All quests corsairs 3 wind of freedom. Quests and their passage. The people we manage

The fate of a fan of the series is not easy. Instead of the dream game, they received an unfinished version, in which many features are disabled, and to the sad cries of the suffering, the developers only answer that everything will happen. However, we decided not to wait until patch 1.xx brings the game to an ideal state, and still please those who need it with a walkthrough. And some advice...

Management News

I don’t know what prevented me from doing this before, but with patch 1.1 the controls were slightly changed. So, the hero now moves around the ship or around the city using the WASD keys, which are quite familiar to us. And it stabs by pressing the left mouse button. True, the control of the spyglass still hangs on the same mouse, so in battle you often come across all sorts of obstacles while you are looking for how to get to the bow or stern in order to assess the enemy ship.

In general, the change in controls had a positive effect on the process of moving around the ship or city. With boarding it turns out worse, since running away is quite good. It’s not at all worse to bounce sideways or backwards. But turning has become somewhat more difficult - the mouse is used for this.

Combat, ground and deck

The cities in the game can be very beautiful.

First of all, let's deal with the naval battle. We have a wonderful set of weapons from cannonballs, nipples, bombs and grapeshot. You can safely sell the cores right away and never think about them again. This is an intermediate solution that allows you to do everything at once and not get any specific result. Although they have one advantage - they fly farther than all other projectiles, which can sometimes be used. Nipples are a great thing for heavy ships. One accurate broadside - and the enemy immediately loses a third of his sails, after which he cannot run far. A point-blank salvo, as a rule, clears the deck of such stupid outgrowths as masts. But using nipples on small vessels is sheer stupidity. You won’t be able to really damage the sails, but one day you will run into a volley of bombs at point-blank range and examine in detail the process of turning your ship into a submarine. Buckshot is very useful in situations where the enemy clearly has more people on board than we do. In this case, the boarding battle may not be decided in our favor, which must be nipped in the bud. In the sense of reducing the number of thugs on board an enemy ship. And finally, bombs are an ideal weapon against all kinds of forts and when it is easier to destroy an enemy ship than to capture it. Don't forget that the reloading process takes a long time, so reload your guns in advance according to the expected situation. For example, when traveling with a convoy, you are unlikely to try to board someone, so feel free to load your guns with bombs.

When choosing weapons, you should choose those that hit further, that is, culverins. But the choice of material is not relevant until you need to storm forts - then every weapon really counts. In regular naval battles, you often have a choice between continuing to fight or leaving. If everything gets really bad with the guns, then just return to the port and get it repaired. But bronze ones will still be more reliable.

It seems that now he will ask for money.

Only a single vessel should be boarded. At the very least, a couple. This especially applies to situations where you are opposed by large ships. In this case, an attempt to pick up 3-4 ships at once results in serious problems in the form of a natural loss of crew and a significant superiority of the enemy already on the second or third ship.

The boarding itself is very simple. To begin with, we select the side where the crowd of our pirates did not run, and begin to clear the enemy there. Otherwise, you will be doomed for a very long time to wave your saber behind the backs of your subordinates, who absolutely do not want to let the captain go forward. Here the choice is simple - we stab everyone who comes to hand. If the enemy decides to stand in the block, we chop it down. The battle with the captain goes a little differently. It usually starts with a pistol shot. Although this is a very weak damage to his health, the enemy still slows down for a while, and we get the right to launch an attack first. If you are very confident in yourself, apply slashing blows (V), but they are slow and give the enemy a chance to dodge. And if he managed to launch such a blow a little later, then he will not only be able to dodge, but will also give out the attack in full. So accurate calculation is very important here. It’s much easier to stab until your stamina runs out (if the enemy gets into a block, chop, he won’t be able to dodge), and then take a step sideways and run in circles around the cabin. And one day the enemy’s health will run out.

And finally, the assault on the fortress. The easiest way is to take cast iron culverins, load them with cannonballs and stand opposite the fort. Under such conditions, they shoot a little further than the fort shoots. This means that we deal with protective structures completely safely. But all you have to do is knock out half the guns. For extreme sports enthusiasts, an attack with bombs is suitable, but then you need to get as close to the fort as possible.

The people we manage

The hero has a whole bunch of skills. But the fact of the matter is that it is not at all necessary to teach them. Most of them will be learned by invited officers, who, although for a certain fee, will allow their leader not to spend points earned through difficult battles on many things that he does not really need. Why do you need glasses? This is fencing and pistols (are we going to somehow kill the enemy?), tactics (normal pirates do not create a squadron, but we must somehow bring all the captured ships to the nearest port?) and luck. The latter is an extremely strange skill. It increases the likelihood of finding something on a captured ship rather than somehow affecting the value of the found item. And in general, objects are found cyclically - at first the value of what is found gradually increases, then it collapses to the very bottom, and we again start with the crappiest sabers, gradually rising. Of the abilities, the hero needs everything that relates to accelerating the growth of experience (his own and the team’s), and skills responsible for survival in hand-to-hand combat. And there you can see what you can buy next.

Officers

It's time to mention those who help us in the difficult task of steering the ship.

Firstly, this is the boatswain. The indicators of authority and boarding are important to him (he will increase them for us). But I have never seen a single boatswain whose authority indicator was higher than 1. You will have to upgrade it yourself. Do not forget to immediately provide the boatswain with abilities related to boarding combat, otherwise it will be extremely difficult to board even the most frail and unprotected ship. In addition, the boatswain “drives” the sailors out for boarding; without him, you can board and find yourself on deck in splendid isolation to the sly giggle of the sailors watching your suffering from their home ship.

Next on the list is the navigator. For him, the most important skill was, of course, navigation. We give him the appropriate abilities - the ship will pick up speed faster and deal better with the lack of wind.

And they will never forget to demand!

The gunner deals exclusively with shooting issues. With it, your guns fire more accurately (the “accuracy” and “gun” abilities are upgraded).

The doctor deals with diseases and wounds, reducing losses from them. But he does it somehow very sluggishly, and, to be honest, I didn’t see any illnesses on my ship at all. I have met them in cities, but they are stopped in advance by a quarantine post, and prudent people will not enter the city at the height of the epidemic.

The treasurer will allow you to sell and buy more profitably. But who is doing the trading here?

The carpenter can repair damage to the ship during the journey, which will allow you not to return to the port, but to continue raiding. However, for this you need to have boards and canvas on board, and the carpenter actually does his job only in the game started with patch 1.1.

Finally, the list is completed by three fighters who will help us in hand-to-hand combat. Just don’t forget to give them new weapons, they are mortal too. A few more free officers are needed as captains for captured ships and as potential colonial governors. Considering that they don't ask for money as passengers, buy them as soon as possible.

Team

A special word should be said about the team. The number of soldiers and sailors varies from ship to ship (different brigs or schooners will have different numbers of workers in these specialties), but musketeers and gunners are strictly distributed.

You don’t have to worry too much about the soldiers and sailors - all the soldiers don’t go into battle, and if you have fewer sailors left than you need to raise and lower the sails, then it’s time for your ship to go down.

The purpose of the musketeers is not too clear - they cost a lot and are the first to die. I feel that they are busy catching cannonballs on their chests.

But it is advisable to have gunners in full complement - otherwise the guns will reload slowly and fire poorly.

When you bring the next caravan of captured ships to the city, start by expelling the extra crew from the captured ships. For some reason, the sailors themselves are not leaving, and we risk experiencing real personnel problems as soon as it comes to recruiting volunteers for the ship.

