the best “Corsairs” are still “The City of Lost Ships”.

So, first, a brief background... The idea of ​​somehow changing the text in the ship's log to italics or a different font has haunted me for a very long time, since the days of K:GPK. And finally, after several powerless attempts and uncertainty, everything worked out! The error in fact turned out to be banal to the point of indecency - an extra semicolon placed in the wrong place and at the wrong time... It turns out that the engine does not ignore characters located after ";" immediately after the main text, as is, for example, customary in assembler...

Installation instructions:
1. Make backup copies of files:
- \resource\ini\fonts_rus.ini;
- \resource\ini\QuestBook.ini;

2. In order not to spoil the current italic font used in the game for other purposes, it is better to create another one. To do this, you need to open the font_rus.ini file. At the end of the file, add a block from under the spoiler below. Pay special attention to the attribute pcscale, which specifies the font size. It can be changed in the future by at will in case you don't like the text size. I chose the value 0.52 as the most comfortable for me.

announcing a new font

[FONT_NAME]
Texture = fonts\interface button.tga
Techniques = InterfaceFont
Texture_xsize = 512
Texture_ysize = 256
Height = 37
;Shadow
Shadow_offsetx = 2
Shadow_offsety = 2
;Spacebar = 8
;Symbol_interval = 1

pcscale = 0.52

char_A = 0,0,25,37
char_B = 26,0,21,37
char_C = 48,0,15,37
char_D = 64,0,22,37
char_E = 87,0,27,37
char_F = 115,0,25,37
char_G = 141,0,23,37
char_H = 165,0,29,37
char_I = 195,0,22,37
char_J = 218,0,22,37
char_K = 241,0,29,37
char_L = 271,0,20,37
char_M = 292,0,41,37
char_N = 334,0,33,37
char_O = 368,0,16,37
char_P = 385,0,26,37
char_Q = 412,0,20,37
char_R = 433,0,28,37
char_S = 462,0,15,37
char_T = 478,0,28,37
char_U = 0.38,29,37
char_V = 30,38,24,37
char_W = 55,38,30,37
char_X = 86,38,34,37
char_Y = 121,38,30,37
char_Z = 152,38,27,37
char_a_ = 180,38,13,37
char_b_ = 194,38,13,37
char_c_ = 208,38,11,37
char_d_ = 220,38,14,37
char_e_ = 235,38,11,37
char_f_ = 247,38,17,37
char_g_ = 265,38,14,37
char_h_ = 280,38,14,37
char_i_ = 295,38,10,37
char_j_ = 306,38,12,37
char_k_ = 319,38,14,37
char_l_ = 334,38,12,37
char_m_ = 347,38,20,37
char_n_ = 368,38,14,37
char_o_ = 383,38,11,37
char_p_ = 395,38,13,37
char_q_ = 409,38,13,37
char_r_ = 423,38,13,37
char_s_ = 437,38,10,37
char_t_ = 448,38,14,37
char_u_ = 463,38,14,37
char_v_ = 478,38,20,37
char_w_ = 0.76,26,37
char_x_ = 27,76,16,37
char_y_ = 44,76,13,37
char_z_ = 58,76,16,37
char_A = 75,76,25,37
char_B = 101,76,26,37
char_B = 128,76,22,37
char_Г = 151,76,25,37
char_D = 177,76,23,37
char_E = 201,76,30,37
char_Ё = 232.76,30.37
char_Х = 263,76,32,37
char_З = 296.76,17.37
char_I = 314,76,28,37
char_И = 343,76,28,37
char_K = 372,76,28,37
char_L = 401,76,25,37
char_M = 427,76,40,37
char_Н = 468,76,28,37
char_O = 0.114.16.37
char_P = 17,114,29,37
char_P = 47,114,26,37
char_С = 74,114,16,37
char_T = 91,114,29,37
char_U = 121,114,32,37
char_Ф = 154,114,28,37
char_X = 183,114,39,37
char_Ц = 223,114,27,37
char_H = 251,114,24,37
char_Ш = 276,114,34,37
char_Ш = 311,114,31,37
char_Ъ = 343,114,23,37
char_ы = 367,114,26,37
char_b = 394,114,19,37
char_E = 414,114,16,37
char_У = 431,114,30,37
char_I = 462,114,32,37
char_a = 495,114,13,37
char_b = 0.152.14.37
char_в = 15,152,15,37
char_r = 31,152,10,37
char_d = 42,152,13,37
char_e = 56,152,11,37
char_е = 68,152,11,37
char_ж = 80,152,22,37
char_з = 103,152,10,37
char_i = 114,152,14,37
char_th = 129,152,14,37
char_k = 144,152,13,37
char_l = 158,152,16,37
char_m = 175,152,20,37
char_n = 196,152,14,37
char_o = 211,152,11,37
char_n = 223,152,15,37
char_р = 239,152,13,37
char_с = 253,152,11,37
char_t = 265,152,19,37
char_у = 285,152,12,37
char_f = 298,152,16,37
char_x = 315,152,15,37
char_ts = 331,152,14,37
char_h = 346,152,12,37
char_w = 359,152,20,37
char_ш = 380,152,20,37
char_ъ = 401,152,10,37
char_ы = 412,152,15,37
char_ь = 428,152,10,37
char_e = 439,152,11,37
char_у = 451,152,15,37
char_i = 467,152,13,37
char_1 = 481,152,13,37
char_2 = 495,152,15,37
char_3 = 0.190.14.37
char_4 = 15,190,15,37
char_5 = 31,190,15,37
char_6 = 47,190,13,37
char_7 = 61,190,12,37
char_8 = 74,190,14,37
char_9 = 89,190,15,37
char_0 = 105,190,13,37
char_. = 119.190.3.37
char_, = 123,190,6,37
char_: = 130,190,7,37
char_; = 138.190.8.37
char_` = 147,190,5,37
char_" = 153,190,6,37
char_" = 160,190,9,37
char_@ = 170,190,18,37
char_# = 189,190,23,37
char_$ = 213,190,15,37
char_% = 229,190,17,37
char_^ = 247,190,9,37
char_& = 257,190,21,37
char_* = 279,190,12,37
char_? = 292,190,11,37
char_! = 304,190,11,37
char_< = 316,190,9,37
char_> = 326,190,9,37
char_(= 336,190,10,37
char_) = 347,190,11,37
char_[ = 359,190,11,37
char_] = 371,190,10,37
char_( = 382,190,15,37
char_) = 398,190,15,37
char_/ = 414,190,15,37
char_\ = 430,190,13,37
char_- = 444,190,11,37
char_– = 444,190,11,37


