Corsairs 2 Wiki. Pirates of the Caribbean: Guides and Walkthroughs

An overview of the cult series of pirate-themed games.

Corsairs: Curse of the Far Seas


Developer: Akella

Publisher: 1C

Game description

"Corsairs" role-playing game, the action of which takes place during the time of sailing on a large group of islands called the Archipelago. Even though the Archipelago doesn't really exist, the game takes us to the middle of the 17th century, when the great European powers fought over the lands and riches of the Caribbean. In "Corsairs" you have to become the captain of a sailing ship and set off to surf the seas in search of adventure. You will have to fight with the captains of enemy ships for the right to possess fabulous treasures, complete numerous quests, closely monitor rumors of dangers, and also take the side of one of the great sea powers. You have a unique opportunity to achieve power beyond the wildest dreams of the most seasoned sea dogs that history has ever known.

Peculiarities:

  • More than a hundred original characters and a dashing non-linear plot in the spirit of Stevenson and Sabatini novels.
  • Three-dimensional graphics, realistic sea, beautiful landscapes, cities and forts recreated in detail, change of day and night.
  • Extensive game world with dozens of unique islands.
  • Weather conditions that directly affect the physics of the ship. A dead calm will be able to tie you to one place for a long time, and the current will bring you aground.
  • The ability to develop a character, hire a team, form a fleet.
  • 43 different types of ships, from Boats to Battleships.

Pentium II 233
RAM 64 MB
3D accelerator with 8 megabytes of video memory
800 MB hard disk space
Windows 95SE/98/2000/XP








Corsairs 2: Pirates of the Caribbean

Developer: Akella featuring Disney Interactive

Publisher: 1C

Game description

"Pirates of the Caribbean" is a story about the adventures of a young captain during the heyday of piracy in the Caribbean. You have to manage a sailing ship and its crew, fight hordes of thugs, get involved in desperate adventures, uncover political conspiracies and defeat all rivals on the way to wealth, fame and love! On any of the islands where fate throws you, you can chat with the townspeople and fill your holds to the top. Perhaps you will meet gloomy personalities whose mind has long abandoned the hope of getting rich, but in the pocket there is still an old map ...
You are not alone in this endless water desert - you are surrounded by dozens of characters, friendly and hostile. Many of them, such as free captains, will not mind joining you. You can choose your path: the career of a captain loyal to the flag of the state, a desperate pirate or a peaceful merchant, but the goal is the same - to force fate to submit to you!

Peculiarities:

  • An exciting pirate epic on land and sea
  • Stunning graphics and realistic weather effects
  • Fierce naval battles and bloody boarding battles
  • Huge game world: islands and cities, jungles, caves and dungeons
  • Unique mission generator
  • Dozens of ships, hundreds of characters and thousands of tasks

Windows 98SE/ME/2000/XP
Intel processor Pentium III 1.2 GHz or AMD Athlon Duron 1.2 GHz
Memory 256 MB
NVIDIA GeForce3 video card with 64 MB RAM or ATI Radeon 8500
Sound Blaster Audigy Series Audio Card
Hard disk 2.9GB free space
16 speed CD-ROM
DirectX 8.1 or higher










Corsairs 3


Developer: Akella

Publisher: 1C

Game description

The action of "Corsairs 3" takes place in the vast expanses of more than two dozen islands of the Caribbean archipelago. Four nations - England, France, Spain, Holland - are fighting for dominance in this region. The main characters of the toy - Blaze, the adopted son of the legendary Nicholas Sharp, and Beatrice, a charming pirate girl, intervene in the confrontation: brave young people will have to prove that not only kings can rule the world.

Peculiarities

Fans of the series "Corsairs" will meet with a large-scale game world - not static, alive, intensively developing regardless of the player's actions. Blaze and Beatrice can enter the service of each of the four powers represented in Corsairs 3, or they can be free sea robbers. None of the five independent storylines at the same time does not limit the choice of the player - at every moment main character each of the countries can take the side, engage in free trade or choose the path of piracy. The victory condition is one: all the colonies of the Caribbean archipelago must ultimately belong to you undividedly. The choice of the road by which you will come to victory is yours. Completely.

Add-on "Dead Man's Chest"

The calm remained astern. Once again, gusts of salty wind fill the proud sails and rush the pirate ship along the azimuth of the most exciting adventures. Fill your holds with apples and biscuits to capacity - you will have a really long voyage in the expanses of the Caribbean waters. The team of "Corsairs" on this occasion receives a significant replenishment! Add-on " Corsairs III: Dead Man's Chest will include many significant changes and brand new elements, as well as dozens of minor fixes. The main development efforts were focused on making the original game more in depth. Therefore, the add-on will offer new storylines, individual quests and a completely new hero with his own unique backstory. The new hand-to-hand combat system will allow the player to take a different look at the familiar "Corsairs III" and get unexpected impressions from the game. And the changeable weather will finally immerse you in the pirate atmosphere of an even more realistic game. According to preliminary calculations, at least 20 additional hours will be added to the total time of the gameplay. Moreover, not only the duration, but also the quality of the original will increase significantly. To the above should be added ten new landscapes and general cosmetic work that adorned appearance the entire gaming world.

Processor 1.5 GHz; 256 Mb RAM; 64 Mb Video







Corsairs: Return of the Legend

Developer: seaward.ru

Publisher: Akella

Game description

The fictional archipelago from the games "Corsairs" and "Pirates of the Caribbean" has given way to the real islands of the Caribbean. Spanish Main, Cuba, Hispaniola (Haiti), Jamaica - from Belize to Barbados and from Porto Belo to Bermuda extends new map games, including such familiar to the reader of books about pirates of the city as Caracas, Cartagena, Maracaibo, Panama, Havana, Tortuga and others (corresponds to a 3000x2000 km area of ​​the planet Earth). Geographic changes also affected the land part of the game - gigantic spaces with jungles, caves, catacombs, grottoes, bays, Indian and pirate settlements. On the islands and the mainland there are thirty cities and settlements belonging to four nations (England, France, Spain, Holland), Indians and free pirates. There are uninhabited islands and wild undeveloped spaces.

Game Features:

  • Each task in the scenario quest lines can be solved in several ways, even the failure of the task is not fatal for the game, all development options are processed and the plot follows its own path, depending on the player's actions throughout the story. Any little thing at the beginning of the story can win back at the end of the plot with an unexpected turn of events. But even without the rigid framework of plot stories, the game world is full of various tasks and events - quest generators will each time give the hero unexpected turns of seemingly typical tasks. The merchant, to whom the cargo had to be delivered, can cancel the deal and the hero will be left with a nose, but he will have the cargo as compensation for his labors. Searching for a debtor, delivering chests of gold, escorting merchants and passengers, governors' assignments, various rumors in the tavern, searching for treasures in pieces of the map - all this will not leave time for boredom and "mandatory pumping" of the hero.
  • The new role-playing system of the game PIRATES, named after the first letters of the English names of the characteristics of the hero - Power (Strength), Impression (Perception), Reaction (Reaction), Authority (Leadership), Talent (Learning), Endurance (Stamina), Success (Luck). These characteristics affect the rate of development of 14 character skills, which are divided into personal ones (authority, light weapons, medium weapons, heavy weapons, pistols, luck and stealth) and naval (navigation, accuracy, guns, boarding, defense, repair, trade).
  • Attractive for the player is the opportunity to engage in fair trade, as the game has developed an economic model for pricing, packing and shortage of goods. Those who are sick of trading can turn to piracy. Capture and rob merchant ships full of cargo. Selling the loot in friendly ports and handing over the captured captains to the authorities, or keeping them in the hold of your ship periodically visiting, or executing them - all in the will of the captain. The more sins the hero has committed, the more powerful hunters will chase him.
  • Redesigned Storm 2.5 engine
  • Corsairs: Return of the Legend gives the player almost unlimited play style options. The game grabs you from the start and won't let go until the player makes a career from privateer to admiral or takes over the entire archipelago. But even then, you want to start over to try new ways of development, maybe get a wife and your household on land, go through the game on a different path. "Corsairs: The Return of the Legend" is a true simulation of the pirate life of the late seventeenth century.
In the "City of the Lost Ships", the creators of "KVL" implemented everything that, due to time constraints, had no place in the original game.
New town- City of the Lost Ships. The ominous marina, where ships lost in the Caribbean Sea fall, has accumulated countless treasures over the years. Courage alone is not enough to take them from the dead.
The new capital is the golden capital of the Aztecs, Tenochtitlan. Here, as you know, there is also something to profit from. Between the pirate and his comfortable old age there are only mythical creatures from the gloomy beliefs of the South American tribe.
You might think that this is no longer possible, but "KVL" has really become bigger, more beautiful and more interesting!

