Corsairs return the legend of how to build a colony. Corsairs: The Return of a Legend

  • 02.02.2022

Question: The map of the archipelago is too big and I can't find the island/settlement I need. What should I do? So and swim blindly?
Answer: No, shopkeepers and street vendors have maps of the archipelago for sale. If you do not find them, then on the global map you can slow down time and press the Tab button, and inspect the map.

Question: For some reason, all my characteristics are reduced, it is written in brackets (-X). What needs to be done to make everything okay?
Answer: The reason may lie in various problems. You may have a ship that does not match your navigation skill, you may also have an overweight of things or poor health.

Question: The governor gave the task to find a bandit gang. I went around all the jungle, but they are not. What's the matter here?
Answer: Walk again through the jungle, look into the bays. Remember, bandits can also move through the jungle. Seek and find.

Question: The governor gave the task to find an enemy infiltrator in the city. I don't know how to complete this quest.
Answer: There are several options: 1) He is in the house. Search all houses, including city buildings (including the back room of the shipyard, etc.) and the second floors of houses. 2) He is on the streets of the city. Interrogate the townspeople, find out.

Question: The governor gave the task to find the smugglers. Where are they?
Answer: We go to the tavern, make an appointment with them (there should be smuggled goods on your ship), and "meet".

Question: At the beginning of the game, there are only three characters to choose from. How can I add more?
Answer: In the folder with the game Resource\Ini\texts\russian there is a file, HeroDescribe, it contains all the instructions on how to create your new character.

Question: A man approached me in the city and asked me a question on a historical topic. I enter the correct answer and it says it doesn't fit.
Answer: Check again that your answer is correct. Try typing your answer in lower case.

Q: The "swim to" feature doesn't work? No matter how much I tried to use it, I always hear a characteristic knock.
Answer: This function only works for friendly ships and forts and for the mission to sink a pirate.

Question: Why can't I take the city for myself? After the destruction of the soldiers in the city, the governor does not have the required branch in the dialogue.
Answer: Until you pass or fail the ruler for any nation, you will not be able to seize the city for your use.

Question: In the jungle, in some places you can not go further, a dead end.
Answer: That's how it's meant to be. Further impenetrable thickets. Look for another way, buy a map of the island.

Question: I swam to myself, did not touch anyone, and suddenly an inscription appeared: "Your reputation has gone down ...". As it is, I didn't do anything.
Answer: Reputation eventually tends to the "Regular sailor" mark. Moreover, bad deeds are forgotten more slowly than good ones.

Question: In the tavern, the pirate offered to meet on the ship. A corresponding entry appeared in the log. He went out to sea, there was no one, there was nowhere to send the boat. Sailed around the island, found no one. What to do?
Answer: It is not always possible to swim to the ship. The meeting is scheduled in a secluded place. Search, swim around the island, swim to the bays and try to "swim to" there.

Question: Where is the unique shipyard located where you can improve the ship?
Answer: Bermuda.

Question: Where can I find rare items in the game?
Answer: In treasures. During the passage of the lines.

Question: How to get rid of rats?
Answer: Find the rat god. He is in treasures and quests.

Question: How many tasks do you need to complete to gain access to the Governor General?
Answer: different meaning. From 5 to 10, about as lucky. But this number of tasks must be completed only with one governor and not fail them.

Question: Answered the question, one sword was promised as a prize. I was told. that he is in some bay. But I did not find what they offered me.
Answer: This is exactly the sword that you were promised. It's just that you were given its "popular name".

Question: The "experience threshold" is not displayed in the character interface. Is this a bug?
Answer: No. Select the desired item in this interface and the desired value will automatically appear there.

Question: The sails are slowly lowered/raised and the cannons are being loaded. What's the matter?
Answer: Not enough crew and/or they have a low skill of "sailors" or "gunners".

Question: What is the limit on the number of officers? I need more officers, and I can't hire anyone else.
Answer: Maximum number of officers = Leadership*2. If this parameter is small for you, then use part-timers.

Question: Can you tell me how to get rid of an expired trade license? It is impossible to throw it out of the inventory, nor to put it in the chest in the cabin, anywhere.
Answer: Keep it as a memory. It will be updated next time you get a license.

Question: Is it possible to go through several lines in one game?
Answer: No, only one.

Question: Are there non-generated solo quests in the game at all?
Answer: Yes, you need to look for them. Long and interesting.

Question: Are there Architects in the game? Can you build your own city? Is there a colony management?
Answer: No.

Question: Is it possible to assign officers to a companion ship?
Answer: No.

Question: Can PIRATES be changed during the game?
Answer: Only at the beginning, on the deck of the ship. Although there is another option, you can increase one skill by one point. But for this you need to complete some kind of quest.

Question: I have collected three skulls, nothing works.
Answer: The skulls must be of different colors.

Question: How can I get through Askold, Isabella, the quest with LG? Please describe in more detail. And preferably, a complete passage.
Answer: Read our walkthroughs.

Question: Are there cheat codes?
Answer: No one will give you cheats here. Learn to play. Try to turn on the sailor difficulty, slowly understand the game. Cheats will only kill the fun.

Question: Give me a NoCD for the game!
Answer: It doesn't.

Question: How to start playing? I can’t do anything, the team is not enough, there is not enough money.
Answer: Walk through caves, jungles, learn to fence, upgrade your skills. 2) Take the quest of a merchant, a passenger from a tavern keeper (especially the quest with the delivery of a passenger to a hostile city) 3) Complete several quests from the governors. 4) When you develop well financially, hire a couple of officers to help you in various matters.

Question: How to get into a city hostile to the GG nation?
Answer: We buy a license, change the flag to the required one, and moor in the port of the city. OR: 2) Change the flag to the one you need, at night we moor to the bay (which is closer to the city, but you have to be careful, some bays are shot through from the fort), make your way to the city gates, go into the city. You can consolidate success by sneaking into the tavern and spending the night in it.

Question: Where can I get manovar? It's not in the shipyard!
Answer: It should not be at the shipyard. Look for manowar in squadrons that attack colonies.

Question: Where is the island of Belize, Santa Catalina, Porto Bello, Panama, Cartagena, Maracaibo, Caracas, Cumana?
Answer: These are not islands, but cities. They are located on the mainland, Maine. In the question they are listed in order from West to East.

