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  • Corsairs to each his own. Passage of "Corsairs: To each his own." Pirate saga Corsairs to each his own mary kasper and elen

    Corsairs to each his own.  Passage of

    Where to find big ships?

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

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

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

    How to make Helen stay on the team forever?

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

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

    How to give Mary Kasper a Narwhal blade?

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

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

    Where to rent warehouse space?

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

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

    Why are there no useful things in the treasure?

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

    Where can I find guns larger than 32 caliber?

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

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

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

    Passage of Corsairs To each his own. Pirate Saga Part 02
    Swim to Cartagena, we go at night, through Covenas Bay, you can hide in prison, follow to the tavern to find out where to find Enrique Gonzalez. This is the Hangman. The bartender will inform you that Enrique's house is located near the Port Authority. Follow him, try to scare him, or talk politely. The result will be one, but with the first option, Enrique will need to be killed. Wow, this is not the same Enrique! Mistake came out ... Follow the church (it's around the corner), order a prayer service for the wife of Henry Hangman.
    From the log: Live and learn! He is not Enrique, and certainly not Gonzales. We need to urgently visit old Alvarez. I give my hand to the cut off, that this is our Henry the Hanged Man.
    From here you will learn that Henry, aka Alvarez, lives in a lighthouse near Cartagena. Head there (leave the city and run straight to another location), learn a lot of interesting information in a conversation. For Henry, this conversation becomes the last. He will give you a ring and a chest of money.
    From the log: Poor hangman! The old pirate's heart failed. But now Jackman can't get to him. Rest in peace. Lord, the soul of this tramp.
    So what I was able to find out:
    1. Helen Mac Arthur is the daughter of the pirate Bucher hanged in St. John's twenty years ago, the captain of the Neptune frigate, on which the current pirate baron of the Leeward Islands, Jacob Jackman, was the first mate.
    2. The former executioner of St. John's knows something of interest to me.
    3. Gladys is Helen's adoptive mother, but the girl may not know about it.
    4. Henry was boatswain on the Neptune and had to give Gladys the gold from Butcher to support the child.
    5. As a password, he had to present the captain's ring, which the nurse had to identify. I wonder if she'll recognize him after all these years.
    But first you need to consult with Swenson. I will not return to him empty-handed.
    From the log: Hurry to Blueveld, go to Jan and tell him about everything. I told Jan Swenson about the death of Henry the Hangman and his last words. But in order to shed some more light on this confusing story, I should try to speak frankly with Gladys MacArthur. I think the ring received from Henry will play a role in this matter.
    Jan will offer you to talk to Helen's mother. Talk to her, she will thank you again. The conversation with Gladys took place. Mrs. MacArthur did not deny the words of Henry the Hanged Man. From her I also received a certain piece of an old map that belonged to Helen's mother and was, in her words, a "legacy". Gladys is sure that this is a bad joke, but the sixth sense tells me that this is not so ... Perhaps I will visit Jan Swenson one more time ... Go to Jan again, show a piece of the map. When he sees, he will understand that his worst fears come true. Helen is the daughter of Beatrice Sharp, and this part of the map is the legacy. You need to find the second half of the map, after which Helen will become the full owner of Sharp Town. Next will be a slightly different quest.
    From the log: It's getting more and more interesting. Helen MacArthur turns out to be the only heiress of the whole island! True, in order to confirm the rights to the inheritance, you need to find the other half of the map, which belonged to Blaise Sharp, the adopted son of Helen's grandfather. It is noteworthy that Blaze was recently killed - I am sure that Jackman's thugs were involved in this. Swanson said that Helen wanted to join me as an officer... Well, she would probably be safer on my ship, because now it is very clear to me what will happen to her if Jackman gets to her. I'm going to the MacArthur house. Helen is my officer. I would never have imagined that I would have such a wonderful girl under my command. And now it remains to wait for Jan Swenson to develop his own plan, known only to him alone ...
    Passage of Corsairs To each his own. Shark hunting
    Three days later, Jan Swenson gives us a task.
    From the log: That's just desperate religious fanatics and I was not enough for complete happiness! But there is nothing to do, you will have to communicate with Zacharias in any case. First of all, sail to Cuba. Dock in the port of the pirate city of Puerto Principes.
    Go and talk to Baron Zacharias.
    From the log: From the conversation with Zacharias I learned two things for myself; the first is that the search for the Shark has come to a standstill, the second is that the Pastor will give his vote for Dodson in exchange for a certain theosophical treatise "The Hammer of the Witches" in the English version. The assumption that the Shark is hiding on the "Island of Justice" in the northwest of Havana does not stand up to criticism, since the very existence of this "Island" is in big question. Where to look for the treatise is also unclear. However, the treatise is still of no use if Shark is not found. The solution is obvious - I'm going back to Svenson, let him help me in solving this puzzle. To my surprise, Swenson supported Zechariah Marlowe's suggestion that Shark might have been hiding on an island in the northwestern Caribbean Sea, since he, like Pastor, had once seen smugglers' or buccaneers' longboats hanging around in it. area. Although he does not believe in the "Isle of Justice" (thank God!) and considers this strange place a secret base of smugglers. I can get more complete information from the Spanish cartographer José Dios. I can find him in Santo Domingo.
    Sail to Hispaniola, land in the port of the pirate city of La Vega, go to the gates of the city, but follow to the right of them to another location. Choose the following turns - left, right, left and exit to the gates of the city of San Dominigo. Enter the city at 00-00, when there will definitely not be guards at the gate. During the day, go to the part of the city farthest from the gate, the house of Dios is not signed and, going to the door, you will see the usual inscription "House". It is located on a hill, on the side of the brothel. Find Dios and chat with him.
    From the log: There was a last hope for Dios - and it turned out to be in vain. The cartographer could not tell me anything definite, except for various hypotheses and assumptions. Oh yes, he also gave me Captain Alvorado's notes. But they do not have any coordinates or any other clues where to look for this "Isle of Justice". On the other hand, why did I get it into my head that the Shark must be there? I'm at a dead end again - I have no idea what to do next.
    Return to Blueveld to Jan Swenson, talk to him, the quest will end.

