Corsairs each of his passing shipwreck. Passing "every one" (quests). The passage of the game "Corsairs: to each one". "The burden of the Gasconus. CONTINUED", as well as "Girl in the jungle" and "the path of the Dutch West Indian company"

Corsairs to each his weapon hero
You need to correctly calculate and pick up weapons for your character. So: Weapons share on types, executioners / axes, sabers / tesaci, rapiers / swords. Weapons have attack / balance parameters, 84.5 / 1.1, and weight 4.4. The character has an energy parameter. If the weapon is heavy, then you are on the blow to spend more energy, depending on the type of weapon, your levels can be different as damaged, the maximum damage brings with a row of PMK weapons, Palashi / Topora SCM, Sabl LKM. The optimal weapon weight, again everything depends on the level of your hero, at the level of 2.5 - 2.9, the higher the level, the harder it is possible to take a weapon. If your character gets tired or gets a lot of wounds, you also charge penalty glasses, but it's easy to fight with it, rest in the tavern, brothel, church assistance. Implement PCM, LKM, SCM. For the type of grooming weapons / axle, the best type of SCM strike, Sabl / Tesaki LKM, Rapiers / PCM swords.
Corsairs to each their captive captains
In order to hand them out to the authorities, go to the governor and pass the prisoner to the authorities for redemption. But first of all, negotiate with captains, maybe you will learn something new. It happens, they offer you a lot of interesting, use all dialog boxes.
Korsairs to each his artifacts, amulets, charms, talismans
In the game you can meet a variety of artifacts. The most simple of them can be taken in the fight or by chance "found" among someone else's property. More rare can meet in the cabins taken by the prize of ships or in the pockets of plot opponents. Also, they can also be given in gratitude from the inhabitants of the archipelago. Often the most attractive amulets, reinforcing some features or properties, at the same time have a negative impact, often the opposite nature.
All artifacts are divided into three groups:
"Cursed" subjects: Have a negative impact on the character, do not require equipment. The strength imposed on them is so great that it is possible to get rid of the action of the curse only with the subject, throwing it into or shifting it in Runduk.
Alerts: Artifacts that have an unlimited period are equipped with a separate slot (at the top on the left in the character's scheme). These are the most rare and valuable magic items. They cannot be made independently.
Amulets: Artifacts, which are many on the archipelago, are equipped into specially designated slots for them. They can even be bought in any settlement. Locals, indigenous representatives or wandering monks will be happy to sell simple crafts.
With due luck and inlet, you can deal with an alchemical set, allowing the hero to produce all sorts of objects, talismans and potions. We will also need:
recipe;
components (consumable items);
tools (necessary for the manufacturing process).
If you manage to get and explore the recipe, the lists of components and tools will be known.
And, of course, all this becomes available only if there is an alchemy ability at the protagonist.
The game has three conditional types of magic:
church (Catholics, Protestants),
native (Indians, Negros),
household / marine (superstition of sailors and ordinary people).
Each type of magic is indicated by a stone in the icon in the upper left corner of the artifact icon: turquoise (blue) - church; Nephritis (green) - Native, coral (red) - household.
Stones are designed to orient the player in who to sell and have to buy the right artifact (the "his" specialty merchant will pay, buying, more, and requests less).
Christian's artifacts traded monks. They give for "turquoise" artifacts maximum price, half for coral, and for "jade" - pennies (buy to destroy AnaPheme).
Native crafts traded peaceful (without combat color) Aborigines: they will buy on the best "jade" amulets, in half the coral and for the Biryuzov's sideliness (to delight at leisure).
Domestic, familiar majority of colonists, amulets trade ordinary traders. They will be purchased for the maximum price "coral" products, church can take in half, with the aim of reselling monks. With native, perhaps, the laity will not get lost at all (Chur, me!).
Despite the origin, artifacts can work together, and may be antagonistic.
Attacking and protecting magic amulets are incompatible. Magic auxiliary is neutral, and therefore is compatible with any of the previous groups.
The functional orientation of the amulet is indicated by a rosette under stone:
necklace with claws: attacking effect;
sun with rays: protective impact;
celtic circle: auxiliary.
As a rule, "auxiliary" amulets neutralize the concomitant negative impact of the main amulet.
In addition to the amulets of the three main groups, which can be sold and buy on the streets of cities, there is a fourth display group, intended for rare artifacts: talismans, faiths, rare ammunition or equipment. Symbolic stone - lapis (i.e. blue with golden streaks).
The socket under the stone in the corner of the icon corresponds to the main function, similar to the usual amulets.
In addition to the symbolism listed above, you can meet a few more:
black Morion in the bone outlet means the danger emanating from the non-activated subject;
white pearls in the bone outlet means that the subject has useful non-magic properties, but for its application will have to pay something (such an item is at the same time bonuses and penalties, for example, rum or wine);
yellow Amber in the frame of Kolovrat means that the subject carries information that can be fixed either in documents or in the cartographic atlas;
golden star rune on a dark background means that the subject is a tool, with which you can create new items and which does not disappear after the first use, i.e. is not a component.
The members of your team are officers and companions - will not make independent decisions regarding artifacts, fully relying on the choice of the player.
Corsairs each of its global achievements