Question: Where is Tenotchitlan?
Answer: This is a location with a pyramid (temple). Buy a map of pearl crafts, find out.

Question: How to enable acceleration more than x2?
Answer: +/- on Numpad.

Question: Where can I get Askold's quest? Isabella? LG?
Answer: Random. Bermuda, Atilla. Drink more.

Question: Is there a pirate line in the game? Treasure of Samsa? Strange things are happening in the archipelago, the help of the church, the necromicon?
Answer: There is nothing of this in KVL.

Question: A man approached me on the street and asked a question: "...". Anyone help?
Answer: Only in a personal. And it’s easier to find it yourself in an encyclopedia or a search engine.

Question: Is the Temple of the Indians opening?
Answer: No.

Question: According to Isabella. He went to her house and talked to her. What to do next?
Answer: Run around the buildings of the city.

Question: What kind of nonsense? According to Isabella's quest, I have to make it to Belize in 15-16 days - it's impossible!
Answer: Catch the wind. Swim in zigzags. Use S/L (load until the normal wind blows).

Question: Isabella was stolen, the corpse of her maid was found, where to look for her herself?
Answer: In a cave outside the city. The cave looks like a mine, look for it there.

Question: At the wedding with Isabella, four sickly hulks fly into the church. I can't overwhelm them.
Answer: Use the roundabout, berserker. Buy a good pistol, preferably not a single barrel. Be smart.

Question: Isabella is sinking with the brig "Enthusiastic"! What to do?
Answer: Passing this quest, you made a mistake. Present Isabella with some evidence that should have been found earlier. Nothing to help you now, download an early recording of the game.

Question: Why is this wedding with Isabella necessary?
Answer: There are advantages. For example, the improvement of health, and not sickly. There are a few more advantages, but I won't mention them. And in the end, in life, people get married for some reason, right?

Question: Quest "sink the pirate". It does not exist in coastal waters. How to pass the quest?
Answer: Send lifeboats to ships you can swim to. If you do not find a pirate, swim to the bays, look for ships there.

Question: The Flying Dutchman drowns me and throws me ashore. Where to get a ship? There is absolutely no money at the moment!
Answer: Run to the nearest town. Take any quest from the governor. Carefully look in the chests of the owners of houses. If the city is hostile to you, arrange with the smugglers to transport you to another island (you can kindly ask for money for transportation from the bandits in the jungle). And it is best to keep a certain amount with a moneylender so that the money does not disappear in vain.

Q: I can't find the treasure! What's the matter?
Answer: If you entered the desired cave, then the map will disappear from the inventory and the inscription "treasure somewhere nearby" will appear on top. If this did not happen, then this is not the right cave, look for another one. 2) If the map has disappeared, then carefully search all the chests. After searching the chest where the treasure is located, skeletons should appear. It is not necessary to activate the sphere before finding the treasure, because it is pointless.

Question: I found a treasure, locked chests with gold inside, how to open them?
Answer: No. They can only be sold. You will be offered a good price for them.

Question: How to get to the pearl coast?
Answer: Buy a pearl fishery card.

Question: Where can I find mummy powder?
Answer: Interrogate street vendors throughout the archipelago so that they refuse to trade with you. You will find it sooner or later.

Question: Where can I find cursed pearls?
Answer: Take the task from the Mers, perhaps something interesting will come across.

Question: Is there a "Kilij" in the game?
Answer: No. His ideological successor was "Haudegen".

Question: Why are buckets, candles, lutes, pots and other utensils needed?
Answer: Well, they usually carry water in buckets. Candles are lit and the lute is played. But seriously, it’s more pleasant with trinkets, realism appears, although there is no particular benefit from them.

Question: What type of weapon is better? Light, Heavy, Medium?
Answer: Each has its advantages. Heavy hits well, but a lot of energy is wasted. Light, on the contrary, hits weakly, and you can wield it for a long time. Look for options, see what your reaction is, compare, everything is known in comparison. Someone may like the "golden mean".

Question: How to prevent losses from boarding?
Answer: Keep track of the presence of medicines and weapons in your hold. Use buckshot to harass the enemy team.

Construction and development of the colony

Where to get: refer to architect who lives in the colony of Port Royal in Jamaica.(In the house next to the pier).

After you have prepaid the architect, you should go to the uninhabited islands and inspect them for suitability for construction. There are only three uninhabited islands: Dominica, Cayman and Turks. You should examine all the coasts of the surveyed islands and one of them should be suitable for building your colony.

It is possible to build only one colony and only on one specific island.
In order to build a colony, the architect will talk about the need to deliver a certain amount of the necessary goods - these are bricks, boards, mahogany, ebony, provisions and slaves.

When all the goods are delivered, then construction will begin.
Upon completion of construction work, you will be able to name the colony yourself and even choose the form of the garrison that will protect the colony from rebellions and attacks.

Also, you have to appoint the governor of the newly built colony or make him the main character himself. In the absence of a viceroy, the collection of tax will be impossible. When appointing a viceroy, it should be remembered that the amount collected is also influenced by the characteristics of the governor, namely: Authority and Trade.

To appoint a governor, you need to appoint any officer as a fighter and talk to him within the island on which your colony is built.

To become a governor yourself, you need to activate thoughts out loud, while being within the island.

Read the manual for more details.

Buildings and structures available when building a colony.


Buildings of the first level
Below are the buildings that are available for opening at the first level of the colony - settlement.

Buildings and abilities of the second level
Below are the buildings and features that are available to open after the expansion, i.e. on the second level of the colony - City.

Shipyard
Opening a shipyard allows you to repair your ships for free.

Moneylender's house
The opening of this building has a lot to do with the morale of the population. If this building is open, then the fall in morale will occur more slowly.

Church
The main significance of this building is reflected in the morality of the population. An open church will have a more positive effect on morale than other buildings. A closed church, on the contrary, will give an impressive minus.

Port Authority
The Open Port Authority will allow you to store your ships for free.

Important! Opening each of the main buildings in the colony will improve the morale of the colony. In addition, closed buildings will negatively affect the morale of the population, while open ones, on the contrary, will have a positive effect.