Unfortunately, there is not much to say about managing colonies yet - too many things don’t work in them...

Experience and money

Let's start with the first one. After all, it is with increasing experience that the plot and the opportunity to command new powerful ships will open up to us. As they say, those who are not experienced cannot drive frigates.

The very first experience points can be acquired without even going to sea. To do this, you need to go around the entire starting city and talk with comrades with blue exclamation marks above their heads. It’s not that there’s a lot, but it’s definitely enough for the first level.

Next, it’s better to hire yourself into the service of the governor (which will bring you an extra thousand a month) and start fulfilling his tasks. Along the way, it is worth visiting a tavern, a shop and walking along the streets. In these places you can meet comrades with yellow exclamation marks above their heads. This means private tasks, such as delivering a passenger or cargo, or perhaps escorting a ship.

(Two pieces of advice can be given here. The more experience you get for completing it, the higher the payment. Therefore, there is no point in wasting time on tasks that don’t even pay thousands. The second piece of advice is that you need to constantly remember where each port is located. This will help you not to take tasks that are completely out of your league. This will be especially useful if you take a task in a tavern or on the street - no one will repeat them there, if you didn’t take it on the first try, then there will be an exclamation point over “useful” "your comrade will simply disappear. With the right approach to the set of tasks, you will always have something to do, and on some islands there will be several “goals” at once. We hand over the tasks where we took them: if on the street, it means on the street, and for a building, received from the governor, you will most likely have to go to the tavern.)

The next most valuable entertainment in the experience will be getting caught in a storm. There, points are obtained for the very process of being at the epicenter of bad weather. It’s enough just to be there, and the glasses will drop by themselves (the more powerful the hurricane, the more). There is only one drawback - severe damage to the hull and sails during such a swim. So if you have enough money, you can quickly score a lot of points this way, which is especially useful at the beginning of the game.

Finally, the most popular way to level up your character was and remains the capture or destruction of enemy ships (or simply sailing by). Of course, there are “adjustments” for difficulty, which means that the brutal drowning of a schooner by a manovar will not be assessed very seriously. But capturing a manovar from a brig will bring a lot of experience. Moreover, experience is accrued both for capturing or destroying a ship, and for shooting at it. The capture of colonies can also be included in this category, although they reward much more experience. But you have to work hard there accordingly.

Now let's move on to money. How to earn them? The easiest way is to complete tasks and get some money for it. Trading here is so inconvenient and unprofitable that it’s not even worth trying. Is it worth trying to remember what to take where, if sometimes it is enough to deliver one passenger from island to island, and you will get more for it than for a month of persistent cargo delivery. The same applies to the notorious smuggling, which was finally introduced into the game with patch 1.1. The same trade, side view.

It is even more profitable to capture and sell ships, but this becomes somewhat accessible if you nevertheless exchanged the initial Luger for something more decent. Otherwise, you won’t be able to fight very much.

This is interesting: The captains of surrendered ships also bring in a little money. Just don’t forget to demand a ransom for them, otherwise there will soon be more of them on board than the crew. And during boarding, some schooner surrenders to the manovar without a sound.

All ships

There are not so few ships in the game. Although why, for example, the same combat tartan was made is completely unclear. Therefore, after thinking about it, to begin with, we were given a Luger, which is still a higher class than this squalor. But in the end, there is still a set of clearly merchant ships, such as a flute or galleon, and fast or well-armed combat ships, which include a brig or a battleship. Of course, we will immediately discard the first ones, there is still no sense in them, but the combat ones are subject to some discussion, although a lot has already been said about them in the first part of the game description.

It is best not to approach the issue of choosing a ship too radically. That is, try to capture a battleship on some kind of lugger from the very beginning. Most likely, this will end in your sudden death due to the fact that there are a lot of soldiers on the line and you will not be able to cope with them even if you are lucky enough to get as many as three fighters on your team. Moreover, your soldiers will be available for this mortal battle strictly in proportion to how many there are relative to the battleship. That is, not enough. And even if you manage to win the boarding battle, the result will be a statement that the battleship is not your level. Therefore, the optimal “chain” of ships is: lugger, schooner, brig, corvette, frigate, something of the Manovar class. Although, of course, in this chain one or more links can be safely missed. But with this approach, you will not need to make excessive efforts to try to take the truly impregnable strongholds of the most powerful ships. In general, the corvette is ideal for hunting other ships (and boarding them); the frigate is quite suitable for a shootout with even the most formidable monsters. But it’s difficult to hunt other ships on a battleship or manovar - they’re too bad at maneuverability. Although it can be destroyed in one gulp. But the coastal forts must tremble before them.

This is interesting: The strangest ship is the Manovar. It can reach excellent speed with a tailwind, and at the same time, even with the wind blowing straight to the side, it will drop its speed sharply. He is not a walker against the wind at all. Draw your own conclusions...

The approximate characteristics of all ships in the game can be found in the table. They are approximate because the speed, life and maneuverability of ships can vary somewhat. And, having captured another brig from a brig, you will be surprised to discover that someone else’s is much better. So in the table are specific samples that I once came across in the blue sea or at a shipyard.

Table 1
Ships in the game
Name Class Frame Guns Speed Maneuverability Hold Team
Battle tartan 7 99 8 — 8 11,24 46 325 39
Luger 6 600 12 — 8 14,7 38 550 107
Sloop 5 907 16 — 8 13,6 48 469 154
Schooner 5 1300 20 — 16 12,8 35 1390 226
Barque 5 1432 16 — 12 11,73 29 1461 151
Caravel 5 2009 32 — 12 10,3 47 2834 345
Brig 4 2200 16 — 24 13,69 39 1667 322
Flutes 4 2576 18 — 12 12,1 35 2816 269
Galleon 4 3150 22 — 16 11,49 29 3212 441
Corvette 3 2700 32 — 24 15,9 41 2019 401
Pinnace 3 3800 18 — 24 13,6 31 3804 387
Heavy Galleon 3 3972 36 — 24 12,7 27 2820 704
Frigate 2 3363 46 — 24 12,2 35 2579 578
Battleship 1 5500 56 — 24 12,7 36 3966 793
Battleship 1 6700 80 — 24 13,2 32 5890 1069
Manowar 1 9905 102 — 24 15,11 29 7199 1504

Long-short way home

And this one too...

For the third part of the game, its passage is at least a bit short. And this is despite the fact that the quality bar was very seriously raised by the modification of “Pirates of the Caribbean”, well known to the general public. After an offensively short journey through the game, you can’t help but think - was this the real addition? Well, okay - for now about the “Corsairs” themselves. And hardworking modders will not keep you waiting...

Let's start with the fact that you should forget about the “five independent storylines”. No matter which side we choose, everything will proceed the same. Unless the pirates are initially at odds with everyone except the French, so the range of ports will be seriously limited. But this is not such a serious problem. And the choice between the heroes does not make any differences, except whose sirloin you will be watching in front of you throughout the game - Beatrice or Blaze. Well, the videos are different for them. So - the game is one and absolutely one...

So, the father of our heroes died in a bloody battle. True, before his death, he took a map from the safe, tore it into a couple of pieces and threw it into the sea. Of course, the pieces could not just get lost and, like homing ballistic missiles, they sailed directly to the grown-up children of the deceased captain. 20 years later. Where they roamed all this time - history is silent. But this accuracy is worthy of special mention. However, it is not yet clear to our hero what to do with the scrap of the map, so we will have to patiently complete tasks from everyone we meet and cross and capture ships until we reach level 10.

What is he doing! Beats up a defenseless girl...