Baptism of fire. First victory in the sea battle

Covered scars. Get damage more than 10,000 in total

Alchemist. Make more than 200 potions and items

Resident. Take a night in the tavern 50 times

HOME SWEET HOME. Get a house

Wind of change. Successfully fulfill the plot quest "Dutch Gambit", cooperating with Gwik

Jedi. Achieve maximum reputation
Flotodets. Collect the maximum squadron
Admiral. Develop the ability "navigation" to 100%
Dealer. Earn trade / resale goods 10000000 peso

In the Empire Service

Nonsense. Develop the skill "Trade" up to 100%

Researcher. Explore 50 dungeons, caves, grottoes and workings

Swordsman. Develop the skill "Rapiers and swords" to 100%

Rostovist. Open deposits in the priceers in total 50000 pesos

Balcherie fate. Develop the skill "luck" to 100%

Dragoon. Develop the skill of "Palashi and Axes" to 100%

Hussar. Develop the skill "Sabls and Tesaki" to 100%

Miser. Capital 10000000 Pesos

Painful. Lower the "Health" indicator to the minimum possible

Live legend. Reach the 40th rank

Sitx. Achieve minimal reputation

Death enemies. Destroy 500 soldiers

Not knowing fear

Murderer. Losing 9999 sailors in the fights in the crew of the protagonist ship

Toughie. Develop the skill "Protection" to 100%

Exorcist. Destroy 100 instances of unclean
Red Book. Destroy 35 crabs
Sniper. Destroy from 500 opponents from firearms
Slaver. Sell \u200b\u200b5000 slaves

Diligent

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Total discussion and questions about passing
Senior - smart was a kids. Junior Son and So, and Syak. In general, I was exactly a fool.


Aho, brave sailors and fans of adventure adventures! Greetings in our little restaurant on the edge of the world! Take yourself a pint of the selected Roma and arrange more comfortable. We have a long and pleasant evening in the company of port women, gambling, as well as incredible stories about the adventures that are waiting for us, simple corsars, on the way to the legendary treasures! Do not skimp on words! Share your experience with green Jungi, not yet sniffed smells of sweat and powder! I did not know the joy of fresh sea breeze after a protracted calm! Help choose a vessel for round-the-world travel or tell me a couple of tricks that will help the young Corsaire become a maritime legend. Rest, have fun, and remember: after all, the parrot is alive!


Plus, the workers were very moved with quests along the course of which GG loses his ship. You have to be replayed, waving the game, leaving the main ship on joke in the port, and swim on some tartan or a lugger.
Compared to other parts, the player is very attached by time. He practically does not have time to deal with piracy, trading and performing side quests for his pleasure. The success of the tasks for a while depends on the banal luck with the passing wind, plus there is a bug when it is spent through the command to "get to ..." is spent much less time than the cost of the same point in the world map.
The only thing that pleased in this game is trade. It really became really to earn.