Significance of the expedition
Buildings available after the expedition.


Plantation
The plantation allows you to extract sugar and coffee. To start building it, you must first make an expedition. In addition, it is possible to expand the plantation for more harvested sugar, slaves and overseers. It is after the expansion that coffee production is available.

gold mine

silver mine
The construction of this mine will allow the extraction of gold ore along with silver and iron. Available for construction after the expedition. In addition, it is possible to expand the mine for more mined ore, slaves and overseers.

iron mine
The construction of this mine will allow the extraction of gold ore along with silver and iron. Available for construction after the expedition. In addition, it is possible to expand the mine for more mined ore, slaves and overseers.

Quests in "The Return of the Legend" are complex and interesting, the forums are simply bursting with questions about the passage of certain quests. In this article you will find the passage of the Spanish and Dutch storyline. We hope that these tips will help you complete the tricky tasks of the Governors General of the Caribbean Islands.

Spanish storyline

Mission 1: Rescue the Spanish citizens

The first task of the Spanish line. The Governor General of Oregon and Gascon instructs us to rescue noble Spaniards from the prison of Port Royal. Everything would be fine, but there is a war with England and in Port Royal, well, they will not be happy about our appearance. You need to quietly penetrate the island and get to the fort.

It is important: you can enter Port Royal with an English trade license. The fort will not attack the ships, but after the release of the citizens, it will make a sieve out of them.

It is best to land at Cape Negril. Through the jungle we reach the gates of Port Royal. We do not need to enter the city, turn right and go to the fort. The entrance to the coastal fortification is guarded by two soldiers, plus one or two more can patrol the road. If they see you, they will immediately attack. This is what should be used. Wait for the patrol to move away from the fort and destroy it. Now it's up to the small thing - to get into the prison itself.

It is important: there is no point in fighting the soldiers of the fort. They are "born" on the spot.

We just run past the guards at the entrance and run to the center of the hall. There is a spiral staircase there. Us down. And don't forget to put your weapons away. In combat mode, you cannot enter the door. There are only five soldiers in the prison itself, we deal with them and run along the corridor to the very end - our fellow citizens are kept in a large cell there. Talk to them and they will magically be transported to the ship. We return to Cuba. Mission Complete.

This is the advice: after each mission we are given time to rest. Don't spend your days in a tavern or in a cabin - it's better to complete a couple of random tasks or trade.

Mission 2: Inquisition

After saving the citizens, we will be sent to Santiago. We are now at the disposal of a certain Antonio de Sousa, a big catholic figure and chief inquisitor of Spain. Finding His Excellency is easy, go to the church and talk to the priest. He will say that the Inquisition is under the church, but there are no doors inside. The entrance to the right room is on the street, right behind the stairs to the church.

Antonio de Sousa will order to go to Willemstad and collect tribute from local merchants. The forgiveness of the church is expensive, each one is entitled to 50 thousand piastres.

Of course, you can't just raise money like that. The moneylender Josef will corny send you away, but there is a way to shake out the money. We go to the tavern and catch the waitress there. She will tell you that Joseph's son joined the pirates, got on a lugger with a "Jolly Roger" and sailed away. A successful turn of events, we go out to sea and find a pirate lugger, he swims around the island. We take the ship on board and take the merchant's son back to Willemstad. As a ransom for his son, Josef will give you the required amount.

Another debtor can be found in the city's store, he is more accommodating and ready to pay for himself and for a companion, but he disappeared somewhere in Panama. Joao will ask to find Jacob, in return he promises to pay the full amount for de Souza. We agree to help the merchant and set sail.

This is the advice: take goods from Willemstad to sell in Porto Bello, it's on the way, and there is no extra money.

Jacob - the missing companion - had to negotiate a deal with a merchant from Panama, so we immediately go to the store. The owner of the shop will tell you that he saw Yakov quite recently, he went to him, agreed on business and promised to come the next day, but he never showed up. It is necessary to search all the houses in the city, in one of them the bandits are holding Yakov.

It is important: be careful, in a small room there is nowhere to run. Be sure to take a pistol with you, and preferably a mortar, this will give you an advantage: the damage from a shot is very high.

We save the prisoner and return to Curacao, pick up the remaining 100 thousand piastres, and the task of Antonio de Souza is completed. However, there is still something to profit from in this mission. Take the task from Jacob to find an ancient Christian relic. She went missing in Bermuda.

If necessary, replenish supplies, be sure to buy a few healing potions and go to the shipyard. To the left of the shipbuilder's table there is a door to the dungeon, but you can't just go there. Pay the shipbuilder and get ready for a fight with the skeletons. The shrine lies in one of the chests of the dungeon, take it - and back to Curacao. The reward for the quest will be a million piastres! Now you can visit de Souza, we are sailing to Santiago.

Mission 3: Rock Brazilian

A well-known pirate entered the service of France, we need to catch him and hand him over to the Holy Inquisition, for, so to speak, atonement for sins. Although, most likely, this is not about redemption, but about the treasures of Rock. Be that as it may, it is dangerous to get into the affairs of the Inquisition, you will instantly find yourself at the stake.

The Brazilian rushed to the French ... Well, the main colony of France is in Tortuga, and we are going there.

This is the advice: a trade license will be given to you for free, but it is not eternal, since you have already received the task, then immediately complete it.

The best place to collect information on any island is the tavern, and you should visit it first. Chat with the bartender, the waitress, in general, with everyone - and you will find out that Rock the Brazilian went on a raid on Spanish ships. He chose Guajira Bay, not far from Marocaibo, as a parking place.

Now the goal is clear, we take a course to the south. Remember that in no case should you sink the Corvette Roca, however, as well as leave the battle with him, so save the game in advance.

We board the corvette, grab the captain and sail to Santiago, to Monseigneur Antonio, we must hand over the pirate to the hands of the Inquisition. After that, we go to Havana, where the Governor-General of Oregon and Gascon will tell you that de Souza was able to find out the location of the Roca treasure, but now we need to find it.

In total, the treasures contain 500 thousand piastres, they are located in Cuba, Hispaniola and not far from Belize. However, if you don’t want to look for treasures, then you can pay 500 thousand from your pocket, get a percentage and count the task.