3. Save the fonts_rus.ini file. You will need it if you need to change the size of the current font.

4. Open the file \resource\ini\interfaces\QuestBook.ini .

5. In sections and (they are next to each other) change the font name font to the given one. Also change the attribute value fontScale on, let's say, 0.3 . This is what you should get:

font = FONT_NAME
fontScale = 0.3

Save the file and close it. It won't be needed anymore. Launch the game, open the ship's log and its archive, look at the changes. If the font size does not suit you, change the attribute value pcscale in file fonts_rus.ini to another.

Ship's log

In this form, the player can familiarize himself with the ship's log, which is kept by the hero and is automatically filled out by the system.

The event log

The journal is a list of the hero's current tasks. Each list item is opened by double clicking or Enter into the event log. Each entry is marked with the time it was recorded in the journal. The log goes from bottom to top, that is, the very first records are at the bottom, the most recent ones are at the top.

Events archive

This tab contains a list of quests completed by the hero.

Cash book

Our hero's accounting is kept on this tab. All deposits and loans from moneylenders are recorded for the convenience of calculating terms and interest.


Statistics

Any action of the hero is displayed on the statistics form. There is a record of killed residents by type, a record of the capture and sinking of ships, the sack of cities, and so on.


Relations of nations

Matrix of relations of nations

There are three types of relations between powers:

Friendly

Neutral

Hostile

To the left and above are the flags of nations; their intersection indicates the relationship between them.

The hero belongs to his base nation - this is the nation of the beginning of the game or the current marque patent, if there is one. We apply the column of his base nation to the hero, taking into account the bounty on his head.

Bounty or commendation for merit

The attitude of the power, its citizens and soldiers towards the hero may be different. Good deeds for the good of the country increase the reputation of the nation, while bad deeds can lead to a reward for the hero’s head. And this is an eternal pursuit on land and sea, since there will always be hunters for violent heads. You can not only receive a bounty on your head, but also reduce it by your deeds or direct bribery, thus returning the friendly disposition of the state.