Recently deleted this game, although he also played for several months, then he threw, I didn't like too docking fencing, which, along with other Persian skills, rises very slowly, and, accordingly, personal abilities are earned.


But with ship skills more difficult. I still use the skills of the navigations. The benefit of quest officers have a high level of skill.

In general, the game is unrealistic. Too cool limitations of quests in time, the opponents at the beginning ofigere (only with the help of forts could hand out), and from the very first minutes of entering the open sea at the beginning of the game, we meet immediately with the whole escaders of the enemy. Natural tin. Moreover, I am unlike the impossibility of the game at the beginning (until we pump the skill raising flags or the patent of the West India company can not buy) to carry out missions for the delivery of some passengers and ships to the Spanish shores. And almost everyone meets the characters at first (at least in my case) ascend exclusively in Spanish colonies. But the story tightened. The plot is good, in comparison with the old parts.

Plus, the workers were very moved with quests along the course of which GG loses his ship. You have to be replayed, waving the game, leaving the main ship on joke in the port, and swim on some tartan or a lugger.

Yes, I don't like it either. I know that in the course of the game it should be. In the same caliper in my opinion, everything is based on this. But not yet met. I do not know yet if everyone will have to buy every officer to buy what to keep them. For the passage saw that only one of them survives. That I mean Mary or Rumba, depending on whom you will take. And yes, it is a pity that both it is impossible to take.

I liked the game, especially the plot. He is above all praise. So many variations of the passage, it is thought out literally all to the smallest detail. The scripts were really bored for fame, especially when the dialogues were awarded all the NPS by the only NPS, a real, living character. I think even Stanislavsky would not find what to find face.
Bright, dynamic fights, which even at the end of the game are forced to strain and sweat. Although a newcomer (such, for example, as I, who previously played only in the first Corsairs), the game will seem through the chaur complicated even on a light level. However, it is possible to adapt, it is necessary to pay only more time to pass.
Without minuses, however, it was not. The stormy engine is cunning and merciless, always starts to get into the most responsible moment. Although I, oddly enough, the departures happened less often than the rest.

Personal skills are hampered quickly. Fencing at all can be poured, stupidly enjoyed on land in the Spanish fort (so far noble idalgo treat the character is no better than a piece of non-cellular) and cutting everything and all on the way. A couple of hours of real-time, and your skill is already on the hundred. It is better not to climb into pirates with such things.

On older versions, I remember, this was really possible. In the last version, they chopped such a freebie. The skills are hampered, but extremely slowly, only on tasks experience drips.

In fact, the opportunity to take both is, the truth is not forever, and even then with restrictions.

There is nothing complicated, just to cross the entire Pirate Saga.

Spoiler

to pick up Mary still at the second visit to the OS, it is necessary to make that the prophecy of the Tsigan is not fulfilled, which Helen says. That is, it is necessary either not to return the chest with the guns, or call Helen with the name of her adopted father, MacArthur, and not Sharpe. In this case, Mary agrees to climb the ship and both girls will travel from GG on the ship to the end of the saga. Helen at the end leaves. Naturally, you can not choose between them, only Mary.

Personally, for me positive in this part, much more than the negative one. In each aspect of the game, the work of the developers is visible, which you will not say about many AAA projects that are moving commerce, and not an idea. It is worth scolding only the engine, which, unfortunately, is not always able to function normally on XP + systems.

Fencing rolling speed depends directly from the game style. It is logical to assume that if the GG is constantly in the sea - sea skills will swing. As for me, the Duck this system is quite understandable and playable. I would like to add that skills at the time of the quest, be it generator / plot / side, swing faster.


That's it precisely that it is extremely small for a free game of time, perhaps only at the stage of collecting a million peso (if you collect these pesos not through the quest "Dutch Gambit", but through trade and piracy).

That's it precisely that it is extremely small for a free game of time, perhaps only at the stage of collecting a million peso (if you collect these pesos not through the quest "Dutch Gambit", but through trade and piracy).

