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Franchise: Total War , Warhammer. View update history Read related news Find Community Groups. Share Embed. Read Critic Reviews. Add to Cart. About This Content Night falls on Lustria. As you stand on the dock and peer seawards through the gathering mists, strain your ears. The jungle sounds behind you fade, and in their place comes a wet thudding, as of rotten rigging against a mouldy mast. The sound multiplies, and with it, the groan of a thousand breathless voices, joined in something part-shanty, part-dirge.

Dread prows pierce the gloom ahead, and the ghastly truth is laid bare: upon the ghoul-winds come the swollen hulks and decaying vessels of the Vampire Coast! Run now — run hard and fast. For it is all you can do. Ever since, it has been a domain where the dead stir, leading expeditions into the jungle interior or setting sail across the Great Ocean to commit wanton acts of piracy. But the insane Arch-Commodore Harkon is not the only unliving admiral who takes to the seas with pistol-armed crews of zombies, vampiric depth guard, syreens and mournguls… there are other pirate lords who command dreadfleets of their own, packed to the gunwales with crews press-ganged into eternal service.

These tyrants ply the seas seeking plunder of blood and gold. However, now that the vortex of Ulthuan weakens, the captains search for more than mere treasure… for the Star-Metal Harpoon lies in the deeps, a weapon powerful enough to bring the greatest Merwyrm of them all to heel! Campaign Pack Contains: 4 new Legendary Lords New School of Magic: The Lore of the Deep A suite of all-new campaign mechanics Unique upgradeable ships for each Legendary Lord Eight new Regiments of Renown Unique tech tree unlocking four unique Vampire Coast Lords Reward your undead Admirals with new Fleet Office Roles befitting their loyalty New roster: command towering constructs, ghastly pincered sea-beasts, ghoulish horrors and musket-wielding piratical zombie hordes in battle!

They are not involved with the race for the Great Vortex however; they have agendas of their own… New Campaign Features and Mechanics: Objectives The great Merwyrm Amanar has been awoken from its slumber by the vacillations of the Great Vortex.

It terrorizes the sea lanes, summoning vast storms and attacking coastal ports on a whim. Only one who wields the Star-Metal Harpoon will tame the beast and become immune to its ravenous hungers. However, the Harpoon must first be found, and invigorated using the three verses of a secret, ancient sea-shanty. Each playable Legendary Lord must grow their dread reputation to become the most Infamous pirate on the seas. Certain opposing Pirate Captains know the three verses of the ancient shanty and, as your Infamy rivals theirs, they will seek you out in attempt to destroy you. Only with the fully-powered Star-Metal Harpoon in hand can you embark on the final, fateful battle, bend Amanar to your will, and become the greatest sea-scourge the world has ever seen!

This is the route by which you reach ultimate victory in a Vampire Coast campaign please see Objectives above. Pirate Coves After a victorious port-settlement battle, Vampire Coast factions may choose a new post-battle option. Instead of taking, sacking or razing the port, the faction may choose to establish a Pirate Cove in the vicinity. These secret sub-settlements can siphon a steady flow of income from the main settlement, and bring other benefits related to any upgrades the player chooses to build in the Cove. The Cove can only be destroyed if the settlement itself is razed. In addition, a competing Vampire Coast faction which conquers the settlement may commandeer the Cove for itself.

Details of these ship are accessed via the Lord in the same fashion as Horde Buildings for Horde Factions, and contain many powerful upgrades for the Lord and his army. This does not make them a standard Horde faction however.

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Vampire Coast lords may also occupy settlement like any other non-horde faction, and may develop it using the unique new Vampire Coast building tree. In short, they benefit from the best features of both Horde factions and Settled factions. Pieces of Eight! Carefully hidden around the world are eight unique golden tokens.

Locating each and defeating its powerful guardian army will grant access to the Vampire Coast Regiments of Renown, powerful elite variants of units in the terrifying Vampire Coast roster. Treasure Maps Pirates of folklore buried great treasures around the world. As you win battles at land and sea, you may find the treasure maps marking their rough location. Solve the riddles that shroud them, and they can be yours for the taking Unique Rites Vampire Coast factions gain access to four unique new Rites, granting a variety of bonuses.