    So you're saying that this bearded guy has learned to reanimate corpses?
    I wouldn't have believed it myself if I hadn't seen it with my own eyes! And I didn't feel it on my skin...
    The conversation took place in the morning on the "Queen" between Mylene and John. Holford squinted knowingly - she guessed that Merriman was a strong sorcerer.
    - OK. It's good that you and Charles survived. Go to sleep, I guess the skeleton put a fly in the ointment for you in the powder keg. Go, go, today you are freed from the watch.
    When Workman left, Mylene went up to Charles:
    “I think I can guess who raised Beatrice Sharp's body from the grave.
    "So do I," de Mor nodded grimly.
    - Still under the impression of the night rendezvous?
    - It's not a rendezvous. I have a bad feeling that something is about to happen.
    - Oh, come on! What can happen in our godforsaken archipelago? Is that the invasion of the punitive expedition of the Castilians, which I strongly doubt!
    The Frenchman shrugged his shoulders and tried to change the subject.
    Michel has been walking around with a worried expression all morning. Did something happen to you?
    Holford shrugged vaguely.
    Yes, he's jealous...
    - A that, there is to whom? Charles was surprised.
    - He found it! The redhead laughed. - Oh, yes, come on. Let him go on with a preoccupied muzzle, scaring away my sailors with a scar. I have lived without it for quite a long time, and will live even longer!
    - Are you thinking of leaving Michel? - the Frenchman was puzzled. Mylene did not answer, thinking over his words.

    So, what do we have: two walking corpses, one of which is a couple of weeks old, and the second is over twenty years old, and an idiot who likes to revive such corpses, Charles concluded. It was after noon in the wardroom, where, besides de Maur, there were Michel, Mary, Helene, Mylene, and three officers of the frigate. De Monpe listened to his brother, looking threateningly at Jah. At one fine moment, Preston was tired of catching sidelong glances on himself and he defiantly yawned, showing that he was not at all afraid of the Frenchman with a scar on his face, which almost pissed him off. The case was saved by Workman: noticing that Preston was yawning, the Englishman instantly did not understand the situation and hit the pirate on the back of the head so that he would listen carefully. Michel relaxed with satisfaction, Mylene grunted, and Jah pretended to be offended, although he did not blame John. After all, how could the naive Workman know what kind of love triangle was formed here?
    - Hey, are you even listening? Yes, you four! Charles was getting angry. - It seems to me that you do not care about what is happening in the archipelago!
    - So what? Holford asked. - In extreme cases, you can always escape to Europe, and the trick is in the bag.
    “Firstly, problems can come to Europe after them, and then you can’t hide from them,” Helen objected, “and secondly, I won’t leave the archipelago until I find out what’s wrong with Stephen and how to get him back!”
    - And here problems threaten our lives! I don't know about you, but I'm not going to risk my son's life, yeah! Mary interjected.
    - That is, no one cares that the danger threatens not only us, but also the inhabitants of the Caribbean ?! exclaimed de Mor.
    A storm cloud of quarrel appeared in the wardroom, which actively grew in all directions. The quarrel risked turning into a brawl in which everyone would fight for himself, but suddenly everyone was distracted by the cry of the sentinel:
    - Sail on the horizon!
    Mylene became displeased:
    - Council is declared closed! You need to find out whether this is a friend or an enemy, - and she was the first to leave the wardroom. The others followed her.