Three months to collect one million pesos - a convention that can be broken several times. Also, after passing a pirate saga, you can fry at least ten game years, which will not affect the plot. Where else is free?)
If, for example, take the standard system from the GIC, where the GG immediately after the respauna is engaged in a free game - certainly there are differences, but not as critical what seem at first glance.

Yeah. It is generally unwillingly, honestly. Like zombies. It seems to move, but hell knows when something falls off from him.

Fencing rolling speed depends directly from the game style. It is logical to assume that if the GG is constantly in the sea - sea skills will swing. As for me, the Duck this system is quite understandable and playable. I would like to add that skills at the time of the quest, be it generator / plot / side, swing faster.

The system is not enough that has the right to life. So it is generally awesome! It is logical and consistent. Just performing what is supposed to raise the skill. True recently I am more resorting to the help of Gypsies. Because Some skills I still do not understand what rolled. For example, the same secrecy. And for some quests, this secrecy is directly necessary skill.

Compared to other parts, scene quests appeared, which require time execution, but it does not mean that it is impossible to choose the right moment for a free game between these quests

Can. But it is very difficult to honestly. Yes, and the plot does not let go.

That's it precisely that earlier the fencing was perfectly shot during the boardings in the fights with captains and an enemy team, and now it is necessary to make a save / load for this to be a duel in cities and arrange a hunt for local gangsters and then fencing is growing barely.

This fencing is improved faster than the remaining skills. Moreover, local gangsters are not so rarely come across. Yes, and I often try to take the vessel of the enemy by Abordazh, than to flood it. Well, during the secret visits to the Spanish colonies, I simply can't help you to go inside the settlement and keep a couple of noble conquistadors. As a result, fencing skills and firing is completely pumped. But with the rest, less and less rosy. Some even up to 50% did not even rust.

Gentlemen. As a fan of a series with 7-year-olds (already it became scary now) I read your posts with interest with interest.
I first first, a few words about how this game appeared in general. It was (however, it's quite a team of player enthusiasts now), such a team of player enthusiasts, Black Studio, which made a global modification on the "City of Lost Ships" (previous game series) - Mod Pak 1.3.2 Adventure Tales. In parallel with the modification, they made a fan supplement to the game - actually "each of their own". Some ideas of addon (for example, generated quests) were tested at the fashion pack. In Addon, there were three main characters (Charles de Mor, William Paterson, Diego Montoya) with three plot lines associated with each other. When Akella, as the right holder of the series, saw what was obtained in the end, she decided to publish this project as a separate game. So appeared "Corsairs: to each his own." In the first version of the game there is a plot only for Charles de Mora, since there was no time for the improvement of two others. Actually, the entire Corsary community is waiting when the remaining two Gg and their ruler will add to the game. So far, the developers have released two relatively small DLS ("Kalablen" and "Last Lesson"), on the third approach, "under the black flag."

Here it is what. The previous game of the series, the "city of lost ships", was sharpened mainly on fripses. Actually, players naphripped plenty. CCS developers decided to shift the focus on the plot component. At the same time, Fipley as such is not going anywhere - there can be fun between the story quests as you want a player.

Well, this game feature was known again in the CCP

But it was surprised. It is believed that in Fripple KCC focus on piracy and generated quests. It became more complicated to trade than in the CCP.

In one of the updates, pumping on soldiers in the fort cut. Especially in the framework of the fight against Tupupukh. As the developers explained, the pumping of the hero is quite going on in the course of side and generated quests - and this fully reveals the game than an infinite massacre for the sake of skills.

In fact, most shipping skills and abilities are not objectively needed, because they overlap with hired officers (key positions - navigator, canonir and boots). I just need the ability to raise foreign flags (it allows you to penetrate the enemy cities), it is worth pouring the branch of the navigator abilities - its final perk allows you to ignore unnecessary clashes on the global map.