And with level 10 and entering the first tavern you come across, everything will begin. The owner of the establishment who saw us immediately took the bull by the horns, declaring that he had some rag for us. Inexpensive, for only 800 coins. In the process of a deeply intellectual conversation, we can reduce the price to 600 coins, but then we will be able to combine our find and the remaining piece of the map into a single whole and find out the place where further adventures await us.

The islands played out in the riddle are Saint Martin and Martinique. Well, just above Martinique there is the mysterious island of Dominica, where we will sail and visit the local grotto. In this grotto, completely without any living conditions, lives our half-brother/sister, who will immediately call us a thief and try to reduce the amount of life strictly to zero. However, with some fencing skill, luck will accompany us, and when our opponent has about half his life left, we will be told a heartbreaking story about the behests of his father, who wanted to create a great state of free pirates. Of course, this was taken from a diary given to our step-relative. During the conversation, it will be repeatedly suggested to finish off the interlocutor, but we are not animals. However, such an action will change little, so let him live for himself.

So, we got out of the grotto and went to Isla Mona. There in the tavern they will tell us that the dream of a pirate state continues to exist and now all hope is only on us. But first you need to kill some evil pirate captain who has terrorized the entire island (such evil pirates have gone!). This is where a surprise awaits you, since it is impossible to predict what this figure will sail on. Most often it can be found on a battleship. But one day he exposed himself to my manovar on a frigate. Moreover, during the boarding, he cowardly surrendered (!). But now we can go to the tavern with a clear conscience and announce that the task has been completed.

The next task will be to challenge the most important local pirate. And, of course, stab him with your sword. And since he is a local fencing champion, it will be very difficult to do this. His room is also extremely small in size, which makes it impossible to circle around it. But we can cope with it, and now we are going to the tavern again.

And there we will be asked to wait a couple of weeks, and then all the pirate captains will gather together, after which we will be able to declare our will to them. So we swim somewhere for these very two weeks, after which we return home and go to the management house that has already become our own. The pirate captains will be slightly resistant to our dream, but will still agree with it. But the biggest surprise will be after the meeting - some of your assistants will not agree with the transition to the pirate camp. And they will express this disagreement by leaving the ship as soon as you next board it. So it is better to take away valuable weapons from dissidents in advance, because for some reason they themselves do not return them to the weapons room.

There is only one thing left - it will be long and tedious to capture all the colonies. After this, you will watch an obscure video about how many different events have happened in this world with the emergence of a pirate state, and... we will be asked to continue playing. Only this will be a completely different fairy tale...

Saga of bugs

Overall, patch 1.03 remains the best today. But it is not free from a number of problems, such as ships disappearing from the map. Therefore, if you are not afraid of the complete uselessness of pistols after 1.1, then start the game in 1.03 and install 1.1 after that. Oddly enough, this is the most balanced solution, when many old problems are treated and new ones do not appear.

Finally, a mistake in the game for the lazy. If you buy a couple of hundred boards, then after a while they will independently multiply to billions in size. You can’t sell more than 90,000 to one merchant, but this is still a lot. Moreover, it will still not be possible to buy an unauthorized ship ahead of schedule. This miracle can be cured by selling the ship and buying a new one; it is unrealistic to exhaust these unknown where existing reserves. This bug can also work for all goods in general if you click on the “take all” button when capturing a ship. And then you may have reserves comparable to the global ones.

State of free pirates: how it happened

At one time they really tried to fulfill Captain Sharpe’s wonderful dream of a free pirate state and were quite close to success - but not in the filibuster Caribbean Sea, but in the Indian Ocean, on the island of Madagascar and the adjacent islet of Sainte-Marie.

As you know, Pope Alexander VI (Borgia) with his bull divided the newly discovered world between Spain and Portugal, as a reward for Columbus, Gama and Magellan: everything that was discovered to the west of the 30th meridian went to Spain, everything to the east, - Portugal. The "refined version" of this bull is known as the Treaty of Tordesillas.

According to this bull, the Indian Ocean became Portuguese. But Portugal, unlike Spain, quickly lost control over what was happening, and the British were still timidly settling down on the Asian coast. And so, at the end of the 17th century, Madagascar became the de facto possession of pirates, and soon a state was proclaimed there - Libertalia.

But the pirate freemen could not resist the “real” powers for long - and the pirates asked for support from the Swedish king Charles XII. This adventure was quite in the spirit of the “King Knight”, but by that time he had big problems brewing in the war with Russia. And the second proposal was sent... to Peter I.

Alas, as is well known, Madagascar does not belong to Russia. The expedition sent by Peter failed due to a storm, and they did not have time to assemble a second one - Libertalia disintegrated on its own. The state of free pirates fell victim to its own structure: the brave captains simply fought, and were quickly suppressed by their neighbors. 1723 - the last year of the existence of the pirate power.


After a short conversation with the leader, we send the whole company to the next world. Has he heard anything about a recent battle near the island? Together we go out to sea and there we board Ebot’s ship, remembering Pitt’s request, and cut Ebot’s throat. We deal with it and take the missing part of the map, which shows the location of the treasure. Felippe gives us the map. We go to Grenada and land in Memory Bay. We land in the bay of unfulfilled hopes and move deeper into the island. We board the ship and in the bay we meet Cesaro’s friends on the battleship. Having arrived in Martinique that we are looking for the brig sovereign, we go to the governor and tell him. To help us, Jack allocates two more pirates. Alicia is in prison, we need to save her in time. Jacobs himself miraculously managed to escape. He agrees to speak at the trial, but in exchange for a favor. Revenge has taken place, let's please the old pitta. We return to Islama and tell him that the ebot is feeding the sharks. We board the ship and move to Galantier Bay. 3 barrels will be enough in exchange for his word in court, says the commandant. Along the way, we come up with a plan to make Karl our ally. And later the inexplicable happened. We return to the slippery jack and give away the treasures. After some time, a guard approaches the cell and starts a conversation. Apparently there was a fight not too long ago, with the role of Prometheus. We return to the shipwright and give him the idol. He gives us 10,000 for preparation and instructs us, as soon as we are ready, where he will wait for us on his own ship, to head to the bay of Puerto Rico. We raise the anchors and stay on course. And again the body was barely identified, it was so disfigured. We invite him on board as an officer. A cartographer who worked for the Spanish. The canal smuggler, we take the guy with us and go through the tropical thickets to Galantier Bay, he deceived him. He recommends looking for his fisherman friend, who is always hanging out on the shore, maybe he has seen something. Martina suffered a brutal murder, the inhabitants were very frightened, and they found a disfigured corpse. Having landed on the shore, as one smuggler helped us at one point, we find no one and remember a version from our own life. Extreme treasure hunter from adventure. So, there are already two eyewitnesses. We return to the shipyard and ask the shipwright to take the ship back. We just go to the room upstairs and somewhere on the 5th call a messenger will come straight to the room, the messenger reports that Rosario is preparing to go to sea. We tell him that we are looking for the dragon's tooth lugger. On the shore, Cesaro shows his rat essence and gives us 10%. The messenger appears after 2.5 days. We land in Hispaniola Bay and move through tropical thickets to La Vega. Completing the quest in search of Eldorado, we go to Dominica and land in Demon Bay, 5 months after the events described above. So, thanks to the innkeeper, he is on our side. Now that his task could not be completed, that he knows about the stone and asks to give it, the head of the pirates says that it is necessary to upset the head of the pirates and tell him about it in the residence. What, you will have to take all the loot for yourself. David and Donald, we are heading for Nevis. Felippe still has his documents and a map with drawings of the fort structures of the British colonies. It turns out that we were too late, that the data of the Nando brothers is incorrect and the battleship appeared here earlier. In gratitude, he promises to speak in court in our favor. Our production amounted to 250,000 gold. Having carefully examined the place of the fight, in the water, among the rubble, we find a piece of board with the inscription Prometheus.

