Pirate of the caribbean xbox game




















Remember me Sign in. North Amercian Release Date: July 1, Have you ever thought about getting into the Pirating business? Well you? In Pirates of the Caribbean, you assume the role of a freelance Captain who becomes caught in a struggle for power in the 17th century. At the start of the game, you witness French forces invading an English island. Sailing away to avoid harm, you set course for a nearby English colony to inform the English Governor of the bad news.

Upon reaching the island, the English Governor decides to enlist you to infiltrate the captured island as a spy for the English to see what you can discover about the French invasion force and their future plans. Thus begins your adventure. Tuesday, July 1, Score: More screens! It can take an hour or two to master this skill, but it's well worth it. Sorry if your block finger gets sore! Sea Combat: This game is a lot of fun early on if you buy Culverines right away. Then you can hit the enemy ships from long distance, and they can't shoot back.

If you find yourself trading broadsides in a Lugger, you're going to be fish food. Developing Elite Officers: You need competent officers to succeed in battle, and to increase your profits in trading. You can't do it all by yourself. You must focus your own skill points on Leadership and Melee, and let your officers cover the rest. If you don't focus your skills on Leadership and Melee, you'll lose the boarding battles by being killed or having your officers exterminated by the excellent sword fighters you encounter on board ships.

Remember that Leadership adds Melee ability to all active officers in combat. Sailing on the Map: Your skill in avoiding storms and unwanted sea battles will determine your destiny to large extent. Having an officer with medium to high Luck is essential. Making the Right Decisions in Sea Battles: When you hit "A" on the map and go into battle, the first 30 seconds may well decide your fate.

The first decision is whether to fight or flee. The next decision is which direction to go, which often depends on wind direction. Learn to trust your instincts, and when it doubt, put some distance between you and the enemy.

Don't hesitate to order Captains of allied ships to "Sail Away. Without orders, they tend to sail right into trouble. Starting a New Game Recruit Officers when you are at Level 1: If you've been practicing with Malcolm and have increased beyond Level 1, be sure to start a brand new game and train with Malcolm only once.

The program will then miraculously give you the Master Spyglass capability right at the beginning of the game. While this appears to be a cheat, it actually overcomes a major frustration in the game: - Captains didn't need a spyglass to estimate how many crew remained, especially when they closed to grappling range. The number of animated crewmembers on other ship never changes.

Note: the program will automatically equip the cheap spyglass unless you: - Train one time with Malcolm - Distribute your skill points" when he prompts you to. If a spyglass gets equipped, start over. Distributing your Skills and Abilities: most of your skill points should go into Melee and Leadership. But at Level 1, distribute your first two skill points in a very strange way: - Put one skill point in Commerce, which will allow you to negotiate effectively with officer candidates see below - Put the other skill point in Luck; this will help you find better officers.

Negotiating with and Hiring Officers Our objective is to hire eight Level 1 officers before we leave Oxbay. Why Level 1? Usually they will have 1 Ability and 2 Skill points ready for distribution. Sometimes they have 2 Abilities and 4 Skill points ready for distribution. Talk about a Bonanza! I started my last game with a Level 1 Boatswain who had 9 skill points in Melee; and a Level 1 Quartermaster with 10 skill points in Commerce. It's not fair to cheat your way to victory by having them pay you, but it is realistic to recruit them for near zero.

Pirates, especially, signed on board for a share of the loot; starting bonuses were non-existent. To perform the extended negotiation: - Keep saying "Isn't that too much for you? At your Commerce level of 2, the officer will reduce his price by gold about one-third of the time you ask him, "Isn't that too much for you?

This takes less than two minutes when you figure out the button pattern. Eventually, he will cave in. After you hire each officer, take his money and his extra weapon by using the person-to-person Exchange function. Your gold stash actually grows during this hiring process.

It takes about an hour to "Fast Move" between the Port and the Tavern for all those officers to show up at the upstairs table. But then you're done with recruiting until you have casualties or add more ships.