Game Features:

  • New areas for research
  • A new hero with his own line of quests and biography
  • New adventures and ships to reward
  • New types of NPCs
  • Improved artificial intelligence
  • The computer enemy is capable of qualitative and quantitative comparison of squadrons
  • Simulation of city life in ports
  • Improved character face animation
  • Improved movements when fencing with axes and sabers

"And we will never die until

The luminaries are swinging over the gear ... "

A. Gorodnitsky

Introduction

"Arrgh! Tremble, land-based scumbags stuffed with rotten squid eyes! Pirates of the Caribbean are on your doorstep!" - it was with such an exclamation that my friend appeared on the doorstep on July 18 and, without letting go of the box with two disks from 1C, rushed to the computer. As soon as he started the installation, he began to untie his shoelaces, from which you can understand how much the fact of the release of the game "Pirates of the Caribbean" unsettled him. Those who played "Corsairs", I think, do not need to say anything more, but for the rest I will explain: it was, apparently, the best at that time, and perhaps still the best RPG-action from Russian manufacturers. Moreover, the action, made on our own, and very good engine. In general, "Corsairs" could outdo (and plugged) most of the games of this genre known to me.

The release of "Pirates of the Caribbean" (by the way, the film of the same name will be released soon), was awaited with impatience and slight apprehension. Well, we can safely say: the fears were not justified. The fantastic beauties of the seas and coasts make you take screenshots almost every second, the system of naval combat, as well as ground and deck combat has grown noticeably (although there is still room for improvement), the character development system has greatly expanded, etc. etc. Somewhat, in my opinion, the convenience of the interface has decreased; on the other hand, the map for sailing between the islands is implemented fundamentally better ... however, everything is in order.

Attention! For the most curious and impatient, I suggest that you immediately look at the end of the article, in the section " Instead of a conclusion".

What are we playing?

The main part of the game you are an English corsair. This means that you have to carry out the tasks of the British authorities, along the way causing possible harm to the enemies of the crown in the archipelago. This archipelago, as the name suggests, is located somewhere in the Caribbean, however, you should not look for it on real maps, take a look at the attached one.

In addition, you, of course, have to achieve possible enrichment, as well as find with whom to share the joy of a rich old age ... For more information on how to do all this without problems, see the walkthrough.

There are two fixed assets, and they are somewhat...er...different in size. This is your ship and your saber (and also a pistol).

What do you think is more important? Write it down on paper or memorize it. Soon it will be said how things really are.

It is interesting: the game has a lot of different types of both melee and firearms. The good news is that the variety extends not only to you, but also to enemies. It is quite interesting to fight with three bandits, one of whom has a Turkish scimitar (where did he get it?), another has a French saber, and the third ... and what the third has is unknown, since you shot him with a pistol on the way.

The English government through its governor will set you a variety of tasks, and you should not forget your own interests, and therefore gamers will have to travel both by sea (which those who played Corsairs are already used to) and by land (which is already somewhat new, especially the opportunity get out of the city and walk through the jungle). And, I assure you, fighting with numerous opponents (both living and not so), getting to know the locals (happy, unhappy, honest, mean, treacherous, good-natured and others), even just looking at land and sea landscapes - you will get a lot pleasure.

Land

The game begins with a routine: your ship is in port, and you have to go ashore to sell the cargo, give the order to repair the hull, and also recruit a crew.

The first thing that strikes you on the coast is the scale of the city. It's pretty impressive (and Oxbay, where you start, isn't the most impressive settlement in the game). In addition to plot buildings (a shop, a shipyard, a tavern, a governor's house, a port), there are many houses of ordinary residents, some of which are locked, and some will hospitably open their doors to you ... and the lids of their chests.

It is interesting: locals prefer to keep their treasures in chests, but for some reason they don't care about their protection at all and don't even get particularly indignant when you rummage through their belongings in front of them. For a promiscuous corsair, the money received from the sale of rings, pearls and other things obtained in this way can serve as a serious help, at least at first.By the way, such chests are also on the ships that you board.

The inhabitants of the city, which can be found on the streets, are usually friendly and ready to tell you about the city and local rumors, or suggest the way somewhere; however, all this you, as a rule, do not need at all. Functional characters are much more useful - innkeeper, shipyard owner, merchant (shop owner), governor - as well as plot ones (see " Walkthrough").

Advice: You can navigate to the desired building by pressing Enter and selecting what you want from the bottom left corner of the screen. However, in an unfamiliar city, it is worth at least a little walking around first. All of them are not similar to each other and are quite beautiful.

The difference from the "Corsairs" is not only in the size and variety of cities. Now you can go beyond them and wander through the jungle to your heart's content! However, here the guards do not look after the order (which quickly and in large numbers appears in any settlement, barely noticing any disorder), which means that robbers can be expected at every next turn. However, about these scoundrels and the fight against them a little later, but now about nature. She deserves special mention. First of all, the sky. Sometimes when playing Pirates of the Caribbean, stop and look up. Better - more often. A good mood is guaranteed for you, and no matter how the fight against the enemies of the crown and the search for treasures is progressing. Also, rocks. Coastal sand and glare on the water. Palms. Butterflies. And the grass, yes, of course, the grass! Leaving the gates of the city for the first time, I deliberately walked along it for several minutes.

It is interesting: the grass in the game moves when the character walks over it. This seemingly trifle seriously adds realism to the world around the player.

In addition to cities and jungles, the game also has a variety of catacombs, both urban and suburban (abandoned mines, for example). They contain creatures that are much less close to civilized man than the cute inhabitants of the cities and even the not so pleasant thugs from the jungle - skeletons. However, you will encounter skeletons both on the surface and even in the sea.

It is interesting: It turns out that afterlife in the Caribbean is provided not only to people. Monkey skeletons are quite dangerous opponents. Don't underestimate them!

Catacombs are useful, of course, hidden in them treasures. So, in one abandoned mine on Oxbay, you can find a good blade at the very beginning ... which is very useful.

Wandering through the jungle / catacombs, you have to pretty wave your saber. The first ones to be met are ordinary robbers. They will stand around the corner of the road, and their ordinariness is compensated by the number: as a rule, four people go to work. If you have a low fencing skill, it is better to bypass them (as a rule, this is possible; you can usually see them from afar if you look closely) or fork out. They kill the greedy. Another thing is if your fencing skill allows you to argue with them (for this it would be good to have it no less than 3-5 ... I quickly raised it to 9, and I never regretted it). About skills and their development, see a little lower, but for now - about hand-to-hand combat.

Fans of the "Corsairs" remember that there it was necessary to guess the direction of the enemy's strike and put the right block, to confuse the opponent with feints in response and hit him in the unprotected heel. The system is logical, but practically does not allow organizing a battle with 3 or more participants. In "Pirates of the Caribbean" things are a little different. The character deals with the directions of blows himself (more precisely, he simply ignores these directions). The player only has to determine what the character should do now: block, attack, or just stand. In the "block" state, the character is protected from attacks from any number of opponents from any direction, including from the back, but he himself cannot strike and even walk. Depending on the characteristics of the character and the enemy, in this state you can not receive, but you can also receive damage, however, as a rule, with a developed swordsmanship skill, you can resist an impressive crowd for quite a long time. However, in order to attack, you have to open up - remove the block - and here you become vulnerable. Thus, there are two effective combat tactics: waiting and retreat.