Developer: Seven Winds
Publisher: Seven Winds
Released: 2009
Game website: http://www.sevenwinds.by.ru
Genre: Arcade, RPG, Simulation
Russian language
Size: 2 GB

About the game:
A full-fledged game Corsairs 3: Wind of Freedom, containing a new storyline, many quests, saturating the game with all sorts of events and opportunities. Now the world around us is truly saturated. A bunch of small generated quests (events) in which the main character can take part. These include golden caravans, extortion, the capture of a famous person, the capture of a ship carrying a large cargo, and much, much more!

Game Features:
1. When starting a new game, you will be given the opportunity to create your main character using the interface:
1.1. Choice of 5 prepared heroes: Henry Morgan, Nathaniel Hawk, William Archer, Blaise Sharp, Beatrice Sharp.
1.2. Creating your own character - Selecting a model type from Bartenders to Evil Spirits, manually entering a first and last name, as well as choosing a nation.
2. There is no main plot as such, but there is an English national quest line, a quest line for the Coastal Brotherhood, as well as about 20 quests. In addition, while you are in the service of England, you will not be able to go into the service of pirates or other powers, just as if you are in the service of pirates you will not be able to enter the service of England and other powers.

Some changes and innovations:
3. New generated quests:
3.1. Help the Church;
3.2. Assistance to the Prison Commandant;
3.3. Transportation of items;
3.4. Search for objects;
3.5. Ship escort;
3.6. Cargo delivery;
3.7. Passenger delivery.
4. Now the world around us is really rich. A bunch of small generated quests (events) in which the main character can take part. These include golden caravans, extortion, the capture of a famous person, the capture of a ship carrying a large cargo, and much, much more! Read about all this below.
5. Jungle Situations:
5.1 While walking through the jungle, you may come across a wounded person who you can help and get a small reward or a boost to your reputation.
5.2 You can try to rob a passerby.
5.3 Pirate gangs may attack you and attempt to rob you.
6. Seventeen new ships.
7. Reworked ship characteristics.
8. Reworked system for selling ships at the shipyard. The higher the rank of the main character, the better ship he can purchase.
9. Boarding is more realistic by adding a boarding location in the form of two linked ships.
10. The boarding process has been changed. Now, in order to capture a ship, you need to clear certain locations from enemies. For ships of class 7,6,5 - Upper deck -> Cabin; for ships of class 4.3 Upper deck -> Hold -> Cabin; for ships of class 2.1 - Upper deck -> Hold -> Gun deck -> Cabin.
11. The process of capturing a fort has been changed. Now after you destroy all the enemies in the first location of the fort, you will have to fight in two more.
12. Variety of weather. Rain and steep waves are possible both in the evening and during the day. In addition, one option for morning weather has been added, for which there are resources, but is not used in the game.
13. Jungles on all islands.
14. Bays on all islands.
15. Dungeons on all islands.
16. Catacombs in every city.
17. In the jungle it is possible to meet gangs extorting money, bandits and ordinary passers-by.
18. Evil spirits have been added to dungeons and catacombs.
19. Many house locations are now open in the colonies, except for the pirate colony “Isla Mona”. You can go into almost every house. At night, of course, all houses are closed.
20. Ability to search chests in houses, shops, cabins, etc.
21. Added the "Prison" location to all colonies that have a fort.
22. All brothels and moneylenders' houses are open.
23. Possibility of operating a brothel. In a brothel, to the detriment of the reputation of the hero’s nation, you can gain experience.
24. Possibility of taking out a loan and the ability to lend money on interest from a moneylender.
25. A large number of new melee weapons. Added Musket firearm.
26. New items, namely jewels and idols.
27. Change in the process of searching a chest - If you are caught while searching a chest, there is an opportunity to pay off so as not to spoil the reputation of the nation. Also, if there is no money, with good luck, the owner of the location where you searched the chest may forgive you.
28. On the archipelago there lives a “Teacher” who, for a certain amount, can increase any skill by one point!
29. The teacher charges very dearly and does not sit in one place. He travels from time to time around the archipelago. Random hearing can provide information about its location.
30. Reworked handling of objects, bladed weapons and firearms hitting counters. Now it depends on the level of the main character. Directly depends on the minimum level of carrying a certain weapon and the level of the main character.
31. Reworked pistol reloading. Now it is possible to shoot more than once.
32. Now you can buy items and weapons in the store, and not just from street vendors.
33. The influence of objects, in particular idols, on the character’s skills.
34. Possibility of building and improving your own colony on one of the uninhabited islands.
35. Minor game changes. For example, reducing the distance between ships when leaving the map at sea.
36. Some errors of the original "Corsairs 3" have been fixed. All sorts of interface fixes.
37. Acceleration of time on land, global map, etc. It is not recommended to greatly speed up the time in the game. Acceleration is triggered by the "R" key, as well as the "+" and "-" keys.
38. Voice acting of some commands.
39. Treasure map generator. The card can be purchased from people relaxing in the tavern. The higher the luck skill, the higher the chance that you will meet a card merchant. Also, the value of the treasure and the possibility of finding an excellent blade, pistol, spyglass, locked chest, gold, etc. in the treasure directly depend on the luck skill.
40. In chests and treasures you can find the “Chest” item. Only one chest can be carried. We need to open them. They can be opened by a craftsman for a fee, one per archipelago. The chest contains almost everything, from a death trap to several thousand piastres. Open it and you will find out.
41. Generator of golden caravans. Information about him is obtained from drunkards in the tavern and is obtained very rarely. True, the higher the luck skill, the higher the chance that information will come across. Details in the game.
42. Cheat codes are disabled.
43. “Thinking out loud” option. Used to launch an assault on a fort from land, etc. The "think out loud" option is called up through the interface.
44. Added healing potions to restore health.
45. The ability to quickly use healing potions. This is done by pressing the "F" key.
46. ​​The fencing system has been slightly reworked, namely the damage dealt and received by the main character, which now also depends on new perks.
47. Four perks (abilities) have been added. These are Basic Defense Skill, Advanced Defense Skill, Critical Strike and Professional Swordsman. All of them affect the damage dealt or received by the main character when fencing.
48. The church is now attended by parishioners.
49. Tenants appeared in the houses. Also, there may be card sellers in the houses.
50. Added the ability to storm forts from land. To start an assault, you must have at least 800 teams, call the “Thoughts” function and select the desired dialogue option. The chain of locations is now as follows - Exit from the colony -> City -> Residence. To receive the loot (ransom), you still need to talk to the governor.
51. Possibility of theft. The chance of getting caught depends on luck. To perform this operation, you need to get close to the character and select the Steal command in the list of commands in the upper left corner, after which the Steal interface will appear, similar to searching a chest. The ability to steal only applies to ordinary citizens on the street and in the tavern.
52. Added different options for the outcome of events during theft. Either you managed to steal unnoticed, or you managed to steal, but they still noticed you, or you were noticed right away.
53. Added the "Slickster" perk, which will allow you to reduce the chance of being caught stealing or searching chests.
54. Ability to search corpses. This happens in the following order - you kill a character, and immediately after the murder the corpse search interface appears. If you close it, then the newly killed character will no longer be searched. In addition, this option has advantages - everything happens automatically. It is displayed only once. It is possible to disable or enable the search of corpses as the game progresses. To do this, you need to call up “thinking out loud”, and in the desired dialogue option, select the “On” or “Off” option. If the search is disabled, it actually won’t happen.
55. The ability to detect and take equipment from a dead person depends on luck.
56. Added the “Experienced Smuggler” perk, which increases the bonus to the price of smuggled goods.
57. Artificial life of pirates. Ten famous pirates have been added that can be encountered throughout the game. List of situations in which these pirates are involved:
58.1. Can be found in the tavern.
58.2. Can be found in the sea, near any island.
58.3. A pirate can attack the main character at sea.
58.4. You can accidentally learn about any action of a pirate from passers-by or vacationers in taverns.
59. The opportunity to serve the governor is only available after completing the storyline!
60. Cuirasses have been added. To equip them, you must have the Cuirass ability, as well as the required rank.
61. Possibility of extorting money. It works in the following order: When talking with drunks in a tavern, they may blurt out that one of the main inhabitants of the colony has a lot of money. And we go directly to the owner of a tavern, store, shipyard, or moneylender who has become rich. The chance that you will be able to get money depends on your rank and your luck and authority. Depending on this, the subject can call the guards, give nothing, or still give money.
62. All melee weapons are divided into light, medium and heavy. Depending on the type of melee weapon, the damage done, as well as the energy consumed, will be determined.
63. You can learn very interesting information from any tavern owner. Naturally, not for free. Moreover, information can be of three types. The ability to obtain information depends, again, on luck and authority.
64. Added a lot of music from the game "Pirates of the Caribbean", as well as a couple of sounds.
65. Random place to start the game. Generated depending on the selected nation.
66. The selected nation when starting a new game only affects the player’s starting location.
67. Item icons have changed.
68. Prisons now live up to their name, because... they now house prisoners. It's kind of like a decoration.
69. Guides have appeared in cities who, for a penny, can take you to the building you need.
70. In the item trading interface, use the auxiliary keys to quickly sell or buy items. "Alt" works with 50 units, and "Shift" works with all available goods. Attention - For sale only!
71. The opportunity to walk around your ship. At the same time, your gunners and sailors will be walking around in the hold and cannon deck, creating the necessary atmosphere on the ship.
... AND OTHER!