    On deck, the company instantly forgot about the fight that had almost started. Charles, Mylene and Michel looked at an unknown ship through spyglasses.
    "Wow," said Holford. - Sailing against the wind!
    “There is no flag, no signal lights, no name ...” said de Monpe thoughtfully.
    - It's a ghost ship! - grimacing a terrible grimace, said Mary, and together with Helen laughed.
    “Mary, this is not a joke,” Charles said seriously. - No one can understand whether this is a friend or an enemy, and what to prepare for - for an exchange of news or for a serious battle.
    - Well, at least he is one, - Milen said thoughtfully and looked back at her team. - Of course, I would not refuse fire support from your "Paris" or "Fortune", Charles, but they remained in the settlement, and I am inclined to think that the "Queen" in case of danger will repulse the stranger.
    - Look! - Michel did not lower the telescope and therefore noticed it first. - He rolls out guns!
    - Guns to battle! Holford called to her sailors. "Let's show this shell not to mess with pirates!"
    The crew of the frigate began to fuss. After all, who knows when the unfamiliar ship began to prepare for battle and how much time the pirates have for this preparation.

    Time, as it turned out, was almost gone. Everyone had the strong feeling that the stranger was in full combat readiness long before he rolled out the guns. As soon as the ships caught up, the "Queen" was fired upon with buckshot and boarded.
    As soon as the crew of the strange ship boarded, everyone, without exception, had a chill on their skin. They were terrible zombies, not knowing pain, fear and sympathy. The felling was not for life, but for death. Pirates were encouraged only by the fact that the enemy was not immortal, and obediently fell to the deck, having received a mortal wound.
    Charles laid down another walking dead when he noticed the captain of the attackers. It was difficult to see him and not understand that this was the captain - he was strikingly different from the team. De Mor decided to end this in one fell swoop and rushed at the captain. The blow of the flamberg was lightning fast. The Frenchman expected anything from the fact that the captain would be injured to the fact that he would immediately die, but not what happened. The blade sliced ​​through the air. The captain of the enemy ship was not flesh and blood, he was a ghost. And this ghost grinned vilely, looking at the enemy and not even trying to draw a weapon.
    - Who the hell are you?! Charles exploded.
    - I am an instrument of darkness, weak man! No one can hurt Captain Crow! the ghost laughed.
    - What do you want from us, you bastard?!
    - I just wanted to say hello from Joaquim Merriman! But you made me angry, and you will pay for it ... - Crowe waved his hand. The zombies stopped fighting and began to retreat.
    - Farewell, miserable pirates! - finally threw the ghost captain. The Queen's deck was half clear of corpses - the fallen zombies vanished into thin air. The enemy ship fired a single shot and knocked down the Queen's foremast. Now the frigate could only make it to any settlement, but could not set off in pursuit of Captain Crow. And the ghost ship, meanwhile, quickly disappeared on the horizon ...

    What was it? .. - finally asked Michel.
    "Greetings from Joaquim Merriman," Charles answered, looking at the horizon.
    "Damn it, he's lucky my ship can't keep up with him, otherwise he wouldn't have gotten off so easy!" - Mylene said angrily and shook her fist into space.
    - Where's Mary? De Mor looked around nervously.
    "I don't know..." Holford said, puzzled and frightened.
    The search continued for about half an hour, on the "Queen" there was no corner left that they would not look into. But only Mary's weapon was found, and two more losses were discovered - Helen and the worst thing - little Louis disappeared.
    "But you made me angry, and you will pay for it..." - Crow's words echoed in Charles's head.
    "He took them..." the Frenchman said dully.

    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. In different versions of the game, 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.

    If you choose a higher difficulty level, 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 the previous parts of the franchise. 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 mouse button) 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, the same as the balance - the greater the weight, the greater 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". This is a global, obligatory and interesting plot 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 to the combat map and sail along it, periodically going to the global map to check the direction.

    How do you like this game design?

    There are still many complexities in The Pirate Saga, but I will move on to another extravaganza of absurdity:

    Two naval battles in a row. 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 complete 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 a 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 of Lost Ships” was once called the most difficult game in the series, and “To each his own” is 5 times 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 peril and 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.