Waiting is based on the fact that each opponent can strike with a certain frequency, and not more often (less often - maybe). However, they do not coordinate their actions, and someday they will all hit at the same time. Immediately after that, you need to exit the blocking state and attack one. With some skill and some luck, you can kill quite a lot of opponents this way. The advantage of this method is its versatility: it is applicable in almost any case (the character blocks even attacks from behind). The downside is unreliability: with some probability, opponents will break through your block, and the more of them, the longer you will have to wait for synchronization.

Retreat is a classic tactic. Seeing opponents rushing at you, you run back (backward, of course), choosing the path so that the opponents are on the same line (they try to run straight at you). In this way, you will not allow a simultaneous attack. A bandit (as well as a skeleton or even a soldier) who runs up to the strike distance should be immediately attacked until he goes into a state of blocking himself, and then continue to retreat. Repeat until ready... that is, until everyone is ready. The advantage of tactics is efficiency and reliability: it allows you to win without losses in about 90% of cases. Minus - exactingness to environmental conditions. The tactic is applicable only when there is somewhere to run, and, as a result, in the case of not too many attackers (after all, the more there are, the farther you have to run, and the island will very quickly seem somewhat small to you). An important consequence: this method is not applicable for boarding!

This is the idea: actually, it's a little strange to see how the character, especially without moving, blocks the blows of many attackers from different directions, including from the back. However, the effectiveness of the very idea that the player simply orders to block and does not have to specify which shot is undeniable. Thus, there is a desire to somewhat expand the combat system. Let's say, in a state of "blocking" the character defends himself as much as possible from blows, meeting each of them with his blade. He can do it with some frequency (baboutgreater than the allowable frequency of attacks of one person) determined by his skill. The main thing is that each block is drawn (you can simplify this process by standardizing strikes and blocks). The hero will be able to parry 3-4 hits inflicted from different directions (and the player will see how he does it!), with a good fencing skill - more. However, a greatly outnumbered opponent will crush even a very competent swordsman: he simply will not be in time. The only question is how difficult the introduction of such a system is in itself, and how demanding it is on computer resources.

Oh, and I almost forgot about the gun. As a rule, it manages to fire exactly once per battle - at the very beginning, while the enemy is still far away. And it's not about the impossibility of reloading (somehow it reloads itself ... probably, the character has a tame monkey trained in this art somewhere hidden), but in the time it takes to shoot itself. A good opponent will have time to deliver two blows during this time, which you most likely will not be able to survive. So heavy artillery (how heavy depends on the thickness of your wallet... a good gun is about equal in cost to a bad ship), as it should be, only works before the battle.

And the last. Buy, collect and otherwise get bottles of medicinal potion, and don't forget to keep an eye on your health in battle. As a rule, after one successful hit of the enemy, health remains low, and should be treated immediately. Luckily, it only takes a few clicks to do this. Enter. Just make sure you don't run out of stock.

Sea

Well, enough about land rats, it's time to say a couple (or better - more) words about the sea. First of all, raising the sails, look - where? No, not to the sky, we have already agreed that you look there periodically to save Have a good mood. Look at the computer a c (in the upper right corner of the screen). The arrow on it indicates, however, not the north magnetic pole, but the direction of the wind. This is exactly what you should keep in mind at any time when you are at sea (unless on a map). In general, the tactical navigation system has changed little compared to the Corsairs, except that the views have become noticeably more beautiful (a good video card is highly recommended!). The speed with which you can go on the chosen course depends on the direction and strength of the wind, the speed of the turn depends on your sailing skills, the ship, and also on the number of sails raised (before turning, it is better to take reefs - collect the sails in part; there are three gradations of windage in total - sails lowered, sails half-lowered, sails raised). I propose to pay special attention to the fins and silhouettes of sharks periodically flashing around the ship, as well as to the strange colored growths on the rocks found at the bottom (corals? polyps? something else?). However, you still have to sail from island to island on the map, and not in tactical mode.

The map has changed quite a bit. Instead of indicating on paper where we are sailing, and with some trembling in the knees (either from fear or anticipation) to wait for a possible meeting with any ship, you seem to rise above the deck to a bird's eye view, and from this height (there are two gradations: low and high) survey the surroundings, including nearby ships, as well as natural phenomena (tropical storms, in other words).

It is interesting: on the map, ships can swim in reverse. It’s not fast, really, but it’s very convenient to get out of the narrow fjords near the islands. Although it is quite funny to see, say, a frigate walking backwards ...

Generally speaking, this system is logical. You can spot an impending problem, say a gathering storm front, with sufficient anticipation, and change course to avoid it. On the other hand, you can, on the contrary, boldly move towards it. Everything depends on you. In a tropical storm, say, it is better not to get on a damaged ship - you may not get out. On the other hand, going through it means gaining a certain amount of experience, which is extremely useful, especially at first. Naturally, sailing in a storm is carried out exclusively in tactical mode. If you, intentionally or accidentally, hit it, there is only one piece of advice: lower the sails at least halfway and hold on to the helm more tightly. It will wind mercilessly, and maybe even strike with lightning. Do not forget, however, to look around - the beauty is indescribable in places. And I categorically reject claims to the absence of circles on the water: you will not be up to them. Yes, it is strongly not recommended to get into a storm in the coastal zone: it can easily be thrown onto the rocks, which is not very useful for the ship.

However, the storm is some, let's say, a minor phenomenon. As you know, the most dangerous thing on this planet is people. Some of the ships, seeing you, will pass by on their course, some will try to escape, but there will be those that will cut across. Most likely, these are pirates (judge by their sails), and they have one goal (explain what? No need? I knew, I knew ...). If you didn’t manage to get away from such a pursuer, or if you yourself turned out to be a pursuer who overtook the victim, a sea battle is ahead.

It is interesting: as far as I can tell, the initial courses of the ships in tactical mode (when you first enter it) correspond to the courses in map mode; at least I didn't manage to notice too many deviations from this rule, although maybe I was lucky. If this statement is true, you can lay the foundations for the success of a collision at sea already on the map, correctly setting your course relative to the course of your opponent.

The technique of naval combat has changed little compared to the Corsairs. However, these changes have led to some evolution of tactics. However, everything is in order. For those who have not played Corsairs, I will explain: you can either sink the enemy, or capture, or get away from him. For the first, the ships have cannons, for the second - grappling hooks and a team armed to the teeth, for the third - of course, sails. Cannons can be loaded with one of four types of shells - cannonballs, buckshot, knipples or bombs. They differ in the effect and distance of the shot.

Unlike the "Corsairs", the guns are also on the bow of the ships. This negates the "follow me until the sails last" tactic: the pursuer, walking in the wake, was methodically shot with knippels from the stern guns. Now, alas, he can answer the same. However, the true sea wolves pretty quickly abandoned this tactic. After all, boarding will allow not only to defeat the enemy, who has a significant advantage in guns, but also to take his ship as a prize (and if you have a free officer, attach it to your squadron). However, before you can give the command "Hooks aboard!", you will have to get close enough to the enemy. Here you need to remember one thing: you have to go with the wind, and he - against. If there is land nearby, you can try to press it against it, if not, just try to maneuver so that the wind works for you. It sounds extremely vague, but after a little practice it will become clear what it is about. In addition, the bow or stern should be substituted for the enemy’s side salvo, and in no case the side (so the target for his gunners will be smaller, and they will miss more often). At the same time, it would be better for you to hit the opponent's side with the side (for the same reasons).

Advice: when firing from the deck, when you set the sight yourself, the probability of a good volley is higher, especially at first. Therefore, if you strive for maximum efficiency, you will have to aim yourself. However, as a rule, I was too lazy to do this. In addition, when viewed from above, there are people on the deck, but as soon as you go down to it, they disappear somewhere ... It's a shame, however!

Thus, maneuverability is extremely important: ideally, you should turn twice as fast as the fastest of the enemy ships (so that there are two of yours for one of its phases "shot-turn-shot with the second side", and you shoot it at the substituted, but already shot own ammunition board). It's quite difficult, and a long sea battle will inevitably lead to damage to your ship, the repair of which can cost a lot of money (probably even more than the proceeds from the sale of the opponent taken as a prize ... if he is not too big compared to you).