Note: 1.- Unpack the game into the directory you need. 2.- Play.

System requirements:
System: Windows XP;
Processor: 1.5 GHz;
Memory: 256 MB;
Video card: DirectX 9 compatible 3D video card of GeForce 3 level (except MX series) with 64 MB of RAM;
Audio card: DirectX compatible;
Hard drive: 4 GB of free space;
DirectX 9.0c.

1)Completing the quest "Recipe for an elixir."

We learn from the governor that Father Valentin lives in the jungle near the city, inventing a powerful health elixir for military doctors, and our task is to get the recipe. The governor warns us that the old man is not without oddities. We are looking for a house in the jungle. Father Valentin says that he does not feel well and asks to bring him 3 potions from the store. We bring it. He asks us to come back in two days. This time he asks us to fence with the master of the fencing school who is visiting him. We defeat him and they ask us to come again in a couple of days. This time, Father Valentin asks us to find Madame Benoit in the city, who collects various herbs, and take cherry blossoms from her. We go to her house (immediately to the left of the pier). We speak to her politely and take the flowers. We return to Father Valentin. A detachment of French soldiers is already waiting for us there. They killed Valentin's father. We kill them and find the recipe in one of the chests in the house. We return to the governor.
2) Completing the quest “Lost Jewels”.

The governor of Jamaica tells us that while moving from Barbados to Jamaica, a sailor disappeared from the ship and stole jewelry, including a family ring. The sailor was soon detained, but he did not have the ring. And then this sailor escaped from the Nevis prison. The governor asks us to find the ring and gives us a covering letter to the warden. Our route lies to Nevis. The warden tells us that the escaped sailor Smith bribed the officer on duty, who is now awaiting trial. We talk to him. He says that he was bribed for earrings of unprecedented beauty, and he could not resist, because his daughter’s wedding is soon, and that he knows nothing about the further fate of the escapee. We learn from the owner of the tavern that a sailor was sitting with him, wasting money, and went to live with a local woman. Her house is to the right of the pier. Let's go there. The woman says that the sailor we are looking for had an affair with her sister and sailed with her to St. Kitts. Let's sail there. In one of the houses of St. Kitts we find Smith. He is ready to return everything and says that the jewelry is hidden in the dungeon. We talk to the woman in the house and go to the dungeon in the jungle. His friends are already waiting for us there. We kill them and find the missing jewelry (by the way, there are 3000 in the chest nearby). We can return for a reward.
3)Completing the quest "Secret Dispatch".

The governor gives us the task of intercepting the postal brig "Swift" near Guadeloupe. We need to intercept a secret dispatch from the captain. We don’t find the brig in the waters of Guadeloupe... We go to the house of the port master, but he doesn’t tell us anything. You should find out more about this person from one of the townspeople. We go to the tavern and at one of the tables we treat a man to a drink, introducing ourselves to him as the nephew of the port chief. We learn that the head of the port is in great grief - his brother has disappeared. We go to the house of the missing man (right in front of the pier. We learn from the wife of the missing man that her husband collected rare Indian idols, and that recently a man came to him and offered him some rare thing. Her husband left with him and has not returned since then. Now we need talk to a close friend of the missing person, he is walking in the city. We learn from him that the missing person briefly mentioned that he was going to Tortuga for some rare thing, and that his cousin, Zhanna Bobo, lives there, and she might know something. We sail to Tortuga. We are met at the house of the missing man's cousin. We kill them and find the missing brother. We return to Guadeloupe. We learn from the port master for saving our brother that the brig has set sail and is heading for Martinique. In the waters of Martinique we meet the brig and board it. We find the dispatch and return to the governor.
4)Completing the quest "Great Treasure".

The governor tells us that the brig carrying a huge sum from the old world was attacked by the Spaniards. In the boarding battle, the Spaniards lost the battle, but everyone died in the battle, and the sailors rebelled. They hid the gold on one of the islands and began piracy in the waters of Dominica. Our task is to stop them and return the gold. We are sailing to Dominica. We board the Great Treasure, but find nothing. We need to search the island... In the bay of Dominica, a sailor from the sunken Great Treasure approaches us. He escaped from the ship after the mutiny and he knows where the treasure is, it is in a local cave. We go there, kill the pirates and take the treasures (attention - they are in two chests: one contains 350,000 and the other contains 450,000). We return to the governor.
5)Completing the quest “Meeting with William Courtier.”

We learn from the governor that our informant in La Vega has some important information. We should visit him, but only at night. His name is William Courtier. We sail to Hispaniola in La Vega. We wait until nightfall and go to William Courtier’s house. He tells us that a Spanish frigate was wrecked near the island of Maria Galante with a cargo of gold on board amounting to about 1,500,000. The Spaniards are guarding the ship and the battleship Aphrodite is already rushing to their rescue. We must hurry! We land in the Bay of Death, where the Spaniards are already waiting for us. Let's give them a fight. Now we are looking for gold. It lies in two chests inside the wrecked ship and in a barrel near it. The battleship Aphrodite, which has come to our aid, is waiting for us at sea. Let's get rid of it. We return to the governor.
6)Completing the quest "Black Pirates".