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

When it is pirates topil Ships? This is unprofitable

Strange why. Due to unique goods, rich capital is earned elementary trading. I speak exactly the player's free trade, and not about the quest from the shopkeepers. We take the goods where it is export and sell where it is considered unique. And if there is another officer with a pumping trade, then everything is super. Trade complicated by the fact that there are many diplomatic obstacles in the game.
After passing one story quest, almost in all cases immediately give the following. And if you take into account the fact that the fulfillment of the quest is limited by the temporary framework, then the fripnels simply remains no time.

"Corsairs" is one of the few games of domestic production that has gained world fame. Many players rated the idea and how well the adventures were worked with, with whom they had to face. However, it is worth noting the last game of the series, the named "every one" is a kind of climax, the meeting of all the best, which was in the previous parts, and place it within one. As a result, a very interesting project was turned out, which would allow you to try yourself as a brave pirate, which you need to boil the sea and oceans, perform tasks, fight both on land and on the water. And all this happens in the open world, that is, no one binds you to a specific plot - you can swim into any part of the world in any particular moment. You can earn money from trading, you can pirate and rob ships - no one limits you, so you can do what you consider it necessary. Well, life is incredibly saturated here. Unfortunately, it will not work for it - everyone will have to know independently, but here's quests that you can get during your trip, you can describe.

There is in the game and add-ons, such as "Corsairs: each of its own - calaise", the passage of which is not necessary to consider, because not everyone may want to acquire DLC. The same applies to other additions. Here will not be considered by DLC as "Corsairs: each of its own - Gwik", the passage will only be concerned with the basic game, so the quests added to the game by loadable content can not be signed.

"Rum for Barmen", "Call Girl" and "Return the manuscript of Saint Pierre's priest"

The first quests that you get in the game world are unlikely to present any difficulty for you. You do not need anything supernatural, special weapons or unusual ships, so you can safely be taken for them. Passage can take tens of you, even hundreds of hours, because life is leisurely here, and if you want to enjoy it, you can not hurry. But if you take the quest, such as "rum for bartender", you bring yourself to the completion of the game. So, in this quest you will have to meet with real ghosts that will travel on a no less real ship. And just with them you will need to pick up rum. To do this, first find out the password that you will need to tell the captain of the ghost ship, and then meet with the leaders themselves. Having said the password, you confirm your identity and get the rum that you need to deliver Barmen.

The passage of "each of its own" can be different - it depends on the essence of the quest: in some cases you will have to be taken for business instantly, and in some you can not hurry. For example, as in Quest "Call", where you need to order a special woman of easy behavior for one high-ranking person. You will need to find out information about the desired girlfriend from the pore, and you will understand that it will be possible to pick it up only for an hour, from eleven to twelve in the evening. But but on any day, so you can not rush.

But the quest "Return the manuscript of the Saint Pierre priest" you need to do as soon as possible, but it is simple. You will need to just deliver a manuscript from one church to another, but at the same time you have to prove that your thoughts are not dirty.

"Warehouse Worker", "Stolen Jewelry" and "Cannibals"

The passage of "each of their" will be periodically surprised you, as you will offer to perform quite unusual tasks. For example, a "warehouse worker" is a quest consisting of two parts. You will give it a seller in the store, which has a valuable employee - a warehouse worker. You will have to find it. It is clear that there are no temporary restrictions, but you can immediately go to the jungle and find a pirated village, in one of the shops of which will work the missing employee. It does not want to return, so go back and inform the news trader. On this, the first part will end, but you can immediately start the second. The merchant needs a replacement, and in the pirate town you will find it. By paying a certain amount, agree to review the candidates, and if you take up, when you wake up, see the three pirates in the tavern, which expressed a desire to get a job. Select one of them, and send to the city. When you come back next time, the merchant will say that you have led a great employee. For what generously will be awarded.

But there is in the game and less confusing quests, such as "stolen jewelry". When you wander through the jungle, the scene will unfold in front of you - the two natives will run away in an unknown direction. You can break through them, but it will not give anything - the passage of "each one" requires a deeper approach. Better go there, from where they fled, and there will be a corpse. Look at it - you will find earrings. They can be quite expensive to sell, but is it worth it? Again, think about what will be better for you, and ask the residents to whom these jewels can belong. It turns out that these are earrings stolen by the governor's wife, who generously rewards you for finding.