Mission 4: investigation

The governor of Havana instructs us to do a completely unusual thing - a detective. The fact is that the commandant of the city and four of his servants were boldly killed right in his house, just think! In addition, the wife of Don Ramirez de

Leiva, Donna Anna. Something strange is happening, and we will have to forget about sea trips for a while and dress up as a detective.

To begin with, let's thoroughly search the house of Ramirez de Leyva: look into all the chests, small things like rings and figurines can be sold. We go into the bedroom and search the small bedside table to the left of the bed, there will be a letter from Donna Anna to her husband, commandant Ramirez de Leyva. She reports that a man has arrived in the city to take her to someone. Most likely, Don Jose found the letter ahead of time and decided to give the guest a warm welcome, but he did not calculate his strength and paid for it with his life.

There is still too little information, we go to the tavern, there are definitely some rumors about this case. We will talk with the waitress, she will tell you that she gave the ring to Donna Anna, after that the commandant was killed, and Anna disappeared. In addition, she will remember that the person who handed over the ring looked like a ladron. Since France has intervened in the matter, it is necessary to visit the Governor-General and find out what to do next. He will issue us a trade license and send us to Tortuga, the nearest French colony.

We find Donna Anna in the residence of the Governor-General and learn from her the name of the killer of the commandant. The trick is to find him. He can be in one of the houses or just wander around the city, you can figure him out by a bandana.

We drive him into a corner and kill him, the task is completed, the killer is punished, and Donna Anna seems to be happy, there is no point in taking her back.

Mission 5: business trip to Santiago

Oregon y Gascon puts us at the disposal of the governor of Santiago, Jose Sancho Jimenas, according to the governor general, we have some kind of serious military operation ahead of us.

Jimenas orders an attack on the buccaneer settlement on the island of Hispaniola and massacre everyone. Hispaniola must be wholly owned by Spain!

The usual assault on the city, nothing remarkable. Just collect as many teams as possible in the taverns and go to La Vega.

It is important: to storm the city you need at least 500 people.

There is no fort in the city, so there will be no battle at sea, we land on the shore, approach the city gates and capture the city. This is done using the "think aloud" menu, just activate the "start capturing the nearest city" option.

After the battle with the governor, La Vega will go into our personal use, we return to Santiago and transfer the captured settlement into the hands of Spain. The mission is completed, as a reward we get 100 thousand piastres.

Mission 6: Interception

Spain knows about the secret alliance between France and Holland. The latter supply goods to the French and sponsor the war in Europe, but there is no evidence of Holland's involvement, it is necessary to get them. It is necessary to steal the diplomatic correspondence of the governor-generals of Holland and France. Back to Tortuga!

It is important: you will receive a trade license from the governor, you do not need to buy it, just remember to raise the French flag when entering the port.

The first step is to go to the tavern and talk to the bartender, he will tell you that he saw the orderly recently, but he doesn’t know where exactly. It is useless to torture him further, so we go straight to the port authority, they should know about the ship with a diplomat on board. And sure enough, the manager will tell you that the same ship regularly appears on Tortuga, and the next time he berths, he will send someone to inform us. We go to the tavern and rest until the messenger arrives.

Now there are two options:

- brazenly kill him and flee the island;

- lure the messenger into a trap.

The first method is simple and straightforward, we run up to the messenger right on the street and kill him, remove the letters from the body and run away from the city. However, if you left the ships in the port of Tortuga, you can immediately say goodbye to them. The fort and a whole squadron of French ships will quickly let you sink to the bottom, but if you leave the ships in the bay, then there is a chance to emerge victorious from the battle.

The second way is much more interesting. Meet the messenger and do not rush to meet the messenger, there is also a man who will lead the messenger to the tavern room for a nominal fee. We deal with him quietly and, as if nothing had happened, we return to Havana.

Mission 7: Help

We need to get to the English island of Antigua as soon as possible. There, nearby, our compatriot, the glorious privateer Manoel Rivero Pardal, is hunting for the British. However, the French intend to help England and capture Pardal, this cannot be allowed.

The task is limited in time, save immediately with the governor, otherwise you can "screw up" the entire line.

The main thing is to catch a tailwind, try to sail with the wind, even if a little in the wrong direction, the increase in speed compensates for the inaccurate course.

We get to Antigua, go out to sea and “swim” through the menu to Pardal. Now you need to neutralize heavy ships as soon as possible, preferably from cannons, since when boarding you will lose a lot of crew and, most likely, will not be able to effectively continue the battle.

Try to sink all the heavy ships first, and then board the smaller ones. And remember, Pardal must survive, no matter what the cost.

After the rescue, we return back to Havana for a reward.

Mission 8: Kumana

It seems that the French, offended by the defeat at Antigua, decided to take revenge.

Together with England, they hired a whole horde of pirates, put them on ships and sent them to capture Cumana! We need to get to the city as quickly as possible and protect it.

Another exceptional combat mission. Collect the strongest squadron and the maximum team for all ships, each person will be worth their weight in gold. Make sure you don't forget anything, stock up on plenty of food and set sail.

By the time we arrive, the Franco-British squadron is already storming the city. Attack the largest ships, it is best to board them, and the cannons of the fort will deal with the small ones.

This is a bug: ships can swim inside the island, all their masts will break, and they will be helpless. But from the inside of the island, the nuclei fly out, but vice versa - no.

The mission is easy enough. If you made it on time, you can also make good money in addition to the standard reward for completing the task.

It is interesting: one of the heavy ships is fraught with treasures, a whole million piastres. This good lies in the captain's cabin, in a locker.

Mission 9: Golden Galleons

The Governor General of Oregon and Gascon will direct us to Porto Bello. The local governor instructs us to escort four galleons loaded with gold to Cayman Island. According to him, now there, and not in Belize, is the meeting place with the Spanish fleet. Great, the main thing is not to meet any punitive squadron along the way ...

To get the galleons at your disposal, you will have to get rid of your ships, if you have them. The easiest way is to deposit it with the port authority.

It is important: only three ships can be handed over to one port authority, if you have a squadron of five, you will have to sail to another colony.

We make room for the galleons, pick them up and set sail. Avoid encounters with pirates, and indeed with hostile ships at sea, these galleons are too frail.