The governor tells us that pirate attacks have become noticeably more frequent recently. He assures that these are not just spontaneous pirate raids, but a well-organized system by someone, and high-class ships took part in the pirate raids, which is rare for pirates. We should take countermeasures. St. Kitts Colony is under siege and we need to intervene. We board the attackers, and the captain of the enemy ship starts a conversation with us. But he doesn’t tell us anything and we have to kill him. We moor at the port and go to the tavern. But we don’t find out anything there and leave her. At the exit from the tavern we meet a man who says that their caravan not far from here was attacked by a pirate frigate and asks for help. At sea we meet an enemy ship and board it. We talk to the captain, but he is also silent. We'll have to kill him too. The letter found on the ship says that the pirate leader's name is J.O., but this doesn't say anything. You should talk to the Governor of Jamaica. The governor tells us that an enemy spy was caught in the city, trying to find out about the mahogany cargo. He is currently in a local jail. You should talk to him. We promise that we will free him if he tells everything and we find out that he was a sailor and after he was written off to the shore, his family was left without a means of subsistence and his friend, a carpenter from Martinique, offered him to earn extra money, and that’s how he ended up here. We are sailing to Martinique. In the waters of Martinique we meet another pirate ship. He also needs to be boarded. But this time the pirate captain is silent. Well, let's visit the carpenter. The pirates are already waiting for us there. We kill them. In one of the chests we find a letter in which the owner of the shipyard is mentioned, but it is unknown on which island this shipyard is. We go to the store and ask the store owner to tell everything he knows about the local carpenter. He says that the carpenter's interests were mahogany and ebony wood, canvas, goods were loaded onto the sloop "Santa Catalina", the captain of which, Claude Boulet, lives in this city, and his house is located to the right of the pier. Let's go to him. And there they are already waiting for us... We kill the pirates and talk to Claude. He says that the head of the gang of pirates is Jean Orly, the owner of a shipyard in Guadeloupe. We should pay him a visit... However, he is not at the shipyard, there is an ambush there. We kill all the pirates. On the corpse of one of the attackers we find a letter in which it is written that after the pirates finish with me, they should come to the bay to meet with J.O. and to discuss future plans. Let's go to the bay. There we meet Jean Orly. He offers us money and invites us to become one of the pirates, we refuse and kill him. The pirate leader's friends are already waiting for us at sea. We let them feed the sharks and return to the governor.
7)Completing the quest “Destroy a famous smuggler.”

The Governor informs us that an English officer has been killed during a night patrol. This happened during an attempt to detain the famous smuggler Bertrand Leran. Unfortunately, the smugglers managed to kill almost the entire patrol and set out to sea in their corvette Starry Night. They left Jamaica and are rumored to be in Curacao. Bertrand Leran specializes in the slave trade, and is only interested in large quantities. The murder of an English naval officer must not go unpunished. We are sailing to Curacao. Along the way we get 150 slaves. I captured enemy ships and took the crew as slaves. In a tavern in Curacao, we meet Bertrand Leran at one of the tables. We give him a load of slaves. He makes an appointment in the bay at night. We wait until nightfall and land in St. Louis Bay, but find no one there. He must have suspected something. We go to the tavern, suddenly someone heard their conversation. We politely ask the waitress if she heard the smugglers talking and she tells us that as soon as we left, they began to discuss our proposal and decided that it was a trap and sailed off to Isla Mona. In the Isla Mona tavern we offer the local smuggler a batch of slaves in exchange for information about Leran. He tells us that Leran will be in the local bay tonight. We wait until nightfall and go to the bay. There we meet Leran. We kill him and his friends. We return to the governor.
8)Completing the quest "Frigate Tears of Magdalene."

The Spaniards decided to strengthen the officer corps of the fleet and are transporting well-trained and experienced officers and captains from the old world. They are transported on the frigate "Tears of Magdalene", which should arrive at the port of Santo Domingo after some time. The exact time of arrival is unknown, but we need to destroy this ship. Our informant, Fernand Louvaazier, lives in Santo Domingo; he is the owner of a local store; in order for him to talk to us, we need to tell him that we are looking for a high-quality buccaneer knife. Let's swim to it. The store owner says that he does not have information of this kind, and that only the governor and the head of the port department can know about it, but he would not advise contacting him directly. The name of the head of the port authority is Girard Clouseau, and that his son is a famous rake and can be found in the local tavern. Girard is also friends with a local moneylender. That's all he knows. In the tavern we meet Girard's son, he is in a bad mood because he lost at cards. We tell him that we ourselves have found ourselves in such situations more than once and offer to help with money. Now we go to the moneylender and ask him to find out something from the head of the port department for 10,000, but he refuses. We'll have to find out everything through our son. We spend the night in the tavern until we meet him again at the same table. He lost again, we pay for him again. We spend the night in the tavern again until we meet him for the third time at the same table. We demand our money from him. He has no money and he agrees to rummage through his father’s documents and tell us when the frigate “Tears of Magdalene” will arrive at the port. The next day we meet him at the port and he tells us that the frigate will arrive in exactly a week. A week later we go to sea and sink the frigate. We return to the governor.
9)Completing the quest "Search for stolen relics."

This time we have to complete a task related to the search for stolen rarities. We will talk about the disappearance of ancient church relics, we will learn all the details from Father Francis. Let's go to him. He tells us that almost nothing is known, the theft occurred at night, the watchman was killed, and there are no witnesses. An ancient golden crucifix encrusted with diamonds, a golden church chalice, an ancient silver tabernacle, an ancient paten, a golden three-candlestick - this is the most valuable thing - were missing. We go to the tavern and ask the tavernkeeper if he knows anything about this theft. He says that such rare items could only be of interest to collector Sam Bradfor, his home is located not far from the shipyard. Let's go to him. We learn that a man came to him and offered him a stolen crucifix, but Sam refused. This was his first time seeing him, but judging by his accent, this man is Dutch. We learn that the people the thief could still turn to to sell stolen valuables are: Sid Mdiford from Antigua and Manuel Endillo from Santo Domingo. Let's start with Antigua. At Sid Madiford's house we learn that the owner of the house and two of his servants were killed a day ago. We learn that in the evening some stranger came and talked with Madiford, the conversation turned to a raised tone and the owner called the servants for help and the stranger killed them all. No one saw his face. A large sum of money and several rare Indian idols were missing from the house. Now on to Santo Domingo. We made it, Manuel Endillo is alive and well, but the thief may arrive to him one of these days. We agree with him that we will wait for a messenger from him at the tavern. We spend the night until a messenger comes to us. The thief has arrived and we are asked to go to the bay. We must hurry! But it turns out that this is a trap and that the thief is none other than Manuel’s assistant. We kill them both. We return to Jamaica.
10)Completing the quest "Governor of Santo Domingo".

This time we have to kill the governor of Santo Domingo, Armando Gomes, because, on his orders, they organized the public execution of English prisoners of war. We disembark at Santo Domingo Bay. Near the exit from Santo Domingo, a woman runs up to us and asks for help. We kill the bandits following her. The rescued woman invites us to dinner at a tavern in Santo Domingo. He introduces us to his son Jorge. He thanks for saving his mother. We go to the governor's house. There a soldier on guard runs up to us, it turns out to be our new acquaintance Jorge. We make an appointment for him at the port after duty. We spend the night in the tavern to cheers and go to the port, where Jorge is already waiting for us. We tell him everything about ourselves and our mission. He agrees to help, because we saved his mother, and says that Governor Armando Gomes likes to walk outside the city gates in the morning, but he is well guarded. We go outside the city gates and deal with the governor’s guards (have you stocked up on medicine?), and only then with him himself. We return to the governor.
11)Completing the quest “Searching for the dispatch.”