After you have hired most of the officers, the new candidates you find tend to duplicate a specialization you already have. This may be ok if the officer you've already recruited is higher than Level 1 - you get an opportunity to replace him.

Fire him if you do, so you don't go over 8 passengers. To save time, you can save the game before talking to the new candidates, and reload it if they are not the type you're looking for.

When you reload it, the officer will pick a new specialization. Just don't talk to him before you save it. Here is the mix of officers you need: - You need a Cannoneer and a Navigator for your ship, and for each additional ship you add to your fleet.

Therefore, 7 officers are required for your ship, and two for each ship you add. Problem - you can only hold eight on your ship. Here are some suggestions for reducing the number you need for your ship to 6. If you can manage that, you can hold two extra Level 1 Officers for transfer to the first ship you add: - If you get a First Mate with undistributed skill points - turn him into a Navigator by putting his undistributed points into Sailing.

Be sure to pick the Ship Defense abilities early on to compensate for lack of Defense. You won't need a First Mate. This is the last choice because it comes at the cost of Melee or Leadership. If you're going to be a smuggler, this option fits into your plan. Getting caught smuggling depends on your personal Luck, not on your active officers' Luck. In addition to saving space on the passenger list, getting Luck covered by someone besides the First Mate frees an active officer slot; e.

You can place anyone who needs experience in that extra slot while you're sailing and in sea battles. Cargo and Escort Quests These quests are important for making money and gaining experience at the same time. It's not unusual for three guys to level up at once upon completion of a quest early in the game. Only "Quests" make a lot of money AND gain a lot of experience at the same time. Sinking ships, boarding ships, fighting Melee battles, and selling goods gain money or experience, but not a lot of both.

Assigning Officers to Active Duty Active duty officers are those that are in the three slots next to you on the Passenger display. You must constantly manage who is active to get the biggest benefit. Also, very important activate him when you're buying "personal" items.

Note: you don't need your Quartermaster physically in the room to get the benefit. All you have to do is get his portrait activated on the Passenger display.

They are the only ones that will get the experience. Arming the Boatswains Boatswains make great use of pistols. They fire at the right time which is every chance they get and seldom get cut up for using them. This can make the difference in a close battle. Spend the money and watch them work! You can use the person-to-person Exchange display to give Boatswains new weapons and health potions.

They will only equip the weapon if it's "better" than the one they have: - First, give them the new weapon and exit the Exchange screen. Grab the weapon they are no longer using. Sometimes they have a strange idea of what is, "better. You get the Nicholas Sharp sword through a quest in Douwessen. Look for a guy in the Tavern dressed in green clothes when you're Bloke or above. Ship Selection Speed and firing range are the keys to success in sea combat. The fastest ship decides if a battle will take place, and when it will end.

The lowly Lugger is a good example of the type of ship you need to fight battles and capture other ships. The Galeoth and Schooner are also good examples, but a little slow. The Brig and Corvette are the ultimate choice. Arm your ship with Culverines to gain the range advantage.

Also, have your Cannoneer select the "Increased Range" Ability to further this advantage and improve accuracy lower trajectory means more hits.

The beauty of having a fast ship with long-range weapons is that you can fire at them, and they can't shoot back poor guys.

If you wonder how aggravating this can be, you'll eventually encounter ships armed with Culverines; and they'll drive you crazy, and maybe to the bottom. Bombs will dish out the damage quickly, despite the fact that you're using Culverines. Other ships to consider: The Frigate is excellent because: - it's more powerful than all the ships that are faster - it's faster than the Battleship, which is the only ship that's more powerful Therefore, the Frigate's main adversary is another Frigate, of which there are plenty in the game.

The Battleship is nearly indestructible and lives at the top of the food chain. Beware of overconfidence, however. Sailing on the Map This is somewhat unrealistic because everything happens so fast. In real life, sails appeared on the horizon hours before decisions had to be made. Make sure you have your "Lucky Guy" activated on the Passenger Screen. This minimizes storms and encounters with enemy ships. You must give the Map your complete attention to survive: - Avoid storms by sailing away.