At Cayman Island, instead of the Spanish flotilla, pirates will be waiting for us! Five ships under the Jolly Roger, all outclassing the golden caravan in class. The battle tactics are as follows - first of all, destroy heavy ships, they cause indecently large damage, then switch to small ships. It makes no sense to take anyone on board, all the cells for ships are occupied by galleons.

Deal with the pirates and return to Cuba, to Havana. The Governor of Porto Bello is most likely a traitor, but that's none of our business.


Mission 10: Maracaibo

Our new assignment is to protect the city of Maracaibo from a possible invasion. Rumors had reached the governor-general of a large squadron of English plying in those waters, and since Maracaibo was less well defended than other colonies, it was most likely to be attacked.

Collect as many ships as you can, arm everyone with bombs and hire the maximum crew, the fight at Maracaibo will be really difficult.

The English squadron has several ships of the first class, it is on them that you need to concentrate fire, and the fort will help to cope with the trifle.

It is interesting: the cabin of the captain of one of the ships of the first class conceals about one and a half million piastres.

The penultimate task is completed, now you need to get to Havana and get the last task in the line.

Mission 11: ruin

Now we have evidence that Holland is helping France with all her might. We need to cut off the "river of money" that originates here in the Caribbean. To do this, you need to plunder two Dutch cities - San Martin and Willemstad. For the king!

Perhaps the most difficult and protracted mission in the entire line. Storming a fort is a long and, most importantly, dangerous business. We advise you to equip only one ship, for example, a manowar with 42 caliber guns. The squadron will only interfere, the forts in the KVL are too strong and tenacious, you will simply lose the entire squadron. Therefore, we will take the trick. Go out to sea near the island and slowly swim up to the fort. The guns are located mainly on the walls, there are fewer of them on the towers. Your task is to stand up so that the cannons from the wall do not reach you, and you will quickly destroy the rest.

It is important: do not forget to stock up on boards, emergency repairs in the battle with the fort will come in handy more than ever.

Destroyed the fort - we land on the shore and destroy the garrison, talk to the governor of the devastated city so that the task is counted.

That, in fact, is all, return to the Governor-General and report on the successes. Now you are free to act as you like, for example, to capture cities for yourself and appoint governors in them.

Dutch storyline

Mission 1: Aaron Mendez Chumaqueiro

We entered the service of the Governor-General of the Dutch colonies, Peter Stuevesant. His first task is to deliver the head of the Jansenist community, Aaron Mendez Chumakeyro, to Willemstad. You can find it in Marigot on San Martin Island.

A simple task, you just need to find the house of Chumakeyro and kill the bandits who planned to rob him. I wonder where the guards were looking? But it's none of our business, we take Aaron to the ship and sail back to Willemstad. Mission Complete.

Mission 2: trade raid

Stavesant's new assignment is to get to Fort Orange, on the island of Jamaica, and deliver a consignment of goods from there - coffee, black, mahogany and sandalwood. Each product should be purchased in 400 units, by the way, His Excellency will issue a letter that guarantees a special price for these products. The total weight of the consignment is 6,800 centners, and the cargo must be delivered to Willemstad in two months.

You don’t have to worry about money, the discount on goods will be really impressive, but the volume of cargo may require the purchase of another ship. Therefore, before taking this task, see if you have enough space in the hold.

This is the advice: unload all goods from the ships, leave only 30-60 units of provisions and dismiss the entire crew. You don’t have to fight with anyone, why then pay the team money and occupy the hold with provisions, rum and kernels? Guns, by the way, can also be sold.

Fort Orange is located on the right side of Jamaica, at Cape Negril. Just go out into the jungle, and on the left you will see the city gates. First go to the governor and give him the papers, otherwise there will be no special price. Then go to the store and buy goods. Be sure to save before sailing, rats can spoil the goods while swimming, it is better to load up and try to swim again than to bring not all the goods.

Mission 3: espionage

The British declared a trade war on Holland, no one knows what it could turn into. It is dangerous to feud with the strongest maritime power, and Peter Stevesant does not want to expose the influence of the Netherlands in the Caribbean to a blow. We need to find out the plans of the British, maybe the head of the buccaneers of La Vega, Mansfield, knows something.

We leave for La Vega, this is in the northern part of Hispaniola.

The path is long, beware of pirates, there is no shipyard in La Vega, and there will be nowhere to repair.

The governor of La Vega, Edward Mansfield, will say that he knows nothing about the plans of the British, but he will send him with a recommendation to Henry Morgan, yes, to that very great pirate. We are heading for Jamaica, and do not forget to buy an English trade license in the tavern.

Henry Morgan will not be there, his secretary will say that he is at his residence in Antigua, well, he will have to sail there.

On Antigua, immediately go to the dungeon of the city, the entrance is between the houses not far from the exit to the jungle, the door of Morgan's house does not open from the outside, and the only way to his house is through the basement. The dungeon of the city is a huge network of caves in which it is easy to get lost, go on the right side, and at the last turn turn left, there you will see a gap in the brick wall, this is Morgan's basement. Climb up the stairs and talk to the legendary pirate.

Morgan will instruct you to collect information about a certain Pierre Picard. Morgan suspects that Pierre deceived him when dividing the booty, but proof is needed. We leave for Tortuga, the Picardy recently lives there.

In Tortuga we communicate with the owners of a tavern, a shipyard, a brothel, a store and with a moneylender, we learn from them that the Picardy is throwing money right and left, this is the proof that Morgan needs, it's time to return to Antigua.

Morgan will tell you that an English officer is being held in the Antigua prison, for some offenses he was sentenced to death, so we have very little time. We immediately go to the port and rearrange the ships in some quiet bay, return to the city and go to the fort. The prison is on the lower floor, we go down, cut out the guards and run to the farthest cell, our officer should be in it. We learn from him that Madiford, the governor of Jamaica, is preparing an attack on Fort Orange. Back to Curacao, mission accomplished!

It is important: if there is no officer in the cell, then this is not a bug, you just didn’t have time, and the officer was executed.

Mission 4: Protecting Fort Orange

Now, knowing the plans of the British, we can have time to help Fort Orange. The governor-general will ask us to defend a small town in hostile Jamaica.