The postal brig "Saint Clara" disappeared, the captain of which was carrying a secret dispatch from the governor of Nevis. We need to get to the bottom of this dispatch. Let's sail to Nevis. We speak with the tavernkeeper. We learn that recently a visitor, obviously a Spaniard, was interested in the brig, and that then he disappeared, and a day later appeared again, for three days he collected a crew for the ship. We find out that he was talking with Tom Archer, sitting at the corner table. We talk to him. We find out that the stranger's ship is the frigate Osbminus, we find out that he is from Puerto Rico. Let's sail there. In the waters of San Juan we meet the frigate "Octopus" and board it, we find a dispatch. We return to the governor.
12)Completing the quest "English counterfeit money."

The other day, a Spanish galleon was captured, carrying counterfeit, but good quality, English guineas and sovereigns. One of the galleon officers is in prison, you need to talk to him. We learn that money is minted in La Vega. We speak with the governor, inform him that we agreed to organize and give the prisoner in Guadeloupe a corvette and 30,000 coins. We go to the prison, free the prisoner and sail to Guadeloupe. In Guadeloupe, a Spanish officer tells us that he was not telling the truth and that in fact the money is minted in Santo Domingo. We sail to Santo Domingo. In Santo Domingo we ask the tavernkeeper about counterfeit money. He tells us that a local man named Juan Cordoba tried to pay him with counterfeit money. Let's go to his house. He says that he stole counterfeit money from his uncle and that he had a lot of it. We learn that his uncle is a local moneylender. We take Juan Cordoba hostage. We go to the moneylender and say that we have his nephew. The loan shark says that the equipment for making counterfeit coins is now in the hold of the Starry Night ship, which is located in the waters of Santo Domingo. We go out to sea, board the ships, but find nothing in their holds. The moneylender deceived us, we return to him. We learn that the ship we are interested in, the Battleship Starry Night, sailed in the direction of Puerto Rico an hour ago. In the waters of Puerto Rico we meet the Starry Night and board it. By the way, there are 25,000 in the captain’s cabin. We return to the governor.
13)Completing the quest "Strange Story".

We learn that the English monarchy signed a peace treaty with the Spanish crown. Looks like our privateering is over... Well, it's worth celebrating this matter at the tavern. In the tavern we meet an old sailor. He tells us that he does not sleep at night because of terrible dreams, and only in rum does he find solace. Once upon a time he sailed on the pirate frigate "Starfish", and one day they found a cave with treasures on a desert island. When they returned to the ship, it turned out that the captain was missing. The searches did not yield any results. And when they went out to sea, they were overtaken by a powerful force, the ship was smashed to pieces and only four sailors survived - they were thrown ashore. One of the surviving sailors said that before the storm he saw a map on the captain’s table in the cabin and grabbed it. They divided the map into four parts so that they could return there again if they managed to escape. They returned all the gold that they had, because all sorts of Indian evil spirits appeared to them at night. There was a carpenter among them, and they made a simple skiff and somehow got to the house. The sailor gives us his part of the map. We ask the innkeeper about the sailor. He says that the sailor drinks shamelessly and insists that he will soon go to Father Benedict in Antigua. We are sailing to Antigua. We talk with Father Benedict about the sailor Jim Smith. He says that two of his former comrades lived at his church, but now they are already resting in the cemetery, but they gave their parts of the map for safekeeping to Father Benedict. Let's take them. It remains to find the fourth piece. On the street, a man named Geoffroy Dubben runs up to us and says that he has urgent business with us. We go with him outside the city gates, there he demands three parts of the map. We accept the battle, but having almost lost, he offers to join forces. He says that he and the captain of the Sea made a deal. The captain of the ship knew that it was impossible to leave the island, taking with him all the treasures, and two ships went to the island - the Starfish and Geoffroy's brig Cutty Clark. Geoffroy quietly anchored the ship on the other side of the island. The captain of the "Starfish" needed to take some thing from the island and the abyss, leaving the crew to perish and sailing away on the brig Geoffroy. At the very first port, the captain disappeared, and when he fled, he took with him a map that showed the way to the island. Geoffrey was looking for parts of the map and thus came across us. We learn that the fourth part of the map is in the possession of Diego Marquez, who is in prison in Santo Domingo for a debt to a usurer. We sail to Santo Domingo. We pay the loan shark (100,000). The next day we come to the moneylender and meet Diego Marquez there and receive the last piece of the card from him. So, treasure in Grenada! An enemy heavy battleship is already waiting for us there. We take him on board. But there is no way to land on the island... Well, you should return to the moneylender of Santo Domingo and ask him in more detail about the visits of Captain Devi Foster. We find out that Devi Foster took all the gold yesterday. We learn from the tavernkeeper that yesterday he was recruiting a crew for his galleon “Memory of Mercury”. We learn from the shipyard owner that he has gone to La Vega. We are sailing to La Vega, fortunately it is not far. We go into the jungle and meet Devi Forcer at a strange house. We kill him and go into the house. There we meet the Indian Monchitlan, who tells us that it was he who helped Devi Foster penetrate the island. He tells us that if you put the idol in a chest in the cave, you can take out all the gold. Our path lies to Grenada again! We land in the grotto. We insert the idol into the chest, and a crowd of skeletons attacks us. We kill them and find treasure in the chest. Now we urgently need to see our old friend Monchitlan. We sail into the jungle of La Vega. We find out that there is a curse on gold. We kill him and get the amulet. It's worth putting it back in its place. A crowd of unfriendly evil spirits awaits us again in the grotto. We kill them. We insert the idol into the chest and meet another Indian. We accept his gift. The quest is completed.
14)Completing the quest "Disappearance of People".

We learn that people began to disappear throughout the archipelago, especially in the colony of San Juan. Let's sail there. In the city, one of the local residents runs up to us and tells us that today he saw two living skeletons drag a man into the jungle. We go to a dungeon in the jungle, there we find a crowd of skeletons and a kidnapped city dweller. We kill the skeletons, talk to the man, his name is Bill Matthew. He tells us his story. He was once a navigator on the pirate brig Lucky Joker. One day they were hiding their loot in a cave in Barbados and came across an Inca treasure. In addition to the jewelry, they found a box containing a vial of some kind of liquid and three ancient gold coins. They divided the spoils, and one of the coins went to him. After some time, their captain Gregory found a man who could read the inscription on the lid of the box. It turned out that the owner of the contents of the box could contact the evil Indian spirits by reading a spell written on the lid and mixing his blood with the liquid from the vial. Their captain did just that, as a result of which he turned into a mummy and was possessed by an evil spirit. He also gained inexplicable power over his crew, and turned some of his sailors into living skeletons. Miraculously, because of the coin, the spell did not affect Bill and he managed to escape. Now Gregory needs to put all three coins together. One coin went to Gregory during the division, the second coin went to the boatswain, who was recently killed on Guadeloupe, and Bill gives the third coin to us. We return to the city. There a man runs up to us, says that he has urgent business and asks us to walk with him to the bay. In the bay we are met by a crowd of skeletons looking for a coin. We kill them. We return to the city. We ask the tavernkeeper if there is a person in the city who could explain what is happening. He says that there is such a person, a scientist, a historian, an expert on Indian Culture - Mr. Gautier. He is a Dutchman, but the tavernkeeper does not know where exactly he lives, most likely in one of the Dutch colonies... In the waters of St. Ephstaphia, we are attacked by a warship full of the living dead. We take him on board. Gauthier must live on St. Ephstaphia. We find his house and tell him the whole story. He tells us that we should visit the Inca temple and find the image on the wall and make an exact copy of it. We sail to Dominica to the Inca Temple. As always, they are already waiting for us there. We kill the skeletons and go to the temple. We find the drawing on the wall (not far from the developers’ room), return to Gauthier. On St. Enemy ships are waiting for us again in Efstaphia. We take them on board. We take a copy of the drawing to Gautier. He says that Captain Gregory cannot leave his cave without the third coin, so he is still in the Barbados cave. Let's sail there. Enemy ships are also waiting for us there. We deal with them and go to the Barbados cave. Skeletons are waiting for us near the cave. We kill them, go to the cave, meet Gregory there, kill him. The quest is completed.
15)Completing the quest "The Raven's Amulet".