Another, Curse of the Sea Mist, shrouds all your regions with a clinging maritime miasma, causing attrition to your enemies and granting Vanguard Deployment to your Monster units. Count Noctilus Count Noctilus, once known as Nyklaus von Carstein of Sylvania, was drawn to the maelstrom at the heart of the ocean to feast upon its dark magic. Reborn as Count Noctilus, he raised the shattered remains of sunken warships to form the hull of the Bloody Reaver and ride the waves of the mortal seas once more.

Aranessa Saltspite Queen of the Tides, Aranessa Saltspite is one of the most respected and feared pirate captains of Sartosa. As part of the living realm rather than the undead, she commands a human pirate crew known as the Sartosa Free Company, otherwise reluctantly sharing control of the denizens of the Vampire Coast.

Cylostra Direfin Legend has it that the sea witch Cylostra Direfin was once the favourite court singer of the Bretonnian king. Sent on a voyage across the ocean to sing for the Phoenix King, they were hit by a fierce storm. However, there are some notoriously infuriating designs that get slipped in; one of them are visually obscured destructible obstacles with next to no hints that they are there. Of course, Wayforward has given some thought to some of the hidden obstacles. In some cases, there are visual hints that they are around, such as cracks on walls in the foreground and glimpses of heart-squids or chests in seemingly unreachable alcoves.

In some other cases, the player may have already collected the map for a locale, so consulting the map might provide the player with clues as to the presence of hidden destructible objects. As for the rest of the hidden destructible objects, there are just no hints. In addition to being aesthetically boring, they were also perhaps too convenient. There are four types of them, arranged in a sequence of increasing amounts of health restored. Incidentally, the latter ones are only useful after Shantae has accrued several heart containers over the base number.

Like the potions, in-game time is conveniently paused when Shantae consumes the food. There are other food items which do something other than healing Shantae. All food items can be bought at the store in Scuttle Town, but they can also be obtained as loot from defeated enemies. In fact, the latter source is perhaps the better option for players who are frugal. Potions do return as well, actually. However, they generally have to be bought; they are rarely, if not never yielded as loot. Presumably, Risky circumnavigates her ship around an island to a shore point that is closest to Shantae, but then, this game has a fantasy setting with magic.

However, the Pirate Flares are very rare drops from enemies; more often than not, the player has to spend precious gems on buying them, which means less gems going into upgrades. Of course, gems can be farmed. Pirate flares also cannot be used underground or in lairs.

The third entry is more risqué, better written and has more content than the previous game.

Pike balls return in this game. As with the previous game, there are a few variants of pike balls, the more expensive ones being nastier than the cheaper ones. There are many enemies that use ranged attacks. Therefore, there is the Bubble Shield, which conveniently blocks most ranged attacks especially those that are obviously composed of colourful blinking projectiles.

Curse of the Caribbean Pirate Queen

It is much easier to air-strafe in this game than the previous one, which makes landing on moving platforms a lot easier than it was in the previous game. There is also the fact that the narrow flying pillars in the previous game are not in this one. Interestingly, the player can have Shantae do an attack in mid-air and still can have her air-strafe; this cannot be done while on the ground, because her sprite is locked in place. As mentioned earlier, Shantae retained her peculiar hair after she lost her genie powers.

However, functionally, her hair-whip works just like it had always been; there are no new capabilities that are exhibited by her hair. After obtaining a piece of gear, there are usually segments where the player has to use it to get Shantae out of whatever level she is in.

In addition, the boss monster on the island in which the piece of gear was found has to be defeated using that piece of gear and sometimes the previous ones too. All of the gear is available right from the start. This mode is mainly for those who are gunning for the speed-run achievements and the wallpapers that they unlock.

No downloadable content

This is the first piece of gear to be found. It may be operated with a flint-lock, but for gameplay purposes, it may as well be a semi-auto handgun with unlimited ammunition. However, like the hair-whipping, it cannot be used on the move unless the player fired it mid-jump, as mentioned earlier. Furthermore, its attack rate cannot be improved, unlike the hair-whip.

It has little other contribution. The hat is also needed for the utilization of air currents which are depicted by swirling leaves — even if there should not be any leaves around that can be blown by wind. The hat will move in the direction of the currents, which are generally upwards. There are a few segments where the player needs to exercise some control over when to deploy the hat and when not to use it in order to navigate past obstacles and hazards that are somehow suspended in mid-air.