The British are preparing an amphibious landing at Cape Negril, our task is to destroy the ships before they have time to unload a sufficient number of soldiers. Gather the squadron that is most efficient at sea, leave merchant ships, like flutes, in the Port Authority of Willemstad, they can be boarded or simply sunk in the heat of battle.

After the battle, we moor at Cape Negril and go out into the jungle, where the unfinished British troops are already waiting for us. We repel the attack - and that's it, we return to Curacao, the task is completed.

Mission 5: three flutes

A simple trade request: you need to escort three flutes to La Vega and back, in addition, you need to purchase 7000 centners of provisions and deliver them to Curacao.

A normal trade mission will turn into a combat one immediately after visiting La Vega. The city has been ravaged by the Spaniards, Governor Mansfield has been killed, and a Spanish squadron is already waiting for us near the island. It is desirable for this mission to have a flagship of at least the second class, and best of all the first, flutes are not intended for naval battles, and there is no point in relying on them.

It is important: to take control of the flutes, you have to surrender all your ships. That is, with a maximum squadron size of five ships, you cannot leave two and take three flutes, you will have to deposit all ships.

You don’t have to buy provisions, the task will still be counted, only the reward will be less, but it’s not scary - you can earn dozens of times more on trading. Return to Willemstad and tell the Governor General about the events in La Vega. Mission accomplished!

It is important: do not forget to buy provisions after completing the task, the governor takes all supplies from all ships without asking.

Mission 6: Retribution

Edward Mansfield is killed by the Spaniards, Governor-General Stavesant wants revenge, but Holland cannot openly kill the governor of the Spanish colony. However, the Coastal Brotherhood also wants to take revenge on Jimenas, so we need to meet with Henry Morgan and find out what he is up to.

Morgan returned to his home in Jamaica, he entrusts us with the mission of a scout: we need to find out if Jimenas is going to sail somewhere from the island. We are neutral with Spain, so no trade license is needed, just sail to Santiago and leave the ships in some bay.

It is important: do not leave ships near the lighthouse and in the port. And there, and there the fort will be able to get your ships, and this is certain death.

Go through the jungle to the city and immediately go to the tavern, talk to the bartender, and he will lay out everything you need. Be careful, he will suspect you of being a spy and hand him over to the two officers who entered the tavern so unluckily for us. There are only two opponents, but what! Pistols, excellent sword skills and a whole bunch of healing elixirs.

After the battle, immediately get out of the city, the whole city is up in arms, everyone is looking for you. Return to Morgan, mission accomplished!

Mission 7: delivery of a dispatch to Tortuga

A new task from Stavesant, it is necessary to deliver a top secret dispatch to Tortuga to the Governor-General of the French colonies d "Ogeron. The situation is so important that if we are attacked along the way, it is ordered to destroy the package immediately.

This task is a reflection of the Spanish "messenger interception", only now you will be in the role of a diplomat. Go to Tortuga and immediately go to the governor's residence, he will take the dispatch from you and ask for two hours to study the document. In any case, you need to take d "Ogeron's answer back, so you have to wait.

This is the advice: wait at sea, there you can quickly "scroll time"

Take the reply letter and go to the port, on the way you will be approached and informed that a man of Stavesant is waiting in the tavern with some very urgent matter. You will have to go to the tavern, just going out to sea will not work according to the plan of the task.

In the tavern, go up to the second floor, and there a certain Antonio is waiting for you, who in a few moments will stun the character, take the answer of d "Orange and it will be like that. Then you need to act quickly, go to the bartender, ask him about this Antonio, he will say that he sailed about an hour ago. Then we go to the governor-general and tell him about what happened, then we go to the port chief and find out the name of the ship - "La Rochelle", he went to San Juano, in Puerto Rico. "La Rochelle" - brig, so we advise you to buy some maneuverable boat right on Tortuga, like a lugger or a barque, you can’t sink a fugitive, just board it, otherwise the task will not be counted.

Swim to Puerto Rico and go out to sea next to the island, the desired ship will appear next to you, it's up to you to take it on board.

After the battle, the captain of "La Rochelle" will tell you that he put Antonio on the military galleon "Isabella", which headed for Santa Catalina. We must by all means catch up with this galleon, we are heading for Maine!

Go out to sea somewhere near the city, but not too close, so as not to fall under the fort. The target ship should, like the previous one, appear nearby. We board him and after a short dialogue with the thief we return the return dispatch. Now you can return to Curacai. Mission accomplished!

It is important: although the quest description says "war galleon", Antonio's ship may be a warship, battleship, or even a ship of the line.

Mission 8: search for a relic

Peter Stavesant puts us at the disposal of Aaron Mendez Chumaqueiro,

leaders of the Jansenist community of Curaçao. There is no need to sail anywhere, the indicated person lives in his house in Willemstad, and it will not be difficult to find him.

He will tell that in Bermuda some pirate tried to sell an ancient Christian book in an unknown language, most likely, this is a long-lost second version of the Gospel. If we can find this relic, the reward will be very generous. Let's head to Bermuda!

In the pirate settlement in Bermuda, immediately go to the tavern, talk to the bartender, and then go to the leader of the pirates, Jackman. He will tell you that they were walking in a company in a brothel of Fort-de-France and it seems that one of the thugs was trying to sell the bible. Well, I'll have to sail to Martinique, find out in a brothel what's what.

For a symbolic sum of a thousand piastres, a girl from a brothel will name the filibuster - Laurent de Graf, by the way, is also a Dutchman. Usually he lives in Tortuga, and there you need to look for him.

The owner of the tavern in Tortuga will tell you that Laurent de Graf went on a raid to Cartagena, he cruises somewhere near the city in search of lonely Spanish ships, you need to get there and talk to him.

It seems that Laurent annoyed the Spaniards with something, his frigate got into a big mess, he was attacked by a Spanish squadron of five ships. Be careful and save early, the Spaniards will have at least two first class heavy ships.

This is the advice: go out to sea closer to the coast, but away from the city itself. In this case, all ships will appear next to each other, if you have a manowar or a warship - this is the best option for combat. One volley from the side - and the enemy ship goes to the bottom.