If you want to brake, then you need to take the quest "Cannibals" - it can be found from one of the inhabitants of the post next to the city. He will tell you that his friend alone is going to go save his daughter from the aborigine paws. Join him and go to the shelter of cannibals - there you will have to play, but when you handle it, it turns out that the daughter of your partner is alive. And you will find another hostage, which can also be saved. As a result, you will be awarded a partner and a saved hostage.

"Burdy Gascon" - a story quest

After executing these tasks, you will be available to the story quest "The burden of Gasconza", which you can perform, but it will take quite a lot of time. So get ready for this and start. Your goal is to buy a ship, collect the team and go to Guadeloud. In the project of quests that do not relate to the storyline will periodically help you move to the final. Naturally, you should not hurry with it, but still it should be understood that the game has a logical end to which you should come in the end. After buying a ship, you will need to go to the tavern, where you can collect the team at once - there is one sailor, who is ready to offer you whole forty hands, but only if you take everyone at once and fulfill its conditions. They are pretty simple - it is necessary that the ship was a suitable atmosphere, food and medicines. You can buy everything in just a little to simply meet the requirements, but that's not all. You need a navigator, and he is in custody, as he owed a large amount of money to the usurist. Go to it and find out what you can do to give this amount. Immediately you will receive a side quest "Spanish Engineer", as you have to save the comrade of the Roshchik kidnapped by pirates. At first you can try to persuade the latter to give the engineer, but as a result they will still have to kill - in the game "Corsairs: each of its own" the passage of quests is often reduced to this. Then you will spend a hand-to-hand fight with the Spaniard itself, who does not want to believe that you came to save him. We will defeat it and lead to the city, but avoid the guards. When you bring the engineer to the usurist, the latter will give you a receipt that the debt is repaid - they should be attributed to you in prison, so that the navigator is released, and the quest "Guadeloupe" activated.

"Guadeloupe", "Caribbean morals" and "dishonest competitor"

This is one of the most difficult quests, here you will be waiting for the danger at each angle. The passage of it may require you a big skill and dexterity in handling both with your character and with a ship where you will be saved. You need to sail in the guadel, where a multi-level task will begin. At first it will be necessary to talk to one person who will send you further. There you will learn about the stolen the collection of the Sabel, which you need to return, but you will not find it without the help of a native resident who entered into prison. It can be redeeming for big money, but there is nothing to do - you can only argue with the commandant and knock down a bit. Freeing the Indian, you can equip an expedition, but at the same time you will need to fulfill one job that the Quest "Caribbean Mragi" will give. Again, you will be hazardous at each angle, the passage is unlikely to seem easy. As part of this task, you will need to first deliver cargo of the guns, sailing past the enemy port, then get important information, honeying to this beggar, and then intercept an enemy ship with a load from the gunpowder. It will not be easy, so tune in to a serious way. Well, the next quest is, mostly running with instructions. The "dishonest competitor" in the end turns out to be a smuggler, which prevents the local merchant. Agree on the meeting and arrange a warm welcome - it is not necessary to kill it, since for your life he will pay a decent amount.

"The burden of the Gasconus. CONTINUED", as well as "Girl in the jungle" and "the path of the Dutch West Indian company"

The passage of the game "Corsairs: Each of his" moves forward, and this will be alarmed about it that you can continue the quest "Burden Gascon". But first try to get the task of the "Maiden in the jungle" - for this you only need to travel through the jungle, until you see how the girl runs away from three men. She will ask you for help, told that the father wants to give it for one person, and she loves her completely different. In any case, let's tell men that you yourself deliver her father to her father, and then decide - let go of it and make a good deed or to take to your father and get a reward. After that, you can take for the "burden of Gascon". To do this, you need to return to Martinique and talk to your friend Michel, imprisoned. He will offer you several options for the development of events, which will give the launch of Quest "The Way of the Dutch West-India Company". The passage of the head "Corsairs: every one" is branched here, since Michelle offers you three different options for achieving the goal. The first is accession to the West Indian company, the second is to enter into the ranks of the British Army, and the third is membership in a secret organization.