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Advice: in "Pirates of the Caribbean" the ship can be controlled by any officer, not only the first officer, as in "Corsairs". To prevent the captain candidate from being killed during the boarding, do not assign him to the position (in the window with officers, do not transfer him to the bottom 4 rectangles, but leave him in the strip at the top). He will not help you in battle, but he will remain alive. And somehow you yourself...

Therefore, the fastest boarding of the strongest of the opponents should be recognized as an effective tactic. After the ships hit the sides, and yours, as well as the enemy sailors, throw ladders over them (so that there is somewhere to wave your saber), you will appear not in the captain’s cabin familiar to the Corsairs, but on your own deck, with a saber (or with , what you will be armed with at that moment) in your hand and the enemy is right in front of you. Next - see hand-to-hand combat tips (above); just remember that sea wolves fight better than land rats, and do not relax after clearing the upper deck - there are also lower ones, on big ships- several.

Advice: be sure to inspect chests and barrels, near which the "hand" sign appears on the screen (it signals the possibility of profiting). Several thousand coins can be earned in this way, and bottles with medicinal infusion will also be a good help in the upcoming battles.

Your sailors (if there are many) and officers (if you appointed them to the position) will be with you. For the latter, this is a serious risk: they, at least for entry levels, can easily be killed. The most annoying result of this is the inability to take the opponent's ship as a prize (or have to sink your own). Yes, and it’s a pity for the officer, although finding him is far from being as difficult as in the Corsairs.

It is interesting: in fact, not all officers can be killed. Danielle, apparently, grew up with a sword from the very cradle. Not a single enemy is able to damage her, but she shreds them into cabbage. So, if she is involved in the boarding, you can quietly smoke somewhere in the corner. Don't forget to just keep blocking.

This one will not miss his ... Business in the store goes on as usual.

After a successful boarding, as you probably already understood, you will either appoint one of your officers as captain, or part with one of the two ships you now have. Changing your ship to another, as a rule, is worth it without a twinge of conscience if it is a higher class. On the other hand, if you are already very attached to your lugger, barque or frigate - well, the prize ship can always be sold in the port for good money (remember, this is done in the shipyard). And the money is good for you.

Income and losses

Have you forgotten what our goal is? Yes, of course, to serve the English crown, but this is not the main thing. And what is the main one? Definitely enrichment! In other words, your income should be slightly higher than your expenses. And the latter can be rather big.

First, the team wants money, and so do the officers. And it's better to pay them (although you can not pay, but in this case, her mood will worsen ... which is not welcome for obvious reasons). Secondly, the ship needs to be repaired (either in the port, which is quite expensive, or at sea, for which you will need to have boards and canvas on board). Finally, thirdly, in some places in the story it is worth forking out (see "Passage"). At the end of the game, monthly expenses can reach twenty to thirty thousand coins.

It is interesting: compared to the "Corsairs", in the "Pirates of the Caribbean" the price level has risen slightly. Either the value of money has fallen due to the huge influx of gold in the metropolis from the New World (this really happened), or something else ... In general, selling a ship for more than 100,000 coins is a very real operation.

Where can you get so much money?

Firstly, at first you can ... er ... take what lies badly. In unlocked chests in unlocked houses, you can find jewelry and antiques, which you can later sell. Not bad at first, but somehow disgusting, and you won’t earn much on it. Although the bottles are thus worth looking for.

Advice: moving around the island, watch out for the "hand" symbol that appears. Sometimes precious things, stones or bottles of healing potion can be found in the most unexpected places...

Secondly, you can trade. In the ship's log, you can find entries about the trade preferences and restrictions of an island. Smuggling (a smuggler can be found in a tavern) turns out to be noticeably more profitable than regular trade through a store, but also more dangerous (with some probability, soldiers will come running at the time of the deal, and in the port you will also have to fight off a customs, say, frigate). However, this occupation will quickly get tired of active corsairs.

Thirdly, you can perform escort missions. Merchants are ready to pay for their safety, and if someone attacks, you can also take cargo from the attacker (don't forget about the chests on the decks), or earn experience by sinking the enemy. In addition, you can load up on goods and get some extra profit.

And finally, fourthly - the most interesting. The English crown does not care at all what exactly we will do with the attacked ships of its enemies - we will sink, capture ... But it is more interesting for us to capture. Even if for one reason or another you do not have an officer to bring the ship to the port and sell it there, you can always take its cargo. However, the trade in ships, as in the Corsairs, is an extremely financially efficient enterprise. Try it - you'll love it!

Character

"Pirates of the Caribbean" - RPG-action. That is, in addition to firing bow-stern-starboard-left side and randomly swinging a saber to the right and left, you have to develop your character somewhat. The system is classical: experience is gained for useful actions, upon reaching a certain amount of it, a level is given, which allows improving the characteristics of the character. But further - more interesting.

For each level, we are given the opportunity to increase one of the character's characteristics by 2 points, and also give him one of the abilities. I deliberately do not include here full list characteristics and abilities: to deal with them, especially with abilities, is a separate pleasure for a true gamer. However, I will give a couple of tips (those who want to figure it out completely on their own can safely skip the next two paragraphs).

First, the characteristics. Which of them should be developed?

Here we return to the question that I asked at the beginning of the article. What is more important: the ship or the blade? Correct Answer: Blade. In principle, both are means to win the battle. However, the blade also allows you to earn money on this (when boarding). In addition, at one point in the story you are left without a ship (I warned you - whoever wants everything himself, do not read here!), And guess what you use to get it yourself?

First of all, you should master fencing. Without it, in the cruel world of "Pirates of the Caribbean" one cannot survive. I, as already mentioned, quickly raised it to 9 and have never regretted it. Further - at will. The good thing about RPGs is that different characters, using different tactics in accordance with their characteristics, can win with equal success.

Secondly, abilities. They can be divided into basic and advanced. The former can be developed without any conditions; for the latter, it is necessary that the character already owns some basic ones. Therefore, the main advice: be consistent. Choose the ability you want to get, build the entire tree before it - and develop all the necessary abilities in turn.

And finally, on the general tactics of character development. The division into abilities and characteristics suggests a logical decision: develop one direction with characteristics, and another with abilities. So you can get a balanced character. On the other hand, you can focus on one thing (say, like me - on fencing), compensating for the lack of the rest with the skill of the player. Decide for yourself, I will not recommend anything. Here all the fun is in making decisions.

Instead of a conclusion

Actually, I didn't tell you everything. It would be possible, say, to describe the performance characteristics of the ships for a long time and conduct their comparative analysis (in a kind of mentor tone, frowning and picking up his lips: "When attacking a frigate with a bark in the south-south-west wind, it is necessary, setting the maximum possible sail area and moving at an angle of up to 30 degrees to the wind, choose the moment of rendezvous in the reloading phase of the enemy ship ... ", well, etc.). Or draw a map of the islands and tell where small joys are hidden in the form of bottles, precious stones, etc. You can develop different schemes for character development for a long time, as well as talk about the effectiveness of constantly hiring officers compared to the desire to keep them alive as long as possible...

But, damn it, this is all for those very land channels that were threatened by my friend who burst into me like a fresh sea breeze! It is better for true corsairs to try everything on themselves once than to follow a hundred stupid tips! So go ahead, friends, seven feet under the keel, and anchor down my throat if you don't like Pirates of the Caribbean! And the most curious and impatient are invited to run after the disk faster than others, because they will sort it out ...

PASSING

Introduction

I’ll make a reservation right away - in this passage, the actual plot moves will not be described in detail. This would be analogous to the popular arrangement of "Eugene Onegin" in prose. The goal here is to guide the player through the story, not retell it. I hope that with my help you will be able to kill two birds with one stone - and enjoy the game, and easily pass it to the end.

Attention! This walkthrough contains information about the plot and characters, the possession of which may reduce the enjoyment of self-study games. If you want to go through everything yourself - please do not read further.

Basics

We start the game on our ship. Immediately after loading, either the first assistant comes up to us, or someone else (it doesn’t matter at all), and offers help in mastering, so to speak, the expanses of the universe (that is, the game itself). Well, the player, of course, is not a fool, we agree to everything, in particular we focus our attention on fencing training. We train until we start to consistently win against this very officer. We study the system of skills and abilities, and so on and so forth, in general, we do everything as he says.