After the battle, sail on a boat to Laurent's ship and talk to him, buy a book from him and return to Willemstad, to Chumakeyro. The reward for the tome will be a million piastres! Mission completed.

This is a bug: it may happen that even after the victory over the Spanish squadron, de Graf will not talk to you. He will claim that there is a fight, although there is no fight.

Mission 9: Capture four battleships

Holland is currently having difficulty building large naval vessels, so we need to capture four ships of the line and put them in the possession of Peter Stuevesant.

A fairly simple task, hand over your ships to the port chief and go to sea. Look for large ships on the sea map, as either large clusters of ships are marked, for example, merchants with guards, or punitive squadrons. Your task is to find such a punitive squadron, destroy all small ships and board the big one. By the way, save right on the sea map if you find a squadron: the fact is that it may not have the right ship. Boot again and the set of ships will change.

This is the advice: do not hesitate to board and sink the ships of France and Holland, you can restore relations with the powers in any pirate city.

Capture the required number of ships and hand them over to Willemstad. Mission completed.

Missions 10 and 11: Defending Marigot and Willemstad from the Spanish

These missions are a reflection of the Spanish line, but this time we are on the defensive side. It makes no sense to paint them, you have already defended Fort Orange, everything is the same here, only the ships are larger, and the guns are larger. Otherwise, nothing remarkable.

Mission 12: Capture Maracaibo

The last mission, unfortunately, also does not differ from those in Spain, you just need to capture the city. We destroy the fort, land troops, capture, and in Willemstad we transfer the city to Stevezant. Everything, the storyline of the Netherlands is completed, you are now a free corsair and can do whatever you want ...



We got acquainted with two storylines, there are two more - for France and England. But that's not all, there is also a love story, and a mysterious adventure related to ancient Indian artifacts, and, finally, the story of the Flying Dutchman! We will talk about all this next time. Caramba!

Full name of the game in the original: Corsairs: The Return of the Legend
Genre: RPG
Developer: Seaward
Publisher: Akella
Number of discs in the original version: 1 DVD
Similar games (2-3 titles): Corsairs: Curse of the Far Seas, Pirates of the Caribbean
Minimum requirements: Windows XP, Pentium 4 1.5 GHz, 256 MB RAM, 64 MB video, 5.5 GB free space.
Recommended requirements: Windows XP, Pentium 4 2 GHz, 512 MB RAM, 128 MB video, 5.5 GB free space.

Despite the huge popularity, under the brand "Corsairs" there was only one, indisputably excellent game - "Corsairs: Curse of the Distant Seas". This was followed by a continuous streak of failures... A very strange story happened with "Corsairs 3": it is not clear for what reason "Akella" released them under version 0.99; this was the first time in my memory that a game software product went on open sale, formally being a "beta version". All attempts to play "Corsairs 3" on my computer were unsuccessful - due to an unoptimized engine, the game was terribly slow at any graphics settings. Resigned, I hid the CD with "Corsairs 3" in a dark dusty place and forgot about it for exactly half a year, until I came across a fresh patch for the ill-fated game, with the help of which I was still able to try out the Akella project. However, I will say right away: "Corsairs 3" not only disappointed me, but probably annoyed me more. For some reason, it was just boring to play. Here we must remember that even a year before the release of "Corsairs 3" many avidly played an amateur modification to "Pirates of the Caribbean" called "Corsairs: The Return of the Nautical Legend". It had everything that the original Disney-licensed game didn't have: longed-for freedom, well-thought-out quests, a great economic system, and much more. And all these years, the guys, it turns out, did not sit out their pants, but improved and finalized the project they created. But this is not the main thing. Now they were no longer just a bunch of half-educated amateurs. "Akella", assessing the quality and success of the modification, suggested that the guys transfer the "Return of the Marine Legend" to the "Corsairs 3" engine and release it as a full-fledged game. Happy novice developers immediately called themselves Seaward.Ru studio and set to work, and Akella announced the second add-on (the first one is called Corsairs: Dead Man's Chest) called Corsairs: Return of the Legend, which we now have the opportunity to evaluate.

Welcome to the Caribbean

The game world "Corsairs: The Return of the Legend" is a faithfully recreated Caribbean and its surrounding territories. About thirty settlements were founded on the islands of the archipelago and the mainland, which are divided among themselves by four great colonial powers: England, Spain, France and Holland. There are also "pirate" cities, camps of smugglers and settlements of the indigenous inhabitants of the New World. There are also a couple of uninhabited islands, on which, if desired and with enough money, you can establish your own town. And of course, the most important thing is the real Caribbean Sea and the vast expanses of the Pacific Ocean.

All the powers represented in the game are pursuing an active colonial policy, they will constantly quarrel and put up with each other, attack and seize settlements from each other. The game world lives according to its own laws, regardless of the hero, but you can indirectly influence the events taking place around you. Or, by choosing a career in one of the countries, you can take an active part in the events and play an important role in them.

This crazy world

We start the game on a decrepit boat with a handful of loyal people. The pocket is almost empty, the right blade hangs on the belt, and the soul yearns for adventure. And believe me, you will definitely not be bored in the world of "Corsairs: The Return of the Legend". All story quest lines in the game are very interesting, logically composed, and some are even built on real historical events. Almost every task is solved in different ways. Even if you fail the quest, you will painlessly move on along the storyline, but remember that any little thing at the beginning of the story can unexpectedly play out at its end. As characters in the game there are real historical figures of that time, such as Henry Morgan, Thomas Mediford, Colonel Lynch, etc.

There is also a love story in the game. In the expanses of the Caribbean Sea, you can meet your other half and experience all the hardships of caring for the fair sex. With a successful combination of circumstances, you will be able to offer your lady a hand and heart, as well as half of the future family budget. But this is far from the end of the novel.

Well, let's not forget about the tasks compiled by the "quest generator": searching for a debtor, delivering chests of gold, escorting merchants and passengers, governors' tasks, various rumors in the tavern, searching for treasures by pieces of the map - all this will not leave time for boredom. Moreover, the guys from Seaward managed to pretty diversify even these standard missions with random events. For example, a merchant, to whom it was necessary to deliver the goods, can "throw" you and cancel the transaction. The hero will be left without a fee, but as a pleasant bonus he will have a load on which, with due skill and luck, he will be able to earn much more money than the merchant himself would pay him.