"Dutch Gambit", different options for passing

It will be very difficult here in detail to describe the passage, as it branches and can go the most different ways. This is one of the most interesting parts of the game "Corsairs: to each one". The passage of the "Dutch Gambit", the quest that will lead you to the goals of interest and Michel goals will take a long time. You will need to perform a large number of instructions, deal with dangerous opponents and fulfill complex orders. You can even say, in some places you have to look under each stone, the passage of this chain of quests may well require it. Whatever way you choose, the result will still be one-only - you will perform all tasks and get enough money to free the Michel.

"Million for Michel", "Pirate Saga" and "Aclaus Hunt"

Check if you have a million - after all, it is just so much that Michel be on freedom. Of course, the amount is just a huge, and it will be terribly sorry to part with her, but this is still your best friend. And the most important thing is the key character in the plot of the game, so do not skimp. However, in the part "Corsary 3: each of its" passage is not such a simple, so that it is all limited. It turns out that the money for the redemption of Michel is not enough - you need to fulfill what he promised, but did not. To find out what we are talking about, talking to Michel himself, find out a terrible secret - you have something impossible. Your goal is to capture and overthrow the local government! But the island has a full-fledged fleet, how do you cope with that? Here you will learn that among the pirates there are those whom the government on the island is also not satisfied.

It's time to move to Quest "Pirate Saga". In it you have to find all influential pirates who will be ready to connect their strength with you to storm the crook. But one, the most important pirate, you do not count - the legendary shark. You will have to spend quite a long time, but, alas, all your attempts will be in vain - shark disappeared, without leaving traces. But in the quest "Pirates: each of its" passage is simply can't go to a dead end, so you just need to dare to other things.

"Return of Barona", "Island of justice" and "immersion"

From this point on, real wonders will begin in the game. You will need to find a shaman that manufactures special medallions that allow you to open access to the mysterious island of justice. Naturally, you will need to fulfill quite a lot of instructions and wait a couple of months before the medallions will be ready, but it really is worth it. Only then can you continue the movement in the game "Corsairs". Each passage of "Island of Justice" may seem difficult, as this is a turning point in the game. After all, on this incredible island, you will still find a shark, and he will agree to join you, but for this you need will be a ship, which, unfortunately, not. And all this quest will rotate around attempts to get a ship for shark.

As for the task of "immersion", then miracles will continue. The passage of the game "Everyone" will take a completely unusual turn - you will have to go down the water to discover there an ancient city of Maya. These are such unexpected scene delights waiting for you in this wonderful game.

An isolation is close ...

So, the passage of the game "Corsairs: each of its" is approaching its logical conclusion. You have to fulfill a number of side and plot quests to free Micheles, seize the island of Tortuga, and also see many more different wonders associated with Maya. The pastime for this game can not be called boring, also the project is not tightened - you yourself decide how long you will play. You can walk exclusively by quests of the storyline, and you can perform all third-party instructions and travel around the world. Naturally, it does not cover this passage "Corsary: \u200b\u200beach of its" ships, sabers, guns, ammunition and many other aspects that do not belong to the very plot directly. It is necessary to study it yourself, and you are guaranteed to get a lot of pleasure from the process.

The final

As a result, everything will be reduced to the search for an ancient relic - Maya masks. And, unfortunately, not only you will look for her - your "million" brother Michel also wants wealth, betraying you and practically killing. But here you can take revenge. First you have to fight the Indians, and then with the Michel himself, who is the main boss in the game. With every minute, everything will become more difficult, since you will already fight at once with everyone, including with my brother. Well, everything will end, naturally, your victory - if you have a real artifact in your hands, then you will need to finish Michel, and then the final video will start. But the game does not end up - you get the opportunity to further boil the expanses of the oceans - to pirate, trade, live, and, of course, to pass those quests that did not have time earlier.