Flag on the ship

The hero's nation is the nation chosen at the beginning of the game, or the nation that the hero currently serves (whose patent is in the hero's pocket). She can be seen on the "F2/Character" form. On the "F2/Nations" form, the current flag on the hero's ship is visible, which can only be changed at sea in order to hide its true essence. But the enemy of a power can be recognized both by ships at sea and by guards in the port. The hero's secrecy affects the success of the deception. If the hero has a bounty on his head from his main nation, then he is considered an enemy even to her.

Recognition of the enemy takes into account the relations of the countries themselves and the bounties on their heads on their behalf.

Fast transition in the cities of a hostile nation does not work for the hero.

Trade

The list of goods for trade is quite large. This gives the hero greater trading freedom.

Some things on the islands and the mainland are exported goods and their prices are low, while others are imported goods, and the demand is high and the price is high. And some things are completely prohibited for official sale and are personally controlled by the governor.

You can make money from price differences, buying low and selling high. It is more profitable to sell at a higher price, but this slippery slope lies through smuggling. And deals become completely profitable only when the goods are not bought at all, but are taken “for free”, “free of charge” from merchants at sea using the method of direct robbery and piracy.


Products and prices

The F2/Trade form shows price lists collected by the hero while visiting stores or obtained from merchants at sea. This is the store's inventory status as of a specific date. The list is maintained by city in a table: quantity of goods, sale price, purchase price, type (import, export or smuggling). Over time, information becomes outdated, as trade turnover in the game lives its own life. But the main conclusions for successful trading can be drawn.

At the beginning of the game the list is empty, as you receive information (visit stores) it will be filled.

Tip: Don't miss the opportunity to find out the prices of goods from merchants at sea or in a tavern through rumors.

Pricing in stores works on supply and demand: if the quantity of exported goods is constantly small (everything is bought in large quantities), then prices for it will rise. Conversely, an imported product that is constantly on sale and creates a “packing” in the store leads to a fall in prices. Over time, the situation returns to its original state.

Important: The looting of a city leads to a sharp decrease in inventory in the store, which means a gradual increase in prices.


Selling contraband

A number of goods in cities are prohibited from free circulation, this is due to the current political situation and increased taxes. Such goods cannot officially be sold to a store. You can buy it, but the price will be exorbitant.

Therefore, merchants hungry for quick profit do not shun smuggling transactions. The prices there are favorable, but the patrol may come. You need to negotiate a deal with the smuggler in the tavern, and then unload the entire shipment in a deserted bay.

The patrol can arrive either on the shore or wait at sea at the exit from the bay.

Equipment and items

In this interface, the player can view the items carried by the hero and his passengers, select a new saber or put a cuirass on the character, study a treasure map or a diagram of the island.

Items found in the chests of the hero's ship's cabin can only be viewed in the cabin itself through the chest search interface. The “F2/Items” form shows the things that the hero carries with him constantly.

Hero Equipment

The hero can carry four items: a saber, a pistol, a spyglass and a cuirass. To equip an item, you need to select it in the list and click the “Take” button. Officers choose their equipment automatically when exchanging items or purchasing in the store.


Items with a skill effect, for example, +10 Authority, work if they are in the pocket of a hero or officer. The exception is items of clothing that need to be equipped as a cuirass, then the effect in the skill from them will work. There is also a unique prefabricated artifact “three skulls”, the effect will appear only when all three skulls are collected together, that is, all three of them are in objects at the same time.

View maps

To view a schematic map, you need to select it in the list and click the “Take” button. An additional window with a map will open. Cards are sold at item vendors in the city.

Treasure maps

Treasure maps are viewed in the same way as regular maps, but instead of a diagram there will be a description that the hero compiled from the map indicating exactly where the treasures are hidden. The treasure map can be purchased at the tavern if there is a seller there. The card may also be a fake. Also, treasure can turn into junk over time.

Treasure maps can consist of several parts. To get information on exactly where to look, you need to have two parts of the map. Map parts can be found in treasure chests. The map will automatically be glued together from parts if you press the “Take” button on any of the parts of the map.

If the treasure is in a dungeon, then opening the chest may lead to the appearance of skeletons of pirates who were killed by the villain who hid his treasure.

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 with right side there is a store, 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 assemble 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.

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