Speaking of trade. The merchant business is a very profitable and interesting occupation, because we are offered a well-developed economic pricing system. You will be able to speculate in goods on the market, create an artificial shortage for individual products, and much more. As in real life, in the world of Corsairs: The Return of the Legend, there is also an illegal circulation of manufactured goods. Dealing with smugglers is very profitable, although dangerous - there is a risk during the transaction to run into a military patrol or, much worse, a punitive squadron consisting of several warships.

Of course, you can raise the Jolly Roger and, leaving trade to cowardly suckers, become a real thunderstorm of the seas - seize and rob merchant ships, then sell the loot in friendly ports, and hand over the captured captains to the authorities or, for fun, leave them on some desert island .

Having entered the service of one of the states, you can, having received a patent, become a privateer (only after that story quests for the nation will open) and legally sink the enemies of His Majesty and seize colonies in the name of the king. Although there is a loophole here: find a corrupt official who, for a hefty bag of gold, will issue you a patent without any paperwork.

If an unborn president, emperor or, God forbid, the general secretary of the Communist Party dies in your soul, do not despair. It is in your power to manage a captured or built colony, where you can repair ships for free and collect taxes. Capturing a settlement is not as easy as it seems at first glance. Each city is protected by a powerful fort and several patrol ships. The ships must be sunk, and the artillery crews of the fort must be destroyed, and only then the landing force must be landed. Having captured the fort, you will need to kill all the defenders in the city. You can keep the captured colony for yourself, or you can give it to some nation, thereby earning its respect. By uniting several cities into a state, you will show all these die-hard fools who is the real Emperor of the Caribbean.

Captain

In addition to the fact that the "Corsairs" contain a great adventure component, they are also a real RPG. Here we have a role-playing system PIRATES rules the ball. The abbreviation is formed from the first letters of the English names of the seven characteristics of our hero - Power (Strength), Impression (Perception), Reaction (Reaction), Authority (Leadership), Talent (Learning), Endurance (Stamina), Success (Luck). Instead of the usual level up "and here is a kind of rank system, although in fact it is absolutely the same.

So, there are three characters to choose from and, accordingly, three classes (affects the starting equipment of your "Persian"), although you have the right to assign any character any class you want. The distribution of points according to characteristics should be taken very carefully, since you will never be able to change anything, and further pumping depends on the initial parameters. Then you have to choose a nation for your character, the attitude of other states towards you depends on this choice.

In addition to characteristics, the hero has certain skills and abilities. Skills here are divided into their own and ship's.

They improve depending on how often we perform certain actions. Let's say, we shoot from a pistol - the shooting grows, we wave a saber or go on a boarding - the corresponding skills grow. As soon as a character accumulates a certain threshold value of experience, you increase in rank, and if you used skills of one category more often, you can choose a special ability, such as a very sharp turn of the ship or the ability to put on armor. Perks, by the way, are also divided into personal and ship ones.

Another important attribute is reputation. It depends on her how people will treat you. If you manage to pass for a scoundrel, a reward will be placed on the head of the hero. Reputation rises when you do all sorts of good deeds and with priests in churches.

It is allowed to hire up to nine officers as assistants, three of which can always accompany the hero on his adventures. Officers also level up, and the values ​​of their skills are added to yours, and you will also be able to use some of the special abilities that subordinates possess. All assistants have one unique attribute - loyalty - which depends on your leadership and reputation. Fraudsters will not want to serve a good man, and honest people - a villain.

In the archipelago you will meet another type of characters - the same as you, adventurers. They may offer to cook up a profitable business together or ask to serve as an officer. After parting, after a while you will be able to meet them again, more "pumped" and on another ship (not necessarily on a more "cool"). These guys live their own lives: they carry out the tasks of governors, rob merchants...

Cons of being a pirate

But with the voice acting of Seaward, unfortunately, let us down. The characters always greet the hero with one standard phrase, such as "How can I be useful, captain!", After which we go over the lines of dialogue for a long time, the quality of which leaves much to be desired. Numerous spelling and grammatical errors, flat unsuccessful jokes are great annoying during the game.

Alas, the graphics in this game remained at the level of "Kosarov 3". And this is bad, because in Corsairs 3 the graphics were already outdated, and more than a year has passed since the release of the progenitor. Pleases only the implementation of the water surface - in this game, the most beautiful, in my memory, the sea.

Naval battles have not changed at all either. Seaward.Ru carried out only a "logical" update - they corrected the balance and added brains to the local artificial intelligence. Now he cunningly maneuvers in the battle with you, drives you into "traps", works properly in a team, and does not hesitate to retreat. But what annoyed me the most in the first "Corsairs" and "Pirates of the Caribbean" - the extreme primitivism of hand-to-hand fights - is also present in the game from Seaward, to my greatest regret. With the addition of new types of strikes and blocks, nothing has changed - the same stupid swinging of the saber, only it has become much more inconvenient. This indecency looks something like this: first we heavily chop the enemy, then we see that the energy is over and we begin to quickly rush across the deck from the enemy, waiting until the devilish strip is restored. Now imagine a boarding... It will take a long time to run.

But the game works extremely stably - not a single crash has been registered in the system yet. Minor bugs, like passing through walls, are present, but there are simply no critical errors, as in the infamous "Corsairs 3". It’s immediately obvious: the guys tested the game wisely. However, by the time this review was written, the first patch had already appeared on the site.

Joys:
Real Caribbean Sea
Tasks that have many solutions, sometimes very non-standard
A game world that lives independently of the hero
Interesting role-playing system
Exciting naval battles
Excellent implementation of the water surface

nasty things
Outdated Graphics
Poor and poor quality voice acting
Minor bugs
Primitive hand-to-hand combat

Score: 8.5

Conclusion:

Only a year later we received those "Corsairs 3", which we were looking forward to. 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.

Where to find big ships?

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

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

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

How to make Helen stay on the team forever?

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

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

How to give Mary Kasper a Narwhal blade?

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

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

Where to rent warehouse space?

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

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

Why are there no useful things in the treasure?

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

Where can I find guns larger than 32 caliber?

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

Is it possible to stand in the service of a certain nation?

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