Fully equipped, we go to land. Advice: we release the assistant who has stuck at once, we say that we will cope with everything ourselves, we wish you good luck and all that. No need to cry: the game, unlike the "Corsairs", is densely saturated with officers (boatswains, first mates, gunners ...).

Getting ready for the first swim

The first thing we need to do is to sell all the goods on board in the store. To find it faster, click Enter, at the transition (lower left corner) select the "shop" sign (pistol and bag), and transfer there. By the way, this operation can also be done with a shipyard, port, etc. If there is no sign, then the "institution" is closed until the morning. You can wait out the night in the tavern by talking to the innkeeper (you can rent a room for the night).

Having sold all the goods (except for ammunition), we go to the shipyard and completely repair the ship (by pressing the "repair" - "completely" buttons). Now you can type the command. We go to the tavern, ask the owner if there are salags in his establishment ready to go sailing. If the corresponding menu opens, then there is. But he can also say that it's too late and everyone has gone home. In this case, we rent a room for the night, in the morning we repeat the question.

Well, now we are ready to sail, we go to the port, we board the ship.

The steering wheel habitually lies in the hand, and we begin to examine the horizon in search of prey...

Capture of Oxbay

But it was not there. Immediately after going to sea, we are shown a colorful cartoon about the attack of the French fleet on Oxbay (where we were until the last moment). Fortunately, we were one of the few ships that managed to escape.

Now our path lies in Redmond, to the governor English colonies in the archipelago.

Redmond

Having sailed to the port of Redmond, we disembark and go to the residence of the head of the archipelago. At the entrance, a soldier blocks the way, we tell him about the capture of Oxbey and he urgently lets us in, throwing something like "why didn't you say before?". Having passed into the residence, we report the attack. In response, we are invited to give the ship voluntarily or they will take it away from us. Let's put forward a counter offer: we enter the service of England together with the ship.

Immediately we are given our first task: to penetrate into the captured city and find out what's what. We agree without delay. We leave the residence, go to the port - and on the ship.

On the island of Oxbay, in addition to the city of Oxbay, there is also the city of Greenford. So, it's better to stick to its port. For obvious reasons.

Scouting the situation

Having gone ashore, we head to the city - to that exit from it, which is on the left hand. We stomp through the jungle all the time right up to the city gates of Oxbey, and then we go to the tavern in order to talk with the innkeeper. He talks about the situation in the city (the inhabitants complain, and the French soldiers drink more and more and do not pay anything), and also gives some useful information: it turns out that a French ship with ammunition is about to arrive on the island. We leave the city back to Greenford. We board the ship and leave.

Report from the captured city

Having anchored in the port of Redmond, we go to the residence of the governor and report: they say, the ship should sail from the island of Fale de Fleur, and it would be nice to capture or sink it. After considering the situation, the governor gives the answer: "Do whatever you want, but the ship with supplies should not sail to Oxbay." We understand this literally and sail on the Fala de Fleur (for those who are in the tank: this is a French colony, and now we are an English corsair).

Fale de Fleur - ammunition

Having sailed to the island, we go into the city. We are met by a sailor from a French barque. For some pennies, he reports that the captain is now in the tavern. We go there, we speak with the innkeeper, we learn that the captain is upstairs, in the room. Climbing up the stairs, we go into the room and talk to him. We need to get a letter to escort a ship with ammunition, so we can kill this captain and take it from the corpse, or pay him 3000 piastres, and he will give the letter voluntarily. We leave the tavern, we head to the head of the port (two-story building in the port). Glancing briefly at the paper, he sends us on our mission. We run to the ship, having talked with the ward captain on the way (he will do it himself).

In order not to swim...

Now we have two ships under our command. Let's go to the map. Our task is to make sure that the ship with ammunition does not sail to Oxbay. There are four ways to solve it:

Sink the ship yourself.

Capture the ship.

Lead the ship to any English fort, where he will be shot.

Bring him to the pirates: first they will sink the ship, and then you just have to shoot them to the bitter end.

The best option is to capture the ship, the other options are good if the player absolutely does not know how to wield a blade and does not even have minimal boarding skills. Having completed the task, with a clear conscience we sail to Redmond to the governor.

We get a new task on Redmond: bring a friendly ship to the port of Greenford, and also talk to an informant in Oxbey. We leave the city to the port, we speak with the captain of this very ship, we sail to Greenford.

Informant

There, a local resident meets us at the pier. He reports that at night it is necessary to swim up to the gray rock bay. We immediately board the ship, and with the help of the "follow to" button we sail to this bay, we land there and talk to him again, and after killing the attacking French - again. After that, we appear in the tavern, where we speak with the captain of the transport ship. We go out into the jungle, go straight to the city gates of Oxbey. In the tavern we are talking with the innkeeper about some kind of business, he tells where the English informant is. We go to the second floor, there we talk with the man sitting by the window. During the conversation, French soldiers run into the tavern - we kill them. We continue the conversation with the informant, he offers to hide with the owner of the local shipyard. We leave the tavern, we run to the shipyard.

Her owner is hiding us from patrol. After the departure of this same patrol, the conversation with the informant continues, and from it it becomes clear that the captain, with whom he was supposed to meet, is waiting for him in the tavern, and since the English agent cannot show himself in public institutions, we need to go there and reschedule the meeting behind the tavern to the city wall. After the end of the conversation with the informant, we will have a conversation with the owner of the shipyard, Owen. He asks to take a chest with unknown, but important contents to him, to Redmond. We leave the shipyard and, fearing nothing, head to the tavern. There we speak with the captain and transfer the meeting to the agreed place. The captain got nervous, but went (and what, in fact, can he do?).

We leave the tavern, immediately turn left, speak with the agent. We will have to sail away from the island on the captain's ship, follow him to the ship, sail to Redmond.

Monstrous bug

On the island, we immediately appear in the residence of the governor, who, having paid for the previous task, gives a new one. We must participate in the capture of Oxbay. We leave the residence and go to the tavern. Near it, we are met by a couple of unknown and slippery types, demanding to give Owen's chest. Sensing something was wrong, we agree without delay (those who are interested and confident in their fencing skills may try to refuse ... "who plays seven tambourines, he is surprised"; by the way, soldiers will come running to the aid of such daredevils). We remember that it would be good to discuss this episode with Owen. We go into the tavern, there we talk with the girl (Daniel). After a conversation, English soldiers burst into the tavern and attack us; we kill them. Ralph (the girl's friend) is dead; swearing at his death, she runs away. After that, soldiers enter the tavern and arrest Nathaniel (that is, us). In prison, we talk with the jailer about how he came to such a life. After the conversation, the governor enters the prison and reports a monstrous mistake. We follow him to the residence, where he informs us that Oxbey has been released, and that we have taken a great part in this. We get a new task: to find and present to the bright eyes of Raoul Reims, a malicious traitor to England, and indeed a bad person, a radish. The last time Reims was seen was in the pirates' lair, in the settlement of Quebradas Costillas - we'll head there.

Quebradas Costillas - Reims

We break up a fight at the entrance (since we are now a self-respecting English corsair); By the way, you can take the rescued gunner, but I preferred not to do this, since I already had one. We go to the tavern, we speak with the innkeeper, she gently sends us. We leave the tavern, and at the entrance we are met by a pirate who will clarify the situation somewhat - in particular, he will say that he knows where Reims is. Having exchanged a few words with the sailors from the team of Reims, he learned that the ship was heading for Conceicao - we were heading there.

Conceicao — Reims

We go into the city, there we go to the tavern, we talk with the innkeeper, we start asking him about a certain Raul, they say, did he appear here ... However, during the conversation we mention the name Machado (the head of the smugglers), and the owner of the tavern refuses to talk to us . We leave the tavern, right in front of it we are met by some type. We'll have to threaten to kill him, after which he will agree to take us to Machado. From a conversation with him, we learn that Raul has already sailed, but he has a house (Machado put guards there). We go straight there and kill the guards, as well as everyone who ran to help them (they themselves are to blame, it was necessary to be more polite and docile). We go into the house, there we find the Reims logbook; alas, there is nothing useful in it. More guards appear - immediately kill. We leave the lair of smugglers and go to the city - to the right, and after the transition straight. From the city to the port and to the ship. Now we sail to Oxbay.