Fortunately, deployment and retraction of the hat are speedy matters. Shantae can bring it out during mid-jump and point it downwards; obviously, anything below her would be struck by the business end of the blade. Shantae will rebound off the target, regardless of whether it is still alive or not. In the former case, the player could have Shantae bring the scimitar down on it again by entering another input to thrust downwards with the sword.

If the scimitar hits ground instead, the rebounds end. This is because the rebound has an initial lateral momentum in the direction that Shantae is facing, which is not always desirable. The player could counter this by adding and holding down directional input before and during the rebound, but this also means that some of the effort in providing this input would be wasted on compensating for the initial lateral momentum. Although having it designed as a complete knock-off of the latter would have been unseemly, this issue could have been addressed by increasing the vertical heights of the rebounds.

A bright blue outline also flashes around her sprite, accompanied by a chime. When charging, Shantae bursts through any enemy, inflicting considerable damage on them. Essentially, her charge makes her invincible, but she has to keep moving in the same general direction in order to maintain the charge.

The charge also destroys grey-coloured obstacles presumably shaped rocks. If the player lets go of the directional input, the charge ends. It also ends when Shantae hits an obstacle that she cannot break through.


Interestingly, the charge is not stopped by neither jumping nor parachuting. Indeed, some collectibles can only be obtained through this way. Yet, the charging move could have been better implemented. Specifically, the running start could have been replaced with a more convenient method for triggering a charge. Of course, one could argue that Shantae has to somehow build up running momentum before she can trigger the charge, but that is an attempt at injecting believability into a game setting that is already outlandish.

Before explaining the next piratical gear piece, a minor complaint about the charge has to be mentioned. Some collectibles can only be obtained by having Shantae charge into a cliff or wall. The latter will not be destroyed, of course, but somehow, this causes things that are off-screen to shake loose, dropping down from above.

These things include gems and Cacklebats more on these later. This is perhaps intended for comical effect, and would have been quite funny if only the charge is easier to trigger. Rather, after having learned this, the player would try to smash Shantae into any wall or cliff by starting charges a few levels earlier, which can be a tedious thing to do. Worse, the player is not always rewarded for doing this, because some of the walls and cliffs do not yield anything. Like how it was in the previous game, the cannon can fire multiple shots in quick succession; in the case of this game, it fires up to three.

Somehow, Shantae can deploy the cannon in the middle of her regular jumps, and then fire the shots in order to use the recoil to move upwards. The player has just as much air control as when Shantae is making a regular jump. This means that Shantae can make quadruple-jumps, which is incredibly generous for a platformer. Furthermore, the shots fired by the cannon can damage enemies. However, there is only a single currency this time around, and that is gems.

There are no bottles of magical jams to be collected in this game. It is something that certain NPCs would lament. There is a shop in Scuttle Town that sells consumables and upgrades in return for gems. Some upgrades will not appear for sale until after the player has obtained their associated pirate gear. Considering that enemies can drop some consumable items, it might be more prudent for the player to gather these from enemies instead of buying them from the shop. Of course, there are items which could hardly be obtained from enemies, such as the aforementioned Pirate Flares.

In addition to the pirate gear, Shantae has some moves that she can pull off without the use of any gear; these moves have to be bought from the shop, for whatever reason. Presumably, they are the moves that Bolo taught to Shantae. Firstly, there is Recovery.

Shantae: Half-Genie Hero - Pirate Queen's Quest - 100% Walkthrough/Gameplay [ No Commentary ]

As mentioned earlier, there are heavy hits that can fling Shantae a short distance away. Unfortunately, its problem is that it does not negate the momentum of the fling; Shantae will continue to move in the direction that she is flung in during the recovery animation. The invincibility frames are extended, but only just over the recovery animations.

It might be too late for the player to enter a control input to save her from falling into a death pit, or getting hit by other things. Indeed, it might be more prudent for the player to avoid having Shantae struck by heavy hits in the first place. Next, there is Heavy Kick. As its name suggests, Shantae delivers a powerful kick to whatever is in front of her.

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However, its animations take a while, during which she is vulnerable to attacks. Unfortunately, it has been pared down a lot. To elaborate, there is a considerable delay between one backdash and the next, thus reducing its utility. The player is better off using jumps to get away from enemies, or put some distance between them and Shantae in the first place. Some of the enemies appear to have returned from the previous games.