When you return to the Map the aggressor will magically disappear. This will start the battle with the enemy ships from far, far away. Perfect for Culverines! At best, you'll be severely damaged. At worst, you'll be sunk in less than a minute. This makes everything a bit more obvious and easy to figure out quickly. This is a lower priority than the other concerns, listed above.

When you are skilled on the Map, you'll find yourself "doing the dance," maneuvering for position at long range, broadside to the enemy in broad daylight. One more little trick: when leaving port your ship is frequently pointed the wrong way, and you may have to have to sail all the way around the island to go in the desired direction. By then, you may encounter storms or enemy. Before you hit the Map button: - Use the "Sail To" function to move to a location that has access to the direction you want to go.

Now, when you hit the Map icon, you'll be pointing in the right direction and minimize sailing around the island. Sea Combat This is where the rubber meets the road. The first 30 seconds are crucial: - Make a quick, intelligent assessment regarding your survival chances.

This means identifying the number and quality of enemy ships with your spyglass. This gives you more time to make a decision, and allows you to turn more in the direction of the wind. No ship is so fast that it can't be chased by one of the same make and model. So, a Lugger's greatest enemy may be another Lugger.

Shoot slightly above the red target area, into the yellow, and monitor sail damage with your spyglass. The computer-controlled ships don't know how to do this and cannot keep up. The goal of every sea battle is to come away with a prize, but this is difficult when other enemy ships are shooting at you, and your damaged prize. Figure out which ships you want to sink, and which ones you'll attempt to board when they're gone.

Most importantly, get into a rhythm for shooting volleys. If you get distracted and fire slowly, the "Cannons" rating of your Cannoneer might as well be 1: - Shortly before reloading is completed, take a look at the target ship through your spyglass to center the aiming cursor. Look for the green target reload indicator and fire the volley as soon as it lights up. Adjust your next shot accordingly, moving the aim point up or down within the red zone.

Always maneuver to minimize your own damage. If an enemy succeeds in closing the range, anticipate his turn to broadside by watching his sails They'll move to "half way" when he starts his turn.

Turn away and increase the distance to make his shot more difficult, and to restore your range advantage. Don't trade broadsides unless you: - Can't increase the distance - Enjoy paying for damage - Have a death wish When fighting in close god help you , try to cross their "T. Adjust your speed to hold this position as long as possible as the enemy ship turns. And be sure to use bombs. Above all, beware of sharp-shooting pirates with Culverines.

Some Cannoneers have an Accuracy of 10 and they'll make your life miserable and short. Put the pedal to the metal and increase the range. That's why "Ship Defense" abilities are more important than sailing skills for the Navigator, with the exception of "Increased Speed" Capturing Ships If you want to live a long life you will not attempt to board another ship that's aggressively attacking you.

It's a rare occasion that your ship will stay afloat long enough to throw the grapples. The conventional method of capturing a ship is to beat them senseless until they go into "flee mode. This program calculation is based on the strength of ALL the enemy ships' compared to yours - they'll either all fight, or all run.

Two enemy ships will usually not "flee" if you're alone, unless your single ship is much more powerful than both of them combined. They'll charge you until one is sunk, then the remaining ship will fight until its strength is much less than yours.

So, sink them patiently from a distance, and then damage the last ship until it "flees. If it's doing this effectively, damage the sails, but try not to damage the hull: - It will soon be your ship, and you'll have to pay for the damage. Once the enemy ships sails are sufficiently damaged, it can no longer turn to keep the stern guns pointing at you.

Then, they'll sail along in a straight line. Arm with grapeshot. Nothing is more embarrassing than to sink a few enemy ships, cripple the last one, run it down, and then have them board you when you get there. You can minimize this possibility by having the maximum number of crew on board. But even then, you may be vastly outnumbered.

So, stay clear of boarding range until you've reduced his crew with grapeshot. When you are as close as you dare, and are in position astern to one side: - Slow down with "half sails" - Make a sharp degree turn away from the enemy ship to point your broadside at the center of his ship.

You're trying to hit the hull, however, not the sails.



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