THIRD PAGE

Oxbay — Owen

In Oksbee we go to Owen, we speak with him. The result of a long conversation is as follows: one person sold this chest to him, saying: send it to any of your competitors, and he will be damned. In general, we were intervened in some mystical affairs. It also becomes clear that it is necessary to sail on the Fala de Fleur, however, this is not urgent. We go out to the port and head for Redmond.

Redmond - letter

We come to the governor. Head down and a little depressed, we report that Raul's trail was lost in the smugglers' den. The governor asks to deliver a letter to the leader of the pirates: they say, if you have not caught, then maybe they will. We go to the port, set sail and sail on the Falais de Fleurs. From the port we go into the city and go to the house in the far right corner. There we ask Pete about the legend. We go out to the port, there we are met by our old friend, together we go to the tavern. Over a glass of vaunted Spanish rum, he talks about how to destroy the ghost ship - the Black Pearl. From the tavern we head to the port. Sailing to Quebradas Costillas.

Quebradas Costillas - writing

We speak with the head of the pirates, we give him a letter. We leave the house to the port and sail to Redmond.

Redmond - collection

On Redmond we go to the governor, we get a long-awaited reward and a new mission: to return the stolen collection. I'm going to the port. We are heading for Duvezen.

Duvezen - collection

We moor to the port of Duvezen, go into the city, from there immediately into the jungle. We go along the right "wall" to the bay with a pirate ship. There we are met by one of our sailors. We tell him to return on board, and we ourselves go on a boat to a pirate ship. Once there, we kill all the attackers, pick up the collection and swim ashore.

We go back to the city (respectively, along the left "wall"). With a sense of accomplishment, we get to Redmond to the governor, we give the collection. We receive a reward and a new task: to deliver the prisoner from the Greenford prison. We sail to Oxbay to Greenford.

Greenford is a prisoner

In Greenford we go to the prison (far right corner), we go into it, we speak with the head of the garrison (the man on the right), from the conversation we learn that the prisoner has escaped. Here's the problem! Muddlers. We leave the prison, at the exit we are met by a girl, begging for help - to help out the old man. We calm her down. From the conversation we learn: the old man is an experimenter, he lives at the lighthouse, something exploded there, some clouds rose, and now the whole city is ready to kill him. We approach the crowd (three - already a crowd), we talk with someone, we run into a fight, we kill all the attackers. The old man thanks and promises to put his innovations on the ship, we refuse (he will blow up another ship, the old eccentric), then he takes us to the lighthouse - to show how he lives. At the entrance we meet our old friend - Daniel, we talk with her, she talks about her friend. We speak with him, he reports that he knows where Reims is.

We agree with Daniel on a joint search. We return to the city through the canyon (all the time straight). We go to the port, we sail to Redmond, there we speak with the governor. We inform you that we will be able to continue the search for Reims; he agrees. We leave the residence to the port, we sail to Oxbey. It’s better to land on Oxbey from the side of the lighthouse, we land there. We go to the lighthouse, Daniel comes up to us from behind, we talk with her, after the conversation we return on the boat to the ship. We sail to Duvezen.

Duvezen — Reims

There, Daniel meets us again in the port, we talk to her, we go to the tavern (to get drunk, perhaps, from grief?), There her friend comes up to us and informs us that Raul is sitting at the last table. Such a surprise! We talk with Reims, he, a nice man, leads us to his home. Outside the city gates, Daniel notices surveillance. The pursuers must be detained (killed, in other words). We do our dirty work and catch up with Daniel and Raul (straight at the first intersection, right at the second). We pass to the crook's house, we go into it. We talk with Daniel; she, having learned that we work for Silehard, pokes a knife at us. Damn it hurts! We fall (any other suggestions?). We pretend to be dead and through the pain we listen to the conversation. We need to find clay tablets, they are mentioned in the church library of Isla Muella. Alive, we swim there.

Isla Muelle - Library

We go to the local church and talk to the clergyman. He promises to give access to the library if we deliver him the papers stolen from the church, supposedly very important, necessary and useful (he even gives us indulgence for any action). We agree. We run to the port, sail to Conceicao.

Conceicao - Documents

In the city of Conceicao, we go to the tavern, we talk with its owner about the person the priest is looking for. The innkeeper points to one sitting by the window, we go to him. In a conversation, we convince him to give us the documents for the sake of a good cause, from the same conversation we learn that the papers are dirt on the priest. We pick them up and sail back to Isla Muella.

Isla Muelle - Library 2

Having landed on the shore, we go to the church. There you can simply give the papers to the priest or start blackmailing him. In the case of blackmail, you can also get 5000 piastres (not so bad, although it could be better ... The Church is not a poor organization). Digging through church books, we learn that the tablets were found in the mines of Oxbey. We sail to Greenford (logically, isn't it?).

Greenford - plates

We speak with the innkeeper. We go to the Oxbey Canyon, to the mining village, there we go into the house to the left of the entrance. The owner begins to resent - they say, private property. We quickly calm him down and start asking about the signs. At first he says that they collapsed, then, when we explain that we work for Silehard, the owner quickly adds that a man came to make copies of the tablets, and one of the workers was assigned to him. We go into the mine, we speak with a more or less dressed black man (Leborio Drago). It turned out that Danielle was here, but had already sailed to Isla Muella, in search of the person who was deciphering the tablets. We swim there. A thousand curses on this headwind!

Isla Muelle - tablets

On the island we will go to the tavern, we will talk with the innkeeper. He will say that Danielle has just left (which means that all is not lost!). We go after her. On the street, we are attacked by three suspicious types - without batting an eye, we kill (are you not used to it yet? Get used to it ...). Once all three are killed, Daniel runs up. A long and difficult conversation begins, the result of which is an agreement to join forces in search of treasure. Daniel knows a secluded cove on Redmond where it's safe to land. Time to visit Silehard. We sail to Redmond.

Redmond - Silehard

Having sailed, we speak with Daniel, after which we immediately appear in His Majesty's bedroom (we climbed through the window - a little crowded, but imperceptibly), we speak with Sailhard. He seems to agree to cooperate, but then runs away, calling the guards. Two foreheads tumble in (so-so security, frankly) - we kill. We return to the bay, there we come to the decision to split up. Daniel will look for the continuation of the legend, and Nathaniel will look for the Idol. We sail to Greenford.

Greenford - idol

In Greenford we go into the tavern and talk to the innkeeper about the idol. He reports that the idol is at the head of the garrison. We go to the prison, the captain is sitting there on the left - this is the head of the garrison. We talk to him. He will say that the Governor Silehard ordered not to give the idol to anyone if this someone does not present the appropriate paper (what a sly one, huh ?!).

The guards and the captain attack us, we kill them (well, are you used to it now?). Silehard, it turns out, ordered the figurine with the first ship to be sent to Redmond, but the ship is still in the port of Greenford - we run there. Immediately after going out to sea, we find ourselves under fire from the fort. We swim away from him to a safe distance as soon as possible. There will be an enemy frigate (he, most likely, he swims up to our ship), we take it on board (if your ship is worse than the frigate, then without hesitation, we change it; the frigate is already serious). We swim to the lighthouse. There, an old experimenter will run up to us and say that Danielle has not yet appeared (everything is clear, she is on Isla Muella). We go out to sea in order to show everyone where Kuz'ka's mother spends the winter, but that was not the case... A colorful screensaver - a storm. And screensavers don't just show...

And there is. We are washed off the ship and thrown by the sea onto the coast of Duvezen. "Everything that is acquired by honest labor ...". Hmm.

Duvezen - storm

Without a ship, crew, money - not the best deal. On the shore we are met by a local resident who saved us. We leave the bay and go to the city (after moving to the left). We speak with the owner of the tavern about work, he informs us that something can be found in the pirate settlement. We leave the city and go to the village (at the stone-idol to the left). There in the tavern we speak with a bearded man sitting to the left of the entrance. You can hire him on a ship, or you can kill him, and, according to pirate law, become the captain of his ship (guess which is better?). Having taken possession of the ship, we go to the bay, which is to the left of the settlement. We board and sail to Isla Muella.