On Isla Mona, a man named Greg Owen runs up to us. He says that our good friend asked me to give him one little thing. This is the Raven Amulet. He stuck to us and there is no way to get rid of him, we should visit Gauthier again! We tell Gauthier everything, he asks to come in a few days. We arrive a few days later and find out that the Raven Amulet loses its magical power if its owner becomes the owner of another magical amulet - the Falcon amulet. As soon as we find this amulet, both amulets will lose their power and turn into a large diamond, on which will be the name of the person who sent trouble to us. An old shaman named Khjes lives on one of the uninhabited islands, you need to try to talk to him. On the island of Maria Galante we find Hedges in a strange house. We tell him about our trouble. He agrees to help us if we fulfill his request. He asks for the return of his son, who was kidnapped by the Holy Inquisition. We ask priest Santo Domingo about the inquisitor Diego de Lando. He says that he is now in the church guest room. He agrees to release Hedges' son if we complete his task - we cleanse La Vega of the Satanist sect. In one of the houses in La Vega we meet a sect, kill them, and return to the inquisitor. Now we go to prison, free Hedges’ son and sail to Maria Galante.
Hedges, as promised, gives us the Falcon amulet. So, the name of the one who sent us the Raven amulet is Bachelet... but who is it? Let's ask Hedges. We learn that Bachelet is the adopted son and student of Monchitlan, already familiar to us. Hedges says we will find the student where the teacher lived. Well, our path lies in the jungle of La Vega! We find Bachelet in Monchitlan's house. We talk to him and then kill him. The quest is completed.
16)Completing the quest "Charlie Vane".

In one of the ports a man runs up to us and says that the governor of Jamaica wants to see us. It's worth visiting him.
The Governor again wants us to help England. A year ago, the famous pirate Charlie Vane was publicly executed in Jamaica. His corpse was supposed to hang in a cage for a whole year as a warning to the pirates, but Vane's body disappeared from the cage. On the same day, one of the local priests and several parishioners were killed. One of the parishioners, John Fly, managed to escape. He claimed that he was attacked by a living skeleton. Just recently he hanged himself at home. We have to figure out this dark matter. You need to talk to the wife of the man who hanged himself. His wife tells us that before his death, John was not himself, he ordered all the doors and shutters to be closed and insisted that someone should come for him. In search of Wayne's friends, we go to the tavern. At the end table we meet a man in a red shirt who tells us about Robert Blake, who knew Vane. He is in one of the English prisons. It’s worth finding him, but first we’ll talk to the local priest. He tells us that we should talk to a certain Harris O-Malley, who lives on the island of Nevis; he was once a priest and he once had a chance to talk with Vane. First of all, you should visit him. In one of the houses of Nevis we find Harris O-Malley. He says that Charlie Wayne often complained that he was being haunted by various kinds of visions - he constantly heard a voice calling on him to obey him in everything. Each time the voice became stronger and the visions more and more clear, and every night Charlie had to talk to him. It was an evil spirit, a fiend from hell. Charlie's pectoral cross burned his chest unbearably, and he gave it to Harris. Charlie then performed the ritual that the voice inside him ordered to be performed. He filled the cup with his blood and recited the spell. The demon told Charlie that a year after his death he himself would inhabit his body, and then promised Charlie. Since then, Charlie has changed a lot, stopped going to church, and one day asked to return the cross to him, but Harris refused him, and then Wayne pulled out a weapon, but then turned around and left. We take the cross from Harris. Now we need to find the prison where Robert Blake is sitting. We find him in the Antigua prison. He tells us that Vane had one favorite place - a cave in Jamaica. It's worth going there, but first you need to rent a room in a local tavern and get a good night's sleep. In the tavern room, the Angel of Light approaches us. She tells us a prayer to say before placing the cross in the cup of Charlie Vane's blood in order to defeat him. Now you need to explore Vane's cave. We find a chest with a bowl of Vane’s blood in the cave, put his cross there, and leave the cave. We talk to Wayne, kill him. We return to the governor.

17)Completing the quest "Mines of Martinique".

We learn that the French in the Caribbean stumbled upon a very rich silver deposit. The work is being carried out in the strictest secrecy in the mines of the island of Martinique. We must go there and find out when and how the mined silver will be sent to the old world. In the jungle of Martinique we find mines, near them we come across a French patrol. The officer refuses the bribe, and they have to be interrupted. Let's go inside. At the mines we meet an English citizen. He was captured by the French and asks us to get him out of there. He advises you to come tomorrow, when a young lieutenant who really loves money takes over the service. We go to the tavern, spend the night there until the next day and return. We learn that the collected silver is transported to the Apostle manovar, stationed in the port of Martinique. The governor should be notified of this.
The governor tells us that it is necessary to seize this ship and escort it to Port Royal. We sail to Martinique, capture the manovar and return to the governor. We report that the order has been completed, but for some reason the governor orders us to be arrested! We end up in jail.
In prison we meet a man named Cecil Evans. He says that he has been in prison for five years only for carrying out secret orders from the governor. In the morning the governor comes to us to say goodbye...
Cecil Evans suggests escaping. He has a good knife, which was given to him by an old convict before his death. We take a knife, kill the guards and run to the ship. Now our only route lies to Isla Monu, a haven for pirates. On Isla Mona we say goodbye to Cecil.
We need to return the favor to the governor of Jamaica... We go out to sea and again moor at Isla Mona. At the port, a man approaches us, says that he is from Cecil and offers to take a walk. In the bay, he says that the governor sent him to kill us. We deal with him and his friends and return to the settlement.
In the jungle, a woman named Pamela... that is, Camilla Westley, runs up to us and asks for help. The ship on which she sailed home from Antigua was hijacked by pirates. The captain of the pirate ship brought her to Isla Mona for specific purposes, but was recently killed in a duel in a tavern... And now she is left alone on the pirate island without money or livelihood. We ask the tavernkeeper if anyone is renting out the house. He says Dan Bellefrey is renting out his shack, let's go there. He asks 3000 for the house, we give him the money. We spend the night in a tavern and go to visit Camilla. We spend the night with her, she asks to come the next day. The next night we go to her again, but killers are waiting for us there. Let's get rid of them.
At the port, the English officer Andrew Pey runs up to us. He was tasked with finding us by the acting Governor of Jamaica, Sir Thomas Hawley. He wants to talk to us. The Port Royal residence is worth a visit.
Thomas Hawley tells us that Edward Rich was caught in large financial frauds, but, unfortunately, he could not be arrested. And now this task has been entrusted to us. Now we have to capture St. Martin, whose governor agreed to give Rich refuge. We sail to St. Martin and capture it. We meet Rich at the residence. He offers us money. We kill him. We return to the Port Royal residence.