Isla Muelle - meeting

There, in the port, our team meets us (from the ship from where we were washed away). They are all delighted (did you pay them regularly? Better pay regularly!), and we have a noble feast with all the officers, and we buy a few barrels of rum for the whole team. In the tavern, Daniel comes up to us and says that he is waiting for us in the room upstairs.

What, you wanted a pornographic cartoon? Don't get. This is not Mafia for you. In the room we talk with the girl about our hard fate.

Having talked enough, we go out to the port. We board the ship and sail to Oxbay to the lighthouse.

Lighthouse - Ambush - Greenford

We go to the lighthouse, we go into it, an ambush will be found there. We kill everyone (and they call this an ambush? The mice went to catch the cat ...). "Ambush" told us that the old man is in prison. After a little thought, we come to a decision: we will capture Fort Greenford (logically, right? Really, why bother with trifles?). Nathaniel from the sea, Daniel from the land. To capture the fort, we need 12 gauge coolers (they have a higher range) and 6-7 thousand cores. It is better to stand up so that the fire of the fort does not reach us, i.e. at the entrance to the bay. From here, you can bombard the fort until it is completely without guns: then an icon will appear, signaling the possibility of landing. Trying to exchange fire with the fort is not the best solution. He is quite capable of sinking 4 battleships.

We go to the prison and talk to the old man (last cell). After taking it, we go to the tavern. There, an alarmed sailor runs up to us and informs us that an English squadron is moving towards Greenford, and "he has never seen such huge ships in his life." Well, we will have to deal with the squadron, since Daniel will command the hastily restored fort. The British can be dealt with quite easily by luring ships under fire from the fortress. After we sank (or boarded) the last ship, we sail to Coel Roa. There we will be met by another squadron, this time - pirates. Somehow they got wind of the treasure. In addition, you can meet (or not meet) Sylhard on the manowar - a great prize for boarding.

Entering the bay, we land on the shore.

Koel Roa

After landing, we go to the pyramid. We rise to the very top, we go into the labyrinth. There, the trinity of characters is divided, we are allocated a central passage. Generally speaking, it is difficult to get confused: there are signs of the "skull-sun" type on the floor, we go where the sun points. Having calmed (not killed: "Die! Die! I killed you! You're dead!" - "Idiot! I've been dead for a long time!") A few skeletons along the way, we reach the place where you need to put the idol on a stand - a passage will open.

Behind this passage, the trinity is reunited (and how did they get here? After all, only one passage out of three was supposed to lead to this hall ...). In the large hall, through a simple system of teleports (first to the right one, it is blue, then to the one, the passage to which is on the stairs-ramp) you can get to the thick central beam, and go along it to the alleged treasure.

"I" ll be back! ”, Wait for the guests!

"Black Pearl"

Having escaped from the temple destroyed by the earthquake, we urgently board the ship, as the old man scares us with further cataclysms. With us, however, there is prey - a strange spherical artifact. Alas, it's not for long.

At the exit from the bay, the "Black Pearl" is waiting for us - a ship of skeletons and ghosts. Having good speed, almost perfect maneuverability and even better accuracy (what, well, what are these skeletons looking at?! Why can’t we recruit such gunners for our team?), They will easily sink our squadron - two battleships and a manowar, by the way - in an open collision. The maximum that could be achieved in a fair fight was to demolish about 30% of the hull of this "Pearl". However, we have a secret weapon taken out of the temple, and now is the time to use it. Click on the "abilities" and find among them the symbol of the ball that appears. Apparently, the priests of the ancient American Indians they did a good job of conjuring up their artifact: the skeletons do not like it at all, and the Black Pearl still has 20% of its hull. This is about 5 good airborne volleys of our manowar. Having made allowances for the maneuverability of the enemy and by no means ideal conditions(obviously a storm is coming), volleys for 10 can be handled completely.

That, in fact, is all. "Tired, but satisfied..." Nathaniel and Daniel are standing, embracing, on the deck of the already common manovar, and everything is clear with them. Happy end ladies and gentlemen! Yes, happy ending... only skeletons don't know about it. And, leaving the sunken "Black Pearl", they look with terrible blue eyes directly at us. Wait for the guests!

ADDITIONALLY

Useful citizens of the city

(excluding various random encounters and the main storyline)

Innkeeper. You can do a lot with it: hire a team, rent a room for the night (to wait until any other establishments open), find a merchant willing to pay for an escort to some island. In the tavern, you can hire an officer, sell contraband, play dice, drink and let them steal all your money ... In general, the innkeeper is one of the most useful NPCs in the game.

Shipyard owner. He can repair and equip the ship under your control. Here you can sell or buy a ship. The effectiveness of the last action, however, is questionable: boarding, of course, is noticeably more profitable, and buying a ship of a higher class than you have ever flown will not work.

Shop owner. In the store you can sell various goods or buy them. True, in "Pirates of the Caribbean" trade plays a noticeably smaller role than in "Corsairs": as a rule, there are simpler and quick ways gain. However, to each his own.

stand apart merchants - they sell and buy personal items, as opposed to a wholesale store. The looted jewelry is sold to them, but it makes sense for them to pick up a better blade and a better pistol.

Governor. Well, everything is clear here. They came, received money for the previous mission, took a new one - and forward. Unless, of course, we climbed in the window and do not communicate with the governor in ... uh ... raised tones. However, behind this - in the passage.

Types of charges for ship guns

Cores: the simplest charge, a metal ball. They fly the farthest, cause damage in the main body, and relatively small. In use, they are quickly replaced by bombs.

Buckshot: many small pieces of metal. The distance of the shot is minimal, the damage is done mainly to the team. It is good to use just before boarding.

Knipples: halves of nuclei connected by a chain or connected in another way. They fly far enough, mostly damaging the sails. Effective in pursuit, both for the victim (to slow down the attacker) and for the pursuer (to finally catch up with these cowardly channels). Who will be more useful is a question of accuracy.

Bombs: cores with a fuse, after being hit they explode. They mainly damage the hull (much stronger than the cores) and cause damage to the team. Shot distance is average. Effective for sinking the enemy.

History reference

The development of the Corsairs from which the Pirates of the Caribbean grew was not an easy task, although it was fun. At the dawn of the creation of the sea epic, the developers sat in the basement, in which the sewers regularly broke through, about once a week, and it spewed out rivers of ... er ... liquids.

Developers are hardy people, and everything would be fine, but once the sewer broke just during the visit of guests from Activision ... That's when everyone got a hat!

We sailors work for money like horses and spend it like donkeys.(c) Tobias Smollett

Have you ever heard the sound of tidal waves under your feet? Have you ever felt a pleasant salty taste on dry lips? Have you ever been blown by a light, caressing morning breeze, blowing loose hair from your eyes to the back of your head? Have you ever felt a slight tremor passing through your body, but not the cowardly one that the boys feel before the first fight in their life, but the warming soul that comes only before a fight, a real fight? ..

Of course, all that I have now diligently praised could not have appeared out of nowhere. We must also pay tribute to the programmers who created a special engine - the well-known Storm 2. Of course, its main feature, according to the creators themselves, is the processing of giant water spaces without loss of performance. Naturally, after all, the Storm was created specifically for the Corsairs. But with no less huge spaces saturated with game characters, dense vegetation, buildings, various living creatures (you can see dolphins, seagulls, etc. in the game), the engine copes. But because of this, the system requirements rise quite high - after all, not every gamer in the world has a GeForce 3 or Radeon 8500 yet? Although the game will not look ugly on the second GeForce either.

But let's leave the technological side of the project and find out what awaits us immediately after entering the game. The events take place in the tense period of confrontation between several maritime powers at once - the 17th century. Compared to the first part, their number has increased. Now it is England, Spain, France, Holland and Portugal. The political situation in the Caribbean is extremely tense. A completely weakened Spain is trying with its last strength to retain its remaining possessions, while gaining momentum England and France are looking for new lands for their subsequent annexation. As for Portugal and Holland, these two are primarily trying to establish and strengthen trade relations, the colonies they captured are not as large as others, but they are one of the most developed and wealthy in the archipelago.

The player is faced with a choice - whose side to take? Although your will to stay away from high politics and lead a stormy and daring life of a pirate, or peacefully engage in trade. Unfortunately for many, there is no possibility of capturing colonies in the game, but the fort of some well-established Portugal will take away the opportunity by force. But then do not expect mercy from the manovars of a destitute enemy. But you can also turn the situation around so that it is the one who wants retribution that will beg forgiveness from you for your insolence. But you can answer it in several ways. The principle of fighting in "Corsairs 2" is slightly different from its predecessor. Mainly the boarding system has changed. Now such a dressed up business will not be a duel of two captains, where everything depends on your only skill. Now, in addition to you, a whole squad will fight, the number of fighters in which will be proportional to the number of people in your team. Naturally, you will command everything, but you will be able to give only simple commands - "Retreat", "Forward", "Group", etc. After winning the boarding, it will also be possible to capture and enslave the defeated. Newly minted slaves can be sold on the black market, but this will negatively affect your Reputation (see below). Naval battles will undergo less radical changes. The balance will simply improve, and when conducting a battle, it will be necessary to really work out the tactics of the battle, and not stupidly shoot at all of all the available guns.

Adventures on land will become no less interesting than sea adventures. Taking on land the image of your main character, you can go on reconnaissance around the island. The possibilities of investigating the territory will be greatly expanded. In addition to cities, you can also come across caves with treasures of ancient pirates hidden in them, jungles with their unpredictable inhabitants, with whom you may have to fight. A land battle is not much different from a boarding battle. In the same way, you have a number of allied assistants who are always ready to support you. The AI ​​of these bots, as well as the intelligence of allies at sea, according to the programmers, is well developed, so now you don’t have to take the rap for the whole team alone - you will get real benefit from the satellites.

In cities, we expect most of the turning points of the plot. It is in the settlements that the main meetings will take place, important agreements will be signed, weapons, ammunition and ships will be bought, and of course here you will receive quests. The game is possible as story missions, as well as randomly generated ones. The random quest generation system is one of the main prides of the game developers. It works like this: you go to any city, hoping to get a task, the system analyzes your parameters, selects a quest, the most suitable this set statistics and places the corresponding NPC with a story invented on the go in some nearby tavern. The number of orders generated like this is more than one hundred (100!). Speaking about the RPG side of the game, one cannot help but delve into statistical details. Now there will be about 10 parameters (this is how many the developers announced at the time of writing the preview), including the previously unknown Stealth and Authority. Reputation will remain one of the main parameters. A lot can depend on it - various troubles and just a bad attitude towards you with a negative value of this statistic are guaranteed.

It is extremely difficult to discuss absolutely all aspects of such an epoch-making game as Corsairs 2. And what can I say, it must be seen. See and taste. Everything that cannot be explained in an understandable language, everything that makes you want to get into the monitor and stay there forever will be available in the game, and you will see it. With my own eyes. Less than a month left before release.

Feeling a salty taste on your tongue? And trembling passes through the body ...

The Corsairs series of games is dedicated to more than one site, but on none of them I have ever seen a structured list of all parts and add-ons that gives a clear chronological idea of ​​\u200b\u200bthese games. I decided to fix this and create a list of all parts of the game "Corsairs" with a brief subjective description of each of them. Thumbnail are the main parts of the series. Italics— official and fan additions (add-ons).

1. 2000 - Corsairs: Curse of the Far Seas. ("Akella"). The very first part of the series, for a long time imprinted in the minds and hearts of the fans with its incredible atmosphere and the quality of the storylines. It is rightfully considered one of the best pirate-themed games. It was also warmly received by Western gamers, unlike many other products of the Russian gaming industry.

1.1 2003 - Corsairs: Golden Caravan. (Pnv.ru). The largest add-on to the first Corsairs. Due to his advanced age, he is rarely mentioned on fan sites these days. It was developed by a fan base of enthusiasts, which is why it turned out to be of quite high quality, and as a result, popular.

2. 2003 - Corsairs 2. Pirates of the Caribbean. ("Akella"). Originally it was supposed to be Corsairs 2, previously intended to be the most epic pirate and sea-themed game. Alas, they didn't. The developments of K2 were sold to the Americans and completed on the knee in order to coincide with the release of the game of the same name film. Well-redesigned graphics did not save the project from a flurry of criticism from fans who rightly accuse the game of its incredible linearity. Even the improved mechanics of battles and the ability to roam colorful locations outside the cities did not soften the blow.

2.1 2004- Corsairs: Return of the Naval Legend. (Seaward.Ru) . A fan-made add-on that makes the game more flexible and a little closer to the original version planned by the developers.

2.2 2007 — Pirates of the Caribbean: New Horizons. (PiratesAhoy!). Addition from Western fans, which boasts an updated, due to new textures and locations, graphics, various functions, which were previously considered unrealizable on this engine, and many storylines, one of which is the game for Captain Jack Sparrow.

3. 2005 - Corsairs 3. ("Akella"). Instead of rehabilitating the still quite breathing series, the developers simply cut off the oxygen to their offspring with this part. The most disgusting game has been released, which has the opportunity to boast only of its excellent lags and quests, the banality of which will surprise even the developers of Chinese MMOs. Playing "it" is strictly not recommended!

3.1 2007 - Corsairs III: Dead Man's Chest. ("Akella"). The official add-on, which is a work on the errors of K3. The fans were perceived a little less than nothing. This add-on, morally obsolete at that time, was not even hacked, since the attention of the audience was riveted to the semi-fan project K:VL.

3.2 2009 - Corsairs 3: Wind of Freedom. (Seven Winds) A fan-made modification by the Seven Winds Team that makes Corsairs 3 more or less playable by adding adequate quests and fixing insane lag issues.

3.3 2009 - Corsairs 3: Secrets of the Far Seas. (BG Team). Fan add-on, significantly reworking the game system. There is a second part with the remaining one, the same name, but already based on the K:GPK game engine.

4. 2007 - Corsairs: Return of the Legend. (Seaward.Ru and Akella). Symbiosis of VML fashion and K3 games. This part managed not to get bogged down, but it still could not do without regular bugs and a vague storyline. For that period of time, the project was the most suitable of all previously presented, without taking into account K1, of course.

5. 2007 - Corsairs: City of the Lost Ships. (Seaward.Ru and Akella). All the same K:VL, but without bugs and with new quests. K:GPC has been positively received by both fans and Russian gaming magazines. 7 years of a thorny path strewn with the same rake, and, finally, in front of us Best game series, again, unless you take into account the first part.

5.1 2011 - Corsairs: Secrets of the Far Seas 2. (BG Team). Continuation of the add-on of the same name, the first part of which was intended for K3.

5.2 2010 - Corsairs: Cursed by Fate. (Seven Winds). New quests, a hero, ships, and so on.

5.3 2010 - Corsairs: A Pirate's Story. (Corsairs-Harbour.ru). Addition from users of the fansite Harbor of the Corsairs.

6. 2012 - Corsairs: To each his own. (BlackMark Studio with the participation of Akella). The project was originally positioned as a mod for K: GPC, but then the corsair lads decided to cut down the golden one and decided to release it as a full-fledged game, fully consistent with the following thesis: they failed to make it interesting, so they made it difficult .

6.1 2013 - Corsairs: To each his own - Kaleuche. (BlackMark Studio with the participation of Akella). There is a fan base, so why not capitalize on nostalgic feelings and rivet another insipid addition and try to cut down more dough?

6.2 2015 - Corsairs: To Each His Own - The Last Lesson. (BlackMark Studio with the participation of Akella). Need more gold!

6.3 2016 - Corsairs: To each his own - Under the Black Flag. (Black Mark Studio). A perverted form of mockery of the digital corpse, done to extort even more money from the fans of the series.

6.4 2017 - Corsairs: To each his own - Hero of the Nation. (Black Mark Studio). No comment.

It is worth noting that the list contains only the most common add-ons. In fact, there are many more. Many add-ons never came out, some are not so significant as to be mentioned and once again confuse the reader, others, it is not clear why, are still being developed.